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  • Errors when deleting SQlite row

    - by SagiLow
    When i call my func for deleting a row from my DB : public void deleteRow(int rowId) { getWritableDatabase().delete(DatabaseHelper.orderTable, "id="+rowId,null); i get a lot of error messages in the logcat : 06-02 16:32:14.356: E/WindowManager(2770): Activity com.Sagi.MyOrders.FindOrder has leaked window com.android.internal.policy.impl.PhoneWindow$DecorView@44f50540 that was originally added here 06-02 16:32:14.356: E/WindowManager(2770): android.view.WindowLeaked: Activity com.Sagi.MyOrders.FindOrder has leaked window com.android.internal.policy.impl.PhoneWindow$DecorView@44f50540 that was originally added here 06-02 16:32:14.356: E/WindowManager(2770): at android.view.ViewRoot.<init>(ViewRoot.java:247) 06-02 16:32:14.356: E/WindowManager(2770): at android.view.WindowManagerImpl.addView(WindowManagerImpl.java:148) 06-02 16:32:14.356: E/WindowManager(2770): at android.view.WindowManagerImpl.addView(WindowManagerImpl.java:91) 06-02 16:32:14.356: E/WindowManager(2770): at android.view.Window$LocalWindowManager.addView(Window.java:424) 06-02 16:32:14.356: E/WindowManager(2770): at android.app.Dialog.show(Dialog.java:241) 06-02 16:32:14.356: E/WindowManager(2770): at com.Sagi.MyOrders.FindOrder.alert_editlist(FindOrder.java:56) 06-02 16:32:14.356: E/WindowManager(2770): at com.Sagi.MyOrders.FindOrder.onItemLongClick(FindOrder.java:138) 06-02 16:32:14.356: E/WindowManager(2770): at android.widget.AbsListView.performLongPress(AbsListView.java:1753) 06-02 16:32:14.356: E/WindowManager(2770): at android.widget.AbsListView.access$600(AbsListView.java:72) 06-02 16:32:14.356: E/WindowManager(2770): at android.widget.AbsListView$CheckForLongPress.run(AbsListView.java:1711) 06-02 16:32:14.356: E/WindowManager(2770): at android.os.Handler.handleCallback(Handler.java:587) 06-02 16:32:14.356: E/WindowManager(2770): at android.os.Handler.dispatchMessage(Handler.java:92) 06-02 16:32:14.356: E/WindowManager(2770): at android.os.Looper.loop(Looper.java:123) 06-02 16:32:14.356: E/WindowManager(2770): at android.app.ActivityThread.main(ActivityThread.java:4627) 06-02 16:32:14.356: E/WindowManager(2770): at java.lang.reflect.Method.invokeNative(Native Method) 06-02 16:32:14.356: E/WindowManager(2770): at java.lang.reflect.Method.invoke(Method.java:521) 06-02 16:32:14.356: E/WindowManager(2770): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:868) 06-02 16:32:14.356: E/WindowManager(2770): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:626) 06-02 16:32:14.356: E/WindowManager(2770): at dalvik.system.NativeStart.main(Native Method) I looked for a cursor left open or a DB but there is nothing i could find. right after the function returns, there is : finish(); Thanks you !!!

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  • How to make the TextView invisible when there are items in listView?

    - by Raphael Thomas Liewl
    I like to display textView when there are no items in the listView whereas the textView will not display when there are items in the listView. My problem is even there are items in the listView, the textView still will be displayed in a short time and then load the items into listView. So, how to make the TextView invisible when there are items in listView? Here is the codes: public void onCreate(Bundle savedInstancesState){ super.onCreate(savedInstancesState); setContentView(R.layout.list_screen); user = getIntent().getExtras().getString("user"); Log.d("dg",user); getList(); lv = (ListView) findViewById(android.R.id.list); emptyText = (TextView)findViewById(android.R.id.empty); lv.setEmptyView(emptyText); } list_screen.xml <?xml version="1.0" encoding="UTF-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" > <ListView android:id="@+id/android:list" android:layout_width="fill_parent" android:layout_height="fill_parent"/> <TextView android:id="@+id/android:empty" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="@string/no_friend" android:gravity="center_vertical|center_horizontal"/> </LinearLayout>

