Drawing a graph on android - android

I want to draw a graph on my android app. I did some reading and found out that using a canvas I can draw anything I want on the android app.
I am looking for a canvas which runs with a predefined time (say 10 seconds) as X-axis and draw the waveform which defines the Y-axis. I would want to get values out the graph drawn too.
Any library that I can employ? Is using a canvas the only option or do I have other options?

I don't think you need a library for this. Your requirement seems simple and could be accomplished by writing a custom view. You can utilize the onDraw(canvas) to draw the graph. You can use a Handler to post the x/y coordinate (run it every 10 seconds), or by any other means. A custom view is an excellent option to keep things modularized and you could get the graph at any time via getDrawingCache().

Related

Android 2D game engine with canvas capability

Im looking for Android 2D framework which allows me to create canvas layer on which I can draw simple shapes like rect, oval atc (raster graphics). The canvas have to PERSIST everything I draw on it.
I found many engines (libgdx, andengine ...) but if they have capability to draw shapes, its only for one screen update. Reason becouse I dont store drawn shapes to some kind of List is becouse in app, the drawing occurs every screen update so I just want to modify canvas and dont remember anything.
Thanks for every answer.
As far as I know, android doesn't support something like that. Android uses double-buffering which means 2 alternatives "screens" that alternate each other so if you draw on one the next would be on random state.
There are tricks you can use to achieve what you want like draw both screens and then stop drawing, but android doesn't support such behavior because when you get hold of a canvas it's not certain that it returned exactly as what you did last frame, it doesn't specify what could cause an error, but if you ask me it could be anything that pops up on screen.
You don't really need an engine to do that, you can use a SurfaceView and draw on it (it supports shapes like the ones you want)

Motion to draw numbers on android

im new to this android things. And i have to develop an application that can help an autism to learn numbers. I have a few ideas and I've been trying to learn and implement the code. But it's failed. The question is how can i apply the motion code or sprite to draw a numbers or letter? For example like this, i wanna make the penguin move through the line and draw a number nine.
There is example from mybringback.com which is the image move to draw a rectangle. How can i implement it to draw a number? Im sorry if i asking too much, i just trying to get some ideas.
I think that you should first build an utility program, in order to create the "path vector".
What I mean by path vector is simply a vector of Points (where a point has x value, and y value). And your utility should let you draw whatever you want, with a simple pen. You should draw on surface and store points when mouse is down, and ignore points when mouse is up.
Then, in the main program, you will just have to read at the path of your number/letter.
I've tried to implement something like this for the Sugar OLPC platform, without serializing path into files : I was able to draw, and to view the animation. And I used the process I've just described you.
Hope it can help you.
P.S : I used the word mouse, but you guessed that I talk about finger ...
There are various ways to achieve animation effects. One approach that is quite versatile involves creating a custom View or SurfaceView in which you Override the onDraw method. Various tutorials can be found on this; the official Android discussion of it is here:
http://developer.android.com/guide/topics/graphics/2d-graphics.html#on-view
Your implementation will look something like this:
// Find elapsed time since previous draw
// Compute new position of drawable/bitmap along figure
// Draw bitmap in appropriate location
// Add line to buffer containing segments of curve drawn so far
// Render all segments in curve buffer
// Take some action to call for the rendering of the next frame (this may be done in another thread)
Obviously a simplification. For a very simplistic tutorial, see here:
http://www.techrepublic.com/blog/software-engineer/bouncing-a-ball-on-androids-canvas/1733/
Note that different implementations of this technique will require different levels of involvement by you; for example, if you use a SurfaceView, you are in charge of calling the onDraw method, whereas subclassing the normal View lets you leave Android in charge of redrawing (at the expense of limiting your ability to draw on a different thread). In this respect, Google remains your friend =]

Using vector graphics on android

I'm currently attempting to make a simple 2D CAD-type viewer app for Android. Basically the input file contains a bunch of primitives (rectangles, lines, circles, octagons, that type of thing), and the goal is to draw these to the screen at whatever coordinates/sizes they offer.
My initial instinct is to use a Canvas to draw these to, using a quadtree or some similar structure to track which items will show up on the screen at any given time.
Does anyone have any recommendations here for a better way to implement this (my graphics programming experience is minimal, and hence I'm having problems even finding a starting point to Google from)?
Thanks in advance,
-Ross
That's a very broad question so my answer will only point at classes that you should be looking at.
Extend a surfaceView to be your cadView, that way you'll be all the calculation outside the main thread.
you'll still have to draw on the canvas.
from the canvas you can getWidth() and getHeight() and use those values for base comparison on your positions.
Canvas have some primitives drawings types like arc, circle, point.
Further you can use Path to draw full figures, line, filling, quadratic, etc.
for backgrounds you can create color drawables and draw it on the canvas.
and that's pretty much it.

MonoTouch core graphics ... vs Android canvas

I am trying create a "real-time" plot using MonoTouch graphics i.e. the app calls a web service to get data and then plots it on a chart based on time and y-values. I can get the frame and axes of the chart working but I can't figure out how to update the chart with new data points - without redrawing the entire chart from scratch. The data simply needs to be drawn on top of the underlying chart frame - like drawing on a 'canvas'.
I have created this type of chart on Android using the canvas and it's quite simple to do. But there does not appear to be anything like a canvas on iOS.
Any suggestions about the approach I should use with MonoTouch to create this type of chart?
Thanks
Mike
use core graphics with monotouch.
http://developer.apple.com/library/ios/#DOCUMENTATION/CoreGraphics/Reference/CoreGraphics_Framework/_index.html

Android View options - draw to a canvas directly or use views

I'm converting a project that I wrote in AIR a long time ago to native Android. In AIR, positioning views was fairly easy in x,y coordinate systems. With native Android though, I am trying to approach this in a correct way, but I'm unsure how to approach.
My view will consist of two circles in the background, with small objects within those circles that can roll around. There will be another view drawn on top of the circles to make it seem like there is glass over the circle, entrapping the small objects. The small objects are bound to the background circles.
I guess what I'm really asking is canvas drawing the best approach here, or is a view-based layout workable as well?
It sounds like your best option would be to use a SurfaceView. This is basically a hardware accelerated canvas. On of the benefits is that you can overlay standard widgets over top of it if you need to so you can mix and match custom and standard components. Here is a link to a website that walks you through getting a SurfaceView up and running

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