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  • Android 4.1 : la preview du SDK disponible, "Jelly Bean" se dévoile au Google I/O

    Android 4.1 débarque au Google I/O 2012 Jelly Bean intègre un search optimisé, la preview du SDK est disponible Une petite demi-heure avant l'ouverture du Google I/O, la grande conférence annuelle de Google dédiée aux développeurs, une des rumeurs persistantes était confirmée : il y aura bien une tablette Nexus 7, sous la marque Google, avec un écran 7'' et sous Jelly Bean. Restait à savoir ce que ce Jelly Bean allait proposer. Première information, le numéro de version. Il s'agit bien d'Android 4.1 (et non pas 5.0). Au fil des nombreux intervenants qui se succèdent sur la scène de San Francisco, la liste des améliorations s'allongent mais avec toujours en su...

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  • Draw images with warped triangles on a web server [migrated]

    - by epologee
    The scenario The Flash front end of my current project produces images that a web server needs to combine into a video. Both frame-rate and frame-resolution are sizeable enough that sending an image sequence to the back end is not feasible (in both time and client bandwidth). Instead, we're trying to recreate the image drawing on the back end as well. Correct and slow, or incorrect and fast The problem is that this involves quite a bit of drawing textured triangles, and two solutions we found in Python (here and there) are so inefficient, that the drawing takes about 60 seconds per frame, resulting in a whopping 7,5 hours of processing time for a 30 second clip. Unacceptable. When using a PHP-module to send commands to ImageMagick for image manipulation, the whole process is super fast (tenths of a second per frame), but ImageMagick seems to be unable to draw triangles the way we do it in the front end, so the final results do not match. Unacceptable. What I'm asking here, is if there's someone who would know a way to solve this issue, by any means necessary that would run on a web server. Warping an image Let me explain the process of the front end: Perform a Delaunay calculation on points in an image to get an evenly distributed mesh of triangles. Offset the points/vertices in the mesh, distorting or warping the image. Draw the warped triangles on a new bitmap. We can send the results (coordinates) of steps 1 and 2 to the back end, to then draw the warped triangles and save it to an image on disk (or append as a frame to the video). But that last step is what I need help with. The Question Is there an alternative to ImageMagick that can draw triangles in a bitmap? Is there some other library, like a C library, that would allow us to do this? Or could we achieve this effect more easily by switching back end technologies, like Ruby? (.Net and Java are, unfortunately, not really options right now) Many thanks. EP. P.S. I'd appreciate re-tagging efforts, I don't quite know what labels to put on this question. Thanks!

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  • Best Practice Method for Including Images in a DataGrid using MVVM

    - by Killercam
    All, I have a WPF DataGrid. This DataGrid shows files ready for compilation and should also show the progress of my compiler as it compiles the files. The format of the DataGrid is Image|File Path|State -----|---------|----- * |C:\AA\BB |Compiled & |F:PP\QQ |Failed > |G:HH\LL |Processing .... The problem is the image column (the *, &, and are for representation only). I have a ResourceDictionary that contains hundreds of vector images as Canvas objects: <ResourceDictionary xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"> <Canvas x:Key="appbar_acorn" Width="48" Height="48" Clip="F1 M 0,0L 48,0L 48,48L 0,48L 0,0"> <Path Width="22.3248" Height="25.8518" Canvas.Left="13.6757" Canvas.Top="11.4012" Stretch="Fill" Fill="{DynamicResource BlackBrush}" Data="F1 M 16.6309,18.6563C 17.1309,8.15625 29.8809,14.1563 29.8809,14.1563C 30.8809,11.1563 34.1308,11.4063 34.1308,11.4063C 33.5,12 34.6309,13.1563 34.6309,13.1563C 32.1309,13.1562 31.1309,14.9062 31.1309,14.9062C 41.1309,23.9062 32.6309,27.9063 32.6309,27.9062C 24.6309,24.9063 21.1309,22.1562 16.6309,18.6563 Z M 16.6309,19.9063C 21.6309,24.1563 25.1309,26.1562 31.6309,28.6562C 31.6309,28.6562 26.3809,39.1562 18.3809,36.1563C 18.3809,36.1563 18,38 16.3809,36.9063C 15,36 16.3809,34.9063 16.3809,34.9063C 16.3809,34.9063 10.1309,30.9062 16.6309,19.9063 Z "/> </Canvas> </ResourceDictionary> Now, I want to be able to include these in my image column and change them at run-time. I was going to attempt to do this by setting up a property in my View Model that was of type Image and binding this to my View via: <DataGrid.Columns> <DataGridTemplateColumn Header="" Width="SizeToCells" IsReadOnly="True"> <DataGridTemplateColumn.CellTemplate> <DataTemplate> <Image Source="{Binding Canvas}"/> </DataTemplate> </DataGridTemplateColumn.CellTemplate> </DataGridTemplateColumn> </DataGrid.Columns> Where in the View Model I have the appropriate property. Now, I was told this is not 'pure' MVVM. I don't fully accept this, but I want to know if there is a better way of doing this. Say, binding to an enum and using a converter to get the image? Any advice would be appreciated.

