Library for a simple graphics application - Android [closed] - android

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I am creating a simple graphics application, where the user can draw several shapes, change the shape color-size, zoom, rotate the device etc. After researching, I found out that there are many options on how this can be achieved and I find it hard to choose which approach would benefit me more. One approach that I have started testing is to create a custom view and to draw on Canvas.
Is this option valuable in order to proceed without having the futuristic fear of low performance resulting to switch over something else (e.g. something like OpenGL)?
Or better, given the brief description above, what would you recommend as the best option?

As this is an opinion based type of question, I think this one might get closed, so I'll type fast: I think to get your app up and running fast, Canvas is your best approach (lots of easy docs and examples out there), unless you're already an export in OpenGL, to which there is quite a steep learning curve. It doesn't sound like, from your app requirements, you would hit upon any serious performance issues, and, as I say, you can get thing running quickly. If performance is not adequate, you can latter switch to pure OpenGL or use a framework for it like libGDX, Rajawali, AndEngine, etc.

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Do I really need to learn xml for android development? [closed]

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I am a Python programmer and I want to learn android app development. My million dollar question is, do I really need to learn xml? Can't I just use the design tab in android studio and drag n drop elements to make the design?
Well well it should be noted that whether any technology is used in certain IDE it would be good to have some background knowledge or at least know what is it for..
Overall is not hard to learn XML at a functional level.
What is it?
A Xtensinve Markup Language which basically work with tags, it was created for be self-descriptive.
<deliveryTag>
<to>Michelle Obama</to>
<from>Barack Obama</from>
<note>Happy Birthday!</note>
<type>First Class</type>
<package>Regular Size Box</package>
</deliveryTag>
What is it for?
Designed for carry data, and have it well-organized of course.
People really loved how it simplifies the data sharing, transport and availability eventually it became one of the standards cross-platform.
Finally..
XML was designed to carry data -> it focus on what data is.
HTML was designed to display data -> it focus on how data looks
Both of above are NOT programming languages but languages for structuration.
You will have more control over your project even if you drag and drop, at some point you will note that Android Studio demands to fluently use XML in many parts of the software development cycle.
Yes you can just use drag and drop editor, all attributes can change there, but when u face with an issue, you can't find your answers in Here because all of android developers work with xml.
It's too easy to learn, don't afraid of it.
You can use the design tab for constructing the application UI, But for complex design, it's not advisable.

Android Studio UI use design or text? [closed]

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Kind of new to programming, especially with apps
In Android Studio, which is the 'proper' way of designing the UI? The drag-and-drop or manually through code? (Design or Text)
Also, is AndroidStudio the best way to code for apps?
Sorry if its a silly question, new to this stufff
Drag and drop may make a lot of sense when combined with appropriate coding in xml. As #Rai said, it is important to learn how things work via code in xml - but I would like to add that learning things in xml will make the transition to editing views programmatically (dynamically in your java classes), much easier.
Sometimes, however, such as when you are using a constraint layout (a more advanced but very useful layout to use that improves performance in many cases), it is a lot more efficient to get the look you want in the design tab. Check out this tutorial: https://developer.android.com/training/constraint-layout/index.html
In general you should make sure you UNDERSTAND what you are doing when you are making android apps (and coding in general), because if you are just messing around in a design editor you may end up doing things that slow down your user experience and can be done more efficiently. As long as you understand what you are doing (and it is legal) doing whatever is efficient for you as a developer and for your user experience is what is 'proper' - it is an engineering disciple after all.
You should use android studio 2.3x when you are starting out. It used to be true that eclipse was used, but now Google wants you to transition to android studio.
You should not rely on drag-and-drop. Its better you know manually
what a code does before you use drag-and-drop functionality. For
me in android drag-and-drop is not that usable. You should learn all
the attribute, properties and know the relationship between views by writing it manually rather than
using 'drag-and-drop' and ask yourself at the end how UI works and
rendered.

How can I add broad image recognition to a mobile app? [closed]

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I'm working on an Android app (though eventually I'll want to do the same thing on iOS) and I'm looking to build an image recognition feature into it. The user would snap a picture, then this component of the app would need to figure out what that image is, whether it's a bowling ball, a salad, a book, you name it. It would also be helpful if it could figure out roughly how big the object in question is, though I imagine the camera focus values could help with that. The objects in question would not be moving.
I've heard of neural networks being used, but I'm not sure how this could be implemented, especially since I want to be able to recognize a very wide range of objects. I highly doubt this sort of processing could happen natively on a phone either. What are some solutions to this problem?
I would suggest you look at OpenCV. They have an awesome open source library for image processing and object detection. They also have great Android sample apps ready for testing some of their APIs.
http://opencv.org/platforms/android.html

How does graphics set look if made for 2D games? [closed]

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We created graphics for many mobile apps, but this is the first time our designer has to create graphics for 2D game.
Should he create a Photoshop file like in mobile app projects or there are some specific things when creating 2D-game graphics?
I tried to find answer on the net, but I found nothing on this specific issue. I would appreciate someone who is familiar with game coding replies as he had probably received graphics to implement into his code.
Basically most 2D games are tile based.
So your designers should provide graphics files where all possible artifacts and animations are visible.
Afterwards you need to take snippets from those images to create tile sets that are usable by the game engine that you are using for each game level.
An example of editors for tile set editing is the famous Tiled, http://www.mapeditor.org/.
The game engine is then takes care of for locating a tile set for the given level, and using the available tiles for the background and character animations.
I'd say that it depends on what tools/frameworkds you want to use...
If you intend to use cocos2d (really nice 2D mobile game framework), then you should definitely have a look at CocosBuilder (http://cocosbuilder.com), a great editor for collaboration between designer and developer.

how do i get my app to this kind of level? [closed]

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There is that app called "turkey blast: reloaded" (link below). The graphics and animation of the game are amazing! Also it is 2d but looks like 3d, I'm not sure how to explain it. Anyways, I am also making an app which is quite different from that (nothing alike..) but I love the menu and the sound and the graphics of this game. The game that I'm working on is about to be finished but its not even close to that kind of level... One of the things that interest me the most in this app is the graphics. How can I make a game with this kind of graphics? I have someone that draws the sprites for me but its hand-drawn, what kind of program do they use? also, how did they make that menu? (all the items in the menu are arraged in a way that you can scoll in them <------> to get to the item that you want.) I am just using texture and texture region. Thanks!
Turkey Blast: Reloaded
https://market.android.com/details?id=com.ezone.Turkey
How can I make a game with this kind of graphics? I have someone that
draws the sprites for me but its hand-drawn,
If you want pro graphics you will need to hire a pro artist. There are several websites where you can find one, including guru.com, odesk.com, etc.

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