Search Results

Search found 43124 results on 1725 pages for 'android custom view'.

Page 309/1725 | < Previous Page | 305 306 307 308 309 310 311 312 313 314 315 316  | Next Page >

  • custom MAIL server -> Proxy Server -> Gmail Server

    - by Eugene
    So I have some custom VPS which route emails via MX record in DNS. And I need to setup gmail interface via Google Apps - this step and previous are clear. But how can I insert some middle layer, to check emails messages for special words/etc., so something like spam assasin proxy, but custom product. The question is: How could i setup proxy mail from my server = to proxy server(or application) = to gmail servers? Thank you, for any help!

    Read the article

  • ICS as guest in Ubuntu 12.04 host

    - by oshirowanen
    I have installed Android as per this guide as a guess os via VirtualBox: http://www.android-x86.org/documents/virtualboxhowto Using the following ISO: android-x86-4.0-RC1-eeepc.iso But I am unable to connect to the internet from within the android virtual machine. The host OS is Ubuntu 12.04 where the internet works fine. I have internet access via a usb wireless connection to the home router. All this is fine. If I install Ubuntu 12.04 as a guest, where the host is also Ubuntu 12.04. The guest os'es internet works fine out of the box. But for some reason, I can't get the above androids internet to work out of the box as the guest os. Anyone know what I am doing wrong?

    Read the article

  • Using custom variables in Google Analytics funnels?

    - by Matt Huggins
    Google Analytics allow you to view how many users completed funnels through a set of pages in order to reach a goal URL. The service also allows you to pass custom variables when tracking a page view. Is it possible to combine the two, such that I create a funnel based upon the vale of a custom variable set for each visitor?

    Read the article

  • Outlook conversation view and categories

    - by Greg Jackson
    At work, I tend to receive a couple of hundred emails a day. To keep from being overwhelmed, I have been using categories to sort and prioritize my mail messages. I auto-assign categories, then group by them: Code Reviews, To, CC, Distribution List/BCC. This means that, for example, a message that's explicitly to me will always show up higher in my inbox than one I get because I'm on a Distribution List. It's a huge time saver and it brings important emails to my attention much more quickly. Recently, the email threads I'm involved in have started to get quite long, and I'd like to be able to use conversation view, or at least sort by subject. Outlook, however, doesn't seem to support any (useful) combination of conversation view and categories. I've tried the following things without success: Grouping by category, then conversation view -- Outlook gives me an error (the grouping/sort combination is too complex). Using a custom view to group by conversation -- category doesn't show up as an option to sort by Grouping by category, then subject -- Getting closer, but the top subject is the first alphabetically, not the most recent Grouping by conversation, then category -- This works, but it doesn't do me much good, because the top conversation is the latest, without regard to what category it belongs to Is there a way for me to retain my category system or something similar while taking advantage of grouping related emails together? I've written Outlook plugins in the past, so even that's not too out there to serve as a proper solution.

    Read the article

  • Lotus Notes 8.0.2 - how to stop all mail showing in customized view

    - by mikolajek
    I am using Lotus Notes 8.0.2 at work and unfortunately the admin restricted changing default folders design. Only little changes are possible (e.g. change columns order) and even them are resetted each time I restart the client. I've created a new view with my desired column order, changed sorting etc. I have only one problem - even though I changed the "view" preference to show messages from the inbox folder only, I keep seeing all mail, regardless of the folder they are placed into. I'm not a Lotus expert and don't really know how to code. Yet, I am surprised as I see in a "simple view" this: uses '(ChangeMeetingType), ...' form AND In folder 'Inbox' And in Formula view only this: SELECT ((Form = "(ChangeMeetingType)") | (Form = "(Return Receipt)") | (Form = "Return Receipt") | (Form = "(ReturnNonReceipt)") | (Form = "ReturnNonReceipt") | (Form = "Memo") | (Form = "Memo") | (Form = "MemoEA") | (Form = "Reply") | (Form = "Reply") | (Form = "Reply With History") | (Form = "Reply With History") | (Form = "To Do") | (Form = "Task") | (Form = "_Document Memo") | (Form = "$DocMemo") | (Form = "Word. Document$Word Memo") | (Form = "WordPro. Document$Word Pro Memo") | (Form = "AlternateMemo")) Therefore, it looks like no folder has been really selected. How can I create a solution to see: Inbox contents only? Just messages, invitations and other "normal" stuff - without calendar entries and contacts?

    Read the article

  • rsync per-site configuration file?

    - by Scott
    I know how to configure a per-site entry for ssh, but is there any kind of a client configuration for rsync that allows per-site configuration options and aliases or similar shortcuts like the .ssh/config? I'm curious because I have a minimal ssh server installed on my android phone and I also have a minimal rsync tool on it as well. I'm getting tired of having to root login onto the phone and sym-link both tools to standard places the android OS looks for executables as the ssh server is bare bones and has a typical *bear multi-link binary for the basic unix commands (that does not include rsync) I end up having to include --rsync-path=/path/to/rsync/android/files/rsync every time I want to do any rsyncing of the files on my phone, but this path is always the same. I've gotten around it in the meantime with a glob approach in a shell script wrapper, but this sometimes limits the customization I can do with the rsync call. I'm just wondering if there is anything similar to the .ssh/config file where I can create an alias for my phone (e.g. 'android') where specifying rsync android:/mnt/sdcard will automatically assume --rsync-path=/blah/blah/blah --no-g --no-p --no-t etc. Tre`

