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  • Why would JmDNS service discovery work on a Motorola Droid running Android 2.1-update1 and not on an

    - by Churlbong
    I have successfully gotten JmDNS working on Android 2.1 testing on a Motorola Droid by using MulticastLock, but recently got an HTC Incredible as second test device, and JmDNS discovery doesn't work at all. I should mention that broadcasting a service still works and everything appears to run normally, but serviceAdded() never gets called. Does anyone have thoughts on why this might be? I was thinking it might be a permission issue, but I don't get any exceptions...

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  • Creating a drawable rectangle in xml with one gradient on the top half and another on the bottom hal

    - by synic
    I'm trying to create a drawable in xml, a rectangle with one gradient on the top half, and another on the bottom half. This is NOT the way to do it, apparently: <?xml version="1.0" encoding="utf-8"?> <layer-list xmlns:android="http://schemas.android.com/apk/res/android"> <item> <shape android:shape="rectangle"> <gradient android:startColor="#5a5a5a88" android:endColor="#14141488" android:angle="270" android:centerX="0.25"/> </shape> </item> <item> <shape android:shape="rectangle" android:top="80px"> <gradient android:startColor="#5aff5a88" android:endColor="#14ff1488" android:angle="270" android:centerX="0.25"/> </shape> </item> </layer-list> How can I do this, preferably in a way that makes it stretchable to any height?

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  • SurfaceView for Camera Preview won't get destroyed when pressing Power-Botton

    - by for3st
    I want to implement a camera preview. For that I have a custom View CameraView extends ViewGroup that in the constructor programatically creates an surfaceView. I have the following components (higly simplified for beverity): ScannerFragment.java public View onCreateView(..) { //inflate view and get cameraView } public void onResume() { //open camera -> set rotation -> startPreview (in a thread) -> //set preview callback -> start decoding worker } public void onPause() { // stop decoding worker -> stop Preview -> release camera } CameraView.java extends ViewGroup public void setUpCalledInConstructor(Context context) { //create a surfaceview and add it to this viewgroup -> //get SurfaceHolder and set callback } /* SurfaceHolder.Callback */ public void surfaceCreated(SurfaceHolder holder) { camera.setPreviewDisplay(holder); } public void surfaceDestroyed(SurfaceHolder holder) { //NOTHING is done here } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { camera.getParameters().setPreviewSize(previewSize.width, previewSize.height); } fragment_scanner.xml <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent"> <com.myapp.camera.CameraView android:id="@+id/cameraPreview" android:layout_width="match_parent" android:layout_height="match_parent"/> </RelativeLayout> I think I have set the lifecycle correct (getting resources onResume(), releasing it onPause() roughly said) and the following works just fine: pressing home and returning pressing Taskswitcher and returning rotation But one thing doesn't work and that is when I press the power-button on the device and then return to the camera-preview. The result is: the preview is stuck with the image that was last captured before button was pressed. If I rotate it works fine again, since it will get through the lifecycle. After some research I found out that this is probably due to the fact that surfaceView won't get destroyed when the power-button is pressed, i.e. SurfaceHolder.Callback.surfaceDestroyed(SurfaceHolder holder) won't be called. And in fact when I compare the (very verbose) log output of the home-button-case and the power-button-case it's the same except that 'surfaceDestroyed' won't get called. So far I found no solution whatsoever to work around it. I purposely avoid any resource cleaning code in my surfaceDestroyed(), but this does not help. My idea was to manually destroy the surfaceView like asked in this question but this seems not possible. I also tested other applications with surfaceViews/cameras and they don't seem to have this issue. So I would appreciate any hints or tips on that.

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  • Why does Event intent in android not return a result?

    - by dhaval
    I am creating a event using Intent intent = new Intent(Intent.ACTION_EDIT); intent.setType("vnd.android.cursor.item/event"); And invoking the intent using startActivityForResult(intent, Constants.LINK_CALENDER); There is nothing returned to call in onActivityResult(int requestCode, int resultCode, Intent data) It always returns data=null ie., returned intent result is always null. I am trying to retrieve the "Done/Revert" state of calender event just created and some identity so that i can open the event again in future from elsewhere in code.

