Android Live Wallpaper practices for performance and battery saving?

Power consumption 1) The most important thing, by far, is that your wallpaper should switch itself off when it is not visible. The cube example handles this correctly, removing runnable callbacks in onDestroy(), onSurfaceDestroyed(), and onVisibilityChanged() (when visible == false) 2) Beyond that, the largest determinant of power drain will be your frame rate. A 24 fps animation will drain much more juice than a 1 fps clock.

There's no way around this, except to educate the user, so that expectations are reasonable. An action game will kill your battery whether it's an app or a live wallpaper Performance Drawing to a canvas has the benefit of simplicity, but for a very sophisticated wallpaper you will need to use OpenGL. There's GLWallpaperService, and AndEngine.

The stock wallpapers are rigged to use RenderScript. And there was some talk about extending libGDX to handle wallpaper Best Fit Well, it's just like the rest of Android: you need to design your artwork in terms of scalable proportions, query the device, and adjust accordingly. For a simple wallpaper, it's usually enough to scale your artwork in onSurfaceChanged(), where you are given the width and the height as parameters.In some cases you may want to examine the full DisplayMetrics Useful links Code for stock wallpapers: http://android.git.kernel.org/?p=platform/packages/wallpapers/Basic.git;a=tree Accessing DisplayMetrics ... search for DisplayMetrics here: http://www.codeproject.com/KB/android/AndroidLiveWallpaper.aspx Moonblink is smart: http://code.google.com/p/moonblink/wiki/Substrate.

Power consumption... 1) The most important thing, by far, is that your wallpaper should switch itself off when it is not visible. The cube example handles this correctly, removing runnable callbacks in onDestroy(), onSurfaceDestroyed(), and onVisibilityChanged() (when visible == false). 2) Beyond that, the largest determinant of power drain will be your frame rate.

A 24 fps animation will drain much more juice than a 1 fps clock. There's no way around this, except to educate the user, so that expectations are reasonable. An action game will kill your battery whether it's an app or a live wallpaper.Performance... Drawing to a canvas has the benefit of simplicity, but for a very sophisticated wallpaper you will need to use OpenGL.

There's GLWallpaperService, and AndEngine. The stock wallpapers are rigged to use RenderScript. And there was some talk about extending libGDX to handle wallpaper.

Best Fit... Well, it's just like the rest of Android: you need to design your artwork in terms of scalable proportions, query the device, and adjust accordingly. For a simple wallpaper, it's usually enough to scale your artwork in onSurfaceChanged(), where you are given the width and the height as parameters. In some cases you may want to examine the full DisplayMetrics.

Useful links... Code for stock wallpapers: http://android.git.kernel.org/?p=platform/packages/wallpapers/Basic.git;a=tree Accessing DisplayMetrics ... search for DisplayMetrics here: http://www.codeproject.com/KB/android/AndroidLiveWallpaper.aspx Moonblink is smart: http://code.google.com/p/moonblink/wiki/Substrate.

An action game will kill your battery whether it's an app or a live wallpaper. Drawing to a canvas has the benefit of simplicity, but for a very sophisticated wallpaper you will need to use OpenGL. There's GLWallpaperService, and AndEngine.

The stock wallpapers are rigged to use RenderScript. And there was some talk about extending libGDX to handle wallpaper. Well, it's just like the rest of Android: you need to design your artwork in terms of scalable proportions, query the device, and adjust accordingly.

For a simple wallpaper, it's usually enough to scale your artwork in onSurfaceChanged(), where you are given the width and the height as parameters. In some cases you may want to examine the full DisplayMetrics.

I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.

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