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  • 3 Monitors to a single pc

    - by Rogue
    First of all which graphics cards support 3 monitors? Is it possible to buy a graphics card which has 2 outputs and use the onboard (motherboard) graphics output for the third monitor? (as far as I know you have to toggle between onboard or external graphics usage in the BIOS)

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  • camera preview portrait problem in android application

    - by sujitjitu
    Hi this is my code for simple camera application in android .i have copied it from unlocking android e-book . Everything is working fine in emulator but when i am installing it in device the camera preview is working only in landscape mode. I have tried many thing but could not find any solution. Please see the code below and if you have any solution for it than it will be helpful to me. this is the code....... public class SimpleCamera extends Activity implements SurfaceHolder.Callback { private Camera camera; private boolean isPreviewRunning = false; private SimpleDateFormat timeStampFormat = new SimpleDateFormat("yyyyMMddHHmmssSS"); private SurfaceView surfaceView; private SurfaceHolder surfaceHolder; private Uri targetResource = Media.EXTERNAL_CONTENT_URI; public void onCreate(Bundle icicle) { super.onCreate(icicle); Window window = getWindow(); window.addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON); window.addFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN); getWindow().setFormat(PixelFormat.TRANSLUCENT); setContentView(R.layout.main); surfaceView = (SurfaceView)findViewById(R.id.surface); surfaceHolder = surfaceView.getHolder(); surfaceHolder.getSurface(); // Surface.setOrientation(Display.DEFAULT_DISPLAY,Surface.ROTATION_180); //didn't work at all surfaceHolder.addCallback(this); surfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public boolean onCreateOptionsMenu(android.view.Menu menu) { MenuItem item = menu.add(0, 0, 0, "View Pictures"); item.setOnMenuItemClickListener(new MenuItem.OnMenuItemClickListener() { public boolean onMenuItemClick(MenuItem item) { Intent intent = new Intent(Intent.ACTION_VIEW, targetResource); startActivity(intent); return true; } }); return true; } protected void onRestoreInstanceState(Bundle savedInstanceState) { super.onRestoreInstanceState(savedInstanceState); } Camera.PictureCallback mPictureCallbackRaw = new Camera.PictureCallback() { public void onPictureTaken(byte[] data, Camera c) { camera.startPreview(); } }; Camera.ShutterCallback mShutterCallback = new Camera.ShutterCallback() { public void onShutter() { } }; public boolean onKeyDown(int keyCode, KeyEvent event) { ImageCaptureCallback camDemo = null; if(keyCode == KeyEvent.KEYCODE_DPAD_CENTER) { try { String filename = timeStampFormat.format(new Date()); ContentValues values = new ContentValues(); values.put(Media.TITLE, filename); values.put(Media.DESCRIPTION, "Image from Android Emulator"); Uri uri = getContentResolver().insert(Media.EXTERNAL_CONTENT_URI, values); camDemo = new ImageCaptureCallback( getContentResolver().openOutputStream(uri)); } catch(Exception ex ){ } } if (keyCode == KeyEvent.KEYCODE_BACK) { return super.onKeyDown(keyCode, event); } if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) { camera.takePicture(mShutterCallback, mPictureCallbackRaw, camDemo); return true; } return false; } protected void onResume() { Log.e(getClass().getSimpleName(), "onResume"); super.onResume(); } protected void onSaveInstanceState(Bundle outState) { super.onSaveInstanceState(outState); } protected void onStop() { super.onStop(); } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { if (isPreviewRunning) { camera.stopPreview(); } Camera.Parameters p = camera.getParameters(); p.setPreviewSize(w,h); //p.set("rotation","90"); // it didn't work //P.setRotation(90); // only work in 2.0 or later SDK but i am using 1.5 camera.setParameters(p); try { camera.setPreviewDisplay(holder); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } camera.startPreview(); isPreviewRunning = true; } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); isPreviewRunning = false; camera.release(); } } any help will be appreciated..

