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  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

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  • Help with collision detection method [on hold]

    - by derek jones
    I was wondering if any of you could spare me some time to go over some collision detection on my platform engine. i tried XNA a few years back but for reasons i wont go into online could not continue, my health is now at a state where i am ready to try again but due to my current circumstances (and age) schooling is out of the question so i turn to you guys for help. Whilst i can adapt the MS sample ok and have some great features, you will agree modifying code is not really learning. So i have spent the last couple of week going over my old MS code and lots of stuff online and decided on what i want and have ported most of it over to code that i understand 90% of. I have my player class that moves about, jumps with gravity, has animations and a bounding box that follows it around. I have my map & basic level class to load levels from text files. Its just how i handle the collisions that i am struggling with as i will want per pixel collision on some tiles(i have code for this in a pong game i made so that should be ok). I'm pretty clear in my mind on what i need to do its just putting it in code and in the right place, here's what i was thinking. I was going to do it all in layers, have a tile layer, a collision layer & an item layer this way i could make a nice map editor in Win Forms at some point. Anyway i need to read in the collision layer the assign each tile a rectangle and collision property, and this is where i get me. Would any of you be able to spare some time and go over this with me ? I will post some code later Regards Del

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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • How do I center a GridView in its LinearLayout parent ?

    - by Jacques René Mesrine
    GridView is not behaving like it is supposed to. This screenshot shows that the GridView (in landscape mode) is flushed left. I want it centered. This is the XML layout for the GridView. <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/templatelandscape" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content"> <GridView android:id="@+id/commandsbarlandscape" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_weight="1.0" android:layout_alignParentTop="true" android:layout_centerInParent="true" android:padding="0dp" android:verticalSpacing="2dp" android:horizontalSpacing="2dp" android:numColumns="auto_fit" android:columnWidth="52dp" android:stretchMode="spacingWidth" android:gravity="fill_horizontal" / What am I doing wrong ?

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  • android: CheckedTextView cannot be checked?

    - by Yang
    Initially I wanted a checkmark where the text is placed on the left of the checkmark. After searching on this site I found out the best workaround is android:CheckedTextView? However, I found out that the checkmark cannot be changed manually by users. Is it by design? <CheckedTextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/autoupdatecheckboxview" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_vertical" android:checkMark="?android:attr/listChoiceIndicatorMultiple" android:paddingLeft="6dip" android:paddingRight="6dip" android:text="Pop up a message when new data available" android:typeface="sans" android:textSize="16dip"/>

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  • Android TableRow RelativeLayout Issue

    - by phogel
    I have the following <TableRow xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/admin_row" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_horizontal"> <RelativeLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="horizontal" android:background="@color/silver"> I dynamically populate the table but with the relative layout colored silver it only spans about 3/4 of the table row. If I put a LinearLayout with horizontal orientation it spans completely but if I change it to vertical the same problem occurs. I need a relative layout in the table row because I need to something like this: Value Detail MoreDetail. Any ideas on getting the relative layout to span the table row?

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  • Button layed out using layout_toLeftOf in a RelativeLayout does not show up

    - by rodion
    Hello all, I am trying to layout a Button to the left of a TextView that is centered on the screen. My layout looks like this: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center"> <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="foo" android:id="@+id/center" /> <Button android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Left button" android:layout_toLeftOf="@id/center" /> </RelativeLayout> Unfortunately, the button just does not appear. I get the following result: As you see, the button doesn't show up. It works if I use layout_toRightOf, then the button appears to the right of the TextView, just as expected. Any ideas what I am doing wrong here?

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  • iphone compass tilt compensation

    - by m01d
    hi, has anybody already programmed a iphone compass heading tilt compensation? i have got some approaches, but some help or a better solution would be cool! FIRST i define a vector Ev, calculated out of the cross product of Gv and Hv. Gv is a gravity vector i build out of the accelerometer values and Hv is an heading vector built out the magnetometer values. Ev stands perpendicular on Gv and Hv, so it is heading to horizonatl East. SECOND i define a vector Rv, calculated out of the cross product Bv and Gv. Bv is my looking vector and it is defined as [0,0,-1]. Rv is perpendicular to Gv and Bv and shows always to the right. THIRD the angle between these two vectors, Ev and Rv, should be my corrected heading. to calculate the angle i build the dot product and thereof the arcos. phi = arcos ( Ev * Rv / |Ev| * |Rv| ) Theoretically it should work, but maybe i have to normalize the vectors?! Has anybody got a solution for this? Thanks, m01d

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  • android: which view should I use for showing text and image?

