[API] Graph3r - Android Graph Plotting Library - Android Software Development

Hi Guys,
I have been working on an android graph plotting library. I know a few are already out there but I have special additions like clickable bar graphs and other that I will be adding. Please feel free to use it as it is free!! :victory:
I intend to keep working on it to make it better. Also suggestions are welcome.
You can find rest of the details on my code.google page

Related

[REQ][DEV] Map My Run App

There has been increasing demand for a windows mobile version of imap.
iMapMy (powered by MapMyFitness is a location-based application that uses the built in GPS technology on your iPhone to allow runners, cyclists, (or any outdoor fitness activity) to track their daily training data, including:
* Total Time
* Total Distance (in miles or kilometers)
* Pace (minutes per km/mile) or current speed
* Average Speed / Pace (km/mile)
* View your running maps directly on your iPhone
* Training Log including Distance, Calories Burned, Time, and Date
* Add Your Workout to Twitter
Some requests have been sent into the map my run team, but I was wondering if some of the amazing people here might be able to develop this. Maybe people have been using g-watch and uploading their gpx files to the mapmyrun website, but the application would be pretty convenient to have, and hopefully more accurate than the geocatching on g-watch. That being said, g-watch has been amazing!
I am not a programmer and cannot offer much as far as help beyond testing, but I am sure the app would be greatly appreciated by me and the map my run community (who I would surely share this with).
Please respond or PM me if you are willing to take up the challenge or have any ideas or suggestions.
Thanks.
Hi!
There are actually (at least) two applications available on the WinMo platform that has some of the requested features.
1) Ageye G-Watch (that you obviously are aware of)
2) GPS Cycle Computer v3
None of the above mentioned applications have all the features of iMapMy, but I guess that this are the two best candidates to adopt new features, because both applications are free (GPS Cycle Computer is even open source). I guess that you could contact the authors and discuss further development.
Regards,
PK
Thanks for the suggestions! I am putting GPS Cycle on my phone right now. I am going to see about hooking the developers and mapmyrun to get a fully integrated mapmyrun app too.
You might also want to check BikeDashboard:
http://bikedashboard.mathieugardere.com/
It also has some of the features you requested. And a little donation to the developers might help to convince them to put in the rest of these features
Check out www.sportypal.com
I use RunGPS trainer which is brilliant (but paid), downloaded sportypal yesterday and it looks like it may have some similar features and its free.
I also recommend RunGPS. It has more features than I need, really (routing, heart rate monitor etc), but I do like the options for lap detection, voice output of various stats, map and route downloading from multiple sources and a very thorough (if not very aestehtically pleasing) portal to upload information to ( http://www.gps-sport.net , although it can also upload to a couple of other independent sites)
It doesn't have Twitter integration afaik, but there are widgets and static images that you can put on websites with some information.
If there's one feature that I miss from Nokia Sportstracker on Symbian, it would be using the accelerometer as a pedometer. This was pretty accurate on my old N95, even when just walking.
have you tried track my run?
click me
in germany there is smartrunner, its covering all of your needs:
http://www.smartrunner.de
+1 for SportyPal.
You can actually track your run/bike/rollerblade etc, then upload it to your sportypal.com page, and view the stats. You can even share it with your friends!!
(PLUS ITS FREE!)
Thanks for all the suggestions. I have so much research to do now! I am also going to share this trhead with the peeps over on the mapmyrun forum so they can take a look at all the optison they have.
Kind of redundant
I think Sporty Pal just saved me from buying a garmin. Now I just need a armband for my fuze and Im ready to roll!
+1 sporty pal
Now I just have to find out if it has some kind of virtual runner =)

[PRJ] [OSS] Updated: Trailcompanion - GPS Application for trekking/walking

Hi there!
I've started this project to make an application to track myself when i'm out walking with my lovely touch pro.
Now i would like to make it open source and free for all trekking amateurs, and i'm posting this here to get some advice and to see if someone is interested.
I would like to make a simple and beautiful application, that doesen't drain the battery and that allow to record and repeat trails, store waypoints, integrate some mappings and exchange data with google earth or others apps. It might include some geocaching features and online sharing stuffs as well...
The project is hosted on http://code.google.com/p/trailcompanion/
and i've set up a development blog here: trailcompanion.wordpress.com
I'm not releasing any cabs soon, just some source code to start and see what we can get...
however, if someone would like to be involved just show up here!
*Edit 2009-08-30:
I've posted some updates and sample screenshots on the devel blog:
http://trailcompanion.wordpress.com/2009/08/30/post-holydays-update/
You could take a look at TrackME.
They also have a web interface.
It's all good, except for the sql requirement.
For my part, for small data, I prefer flat files.
screenshots
Here the screenshots:

