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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.
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I have an output file with a C1B extension from a smart card reader for truck drivers DDD.
The goal is to read this file and present it as a readable data for users. The thing is that there are several apps live that can do this but so far after couple days of research I still got nothing to work.
similar app: https://play.google.com/store/apps/details?id=com.azsoftware.tachomobile&hl=en_US
Any help would be appreciated, thanks.
There isn't an implementation on android for parsing DDD's, your only solution is to implement the parser yourself, witch is a pretty challenging task. I happen to work on a project regarding tachocards myself, we have a library on elixir and it took several months to be developed.
Basic parsing by itself is not complicated, the complicated part is to parse the records array in a performant way.
A good starting point for you is: https://github.com/L1L1/cardpeek
Take a look at the source code where tachocard is parsed, there you can find very much information, like offsets and number of bits you need to read.
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I did some research on Google Volley and found that it is somewhat easy and clean to use.
But I am still not sure as to what the advantages of using it are and whether I should still use the AsyncTask.
I know AsyncTask works as a background task and that it is separate but what about Volley?
Which one should I opt for?
This is mainly an opinion based question that is largely dependent on the needs of your particular application. Volley provides a lot of things for you out of the box, like network caching (assuming you're given correct cache headers from your server), and an easy to use API with all of your callbacks and different threading layers handled for you. So, it really depends on what you're looking. Personally, I think any production worthy application should use some sort of networking library that a team has spent plenty of time patching and prepping for you (rather than trying to reinvent the wheel), and since a Google team has gone through the trouble for doing this for you...why not?
One cannot compare Volley with an AsyncTask.
So your question makes no sense.
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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 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 would like to know how you could make a game of this genre on Android.
You need to create a map, objects (sprites) and sequences of animations with sprites.
It is impossible to create a game based on XML elements as imageview etc. .. What tool, library, framework recommended for this? If possible free, (not unity3d), cocos2d, andengine, opengl..?
What's the best game-engine?
Google "Tiled Map Editor"
http://www.mapeditor.org/
This will solve a lot of problems related to level building and reduce the need of xmls in a lot of places,
You can use it with many game engines, including AndEngine.