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  • Le Windows SDK for Windows 7 et pour.NET 4 est annoncé pour la mi Juin

    Couplé à la sortie de la nouvelle monture de développement Visual Studio 2010 devait sortir une nouvelle version de Windows SDK. D'après le blog officiel, cette version 7.1, Windows SDK for Windows 7 and .NET 4 Frameworks, ne devrait finalement pas être disponible avant mi Juin. Pour tous les concernés en attente afin de compléter la migration vers VS2010, plus qu'un mois et demi à tenir Source : http://blogs.msdn.com/windowssdk/arc....aspx#10005513...

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  • La version officielle d'Eclipse 4 annoncée pour juillet prochain, Eclipse SDK 4.0 Release build 0.9

    Eclipse SDK 4.0 disponible pour les testeurs volontaires La version officielle d'Eclipse 4 annoncée pour juillet prochain Eclipse 4 (e4), la prochaine génération de la plateforme d'outils de développement open-source, est prévu pour juillet prochain. L'annonce vient d'en être faite au EclipseCon 2010 qui se déroule actuellement en Californie. Connu sous le nom de Eclipse SDK 4.0, , la plateforme fournit aux développeurs une série d'outils leur permettant de développer des applications riches ou des outils fonctionnant sur Eclipse (typiquement des plugins).Par ailleurs, Eclipse 4 devrait également fournir un ensemble de composants améliorant encore l'EDI Eclipse.

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  • Google Drive SDK: Publishing your website on Google Drive

    Google Drive SDK: Publishing your website on Google Drive In this session we'll show you a new feature of the Google Drive SDK: the ability to publish a website from a Google Drive folder. We'll show you a brief demo involving cute animals, but don't worry, no kittens will be harmed in the process! From: GoogleDevelopers Views: 0 3 ratings Time: 03:30:00 More in Science & Technology

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  • Windows Phone 8 SDK

    - by Nikita Polyakov
    Yesterday, the new Windows Phone 8 was announced! Find out more about the cool new OS and the new devices supporting it at www.WindowsPhone.com Today at BUILD conference in Redmond, WA – Microsoft has announced general availability of the Developer SDK for Windows Phone 8! Get the SDK and more info in the dev center: http://dev.WindowsPhone.com Also watch the Windows Phone Developer blog. Also this is the best time to join the Windows Phone Store for just for $8 for next 8 days.

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  • Google I/O 2012 - Introducing the Google Drive SDK

    Google I/O 2012 - Introducing the Google Drive SDK In this talk, we will introduce a number of major new features and platforms to the Google Drive SDK. We will discuss what we feel is a revolution in the way developers write collaborative applications. We will also announce a new API to make managing files in Google Drive even easier for developers, replacing some legacy APIs in the process. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 2447 16 ratings Time: 46:28 More in Science & Technology

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  • Introducing the Native Client SDK

    Introducing the Native Client SDK Henry Bridge, product manager for Native Client introduces the developer preview of Native Client's sdk. For more information go to code.google.com From: GoogleDevelopers Views: 5 0 ratings Time: 05:00 More in Science & Technology

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  • Google Drive SDK: Sharing files and managing permissions

    Google Drive SDK: Sharing files and managing permissions During this session we'll explain how to use the Google Drive SDK to manage permissions and sharing settings of files. We'll go through the various permission types, roles and values and show to easily embed the Google Drive sharing dialog in your app. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Using GraphicsServices.h/GSEvent as well as compiling CLI iPhone tools with XCode

