【问题标题】:Not able to populate a custom view ( totally java based ) in a line layout ( Xml based )无法在行布局(基于 Xml)中填充自定义视图(完全基于 java)
【发布时间】:2019-09-10 09:36:21
【问题描述】:

我有一个完全基于 Java(无 XML)的代码的自定义视图,我想在新的基于 XML 的布局中添加它。请指导如何执行此操作,但我也希望它在显示时屏幕将显示 50% 的 xml 布局和 50% 的 customview 是否有可能?请看下图更清楚

下面是动画的Java代码:

public class AccelerometerPlayActivity extends Activity {

private SimulationView mSimulationView;
private SensorManager mSensorManager;
private PowerManager mPowerManager;
private WindowManager mWindowManager;
private Display mDisplay;
private WakeLock mWakeLock;

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);

    // Get an instance of the SensorManager
    mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);

    // Get an instance of the PowerManager
    mPowerManager = (PowerManager) getSystemService(POWER_SERVICE);

    // Get an instance of the WindowManager
    mWindowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
    mDisplay = mWindowManager.getDefaultDisplay();

    // Create a bright wake lock
    mWakeLock = mPowerManager.newWakeLock(PowerManager.SCREEN_BRIGHT_WAKE_LOCK, getClass()
            .getName());

    // instantiate our simulation view and set it as the activity's content
    mSimulationView = new SimulationView(this);
    mSimulationView.setBackgroundResource(R.drawable.wood);
    setContentView(mSimulationView);
}

@Override
protected void onResume() {
    super.onResume();
    /*
     * when the activity is resumed, we acquire a wake-lock so that the
     * screen stays on, since the user will likely not be fiddling with the
     * screen or buttons.
     */
    mWakeLock.acquire();

    // Start the simulation
    mSimulationView.startSimulation();

     mSimulationView.setLayoutParams(new FrameLayout.LayoutParams(700, 300));

}

@Override
protected void onPause() {
    super.onPause();
    /*
     * When the activity is paused, we make sure to stop the simulation,
     * release our sensor resources and wake locks
     */

    // Stop the simulation
    mSimulationView.stopSimulation();

    // and release our wake-lock
    mWakeLock.release();
}

class SimulationView extends LinearLayout implements SensorEventListener {
    // diameter of the balls in meters
    private static final float sBallDiameter = 0.004f;
    private static final float sBallDiameter2 = sBallDiameter * sBallDiameter;

    private final int mDstWidth;
    private final int mDstHeight;

    private Sensor mAccelerometer;
    private long mLastT;

    private float mXDpi;
    private float mYDpi;
    private float mMetersToPixelsX;
    private float mMetersToPixelsY;
    private float mXOrigin;
    private float mYOrigin;
    private float mSensorX;
    private float mSensorY;
    private float mHorizontalBound;
    private float mVerticalBound;
    private final ParticleSystem mParticleSystem;
    /*
     * Each of our particle holds its previous and current position, its
     * acceleration. for added realism each particle has its own friction
     * coefficient.
     */
    class Particle extends View {
        private float mPosX = (float) Math.random();
        private float mPosY = (float) Math.random();
        private float mVelX;
        private float mVelY;

        public Particle(Context context) {
            super(context);
        }

        public Particle(Context context, AttributeSet attrs) {
            super(context, attrs);
        }

        public Particle(Context context, AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
        }

        @TargetApi(Build.VERSION_CODES.LOLLIPOP)
        public Particle(Context context, AttributeSet attrs, int defStyleAttr,
                        int defStyleRes) {
            super(context, attrs, defStyleAttr, defStyleRes);
        }

        public void computePhysics(float sx, float sy, float dT) {

            final float ax = -sx/5;
            final float ay = -sy/5;

            mPosX += mVelX * dT + ax * dT * dT / 2;
            mPosY += mVelY * dT + ay * dT * dT / 2;

