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  • Android OS Now Used To Drive Real Robots

    <b>Robot Reviews:</b> "For those wondering about the propriety of the name "Android" as a mobile device operating system, wonder no more because its real purpose has finally been revealed. It's really an operating system for robots."

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  • L'Android Market aurait passé la barre des 45.000 applications et connait une croissance exponentiel

    Mise à jour du 13/04/10 NB : Les commentaires sur cette mise à jour commencent ici dans le topic L'Android Market passe la barre des 45.000 applications Et connait une croissance exponentielle, la qualité semble toujours au rendez-vous On le sait, AndroLib a tendance à décompter plus d'applications que ce que Google reconnaît ensuite officiellement (lire ci-avant). Il n'en reste pas moins que la progression du nombre de ces applications reste impressionnante, comme le montre le graphique ci-dessous...

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  • What is a good "free-form" ("type anywhere" or canvas-like) text editor? [on hold]

    - by scorpiodawg
    My 5-1/2 y.o. son is starting to use a computer and one of the things he likes to do is to type stuff into an editor. He has used TuxPaint before and is familiar with the idea of a "canvas" for painting stuff (where painting anything anywhere on the canvas is fair game). When he opened the text editor (this was gedit on Qimo Linux), he attempted to do the same thing -- he pointed the text cursor to an arbitrary location within the editor window and expected to be able to type there (like a "text canvas", if you will). I had to explain to him that he would have to press Enter a few times to create new lines, as well as press Space a few times to create columns before he could do that. This is sub-optimal. My question: are there any free-form, canvas-like text editors that I can have him use? Almost like hex editors of yore. I am not interested in getting him to create "text areas" in a paint program.

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  • How to setup Cocos2D-X (Android) under Mac OS X?

    - by Beast
    Hi I've made a small game for iPhone that I also want to run on Android but I'm having problems setting up Cocos2D-X for Android. I've downloaded and installed Android SDK and NDK (under my "/Users/username/Android"). Installed all necessary packages under SDK and created an Emulator. Copied Cocos2D-x under "/Users/username/cocos2dx". Installed Eclipse IDE with ADT Plugin. Opened "Users/username/cocos2dx/tests/build_native.sh" and changed "NDK_ROOT_LOCAL=/Users/username/Android/android-ndk", "COCOS2DX_ROOT_LOCAL=/Users/username/cocos2dx" to the values shown. On running the script using Terminal it compiles test project. What's next?

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  • Should I use OpenGL for chess with animations?

    - by fhucho
    At the moment I am experimenting with SurfaceView for my chess game with animations. I am getting only about 8 FPS in the emulator. I draw a chess board and 32 chess pieces and rotate everything (to see how smooth it is), I am using antialiasing. On the Droid I'm getting about 20FPS, so it's not very smooth. Is it possible to implement a game with very scarce and simple animations without having to use OpenGL? This is what I do every frame: // scale and rotate matrix.setScale(scale, scale); rotation += 3; matrix.postRotate(rotation, 152, 152); canvas = surfaceHolder.lockCanvas(); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.FILTER_BITMAP_FLAG)); canvas.setMatrix(matrix); canvas.drawARGB(255, 255, 255, 255); // fill the canvas with white for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(canvas); // draws chessboard and chess pieces }

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  • Why is setting HTML5's CanvasPixelArray values ridiculously slow and how can I do it faster?

    - by Nixuz
    I am trying to do some dynamic visual effects using the HTML 5 canvas' pixel manipulation, but I am running into a problem where setting pixels in the CanvasPixelArray is ridiculously slow. For example if I have code like: imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ imageData.data[i] = buffer[i]; imageData.data[i + 1] = buffer[i + 1]; imageData.data[i + 2] = buffer[i + 2]; } ctx.putImageData(imageData, 0, 0); Profiling with Chrome reveals, it runs 44% slower than the following code where CanvasPixelArray is not used. tempArray = new Array(500 * 500 * 4); imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ tempArray[i] = buffer[i]; tempArray[i + 1] = buffer[i + 1]; tempArray[i + 2] = buffer[i + 2]; } ctx.putImageData(imageData, 0, 0); My guess is that the reason for this slowdown is due to the conversion between the Javascript doubles and the internal unsigned 8bit integers, used by the CanvasPixelArray. Is this guess correct? Is there anyway to reduce the time spent setting values in the CanvasPixelArray?