    - by Peter Hajas
    I sent this to KennyTM (has all the private framework headers on GitHub) but I figured I'd ask here too just in case someone has some good ideas or any way to help me out. I'm trying to write a command line utility that sends GSEvents to operate the keyboard, touch/drag elements onscreen, and operate hardware buttons (volume, home, sleep, etc.) I grabbed the MouseSupport code and tried to look through it, but I couldn't find the easiest way to send GSEvents. I'm hoping someone here can help me. First, what's the simplest way to declare a GSEvent and send it? I looked at the iPhone development wiki, but the documentation was very vague. I understand that there's a purple event port (?) that I have to send these events to, but I don't understand how to do that. Could someone offer examples for, say, touching at a coordinate, typing a certain key, or pressing a hardware button? Also, do I have to write or do anything special if I want this utility to operate all applications as well as Springboard? I don't know if this is a special case because I want it at the OS level. Ideally, I would SSH into the phone, start the program, and it would send GSEvents that would be handled by whatever application was open. As far as compiling this code, is there any way to do so under XCode? I don't know what sort of project template I should use (if any) and this is throwing me off. I don't need "build and go" support, I'm more than happy to scp the program over to the phone. I understand that compiling the code is also feasible on the phone. I have all of the headers from the SDK on my phone along with iphone-gcc, but when compiling some test programs I still get errors about not finding mach headers and CoreFoundation. Is there an easier way to do this? Lastly, are there other guides or pieces of literature that anyone can point me towards for learning more about this? I'm excited to get into open iPhone development (I have experience with the official SDK, but I want to go deeper). Thanks for any and all help people can offer!

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  • iPhone PlayAndRecord silences all system audio??

    - by Eamon Ford
    Hi, In my iPhone app I am trying to record audio and play iPod music at the same time, so I set the audio session category to kAudioSessionCategory_PlayAndRecord. But when I set this, all system audio (including vibrate) doesn't work anymore, although the iPod audio still does work. Does anyone know if this is a bug in the SDK or something, or how to get around it? Please help! Thanks in advance!

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  • Where to find changes from iphone OS 3.0 to 3.1.3

    - by Joe
    I've developed an app using the 3.1.3 SDK and I want to set the deployment target to OS 3.0. The app uses iPod functionality which I can't test on the Simulator so my question is: Is there somewhere I can find a list of the changes from 3.0 to 3.1.3 so I can check if anything might be broken on an OS 3.0 device? I've looked on Apple's website obviously but can't find anything. How do people normally test on old software releases?

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  • iPad Custom Font

    - by asonico
    Hi, is there a way to load an own Font with the iPad SDK? I cannot find a useful example of what file-type the font has to be or how the LIB of the iPad is called. Can you provide further informations? Thank you

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  • Can anyone explain UriMatcher (Android SDK)?

    - by mobibob
    I have been tasked with designing my web services client code to use the utility class UriMatcher in the Android SDK. Unfortunately, the example in the Dev Guide does not relate to anything in my mind. I know I am missing some fundamental points to the functionality and possibly about Uri itself. If you can tie it to some web APIs that are accessible with HTTP POST request, that would be ideal.

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  • Androids Facebook SDK, single sign on question?

    - by Joakim Engstrom
    On Androids Facebook SDK there is a single login feature which I can't get to work. Done all the key hash thing but maybe there is something wrong with this method. What exactly should I pass on, or could somebody explain what this is supposed to do? @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { facebook.authorizeCallback(requestCode, resultCode, data); }

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  • force close when assign onclick to button

