Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread Simon Giddings
Thank you to every one for their responses.

It would seem, however, that my question was not clear enough (you are 
right James).

I am going to write a music notation app.
So, will simply be writing the music score on the display - no animation 
needed.
My question was about visual scaling - reproducing a sheet of music paper 
and then permitting the user to zoom in and out.
Hence the reference to world coordinate and screen coordinate conversions.

Please note - this will *not* be using pdf documents !

Can I still achieve this with Canvas ?
Is there an example of the correct way of producing this kind of scaling 
when using Canvas ?
I will be targeting tablet systems with this.


On Sunday, 12 August 2012 06:15:06 UTC+2, Dianne Hackborn wrote:

 On Sat, Aug 11, 2012 at 2:50 PM, James Black planit...@gmail.comjavascript:
  wrote:

 Do you need a fast refresh rate for example?  One music program I wrote 
 had to turn notes on and off at the correct millisecond, under windows; 
 that accuracy won't work on mobile devices.

 You can do 60fps drawing with either OpenGL or Canvas.  That is the best 
 you are going to get for accuracy since that is the screen refresh rate.

 -- 
 Dianne Hackborn
 Android framework engineer
 hac...@android.com javascript:

 Note: please don't send private questions to me, as I don't have time to 
 provide private support, and so won't reply to such e-mails.  All such 
 questions should be posted on public forums, where I and others can see and 
 answer them.



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Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread RichardC
Canvas does zooming, scaling, rotation, translation etc. via stackable 
transformations see:
http://developer.android.com/reference/android/graphics/Canvas.html 
and look for functions like:

save

restore

scale

translate

setMatrix

etc...

 

 

 

 

 

 


On Sunday, August 12, 2012 9:44:47 AM UTC+1, Simon Giddings wrote:

 Thank you to every one for their responses.

 It would seem, however, that my question was not clear enough (you are 
 right James).

 I am going to write a music notation app.
 So, will simply be writing the music score on the display - no animation 
 needed.
 My question was about visual scaling - reproducing a sheet of music 
 paper and then permitting the user to zoom in and out.
 Hence the reference to world coordinate and screen coordinate conversions.

 Please note - this will *not* be using pdf documents !

 Can I still achieve this with Canvas ?
 Is there an example of the correct way of producing this kind of scaling 
 when using Canvas ?
 I will be targeting tablet systems with this.


 On Sunday, 12 August 2012 06:15:06 UTC+2, Dianne Hackborn wrote:

 On Sat, Aug 11, 2012 at 2:50 PM, James Black planit...@gmail.com wrote:

 Do you need a fast refresh rate for example?  One music program I wrote 
 had to turn notes on and off at the correct millisecond, under windows; 
 that accuracy won't work on mobile devices.

 You can do 60fps drawing with either OpenGL or Canvas.  That is the best 
 you are going to get for accuracy since that is the screen refresh rate.

 -- 
 Dianne Hackborn
 Android framework engineer
 hac...@android.com

 Note: please don't send private questions to me, as I don't have time to 
 provide private support, and so won't reply to such e-mails.  All such 
 questions should be posted on public forums, where I and others can see and 
 answer them.



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Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread Simon Giddings
Thank you Richard,

I tried to find examples, without success.
Do you know of any ?

On Sunday, 12 August 2012 10:49:10 UTC+2, RichardC wrote:

 Canvas does zooming, scaling, rotation, translation etc. via stackable 
 transformations see:
 http://developer.android.com/reference/android/graphics/Canvas.html 
 and look for functions like:

 save

 restore

 scale

 translate

 setMatrix

 etc...

  

  

  

  

  

  


 On Sunday, August 12, 2012 9:44:47 AM UTC+1, Simon Giddings wrote:

 Thank you to every one for their responses.

 It would seem, however, that my question was not clear enough (you are 
 right James).

 I am going to write a music notation app.
 So, will simply be writing the music score on the display - no 
 animation needed.
 My question was about visual scaling - reproducing a sheet of music 
 paper and then permitting the user to zoom in and out.
 Hence the reference to world coordinate and screen coordinate conversions.

 Please note - this will *not* be using pdf documents !

 Can I still achieve this with Canvas ?
 Is there an example of the correct way of producing this kind of scaling 
 when using Canvas ?
 I will be targeting tablet systems with this.


 On Sunday, 12 August 2012 06:15:06 UTC+2, Dianne Hackborn wrote:

 On Sat, Aug 11, 2012 at 2:50 PM, James Black planit...@gmail.comwrote:

 Do you need a fast refresh rate for example?  One music program I wrote 
 had to turn notes on and off at the correct millisecond, under windows; 
 that accuracy won't work on mobile devices.

 You can do 60fps drawing with either OpenGL or Canvas.  That is the best 
 you are going to get for accuracy since that is the screen refresh rate.

