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  • How to launch activity from android home screen widget

    - by Brian515
    Hi all, I am desperately trying to get my head wrapped around how to implement home screen widgets. Right now, I (finally) was able to get a button on my widget respond to a button press setting up an intent filter in the manifest. However, I cannot for the life of me figure out how to launch an activity when the button is pressed. Basically, here's the code i have: @Override public void onReceive(Context context, Intent intent) { super.onReceive(context, intent); if(intent.getAction().equals("com.bic.search.searchWidget.CLICK")) { Toast.makeText(context, "It works!!", Toast.LENGTH_SHORT).show(); } } What I really want to do, though, is start a new activity, not display a toast message. I know it has something to do with pending intents, but I can't figure out how to get that to work. Any help and sample code would be appreciated. Thanks a ton to whoever answers this!

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  • setting picture captured by built-in camera into an ImageView

    - by MAkS
    in my app i m calling built in camera for capturing picture but i want to set that picture into an image view following is the code . so what code should i add to it to set the picture into imageview. public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Intent intent = new Intent("android.media.action.IMAGE_CAPTURE"); startActivityForResult(intent, 0); } @Override public void onActivityResult(int requestCode, int resultCode, Intent data) { if (resultCode == Activity.RESULT_OK && requestCode == 0) { String result = data.toURI(); // ... } } Thanks in advance

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  • Progressbar blocks notiyfyDatasetChanged() method in Android

    - by pathfinder
    I'm trying to display a ProgressBar while a listview is being populated. This is my XML <FrameLayout android:layout_width="fill_parent" android:layout_height="wrap_content" > <ListView android:id="@android:id/list" android:layout_width="fill_parent" android:layout_height="fill_parent" android:divider="@null" android:dividerHeight="0dp" android:fadingEdge="none" > </ListView> <ProgressBar android:id="@+id/doProgress" android:layout_width="60dp" android:layout_height="60dp" android:layout_gravity="center" /> </FrameLayout> ProgressBar's visibiliy has been changed in the onPostExecuteMethod when the whole listview is loaded. AsyncTask Code: public class WhatToDoLoader extends AsyncTask<String, String, String> { ProgressDialog progress = new ProgressDialog(WhatToDo.this); String url = "http://wearedesigners.net/clients/clients12/tourism/fetchWhatToDoList.php"; final String TAG_MAIN = "item"; final String TAG_ID = "itemId"; final String TAG_NAME = "itemName"; final String TAG_DETAIL = "itemDetailText"; final String TAG_ITEM_IMAGE = "itemImages"; final String TAG_MAP = "itemMapData"; final String TAG_MAP_IMAGE = "mapImage"; @Override protected void onProgressUpdate(String... values) { // TODO Auto-generated method stub super.onProgressUpdate(values); adapter.notifyDataSetChanged(); } @Override protected void onPreExecute() { // TODO Auto-generated method stub super.onPreExecute(); /* * progress.setMessage("Loading What To Do List"); progress.show(); */ } @Override protected String doInBackground(String... params) { XMLParser parser = new XMLParser(); String xml = parser.getXmlFromUrl(url); // getting XML Document doc = parser.getDomElement(xml); // getting DOM element NodeList nl = doc.getElementsByTagName(TAG_MAIN); // TODO Auto-generated method stub for (int i = 0; i < nl.getLength(); i++) { // creating new HashMap HashMap<String, String> map = new HashMap<String, String>(); Element e = (Element) nl.item(i); // adding each child node to HashMap key => value map.put(TAG_ID, parser.getValue(e, TAG_ID)); map.put(TAG_NAME, parser.getValue(e, TAG_NAME)); map.put(TAG_DETAIL, parser.getValue(e, TAG_DETAIL)); map.put(TAG_MAP, parser.getValue(e, TAG_MAP)); map.put(TAG_MAP_IMAGE, parser.getValue(e, TAG_MAP_IMAGE)); map.put(TAG_ITEM_IMAGE, parser.getValue(e, TAG_ITEM_IMAGE)); System.out.println("Test : " + parser.getValue(e, TAG_ID)); // adding HashList to ArrayList whatToDoInfo.add(map); publishProgress(""); } return null; } @Override protected void onPostExecute(String result) { // TODO Auto-generated method stub super.onPostExecute(result); ProgressBar pb = (ProgressBar) findViewById(R.id.doProgress); pb.setVisibility(pb.INVISIBLE); } } When i run the code it throws the following exception. *java.lang.IllegalStateException: The content of the adapter has changed but ListView did not receive a notification. Make sure the content of your adapter is not modified from a background thread, but only from the UI thread.* But the same code works fine when the progressbar feature is omitted. I can't find where i'm going wrong. can someone please help me ? Thank you in advance.