    - by Lynnooi
    hi, i am very new in android development as well as in java. i had developed an application that gets an image url from a site and wanted to download it into the device and later on i would like to enable users to set it as wallpapers. however, i am met a problem when assigning onclick event to a button. Once i uncomment the line in red, it will pop up a box stating that the application was stopped unexpectedly. Can someone please help me with this? private ImageView imView = null; public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.main); try { /* Create a URL we want to load some xml-data from. */ URL url = new URL(xmlURL); /* Get a SAXParser from the SAXPArserFactory. */ SAXParserFactory spf = SAXParserFactory.newInstance(); SAXParser sp = spf.newSAXParser(); /* Get the XMLReader of the SAXParser we created. */ XMLReader xr = sp.getXMLReader(); /* Create a new ContentHandler and apply it to the XML-Reader */ ExampleHandler myExampleHandler = new ExampleHandler(); xr.setContentHandler(myExampleHandler); /* Parse the xml-data from our URL. */ xr.parse(new InputSource(url.openStream())); /* Parsing has finished. */ /* Our ExampleHandler now provides the parsed data to us. */ ParsedExampleDataSet parsedExampleDataSet = myExampleHandler .getParsedData(); /* Set the result to be displayed in our GUI. */ if (myExampleHandler.filenames != null) { a = a + "\n" + myExampleHandler.filenames + ", by " + myExampleHandler.authors + "\nhits: " + myExampleHandler.hits + " downloads"; this.ed = myExampleHandler.thumbs; this.imageURL = myExampleHandler.mediafiles; } } catch (Exception e) { a = e.getMessage(); } // get thumbnail Context context = this.getBaseContext(); if (ed.length() != 0) { Drawable image = ImageOperations(context, this.ed, "image.jpg"); ImageView imgView = new ImageView(context); imgView = (ImageView) findViewById(R.id.image1); imgView.setImageDrawable(image); } TextView tv = (TextView) findViewById(R.id.txt_name); tv.setText(a); Button bt3 = (Button) findViewById(R.id.get_imagebt); //bt3.setOnClickListener(getImageBtnOnClick); } OnClickListener getImageBtnOnClick = new OnClickListener() { public void onClick(View view) { downloadFile(imageURL); } }; void downloadFile(String fileUrl) { URL myFileUrl = null; try { myFileUrl = new URL(fileUrl); } catch (MalformedURLException e) { // TODO Auto-generated catch block e.printStackTrace(); } try { HttpURLConnection conn = (HttpURLConnection) myFileUrl .openConnection(); conn.setDoInput(true); conn.connect(); int length = conn.getContentLength(); InputStream is = conn.getInputStream(); bmImg = BitmapFactory.decodeStream(is); // this.imView.setImageBitmap(bmImg); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } private Drawable ImageOperations(Context ctx, String url, String saveFilename) { try { InputStream is = (InputStream) this.fetch(url); Drawable d = Drawable.createFromStream(is, "src"); return d; } catch (MalformedURLException e) { e.printStackTrace(); return null; } catch (IOException e) { e.printStackTrace(); return null; } } public Object fetch(String address) throws MalformedURLException, IOException { URL url = new URL(address); Object content = url.getContent(); return content; } Main.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:id="@+id/viewgroup"> <ImageView android:id="@+id/image1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" /> <ImageView android:id="@+id/image2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" /> <TextView android:id="@+id/txt_name" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center_horizontal" /> <Button id="@+id/get_imagebt" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="xxx Get an image" android:layout_gravity="center" /> <ImageView id="@+id/imview" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" /> </LinearLayout>

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  • Tracking finger move in order to rotate a triangle : tracking is not perfect