            mVelX += ax * dT;
            mVelY += ay * dT;
        }

        /*
         * Resolving constraints and collisions with the Verlet integrator
         * can be very simple, we simply need to move a colliding or
         * constrained particle in such way that the constraint is
         * satisfied.
         */
        public void resolveCollisionWithBounds() {
            final float xmax = mHorizontalBound;
            final float ymax = mVerticalBound;
            final float x = mPosX;
            final float y = mPosY;
            if (x > xmax) {
                mPosX = xmax;
                mVelX = 0;
            } else if (x < -xmax) {
                mPosX = -xmax;
                mVelX = 0;
            }
            if (y > ymax) {
                mPosY = ymax;
                mVelY = 0;
            } else if (y < -ymax) {
                mPosY = -ymax;
                mVelY = 0;
            }
        }
    }

    /*
     * A particle system is just a collection of particles
     */
    class ParticleSystem {
        static final int NUM_PARTICLES = 5;
        private Particle mBalls[] = new Particle[NUM_PARTICLES];

        ParticleSystem() {
            /*
             * Initially our particles have no speed or acceleration
             */
            for (int i = 0; i < mBalls.length; i++) {
                mBalls[i] = new Particle(getContext());
                mBalls[i].setBackgroundResource(R.drawable.ball);
                mBalls[i].setLayerType(LAYER_TYPE_HARDWARE, null);
                addView(mBalls[i], new ViewGroup.LayoutParams(mDstWidth, mDstHeight));
            }
        }

        /*
         * Update the position of each particle in the system using the
         * Verlet integrator.
         */
        private void updatePositions(float sx, float sy, long timestamp) {
            final long t = timestamp;
            if (mLastT != 0) {
                final float dT = (float) (t - mLastT) / 1000.f /** (1.0f / 1000000000.0f)*/;
                    final int count = mBalls.length;
                    for (int i = 0; i < count; i++) {
                        Particle ball = mBalls[i];
                        ball.computePhysics(sx, sy, dT);
                    }
            }
            mLastT = t;
        }

        /*
         * Performs one iteration of the simulation. First updating the
         * position of all the particles and resolving the constraints and
         * collisions.
         */
        public void update(float sx, float sy, long now) {
            // update the system's positions
            updatePositions(sx, sy, now);

            // We do no more than a limited number of iterations
            final int NUM_MAX_ITERATIONS = 1;

            /*
             * Resolve collisions, each particle is tested against every
             * other particle for collision. If a collision is detected the
             * particle is moved away using a virtual spring of infinite
             * stiffness.
             */
            boolean more = true;
            final int count = mBalls.length;
            for (int k = 0; k < NUM_MAX_ITERATIONS && more; k++) {
                more = false;
                for (int i = 0; i < count; i++) {
                    Particle curr = mBalls[i];
                    for (int j = i + 1; j < count; j++) {
                        Particle ball = mBalls[j];
                        float dx = ball.mPosX - curr.mPosX;
                        float dy = ball.mPosY - curr.mPosY;
                        float dd = dx * dx + dy * dy;
                        // Check for collisions
                        if (dd <= sBallDiameter2) {
                            /*
                             * add a little bit of entropy, after nothing is
                             * perfect in the universe.
                             */
                            dx += ((float) Math.random() - 0.5f) * 0.0001f;
                            dy += ((float) Math.random() - 0.5f) * 0.0001f;
                            dd = dx * dx + dy * dy;
                            // simulate the spring
                            final float d = (float) Math.sqrt(dd);
                            final float c = (0.5f * (sBallDiameter - d)) / d;
                            final float effectX = dx * c;
                            final float effectY = dy * c;
                            curr.mPosX -= effectX;
                            curr.mPosY -= effectY;
                            ball.mPosX += effectX;
                            ball.mPosY += effectY;
                            more = true;
                        }
                    }
                    curr.resolveCollisionWithBounds();
                }
            }
        }

        public int getParticleCount() {
            return mBalls.length;
        }

        public float getPosX(int i) {
            return mBalls[i].mPosX;
        }

        public float getPosY(int i) {
            return mBalls[i].mPosY;
        }
    }

    public void startSimulation() {
        /*
         * It is not necessary to get accelerometer events at a very high
         * rate, by using a slower rate (SENSOR_DELAY_UI), we get an
         * automatic low-pass filter, which "extracts" the gravity component
         * of the acceleration. As an added benefit, we use less power and
         * CPU resources.
         */
        mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_GAME);
    }

    public void stopSimulation() {
        mSensorManager.unregisterListener(this);
    }

    public SimulationView(Context context) {
        super(context);
        mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);

