I have a feeling that some of you have tried my tutorials and then thought “This is a 3D tutorial, but why is everything in 2D?”. So in this tutorial we will make some real 3D meshes. This is also necessary for the following tutorials.
When I started I had problems with finding out how [...]
Entries Tagged 'Embedded' ↓
OpenGL ES Tutorial for Android – Part V – More on Meshes
February 15th, 2010 by Per-Erik Bergman — Android, Embedded
Tags: opengl es, programming, tutorial
Boosting Android performance using JNI
January 25th, 2010 by Mattias Rosberg — Android, Embedded, Java
JNI or Java Native Interface is the interface between the Java code running in a JVM and the native code running outside the JVM. It works both ways, that is you can use JNI to call native code from your Java programs and to call Java code from your native code. The native code normally [...]
Tags: programming, tutorial
Learn to Stop Worrying and Love the Singleton
January 15th, 2010 by Fredrik Olsson — Android, Architecture, Embedded, Java, Tips & Tricks
Enterprise applications and mobile applications have quite different requirements. Starting an enterprise application is just something you do once before it continue running for months or years. On the other side of the spectrum most mobile applications seldom runs for more than minutes, run by a bored users standing in line or riding the bus. [...]
Tags: design patterns, java me, mobile, mock, performance, spring ldap
OpenGL ES Tutorial for Android – Part IV – Adding colors
January 14th, 2010 by Per-Erik Bergman — Android, Embedded
Last tutorial was about transformations. This tutorial will be a short one. I’m going to talk about adding color to your mesh. I will continue with the source code from tutorial II.
Adding color
3D models with no colors are pretty boring so let’s add some color to it. In general colors need no explanation. OpenGL ES [...]
Tags: opengl es, programming, tutorial
Google Translate and iPhone apps
January 11th, 2010 by Fredrik Olsson — Cocoa, Embedded, Tips & Tricks
The Cocoa and Cocoa Touch frameworks has a really nice function for acquiring a localized string NSLocalizedString(). Just pass in a key and you are done, for strings that are known at least. Sometimes you are getting unknown strings from a data source not under your control, strings representing just a fraction of the text [...]
Tags: frameworks, iphone, localization, mobile, objective-c, web
OpenGL ES Tutorial for Android – Part III – Transformations
January 1st, 2010 by Per-Erik Bergman — Android, Embedded
Last tutorial was about building your polygons. This tutorial is all about transformations, how to move the polygons around. I will continue this tutorial from where the previous ended so you can use that source code or make a copy of it.
I am not going to bore you with a lot of mathematics but I [...]
Tags: opengl es, programming, tutorial
Java ME: The Lost Application
December 11th, 2009 by Darius Katz — Embedded
As a professional Java ME developer I’ve never really come to terms with the MIDlet class and its underlying aesthetics. As a sort of remedy I often use a simple utility-class I wrote some years ago to conceal the principles of the MIDlet class. It concerns the way you write your Java ME-application so I [...]
Tags: innovation, j2me, java me, programming
OpenGL ES Tutorial for Android – Part II – Building a polygon
December 4th, 2009 by Per-Erik Bergman — Android, Embedded
Previous tutorial was all about setting up the GLSurfaceView. Be sure to read it beacuse it’s a really importent one to be able to continue.
Building a polygon
In this tutorial we will render our first polygon.
3D models are built up with smaller elements (vertices, edges, faces, and polygons) which can be manipulated individually.
Vertex
A vertex (vertices in [...]
Tags: opengl es, programming, tutorial
OpenGL ES Tutorial for Android – Part I – Setting up the view
December 3rd, 2009 by Per-Erik Bergman — Android, Embedded
I’m going to write a couple of tutorials on using OpenGL ES on Android phones. The theory of OpenGL ES is the same on different devices so it should be quite easy to convert them to another platform.
I can’t always remember where I found particular info so I might not always be able to give [...]
Tags: opengl es, programming, tutorial
Pimp-my-Pumpkin!
October 16th, 2009 by Peter Neubauer — Embedded, Java
As Halloween is approaching and the aftternoons grow rainy, it’s time for some tinkering. So, why not try to get the pumpkins a bit more interesting than cut-out veggies?
Getting some tinkerers together was no problem, so we got three families with kids, 4 pumpkins, one LEGO Mindstorms set and 2 Arduinos to start with. I [...]
Tags: innovation, lego mindstorms, open source, programming
The BROWSABLE category revealed
September 24th, 2009 by Mattias Rosberg — Android, Embedded, Java
Assume that you on your desktop computer browse to a web page with the following page source
Clicking on the first link you expect your browser to start a new tab and navigate to the url that was specified in the href. If you click on the second link you would expect that the browser opens [...]
Tags: mobile
Add some polish to iPhone app start up
June 29th, 2009 by Fredrik Olsson — Cocoa, Embedded
First impressions last, and the very first impression your users have of your iPhone application is the start up. First step is to have a nice Default.png, but not many words spilled on that one, it is well covered in Apple’s documentation.
Creating a perfect Default.png is impossible, especially if you have different setup of navigation [...]
Tags: frameworks, iphone, mobile, objective-c, programming