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  • how to code multiple button navigation with java activities [migrated]

    - by user1738212
    Question 1: I have 2 activities. I was wondering how to optimize it. I can either create 2 activities with multiple listeners. Or create multiple java files for each button(onclick listener) Question 2: I have tried to create multiple listeners in one java but can only get one button to work. What is the syntax for multiple listeners in one java file? Here is my *updated code: now the issue is no matter what button is clicked on it leads to the same page. package install.fineline; import android.app.Activity; import android.content.Context; import android.content.Intent; import android.os.Bundle; import android.widget.Button; import android.view.View; import android.view.View.OnClickListener; public class Activity1 extends Activity2 { Button Button1; Button Button2; Button Button3; Button Button4; Button Button5; Button Button6; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.fineline); addListenerOnButton(); } public void addListenerOnButton() { final Context context = this; Button1 = (Button) findViewById(R.id.autobody); Button1.setOnClickListener(new OnClickListener() { public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button2 = (Button) findViewById(R.id.glass); Button2.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button3 = (Button) findViewById(R.id.wheels); Button3.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button4 = (Button) findViewById(R.id.speedy); Button4.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button5 = (Button) findViewById(R.id.sevan); Button5.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button6 = (Button) findViewById(R.id.towing); Button6.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); }} activity2.java package install.fineline; import android.app.Activity; import android.os.Bundle; import android.widget.Button; public class Activity2 extends Activity { Button Button1; public void onCreate1(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.autobody); } Button Button2; public void onCreate2(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.glass); } Button Button3; public void onCreate3(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.wheels); } Button button4; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.speedy); } Button Button5; public void onCreate5(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.sevan); } Button Button6; public void onCreate6(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.towing); }}

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  • Java -Android. Parser problem

    - by Kano
    I am making a very simple app with an RSS reader. The reader works great, but it's only giving me the title, and i want the description too. I'am very new to android, and I have tried a lot of things, but I can't get it to work. I've found a lot of parsers but they are to complicated for me to understand, so I was hoping to find a simple solution, since it's only title and description i want. Can anyone help me? import java.io.IOException; import java.net.MalformedURLException; import java.net.URL; import javax.xml.parsers.ParserConfigurationException; import javax.xml.parsers.SAXParser; import javax.xml.parsers.SAXParserFactory; import org.xml.sax.Attributes; import org.xml.sax.InputSource; import org.xml.sax.SAXException; import org.xml.sax.XMLReader; import org.xml.sax.helpers.DefaultHandler; import android.app.Activity; import android.os.Bundle; import android.widget.TextView; public class NyhedActivity extends Activity { String streamTitle = ""; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.nyheder); TextView result = (TextView)findViewById(R.id.result); try { URL rssUrl = new URL("http://tv2sport.dk/rss/*/*/*/248/*/*"); SAXParserFactory mySAXParserFactory = SAXParserFactory.newInstance(); SAXParser mySAXParser = mySAXParserFactory.newSAXParser(); XMLReader myXMLReader = mySAXParser.getXMLReader(); RSSHandler myRSSHandler = new RSSHandler(); myXMLReader.setContentHandler(myRSSHandler); InputSource myInputSource = new InputSource(rssUrl.openStream()); myXMLReader.parse(myInputSource); result.setText(streamTitle); } catch (MalformedURLException e) { // TODO Auto-generated catch block e.printStackTrace(); result.setText("Cannot connect RSS!"); } catch (ParserConfigurationException e) { // TODO Auto-generated catch block e.printStackTrace(); result.setText("Cannot connect RSS!"); } catch (SAXException e) { // TODO Auto-generated catch block e.printStackTrace(); result.setText("Cannot connect RSS!"); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); result.setText("Cannot connect RSS!"); } } private class RSSHandler extends DefaultHandler { final int stateUnknown = 0; final int stateTitle = 1; int state = stateUnknown; int numberOfTitle = 0; String strTitle = ""; String strElement = ""; @Override public void startDocument() throws SAXException { // TODO Auto-generated method stub strTitle = "Nyheder fra "; } @Override public void endDocument() throws SAXException { // TODO Auto-generated method stub strTitle += ""; streamTitle = "" + strTitle; } @Override public void startElement(String uri, String localName, String qName, Attributes attributes) throws SAXException { // TODO Auto-generated method stub if (localName.equalsIgnoreCase("title")) { state = stateTitle; strElement = ""; numberOfTitle++; } else { state = stateUnknown; } } @Override public void endElement(String uri, String localName, String qName) throws SAXException { // TODO Auto-generated method stub if (localName.equalsIgnoreCase("title")) { strTitle += strElement + "\n"+"\n"; } state = stateUnknown; } @Override public void characters(char[] ch, int start, int length) throws SAXException { // TODO Auto-generated method stub String strCharacters = new String(ch, start, length); if (state == stateTitle) { strElement += strCharacters; } } } }