        DisplayMetrics metrics = new DisplayMetrics();
        getWindowManager().getDefaultDisplay().getMetrics(metrics);
        mXDpi = metrics.xdpi;
        mYDpi = metrics.ydpi;
        mMetersToPixelsX = mXDpi / 0.0254f;
        mMetersToPixelsY = mYDpi / 0.0254f;

        // rescale the ball so it's about 0.5 cm on screen
        mDstWidth = (int) (sBallDiameter * mMetersToPixelsX + 0.5f);
        mDstHeight = (int) (sBallDiameter * mMetersToPixelsY + 0.5f);
        mParticleSystem = new ParticleSystem();

        Options opts = new Options();
        opts.inDither = true;
        opts.inPreferredConfig = Bitmap.Config.RGB_565;
    }

    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        // compute the origin of the screen relative to the origin of
        // the bitmap
        mXOrigin = (w - mDstWidth) * 0.5f;   //@nyy this is changing the rect of balls to simulate
        mYOrigin = (h - mDstHeight) * 0.5f;
        mHorizontalBound = ((w / mMetersToPixelsX - sBallDiameter) * 0.5f);//@nyy this is changing the rect of balls to simulate
        mVerticalBound = ((h / mMetersToPixelsY - sBallDiameter) * 0.5f);
    }

    @Override
    public void onSensorChanged(SensorEvent event) {
        if (event.sensor.getType() != Sensor.TYPE_ACCELEROMETER)
            return;
        /*
         * record the accelerometer data, the event's timestamp as well as
         * the current time. The latter is needed so we can calculate the
         * "present" time during rendering. In this application, we need to
         * take into account how the screen is rotated with respect to the
         * sensors (which always return data in a coordinate space aligned
         * to with the screen in its native orientation).
         */

        switch (mDisplay.getRotation()) {
            case Surface.ROTATION_0:
                mSensorX = event.values[0];
                mSensorY = event.values[1];
                break;
            case Surface.ROTATION_90:
                mSensorX = -event.values[1];
                mSensorY = event.values[0];
                break;
            case Surface.ROTATION_180:
                mSensorX = -event.values[0];
                mSensorY = -event.values[1];
                break;
            case Surface.ROTATION_270:
                mSensorX = event.values[1];
                mSensorY = -event.values[0];
                break;
        }
    }

    @Override
    protected void onDraw(Canvas canvas) {
        /*
         * Compute the new position of our object, based on accelerometer
         * data and present time.
         */
        final ParticleSystem particleSystem = mParticleSystem;
        final long now = System.currentTimeMillis();
        final float sx = mSensorX;
        final float sy = mSensorY;

        particleSystem.update(sx, sy, now);

        final float xc = mXOrigin;
        final float yc = mYOrigin;
        final float xs = mMetersToPixelsX;
        final float ys = mMetersToPixelsY;
        final int count = particleSystem.getParticleCount();
        for (int i = 0; i < count; i++) {
            /*
             * We transform the canvas so that the coordinate system matches
             * the sensors coordinate system with the origin in the center
             * of the screen and the unit is the meter.
             */
            final float x = xc + particleSystem.getPosX(i) * xs;
            final float y = yc - particleSystem.getPosY(i) * ys;
            particleSystem.mBalls[i].setTranslationX(x);
            particleSystem.mBalls[i].setTranslationY(y);
        }

        // and make sure to redraw asap
        invalidate();
    }

    @Override
    public void onAccuracyChanged(Sensor sensor, int accuracy) {
    }
}

}

【问题讨论】:

  • 我找到了这个但问题还没有解决:stackoverflow.com/questions/53106904/…
  • 如果我理解正确,请告诉我。您想要一个绘制背景和粒子列表的自定义视图,并且想要将此自定义视图添加到线性布局中?
  • 是的@Mihai 没错我的自定义视图完全基于 Java(不是 XML),它创建的粒子很少,我想在基于 XML 的布局中添加它...

