How do I draw a line graph in Android? - android

I want to draw a line graph that updates in real time, similar to the graph we see in the Windows Task Manager when we want to take a look at CPU and memory usage over time.
Is there already a library designed for Android that will allow me to do this easily? Or will I have to write my own? (And if I do have to do this, how would I bring up some sort of canvas on an Android activity?)

I don't know of a library designed for this and my guess is you would have to draw it yourself.
This example in the API Demos project uses the built in sensors to draw a running graph on the canvas, looks like what your are trying to recreate, but replace the sensor input with a data feed or something.

Please have a look at AChartEngine. We use it in many Android projects and it's brilliant. It's free, it's still under development (new features) and the author is very helpfull.
http://www.achartengine.org/

Have you looked at http://www.artfulbits.com/products/android/aicharts.aspx? The library is rather large but it may work for you

Related

3d structure in android application

So, for a personal project, I'm trying to make an app that helps newcomers get used to the school quickly. And for one section of it, I'm trying to build a 3D Structure, in a shape of my school campus, with lables incidating where the rooms are, so when the using searches for specific rooms, they can easily find it. So, It would be like from one activity, when I click a button, it opens a new activity with a search bar on the top, and the rest of the screen a 3d image people can navigate through. What's a way I can accomplish this?
I know that the structure part can be accomplished with Unity, which I haven't learned but have an idea of what it is, but I don't know how to build the rest of the app with Unity.. So..
You probably want to start with designing the model (structure) in some-kind of modeling program, Maya, 3DS Max, Cinema 4D, Blender, etc... (Personally I recommend using Blender since it's free and open source). Then you would want to export it to some 3D model format, I recommend using .obj since it is very human-readable and easy to parse on your own, but you can use some other format and parse it using a library.
Now comes the more difficult part and it's to render the loaded model onto the screen. This can be accomplished with OpenGL ES or a more highlevel library which can abstract it for you. If you're not familiar with OpenGL ES or OpenGL in general, I wouldn't recommend using it since it may take some time to learn. There are few libraries out there which can render 3D models pretty easily. Now you should probably create some-kind of a controllable camera as well so you can use it to navigate through the model.
This maybe looks like a lot of work but if you already familiar with computer 3D graphics it can ease it up for you.
Well, you can make a 3d model of your school using Blender (which is a free tool, but will almost certainly be a lot of work). Export the model as a mesh which you can insert into your app as an asset or resource. Read the resource and present it using (probably) opengl. This is a SUPER high level view, in actual fact there's quite a lot of work in each stage. Some third party libraries can make it a little easier, but it will still be a big job. I personally like libgdx for abstracting the pain of opengl, but that's just my personal opinion.
It's a big job, but would be super cool .. good luck!
I recommend starting off with building the structure in a program like Blender, Maja or 3ds Max. You can export your projects from those programs to pretty much any game engine and it makes more sense to build things in one of those programs.
Once you're done with that you can choose which engine you want to use to add the search function, if unity or Unreal or whatever but either way you're going to need to make yourself familiar with java or c to add the search function.
I recommend to use blueprints of building if available, it will save you a loads of nerves. Use it as a material texture and place it on a plane polygon to get a good lining helper.
If you do use Unity for development then try Maya for polygonal modeling. At least they are looking similar to each other whereas 3DSMax is always a mind f*cking experience.

Are there simple AR SDK that does not use image recognition?

