Search Results

Search found 29444 results on 1178 pages for 'android image'.

Page 135/1178 | < Previous Page | 131 132 133 134 135 136 137 138 139 140 141 142  | Next Page >

  • Fuite des fonctionnalités d'Android 4.2 : nouveau Google Play, gestion du multi-utilisateur et contrôle parental

    Fuite des fonctionnalités d'Android 4.2 : nouveau Google Play, gestion du multi-utilisateur et contrôle parental Google a récemment envoyé des invitations à la presse pour un évènement Android le 29 octobre prochain à New York. Au cours de cet évènement, l'éditeur pourrait dévoiler Android 4.2, une mise à jour mineure de la version 4.1, Jelly Bean. Cette nouvelle a laissé place à des rumeurs qui viennent dévoiler quelques-unes des nouvelles fonctionnalités et améliorations qu'apportera cette version d'Android. Selon le site spécialisé Android Police, la prochaine mise à jour de l'OS mobile de Google apportera une nouvelle version de la galerie d'applications...

    Read the article

  • Image/"most resembling pixel" search optimization?

    - by SigTerm
    The situation: Let's say I have an image A, say, 512x512 pixels, and image B, 5x5 or 7x7 pixels. Both images are 24bit rgb, and B have 1bit alpha mask (so each pixel is either completely transparent or completely solid). I need to find within image A a pixel which (with its' neighbors) most closely resembles image B, OR the pixel that probably most closely resembles image B. Resemblance is calculated as "distance" which is sum of "distances" between non-transparent B's pixels and A's pixels divided by number of non-transparent B's pixels. Here is a sample SDL code for explanation: struct Pixel{ unsigned char b, g, r, a; }; void fillPixel(int x, int y, SDL_Surface* dst, SDL_Surface* src, int dstMaskX, int dstMaskY){ Pixel& dstPix = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*x + dst->pitch*y)); int xMin = x + texWidth - searchWidth; int xMax = xMin + searchWidth*2; int yMin = y + texHeight - searchHeight; int yMax = yMin + searchHeight*2; int numFilled = 0; for (int curY = yMin; curY < yMax; curY++) for (int curX = xMin; curX < xMax; curX++){ Pixel& cur = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*(curX & texMaskX) + dst->pitch*(curY & texMaskY))); if (cur.a != 0) numFilled++; } if (numFilled == 0){ int srcX = rand() % src->w; int srcY = rand() % src->h; dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*srcX + src->pitch*srcY)); dstPix.a = 0xFF; return; } int storedSrcX = rand() % src->w; int storedSrcY = rand() % src->h; float lastDifference = 3.40282347e+37F; //unsigned char mask = for (int srcY = searchHeight; srcY < (src->h - searchHeight); srcY++) for (int srcX = searchWidth; srcX < (src->w - searchWidth); srcX++){ float curDifference = 0; int numPixels = 0; for (int tmpY = -searchHeight; tmpY < searchHeight; tmpY++) for(int tmpX = -searchWidth; tmpX < searchWidth; tmpX++){ Pixel& tmpSrc = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*(srcX+tmpX) + src->pitch*(srcY+tmpY))); Pixel& tmpDst = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*((x + dst->w + tmpX) & dstMaskX) + dst->pitch*((y + dst->h + tmpY) & dstMaskY))); if (tmpDst.a){ numPixels++; int dr = tmpSrc.r - tmpDst.r; int dg = tmpSrc.g - tmpDst.g; int db = tmpSrc.g - tmpDst.g; curDifference += dr*dr + dg*dg + db*db; } } if (numPixels) curDifference /= (float)numPixels; if (curDifference < lastDifference){ lastDifference = curDifference; storedSrcX = srcX; storedSrcY = srcY; } } dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*storedSrcX + src->pitch*storedSrcY)); dstPix.a = 0xFF; } This thing is supposed to be used for texture generation. Now, the question: The easiest way to do this is brute force search (which is used in example routine). But it is slow - even using GPU acceleration and dual core cpu won't make it much faster. It looks like I can't use modified binary search because of B's mask. So, how can I find desired pixel faster? Additional Info: It is allowed to use 2 cores, GPU acceleration, CUDA, and 1.5..2 gigabytes of RAM for the task. I would prefer to avoid some kind of lengthy preprocessing phase that will take 30 minutes to finish. Ideas?