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  • The HTG Guide to Using a Bluetooth Keyboard with Your Android Device

    - by Matt Klein
    Android devices aren’t usually associated with physical keyboards. But, since Google is now bundling their QuickOffice app with the newly-released Kit-Kat, it appears inevitable that at least some Android tablets (particularly 10-inch models) will take on more productivity roles. In recent years, physical keyboards have been rendered obsolete by swipe style input methods such as Swype and Google Keyboard. Physical keyboards tend to make phones thick and plump, and that won’t fly today when thin (and even flexible and curved) is in vogue. So, you’ll be hard-pressed to find smartphone manufacturers launching new models with physical keyboards, thus rendering sliders to a past chapter in mobile phone evolution. It makes sense to ditch the clunky keyboard phone in favor of a lighter, thinner model. You’re going to carry around in your pocket or purse all day, why have that extra bulk and weight? That said, there is sound logic behind pairing tablets with keyboards. Microsoft continues to plod forward with its Surface models, and while critics continue to lavish praise on the iPad, its functionality is obviously enhanced and extended when you add a physical keyboard. Apple even has an entire page devoted specifically to iPad-compatible keyboards. But an Android tablet and a keyboard? Does such a thing even exist? They do actually. There are docking keyboards and keyboard/case combinations, there’s the Asus Transformer family, Logitech markets a Windows 8 keyboard that speaks “Android”, and these are just to name a few. So we know that keyboard products that are designed to work with Android exist, but what about an everyday Bluetooth keyboard you might use with Windows or OS X? How-To Geek wanted look at how viable it is to use such a keyboard with Android. We conducted some research and examined some lists of Android keyboard shortcuts. Most of what we found was long outdated. Many of the shortcuts don’t even apply anymore, while others just didn’t work. Regardless, after a little experimentation and a dash of customization, it turns out using a keyboard with Android is kind of fun, and who knows, maybe it will catch on. Setting things up Setting up a Bluetooth keyboard with Android is very easy. First, you’ll need a Bluetooth keyboard and of course an Android device, preferably running version 4.1 (Jelly Bean) or higher. For our test, we paired a second-generation Google Nexus 7 running Android 4.3 with a Samsung Series 7 keyboard. In Android, enable Bluetooth if it isn’t already on. We’d like to note that if you don’t normally use Bluetooth accessories and peripherals with your Android device (or any device really), it’s best practice to leave Bluetooth off because, like GPS, it drains the device’s battery more quickly. To enable Bluetooth, simply go to “Settings” -> “Bluetooth” and tap the slider button to “On”. To set up the keyboard, make sure it is on and then tap “Bluetooth” in the Android settings. On the resulting screen, your Android device should automatically search for and hopefully find your keyboard. If you don’t get it right the first time, simply turn the keyboard on again and then tap “Search for Devices” to try again. If it still doesn’t work, make sure you have fresh batteries and the keyboard isn’t paired to another device. If it is, you will need to unpair it before it will work with your Android device (consult your keyboard manufacturer’s documentation or Google if you don’t know how to do this). When Android finds your keyboard, select it under “Available Devices” … … and you should be prompted to type in a code: If successful, you will see that device is now “Connected” and you’re ready to go. If you want to test things out, try pressing the “Windows” key (“Apple” or “Command”) + ESC, and you will be whisked to your Home screen. So, what can you do? Traditional Mac and Windows users know there’s usually a keyboard shortcut for just about everything (and if there isn’t, there’s all kinds of ways to remap keys to do a variety of commands, tasks, and functions). So where does Android fall in terms of baked-in keyboard commands? There answer to that is kind of enough, but not too much. There are definitely established combos you can use to get around, but they aren’t clear and there doesn’t appear to be any one authority on what they are. Still, there is enough keyboard functionality in Android to make it a viable option, if only for those times when you need to get something done (long e-mail or important document) and an on-screen keyboard simply won’t do. It’s important to remember that Android is, and likely always will be a touch-first interface. That said, it does make some concessions to physical keyboards. In other words, you can get around Android fairly well without having to lift your hands off the keys, but you will still have to tap the screen regularly, unless you add a mouse. For example, you can wake your device by tapping a key rather than pressing its power button. However, if your device is slide or pattern-locked, then you’ll have to use the touchscreen to unlock it – a password or PIN however, works seamlessly with a keyboard – other things like widgets and app controls and features, have to be tapped. You get the idea. Keyboard shortcuts and navigation As we said, baked-in keyboard shortcut combos aren’t necessarily abundant nor apparent. The one thing you can always do is search. Any time you want to Google something, start typing from the Home screen and the search screen will automatically open and begin displaying results. Other than that, here is what we were able to figure out: ESC = go back CTRL + ESC = menu CTRL + ALT + DEL = restart (no questions asked) ALT + SPACE = search page (say “OK Google” to voice search) ALT + TAB (ALT + SHIFT + TAB) = switch tasks Also, if you have designated volume function keys, those will probably work too. There’s also some dedicated app shortcuts like calculator, Gmail, and a few others: CMD + A = calculator CMD + C = contacts CMD + E = e-mail CMD + G = Gmail CMD + L = Calendar CMD + P = Play Music CMD + Y = YouTube Overall, it’s not a long comprehensive list and there’s no dedicated keyboard combos for the full array of Google’s products. Granted, it’s hard to imagine getting a lot of mileage out of a keyboard with Maps but with something like Keep, you could type out long, detailed lists on your tablet, and then view them on your smartphone when you go out shopping. You can also use the arrow keys to navigate your Home screen over shortcuts and open the app drawer. When something on the screen is selected, it will be highlighted in blue. Press “Enter” to open your selection. Additionally, if an app has its own set of shortcuts, e.g. Gmail has quite a few unique shortcuts to it, as does Chrome, some – though not many – will work in Android (not for YouTube though). Also, many “universal” shortcuts such as Copy (CTRL + C), Cut (CTRL + X), Paste (CTRL + V), and Select All (CTRL + A) work where needed – such as in instant messaging, e-mail, social media apps, etc. Creating custom application shortcuts What about custom shortcuts? When we were researching this article, we were under the impression that it was possible to assign keyboard combinations to specific apps, such as you could do on older Android versions such as Gingerbread. This no long seems to be the case and nowhere in “Settings” could we find a way to assign hotkey combos to any of our favorite, oft-used apps or functions. If you do want custom keyboard shortcuts, what can you do? Luckily, there’s an app on Google Play that allows you to, among other things, create custom app shortcuts. It is called External Keyboard Helper (EKH) and while there is a free demo version, the pay version is only a few bucks. We decided to give EKH a whirl and through a little experimentation and finally reading the developer’s how-to, we found we could map custom keyboard combos to just about anything. To do this, first open the application and you’ll see the main app screen. Don’t worry about choosing a custom layout or anything like that, you want to go straight to the “Advanced settings”: In the “Advanced settings” select “Application shortcuts” to continue: You can have up to 16 custom application shortcuts. We are going to create a custom shortcut to the Facebook app. We choose “A0”, and from the resulting list, Facebook. You can do this for any number of apps, services, and settings. As you can now see, the Facebook app has now been linked to application-zero (A0): Go back to the “Advanced settings” and choose “Customize keyboard mappings”: You will be prompted to create a custom keyboard layout so we choose “Custom 1”: When you choose to create a custom layout, you can do a great many more things with your keyboard. For example, many keyboards have predefined function (Fn) keys, which you can map to your tablet’s brightness controls, toggle WiFi on/off, and much more. A word of advice, the application automatically remaps certain keys when you create a custom layout. This might mess up some existing keyboard combos. If you simply want to add some functionality to your keyboard, you can go ahead and delete EKH’s default changes and start your custom layout from scratch. To create a new combo, select “Add new key mapping”: For our new shortcut, we are going to assign the Facebook app to open when we key in “ALT + F”. To do this, we press the “F” key while in the “Scancode” field and we see it returns a value of “33”. If we wanted to use a different key, we can press “Change” and scan another key’s numerical value. We now want to assign the “ALT” key to application “A0”, previously designated as the Facebook app. In the “AltGr” field, we enter “A0” and then “Save” our custom combo. And now we see our new application shortcut. Now, as long as we’re using our custom layout, every time we press “ALT + F”, the Facebook app will launch: External Keyboard Helper extends far beyond simple application shortcuts and if you are looking for deeper keyboard customization options, you should definitely check it out. Among other things, EKH also supports dozens of languages, allows you to quickly switch between layouts using a key or combo, add up to 16 custom text shortcuts, and much more! It can be had on Google Play for $2.53 for the full version, but you can try the demo version for free. More extensive documentation on how to use the app is also available. Android? Keyboard? Sure, why not? Unlike traditional desktop operating systems, you don’t need a physical keyboard and mouse to use a mobile operating system. You can buy an iPad or Nexus 10 or Galaxy Note, and never need another accessory or peripheral – they work as intended right out of the box. It’s even possible you can write the next great American novel on one these devices, though that might require a lot of practice and patience. That said, using a keyboard with Android is kind of fun. It’s not revelatory but it does elevate the experience. You don’t even need to add customizations (though they are nice) because there are enough existing keyboard shortcuts in Android to make it usable. Plus, when it comes to inputting text such as in an editor or terminal application, we fully advocate big, physical keyboards. Bottom line, if you’re looking for a way to enhance your Android tablet, give a keyboard a chance. Do you use your Android device for productivity? Is a physical keyboard an important part of your setup? Do you have any shortcuts that we missed? Sound off in the comments and let us know what you think.     

