Android - Bitmap issue with device memory - General Questions and Answers

I am using a bitmap to draw more than one drawing on the same canvas. Say, I am drawing lines, circles with different radii to the same canvas. My requirement is to add 2000 such canvas to my MapView. The image looks pixelated if I use 256x256 as bitmap resolution.
So I am using 1024x1024 as bitmap resolution for better quality. Now when I run this on Android devices with low memory, my app freezes and crashes.
Problem statement :
1. Bitmap size - 1024*1024 = works fine in devices having more memory like one plus devices but freezes on the low storage[less than 4 GB]
2. Bitmap size - 256 * 256 = works fine in both Android devices.
Here is the code Snippet Currently using to draw on canvas by using a bitmap.
Bitmap bitmap = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
// drawing circle
canvas.drawCircle(width/2, height/2, 2, paint);
// drawing line
canvas.drawLine(cx, cy, x2, y2, paint);
// Same canvas with different radius
canvas.drawArc(endgunRect, startAngle - 90, endSweep, false, paint);
Solution expected :
I need to load around 2000 devices on the map view of the app in all types of Android devices irrespective of devices storage capacity?
Could anyone advise is there any other approach we have than Bitmap on the canvas?

Related

DirectShow Camera Control On TMobile Shadow

Hi All,
I am using DirectShow API for fetching camera contents on T-Mobile Shadow phone (manufacturer is HTC). I am having problem with the default Camera Zoom factor on this phone (when opened using DirectShow). I am trying to control the Zoom factor using IAMCameraControl interface. But I don't get any valid pointer for IAMCameraControl Inteface by using following code =>
$$$$$$$$$$$$$$$$$$$$$$$$$$$
long camera_flags = 0;
long zoom_val = 0;
IAMCameraControl* pCameraControl = NULL;
pVideoCaptureFilter->QueryInterface(IID_IAMCameraControl,(void**)&pCameraControl);
if(NULL == pCameraControl)
{
result = E_NOTIMPL;
goto error_handler;
}
$$$$$$$$$$$$$$$$$$$$$$$$$$$
Looks like IAMCameraControl has not been implemented on this particular phone. Is there any other way to change default Camera Zoom factor on HTC phones?
I came to know about HTC Camera DLL using this forum. How should I go about getting the Camera DLL and the documentation?
Thanks,
Shashi

[CLOCK]rat_2665's special clocks (Tourbillon, moonphase, ...) second time clock

Special modded clocks by rat_2665​
Co0kies Home Tab is an excellent basis for analog clocks. At first I tried some historical clocks. One of these has a separated dial for the seconds. So I looked further into modifications (thanks to Co0kie for some crucial tips) - and the possibilities are enormous. Clocks with complications are very expensive (ca. 100000 €), so I decided to make my own clock for CHT with a Tourbillon and some other modifications like date, continuously moving (not jumping) second and minute hand and a separated second hand. But that was not the last. Look in the first post for the clocks, in the second post for deeper information and in post 3 - 5 for a tutorial for modding the analog clock manila files.
EDIT: In CHT 2.0 all these clocks can be used as before. There is a new element - the widgets - but these are independent of the standard analog and digital clock. If you want to look at some new clock widgets look in my new widget thread.
Click to expand...
Click to collapse
NEWs​
- [30/08/2010] New clock with second (home) time.
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
- [07/08/2010] Some transparent clocks
- [19/07/2010] New LT HD2 Concept clock with switching visibility added to the Lüm Tec clocks.zip
- [16/07/2010] New Templates Updated the descriptions in post 2 -5 and added some Templates in post 6.
- [15/07/2010] exceptional modification of the reference clocks by musezicos
- [13/07/2010] switching visibility reference clocks: Because of requests I've made versions of my carbon clocks with switching visibility and described the Tourbillon clock in post 2.
- [29/06/2010] Lüm-Tec clocks: The Combat B9 and the M24 are "switching" clocks which will change design between daylight and maxlumen in the morning and the evening. Edit [02/06/10]: Now with a new corrected version for 12h use. The first fix caused heavy CPU load.
- [23/06/2010] Hero clock: Added version with date.
- "day of week" version: It shows the day of the week like in the date on the homescreen in an extra display at the clock. There is only a version for the carbon clock with moon phase. Download and description
- [19/06/10] CHT 1.8.5: I made new versions for the clocks made by me and deleted the 1.8 versions (look at the attached files or the download links). For people who'd like to use CHT 1.7 I let the old versions stay. Descriptions will be updated in the next future. Announcement: I will post templates for the animations for other clock modders. Don't let disturb you if sometimes CHT 1.8.1 is mentioned. It is all good for CHT 1.8.5.
- "only seconds" version: Because of the heavy power use of the Tourbillon I made some versions without. For these the power use is acceptable.
- carbon style: Because of requests I made a darker alternative carbon design for the new versions.
- Moonphase: Some of these clocks have a fully functional moonphase display.
- Cookie Mod For people who are very fond of co0kie there is a mod for the moonphase clocks.
- [04/06/10] Lüm-Tec clocks Combat B 11 with 24 h and new date by tictac0566 and rat_2665 (description). This is a new date version useful for all clocks.
Click to expand...
Click to collapse
Deinstallation​
CHT 1.8.5 changes the structure of the manila files for the analog clock mods. Animations and object description are regulated in special separated manila files: 1E1A6CCD_manila (mode9 file for the objects) and 1EC5924B_manila (lua script for the animations). That's good for all future changes in CHT and for the independence of other mods, but it is a new step.So you can't use "advanced" clock mods for older versions of CHT because they will damage your Sense/Manila. If you've already done so try this solution or reinstall CHT 1.8.5.
Do not use the Windows mobile deinstallation routine, only install the attached original analog clock cab. Then make a manila restart.