    Read the article

  • What needs to be done to port a Windows Flash game to Android?

    - by Russell Yan
    My team has developed a game using Flash (with Lua embeded) that targets Windows. And we want to port that game to Android (also iOS in the future). It's acceptable to rewrite the Flash part of client. And some other team in our company recommended Unity3D to replace the Flash part. Since we have no experience in Android/iOS development, we would need to learn some new tool/language anyway. So we would like that learning still be useful after the porting and when we starting a new game. Any thoughts? Edits: I think it is worth noticing the background of the game : the project is started by a tester and developer, both without knowing much about flex and actionscript. They built the game while learning, so most of the code is hard to maintain. I and other two developers joined the project after a year or so when one has leave (and the other be our manager). The other two developers are just graduates with little experience and little knowledge of flex. I am good at the server part and the c# language. Based on the fact that the code is hard to maintain (and we do need to change a lot of code to make the game easier to playe in a mobile device), and I am good at c# (and learning). I still tend to do the porting with Unity, which could get better performance and possibly save time.

    Read the article

  • Selling Android apps from Latvia? or should I just put banners?

    - by Roger Travis
    I am in Latvia ( which is not supported to sell apps at android market ), so I am thinking about the best way of monetizing my app. So far I've come up with such options: somehow imitate that I am from a supported country, get a bank account there, etc. use PayPal for in-app purchases. The player get, say, first 10 levels for free, but then is asked to pay 0.99$ for the rest of the game. downsides: player might not feel comfortable entering his paypal details into an app. also android market might not really like that. making the app free and get money from advertising... let's do some calculation here, say, I get 1m free downloads, each user during his playtime would see 10 banners, therefor 10m / 1000 * 0.3 = gives roughly 33k$ ( if we use adMob with their 0.3$ per 1000 impressions ). On the other hand, if we use paypal in app purchase, we need a 3% or more conversion rate to beat this... hmm... What do you think about all this? Thanks! edit: from what I just read all over the net, it looks like advertisers will change their eCPM price a lot without you understanding why... while using in-app paypal purchase you can at least somehow monitor the cashflow.

    Read the article

  • Iphone/Android app – chatroom development – what framework & hosting needs?

    - by MikaelW
    I have some experience regarding IPhone and Android development but I am now struggling to solve a new class of problem: apps that involve a client/server chatroom feature. That is, an app when people can exchange text over the internet, and without having the app to constantly “pull” content from the server. So that problem can’t be solved with a normal php/mysql website, there must be some kind of application running on a server that is able to send message from the server to the phone, rather than having the phone to check for new messages every 10 seconds… So I’m looking for ways to solve the different problems here: What framework should I use on the two sides (phone / server)? It should be some kind of library that doesn’t prevent me to write paid apps. It should also be possible to have the same server for the Iphone and android version of the app. What server / hosting solution do I need with what sort of features, I just have no experience regarding server application that can handle and initiate multiple connections and are hosted on hardware that is always online I tried to find resources online but couldn’t so far, either the libraries had the wrong kind of license/language or I just didn’t understand… Sometimes there were nice tutorial but for different needs such as peer2peer chat over local network… Same with the server and the hosting problem, not sure where to start really, I’m calling for help and I promise I will complete this page with notes about the experience I will get :-) Obviously the ideal would be to find a tutorial I missed that include client code, server code and a free scalable server… That being said, If I see something as good, it probably means that I have eaten the wrong kind of mushroom again… So, failing that, any pointer which might help me toward that quest, would be greatly appreciated. Thanks in advance. Mikael

    Read the article

  • Iphone/Android app – chatroom development – what framework & hosting needs?