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  • Google Maps bénéficie d'un vrai mode hors-ligne sur Android, "enfin" diront certains

    Google Maps bénéficie d'un vrai mode hors-ligne Sur Android Ça y est ! « Enfin », ajouteront certains. Google Maps va bénéficier d'un vrai mode hors-ligne digne de ce nom, simple et ergonomique. En tout cas sous Android. Plus besoin de passer par les Labs pour proposer ce qu'offrent les Nokia Maps (intégrées dans le prochain Windows Phone 8) ou des applications gratuites qui s'appuient sur OpenStreetMap depuis longtemps (comme ForeverMap). Le principe consiste à télécharger une partie de la carte de Google en étant connecté. La sélection se fait en rentant le nom d'un lieu que l'on souhaite sauvegard...

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  • win rt game project to android [closed]

    - by Inderjeet
    I have develop game on windows for winrt in visual studio using cocos2d-x,i just want to port it to android in c++ in the guidance of http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html this,but i get error while compilling the code on cygwin that errors are below CYGWIN environment variable option "nodosfilewarning" turns off this warning. Consult the user's guide for more details about POSIX paths: http://cygwin.com/cygwin-ug-net/using.html#using-pathnames ERROR: Your GNUMAKE variable is defined to an invalid name: /usr/bin/make Please fix it to point to a valid make executable (e.g. /usr/bin/make) i have install many times cygwin but did not have get make.exe in folder c:/cygwin/usr/bin how can i overcome from this error Thanks Inderjeet Kumar

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  • To track or not to track user created images for display in a dynamic website?

    - by Question Overflow
    I have a website that allows user to upload and display images. Currently, I am not using a database to track these user images. A folder having the user id as the folder name is created for each user and under each folder, the image files are labelled numerically with filenames ranging from 01.jpg to 20.jpg. Up to 20 such images can be displayed on each user page. I am using javascript to hide these images in case of any of them is absent. I have seen many websites having user images with unique random filenames and possibly tracking these files with a database Since obscurity is not something that I need for these web accessible images, is there any reason why I should track them with a DB? I am not sure if a reduction of 404 errors is a good enough reason to justify the added complexity of maintaining a database or can anyone enlighten me?

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  • Procès Java - Android : Oracle fait appel du premier jugement en faveur de Google

    Android : fin du procès entre Oracle et Google Débouté de presque tout Oracle peut encore faire appel Mise à jour du 18/07/12 Le procès entre Oracle et Google est terminé. En tout cas le premier procès. Après avoir été débouté de quasiment toutes ses demandes, Oracle avait demandé au juge un nouveau procès pour revoir les faits et les premières décisions. Dans un document publié en fin de semaine dernière le juge refuse cette possibilité au motif qu'Oracle n'apporte aucun argument nouveau dans sa demande. Oracle accusait Google d'avoir enfreint plusieurs de ses brevets en utilisant certaines API dans Android. La société de Larry El...

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  • Le noyau Linux 3.2 disponible : intégration du code d'Android, améliorations réseaux, Btrfs et support d'une nouvelle architecture

    Le noyau Linux 3.2 disponible : intégration du code d'Android améliorations réseaux, Btrfs et support d'une nouvelle architecture Linus Torvalds vient d'annoncer la disponibilité de la version 3.3 du noyau Linux. Au menu des nouveautés, on notera essentiellement la réintégration des portions de code du noyau d'Android . Pour rappel, en 2009, les pilotes d'Android avaient été exclus du noyau parce qu'ils n'étaient pas suffisamment maintenus. L'intégration d'Android permettra aux développeurs d'utiliser le noyau Linux pour faire fonctionner un système Android, développer un pilote pour les deux et réduira les couts de maintenance des correctifs indépendants d'une...