The use of the WM routine will crash your manila because it deletes the used CHT files, which are necessary, and doesn't substitute them with the original files. If you done so and manila hangs at the start, try to deactivate manila in "settings, today", install the original clock cab and reactivate manila. It works with my stock ROM, but no guaranty for other ROMS.
If you still have problems at deinstallation try the solution by jaguaralani http://forum.xda-developers.com/showpost.php?p=6646478&postcount=23and copy the files in the added zip file in the windows directory of your device. Use Total Commander or Resco Explorer for this. Both cab and files in zip restore the original CHT files.
Click to expand...
Click to collapse
Clocks​
For clarity I put the clocks with the same design in one zip (download at the end). The original analog clock for deinstallation (for CHT 1.8.5 and the older versions) is as cab in every clock zip and also as cab and zip attached at the end of this post.
Golden versions with Tourbillon
These clocks have a functional image of a tourbillon a so called "complication" by watchmakers. A tourbillon counters the effects of gravity by mounting the escapement and balance wheel in a rotating cage, ostensibly in order to negate the effect of gravity when the timepiece (and thus the escapement) is rotated. For further information read the article in wikipedia http://en.wikipedia.org/wiki/Tourbillon.
There are two versions, one with the seconds in the upper dial and one with moon phase instead. Both clocks have a AMPM version. Only difference is the special field for AMPM in the background (and changed position). For the special case of no AMPM in the analog clock although using AMPM generally I made a new version . Instructions and download for this version are here.​
Golden versions without Tourbillon
These clocks are not so power consuming. They have still complications like date, continously moving minute and second hand and in one version the moonphase.
Carbon Versions
Because of requests for darker background and not so golden clocks I made a alternative carbon design for the new versions. In the basic versions it is only a layout change, the functionality of these clocks is the same as in the golden versions. Only exception is the "day of week" clock, which exists only as carbon version.
Reference clocks for switching visibility
Because of requests I've made two versions of my carbon clocks with switching visibility like in the Lüm-Tec clocks. In the zip are also the images and the lua scripts.
Lüm-Tec clocks
The Lüm-Tec clocks are made by TicTac0566 and me together . The Combat B11 has a 24h display, the Combat B9, the M24 and the LT HD2 Concept are "switching" clocks which will change design between daylight and maxlumen at 8:00 and 20:00. The B9 has versions both for CHT 1.7 and 1.8.5, the others only for 1.8.5. Look for more of TicTac's exciting clocks in his thread.
Hero clock
This is my version of Lechu's magnificent Hero clock (with overlapping case, AMPM and date)
versions by others​
For all who like black text poyensa made a version. You can download it in this post. Ancola66's contribution is a version with big second hand. Poyensa's clock is not modified for CHT 1.8 but text color is adjustable in CHT 1.8. Ancola66 has now a CHT 1.8.5 version.
And Jaguaralani made two more nice black versions of the Tourbillon . Download is for the CHT 1.7 version here and for the CHT 1.8.5 version here. Thanks to all.
exceptional modifications of the reference clocks by musezicos here and here
​
Click to expand...
Click to collapse
In the next posts I will describe how I made it so that all interested can do it themselves.​
form and function of the reference clocks
Tourbillon clock
form
For the mechanical description of a Tourbillon please read the article in Wikipedia. There is also a little video with a moving Tourbillon.
The clock consists of the following parts (in order of the layers in 1E1A6CCD_manila with the Sense names, cursiv are the standard ones):
4B55E014_manila DateDayTens (calendar date)
4DDA6CCF_manila DateDayOnes (calendar date)
20F62884_manila analogclock (normal clock background)
Here comes in 1E1A6CCD_manila the "ShowAMPM" text object.
7BA5E044_manila secondHand2 (balance wheel of the Tourbillon)
2A87D392_manila secondHand (cage of the Tourbillon)
3FDED376_manila analogclock2 (fixture of the Tourbillon)
7BB7F8C5_manila secondHand3 (real second hand)
0AB9C3F4_manila hourHand
4BDFBA48_manila minuteHand
0D505BB2_manila scaleButton
7126E342_manila clockdot
The secondHand was used for the Tourbillon cage because sometimes the Tourbillon is used as second hand (it turns once in a minute ).
The date display is made like in real clocks. Two disks, the date is to be seen by the rotation of the disk.
There are two other manila files, the mode9 file for the objects 1E1A6CCD_manila (in versions before CHT 1.8.5 7c60907d_manila) and the lua script for the animations 1EC5924B_manila (former 461d3306_manila).
function
A Tourbillon cage jumps every fifth of a second, a balance wheel rotates 180 ° back and forth five times a second. Sense/Manila shows an actual image of the elements and checks for an established period if there are changes. So if you want to get a picture like the real behavior you have to get 25 frames per second for the moving parts - especially the balance wheel. So the lua script in 1EC5924B_manila checks 25 times per second for changes instead of the original one time per second of co0kies home tab (which you can disable because of power consuming). You see this clock is nice to look at, but still expensive, not so much like the real but it costs in power consuming (but it seems only if the clock is to be seen). Also it is very depending of other processes, for example at the start at the calendar opening or at the weather animations. The HD2 has borders too .
