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with perhaps a low-FPS View-based renderer as a fall-back from
SurfaceView, so at least 4.3 users can use
the application, albeit with poor user experience.
Since the Canvas used by Views is hardware accelerated and since redraws
are v-sync'd you may actually get better framerate.
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Some IntelliJ updates are downloaded as patches while some require a full
download. I don't know what the difference is but it's been like this for a
few years.
On Aug 3, 2013 1:25 PM, rmz76 jeremy.de...@gmail.com wrote:
From the website it appears there is not patch utility for Android Studio,
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format to RGB_888 instead?
Yes, that will fix your problem and improve perfornance.
Regards,
Thomas
On Wednesday, July 31, 2013 12:13:51 PM UTC-5, Romain Guy (Google) wrote:
Is your SurfaceView marked with the transparent pixel format? If so, what
you are seeing would be expected. If your
: what if I want to create mutable 24 bit Bitmap? Is
there way?
Thanks a lot,
On Thursday, December 9, 2010 10:20:33 AM UTC+2, Romain Guy wrote:
Hi,
Just use the ARGB_ configuration and make sure all your pixels are
opaque.
On Wed, Dec 8, 2010 at 11:54 PM, KK krishnakumar
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The UI doesn't use these values. We use the density field instead so that
the conversion factor is the same on both axis.
On May 24, 2013 2:56 AM, Rick rsmo...@gmail.com wrote:
I was just being hti by this problem as I'm working on my own UI engine
and I need to calculate my own device
clarification! I'll use the density(Dpi)
field so my resolution result should be on par with the native UI. Should
be good enough.
Best regards,
Rick
On Friday, 24 May 2013 17:34:40 UTC+2, Romain Guy (Google) wrote:
The UI doesn't use these values. We use the density field instead so
fails in the same way so the
result should at least follow the principle of least surprise.
Again, thanks a *lot* for your help Romain!
On Mon, May 20, 2013 at 2:13 AM, Romain Guy romain...@android.com wrote:
It's pretty easy. If you want the text to break, use the MeasureSpec
AT_MOST X px
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The selected state is used when the item is focused using a keyboard. It
has nothing to do with the choice mode.
On May 20, 2013 12:32 PM, Miha Valencic miha.valen...@gmail.com wrote:
On Mon, May 20, 2013 at 9:23 PM, Miha Valencic miha.valen...@gmail.com
wrote:
Am I misunderstanding this
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. I hoped there would be a way to leverage somehow the
standard View machinery. I couldn't find it as admittedly, I'm not very
experienced with the standard UI toolkit.
On Sun, May 19, 2013 at 9:27 PM, Romain Guy romain...@android.com wrote:
One way to do this is to create a TextView, call
:
private static final int MAXMIMUM_BITMAP_SIZE = 32766;
* public int getMaximumBitmapWidth() {*
* return MAXMIMUM_BITMAP_SIZE;*
* }*
Am I missing something?
Thanks.
On Tuesday, May 14, 2013 3:58:05 PM UTC-5, Romain Guy (Google) wrote:
You can query the maximum size
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1. There is no drawing with GLES and Canvas at the same time
I understand but that is not supported. Once you've rendered in a Surface
with OpenGL it cannot be used with Canvas.
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The library called libhwui is responsible for rendering Android UIs using
OpenGL. There are no documents available explaining the code architecture
but you can refer to my Google I/O 2011 session entitled Android
Accelerated Rendering for more information.
On May 6, 2013 3:35 AM, chandra
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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
with 4.2. Can't
test on more.
If nobody else has feedback on this, I would submit the bug anyways (?).
Am Montag, 18. März 2013 06:56:50 UTC+1 schrieb Romain Guy (Google):
Does it happen on all 4.x versions? (4.0, 4.1 and 4.2?) If so, please
file a bug at b.android.com.
On Sun, Mar 17
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On Tue, Mar 12, 2013 at 12:33 AM, Romain Guy romain...@android.comwrote:
I use IntelliJ for all my Android framework development work and I have
used it to work on apps such as the stock Launcher and a couple of personal
apps. I can live without ADT since the most critical tools are available
an ant file.
