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  • Game engine deployment strategy for the Android?

    - by Jeremy Bell
    In college, my senior project was to create a simple 2D game engine complete with a scripting language which compiled to bytecode, which was interpreted. For fun, I'd like to port the engine to android. I'm new to android development, so I'm not sure which way to go as far as deploying the engine on the phone. The easiest way I suppose would be to require the engine/interpreter to be bundled with every game that uses it. This solves any versioning issues. There are two problems with this. One: this makes each game app larger and two: I originally released the engine under the LGPL license (unfortunately), but this deployment strategy makes it difficult to conform to the rules of that license, particularly with respect to allowing users to replace the lib easily with another version. So, my other option is to somehow have the engine stand alone as an Activity or service that somehow responds to intents raised by game apps, and somehow give the engine app permissions to read the scripts and other assets to "run" the game. The user could then be able to replace the engine app with a different version (possibly one they made themselves). Is this even possible? What would you recommend? How could I handle it in a secure way?

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  • Android depth buffer issue: Advice for anyone experiencing problem

    - by Andrew Smith
    I've wasted around 30 hours this week writing and re-writing code, believing that I had misunderstood how the OpenGL depth buffer works. Everything I tried, failed. I have now resolved my problem by finding what may be an error in the Android implementation of OpenGL. See this API entry: http://www.opengl.org/sdk/docs/man/xhtml/glClearDepth.xml void glClearDepth(GLclampd depth); Specifies the depth value used when the depth buffer is cleared. The initial value is 1. Android's implementation has two versions of this command: glClearDepthx which takes an integer value, clamped 0-1 glClearDepthf which takes a floating point value, clamped 0-1 If you use glClearDepthf(1) then you get the results you would expect. If you use glClearDepthx(1), as I was doing then you get different results. (Note that 1 is the default value, but calling the command with the argument 1 produces different results than not calling it at all.) Quite what is happening I do not know, but the depth buffer was being cleared to a value different from what I had specified.

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  • Android: onListItemClick not opening up the .xml file

    - by Capsud
    Hi, public void onListItemClick(ListView l, View v, int position, long id) { if(position == 0){ setContentView(R.layout.cuisine); } } I have an array of Strings and i'm using the above method to try and open up a new xml file called 'cuisine' when it is clicked. but it keeps failing! Have I done this right, or what am I doing wrong? Thanks. Ok from looking at similar problems on the web, people have said to get the onListItemClick() to start a new activity and using that new activity to then open up the new view? So what i've done is this... protected void onListItemClick(ListView l, View v, int position, long id) { Intent dundrumIntent = new Intent(v.getContext(), DundrumSelector.class); dundrumIntent.putExtra("position", position); startActivityForResult(dundrumIntent, 0); } and then import android.app.Activity; import android.os.Bundle; public class DundrumSelector extends Activity { @Override public void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); int position = getIntent().getExtras().getInt("position"); if(position == 0){ setContentView(R.layout.cuisine); } } } Yet i'm still getting the same problem. The program crashes when I click on an item in the listView. And yes i've added the activity to the manifest. Does anyone have a resolution to this as alot of people seem to be having the same problem. Thanks alot.

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  • Android - Basic CRUD (REST/RPC client) to remote server

    - by bsreekanth
    There are lot of discussion about REST client implementation in android, based on the talk at GoogleIO 2010, by Virgil Dobjanschi. My requirement may not necessarily involved, as I have some freedom to choose the configuration. I only target tablets configuration changes can be prevented if no other easy way (fix at Landscape mode etc) I am trying to achieve. Basic CRUD operation to my server (JSON RPC/ REST). Basically mimic an ajax request from android app (no webview, need native app) Based on the above mentioned talk, and some reading I see these options. Implement any of the 3 mentioned in the Google IO talk Especially, the last pattern may be more suitable as I don't care much of caching. But not sure how "real time" is sync implementation. Use HTTP request in AsyncTask. Simplest, but need to avoid re-sending request during change in device configuration (orientation change etc). Even if I fix at one orientation, recreation of activity still happens. So need to handle it elegantly. Use service to handle http request. So far, it say use service for long ruiing request. Not sure whether it is a good approach for simple GET/POST/PUt requests. Please share your experience on what could be the best way.

