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2014/10/16 ¤W¤È 08:13:44

android Programming Glossary: fps

Android ICS and MJPEG using AsyncTask

http://stackoverflow.com/questions/10550139/android-ics-and-mjpeg-using-asynctask

Rect destRect Canvas c null Paint p new Paint String fps while mRun if surfaceDone try c mSurfaceHolder.lockCanvas.. frameCounter if System.currentTimeMillis start 1000 fps String.valueOf frameCounter fps frameCounter 0 start System.currentTimeMillis.. start 1000 fps String.valueOf frameCounter fps frameCounter 0 start System.currentTimeMillis ovl makeFpsOverlay..

Encoding H.264 from camera with Android MediaCodec

http://stackoverflow.com/questions/13458289/encoding-h-264-from-camera-with-android-mediacodec

PC playback will be fast because it will not know the fps. By giving the fps parameter before the input e.g ffplay fps.. be fast because it will not know the fps. By giving the fps parameter before the input e.g ffplay fps 30 in.264 you can.. By giving the fps parameter before the input e.g ffplay fps 30 in.264 you can control the playback on the PC. As for the..

Android and MJPEG

http://stackoverflow.com/questions/3205191/android-and-mjpeg

Rect destRect Canvas c null Paint p new Paint String fps while mRun if surfaceDone try c mSurfaceHolder.lockCanvas.. frameCounter if System.currentTimeMillis start 1000 fps String.valueOf frameCounter fps frameCounter 0 start System.currentTimeMillis.. start 1000 fps String.valueOf frameCounter fps frameCounter 0 start System.currentTimeMillis ovl makeFpsOverlay..

How to limit framerate when using Android's GLSurfaceView.RENDERMODE_CONTINUOUSLY?

http://stackoverflow.com/questions/4772693/how-to-limit-framerate-when-using-androids-glsurfaceview-rendermode-continuousl

JNI in Android. The frame rate varies from about 20 45fps due to scene complexity. Anything above 30fps is silly for the.. about 20 45fps due to scene complexity. Anything above 30fps is silly for the game it's just burning battery. I'd like to.. burning battery. I'd like to limit the frame rate to 30 fps. I could switch to RENDERMODE_WHEN_DIRTY and use a Timer or..

How can I use the animation framework inside the canvas?

http://stackoverflow.com/questions/4938822/how-can-i-use-the-animation-framework-inside-the-canvas

0 int framesCountAvg 0 long framesTimer 0 Paint fpsPaint new Paint Frame speed long timeNow long timePrev 0 long.. scroll position dBgrY 1 Scrolling background speed fpsPaint.setTextSize 30 Set thread getHolder .addCallback this setFocusable.. System.currentTimeMillis canvas.drawText framesCountAvg fps 40 70 fpsPaint framesCount if now framesTimer 1000 framesTimer..

Android video streaming example [closed]

http://stackoverflow.com/questions/5335731/android-video-streaming-example

the following command sout #transcode vcodec mp4v vb 400 fps 10 width 176 height 144 acodec mp4a ab 32 channels 1 samplerate..

UI API for libgdx

http://stackoverflow.com/questions/6498826/ui-api-for-libgdx

then some buttons in a container that gets centered then fps label in the lower left and an image in the lower right corner... new Texture Gdx.files.internal Art.badlogicSmall Label fps new Label fps Art.sSkin.getStyle LabelStyle.class fps ui new.. Gdx.files.internal Art.badlogicSmall Label fps new Label fps Art.sSkin.getStyle LabelStyle.class fps ui new Stage Gdx.graphics.getWidth..

Android: How do a display a large animated gif given a url?

http://stackoverflow.com/questions/809878/android-how-do-a-display-a-large-animated-gif-given-a-url

run view.invalidate try Thread.sleep 50 yields 20 fps catch InterruptedException e Thread.currentThread .interrupt..

Android: how to display camera preview with callback?

http://stackoverflow.com/questions/8350230/android-how-to-display-camera-preview-with-callback

camera using camera callback and I want to get at least 15fps on a real device. I don't even need the colors I just need to.. . It seems that I cant get about 24 fps here if I'm not displaying the preview. So there is not the.. as a Bitmap. It works but the performance is about 6fps. baos new ByteOutputStream yuvimage new YuvImage cameraFrame..