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  • Inflated ImageView to put in GalleryView isn't the right size

    - by Richard
    I am trying to inflate an ImageView that scales a Drawable that I can display in a GalleryView. My code to inflate the view seems to work fine, except that the attributes of the ImageView are not applied. Specifically, the inflated ImageView does not have the width/height that I set for it via the android:layout params in XML. Can someone show me what I'm doing wrong? I want to set the width/height of the image in dp, so that it is the correct size across multiple screen dpis and support Android 1.5+. As a result I cannot use something like: i.setLayoutParams(new Gallery.LayoutParams(150, 116) My layout definition is: <?xml version="1.0" encoding="utf-8"?> <ImageView xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="150dp" android:layout_height="116dp" android:background="@drawable/gallery_item_background" android:scaleType="fitXY" /> </ImageView> And the snippet I am using to inflate the ImageView is: public View getView(int position, View convertView, ViewGroup parent) { LayoutInflater inflater = getLayoutInflater(); ImageView i = (ImageView) inflater.inflate(R.layout.gallery_item, null); i.setImageResource(mImageIds.get(position)); i.setScaleType(ImageView.ScaleType.FIT_XY); return i; }

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  • Dynmically added row in TableLayout

    - by Balaji
    This is my activity class i want to add one textview to TableRow but i cannot show the textview in TableLayout. Activity import android.app.Activity; import android.graphics.Color; import android.os.Bundle; import android.view.LayoutInflater; import android.view.ViewGroup.LayoutParams; import android.widget.TableLayout; import android.widget.TableRow; import android.widget.TextView; import android.widget.LinearLayout; public class TableRunTime extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); TableLayout tl = (TableLayout) findViewById(R.id.arcitle_content_table); TextView txt = new TextView(this); TableRow tr = new TableRow(this); txt.setText("Book Name"); txt.setTextColor(Color.WHITE); txt.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.WRAP_CONTENT)); tr.addView(txt); tl.addView(tr, new TableLayout.LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.WRAP_CONTENT)); } } This is manifest file any one help how to show textview in TableLayout

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  • Why is setting HTML5's CanvasPixelArray values is ridiculously slow and how can I do it faster?

    - by Nixuz
    I am trying to do some dynamic visual effects using the HTML 5 canvas' pixel manipulation, but I am running into a problem where setting pixels in the CanvasPixelArray is ridiculously slow. For example if I have code like: imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ imageData.data[index] = buffer[i]; imageData.data[index + 1] = buffer[i]; imageData.data[index + 2] = buffer[i]; } ctx.putImageData(imageData, 0, 0); Profiling with Chrome reveals, it runs 44% slower than the following code where CanvasPixelArray is not used. tempArray = new Array(500 * 500 * 4); imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ tempArray[index] = buffer[i]; tempArray[index + 1] = buffer[i]; tempArray[index + 2] = buffer[i]; } ctx.putImageData(imageData, 0, 0); My guess is that the reason for this slowdown is due to the conversion between the Javascript doubles and the internal unsigned 8bit integers, used by the CanvasPixelArray. Is this guess correct? Is there anyway to reduce the time spent setting values in the CanvasPixelArray?

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  • Error Message-The source attachment does not contain the source for the file ListView.class

    - by user603695
    Hello, new to Android. I get the following message in the debugger perspective: The source attachment does not contain the source for the file ListView.class You can change the source attachment by clicking the change attached Source Below Needless to say the app errors. I've tried to change the source attachment to the location path: C:/Program Files/Android/android-sdk-windows/platforms/android-8/android.jar However, this did not work. Any thoughts would be much appreciated. Code is: import android.app.ListActivity; import android.os.Bundle; import android.view.*; import android.widget.*; public class HelloListView extends ListActivity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setListAdapter(new ArrayAdapter<String>(this, R.layout.main, COUNTRIES)); ListView lv = getListView(); lv.setTextFilterEnabled(true); lv.setOnItemClickListener(new AdapterView.OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { // When clicked, show a toast with the TextView text Toast.makeText(getApplicationContext(), ((TextView) view).getText(), Toast.LENGTH_SHORT).show(); } }); } static final String[] COUNTRIES = new String[] { "Afghanistan", "Albania", "Algeria", "American Samoa... Thanks!