There are a couple of C++ plugins for IntelliJ. I haven't used them, but
it's hard to imagine them being worse for NDK work than Eclipse CDT ;-)
On Tuesday, March 12, 2013 8:35:37 AM UTC-7, Romain Guy (Google) wrote:
We use make internally but I used ant on personal apps. You can map
+ ADT as a black box for build config!
Kris
On Tue, Mar 12, 2013 at 3:33 AM, Romain Guy romain...@android.com wrote:
I use IntelliJ for all my Android framework development work and I have
used it to work on apps such as the stock Launcher and a couple of personal
apps. I can live without ADT
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You call measureChildren() which in turns call measureChild() which looks
at the LayoutParams of each child.
On Mar 1, 2013 10:12 PM, momo dun...@gmail.com wrote:
I have a custom ViewGroup that's only ever managing the size and position
of one child. I've override onMeasure and onLayout so
this works:
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
setMeasuredDimension(mWidth, mHeight);
}
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You call measureChildren() which in turns call measureChild() which looks
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No it cannot be disabled. What issue is it causing?
On Feb 1, 2013 1:16 AM, muleskinner ja...@bitbull.com wrote:
Hi,
Is there any way to disable Jelly Bean triple buffering from within my
app? It's causing me issues and the easiest way to fix would be to disable
it...
Help much
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Don't flip the bitmap, flip your texture coordinates. It's easier and less
work for the device.
On Jan 14, 2013 7:03 AM, bob b...@coolfone.comze.com wrote:
Has anyone else noticed that GLUtils.texImage2D seems to want the image to
be upside down?
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0,
No you cannot choose at such a fine level. Just don't use OpenGL ES 1.1
features. Out of curiosity, why? (I would even recommend you used OpenGL ES
2.0 :)
On Jan 8, 2013 7:50 AM, bob b...@coolfone.comze.com wrote:
Is there a way to tell Android whether you want to use OpenGL 1.0 or 1.1?
I
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Using the package name and a resource ID you can load resources from
another APK. That's how Launcher loads icons, strings and widget resources
for instance. All the APIs you need are in the Resources class if I recall
properly.
On Jan 1, 2013 5:25 PM, Russell Wheeler russellpeterwhee...@gmail.com
at
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No, you have to bind the value from your code.
On Dec 11, 2012 12:52 PM, bob b...@coolfone.comze.com wrote:
Anyone know if there is a way to give uniform variables an initial value
in an Android OpenGL shader?
Thanks.
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:15:05 PM UTC-8, Romain Guy (Google) wrote:
Instead of writing a loop like this you can just call
Bitmap.eraseColor(). It's much more efficient.
On Sun, Dec 9, 2012 at 11:55 AM, GJTorikian gjtor...@gmail.com wrote:
All right, so after days I finally figured it out.
After creating my bitmap
It's exactly what they are :)
On Dec 6, 2012 7:50 AM, bob b...@coolfone.comze.com wrote:
Does anyone know what most of the EffectFactory effects are like under
the hood?
Are they basically GLSL shaders?
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));
canvas.drawPaint(paint);
On Monday, November 26, 2012 11:31:12 AM UTC+11, Romain Guy (Google) wrote:
Surfaces are double (or even triple) buffered. You are indeed not getting
in your canvas what's currently on screen but what was on screen a frame
ago. The easiest way to clear the surface
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Ah, good old works on my machine(TM), right? ;-)
More like I've never heard of this issue before :) I'll ask around in the
office on Monday to see if it's a known issue.
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As of 3.0 Bitmaps are allocated on Dalvik's heap.
On Nov 21, 2012 10:23 AM, b0b pujos.mich...@gmail.com wrote:
Bitmap data is not allocated in the Java heap but in a much smaller area
of native memory.
So you can have several MB of Java Heap free and still have Bitmap OOM.
Bitmaps are a
And they were not allocated in a smaller area. They used to be allocated
on the native heap but they counted against the Dalvik heap's usage (which
is why you would get OOM anyway.)
