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  • Nexus S 4g not detected by computer

    - by Newbie in over his head
    A little bit of a disclaimer, I have very little knowledge of the correct terminology for some of the things I'm going to ask about, and I apologize in advance I have a Nexus S 4g phone that is, at the moment of writing, connected to my 11.10 computer through its USB charger cable. In the past, connecting the phone like this has allowed me to transfer files between my computer and my phone; I'm able to get my music onto my phone, and my photos onto my computer, for example. For some reason, this has stopped working. My phone still charges its battery when connected to the computer, but neither the computer nor the phone recognized that they are connected. Is there something I can do to get the phone and the computer to detect each other? I don't know how to fix this, and it's more than a little frustrating. Any help would be greatly appreciated.

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  • How can I use an object pool for optimization in AndEngine?

    - by coder_For_Life22
    I have read up on a tutorial that allows you to reuse sprites that are re-added to the scene such as bullets from a gun or any other objects using an ObjectPool. In my game i have a variation of sprites about 6 all together with different textures. This is how the object pool is set up with its own class extending Java's GenericPool class public class BulletPool extends GenericPool<BulletSprite> { private TextureRegion mTextureRegion; public BulletPool(TextureRegion pTextureRegion) { if (pTextureRegion == null) { // Need to be able to create a Sprite so the Pool needs to have a TextureRegion throw new IllegalArgumentException("The texture region must not be NULL"); } mTextureRegion = pTextureRegion; } /** * Called when a Bullet is required but there isn't one in the pool */ @Override protected BulletSprite onAllocatePoolItem() { return new BulletSprite(mTextureRegion); } /** * Called when a Bullet is sent to the pool */ @Override protected void onHandleRecycleItem(final BulletSprite pBullet) { pBullet.setIgnoreUpdate(true); pBullet.setVisible(false); } /** * Called just before a Bullet is returned to the caller, this is where you write your initialize code * i.e. set location, rotation, etc. */ @Override protected void onHandleObtainItem(final BulletSprite pBullet) { pBullet.reset(); } } As you see here it takes a TextureRegion parameter. The only problem i am facing with this is that i need to have 6 different sprites recycled and reused in the ObjectPool. This ObjectPool is set up to only use one TextureRegion. Any idea's or suggestions on how to do this?

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  • How to display strings in activity 3 from activity 1, 2? [migrated]

    - by user107160
    I need to get strings values from two different activities say activity1 and activity2, each activity should have maximum 4 edittext field..so totally eight fields should be displayed orderly in activity3. I have tried the code which is not displaying in the activity3. Look at code, Activity1 String namef = fname.getText().toString(); Intent first = new Intent(AssessmentActivity.this, Second.class); first.putExtra("list1", namef); startActivity(first); String namel = lname.getText().toString(); Intent second = new Intent(AssessmentActivity.this, Second.class); second.putExtra("list2", namel); startActivity(second); String phone = mob.getText().toString(); Intent third = new Intent(AssessmentActivity.this, Second.class); third.putExtra("list3", phone); startActivity(third); String mailid = email.getText().toString(); Intent fourth = new Intent(AssessmentActivity.this, Second.class); fourth.putExtra("list4", mailid); startActivity(fourth); Activity2 String cont = addr.getText().toString(); Intent fifth = new Intent(Second.this, Third.class); fifth.putExtra("list5", cont); startActivity(fifth); String db = dob.getText().toString(); Intent sixth = new Intent(Second.this, Third.class); sixth.putExtra("list6", db); startActivity(sixth); String nation = citizen.getText().toString(); Intent Seventh = new Intent(Second.this, Third.class); Seventh.putExtra("list7", nation); startActivity(Seventh); String subject = course.getText().toString(); Intent Eight = new Intent(Second.this, Third.class); Eight.putExtra("list8", subject); startActivity(Eight); *Activity3* TextView first = (TextView)findViewById(R.id.textView2); String fieldone = getIntent().getStringExtra("list1" ); first.setText(fieldone); TextView second = (TextView)findViewById(R.id.textView3); String fieldtwo = getIntent().getStringExtra("list2" ); second.setText(fieldtwo); TextView third = (TextView)findViewById(R.id.textView4); String fieldthree = getIntent().getStringExtra("list3" ); third.setText(fieldthree); TextView fourth = (TextView)findViewById(R.id.textView5); String fieldfour = getIntent().getStringExtra("list4" ); fourth.setText(fieldfour); TextView fifth = (TextView)findViewById(R.id.textView6); String fieldfive = getIntent().getStringExtra("list5" ); fifth.setText(fieldfive); TextView sixth = (TextView)findViewById(R.id.textView7); String fieldsix = getIntent().getStringExtra("list6" ); sixth.setText(fieldsix); TextView seventh = (TextView)findViewById(R.id.textView8); String fieldseven = getIntent().getStringExtra("list7" ); seventh.setText(fieldseven); TextView eight = (TextView)findViewById(R.id.textView3); String fieldeight = getIntent().getStringExtra("list8"); eight.setText(fieldeight);