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  • How to place images on top of each other in java

    - by Haxed
    Hi, I have a background image of a road, which I have displayed on a JFrame using an ImageIcon. I want to put a car on top of that background image at a certain (x,y) location. I tried using another ImageIcon and the background does not appear when I run the program , however the car does. import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.JLabel; public class Gui extends JFrame { private ImageIcon northcar = new ImageIcon("src/north.gif"); private ImageIcon usIcon = new ImageIcon("src/trafficLight.jpg"); public Gui() { add(new JLabel(usIcon)); // background image does not appear after the i added the northcar label add(new JLabel(northcar)); // this picture can be seen } public static void main(String[] args) { Gui frame = new Gui(); frame.setTitle("TestImageIcon"); frame.setLocationRelativeTo(null); // Center the frame frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setBounds(0, 0, 650, 650); frame.setVisible(true); } } I heard about using a canvas but have no clue. Any ideas ? Many Thanks

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  • onDestroy() won't get called after this.finish()

    - by steff
    Hi everyone, I'm wondering why the Motorola Milestone with 2.1-update1 behaves differently from the Emulator or e.g. the Nexus One. I am trying to exit my app with: @Override protected void onPause() { if(mayDestroyActivity) this.finish(); super.onPause(); } This works well on either Emulator or Nexus One. onDestroy() gets called immediatly after onPause() and onStop. But not for the Milestone. Instead, onDestroy() gets called when another Activity is started. Its section in the Manifest looks like this: <activity android:name=".MyActivity" android:configChanges="orientation|keyboardHidden" android:label="@string/questionnaire_item" android:launchMode="singleInstance" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:windowSoftInputMode="adjustPan"> <intent-filter> <category android:name="android.intent.category.OPENABLE" /> </intent-filter> </activity> Does anyone have a hint on this? My app depends on exiting properly since I save all progress in onDestroy() Thanks, Steff

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  • Weird exception: Cannot cast String to Boolean when using getBoolean

    - by La bla bla
    I'm getting a very weird error. I have 2 activities. On both I'm getting the SharedPreferences using MODE_PRIVATE (if it matters) by sp = getPreferences(MODE_PRIVATE); on each activity's onCreate() I'm calling sp.getBoolean(IntroActivity.SHOW_INTRO, true) On the IntroActivity this works fine. But when I'm trying in the main activity, I'm getting this 10-12 04:55:23.208: E/AndroidRuntime(11668): FATAL EXCEPTION: main 10-12 04:55:23.208: E/AndroidRuntime(11668): java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Boolean 10-12 04:55:23.208: E/AndroidRuntime(11668): at android.app.SharedPreferencesImpl.getBoolean(SharedPreferencesImpl.java:242) 10-12 04:55:23.208: E/AndroidRuntime(11668): at com.lablabla.parkme.ParkMeActivity$2.onClick(ParkMeActivity.java:194) 10-12 04:55:23.208: E/AndroidRuntime(11668): at android.view.View.performClick(View.java:4084) 10-12 04:55:23.208: E/AndroidRuntime(11668): at android.view.View$PerformClick.run(View.java:16966) 10-12 04:55:23.208: E/AndroidRuntime(11668): at android.os.Handler.handleCallback(Handler.java:615) 10-12 04:55:23.208: E/AndroidRuntime(11668): at android.os.Handler.dispatchMessage(Handler.java:92) 10-12 04:55:23.208: E/AndroidRuntime(11668): at android.os.Looper.loop(Looper.java:137) 10-12 04:55:23.208: E/AndroidRuntime(11668): at android.app.ActivityThread.main(ActivityThread.java:4745) 10-12 04:55:23.208: E/AndroidRuntime(11668): at java.lang.reflect.Method.invokeNative(Native Method) 10-12 04:55:23.208: E/AndroidRuntime(11668): at java.lang.reflect.Method.invoke(Method.java:511) 10-12 04:55:23.208: E/AndroidRuntime(11668): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786) 10-12 04:55:23.208: E/AndroidRuntime(11668): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553) 10-12 04:55:23.208: E/AndroidRuntime(11668): at dalvik.system.NativeStart.main(Native Method) I made sure that I'm not putting a String somewhere in the middle with that same key Any ideas? Thanks! EDIT: some code: //onCreate() sp = getPreferences(MODE_PRIVATE); // other method boolean showIntro = sp.getBoolean(IntroActivity.SHOW_INTRO, true); // Exception is here showIntroCheckBox.setChecked(showIntro); If it matters, the code which throws the exception is inside a button's onClick