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Roll a DIY Camera Jib for $25

    - by Jason Fitzpatrick
    Video gear is expensive; save your pennies by building a DIY camera jib for smooth camera movement on a budget. Over at Oliva tech they explain just how few parts you need to build their DIY jib: The guys here at the studio mocked up a simple DIY jib that is not only ridiculously inexpensive to piece together, but also very straight forward. The point of this jib was to get a very wide range of motion from top to bottom with only a few feet of 0.75? square tube, 1? angled aluminum, 1/4? nuts and bolts, and nylon washers is all you’ll need to put the jib together. This light weight jib can be used on small portable tripods, but will require a fluid head for panning left and right. Hit up the link below for a detailed parts list and build guide. How to Make a DIY Camera Jib [via Make] How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • Keep 3d model facing the camera at all angles

    - by Sparky41
    I'm trying to keep a 3d plane facing the camera at all angles but while i have some success with this: Vector3 gunToCam = cam.cameraPosition - getWorld.Translation; Vector3 beamRight = Vector3.Cross(torpDirection, gunToCam); beamRight.Normalize(); Vector3 beamUp = Vector3.Cross(beamRight, torpDirection); shipeffect.beamWorld = Matrix.Identity; shipeffect.beamWorld.Forward = (torpDirection) * 1f; shipeffect.beamWorld.Right = beamRight; shipeffect.beamWorld.Up = beamUp; shipeffect.beamWorld.Translation = shipeffect.beamPosition; *Note: Logic not wrote by me i just found this rather useful It seems to only face the camera at certain angles. For example if i place the camera behind the plane you can see it that only Roll's around the axis like this: http://i.imgur.com/FOKLx.png (imagine if you are looking from behind where you have fired from. Any idea what to what the problem is (angles are not my specialty) shipeffect is an object that holds this class variables: public Texture2D altBeam; public Model beam; public Matrix beamWorld; public Matrix[] gunTransforms; public Vector3 beamPosition;