Apply custom filters to camera output

http://stackoverflow.com/questions/8371055/apply-custom-filters-to-camera-output

expensive operation and significantly lowers the output fps. It depends on what you actually want to do with the camera.. this will work but the performance will be low less than 8fps cause BitmapFactory.decodeByteArray is slow. You can try to.. GL10.GL_LINEAR You cant get about 16 18 fps this way and you can use openGL to make some filters. I can..

Android ICS and MJPEG using AsyncTask

http://stackoverflow.com/questions/10550139/android-ics-and-mjpeg-using-asynctask

PorterDuff.Mode.DST_OVER Bitmap bm int width int height Rect destRect Canvas c null Paint p new Paint String fps while mRun if surfaceDone try c mSurfaceHolder.lockCanvas synchronized mSurfaceHolder try bm mIn.readMjpegFrame.. c.drawBitmap ovl width height null p.setXfermode null frameCounter if System.currentTimeMillis start 1000 fps String.valueOf frameCounter fps frameCounter 0 start System.currentTimeMillis ovl makeFpsOverlay overlayPaint fps.. null p.setXfermode null frameCounter if System.currentTimeMillis start 1000 fps String.valueOf frameCounter fps frameCounter 0 start System.currentTimeMillis ovl makeFpsOverlay overlayPaint fps catch IOException e e.getStackTrace..

Encoding H.264 from camera with Android MediaCodec

http://stackoverflow.com/questions/13458289/encoding-h-264-from-camera-with-android-mediacodec

rate if you have a fixed rate encoder or give timestamps Local PC playback will be fast because it will not know the fps. By giving the fps parameter before the input e.g ffplay fps 30 in.264 you can control the playback on the PC. As for the.. a fixed rate encoder or give timestamps Local PC playback will be fast because it will not know the fps. By giving the fps parameter before the input e.g ffplay fps 30 in.264 you can control the playback on the PC. As for the file not being playable.. PC playback will be fast because it will not know the fps. By giving the fps parameter before the input e.g ffplay fps 30 in.264 you can control the playback on the PC. As for the file not being playable Does it have a SPS and PPS. Also you..

Android and MJPEG

http://stackoverflow.com/questions/3205191/android-and-mjpeg

PorterDuff.Mode.DST_OVER Bitmap bm int width int height Rect destRect Canvas c null Paint p new Paint String fps while mRun if surfaceDone try c mSurfaceHolder.lockCanvas synchronized mSurfaceHolder try bm mIn.readMjpegFrame.. c.drawBitmap ovl width height null p.setXfermode null frameCounter if System.currentTimeMillis start 1000 fps String.valueOf frameCounter fps frameCounter 0 start System.currentTimeMillis ovl makeFpsOverlay overlayPaint fps.. null p.setXfermode null frameCounter if System.currentTimeMillis start 1000 fps String.valueOf frameCounter fps frameCounter 0 start System.currentTimeMillis ovl makeFpsOverlay overlayPaint fps catch IOException e finally..

How to limit framerate when using Android's GLSurfaceView.RENDERMODE_CONTINUOUSLY?

http://stackoverflow.com/questions/4772693/how-to-limit-framerate-when-using-androids-glsurfaceview-rendermode-continuousl

I have a C game running through JNI in Android. The frame rate varies from about 20 45fps due to scene complexity. Anything above 30fps is silly for the game it's just burning battery. I'd like to limit the frame.. running through JNI in Android. The frame rate varies from about 20 45fps due to scene complexity. Anything above 30fps is silly for the game it's just burning battery. I'd like to limit the frame rate to 30 fps. I could switch to RENDERMODE_WHEN_DIRTY.. Anything above 30fps is silly for the game it's just burning battery. I'd like to limit the frame rate to 30 fps. I could switch to RENDERMODE_WHEN_DIRTY and use a Timer or ScheduledThreadPoolExecutor to requestRender . But that adds..