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  • Android Remote Video with Titanium

    - by Tim
    Greetings all! I'm trying to play a video that is hosted on our webserver on an android phone. I've already built this for iPhone and it works great. Droid, however is a different issue. Instead of getting video, I'm just getting a black screen, no error or anything. The code I am using is: activeContent = Titanium.Media.createVideoPlayer({ contentURL: content, backgroundColor:'#111', movieControlMode:Titanium.Media.VIDEO_CONTROL_DEFAULT }); win.add(activeContent); activeContent.play(); The video I'm downloading does play on the droid when not using Titanium, so I know its not a format issue. (its an .MP4 incase anyone is wondering.) I've used Titanium SDK's 1.5.1 and am on the continuous build of 1.6.0 from earlier today. using the 2.2 Droid SDK, and Titanium Developer 1.2.2 Does anyone have any thoughts on this? One of the big selling points for android is its ability to pull media from the net, and I'm honestly a little concerned about this shortcoming if its an issue with Titanium.

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  • Why does Android allocate more memory than needed when loading images

    - by Simon
    Folks, I don't think that this is a duplicate and is NOT one of those how do I avoid OOMs questions. This is a genuine quest for knowledge so hold off on those down votes please... Imagine I have a JPEG of 500x500 pixels. I load it as ARGB_8888 which is as "bad as it gets". I would expect Android to allocate 500x500x4 bytes = a little under 1MB however, look at a heap dump and you will see that Android allocates significantly more, often factors of 5-10 times greater. You frequently see questions on here about OOMS where the stack trace shows a heap request of say 15MB and it is ALWAYS much larger than is required simply to hold the bytes of the image. The OP usually catches some downvotes then is bombarded with stock answers and comments about using less memory (thanks Romain!) and in scaling. I think there is more than meets the eye here. Anybody know why this is? If there is no apparent answer, I will put together an SSCCE if it helps. PS. I assume that JPEG vs PNG etc is irrelevant since we're talking about the memory usage of the backing bitmap which is simply x times y times BPP - or am I being slow?

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  • android: consume key press, bypassing framework processing

    - by user360024
    What I want android to do: when user presses a single key, have the view respond, but do so without opening a text area and displaying the character associated with the key that was pressed, and without requiring that the Enter key be pressed, and without requiring that the user press Esc to make the text area go away. For example, when user presses "u" (and doesn't press Enter), that means "undo the last action", so the controller and model immediately undo the last action, then the view does an invalidate() and user sees that their last action has been undone. In other words the "u" key press should be silently processed, such that the only visual result is that user's last action has been undone. I've implemented OnKeyListener and provided an onKey() method: the class: public class MyGameView extends View implements OnKeyListener{ in the constructor: //2010jun06, phj: With onKey(), helps let this View consume key presses // before the framework gets a chance to consume the key press. setOnKeyListener((View.OnKeyListener)this); the onKey() method: public boolean onKey(View v, int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_R) { Log.d("BWA", "In onKey received keycode associated with R."); } return true; // meaning the event (key press) has been consumed, so // the framework should not handle this event. } but when user presses "u" key on the emulator keypad, a textarea is opened at the bottom of the screen, the "u" charater is displayed there, and the onKey() method doesn't execute until user presses the Enter key. Is there a way to make android do what I want? Thanks,

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  • Way to store a large dictionary with low memory footprint + fast lookups (on Android)

    - by BobbyJim
    I'm developing an android word game app that needs a large (~250,000 word dictionary) available. I need: reasonably fast look ups e.g. constant time preferable, need to do maybe 200 lookups a second on occasion to solve a word puzzle and maybe 20 lookups within 0.2 second more often to check words the user just spelled. EDIT: Lookups are typically asking "Is in the dictionary?". I'd like to support up to two wildcards in the word as well, but this is easy enough by just generating all possible letters the wildcards could have been and checking the generated words (i.e. 26 * 26 lookups for a word with two wildcards). as it's a mobile app, using as little memory as possible and requiring only a small initial download for the dictionary data is top priority. My first naive attempts used Java's HashMap class, which caused an out of memory exception. I've looked into using the SQL lite databases available on android, but this seems like overkill. What's a good way to do what I need?

