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  • Creating syncable Calendar in ICS

    - by user1390816
    I have a problem with creating a new Calendar in ICS. The Calendar should be synyable to the google Calendar. I try following: Uri calendarUri = CalendarContract.Calendars.CONTENT_URI; calendar.put(CalendarContract.Calendars.ACCOUNT_NAME, sync_account); calendar.put(CalendarContract.Calendars.ACCOUNT_TYPE, "com.google"); calendar.put(CalendarContract.Calendars.NAME, name); calendar.put(CalendarContract.Calendars.CALENDAR_DISPLAY_NAME, displayName); calendar.put(CalendarContract.Calendars.CALENDAR_COLOR, 0xFF008080); calendar.put(CalendarContract.Calendars.CALENDAR_ACCESS_LEVEL, CalendarContract.Calendars.CAL_ACCESS_OWNER); calendar.put(CalendarContract.Calendars.OWNER_ACCOUNT, true); calendar.put(CalendarContract.Calendars.VISIBLE, 1); calendar.put(CalendarContract.Calendars.SYNC_EVENTS, 1); calendarUri = calendarUri.buildUpon() .appendQueryParameter(CalendarContract.CALLER_IS_SYNCADAPTER, "true") .appendQueryParameter(CalendarContract.Calendars.ACCOUNT_NAME, sync_account) .appendQueryParameter(CalendarContract.Calendars.ACCOUNT_TYPE, "com.google") // CalendarContract.ACCOUNT_TYPE_LOCAL .build(); Uri result = activity.getContentResolver().insert(calendarUri, calendar); an I get always this error: 09-17 17:11:30.278: E/AndroidRuntime(13243): FATAL EXCEPTION: CalendarSyncAdapterAccountMonitor 09-17 17:11:30.278: E/AndroidRuntime(13243): java.lang.IllegalArgumentException: the name must not be empty: null 09-17 17:11:30.278: E/AndroidRuntime(13243): at android.accounts.Account.<init>(Account.java:48) 09-17 17:11:30.278: E/AndroidRuntime(13243): at com.google.android.syncadapters.calendar.CalendarSyncAdapter.onAccountsUpdated(CalendarSyncAdapter.java:1129) 09-17 17:11:30.278: E/AndroidRuntime(13243): at android.accounts.AccountManager$11.run(AccountManager.java:1279) 09-17 17:11:30.278: E/AndroidRuntime(13243): at android.os.Handler.handleCallback(Handler.java:605) 09-17 17:11:30.278: E/AndroidRuntime(13243): at android.os.Handler.dispatchMessage(Handler.java:92) 09-17 17:11:30.278: E/AndroidRuntime(13243): at android.os.Looper.loop(Looper.java:137) 09-17 17:11:30.278: E/AndroidRuntime(13243): at android.os.HandlerThread.run(HandlerThread.java:60) 09-17 17:11:30.293: E/android.os.Debug(1989): !@Dumpstate > dumpstate -k -t -n -z -d -o /data/log/dumpstate_app_error What can I do with the CalendarSyncAdapterAccountMonitor, that it is not empty? Thanks in advance.

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  • OnClickListener cannot be resolved to a type

    - by Webnet
    I'm diving into Java (this is day 1) and I'm trying to create a button that will trigger a notification when I click it... This code is based off of the notification documentation here, and UI events documentation here package com.example.contactwidget; import android.app.Activity; import android.app.Notification; import android.app.NotificationManager; import android.app.PendingIntent; import android.content.Context; import android.content.Intent; import android.os.Bundle; import android.widget.Button; public class ContactWidget extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Button calc1 = (Button) findViewById(R.id.calc_button_1); calc1.setOnClickListener(buttonListener); setContentView(R.layout.main); } private static final int HELLO_ID = 1; //Error: OnClickListener cannot be resolved to a type private OnClickListener buttonListener = new OnClickListener() { public void onClick (View v) { String ns = Context.NOTIFICATION_SERVICE; NotificationManager mNotificationManager = (NotificationManager) getSystemService(ns); int icon = R.drawable.icon; CharSequence ticketBrief = "Button Pressed Brief"; CharSequence ticketTitle = "Button pressed"; CharSequence ticketText = "You pressed button 1"; long when = System.currentTimeMillis(); Notification notification = new Notification(icon, ticketBrief, when); Intent notificationIntent = new Intent(this, ContactWidget.class); PendingIntent contentIntent = PendingIntent.getActivity(this, 0, notificationIntent, 0); notification.setLatestEventInfo(getApplicationContext(), ticketTitle, ticketText, contentIntent); mNotificationManager.notify(HELLO_ID, notification); } } } I'm running into a problem: OnClickListener cannot be resolved to a type. The problem here is that I don't see any problems with my code in relation to the example I'm using