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  • Le noyau Linux 3.3 disponible : intégration du code d'Android, améliorations réseaux, Btrfs et support d'une nouvelle architecture

    Le noyau Linux 3.3 disponible : intégration du code d'Android améliorations réseaux, Btrfs et support d'une nouvelle architecture Linus Torvalds vient d'annoncer la disponibilité de la version 3.3 du noyau Linux. Au menu des nouveautés, on notera essentiellement la réintégration des portions de code du noyau d'Android . Pour rappel, en 2009, les pilotes d'Android avaient été exclus du noyau parce qu'ils n'étaient pas suffisamment maintenus. L'intégration d'Android permettra aux développeurs d'utiliser le noyau Linux pour faire fonctionner un système Android, développer un pilote pour les deux et réduira les couts de maintenance des correctifs indépendants d'une...

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  • Safe, standard way to load images in ListView on a different thread?

    - by Po
    Before making this question, I have searched and read these ones: http://stackoverflow.com/questions/541966/android-how-do-i-do-a-lazy-load-of-images-in-listview http://stackoverflow.com/questions/1409623/android-issue-with-lazy-loading-images-into-a-listview My problem is I have a ListView, where: Each row contains an ImageView, whose content is to be loaded from the internet Each row's view is recycled as in ApiDemo's List14 What I want ultimately: Load images lazily, only when the user scrolls to them Load images on different thread(s) to maintain responsiveness My current approach: In the adapter's getView() method, apart from setting up other child views, I launch a new thread that loads the Bitmap from the internet. When that loading thread finishes, it returns the Bitmap to be set on the ImageView (I do this using AsyncTask or Handler). Because I recycle ImageViews, it may be the case that I first want to set a view with Bitmap#1, then later want to set it to Bitmap#2 when the user scrolls down. Bitmap#1 may happen to take longer than Bitmap#2 to load, so it may end up overwriting Bitmap#2 on the view. I solve this by maintaining a WeakHashMap that remembers the last Bitmap I want to set for that view. Below is somewhat a pseudocode for my current approach. I've ommitted other details like caching, just to keep the thing clear. public class ImageLoader { // keeps track of the last Bitmap we want to set for this ImageView private static final WeakHashMap<ImageView, AsyncTask> assignments = new WeakHashMap<ImageView, AsyncTask>(); /** Asynchronously sets an ImageView to some Bitmap loaded from the internet */ public static void setImageAsync(final ImageView imageView, final String imageUrl) { // cancel whatever previous task AsyncTask oldTask = assignments.get(imageView); if (oldTask != null) { oldTask.cancel(true); } // prepare to launch a new task to load this new image AsyncTask<String, Integer, Bitmap> newTask = new AsyncTask<String, Integer, Bitmap>() { protected void onPreExecute() { // set ImageView to some "loading..." image } protected Bitmap doInBackground(String... urls) { return loadFromInternet(imageUrl); } protected void onPostExecute(Bitmap bitmap) { // set Bitmap if successfully loaded, or an "error" image if (bitmap != null) { imageView.setImageBitmap(bitmap); } else { imageView.setImageResource(R.drawable.error); } } }; newTask.execute(); // mark this as the latest Bitmap we want to set for this ImageView assignments.put(imageView, newTask); } /** returns (Bitmap on success | null on error) */ private Bitmap loadFromInternet(String imageUrl) {} } Problem I still have: what if the Activity gets destroyed while some images are still loading? Is there any risk when the loading thread calls back to the ImageView later, when the Activity is already destroyed? Moreover, AsyncTask has some global thread-pool underneath, so if lengthy tasks are not canceled when they're not needed anymore, I may end up wasting time loading things users don't see. My current design of keeping this thing globally is too ugly, and may eventually cause some leaks that are beyond my understanding. Instead of making ImageLoader a singleton like this, I'm thinking of actually creating separate ImageLoader objects for different Activities, then when an Activity gets destroyed, all its AsyncTask will be canceled. Is this too awkward? Anyway, I wonder if there is a safe and standard way of doing this in Android. In addition, I don't know iPhone but is there a similar problem there and do they have a standard way to do this kind of task? Many thanks.

