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  • FolderClosed Exception in Javamail

    - by SikhWarrior
    Im trying to create a simple mail client in android, and I have the android version of javamail compiling and running in my app. However, whenever I try to connect and receive mail, I get a Folder Closed exception seen below. 10-23 12:12:13.484: W/System.err(6660): javax.mail.FolderClosedException 10-23 12:12:13.484: W/System.err(6660): at com.sun.mail.imap.IMAPMessage.getProtocol(IMAPMessage.java:149) 10-23 12:12:13.484: W/System.err(6660): at com.sun.mail.imap.IMAPMessage.loadBODYSTRUCTURE(IMAPMessage.java:1262) 10-23 12:12:13.484: W/System.err(6660): at com.sun.mail.imap.IMAPMessage.getDataHandler(IMAPMessage.java:616) 10-23 12:12:13.484: W/System.err(6660): at javax.mail.internet.MimeMessage.getContent(MimeMessage.java:1398) 10-23 12:12:13.484: W/System.err(6660): at com.teamzeta.sfu.Util.MailHelper.getMessageHTML(MailHelper.java:60) 10-23 12:12:13.484: W/System.err(6660): at com.teamzeta.sfu.GetAsyncEmails.onPostExecute(EmailActivity.java:31) 10-23 12:12:13.484: W/System.err(6660): at com.teamzeta.sfu.GetAsyncEmails.onPostExecute(EmailActivity.java:1) 10-23 12:12:13.484: W/System.err(6660): at android.os.AsyncTask.finish(AsyncTask.java:631) 10-23 12:12:13.484: W/System.err(6660): at android.os.AsyncTask.access$600(AsyncTask.java:177) 10-23 12:12:13.484: W/System.err(6660): at android.os.AsyncTask$InternalHandler.handleMessage(AsyncTask.java:644) 10-23 12:12:13.484: W/System.err(6660): at android.os.Handler.dispatchMessage(Handler.java:99) 10-23 12:12:13.484: W/System.err(6660): at android.os.Looper.loop(Looper.java:137) 10-23 12:12:13.484: W/System.err(6660): at android.app.ActivityThread.main(ActivityThread.java:5227) 10-23 12:12:13.484: W/System.err(6660): at java.lang.reflect.Method.invokeNative(Native Method) 10-23 12:12:13.484: W/System.err(6660): at java.lang.reflect.Method.invoke(Method.java:511) 10-23 12:12:13.484: W/System.err(6660): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:795) 10-23 12:12:13.484: W/System.err(6660): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:562) 10-23 12:12:13.494: W/System.err(6660): at dalvik.system.NativeStart.main(Native Method) My code is as follows: public static Message[] getAllMail(String user, String pwd){ String host = "imap.sfu.ca"; final Message[] NO_MESSAGES = {}; Properties properties = System.getProperties(); properties.setProperty("mail.imap.socketFactory.class", "javax.net.ssl.SSLSocketFactory"); properties.setProperty("mail.imap.socketFactory.port", "993"); Session session = Session.getDefaultInstance(properties); try { Store store = session.getStore("imap"); store.connect(host, user, pwd); Folder folder = store.getFolder("inbox"); folder.open(Folder.READ_ONLY); Message[] messages = folder.getMessages(); folder.close(true); store.close(); Log.d("####TEAM ZETA DEBUG####", "Content: " + messages.length); return messages; } catch (NoSuchProviderException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (MessagingException e) { // TODO Auto-generated catch block e.printStackTrace(); } Log.d("####TEAM ZETA DEBUG####", "Returning NO_MESSAGES"); return NO_MESSAGES; } public static String getMessageHTML(Message message){ Object msgContent; try { msgContent = message.getContent(); if (msgContent instanceof Multipart) { Multipart mp = (Multipart) msgContent; for (int i = 0; i < mp.getCount(); i++) { BodyPart bp = mp.getBodyPart(i); if (Pattern .compile(Pattern.quote("text/html"), Pattern.CASE_INSENSITIVE) .matcher(bp.getContentType()).find()) { // found html part return (String) bp.getContent(); } else { // some other bodypart... } } } } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (MessagingException e) { // TODO Auto-generated catch block e.printStackTrace(); } return "Something went wrong"; } I couldn't find anything helpful on the web, does anyone have an ideas why this is happening?? This is called in class GetAsyncEmails extends AsyncTask<String, Integer, Message[]>{ @Override protected Message[] doInBackground(String... args) { // TODO Auto-generated method stub Message[] messages = MailHelper.getAllMail(args[0], args[1]); return messages; } protected void onPostExecute(Message[] result){ if(result.length > 1){ Message message = result[0]; String content = MailHelper.getMessageHTML(message); System.out.println("####TEAM ZETA DEBUG####" + content); } } }

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  • Implementing fog of war in opengl es 2.0 game

