Timeline on Canvas - android

I need to make a video playback animation with timings. It is necessary that it is possible to change the gap of time intervals (for example, from 1 second to 30 minutes), and the tape itself can be swiped back to access archival records. What are your ideas on how to accomplish this task?

Related

Movie analysis Xamarin , Android, iOS

I need a solution because I don't know how to start doing this. I need to create a short video analysis. Exactly the possibility of drawing on this video. So while playing the movie, I can stop it and draw, for example, lines. This line overlaps the film. It is IMPORTANT that, for example, a line that will be superimposed on the 20 second and erased at the 25 second of the film and saved. It is after the video has been played that after analysis, this line will appear in 20 seconds and disappear 25 seconds. Often it will be a slow motion movie so it's important that the lines do not jump over time.
I am looking for a solution on Xamarina, but if it is active, I will try to rewrite it. Maybe there are some libraries?

GUI Development (in Android)

I come from a non-GUI and lower level programming environment. I have solid experience in OOP programming and algorithms, but the projects I worked on did not have any impressive user interfaces, hence my post here.
I want to understand how the graphics are updated in a mobile app.
For instance, let's take the basic example of a classic wall clock, with second, minute and hour arms. The Wall Clock app will move the seconds arm each second, likewise the hours arm each 60 mins, and minutes arm every 60 secs, problem I have is that I just cant wrap my head around creating these moving parts in an efficient way.
Am I supposed to save images of all possible combinations of second,minute and hour and just morph the 3 and display the appropriate time each second? Or is it a better idea to have the background image as a non dynamic entity, and have only the "seconds, minutes and hours" arms rotate? If this is the case, when I package my application, I will have to also include 60 + 60 + 12 = 132 images (60 images for seconds, 12 images for hours and 60 images for minutes), is this correct? If it is, this seems awfully inefficient...
Just to kind of give you an idea of what I am having problem understanding, consider another example that requires updating the graphics each time microphone hears varying noise levels: Assume that I want to create an app that measures the sound levels in an environment and it shows the dB measured from the microphone on a volume bar. If there is a song playing near the microphone with varying noise, the sound level indicator will move up and down. I understand how to update the noise values to the command prompt, serial window, or a TextView box, but I don't get how to update this info graphically.
I may be wrong, but think I must have a volume bar image that is just empty(as if the noise is at zero) and in the program, I fill this volume bar according to the dB levels acquired from the microphone, but then how can I fill the volume bar in real time depending on the noise level seen by the microphone?
These questions I have are not just Android specific, I'm sure the same approach to updating a Wall Clock app is also used in Windows application development, so I feel like if I have a good understanding of GUI development irrespective of the environment, I may be able to tackle these silly questions with ease; perhaps you can also direct me to a good book on GUI development in Java or C/C++.
For your clock example: you would not generate images for every position a clock could be in. Your app would be HUGE! You would instead make images for: the face of the clock, the minute hand, the hour hand, and the second hand. You could then take the time and calculate the angle of each hand of the clock from some standard point on the clock (this could be any point you want). You could then rotate each image to that calculated amount. This would make the clock appear to have its hands pointing at the right time.
I don't know very much about audio bars, but it would work in a similar way. Make a formula to calculate where/how large the bar should be. Then draw a bar stretched to what the formula dictates.
GUI and custom drawing can be achieved in many different ways, each have varying efficiency.
How to draw?
For example, if you want to show a cartoon character walking, in most cases you need to store each frame as image and redraw it, probably on every tick or second.
But for wall clock, you don't actually need to
Store so many images for every possibility because you can put single arrow image and rotate it
Store any image at all if you can draw it procedurally by defining its shape
Suppose you have a canvas on easel that you can draw whatever you want on it. You can choose which order you want to draw. For your wall clock example, you can first draw your background (numbers / hours) and start adding minute hand and hour hand on top it. This is called z-order.
Operating system libraries gives you widgets that you can interact with it. Canvas (picture box) is one of them and you can to draw whatever you want that you to build your custom widgets and of course Android has this too.
Android has Views and each view provides an method that you can implement your custom drawing logic:
// Implement this to do your drawing.
// Parameters
// canvas the canvas on which the background will be drawn
protected void onDraw (Canvas canvas){}
A very crude wallclock can be implemented with just using:
canvas.drawLine(float startX, float startY, float stopX, float stopY, Paint paint)
Beyond this, we can basically apply OOP concepts in GUI programming too. For instance, you can define every thing you want to draw as an object that implements a common drawing method. This is widely used on 3D game programming as usualy 3D rendering engine manages every object and asks them to draw themselves if "camera" sees them.
When to draw?
Normally this is up to operating system. It draws elements whenever it is required. However, for game like applications and for custom animations you might need to manage this by yourself.
On most operation systems, you can use seperate threads, a timer, an infinite loop or a notification event to force redraw your screen. You can achieve this redrawing with postInvalidate method on Android.
But not every environment is easy. For example, your application might need to redraw itself 30 times every second and depending the operation system and environment, you might need to acquire locks to display your UI updates correctly and might need to make your thread sleep to achieve desired framerate without keeping CPU busy. (This is used in SDL library.)
Android has an animation class to tackle common tasks.
Thing to remember
Reusing widgets that OS gives you is a good idea. You can implement a dB meter by just using a progressbar.

