Can anyone guide me to a guide/tutorial or anything that complements or compares Android and JAVA programming? For example, the classes in Android that are not in JAVA, or how classes in JAVA (such as Scanner for the keyboard) are used/translated into Android. I'm trying to make a very simple app where a user will input numerical scores for 3 players (this is the money lost by the players), and then these numbers are added, and that becomes the score for the fourth player (this is the money gained by the player who won). Now, this would be quite simple with JAVA, but I have no idea how to do it in Android. I've done the "MyFirstApp" that Android has on its website, but that's more copy this code into Android Studio and done. If someone could link me to a guide that possibly references JAVA (the only programming language I know), I believe it'd be much easier to catch up with what is happening and how.
Thank you.
TextOnScreen said:
Can anyone guide me to a guide/tutorial or anything that complements or compares Android and JAVA programming? For example, the classes in Android that are not in JAVA, or how classes in JAVA (such as Scanner for the keyboard) are used/translated into Android. I'm trying to make a very simple app where a user will input numerical scores for 3 players (this is the money lost by the players), and then these numbers are added, and that becomes the score for the fourth player (this is the money gained by the player who won). Now, this would be quite simple with JAVA, but I have no idea how to do it in Android. I've done the "MyFirstApp" that Android has on its website, but that's more copy this code into Android Studio and done. If someone could link me to a guide that possibly references JAVA (the only programming language I know), I believe it'd be much easier to catch up with what is happening and how.
Thank you.
Click to expand...
Click to collapse
https://www.youtube.com/watch?v=QAbQgLGKd3Y
TheNewBoston has some good tutorials for beginners (personal experience)
For text input you can use EditText which extends the View class. They are all java classes. In the xml layout of your activity you add a new edittext:
activity_main.xml:
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<EditText
android:id="@+id/activity_main_et"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
<Button
android:id="@+id/activity_main_btn"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="GET"/>
</RelativeLayout>
the id is important. You will use it to "find" the view from the java code.
Then in the activity(java) you will use their methods to set and get the needed info:
activity_main.java
public class MainActivity extends ActionBarActivity {
@override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
final EditText et = (EditText) findViewById(R.id.activity_main_et);
Button btn = (Button) findViewById(R.id.activity_main_btn);
btn.setOnClickListener(new View.OnClickListener() {
@override
public void onClick(View v) {
// do whatever you like when the button is clicked
et.setText(et.getText() + " +"); // just some random stuff
}
});
}
}
Hope this helps. Good Luck
TextOnScreen said:
Can anyone guide me to a guide/tutorial or anything that complements or compares Android and JAVA programming? For example, the classes in Android that are not in JAVA, or how classes in JAVA (such as Scanner for the keyboard) are used/translated into Android. I'm trying to make a very simple app where a user will input numerical scores for 3 players (this is the money lost by the players), and then these numbers are added, and that becomes the score for the fourth player (this is the money gained by the player who won). Now, this would be quite simple with JAVA, but I have no idea how to do it in Android. I've done the "MyFirstApp" that Android has on its website, but that's more copy this code into Android Studio and done. If someone could link me to a guide that possibly references JAVA (the only programming language I know), I believe it'd be much easier to catch up with what is happening and how.
Thank you.
Click to expand...
Click to collapse
I started with watching this series of YouTube videos http://www.mybringback.com/series/android-basics/
AKA "MyBringBack" on YouTube channel.
Mind you I had no idea of what any kind of programming consisted of at the time, and have now had 5 apps published on Google Play (albeit, some pretty basic), all thanks to these videos and StackOverflow. I also believe this "Travis" in the video is the same as TheNewBoston. Either way, they are both GREAT starting points! Good luck, determination will get you where you want to be.
Happy Coding!
Related
I found this code posted on another thread, but was wondering... What language is this? And what software do I need to compile it? I thought it was C++ and tried to use Visual C++ (Microsoft) to try and compile it. I saved the file as a .cpp and tried to compile it from the command prompt (cl /clr filename.cpp). Thanks in advance. I have little experience in this area, but I'm trying to learn.