    - by Yang
    My app shows a list of items, where each line is an item title with its image asides, the line reserves 70% of space for text and 30% for image. Imagine what iphone app store looks like. Which view/layout combo is recommended for this purpose? I googled and find this article: http://www.curious-creature.org/2009/02/22/android-layout-tricks-1/ Does this view sound good? <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="?android:attr/listPreferredItemHeight" android:padding="6dip"> <ImageView android:id="@+id/icon" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_alignParentTop="true" android:layout_alignParentBottom="true" android:layout_marginRight="6dip" android:src="@drawable/icon" /> <TextView android:id="@+id/secondLine" android:layout_width="fill_parent" android:layout_height="26dip" android:layout_toRightOf="@id/icon" android:layout_alignParentBottom="true" android:layout_alignParentRight="true" android:singleLine="true" android:ellipsize="marquee" android:text="Simple application that shows how to use RelativeLayout" /> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_toRightOf="@id/icon" android:layout_alignParentRight="true" android:layout_alignParentTop="true" android:layout_above="@id/secondLine" android:layout_alignWithParentIfMissing="true" android:gravity="center_vertical" android:text="My Application" />

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  • Regarding BMA-150 Acceleration sensor

    - by vinaykumar
    Hi all, At present i am working on hal part of sensors in android sdk, we are using 3- Axis BMA-150 Accelerometer sensor to get acceleration values with respect to X,y,Z Axis, I want to know whether this sensor will give o/p directly in SI units by using some calibration techniques or what ? , and i noticed that in sensor.c file they mentioned 720.0 LSG = 1G(9.8 m/s2), what is the relation between LSG and acceleration due to gravity? what is meant by LSG why they are multiplying the o/p of accelerometer x,y,z valuse with 9.8/720.0f . please help on this part . Thanks Vinay

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  • Why is android:FLAG_BLUR_BEHIND creating a gradient background in my new activity instead of bluring

