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  • Android - Access to online Database SQlite

    - by Oneiros
    I need to open, read and insert items into an online SQLite database from an Android app. I know url, username and password. In JavaSE i would do the following: Class.forName("com.mysql.jdbc.Driver"); Connection dbConnection = DriverManager.getConnection(URL, USER, PASSWORD); I read that I can't do this in Android because there is not a JDBC Driver (there is a "SQLite.JDBCDriver" but it is not documented and not recommended). So which is the easiest way? I asked to Google but it looks like he either doesn't know.

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  • View like android's contact screen

    - by Maragues
    I am developing an application with a large number of elements that must be ordered alphabetically, and I'd like it to have the same look and feel as android's contact list, That is [Letter] <contact> <contact> [Letter] <contact> <contact> <contact> etc. Which is the best way to achieve this same layout? I've seen several tutorials concerning scrollable lists, but this is a bit different. I've looked a bit through android's source code, but if anyone has the answer, it would save me a lot of time. Thanks in advance.

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  • Downloading game assests to SD card on Android

    - by hgpc
    I'm developing an Android game that has to download some assets to the SD card to keep the size of the app as small as possible. I was thinking of using an uncompressed zip file to bundle all the assets. A requirement from the client is to protect these assets as much as possible. Being part of the apk is considered enough protection, but if I do this the apk size will be enormous. If I just put a zip bundle in the SD card, then anyone can unzip it and explore its contents. Is there a simple way to do this without retorting to horrid DRM? Obviously if someone really wants to check the resources of an Android game, they can. I'm just looking for a simple solution to avoid making this very easy.

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  • Android API Target Level 5 and 6 for Ubuntu

    - by Sebi
    Today i installed Ubuntu 10.4 and Eclipse Galileo. Then I downloaded the Android SDK and tried to install all packages via the Android SDK Tools. But unfortunately, only the Target Levels 3, 4, 7 and 8 were available. API Level 5 and 6 are missing. Does anybody know the reason for this? I already did a Google search and there seems to be nobody with the same problem. I also tried to restart it and nothing happens, the API Levels are still missing.

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  • how to save downloaded files in cache android

    - by madcoderz
    Hi i'm streaming video from a website in my android application. I have a history option showing the last seen videos. I wonder if i can use cache so that when the user enters the history the video is played faster (not downloaded again). When you use cache in Android does that mean that the whole video is downloaded and saved somewhere? or some data is saved somwhere(not the whole video). Some help will be appreciated!!! Thanks.

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  • How to read output of android process command

    - by kevdliu
    I am trying to get the output of android shell command 'getprop' with java since getprop() always returns null no matter what. I tried this from developer.android.com: Process process = null; try { process = new ProcessBuilder() .command("/system/bin/getprop", "build.version") .redirectErrorStream(true) .start(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } InputStream in = process.getInputStream(); //String prop = in.toString(); System.out.println(in); process.destroy(); However what is printed is not the output but a bunch of characters and numbers (dont have the exact output right now). How can i get the output of the process? Thanks!

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  • Intent resolution in Android

    - by Saksham
    Hello community, If I want to create custom address book (which overrides my phone's default address book), and if I want it to be used by all applications, what should be my intent filter? Does Android allow me to do such a thing considering the fact that such a third-party app could potentially be malicious?! And, if I want to have yet another address book application, I suppose the second app also has same intent-filter, isn't it? How does the framework decide which app to pick if I click on Contacts button when making a call? In other words, how does the framework resolve intents in case there is a conflict between multiple intent-filters? I'm new to android, so please excuse me if this question is stupid. I would like to get some feedback in any case! Thanks in advance, Saksham

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  • Help making a button open another app with Java/Android

    - by user569503
    I am trying to learn to make a simple app that opens a couple of other apps to eliminate the need for another apps. I just can't figure it out. From reading here and other places it seems this should work. Button batteryhistory = (Button)findViewById(R.string.BatteryHistoryButtonDialog); batteryhistory.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View view) { Intent i = new Intent(); ComponentName n = new ComponentName("com.android.settings", "com.android.settings.BatteryHistory"); i.setComponent(n); startActivity(i); Thanks so much for the help :D

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  • using different string files in android

    - by boreas
    I'm porting my iPhone app to android and I'm having a problem with the string files now. The app is a translation tool and users can switch the languages, so all the localized strings are in both languages and they are independent from what locale the OS is running. For iOS version I have different files like de.strings, en.strings and fr.strings and so on. For every target with specified language pair I read the strings from the string tables, e.g. for de-fr I will include de.strings and fr.strings in project and set the name of the string tables in the info-list file and read strings from them. In the end I have one project containing different targets (with different info-list files) and all are well configured. I'm intending to do the same on android platform, but Is only one strings.xml allowed per project? How do I set different build target? How do I specify per target which strings.xml it should read?

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  • Android Google Directions

    - by Georg
    Some Questions about Android and Google Directions Service: Is there a native way on Android to use the Directions Service from Google or are there any nice Wrapper Frameworks? I would like to retrieve the time needed to get from A to B and maybe show the route in a table and/or map. As far as I know directions can only be retrieved for "walking" and "driving". Is there a way (maybe not from google) to get this Information also for public transports or "biking" ? Thx a lot for your help!