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  • Mod a Swing Arm Lamp into an Adjustable Camera Stand

    - by Jason Fitzpatrick
    If you’re looking for a simple way to get a bird’s eye view to record your DIY projects or other table-based activities like gaming or tinkering, this simple modification to a swing-arm lamp offers a highly flexible camera mount on the cheap. IKEAHacker reader Stef needed an adjustable arm for his iPhone camera so he could record in a top-down-view for some drawing tutorials he was working on. Rather than shell out big bucks for a custom boom arm, he scrounged up a swing arm lamp with a broken shade in the as-is bin at his local IKEA. To mount the iPhone he simply attached a car mount for the iPhone to the swing arm and called it good. Hit up the link below for more pictures; even if you don’t have an IKEA nearby, swing arm lamps are cheap and easy to acquire. Forsa Camera Stand [IKEAHackers] How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me?

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Photo transfer problems from camera

    - by warkior
    We have a digital camera (Cannon SX130 IS) which we often connect to the Ubuntu 12.10 desktop via USB in order to download the images. In past flavours of Linux (Mint 12 was most recent) it worked fine, however since upgrading to Ubuntu 12.10, the process fails after downloading a small number of the images. I can view the images which will be transferred in the preview window, and I can browse the camera file system to download the images manually, but if I just drag/drop the images over from camera to desktop, it freezes after 5-6 are copied over. I've been able to get around the problem by only copying 3-4 at a time, but when you have 100+ images to transfer, that gets really frustrating. Any advice on where I could start looking for answers, or how I could diagnose the source of the problem further? We have also had some issues with WireLess USB mice though it may not be related. I'm hoping my USB controller in the computer isn't dying... it's not that old. Also, it seems to work much better under Windows.

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  • Using backport-android-bluetooth on Android 1.6

    - by newth
    Hi, I'm trying to write an application using Bluetooth on Android 1.6. Since it's not officially supported, I found the backport of android.bluetooth API ( http://code.google.com/p/backport-android-bluetooth ). But when I deploy the sample chat application (modified for backport) LogCat gives me the error below: My question is, how I can use backport-android-bluetooth on 1.6 and is there any working samples? Thanks! 11-30 14:03:19.890: ERROR/AndroidRuntime(1927): Uncaught handler: thread main exiting due to uncaught exception 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): java.lang.ExceptionInInitializerError 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at backport.android.bluetooth.BluetoothSocket.<init>(BluetoothSocket.java:69) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at backport.android.bluetooth.BluetoothServerSocket.<init>(BluetoothServerSocket.java:16) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at backport.android.bluetooth.BluetoothAdapter.listenUsingRfcommWithServiceRecord(BluetoothAdapter.java:513) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at com.example.bluetooth.BluetoothChatService$AcceptThread.<init>(BluetoothChatService.java:237) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at com.example.bluetooth.BluetoothChatService.start(BluetoothChatService.java:109) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at com.example.bluetooth.BluetoothChat.onResume(BluetoothChat.java:138) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.app.Instrumentation.callActivityOnResume(Instrumentation.java:1225) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.app.Activity.performResume(Activity.java:3559) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.app.ActivityThread.performResumeActivity(ActivityThread.java:2838) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.app.ActivityThread.handleResumeActivity(ActivityThread.java:2866) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2420) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.app.ActivityThread.access$2100(ActivityThread.java:116) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1794) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.os.Handler.dispatchMessage(Handler.java:99) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.os.Looper.loop(Looper.java:123) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.app.ActivityThread.main(ActivityThread.java:4203) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at java.lang.reflect.Method.invokeNative(Native Method) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at java.lang.reflect.Method.invoke(Method.java:521) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at dalvik.system.NativeStart.main(Native Method) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): Caused by: java.lang.UnsatisfiedLinkError: classInitNative 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.bluetooth.RfcommSocket.classInitNative(Native Method) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): at android.bluetooth.RfcommSocket.<clinit>(RfcommSocket.java:152) 11-30 14:03:19.906: ERROR/AndroidRuntime(1927): ... 21 more

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  • How does Android decide which background resource to draw on the foreground?

    - by Sebi
    I defined two ImageButton which are contained in a LinearLayout in my XML layout file: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/tabs" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:minHeight="40px" android:background="@drawable/library_tabs_background"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/button_library" android:layout_width="160px" android:paddingTop="7px" android:layout_height="40px" android:paddingLeft="30px" android:orientation="horizontal"> <ImageButton android:id="@+id/list" android:layout_width="110px" android:layout_height="30px" android:src="@drawable/library_tab1_button_active"> </ImageButton> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/button_search" android:layout_width="160px" android:paddingTop="7px" android:layout_height="40px" android:orientation="horizontal"> <ImageButton android:id="@+id/search" android:layout_width="110px" android:layout_height="30px" android:src="@drawable/library_tab2_button_deactive"> </ImageButton> </LinearLayout> </LinearLayout> As one can see in the XML file, also the LinearLayout in which the buttons are contained, a background image is set. This two images (the button background and the linearlayout background) are overlapping. So in some views, the button background is in front of the layout background and in other views (im using a view flipper), the background of the layer is in the foreground. How can i set a clear rule? How does Android decide which BackgroundResource to draw first?

