Re: [android-developers] Canvas or OpenGL
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas or OpenGL
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas or OpenGL
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas or OpenGL
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas or OpenGL
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-d...@**googlegroups.com To unsubscribe from this group, send email to android-developers+**unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/**group/android-developers?hl=enhttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Resume Projects: http://careers.stackoverflow.com/jamesblack I know that you believe you understand what you think I said, but I'm not sure you realize that what you heard is not what I meant. - Robert McCloskey -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Canvas or OpenGL
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 Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas or OpenGL
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 Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas or OpenGL
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 Groups Android Developers group. 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 http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas or OpenGL
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Canvas or OpenGL
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Canvas to OpenGL
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas to OpenGL
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Canvas to OpenGL
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- ~ Jeremiah:9:23-24 Android 2D MMORPG: http://solrpg.com/ http://www.youtube.com/user/revoltingx -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Canvas vs OpenGl drawline speeds
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en