    - by joxnas
    Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an efficient and somewhat nice looking fog of war to incorporate in it. My experience with OpenGL or Android is not vast by any means, but I think it is sufficient for what I'm asking here. So far I have thought in some solutions: Draw white circles to a dark background, corresponding to the units visibility, then render to a texture, and then drawing a quad with that texture with blend mode set to multiply. Will this approach be efficient? Will it take too much memory? (I don't know how to render to texture and then use the texture. Is it too messy?) Have a grid object with a vertex shader which has an array of uniforms having the coordinates of all units, and another array which has their visibility range. The number of units will very probably never be bigger then 100. The vertex shader needs to test for each considered vertex, if there is some unit which can see it. In order to do this it, will have to loop the array with the coordinates and do some calculations based on distance. The efficiency of this is inversely proportional to the looks of it. A more dense grid will result in a more beautiful fog of war... but will require a greater amount of vertexes to be checked. Is it possible to find a nice compromise or is this a bad solution from the start? Which solution is the best? Are there better alternatives? Which ones? Thank you for your time.

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  • E: Sub-process /usr/bin/dpkg returned an error code (1)

    - by Joel
    I cant install or uppdate anything on my system 12.04 I get the error... installArchives() failed: dpkg: error processing libqt4-xmlpatterns (--configure): libqt4-xmlpatterns:amd64 4:4.8.1-0ubuntu4.2 cannot be configured because libqt4-xmlpatterns:i386 is in a different version (4:4.8.1-0ubuntu4.3) dpkg: error processing libqt4-xmlpatterns:i386 (--configure): libqt4-xmlpatterns:i386 4:4.8.1-0ubuntu4.3 cannot be configured because libqt4-xmlpatterns:amd64 is in a different version (4:4.8.1-0ubuntu4.2) dpkg: dependency problems prevent configuration of libqt4-declarative:i386: libqt4-declarative:i386 depends on libqt4-xmlpatterns (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-xmlpatterns:i386 is not configured yet. dpkg: error processing libqt4-declarative:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-declarative: libqt4-declarative depends on libqt4-xmlpatterns (= 4:4.8.1-0ubuntu4.3); however: Version of libqt4-xmlpatterns on system is 4:4.8.1-0ubuntu4.2. dpkg: error processing libqt4-declarative (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqtgui4:i386: libqtgui4:i386 depends on libqt4-declarative (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-declarative:i386 is not configured yet. dpkg: error processing libqtgui4:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqtgui4: No apport report written because the error message indicates its a followup error from a previous failure. No apport report written because the error message indicates its a followup error from a previous failure. No apport report written because MaxReports is reached already No apport report written because MaxReports is reached already No apport report written because MaxReports is reached already No apport report written because MaxReports is reached already libqtgui4 depends on libqt4-declarative (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-declarative is not configured yet. dpkg: error processing libqtgui4 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-designer: libqt4-designer depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4 is not configured yet. dpkg: error processing libqt4-designer (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-designer:i386: libqt4-designer:i386 depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4:i386 is not configured yet. dpkg: error processing libqt4-designer:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-opengl: libqt4-opengl depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4 is not configured yet. dpkg: error processing libqt4-opengl (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-opengl:i386: libqt4-opengl:i386 depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4:i386 is not configured yet. dpkg: error processing libqt4-opengl:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-qt3support: libqt4-qt3support depends on libqt4-designer (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-designer is not configured yet. libqt4-qt3support depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4 is not configured yet. dpkg: error processing libqt4-qt3support (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-qt3support:i386: libqt4-qt3support:i386 depends on libqt4-designer (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-designer:i386 is not configured yet. libqt4-qt3support:i386 depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4:i386 is not configured yet. dpkg: error processing libqt4-qt3support:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-scripttools:i386: libqt4-scripttools:i386 depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4:i386 is not configured yet. dpkg: error processing libqt4-scripttools:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-svg: libqt4-svg depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4 is not configured yet. dpkg: error processing libqt4-svg (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-svg:i386: libqt4-svg:i386 depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4:i386 is not configured yet. dpkg: error processing libqt4-svg:i386 (--configure): dependency problems - leaving unconfigured Errors were encountered while processing: libqt4-xmlpatterns libqt4-xmlpatterns:i386 libqt4-declarative:i386 libqt4-declarative libqtgui4:i386 libqtgui4 libqt4-designer libqt4-designer:i386 libqt4-opengl libqt4-opengl:i386 libqt4-qt3support libqt4-qt3support:i386 libqt4-scripttools:i386 libqt4-svg libqt4-svg:i386 Error in function: dpkg: dependency problems prevent configuration of libqt4-declarative: libqt4-declarative depends on libqt4-xmlpatterns (= 4:4.8.1-0ubuntu4.3); however: Version of libqt4-xmlpatterns on system is 4:4.8.1-0ubuntu4.2. dpkg: error processing libqt4-declarative (--configure): dependency problems - leaving unconfigured dpkg: error processing libqt4-xmlpatterns (--configure): libqt4-xmlpatterns:amd64 4:4.8.1-0ubuntu4.2 cannot be configured because libqt4-xmlpatterns:i386 is in a different version (4:4.8.1-0ubuntu4.3) dpkg: error processing libqt4-xmlpatterns:i386 (--configure): libqt4-xmlpatterns:i386 4:4.8.1-0ubuntu4.3 cannot be configured because libqt4-xmlpatterns:amd64 is in a different version (4:4.8.1-0ubuntu4.2) dpkg: dependency problems prevent configuration of libqtgui4: libqtgui4 depends on libqt4-declarative (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-declarative is not configured yet. dpkg: error processing libqtgui4 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-declarative:i386: libqt4-declarative:i386 depends on libqt4-xmlpatterns (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-xmlpatterns:i386 is not configured yet. dpkg: error processing libqt4-declarative:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-svg: libqt4-svg depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4 is not configured yet. dpkg: error processing libqt4-svg (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-opengl: libqt4-opengl depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4 is not configured yet. dpkg: error processing libqt4-opengl (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-designer: libqt4-designer depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4 is not configured yet. dpkg: error processing libqt4-designer (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-qt3support: libqt4-qt3support depends on libqt4-designer (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-designer is not configured yet. libqt4-qt3support depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4 is not configured yet. dpkg: error processing libqt4-qt3support (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqtgui4:i386: libqtgui4:i386 depends on libqt4-declarative (= 4:4.8.1-0ubuntu4.3); however: Package libqt4-declarative:i386 is not configured yet. dpkg: error processing libqtgui4:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-svg:i386: libqt4-svg:i386 depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4:i386 is not configured yet. dpkg: error processing libqt4-svg:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-opengl:i386: libqt4-opengl:i386 depends on libqtgui4 (= 4:4.8.1-0ubuntu4.3); however: Package libqtgui4:i386 is not configured yet. dpkg: error processing libqt4-opengl:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of libqt4-designer:i386: joel@Joel-PC:~$ sudo apt-get install -f [sudo] password for joel: Läser paketlistor... Färdig Bygger beroendeträd Läser tillståndsinformation... Färdig Korrigerar beroenden.... Färdig Följande paket har installerats automatiskt och är inte längre nödvändiga: kde-l10n-sv language-pack-kde-sv-base language-pack-kde-zh-hans-base calligra-l10n-engb calligra-l10n-sv calligra-l10n-zhcn language-pack-kde-en kde-l10n-engb language-pack-kde-sv language-pack-zh-hans-base kde-l10n-zhcn language-pack-zh-hans language-pack-kde-zh-hans language-pack-kde-en-base Använd "apt-get autoremove" för att ta bort dem. Följande ytterligare paket kommer att installeras: libqt4-xmlpatterns Följande paket kommer att uppgraderas: libqt4-xmlpatterns 1 att uppgradera, 0 att nyinstallera, 0 att ta bort och 22 att inte uppgradera. 15 är inte helt installerade eller borttagna. Behöver hämta 0 B/1 033 kB arkiv. Efter denna åtgärd kommer ytterligare 0 B utrymme användas på disken. Vill du fortsätta [J/n]? J dpkg: fel vid hantering av libqt4-xmlpatterns (--configure): libqt4-xmlpatterns:amd64 4:4.8.1-0ubuntu4.2 cannot be configured because libqt4-xmlpatterns:i386 is in a different version (4:4.8.1-0ubuntu4.3) dpkg: fel vid hantering av libqt4-xmlpatterns:i386 (--configure): libqt4-xmlpatterns:i386 4:4.8.1-0ubuntu4.3 cannot be configured because libqt4-xmlpatterns:amd64 is in a different version (4:4.8.1-0ubuntu4.2) dpkg: beroendeproblem förhindrar konfigurering av libqt4-declarative:i386: libqt4-declarative:i386 är beroende av libqt4-xmlpatterns (= 4:4.8.1-0ubuntu4.3), men: Paketet libqt4-xmlpatterns:i386 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-declarative:i386 (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-declarative: libqt4-declarative är beroende av libqt4-xmlpatterns (= 4:4.8.1-0ubuntu4.3), men: Versionen av libqt4-xmlpatterns på systemet är 4:4.8.1-0ubuntu4.2. dpkg: fel vid hantering av libqt4-declarative (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqtgui4:i386: libqtgui4:i386 är beroende av libqt4-declarative (= 4:4.8.1-0ubuntu4.3), men: Paketet libqt4-declarative:i386 har inte konfigurerats ännu. dpkg: fel vid hantering av libqtgui4:i386 (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar koIngen apport-rapport skrevs därför att felmeddelandet indikerar att det är ett efterföljande fel från ett tidigare problem. Ingen apport-rapport skrevs därför att felmeddelandet indikerar att det är ett efterföljande fel från ett tidigare problem. Ingen apport-rapport skrevs därför att felmeddelandet indikerar att det är ett efterföljande fel från ett tidigare problem. Ingen apport-rapport skrevs därför att felmeddelandet indikerar att det är ett efterföljande fel från ett tidigare problem. Ingen apport-rapport skrevs därför att felmeddelandet indikerar att det är ett efterföljande fel från ett tidigare problem. Ingen apport-rapport skrevs därför att felmeddelandet indikerar att det är ett efterföljande fel från ett tidigare problem. nfigurering av libqtgui4: libqtgui4 är beroende av libqt4-declarative (= 4:4.8.1-0ubuntu4.3), men: Paketet libqt4-declarative har inte konfigurerats ännu. dpkg: fel vid hantering av libqtgui4 (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-designer: libqt4-designer är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-designer (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-designer:i386: libqt4-designer:i386 är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4:i386 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-designer:i386 (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-opengl: libqt4-opengl är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-opengl (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-opengl:i386: libqt4-opengl:i386 är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4:i386 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-opengl:i386 (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-qt3support: libqt4-qt3support är beroende av libqt4-designer (= 4:4.8.1-0ubuntu4.3), men: Paketet libqt4-designer har inte konfigurerats ännu. libqt4-qt3support är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-qt3support (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-qt3support:i386: libqt4-qt3support:i386 är beroende av libqt4-designer (= 4:4.8.1-0ubuntu4.3), men: Paketet libqt4-designer:i386 har inte konfigurerats ännu. libqt4-qt3support:i386 är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4:i386 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-qt3support:i386 (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-scripttools:i386: libqt4-scripttools:i386 är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4:i386 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-scripttools:i386 (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-svg: libqt4-svg är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-svg (--configure): beroendeproblem - lämnar okonfigurerad dpkg: beroendeproblem förhindrar konfigurering av libqt4-svg:i386: libqt4-svg:i386 är beroende av libqtgui4 (= 4:4.8.1-0ubuntu4.3), men: Paketet libqtgui4:i386 har inte konfigurerats ännu. dpkg: fel vid hantering av libqt4-svg:i386 (--configure): beroendeproblem - lämnar okonfigurerad Fel uppstod vid hantering: libqt4-xmlpatterns libqt4-xmlpatterns:i386 libqt4-declarative:i386 libqt4-declarative libqtgui4:i386 libqtgui4 libqt4-designer libqt4-designer:i386 libqt4-opengl libqt4-opengl:i386 libqt4-qt3support libqt4-qt3support:i386 libqt4-scripttools:i386 libqt4-svg libqt4-svg:i386 E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • Google play game services and Facebook integration in one game

