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  • Another ArrayIndexOutOfBoundsException in ListView

    - by synic
    This one is different than the other one I posted. Any ideas? java.lang.IndexOutOfBoundsException: Invalid location 14, size is 1 at java.util.ArrayList.get(ArrayList.java:341) at android.widget.HeaderViewListAdapter.getView(HeaderViewListAdapter.java:188) at android.widget.AbsListView.obtainView(AbsListView.java:1256) at android.widget.ListView.makeAndAddView(ListView.java:1668) at android.widget.ListView.fillUp(ListView.java:667) at android.widget.ListView.fillGap(ListView.java:613) at android.widget.AbsListView.trackMotionScroll(AbsListView.java:2531) at android.widget.AbsListView$FlingRunnable.run(AbsListView.java:2353) at android.os.Handler.handleCallback(Handler.java:587) at android.os.Handler.dispatchMessage(Handler.java:92) at android.os.Looper.loop(Looper.java:123) at android.app.ActivityThread.main(ActivityThread.java:4595) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:521) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) at dalvik.system.NativeStart.main(Native Method)

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  • Explain to me how the Method Profiler works in the DDMS, I get heap space error

    - by Pentium10
    I start the Method Profiler for a process, then leave it run for about 5-10 secs, then I stop it. I see a progress that a file is pulled from the sdcard, than I get this Exception [2010-05-23 18:45:42] Traceview: Exception in thread "main" java.lang.OutOfMemoryError: Java heap space [2010-05-23 18:45:42] Traceview: at java.util.Arrays.copyOf(Unknown Source) [2010-05-23 18:45:42] Traceview: at java.util.Arrays.copyOf(Unknown Source) [2010-05-23 18:45:42] Traceview: at java.util.ArrayList.toArray(Unknown Source) [2010-05-23 18:45:42] Traceview: at java.util.Collections.sort(Unknown Source) [2010-05-23 18:45:42] Traceview: at com.android.traceview.TimeLineView.setData(TimeLineView.java:370) [2010-05-23 18:45:42] Traceview: at com.android.traceview.TimeLineView.<init>(TimeLineView.java:316) [2010-05-23 18:45:42] Traceview: at com.android.traceview.MainWindow.createContents(MainWindow.java:95) [2010-05-23 18:45:42] Traceview: at org.eclipse.jface.window.Window.create(Window.java:431) [2010-05-23 18:45:42] Traceview: at org.eclipse.jface.window.Window.open(Window.java:790) [2010-05-23 18:45:42] Traceview: at com.android.traceview.MainWindow.run(MainWindow.java:60) [2010-05-23 18:45:42] Traceview: at com.android.traceview.MainWindow.main(MainWindow.java:224) What I am doing wrong?

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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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  • Can't get a LiveFolder to launch my activity like it should

    - by Felix
    I was able to create a ContentProvider for a LiveFolder, but I can't seem to be able to create my intents correctly, so it always gives "Application is not installed on your phone" errors when clicking on items inside the folder. My Activity is defined like so, in the manifest: <activity android:name=".MyActivity"> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> </activity> Then, I create the intents I place in the LiveFolders.INTENT column like this: i = new Intent(); i.setAction(null); i.setClassName("my.package.here", ".MyActivity"); I don't get why this is not working. Maybe I'm making some stupid mistake, but please point me in the right direction.

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  • How to layout view right aligned and bottom of an LinearLayout

    - by michael
    Hi I am trying to layout 1 textview (upText) left aligned and 1 textview (downText) and an image view (image) both on the same line and right aligned. how can I do that? I tried that, but both 'textview' and image view at left aligned. <TextView android:id="@+id/uptext" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="left"/> <TextView android:id="@+id/downtext" android:layout_width="fill_parent" android:layout_height="wrap_content" android:singleLine="true" android:gravity="right|bottom"/> <ImageView android:id="@+id/image" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="right|bottom"/> </LinearLayout>

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  • ffmpeg libavcodec.so missing while compile with cygwin