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  • How SQLite on Android handles long strings?

    - by Levara
    I'm wondering how Android's implementation of SQLite handles long Strings. Reading from online documentation on sqlite, it said that strings in sqlite are limited to 1 million characters. My strings are definitely smaller. I'm creating a simple RSS application, and after parsing a html document, and extracting text, I'm having problem saving it to a database. I have 2 tables in database, feeds and articles. RSS feeds are correctly saved and retrieved from feeds table, but when saving to the articles table, logcat is saying that it cannot save extracted text to it's column. I don't know if other columns are making problems too, no mention of them in logcat. I'm wondering, since text is from an article on web, are signs like (",',;) creating problems? Is Android automaticaly escaping them, or I have to do that. I'm using a technique for inserting similar to one in notepad tutorial: public long insertArticle(long feedid, String title, String link, String description, String h1,tring h2, String h3, String p, String image, long date) { ContentValues initialValues = new ContentValues(); initialValues.put(KEY_FEEDID, feedid); initialValues.put(KEY_TITLE, title); initialValues.put(KEY_LINK, link); initialValues.put(KEY_DESCRIPTION, description ); initialValues.put(KEY_H1, h1 ); initialValues.put(KEY_H2, h2); initialValues.put(KEY_H3, h3); initialValues.put(KEY_P, p); initialValues.put(KEY_IMAGE, image); initialValues.put(KEY_DATE, date); return mDb.insert(DATABASE_TABLE_ARTICLES,null, initialValues); } Column P is for extracted text, h1, h2 and h3 are for headers from a page. Logcat reports only column p to be the problem. The table is created with following statement: private static final String DATABASE_CREATE_ARTICLES = "create table articles( _id integer primary key autoincrement, feedid integer, title text, link text not null, description text," + "h1 text, h2 text, h3 text, p text, image text, date integer);";

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  • Video not playing on android webview

    - by rand
    I am working with an Android and PhoneGap application and am using the HTML5 video tag to play videos on my web page. When I play the video is not visible and video is not playing itself. How can I play a HTML5 video on Android? Code for the same given below <!DOCTYPE HTML> <html> <head> <script type="text/javascript" charset="utf-8" src="cordova-1.8.1.js"></script> <meta http-equiv="content-type" content="text/html; charset="> <title></title> </head> <body > <video id="video" autobuffer height="240" width="360" onclick="this.play();> <source src="test.mp4"> <source src="test.mp4" type="video/webm"> <source src="test.mp4" type="video/ogg"> </video> <div id="msg"></div> <script type="text/javascript"> </script> </body> </html> and the activity class onCreate method-- public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); final WebView webView = (WebView) findViewById(R.id.webview); WebSettings webSettings = webView.getSettings(); webSettings.setLayoutAlgorithm(LayoutAlgorithm.NARROW_COLUMNS); webView.getSettings().setJavaScriptEnabled(true); webSettings.setBuiltInZoomControls(true); webSettings.setPluginState(PluginState.ON); webView.getSettings().setPluginsEnabled(true); webSettings.setAllowFileAccess(true); webView.loadUrl("file:///android_asset/www/html5videoEvents.html"); }

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  • Android: Resolution issue while saving image into gallery

    - by Luca D'Amico
    I've managed to programmatically take a photo from the camera, then display it on an imageview, and then after pressing a button, saving it on the Gallery. It works, but the problem is that the saved photo are low resolution.. WHY?! I took the photo with this code: Intent cameraIntent = new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE); startActivityForResult(cameraIntent, CAMERA_PIC_REQUEST); Then I save the photo on a var using : protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (requestCode == CAMERA_PIC_REQUEST) { thumbnail = (Bitmap) data.getExtras().get("data"); } } and then after displaying it on an imageview, I save it on the gallery with this function: public void SavePicToGallery(Bitmap picToSave, File savePath){ String JPEG_FILE_PREFIX= "PIC"; String JPEG_FILE_SUFFIX= ".JPG"; String timeStamp = new SimpleDateFormat("yyyyMMdd_HHmmss").format(new Date()); String imageFileName = JPEG_FILE_PREFIX + timeStamp + "_"; File filePath = null; try { filePath = File.createTempFile(imageFileName, JPEG_FILE_SUFFIX, savePath); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } FileOutputStream out = null; try { out = new FileOutputStream(filePath); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } picToSave.compress(CompressFormat.JPEG, 100, out); try { out.flush(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } try { out.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } //Add the pic to Android Gallery String mCurrentPhotoPath = filePath.getAbsolutePath(); MediaScannerConnection.scanFile(this, new String[] { mCurrentPhotoPath }, null, new MediaScannerConnection.OnScanCompletedListener() { public void onScanCompleted(String path, Uri uri) { } }); } I really can't figure out why it lose so much quality while saved.. Any help please ? Thanks..