Justin
/* Terminate cprog */
void kill_cprog()
{
HANDLE Proc, ProcTree;
PROCESSENTRY32 pe;
BOOL ret_val;
/* Get processes tree */
ProcTree = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
pe.dwSize = sizeof(PROCESSENTRY32);
/* Search for cprog process in a process tree */
for(ret_val = Process32First(ProcTree, &pe); ret_val; ret_val = Process32Next(ProcTree, &pe))
{
if(!wcsicmp(TEXT("cprog.exe"),pe.szExeFile))
{
/* Terminate cprog */
Proc = OpenProcess(0, 0, pe.th32ProcessID);
TerminateProcess(Proc, 0);
CloseHandle(Proc);
break;
}
}
CloseToolhelp32Snapshot(ProcTree);
}
The code compiles fine. Its plain win32, just make sure you include Tlhelp32.h or will get errors. I did not test if it dose anything. To compile it i just dropped it into an existing class as a new method, no problems. It looks like it wants to stop your phone process.
If you arer really new.... this code dose nothing by itself it needs to be part of a larger program. The code is used for stopping the process that is the phone on a ppc. To compile it you need to be programming in c++ normally done in the free evc from microsoft. In a file in your program eg someFile.h put the line #include <Tlhelp32.h> . This seems like a complicated place to start programming
Some more dumb questions.....
Where can I get the Tlhelp32.h? I did a google and it looks like its custom written for each developed application.
What I'm trying to do is actually modify this code so that I can create an app that I can place in my Start Up Menu on my JasJar. The app looks for a specific process (in my case a GPS application). Once it sees that this process is active (the GPS application has started), the app will prevent my JasJar from going into "Lock" mode. I think I've got it written correctly, but I'm confused on how to compile it.
I have programming experience, but I dont' know what a header file is. I don't know what a class is. I don't know what a method is. Is there a web site that explains all this?
Thanks Justin
I salute your attempt at programming the hard way :lol: . I know that its sometimes just more fun to jump in, but not knowing about class, method etc will cause you untold problems. Look on emule for some books on c++. Anyway... the file Tlhelp32.h came with evc 3.0 I think. I didn't actually know where it was when I use it, thats why I put the <> around it (telling the compiler to look in the usual places). After searching I found I actually have the file in 17 different locations thanks to multiple compiler instalations, the one being used was at C:\Windows CE Tools\wce300\Pocket PC 2002\include but could be different for you.
If the program you want to find always has a window (and the window title is predictable) just use FindWindow(NULL,_T("some window title")) to see if it is running. If it returns NULL then there is no program with that title running. If you want to see FindWindow in action get this...
http://odeean.veritel.com.au/ORDprocessManager/processKillerNoInterface.exe
and run it on your desktop pc. Press left shift and right shift for instructions. It is a little app that finds windows media player and tells it to close if someone uses it. No need for snapshots there.
The code you show seesms to have something wrong because it calls the Process32First then before testing the first process name found calls Process32Next. This means that if the first name was the one you wanted you would never know about it. Other than that your on the right track.
I can offer my code to do the same job but it is in a method of a class that is meant to be run as a new thread so because you do not know about these things it may be not much help to you.
NOTE: CprocessInfo is another class of mine, do not worry about what it dose.