    - by MikaelW
    I have some experience regarding IPhone and Android development but I am now struggling to solve a new class of problem: apps that involve a client/server chatroom feature. That is, an app when people can exchange text over the internet, and without having the app to constantly “pull” content from the server. So that problem can’t be solved with a normal php/mysql website, there must be some kind of application running on a server that is able to send message from the server to the phone, rather than having the phone to check for new messages every 10 seconds… So I’m looking for ways to solve the different problems here: What framework should I use on the two sides (phone / server)? It should be some kind of library that doesn’t prevent me to write paid apps. It should also be possible to have the same server for the Iphone and android version of the app. What server / hosting solution do I need with what sort of features, I just have no experience regarding server application that can handle and initiate multiple connections and are hosted on hardware that is always online I tried to find resources online but couldn’t so far, either the libraries had the wrong kind of license/language or I just didn’t understand… Sometimes there were nice tutorial but for different needs such as peer2peer chat over local network… Same with the server and the hosting problem, not sure where to start really, I’m calling for help and I promise I will complete this page with notes about the experience I will get :-) Obviously the ideal would be to find a tutorial I missed that include client code, server code and a free scalable server… That being said, If I see something as good, it probably means that I have eaten the wrong kind of mushroom again… So, failing that, any pointer which might help me toward that quest, would be greatly appreciated. Thanks in advance. Mikael

    Read the article

  • OS X is based on the codex Gigas the devils bible: Android OS n 4.4 Dio Ra Egyptian deity why is that?

    - by user215250
    GUESS WHO? The Internet and all computers are based on a mathematical number system that seems to be 3, 4, 6, 8 and 10. The HTTP is 888P and UTF-8 and Windows 8 and 8 gigas of RAM(88) on a 64biTOS X-10 or Aten(satan) why is it allowed to be so evil and who all knows about it? Is this activity illegal and should I sew these companies for being involved in satanic practices? iC3 iC3 iC3 I do see XP (X) Chi and (P) Rho a monogram and symbol for Christ, consisting of the superimposed Greek letters. The X is ten, The X code, OS X(O Satan) and codex The Gigas the Devil bible and the P is Payne, The House of Payne in which God dwells. Windows 8, Google Android and Apples OS X are the foundation on which we operarte on the Internet and our Mobiles devices. What is it that these 3 companies have chosen to base their OS’s on such evil? Windows 8 is windows hate H8, HH and H8. Said to be the Devil. Google’s (UGLE) M the Masonic M behind Android OS.in 4.4 is Dio (R) DNA O Sin and 44 is the Devils name in Twain’s The Mysterious Stranger. Apple’s evil (i) OS X (ou-es-ten) O Satan them all beat (B8) considering Apple put their first product on the market for $666.66. The Holy Grail of computers they say. Your Excellency, Lord and King OS2 Eisus Uni Peg Unix: The Unicorn Pegasus Jesus Christ

    Read the article

  • Best practice for combining a Java Applet/ Android interface?

    - by Pearsonartphoto
    I'm working on an online game, which I am seriously considering writing a Java Applet for it. The game is not overly complex on the features. I'm considering at some point having at least 3 versions of the game, which include a Java stand alone, applet, and Android game. I know from Design Patterns that the best way to use differing things like buttons and the like is to use a Bridge interface, where I have a common template for the common buttons. However, I'm having a bit of difficulty understanding what to do about the following. I know that Android programs use an Activity structure, which I am well familiar with, and that Applets extend the Applet interface, which I am not as familiar with. I also know that a stand alone java program uses basically a main() function, which doesn't have much structure. I'm convinced that there should be a way to design a common design pattern between the two, but somehow I'm missing what that is exactly. What can I do to make the different frameworks work with as much common code as possible?

    Read the article

  • How bad would be to focus on iOS/Android development for an indie developer?