    Read the article

  • USB connection is unstable with Nexus S 2.3.4 on AMD 64 running 64-bit Windows 7, but works with 32-bit Windows Vista

    - by Mike
    The USB connection is unstable with Nexus S (Android 2.3.4) on AMD 64 running 64-bit Windows 7, but it works with 32-bit Windows Vista. Problem Description: On the 64-bit Windows 7 machine my Nexus S appears to connect, but then it disconnects moments later. Neither accessing USB storage or loading an Android application package file (APK) using the Android Debug Bridge (ADB) work. On 32-bit Windows Vista using the same USB cable, USB storage works. I haven't tried the ADB on 32-bit Windows Vista. Reproduction steps for USB storage: (I have provided the reproduction steps for USB storage and not ADB, because if one isn't working, then the other isn't working either and the USB storage reproduction steps are shorter to document.) Connect the USB cable to the Nexus S and my Windows 7 machine. Effect: The "USB Mass Storage, USB Connected" dialog appears with the button "Turn on USB storage." Click "Turn on USB Storage" Effect: The "working circle" appears. A dialog briefly appears saying "USB storage in use," then it either returns me to Step 1 (now that I am running 2.3.4) or is replaced with the Nexus S's application homepage (while I was running 2.3.3). I'm not sure if the version matters, but I mention it for completeness. On the 32-bit Windows Vista machine the connection is stable. I am able to navigate through the Nexus S file system create, read, update, and delete files, etc. I haven't tried connecting with the ADB. Troubleshooting summary: Tried and failed: Uninstalling and reinstalling the Android USB drivers including removing the files. Uninstalling my custom software Pulling the Nexus S's battery Restarting the Nexus S Restarting 64-bit Windows 7 Changing USB ports on the 64-bit Windows 7 box Compared the dates and file size on the DLLs in my google-usb_driver\amd64 directory and the windows\System32 directory. They match. The sizes for the google-usb_driver\i386 directory do not match (expected). Turning off Debugging mode on the Nexus S does not resolve the problem. Searching Google. Tried and succeeded: Connecting to another machine (Windows Vista) using the same USB cable and Nexus S phone. Troubleshooting observations: I notice that uninstalling the device drivers and deleting the files, then reinstalling the drivers, then rebooting 64-bit Windows 7 then unplugging the Nexus S, then plugging it back in occasionally helps for a short amount of time (minutes to hours, not days). When it is working, I can both access the Nexus S's drive and load/test applications using the ADB. I have observed some wonky behavior in the Device Manager that I haven't tracked down. Sometimes the black Nexus S image appears in the list of devices. Sometimes the image displays as a computer with a green ISA card. Sometimes it neither appears on the top level of devices nor under “other devices,” but it does appear under "disk drives" as "Android UMS Composite USB Device." System configuration: The Nexus S is running Android OS 2.3.4's "Settings\about phone\System updates" indicates that it is up to date as of May 21st 2011. Both 32-bit Windows Vista and 64-bit Windows 7 are up to date. The Windows Vista system is running on an Intel 32-bit processor. Windows 7 is running on an AMD 64-bit processor. I have done Android development on both systems, but I usually develop on the 64-bit Windows 7 machine.

    Read the article

  • How do I view source in Outlook 2010?

    - by Martin Duys
    This question has already been asked here; but the answer only gives advice on how to view the email header not the actual html source of the email. There is another question here, which I think may be caused by the same issue as mine, but does not have a satisfactory answer (the answer does not work for the person who posted the question) If I right click on the bottom of an email I can see the option to 'view source' but when I select it nothing happens. I have done a bit of research and came across a post for a much earlier version of Outlook that suggested adding something into the registry. I applied this advice, but it made no difference; but I'm pretty sure that applying this solution correctly for my circumstances will do the trick. When I first received this machine it had a demo version of UltraEdit installed. I uninstalled UltraEdit and installed Notepad++ instead. I am convinced that there is a registry entry that is pointing to UltraEdit as the default view for 'view source' in my email and I need to replace this entry with a reference to Notepad or Notepad++, but I don't know how to do this. Any suggestions?

    Read the article

  • custom video icon for a single video file in windows 7 file explorer

    - by MrBrody
    recently I found a video on the net ( a .mp4 file), and when I had it on my computer with Windows7, I noticed its thumbnail was not the average windows 7 video thumbnail (which looks like a piece of video film with a random picture from the movie), but a custom thumbnail! Looking in the file properties did not help find the correct button to change the thumbnail...so I just wonder how he did it! Here is a picture: left: the custom thumbnail, right: the average thumbnail...

    Read the article

  • Project not publishing start/finish date for custom TFS work items

    - by pete the pagan-gerbil
    I've got a TFS 2012 project set up with custom work items, that include Start and Finish date read-only fields (Microsoft.VSTS.Scheduling.StartDate and FinishDate). When I publish one of those custom work items from within Office Project, it does not populate those fields the same way as when I publish a Task work item (builtin TFS work item). I've looked at the transitions in the work items, and also the TFS project field mapping XML file but can't find anything that explains the difference in behaviour. What am I missing?

    Read the article

  • 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); } } }

    Read the article

  • 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.

    Read the article

  • 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?

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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?

    Read the article

  • 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

    Read the article

  • 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?

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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

    Read the article

  • 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.)?

    Read the article

  • 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!

    Read the article

  • 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)

    Read the article

< Previous Page | 305 306 307 308 309 310 311 312 313 314 315 316  | Next Page >