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  • Split up a screen into regions

    - by nexen
    My task: I want to split up a screen into 3 regions for buffs-bar (with picked items), score-info and a game-map. It doesn't matter are regions intersect with each other or not. For example: I have a screen with width=1; height=1 and the origin of coordinates (0;0) is the left bottom point. I have 3 functions: draw items, draw info, draw map. If I use it without any matrix transformations, it draws fullscreen, because it's vertex coordinates are from 0;0 to 1;1. (pseudo-code) drawItems(); drawInfo(); drawMap(); And after that I see only map onto info onto items. My goal: I have some matrixes for transformation vertexes with 0;0-1;1 coordinates to strict regions. There is only one thing, what I need to do - set matrix before drawing. So my call of drawItems-function is like: (pseudo-code) adjustViewMatrixes_andSomethingElse(items.position_of_the_region_there_it_should_be_drawn, items.sizes_of_region_to_draw); setItemsMatrix(); drawItems(); //the same function with vertex coordinates 0;0->1;1, //but it draws in other coordinates, //because I have just set the matrix for region I know only some people will understand me, so there is a picture with regions which I need to make. Every region has 0;0 - 1;1 inner coordinates.

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  • Should Starting a Quick Game via Google Game Services be Iterated?

    - by user46727
    I have been following this tutorial for Google Play Game Services. I am a little unclear as to if the room matching algorithm should be looped or not. Can I just initialize this process once and let it time out? Or by iterating through it is it somehow rechecking it? If anyone had the approximate timeout that would be great as well. The problem stems from the fact that even when both phones are signing into the Game Services (at virtually the same time, my friend and I logged in), the room is not registering multiple people. One time my friend's phone even entered the game map, showing that he somehow was able to progress from the room initialization process. Relevant screen update methods which I am starting this matchmaking process: @Override public void update(float deltaTime) { game.options.updateTiles(); if(!isInitiated) { startQuickGame(); } } private void startQuickGame() { // auto-match criteria to invite one random automatch opponent. // You can also specify more opponents (up to 3). if(game.mGoogleClient.isConnected() && !isInitiated) { Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0); // build the room config: RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance()); roomConfigBuilder.setMessageReceivedListener(Network.getInstance()); roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance()); roomConfigBuilder.setAutoMatchCriteria(am); RoomConfig roomConfig = roomConfigBuilder.build(); // create room: Games.RealTimeMultiplayer.create(game.mGoogleClient, roomConfig); // go to game screen this.mRoom = Network.getInstance().getRoom(); if(this.mRoom != null && this.mRoom.getParticipants().size() >= 2) { game.setScreen(new MultiGameScreen(game, this.mRoom)); isInitiated = true; } } else { game.mGoogleClient.connect(); } }

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • sprite animation in openGL

    - by Sid
    I am facing problems on implementing sprite animation in opneGL ES. i've googled it and the only thing i am getting is the Tutorial implementing via Canvas. i know the way but i am having problems in implementing it. What i need : A sprite animation on collision detection. What i did : Collision Detection function working properly. PS : everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case.