Tourbillon clock with moonphase and switching visibility
form
Here are the parts (with manila name and object name in the lua script and the mode9 file in the order of the layers):
4B55E014_manila DateDayTens
4DDA6CCF_manila DateDayOnes
2056A60D_manila DateDayTensnight
09DE9308_manila DateDayOnesnight
2C2AA9E8_manila moonphase
09187EE1_manila moonphasenight
20F62884_manila analogclock
3C87827D_manila analogclocknight
ShowAMPM
7BA5E044_manila secondHand2
3B920A3D_manila secondHand2night
2A87D392_manila secondHand (dummy with blank picture)
596B8F02_manila secondHand1
4B1CC00B_manila secondHandnight
3FDED376_manila analogclock2
5A551AEF_manila analogclock2night
0AB9C3F4_manila hourHand
5CCDF1ED_manila hourHandnight
4BDFBA48_manila minuteHand
5E305741_manila minuteHandnight
0D505BB2_manila scaleButton
7126E342_manila ClockDot
6294D3BB_manila ClockDotnight
In the attached pdf document is a list of all this objects together with their "location folder" in the mode9 file.
function
moonphase
Moon phase is another so called "complication". It shows the phases of the moon in an extra display. Because in modern watches the clock maker tried to show the 3D-movement of the Moon with a 2D dial, you can't compare the image on the clock with the image in the night sky. You can see full and new moon and if it is waning or waxing moon. The moon phase movement is very slow. It is not the moon movement on the dayly night sky, but the movement of the phases of the moon. So the moon in the dial needs 14 days from left to right (in Northern hemisphere). It describes the lunar month (full moon - new moon - full moon, 29 days). At the development I read that the big clock makers who were all in the Northern Hemisphere made only clocks where you can see the phases of the moon only like at the Northern Hemisphere (NH). The Southern Hemisphere will see each phase rotated through 180°. So I made at some clocks an AddOn for all who are living there (named SH). It changes the the movement of the Moon (against clockwise).
switching visibility
As you can see above the visibility change needs the duplication of every changing object. The night version of every object is layed over the day version (only exception the date). In the lua script the switching is realised by changing the opacity of the night objects at definite points (8:00 AM and 8:00 PM).
In the next posts I'll describe the modification of the manila files.
Modifications to qtc files and manila hash names
modding the manila files
For analog clock modding there are three file types relevant: the image files (*.qtc), the mode9 file 1E1A6CCD_manila (former 7c60907d_manila) and the lua script 1EC5924B_manila (former 461d3306_manila). syntax of HTC mode9 files and lua scripts are not documented. The lua version of HTC is not the original version. Some original functions don't exist, some new functions are used. So it is trial and error and reverse engineering. Here is a link for starting
All this files are named by a hashed version of the original name. For this name you can use this tool by NisseDILLIGAF. For further information read Co0kies Name Guide.
QTC-files
First of all you have to create your files with a better image editing program (GIMP is for free). It should have layers function. That's good for later saving the individual images and for working at the images together. CHT uses 256x256 pixel images for the background. Greater dimensions are possible, but they crash with Co0kies design for the different versions of clock/weather. So I don't advice this.
For the hands the standard dimension is 16x256, for clockdot 32x32. You can use greater values (best 32, 64, 128, 256), but then you have to change the values in the mode9 file (see there).
If you use a picture with different layers, align the hands with the background like in the normal clock (the hands should be in the "12" position ), then change the dimensions of the "canvas" to the necessary values and save the different layers as individual images . Only exception are hands which are not in the centre of the clock (like my second hand). These should also be positioned in the centre. The different position is realized in the 1E1A6CCD_manila file.
Now you have to turn these images in manila files.
Franwella made a little guide for the clock background. The steps for the other standard pictures (hands and ClockDot) are the same. As an alternative you can use CFC GUI. Scan the selected folder, you should see all the qtc-manila-files in the left row. Select the manila file, replace (button bar in the right down corner) the image with your PNG image. That's all.
For new manila objects you should create a self-documenting name (f. e. DateDayTens). You have to use this name at all positions, where this object is used (in the mode9 file and the lua script). Use the manilahash program with this string :
\windows\htc\home\assets\images\Home\VGA\Your_Name.qtc
The pdf file in post 2 contains these strings for all the objects I used. Don't let you disturb by the folders. All manila files are in the windows directory.
Take another manila file, copy it in your temporary working directory, rename it with the new hash name, change the picture like above.
Modifications of the mode9 file
mode9 file 1E1A6CCD_manila (former 7c60907d_manila)
The mode9 files regulates the type, size, position, location and some times color . Thanks to poyensa there is already a guide for changing colors in text objects. Here we look at the analog clock objects. I use m9editor . After some clicking you find this
In this Group there are several "GLESSprite2D" objects and one "GLESText" object. This are the description for the analog clock objects and the AMPM field. I opened the secondHand for a moving object and the analogclock for an unmoved object. The difference is the <Property> line for Center Value which unmoved objects didn't have. Notice that moving means also rotate in a constant position.
new objects and order of objects
For adding of new objects simply point to an object with nearly the same properties (so you have not much to change), click right, select copy, then go to the object before the position of your new object, click right and select paste below. The order of the objects determines how they are "layered" at the clock (thanks to pchronos). If you have a clock with moving objects which are covered by the casing (f. e. the second hand in the Hero clock by Lechu), add the covering parts as a new layer/object (f. e. "analogclock2") after the moving parts. For my clock you can see that the order of the objects is the same as the layers in post 2.
In the picture you can see an added text object DayDatenight with luminous colour and an added hour hand for the night version.
properties
Click on the line. You can see at the lower border of the editor a line for changing the values. Don't forget after changing to click "Ok"
Name Instance
Is the name of the variable of the object in lua scripts. I used for my new objects for simplification the same name as for the qtc-image in second line (only with added _). That's not necessary.​Name Texture Path
Thats the location of the image file. Use this name (only the last part before .qtc! instead of the fat letters) for the hash manila name as described above. ​Name Position/Name Center/Name Size
These values are corresponding with each other. For standard values (normal size, rotating in centre) change nothing. If you want to change the size so 3lixir found a formula for the changed width of hands:
Change the width of hand image (best to a multiple of 16).
The "centre value" for the x-axis is half the new width of the hand minus 0.5
The "position value" for the x-axis is 128 minus half the width of the hand.
If you want to change the position of a hand then (after you applied the formula above) try different values of x- and y-axis in Position until they meet your intented place.