标签: java android android-custom-view


【解决方案1】:

您只是将 setContentView(mSimulationView) 设置为 mSimulationView。 您已在 xml 文件中包含所有自定义布局和线性布局的内容。

 setContentView(R.layout.your_xml)

【讨论】:

    【解决方案2】:

    如果我理解正确,那么您不需要覆盖 linearLayout,您的模拟视图将如下所示。

    class SimulationView extends View implements SensorEventListener, ParticleSystemListener {
        private final ParticleSystem mParticleSystem;
        /* all your normal initialization */
    
        public SimulationView(Context context) {
            super(context);
        /* all your normal initialization */
            mParticleSystem = new mParticleSystem(this); // initialize the system here whatever resources you need for your particles if you use bitmaps you can pass a bitmap here
        }
    
        @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
           // we notify the particleSystem that the size has changed so i can adjust it's bounds
           mParticleSystem.setBounds(left, top, right, bottom);
        }
    
        @Override
        public void onSensorChanged(SensorEvent event) {
            /* all your normal code */
            mParticleSystem.updatePositions(x, y, time)
        }
    
        @Override
        public void needNewFrame(){
            invalidate();
        }
    
        @Override
        protected void onDraw(Canvas canvas) {
            /* draw your background or just call super witch will draw it for you */
            mParticleSystem.drawAllParticles(canvas);
        }
    }
    

    创建一个接口,以便在我们的粒子系统想要绘制新帧或只是传递视图并对其调用 invalidate 时获得通知;

    interface ParticleSystemListener {
        public void needNewFrame();
    }
    

    您的particleSystem 应该完成所有计算并处理添加和删除粒子以及将dway 命令向下传递给粒子。

    class ParticleSystem {
        private float mParticleSystemListener;
        private Particle mBalls[] = new Particle[NUM_PARTICLES];
        private Rect mBounds = new Rect();
    
        public ParticleSystem (ParticleSystemListener listener) {
            mParticleSystemListener = listener;
            /* all your normal initialization */
        }
    
        // our particle system keeps track of the bounds in which it draws the particles and tells the particles when it has changed
        public void setBounds(left, top, right, bottom){
            mBounds.left = left;
            mBounds.top = top;
            mBounds.right = right;
            mBounds.bottom = bottom;
            for(ball : mBalls){
               ball.boundsChanged();
            }
            // after we computed new positions is time to refresh the view
            mParticleSystemListener.needNewFrame();
        }
    
        private void updatePositions(float sx, float sy, long timestamp){
            /* all your normal computation*/
            for(ball : mBalls){
             ball.computePhysics(sx, sy, dT);
            }
    
            // after we computed new positions is time to refresh the view
            mParticleSystemListener.needNewFrame();
        }
    
        // the view wants us to draw on this canvas so we just pass the canvas to the particles
        public void drawAllParticles(canvas){
            for(ball : mBalls){
                ball.draw(canvas);
            }
        }
    
    }
    

    所有状态都将驻留在粒子类中。粒子类应该知道它的位置以及如何绘制自己

    class Particle {
        private Paint mPaint;
        private Bitmap mSprite;
        private Rect mBounds;
    
        public Particle(Rect bounds) {
           mBounds = bounds;
        /* initialize your paint here or get a bitmap passed in */
        }
    
        public void computePhysics(float sx, float sy, float dT);
    
        public void boundsChanged(){
        // move your particle since the bounds have changed
        }
    
        public void onDraw(Canvas canvas) {
            canvas.drawCircle(x, y ,r, paint); // draw a circle at position
            or 
            canvas.drawBitmap(mSprite,  float left, float top, some paint or null) // draw a sprite
        }
    }
    