    - by nick
    I am building ffmpeg for android by following this tutorial now i got android folder inside the ffmpeg2.0.1 folder but there is no libavcodec-55.so file. instead of that i have lib/libavcodec.a how can i get libavcodec.so file? build_android.sh #!/bin/bash NDK=$HOME/Desktop/adt/android-ndk-r9 SYSROOT=$NDK/platforms/android-9/arch-arm/ TOOLCHAIN=$NDK/toolchains/arm-linux-androideabi-4.8/prebuilt/windows-x86_64 function build_one { ./configure \ --prefix=$PREFIX \ --enable-shared \ --disable-static \ --disable-doc \ --disable-ffmpeg \ --disable-ffplay \ --disable-ffprobe \ --disable-ffserver \ --disable-avdevice \ --disable-doc \ --disable-symver \ --cross-prefix=$TOOLCHAIN/bin/arm-linux-androideabi- \ --target-os=linux \ --arch=arm \ --enable-cross-compile \ --sysroot=$SYSROOT \ --extra-cflags="-Os -fpic $ADDI_CFLAGS" \ --extra-ldflags="$ADDI_LDFLAGS" \ $ADDITIONAL_CONFIGURE_FLAG make clean make make install } CPU=arm PREFIX=$(pwd)/android/$CPU ADDI_CFLAGS="-marm" build_one

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  • Why my buttons OnClick event fails to fire?

    - by Pentium10
    I have an activity, where the ListView holds customized linear layout elements for each row. One of the rows has a button defined as: <Button android:text="Pick a contact" android:id="@+id/btnPickContact" android:layout_width="wrap_content" android:gravity="center_vertical" android:layout_height="wrap_content"></Button> Then in java, I have this code: ((Button) row.findViewById(R.id.btnPickContact)).setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Intent intent = new Intent(Intent.ACTION_PICK, ContactsContract.Contacts.CONTENT_URI); intent.putExtra(EXTRA_ONLINE_ID, (String)v.getTag(TAG_ONLINE_ID)); act.startActivityForResult(intent, PICK_CONTACT); } }); In this setup the event fails to start. Also I've tried by implementing the interface: @Override public void onClick(View v) { Intent intent = new Intent(Intent.ACTION_PICK, ContactsContract.Contacts.CONTENT_URI); intent.putExtra(EXTRA_ONLINE_ID, (String)v.getTag(TAG_ONLINE_ID)); startActivityForResult(intent, PICK_CONTACT); } still no luck, the event doesn't fire. What to do?

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  • Empty text view message when listview is empty

    - by Blid Tounsi
    I have a ListView with an empty list catch in the XML and it works fine. How to toggle ListView Empty Text please ? This is my XML code : <?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" android:orientation="vertical" > <TextView android:id="@+id/empty" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/emptyList" /> <ListView android:id="@+id/list" android:layout_width="fill_parent" android:layout_height="wrap_content" /> </LinearLayout> I'm not using a ListActivity. It s possible to do that please ?

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  • The xml is not switching when device orientation change

    - by Labeeb P
    Hi, I have made two folders, res/layout and res/layout-land The output i got If I start the application in portrait mode, it will always use the xml in layout folder if the application run in portrait mode. And will not use xml in layout-land if i change the device to landscape mode If it start in landscape mode it only use the xml in layout-land The xml is not switching when the orientation change What i expect was It should use the xml in layout folder while it is in portrait mode and use the xml in layout-land while in landscape mode In the Manifest file i have added android:configChanges="orientation" for the activity and <supports-screens android:resizeable="true" android:largeScreens="true" android:normalScreens="true" android:anyDensity="true" /> Did i missed any thing here? What changes i need to do here? Thank You

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  • Layout Drawer doesn't add new view in a new line

    - by user547995
    Hy!! If i want to add a textview and a textedit, both are in the same line I have a Linear Layout <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content"> <TextView android:text="@+id/TextView01" android:id="@+id/TextView01" android:layout_width="wrap_content" android:layout_height="wrap_content"></TextView> <EditText android:text="@+id/EditText01" android:id="@+id/EditText01" android:layout_width="wrap_content" android:layout_height="wrap_content"></EditText> </LinearLayout> What i have made wrong?