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  • Jquery - removing an image before the client browser attempts to download it

    - by ajbrun
    Hi there, I wonder if anyone could help me with a problem I've been having. I have a number of large images available, but due to space limitations, I can't create multiple copies of these at various sizes. I have used PHP GD functions to resize the images to the sizes I need and output them to the browser. This works, but obviously takes some processing time, which therefore impacts pages load times. I'm fine with this, but I only want to show the image once it's fully loaded, and have a loading gif in its place until that time. I'm using jquery to do this. The problem I'm having is making the page functional whether the client has javascript enabled or not. If JS is not enabled, I want standard img tags to be outputted, otherwise the images are removed and replaced with a loading gif until they have been fully loaded. The link below shows a simple non-javascript unfriendly example of a what I want to do (try turning JS off): http://jqueryfordesigners.com/demo/image-load-demo.php I've been testing the basics using the code below. The attr() function will be replaced with something like remove(). This is just a test to make something happen to the image before the browser tries to load it. $(document).ready(function() { $( "#Thumbnails .thumbnail img" ).attr('src', '#'); }); In IE, this works correctly - the image source is replaced with "#" BEFORE the client browser gets a chance to start downloading the image. In firefox however, it downloads the image, and THEN changes the source. It seems to me that firefox is loading the jquery onready event later than it should. As far as I know, this should be executed before the standard onload event and before anything has started loading. If it helps, I'm testing it with a good number of images on screen (81). Am I doing something wrong?

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  • error : The element type "string" must be terminated by the matching end-tag "</string>"

    - by Priyanka
    ended the statement with and clean the the project still i am getting the same error ,here i am placing the code <resources> <string name="app_name">LiveWallpaper1</string> <string name="hello_world">Hello world!</string> <string name="menu_settings">Settings</string> <string name="title_activity_main">MainActivity</string> <string name="wallpaper_description">wallpaper descriptioning></string> </resources>

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  • Why does calling setScaleX during pinch zoom gesture cause flicker?

    - by numan
    I am trying to create a zoomable container and I am targeting API 14+ In my onScale (i am using the ScaleGestureDetector to detect pinch-zoom) I am doing something like this: public boolean onScale (ScaleGestureDetector detector) { float scaleFactor = detector.getScaleFactor(); setScaleX(getScaleX() * scaleFactor); setScaleY(getScaleY() * scaleFactor); return true; }; It works but the zoom is not smooth. In fact it noticeably flickers. I also tried it with hardware layer thinking that the scaling would happen on the GPU once the texture was uploaded and thus would be super fast. But it made no difference - the zoom is not smooth and flickers weirdly sometimes. What am I doing wrong?

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  • ListView items not clickable with HorizontalScrollView inside

    - by Felix
    I have quite a complicated ListView. Each item looks something like this: > LinearLayout (vertical) > LinearLayout (horizontal) > include (horizontal LinearLayout with two TextViews) > include (ditto) > include (ditto) > TextView > HorizontalScrollView (this guy is my problem) > LinearLayout (horizontal) In my activity, when an item is created (getView() is called) I add dynamic TextViews to the LinearLayout inside the HorizontalScrollView (besides filling the other, simpler stuff out). Amazingly, performance is pretty good. My problem is that when I added the HorizontalScrollView, my list items became unclickable. They don't get the orange background when clicked and they don't fire the OnItemClickedListener I have set up (to do a simple Log.d call). How can I make my list items clickable again?

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  • Using WebView setHttpAuthUsernamePassword?

    - by user246114
    Hi, I'm trying to do basic authentication to view a protected url. I want to access the protected url which looks like this: http://api.test.com/userinfo/vid?=1234 So I do the following with a WebView: mWebView.setHttpAuthUsernamePassword("api.test.com", "", "john", "password123"); mWebView.loadUrl("http://api.test.com/userinfo/vid?=1234"); but the authentication doesn't seem to work, I'm just getting an output error page. Am I using the WebView method correctly here? Thanks

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  • Extended SurfaceView's onDraw() method never called

    - by Gab Royer
    Hi, I'm trying to modify the SurfaceView I use for doing a camera preview in order to display an overlaying square. However, the onDraw method of the extended SurfaceView is never called. Here is the source : public class CameraPreviewView extends SurfaceView { protected final Paint rectanglePaint = new Paint(); public CameraPreviewView(Context context, AttributeSet attrs) { super(context, attrs); rectanglePaint.setARGB(255, 200, 0, 0); rectanglePaint.setStyle(Paint.Style.FILL); rectanglePaint.setStrokeWidth(2); } @Override protected void onDraw(Canvas canvas){ canvas.drawRect(new Rect(10,10,200,200), rectanglePaint); Log.w(this.getClass().getName(), "On Draw Called"); } } public class CameraPreview extends Activity implements SurfaceHolder.Callback{ private SurfaceHolder holder; private Camera camera; @Override protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); // We remove the status bar, title bar and make the application fullscreen requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // We set the content view to be the layout we made setContentView(R.layout.camera_preview); // We register the activity to handle the callbacks of the SurfaceView CameraPreviewView surfaceView = (CameraPreviewView) findViewById(R.id.camera_surface); holder = surfaceView.getHolder(); holder.addCallback(this); holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { Camera.Parameters params = camera.getParameters(); params.setPreviewSize(width, height); camera.setParameters(params); try { camera.setPreviewDisplay(holder); } catch (IOException e) { e.printStackTrace(); } camera.startPreview(); } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); camera.release(); } }