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  • Cant install .NET application in Clients PC

    - by Niraj Doshi
    Hello all, My client's PC runs Windows 7 Ultimate with .netframework 4 client profile. I am unable to install my application developed in VS2008. I tried uninstalling .NET Framework 4 From his PC and running the Clean up tool provided by Microsoft. But still I am unable to install it successfully. It provides Error 1001. I tried running the program as administrator. I also tried to Turn on .net 3.5 feature from add or remove program. Thanks in advance. :) Edit: The error what i get is shown here. Furthermore, I have confirmed that it is a 32bit processor and i run x86 release version of setup The application is developed in a Windows 7 OS with .NET Framework 3.5 I have installed this application in 7 PCs which have .NET 3.5 installed in them and having OS Windows XP,Vista and Windows 7; and all are working fine. In clients PC, when I try to install .NET 3.5 again, the installer starts but then it disappears suddenly without doing anything I have tried turning on .NET 3.5 framework feature from control panel Program and Features. I have tried running the program as Administrator I have tried setting the application setup in Windows XP and Vista compatible mode. But still the issue persists. Thanks :)

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  • Change clickable TextView's color on focus and click?

    - by Daniel Jonsson
    I have a clickable TextView that I want to give some colors to. But I don't know how. Here are the relevant code snippets from my two files that I'm working with: TextView title = new TextView(this); title.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.WRAP_CONTENT)); title.setTextColor(R.color.textcolor); title.setText(titleLine); title.setTypeface(null, Typeface.BOLD); title.setClickable(true); title.setId(idLine); title.setFocusable(true); title.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { /* Irrelevant code */ } }); And this is my textcolor.xml file: <?xml version="1.0" encoding="utf-8"?> <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_pressed="true" android:color="#000000"/> <!-- pressed --> <item android:state_focused="true" android:color="#000000"/> <!-- focused --> <item android:color="#000000"/> <!-- default --> </selector> When I use the textcolor-file by typing title.setTextColor(R.color.textcolor);, the textcolor just becomes grey, regardless if I press it or so. Which is strange since I have written "#000000" in all color fields. But if I remove the setTextColor code, gets the textView a light grey color, and when I press it, it becomes black. But that aren't the colors that I want. So, can anyone help me with this problem? Just to clarify: I want to be able to specify the colors for the text when it's normal, pressed and focused.

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  • Smarty/PHP loop not being passed to IE(Pc) or Chrome/FF(Mac)

    - by Kyle Sevenoaks
    Hi, I've been working on a site that has a lot of PHP/Smarty involved, I've been asked to re-skin a webstore checkout process, but during this we've discovered this issue. This particular quirk is one part of a tax calculation that doesn't get sent to the browser in IE for PC and Chrome/FF for the Mac. It's NOT in the output source in the browsers, but is in FF, Chrome and Opera on the PC. Here is the code that doesn't "work:" {foreach $cart.taxes.$currency as $tax} <div id="subTotalCaption2"><p style="width:100px;">{$tax.name_lang}:</p></div> <div id="taxAmount2"><p>{$tax.formattedAmount}</p></div> {/foreach} It's not a CSS issue as if you go all the way through the checkout process and then back to the order page (Not using the back button, using the on-site links) it works. There is another calculation on the last page of the process that does the same thing: {foreach from=$order.taxes.$currency item="tax"} <tr> <td colspan="{$colspan}" class="tax">{$tax.name_lang}:</td> <td>{$tax.formattedAmount}</td> </tr> {/foreach} I guess my question is what could cause this to not be read (Parsed?) in IE and the mac but other browsers do it fine on the PC. Thanks.

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  • displaying a dialog using an activity?