    - by Ineentho
    We are creating a cross platform game for iOS and Android. We have thought about how and with which services we should integrate achievements and scoreboards with. For the iOS part, we are pretty sure that this how we want to do, in order from when the user opens the app for the first time: Connect with Game Center (Should be automatic, the user shouldn't even notice?) We will also get the players nickname for public scoreboards here. Ask if the user wants to connect with Facebook so that we can compare the players highscores with their friends. We could add Google play game services there as well, but I don't feel like that adds anything to the experience for the end user. Now comes the tricky part: Android We thought that we could do just like for iOS, except that we replace Game Center with Google Play Game Services. However, unlike Game Center, Game Services will ask the user to log in to their Google+ account and allow us to access their account. So now, what we have is a double login, first with Google+ and then with Facebook. What will users think about that? Should we scrap Play Services entirely and just ask the user for a nickname within our app and user Facebook for achievements?

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • XOLO X900–First mobile phone with Intel Power

    - by Rekha
    XOLO X900, XOLO’s offering the world’s first smart phone with the power of Intel inside® shaking hands with LAVA International Ltd., India’s fastest growing handset brands. The R&D Centre is in Shenzhan (China) and Bangalore (India). The smart phone has a fast web browsing with the 1.6 GHz Intel processor and smooth multi-tasking process using Intel patented Hyper Threading technology.It has an optimum battery usage, 4.03” hi-resolution of 1024X600 pixels LCD screen to ensure crisp text and vibrant images, HDMI Output port for TV, full HD 1080p playback and dual speakers. It has a camera of 8MP HD camera with certain DSLR like features allowing to click upto 10 photos in less than a second. 3D and HD gaming is immensely realistic with 400 MHz Graphics Processing Unit. The Operating System used here is Android 2.3 (Gingerbread) and upgradable to Android 4.0. It has the GPS facility and rear and front cameras with 8MP and 1.3MP respectively.  They have enabled Accelerometer, Gyroscope, Magnetometer, Ambient light sensor and Proximity sensor in this smart phone. Intel’s smartphone venture is beginning in India first. It is said to be available for sale in Indian from April 23, 2011 onwards. The price is at a best-buy price of INR 22,000 approximately. The smartphone will be available at the Indian retail chain Croma. The phone will available in other retail stores and online stores from early May. The company is launching the smartphone in India first and a more powerful handset in China later this year. According to their success in India and China, Intel is planning to come into Europe and US market. Till then, Intel smartphones are only for Indian buyers. You can more technical information from the XOLO’s site.