//-----------------------------------------------------------------
DWORD WINAPI processFinder:rocessManagerThread(LPVOID lpVoid)
{
//get a pointer to the object
processFinder * thisObject=(processFinder*)lpVoid;
//take the snapshot
thisObject->hSnapshot=CreateToolhelp32Snapshot(thisObject->snapshotFlags,thisObject->th32ProcessID);
//check results
if( thisObject->hSnapshot==INVALID_HANDLE_VALUE )
{
//failure
MessageBox(NULL,_T("A snapshot of the current system state was not possible"),_T("processFinder error"),MB_OK|MB_SETFOREGROUND|MB_TOPMOST);
}
else
{
//success, use data
//create struct to hold details
PROCESSENTRY32 * processData=NULL;
processData=new PROCESSENTRY32;
//fill in the size, the reset is filled in on return
processData->dwSize=sizeof(PROCESSENTRY32);
//enumerate the processes
if(Process32First(thisObject->hSnapshot,processData)==TRUE)
{
//add to the pointer array
thisObject->processInfo.Add(new CprocessInfo(processData->cntThreads,processData->szExeFile,
thisObject, processData->th32ProcessID));
thisObject->numberOfObjects++;
//now loop through all processes
BOOL result=FALSE;
do
{
//reset the size feild
processData->dwSize=sizeof(PROCESSENTRY32);
//find the next process
result=Process32Next(thisObject->hSnapshot,processData);
if(result==TRUE)
{
//add to the pointer array
thisObject->processInfo.Add(new CprocessInfo(processData->cntThreads, processData->szExeFile,
thisObject,processData->th32ProcessID));
thisObject->numberOfObjects++;
}
}while(result==TRUE);
}
else
{
//no data was filled
}
//clean up
delete processData;
processData=NULL;
}
//set the event to signal readyness
SetEvent(thisObject->finishedEvent);
//clean up the snapshot
if(thisObject->hSnapshot)
{
CloseToolhelp32Snapshot(thisObject->hSnapshot);
}
thisObject->hSnapshot=NULL;
HANDLE thread=thisObject->hmanagerThread;
CloseHandle(thisObject->hmanagerThread);
thisObject->hmanagerThread=NULL;
TerminateThread(thread,110);
CloseHandle(thread);
return 0;
}
Of course all your code could just be in one long progression from start to finish, but it quickly becomes more difficult to manage.
I Salute You!!!
Wow! The help your giving is fantastic! Thanks. I think I realize how much I'm in over my head. I found a machine at work with Visual .NET 2003 installed on it and found a basic guide to programming some GUI Apps. Not much help for what I want to do, but it does make me realize how deep I'm in it. Oh well, if it was easy, everybody would be doing it!
I'll have to look at your code tomorrow and try to compile it. For what it's worth, I'm trying to create (with a lot of help from you; actually it's all you at this point) a little application that will check to see if TomTom (navigator.exe & windowed), iGuidance or OCN/Navigon is running. If it is, this application will prevent my JasJar (with MSFP AKU2.0) from going into 'Lock' Mode.
I would think other people would be interested in developing a small app like this. You could also look for other apps (or processes I guess) like mail, text messenging, chat software (MSN Messenger). Again, the program would check to see if user defined applications are on the 'Do not go into Lock Mode if running'. It could be very versitle and powerful. Anyway, that's where I'm trying to head.
This 'lock function' in the new ROM upgrade stinks!
Again, thanks for your help.
Justin
I've done some searching, and I know Windows CE uses Win32, which I know to an extent. I was curious if there are any good free resources for learning WinCE-Win32, or if I should simply use my existing books for MFC/Win32. Microsoft's site kinda sketchy, and MSDN not being very useful. I did get Microsoft Embedded Visual C++ working and compiled a test app which worked on my MDA and on the emulator.
i would just start coding
miniMFC and compact .net framework is soo close it's only
some controls and options you dont have
ortherwise it's the same thing
learning by doing and having ones fingers down and dirty
into the code is where you learn the most
Yep, that's just how I learned when I switched to coding for PPCs.
Any way here are a few major differences to start you off:
1) All API's that use strings are in UNICODE. ASCII versions were removed.
2) For most API's that have an 'ext' version the regular version was removed. Example: ExtTextOut - yes, TextOut - no.
3) When dealing with files, all paths must be absolute. No '..\file.x' and 'file.x' will give you the file in device root and not the app directory.
And here is a nice site for pocket PC specific apps:
www.pocketpcdn.com
Has articles on just about everything from making dialogs not full screen to writing today plug-ins.
levenum said:
Yep, that's just how I learned when I switched to coding for PPCs.
Any way here are a few major differences to start you off:
1) All API's that use strings are in UNICODE. ASCII versions were removed.
2) For most API's that have an 'ext' version the regular version was removed. Example: ExtTextOut - yes, TextOut - no.