    - by nderraugh
    Hi, I've got two activities. One is supposed to be a blur in front of the other. The background activity has several ImageViews which are set up as thin gradients extending across most of the screen and 10dip high. When I start the second activity it sets the background as a gradient occupying the entire window space, that is it appears to be fill_parent'd for both height and width. If I comment out the ImageViews then it blurs and looks as expected. Any thoughts? Here's the code doing the blur. import android.app.Activity; import android.os.Bundle; import android.view.View; import android.view.WindowManager; import android.view.View.OnClickListener; public class TransluscentBlurSummaryB extends Activity { @Override protected void onCreate(Bundle icicle) { super.onCreate(icicle); getWindow().setFlags(WindowManager.LayoutParams.FLAG_BLUR_BEHIND, WindowManager.LayoutParams.FLAG_BLUR_BEHIND); getWindow().getAttributes().dimAmount = 0.5f; getWindow().setFlags(WindowManager.LayoutParams.FLAG_DIM_BEHIND, WindowManager.LayoutParams.FLAG_DIM_BEHIND); setContentView(R.layout.sheetbdetails); OnClickListener clickListener = new OnClickListener() { public void onClick(View v) { TransluscentBlurSummaryB.this.finish(); } }; findViewById(R.id.sheetbdetailstable).setOnClickListener(clickListener); } } And here's the layout with the ImageView gradients. <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:id="@+id/summarysparent" > <!-- view1 goes on top --> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/view2" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_alignParentBottom="true"> <Button android:layout_height="wrap_content" android:id="@+id/ButtonBack" android:layout_width="wrap_content" android:text="Back" android:width="100dp"></Button> <Button android:layout_height="wrap_content" android:id="@+id/ButtonNext" android:layout_width="wrap_content" android:layout_alignParentRight="true" android:text="Start Over" android:width="100dp"></Button> </RelativeLayout> <TextView android:id="@+id/view1" android:layout_height="wrap_content" android:layout_alignParentTop="true" android:layout_width="wrap_content" android:layout_centerHorizontal="true" android:textSize="10pt" android:text="Summary"/> <ScrollView xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/summaryscrollview" android:layout_below="@+id/view1" android:layout_above="@+id/view2"> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/summarydetails" > <!-- view2 goes on the bottom --> <TextView android:id="@+id/textview2" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/view1" android:layout_centerHorizontal="true" android:text="Recommended Child Support Order" android:layout_marginTop="10dip" /> <ImageView android:id="@+id/horizontalLine1" android:layout_width="fill_parent" android:layout_marginLeft="5dip" android:layout_marginRight="5dip" android:layout_height="10dip" android:src="@drawable/black_white_gradient" android:layout_below="@+id/textview2" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview3" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/horizontalLine1" android:layout_centerHorizontal="true" android:text="You" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview10" android:layout_height="wrap_content" android:layout_width="150dp" android:layout_below="@+id/textview3" android:layout_centerHorizontal="true" android:layout_marginTop="10dip" android:gravity="center_horizontal" /> <ImageView android:id="@+id/horizontalLine2" android:layout_width="fill_parent" android:layout_marginLeft="5dip" android:layout_marginRight="5dip" android:layout_height="10dip" android:src="@drawable/black_white_gradient" android:layout_below="@+id/textview10" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview4" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/horizontalLine2" android:layout_centerHorizontal="true" android:text="Other Parent" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview11" android:layout_height="wrap_content" android:layout_width="150dp" android:layout_below="@+id/textview4" android:layout_centerHorizontal="true" android:layout_marginTop="10dip" android:text="$536.18" android:gravity="center_horizontal" /> <ImageView android:id="@+id/horizontalLine3" android:layout_width="fill_parent" android:layout_marginLeft="5dip" android:layout_marginRight="5dip" android:layout_height="10dip" android:src="@drawable/black_white_gradient" android:layout_below="@+id/textview11" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview5" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/horizontalLine3" android:layout_centerHorizontal="true" android:text="Calculation Details" android:layout_marginTop="15dip" /> <ImageView android:id="@+id/infoButton" android:src="@drawable/ic_menu_info_details" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/horizontalLine3" android:layout_toRightOf="@+id/textview5" android:clickable="true" /> <ImageView android:id="@+id/horizontalLine4" android:layout_width="fill_parent" android:layout_marginLeft="5dip" android:layout_marginRight="5dip" android:layout_height="10dip" android:src="@drawable/black_white_gradient" android:layout_below="@+id/textview5" android:layout_marginTop="18dip" /> </RelativeLayout> </ScrollView> </RelativeLayout> The gradient drawable is this. <?xml version="1.0" encoding="utf-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle"> <gradient android:startColor="#FFFFFF" android:centerColor="#000000" android:endColor="#FFFFFF" android:angle="270"/> <padding android:left="7dp" android:top="7dp" android:right="7dp" android:bottom="7dp" /> <corners android:radius="8dp" /> </shape> And here's the layout from the activity doing the blurring on top. <?xml version="1.0" encoding="utf-8"?> <ScrollView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/sheetbdetails" android:layout_width="fill_parent" android:layout_height="fill_parent" android:clickable="true" > <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:scrollbars="vertical" android:shrinkColumns="0" android:id="@+id/sheetbdetailstable" > <TableRow> <TextView android:padding="3dip" /> <TextView android:text="You" android:padding="3dip" /> <TextView android:text="@string/otherparent" android:padding="3dip" /> <TextView android:text="Combined" android:padding="3dip" /> </TableRow> </TableLayout> </ScrollView> The transparent windows are themed from styles.xml in the apidemos using @style/Theme.Transparent.