[Q] Good Android layout creator

Hey, i created an Android card game and i got the coding part nailed down, but the layout part i'm still trying to improve, the current layout seems unprofessional (and the layout creator that comes with the SDK kinda sucks), is there some way to make a great looking layout for my app? Any tricks for the Layout Creator of the SDK or any other tools?
My app is this: https://play.google.com/store/apps/details?id=com.rtt3ch.suecaonline
DarknessWarrior said:
Hey, i created an Android card game and i got the coding part nailed down, but the layout part i'm still trying to improve, the current layout seems unprofessional (and the layout creator that comes with the SDK kinda sucks), is there some way to make a great looking layout for my app? Any tricks for the Layout Creator of the SDK or any other tools?
My app is this: https://play.google.com/store/apps/details?id=com.rtt3ch.suecaonline
Click to expand...
Click to collapse
There are no good wyswig layout editor IMHO, for example, the eclipse graphical editor should be used more like a way to get a quick sneak-peak at what the xml code you're writing will look like than a way to actually generate the UI.
I can recommend some resources that really helped me improve the UI of my app :
Read the Design Guidelines thoroughly, once you're done reading, read them again^^ : http://developer.android.com/design/index.html
watch some Android Design in Action videos, gives a lot of inspiration, and there might be an episode specifically about your app's purpose (it's a weekly show held by Google engineers Roman Nurik, Adam Kosh & Nick Butcher, working on the Android Team, and they often do redesigns of existing apps or treat a specific type of app and the design it should have) : http://www.youtube.com/watch?v=2....
Take a look at the great open source custom views & libraries showcased on : http://androidviews.net
Use the Android Assets Studio to generate custom icons, 9patchs, framed screenshots etc... : http://android-ui-utils.googlecode.com/hg/asset-studio/dist/index.html
Use the Action Bar Style Generator to create a custom action bar theme that suits your branding/color palette : http://jgilfelt.github.io/android-actionbarstylegenerator/
Use the Holo Colors generator to get all the Holo-compliant variants of a defined color (i.e : for button states - pressed/selected) : http://android-holo-colors.com/
Watch some Dev.Bytes videos, they are short and straight to the point, and always about implementing some custom animations and effects to jazz-up your app (again, held by Chet Haase & Nick Butcher, engineers at Google) : http://www.youtube.com/watch?v=XNF...
Take a look at Cyril Mottier's blog : http://cyrilmottier.com/
Nadav Fima's blog : http://nadavfima.com/
Join the Android Design community on Google+, ask for advice & show your designs/mock-ups to get feedback : https://plus.google.com/communities/113499773637471211070
Hope that gets you going, good luck
Android layout is the bane of my existence. Especially when you're trying to get things to work across 10 inch, 7 inch tablets and phone screens.
A lot of the time things just don't work like you'd expect them to. Practice a lot, google a lot and you'll build up your own bag of tricks to handle things, like using empty frame layout to pad things and when to (and when NOT to) use layout weights and layout margins.
Don't trust the software preview in the IDE, or even the simulator. Always test on actual devices and try to test on as many devices as you can.
Wish I could be of more help, but android's layout is a *****.

[Q] Drawing Shapes/Spirals and Filling

Hi everyone,
I'm looking for some general advice regarding drawing shapes, lines intersecting those shapes, and filling the space in between.
A little background, I'm creating an app for my son where patterns of geometric shapes are shown. When they are interacted with it would be nice to be able to change colour / animate in some way.
I have created the basic framework for the app - activities, layout, menus and the like. I now need to think about actual functionality.
Looking online I have read some resources on canvases and OpenGL. Both look as though there would be a considerable learning curve, so I'm reaching out for some advice ahead of that.
Many thanks,
Peter :laugh:
Canvas is really pretty easy - just give it a try.
For example you could implement classes for each Object Type (Rectangle, Circle) and save the data (colour, x/y-position,...) in it. Then code a draw(Canvas onto) for that classes.
Kind Regards
Thanks, I'll give it a go with that
petedunc88 said:
Thanks, I'll give it a go with that
Click to expand...
Click to collapse
Yeah, you won't need OpenGL for that.
You could also have a look at 2D graphics engines. They simplify things a lot.