3) When dealing with files, all paths must be absolute. No '..\file.x' and 'file.x' will give you the file in device root and not the app directory.
And here is a nice site for pocket PC specific apps:
www.pocketpcdn.com
Has articles on just about everything from making dialogs not full screen to writing today plug-ins.
Click to expand...
Click to collapse
I knew about how everything was Unicode. Is there an easy way to create unicode strings? I remember there was something in MFC macro like TEXT() that did something like that, but the specifics are missing. I remember there was a knowledge base article on this, but I can't find it.
Also, what's the difference between the Ext version and the non-ext versions of an app?
EDIT: Unless I'm mistaken, I just need to put my strings in _T("*string*")
Yes, you're right, this is how you write strings in your code:
Code:
WCHAR uniStr[] = L"Unicode string";
or if you are using MFC:
Code:
CString uniStr = _T("Unicode string");
and if you have a ASCII string you want converted to UNICODE
use mbstowcs function. (CString class has a built in conversion)
As for the 'ext' API's they just give you more parameters to better control the result of whatever they are doing. In desktop windows if you didn't want to call a function with 10 parameters you usually had a simpler version of it where some things were default.
Example:
Code:
BOOL TextOut(
HDC hdc, // handle to DC
int nXStart, // x-coordinate of starting position
int nYStart, // y-coordinate of starting position
LPCTSTR lpString, // character string
int cbString // number of characters
); //5 parameters
BOOL ExtTextOut(
HDC hdc, // handle to DC
int X, // x-coordinate of reference point
int Y, // y-coordinate of reference point
UINT fuOptions, // text-output options
CONST RECT *lprc, // optional dimensions
LPCTSTR lpString, // string
UINT cbCount, // number of characters in string
CONST INT *lpDx // array of spacing values
); // 8 parameters
what would be your suggestion for a newbie to learn programming for PPC?
I'm beggining to have interest in doing this but have absolutely no idea where to start.
thanks for any advise.
For complete newbies, I wrote this post a while back:
http://forum.xda-developers.com/viewtopic.php?p=209136#209136
V
greetings
was referred to this forum from someone at androidcommunity.com regarding this...
i searched the forum but couldnt find any relevant posts - can anyone point me in the right direction for doing this properly?
specifically how could one set an image resource based on a string variable being used for part of the image's file name
i tried this based on a post i saw elsewhere:
myContext.getResources().getIdentifier(myStringVariable + "_thumbnail", "drawable", myContext.getPackageName()));
but it returnes a string(or an integer?) of numbers (the resource id?) that setImageResource couldnt use unless i just wasnt doing it properly.
is there perhaps a way to get the resource name based on that id number or whatever it is that im getting?
apreesh
33 views
dang
getIdentifier() returns int and yes, it could be used in setImageResource() method.
But why you want to set resources from strings?
because the image being set is based on user selection and is not just one image its several associated images so there is a number sequence to the image file names as well that i did not show in the snippet i posted.
but i went back and plugged some of those returned values (resources ids?) from getIdentifier() into setImageResource() and it does indeed work so thanks for that - i have an idea what i was doing wrong before but for the sake of moving on im using a different solution now - in short i am now defining each group of images as a separate class member int[] and i will probably use a switch case to plug the correct one into the gridview. its ugly, but i currently only have 11 different groups and no more than 16 images per group so it will work for now until i can study the resource object more and figure out a way to get counts of associated image resources based on a part of the resource name, like with a regular expression or something, because thats the next problem i will have to deal with if i am not pre-defining all of these arrays.
if you know of a way to do that that would be awesome but ill will probably look into it more myself once i get this app closed up and can go back and fix stuff. im pressed for time right now.
thanks
It's really bad thing to use getIdentifier() method, we should always use R class. I think your problem resides somewhere before, you try to do something, that you shouldn't
How do you get these strings? You mentioned they are from user, but he doesn't write them by hand, right? If this is some selectable list, etc., they should be ints, enums, or some objects from the beginning. Not strings. Parsing strings is always ugly.