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  • Rendering of graphics different depending on position

    - by jedierikb
    When drawing parallel vertical lines with a fixed distance between them (1.75 pixels) with a non-integer x-value-offset to both lines, the lines are drawn differently based on the offset. In the picture below are two pairs of very close together vertical lines. As you can see, they look very different. This is frustrating, especially when animating the sprite. Any ideas how ensure that sprites-with-non-integer-positions' graphics will visually display the same? package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; public class tmpa extends Sprite { private var _sp1:Sprite; private var _sp2:Sprite; private var _num:Number; public function tmpa( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; _sp1 = new Sprite( ); drawButt( _sp1, 0 ); _sp1.x = 100; _sp1.y = 100; _num = 0; _sp2 = new Sprite( ); drawButt( _sp2, _num ); _sp2.x = 100; _sp2.y = 200; addChild( _sp1 ); addChild( _sp2 ); addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { _num += .1; if (_num > 400) { _num = 0; } drawButt( _sp2, _num ); } private function drawButt( sp:Sprite, offset:Number ):void { var px1:Number = 1 + offset; var px2:Number = 2.75 + offset; sp.graphics.clear( ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( px1, 1 ); sp.graphics.lineTo( px1, 100 ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( px2, 1 ); sp.graphics.lineTo( px2, 100 ); } } } edit from original post which thought the problem was tied to the x-position of the sprite.

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  • Ask How-To Geek: Speeding Up the Start Menu Search, Halting Auto-Rotating Android Screens, and Dropbox-powered Torrenting

    - by Jason Fitzpatrick
    This week we take a look at tweaking the Window’s start menu search for fast and focused searching, locking down a hyperactive Android screen, and fueling your torrenting habit through Dropbox. Once a week we dip into our reader mailbag to help readers solve their problems, sharing the useful solutions with you in the process. Read on to see our fixes for this week’s reader dilemmas. Latest Features How-To Geek ETC Inspire Geek Love with These Hilarious Geek Valentines How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin Amazon Finally Adds Real Page Numbers to the Kindle Now You Can Print Google Docs and Gmail through Google Cloud Print AppBrain Enables Direct-to-Phone Installation Again Build a DIY Clapper to Hone Your Electronics Chops How to Kid Proof Your Computer’s Power and Reset Buttons Microsoft’s Windows Media Player Extension Adds H.264 Support Back to Google Chrome

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  • I made a 2D ENGINE for Android, looking for cooperation.

    - by Roger Travis
    My name is Robert, I am an Android programmer and wanted to show off my latest project - a 2d game engine. You can see it in action here - https://play.google.com/store/apps/details?id=engineDemo.com My engine's main advantage is its ease of use. To have your level up and running, you'll need only 3 lines of code. ABoxView aboxView = new ABoxView(this); setContentView(aboxView); aboxView.loadLevel("level/level02"); Level are created in a special level constructor and object physical properties are stored in a corresponding XML file. I am looking to cooperate with those, who might be interesting in using my engine in their games. You can email me at [email protected] or post here. Thanks, Robert

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  • Eclipse won't let me select a Windows share as Workspace

    - by Android Eve
    Environment: Ubuntu 10.04 (64-bit), Eclipse Helios 3.6 (64-bit), Android 2.3 SDK + ADT. All works great, but I can only select a workspace that's on the local system. Eclipse won't let me select shared folder on a Samba server. Ubuntu's URI for this share is of the form: smb://[email protected]/sandbox/workspace But even if I typed this manually into the edit box, Eclipse won't accept it. I don't have this problem with Eclipse 3.6 on Windows. Is there a workaround to solve this?

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  • Can i make money with my Android Engine or should I focus on game-making?

    - by Roger Travis
    I have dedicated past few month to developing my own android 2d engine. You can see its description, demo and tutorials here http://www.aboxengine.com/ ( jar files will be up in a day or two ). While working on the engine I believed it to be better then most available alternatives ( such as andengine, etc. ) and that people would love to use it in their games and, hopefully, would give me some royalties. Yet as I started posting about my engine on other forums, it start looking like people are only interested in free/opensource engines. Based on your experience, what do you think, is there some way for me to make money with that engine or should I forget about selling it and more focus on making games with it myself? Thanks!