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  • How to use Broadcast Receiver in different Applications in Android?

    - by Sebi
    Hi I have here two applications in two different projects in eclipse. One application (A) defines an activity (A1) which is started first. Then i start from this activity the second activity (B1) in the second project (B). This works fine. I start it the following way: Intent intent = new Intent("pacman.intent.action.Launch"); intent.addFlags(Intent.FLAG_ACTIVITY_SINGLE_TOP); startActivity(intent); Now i want to send intents bewtween the two activities by using broadcast receivers. In activity A1 i send the intents the following way: Intent intent = new Intent("pacman.intent.action.BROADCAST"); intent.putExtra("message","Wake up."); sendBroadcast(intent); The part of the manifest file in activity A1 that is responsible for this broadcast is the following: <activity android:name="ch.ifi.csg.games4blue.games.pacman.controller.PacmanGame" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.BROADCAST" /> </intent-filter> </activity> In the receiving activity, I define the receiver the following way in the manifest file: <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".PacmanGame" android:label="@string/app_name" android:screenOrientation="portrait"> <intent-filter> <action android:name="pacman.intent.action.Launch" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> <receiver android:name="ch.ifi.csg.games4blue.games.pacman.controller.MsgListener" /> </activity> </application> The class message listener is implemented this way: public class MsgListener extends BroadcastReceiver { /* (non-Javadoc) * @see android.content.BroadcastReceiver#onReceive(android.content.Context, android.content.Intent) */ @Override public void onReceive(Context context, Intent intent) { System.out.println("Message at Pacman received!"); } } Unfortunately, the message is never received. Although the method in activity A1 is called, i never receive an intent in B1. Any hints how to solve this? Thanks a lot!

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  • Android Respond To URL in Intent

    - by Isaac Waller
    I want my intent to be launched when the user goes to a certain url: for example, the android market does this with http://market.android.com/ urls. so does youtube. I want mine to do that too. If anybody could explain this, thank you very much. Isaac Waller

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  • How to set Camera View as background with views over it?

    - by Android Student
    So, I'm trying to make the background to one of my apps look "futuristic." I thought of an idea to make the screen look almost transparent yet have views over it. So, it would look something like this: I'm thinking that I can use the camera to capture the background of the phone (without taking a picture, just having the real time view in the background) and then, if possible, place a semi-transparent slightly blurred ImageView over that. Finally, on top of that I can place the other views including the ImageButtons. So, my question is how would I go about doing this? I have searched but haven't found anything relevant. It must be possible; its just how to do it? I don't expect you to give me all the code as an answer, just if you have any ideas that can help or links or code that can point me in the right direction, it would be greatly appreciated! Thanks!

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  • Hey, Google: It’s Time to Add Multi-Window Multitasking To Android