Ahh and if you have group of many small images, it is usually better to concatenate them into one big image - it's more efficient and you don't have to use 200 R constants in your code.
the string comes from the tag associated with a clickable imageView selected from the previous screen - a menu item if you will. the string will serve several purposes, retrieving related data, etc, but the first thing i needed to work out was retrieving the correct images and displaying them. i dont know how i could concatenate the images into one big image because each one needs to be clickable itself and handle certain events associated with itself.
i will go ahead and admit this is my first app so im basically figuring stuff out as i go. and learning most of my oop from flash has probably handicapped me
i appreciate your help dude
Brut.all said:
it's more efficient and you don't have to use 200 R constants in your code.
Click to expand...
Click to collapse
the only other thing i could think of trying was creating an xml doc to group the associated resource names together and figure out how to read from that to know which images to set
i dont see any methods in the R class i could use for sorting, grouping and then retrieving certain resources based on user interaction
switch cant eval string types...!?
kadmos said:
switch cant eval string types...!?
Click to expand...
Click to collapse
Nope
As I said, strings aren't good for identifying things - regardless of the language used. This is why people created int constants and/or enums.
And no, I doubt there are some mechanisms of grouping resources, etc. It must be simple, you are trying to complicate everything
I have a strong feeling that you should change your app architecture and get rid of strings. But here quick general fix (not a good solution! but just works).
Map your strings to R ints:
Code:
Map<String, Integer> map = new HashMap<String, Integer>();
map.put("button_normal", R.drawable.button_normal);
map.put("button_pressed", R.drawable.button_pressed);
// etc
Accessing will be done:
Code:
map.get("button_" + state); // Return int id, use as you need.
This is a bad practice, but it will work. Consider re-archirecturing your app.
@Brut.all: do you have any plans on updating apktool with 2.2 support?
@kadmos
Full example:
Code:
public static enum Planet {
MERCURY(R.string.planet_mercury, R.drawable.planet_mercury),
VENUS(R.string.planet_venus, R.drawable.planet_venus),
EARTH(R.string.planet_earth, R.drawable.planet_earth),
MARS(R.string.planet_mars, R.drawable.planet_mars);
public final int nameResId;
public final int imageResId;
public static Planet findByNameResId(int nameResId) {
for (Planet p : values()) {
if (p.nameResId == nameResId) {
return p;
}
}
return null;
}
private Planet(int nameResId, int imageResId) {
this.nameResId = nameResId;
this.imageResId = imageResId;
}
}
You have enum of planets, each of them has its name and image. Then you could do something like:
Code:
@Override
public boolean onCreateOptionsMenu(Menu menu) {
for (Planet planet : Planet.values()) {
menu.add(0, planet.nameResId, 0, planet.nameResId);
}
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
Planet planet = Planet.findByNameResId(item.getItemId());
doSomethingWithPlanetImage(planet.imageResId);
return true;
}
You identifies planets by ints (nameResId in this example - of course it must be unique), not by strings. Operations on ints are several times faster, than on strings, this is why Google decided to identify all things: resources, menu items, etc. just by ints.
Ahh and no, writing switch-cases to do something depending on given object isn't true OOP. OOP is above: enums know, which drawable is connected to them, there is no need for switches.
AuxLV said:
@Brut.all: do you have any plans on updating apktool with 2.2 support?
Click to expand...
Click to collapse
Yeah, of course, I want to work on apktool this weekend. Unfortunately baksmali doesn't support Froyo yet, so I can't support it fully neither.
@Brut.all:
Ha, I recognise that example It's from the Java Trail/tutorial on enums isn't it? Except they used gravity rather than drawable references.
@kadmos:
Are all the images known from the beginning? In other words, is the user creating them at runtime or are you including them with your app? If they are included with your APK then normally, as Brut said, you should be able to use the identifiers directly.
Concatenating the images all into one isn't hard to do, as you can still draw the specific bitmaps out using the Bitmap.create(bitmapToGetAPartOutOf, ....) method. You can then make those individual bitmaps into ImageViews and only have to remember the 'grid reference' for where they came out of the big image. That said, you'd have to balance the added complexity of creating the big images against the ease of not having loads of R constants. I can't really say anymore because I'm not fully following what you're trying to achieve.