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  • How to make a shape with left-top round rounded corner and left-bottom rounded corner?

    - by kknight
    I want to make a shape with with left-top rounded corner and left-bottom rounded corner: <?xml version="1.0" encoding="UTF-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android"> <solid android:color="#555555"/> <stroke android:width="3dp" android:color="#555555" /> <padding android:left="1dp" android:top="1dp" android:right="1dp" android:bottom="1dp" /> <corners android:bottomRightRadius="0dp" android:bottomLeftRadius="2dp" android:topLeftRadius="2dp" android:topRightRadius="0dp"/> </shape> But the shape above didn't give me what I want. It gives me a rectangle without any rounded corners. Can anyone help? Thanks.

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  • KeyCode_Enter to next edittext

    - by soclose
    Hi, In edittext, after typing 'Enter' key, system make a new line inside it. I'd like to focus on next edittext, no new line. how to code? my code in xml is below <EditText android:id="@+id/txtNPCode" android:layout_width="fill_parent" android:layout_height="wrap_content" android:textSize="18sp" android:layout_alignLeft="@+id/lblNPCode" android:layout_below="@+id/lblNPCode" android:layout_centerHorizontal="true" /> <EditText android:id="@+id/txtCNPCode" android:layout_width="fill_parent" android:layout_height="wrap_content" android:textSize="18sp" android:layout_alignLeft="@+id/lblCNPCode" android:layout_below="@+id/lblCNPCode" android:layout_centerHorizontal="true" /> I also caputer key code in setOnKeyListener tCNPCode.setOnKeyListener(new OnKeyListener() { public boolean onKey(View v, int keyCode, KeyEvent event) { // TODO Auto-generated method stub if(keyCode == 66) { Toast.makeText(S_PCode.this, "Enter Key", Toast.LENGTH_LONG).show(); //tNPCode.setFocusable(true); } return false; } });

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  • Creating Videos: Which Framerate is common in the US?

    - by Stebi
    I know that there are differences in different regions of the world regarding the framerate of videos. E.g. a DVD in Europe is in PAL with 720x756 and 25.0 fps. In the US its the NTSC standard with 720x480 and 29.97 fps. When I don't want to generate a DVD but a plain video file, e.g. WMV oder AVI what framerate is used in USA? I have a end user application where the user can generate videos, so what framerate does the US user expect it to have? Is there a difference in SD and HD video?

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  • Are there any open source video transcoding servers?

    - by maxfridbe
    Are there any servers written that can be setup to take video transcode jobs? I am looking to set one up to work just like the service Zencoder. Something that I could send my transcoding jobs to maybe via web-services. If not are there any c# wrappers to the common open source transcoders such that I could write one.

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  • Android: roatating images in a loop.

    - by user573736
    Hello, I am trying with no success to modify the code example from: http://www.inter-fuser.com/2009/08/android-animations-3d-flip.html so it will rotate the images in a loop, when clicking on the image once. (second click should pause). I tried using Handler and threading but cannot update the view since only the main thread can update UI. Exception I get from the code below: android.view.ViewRoot$CalledFromWrongThreadException: Only the original thread that created a view hierarchy can touch its views. [in 'image1.startAnimation(rotation);' ('applyRotation(0, 90);' from the main thread)] package com.example.flip3d; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.view.animation.AccelerateInterpolator; import android.widget.ImageView; public class Flip3d extends Activity { private ImageView image1; private ImageView image2; private boolean isFirstImage = true; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); image1 = (ImageView) findViewById(R.id.image01); image2 = (ImageView) findViewById(R.id.image02); image2.setVisibility(View.GONE); image1.setOnClickListener(new View.OnClickListener() { public void onClick(View view) { if (isFirstImage) { applyRotation(0, 90); isFirstImage = !isFirstImage; } else { applyRotation(0, -90); isFirstImage = !isFirstImage; } } }); } private void applyRotation(float start, float end) { // Find the center of image final float centerX = image1.getWidth() / 2.0f; final float centerY = image1.getHeight() / 2.0f; // Create a new 3D rotation with the supplied parameter // The animation listener is used to trigger the next animation final Flip3dAnimation rotation = new Flip3dAnimation(start, end, centerX, centerY); rotation.setDuration(500); rotation.setFillAfter(true); rotation.setInterpolator(new AccelerateInterpolator()); rotation.setAnimationListener(new DisplayNextView(isFirstImage, image1, image2)); if (isFirstImage) { image1.startAnimation(rotation); } else { image2.startAnimation(rotation); } } } How can I manage to update the UI and control the rotation within onClick listener? Thank you, Oakist