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  • jQuery: Dynamic image handling (waiting for load)

    - by dclowd9901
    I'm trying to write a plugin that has a built in function to wait until all images that are on the page to be loaded before it executes itself. $(window).load() only works if it's the initial load of the page, but if someone wants to pull down some HTML through AJAX that contains images, it doesn't work. Is there any good way of doing this AND implementing it so that it can be self-contained in the plug-in? I've tried looping over $('img').complete, and I know that doesn't work (the images never load, and the browser crashes under a "script takes too long to complete" bug). For an example of what I'm trying to do, visit the page I'm looking to house the plugin at: http://www.simplesli.de If you go to the "more uses" section (click it on the nav bar), you'll see that the image slideshow won't load properly. I know the current code doesn't work, but it's just holding place until I figure something out.

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  • Best Practice for Images with Codeigniter : Generating Thumbs or Resizing on the Fly

    - by Steve K
    Hi all, I know there’s been a good deal written on thumbnail generation and the like with CI, but I wanted to explain what I’ve made and see what kind of best-practice advice I could find. Here’s my story… Currently, I have a site which allows users to upload collections of photos to projects they’ve created after first creating an account. Upon account creation, the site generates folders for the users in the following fashion for each of five pre-defined projects: /students/username/project_num/images/thumbs/ (This is to say that within a pre-created students folder, the username, project_num, images and thumbs folders are created recursively five times.) When a user uploads images to a project, I have a gallery controller which uploads the full images into the images folder for the project_num, and then creates a smaller thumbnail which maintains its ratio. So far so good. On the index page of the site, where these thumbnails and full images are displayed, I had a bit of a brain lapse, thinking I could simply output the full image while resizing it via css for a ‘medium-size’ image which would lead to the full-size image when clicked. (To be clear, the path is: Click on thumbnail— Load scaled full-size (medium-size) image via ajax into a display area above thumbs— Click on medium-sized image— Load full size image via lightbox, or something of that nature.) I have everything working to this point, except, as one might imagine, resizing the full-sized images with css doesn’t maintain aspect ratio for the thumbs, which means I need to find the best way to resize these. In thinking about it, I figured I had two options: I could resize the image on the fly when the user clicks a thumbnail to load the medium-sized image via ajax. (I have a method ‘get_image($url)’ in my gallery controller which simply loads a view with an image tag and the image source passed to it, etc.) I thought perhaps I could send it first to my gallery model, resize it there on the fly, and send it on to the view. The problem I’m having is that resizing it on the fly and echoing it out gives me the raw image data (I apologize, I don’t know that’s the right term). I’ve tried using data_uris to format the raw data into something echoable, but with no success. Is this method possible? The second option I considered was to generate a second medium-sized thumbnail when the user uploads the image with maintain_ratio set to true. This method is slightly less ideal, given that when providing a way for the user to delete their projects, I’ll need to scan for an additional set of images to delete. Not a huge deal, definitely, but something I figured could be avoided by generating the medium-sized image on the fly. I hope I’ve been clear in my explanations, if long-winded! I’m very curious to see what suggestions folks have about the best way to handle this. Much thanks for reading, and any suggestions are much-appreciated! Steve K.

