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  • Finding Android contract work?

    - by Reuben Scratton
    Hi all, Hope I'm in the right place... apologies in advance if not. How and where do people find contract work? Specifically Android work... Two years ago, following 15+ years in Win32 and SymbianOS, I decided to intensively focus on Android. I took the best part of 2009 off work to learn the new platform thoroughly, and that seems to have been a good strategic decision... Android is everywhere now. But it seems strangely hard to find Android development work. I have this nagging feeling that there must be some website, some secret society or labour exchange, that has somehow eluded me... :-\ What's going on? If you're a contractor, how did you find your current work? Because looking at page after page of cut'n'paste ads on Jobserve is destroying my will to live. As is the "0 results" response when I search for "Android" on careers.stackoverflow.com. Any help / insight sincerely appreciated. -- Reuben

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  • Real Widget Adds WP7-like Tiles to Android

    - by Jason Fitzpatrick
    Android: If you want the look of Windows Phone 7 tiles on your Android phone without completely replacing your launcher and interface, Real Widget offers the shortcut tiles without the total overhaul. You can customize the widgets to launch apps, system functions, and more to enjoy the WP7 tiled look without sacrificing the functionality of your current Android launcher. Hit up the link below to check out more screenshots and free copy to take for a spin. Real Widget is Android 4.0+ only. Real Widget [via Addictive Tips] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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  • Ubuntu 12.04 Very slow especially with Android Studio

    - by Dew
    I have an old laptop with the following specification: Memory: 485 MiB, Processor: Genuine intel CPU T2300 @ 1.66 GHz ×2, OS Type: 32 bit, Disk: 78.1 GB, I installed on it Ubuntu 12.04 LTS and I noticed that the overall system is very slow in responding. I tried to search about that in the internet and I found some articles talking about how to make Ubuntu 12.04 LTS run fast I applied all what they said including download LXDE desktop environment and then nothing different in the system response time. Then I need to develop some android applications so, I download Android Studio (Beta) 0.8.6. The problem became worse than before whenever I tried to open the Android Studio the screen is frozen for some minutes then it took time to download the projects and initialize the work space also, when I tried to move the cursor he is move very slowly. When I tried to run my first application on the AVD it took three hours and still not run yet. I delete the Android Studio and install it again several times, I was trying to solve the problem but still nothing change. Please if you have any suggestions that may help me make my laptop and Android Studio work faster I will appreciate it for you. Thank you in advance.

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  • personality problem while learning web development [closed]

    - by Lazeera
    I work a lecturer and when I go home I find a lot of free time. The problem is that I spend most of my time in learning about web development. I don't go outside and don't meet people, I'm only in front of the screen drinking 4 cups of coffee (per day) and trying to learn many technologies related to web development. In the last, I don't learn things very well because I'm in a hurry. I know this place is for asking about programming but I want to learn from your experience regarding learning. How do you learn? How many hours do you spend in leaning a day? How can I organize my time so I can learn well and easily?

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  • android game: how to approach mutliplayer

    - by willmer
    I'm making a single player game that is near completion, and I am already starting to think about giving the game multiplayer. The multiplayer would basically be finding someone to play against, likely in a waiting room or just have a match-making function, and then having a pokemon style battle between the people in real time. I think it would be relatively simple as I'm just sending information about each attack(move chosen and damage) and what it did back and forth, but I'm not sure what resources to consult for this. I am very new to Android/Java development and really just learning as I go. I have heard a bit about Skiller, but I'm still unfamiliar with using other SDK's and how easy it may be. Does anyone have any suggestions as to what SDK's or methods for accomplishing this. I currently have no money to spend on software development, but I'd like to get started on learning how to do this.

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  • External device/USB support in android API level 10 [migrated]

    - by chandan
    I am an android UI developer and having problem with issue with USB and external storage device support on android. What I want to have is on plug-in USB/SD card, the storage items in the devices directly show up on screen. For example the modern Operating systems have this feature that we plug in our device and it just automatically shows the contents of the device on new window. I am implementing my UI on android API level 10 and my device is IMX reference kit which has android 2.3.4 installed. I would be grateful if anyone could give specif suggestion or guideline. I already tried with external_storage.java class. but it only says that the APK is installed successfully. But no action launches on plug-in external device.