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  • PopupWindow with GridView - Trouble with inflating view

    - by k_day
    I am having an issue while trying to use a GridView in a PopupWindow. On my Activity's onCreate method, I am inflating a gridview from xml as follows: LayoutInflater inflater = (LayoutInflater)this.getSystemService (Context.LAYOUT_INFLATER_SERVICE); final GridView popupview = (GridView) inflater.inflate (R.layout.gridviewpopup, null, false); popupview.setAdapter(new ImageAdapter(this)); would like this GridView to popup on a button click. Also inside of my activity's onCreate, I have: final Button addButton = (Button) findViewById(R.id.add); addButton.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { PopupWindow mwindow = new PopupWindow(popupview, 100, 100); mwindow.showAtLocation(findViewById(R.id.main), Gravity.CENTER, 100, 100); mwindow.setFocusable(true); } }); On button click, I am throwing a ClassCastException from GridView.onMeasure(int, int). Can anyone please explain to me what I am doing wrong?

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  • 2D collision detection and stuff with OpenGL

    - by shinjuo
    I am working on a simple 2D openGL project. It contains a main actor you can control with the keyboard arrows. I got that to work okay. What I am wanting is something that can help explain how to make another actor object follow the main actor. Maybe a tutorial on openGL. The three main things I need to learn are the actor following, collision detection, and some kind of way to create gravity. Any good books or tutorials to help get me in the right direction would be great.

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  • Dragging a Sprite (Cocos2D) while Chipmunk is simulating

    - by itai alter
    Hello all! I have a simple project built with Cocos2D and Chipmunk. So far it's just a Ball (body, shape & sprite) bouncing on the Ground (a static line segment at the bottom of the screen). I implemented the ccTouchesBegan/Moved/Ended methods to drag the ball around. I've tried both: cpBodySlew(ballBody, touchPoint, 1.0/60.0f); and ballBody->p = cgPointMake(touchPoint.x,touchPoint.y); and while the Ball does follow my dragging, it's still being affected by gravity and it tries to go down (which causes velocity problems and others). Does anyone know of the preferred way to Drag an active Body while the physics simulation is going on? Do I need somehow to stop the simulation and turn it back on afterwards? Thanks!

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  • marquee text view in android

    - by raqz
    i tried various combinations as answered here in SO...but i am still not able to get the text to marquee... combination 1 <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TextView android:id="@+id/organizationText" android:layout_height="38px" android:gravity="center_horizontal" android:textColor="#0099CC" android:layout_gravity="center" android:textSize="08pt" android:layout_width="wrap_content" android:maxLines="1" android:ellipsize="marquee" android:fadingEdge="horizontal" android:marqueeRepeatLimit="marquee_forever" android:scrollHorizontally="true" android:focusable="true" android:focusableInTouchMode="true" /> </RelativeLayout> orgText.setSelected(true); orgText.setEllipsize(TruncateAt.MARQUEE); orgText.setText(organization); I tried without using setSelected but it still doesnt work. any help would be appreciated... also, this entire view is a part of Linear layout.

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  • Gallery items become off-center when switching into landscape orientation.