    - by Chris Hoffman
    In 2012, Google’s Dianne Hackborn threatened to revoke CyanogenMod’s access to the Android Market if they moved forward with adding “Cornerstone” multitasking to their custom ROM. Samsung has since created their own multi-window multitasking feature. Dianne Hackborn said this “is something that needs to be done at the mainline platform level” so apps wouldn’t break. She was right — Android needs this as a standard feature and it’s time for Google to provide it. Doesn’t Android Have Multitasking? Android originally stood out from Apple’s iOS with its powerful multitasking. Applications can continue running in the background while you’re using another application. This makes Android powerful — you can even have BitTorrent clients downloading files in the background while using another app. Android still kept the design of a single app on screen at a time. This made a lot of sense when Android only ran on smartphones with small screens. Today, Android runs on everything from smaller smartphones all the way up to huge “phablets” like the Galaxy Note. Android has gone beyond phones and runs on 12-inch tablets, convertibles with keyboard docks, laptops, and even Android desktops. Android isn’t just a phone operating system. Samsung’s Multi-Window Isn’t Good Enough Samsung has tried to add value to Android by adding a multi-window feature. When you’re using a high-end phone like the Galaxy Note or Galaxy S, or a Galaxy tablet, you have the ability to run certain apps side-by-side with each other. There are big problems here. This only works on Samsung devices, and only on specific Samsung devices. To add support for this feature in a way that doesn’t break other apps, Samsung’s multi-window feature also only works with specific apps. You can’t just run any app in multi-window view, only the apps on the Multi Window bar Samsung provides. This prevents third-party apps from breaking, which is what Google was worried about with CyanogenMod’s Cornerstone feature. A feature that only works with a handful of apps on specific devices from a single manufacturer isn’t good enough. This feature needs to work on every Android device — or at least ones with suitably large screens and powerful enough internals. It needs to be an Android platform feature so application developers can ensure their apps will work properly with it on every device. Android developers shouldn’t have to add support for each manufacturer’s own multi-window feature if other manufacturers decide to copy Samsung. Floating Apps Are a Dirty Hack Floating apps also enable real multitasking. Remember that Android allows apps to run in the background while you’re using an app in the foreground. These apps can present interfaces that appear floating above the current app — think of it like using “always on top” to make a window always appear over every other app on a desktop operating system. You can install floating apps to browse the web, take notes, chat, and watch videos while using any app. Only apps specifically designed to run as floating apps will work, so you have to seek them out. Floating apps are also awkward to use because they float over the app you’re using, blocking parts of its interface. Microsoft added floating-window support to Skype for Android. You can have a video conversation and the other person’s face will always appear on your screen, even when you leave the Skype app. Microsoft is using more of Android’s multi-window multitasking power than Google is. Custom ROMs and Root-Only Tweaks Aren’t Acceptable Some custom ROMs are adding this feature to Android. Google threatened to revoke CyanogenMod’s access to the Android Market (now known as Google Play) if they added this feature because it could potentially break third-party apps. Today, other custom ROMs are working on split-screen multitasking. Samsung added their own version to their own devices. You can also get this feature by using a root-only Xposed Framework tweak known as XMultiWindow. If you have root access, you can get multi-window multitasking or any app on your device. This shouldn’t require rooting your device or installing a custom ROM. These third-party solutions often have awkward interfaces and bugs. We need an integrated, supported solution that works the same on every device. Why Multi-Window is Important Microsoft’s Windows 8.1 stands out among tablet operating systems for its powerful multitasking support, allowing you to view several apps side-by-side at the same time. Apple is also reported to be working on adding side-by-side apps to the iPad with iOS 8. On every competitor’s operating system, you’ll be able to view a web page while you write an email, watch a video while you browse the web, or chat with someone while you do anything else. But Android’s still remained frozen in time. Despite all Android’s underlying power — and despite the way Android allows apps to adapt to different screen sizes — Google is resisting adding this feature. Large-screen Android tablets like the Nexus 10 (remember that tablet Google hasn’t updated in over 18 months?) need this feature. So do huge phones, convertibles, laptops, and Android desktops. If tablets are the future of personal computing, we should be able to do more than one thing at a time on our tablets’ big screens. Microsoft, Samsung, and even Apple are realizing this — now it’s Google’s turn. Image Credit: Sergey Galyonkin on Flickr, Karlis Dambrans on Flickr

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  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

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  • How do I get a Java to call data from the Internet? Where to even start??

    - by cdg
    Hello oh great wizards of all things android. I really need your help. Mostly because my little brain just doesn't know were to start. I am trying to pull data from the internet to make a widget for the home screen. I have the layout built: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/Layout" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="@drawable/widget_bg_normal" android:clipChildren="false" > <TextView android:id="@+id/text_view" android:layout_width="100px" android:layout_height="wrap_content" android:paddingTop="18px" android:layout_centerHorizontal="true" android:textSize="8px" android:text="158x154 Image downloaded from the internet goes here. Needs to be updated every evening at midnight or unless the button below is pressed. Now if I could only figure out exactly how to do this, life would be good." /> <Button android:id="@+id/new_button" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Get New" android:layout_below="@+id/scroll_image" android:layout_centerHorizontal="true" android:padding="0px" android:textSize="10px" android:height="8px" android:includeFontPadding="false" /> </RelativeLayout> Got the provider xml bulit: <?xml version="1.0" encoding="utf-8"?> <appwidget-provider xmlns:android="http://schemas.android.com/apk/res/android" android:minWidth="150dip" android:minHeight="150dip" android:updatePeriodMillis="10000" android:initialLayout="@layout/widget" /> The Manifest works great. <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.dge.myandroid" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".myactivty" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <!-- Widget --> <receiver android:name=".mywidget" android:label="@string/app_name" > <intent-filter> <action android:name="android.appwidget.action.APPWIDGET_UPDATE" /> </intent-filter> <meta-data android:name="android.appwidget.widgetprovider" android:resource="@xml/widgetprovider" /> </receiver> <!-- Widget End --> </application> <uses-permission android:name="android.permission.INTERNET" /> <uses-sdk android:minSdkVersion="7" /> </manifest> The data it is calling looks something like this when it is called. It basically goes to a website that uses php to random the image: <html><body bgcolor="#000000">center> <a href="http://www.website.com" target="_blank"> <img border="0" src="http://www.webiste.com//0.gif"></a> <img src="http://www.webiste.com" style="border:none;" /> </center></body></html> But here is were I am stuck. I just don't know where to start at all. The java is so far beyond my little head that I don't know what to do. package com.dge.myandroid; import android.appwidget.AppWidgetProvider; public class mywidget extends AppWidgetProvider { } The wiki example just confused me more. I just don't know where to begin. Please help.