How can I use the animation framework inside the canvas?

http://stackoverflow.com/questions/4938822/how-can-i-use-the-animation-framework-inside-the-canvas

ballFingerMove Measure frames per second. long now int framesCount 0 int framesCountAvg 0 long framesTimer 0 Paint fpsPaint new Paint Frame speed long timeNow long timePrev 0 long timePrevFrame 0 long timeDelta public BallBounces Context context.. angle 0 Start value for the rotation angle bgrScroll 0 Background scroll position dBgrY 1 Scrolling background speed fpsPaint.setTextSize 30 Set thread getHolder .addCallback this setFocusable true @Override public void onSizeChanged int w int.. all canvas. Measure frame rate unit frames per second . now System.currentTimeMillis canvas.drawText framesCountAvg fps 40 70 fpsPaint framesCount if now framesTimer 1000 framesTimer now framesCountAvg framesCount framesCount 0 @Override..

Android video streaming example [closed]

http://stackoverflow.com/questions/5335731/android-video-streaming-example

server configuration just go to Option tab and paste the following command sout #transcode vcodec mp4v vb 400 fps 10 width 176 height 144 acodec mp4a ab 32 channels 1 samplerate 22050 rtp sdp rtsp YOURCOMPUTER_SERVER_IP_ADDR 5544 NOTE..

UI API for libgdx

http://stackoverflow.com/questions/6498826/ui-api-for-libgdx

content of the create method. This creates a centered title then some buttons in a container that gets centered then fps label in the lower left and an image in the lower right corner. The theme files and some of the images are from the LibGDX.. game super.create game TextureRegion image new TextureRegion new Texture Gdx.files.internal Art.badlogicSmall Label fps new Label fps Art.sSkin.getStyle LabelStyle.class fps ui new Stage Gdx.graphics.getWidth Gdx.graphics.getHeight true Gdx.input.setInputProcessor.. game TextureRegion image new TextureRegion new Texture Gdx.files.internal Art.badlogicSmall Label fps new Label fps Art.sSkin.getStyle LabelStyle.class fps ui new Stage Gdx.graphics.getWidth Gdx.graphics.getHeight true Gdx.input.setInputProcessor..

Android: How do a display a large animated gif given a url?

http://stackoverflow.com/questions/809878/android-how-do-a-display-a-large-animated-gif-given-a-url

.isInterrupted handler.post new Runnable public void run view.invalidate try Thread.sleep 50 yields 20 fps catch InterruptedException e Thread.currentThread .interrupt .start A really nice solution would have all sorts of sweet..

Android: how to display camera preview with callback?

http://stackoverflow.com/questions/8350230/android-how-to-display-camera-preview-with-callback

do is quite simple I want to manually display preview from camera using camera callback and I want to get at least 15fps on a real device. I don't even need the colors I just need to preview grayscale image. Images from camera are in YUV format.. camera.setPreviewCallbackWithBuffer that is faster than camera.setPreviewCallback . It seems that I cant get about 24 fps here if I'm not displaying the preview. So there is not the problem. I have tried these solutions 1. Display camera preview.. tried these solutions 1. Display camera preview on a SurfaceView as a Bitmap. It works but the performance is about 6fps. baos new ByteOutputStream yuvimage new YuvImage cameraFrame ImageFormat.NV21 prevX prevY null yuvimage.compressToJpeg new..

Apply custom filters to camera output

http://stackoverflow.com/questions/8371055/apply-custom-filters-to-camera-output

RGB format if you want to display it. This conversion is quite expensive operation and significantly lowers the output fps. It depends on what you actually want to do with the camera preview. Because the best solution is to draw the camera preview.. colors. I can post some example of that if you want. So this will work but the performance will be low less than 8fps cause BitmapFactory.decodeByteArray is slow. You can try to convert data from YUV to RGB with native code and android NDK.. gl.glTexParameterf GL10.GL_TEXTURE_2D GL10.GL_TEXTURE_MIN_FILTER GL10.GL_LINEAR You cant get about 16 18 fps this way and you can use openGL to make some filters. I can send you some more code to this if you want but it's too long..