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  • Where to start with game development?

    - by steven_desu
    I asked this earlier in this thread at stackoverflow.com. One of the early comments redirected me here to gamedev.stackexchange.com, so I'm reposting here. Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems as well as graphing problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • How do I add leaderboard feature of OpenFeint in android?

    - by Avi kumar Manku
    I am developing a game in android, by extending a class with view. I have integrated OpenFeint in it by studying the tutorial provided on the OpenFeint site, but I am not able to add the leaderboard feature in my app. How can I achieve it? My game class is like this public class GameActivity extends Activity { Intent i; Grapic g; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(new Grapic(this)); and Grapic is a class which extends view and where scoring is done with touch events.

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  • What platform is best for Android and iPhone development?

    - by Toy Yoda
    I've been developing non-mobile apps for linux; mainly stuff like interpreters, compilers, database engines and business apps. I've been told that if I wanted to learn how to develop iPhone/iPad applications, I should buy a Mac since Apple has all it's development tools for iPhone/iPad on Mac. Now, what about Android phones / tablets? Are the development tools better on Mac or PC? I need to buy a new laptop, and I would like to factor in mobile development in my choice of PC or Mac.

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  • How do you get the total asset size (or total resource size) in an Android game?

    - by tom_mai78101
    In an Android Java project, there are two folders, asset and res. To me, I usually put some stuffs, like PNG files, sound files, etc. in either one of the two folder. When resources are increasingly becoming more and more in those folders, the time it takes to load them will increase. Therefore, a loading screen is a must in these situation. The total size is to be used in a loading screen, so that I can guess the average time it takes to load each resources, from 0 bytes to its individual resource file size. I only know that by adding all individual sizes in a respective order, I will then obtain the total asset or res folder size, simply by adding them up. So, when it comes to getting the total file size from either folder, how do you obtain their individual resource/object sizes, respectively? Thanks in advance.

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  • Why wont the LibGDX's main class Initialize on Android Launcher?

    - by BluFire
    So I was searching for different ways that could suit me in programming and came across LibGDX. Naturally I looked at the tutorial. As I was doing it, I was following the steps word for word, except naming the classes. In the end, I was able to create the desktop launcher for the game but not the android launcher. The following error is my error: Cannot instantiate the type Game (Game is the name of the class) I got the tutorial from http://steigert.blogspot.com.au/2012/02/1-libgdx-tutorial-introduction.html The link in the tutorial is the original but it uses jogl instead of lwjgl.

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  • How to create a Raining Effect(Particles) on Android?

    - by user19495
    I am developing a 2d android strategy game, it runs on SurfaceView, so I can't(or can I?) use LibGdx's particle system. And I would like to make a raining effect, I am aiming for something like this( http://ridingwiththeriver.files.wordpress.com/2010/09/rain-fall-animation.gif ), I don't need the splash effect in the end (although that would be superb, but probably would take up a lot of system resources). How could I achieve that raining effect? Any ideas? Thank You a lot in advance!

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  • Which way to make money on Android? ads, purchase, trial version?

    - by otakun85
    Hi, I want to release an app, but what is in your experience the best way to make money on android? I've seen some solutions out there, but which one is the best? Solution A: App is free and has ads. + long term income + free for customer ~ money based on usage - ads makes apps ugly - needs a internet connection, which your app may not need Solution B: App is purchased + instant income ~ money only once ~ the customer have only 15 minutes to try out the app - you need a credit card on the google market - the customer have to give money :D Solution C: Trial version Solution D: free Lite version with ads & full to pay version without adds Any other ideas?

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  • Why is FTP file transfer from Android Phone Slow?

    - by Frychiko
    To transfer files from my Android phone to Ubuntu, I use an app that creates a FTP server on the phone. Copying files to Ubuntu 12.04 (same with 12.10) I get up to 260 KB/s. Copying files to Windows 7 I get up to 1050 KB/s. I am currently on a fresh install of 12.10 with barely anything installed with the same results. I have tested with both a Galaxy S3 and HTC Desire HD with identical results. I have tested about 5 apps with the same results. Why is it slow on Ubuntu?