[Library] BobEngine - Easy to use 2D game engine for Android

Hello, XDA!
I have created my own 2D game engine that utilizes OpenGL and sports many features to help make programming 2D games for Android as quick and simple as possible. I created this engine for use in my own projects but then I thought why no make it open-source? I think other people could benefit from this and input from other developers could help fine tune this thing so it's as good as it can be.
So I gave my engine the name "BobEngine" after my online alias and uploaded the first public release called "BobEngine 1.0 Thingama" to GitHub. That was months ago and now I've finished working on the next update: BobEngine 2.0 Shishka.
I've got a post on my website detailing what's new in update: http://www.bobbyloujo.com/2015/01/bobengine-20-shishka-update.html
BobEngine uses a similar structure to GameMaker games so if you've ever used that you may be interested in BobEngine. BobEngine uses a specialized BobView to display the content of Rooms. Rooms are collections of GameObjects which each have a graphic and attributes such as x and y positions, width, height, angle, frame, etc... Rooms and GameObjects also have step, newpress, and released events built in. The step event happens each frame, the newpress event happens when a new pointer is touched on the screen, and the released event happens when a pointer is lifted from the screen.
There are many other tools included with BobEngine and the best way to start learning how to use them is have a look at the examples that are included! In the GitHub repository you'll find an Android Studio project called "BobEngine". This project contains the "bobEngine" library module that you'll need to include in your own projects if you want to use BobEngine. Also in the BobEngine project are modules for each of the included examples. Currently there are examples that demonstrate the structure of a BobEngine game, how to use input from the touch screen, and how to manipulate the camera. I'll be creating more examples in the future to show off all the things you can do with this engine!
All the methods and data members in BobEngine are internally documented and the examples include a lot of internal documentation to help you out as well.
I'll keep updating the library with new things as I think of them. If there is anything you think should be added go ahead and post about it in this thread.
Benjamin Blaszczak
a.k.a. Bobby Lou Jo
@Bobbyloujo on Twitter
Edit: Forgot the GitHub link: https://github.com/Bobbyloujo/BobEngine
@Bobbyloujo
Thanks man will try this today and welcome 2 xda :highfive:
Thanks sir...pls give us some game template made from your lib
Great job man. It looks great.
I will try as soon as possible
Sylvain
Thanks man. Will surely try it out. good work.
Awesome, just what I've been looking for. Thanks!
nice work, and thanks for putting your time and effort into it.
Could this be used to recreate "biomenace" for android?
Thanks everyone!
@berlyshells Anything you want to see in particular? I could probably throw together a Flappy Bird clone real quick or something...
@verbuyst It certainly looks doable if you put the time and effort into it.
Bobbyloujo said:
..
Click to expand...
Click to collapse
im not really looking for anything in particular..probably any game source with comments (of the functions/what for is this code etc..) inside the code would be nice haha i just requesting but its you're choice sir im sorry im just a newbie
TIA
A new example has been added to the repository per @berlyshells request. This example is called Jumpy Bug and it is a Flappy Bird clone. It demonstrates what a full game programmed with BobEngine looks like.
Bobbyloujo said:
....
Click to expand...
Click to collapse
thank you very much sir..you are indeed a good hearted person..this is what i really love on xda
While working on my most recent project I made a few changes to BobEngine. The changes have been uploaded to GitHub.
Changes:
The extra functionality provided by BobActivity has been moved to a new class - BobHelper. A BobHelper can be used by any activity. When using a BobHelper, be sure to call its onResume() method from your activity's onResume() method. BobActivity still functions the same way it did before. BobHelper is useful for when you want to use some other kind of activity has your application's main activity but still want the extra functions from BobActivity. For example, if you want to use BaseGameActivity from the BaseGameUtils library for Google Play services.
SplashActivity has been totally changed because, frankly, it sucked before It is now an abstract class. Create your own activity for showing splash screens and extend SplashActivity. Implement the setup() and end() methods. In the setup() method, call addSplash(R.layout.your_splash_layout, time_in_ms) to add a splash screen to show as defined by an xml layout. You can add up to 10 layouts. Add them in the order you want them to show. The end() method is called after the last splash screen has been shown. In the end() method, start an intent for your main activity and then call finish() to close the splash screen activity.
Other small changes.
How many games have made using library? Looks cool)
