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Spill Support Navigasi selain Gesture + Support Scroll & Floating window
REGLES and OpenGL ES
REGLES and OpenGL ES are two graphics APIs used for rendering 2D and 3D graphics on mobile devices, but they have slightly different purposes and approaches.
### OpenGL ES (Open Graphics Library for Embedded Systems)
OpenGL ES is a subset of OpenGL designed specifically for embedded devices such as smartphones, tablets, game consoles, and other devices with limited resources. Here are some key points about OpenGL ES:
- Versions: OpenGL ES has several major versions such as 1.0, 2.0, 3.0, 3.1, and 3.2.
- Focus: OpenGL ES is designed for efficient 2D and 3D graphics rendering on devices with limited hardware capabilities.
- Usage: Widely used in mobile app and game development that require efficient graphics rendering.
### REGLES (Rendernoscript Graphics Library Extensions)
REGLES is a newer graphics API introduced by Google to replace OpenGL ES on modern Android devices. Here are some key points about REGLES:
- Performance Improvement: REGLES is designed to offer better performance and higher efficiency compared to OpenGL ES.
- Better Integration: REGLES is designed for better integration with new features in Android, such as the Vulkan API.
- Compatibility: Although REGLES replaces OpenGL ES on newer Android devices, it remains compatible with applications that use OpenGL ES.
### Main Differences
1. Purpose and Design:
- OpenGL ES is designed as a subset of OpenGL focused on graphics rendering on devices with limited resources.
- REGLES is designed to offer higher performance and better efficiency, along with improved integration with new Android features.
2. Performance:
- OpenGL ES provides good performance for graphics rendering on mobile devices.
- REGLES is designed to offer higher performance and better efficiency compared to OpenGL ES.
3. Compatibility:
- OpenGL ES is still widely used and compatible with many applications and devices.
- REGLES replaces OpenGL ES on newer Android devices but remains compatible with applications using OpenGL ES.
In summary, REGLES can be considered an evolution of OpenGL ES designed to meet the needs of modern mobile devices with higher performance and better integration with the latest Android features.
REGLES and OpenGL ES are two graphics APIs used for rendering 2D and 3D graphics on mobile devices, but they have slightly different purposes and approaches.
### OpenGL ES (Open Graphics Library for Embedded Systems)
OpenGL ES is a subset of OpenGL designed specifically for embedded devices such as smartphones, tablets, game consoles, and other devices with limited resources. Here are some key points about OpenGL ES:
- Versions: OpenGL ES has several major versions such as 1.0, 2.0, 3.0, 3.1, and 3.2.
- Focus: OpenGL ES is designed for efficient 2D and 3D graphics rendering on devices with limited hardware capabilities.
- Usage: Widely used in mobile app and game development that require efficient graphics rendering.
### REGLES (Rendernoscript Graphics Library Extensions)
REGLES is a newer graphics API introduced by Google to replace OpenGL ES on modern Android devices. Here are some key points about REGLES:
- Performance Improvement: REGLES is designed to offer better performance and higher efficiency compared to OpenGL ES.
- Better Integration: REGLES is designed for better integration with new features in Android, such as the Vulkan API.
- Compatibility: Although REGLES replaces OpenGL ES on newer Android devices, it remains compatible with applications that use OpenGL ES.
### Main Differences
1. Purpose and Design:
- OpenGL ES is designed as a subset of OpenGL focused on graphics rendering on devices with limited resources.
- REGLES is designed to offer higher performance and better efficiency, along with improved integration with new Android features.
2. Performance:
- OpenGL ES provides good performance for graphics rendering on mobile devices.
- REGLES is designed to offer higher performance and better efficiency compared to OpenGL ES.
3. Compatibility:
- OpenGL ES is still widely used and compatible with many applications and devices.
- REGLES replaces OpenGL ES on newer Android devices but remains compatible with applications using OpenGL ES.