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  • Getting a gestureoverlayview

    - by Codejoy
    I have been using some nice tutorials on drawing graphics on my android. I wanted to also add in the cool gesture demo found here: http://developer.android.com/resources/articles/gestures.html That takes these lines of code: GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); This is fine and dandy yet I realize in my demo i'm trying to build using code from "Playing with Graphics in Android". The demos make sense, everything makes sense but I found out by using: setContentView(new Panel(this)); as is required by the Playing With Graphics tutorials, then the findViewById seems to no longer be valid and returns null. At first I was about to post a stupider question as to why this is happening, a quick test of playing with the setContentView made me realize the cause of findViewById returning null, I just do not know how to remedy this issue. Whats the key I am missing here? I realize that the new Panel is doinking some reference up but I am not sure how to make the connection here. The: R.id.gestures is defined right int he main.xml as: (just like the tutorial) <android.gesture.GestureOverlayView android:id="@+id/gestures" android:layout_width="fill_parent" android:layout_height="0dip" android:layout_weight="1.0" /> So I did confirm the setContentView(new Panel(this)) is causing the issue. So I know the issue is that I have to figure out how to add the android.gesture.GestureOverlayView to the panel class somehow, I am just not sure how to go about this. After fighting with this I generally know what I need to do just now how to do it. I think I need either the equivalent of creating a panel in that main.xml OR figuring out how to build whats in main.xml for the gestures in code. I am close because I did this: GestureOverlayView gestures = new GestureOverlayView(this); which gets me a non null gestures now, unfortunately since I am not telling it to fill Parent anywhere I don't think its really showing up, so I am trying hard to figure out layout pa rams. Am I even on the right track?

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  • Browser Issue: Charts are not rendered on IE8

    - by Rachel
    We have inhouse library which uses canvas for displaying charts in my application. And dojo as scripting language.Everything is fine, but my charts are not appearing in IE8. I google about this, and found that there is some VML issue in IE8. I found this: var printChart = function(time, freq){ if (!document.namespaces['g_vml_']) { document.namespaces.add('g_vml_', 'urn:schemas-microsoft-com:vml', '#default#VML'); } if (!document.namespaces['g_o_']) { document.namespaces.add('g_o_', 'urn:schemas-microsoft-com:office:office', '#default#VML'); } if (freq === undefined) { this.freq = "1mi"; } if (time === undefined) { this.time = "1dy"; } self.reload(); } Now I was trying to add this in my DOJO code and that is creating problem. As when I do document.namespace I get firebug error 'document.namespaces is undefined'. Q: How can we fix this, are the any better alternative approaches for the same, basic problem am having is browser related, charts are rendered properly on other browsers but not on IE8, any suggestions ? Update: What are ways to deal with such cross browser issue ?

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  • Switching application-wide theme programmatically?

    - by Cheezmeister
    EDIT: Related question here: Multi theme support in android app I'm attempting to get a user-chosen theme and feel like I'm frustratingly close. Defining the theme in AndroidManifest.xml works as it should, but (as best I can tell) can't change based on app preferences: <application android:theme="@style/theme_sunshine" android:icon="@drawable/icon" android:label="@string/app_name"> Alternatively, setting it dynamically in each activity also works: someChosenTheme = PreferenceManager.getDefaultSharedPreferences(this).getString("themePreference", "theme_twilight"); setTheme(someOtherChosenTheme); But that seems messy, and I'd rather set the theme for the entire app in one place. My first thought was to grab the application context as soon as my main activity launches and do it there: getApplicationContext().setTheme(R.style.theme_dummy); As best I can tell[0], this ought to do the trick, but in fact it's not doing anything--the entire app has the default Android style. Is the above valid, and if so, might I be doing something else dumb? I'm working in API level 3 if that matters. Prods in the right direction greatly appreciated! [0] http://developer.android.com/reference/android/content/Context.html#setTheme%28int%29 http://developer.android.com/reference/android/content/Context.html#getApplicationContext%28%29

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