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  • wrap from last screen to first screen in android Launcher2

    - by poboy975
    hi, I'm learning java and android. and I've been looking at trying to wrap the last screen to the first screen in the android Launcher2. I've tried googleing, and searching here, but there really isnt much information about the launcher2 source...I've been modifying the workspace.java file, but there has been minimal effect. no wrap around so far...I have not been able to find a .xml file that also might control the hard stop when you reach the end of the screens. I'll give a small example of the code that i have been modifying. original code: public void scrollRight() { clearVacantCache(); if (mNextScreen == INVALID_SCREEN && mCurrentScreen < getChildCount() -1 && mScroller.isFinished()) { snapToScreen(mCurrentScreen + 1); } modified code: public void scrollRight() { clearVacantCache(); if (mNextScreen == INVALID_SCREEN && mCurrentScreen < getChildCount() -1 && mScroller.isFinished()) { snapToScreen(mCurrentScreen + 1); }if (mCurrentScreen == getChildCount() -1 && mScroller.isFinished()) { snapToScreen(0); I would appreciate any tips or pointers if anyone has an idea where i'm going wrong, or someplace i can search to get the answers. the code looks to me like it should work, but I'm probably missing something obvious.

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  • How can I create photo effects in Android?

    - by PaulH
    I'd like to make an Android app that lets a user apply cool effects to photos taken with the camera. There are already a few out there, I know, but I'd like to try my own hand at one. I'm trying to figure out the best way to implement these effects. Here are some examples from the excellent Vignette app (which I own): http://www.flickr.com/groups/vignetteforandroid/pool/ I have been googling and stack-overflowing, but so far I've mostly found some references to published papers or books. I am ordering this one from Amazon presently - Digital Image Processing: An Algorithmic Introduction using Java After some reading, I think I have a basic understanding of manipulating the RGB values for all the pixels in the image. My main question is how do I come up with a transformation that produces cool effects? By cool effects I mean some like those in the Vignette app or IPhone apps: ToyCamera Polarize I already have quite a bit of experience with Java, and I've made my first app for android already. Any ideas? Thanks in advance.

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  • Android Development-cannot download an image outside of onCreate

    - by murad
    hi everyone...... im new to android development........and i am stuck with a problem...... i am trying to develop an android application that shows the user the location of atms,hotels etc on a google map....i havent started working on the gps yet.as of now the app works something like this....first of all a map loads on which i intend to show the users current location......on clicking on the menu button there are 3 options..... -services -about us -quit on selecting services option the following options are available...... -atm -hospital -hotel etc on selecting the atm option we will be shown a screen displaying some text........ on using the menu for this screen we get the following menu items..... -sbi -canara -hdfc -icici etc my intention is that when the user selects the sbi option a map should load showing the various places where there are sbi atms near where the user is currently...... ......i started out with the google map api but i had to quit because when i select one of the menu options, such as "sbi",the map doesnt load......instead i am getting the error "application failed to load"...basically i was trying to load a map activity from my first map activity......after googling a bit without any results i tried another approach.......i tried to download and view the static map of the location i wanted..it worked.......but when i tried to download the static map when i select an option like before i get the same error..."application failed to load"...then i tried downloading 2 images from inside onCreate....that worked.......i cannot do the same thing outside the onCreate.....for eg.inside the function for the selected option... i have given the link to my code below..... if someone can please look into this it would be of great help to me.........i have been sitting with this problem for days now......and its urgent too.......i have done the project in eclipse....... httpDownload.java --- http://dpaste.com/195981/