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  • Android JSon Array is not working with Maplocations class

    - by user1505962
    I am developing a map application in android i have made maplocation class to pass latitude and longitude and using Json Array to fetch data from MYSQl to display in map.But When I run application it crashed unfortunantely here is my log cat 07-07 14:02:26.423: E/AndroidRuntime(366): FATAL EXCEPTION: main 07-07 14:02:26.423: E/AndroidRuntime(366): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.icons.draw.view/com.icons.draw.view.DrawIcons}: android.view.InflateException: Binary XML file line #6: Error inflating class com.icons.draw.view.LocationViewers 07-07 14:02:26.423: E/AndroidRuntime(366): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.os.Handler.dispatchMessage(Handler.java:99) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.os.Looper.loop(Looper.java:130) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.app.ActivityThread.main(ActivityThread.java:3683) 07-07 14:02:26.423: E/AndroidRuntime(366): at java.lang.reflect.Method.invokeNative(Native Method) 07-07 14:02:26.423: E/AndroidRuntime(366): at java.lang.reflect.Method.invoke(Method.java:507) 07-07 14:02:26.423: E/AndroidRuntime(366): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) 07-07 14:02:26.423: E/AndroidRuntime(366): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) 07-07 14:02:26.423: E/AndroidRuntime(366): at dalvik.system.NativeStart.main(Native Method) 07-07 14:02:26.423: E/AndroidRuntime(366): Caused by: android.view.InflateException: Binary XML file line #6: Error inflating class com.icons.draw.view.LocationViewers 07-07 14:02:26.423: E/AndroidRuntime(366): at android.view.LayoutInflater.createView(LayoutInflater.java:518) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:570) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.view.LayoutInflater.rInflate(LayoutInflater.java:623) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.view.LayoutInflater.inflate(LayoutInflater.java:408) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 07-07 14:02:26.423: E/AndroidRuntime(366): at com.android.internal.policy.impl.PhoneWindow.setContentView(PhoneWindow.java:207) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.app.Activity.setContentView(Activity.java:1657) 07-07 14:02:26.423: E/AndroidRuntime(366): at com.icons.draw.view.DrawIcons.onCreate(DrawIcons.java:16) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 07-07 14:02:26.423: E/AndroidRuntime(366): ... 11 more 07-07 14:02:26.423: E/AndroidRuntime(366): Caused by: java.lang.reflect.InvocationTargetException 07-07 14:02:26.423: E/AndroidRuntime(366): at java.lang.reflect.Constructor.constructNative(Native Method) 07-07 14:02:26.423: E/AndroidRuntime(366): at java.lang.reflect.Constructor.newInstance(Constructor.java:415) 07-07 14:02:26.423: E/AndroidRuntime(366): at android.view.LayoutInflater.createView(LayoutInflater.java:505) 07-07 14:02:26.423: E/AndroidRuntime(366): ... 21 more 07-07 14:02:26.423: E/AndroidRuntime(366): Caused by: java.lang.NullPointerException 07-07 14:02:26.423: E/AndroidRuntime(366): at org.json.JSONTokener.nextCleanInternal(JSONTokener.java:112) 07-07 14:02:26.423: E/AndroidRuntime(366): at org.json.JSONTokener.nextValue(JSONTokener.java:90) 07-07 14:02:26.423: E/AndroidRuntime(366): at org.json.JSONArray.<init>(JSONArray.java:87) 07-07 14:02:26.423: E/AndroidRuntime(366): at org.json.JSONArray.<init>(JSONArray.java:103) 07-07 14:02:26.423: E/AndroidRuntime(366): at com.icons.draw.view.LocationViewers.getMapLocations(LocationViewers.java:102) 07-07 14:02:26.423: E/AndroidRuntime(366): at com.icons.draw.view.LocationViewers.init(LocationViewers.java:65) 07-07 14:02:26.423: E/AndroidRuntime(366): at com.icons.draw.view.LocationViewers.<init>(LocationViewers.java:45) 07-07 14:02:26.423: E/AndroidRuntime(366): ... 24 more And Here is My JSOn Array and loop code to make markers double LAT; double LANG; String INFO; public List<MapLocation> getMapLocations() { if (mapLocations == null) { try{ jArray = new JSONArray(result); JSONObject json_data=null; for(int i=0;i<jArray.length();i++){ json_data = jArray.getJSONObject(i); LAT=json_data.getDouble("lat"); LANG=json_data.getDouble("lang"); INFO=json_data.getString("info"); mapLocations = new ArrayList<MapLocation>(); mapLocations.add(new MapLocation(INFO,LAT,LANG)); } } catch(JSONException e1){ Toast.makeText(getContext(), "No Vehicles Found" ,Toast.LENGTH_LONG).show(); } catch (ParseException e1) { e1.printStackTrace(); } } return mapLocations; } Please Help to Remove this error

