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.
Related
When using Xamarin UITest to test my app I encounter very slow speeds for scrolling. I scroll using the ScrollDownTo method. When performing the method on iOS it works like a charm however, on the Android emulators the method takes a long time to perform the scroll.
Does anyone know how to speed this up?
Thanks in advance!
I have noticed this issue as well and it depends on the Android device. For any android device that is older with OS 7.x.x and under is about 5 to 6 times slower than any iOS device. Now with OS 8.x.x and higher if it's a Samsung Device the Scrolling takes forever however with a Pixel or other devices I see near close to the iOS performance. Android always seems to be slower than iOS and I am not sure as too why. This would be something the Xamarin team would need to look at
In order to increase the speed of this scrolldownto method , we can try different combinations of default parameters
Try scroll strategy to Gesture and swipe speed to 2000
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 know that question was already asked. But I'm adding some more details and asking more precise questions that can solve this problem.
Actually, when I start an AVD with 312 MB of RA it does manage to do it respectably (even if it's considered slow).
But when I ask for 512 MB of RAM, it's like it will never start at all (in fact never), and noticed that the AVD only works on a single core a 100%. Plus it populates the RAM quite quickly until it reaches around 175MB (5-10MB/s) and then slows down dramatically (250KB/s).
How can this happen and how can I do for preventing such RAM filling performance drops ? Or even set the AVD to use more than one single core ?
I run this on a Core I5, with 4GB of RAM.
Edit: Why so much downvotes ?
Problem solved: Templating from a Nexus 5 messed up everything, went to Nexus 4 and everything works like a charm.
a. Use the Intel system images available on the SDK manager.
b. Use this software by Intel to make your emulator run faster.
c. Use Genymotion.
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.
I was wondering if there were any places to look for help on how to make a custom ROM for my Droid X. I do not know where to start though. I know some JAVA and am learning more. I just do not know how to code it. Where to start AOSP, Stock edits, or 2nd init? Any tips welcome! I will also later code for the Galaxy Nexus, when I get it. Thanks!
2nd Init is the way to go. In order to this do though, you have to make sure that you have a pretty beastly comptuer as compiling the code can take upwards of 24 hours depending on your system.