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  • Saving files with libgdx

    - by Rudy_TM
    Writing my game in libgdx, i arrived at the point when i need to save the player stats and the info of the levels, but in libgdx its not allowed to write the file inside folder of the application, only external (in the sd) is allowed, well, the point is that i want that my new file cat be seen by anyone, or if they see it how can i pass it to a binary file, so no one can see it. I just want to hide the file :P

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  • How to access the SD card through my Sony Ericsson Xperia Arc Phone?

    - by user16364
    I have a Sony Ericsson Xperia Arc phone and I cannot access its SD card through the USB cable provided. I have set the USB connection mode to MSC yet when I connect the phone to my computer I cannot see the SD card (or anything for that matter). The Disk Utility however, does see an SEMC Mass Storage device but it says that no media was detected. I have validated that the SD card works as I removed it from the camera and plugged it into a card reader and saw all the photos and files stored on it. I have validated that the phone works as I have connected it (in MSC mode) to my wife's Windows 7 computer. Can anyone please tell me how I can access the SD card on my phone.

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  • What reference point/ tutorial could I use to help me make a "Ball rolling" game in flash?

    - by user1798964
    I am a complete newbie to programming, only took high school Computer science so I kind of know what im doing, I just want to know how I can make a ball rolling game that I want to make, could anyone show me an example of a good "ball rolling game" that has good physics and everything, I have tried to use Box2D for the physics portion of the game, but I found that using that is just code and I can't figure out how to make the graphics and details of the world I want to make in my game, all I would like to do would have a game that has the collision detection and physics of box2d only apply to one ball in it and use the left and right keys to move it. sorry if I am too unclear, if anyone could show a tutorial or something to me on how to make a proper "Ball rolling" game that has good physics that would be appreciated, thank you for taking the time to read this

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  • How to access the SD card through my Sony Ericsson Xperia Arc Phone?

    - by user16364
    I have a Sony Ericsson Xperia Arc phone and I cannot access its SD card through the USB cable provided. I have set the USB connection mode to MSC yet when I connect the phone to my computer I cannot see the SD card (or anything for that matter). The Disk Utility however, does see an SEMC Mass Storage device but it says that no media was detected. I have validated that the SD card works as I removed it from the camera and plugged it into a card reader and saw all the photos and files stored on it. I have validated that the phone works as I have connected it (in MSC mode) to my wife's Windows 7 computer. Can anyone please tell me how I can access the SD card on my phone.

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  • Static vs. dynamic memory allocation - lots of constant objects, only small part of them used at runtime

    - by k29
    Here are two options: Option 1: enum QuizCategory { CATEGORY_1(new MyCollection<Question>() .add(Question.QUESTION_A) .add(Question.QUESTION_B) .add...), CATEGORY_2(new MyCollection<Question>() .add(Question.QUESTION_B) .add(Question.QUESTION_C) .add...), ... ; public MyCollection<Question> collection; private QuizCategory(MyCollection<Question> collection) { this.collection = collection; } public Question getRandom() { return collection.getRandomQuestion(); } } Option 2: enum QuizCategory2 { CATEGORY_1 { @Override protected MyCollection<Question> populateWithQuestions() { return new MyCollection<Question>() .add(Question.QUESTION_A) .add(Question.QUESTION_B) .add...; } }, CATEGORY_2 { @Override protected MyCollection<Question> populateWithQuestions() { return new MyCollection<Question>() .add(Question.QUESTION_B) .add(Question.QUESTION_C) .add...; } }; public Question getRandom() { MyCollection<Question> collection = populateWithQuestions(); return collection.getRandomQuestion(); } protected abstract MyCollection<Question> populateWithQuestions(); } There will be around 1000 categories, each containing 10 - 300 questions (100 on average). At runtime typically only 10 categories and 30 questions will be used. Each question is itself an enum constant (with its fields and methods). I'm trying to decide between those two options in the mobile application context. I haven't done any measurements since I have yet to write the questions and would like to gather more information before committing to one or another option. As far as I understand: (a) Option 1 will perform better since there will be no need to populate the collection and then garbage-collect the questions; (b) Option 1 will require extra memory: 1000 categories x 100 questions x 4 bytes for each reference = 400 Kb, which is not significant. So I'm leaning to Option 1, but just wondered if I'm correct in my assumptions and not missing something important? Perhaps someone has faced a similar dilemma? Or perhaps it doesn't actually matter that much?

