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无法在线条布局(基于Xml)中填充自定义视图(完全基于java)_Java_Android_Android Custom View - Fatal编程技术网

无法在线条布局(基于Xml)中填充自定义视图(完全基于java)

无法在线条布局(基于Xml)中填充自定义视图(完全基于java),java,android,android-custom-view,Java,Android,Android Custom View,我有一个完全基于Java的自定义视图,下面没有XML代码,我想将其添加到一个新的基于XML的布局中。请指导如何执行此操作。但是,我还希望当它显示时,屏幕将显示50%的XML布局和50%的自定义视图。是否可能?请参阅下图以了解更多信息 下面是动画的Java代码: public class AccelerometerPlayActivity extends Activity { private SimulationView mSimulationView; private SensorManage

我有一个完全基于Java的自定义视图,下面没有XML代码,我想将其添加到一个新的基于XML的布局中。请指导如何执行此操作。但是,我还希望当它显示时,屏幕将显示50%的XML布局和50%的自定义视图。是否可能?请参阅下图以了解更多信息

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) {
    }
}

}

您只是将setContentViewmSimulationView设置为仅mSimulationView。 您已经在xml文件中包含了所有自定义布局和线性布局的内容

 setContentView(R.layout.your_xml)

如果我理解正确,则无需覆盖线性布局,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);
    }
}
创建一个界面,以便在粒子系统想要绘制新帧或只是传递视图并调用invalidate时得到通知

interface ParticleSystemListener {
    public void needNewFrame();
}
particleSystem应该完成所有计算,处理添加和删除粒子以及将dway命令传递给粒子

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。粒子类应该知道其位置以及如何绘制自身

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,这并不是完整的实现,我没有检查您是否正确计算了加速度和位置。这只是对类外观的概述,永远不要在onDraw循环中创建对象。在onDraw内部,应该只激活绘图所需的代码。处理onDraw之外的所有计算,并在准备好进行新的帧调用时使其无效。或者,如果您需要更高的性能,您可以覆盖SurfaceView或TextureView。

好的,最后我发现这是一个非常简单的解决方案,但我花了4天的时间连续搜索和示例代码阅读,试图理解类似的应用程序 我从Adam Porter那里得到了传感器的代码,最后得到了这个

目标是显示上面附加的Java动态视图代码,其中没有涉及xml,但是我希望通过设置通过xml运行该代码,以便将其限制在一个小框架或布局中,而不是整个屏幕中

以下是我所做的步骤

在XML文件中 1,在布局下创建一个名为:dyn的XML文件 2,在该XML文件中添加了一个ID为fl framelayout的框架布局 在我的java文件中: 1,将内容设置为R.layout.dyn,而不是以前设置为msimulationview 2,创建了一个名为jfl的java框架布局,然后将其与名为fl的基于xml的框架布局相链接 3,将视图msimulation视图添加到基于java的框架布局,即Jfl

下面是代码,它只是用了3行来实现。。。 感谢每一位花时间帮助解决这个问题的人

代码如下:

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

以下是完整的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) {
        }
    }
}

我发现了这一点,但问题尚未解决:如果我理解正确,请告诉我。你想要一个绘制背景和粒子列表的自定义视图,你想在线性布局中添加此自定义视图吗?是的@Mihai没错我的自定义视图完全基于Java而不是XML,它创建的粒子很少,我想在基于XML的布局中添加此自定义视图。。。