Android :: Which Is The Best Design For An Android Game

Sep 2, 2010

http://www.facebook.com/#!/album.php?aid=2042525&id=1549646802

The url above is an album of my facebook. Could u pls tell me which is better, the yellow, or the green?

Android :: which is the best design for an android game


Android :: UI Design For Board Game

Jan 5, 2010

I need to design a board UI using android platform. I was planning to take one image as board and moving the required images over the board. How do I achieve the same? I need to find the coordinates for image and need to move the required images to specifies coordinates. Is there any andorid API for this?

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Android :: Avoiding Float Operations In Game Design

Jun 8, 2010

I've read this in a few articles, that one should avoid floating point operations within the physics update of a game.

But how do you really achieve this? Surely all half decent games are going to involve this kind of maths?

Does it mean, convert all your variables to int, or use double instead, or simply just cut it out as much as possible?

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Android :: SurfaceViews Handling / Thread And General Game Design

Jul 14, 2009

I'm a new Android developer. I would like to make a simple game using the SurfaceView (Canvas drawing).the game has a a custom Object name Box. Box can draw itself and need to get an event when it is clicked. when it does, there is an animation sequence coming out of the box like a "jumping clown". I have several Boxes on the screen when each of them can be activated. Several Boxes animation can also be presented simultaneously.Here it gets tricky: Since I have a "complicated" animation sequence, each Box extends SurfaceView. The problem is I haven't figured it out how can I handle several SurfaceView's drawing using only one Thread (in order to present an animation I need to use one) and also how can I get the onClick/ onThouch event from my Activity to each of my Boxes.

The LunarLanding example in the SDK uses only one Thread but also uses only one SurfaceView which manage the animation of the game components (there are no several game components SurfaceViews). Also, there is no need to get onTouch event, so this example doesn't match to my case. I have several questions about what is the right approach do code this:

1. Should I use Box extends SurfaceView?

2. Can SurfaceView gets user events like onTouch/onClick?

3. Is there a way to add to the "main" SurfaceView another SurfaceView (Box)?

4. If none of the above questions is positive, should I use one SurfaceView (and one Thread) and try to map the other Boxes on the screen for user event handling. I mean Box only paints itself but the user event is being handled by me (not by the OS).

5. Should each Box (SurfaceView) should handle it's own Thread in case of animation (it is not good design but it is also an option)?

6. do you have any other proposal?

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Android :: How To Design "manual Animation" Into Droid Game Without Code Delays?

Oct 3, 2010

I am writing a game for Android and I think I have a fatal flaw in my architecture and/or code. The architecture is basically two threads, one that just continuously draws the screen and the other than controls the movement of the drawables on the screen based on the user's touch screen input. In the latter thread, I'm basically doing manual animation (insert correct term here), meaning I move the drawables on the screen via methods that change the Drawables Rect as the game progresses. The "no-no" I believe I'm doing is inserting delays into these methods, so that it "appears like an actual animation." This all works fine and dandy because I have no reason to process any user input during these animations, but it's really bugging me that I'm designing a flaw into a lot of hard work with my game. I'm sure many of you can relate to this in terms of code design.

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Android :: GUI Design - Mockup Design Tool For Android Application

Nov 23, 2010

I am going to develop an Android Application but before developing it i needs to have MockUp for the Android Application,so is there any way to design MockUp/GUI Design tool for the Android Application?

I know about DroidDraw tool , but i think it is not the exact way to prepare Mockup for the android application.

I have already referred this SO Question , but overthere i just found all the tools for the I-Phone only. So please feel free to share with me if you have/found any !

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Android :: How To Store Path Of Game Pawn In Turn Based Game?

May 22, 2010

I have a square grid, for a turn based game ( grid is similar to the chess board ), but the moves in the games are different based on whether you have lapped your opponent pawn at least once or not.i.e if you have not lapped (beaten any of the opponents pawns) in the outer most grid as below.if you have lapped your opponent pawn once at least, then you get to reach home,this way.Any player having all his pawns reaching "home" first wins.The ones in yellow are safe-houses, i.e both the opponent pawn and the player's pawn get to stay in the same grid, this is not considered to be lapping ( the opponent ).The lapped pawn will return to its start point.Now the question is, what is the effective way to store the paths for the all the pawns.we will have 4 pawns for the player and 4 opponent pawns.Is there any pattern to store such static information, in a elegant way?

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Android : Puzzle Game With 7x7 Grid Of Graphics / How To Save And Continue Game

Nov 12, 2010

I have a puzzle game with a 7x7 grid of graphics, and a timer, its just about ready to go. But I am stuck on how to go about saving/continuing game. For example when someone exits I want them to be able to save and exit, then come back and click continue to pick up where they left off with all of the graphics in the right place, timer and score. I looked at onSaveInstanceState android examples, but not sure if this is what I need or how to implement it in my case.