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  • Design application to send messages by marking circle on the map where you want to send message

    - by jhamb
    This is question asked to me by an interviewer, in which a map of world is given, and for those country you want to send message, just marked circle on that area, and just send to all the people comes in that area. Question visual link is : Design this application The approach that I told him: Firstly build whole person's data (contacts , place information and all) Then where you mark on the map, just build a cluster of that country using Hadoop and fire the message to all the person's contact comes in that cluster. So help me for better understandings of this problem, and if have another good approach (all back-end ad front-end) , then please tell me or discuss here with me. Thanks in advance.

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  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

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  • What's wrong with this Open GL ES 2.0. Shader?

    - by Project Dumbo Dev
    I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones…), but when I try it on a LG-E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well): EDITED Shader: uniform mat4 u_Matrix; uniform int u_XSpritePos; uniform int u_YSpritePos; uniform float u_XDisplacement; uniform float u_YDisplacement; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main(){ v_TextureCoordinates.x= (a_TextureCoordinates.x + u_XSpritePos) * u_XDisplacement; v_TextureCoordinates.y= (a_TextureCoordinates.y + u_YSpritePos) * u_YDisplacement; gl_Position = u_Matrix * a_Position; } Log reports this before loading/compiling shader: 11-05 18:46:25.579: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x51984000 size:5570560 offset:4956160 fd:46 11-05 18:46:25.629: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x5218d000 size:5836800 offset:5570560 fd:49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged: ERROR FBIOGET_ESDCHECKLOOP fail, from msm7627a.gralloc Edited: "InfoLog:" refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution + More questions: Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks.

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  • How to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

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  • How to set up server to be accessed from mobile devices [closed]

    - by Kgrover
    I need to set up a server that will eventually be accessed from an Android application. I don't have experience with how to go about this, but I've seen MySQL servers (Amazon EC2). I would need to store data on the server remotely (again, from a mobile device) and fetch it to display. What would be the best kind of server to use? I'm guessing I would only need around 50 GB of space. Is it possible to use a network drive and set that up as a remote server with an IP address? I would need to upload and extract data through java on Android. This is my first question on ServerFault, and I'm not sure if it's the appropriate forum. If not, please redirect me.

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  • What class to use in order to have a number move around the screen?

    - by AllenZ41
    What i am trying to accomplish is have a randomly created number move around the screen but it is touchable. I am planning to have lots of numbers on the screen, so my question is what class is appropriate to use, so I could set a number randomly at run time and display it while it moves around the screen? I was planning the use a TextView, since I want to use a custom font of mine but I think creating a bunch at a time could cause a memory problem and to my understanding they cant move around the screen at runtime.

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  • Is there a way to send personal documents on Kindle for Mac app?

    - by Sid
    I have the Kindle App on my Mac, and an android phone. When I email documents to my [email protected] id, I am able to see it in my library, and subsequently send it to my Android device. However, I'm not able to send it to the Kindle App for my Mac. The Kindle for Mac FAQs clearly state that Magazines, personal documents, etc. are not supported. However, I came across here that there is a workaround to this, although I've not been able to figure out what it is.

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  • Is FFmpeg missing from the official repositories in 14.04?

    - by user254877
    I tried to install ffmpeg in trusty/Ubuntu 14.04 and got the following message: $sudo apt-get install ffmpeg Reading package lists... Done Building dependency tree Reading state information... Done Package ffmpeg is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source E: Package 'ffmpeg' has no installation candidate Why isn't the package available?