    - by kender
    After some time developing games for others I'm thinking of moving towards my own productions. My background is 10+ years of software development, with last 2 years spent on the iOS development (Objective-C and CoronaSDK). With my current experience in Corona I can quickly develop for iOS and Android systems. And this is something that I'm probably gonna do with several of the game ideas I have, at least for the prototype part. But - I'm wondering if it's not a bad idea to focus on those 2 systems only. After all there are other mobile platforms, there are PCs, Macs and Linux boxes... All of them having gamers using them. I was wondering if it wasn't a good idea to try some other SDK, giving me more flexibility when it comes to platform-independance. There's Unity3D (I think I can develop a 2D game in it though), there's MoAI from what I checked. I see a few options, not sure which one is best as I have little experience in this field (publishing own games): Stick with CoronaSDK for the whole time, release for iOS and Android platforms, screw other mobile devices and PCs, Use Corona for prototyping, then when the idea goes more into the "production" phase rewrite it in MoAI or Unity3D for more platforms support, Start with one of those 2 SDKs right now (which means the prototype phase will be delayed a bit, but after that I can jump right into real coding). Any clues here, what to do?

    Read the article

  • Android: Conversion to Dalvik format failed: Unable to execute dex: null

    - by Adam Haile
    I'm trying to use the SmugFig SmugMug API on Android. It was designed for J2SE I would imagine, so I'm not sure it will even work on Android, but I figured it was worth trying as opposed to trying to create my own API. When I load the project though, I get the following error: Conversion to Dalvik format failed: Unable to execute dex: null It doesn't say what package it fails on, just "Android Packaging Problem", but it did not do this before I added SmugFig and it's dependency JARS to the build path. Where should I look? Or does this mainly me that it just won't work with those libraries?

    Read the article

  • Android Device Chooser -- device not showing up

    - by mportiz08
    I'm using the android plugin for eclipse, and when I try to run my program using a real device through the android device chooser, my phone is not listed as a device. I have updated eclipse and all of the android packages, but it still isn't showing up. My phone is running 1.6, which is also the target version listed in the eclipse project. Also, the reason I decided to try testing on a real device is because the emulator doesn't seem to be working right anymore when I run my project. The emulator launches, but the program never does. Any ideas? (using windows 7/t-mobile mytouch 3g)

    Read the article

  • Android WebView shows a blank page

    - by Sara
    Trying to create a WebView but it only shows a blank/white page. I have followed several examples and they all say that work with this code... Here is my code: import android.app.Activity; import android.os.Bundle; import android.webkit.WebView; public class PostenWebView extends Activity { public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.web_view); WebView webview = (WebView)findViewById(R.id.webview); webview.loadUrl("http://www.google.com"); } } And here is the web_view.xml:

    Read the article

  • Android SlidingDrawer in Eclipse IDE

    - by user295447
    I am trying to design an application for Android that makes use of the SlidingDrawer, but I have not been able to use the form (layout?) designer to add this element without producing an exception "IllegalArgumentException: The handle attribute is required and must refer to a valid child." As of March 17th, I believe I have everything up to date (Eclipse, and the Android SDK). All the SDK components have been installed. I have created two Android virtual devices, One for version 1.0, and one for version 2.1 when I figured out that 1.0 didn't support the SlidingDrawer. I have tried importing the samples provided in the SDK, as well as several other layouts from the web that I have found, all of which produce this same exception. My programming background is mostly C++, and I consider myself to be a novice programmer, so feel free to talk to me as if I were an idiot so that I will understand. ^^;

    Read the article

  • Issues with Android TabHost Example

    - by kevindtimm
    I have been attempting to implement the 'advanced' tabwidget example from google. But, when it tries to call tabHost.addTab(spec); I get a stack trace from the debugger. Sorry, I don't have the stack trace here, but I'm wondering if others have had this same issue (as this code had a number of typo's and missing information that stopped me from even compiling. Can anyone point me to a corrected/running version of this code? The updated information needed are: <activity android:name=".ArtistsActivity"></activity> <activity android:name=".AlbumsActivity"></activity> <activity android:name=".SongsActivity"></activity>

