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I've tried to find any blur effect realization. But I found only CPU realizations. They don't suit me, because I work with large bitmaps (fastblur realization crashes with OutOfMemory with memory optimization) and I need use radius value with float point for flexible adjustment.
I think if I will use OpenGL ES facilities I would avoid problems from above.
Does anybody know solution?
OpenGL ES 2.0 can definitely do the blur you need. It will take two passes. One pass to render it, and the second pass to run a fragment shader with blur.
Here is another answer talking about it in more detail:
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In the game i need to the user to draw a figure, for example a rectangle, and the game has to recognize the figure. How can i do this?
Thanks!
This sounds like you would want to use a Neural Network. If you don't know what that is: It is basically an Artificial Brain which can do simple tasks like classifying (recognizing) shapes. It's really easy to do with tensorflow, since it's easily integratable into Android: https://www.tensorflow.org/mobile/android_build
Then, you would train your classifier to differenciate between Circle, Rectangle, Triangle and more. For this, you should draw some rectangles and triangles in your app, save them as images and label them yourself with what is in them. Then you can use those images with TensorFlow to train your AI to recognize images the user draws.
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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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I need to draw an image pixel by pixel to do some effects, but I nned to do that in a very effecient way. I heared that I can use c++ to make this task faster in android...Would you please help me how to do this in a very effecient manner.
Maybe,you can try OpenCv.
OpenCV is released under a BSD license and hence it’s free for both academic and commercial use. It has C++, C, Python and Java interfaces and supports Windows, Linux, Mac OS, iOS and Android. OpenCV was designed for computational efficiency and with a strong focus on real-time applications. Written in optimized C/C++, the library can take advantage of multi-core processing.
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I need to process elements in large array and due to performance issues i need to do this in GPU of android device. please give a idea to implement this.
Please take a look at http://developer.android.com/guide/topics/renderscript/compute.html. There are also some other examples and sample projects using RenderScript online. Note that there is no way to reliably access the GPU on Android, because not all Android devices have GPUs capable of doing compute workloads. RS is the preferred method for accelerating parallel work.
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I cannot seem to find a clear answer of when to use RenderScript?
Documentation says that we should use it when doing some computing or work with images. This is not so clear especially the part with images.
Can someone give me practical advices when to use it?
For example,
what computing are they talking about?
when should we use RenderScript dealing with Bitmap when there are other methods (or factories) which we can successfully use on such occasions?
Is RenderScript limited only to usage when coding games?
Its really pretty simple. If your application is doing a lot of cpu based data processing (i.e. in Dalvik or the NDK), and you would like a speedup, you should look at RS.
If you don't have a performance problem today I would keep doing what you are doing.