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  • Android - Adding external library to project

    - by mmontalbo
    Hi, I am having a lot of trouble adding the WEKA library to a project I am working on. I have followed several tutorials that explain how to do this including the Android Developers guide: http://developer.android.com/guide/appendix/faq/commontasks.html#addexternallibrary and several of the postings on SO. I have created a folder in my project with the weka.jar file, created a new library (adding the weka.jar file to the library) and included this library in my build path. I have also added the library under the "Order and Export" tab in the project properties. I have also tried importing the jar file so that the actual contents of the jar are extracted into a directory in my project. The end result of all of this is that my project is able to build correctly and without error, but when it comes time to run my code on the emulator I get the following exception: 04-10 22:52:21.051: ERROR/dalvikvm(582): Could not find class 'weka.classifiers.trees.J48', referenced from method edu.usc.student.composure.classifier.GaitClassifierImpl. with J48 being the class I reference in my code. Does anyone have any additional suggestions that I may have overlooked? Thanks!

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  • Any guidelines for handling the Headset and Bluetooth AVRC transport controls in Android 2.2

    - by StefanK
    I am trying to figure out what is the correct (new) approach for handling the Intent.ACTION_MEDIA_BUTTON in Froyo. In pre 2.2 days we had to register a BroadcastReceiver (either permanently or at run-time) and the Media Button events would arrive, as long as no other application intercepts them and aborts the broadcast. Froyo seems to still somewhat support that model (at least for the wired headset), but it also introduces the registerMediaButtonEventReceiver, and unregisterMediaButtonEventReceiver methods that seem to control the "transport focus" between applications. During my experiments, using registerMediaButtonEventReceiver does cause both the bluetooth and the wired headset button presses to be routed to the application's broadcast receiver (the app gets the "transport focus"), but it looks like any change in the audio routing (for example unplugging the headset) shits the focus back to the default media player. What is the logic behind the implementation in Android 2.2? What is correct way to handle transport controls? Do we have to detect the change in the audio routing and try to re-gain the focus? This is an issue that any 3rd party media player on the Android platform has to deal with, so I hope that somebody (probably a Google Engineer) can provide some guidelines that we can all follow. Having a standard approach may make headset button controls a bit more predictable for the end users. Stefan

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  • Android :WindowManager$BadTockenException on Spinner Click

    - by Miya
    Hi, I have a spinner in my home.class. When I click on the spinner, the process is stopped showing exception that WindowManager$BadTockenException is caught. I am calling this home.class from main.class which extends ActivityGroup. If I am simply run only the home.class, the spinner is showing all items. But the problem is only with calling home.class from main.class. The following are my code. Please tell me why this is happened. main.class public class main extends ActivityGroup { public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Intent intent=new Intent(this,home.class); View view=getLocalActivityManager().startActivity("1", intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP)).getDecorView(); setContentView(view); } } home.class String[] country={"Please selects","US","INDIA","UK"}; Spinner s2 = (Spinner) findViewById(R.id.spinnerCountry); ArrayAdapter<CharSequence> adapterCountry=new ArrayAdapter(this,android.R.layout.simple_spinner_item,country); adapterCountry.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); s2.setAdapter(adapterCountry); s2.setOnItemSelectedListener(new OnItemSelectedListener() { public void onItemSelected( AdapterView<?> parent, View view, int position, long id) { countryName=country[position]; } public void onNothingSelected(AdapterView<?> parent) { countryName=country[0]; } }); Stack Thread [<1 main] (Suspended (exception WindowManager$BadTokenException)) AlertDialog(Dialog).show() line: 245 AlertDialog$Builder.show() line: 802 Spinner.performClick() line: 260 View$PerformClick.run() line: 9080 ViewRoot(Handler).handleCallback(Message) line: 587 ViewRoot(Handler).dispatchMessage(Message) line: 92 Looper.loop() line: 123 ActivityThread.main(String[]) line: 3647 Method.invokeNative(Object, Object[], Class, Class[], Class, int, boolean) line: not available [native method] Method.invoke(Object, Object...) line: 507 ZygoteInit$MethodAndArgsCaller.run() line: 839 ZygoteInit.main(String[]) line: 597 NativeStart.main(String[]) line: not available [native method] Thank You....