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  • Would it be possible to make an android app like this?

    - by ThisBetterWork
    I'm fairly new to android development and I'm not sure if the functionality I have in mind for my next project is actually feasible. I wanted to make a simple study guide app...when a user is browsing the web on their phone and they come across information they want to save to their study guide they would be able to highlight the sentence,long-click the highlighted text, and see an option to add it to their study guide(a pop-up list would appear). there would be more functionality than just this, for instance with-in the app you could create different study guide topics (biology,math, English..ect). But in general is it possible to have an app that is accessible by long-clicking when your browsing the web (as opposed to opening the App manually in order to use it.) -- If not, could I make it so you can open a browser within the app to do what I've described? This is going to be a school project so I don't care if it's totally original, I just want to make something simple and practical for practice. -- Thanks in advanced to anyone who helps!! :D

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  • Games on windows 8 in bootcamp lag even on lowest graphics

    - by Jackson Gariety
    I've been playing Crysis 2 and Skyrim on my Retina MacBookPro (10,1) for months now. The two games used to run super smoothly even on nearly maxed out settings. This laptop has an Nvidia GeForce GT 650M graphics card inside, it runs great. But I recently replaced my Windows 8 consumer preview with the retail copy, and since then, 3D games lag in this odd way, no matter what the graphics settings. Every second Skyrim and Crysis alternates between running smoothly and lagging. It's a cyclical lag that comes and goes like clockwork. I can turn the graphics down to 800x600 with no antialiasing and low texture quality, and it runs much smoother on the "up" motion of the cycle, but every second it moves back into this lag spike. I've tried installing beta graphics drivers, re installing the operating system, re installing the bootcamp support software, and freeing up space (I have about 20 GB free). I can't figure out what suddenly caused this other than some obscure difference between the consumer preview and the retail version. What can I try? Is my video card failing? Are there some other drivers I can install? This isn't normal lag from maxing out the card, it

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  • Some Portions of Computer Running Slow (Specifically Graphics)

    - by Mike Gates
    I noticed that a few things are running slow today on my Windows 7 laptop. Specifically, they are: Opening and closing windows takes several seconds for the animation to complete. Windows media player opens fine, but the movies are very laggy MMORPG's, such as RuneScape, are extremely laggy When waking my computer from sleep mode, after entering my password, my desktop takes about 3 seconds to fade in Other than those, everything runs at a normal speed. Things I've done that maybe contributed to this problem: Changed the graphics processor (by plugging in/unplugging the charger) [however, no matter how I change the graphics, I'm still getting this lagginess] Installed AdBlock, a Firefox addon [I recently removed it, and I'm still experiencing this problem] Went into Advanced System Settings, Clicked Settings, and unchecked a few visual things (such as the animation for opening and closing windows) [sure, this got rid of the opening/closing windows lag, but I like that little animation - plus that leaves all the other lag problems I'm experiencing] So, does anyone have any ideas/fixes? If so, please respond. Thank you. Some Other Information: I'm on a HP Pavillion dv7 laptop, 4285 Entertainment PC, with: intel CORE i5 inside, ATI Mobility Radeon Premium Graphics, Microsoft DirectX11 Opening and closing of windows: Defined as opening a program (i.e. Firefox) or closing it by hitting the X in the upper-right hand corner. Lately, the animation for opening and closing windows (which is simply either growing from the icon from the taskbar to fill the screen, or shrinking from the screen down towards the icon on the toolbar.) This problem also occurs for minimizing/maximizing windows. Very laggy movies: defined as .avi movie files saved to My Documents which skips several frames per second and seemingly slows down the movie as a whole Extremely laggy games: I tried RuneScape today, and movement in the game was at least 10x slower than it ever has been, even when playing on the lowest detail/graphics Desktop taking 3 seconds to fade in after sleep: in this scenario, I had no other programs running visibly. The computer generally fades to black from the password screen to the desktop in about 1 second, normally. However, it is now taking 3 or more seconds.