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  • Button Pressed Animation be longer

    - by user1263567
    i have this button xml, when it be will pressed, the pressed image(b) would be longer to display before it goes back to normal button. Here's my xml: <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_focused="true" android:state_pressed="false" android:drawable="@drawable/a" /> <item android:state_focused="true" android:state_pressed="true" android:drawable="@drawable/b" /> <item android:state_focused="false" android:state_pressed="true" android:drawable="@drawable/b" /> <item android:drawable="@drawable/a" /> Anyone has idea on this?

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  • Add two webview in framelayout

    - by user1478916
    I want to add two webview in a layout..I use frameLayout <?xml version="1.0" encoding="utf-8"?> <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <WebView android:id="@+id/webview1" android:layout_width="350dip" android:layout_height="350dip" /> <WebView android:layout_height="250dip" android:layout_width="250dip" android:id="@+id/webview2" /> </FrameLayout> And in Main Activity : web1=(WebView)findViewById(R.id.webview1); web2=(WebView)findViewById(R.id.webview2); web1.loadUrl("http://www.google.com"); web2.loadUrl("http://www.youtube.com"); web2.setOnClickListener(new OnClickListener() { public void onClick(View v) { // TODO Auto-generated method stub Animation anim=AnimationUtils.loadAnimation(FrameWebViewActivity.this, android.R.anim.slide_in_left); web2.setAnimation(anim); } }); But when run project,it only display webview youtube full screen ..I want to display both two webview..What i must do??

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  • Google I/O 2010 - Fireside chat w/ Android handset partners

    Google I/O 2010 - Fireside chat w/ Android handset partners Google I/O 2010 - Fireside chat with Android handset manufacturers Fireside Chats, Android Lori Fraleigh (Motorola), Bill Maggs (Sony Ericsson), Joon Kang (LGE), Ciaran Rochford (Samsung), Eric Chu (Google; moderator) Come join us for a fireside chat with the top Android handset manufacturers. Hear about the types of devices being planned for 2010 and get your device-specific questions answered. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 8 0 ratings Time: 01:02:57 More in Science & Technology

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  • Google I/O 2010 - Fireside chat with the Android team

    Google I/O 2010 - Fireside chat with the Android team Google I/O 2010 - Fireside chat with the Android team Fireside Chats The Android team with Chris DiBona moderating Pull up a chair and join the Android team at Google for a fireside chat. It's your opportunity to ask us about the platform and to tell us where you'd like to see it go in the future. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 303 1 ratings Time: 01:01:39 More in Science & Technology

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  • Want to execute an arm compiled executable on adb shell of android

    - by user37977
    I stuck in a problem. I want a chmreader executable file to be used in android application. Now whenever I tried to execute it from adb shell, it gives error "permission denied" Now, whenever I use "su" it just executes the file, but doesn't do anything. And whenever I give the argument as the path of the file to be read, "# su /sdcard/extract_chmLib /sdcard/docs/HArdcore.chm" it shows "su: exec failed for /sdcard/docs/HArdcore.chm Error:Permission denied" where "/sdcard/extract_chmLib" is the executable file and "/sdcard/docs/HArdcore.chm" is the chm file to be read. Can you please help me???

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  • Developing iOS apps as web developer

    - by Keyo
    My Boss has sold a few 'iPhone apps' to clients, we are a web development shop. I have explained to him that I do not know the first thing about them, but it's such a powerful buzz-word and we need to meet clients expectations. I do have some experience in C, Java and Python which should help if I need to use objective-C. I have even done a few Android tutorials. These apps will more or less be HTML, in my mind they are not real apps, but faux apps which have the same functionality as the clients' websites. To me a real app is something that uses the phones hardware inputs and outputs, gps, accelerometer, speaker etc. What resources can I use to get up to speed iOS development and how to build apps in html. I have no idea where to begin.