    正如您所看到的,这不是完整的实现,我没有检查您是否正确计算了加速度和位置,这只是对您的类应该如何看待并且永远不会在 onDraw() 循环中创建对象的概述。 onDraw() 内部应该只包含绘图所需的代码。处理您在 onDraw 之外的所有计算,并在准备好进行新框架调用时调用 invalidate()。或者,如果您需要更高的性能,您可以覆盖 SurfaceView 或 TextureView。

    【讨论】:

      【解决方案3】:

      好的,最后我发现这是一个非常简单的解决方案,但是我花了 4 天的时间连续搜索和阅读示例代码,试图理解类似的应用程序 我从 Adam Porter 的传感器代码中得到了这个想法,最后得到了这个

      目标是显示上面附加的 Java(动态视图代码),其中不涉及任何 xml,但是我想通过设置通过 XML 运行该代码,以便我可以将其限制在一个小框架或布局中,而不是整个屏幕

      以下是我做的步骤

      在 XML 文件中 1、在 layouts 下创建一个名为 :dyn 的 XML 文件 2,在该 XML 文件中添加了一个框架布局,ID 为:fl (framelayout) 在我的java文件中: 1、将内容设置为R.layout.dyn而不是之前设置为msimulationview 2,创建一个名为jfl的java框架布局,然后将它与名为fl的基于xml的框架布局链接起来 3、将视图(msimulation view)添加到基于java的框架布局中,即Jfl

      下面的代码只用了 3 行就实现了... 感谢每一位花时间帮忙的人

      下面是代码:

          setContentView( R.layout.dyn);
          FrameLayout jfl = findViewById( R.id.fl );
          mSimulationView.setId( R.id.fl );
              jfl.getContext();
              jfl.addView( mSimulationView );
      

      非常感谢每一位。

      这是完整的 Java 文件:

      package com.example.sensormanager;
      
      
      
      import android.annotation.SuppressLint;
      import android.app.Activity;
      import android.content.Context;
      import android.graphics.Bitmap;
      import android.graphics.Canvas;
      import android.graphics.BitmapFactory.Options;
      import android.hardware.Sensor;
      import android.hardware.SensorEvent;
      import android.hardware.SensorEventListener;
      import android.hardware.SensorManager;
      import android.os.Bundle;
      import android.os.PowerManager;
      import android.os.PowerManager.WakeLock;
      import android.util.AttributeSet;
      import android.util.DisplayMetrics;
      import android.view.Display;
      import android.view.Surface;
      import android.view.View;
      import android.view.ViewGroup;
      import android.view.WindowManager;
      import android.widget.FrameLayout;
      import android.widget.LinearLayout;
      import android.widget.TextView;
      import android.widget.Toast;
      
      import androidx.annotation.Nullable;
      
      import java.util.zip.Inflater;
      
      
      public class acceleromparticles extends Activity {
      
          public SimulationView mSimulationView;
          private SensorManager mSensorManager;
          private PowerManager mPowerManager;
          private WindowManager mWindowManager;
          private Display mDisplay;
          private WakeLock mWakeLock;
          public int  ui = 1 ;
          public FrameLayout fl;
      
          /** Called when the activity is first created. */
          @SuppressLint("ResourceType")
          @Override
          public void onCreate(Bundle savedInstanceState) {
              super.onCreate(savedInstanceState);
              // Get an instance of the SensorManager
              mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
      
              // Get an instance of the PowerManager
              mPowerManager = (PowerManager) getSystemService(POWER_SERVICE);
      
              // Get an instance of the WindowManager
              mWindowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
              mDisplay = mWindowManager.getDefaultDisplay();
              mSimulationView = new SimulationView(getApplicationContext());
      