Steven__ said:
@Brut.all:
Ha, I recognise that example It's from the Java Trail/tutorial on enums isn't it? Except they used gravity rather than drawable references.
Click to expand...
Click to collapse
I took planets example, because it's good, but everything was written from scratch
Steven__ said:
Concatenating the images (...)
Click to expand...
Click to collapse
I'm pretty sure I saw this concatenating approach somewhere in official Android's guidelines for performance, but now I can't find it :-/ Also I don't have much experience in Android development, so if no one else suggest this approach, then I think kadmos could forget about it.
Brut.all said:
You identifies planets by ints (nameResId in this example - of course it must be unique), not by strings. Operations on ints are several times faster, than on strings, this is why Google decided to identify all things: resources, menu items, etc. just by ints.
Ahh and no, writing switch-cases to do something depending on given object isn't true OOP. OOP is above: enums know, which drawable is connected to them, there is no need for switches.
Click to expand...
Click to collapse
i know its not true oop i didnt want to have to do that but i have not yet seen a way to pass any value from a selected item into a method that could use that value to retrieve x amount of associated resources (images in this case).
Steven__ said:
Are all the images known from the beginning? In other words, is the user creating them at runtime or are you including them with your app? If they are included with your APK then normally, as Brut said, you should be able to use the identifiers directly.
...I can't really say anymore because I'm not fully following what you're trying to achieve.
Click to expand...
Click to collapse
using the planets example, say i had x (varying) amount of pics of each planet's surface in my drawables and wanted only those planet's pics to display in a grid view when a user selects whichever planet. thats really all this is. being new to this i just dont know the most efficient way to do it. if this was Flash i could just group all the images file names/paths in an external xml doc and use that to load them from whatever folder at runtime - i wouldnt need any of those 200 or so images declared as anything or even as assets in my library (and i would only need the xml because flash cant access a file system on its own to see and filter files that it would or wouldnt need based on, say, a string comparison - though there is third party software like Zinc that gives Flash that capability.)
so i did get this to work by passing a number as a tag (string) in a bundle though an imageView click event and then casting the string as an int to use in the switch - which as of now leads to one of 11 different int arrays of resources names (images) ive got declared in my ImageAdapter class to populate my gridView.
the way i wished i could made this work would have been to use a string (like a planet name) ,passed from whatever planet image/menu item/whatever was clicked, and use that string to compare and determine which and how many images in drawables were associated with that planet and then use that to create my gridView at runtime.
kadmos said:
so i did get this to work by passing a number as a tag (string) in a bundle though an imageView click event and then casting the string as an int to use in the switch - which as of now leads to one of 11 different int arrays of resources names (images) ive got declared in my ImageAdapter class to populate my gridView.
Click to expand...
Click to collapse
I see what you're saying, that makes sense. Just as a quick note though, if you're declaring your ImageViews programmatically, you don't have to use a string object for the tag. You can directly give the integer and then cast it back when you get the tag. Just remember to use (Integer) as the tag is actually just an unspecified object.
kadmos said:
the way i wished i could made this work would have been to use a string (like a planet name) ,passed from whatever planet image/menu item/whatever was clicked, and use that string to compare and determine which and how many images in drawables were associated with that planet and then use that to create my gridView at runtime.
Click to expand...
Click to collapse
Yes, I can see why you'd want to do it this way. Your current problem is that if you add more images, you have to manually update your arrays. Unfortunately I can't think of a better, 'clean' way of doing it.
@kadmos
Now I have problems understanding you ;-) But if you don't want to declare all images in sources, but in XMLs, then you could use XML arrays.