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  • Android Home Screen Widget Failing with EditText

    - by Chris
    Whenever I add an EditText widget to the layout of my home screen widget (confusing how the term "widget" is being used twice in the Android lexicon :-/ ), I receive the "Problem Loading Widget" error box. Here is the layout I'm attempting; if you remove the EditText, it works... < RelativeLayout android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android" <Button android:id="@+id/button_generate" android:layout_width="54px" android:layout_height="54px" android:text="Generate" android:textSize="10sp" android:gravity="center" android:layout_alignParentTop="true" android:layout_toRightOf="@+id/edittext_key"> </Button> <TextView android:id="@+id/textview_hash" android:layout_width="75px" android:layout_height="45px" android:text="Password" android:textSize="11sp" android:gravity="left" android:layout_alignParentTop="true" android:layout_toLeftOf="@+id/edittext_key"> </TextView> <EditText android:id="@+id/edittext_data2" android:layout_width="200px" android:layout_height="50px" android:textSize="12sp" android:layout_marginTop="20px" android:layout_alignParentTop="true" android:layout_centerHorizontal="true"> </EditText> </RelativeLayout> Now, the Google Search home screen widget has an EditText, so it's obviously legal to implement. Any thoughts on why this is not working?

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  • focusable row inside table android

    - by Nikitas
    Hello guys, i have in xml a ScrollView which includes one TableLayout. My question is if it's possible to have a focusable row every time i click on it. Here is my xml code: <ScrollView android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TableLayout android:id="@+id/table2" android:layout_width="wrap_content" android:layout_height="wrap_content" > <TableRow> <RelativeLayout android:id="@+id/rowlayout" android:layout_width="wrap_content" android:layout_height="fill_parent" android:background="@drawable/rowbackground2" > <ImageView android:id="@+id/icon" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/icon_code_contact" android:padding="7dip" android:layout_alignParentLeft="true" /> <TextView android:id="@+id/contacts" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textStyle="bold" android:text="Contacts" android:textColor="#000" android:textSize="18dip" android:layout_toRightOf="@id/icon" android:paddingTop="10dip" /> </RelativeLayout> </TableRow> <TableRow> <Button android:id="@+id/contacts_button" android:layout_width="wrap_content" android:layout_height="wrap_content" android:background="@drawable/contact_button" /> </TableRow> I have already tried the "focusable="true"" and "focusableInTouchMode="true"" but nothing happened.. thanks in advance

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  • Mobile: Wrox Cross Platform Mobile Development - iPhone, iPad, Android, and everything with .NET & C#

    - by Wallym
    Wrox has produced a bundle of their 3 best selling mobile development books and it is available as of Today (March 16). A bundle of 3 best-selling and respected mobile development e-books from Wrox form a complete library on the key tools and techniques for developing apps across the hottest platforms including Android and iOS. This collection includes the full content of these three books, at a special price: Professional Android Programming with Mono for Android and .NET/C#, ISBN: 9781118026434, by Wallace B. McClure, Nathan Blevins, John J. Croft, IV, Jonathan Dick, and Chris Hardy Professional iPhone Programming with MonoTouch and .NET/C#, ISBN: 9780470637821, by Wallace B. McClure, Rory Blyth, Craig Dunn, Chris Hardy, and Martin Bowling Professional Cross-Platform Mobile Development in C#, ISBN: 9781118157701, by Scott Olson, John Hunter, Ben Horgen, and Kenny Goers Remember, go buy 8-10 copies of the 3 book set for the ones you love. They will make great and romantic gifts!!

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  • Is there alternative way to sell android app?

    - by user34412
    I am a developer of android apps from Macedonia. So my country is not on the list of countries that one can sell paid app from (on the Android Market). I have a few apps ready for several months now and I am really struggling to find a way, alternative to sell my apps and have it licensed. I know that there are several markets that sell android app, but I want my apps to be licensed as well, and that is very important to me. I know that there are many countries that are not on that list, so if there are developers that had similar experience and solved their problems, please share your experience with me. I am eager to know if there is something I can do? Thank u for your answers in advance.

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  • Android: Unregister camera button

    - by niko
    Hi, I tried to bind some actions to a camera button: videoPreview.setOnKeyListener(new OnKeyListener(){ public boolean onKey(View v, int keyCode, KeyEvent event){ if(event.getAction() == KeyEvent.ACTION_DOWN) { switch(keyCode) { case KeyEvent.KEYCODE_CAMERA: //videoPreview.onCapture(settings); onCaptureButton(); ... } } return false; } }); Pressing the button however the application crashes because the original Camera application starts. Does anyone know how to prevent Camera application start when the camera button is pressed?

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  • png image store in database and retrieve in android 1.5