Thanks..I tried AndEngine and it failed to import on my Android Studio.
Marshal3 said:
How many games have made using library? Looks cool)
Click to expand...
Click to collapse
Uhm... about three. There's Plane Popper, Crazy Taxi Driver, and I just finished Bounce the Beach Ball. Other than that, I've made a few examples that you can find in the repository - including a Flappy Bird clone. Also, I've been working on a platformer.
basil2style said:
Thanks..I tried AndEngine and it failed to import on my Android Studio.
Click to expand...
Click to collapse
Let me know if you need any help with BobEngine!
Hello again, XDA!
I've updated BobEngine again. This update brings the following major additions:
Gamepad support! You can now get input from any standard gamepad using BobEngine. A new example has been added to the Android Studio project that shows and explains how to use this new gamepad support. The example is called controllerexample.
Multiple quads per GameObject. Up until now, a GameObject consisted of a single textured quad (well, two triangles that form a quad). Sometimes it is useful to have many quads grouped together. If you use this, note that all the quads for each GameObject must have the same graphic. This is a very niche feature that I added for a particular purpose but didn't end up using myself. If you'd like an example of what can be done with this, let me know and I'll make one.
Some other miscellaneous stuff has been changed as well. It's been so long since I posted an update that I forget everything I changed! One useful change I made was to the camera features. Rooms now have their own camera values, meaning if you change the camera in one room, then switch to another and change the camera there, then switch back to the first room the camera will be where you left it in the first room.
BobEngine can of course still be found here on GitHub: https://github.com/Bobbyloujo/BobEngine
Here's a video showing off gamepad support: https://youtu.be/vRdaaaJnqGk
As always, if you have any questions feel free to ask. Also, if you've made anything with BobEngine I would love to see it! Whether it's something big or something small I'd love to see how others have used my engine
If you haven't already, please follow me on Twitter. My handle is @Bobbyloujo and I post updates about the games and things I'm working on there pretty frequently. Right now I'm working on something pretty big!
Another new update today!
Changes:
* TextDisplay object added! TextDisplay is a GameObject that can be used to output text! Text can be centered, aligned left or right. A new example has been added to show how this new object can be used.
* A new 'visible' attribute has been added to GameObjects. Setting gameObject.visible to false will cause the object to be hidden so it isn't drawn.
* The getAngle() function in Room.java was broken. It has been fixed so now getAngle() and getAngleBetween() both work properly.
* The getRatioX() and getRatioY() functions sometimes would not work properly on some devices. This has been fixed.
* When using multiple quads per GameObject, the performance has been increased. This was done by collecting vertex data from the quads in a way that does not require the concatenation of many arrays.
As always, the repository can be found here: https://github.com/Bobbyloujo/BobEngine
It'll really help me out if you follow me on Twitter: https://twitter.com/Bobbyloujo
And like my Facebook page: https://www.facebook.com/BobbyLouJo
If you have any questions or would like to report a bug, please leave a message in this thread or PM me on XDA, Twitter, or Facebook.
Have a great week!!
Version 3.0 Bobsled
It's been a while, but in the time since my last update I've added a lot of new things to BobEngine. Since it's such a big update, I'm giving it a new version name: v3.0 Bobsled. Here goes:
RoomCache - In BobView.java you will find a new static class called RoomCache. As the name implies, RoomCache is used for storing and retrieving instances of Rooms. The nice thing about RoomCache is that you can call getRoom(Class roomType) with any class type that inherits Room and the function will return an instance of that room type, even if you haven't manually added a Room of that type to the cache. The function getRoom(...) will search the cache for an instance of roomType and return it if one is found OR it will create a new instance of roomType using reflection and return that. You'll also notice that there is a getRoom(Class roomType, Object... args) function. If you have created a room type that takes parameters other than (BobView view) like a default Room does, you can use this method to pass the required arguments to initialize a new instance of that room type if need be. The cache holds a specified max number of Rooms. When the cache is full and a new Room is added, the oldest Room is removed. You can make your own RoomCaches, but each BobView has it's own cache with an initial size of 3. To access it from your BobView, just call getRoomCache().
Along with RoomCache, BobView has received two new goToRoom overrides: goToRoom(Class roomType) and goToRoom(Class roomType, Object... args) for switching to rooms retrieved from the RoomCache.