    - by ricardo123
    what am i doing wrong here or what do i need to add? package dialog.com; import android.app.Activity; import android.app.AlertDialog; import android.content.DialogInterface; import android.app.Dialog; import android.os.Bundle; import android.view.View; import android.widget.Button; import android.widget.Toast; public class Dialog extends Activity { CharSequence [] items = { "google", "apple", "microsoft" }; boolean [] itemschecked = new boolean [items.length]; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Button btn = (Button) findViewById(R.id.btn_dialog); btn.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { showDialog(0); } }); } @Override protected Dialog onCreateDialog(int id) { switch(id) { case 0: return new AlertDialog.Builder(this) .setIcon(R.drawable.icon) .setTitle("This is a Dialog with some simple text...") .setPositiveButton("ok", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichbutton) { Toast.makeText(getBaseContext(), "OK Clicked!", Toast.LENGTH_SHORT).show(); } }); .setNegativeButton("cancel",new DialogInterface.OnclickListener() { public void onClick(DialogInterface dialog, int whichButton) {Toast.makeText(getBaseContext(), "cancel clicked!", Toast.LENGTH_SHORT).show(); } }); .setMultiChoiceItems(itemschecked, new DialogInterface.OnMultiChoiceClickListener() { @Override public void onClick(dialoginterface dialog, int which, boolean isChecked) { Toast.makeText(getBaseContext(), items[which] + (isChecked ? " checked!": "unchecked!"), Toast.LENGTH_SHORT).show(); } } ) .create(); } return null: }}}

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  • Connecting PC to TV via HDMI/DVI: Windows XP doesn't allow the appropriate screen resolution

    - by Jørgen
    I have a computer that is connected to the living room TV (a Panasonic) via HDMI. There is no other monitor connected. My problem is that the computer, which is running Windows XP, does not allow me to set the proper resolution for the TV. Both the graphics adapter and the TV should support the 1280x720 resolution, but it cannot be selected - the only available options are 1280x600 and 800x600, both in the "native" Windows dialog box and the custom Intel graphics options dialog box. Do anyone have a suggestion for a solution for this? Things I've thought of: Setting the resolution directly in the registry (where?) Installing some "custom" monitor driver (the TV manufacturer does not appear to provide any, currently the "generic" one is used) Details on the setup: Connection: DVI output on the computer via a passive DVI-HDMI adapter to the HDMI input on the TV, audio is run on a separate link, the TV is able to combine video and audio without any problem, the problem is there regardless of whether or not the audio is connected. The connection is several meters long through some walls, for this reason using a VGA cable instead is not an option. Note that the report explicitly says that the TV supports 1280x720. Still, I am not allowed to select it in Graphics Options, only 1280x600 and 800x600 is available. For 800x600, there's a lot of black around the edges; for 1280x600, the screen is "zoomed" so the edges of the monitor image (like the taskbar) is not visible. Other: The computer is running Windows XP. More recent versions of Windows are not an option (I have no licence). Linux is probably not an option (some of the video streaming sites I plan to use do not support it, I think) I wrote the rest of the details below. Thanks for any help!! TV: Panasonic TX-L32X10Y, European version; a 720p 32" quite "regular" LCD TV. Allowed resolutions according to manual: Signal name: 640x480 @60HZ Horizontal frequency: 31.47 kHz Vertical frequency: 60Hz Signal name: 750/720) /60p Horizontal frequency: 45.00 kHz Vertical frequency: 60Hz Signal name: 1,125 (1,080) / 60p Horizontal frequency: 67.50 kHz Vertical frequency: 60Hz (this is exactly how the manual presents it. PC via D-SUB (VGA cable) and "regular" HDMI have more alternatives.) Messing with the "zoom" settings on the TV does not affect the available resolution options on the computer. Computer: The following is a printout from one of the graphics adapter option pages. I think it covers most of it. The computer is a Dell. INTEL(R) EXTREME GRAPHICS 2 REPORT Report Date: 04/17/2011 Report Time[hr:mm:ss]: 20:18:02 Driver Version: 6.14.10.4396 Operating System: Windows XP* Professional, Service Pack 3 (5.1.2600) Default Language: English DirectX* Version: 9.0 Physical Memory: 1021 MB Minimum Graphics Memory: 1 MB Maximum Graphics Memory: 96 MB Graphics Memory in Use: 6 MB Processor: x86 Processor Speed: 2593 MHZ Vendor ID: 8086 Device ID: 2572 Device Revision: 02 * Accelerator Information * Accelerator in Use: Intel(R) 82865G Graphics Controller Video BIOS: 2972 Current Graphics Mode: 1280 by 600 True Color (60 Hz) * Devices Connected to the Graphics Accelerator * Active Digital Displays: 1 * Digital Display * Monitor Name: Plug and Play Monitor Display Type: Digital Gamma Value: 2.20 DDC2 Protocol: Supported Maximum Image Size: Horizontal: Not Available Vertical: Not Available Monitor Supported Modes: 1280 by 720 (50 Hz) 1280 by 720 (60 Hz) Display Power Management Support: Standby Mode: Not Supported Suspend Mode: Not Supported Active Off Mode: Not Supported (disclaimer: this question was also asked at the Wikipedia Reference Desk some time ago and might show up in a Google search. I got no useful answers there.)