    Read the article

  • Android daemon process

    - by J Andy
    Is it possible (without violating any licenses) to write a native C/C++ application on top of the Android OS and make it run as a daemon process? There are already several daemon process' running which one can see with the 'ps' command, the legal part concerns me the most. And also the lack of documentation on how to exactly do this. For the writing part, I guess one could use basic Linux programming concepts, since Android supports at least to some level the standard Posix API. To make it run as the phone boots, some modifications is of course required in init as well. I have no plans to have this app in the Android Market, so installing it manually to the phone is not a problem. As long as it does not require re-compiling the whole OS or kernel. I really appreciate all info on this topic, since there's isn't much available. Thanks.

    Read the article

  • iPad Safari's mapping of mouse events to touch events in image-maps

    - by Tim
    My website makes extensive use of image-maps. The images are of pages from a medieval manuscript. The mouseOver event of the AREA tags has a tooltip attached to it, which displays a modern typographic transcription of the ancient script for the line the mouse is hovering over. I just checked my website out on the iPad at the Apple store. The iPad is many respects a joy to use, however, I am wondering about Apple's mapping of the mouseEvents to the finger-touch events. Apple probably had a good reason for doing things as they did, but their choices seem counterintuitive an overly complicated to me. Specifically, the iPad Safari browser clearly was responding to both fingerDown and fingerTap, and in different ways. When I tapped an area of the image-map, the tooltip wired to the mouse-over event pf the AREA tag was displayed, and remained visible until I tapped somewhere else. When I held my finger down on an area of the image-map, the area changed color. So if iPad Safari detects a mouseOver eventhandler, it executes the mouseOver code and apparently prevents the "click" event from propagating, so that if you also have something wired to the click event, it doesn't work? Is that right? But more importantly, why isn't fingerDown the iPad-Safari counterpart for mouseOver? FingerDown seems a more likely candidate than Tap when mapping the mousePOver event. I would have expected things to be mapped in this way: MouseClick : FingerTap (i.e. finger down and then immediately up) MouseOver : FingerDown (finger down and stays on the spot) If Apple had treated fingerDown as the counterpart to mouseOver, then the tooltip could be displayed upon FingerDown and made invisible again on fingerUp, which would be the counterpart to mouseOut. Perhaps someone could enlighten me about the thinking process that led Apple to these particular mouse-to-touch event-mappings? Thanks

    Read the article

  • Setting background image for QPushButton

    - by Surjya Narayana Padhi
    Hi Geeks, I am struggling to set an background image for an QPushButton. No Success till now. Following is my code. appsWidget::appsWidget(QWidget *parent) :QWidget(parent) { QPushButton *button1 = new QPushButton("SETTINGS",this); QPushButton *button2 = new QPushButton("TEST",this); QPushButton *button3 = new QPushButton("IE",this); button1->setStyleSheet("background-image:url(config.png)"); -> No success qDebug("appWidget initialized."); QHBoxLayout *layout = new QHBoxLayout; layout->addWidget(button1); layout->addWidget(button2); layout->addWidget(button3); this->setLayout(layout); connect(button1,SIGNAL(clicked()),this,SLOT(setClickIndex1())); connect(button2,SIGNAL(clicked()),this,SLOT(setClickIndex2())); connect(button3,SIGNAL(clicked()),this,SLOT(setClickIndex3())); } The image I am using in the stylesheet is located in the same project folder. Do anybody has any solution?

    Read the article

  • Computer Vision and AR libraries availabe for Android?!?!?