For the color look into poyensa's guide. For rotation to a constant position see under lua script.
These are only tips. Most of the time they are working, sometimes you have to do it by trial and error.
​
Modifications of the lua script/functions
lua script 1EC5924B_manila (former 461d3306_manila)
This file is responsible for the animations of the analog clock. It's a HTC lua script. HTC's version of lua is not documented. So if you want to mod manila lua scripts you should have some basic knowledge in coding. I'm at best clumsy. I didn't find for example a solution to bring the numerical value of the calendar day to a string on the screen (EDIT: Problem solved with the help of co0kie). So I went around to the classical mechanical approach with two disks. So there is still room for some useful inventions. For start look at this general lua programming guide . Another good resource ist the source code of Co0kies Home Tab. It's published at the end of this post.
For compiling and decompiling I used m9editor. If you in the lower part of the editor click right at the lua script manila file, you can decompile the file and save it in the lua script subfolder of the editor. There you can change it with Notepad2 (by Florian Balmer, compiled by Co0kiemonster). It is part of this kitchen. But because m9editor sometimes had problems with decompiling I used essentially the homealarmclock.lua from co0kie's source. After that once more click right on the 1EC5924B_manila file in the m9editor and compile the manila file.
functions
For every function in lua there are three essential parts: the definition of the function, the calling of the function and the update of the calling. In the HTC lua scripts these parts are typically not in sucession for each function but combined in blocks for all functions (at first all definitions and so on).
Tourbillon Cage/ second hand
In the original file by co0kie the query of the position of minute and hour hand was triggered by a change of the value of the minute. So the minute hand jumps every minute, the hour hand moves continously. The position of the second hand was determind by an own function triggered by a timer every second.
For the Tourbillon it was necessary to use milliseconds. HTC ROMs don't work with milliseconds (although windows mobile provides it). So this has to be made by a timer function. Here a tip by Co0kie:
Code:
MyTimerName = timer(time_in_seconds) -- the time can be 0.1 seconds for example
-- after the timer is created it immediately starts ticking
MyTimerName.OnElapsed:connect(some_function) -- the name of the function that should be called after timeout - the timer runs in a loop so the function will be called every 0.1 seconds
MyTimerName:Stop() -- stops the timer
MyTimerName:Start() -- starts it again
In the new function "ClockSecond" the cage (secondHand) makes five steps every second. This factor five I defined as FinenessFactor, so it can be changed very simple. The distance is every step 12° (really depending on the FinenessFactor), so the Cage turns once every minute and can be used as second hand.
The ClockSecondTimer = timer(0.2) in line 192 determines the period between two steps. The function starts every second with the new position, so the timer value should be 1 second / FinenessFactor for continous moving
rotation is realized with the function XXX.Rotation.z =
360 - myHandsPosition in clockwise direction
myHandsPosition against clockwise direction
The value of myHandsPosition is the numerical value of the ° position
Code:
SecondsCheck = machineStatus.CurrentTime.Value.Second
Counter = 1
ClockSecond = function()
if secondHand._visible == true then
local FinenessFactor = 5
local globalsecond = machineStatus.CurrentTime.Value.Second
local myHandsPosition0 = globalsecond * FinenessFactor
if SecondsCheck == globalsecond then
myHandsPosition0 = globalsecond * FinenessFactor + Counter
Counter = Counter + 1
else
Counter = 1
end
local myHandsPosition = (myHandsPosition0 - (2 * FinenessFactor) + 1) / (60 * FinenessFactor) * 360
secondHand.Rotation.z = 360 - myHandsPosition
secondHand1.Rotation.z = 360 - myHandsPosition
secondHandnight.Rotation.z = 360 - myHandsPosition
SecondsCheck = globalsecond
minuteHand.Rotation.z = -((machineStatus.CurrentTime.Value.Minute / 60 * 360) + ((machineStatus.CurrentTime.Value.Second - 5) / 10))
minuteHandnight.Rotation.z = -((machineStatus.CurrentTime.Value.Minute / 60 * 360) + ((machineStatus.CurrentTime.Value.Second - 5) / 10))
else
ClockSecondTimer:Stop()
end
end
balance wheel (secondhand2)
function "ClockSecond2". The balance wheel has not the same behavior as the other "hands". It swings with 5 (= FinenessFactor2) frames 180° back and forth. Crucial for the speed (and the frequency of queries) is the ClockSecond2Timer = timer(0.04) in line 194. At present it realizes 25 frames per second, a value 0.1 is only 10 fps (I attached a 1EC5924B_manila/461d3306_manila with this value in post 30) . This is the most CPU power and energy consuming process in the clock, but also the most visible.
Code:
Counter2 = 0
turn2 = 0
ClockSecond2 = function()
if secondHand._visible == true then
local FinenessFactor2 = 5
local myHandsPosition2 = 360
if turn2 == 0 then
myHandsPosition2 = 360 - ((360 / FinenessFactor2) * Counter2)
if Counter2 == FinenessFactor2 then
turn2 = 1
Counter2 = 0
end
else
myHandsPosition2 = (360 / FinenessFactor2) * Counter2
if Counter2 == FinenessFactor2 then
turn2 = 0
Counter2 = 0
end
end
Counter2 = Counter2 + 1
secondHand2.Rotation.z = 360 - myHandsPosition2
secondHand2night.Rotation.z = 360 - myHandsPosition2
else
ClockSecond2Timer:Stop()
end
end
The calling of both functions for the tourbillon with update:
Code:
if ShowSecondHand then
secondHand._visible = true
ClockSecondTimer = timer(0.2)
ClockSecondTimer.OnElapsed:connect(ClockSecond)
ClockSecond2Timer = timer(0.04)
ClockSecond2Timer.OnElapsed:connect(ClockSecond2)
else
secondHand._visible = false
secondHand1._visible = false
secondHandnight._visible = false
secondHand2night._visible = false
end
second hand (secondHand3)
It is bound to the movement of the Tourbillon cage. See code above
minute hand
function "ClockMinute". For continous moving every second a 1/60 of a minute step is added.