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  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

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  • DriveSafe.ly Reads Your Text Messages Aloud

    - by ETC
    DriveSafe.ly, a free application for Android and BlackBerry phones, reads your text messages, emails, and caller ID notifications aloud so you can stay connected while keeping your eyes on the road. DriveSafe.ly is a feature packed application that reads your text messages, your emails, and the ID from your caller ID aloud. It’s not the only SMS-to-speech application out there but it sports the most featured including rocking a customizable auto-responder (so you can let people know you heard their message and will respond as soon as you’re off the road), the ability to customize the voice and the read-rate, how much information if given (the senders name or just the message or the senders name, subject, and message in the case of emails), and more. Upgrading to the $13.95 a year premium version allows voice-to-txt translation so you can respond verbally to your text messages and emails. Hit up the link below to read more and grab a copy for your Android or BlackBerry phone. DriveSafe.ly [via Addictive Tips] Latest Features How-To Geek ETC Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 DriveSafe.ly Reads Your Text Messages Aloud The Likability of Angry Birds [Infographic] Dim an Overly Bright Alarm Clock with a Binder Divider Preliminary List of Keyboard Shortcuts for Unity Now Available Bring a Touch of the Wild West to Your Desktop with the Rango Theme for Windows 7 Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic

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  • Dalvik + Java licensing question

    - by Andrew Bate
    This is a licensing question about the Dalvik and J2SE core libraries. In particular the license governing java.util.concurrent.SynchronousQueue. The license header of the class in the JDK source states that it is GPLv2 only (see grepcode). However, the same file in the Dalvik core libraries seems to be governed by the Apache 2 license only (see android source). How is this possible? I didn't think you could take GPLv2 source and re-license it as Apache 2. (It's obvious they did: a comment above the Java Doc even says "removed link to collections framework docs"!) I'm asking because I have a GPLv3 project and would like to include a derivative work of some source from the core libraries (either Dalvik or J2SE) but publish it under GPLv3. I thought I could do this with Apache 2, but not GPLv2. I know that the J2SE class source is itself derivative work from public domain source, but the changes from the original are substantial. (The original is available at gee.cs.oswego.edu if you are interested.) Therefore the android source really is just a copy of the J2SE source, but published under Apache 2 instead of GPLv2. Is Google really allowed to do this?

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  • Apache2 + Php + Pthreads HowTos

    - by Drug
    04 LTS 64 bit. What I would really love to do is sudo apt-get install libapache2-mod-php5 but compile PHP with --enable-maintainer-zts so I could later install pthreads with pecl install pthreads. Sadly I understand that it is not possible. I know that the easiest way is to recompile PHP together with apache support and zts. However I really like the way the standard Ubuntu PHP package is configured and I am used to the path`s for CLI php.ini config, Apache php.ini config and other paths for modules and files that this Ubuntu package defines. So i just want to change the package source a little bit and install it. # Get the stuff necessary to build the package sudo apt-get build-dep php5-common # Get the package source sudo apt-get source php5-common At this point I am getting sources not for the php5-common package but the whole php5 package. If I would sudo make && make install at this point, would it mean that I am installing a lot of unnecessary stuff? # Add configuration options ./configure --enable-maintainer-zts Does this mean that I am appending a configuration option? Or am I generating a whole new config? Alternative at this point Is there a way of getting the config options that this package defines, so that I can grab a php source from php.net and compile it with $ ./configure --prefix=package_prefix \ // Option 1 from package --enable-embed \ // Option 2 from package --with-regex=php \ // Option 3 from package Continuing the main idea ... Solution 1 # Compile (Not compiling) sudo make && make install Will I be building PHP with EVERYTHING at this point? If I compile like this, I will not be able to remove the mess I made using sudo apt-get purge php5? Solution 2 # ReCompile the package dpkg-buildpackage -rfakeroot -uc -b This does not compile also. Please correct my steps, so I can install everything correctly.

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  • Connecting a Samsung Galaxy S3 in Ubuntu 13.04

    - by Squishy
    In 13.04, whenever I connect an Android device, one of three things happens: 1 . It mounts successfully (maybe once out of 3 attempts) 2 . It fails to mount with the following error message: Oops! Something went wrong. Unhandled error message: Unable to open MTP device 3 . This one occasionally happens: Unhandled error message: No such interface `org.gtk.vfs.Mount' on object at path /org/gtk/vfs/mount/1 Regardless of activity (even when successfully mounted) it will continuously spam the following error message: Unable to mount SAMSUNG_Android Unable to open MTP Device '[usb:003,00x]' where x seems to be an arbitrary number below 10 and continues counting up with each new error message until the device is unplugged. I've also just noticed that even if it mounts successfully, it unmounts after about 30 seconds and starts spamming the error message above. The Android device is unlocked, always on and fully charged. ADB seems to function normally. Any suggestions? Further info: this happens on both a stock Samsung S3 and an Xperia Arc S running a custom AOSP based ROM. I've also tried the steps outlined in this Stack Overflow answer, but the problem persists. UPDATE: After doing a dist-upgrade (May 8th 2013), the Xperia Arc S on AOSP ROM now mounts and behaves normally. The S3, however, still behaves as described above. UPDATE: After careful observation, ABD does not, in fact, behave normally. If the error message above appears while sending an app to the device, the attempt is aborted with an error message saying that the device is unavailable.