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  • Activity and View [closed]

    - by CYB
    Now, I'm going to create an app that can reserve something. There's three function like menu, reserve, and search. However, I don't know that I should create them as three Activities or just use three views as the function. I want to switch to other function by onclicklistener. Below is my onClickListener, private OnClickListener listener = new OnClickListener(){ public void onClick(View v) { switch(v.getId()){ case R.id.fuiButton1: break; case R.id.fuiButton2: break; case R.id.fuiButton3: break; } } }; Which is the best choice ?

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  • Is it possible to use the Raring install image as a package repo (like the old alternate CD)?

    - by jamadagni
    I use Kubuntu and recently upgraded to Raring directly from Precise. Until Precise, I always installed the OS using the alternate CD and not the desktop CD, because I could later on mount the image and use it as an offline package repo. For instance if I remove a package installed by the default installer and later I want to install it again, I can just install it from the ISO without needing to download it again. However, since Quantal the alternate CD no longer exists, so I am not sure how to set up the installed image as a local repo. I mean, doing find . -name "*.deb" inside the ISO tree after loopmounting it only shows a few packages like libc6 gcc and such and not the full set of packages that are actually installed -- I presume they are included in pre-installed form inside casper/filesystem.squashfs. Given this situation, is it or is it not possible to use the Raring install images as offline repos? If yes, how? Thank you!

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  • Data won't save to SQL database, getting error "close() was never explicitly called on database"

    - by SnowLeppard
    I have a save button in the activity where the user enters data which does this: String subjectName = etName.getText().toString(); String subjectColour = etColour.getText().toString(); SQLDatabase entrySubject = new SQLDatabase(AddSubject.this); entrySubject.open(); entrySubject.createSubjectEntry(subjectName, subjectColour); entrySubject.close(); Which refers to this SQL database class: package com.***.schooltimetable; import android.content.ContentValues; import android.content.Context; import android.database.Cursor; import android.database.SQLException; import android.database.sqlite.SQLiteDatabase; import android.database.sqlite.SQLiteOpenHelper; public class SQLDatabase { public static final String KEY_SUBJECTS_ROWID = "_id"; public static final String KEY_SUBJECTNAME = "name"; public static final String KEY_COLOUR = "colour"; private static final String DATABASE_NAME = "Database"; private static final String DATABASE_TABLE_SUBJECTS = "tSubjects"; private static final int DATABASE_VERSION = 1; private DbHelper ourHelper; private final Context ourContext; private SQLiteDatabase ourDatabase; private static class DbHelper extends SQLiteOpenHelper { public DbHelper(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); // TODO Auto-generated constructor stub } @Override public void onCreate(SQLiteDatabase db) { // TODO Auto-generated method stub db.execSQL("CREATE TABLE " + DATABASE_TABLE_SUBJECTS + " (" + KEY_SUBJECTS_ROWID + " INTEGER PRIMARY KEY AUTOINCREMENT, " + KEY_SUBJECTNAME + " TEXT NOT NULL, " + KEY_COLOUR + " TEXT NOT NULL);"); } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { // TODO Auto-generated method stub db.execSQL("DROP TABLE IF EXISTS " + DATABASE_TABLE_SUBJECTS); onCreate(db); } } public SQLDatabase(Context c) { ourContext = c; } public SQLDatabase open() throws SQLException { ourHelper = new DbHelper(ourContext); ourDatabase = ourHelper.getWritableDatabase(); return this; } public void close() { ourHelper.close(); } public long createSubjectEntry(String subjectName, String subjectColour) { // TODO Auto-generated method stub ContentValues cv = new ContentValues(); cv.put(KEY_SUBJECTNAME, subjectName); cv.put(KEY_COLOUR, subjectColour); return ourDatabase.insert(DATABASE_TABLE_SUBJECTS, null, cv); } public String[][] getSubjects() { // TODO Auto-generated method stub String[] Columns = new String[] { KEY_SUBJECTNAME, KEY_COLOUR }; Cursor c = ourDatabase.query(DATABASE_TABLE_SUBJECTS, Columns, null, null, null, null, null); String[][] Result = new String[1][]; // int iRow = c.getColumnIndex(KEY_LESSONS_ROWID); int iName = c.getColumnIndex(KEY_SUBJECTNAME); int iColour = c.getColumnIndex(KEY_COLOUR); for (c.moveToFirst(); !c.isAfterLast(); c.moveToNext()) { Result[0][c.getPosition()] = c.getString(iName); Result[1][c.getPosition()] = c.getString(iColour); Settings.subjectCount = c.getPosition(); TimetableEntry.subjectCount = c.getPosition(); } return Result; } This class has other variables and other variations of the same methods for multiple tables in the database, i've cut out the irrelevant ones. I'm not sure what I need to close and where, I've got the entrySubject.close() in my activity. I used the methods for the database from the NewBoston tutorials. Can anyone see what I've done wrong, or where my problem is? Thanks.