              //    fl.addView( mSimulationView );
              setContentView( R.layout.dyn);
              FrameLayout jfl = findViewById( R.id.fl );
              jfl.addView( mSimulationView );
             mSimulationView.setBackgroundResource(R.drawable.wood);
             // setContentView(mSimulationView);
      
          }
      
          @Override
          protected void onResume() {
              super.onResume();
              /*
               * when the activity is resumed, we acquire a wake-lock so that the
               * screen stays on, since the user will likely not be fiddling with the
               * screen or buttons.
               */
              //mWakeLock.acquire();
      
              // Start the simulation
              mSimulationView.startSimulation();
              // mSimulationView.setLayoutParams(new FrameLayout.LayoutParams(700, 300));
      
          }
      
      
      
          @Override
          protected void onPause() {
              super.onPause();
              /*
               * When the activity is paused, we make sure to stop the simulation,
               * release our sensor resources and wake locks
               */
      
              // Stop the simulation
              mSimulationView.stopSimulation();
              // and release our wake-lock
              // mWakeLock.release();
          }
      
          class SimulationView extends FrameLayout implements SensorEventListener {
              // diameter of the balls in meters
              private static final float sBallDiameter = 0.0005f;
              private static final float sBallDiameter2 = sBallDiameter * sBallDiameter;
              private final int mDstWidth;
              private final int mDstHeight;
              private Sensor mAccelerometer;
              private long mLastT;
              private float mXDpi;
              private float mYDpi;
              private float mMetersToPixelsX;
              private float mMetersToPixelsY;
              private float mXOrigin;
              private float mYOrigin;
              private float mSensorX;
              private float mSensorY;
              private float mHorizontalBound;
              private float mVerticalBound;
              public final ParticleSystem mParticleSystem;
              /*
               * Each of our particle holds its previous and current position, its
               * acceleration. for added realism each particle has its own friction
               * coefficient.
               */
      
      
      
              class Particle extends View {
                  private float mPosX = (float) Math.random();
                  private float mPosY = (float) Math.random();
                  private float mVelX;
                  private float mVelY;
      
                  public Particle(Context context) {
                      super( context );
                  }
      
      
                  public Particle(Context context, AttributeSet attrs) {
                      super(context, attrs);
                  }
      
                  public Particle(Context context, AttributeSet attrs, int defStyleAttr) {
                      super(context, attrs, defStyleAttr);
                  }
      
                  public Particle(Context context, AttributeSet attrs, int defStyleAttr,
                                  int defStyleRes) {
                      super(context, attrs, defStyleAttr, defStyleRes);
                  }
      
                  public void computePhysics(float sx, float sy, float dT) {
      
                      final float ax = -sx/35;  //viscosity changes
                      final float ay = -sy/35;
      
                      mPosX += mVelX * dT + ax * dT * dT ; //original /2
                      mPosY += mVelY * dT + ay * dT * dT ;
      
                      mVelX += ax * dT;
                      mVelY += ay * dT;
                  }
      
      
                  public void resolveCollisionWithBounds() {
                      final float xmax = mHorizontalBound;
                      final float ymax = mVerticalBound;
                      final float x = mPosX;
                      final float y = mPosY;
                      if (x > xmax) {
                          mPosX = xmax;
                          mVelX = 0;
                      } else if (x < -xmax) {
                          mPosX = -xmax;
                          mVelX = 0;
                      }
                      if (y > ymax) {
                          mPosY = ymax;
                          mVelY = 0;
                      } else if (y < -ymax) {
                          mPosY = -ymax;
                          mVelY = 0;
                      }
                  }
              }
      
              /*
               * A particle system is just a collection of particles
               */
              class ParticleSystem {
                  static final int NUM_PARTICLES = 1;
                  private Particle mBalls[] = new Particle[NUM_PARTICLES];
      