    - by Sandile
    Hey Guys, Thanks for your time. I'm writing an application for android 2.2 and I'm using a gallery to circulate through a list of images that the user can then click to navigate other portions of the application. In portrait orientation, everything is kosher: the images are displaying correctly (completely in the center of the screen as I intended); however, in landscape orientation, all the images in the gallery are strangely displaced a fixed distance to the left of the center of the screen. I've been researching this issue for hours now and haven't found a solution. I'm hoping that some android guru can aid me in the resolution of this bizarre rendering issue. MainMenuActivity.java relevant code snippet (the activity in which the gallery resides) Gallery optionList = (Gallery)findViewById(R.id.mainMenuOptionList); GalleryItem[] optionListItemIdArray = new GalleryItem[] { new GalleryItem(R.drawable.icon_main_menu_option_list_blackboard, "Start Next Lesson", "Start the next planned vocab lesson."), new GalleryItem(R.drawable.icon_main_menu_option_list_index_cards, "Review Words", "Manually look over old words."), new GalleryItem(R.drawable.icon_main_menu_option_list_dice, "Play Vocab Games", "Play games to reinforce knowledge."), new GalleryItem(R.drawable.icon_main_menu_option_list_calendar, "View Lesson Plan", "View the schedule for coming lessons."), new GalleryItem(R.drawable.icon_main_menu_option_list_pie_chart, "View Performance Report", "Evaluate your overall performance statistics."), new GalleryItem(R.drawable.icon_main_menu_option_list_settings, "Manage Settings", "Change and modify application settings.") }; optionList.setAdapter(new GalleryImageAdapter(this, optionListItemIdArray)); NOTE: A GalleryItem is a POJO with an image resource id, title and description. GalleryImageAdapter.java: public class GalleryImageAdapter extends BaseAdapter { private Context context; private GalleryItem[] galleryItemArray; public GalleryImageAdapter(Context context, GalleryItem[] galleryItemArray) { this.context = context; this.galleryItemArray = galleryItemArray; } @Override public int getCount() { return galleryItemArray.length; } @Override public Object getItem(int position) { return position; } @Override public long getItemId(int position) { return position; } @Override public View getView(int position, View convertView, ViewGroup parent) { ImageView imageView = new ImageView(context); imageView.setImageResource(galleryItemArray[position].getImageId()); imageView.setScaleType(ImageView.ScaleType.FIT_START); imageView.setLayoutParams(new Gallery.LayoutParams(Gallery.LayoutParams.WRAP_CONTENT, Gallery.LayoutParams.WRAP_CONTENT)); return imageView; } } Portrait version of main_menu.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuLinearLayout" android:background="#3067a8" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:id="@+id/mainMenuHeadingTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingLeft="10dip" android:textColor="#ffffff" android:textSize="50sp" android:text="@string/main_menu_heading" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <TextView android:id="@+id/mainMenuSubHeadingTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingLeft="15dip" android:textColor="#ffffff" android:textSize="15sp" android:text="@string/main_menu_sub_heading" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <Gallery xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuOptionList" android:layout_width="fill_parent" android:layout_height="wrap_content" android:paddingTop="20dip" android:paddingBottom="10dip" android:spacing="40dip" /> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuOptionListDetailLinearLayout" android:gravity="center_vertical|center_horizontal" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:id="@+id/mainMenuOptionListLabelTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="#ffffff" android:textSize="25sp" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <TextView android:id="@+id/mainMenuOptionListDescriptionTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="#ffffff" android:textSize="15sp" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> </LinearLayout> </LinearLayout> Landscape version of main_menu.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuLinearLayout" android:background="#3067a8" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:id="@+id/mainMenuHeadingTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingLeft="10dip" android:textColor="#ffffff" android:textSize="50sp" android:text="@string/main_menu_heading" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <TextView android:id="@+id/mainMenuSubHeadingTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingLeft="15dip" android:textColor="#ffffff" android:textSize="15sp" android:text="@string/main_menu_sub_heading" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <Gallery xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuOptionList" android:layout_width="fill_parent" android:layout_height="128dip" android:paddingLeft="0dip" android:paddingTop="5dip" android:spacing="10dip" /> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainMenuOptionListDetailLinearLayout" android:gravity="center_vertical|center_horizontal" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:id="@+id/mainMenuOptionListLabelTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="#ffffff" android:textSize="25sp" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> <TextView android:id="@+id/mainMenuOptionListDescriptionTextView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="#ffffff" android:textSize="15sp" android:shadowColor="#555555" android:shadowDx="0" android:shadowDy="0" android:shadowRadius="2" /> </LinearLayout> </LinearLayout> Thank you for your time!

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  • List View Below Image

    - by sairam333
    Hi I want a list view and below of that list view i want one image.when i use the below code the list view and image view are appeared only in Portrait mode but not landscape mode,Can any one gie me the suggestions for displaying that list view and image view in Landscape also.My xml code is ` <!-- <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" android:gravity="bottom" android:paddingBottom="100sp" > --> <com.fitzengineering.teslaworldnet.presentationlayer.TransparentPanel android:id="@+id/transparent_panel" android:layout_width="fill_parent" android:paddingTop="5sp" android:paddingLeft="5sp" android:paddingRight="5sp" android:layout_height="wrap_content" android:paddingBottom="5sp"> -- ` Thanks in adnance

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  • Whats wrong with this simple Layout?