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  • Scrolling RelativeLayout- white border over part of the content

    - by Tanis.7x
    I have a fairly simply Fragment that adds a handful of colored ImageViews to a RelativeLayout. There are more images than can fit on screen, so I implemented some custom scrolling. However, When I scroll around, I see that there is an approximately 90dp white border overlapping part of the content right where the edges of the screen are before I scroll. It is obvious that the ImageViews are still being created and drawn properly, but they are being covered up. How do I get rid of this? I have tried: Changing both the RelativeLayout and FrameLayout to WRAP_CONTENT, FILL_PARENT, MATCH_PARENT, and a few combinations of those. Setting the padding and margins of both layouts to 0dp. Example: Fragment: public class MyFrag extends Fragment implements OnTouchListener { int currentX; int currentY; RelativeLayout container; final int[] colors = {Color.BLACK, Color.RED, Color.BLUE}; @Override public View onCreateView(LayoutInflater inflater, ViewGroup fragContainer, Bundle savedInstanceState) { return inflater.inflate(R.layout.fragment_myfrag, null); } @Override public void onActivityCreated(Bundle savedInstanceState) { super.onActivityCreated(savedInstanceState); container = (RelativeLayout) getView().findViewById(R.id.container); container.setOnTouchListener(this); // Temp- Add a bunch of images to test scrolling for(int i=0; i<1500; i+=100) { for (int j=0; j<1500; j+=100) { int color = colors[(i+j)%3]; ImageView image = new ImageView(getActivity()); image.setScaleType(ImageView.ScaleType.CENTER); image.setBackgroundColor(color); LayoutParams lp = new RelativeLayout.LayoutParams(100, 100); lp.setMargins(i, j, 0, 0); image.setLayoutParams(lp); container.addView(image); } } } @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: { currentX = (int) event.getRawX(); currentY = (int) event.getRawY(); break; } case MotionEvent.ACTION_MOVE: { int x2 = (int) event.getRawX(); int y2 = (int) event.getRawY(); container.scrollBy(currentX - x2 , currentY - y2); currentX = x2; currentY = y2; break; } case MotionEvent.ACTION_UP: { break; } } return true; } } XML: <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="fill_parent" android:layout_height="fill_parent" tools:context=".FloorPlanFrag"> <RelativeLayout android:id="@+id/container" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </FrameLayout>

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  • Protect flash video from download/right protect

    - by Smyles
    Is it possible to protect flv files from download? I'd like to protect my files from download but I don't have the money for a streaming server which I think provides some sort of protection. The files are streamed via PHP and are located in an upload folder on my server. I've used PHP to ensure that only subscribers can view the video but I basically want to go a step further and prevent subscribers from, upon login, downloading my videos with downloaders such as Sothink Flv Downloader for Firefox.

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  • video tag in iphone status

    - by David
    Is there any movie that actually works in iPhone/iPad safari using the video tag? We tried so many formats and code snippets. I've heard that mp4/h264 should work, but not for us. Can anyone point me to a working example online? If you know the code or specs/formats for the videotag on iphone, that would be great.

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  • Android - what's the difference between the various methods to get a Context?

    - by Alnitak
    In various bits of Android code I've seen: public class MyActivity extends Activity { public void method() { mContext = this; // since Activity extends Context mContext = getApplicationContext(); mContext = getBaseContext(); } } However I can't find any decent explanation of which is preferable, and under what circumstances which should be used. Pointers to documentation on this, and guidance about what might break if the wrong one is chosen, would be much appreciated.

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  • WPF MediaElement video playback tearing

    - by GeekyMonkey
    I'm trying to use the MediaElement control in WPF to play back video. It works great in Vista, but when I run it on an XP machine I get tearing in the display. It looks as if it's not using the vertical synch, and just updating the screen mid-draw. Anyone know how to fix this problem?

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