Code:
minuteHand.Rotation.z = -((machineStatus.CurrentTime.Value.Minute / 60 * 360) + ((machineStatus.CurrentTime.Value.Second - 5) / 10))
calendar day by disks
The disk for the tens (DateDayTens) turns every ten days for 90°, the disk for the ones (DateDayOnes) every day for 36°. (Don't be afraid for month with days lower than 30, it is in the formula). It checks at the change of the current time value of windows mobile.
Code:
CalendarDate1 = function()
local locday = machineStatus.CurrentTime.Value.Day
local DayTens = 0
local DayOnes = 1
if locday < 10 then
DayTens = 0
else
if locday < 20 then
DayTens = 1
else
if locday < 30 then
DayTens = 2
else
DayTens = 3
end
end
end
DayOnes = locday - (DayTens * 10)
DateDayTens.Rotation.z = DayTens * 90
DateDayOnes.Rotation.z = DayOnes * 36
DateDayTensnight.Rotation.z = DayTens * 90
DateDayOnesnight.Rotation.z = DayOnes * 36
end
Code:
CalendarDate1()
Code:
machineStatus.CurrentTime.OnValueChanged:connect(CalendarDate1)
calendar day by text object
Code:
CalendarDate1 = function()
local locday = machineStatus.CurrentTime.Value.Day
DayDate.String = tostring(locday)
DayDate.Rotation.z = 330
local val = (AnalogAMPMColor / 10) * 255
DayDate.Color = Color(val, val, val, 255)
DayDatenight.String = tostring(locday)
DayDatenight.Rotation.z = 330
end
In this example the color of DayDate is bound to the color of AMPM. So you can set in CHT Editor also the color of the Date. The calling and the update is the same as above.
If you want a constant rotated position for an object simply add the line
XXX.Rotation.z = 360 - y
where XXX is the name of your object in the mode9 file and y the ° value ot the incline of your object
(example for AMPM in the above mentioned Hero clock "ShowAMPM.Rotation.z = 330")
moonphase
The mathematical formula for the moonphases is described at various astronomical websites. I took it from this Swiss site (at Berechnungen). The formula takes a date of a full moon and then counts the difference to the present day and divides this through the lunar month. The not integer part of the result describes the position of the moon.
Code:
local lochour = machineStatus.CurrentTime.Value.Hour
local locday = machineStatus.CurrentTime.Value.Day
local locmonth = machineStatus.CurrentTime.Value.Month
local locyear = machineStatus.CurrentTime.Value.Year
local valueYear = 365 * (locyear - 2010)
if locyear > 2011 then
if locyear > 2016 then
valueYear = valueYear + 2
else
valueYear = valueYear + 1
end
end
local valueMonth = 0
if locmonth == 2 then valueMonth = 31 end
if locmonth == 3 then valueMonth = 59 end
if locmonth == 4 then valueMonth = 90 end
if locmonth == 5 then valueMonth = 120 end
if locmonth == 6 then valueMonth = 151 end
if locmonth == 7 then valueMonth = 181 end
if locmonth == 8 then valueMonth = 212 end
if locmonth == 9 then valueMonth = 243 end
if locmonth == 10 then valueMonth = 273 end
if locmonth == 11 then valueMonth = 304 end
if locmonth == 12 then valueMonth = 334 end
if locyear == 2012 then
if locmonth > 2 then valueMonth = valueMonth + 1 end end
if locyear == 2016 then
if locmonth > 2 then valueMonth = valueMonth + 1 end end
local presentday = (lochour / 24) + locday + valueMonth + valueYear
local moonposition1 = (presentday - 30.25) / 29.530588
moonphase.Rotation.z = - ((moonposition1 - math.floor(moonposition1)) * 180)
moonphasenight.Rotation.z = - ((moonposition1 - math.floor(moonposition1)) * 180)
end
Code:
moonposition()
Code:
machineStatus.CurrentTime.OnValueChanged:connect(moonposition)
day of week
This function takes the first (here two letters) of your date string.
Code:
DayOfWeek1 = function()
local weekday1
weekday1 = machineStatus.CurrentTime.Value:GetDateString(Locale:GetString("IDS_DATEFORMAT"))
weekday1 = string.sub(weekday1, 1, 2)
weekday.String = tostring(weekday1)
weekdaynight.String = tostring(weekday1)
end
Code:
DayOfWeek1()
Code:
machineStatus.CurrentTime.OnValueChanged:connect(DayOfWeek1)
For another approach with three letters you have to subtitute the lines
Code:
weekday1 = machineStatus.CurrentTime.Value:GetDateString(Locale:GetString("IDS_DATEFORMAT"))
weekday1 = string.sub(weekday1, 1, 2)
with
Code:
weekday1 = machineStatus.CurrentTime.Value:GetDateString(Locale:GetString("dddd"))
weekday1 = string.sub(weekday1, 1, 3)
visibility
Visibility depends on the hour value of the clock. That's a problem with the 12h use in AMPM Regions. So you have to transform all values to 24h. This happends in the first part of the function. In the second part the opacity of the "night objects" is determined in a definite time intervall. A special case in this code example are objects which can be made unvisible by settings in CHT or Windows Mobile. For the animation functions I found some tips in the attached animation toolkit for CHT 1.6.1 by Co0kie.