                  ParticleSystem() {
                      /*
                       * Initially our particles have no speed or acceleration
                       */
                      for (int i = 0; i < mBalls.length; i++) {
                          mBalls[i] = new Particle(getContext());
                          mBalls[i].setBackgroundResource(R.drawable.ball);
                          mBalls[i].setLayerType(LAYER_TYPE_HARDWARE, null);
                          addView(mBalls[i], new ViewGroup.LayoutParams(mDstWidth, mDstHeight));
                      }
      
                  }
      
                  /*
                   * Update the position of each particle in the system using the
                   * Verlet integrator.
                   */
                  private void updatePositions(float sx, float sy, long timestamp) {
                      final long t = timestamp;
                      if (mLastT != 0) {
                          final float dT = (float) (t - mLastT) / 1000.f /** (1.0f / 1000000000.0f)*/;
                          final int count = mBalls.length;
                          for (int i = 0; i < count; i++) {
                              Particle ball = mBalls[i];
                              ball.computePhysics(sx, sy, dT);
                          }
                      }
                      mLastT = t;
                  }
      
                  /*
                   * Performs one iteration of the simulation. First updating the
                   * position of all the particles and resolving the constraints and
                   * collisions.
                   */
                  public void update(float sx, float sy, long now) {
                      // update the system's positions
                      updatePositions(sx, sy, now);
      
                      // We do no more than a limited number of iterations
                      final int NUM_MAX_ITERATIONS = 2;  //nyy changed from 10 to 1
      
                      /*
                       * Resolve collisions, each particle is tested against every
                       * other particle for collision. If a collision is detected the
                       * particle is moved away using a virtual spring of infinite
                       * stiffness.
                       */
                      boolean more = true;
                      final int count = mBalls.length;
                      for (int k = 0; k < NUM_MAX_ITERATIONS && more; k++) {
                          more = false;
                          for (int i = 0; i < count; i++) {
                              Particle curr = mBalls[i];
                              for (int j = i + 1; j < count; j++) {
                                  Particle ball = mBalls[j];
                                  float dx = ball.mPosX - curr.mPosX;
                                  float dy = ball.mPosY - curr.mPosY;
                                  float dd = dx * dx + dy * dy;
                                  // Check for collisions
                                  if (dd <= sBallDiameter2) {
                                      /*
                                       * add a little bit of entropy, after nothing is
                                       * perfect in the universe.
                                       */
                                      dx += ((float) Math.random() - 0.01f) * 0.0001f; // 0.05 changed to 0.01 will change the animation pattern and will
                                      dy += ((float) Math.random() - 0.01f) * 0.0001f; // 0.0001 chnaged to .001
                                      dd = dx * dx + dy * dy;
                                      // simulate the spring
                                      final float d = (float) Math.sqrt(dd);
                                      final float c = (0.5f * (sBallDiameter - d)) / d;
                                      final float effectX = dx * c;
                                      final float effectY = dy * c;
                                      curr.mPosX -= effectX;
                                      curr.mPosY -= effectY;
                                      ball.mPosX += effectX;
                                      ball.mPosY += effectY;
                                      more = true;
                                  }
                              }
                              curr.resolveCollisionWithBounds();
                          }
                      }
                  }
      
                  public int getParticleCount() {
                      return mBalls.length;
                  }
      
                  public float getPosX(int i) {
                      return mBalls[i].mPosX;
                  }
      
                  public float getPosY(int i) {
                      return mBalls[i].mPosY;
                  }
              }
      
              public void startSimulation() {
                  /*
                   * It is not necessary to get accelerometer events at a very high
                   * rate, by using a slower rate (SENSOR_DELAY_UI), we get an
                   * automatic low-pass filter, which "extracts" the gravity component
                   * of the acceleration. As an added benefit, we use less power and
                   * CPU resources.
                   */
                  mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_GAME);
      
      
              }
      
              public void stopSimulation() {
                  mSensorManager.unregisterListener(this);
                  Toast.makeText( getApplicationContext(), "Accelerometer Disengaged", Toast.LENGTH_SHORT ).show();
      
              }
      
              public SimulationView(Context context) {
                  super(context);
                  mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
      
      
      