    - by Laurent BERNABE
    I've written a custom view, with the OpenGL_1 technology, in order to let user rotate a red triangle just by dragging it along x axis. (Will give a rotation around Y axis). It works, but there is a bit of latency when dragging from one direction to the other (without releasing the mouse/finger). So it seems that my code is not yet "goal perfect". (I am convinced that no code is perfect in itself). I thought of using a quaternion, but maybe it won't be so usefull : must I really use a Quaternion (or a kind of Matrix) ? I've designed application for Android 4.0.3, but it could fit into Android api 3 (Android 1.5) as well (at least, I think it could). So here is my main layout : activity_main.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <com.laurent_bernabe.android.triangletournant3d.MyOpenGLView android:layout_width="match_parent" android:layout_height="match_parent" /> </LinearLayout> Here is my main activity : MainActivity.java package com.laurent_bernabe.android.triangletournant3d; import android.app.Activity; import android.os.Bundle; import android.support.v4.app.NavUtils; import android.view.Menu; import android.view.MenuItem; public class MainActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_main, menu); return true; } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case android.R.id.home: NavUtils.navigateUpFromSameTask(this); return true; } return super.onOptionsItemSelected(item); } } And finally, my OpenGL view MyOpenGLView.java package com.laurent_bernabe.android.triangletournant3d; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Point; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLU; import android.util.AttributeSet; import android.view.MotionEvent; public class MyOpenGLView extends GLSurfaceView implements Renderer { public MyOpenGLView(Context context, AttributeSet attrs) { super(context, attrs); setRenderer(this); } public MyOpenGLView(Context context) { this(context, null); } @Override public boolean onTouchEvent(MotionEvent event) { int actionMasked = event.getActionMasked(); switch(actionMasked){ case MotionEvent.ACTION_DOWN: savedClickLocation = new Point((int) event.getX(), (int) event.getY()); break; case MotionEvent.ACTION_UP: savedClickLocation = null; break; case MotionEvent.ACTION_MOVE: Point newClickLocation = new Point((int) event.getX(), (int) event.getY()); int dx = newClickLocation.x - savedClickLocation.x; angle += Math.toRadians(dx); break; } return true; } @Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0f, 0f, 5f, 0f, 0f, 0f, 0f, 1f, 0f ); gl.glRotatef(angle, 0f, 1f, 0f); gl.glColor4f(1f, 0f, 0f, 0f); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, triangleCoordsBuff); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl, 60f, (float) width / height, 0.1f, 10f); gl.glMatrixMode(GL10.GL_MODELVIEW); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_DEPTH_TEST); gl.glClearDepthf(1.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); buildTriangleCoordsBuffer(); } private void buildTriangleCoordsBuffer() { ByteBuffer buffer = ByteBuffer.allocateDirect(4*triangleCoords.length); buffer.order(ByteOrder.nativeOrder()); triangleCoordsBuff = buffer.asFloatBuffer(); triangleCoordsBuff.put(triangleCoords); triangleCoordsBuff.rewind(); } private float [] triangleCoords = {-1f, -1f, +1f, -1f, +1f, +1f}; private FloatBuffer triangleCoordsBuff; private float angle = 0f; private Point savedClickLocation; } I don't think I really have to give you my manifest file. But I can if you think it is necessary. I've just tested on Emulator, not on real device. So, how can improve the reactivity ? Thanks in advance.

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  • As a C# developer, would you learn Java to develop for Android or use MonoDroid instead?

    - by Dan Tao
    I'd consider myself pretty well versed in C#. It's my language of choice at the moment, and it's where basically all my professional experience lies. Still, I'm puzzled by the existence of the MonoDroid project. My understanding has always been that C# and Java are very close. Like, if you know one, you can learn the other really quickly. So, as I've considered developing my first Android app, I just assumed I would familiarize myself with Java enough to get started and then just sort of learn as I go. Wouldn't this make more sense than using MonoDroid, which is likely to be less feature-rich than the Java Android SDK, and requires learning its own API (albeit a .NET API) anyway? I just feel like it would be better to learn a new language (and an extremely popular one at that) and get some experience in it—when it's so close to what you already know anyway—rather than stick with a technology you're experienced with, without gaining any more valuable skills. Maybe I'm grossly misrepresenting the average potential MonoDroid user. Maybe it's more for people who are experienced in Java and .NET and just prefer .NET. Or maybe (in fact it's likely) there are other factors I just haven't considered. I'm just wondering, why would you use MonoDroid instead of just developing for Android using Java?