Code:
switchvisibility = function()
local locAMPM = machineStatus.CurrentTime.Value:GetTimeString("tt")
local lochour = machineStatus.CurrentTime.Value.Hour
if locAMPM == "AM" then
ShowAMPMnight.String = "AM" else
ShowAMPMnight.String = "PM" end
if machineStatus.CurrentTime.Value.IsTwentyFourHour
then
local lochour = machineStatus.CurrentTime.Value.Hour
else
if locAMPM == "AM" then
if lochour == 12 then lochour = 0
end
else
if lochour ~= 12 then lochour = lochour + 12
end
end
end
if lochour > 7
then
if lochour < 20 then
minuteHandnight.Opacity:Interpolate(0,200, 0, Interpolate_Linear)
hourHandnight.Opacity:Interpolate(0, 200, 0, Interpolate_Linear)
analogclocknight.Opacity:Interpolate(0, 200, 0, Interpolate_Linear)
moonphasenight.Opacity:Interpolate(0, 200, 0, Interpolate_Linear)
if secondHand._visible == true then
secondHandnight.Opacity:Interpolate(0, 200, 0, Interpolate_Linear)
secondHand2night.Opacity:Interpolate(0, 200, 0, Interpolate_Linear)
end
if machineStatus.CurrentTime.Value.IsTwentyFourHour then
ShowAMPMnight._visible = false
else
ShowAMPMnight.Opacity:Interpolate(0, 200, 0, Interpolate_Linear)
end
weekdaynight.Opacity:Interpolate(0, 200, 0, Interpolate_Linear)
DayDatenight.Opacity:Interpolate(0, 200, 0, Interpolate_Linear)
else
minuteHandnight.Opacity:Interpolate(100,200, 0, Interpolate_Linear)
hourHandnight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
analogclocknight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
moonphasenight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
if secondHand._visible == true then
secondHandnight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
secondHand2night.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
end
if machineStatus.CurrentTime.Value.IsTwentyFourHour then
ShowAMPMnight._visible = false
else
ShowAMPMnight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
end
weekdaynight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
DayDatenight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
end
else
minuteHandnight.Opacity:Interpolate(100,200, 0, Interpolate_Linear)
hourHandnight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
analogclocknight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
moonphasenight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
if secondHand._visible == true then
secondHandnight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
secondHand2night.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
end
if machineStatus.CurrentTime.Value.IsTwentyFourHour then
ShowAMPMnight._visible = false
else
ShowAMPMnight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
end
weekdaynight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
DayDatenight.Opacity:Interpolate(100, 200, 0, Interpolate_Linear)
end
end
Code:
switchvisibility()
Code:
machineStatus.CurrentTime.OnValueChanged:connect(switchvisibility)
I hope this description will help you to understand a little bit the modifications and maybe to make yourself some examples. You can also mod or delete the indivual modifications. I'm open for improvements and simplifications.
files and templates
I hope the description in the above posts will help you to understand the modifications. I add the manila lua script, the manila files and the png files as zip. The Reference clock can be found in post 1.
For all who are about to despair because of compiling I made some templates. The first zip contains various versions of the compiled lua script and if necessary the mode9 file. You can get:
jumping minute/continous minute,
jumping second/continous second,
without date/ with date (as text object) not inclined, inclined 15°, inclined 30°,
12h/24h (the 24h modus works only with 24h settings).
The position and the colour of the objects can be changed in the mode9 file like described above.
The second Template zip contains a new reference clock with some basic modifications - continous minute and second, date as text object - and changing visibility for all objects (including AMPM). For the pictures I took my carbon clock but they can be changed by you as you like. Tip: If you wouldn't change some objects, take the same picture for day and night object. The text object DayDate could be "hidden" behind the clock background by repositioning in the mode9 file. So you have only to change the mode9 file.
Really nice job!
installed orig cab over orig CHT clock reset and all I got was a second hand added to CHT orig but quite abstact ?
really nice!
Really nice clock and you also made the second hand, date and AM/PM working which is something nobody had made yet. Great job
great work you are the best man
11calcal said:
installed orig cab over orig CHT clock reset and all I got was a second hand added to CHT orig but quite abstact ?
Click to expand...
Click to collapse
In this cab are the original CHT manila files. Can you post a screenshot?
THANKs for the Good WRK
11calcal said:
installed orig cab over orig CHT clock reset and all I got was a second hand added to CHT orig but quite abstact ?
Click to expand...
Click to collapse
Sorry, didn't saw the edit. You used a modificated 7c60907d_manila file (thats why the changed position of the second hand). Sometimes if you installed a cab without deactivating HTC Sense and a file is in use, then this file is not copied. Try this: Deactivate Sense and install the original cab once more, than activate Sense.
Or install the attached cab for the original file.
WOW, this is getting real awesome man. Thanks
The BEST CLOCK MADE FOR COOKIE HT SO FAR
And the first clock which forced me to enable the SECOND HAND
Well Done Mate.........
Steve0007 said:
Really nice clock and you also made the second hand, date and AM/PM working which is something nobody had made yet. Great job
Click to expand...
Click to collapse
I agree....
+1
----------------------
EDIT: After testing the clock, the second hand and the lower gear still get stuck and still after waking the phone up ................
jaguaralani said:
I agree....
+1
----------------------
EDIT: After testing the clock, the second hand and the lower gear still get stuck and still after waking the phone up ................
Click to expand...
Click to collapse
Thats right. The clock is very depending of other processes. Especially till the calendar is fully open there is a delay. Other point are the turning of the minute (with all the animations) or activesync. Sorry I tried to minimize this but thats the best solution I found.
CPU load.
Wonderfull clock.
But it takes 70% of my HD2 CPU when i am on "Home". I check this using BattClock v2.1.2.
I am afraid that it will drain battery. I'll monitor and let you know.
Congratulation for this.
emottier said:
Wonderfull clock.
But it takes 70% of my HD2 CPU when i am on "Home". I check this using BattClock v2.1.2.
I am afraid that it will drain battery. I'll monitor and let you know.
Congratulation for this.
Click to expand...