 -- 
 Dianne Hackborn
 Android framework engineer
 hac...@android.com

 Note: please don't send private questions to me, as I don't have time to 
 provide private support, and so won't reply to such e-mails.  All such 
 questions should be posted on public forums, where I and others can see and 
 answer them.



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Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread RichardC
There are some in ApiDemo samples.  The Canvas functions work very much 
like OpenGL ES 1.0 in that you set up your transformations and then 
Paint/Draw on the Canvas.



On Sunday, August 12, 2012 12:59:12 PM UTC+1, Simon Giddings wrote:

 Thank you Richard,

 I tried to find examples, without success.
 Do you know of any ?

 On Sunday, 12 August 2012 10:49:10 UTC+2, RichardC wrote:

 Canvas does zooming, scaling, rotation, translation etc. via stackable 
 transformations see:
 http://developer.android.com/reference/android/graphics/Canvas.html 
 and look for functions like:

 save

 restore

 scale

 translate

 setMatrix

 etc...

  

  

  

  

  

  


 On Sunday, August 12, 2012 9:44:47 AM UTC+1, Simon Giddings wrote:

 Thank you to every one for their responses.

 It would seem, however, that my question was not clear enough (you are 
 right James).

 I am going to write a music notation app.
 So, will simply be writing the music score on the display - no 
 animation needed.
 My question was about visual scaling - reproducing a sheet of music 
 paper and then permitting the user to zoom in and out.
 Hence the reference to world coordinate and screen coordinate 
 conversions.

 Please note - this will *not* be using pdf documents !

 Can I still achieve this with Canvas ?
 Is there an example of the correct way of producing this kind of scaling 
 when using Canvas ?
 I will be targeting tablet systems with this.


 On Sunday, 12 August 2012 06:15:06 UTC+2, Dianne Hackborn wrote:

 On Sat, Aug 11, 2012 at 2:50 PM, James Black planit...@gmail.comwrote:

 Do you need a fast refresh rate for example?  One music program I 
 wrote had to turn notes on and off at the correct millisecond, under 
 windows; that accuracy won't work on mobile devices.

 You can do 60fps drawing with either OpenGL or Canvas.  That is the 
 best you are going to get for accuracy since that is the screen refresh 
 rate.

 -- 
 Dianne Hackborn
 Android framework engineer
 hac...@android.com

 Note: please don't send private questions to me, as I don't have time 
 to provide private support, and so won't reply to such e-mails.  All such 
 questions should be posted on public forums, where I and others can see 
 and 
 answer them.



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Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread James Black
I did it with DirectX 3D and my application took over the cpu while it was
running, so I was able to easily meet the requirements, but on the Android
an application can't hog the device as I had.  My video refresh rate was
just 30 fps, but looping through the audio part had to be much faster.

On Sat, Aug 11, 2012 at 8:28 PM, bob b...@coolfone.comze.com wrote:



 On Saturday, August 11, 2012 4:50:21 PM UTC-5, James Black wrote:

 Without more detail of what you want to do an answer is difficult.

 Do you need a fast refresh rate for example?  One music program I wrote
 had to turn notes on and off at the correct millisecond, under windows;
 that accuracy won't work on mobile devices.

 Millisecond accuracy won't work on Windows either due to the refresh rate
 of the display.


 If you just want to show notes either will work.

 Do you need a 3d canvas to show notes?  Then opengl is better.
 On Aug 11, 2012 2:51 PM, Simon Giddings mr.s.g...@gmail.com wrote:

 I am going to start the development of a Music document app.
 In the past, when I developed under widows, I used world coordinates and
 screen coordinates to provide scaling/zooming.

 I am unclear as to weather I should go to OpenGL under Android, or if I
 could still use Canvas.

 Can anyone advise me here?

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[android-developers] Canvas or OpenGL

2012-08-11 Thread Simon Giddings
I am going to start the development of a Music document app.
In the past, when I developed under widows, I used world coordinates and 
screen coordinates to provide scaling/zooming.

I am unclear as to weather I should go to OpenGL under Android, or if I 
could still use Canvas.

Can anyone advise me here?

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Re: [android-developers] Canvas or OpenGL

2012-08-11 Thread James Black
Without more detail of what you want to do an answer is difficult.

Do you need a fast refresh rate for example?  One music program I wrote had
to turn notes on and off at the correct millisecond, under windows; that
accuracy won't work on mobile devices.

If you just want to show notes either will work.

Do you need a 3d canvas to show notes?  Then opengl is better.
On Aug 11, 2012 2:51 PM, Simon Giddings mr.s.giddi...@gmail.com wrote:

 I am going to start the development of a Music document app.
 In the past, when I developed under widows, I used world coordinates and
 screen coordinates to provide scaling/zooming.