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  • IIS7 Serving .mp4s, not playable on iOS devices.

    - by Danomite
    I've added the proper MIME type to the server, made sure it applies to not only the specific site but even the all of server's sites. The file is accessible and playable in my browser (Chrome) but when trying to pull it up on an iPhone , the debug mode warns me that the "movie could not be played" but on iPad it's "byte_range_error_message" I'm really at a loss here of why iOS devices won't load the video up. I know it's not the video files themselves because I had used the same file on a different server (on a shared hosting package). Any help is appreciated! -Dan

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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • How to Use Your Android Phone as a Modem; No Rooting Required

    - by Jason Fitzpatrick
    If your cellular provider’s mobile hotspot/tethering plans are too pricey, skip them and tether your phone to your computer without inflating your monthly bill. Read on to see how you can score free mobile internet. We recently received a letter from a How-To Geek reader, requesting help linking their Android phone to their laptop to avoid the highway robbery their cellular provider was insisting upon: Dear How-To Geek, I recently found out that my cellphone company charges $30 a month to use your smartphone as a data modem. That’s an outrageous price when I already pay an extra $15 a month charge just because they insist that because I have a smartphone I need a data plan because I’ll be using so much more data than other users. They expect me to pay what amounts to a $45 a month premium just to do some occasional surfing and email checking from the comfort of my laptop instead of the much smaller smartphone screen! Surely there is a work around? I’m running Windows 7 on my laptop and I have an Android phone running Android OS 2.2. Help! Sincerely, No Double Dipping! Well Double Dipping, this is a sentiment we can strongly related to as many of us on staff are in a similar situation. It’s absurd that so many companies charge you to use the data connection on the phone you’re already paying for. There is no difference in bandwidth usage if you stream Pandora to your phone or to your laptop, for example. Fortunately we have a solution for you. It’s not free-as-in-beer but it only costs $16 which, over the first year of use alone, will save you $344. Let’s get started! Latest Features How-To Geek ETC What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Make Efficient Use of Tab Bar Space by Customizing Tab Width in Firefox See the Geeky Work Done Behind the Scenes to Add Sounds to Movies [Video] Use a Crayon to Enhance Engraved Lettering on Electronics Adult Swim Brings Their Programming Lineup to iOS Devices Feel the Chill of the South Atlantic with the Antarctica Theme for Windows 7 Seas0nPass Now Offers Untethered Apple TV Jailbreaking

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  • Corona SDK (Lua) vs Native Obj-C for iPhone only word puzzle type game [closed]

    - by dodgy_coder
    I am trying to decide on whether to use the Corona SDK & Lua versus native Objective-C to develop an iOS app. This will be the first game on any smartphone I have developed and so its not that ambitious - a single player word puzzle type game - something sort of like scrabble. The advantages of Corona I can see are: Lua is probably easier to learn than Obj-C (shorter learning curve) meaning a possibly quicker development time Possibility to port to Android once its finished Advantages of native Obj-C are: Access to all and latest features of iOS More / faster available libraries Has anyone made this decision before? Are there any major advantages or disadvantages I've missed or got wrong here? Thanks.

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  • Android tethering question

    - by Solignis
    Hi there, I have a Motorola Droid 1 with Android 2.2 on it. I found something odd that I don't understand why it works. If I plug my phone into my home computer which is Windows 7 and I turn on the tethering ability, I am met with a Verizon captive portal and it tells me I need to pay for a tethering plan (which I don't have). Now the weird thing, if I plug the same phone into my Ubuntu 10.10 laptop and enable tethering it works and can get on the internet with no captive portal showing up. The only thing I could notice that was different about the connections was Windows connected to the phone with an NDIS driver and Linux connected to the phone with what I think is a raw device mapping. Would that have anything to do with it?

