I downloaded the samples from OpenCV for Android and let them run in eclipse on a real device (Nexus 7). They all work fine, but when I'm looking at the LogCat log, I see ca 20 errors displayed for each frame. The log is filled with them. Although all the samples work, this irritates me and makes it hard to debug the code.
Here a screenshot of the log:
Does anyone know where these errors come from and what they mean?
Should I worry about them, if no: can I somehow hide them? if yes: what to do?
Another question:
I get, when running the JavaCameraView idle (Sample CameraPreview) only 15fps max. This is few, isn't it? Or is this always like this when using OpenCV with Java (over JNI) instead of c++?
Thanks in advance for any hints!
Isa
The next OpenCV version will fix a few camera bugs, maybe it fixes those messages. There is one specific to Nexus 7 2013, but looks different from yours.
JavaCamera is usually slower than NativeCamera but more stable (less buggy). But it also depends from other factors like ambient light (less light = slower), chosen resolution.
Related
I have a gradation like below.
but the problem is when I see this on emulator (Android Studio Emulator)
it`s not very smooth it seems like very layered (photo below)
my programming language is flutter and android
why is this happening? how to solve this?
It uses a low-quality renderer so that it runs fast enough especially on less powerful hardware. Test it out on a real device and you'll likely see better results. I believe you may also be able to bump up the graphics on the emulator but not 100% sure if that would improve this. See here.
my first android game it's almost done, and I'm on the way to publish it on the play store.
Today I tested it on some friends phone and it worked on all except for a samung a5. On this phone the meshes flicker, apper and disapper and look deformed. This when playing game where I use a lot of frame buffer, in the main menu where there is a simpler animation everything look right.
The game is developed with libGdx and use some custom shader. I've tested it on 8 other different device without no issue (excepect for low frame rate on samsung galaxy tab s4).
I ask yours advise:
1) what should I start to check to find the problem with a5?
2) do you think I should delay the publication until the bug it's solved ora I should publish it excluding A5 ( or maybe all devices with similar GPU) from compatibility list?
My big problem is that at the moment I don't have the device with me (it's the personal phone of a friend of mine...) and probably I will have it for only a limited amount of time, so I want to be preparated to avoid to lock the device for too much time to my friend.
Thanks to all!
First, I'd make sure you don't have any OpenGL errors - add calls to glGetError and validate frame buffers and shader programs, you can do this without the device and adding extra asserts like this is always worthwhile (assuming you don't already have them). Next, try using the tools provided by the GPU manufacturer. In your case the snapdragon profiler. To minimize the time you'll be using your friends device, get the tools installed ahead of time and if you have access to another Qualcomm device, then use that to familiarize yourself with the software. With luck the cause of problem might become immediately obvious. If not, then it's just a binary search of disabling parts of your code until you narrow it down to a particular shader/draw call, then examine/tweak that to figure out what bit is going wrong.
That's a tough call. If it's a driver bug, then it might only occur on particular revisions. Some A5 devices might work if they're on different versions of Android from your friends device. That said, the A5 is relatively recent and Samsung/Qualcomm drivers tend to be pretty solid IME, so it's more likely an error in your code that happens to only be exposed on certain devices. Personally I would delay release unless your release strategy is timing sensitive, from the limited data you have, your game doesn't work on >10% of devices.
I have a problem with Unity3D. I created a game with Unity 4.6.2f1. My problem is, game crashes after splash screen(Like trying to open itself constantly). The weird part is, game works on my phones and my tablets perfectly. I have Nexus 5(With Android 5.1.1) , Iocean X7S(With Android 4.2.2) , PolyPad tablet(Android 4.2.2) , Teclast X98(Android 4.4.4). I had some beta testers which have LG G2 , Samsung S5660 , Sony Xperia Z3 , HTC M8. From these 4 phones only Samsung make it run while others failed. I first though that this is because display bits. So I unchecked 32 and 24 bits Display buffer. Same result. Then I triend to change forcing Open GL ES version. I tried to build it with "Automatic" section - I don't know if its failed or not but It started to fade to black after a time even in my devices so I guess It's not an option for fixing. Then I tried to force it to use Open GL ES 3.0 , failed again. Then I read in somewhere that my AdMob plugin might be the reason , so I removed the components of AdMob from scenes and deleted all AdMob Plugin files. Same result. Since the crashed phones are not under my control , Its really hard to detect real problem easily because I really need to beg to my friends for every test since my testers are my friends and they have their own personal life, according to them its more important than testing my game whole day. By the way , I would like to add this too , like a month ago , everything were alright. It was running normal on my friends phone(The one who has G2). I'm getting suspicious from signing the apk. Because before signing it , while I was sending it without sign , It was working. That might be wrong idea of course. I'm not an expert so Im here for your helps. I really would like to know why this is happening and I want to fix this. Thanks!
Okay , I found the solution. It turns out that one of my script was responsible for this problem. So I deleted it and rewrite another script that do the same job. I assume, script was trying to use RAM over and over , so because of that, Adreno 330 type processors try to block the App's Open GL for preventing phone from total crash. This is only assumption of course. But If you are having a problem like I had , especially in Adreno 330 processors, try to check your codes first for any overloading.
I have faced similar issues, sometimes the problem was the memory of the device, null reference etc. also you could try forcing Open GL ES 2.0
srry can't make comments
My app runs with many devices but 2 users have send me simular images as below.
As far as I know the behaviour is only seen on Android 4.2.2 (Samsung S4).
On the full HD screen there seem to be 3 compressed tiles of 160x600 pixels.
I have tried an AVD with full HD screen but that fails to start.
On 4.03 devices I don't see this. I don't use tiles.
Does anybody have a hint what or where this goes wrong ?
This looks like a possible bug in the Android platform on Samsung's S4 devices with that particular Android version. My experience tells me that it's a very real possibility. It could also be that you do something wrong in your app that only causes actual problems on that version (and maybe even only on that device), but there is no indication of that from what you tell. Android 4.2.2 should be backwards compatible with 4.0.3, so in general it should work on the later version too, of course.
I would advice you (or anyone in the same situation) to try it out on other devices with the same Android version if possible. Also, double check that you're not violating anything in the Android API documentation.
Please add more info about what you're doing and how if you need more detailed answers. I guess you've probably found a solution or workaround by now, but still adding my answer here.
Question, I have a HTC Hero with Android 1.5.
The buggy (speed <= 10 kb) network driver bothers me since a long time.
(I saw it can serve 50 kb/s or more, but only temporarely, but then, after a few seconds, it slows down to < 5kb/s and takes about an hour to come back to 50 kb/s...)
Now HTC is working on 2.1, but whatever... I don't know what takes soooo long.
Basically, what I would need to do is just cross-compile the android kernel for ARM and maybe some installed native apps wouldn't work anymore afterwards.
Is it possible (without big riscs) to compile my own custom android?
Or will I be unable to use the phone afterwards if anything goes wrong ?
I don't know of any such bug re: speed, but I also don't own a hero but a Magic.
It is very much possible to compile android on your own. If this is a radio or driver problem though, I don't see how that would help: Afaik some drivers are closed-source so they wouldn't be helped at all.
If you are willing to do your own custom build, I'd suggest you see if you can use cyanogenmod in your Hero. They are doing custom android builds for a long time.