Displaying paused/static analogue clock - android

My application needs to display the time. Rather then displaying time as 11:00 I am wondering whether it is possible to have to have static/paused/stopped analogue clock showing 11' o clock?

There is an AnalogClock widget, but it shows the current time. There is no way to pause or stop it, because there is no way to pause or stop time in the real world.
You may be able to subclass it or clone it to achieve your desired results. Or, you can draw one yourself using the Canvas.

Related

How to make alarm play on specified days of week?(But alarm must play every week)?

I am programming alarm clock for myself and i got that problem. I also want to use the solution of my problem to set specified(by me) loud of alarm and ringtone. Please, show the code, if possible?
A staple of programming is breaking down a requirement to it's very basic components. Imagine the alarm clock app you want to build as a big cube, made out of many smaller cubes. You need to break each one of them down into their atomic elements. Once you've done that, you'll have your answer.
For example, in your case, I would consider some of the following problems:
Running a background process, which would still be activated, after a user has minimized the app.
Playing a sound.
Taking priority of any other app, disregarding of the state of the phone(locked/unlocked) and displaying the 'Wake up' window.
Getting the date
Getting the time
I would then start searching SO/Google for answers to my specific questions. The Android website and academy is also an incredible resource for all things Android.
I hope this will be helpful to you.

GUI Development (in Android)

I come from a non-GUI and lower level programming environment. I have solid experience in OOP programming and algorithms, but the projects I worked on did not have any impressive user interfaces, hence my post here.
I want to understand how the graphics are updated in a mobile app.
For instance, let's take the basic example of a classic wall clock, with second, minute and hour arms. The Wall Clock app will move the seconds arm each second, likewise the hours arm each 60 mins, and minutes arm every 60 secs, problem I have is that I just cant wrap my head around creating these moving parts in an efficient way.
Am I supposed to save images of all possible combinations of second,minute and hour and just morph the 3 and display the appropriate time each second? Or is it a better idea to have the background image as a non dynamic entity, and have only the "seconds, minutes and hours" arms rotate? If this is the case, when I package my application, I will have to also include 60 + 60 + 12 = 132 images (60 images for seconds, 12 images for hours and 60 images for minutes), is this correct? If it is, this seems awfully inefficient...
Just to kind of give you an idea of what I am having problem understanding, consider another example that requires updating the graphics each time microphone hears varying noise levels: Assume that I want to create an app that measures the sound levels in an environment and it shows the dB measured from the microphone on a volume bar. If there is a song playing near the microphone with varying noise, the sound level indicator will move up and down. I understand how to update the noise values to the command prompt, serial window, or a TextView box, but I don't get how to update this info graphically.
I may be wrong, but think I must have a volume bar image that is just empty(as if the noise is at zero) and in the program, I fill this volume bar according to the dB levels acquired from the microphone, but then how can I fill the volume bar in real time depending on the noise level seen by the microphone?
These questions I have are not just Android specific, I'm sure the same approach to updating a Wall Clock app is also used in Windows application development, so I feel like if I have a good understanding of GUI development irrespective of the environment, I may be able to tackle these silly questions with ease; perhaps you can also direct me to a good book on GUI development in Java or C/C++.
For your clock example: you would not generate images for every position a clock could be in. Your app would be HUGE! You would instead make images for: the face of the clock, the minute hand, the hour hand, and the second hand. You could then take the time and calculate the angle of each hand of the clock from some standard point on the clock (this could be any point you want). You could then rotate each image to that calculated amount. This would make the clock appear to have its hands pointing at the right time.
I don't know very much about audio bars, but it would work in a similar way. Make a formula to calculate where/how large the bar should be. Then draw a bar stretched to what the formula dictates.
GUI and custom drawing can be achieved in many different ways, each have varying efficiency.
How to draw?
For example, if you want to show a cartoon character walking, in most cases you need to store each frame as image and redraw it, probably on every tick or second.
But for wall clock, you don't actually need to
Store so many images for every possibility because you can put single arrow image and rotate it
Store any image at all if you can draw it procedurally by defining its shape
Suppose you have a canvas on easel that you can draw whatever you want on it. You can choose which order you want to draw. For your wall clock example, you can first draw your background (numbers / hours) and start adding minute hand and hour hand on top it. This is called z-order.
Operating system libraries gives you widgets that you can interact with it. Canvas (picture box) is one of them and you can to draw whatever you want that you to build your custom widgets and of course Android has this too.
Android has Views and each view provides an method that you can implement your custom drawing logic:
// Implement this to do your drawing.
// Parameters
// canvas the canvas on which the background will be drawn
protected void onDraw (Canvas canvas){}
A very crude wallclock can be implemented with just using:
canvas.drawLine(float startX, float startY, float stopX, float stopY, Paint paint)
Beyond this, we can basically apply OOP concepts in GUI programming too. For instance, you can define every thing you want to draw as an object that implements a common drawing method. This is widely used on 3D game programming as usualy 3D rendering engine manages every object and asks them to draw themselves if "camera" sees them.
When to draw?
Normally this is up to operating system. It draws elements whenever it is required. However, for game like applications and for custom animations you might need to manage this by yourself.
On most operation systems, you can use seperate threads, a timer, an infinite loop or a notification event to force redraw your screen. You can achieve this redrawing with postInvalidate method on Android.
But not every environment is easy. For example, your application might need to redraw itself 30 times every second and depending the operation system and environment, you might need to acquire locks to display your UI updates correctly and might need to make your thread sleep to achieve desired framerate without keeping CPU busy. (This is used in SDL library.)
Android has an animation class to tackle common tasks.
Thing to remember
Reusing widgets that OS gives you is a good idea. You can implement a dB meter by just using a progressbar.