 I am unclear as to weather I should go to OpenGL under Android, or if I
 could still use Canvas.

 Can anyone advise me here?

 --
 You received this message because you are subscribed to the Google
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 To unsubscribe from this group, send email to
 android-developers+unsubscr...@googlegroups.com
 For more options, visit this group at
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Re: [android-developers] Canvas or OpenGL

2012-08-11 Thread bob


On Saturday, August 11, 2012 4:50:21 PM UTC-5, James Black wrote:

 Without more detail of what you want to do an answer is difficult.

 Do you need a fast refresh rate for example?  One music program I wrote 
 had to turn notes on and off at the correct millisecond, under windows; 
 that accuracy won't work on mobile devices.

Millisecond accuracy won't work on Windows either due to the refresh rate 
of the display.
 

 If you just want to show notes either will work.

 Do you need a 3d canvas to show notes?  Then opengl is better.
 On Aug 11, 2012 2:51 PM, Simon Giddings mr.s.g...@gmail.comjavascript: 
 wrote:

 I am going to start the development of a Music document app.
 In the past, when I developed under widows, I used world coordinates and 
 screen coordinates to provide scaling/zooming.

 I am unclear as to weather I should go to OpenGL under Android, or if I 
 could still use Canvas.

 Can anyone advise me here?

 -- 
 You received this message because you are subscribed to the Google
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 To post to this group, send email to 
 android-d...@googlegroups.comjavascript:
 To unsubscribe from this group, send email to
 android-developers+unsubscr...@googlegroups.com javascript:
 For more options, visit this group at
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Re: [android-developers] Canvas or OpenGL

2012-08-11 Thread Dianne Hackborn
On Sat, Aug 11, 2012 at 2:50 PM, James Black planiturth...@gmail.comwrote:

 Do you need a fast refresh rate for example?  One music program I wrote
 had to turn notes on and off at the correct millisecond, under windows;
 that accuracy won't work on mobile devices.

You can do 60fps drawing with either OpenGL or Canvas.  That is the best
you are going to get for accuracy since that is the screen refresh rate.

-- 
Dianne Hackborn
Android framework engineer
hack...@android.com

Note: please don't send private questions to me, as I don't have time to
provide private support, and so won't reply to such e-mails.  All such
questions should be posted on public forums, where I and others can see and
answer them.

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[android-developers] Canvas or OpenGL

2012-02-14 Thread Jason Prenger
Hi everyone

I'm writing an application in which I need to draw/display a directed
graph.  This graph has the possibility of having a lot of nodes so I
will most likely need to be able to support scrolling and zooming for
the view displaying it.  I've poked around a bit and I'm torn between
trying to implement this using a Canvas or OpenGL.  It seems like the
Canvas would be easier to get going quickly but the scrolling and
zooming might become an issue, whereas OpenGL would seem to have an
easier time with scrolling and zooming but I'd have to learn it (don't
have any experience with OpenGL).  So I guess I'm asking the people
who know more than me which they would go with for creating a directed
graph, Canvas or OpenGL?  If you do think I should use OpenGL should I
go with 1.x or 2.0?

Thanks in advance,

Jason Prenger

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[android-developers] Canvas to OpenGL

2011-03-21 Thread brian purgert
I want to convert my game space bike to OpenGL currently the game
is written using the android canvas. currently the canvas is drawn on a
layer in a content view. basically I don't know where to start.
my game is basically drawn using a bunch of line and 3 pictures.

So where do I start

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Re: [android-developers] Canvas to OpenGL

2011-03-21 Thread TreKing
On Mon, Mar 21, 2011 at 7:52 PM, brian purgert brianpurge...@gmail.comwrote:

 So where do I start


Learn OpenGL? Read through the sample game projects?

-
TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
transit tracking app for Android-powered devices

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Re: [android-developers] Canvas to OpenGL

2011-03-21 Thread Miguel Morales
Use GLCanvas and look up examples.

On Mon, Mar 21, 2011 at 6:09 PM, TreKing treking...@gmail.com wrote:

 On Mon, Mar 21, 2011 at 7:52 PM, brian purgert brianpurge...@gmail.comwrote:

 So where do I start


 Learn OpenGL? Read through the sample game projects?


 -
 TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
 transit tracking app for Android-powered devices


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[android-developers] Canvas vs OpenGl drawline speeds

2011-03-12 Thread brian purgert
right now my game is drawn using the canvas and it runs pretty good on my
phone. (I have the Droid 2). My game is space-bike in case you did not know,
and it is drawn using 3 bitmaps and tons and tons of lines. most frames are
under 50 line, the reason it is so high it because I draw Each line with 2-3
lines in order to create a neon like effect.

So my question is; Will I be better off if I convert my game to openGL?  Or
should I stick with the canvas?

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