On Nov 21, 2012 10:23 AM, b0b pujos.mich...@gmail.com wrote:
Bitmap data is not allocated in the Java heap but in
No you cannot disable DisplayLists. They are required by the UI toolkit.
2MB if display lists seems excessive. Apps like Launcher use in the order
of 15 kB.
On Nov 20, 2012 7:22 AM, hanni hann...@gmail.com wrote:
I've created a bunch of custom views that draw themselves really fast,
especially
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The limit varies from GPU to GPU. 2048 is the minimum maximum but it
can/will be higher on different GPUs. The limit can be queried using
Canvas.getMaxBitmapWidth/Height().
On Oct 25, 2012 6:04 AM, Chi Ho Kwok chk...@digibites.nl wrote:
So I ran into this limit a while ago on one of the views on
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for your help. It saved me hours of agony that I am
about to jump into ...
Satya
On Mon, Oct 22, 2012 at 5:40 PM, Romain Guy romain...@android.com wrote:
LinearLayout is doing the right thing. wrap_content results in an
AT_MOST MeasureSpec. If you are writing a custom view that extends the
base
(origin
change but not size). will that result in using the cached results of
the previous draw?
On Sat, Oct 20, 2012 at 4:19 PM, Romain Guy romain...@android.com wrote:
requestLayout() itself does not lead to a draw pass but some views might
react to a
Layout change by calling invalidate
requestLayout() itself does not lead to a draw pass but some views might
react to a
Layout change by calling invalidate.
On Oct 20, 2012 12:59 PM, Satya Komatineni satya.komatin...@gmail.com
wrote:
For a UI action in the same thread:
//On my view I call requestLayout()
ViewRoot schedules a
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into hardware acceleration related bugs, please file bugs at
http://b.android.com so I can fix them.
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code is not working
100%. I got the impression before that you are aware of these, but should
we be submitting bugs if they don't seem to be getting fixed ? :)
We've improved this recently, post Android 4.1.2.
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Will the correct drawing of line caps (currently missing?) be
implemented in
the future?
Yes, but no ETA.
There also seems to be bugs with canvas.drawLines() and gaps appearing
between lines at the joins (where an individual for loop to
canvas.drawLine
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into experimenting and figuring
out how I can trigger or not trigger the throttling.
Adam
On Thursday, October 11, 2012 5:41:08 PM UTC-4, Romain Guy (Google) wrote:
There is an implicit throttling mechanism as of 4.1 but even then it's
bad. If you don't need to draw, don't draw. You're going to waste
A way to do this is to set a hardware layer on your WebView.
On Oct 12, 2012 1:40 AM, Avetik Kazhoyan kazho...@gmail.com wrote:
Hi, I'm trying to rotate WebViews with setRotateX()/Y(). The view rotates
but web page contents get cropped / messed up.
Are setRotate methods applicable to
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ListView sometimes uses the item unit (total number of items, first
visible item, etc) instead of pixels because it cannot always know the
exact pixel height of all items. You can also use units that come from your
dataset (a map could very well use meters for instance, a graph could use
time or
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Here is a fully working example of Canvas TextureView:
http://pastebin.com/J4uDgrZ8
On Wed, Oct 3, 2012 at 3:01 PM, Romain Guy romain...@android.com wrote:
The problem is that you are calling updateTexImage() yourself. Do
*not* do this. You are interfering with TextureView, preventing
, Romain Guy (Google) wrote:
Hi,
If you were using SurfaceView's onDraw() method then you were not
getting any benefit. You have to use
lockCanvas()/unlockCanvasAndPost() and post on the underlying Surface.
TextureView works in a similar way: you can call
lockCanvas()/unlockCanvasAndPost
I have never seen this problem.
On Sat, Sep 29, 2012 at 6:22 AM, thibault thiba...@gmvhdl.com wrote:
Do you have any ideas about paths being displayed at certain positions but
not others?
On Saturday, September 29, 2012 2:51:02 AM UTC, Romain Guy (Google) wrote:
You are running into a well
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