android app speed/framerate?

I created an app for android. I'm using canvas and making more and more "Sprites" from my Sprite class. when i start the app and there is only one sprite the game runs super fast. I made the class to create more sprites every time the timer i set up gets to 25 (so there would be an even space between each sprite). but when each of the sprites appear and it get to the max that i have made (5) it gets slower. So, my question is, How can set a custom framerate/speed to my app. Is it even possible? and if it does can you please write the easiest way? Thanks!
Here's a good article on how to set up a game loop. That will help you control the framerate of your app (make it consistent). Also, note how you doesn't wait a constant amount after drawing. Instead, you wait a constant amount of time between frames.

Android display refresh rate

I'm developing an Android app which acts like a movie clapperboard/clapboard/slate. Is there any way in which I can set the display's refresh rate?
It is very important because when you edit the movie it's necessary to "land" on specific frames. The point is that if the timer is set to 25 frames per second, I need the display to update exactly 25 times per second, when the timer changes its value.
The problem on physical devices is that, let's say my Samsung Spica GT-I5700 returns a refresh rate of 62.016 which is totally inappropriate for a 25 fps timecode, and when editing you can see Frame1-Frame1-Frame2-Frame2 etc. or intermediaries, when you should see exactly Frame1-Frame2 etc.
The point is that I would need the refresh rate to be in sync with the timecode. If the user sets 25 fps, then the display should refresh exactly 25 times per second.
Any ideas, please? Thank you!
Unfortunately, there is no way to set an arbitrary refresh rate for any given device, whether it be android or not. Video circuitry is limited to the fidelity of its timers, and like all discrete systems, cannot operate with continuous precision. However, this shouldn't be too much of a problem. If you're performing a dirty render (on demand), simply base your frame build around a 25Hz system timer, and the video hardware will render it during the next raster pass - a 60Hz raster pass will almost certainly occur within your 25Hz interval. You'll also have to consider frame-dropping when the system is too busy to honour a 25Hz interval. If you're using fixed rate rendering, simply use the elapsed time between renders in order to determine the appropriate frame for a given frame rate.

Displaying paused/static analogue clock

My application needs to display the time. Rather then displaying time as 11:00 I am wondering whether it is possible to have to have static/paused/stopped analogue clock showing 11' o clock?
There is an AnalogClock widget, but it shows the current time. There is no way to pause or stop it, because there is no way to pause or stop time in the real world.
You may be able to subclass it or clone it to achieve your desired results. Or, you can draw one yourself using the Canvas.

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