how to make 24 hour analog clock for android

I have created an analog clock for android. But I want to make it a 24 hour clock. I want to display different things within the clock for different times within a 24 hour time period. For eg, I want to display something during dawn, something during night time etc. So for this reason I want to create a 24 hour clock.
One solution that I can think of is, customize the hour hand and minute hands. So that after one hour the hour hand rotates by only 15degrees instead of 30degrees. And the minute hand should rotate by 3degrees every minute instead of by 6 degrees.
But I dont see anything in the analog clock class to customize the rotations. Any clues would be helpful
You should make this a custom view. I find it surprising that android even provides such a specific component in the base framework. Fortunately though, we can look at source code for it, AnalogClock.java.
Start with that code and modify it as needed. It's actually a pretty good example of how to implement a custom view.
There is not a definite method to get time from Analog Clock Widget.
However you coloud use DateFormat to get time and on the basis of that time you can rotate your minute and hour hand by the method :-
setRotation(float) of Analog Clock Widget

android app speed/framerate?

I created an app for android. I'm using canvas and making more and more "Sprites" from my Sprite class. when i start the app and there is only one sprite the game runs super fast. I made the class to create more sprites every time the timer i set up gets to 25 (so there would be an even space between each sprite). but when each of the sprites appear and it get to the max that i have made (5) it gets slower. So, my question is, How can set a custom framerate/speed to my app. Is it even possible? and if it does can you please write the easiest way? Thanks!
Here's a good article on how to set up a game loop. That will help you control the framerate of your app (make it consistent). Also, note how you doesn't wait a constant amount after drawing. Instead, you wait a constant amount of time between frames.

Android changing imageview locks up app

I have an Android app that uses the LocationListener to determine the speed the car is going. Currently I show the speed by updating a TextView to show when the speed changes. I am now trying to use images of digital looking numbers to show the speed to make it look more like the dash of a car. I show 3 different ImageViews next to each other and when the speed changes I change the image to the correct number using the setImageResource like this:
speedImg.setImageResource(R.drawable.dig_1);
When I try the app it works fine for a few minutes but then eventually the phone becomes non-responsive and none of the phone buttons work and eventually Android gives me the option to force close. I can only test it in the car so I am not able to debug.
Is there another way I should be changing the image to make it more efficient? I have also thought about reducing how often the listener gets called but didn't know how many meters to set it to still get an accurate speed of the car.
Most probably you're doing some long-running operation in main UI thread. You could give StrictMode a try to detect such things.

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