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  • surfaceDestroyed called out of turn

    - by Avasulthiris
    I'm currently developing on minimum sdk version 3 (Android 1.5 - cupcake) and I'm having a strange unexplained issue that I have not been able to solve on my own. It is now becoming a rather urgent issue as I've already missed 1 deadline... I'm writing a high-level library to make long term android development easier and quicker. The one specific module has to capture images for a application... I've gotten everything right so far over the last couple months, except this one little thing and I don't know what to do any more: When I use the Camera object and implement a SurfaceHolder.Callback, the methods surfaceCreated() and surfaceChanged() are called one after the other. Then when the activity finishes, surfaceDestroyed() is called. This is how it should be, but when I stick the exact same code in my library (plain Java library that references the Android API - not in an activity), surfaceDestroyed() is called directly after created and changed. As a result - the camera object is closed before I can use it and the application force closes. What a pain. I can't do anything! This method call is controlled by the device.. Why does the surface close for no reason? Even when I post it to run on the activity thread through my own invokeAndWait(Runnable) method, like I do for many other things. I have 5 different working examples of different ways and implementations of capturing images in android but I still get the same issue when I plug it into my library. I don't understand what the difference is. The code is pretty much the same - and I post all the related code to the UI thread so its not a thread handling issue or anything like that. I've rewritten it about 20 times in different ways - same issue every time.. The only other way to approach it that I know of is creating a new Camera and setting it to the VideoView. The android source (c++ native code) however provides no Camera constructor, only an open() method which automatically forwards the camera's state to 'prepared' but I can only set the camera to the VideoView from the 'initialized' state. Pretty silly, I know, but there is no way around it unless I modify the Android library source code haha. not an option! The API does not allow for this method - you are expected to use it like my first example. So essentially - i just need to understand exactly why surfaceDestroyed() is called out of turn and if there is anything I can do to avoid it closing? If i can just understand the exact logic behind it and how it works! The documentation isn't much help! Secondly, if someone knows of any alternative ways to do it, as my second example, but hopefully one which the API actually allows for? haha Thanks guys. I would post code, but its fairly complicated, a couple thousand lines for this specific class and it would probably take a couple days to explain with all the threading and event listeners and what not. I just need help with this 1 single thing. Please let me know if you have any questions.

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  • CoreFoundation Lite on Linux and Android

    - by celil
    I would like to use Apple's CoreFoundation library on linux and android. The source code is available here, but there is very little documentation on how to build it on Linux. As far as I could figure out, building is done through a script called BuildCFLite. I grepped for DEPLOYMENT_TARGET ./CFUtilities.c:#if DEPLOYMENT_TARGET_MACOSX || DEPLOYMENT_TARGET_EMBEDDED || DEPLOYMENT_TARGET_LINUX || DEPLOYMENT_TARGET_FREEBSD and Linux seems to be supported at first site by setting -DDEPLOYMENT_TARGET_LINUX, but some of the compiler flags in that script are not available on linux, so when I try to build I get an error. Does anybody have experience building the latest version of CoreFoundation for Linux? Also what are the dependencies for building CoreFoundation? Would it be feasible to use it in the Android NDK?

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