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  • Layout problem: scrollview inside a table, inside a custom dialog

    - by Sean
    I have a layout problem which I can't fix. I've looked through many posts on here, and mine seems to be unique enough to post a question. I've created a custom Dialog which programmatically creates a 3 row table. The top and bottom rows have text, while the middle row contains a ScrollView, which contains a LinearLayout. That LinearLayout then contains some number of views (TextView in this example). Since I'm doing this programmatically, see the XML pseudocode below, and the actual code below that. What I would like to happen, is that when the height of the contained content in the LinearLayout gets too big, the ScrollView does its job, and the header and footer TextView's are always visible. The problem is that when the dialog gets big enough, the ScrollView appears to take over the whole dialog, and my footer TextView disappears off the screen. What can I do to make sure the footer TextView never disappears, but the ScrollView can still function? See the following image links: Footer visible on the left, gone on the right: http://img690.imageshack.us/i/screenshotss.png/ <TableLayout> <TableRow> <TextView> </TableRow> <TableRow> <ScrollView> <LinearLayout> <TextView/> <TextView/> <TextView/> ... </LinearLayout> </ScrollView> </TableRow> <TableRow> <TextView> </TableRow> </TableLayout> Here's the code: public class DialogScrollTest extends Dialog { public DialogScrollTest(Context ctx){ super(ctx); setTitle(""); requestWindowFeature(Window.FEATURE_NO_TITLE); TableLayout table = new TableLayout(ctx); TableRow row; TextView text; row = new TableRow(ctx); { text = new TextView(ctx); text.setText("TestTop"); row.addView(text); } table.addView(row); row = new TableRow(ctx); { ScrollView scroll = new ScrollView(ctx); { LinearLayout linear = new LinearLayout(ctx); linear.setOrientation(LinearLayout.VERTICAL); for(int t=0; t<32; ++t){ text = new TextView(ctx); text.setText("TestScroll"); linear.addView(text); } scroll.addView(linear); } row.addView(scroll); } table.addView(row); row = new TableRow(ctx); { text = new TextView(ctx); text.setText("TestBottom"); row.addView(text); } table.addView(row); this.setContentView(table); } }

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  • Web Page Rendering Capture

    - by Chaitanya
    I start with describing the problem itself. Rather than a problem I'm looking for a better solution. I have a asp.net page which has a bunch of images and a link underneath it, Each image is infact the latest rendering of the link underneath it. I scheduled a bat script which runs every hour to fetch the images through IECapt a web page rendering capture utility. One thing am annoyed about this utility is it takes a lot of time for the 20 images I have and for few because of the flash content it misses to take the actual screenshot of the website. Now I like to know can this rendering be done by traditional programming am not interested in using any utilities. I'm interested in trying this. The solution need not be necessarily a C# based am ready to try in any other language. Because it gives me a chance to learn. Thank you.

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  • onPause/onResume activity issues

    - by Josh
    I have a small test application I am working on which has a timer that updates a textview to countdown from 100 to 0. That works fine, but now I am trying to pause the application if the user presses the back button on the phone and then restart the timer from where they left off when they reopen the app. Here is the code I am using: @Override public void onPause() { if(this._timer_time_remaining > 0) { this.timer.cancel(); } super.onPause(); Log.v("Pausing", String.format("Pausing with %d", this._timer_time_remaining)); } @Override public void onResume() { super.onResume(); Log.v("Resuming", String.format("Resuming with %d", this._timer_time_remaining)); if(this._timer_time_remaining > 0) { setContentView(R.layout.in_game); start_timer(this._timer_time_remaining); } } The start_timer() method creates a CountDownTimer which updates the textview in the onTick method and updates the this._timer_time_remaining int variable. CountDownTimer and _timer_time_remaining are both declared at the class level like this: private CountDownTimer timer; private int _timer_time_remaining; From the Log.v() prints I see that the _timer_time_remaining variable has the correct number of seconds stored when onPause is called, but it is set back to 0 when onResume starts. Why does the variable get reset? I thought that the application would continue to run in the background with the same values. Am I missing something? This is all declared in a class that extends Activity. Thanks in advance!

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  • Inform Activity from a BroadcastReceiver ONLY if it is in the foreground

    - by Zordid
    Hi there! Maybe it's easy, but I couldn't really figure this out right so far... I got a BroadcastReceiver waiting to get triggered by the AlarmMangager - this works fine. Now: because the event, if it occurs, needs to refresh some elements on screen of the main Activity, I would like to send an Intent from that background BroadcastReceiver to my Activity - but only if it is currently in the foreground, aka active. If it is not running or not visible, I don't care - and the last thing I want to do is start the Activity by my intent! I handle repainting of the views in my onResume method, so I don't care at all. Any hints on how to do that? Thanks! EDIT: my BroadcastReceiver is waiting for alarms that must be notified to the user. So, it must be there and declared in the manifest. The problem is: it will have to decide whether the mentioned Activity is currently up in front or not.

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