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  • Android opengl releasing textures

    - by user1642418
    I have a bit of a problem. I am developing a game for android + engine and I got stuck. I am getting OpenGL out of memory error and either app crashes or phone hangs after loading a scene multiple times. For example: app launches, shows main menu, 1st level/scene is loaded. Then I go back to main menu, and repeat. It doesnt matter which scene I load, after 4-6 times the error occurs. Some background: Each time when scene is loaded all the resources are released and upon first frame render - needed stuff gets loaded. The performance is more or less ok. Note that I am calling glDeleteTexture method, but I think its not doing its job and releasing memory. Thing is that -when I minimize and open it again - problem doesn't occur, but almost the same things are executed. Problem doesn't occur. This way android releases memory. How do I release/get rid of unused textures properly? This happens on HTC Desire HD ( ice cream sandwich 4.0.4) . Other games works fine, so I bet this is not the problem in ROM.

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  • Android - Take a photo, save it in app drawables and display it in an ImageButton

    - by Andres7X
    I have an Android app with an ImageButton. When user clicks on it, intent launches to show camera activity. When user capture the image, I'd like to save it in drawable folder of the app and display it in the same ImageButton clicked by the user, replacing the previous drawable image. I used the activity posted here: Capture Image from Camera and Display in Activity ...but when I capture an image, activity doesn't return to activity which contains ImageButton. Edit code is: public void manage_shop() { static final int CAMERA_REQUEST = 1888; [...] ImageView photo = (ImageView)findViewById(R.id.getimg); photo.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Intent camera = new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE); startActivityForResult(camera, CAMERA_REQUEST); } }); [...] } And onActivityResult(): protected void onActivityResult(int requestCode, int resultCode, Intent data) { ImageButton getimage = (ImageButton)findViewById(R.id.getimg); if (requestCode == CAMERA_REQUEST && resultCode == RESULT_OK) { Bitmap getphoto = (Bitmap) data.getExtras().get("data"); getimage.setImageBitmap(getphoto); } } How can I also store the captured image in drawable folder?

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  • Android and fairly large SQLite datafiles

    - by SK9
    I'm starting an Android project, a port from an existing iPhone project I've completed. I have a fairly large read-only SQLite database, about 100Mb in all. It's called "mydata.sqlite". Where do I place this in my Eclipse workspace? It's too big for "assets". Next, how do I best get at the file? I would think to try (handling exceptions later) something like: SQLiteDatabase myDatabase = null; myDatabase = SQLiteDatabase.openDatabase(myPath, null, SQLiteDatabase.OPEN_READONLY); But I would then need the path string myPath and since I don't know where to put the resource I don't know what this needs to be. Can I put "mydata.sqlite" into "res/raw" (once I create "raw" in Eclipse?) and then referene it as a resource with "R.raw.mydata"? I would very much appreciate some direct help here, rather than a reference to a tutorial. I have checked tons of these, including those that are already cited here on stackoverflow. I've also gone through the "Notepad" project in the Android developer documents. However these and the documentation typically consider only new, empty or small databases. This should be a simple thing and given the time I've spent already it is perhaps easier to ask. Thanking you kindly in advance for your assistance.

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  • Android 2.0+ account duplication

    - by Stoyan
    I know that you can setup accounts in Android 2.0+ and thats great but as i have recently found out, it can create duplication. My phone(Sprint HTC hero 2.1-upadate1) comes with HTC Sense and thats great, it also has Peep pre-installed and it asked me when i setup the phone to add a twitter account, and so i did. I can now open peep and it all works, perfect. But I decided i wanted to try the Twitter for Android app. I installed it and it also asked me to create a twitter account, not good. I did create the new account and the app worked just like it was supposed to. Then when i go into my accounts i can see that i have two twitter accounts(the same one). Is this something that can be avoided in the programming or is this something that can be fixed with the os? I also noticed the same for the facebook account. Is there something in the SDK that can prevent this...or combine the accounts after the fact? or is this all completely up to the developers. If its up to the developers then i would really like to see some code/documentation so i can avoid such things.