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  • OpenVpn: Setting Up Openvpn in Ubuntu 10.04

    - by Deepak
    I am trying to setup OpenVpn Server on Ubuntu 10.04. I am not good in network concepts so its hard to understand the IP address that are given in the setup tutorial.. I could find many sites to setup openvpn server but i have few doubts in it. 1.I am mainly setting up the server to make it work for ANDROID.. So Plz give me a server setup link which will work for Android.. 2.I am setting up the server in my home and my system IP is 192.x.x.x . It will be useful if u share where i should give this IP address in the tutorial (which u share).. Plz help me as i am searching for this many days.. Regards, Deepak

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  • How to use mipmap in OpenGL-ES

    - by VanDir
    I have recently entered in the OpenGL world. I am very pleased with the performance that I got with opengl compared to those obtained with a SurfaceView and its canvas. At the same time because of the limitation of the images to be in power of two I noticed that the quality of the sprite of my game is a little decreased. I read that we can use mipmap in Android but I have not found a real tutotial. Are they compatible with Android 2.2+ ? Which program creates mipmaps? How do you actually use in code?

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  • Visual Programming paradigms

    - by Rego
    As the number of "visual" OS's such as Android, iOS and the promised Windows 8 are becoming more popular, it does not seem to me that we programmers have new ways to code using these new technologies, due to a possible lack in new visual programming languages paradigms. I've seen several discussions about incompatibilities between the current coding development environment, and the new OS approaches from Windows 8, Android and other tablets OS's. I mean, today if we have a new tablet, it's almost a requirement for coding, to have, for instance, an external keyboard (due it seems to me it's very difficult to program using the touch screen), exactly because the coding assistance is not conceived to "write" thousands of lines of code. So, how advanced should be the "new" visual programming languages paradigms? Which characteristics these new paradigms would be required?

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  • In which cases Robolectric is a relevant solution?

    - by Francis Toth
    As you may now, Robolectric is a framework that provides stubs for Android objects, in order to make tests runnable outside the Dalvik environment. My concern is that, by doing this, one can fake a third party library, which is, I believe, not a good practice (it should be encapsulated instead). If you make assumptions about an interface you don't own, which is changed once your test has been written, you won't be always noticed about the modifications. This can lead to a misunderstanding between your implementations and the interface they depends on. In addition, Android use mostly inheritance over interfaces which limits contract testing. So here's my question: Are there situations when Robolectric is the way to go? Here are some links you can check for further information: test-doubles-with-mockito in-brief-contract-tests

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  • In-app paymnt methods

    - by user212228
    I'm interested in developing for Ubuntu (mostly phones) and I can't seem to find the guidelines on app publishing, will apps only work through the ubuntu software center, or can users download and install an app from a website like is possible with an android apk? Also, are there any rules regarding in-app purchase methods, (I hope the minimum price here isn't $2.99 in-app as well or I'm not going to even bother developing for Ubuntu and will just stick with Android) Google for example, requires that in-app purchases go through their servers so that it isn't possible to use other funding methods at least for play store published apps. My main questions here are: Would it be possible to release an app for ubuntu touch that accepted bitcoin, paypal, or other methods for in-app purchases? If not, would it be possible to release apps through a personal website or 3rd party app market that could use alternative payment methods?

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  • Root and Install ADB on Your Kindle Fire with SuperOneClick

    - by Jason Fitzpatrick
    The Kindle Fire, fresh into the hands of consumers across the country, has already been rooted and accessed with ADB. Right now the hack is awesome but of limited utility–it highlights how easily the Kindle Fire can be rooted and prepared for a custom ROM but for the moment you’ll find there aren’t many custom ROMs floating around. Still, we’re excited by the news and looking forward to where, beyond the stock configuration, people take the Kindle Fire. Hit up the link below for the discussion thread on AndroidForums outlining how to root your Kindle Fire. How-To Get ADB Running AND Root with SuperOneClick [AndroidForum via PhanDroid] HTG Explains: How Hackers Take Over Web Sites with SQL Injection / DDoS Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed How to Run Android Apps on Your Desktop the Easy Way

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  • Mounting Samsung Galaxy S2 via USB on Ubuntu 13.04

    - by argvar
    Connecting my Samsung Galaxy S2 to Windows 7 worked seamlessly. Now that I'm on Ubuntu 13.04 I'd like to access my phone's drive via the USB cable, but that's not working. When I do plug it in I get a error message in Ubuntu: Unable to mount SAMSUNG_Android Unable to open MTP device '[usb:002,008]' Then when I unplug it I see a error message on the phone: Attention Unable to find software on your PC that can recognize your device. Service pack 3, Windows Media Player, version 10 or higher, for Windows XP or Android FIle Transfer for Mac OS must be installed. You can download and install PC Kies from http://www.samsung.com/kies in order to sync data with your device, back up data, and upgrade your device (Windows and Mac OS are supported) What can I do here to fix this? I don't want to use any special software with the phone, just access the phone's drive.

