The Android GUI system is far simpler that Swing. It's more like a
cleaned up AWT. It still has a pretty good stable of nifty widgets,
but they certainly are not the same widgets you find in Swing-based
UIs.
The constraints on a mobile app GUI are, at least at the moment,
different than those
Let me use my telepathic abilities(I have to since you did not provide
the error information)...
You are getting ArrayIndexOutOfBoundsException.
And there is a long list of issues here:
- i=daty.length - This one will always result in an
ArrayIndexOutOfBoundsException
- using datx[i+1] will
thank u sir
On Wed, Sep 2, 2009 at 4:42 AM, Yusuf Saib (T-Mobile USA)
yusuf.s...@t-mobile.com wrote:
Hello, there are several ways to do graphics in Android, but for
starters I suggest you look at the Canvas class.
Yusuf Saib
Android
·T· · ·Mobile· stick together
The views, opinions
Take a look at the examples from Android SDK - JetBoy, LunarLander,
Snake and APIDemos of course.
On Sep 2, 5:49 pm, Naresh Kumar naresh.andro...@gmail.com wrote:
thank u sir
On Wed, Sep 2, 2009 at 4:42 AM, Yusuf Saib (T-Mobile USA)
yusuf.s...@t-mobile.com wrote:
Hello, there are
Hello, there are several ways to do graphics in Android, but for
starters I suggest you look at the Canvas class.
Yusuf Saib
Android
·T· · ·Mobile· stick together
The views, opinions and statements in this email are those of the
author solely in their individual capacity, and do not necessarily
The code is here:
http://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=libs/surfaceflinger/BootAnimation.cpp
On Thu, Jun 11, 2009 at 11:59 PM, doubleslash doublesl...@gmail.com wrote:
When you turn on the phone, after the G1 screen, there's a black
screen with the word
Yes I am doing an arbitrary distortion. I looked into the cupcake
branch platform source code and it seems the binary interpolations are
performed natively under JNI. Is that correct?
On Feb 9, 6:17 am, Mike Reed r...@google.com wrote:
You may be right. The filter_flag kicks in when drawing a
You may be right. The filter_flag kicks in when drawing a bitmap
through a matrix (scale, rotate, etc.). If you are doing arbitrary
distortions in java, then I'm afraid the graphics API can't help
per-se.
On Sun, Feb 8, 2009 at 4:56 PM, j jac...@gmail.com wrote:
Hi Dianne,
I am afraid I
Hi Dianne,
I am afraid I don't understand how that would help. I am implementing
an image distortion algorithm. It takes in a source Bitmap and output
a distorted Bitmap.
Can you elaborate?
On Feb 7, 8:15 pm, Dianne Hackborn hack...@android.com wrote:
How about this:
How about this:
http://code.google.com/android/reference/android/graphics/Paint.html#FILTER_BITMAP_FLAG
On Sat, Feb 7, 2009 at 8:06 PM, j jac...@gmail.com wrote:
Is there an Android API for performing bilinear interpolation? I
discovered that my own interpolation implementation is extremely
tberthel wrote:
[...]
25fps is actually really
fast, but like you said it is just a single test image.
25fps is fine --- it's just that it's using all the CPU time redrawing
and there isn't any left to run the game in!
As far as speeding things up the most important thing is to reuse the
David Given wrote:
[...]
If we instead use GLES, displaying a single polygon
that fills the screen, we can change the image by uploading new textures
with glTexImage2d.
I'm now doing this... and am getting 40-50fps full screen! Which I think
is quite reasonable; frame locked to 20fps or so,
I'm now doing this... and am getting 40-50fps full screen! Which I think
is quite reasonable; frame locked to 20fps or so, it should provide
plenty of CPU time to run the game in.
Oddly enough, the fastest GL texture format is RGB_5_5_5_1. RGB_5_6_5,
which is what I would intuitively expect
Steve Oldmeadow wrote:
[...]
That is very promising. Is this at 240x320 or 320x480? What are your
texture dimensions?
It's full screen (with no status bars) at whatever the default
resolution of the emulator is --- 320x480 seems about right. The texture
is the same size. I may have to
It's full screen (with no status bars) at whatever the default
resolution of the emulator is --- 320x480 seems about right. The texture
is the same size. I may have to compromise slightly on performance for a
real product, because GLES says you can only have powers-of-two texture
sizes, so
It think graphic performance is very limited due to the use of an
emulator. Real phones will almost certainly have hardware accelerated
2d-graphics (and probably also 3d).
On Mar 26, 6:03 pm, David Given [EMAIL PROTECTED] wrote:
Hello,
I'm trying to write some highly graphics-intensive code.
My main issues is that the line drawing is usually faster than images
on real phones for up to 12 or so lines, but not the emulator. The
drawing images and 3d is actually not that bad for fast phones of
2003, but it should be about 8 times faster. 25fps is actually really
fast, but like you
There is a Static Method (createBitmap(...)) that knows how to build a
Bitmap from a int buffer (32bits per pixel, ARGB), check that out,
maybe it's faster. Haven't check it out against setPixel.
// for M3
Bitmap.createBitmap( colorBuf, w, h, false );
// for M5, you need to replace the false
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