In summary, REGLES can be considered an evolution of OpenGL ES designed to meet the needs of modern mobile devices with higher performance and better integration with the latest Android features.
app-debug.apk
13.5 MB
UI Test Debug :
Try it on your device, is the UI messed up like the previous Debug Version?
Try it on your device, is the UI messed up like the previous Debug Version?
ID:
Xkm Pre-Debug akan dikirim untuk member untuk melakukan pengujian, namun menunggu disaat fungsi Cpu dan Gpu di XKM sudah ada ya.
Ditunggu kehadirannya 🥰
EN :
Xkm Pre-Debug will be sent to members to do testing, but wait until the Cpu and Gpu functions in XKM are there.
Waiting for its presence 🥰
Xkm Pre-Debug akan dikirim untuk member untuk melakukan pengujian, namun menunggu disaat fungsi Cpu dan Gpu di XKM sudah ada ya.
Ditunggu kehadirannya 🥰
EN :
Xkm Pre-Debug will be sent to members to do testing, but wait until the Cpu and Gpu functions in XKM are there.
Waiting for its presence 🥰
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ID :
Tonton Video ini dan simak dengan seksama karena ini bukan bug disaat XKM Rilis!
Untuk Masalah Watt mungkin nanti akan ada beberapa user yang bingung mengapa 4000mA bukan 35Watt? padahal di FKM 35 Watt?
Sebab,XKM menghitung secara akurat dari Miliampere dengan Voltase yang sudah pasti sebelum mengimplementasikan ke kode agar berfungsi,gw menghitung dengan rumus matematika arus daya sederhana seperti berikut :
Jika kalian sebut 4000mA = 35 Watt, Maka rumusnya seperti ini :
Nah di Perangkat saya yaitu Poco F5 hanya rata-rata 4 Volt saja yang jika dihitung saat 4100mA yang akan dikonversi ke Ampere adalah :
Kira-Kira Seperti itu 🤣,pusing memang tapi logika dan rumus dipakai disini 🤣
Disini gw membandingkan dengan aplikasi Ampere Meter apakah Voltase sesuai atau tidak
Tonton Video ini dan simak dengan seksama karena ini bukan bug disaat XKM Rilis!
Untuk Masalah Watt mungkin nanti akan ada beberapa user yang bingung mengapa 4000mA bukan 35Watt? padahal di FKM 35 Watt?
Sebab,XKM menghitung secara akurat dari Miliampere dengan Voltase yang sudah pasti sebelum mengimplementasikan ke kode agar berfungsi,gw menghitung dengan rumus matematika arus daya sederhana seperti berikut :
Power = Ampere x Voltage = Watt
Jika kalian sebut 4000mA = 35 Watt, Maka rumusnya seperti ini :
Power = 4 A × 8.75 V = 35 Watt
Nah di Perangkat saya yaitu Poco F5 hanya rata-rata 4 Volt saja yang jika dihitung saat 4100mA yang akan dikonversi ke Ampere adalah :
Power = 4,1 A × 4,08 V = 16,8 Watt
Kira-Kira Seperti itu 🤣,pusing memang tapi logika dan rumus dipakai disini 🤣
Disini gw membandingkan dengan aplikasi Ampere Meter apakah Voltase sesuai atau tidak
🤯2
ID :
Siapapun katakan kepada saya, Thermal Profile yang sering kalian gunakan itu apa? Kalo saya pribadi Dynamic dan In-calls
EN :
Anyone tell me, what Thermal Profile do you often use? Personally, I use Dynamic and In-calls
Siapapun katakan kepada saya, Thermal Profile yang sering kalian gunakan itu apa? Kalo saya pribadi Dynamic dan In-calls
EN :
Anyone tell me, what Thermal Profile do you often use? Personally, I use Dynamic and In-calls
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Yep,Its Fixed.
Jangan pedulikan tentang ui saat milih clockspeed 🥱
Jangan pedulikan tentang ui saat milih clockspeed 🥱