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  • AlerDialog is not created - java.lang.IllegalArgumentException: Activity#onCreateDialog did not crea

    - by Jayomat
    Hi, I want to create a normal AlertDialog. I used the example provided by the android dev docs. I just changed the DIALOG_PAUSED_ID to DIALOG_DELETEDB. If I execute my code and press the button which in return should create the dialog, I get the following error log: 04-29 01:01:20.973: WARN/dalvikvm(1168): threadid=3: thread exiting with uncaught exception (group=0x4001b188) 04-29 01:01:20.973: ERROR/AndroidRuntime(1168): Uncaught handler: thread main exiting due to uncaught exception 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): java.lang.IllegalArgumentException: Activity#onCreateDialog did not create a dialog for id 4 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.app.Activity.createDialog(Activity.java:871) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.app.Activity.showDialog(Activity.java:2483) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at mjb.project.AVV.Favs.onMenuItemSelected(Favs.java:111) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at com.android.internal.policy.impl.PhoneWindow.onMenuItemSelected(PhoneWindow.java:730) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at com.android.internal.view.menu.MenuItemImpl.invoke(MenuItemImpl.java:139) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at com.android.internal.view.menu.MenuBuilder.performItemAction(MenuBuilder.java:855) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at com.android.internal.view.menu.IconMenuView.invokeItem(IconMenuView.java:525) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at com.android.internal.view.menu.IconMenuItemView.performClick(IconMenuItemView.java:122) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.view.View.onTouchEvent(View.java:4179) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.widget.TextView.onTouchEvent(TextView.java:6540) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.view.View.dispatchTouchEvent(View.java:3709) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1643) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.view.ViewRoot.handleMessage(ViewRoot.java:1691) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.os.Handler.dispatchMessage(Handler.java:99) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.os.Looper.loop(Looper.java:123) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at android.app.ActivityThread.main(ActivityThread.java:4363) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at java.lang.reflect.Method.invokeNative(Native Method) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at java.lang.reflect.Method.invoke(Method.java:521) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 04-29 01:01:20.993: ERROR/AndroidRuntime(1168): at dalvik.system.NativeStart.main(Native Method) so here are the "relevant" code parts: define the ID: private static final int DELETE_DB_ID = 3; private Dialog dialog; static final int DIALOG_DELETEDB = 4; onCreateDialog(...): protected Dialog onCreateDialog(int id) { switch(id) { case DIALOG_DELETEDB: // do the work to define the pause Dialog AlertDialog.Builder builder = new AlertDialog.Builder(this); builder.setMessage("Are you sure you want to exit?") .setCancelable(false) .setPositiveButton("Yes", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { Favs.this.finish(); } }) .setNegativeButton("No", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { dialog.cancel(); } }); AlertDialog alert = builder.create(); alert.show(); break; default: dialog = null; } return dialog; } Here I try to "create" the dialog: @Override public boolean onMenuItemSelected(int featureId, MenuItem item) { switch(item.getItemId()) { case ADD_ID: createNote(); return true; case DELETE_DB_ID: showDialog(DIALOG_DELETEDB); return true; } return super.onMenuItemSelected(featureId, item); } As I already said, I just copied the code and changed the name. Unfortunately, I don't understand the error log message.. :/ Somehow I think I don't return the created dialog, but I cannot see "where" my reference is or where/what I have to return... thanks in advance for help.

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  • Someone please help google create instuctions that windows users understand. googles "instructions"

