2013年1月18日 星期五

Avoid select image from gallery occur crash

 
BitmapFactory.Options o = new BitmapFactory.Options();
        o.inJustDecodeBounds = true;
        BitmapFactory.decodeStream(c.getContentResolver().openInputStream(uri), null, o);

        int width_tmp = o.outWidth
                , height_tmp = o.outHeight;
        int scale = 1;

        while(true) {
            if(width_tmp / 2 < requiredSize || height_tmp / 2 < requiredSize)
                break;
            width_tmp /= 2;
            height_tmp /= 2;
            scale *= 2;
        }

        BitmapFactory.Options o2 = new BitmapFactory.Options();
        o2.inSampleSize = scale;
        return BitmapFactory.decodeStream(c.getContentResolver().openInputStream(uri), null, o2);


http://stackoverflow.com/questions/10773511/how-to-resize-an-image-i-picked-from-the-gallery-in-android/10773946#10773946


2013年1月16日 星期三

Adobe: Changing the game (Flash GAMM Kyiv 2012)





Stage3D:
  • Extended mode: not on mobile device/only on desktop
  • Baseline mode
  • Constrained mode: in order to support some integrated chip desktop, and remove some features
ATF will work for 2D

2013年1月15日 星期二

Unified Shading Architecture

Unified Shader Model, it can make sense to design its computational units so that any of them can run any type of shader.

Unified Shader Architecture allows more flexible use of the graphics rendering hardware. For example, in a situation with a heavy geometry workload the system could allocate most computing units to run vertex and geometry shaders. In cases with less vertex workload and heavy pixel load, more computing units could be allocated to run pixel shaders.

The GPU (Graphics Processing Unit) in the Tegra 3 Soc has 12 shaders. But, because Nvidia has not followed a unified-shader architecture in this ARM SoC like they've been doing in their PC and MAC discrete graphics cards, 8 of those 12 shaders are reserved for pixel work and the remaining 4 are for vertex.

Tegra 4 (24 vertex shader units, 48 fragment shader units)

Reference:
http://en.wikipedia.org/wiki/Unified_shader_model
http://forum.xda-developers.com/showthread.php?t=1367526
http://www.anandtech.com/show/6666/the-tegra-4-gpu-nvidia-claims-better-performance-than-ipad-4


Debugging AIR Mobile on the ASUS Transformer Prime


Debugging AIR Mobile on the ASUS Transformer Prime (TF201)
http://nc-design.net:8080/home/-/blogs/debugging-air-mobile-on-the-asus-transformer-prime-tf201-
  1. Close out Flash Builder
  2. Backup of the lib/android folder within my Flex 4.6.0 SDK directory which would be located at /Applications/Adobe Flash Builder 4.6/sdks/4.6.0
  3. Used the Android SDK Manager to download the Android 4.0.3 (API 15) package
  4. Replaced the aapt, adb, and dx.jar with those from the Android SDK

Designing a Component-based Architecture in Lua for Game Apps



http://www.raywenderlich.com/24878/introduction-to-component-based-architecture-in-games
http://www.tomseysdavies.com/2011/01/23/entity-systems/
http://flohofwoe.blogspot.tw/2013/07/entity-component-system-revisited.html

2013年1月14日 星期一

Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look



http://dice.se/wp-content/uploads/Colin_BarreBrisebois_Programming_ApproximatingTranslucency.pdf