I'm using the barcode-reader project in two Samsung devices (SM-N9005 or SM-G920F) and they are not capable of recognize any barcode. There are no problems in others like One plus one, or others Samsung devices like S3 or S4.
There is not a problem of the autofocus, because it is working fine, the barcode is focus properly.
With this devices, the camera opens but nothing happens.
HELP please.
Have you take a look a this already ?
It looks like freed some space is also effective, have you enough space on this devices (more than 10% of the total space) ?
Related
I'm using a barcode scanner library wich uses a camera layout, the usual. I tried the library on three devices and it looks fine in all of them.
But in the fourth device, it looks like this.
I uploaded pictures instead screenshots because, when you make one, the bug doesn't appears on it. It just looks normal. This makes me think about some kind of GPU/Android bug or something like that, but I really don't know where this is coming from and how to fix it.
By the way, the devices I used testing are: Nexus 5 (6.0.1), Galaxy Young (4.1.2) and Doogee DG685 (4.2.2). In all of them the layout is perfectly showed. The bug only appears on a HoneyWell E70 (4.0.3).
Author has explained to me that it's caused by using SurfaceView instead of SurfaceTexture.
The library has a XML attribute to fix it:
app:zxing_use_texture_view="true"
But it's not documented. In the next release this option will be true by default.
card.io SDK for android integrated in my app works on different devices but on Galaxy S5 it does not come to "snap" after focusing around the camera. I know S5 has quite a different CPU and GPU and some different camera properties. Anyone having the same experience?
Solved thanks to comment from tomwhipple above: just adding "android:hardwareAccelerated="false"" does the trick.
I am facing a weird issue, which is already driving me crazy, so ANY help is most welcome and appreciated.
I have created an Android application, which is working quite fine on all kinds of phones and tablets, but on some Galaxy S3 devices, the images are not loaded at all.
Here are the facts, both from myself and information that I gathered from the complaining users of the app:
all images are packaged in the application, in the drawable folder, so accessible from all resolutions
the images are referenced either by mypackage.R.drawable.image_id, or directly via #drawable/image_id in the XML
the images are semi-transparent and are stored in .gif format
there are about 40 images altogether, each is 25x25 pixels, the "largest" is 1.25Kb
for now I have got only complaints from S3 owners
the issue occurs on the standard OS and not on custom roms (at least I have no info about custom roms)
at least one S3 owner, who is facing the issue, claims that his phone is updated to the latest Android version
on many S3 devices the issue is not reproducible and the application works as designed
I am testing my apps on S2, S3, HTC Desire, Sony tablet S and of course the emulator - on all those I am not able to reproduce the issue
I am using FrameLayout, where the main drawing area takes the whole space, the controls (where the images are used) are packed in a LinearLayout, which is floating above
Here is a link to the application on the market:
https://play.google.com/store/apps/details?id=com.rts.android.spacesim&feature=search_result
This is NOT intended as some weird way to promote my app, if you are an S3 owner and decide to check if the issue is reproducible on your device, please write a comment here if it is and if not - what do you observe.
My questions are:
have anyone observed such an issue?
any ideas how to overcome it?
The following links suggest that GIF support might be broken again on 4.1, which most Galaxy S3's are running if I'm not mistaken. My personal phone is a Galaxy S3 at the moment, and I have 4.1.1 on it
GIF doesn't display on Samsung Galaxy Note 2
http://code.google.com/p/android/issues/detail?id=3422
Why not use png?
I have a game which does a whole lot of image-scaling (once every time you enter a level). The scaling is done with a simple call to Bitmap.createScaledBitmap(Bitmap). I realize that until the garbage collector comes, I effectively have two copies of these images, but I've tested it to death on several Android devices, and only recently got a Galaxy S3. You would have thought that if a game runs perfectly well on the Xoom2, the Galaxy Tab and the Galaxy S2, to say nothing of lower-end models like the Galaxy Y and Galaxy Ace, it would run even better on the Galaxy S3. Embarrassingly, it doesn't, and all-too-often I run out of memory. I think I've optimized my game about as far as I'm willing to (admittedly, some optimization was called for). I'd like to understand the problem. Does anyone know of any memory-management problems regarding the S3? Is the screen size-RAM ratio worse than on, say, the Galaxy Tab? Thanks in advance.
If you're are scalling imgs you should use .isSampleSize in the BitmapFactory.Options before makes the bpm.
Hi have a problem running my software on the samsung galaxy tab.
Sometimes (but not always!) areas that are rendered transparent look garbled. I have attached an image showing a screen capture done on the device, which looks perfect for a strange reason, and a photo that shows the garbled half transpaent black box.
Has somebody an explanation for this effect or can somebody point me in a direction - I really don't know where I should start searching since the same software runs flawless on a galaxy s2 and on all IOS devices.
Perhaps somebody here has seen somthing similar and knows reasons that might lead to artifacts like these.
screenshot vs photo http://www.applab.at/img/garbage_samsung_tab7.png
The problem seems to be the device itself.
Sometimes if you turn the device on, you see a garbled screen befoer the samsung logo appears. Then this effect shows whenever running the software.
If the device boots without a garbled screen, everything is fine.