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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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  • Manager Self Service at your Fingertips

    - by Elaine Clement
    Last week we released new and improved Manager Self Service capabilities in PeopleSoft HCM 9.1. We delivered a new Manager Dashboard, streamlined many Manager Self Service transactions, provided new Pivot Grid capabilities, and implemented one-click Related Actions accessible from multiple places – all with the goal of improving every Manager’s self service experience. Manager Dashboard These new capabilities have the potential to significantly impact an organization’s bottom line, and here is why. Increased Efficiency The Manager Dashboard provides a ‘one-stop shop’ for your Managers with all of the key data they need consolidated into a single view. Alerts notifying managers of important tasks are immediately viewable and actionable. Administrators can configure the dashboard to include the most important pagelets needed for their organization, and Managers can personalize it to fit within their personal way of conducting their tasks. The Related Actions feature further improves the ease with which Managers get their work done by providing one-click access to Manager Self Service transactions.  Increased Job Satisfaction The streamlined Manager transactions, related actions, and the new Manager Dashboard provide an enhanced user experience. Managers are able to quickly get in, get the information they need, complete their transactions, and get out. Managers can spend their time focusing on getting the business results they need instead of their day to day HR tasks. Enhanced Decision Support Administrators can ensure the information and analytics they want their Managers to use are available from the Manager Dashboard, establishing best business practices. Additional pivot grids relevant to your own organization can be added to the Manager Dashboard. With this easy access to the relevant information in an easily understood format, Managers can make the right business decisions needed to improve their team and their team’s productivity. For more details on the Manager Dashboard and some of the other newly posted features, such as a new Talent Summary, check out this video and others: Oracle PeopleSoft Webcasts

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  • Auto Save and Auto Load Game onto the Device's Storage Concept Question

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game feature only every time the newbies open the first app then continues it on the other day? I tried making a sprite that is moving, starting at the center. When I close and re-open the app, the sprite goes back to the center instead of the last coordinate where the sprite land on this part (i.e. at the top). The thing I want to know how the sequence of saving and loading goes like this: I open the app The starting sprite at the center. It displays a coordinate of the sprite plus number of times does the sprite move. I exit the app that automatically saves the game without notice. Finally, when I re-opened it, it automatically loads the game retaining the number of times the sprite move, coordinates, and the sprite's area landed. These steps above are similar, but not the sprite movement test app, to the sequence of saving and loading the game's level and record in Jewel Stackers for the Android app. And, by default, if there is no SD card in any tab or phone that runs on Android, does it automatically save/load onto the internal drive or the APK file itself? Is it also useful to use auto save and auto load feature for protecting and fetching informations (i.e. fastest time, last time where the sprite is located via coordinates, etc.)?

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  • Getting MTP to work with a Galaxy tab 2 7.0?

    - by Wouter
    I'm trying to get MTP with the galaxy tab 2 7.0 working on my ubuntu installation. Such that I can access the files. I tried to do what is described here: http://www.omgubuntu.co.uk/2011/12/how-to-connect-your-android-ice-cream-sandwich-phone-to-ubuntu-for-file-access I however fail at executing one of the following commands mtp-detect | grep idVendor mtp-detect | grep idProduct This fails [20:42|0] $ mtp-detect | grep idVender Device 0 (VID=04e8 and PID=6860) is a Samsung GT-P7310/P7510/N7000/I9100/Galaxy Tab 7.7/10.1/S2/Nexus/Note. PTP_ERROR_IO: failed to open session, trying again after resetting USB interface LIBMTP libusb: Attempt to reset device LIBMTP PANIC: failed to open session on second attempt Unable to open raw device 0 [20:44|0] $ mtp-detect | grep idProduct Device 0 (VID=04e8 and PID=6860) is a Samsung GT-P7310/P7510/N7000/I9100/Galaxy Tab 7.7/10.1/S2/Nexus/Note. PTP_ERROR_IO: failed to open session, trying again after resetting USB interface LIBMTP libusb: Attempt to reset device LIBMTP PANIC: failed to open session on second attempt Unable to open raw device 0 Now my guess was was that the idVender is the same as the VID (04e8) and the idProduct is the same as PID (6860) Now I continued to work with those values and completed the tutorial. When finished I tried android-connect This returned fuse: bad mount point `/media/GalaxyTab': Transport endpoint is not connected Does anybody have a clue what to do? Also I want to note that when I connect my GalaxyTab 2 7.0 that I still get a pop-up of ubuntu that a device was connected. I also can still see the mapstructure, the problem however is is that all the folders have 0 bytes and do not have any subfolders. I can only see the folders in the root. ps. I also checked a similar question and tried what is described in this answer http://askubuntu.com/a/88630/27480