Code:
<resources>
<string-array name="planet_names">
<item>mercury</item>
<item>venus</item>
<item>earth</item>
<item>mars</item>
</string-array>
<integer-array name="planet_images">
<item>@array/mercury_images</item>
<item>@array/venus_images</item>
<item>@array/earth_images</item>
<item>@array/mars_images</item>
</integer-array>
<integer-array name="mercury_images">
<item>@drawable/mercury_0</item>
<item>@drawable/mercury_1</item>
<item>@drawable/mercury_2</item>
</integer-array>
<integer-array name="venus_images">
<item>@drawable/venus_0</item>
<item>@drawable/venus_1</item>
<item>@drawable/venus_2</item>
</integer-array>
<integer-array name="earth_images">
<item>@drawable/earth_0</item>
<item>@drawable/earth_1</item>
<item>@drawable/earth_2</item>
</integer-array>
<integer-array name="mars_images">
<item>@drawable/mars_0</item>
<item>@drawable/mars_1</item>
<item>@drawable/mars_2</item>
</integer-array>
</resources>
When user will open planet selector, you will iterate through contents of R.array.planet_names array, each item (planet) in this selector will have itemId set to array index. When user will click on something, you will get itemId of clicked item, then you will find array of its images as R.array.planet_images[itemId] (not exactly - it's conceptual example).
You will be able to add new images or even planets through XML editing.
Steven__ said:
Yes, I can see why you'd want to do it this way. Your current problem is that if you add more images, you have to manually update your arrays. Unfortunately I can't think of a better, 'clean' way of doing it.
Click to expand...
Click to collapse
Brut.all said:
But if you don't want to declare all images in sources, but in XMLs, then you could use XML arrays...
...You will be able to add new images or even planets through XML editing.
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as i posted earlier this was the idea that i had - i havent tried it yet because i wanted to get some feedback from you guys just to see if i was completely off base. so right now its coming down to what would make for the more memory efficient final product - declaring all these images as class array constants (which i already have working) or using xml and coding the operations for parsing, counting, filtering, assigning, etc?
again thank you guys for your time and help
kadmos said:
or using xml and coding the operations for parsing, counting, filtering, assigning, etc?
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Do you mean parsing XMLs? My example above uses standard Android resources. You don't have to parse these XMLs, you will get them as arrays And yes, it's super efficient, because they are compiled to easy-to-read form
ok then im going to go ahead and try it
be back soon
i hope
Hey guys, where can I find information about how to change one of my java programs such that it runs for android (eg MouseListener ---> onTouchListener) I know the the android website has info but can someone give me a direct link as to where it is because as we all know, its a huge site.
Basically, I have a ready program that I need to change(UI's etc..) so that it can work for android.
Ok this is a sample program. Can u guys gimme an editted version so i can base my real program off of it
import java.awt.event.*;
import javax.swing.*;
public class Box extends JApplet {
public void init() {
DisplayBox display = new DisplayBox();
setContentPane(display);
}
}
class DisplayBox extends JPanel {
DisplayBox() {
setBackground(Color.red);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.green);
g.fillRect (10,130, 80, 140);
g.setColor(Color.black);
g.drawString("Box", 15 , 85);
}
}
When you say Java program, do you mean written for a desktop OS or actually written for Android? Because I'm sure that while the Android SDK uses Java, many of the APIs are different, so it may not work properly if you did change it.
But then again, I have never attempted this before, so I may be wrong
I mean a program written to run the computer yes Like any basic program such as hello world.And i am using eclipse to run an android simulator so it will run with only with the android code and not just basic java.....
android doesn't have swing.
you are going to need to create the ui using xml.
res > layout > main.xml
there are tons of tutorial on how to make ui's for android all over the web.
http://developer.android.com/guide/topics/ui/index.html
Well you are not forced to create your layout using XML you could define it via Java too but the fact remains that you have to rebuild and redesign your user-interface and probably your user-interaction mechanism too.
Is there any way to force certain calculations to be done out of the VM? Basically I have algorithms (math) in a program that are slow as balls in Java and would really like if it went faster. I optimized it the best that's really possible, plus Java does some optimizations, but it's still way too slow.
Any way I can kick these calculations off to C land and get things done quicker? I mean my phone's not the fastest (1Ghz Hummingbird), but it should be pretty quick. The JVM is slowing it down by leaps and bounds.
Anybody know anything?
TIA
You can use the NDK to write C code.
Can you provide an example of your problems, though?
hrk said:
You can use the NDK to write C code.