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  • Acceptable sound quality: stereo needed for an Android game?

    - by Thomas Calc
    I have various simple short sound effects (damage sound, dying sound, thunderbolt, fanfare, breaking) for a game that is developed for Android currently. I use OGG files: 96kbps VBR, 44.1KHz, 2 channels (that means stereo, right?). I read the other stackexchange topics about "acceptable sound quality", but they're too general, address too many things. My experience is that even with 80kbps, my effects sound OK. But I tested it on a limited number of Android devices (including a Sony Ericsson Xperia Neo and a HTC Desire HD). My questions: For mobile phones and tablets, generally, what parameters are recommended? Won't my 80kbps sounds be bad on a newer device (such as a modern tablet)? I don't hear any difference between stereo and mono (2 channels vs. 1 channel, right?), is there any noticeable difference at all for mobile phones / tablets? (in terms of the player experience) May it worth it at all? I assume that stereo sounds take much more in memory (when they're decoded to PCM), despite of the fact that the compressed OGG size is practically the same. Reacting to Roy T.'s great comment: Actually, I couldn't measure the PCM size (Android decodes OGG internally), but I thought that stereo will take more space than mono when uncompressed After throwing out one of the WAV channels in Audacity, and re-exporting it: The new WAV file size is half than before The OGG file size is practically the same as before The sound effects and game music was recorded by my friend who is an experienced hobby musician/composer, but he knows little about computers & software so he just gave me some high-quality WAV files generated via his hardware.These were stereo, but if I check them in Audacity, both channels appear to be exactly the same.Can I consider them the same (= moving to mono), or might there be some unnoticeable differences to the human eye?

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  • How can I get the correct DisplayMetrics from an AppWidget in Android?

    - by Gary
    I need to determine the screen density at runtime in an Android AppWidget. I've set up an HDPI emulator device (avd). If set up a regular executable project, and insert this code into the onCreate method: DisplayMetrics dm = getResources().getDisplayMetrics(); Log.d("MyTag", "screen density " + dm.densityDpi); This outputs "screen density 240" as expected. However, if I set up an AppWidget project, and insert this code into the onUpdate method: DisplayMetrics dm = context.getResources().getDisplayMetrics(); Log.d("MyTag", "screen density " + dm.densityDpi); This outputs "screen density 160". I noticed, hooking up the debugger, that the mDefaultDisplay member of the Resources object here is null in the AppWidget case. Similarly, if I get a resource at runtime using the Resources object obtained from context.getResources() in the AppWidget, it returns the wrong resource based on screen density. For instance, I have a 60x60px drawable for mdpi, and an 80x80 drawable for hdpi. If I get this Drawable object using context.getResources().getDrawable(...), it returns the 60x60 version. Is there any way to correctly deal with resources at runtime from the context of an AppWidget? Thanks!

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  • Can I share code & resources between Android projects without using a library?

    - by Tom
    The standard advice for sharing code & resources between Android projects is to use a library. Personally I find this works poorly if (a) the shared code changes a lot, or (b) your computer isn't fast enough. I also don't want to get into deploying multiple APK's, which seems to be necessary when I use dependent projects (i.e. Java Build Path, Projects Tab). On the other hand, sharing a folder of source code by using the Eclipse linked source feature works great (Java Build Path, Source tab, Link Source button), but for these two issues: 1) I can't use the same technique to share resources. I can create the link to the resources parent folder but then things get wonky and the shared resources don't get compiled (I'm using ADT 21). 2) So then I settle for copying the shared resources into each project, but this doesn't work because either. The shared code can't import the copy of its resources because it doesn't know the package name of the project that uses it. The solution I've been using is to access the resources dynamically, but that has become cumbersome as the number of resources grows. So, I need a solution to either (1) or (2), or I'll have to go back to a library project. (Or maybe there is another option I haven't thought of?)

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