    - by nathan
    Below are the only instructions i managed to find from google on how to install the android NDK, it is written as if we all run Linux and presumes we all understand what these obscure tools are. My comments and questions appear in Italics if somone who knows unix and windows would translate for google that would be great! Android NDK Installation Introduction: Please read docs/OVERVIEW.TXT to understand what the Android NDK is and is not. This file gives instructions on how to properly setup your NDK. I. Requirements: The Android NDK currently requires a Linux, OS X or Windows host operating system. Windows users will need to install Cygwin (http://www.cygwin.com) to use it. Note that running the NDK under MSys is not supported. You will need to have the Android SDK and its dependencies installed. The NDK cannot generate final application packages (.apk files), only the shared library files that can go into them. IMPORTANT: The Android NDK can only be used to target system images using the Cupcake (1.5) or later releases of the platform. This is due to subtle toolchain and ABI related changed that make it incompatible with 1.0 and 1.1 system images. The NDK requires GNU Make 3.81 or later being available on your development system. Earlier versions of GNU Make might work but have not been tested. You can check this by running 'make -v' from the command-line. The output should look like: GNU Make 3.81 Copyright (C) 2006 Free Software Foundation, Inc. ... On certain systems, GNU Make might be available through a different command like 'gmake' or 'gnumake'. For these systems, replace 'make' by the appropriate command when invoking the NDK build system as described in the documentation. Great some strange thing called gnu make.. if your not going to tell me what it does maybe you then at least you could give me a URL to it? The NDK also requires a Nawk or GNU Awk executable being available on your development system. Note that the original 'awk' program doesn't implement the 'match' and 'substr' functions used by the NDK build system. Ok another tool, with 1 of 2 possible names, but not the third... and again where should i download this?? On Windows, you will need to install a recent release of Cygwin to use the NDK. See http://www.cygwin.com for instructions. Woohoo a URL! download took about a day because these install instructions do not specify what parts to download. II. Preparing your installation prebuilt cross-toolchain binaries: After installing and unarchiving the NDK, you will need to run the following command from the root folder: build/host-setup.sh hello? windows dont run nothing but .exe .com or .dll, just tell me how you want me to run it.. This will test your setup and make sure the NDK can work properly. Nothing is said about where any of these things need to be installed to (what directory)

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  • missing table in SQLite with specific version of HTC DESIRE HD

    - by William
    My application has a SQLite database in the asset folder. When the user launches my application, the database is created and the tables too. This works fine with a lot of devices (Nexus One, Htc Magic, SGS, X10… and even Htc Desire HD v2.2). My application works with all versions of Android (tested on my device (1.6, 2.2, 2.2.1 Htc Magic) and on the emulator (v1,5 until v2.3). I have just a problem with HTC DESIRE HD v2.2.1 1.72.405.3. The logcat: android.database.sqlite.SQLiteException: no such table: LISTE: , while compiling: select _id from LISTE at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2833) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2854) at android.app.ActivityThread.access$2300(ActivityThread.java:136) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2179) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:143) at android.app.ActivityThread.main(ActivityThread.java:5068) 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:858) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:616) at dalvik.system.NativeStart.main(Native Method) Caused by: android.database.sqlite.SQLiteException: no such table: LISTE: , while compiling: select _id from LISTE at android.database.sqlite.SQLiteCompiledSql.native_compile(Native Method) at android.database.sqlite.SQLiteCompiledSql.compile(SQLiteCompiledSql.java:91) at android.database.sqlite.SQLiteCompiledSql.(SQLiteCompiledSql.java:64) at android.database.sqlite.SQLiteProgram.(SQLiteProgram.java:80) at android.database.sqlite.SQLiteQuery.(SQLiteQuery.java:46) at android.database.sqlite.SQLiteDirectCursorDriver.query(SQLiteDirectCursorDriver.java:53) at android.database.sqlite.SQLiteDatabase.rawQueryWithFactory(SQLiteDatabase.java:1417) at android.database.sqlite.SQLiteDatabase.rawQuery(SQLiteDatabase.java:1387) ... 11 more My application create the database but it doesn’t copy the tables of the file of the asset folder in data\data\packagename\databases\mydatabase. My code: public void createDataBase() throws IOException{ boolean dbExist = checkDataBase(); if(dbExist){ //do nothing - database already exist }else{ //By calling this method and empty database will be created into the default system path //of your application so we are gonna be able to overwrite that database with our database. this.getReadableDatabase(); try { copyDataBase(); } catch (IOException e) { throw new Error("Error copying database"); } } } private void copyDataBase() throws IOException{ //Open your local db as the input stream InputStream myInput = myContext.getAssets().open(DB_NAME); // Path to the just created empty db String outFileName = DB_PATH + DB_NAME; //Open the empty db as the output stream OutputStream myOutput = new FileOutputStream(outFileName); //transfer bytes from the inputfile to the outputfile byte[] buffer = new byte[1024]; int length; while ((length = myInput.read(buffer))!= -1){ if (length > 0){ myOutput.write(buffer, 0, length); } } //Close the streams myOutput.flush(); myOutput.close(); myInput.close(); } I think that the copydatabase function has a problem but I don't see. This code works fine with all devices except the HTC DESIRE HD v2.2.1 1.72.405.3. What problems might exist here for the HTC Desire with the given version above? How can this be remedied?

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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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