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  • Construire dynamiquement ses IHM Android, par Mathias Seguy

    Bonjour, J'ai le plaisir de vous présenter un tutoriel pour apprendre à construire dynamiquement vos IHM Android: Construire Dynamiquement ses IHM Android. Citation: Cet extrait du site Android2ee (les livres de programmation pour Android : « Android A Complete Course, From Basics to Enterprise Edition ») vous permet de comprendre comment construire dynamiquement une IHM. Il vous explique comment déclarer dynamiquement des compos...

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  • How do I reconfigure my GLES frame buffer after a rotation?

    - by Panda Pajama
    I am implementing interface rotation for my GLES based game for iOS, written in Xamarin.iOS with OpenTK. I am detecting the rotation by overriding WillRotate, in my UIViewController, and I correctly re-setup all of my projection matrices. However, when drawing a sprite, the image looks a bit blurrier on the landscape version compared to the portrait version, as you can see in the following closeups magnified 10x. Portrait (before rotating) Landscape (after rotating) In both cases, I'm using the same texture with the same sampler, the same shader, and the same GL state. I just changed the order of the parameters in the projection matrix, so the resulting sizes should be exactly the same pixelwise. Since this could be thought of as a window resize, I suppose that the framebuffer has to be recreated to the new size. When working on desktop apps on Direct3D11 (SharpDX), I would have to call swapChain.ResizeBuffers() to do this. I have tried setting AutoResize = true in my iPhoneOSGameView, but then the framebuffer gets clipped as I rotate the interface, and then everything disappears when rotating the interface again. I'm not doing anything strange, my framebuffer initialization is pretty vanilla: int scaling = (int)UIScreen.MainScreen.Scale; DeviceWidth = (int)UIScreen.MainScreen.Bounds.Width * scaling; DeviceHeight = (int)UIScreen.MainScreen.Bounds.Height * scaling; Size = new System.Drawing.Size((int)(DeviceWidth), (int)(DeviceHeight)); Bounds = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); Frame = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); ContextRenderingApi = EAGLRenderingAPI.OpenGLES2; AutoResize = true; LayerRetainsBacking = true; LayerColorFormat = EAGLColorFormat.RGBA8; I get inconsistent results when changing Size, Bounds and Frame on my CreateFrameBuffer override, but since the documentation is so incomplete (it has nothing on Bounds and Frame), I have resorted to randomly changing stuff here and there without really knowing what is going on. There is a similar question which has no answers. However, I don't know if they're experiencing the same problem as I am. Is my supposition that recreating the framebuffer is necessary, correct? If so, does anybody know how to do it correctly in OpenTK for Xamarin.iOS?

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  • Apple Developer Enterprise Program?

    - by Gnial0id
    I'm building an iOS application for a client (not an enterprise but non-profit association with under than 500 employess), distributed in a free version and a "paid" one. The free version will be available with iTunes/AppStore, no problem with that. But about the paid one... the distribution my client wants is different. They want to distribute it to their clients as a bonus in their subscription, and so, to control this distribution. The first answer would be "iOS Developer Enterprise Program", but it's not an enterprise and have less than 500 employees. Will the fact that my client will distribute the app' with a subscription be a problem ? I spend a lot of time to read documentation, but it is not very clear. I'm a bit lost, I admit it. Any help would grateful.

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  • What's the best way to create animations when doing Android development?

    - by Adam Smith
    I'm trying to create my first Android game and I'm currently trying to figure out (with someone that will do the drawings and another programmer) what the best way to create animation is. (Animations such as a character moving, etc.) At first, the designer said that she could draw objects/characters and animate them with flash so she didn't have to draw every single frame of an action. The other programmer and I don't know Flash too much so I suggested extracting all the images from the Flash animation and making them appear one after the other when the animation is to start. He said that would end up taking too much resource on the CPU and I tend to agree, but I don't really see how we're supposed to make smooth animations without it being too hard on the hardware and, if possible, not have the designer draw every single frame on Adobe Illustrator. Can an experienced Android game developper help me balance this out so we can move on to other parts of the game as I have no idea what the best way to create animations is.

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