[pull] master from apps4av:master#96
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update to tools ver 34
# Conflicts: # app/build.gradle
Permit reuse of datagram sockets
Partial fix to issue #365 This commit addresses two issues with tile rendering that cause the display to have black regions (missing tiles) where it shouldn't. In Preferences.java, it increases the tile budget by a factor of 2. Specifically, it divides by 0.5, my understanding of the smallest zoom size before we flip to the next zoom level. I used a float there as documentation because maybe someday that magic number changes? ==> But let me know if I should just ditch the goofy float math and int-multiply by 2. That fix wasn't enough, because I'd still see missing tiles because the budget gets clipped by getTilesNumber to the MEM_*_{X,Y} memory limits. The biggest memory limit was based on a whopping 192MB device. My tablet has 4GB and would like more tiles, please. I added a MEM_512 tier with 13×11 tiles. ==> I don't know how the MEM_512_OH value should be calculated. Suggestions invited. In the process of diagnosing these issues, I was getting terribly confused by the draw loop in Tile.java. I refactored it a little to extract some expressions that have intuitive meaning (tileXIndex, tileYIndex, centerTileX, centerTileY) and compute based on those. I think this change is just aesthetic. I tested this manually on an Android emulator by reproducing zoom levels that cause trouble on my tablet.
Fix missing tiles by accounting for zoomed-out tiles and extending memory budget on big RAM devices
Add HeartbeatMessage to BufferProcessor
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