    - by Arturo
    Hello I am starting out as an Android Developer, and I would like to know if there are any Computer vision libraries or Augmented Reality libraries for the Android SDK , as I am planning to use these libraries for a mobile app. I have read that if I download the NDK, I might be able to "import/use" the C openCV, and ARtoolkit libraries, but I am wondering if this is possible, or if there is a better and easier way of using these tools. Android apps are programmed in Java, yet OpenCV & ARtoolkit use C/C++, any way to use these libraries?!? Thank you!

    Read the article

  • Android ListView background colors always showing grey.

    - by fiXedd
    I have a ListView that I'm populating from a custom ListAdapter. Inside the Adapter (in the getView(int, View, ViewGroup) method) I'm setting the background color of the View using setBackgroundColor(int). The problem is that no matter what color I set the background to it always comes out a dark grey. It might also be worth noting that I'm using the Light theme. Relevant (simplified) bits of code: AndroidManifest.xml: <activity android:name=".MyActivity" android:theme="@android:style/Theme.Light" /> MyAdapter.java: @Override public View getView(int position, View convertView, ViewGroup parent) { LayoutInflater inflater = LayoutInflater.from(mContext); View av = inflater.inflate(R.layout.my_row, parent, false); av.setBackgroundColor(R.color.myRow_red); mName = (TextView) av.findViewById(R.id.myRow_name); mName.setText("This is a name"); return av; } Any ideas/suggestions?

    Read the article

  • image upload-showing image on a form

    - by mnmyles
    hi guyz; i am using netbeans6.7.1 and phpmyadmin for my db to develop a java application to manage students records i want to upload students photos through browsing by clicking a browse buton which i have included in my interface I mean when i click on that button a JFilechooser pops up which filter only images(i have acomplished this) 1.) what i need is when i click on the "Attach button" of the JFilechooser, i want the image i chose to be attached to a jtextArea on the form i'm working with and the JFilechooser be diposed off. 2.) Also how i can save this form together with the image to a database table Is there a place where i can find a good guide/tutorial about that

    Read the article

  • [jQuery] preload image and show a spinner while loading

    - by robertdd
    Hy, i use uploadify to upload some images, after i display all the images thumbs in a list, when i click on a image thumb a bigger image it's open in a div with this function $(".thumbs li a").click(function(){ var largePath = $(this).attr("href"); $('.thumbs li').removeClass('thumbac'); $(this).parent().addClass('thumbac'); $("#largeImg").attr({ src: largePath }); return false; }); here is my list of photos: <div class="upimage"> <ul id="upimagesQueue" class="thumbs"> <li id="liupimages"> <a href="uploads/0001.jpg"><img src="uploads/0001.jpg" alt="0001.jpg" id=""></a> </li> <li id="liupimages"> <a href="uploads/0002.jpg"><img src="uploads/0002.jpg" alt="0002.jpg" id=""></a> </li> <li id="liupimages"> <a href="uploads/0003.jpg"><img src="uploads/0003.jpg" alt="0003.jpg" id=""></a> </li> <script> $(".thumbs li a").click(function(){ var largePath = $(this).attr("href"); $('.thumbs li').removeClass('thumbac'); $(this).parent().addClass('thumbac'); $("#largeImg").attr({ src: largePath }); return false; }); </script> </ul> </div> this is the div where the images appear <div class="largeImg" > <img id="largeImg" src="" /> </div> how i can preload the image before it display?

    Read the article

  • Resizing and saving an image in WinMobile and .NET CF throws OutOfMemoryException