    - by hany
    hai, I am new to android. I have problem. This is my code but it will not work, the problem is in view binder. Please correct it. // this is my activity package com.android.Fruits2; import java.util.ArrayList; import java.util.HashMap; import android.app.ListActivity; import android.database.Cursor; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.os.Bundle; import android.widget.SimpleAdapter; import android.widget.SimpleCursorAdapter; import android.widget.SimpleAdapter.ViewBinder; public class Fruits2 extends ListActivity { private DBhelper mDB; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // setContentView(R.layout.main); mDB = new DBhelper(this); mDB.Reset(); Bitmap img = BitmapFactory.decodeResource(getResources(), R.drawable.icon); mDB.createPersonEntry(new PersonData(img, "Harsha", 24,"mca")); String[] columns = {mDB.KEY_ID, mDB.KEY_IMG, mDB.KEY_NAME, mDB.KEY_AGE, mDB.KEY_STUDY}; String table = mDB.PERSON_TABLE; Cursor c = mDB.getHandle().query(table, columns, null, null, null, null, null); startManagingCursor(c); SimpleCursorAdapter adapter = new SimpleCursorAdapter(this, R.layout.data, c, new String[] {mDB.KEY_IMG, mDB.KEY_NAME, mDB.KEY_AGE, mDB.KEY_STUDY}, new int[] {R.id.img, R.id.name, R.id.age,R.id.study}); adapter.setViewBinder( new MyViewBinder()); setListAdapter(adapter); } } //my viewbinder package com.android.Fruits2; import android.database.Cursor; import android.graphics.BitmapFactory; import android.view.View; import android.widget.ImageView; import android.widget.SimpleCursorAdapter; public class MyViewBinder implements SimpleCursorAdapter.ViewBinder { public boolean setViewValue(View view, Cursor cursor, int columnIndex) { if( (view instanceof ImageView) ) { ImageView iv = (ImageView) view; byte[] img = cursor.getBlob(columnIndex); iv.setImageBitmap(BitmapFactory.decodeByteArray(img, 0, img.length)); return true; } return false; } } // data package com.android.Fruits2; import android.graphics.Bitmap; public class PersonData { private Bitmap bmp; private String name; private int age; private String study; public PersonData(Bitmap b, String n, int k, String v) { bmp = b; name = n; age = k; study = v; } public Bitmap getBitmap() { return bmp; } public String getName() { return name; } public int getAge() { return age; } public String getStudy() { return study; } } //dbhelper package com.android.Fruits2; import java.io.ByteArrayOutputStream; import android.content.ContentValues; import android.content.Context; import android.database.sqlite.SQLiteDatabase; import android.database.sqlite.SQLiteOpenHelper; import android.graphics.Bitmap; import android.provider.BaseColumns; public class DBhelper { public static final String KEY_ID = BaseColumns._ID; public static final String KEY_NAME = "name"; public static final String KEY_AGE = "age"; public static final String KEY_STUDY = "study"; public static final String KEY_IMG = "image"; private DatabaseHelper mDbHelper; private SQLiteDatabase mDb; private static final String DATABASE_NAME = "PersonalDB"; private static final int DATABASE_VERSION = 1; public static final String PERSON_TABLE = "Person"; private static final String CREATE_PERSON_TABLE = "create table "+PERSON_TABLE+" (" +KEY_ID+" integer primary key autoincrement, " +KEY_IMG+" blob not null, " +KEY_NAME+" text not null , " +KEY_AGE+" integer not null, " +KEY_STUDY+" text not null);"; private final Context mCtx; private boolean opened = false; private static class DatabaseHelper extends SQLiteOpenHelper { DatabaseHelper(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); } public void onCreate(SQLiteDatabase db) { db.execSQL(CREATE_PERSON_TABLE); } public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { db.execSQL("DROP TABLE IF EXISTS "+PERSON_TABLE); onCreate(db); } } public void Reset() { openDB(); mDbHelper.onUpgrade(this.mDb, 1, 1); closeDB(); } public DBhelper(Context ctx) { mCtx = ctx; mDbHelper = new DatabaseHelper(mCtx); } private SQLiteDatabase openDB() { if(!opened) mDb = mDbHelper.getWritableDatabase(); opened = true; return mDb; } public SQLiteDatabase getHandle() { return openDB(); } private void closeDB() { if(opened) mDbHelper.close(); opened = false; } public void createPersonEntry(PersonData about) { openDB(); ByteArrayOutputStream out = new ByteArrayOutputStream(); about.getBitmap().compress(Bitmap.CompressFormat.PNG, 100, out); ContentValues cv = new ContentValues(); cv.put(KEY_IMG, out.toByteArray()); cv.put(KEY_NAME, about.getName()); cv.put(KEY_AGE, about.getAge()); cv.put(KEY_STUDY, about.getStudy()); mDb.insert(PERSON_TABLE, null, cv); closeDB(); } } //data.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="wrap_content"> <ImageView android:id = "@+id/img" android:layout_width = "wrap_content" android:layout_height = "wrap_content" > </ImageView> <TextView android:id = "@+id/name" android:layout_width = "wrap_content" android:layout_height = "wrap_content" android:textSize="15dp" android:textColor="#ff0000" > </TextView> <TextView android:id = "@+id/age" android:layout_width = "wrap_content" android:layout_height = "wrap_content" android:textSize="15dp" android:textColor="#ff0000" /> <TextView android:id = "@+id/study" android:layout_width = "wrap_content" android:layout_height = "wrap_content" android:textSize="15dp" android:textColor="#ff0000" /> </LinearLayout> When I run this in android 1.6 and 2.1, it works. But when I run in android 1.5, not work. My application is android 1.5. Please correct and send code to me. Thank you.

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  • Texturing Issue when Overlaying images onto Camera preview SurfaceView

    - by Dervis Suleyman
    I am in the process of making an augmented reality application and I have successfully overlaid a 3d cube over a camera surface view. The Issue now is when I add a Texture the cube then flickers(with the texture on it) and disappears leaving the camera preview upon further research i discovered that the cube with the texture was disappearing behind the Camera preview. My Question is has anyone else had this issue and if yes what approach did you take to solve this. Heres another strange Issue when i take a print screen the cube is on-top of the camera Preview

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