Click to collapse
That's the second disadvantage. It is power consuming because of the necessary processes in the background (please see later post 2). I noticed the same. But I think it is only when you use the home screen (f. e. for watching the clock), not in standby or at the use of other programs or functions. Can you please post your experiences? Thanks

[Q] glReadPixels() Problem in Android to reconstruct the frame

I am working on a project on Augmented Reality with Android. The code captures the camera video, finds the marker and displays a cube on top of it. After this a motion vector (in the form of pixels moved in the x and y direction) is found. What I need to do is read the pixels from the GL layer and draw them again after moving them by the distance specified by the motion vector.
The GL layer is specified using the GLSurfaceView class which is a transparent layer. The problem I am facing is that when I use glReadPixels() to read the pixels and convert it into a 480x800 array (nexus one screen resolution), I get 3 different portions of the cube instead of one.
I intend to move the pixels by the motion vector after this and use glDrawPixels() to put the pixels back into the frame buffer
Please help me with the interpretation of the same. Is there something I am missing while using glReadPixels and also if there is some other function that will help me achieve the same. I was thinking of using glBlitFrameBuffer() but this is not supported by the android GL10 class.
I have attached the part of the code where I am reading the pixels and changing them to a 2D matrix along with the image of the pixels I reconstructed using MatLab.
Any help will be greatly appreciated.
Code:
gl.glPixelStorei(GL10.GL_PACK_ALIGNMENT, 1);
IntBuffer pixels = IntBuffer.allocate(384000);
gl.glReadPixels(0, 0, 800, 480, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE ,pixels);
File f = new File ("./mnt/sdcard/Sahiba_PixelData_" + flag + ".txt");
if(!f.exists())
f.createNewFile();
FileWriter fw = new FileWriter(f);
int pixelsArr [][] = new int [480][800];
//int temp[] = pixels.array();
int n=0;
for(int i=0; i<480; i++){
for(int j=0; j<800; j++){
pixelsArr[i][j] = pixels.get(n);
//temp[n + pixels.arrayOffset()];
fw.write(pixelsArr[i][j] + " ");
//fw.write(pixels.get(n) + " ");
n++;
}
//fw.write("\n");
}
Log.i("GLLayer", "Pixels reading and storing finished !!!");
}catch(Exception e){
Log.i("GLLayer","Exception = " +e);
}

[Q] Simple translate animation, not working on Android 4.4.2

The following code, is a simple example of programmatically "WITHOUT XML" translate animation, that works perfect on all versión bellow Android 4.4.2, but does nothing on Android 4.4.2. It's really making me crazy!
Any ideas why?
Tested and working OK on: EMULATOR AVD with 4.1.2 (API 16), EMULATOR AVD with 4.2.2 (API 17), EMULATOR AVD with 4.3.1 (API 18), Galaxy Tab 3 (4.1.2), Surprice, surprice.....works on my Galaxy NOTE with Omnirom 4.4.4
Not Working on: EMULATOR AVD with 4.4.2 (API 19), Galaxy S4 (4.4.2), Galaxy Note 3 (4.4.2)
Code:
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
int myWidth = 1280;
int myHeight = 800;
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
boolean isPortrait = getResources().getConfiguration().orientation == Configuration.ORIENTATION_PORTRAIT;
int frameBufferWidth = isPortrait ? myHeight : myWidth;
int frameBufferHeight = isPortrait ? myWidth : myHeight;
Bitmap frameBuffer = Bitmap.createBitmap(frameBufferWidth, frameBufferHeight, Config.RGB_565);
graphics = new AndroidGraphics(getAssets(), frameBuffer);
fl = new FrameLayout(this);
ImageView mons= new ImageView(this);
mons.setImageBitmap(graphics.newImage("mons/mons01.png", ImageFormat.ARGB8888).getBitmap());
mons.setX(400);
mons.setY(200);
TranslateAnimation aniTrans = new TranslateAnimation(0, 0, 0, -200);
aniTrans.setDuration(5000);
mons.setAnimation(aniTrans);
FrameLayout.LayoutParams params = new FrameLayout.LayoutParams(FrameLayout.LayoutParams.WRAP_CONTENT, FrameLayout.LayoutParams.WRAP_CONTENT);
fl.addView(mons, params);
FrameLayout.LayoutParams flp = new FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT);
this.setContentView(fl, flp);
mons.startAnimation(aniTrans);
aniTrans.startNow();
}
Issue Found!
HAVE FOUND THE PROBLEM, but NEED HELP TO SOLVED IT!
(NOTE: This only occurs in full java code. It doesn’t happened using XML file, what is not the case)
Now I should call this topic like:
ANDROID 4.4.2 CREATES A BLACK MASK OUTSIDE VIEW OBJECT BOUNDARY, ONLY DURING FULL JAVA CODE ANIMATIONS?
Why?:
Take a look to this new example code:
Code:
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
common = new Common(this, this);
FrameLayout.LayoutParams framelayoutparameter = new FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT);
/* I think that this is the line code (imageviewparamenter) were Android 4.4.2 FAILS during animation.*/
LayoutParams imageviewparamenter = new LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT);
/* No matter the size of the screen, Android 4.4.2 creates a black hole outside the image size,
* just during animation (see attached picture). Thats why animation dont show up, if the
* initial position (setX or setY) of the image, is outside the image boundary.*/
fl = new FrameLayout(this);
ImageView iv = new ImageView(this);
/* Image is located in the ASSET and is 100x100 pixels (non dpi dependable)
* "common" method use AssetManager to read the image file */
iv.setImageBitmap(common.newImage("iv_image.png", ImageFormat.RGB565).getBitmap());
iv.setX(50); // position show in the example
iv.setY(0);
fl.addView(iv, imageviewparamenter);
this.setContentView(fl, framelayoutparameter);
AlphaAnimation animation = new AlphaAnimation(0,1);
animation.setDuration(5000);
animation.setAnimationListener(this);
/* Also, "setAnimation(animation)" must be present, in order that
* Android 4.4.2 animates without skipping frames*/
iv.setAnimation(animation);
iv.startAnimation(animation);
}
Create a frame layout with a ImageView and alpha animation using pure java code. During animation, Android 4.4.2 (API19) is creating a black mask outside the ImageView size boundary, starting at x/y coordinates (0 + imageWidth / 0 + imageHeight), so if you initially place the image outside that coordinate, you don’t see any animation, just the original image at the end of the animation....
