Thanks for your answer,
but I don't know how to use the rotation. The LatLonBox is from parsed KML
file.
I'm adding the OverLay like this
layMap = new GroundOverlay(bmpImage, topGeoPoint, bottomGeoPoint);
mapOverlays.add(0, layMap );
But new GroundOverlay don't seem to
Thanks for the tip, I will try this
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Den söndagen den 31:e mars 2013 kl. 06:26:37 UTC+2 skrev lbendlin:
you could pre-rotate the image for the ground overlay via a matrix
transformation.
Thanks for the tip, I will try this
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Thanks for your answer,
but I don't know how to use the rotation. The LatLonBox is from parsed KML
file.
I'm adding the OverLay like this
layMap = new GroundOverlay(bmpImage, topGeoPoint, bottomGeoPoint);
mapOverlays.add(0, layMap );
But new GroundOverlay don't seem to support
Hey folks,
So I'm in the midst of creating a game and I'm hitting some occasional slow
down which seems to be a result of GC calls triggered by other processes
on the device. I have profiled *my* app and am 100% certain there are no
allocations going on while the game is running, but in
Is/was 2590 your process?
On Sunday, March 31, 2013 8:07:50 AM UTC+1, Jason wrote:
Hey folks,
So I'm in the midst of creating a game and I'm hitting some occasional
slow down which seems to be a result of GC calls triggered by other
processes on the device. I have profiled *my* app and
Hi,
I want to use usb bluetooth dongle with the tab.
From forum I can see you have already tried this. Do you have any
suggestions?
1) Do I need to hack kernel or tab image?
2) dongle bt apps are already available on play store?
Thanks and Regards,
Sunil
On Friday, 19 November 2010 21:09:07
I am writing a music notation app for android tablets.
As I draw everything (ie. this is not a simple image (jpg, pdf, etc)
which needs displaying), I need to ensure that the choice of drawing method
is the fastest possible.
My options, as I see them at present, are
1. Classic on-screen
I'm 90% sure it wasn't, but I make this claim based on profiling heap
allocations and I don't think I confirmed that the process ID was actually
different. I'll confirm (or otherwise) this and post back.
On Mar 31, 2013 2:52 AM, RichardC richard.crit...@googlemail.com wrote:
Is/was 2590 your
The frame drop looks huge as since Gingerbread the GC is clamied to work
concurrently.
On Sun, Mar 31, 2013 at 4:38 PM, Jason Polites jason.poli...@gmail.comwrote:
I'm 90% sure it wasn't, but I make this claim based on profiling heap
allocations and I don't think I confirmed that the process
OK.. so I've confirmed it's not my process. Here's an example (apologies
for the length of the log)
03-31 11:46:12.587: DEBUG/dalvikvm(16714): GC_CONCURRENT freed 325K, 5%
free 8827K/9208K, paused 10ms+4ms, total 34ms
03-31 11:46:12.594: DEBUG/656565(16714): Table:account Count:7 Migration
My first reaction is that if you really want render speed then you need to
be leveraging the GPU which is going to be most reliable with OpenGL (as I
understanding it more recent versions of Android will actually hardware
accelerate for you, but there are many variables that affect whether this
On Mar 31, 2013 12:15 PM, Jason jason.poli...@gmail.com wrote:
My first reaction is that if you really want render speed then you need
to be leveraging the GPU which is going to be most reliable with OpenGL (as
I understanding it more recent versions of Android will actually hardware
accelerate
On Friday, March 29, 2013 7:06:59 PM UTC-4, Streets Of Boston wrote:
Log.*e*(Commands, failed to start DGraphActivity*, e*);
OK, I've added that although, since it's not hitting that (or any)
exceptions it's not really telling me anything.
So we're still kinda back on the original
On Friday, March 29, 2013 11:16:26 PM UTC-4, Kristopher Micinski wrote:
In that particular example the returning Activity was standard but the
Activity invoking it was singleInstance. I knew the returning Activity
had
to be standard but I only found out that the caller couldn't
On Friday, March 29, 2013 11:16:26 PM UTC-4, Kristopher Micinski wrote:
In that particular example the returning Activity was standard but the
Activity invoking it was singleInstance. I knew the returning Activity
had
to be standard but I only found out that the caller couldn't
On Friday, March 29, 2013 11:16:52 PM UTC-4, Kristopher Micinski wrote:
You might try asking the package manager if the intent you're sending
will have any receivers, also..
I'm not sure how do that. Using the intent I use to launch my activity, I
tried . . .
PackageManager p =
My app has been successfully downloaded by tablet users over the last year
without problems. I made an update a week ago, but the only thing changed
in the Manifest file was the app version number and version string. After
making that update, users are no longer able to access the app in Google
There has been an odd post or two in the adt-dev group regarding the
ordering of elements in the manifest (although I can't find anything in the
official docs).
So with that said ... I think you should try putting
uses-sdk android:minSdkVersion=4 android:targetSdkVersion=8 /
before the
Just curious as to how many people actually develop Android codes on an Android
device.
Is is feasible to try and do any serious development on a tablet or phone ?
interested in hearing others thoughts
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Versus the emulator?
I have used devices *exclusively* for development for the past few
years (though I don't often write actual apps, per se..): the emulator
has always sucked and hasn't made any fundamental improvements wrt
speed. This is pretty inherent in the fact that it's based on qemu,
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