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Android Supports OpenGL ES 1.0 and 2.0 with Android Framework APIs as well as NDK
by
matthewsims
Android application development expects from Android developers that they specifically learn what exactly are the graphical requirements of the app they\’re creating. There are many ways to perform graphical work. The technique of implementing graphics and animations for static application is totally diverse from the one of using graphics and animations for an interactive game. Several options presented for drawing graphics on an Android device plus graphics delivering the most effective output get a quick look in this informative article.
Android provides a group of View widgets. This is for standard purpose with regard to a vast variety of user interfaces. These widgets can be prolonged by the Android developers whenever they would like to modify the way these widgets look and also respond. Android application development provides flexibility to the developers to carry out their individual custom 2D rendering that is achieved by making use of drawing techniques that are incorporated in Canvas class. They are able to as well construct drawable objects for stuff like textured control keys or even frame-by-frame animations. Android 3.0 is capable of supplying hardware acceleration to the most of the drawing created by the Canvas APIs with which their efficiency can certainly be enhanced. Android with the support of Android framework APIs and Native Development Kit (NDK) facilitates OpenGL ES 1.0 and 2.0. Utilization of the framework APIs is recommended in two conditions. First, any time Android developers wish to include a few graphical advancements to the application which aren\’t backed with the Canvas APIs. Next, in condition developers wish platform independence and do not anticipate good results. Though the use of NDK is more effective than using framework APIs, when it comes to intensive graphic apps such as games. However there are many applications for example Google Body application which is developed making use of framework APIs as well as is pretty competent at performing effectively with the framework APIs. OpenGL along with the NDK is a helping hand if the developers have got a lot of native code as well as they have to port over to Android. Android developers get two techniques of drawing 2D graphics utilizing a set 2D drawing APIs. To draw graphics as well as animations into a View object from layout is the first way. With this method, the developer needs simply to specify the graphics to go inside the View and the drawing of your graphics is addressed by the system\’s normal View hierarchy drawing process. The developers can easily draw the graphics directly to a Canvas in the second technique. This will make the developers invoke the proper class\’s onDraw() method – passing it Canvas, or one of the Canvas draw…() methods like drawPicture(). Using this method, developers also get into the control of any kind of animation. For Android developers of London, the best selection is to draw to a View if they want to draw simple graphics which do not modify dynamically and also that aren\’t a portion of performance-intensive game. If Android developers want to demonstrate a static graphic and also defined animation within an not static application, they are able to draw the graphics into a View. Drawing to Canvas is perfect when application needs to often re-draw itself. The Canvas by itself has to draw apps for instance video games. In the same thread, as element of UI Activity, developers can construct a custom View element in layout, call invalidate() and after that deal with the onDraw() callback. The developers need not demand invalidate() in an individual thread because they control a Surface View as well as perform draws to the Canvas based on speed of the thread.
The creator is actually an expert Android developer as well as works along with a popular
Android Development In London
firm for over five years. He has also been creating articles about the topic in different periodicals.
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