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  • What Technology can Render Medium Scale 3d Environments in a Web-Browser

    - by JakeM
    I intend to make a web application that displays 3d environments that can be navigated by dragging(with a finger or mouse depending on the platform). The web app will render 3d environments of development sites including contours, water pipeline locations, buildings etc. I am trying to decide what technology/libraries to use that will create a web-app that will work on Android-Web-Browser, iOS-Safari, IE9, Safari, Firefox and Chrome. And also what technology will provide speed in development. I understand that this is 'asking for my cake and eating it too'/'asking for the moon' but I don't know all the technologies out there - so there may be advanced libraries that can render 3d environments across many web-browsers including the main smart phone ones and I dont know of them. The 3d rendering would not be highly detailed buildings or water with effects, but rather simple 3d representations of these objects. The environment would be navigable by dragging around and you could view the landscape in layers(view only contour lines, view only underground pipelines, view only sewerage pipes, etc.). Are there any 3d libraries for web-browsers out there? Is there a way to run OpenGL(or OpenGL ES) through a webbrowser? What technology would you use if you were making this kind of app/web app that should work on desktop Windows, Android, iOS and WindowsPhone? Is there any technology I have failed to mention that would be good for this kind of project? I am tending towards a Browser Driven Web App because I get that cross platform ability(where it even works on linux and MacOS by using compatible web-browsers). Also I know of CSS3 transforms that can create cubes that can rotate in 3d space(NOTE only works for WebKit browsers - so no IE :( ). But I don't know if CSS3 is robust enough to render whole 3d environments? Do you think it could? Maybe I could use HTML5 canvas's for this? Can Google maps create custom 3d maps?

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Galaxy Note II MTP on Ubuntu 12.04

    - by Anass Ahmed
    I bought a branding new Galaxy Note II and I tried to mount its storage to my ubuntu laptop. As you know, Android 4.0+ uses MTP by default. Android 4.1 doesn't support USB Mass Storage anymore! So I have to use MTP to open my files via USB. I followed this article to get it work. It worked only for External Memory Card. but the internal cannot be reached! $mount /dev/sda3 on / type ext4 (rw) proc on /proc type proc (rw,noexec,nosuid,nodev) sysfs on /sys type sysfs (rw,noexec,nosuid,nodev) none on /sys/fs/fuse/connections type fusectl (rw) none on /sys/kernel/debug type debugfs (rw) none on /sys/kernel/security type securityfs (rw) udev on /dev type devtmpfs (rw,mode=0755) devpts on /dev/pts type devpts (rw,noexec,nosuid,gid=5,mode=0620) tmpfs on /run type tmpfs (rw,noexec,nosuid,size=10%,mode=0755) none on /run/lock type tmpfs (rw,noexec,nosuid,nodev,size=5242880) none on /run/shm type tmpfs (rw,nosuid,nodev) /dev/sda5 on /media/Islamics type fuseblk (rw,noexec,nosuid,nodev,allow_other,blksize=4096) /dev/sda8 on /media/Technology type fuseblk (rw,noexec,nosuid,nodev,allow_other,blksize=4096) /dev/sda7 on /media/Misc type fuseblk (rw,noexec,nosuid,nodev,allow_other,blksize=4096) binfmt_misc on /proc/sys/fs/binfmt_misc type binfmt_misc (rw,noexec,nosuid,nodev) gvfs-fuse-daemon on /home/anass/.gvfs type fuse.gvfs-fuse-daemon (rw,nosuid,nodev,user=anass) gvfs-fuse-daemon on /root/.gvfs type fuse.gvfs-fuse-daemon (rw,nosuid,nodev) mtpfs on /media/GalaxyNote2 type fuse.mtpfs (rw,nosuid,nodev,allow_other,user=anass)

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  • 2011 Tech Goal Review

    - by kerry
    A year ago I wrote a post listing my professional goals for 2011.  I thought I would review them and see how I did. Release an Android app to the marketplace – Didn’t do it.  In fact, haven’t really touched Android much since I wrote that.  I still have some ideas but am not sure if I will get around to it. Contribute free software to the community – I did do this.  I have been collaborating with others via github more lately. Regularly attend a user group meetings outside of Java – Did not do this.  Family life being what it is makes this not that much of a priority right now. Obtain the Oracle Certified Web Developer Certification – Did not do this.  This is not much of a priority to me any more. Learn scala – I am about 50/50 on this one.  I read a few scala books but did not write an actual application. Write an app using JSF – Did not do this.  Still interested. Present at a user group meeting – I did a Maven presentation at the Java user group. Use git more, and more effectively – Definitely did this.  Using it on a daily basis now. Overall, I got about halfway on my goals.  It’s not too bad since I did do a few things that weren’t on my list. Learned to develop applications using GWT and deploy them to Google App Engine Converted one of my sites from PHP to Ruby / Sinatra (learning to use it in the process) Studied up on the HTML 5 features and did a lot of Javascript development