    - by devguy
    I have a WinMobile app which allows the user the snap a photo with the camera, and then use for for various things. The photo can be snapped at 1600x1200, 800x600 or 640x480, but it must always be resized to 400px for the longest size (the other is proportional of course). Here's the code: private void LoadImage(string path) { Image tmpPhoto = new Bitmap(path); // calculate new bitmap size... double width = ... double height = ... // draw new bitmap Image photo = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); using (Graphics g = Graphics.FromImage(photo)) { g.FillRectangle(new SolidBrush(Color.White), new Rectangle(0, 0, photo.Width, photo.Height)); int srcX = (int)((double)(tmpPhoto.Width - width) / 2d); int srcY = (int)((double)(tmpPhoto.Height - height) / 2d); g.DrawImage(tmpPhoto, new Rectangle(0, 0, photo.Width, photo.Height), new Rectangle(srcX, srcY, photo.Width, photo.Height), GraphicsUnit.Pixel); } tmpPhoto.Dispose(); // save new image and dispose photo.Save(Path.Combine(config.TempPath, config.TempPhotoFileName), System.Drawing.Imaging.ImageFormat.Jpeg); photo.Dispose(); } Now the problem is that the app breaks in the photo.Save call, with an OutOfMemoryException. And I don't know why, since I dispose the tempPhoto (with the original photo from the camera) as soon as I can, and I also dispose the Graphics obj. Why does this happen? It seems impossible to me that one can't take a photo with the camera and resize/save it without making it crash :( Should I restor t C++ for such a simple thing? Thanks.

    Read the article

  • Android: databinding when using a ArrayAdapter: possible?

    - by Peterdk
    I need some simple databinding for a Spinner. I want to display 2 items for each dropdownitem. So when the user clicks the spinner I get a list like: ------------------- Name 123456 ------------------- Name 123456 ------------------- I understand this can be done when using a Cursor, according to the databinding info on android dev. Like: SimpleCursorAdapter adapter2 = new SimpleCursorAdapter(this, R.layout.my_custom_spinner_item_layout, cur, new String[] {People.NAME, People.ID}, new int[] {android.R.id.text1, android.R.id.text2}); However, I don't get my data from a database, so I don't use a cursor, I use a ArrayAdapter. Unfortunately it looks like there is no support for databinding with this adapter. Is there a way to do this?

    Read the article

  • Jquery image preview plugin issue...

    - by Pandiya Chendur
    I have a problem with an image preview that comes up when you hover over a thumbnail. I can change the distance between the preview and the cursor, but if a thumbnail is close to the side of the window, the preview cant fit and you only see part of it.. hope that makes sense... is there a way to make it so that if the preview doesnt fit, it will show up on the other side of the cursor?.... Here is the script... this.imagePreview = function() { /* CONFIG */ xOffset = 10; yOffset = 30; // these 2 variable determine popup's distance from the cursor // you might want to adjust to get the right result /* END CONFIG */ $("a.preview").hover(function(e) { this.t = this.title; this.title = ""; var c = (this.t != "") ? "<br/>" + this.t : ""; $("body").append("<p id='preview'> <img src='" + this.href + "' alt='Image preview' />" + c + "</p>"); $("#preview") .css("top", (e.pageY - xOffset) + "px") .css("left", (e.pageX + yOffset) + "px") .fadeIn("slow"); }, function() { this.title = this.t; $("#preview").remove(); }); $("a.preview").mousemove(function(e) { $("#preview") .css("top", (e.pageY - xOffset) + "px") .css("left", (e.pageX + yOffset) + "px"); }); }; // starting the script on page load $(document).ready(function() { imagePreview(); }); EDIT: see what i am getting, http://img202.imageshack.us/img202/4991/browserpreviewf.jpg my image at the right corner of the page so when i hover the img my preview goes even further right that is besides the page scrollbar half the preview is available.... How to get the preview to the left of the cursor..

    Read the article

  • twitter's officially supported android application

    - by sorens
    i am developing an application for android and would like for my users to be able to post some information from my application to their twitter feed. i know how to make this work by building a VIEW intent and forwarding the user to the android built-in web browser (thanks to stack overflow!) However, now that there is an official Twitter application, I would like to be able to use the twitter applications activity (if it is installed) to make the post. However, I can not find any developer documentation on what the Twitter Intent for Android is called. Can someone provide a short snippet of sample code that includes that text of the Intent to use?

    Read the article

< Previous Page | 131 132 133 134 135 136 137 138 139 140 141 142  | Next Page >