To recreate the issue, i have place the image in x = 50 . You would see that the half right side of the image is BLACK during Android 4.4.2 animation. You can recreate using emulator with any size of screen setup that you prefer. Using API 16,17,18, have no problem, but using API19, the black mask will make you crazy!
NOW, ANY IDEAS? or is a big bug on Android 4.4.2? or I just don’t see it?
Anyone?
SOLVED
! SOLVED !
For some reason, API19 programmatically pure java animations doesnt play very well with absolut settings, like setX() or setY(). Experts may take a look on this. API19 preffers to work with margins on the layout parameter side.
The following procedure, apply's to android 4.4.2. Of cource, it works on the others versions down and up, but you must change your way of thinking. You must place a imagen programmatically using layout parameters, so change:
Code:
iv.setX(50);
iv.setY(0);
to
Code:
lparam.setMargins(50, 0, 0, 0);
iv.setLayoutParams(lparam);
iv.requestLayout();
You must call "requestLayout()" to ensure that the new changes on the layout, will be commited when adding the view to the parent (fl).
Finnally, by mistake, I use "LayoutParams" instead of "FrameLayout.LayoutParams". This nothing have to do with the issue and was not affecting it, but is the correct way to define it, so change:
Code:
LayoutParams lparam = new LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT);
to
Code:
FrameLayout.LayoutParams lparam = new FrameLayout.LayoutParams(FrameLayout.LayoutParams.WRAP_CONTENT, FrameLayout.LayoutParams.WRAP_CONTENT);
The complete working code for any API is:
Code:
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Common common = new Common(this, this);
FrameLayout fl = new FrameLayout(this);
ImageView iv = new ImageView(this);
FrameLayout.LayoutParams flparam = new FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT);
FrameLayout.LayoutParams lparam = new FrameLayout.LayoutParams(FrameLayout.LayoutParams.WRAP_CONTENT, FrameLayout.LayoutParams.WRAP_CONTENT);
iv.setImageBitmap(common.newImage("100x100.png", ImageFormat.RGB565).getBitmap());
lparam.setMargins(50, 0, 0, 0);
iv.setLayoutParams(lparam);
iv.requestLayout();
fl.addView(iv);
this.setContentView(fl, flparam);
AlphaAnimation animation = new AlphaAnimation(0, 1);
animation.setDuration(3000);
iv.setAnimation(animation);
iv.startAnimation(animation);
}

[DEV][PATCH] LLCON - alternate way to display kernel log at an early booting stage

Low Level Console
LLCON - Low Level Console for output kmsg to display.
The main advantage of this method: early initialization LLCON in the kernel.
Drawing graphics on screen is implemented using direct entry of data into FrameBuffer.
Limitation:
1) supports only RGB888 display (24-bit);
2) supports displays with a normal orientation (the flipped panels not tested);
3) is supported only QCOM platform (but you can try to adapt MTK);
Source code:
Kernel 3.4: https://github.com/jsr-d10/android_kernel_jsr_msm8226/commits/mm-llcon5
Kernel 3.10: https://github.com/jsr-d10/android_kernel_jsr_msm8228/commits/d10-llcon5
Device: https://github.com/jsr-d10/android_device_jsr_d10f/commits/cm-11.0-llcon
Code:
New kernel param:
androidboot.llcon=<mode>,<delay>,<textwrap>,<fb_addr>,<fb_bpp>,
<fb_height>,<fb_width>,<fb_stride>,<font_size>,<font_color>
Example:
androidboot.llcon=2,100,0,0x03200000,24,1280,720,720,8,0xFFFFFF
mode:
0 = disable LLCON
1 = sync mode (page scroll mode)
2 = async mode (line scroll mode)
delay:
Delay used in output text thread (ms).
textwrap:
0 = text wrap disabled
1 = text wrap enabled
fb_addr:
Physical address of FB.
This value ignored when used llcon_set_fb_addr function.
fb_bpp:
This value ignored.
fb_height:
Display height.
fb_width:
Display width.
fb_stride:
Display stride (pixels or bytes).
font_size:
6 = FONT_6x11, 8 = FONT_8x16, 10 = FONT_10x18, 12 = FONT_SUN12x22
font_color:
Font color in hex RGB format.
Video demonstration:
LLCON 1: https://youtu.be/KwAFpD2wt28 (page scroll mode, font 6x11)
LLCON 2: https://youtu.be/x7kUKmY-4Mo (line scroll mode, font 8x16)
just build. very nice booting. thanks
LLCON patch for line oriented printk: https://github.com/jsr-d10/android_...mmit/9ceedcfeb2fd3b99e5f2deb18a977b7a15b18b88
Line oriented printk patches for Linux 3.4: https://github.com/olivieer/kernel_msm/commits/LA.BF.1.1.3_rb1.13/kernel/printk.c
New version LLCON support dumping syslogs to persistent ram. For using this function add this to kernel command line:
llcondmp=0x7f200000,0x100000
Click to expand...
Click to collapse
0x7f200000 - physical address of persistent area
0x100000 - size of persistent area
Also new LLCON contains addon:
LLCON_DBG - debug Android kernel in early stages of kernel initialization
hey,
do you have any plans on working on a aarch64 version of this?

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