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  • "Please ensure you have JAVA_HOME points to JDK rather than JRE" message

    - by Alex Malex
    I have java installed aaa@ubuntu:~$ whereis java java: /usr/bin/java /usr/bin/X11/java /usr/local/java /usr/share/java aaa@ubuntu:~$ whereis javac javac: /usr/bin/javac /usr/bin/X11/javac and etc/profile JAVA_HOME=/usr/local/java/jdk1.7.0_17 PATH=$PATH:$HOME/bin:$JAVA_HOME/bin JRE_HOME=/usr/local/java/jre1.7.0_17 PATH=$PATH:$HOME/bin:$JRE_HOME/bin export JAVA_HOME export JRE_HOME export PATH However, when I run Android Studio, it says: tools.jar in not in Android Studio classpath. Please ensure you have JAVA_HOME points to JDK rather than JRE. How do I fix it? update sudo update-alternatives --get-selections | grep ^java java manual /usr/local/java/jre1.7.0_17/bin/java javac manual /usr/local/java/jdk1.7.0_17/bin/javac javaws manual /usr/local/java/jre1.7.0_17/bin/javaws java -version java version "1.7.0_17"

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  • Small-Scale Physics Engine

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing. That one thing is to make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • Carpool logical architecture

    - by enrmarc
    I'm designing a carpool system (drivers can publish their routes and passengers can subscribe to them) with WebServices(axis2) and Android clients (ksoap2). I have been having problems with the logical architecture of the system and I wondered if this architecture is fine. And another question: for that architecture (if it is ok), how would be the packages structure? I suppose something like that: (In android) package org.carpool.presentation *All the activities here (and maybe mvc pattern) (In the server) package org.carpool.services *Public interfaces (for example: register(User user), publishRoute(Route route) ) package org.carpool.domain *Pojos (for example: User.java, Route.java, etc) package org.carpool.persistence *Dao Interface and implementation (jdbc or hibernate)

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  • Why would an IE8 in a desktop has a 'Tablet PC 2.0' in its user-agent string?

    - by ultrajohn
    I am just curious, why would a windows 7 desktop, installed with ie8, have Tablet PC 2.0 in its user agent string. Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.1; Trident/4.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; Media Center PC 6.0; .NET4.0C; Tablet PC 2.0) Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.1; Trident/4.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; Media Center PC 6.0; .NET4.0C; Tablet PC 2.0) Is this a feature in Windows 7, how can I turn this off in IE8? Other browsers on the same computer don't have such string in the user-agent string they send. As a result, one of our web application confuses this particular desktop client as a mobile (because of the tablet), hence returns the mobile version of our website to it. Thank you!

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  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • Large resolution differences

    - by Robin Betka
    I want to develop a game on multiple devices such as PC, Android or IOS. Want it to be in 1080p, but that means a massive scale down for the smartphones. I know how to do that, just render everything on a 1080p rendertarget and then render it on the screen smaller. But what should I do so that the scalling down doesn't look bad and blury? I can't do it vector based or anything because the sprites simply need a specific size. Should I make the sprites power of two size to get some nice mipmapping? And which other settings can I do? Or should I rather go with a lower resolution but then having a little bit worse look PC version? The performance seems not to be a problem for me, so would be sad not using 1080p because of other problems.

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  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

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  • App Development books for intermediate level

    - by 0cool
    This question seems to be asked previously on this site but the audience targeted are different. I am an Engineering student who knows Python, C and familiar with Java(learning now; good at fundamentals) & HTML. Now, I want to develop facebook & Android apps. I went through their respective documentations but couldn't really understand and thought to search for beginner books but they have been written from too basic. (There is an beginner's android book for from APress for people who have no idea of programming). My problem is, I am unable to find the right book to learn. Either they are for beginners or for experts... For guys like me, can anyone point out a good book?

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • OpenGL ES 1 Pixel Error?

    - by Beginner001
    I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it looks like 1 pixel) all the way across the top that has the same colors as the bottom 1-pixel line of the texture. It is almost as if the bottom line of the image raster was copied and pasted as the top line as well. Is anyone familiar with this type of error? What could the problem be?

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  • Clicking on clues and other objects in a 2D cluedo like game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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