                  DisplayMetrics metrics = new DisplayMetrics();
                  getWindow().setFlags(
                          WindowManager.LayoutParams.FLAG_FORCE_NOT_FULLSCREEN,
                          WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
                  getWindowManager().getDefaultDisplay().getMetrics(metrics);
      
                  mXDpi = metrics.xdpi;
                  mYDpi = metrics.ydpi;
      
                  //this will reduce the size of the ball oroginal was 0.0254 changed t 0.0854
                  mMetersToPixelsX = mXDpi / 0.00154f;
                  mMetersToPixelsY = mYDpi / 0.00154f;
      
                  // rescale the ball so it's about 0.5 cm on screen
                  mDstWidth = (int) (sBallDiameter * mMetersToPixelsX * 0.5f);
                  mDstHeight = (int) (sBallDiameter * mMetersToPixelsY * 0.5f);
                  mParticleSystem = new ParticleSystem();
      
                  Options opts = new Options();
                  opts.inDither = true;
                  opts.inPreferredConfig = Bitmap.Config.RGB_565;
              }
      
              @Override
              protected void onSizeChanged(int w, int h, int oldw, int oldh) {
                  // compute the origin of the screen relative to the origin of
                  // the bitmap
                  mXOrigin = (w - mDstWidth) * 0.5f;
                  mYOrigin = (h - mDstHeight) * 0.5f;
                  mHorizontalBound = ((w / mMetersToPixelsX - sBallDiameter) * 0.5f);
                  mVerticalBound = ((h / mMetersToPixelsY - sBallDiameter) * 0.5f);
              }
      
              @Override
              public void onSensorChanged(SensorEvent event) {
                  if (event.sensor.getType() != Sensor.TYPE_ACCELEROMETER)
                      return;
                  /*
                   * record the accelerometer data, the event's timestamp as well as
                   * the current time. The latter is needed so we can calculate the
                   * "present" time during rendering. In this application, we need to
                   * take into account how the screen is rotated with respect to the
                   * sensors (which always return data in a coordinate space aligned
                   * to with the screen in its native orientation).
                   */
      
                  switch (mDisplay.getRotation()) {
                      case Surface.ROTATION_0:
                          mSensorX = event.values[0];
                          mSensorY = event.values[1];
                          break;
                      case Surface.ROTATION_90:
                          mSensorX = -event.values[1];
                          mSensorY = event.values[0];
                          break;
                      case Surface.ROTATION_180:
                          mSensorX = -event.values[0];
                          mSensorY = -event.values[1];
                          break;
                      case Surface.ROTATION_270:
                          mSensorX = event.values[1];
                          mSensorY = -event.values[0];
                          break;
      
      
                  }
              }
      
              @Override
              protected void onDraw(Canvas canvas) {
                  /*
                   * Compute the new position of our object, based on accelerometer
                   * data and present time.
                   */
                  final ParticleSystem particleSystem = mParticleSystem;
                  final long now = System.currentTimeMillis();
                  final float sx = mSensorX;
                  final float sy = mSensorY;
      
                  particleSystem.update(sx, sy, now);
      
                  final float xc = mXOrigin;
                  final float yc = mYOrigin;
                  final float xs = mMetersToPixelsX;
                  final float ys = mMetersToPixelsY;
                  final int count = particleSystem.getParticleCount();
      
                  for (int i = 0; i < count; i++) {
                      /*
                       * We transform the canvas so that the coordinate system matches
                       * the sensors coordinate system with the origin in the center
                       * of the screen and the unit is the meter.
                       */
                      final float x = xc + particleSystem.getPosX(i) * xs;
                      final float y = yc - particleSystem.getPosY(i) * ys;
                      particleSystem.mBalls[i].setTranslationX(x);
                      particleSystem.mBalls[i].setTranslationY(y);
                  }
      
                  // and make sure to redraw asap
                  invalidate();
              }
      
              @Override
              public void onAccuracyChanged(Sensor sensor, int accuracy) {
              }
          }
      }
      

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