Can you provide an example of your problems, though?
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Ah, NDK looks like it is exactly what I'm looking for. Looks like the C aspect has to be kind of jammed in there, but I kind of need the performance, so I don't really mind.
As for an example, the program is an image manipulator, so there's many loops. While not a direct pull from my code, an example could be something like this:
Code:
int i, j;
int height = bmp.getHeight();
int width = bmp.getWidth();
int color = 0xFFFF0000;
int count = 0;
for (i = 0 ; i < width ; ++i) {
for (j = 0 ; j < height ; ++j) {
bmp.setPixel(i, j, color);
switch(count % 3) {
case 0:
color = 0xFF00FF00; break;
case 1:
color = 0xFF0000FF; break;
case 2:
color = 0xFFFF0000; break;
}
count++;
}
}
So I do still need access to things (the bitmap) up in Java land.
I see that NDK passes some environment stuff (a pointer to a JNIEnv struct/class, and a copy of a jobject come with each function call, aside from any additional parameters somebody wishes to use). Do you know what those are? I mean I get that one's a pointer to the Java native interface environment, and I'm assuming the object copy is a copy of the object called on it? And types in C land are prefixed with a 'j'?
Thanks for your time and help!
I haven't used JNI in the last... ten?... years, so my memory is a bit dusty there.
In JNI you don't use C-types, but those "J prefixed types" which internally handle all the compiler-platform-java specific differences (simple example: how big is a "long" on an ARM, ia32 and ia64 computer? A jlong has the same size on all of them).
I recommend you these two links: Java programming with JNI (IBM developer network) and Wikipedia: Java Native Interface. I'm not joking, Wikipedia has some basic examples and links to useful informations!
Having said that... can't you go for a different approach, like...
Code:
int[][] rawData = new int[bmp.getWidth(), bmp.getHeight()];
...
for (int i ...) {
for (int j ...) {
// color from switch
// ...
rawData[i][j] = color;
}
}
bmp.somehowSetRawDataInOneCall(rawData);
I don't know which image manipulating class you're using (and I don't know how specific your code was!), but I clearly remember using "mass"-setting methods in one of my projects to speed things up after trying myself your setColor(i, j, color) approach.
hrk said:
I haven't used JNI in the last... ten?... years, so my memory is a bit dusty there.
In JNI you don't use C-types, but those "J prefixed types" which internally handle all the compiler-platform-java specific differences (simple example: how big is a "long" on an ARM, ia32 and ia64 computer? A jlong has the same size on all of them).
I recommend you these two links: Java programming with JNI (IBM developer network) and Wikipedia: Java Native Interface. I'm not joking, Wikipedia has some basic examples and links to useful informations!
Having said that... can't you go for a different approach, like...
Code:
int[][] rawData = new int[bmp.getWidth(), bmp.getHeight()];
...
for (int i ...) {
for (int j ...) {
// color from switch
// ...
rawData[i][j] = color;
}
}
bmp.somehowSetRawDataInOneCall(rawData);
I don't know which image manipulating class you're using (and I don't know how specific your code was!), but I clearly remember using "mass"-setting methods in one of my projects to speed things up after trying myself your setColor(i, j, color) approach.
Click to expand...
Click to collapse
Yeah, using a raw buffer will definitely alleviate some of the overhead simply by removing function calls from the task loop. I'm using the Bitmap class, it has a setPixel method. I'm sure there's a way to dump a new buffer in there. That would definitely speed things up.
Good to know the types are standard sizes, unlike C/C++.
I'll look into the links above, and yes, I trust Wikipedia for all things factual. Not like I'm looking up political stuff there, math and CS is pretty set in stone.
That being said, while it will definitely remove some of the overhead to modify a primitive data structure, that was a fairly simplistic example. The problem is that some of the filters do multiple passes, multiple filter applications, and are in general more complex. I don't believe Java will prove quick enough.
I'll give it a whirl, though, I'll see what happens, maybe I can get some times. I'll post back at some point (few days) when I get time to test it (too busy atm).
Thanks for your time, I'll get back to ya.