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Android :: Looking For A Design Tip / Advice / Doc

Aug 2, 2010

I'm kind of new to android development.I have read from many sources that findViewById() is a "costly" operation. I'm making an application that deals with 5 TextViews to provide different kinds of information (distance, duration, title, description, etc) from a database. I'm using listeners to catch touch/click events and feedbacks a handler. The main function of the handler is to received a "position" in the Cursor where the new information needs to be displayed. I mentioned earlier that findViewById() is a "costly" operation. So, I don't call this method in the handler. Doing so, it will retrieve every time the Views when user touchs/clicks some widget. Is it right to populate the Activity with private members of the Views/Layout it displays? I mean, I don't like it. I don't know why, but seems that I'm populating too much the activity. I'm aware of the android:onClick xml attribute, but in my case I also use long click listeners. So, a piece of onCreate() looks like: And all of those are private members, wihout mention the "cursor.getColumnIndex()" for each. I thought on implementing Handler.Callback and set on the Hanlder.Callback constructor implementer a View array or a View list or something, but I also need this objects later to set other listeners and setups. Is this right? I cannot think another way, as I need the reference to the object, and also the Cursor reference that the handler will move to the "position" provided and update the correspondent View. I will really appreciate either an advice or a useful link/info/doc to read in what concern in this kind of designs. What I do not like is that It looks like imperative programming filling the Activity with "global" variables.

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Android :: APN Design - Access Pointer - MMS

May 13, 2009

in Android code, It is a very strange concept to define the APN type (APN_TYPE_MMS). The reason are: 1) APN only is an access pointer, it haven't any special attribute for MMS or other things. 2) Only Application care the APN name, since different APN will provide different service from operator. for example, operation may provide Email/MMS/GPS/.... service on different APN. 3) Android only define one type APN_TYPE_MMS, this will limit other top application usage. Any one can answer me why Android design this way? If google have strong reason for such design, I hope add other user defined type like APN_TYPE_USER1 APN_TYPE_USER2 then top application can set his property to use its APN other than APN_TYPE_MMS

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Android :: How To Design A Floating Keyboard

Oct 13, 2010

I am a developer and recently completed the implementation of my keyboard MessagEase. It's available on the Market (with its very- different features, making it quite unlike QWERTY).

This keyboard works fine as a replacement of the standard keyboard on an Android Phone. But for a An Android Tablet, it would work best if it's implemented as a floating, movable keyboard.

(the footprint of this keyboard is mostly dependable on the size of a human's finger; it remains the same even if the tablet's display is much larger than a phone's. Therefore it'll take a relatively smaller area on a tablet.)

If I use the current SDK hooks, it will have to take a significant portion of the screen, defeating the purpose.

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Android :: Activity Design Advice

Mar 3, 2010

I have a service running that grabs the users attention with a notification. What i would like to happen when the user clicks on the notification is for it to launch a dialog box. The "proper" thing to do is to launch an activity in this way, so is there a way to get an activity to launch with out filling the screen? So it looks like a dialog box?

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Android :: Launcher Icon Design

Sep 1, 2010

I'm more than happy coding apps.I am, however, rubbish at icon design.I'm sure I'm not the only one for whom this is a problem and yet all android devs need to create a launcher icon.Does anyone have any good tips on knocking up simple but effective launcher icons?

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Android :: Using 3d Packages For Icon Design

Nov 3, 2010

if this is a silly question, am sorry about that. I was wondering if its possible to design android icons using a 3d modelling package like blender? i know i have to stick to the guidelines documented already, but was just wondering if anyone had come across or done something similar? Its that little part of the icons(launchers) being able to have a slight perspective and looking through the requirements to design icons it seems i might be a lot faster using a 3d modelling package and then following part of the icons template guide(based from my requirement though!).

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Android :: Use IMF To Design Soft A Keyboard?

Aug 29, 2010

how to use the IMF to design a soft keyboard. Please point me to some resources that will help me understand how to do it from the ground up. Something other than the SDK sample

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Android :: Layout Design For HTC Desire

Sep 18, 2010

I designed an app for htc desire.The background image used for the app looks good in ecipse layout, when installed in phone it is stretched.

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Android :: Example / Code To Set Page For App Design?

Oct 8, 2009

Is anyone aware of an example or sample code that shows how to make a settings page (like what you get from hitting settings)? Many apps seem to have them but I'm not sure what type of list they are using.

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Android : Ddalvik Performance For API Design

Oct 7, 2010

Taking into account JIT and non-JIT devices, what would be most efficient on Android for returning multiple values from functions: an array like this: Code...

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Android :: Need Source / Links To Implements A Design?

Jul 21, 2010

Referring http://code.google.com/events/io/2010/sessions/developing-RESTful-android-apps.html. Can any body provide source/links which implements such a design?