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  • USB mass storage couldn't get mounted

    - by revo
    It's my android phone SD card which was indicated damaged by android yesterday night, out of the blue! I put it directly to a USB port with a USB SD card holder case, so in that way I can recover it with TestDisk, which I had experienced before on a similar situation. I also noticed that there is a change in file system and capacity: File System : RAW Capacity : 0 (unknown capacity) Also TestDisk doesn't show it on its partitions list. A 2 GB SD card is not that important in price but I've a lot of files and medias which I need them. Used a mini card reader, TestDisk displayed it on its list but a quick search and or a deep search doesn't have any results No partition found or selected for recovery and then I should quit the program. Your help is appreciated. Update #2 lsusb output: Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 002: ID 04f3:0234 Elan Microelectronics Corp. Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 002: ID 058f:6366 Alcor Micro Corp. Multi Flash Reader Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 009 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 008 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 007 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 006 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub

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  • Problem in my terminal related clamav

    - by Hejar Hejar
    Recently I decided to use Avast Antivirus. I uninstalled clamav and installed Avast. Now whenever I use my terminal I get the following errors.: 5 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. Need to get 0 B/1,250 kB of archives. After this operation, 5,120 B of additional disk space will be used. Do you want to continue [Y/n]? y (Reading database ... dpkg: warning: files list file for package `clamav-daemon' missing, assuming package has no files currently installed. dpkg: warning: files list file for package `python-pyclamav' missing, assuming package has no files currently installed. dpkg: warning: files list file for package `clamav-base' missing, assuming package has no files currently installed. dpkg: warning: files list file for package `clamav-freshclam' missing, assuming package has no files currently installed. dpkg: warning: files list file for package `libclamav6' missing, assuming package has no files currently installed. dpkg: warning: files list file for package `python-clamav' missing, assuming package has no files currently installed. (Reading database ... 554940 files and directories currently installed.) Please help. Thank you

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  • Is it possible to use 3G internet for a TCP/IP game server?

    - by Amit Ofer
    I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat on android and I started extending that example to suit my needs. Basically the game is really simple and the communication only include sending a few string from the client to the server every turn and sending the calculated scores back to all the clients after each turn. the idea is that one of the players creates the game and thus initialize the server, and each player connects to this client using ip. I tried this solution and it seems to work great when all the players are using the same wifi connection or by using router port forwarding. The problem is when trying to use 3G internet for the server, I guess the problem is that 3G ip address isn't global and you can't use port forwarding there, correct me if I'm wrong here. Is there a way to overcome this issue? or the only solution is to limit my game to wifi only or think of a different solution than the standard socket programming solution? I.E web server etc. what do you think would be the best approach here? Thanks.

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  • Mobile development, recommended computer configuration?

    - by MikaelW
    Hi, For the last 4 weeks, I have been trying to get into mobile development. Done a couple of tutorials, read some books, developed a couple of dummy Android apps. The thing is my computer is a 5 years old laptop, it is slow and time has come to replace it and I’m looking at different offers online. Have you got any recommendations? Is there any must-have that should make my developer life easier in the future? Is there anything specific that may be useful at a more advanced stage of development that I just can’t think of right now on the hardware side? (I mean apart from good proc, lots of RAM, many USB ports...) One thing I can think of is to have three OS on the same workstation: Windows, Unix and MacOS (so far I focused on android/java/eclipse but am interested in Iphone/objC/xcode as well) but that’s more on the software side. Anyway, would be grateful for any recommendations. Thanks in advance! Mikael PS: I’m quite free on the budget side of things PPS: I'm aware it's not really a programming question but will still be of interest to some programmers here.

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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • Foreign key constraints in Android using SQLite? on Delete cascade.

    - by LordSnoutimus
    I have two tables: tracks and waypoints, a track can have many waypoints, but a waypoint is assigned to only 1 track. In the way points table I have a column called "trackidfk" which inserts the track_ID once a track is made, however I have not setup Foreign Key constraints on this column. When I delete a track I want to delete the assigned waypoints, is this possible?. I read about using Triggers but I don't think they are supported in Android. To create the waypoints table: public void onCreate(SQLiteDatabase db) { db.execSQL("CREATE TABLE " + TABLE_NAME + " (" + _ID + " INTEGER PRIMARY KEY AUTOINCREMENT, " + LONGITUDE + " INTEGER," + LATITUDE + " INTEGER," + TIME + " INTEGER,"+ TRACK_ID_FK + " INTEGER );");

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