Input events (newpress, released) are now handled on the main thread (same thread as step event). Handling game logic on the separate input thread was causing a lot strange glitches in my games when values were being changed when I was not expecting them to be changed. Now, input will be handled on the same thread just before the step event.
For even more convenience and even quicker game development, a new constructor has been added to GameObject: GameObject(Room room). This will automatically assign an instance ID number AND add the object to the room. What typically looked like this before:
Code:
GameObject object = new GameObject(room.nextInstance(), room);
room.addObject(object);
Now looks like this:
Code:
GameObject object = new GameObject(room);
So simple! The old constructor is still there and behaves the same way for those who want it and for backwards compatibility.
Setting GameObject.visible to false will now hide all Quads belonging to that GameObject. This will not change the Quad.visible field for any Quad. Also, similarly to GameObject, Quads are now added to the GameObject when initialized.
Animations can now be played once and looped for a limited number of times. animationFinished() will return true when an animation has finished playing.
Animation class - a new class has been added to GameObject.java. This class can be used to predefine animations with a start frame, end frame, fps, and loop times.
Previously, I was using 3 coordinates for each vertex. I learned it's possible to use only 2 in OpenGL. Since the 3rd vertex is not needed, I changed the code to use only 2 vertices. I'm not sure if this actually caused any performance improvement.
Graphic.Parameters class - A new class in Graphic.java allows you to predefine Graphic parameters to use with GameObject.setGraphic(Graphic.Parameters params). Useful for when you want to switch between graphics on a GameObject often.
A new method in the Graphic class called setDimensions(int width, int height) allows you to set the height and width of the DPI level image you want to use for setGraphic(Graphic g, int x, int y...). Previously, you would have to use setPreciseGraphic(...) if you had different sized images for different DPI levels that have multiple graphics on them.
Set the color intensity of all GameObjects on a specific layer using Room.setLayerColor(int layer, float r, float g, float b, float a).
Graphics management (this is a big one):
The Room, Graphic, and GraphicsHelper classes have been updated to improve and simplify management of graphics for large games. A new GraphicsHelper.cleanUp() method makes it easy to manage graphics. You can choose points in your game to call cleanUp(). When called, Graphics that have not been used recently will be unloaded and removed from the GraphicsHelper. Graphics have a new public field called 'persistent' which when set to true will cause the graphic to remain loaded when cleanUp() is called. All non-persistent Graphics will survive through a set number of cleanUp() calls before they are removed. If a Graphic is removed but then a GameObject tries to use it again, it will automatically be re-added to the GraphicsHelper and reloaded.
You can also manually call:
Graphic.load() to load a graphic after is has been added to the GraphicsHelper.
Graphic.unload() to unload a graphic
Graphic.remove() OR GraphicsHelper.removeGraphic(Graphic g) to unload and remove a Graphic from the GraphicsHelper.
OKAY, I think that's just about everything. I actually had to look through the changes in the GitHub commit to remember all the things I've changed xD There are a few other small changes but I didn't think they were important enough to list. Now I want to ask you guys something:
Is there any interest in a full-blown tutorial series for BobEngine?
I could start with the basics, then explain more advanced features like graphics management. I could also take requests for certain tutorials. I could even cover general game development topics and how to implement them with BobEngine. Doing this would be a lot of work so before I dive in I really want to gauge the level of interest in BobEngine. So far, it's been difficult to tell how many people are interested because I haven't gotten an overwhelming amount of replies here but every once in a while I get a PM or email asking for help. So if you're using BobEngine raise your hand!
And of course: if you've made anything with BobEngine I would love to see it! I've seen a few things and it makes me happy to see you guys using getting some use out of my engine.
Thanks for your time! If you have any questions, just ask. You find any issues with BobEngine, post them here or on GitHub and will fix them. Also don't forget to let me know if you're using BobEngine!
Once again, the repo can be found here: https://github.com/Bobbyloujo/BobEngine
Thanks again,
Ben a.k.a. Bobby Lou Jo
Twitter: https://twitter.com/Bobbyloujo
Facebook: https://www.facebook.com/BobbyLouJo
you are great and i should more from you
I am a new man in the electronic area, and you have developed your own staff, you set a good example for me.
Jackiefire said:
I am a new man in the electronic area, and you have developed your own staff, you set a good example for me.
Click to expand...
Click to collapse
Thanks! Your support means a lot.

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