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  • How to get into android phone without having to press any buttons

    - by user2961092
    I'm not a programmer, so I'm not sure what I'd needed to answer my question. I'm wondering if it's possible to program a way to half wake your cell phone screen without having to press any buttons or using the sensors. Like I've found you can do on the blackberry z10, you have an option to wake the screen by swiping up from a locked screen. I love android and will use it regardless, but I had to use a z10 for work for a while and stumbled upon that feature. It would be fantastic to have that feature with Android as hitting a power button can get annoying. Thanks in advance

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  • help with google android

    - by hero
    how powerfull is google android bluetooth programming? is it considered a low level programming langauge/emulator that enables me to have full control over bluetooth? ie protocols,encryption,layers....

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  • Determining the level of Android permission

    - by k4b
    I have some Android permissions which I would like to know to which permision PROTECTION LEVEL they belong. Does anybody know how can this be checked? For example I need to know the PROTECTION LEVEL of android.permission.RECEIVE_BOOT_COMPLETED permission, but I would like to check many more. EDIT: I see that I didn't put it clearly: What I mean is not an API level with which permission was introduced, but permission protection level, one of four: Normal, Dangerous, Signeture, SignatureOrSystem. It determines for example how this permision is presented to user during the application installation. How can I check to which protection level certain permission belongs?

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  • Obtaining Android Public Map API Key

    - by TheHighLifeSon
    I have been trying to obtain a public map api key for my Android app. However the public key that I receive from Google does not work. I have been using the following steps: Obtaining Release Public Map API Key 1.Obtain Private Key: Use Export of Eclipse to sign release application and create new keystore 2.Obtain MD5 certificate: using alias and keystore set up use keytool in Java directory: keytool -list -alias poly_alias -keystore copy MD5 certificate 3.Obtain API Map Key: Visit http://code.google.com/android/maps-api-signup.html and enter MD5 certificate copy key 4.Use New Map API Key: insert new map key for string in strings.xml for string mapApiKey Does anyone have any suggestions on what I am doing wrong?

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  • Android camera to take multiple photos

    - by user2975407
    problem.java public class problem extends Activity { ImageView iv; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.problem); iv=(ImageView) findViewById(R.id.imageView1); Button b=(Button) findViewById(R.id.button1); b.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { Intent intent=new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE); startActivityForResult(intent, 0); } }); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { // TODO Auto-generated method stub super.onActivityResult(requestCode, resultCode, data); Bitmap bm=(Bitmap) data.getExtras().get("data"); iv.setImageBitmap(bm); } } From this code I can only take one photo and it displayed in the screen. **But I want to take more photos nearly 5 photos and display in the screen** Further I want to add these photos to MySQL database.please help me to do that.I am new to android

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  • Is HTML5/WebGL performance bad on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • Is HTML5/WebGL performance unreliable on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • GLES2.0 3D Android game performance and multi threading the update?

    - by Ofer
    I have profiled my mixed Java\C++ Android game and I got the following result: https://dl.dropbox.com/u/8025882/PompiDev/AndroidProfile.png As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it mostly it generates a "request list" for rendering. The thing is, I generate DrawLists on C++ and then send them to Java to process and draw using GLES2.0. Since then I was able to improve update from 9ms down to about 7ms, but I would like to ask if I would benefit from multi threading the update? As I understand from that diagram is that the function that takes the most time is the one you see it's color on the timeline. So the pink area is taken mostly by update. The other area has MainOpenGL.Handle as it's main contributor(whch is my java function), but since it's not drawn to the top of the diagram I can conclude other things are happening at the same time that use the CPU? Or even GPU stuff that isn't shown in this diagram. I am not sure how the GPU works on this. Does it calculate stuff in parallel to the CPU? Or is it part of the CPU usage as in SoC? I am not sure. Anyway, in case GPU things DO happen in parallel to CPU, then I would guess that if I do this C++ Update in parallel to the thread that makes the OpenGL calls, I might make use of "dead CPU time" due to GPU stalling or maybe have the GPU calls getting processed earlier because it won't have to wait for Update to finish? How do you suggest to improve performance based on that? Thanks.

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  • How can I draw crisp per-pixel images with OpenGL ES on Android?

    - by Qasim
    I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. I would like to make a 2D game with OpenGL ES, but what I've been doing isn't working quite so well, as the images I draw aren't to scale, and no matter what guide I use, the image is always choppy and not the right size (I'm debugging on my Nexus S). How can I draw crisp, HD images to the screen with GL ES? Here is an example of what happens when I try to do it: And the actual image: Here is how my texture is created: //get id int id = -1; gl.glGenTextures(1, texture, 0); id = texture[0]; //get bitmap Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball); //parameters gl.glBindTexture(GL10.GL_TEXTURE_2D, id); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //crop image mCropWorkspace[0] = 0; mCropWorkspace[1] = height; mCropWorkspace[2] = width; mCropWorkspace[3] = -height; ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

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  • Unity , libgdx, or something else to develop my first game for Android?

    - by capcom
    I want to start by saying that I absolutely love Unity (even more when I team it up with Blender). I really want to start developing games for Android, but it seems like Unity poses way too many roadblocks in terms of which devices it supports (and even if it does support them, it doesn't work well on all of them). I've been looking around for alternatives, and found something called libgdx. Well, it's nothing like Unity unfortunately, but at least it seems like I may be able to reach a larger audience in the market. I'd like to start by making 2D games, but with 3D graphics (say, imported from Blender). I can do this very easily in Unity, and it seems like it should be alright with libgdx too. But I really want to know if ditching Unity is a smart idea, considering how comfortable I am with it already, and how much I like it. Finally, is libgdx something you would recommend considering my requirements/situation? BTW, I am quite familiar with Eclipse too. Many thanks. Feel free to request further details.

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