On Monday, February 4, 2013 5:28:07 PM UTC, Romain Guy (Google) wrote:
>
> If you are drawing your app using standard Views and Canvas, this is not
> required. If you are using SurfaceView.lockCanvas(), make sure to check the
> returned Rect. It tells you what part of the the Canvas you *have*
thing was working like it used to.
Still, if that's not possible I guess I just have to grit my teeth and go
back rebuilding and re-testing my old apps...
cheers
No it cannot be disabled. What issue is it causing?
> On Feb 1, 2013 1:16 AM, "muleskinner" >
> wrote:
>
Hi,
Is there any way to disable Jelly Bean triple buffering from within my app?
It's causing me issues and the easiest way to fix would be to disable it...
Help much appreciated!
cheers
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SOLVED!
The issue appears to have been caused by keeping pointers for drawing
on offscreen images.
I have a six or seven small offscreen images in memory that are
updated periodically. I was maintaining a Canvas pointer for each of
them, e.g.:
Bitmap bitmap = Bitmap.createBitmap( 128, 32,
Bitmap
Hi,
After some more experimentation it appears that this is nothing to do
with the drawing per se. The app still crashes even if I just load a
fullscreen image at a certain point (though it doesn't actually crash
at the moment the image is loaded but about a second after) even if I
remove all draw
Hi Jason,
Thanks for the reply. It's quite difficult to post code as there's a
whole bunch of APIs I've ported over from JavaME that make up what's
going on. I am going to try and whittle everything down to a simple
test case.
The basic 'draw' loop is the same as in the 'Lunar Lander' source,
rep
Hi,
I have an app that is working fine in 1.6 and up but crashing for
apparently no reason in 1.5. The app suddenly quits with the following
message...
I/WindowManager( 563): WIN DEATH: Window{43717218
com.bitbull.meat.android/com.bitbull.meat.android.MEATActivity
paused=false}
I/WindowManager(
Hi,
I have an app that's running fine in 1.6 and upwards but is crashing
at the same seemingly random point in 1.5.
The crash happens when the app is 'idle', ie no state change or user
input, just redrawing the screen using a fairly standard 'animation
thread' procedure. It always happens after a
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