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Android :: Database Access Design Approach

Aug 30, 2010

I have a general Android design question around data access. I have a number of activities in my application that need to access a SQLite database. In order to wrap up all data access logic in one place I have created a DatbaseHandler class that takes care of all data access logic. This class takes care of building up where clauses, calling the database and interrogating the resulting cursor to retrieve the query results and return them to the caller. The purpose of this class is to wrap all data access code in one place so that it can be easily managed and maintained as opposed to having data access logic scattered across all activities. Each activity that needs access to the database creates an instance of this DatabaseHandler class and passes it a reference of android.content.Context. The DatabaseHandler class then uses this Context object to call an underlying content provider as follows context_i.getContentResolver().query(...).

My data access logic (cursor handling logic to be specific) is not in the activity and so I cannot manage the cursors life cycle, therefore there is likely to be memory leaks.

My questions are as follows -

How can I (if its even possible) manage the cursors life cycle from outside an Activity? Should each activity even be creating an instance of this data handler class and passing an instance of Context to it? Perhaps my design approach is wrong and I should expose these data access functions as static methods that take an instance of the calling activity as a parameter. That way I could perform managed queries and let the activity take care of managing the cursors life cycle?

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Android :: App Design For Multiple Data Connections

Oct 18, 2010

I am working on developing an application that requires me to establish multiple client-server based connections. Connection can be of two types where the Android device can be a server or a client. I can have up to 6 - 8 connections. Once the connections are set-up they need to be running in the background and are not typically affected by UI actions.Since each connection can be blocking, I am wondering what is a good away to design this app. Should I have two services for handling the server and client connections? Each service could have a "connection manager" that can spawn new threads when necessary. Or does creating two services even help? I presume spawning new processed would not be good as they will be expensive. Is this correct? I would appreciate any suggestions. Also, if this use case is not typical please let me know if you need more information to make any recommendation.

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Android :: Need To Design Apps Connect To HID USB Device

Nov 12, 2010

I need to design an android app to communicate with HID Custom USB Device. Are there any standard java library that I can use to implement this?

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Android :: Want To Design A Customized Text Selector

May 7, 2010

I wanted to design a customized text selector that changed the text color when user clicks the TextView. But got the following error:
Code...

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Android :: Changing Spinner Layout / Design

Jan 14, 2010

I am trying to modify the design of Spinner widget. I can change the background, but I can't find a way to change the arrow icon on the right side. Is there a way to do it?

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Android :: Mobile Software Design Process

Jun 18, 2010

I am not able to get an idea of how to do the "Design Process for a Mobile Platform". Can anyone give a little description of how to do the same.

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Android :: How To Design App For Picasa / Browser Short Cut For Same

Jun 8, 2009

I have a specific requirement to design a application for picasa or a browser short cut for the same. If any one have any pointers.

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Android :: Limitations Of The MapView And MapActivity Design

Oct 24, 2010

I was surprised to see a couple major shortcomings in the design of MapView and MapActivity.

First, MapView requires itself to be hosted in a MapActivity. According to the documentation,

A MapView can only be constructed (or inflated) by a MapActivity<http://code.google.com/android/add-ons/google-apis/reference/com/goog...>.

> This is because it depends on threads which access the network and > filesystem in the background; these threads must be shepherded by the > lifecycle management in MapActivity<[url]...>. > Tiles are cached on the filesystem in your application's directory. The > cache is auto-managed so you don't need to do anything with it, and can > delete it at any time.

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Android : GL SurfaceView Renderer Design Needed

Dec 21, 2009

I've been trying to figure out how to get to the current EGLContext from the GLSurfaceView. I looked at the APIs and looked at the code but it doesn't seem like there is any path to it. I could have just missed it - please correct me if I have, but it wasn't obvious. Now, I can totally understand the designer thinking that we should protect people from the context because they can cause bad things to happen but actually it would be nice to have access to swapbuffers so that we can do some effects. Fair enough, though.

The one thing I wanted was to see the current EGLConfig so that I could find out what config attributes I'm getting on weirdly-behaving devices like the Galaxy. It seemed easy enough - it's passed in to Renderer in the onSurfaceCreated method:

public void onSurfaceCreated(GL10 gl, EGLConfig config);

Great! Except wait, you can't query an EGLConfig without an EGLDisplay and that's locked up in the GLSurfaceView. So why is it passed in to the surface created method? Isn't it useless? Accord to GLES spec, an instance of EGLConfig is only good if you have the display/context instances that it was created from.

I didn't try querying it with the default context because it's supposedly invalid but perhaps someone could shed some light on this? I'd love if it were something dumb and obvious that I don't know about.

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Android : Design A Custom Control / Use It In Xml Layout?

Aug 9, 2010

I understand how to create a custom Android control, and I believe I understand how to pull attributes for it from the Xml layout. I don't know, however, how to get any children elements from it. Here's a visual example of what I'm trying to accomplish: public class Menu extends LinearLayout. When my Menu is created, how do I get references to the two MenuItems. Code...

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Android :: How To Design Activity And Service Writing To Same Table?

Jun 14, 2010

I have an activity which starts a (intent)service. Both access the same DB and potentially write to the same table. What design pattern would you recommand to avoid concurrency?

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