    - by Sebi
    Im trying to define a LinearLayout which contains another LinearLayout which should always be desplayed in the horizontal and vertical center. An ImageView should be placed always vertically centered on the right side of the parent Layout: A B I defined it the following: <LinearLayout android:id="@+id/footer" android:orientation="horizontal" android:layout_height="50px" android:paddingTop="5px" android:layout_width="wrap_content" android:background="@drawable/footer_border" android:paddingRight="5px" android:paddingLeft="5px" android:layout_gravity="center_horizontal" <ImageView android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="right" android:id="@+id/loading"> </ImageView> </LinearLayout> But unfornatuley its not working... The LinearLayout (A) and the ImageView (B) is on the left side.... But i set gravity to center and right?? Why?

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  • android: customized text selector

    - by Yang
    I wanted to design a customized text selector that changed the text color when user clicks the TextView. But got the following error: java.lang.RuntimeException: Unable to start activity ComponentInfo{}: android.view.InflateException: Binary XML file line #55: Error inflating class here is what I have: res/text_selector.xml <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_enabled="false" android:state_focused="true" android:drawable="@color/black" /> <item android:state_pressed="true" android:drawable="@color/blue" /> <item android:state_focused="true" android:drawable="@color/black" /> </selector> layout/textview.xml <TextView android:id = "@+id/last_page_button" android:text="@string/last_page_button_string" android:gravity="center_horizontal" android:layout_width="wrap_content" android:layout_height="wrap_content" android:background="#ffffff" android:textColor = "@drawable/text_selector" android:layout_weight="1" /> values/color.xml <resources> <color name="white">#ffffffff</color> <color name="black">#ff000000</color> <color name="blue">#ffccddff</color>

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  • Making my XNA sprite jump properly

    - by Matthew Morgan
    I have been having great trouble getting my sprite to jump. So far I have a section of code which with a single tap of "W" will send the sprite in a constant velocity upwards. I need to be able to make my sprite come back down to the ground a certain time or height after begining the jump. There is also a constant pull of velocity 2 on the sprite to simulate some kind of gravity. // Walking = true when there is collision detected between the sprite and ground if (Walking == true) if (keystate.IsKeyDown(Keys.W)) { Jumping = true; } if (Jumping == true) { spritePosition.Y -= 10; } Any ideas and help would be appreciated but I'd prefer a modified version of my code posted if at all possible.

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  • text view not wrapping

    - by leenolasco
    I just tried a sample of retrieving and passing it to a textview. I am having some trouble wrapping my textview. The bottom part is not completely shown. What do i need to add to the xml file for it to completely show the bottom part of the data? <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:gravity="left" android:orientation="vertical" android:padding="5dp" > <ScrollView android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_alignParentLeft="true" > <TextView android:id="@+id/tvFA" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_alignParentTop="true" android:layout_marginLeft="36dp" android:layout_marginTop="36dp" android:text="TextView" android:maxLines = "1000" android:scrollbars = "vertical" android:textSize="20sp" /> </ScrollView> </RelativeLayout>

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  • Android: Content goes off screen

    - by James
    He is an example of my TextView, which goes off the right side of the screen. I tried setting paddings and stuff, but nothing seemed to work. Any ideas? Here is my hierarchy, ScrollView,TableLayout <TableRow> <TextView android:layout_column="1" android:id="@+id/text_price" android:layout_width="fill_parent" android:layout_height="wrap_content" android:inputType="textCapCharacters" android:padding="2dip" android:text="@string/game_price" /> <EditText android:id="@+id/gameprice" android:inputType="textCapCharacters" android:gravity="right" android:minWidth="120dip" /> </TableRow>

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  • How I do I make controls/elements move with inertia?

    - by Kris Erickson
    Modern UI's are starting to give their UI elments nice inertia when moving. Tabs slide in, page transitions, even some listboxes and scroll elments have nice inertia to them (the iphone for example). What is the best algorythm for this? It is more than just gravity as they speed up, and then slow down as they fall into place. I have tried various formulae's for speeding up to a maximum (terminal) velocity and then slowing down but nothing I have tried "feels" right. It always feels a little bit off. Is there a standard for this, or is it just a matter of playing with various numbers until it looks/feels right?

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