I'm looking for a 'basic' AR SDK that allows me to draw images and 3D shapes around the user (no matter where he is). It would be even better if the SDK includes a simple way to detect interaction with the shapes (something like onClick).
I made a project from scratch on Android but there's still a lot of work to do and I'll need to do the same on iOS after... So that's why I'm looking for an SDK or a similar project (no matter what platform).
I tested Metaio but it's quite expensive and maybe overkill for my purpose because it uses LLA coordinates.
I tested DroidAR on Android but it's only for Android and it looks heavy too (don't need the GPS).
How about Qualcomm's Vuforia? I was able to quickly get a sample project running on it.
EDIT Looks like I was wrong about what it could do. According to this (which is slightly dated, so who knows) Metaio might be your only choice.
i really don't sure what you really want to do ..but if you simply show images or 3d models on camera without any detection you can achieve this very easily i am explaining for Android and you can extend it to ios on same logic.
first approach:
you have to use custom camera of Android in your app,then use any game engine as per your need..i will suggest Jpct-ae or Rajawali
they are very simple to integrate and can be used for 2d images and 3d models.
this tutorial will explains a lot
keep the gl-surafce transparent and you can have model floating in space ...
second approach :
to add some more effect to your AR app you can use sensor values to move model in 3d space as per movement of device..it gives a cool effect.
use first approach and additionally collect sensor values and apply that matrix to gl camera of your game engine..for sensor values follow here
good tutorial here..
i hope this may help you..i done these a long time ago but try to help if you want..

Android live rendering strip chart library

I am trying to find the best charting library for my android app that receives live data from a data acquisition device (supports up to 800 samples per sec). I need to display a live, moving strip chart with some additional features like zooming in and out and tracing back the chart. I have looked at a few open source libraries like achartengine , afreechart, graphView but can't really seem to decide which one I should go with due to lack of enough examples and information. Any helpful links? Any recommendation?
I would suggest you try AChartEngine for your project. See this for some tutorials.
There is also another related thread on this.

graphical representation in android

I stumbled upon this site today and found it quite intriguing.. Some of these apps have really stunning display of data, especially the norton mobile utilities. I want to graphically represent the information in my android application. I have researched a lot about graph librarioes available for android and have used chartdroid and achartengine, but still am not satisfied with the end result.
Which is the best charting library for android available for free?
They are probably using custom views overrinding the onDraw method to plot lines, shapes and paths using the canvas or the surface of the view.
Have a look http://mindtherobot.com/blog/272/android-custom-ui-making-a-vintage-thermometer/

Android Development: How do graphics work in Android?

I am an android development beginner with some experience in other object oriented languages like java, python, c#. So I have created various games before in Java, using buffers and graphics to draw lines and stuff. How do I do that stuff in android? I looked at some online guides, and they all seem to create a class to extend a View object, and the class will overrule the onDraw method, where they can cause the Canvas or something to draw a line.
But what if you want to draw a line based on user input? That method wouldn't work then would it?
For example, what is the simplest code for which I could draw a circle where the user touches the screen?
Also, i was wondering what books people would reccomend for beginners, especially one that includes stuff on graphics? I user the developer site for android, but I feel a book would also help a lot to understand android? Any suggestoins?
Thank you for your time, I greatly appreciate it!
There you go, this book is definitely what you need to read: http://www.amazon.com/Pro-Android-Media-Developing-Smartphones/dp/1430232676
what is the simplest code for which I could draw a circle where the user touches the screen?
Either use SurfaceView to draw or create a custom View handling onDraw() and onTouch()
Here is a suggestion ... load the API Demos app into Eclipse and explore the Graphics demo source code. There are a large number of graphics demos.
To load the API Demos app, in Eclipse click File > New > Other > Android Sample Project.
Then select your build target such as Android 4.2.
Then from the list of sample apps select the API Demos app.
And finally click Finish.
There are over 300 demos in the app, so it can be difficult to navigate. You want to look in the Graphics section.
"Android 2D Graphics with Canvas API" by Yevgen Karpenko is pretty good for beginners.
It explains basic concepts like coordinate systems and transformations, shows how to work with text and use different graphics primitives (lines, paths, circles, etc.). It also shows how to use multiple threads in graphics apps.
Below is the link for eBook version on Amazon.
http://www.amazon.com/Android-Graphics-Canvas-API-ebook/dp/B00DKIAVK8/ref=sr_1_8?s=books&ie=UTF8&qid=1374420538&sr=1-8&keywords=android+2d

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