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  • Threading in Android

    - by virsir
    I am currently developing Android app, it needs download content from internet. I use thread to do that and then call runOnUiThread method to update GUI. I placed a refresh menu on it, if user tried to refresh the content, the download thread will be created and started. The problem is that how can I control the thread order, I need to accept the latest request's response and abandon previous thread requests if there were some other requests still running because the request parameters may have been changed by user. Currently I was using a threadId to do this thing, when a thread finished, it will check its threadId, if it was the latest recored one, it then takes control and render the response. My question is that is there any other proper better solution for this? Do I need to stop threads when user exit the app? I remember that some book said that do not try stop thread manually and wait itself finish is a good practice, is that true? Should I stop them by calling "stop" or "interrupt" method? I read some documents around threading in Android and found the class HandlerThread, what is it? In what kind of situation I need to use it?

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  • Android designing an app to keep me logged into a wifi access point

    - by MrGibbage
    At the gym where I work out, they have an open wifi access point. The way it is set up, once you "connect", you have to navigate to a web page (it is a 1.1.X.X ip address) and click the "I agree" button, after presumably reading the user agreement. The problem is, they have it set up to log you out once an hour, which always happens in the middle of my workout. I have the SSID remembered, so it connects automatically when I come in range, but I get an android notification that further action is needed to fully connect. What I was wondering is if there a work around so that I don't have to click-through every hour? I was thinking of writing an app that could detect when I was in range, or when "half-connected", and then have it somehow complete the registration process. Perhaps this will have to be done by loading the web page in memory and then somehow clicking the "I agree" button. What I would like help with is: 1) what is the terminology involved here? What state is the connection in when I am connected, but I haven't clicked through? What other connection states may apply? If I knew that, I might just be able to research this and come up with a solution. Are these different states "detectable"? It seems like it is since I get a notification that I need to complete the registration process when I am "half-connected". 2) I know there are plugins for desktop browsers that can click buttons (like the keepass plugins, which will log you into a site). How could I replicate this in Android? Ideally I would like to do it internally, in memory, rather than firing up a browser. Possible? Comments? Is my understanding and thought process sound here, or am I overlooking something?

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  • Color banding only on Android 4.0+

    - by threeshinyapples
    On emulators running Android 4.0 or 4.0.3, I am seeing horrible colour banding which I can't seem to get rid of. On every other Android version I have tested, gradients look smooth. I have a SurfaceView which is configured as RGBX_8888, and the banding is not present in the rendered canvas. If I manually dither the image by overlaying a noise pattern at the end of rendering I can make the gradients smooth again, though obviously at a cost to performance which I'd rather avoid. So the banding is being introduced later. I can only assume that, on 4.0+, my SurfaceView is being quantized to a lower bit-depth at some point between it being drawn and being displayed, and I can see from a screen capture that gradients are stepping 8 values at a time in each channel, suggesting a quantization to 555 (not 565). I added the following to my Activity onCreate function, but it made no difference. getWindow().setFormat(PixelFormat.RGBA_8888); getWindow().addFlags(WindowManager.LayoutParams.FLAG_DITHER); I also tried putting the above in onAttachedToWindow() instead, but there was still no change. (I believe that RGBA_8888 is the default window format anyway for 2.2 and above, so it's little surprise that explicitly setting that format has no effect on 4.0+.) Which leaves the question, if the source is 8888 and the destination is 8888, what is introducing the quantization/banding and why does it only appear on 4.0+? Very puzzling. I wonder if anyone can shed some light?

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  • multiple dependent android projects in eclipse

    - by lope
    Hi there! I just started to play with android dev and java+eclipse is pretty new to me. I managed to create simple project and run it on my device. Now I want to create simple game (more of them actually) and I would love to use shared code base for all of them (game loop, initialization, etc..). Problem is that I have no idea how to correctly do this. I created android project called engine with all basic stuff that I need and made it work on device. Now I tried to create another project in same workspace called mygame. Main class (activity) of mygame is MyGameApp which inherits from EngineApp (main activity of my engine project) which inherits from Activity. I added engine project into required projects in mygame build path tab in properties. Problem is that when I try to run this project it crashes on ClassNotFoundException trying to find my MyGameApp class. Any help (or pointer to some articles that explain how this is done) is greatly appreciated. few hours of googling didn't help much :/

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