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  • Click in a ListView item changes status of elements inside the item?

    - by Antonio
    Hi, I don't know exactly how to explain this problem, but I'll try. I have a ListView with several items. Each item has inside a TextView and two ImageView. I want the ImageView change when I click on them, and I want to open a context menu when I press for a long time into the ListView item. For the ImageView, everything works properly. For the whole item, I can show the context menu after a long press, but my problem is that the ImageView changes as well when I am pressing the TextView, for example. Somo pieces of my code: ListView item: <TextView android:id="@+id/title" android:textColor="@color/black" android:maxLines="2" android:textSize="14dip" /> <ImageView android:id="@+id/minus" android:src="@drawable/minusbutton" android:adjustViewBounds="true" android:gravity="center" /> <ImageView android:id="@+id/plus" android:src="@drawable/plusbutton" android:adjustViewBounds="true" android:gravity="center" /> Drawable to change the status of the plus button: <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_enabled="false" android:drawable="@drawable/button_add_normal_disabled" /> <item android:state_enabled="true" android:state_pressed="true" android:drawable="@drawable/button_add_pressed" /> <item android:state_enabled="true" android:state_focused="true" android:state_pressed="false" android:drawable="@drawable/button_add_active" /> <item android:state_enabled="true" android:state_focused="false" android:state_pressed="false" android:drawable="@drawable/button_add_normal" /> I hope you understand my problem. I think that all the children of a view are affected by an event in the parent, but I am not sure. Do you have a solution? Thanks in advance

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  • RelativeLayout differences between 1.5 and 2.1

    - by Kilnr
    I've got a ListView with items composed of RelativeLayouts. This is the relevant XML from the list items: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/xx" android:gravity="center_vertical" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center_vertical" android:layout_centerInParent="true" android:layout_alignParentLeft="true"/> <TextView android:id="@+id/title" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_toRightOf="@id/xx" /> <TextView android:id="@+id/tag" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_toRightOf="@id/xx" android:layout_below="@id/title" /> <TextView android:id="@+id/subtitle" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_toRightOf="@id/tag" android:layout_below="@id/title" /> </RelativeLayout> On Android 2.1 (tested on a Nexus One), this shows the desired behavior: On Android 1.5 however (tested on a HTC Hero), it shows up like this: [edit] On 1.6 (emulator), it works as expected as well. The small grey line on the top left is what shows up in the first pic as "xx", so that should be vertically centered. As far as I can see, the XML dictates this, but for some reason, 1.5 ignores it. Why is this? I can't find anything about this difference, and I've been brute forcing any combination of layout_center, center, alignParent*, but to no avail... Can anyone shed some light on this? Thanks!

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  • OpenGL 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • How to implement physical effect, perspective effect on Android

    - by asedra_le
    I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a coin put in three-dimensional that have coordinates at A(x,y,z). I throw that point ahead, after 1/100 second, that coin move from A(x,y,z) to A'(x',y',z'). By this way, I have two problems need to solve. Determine the formulas can be used to compute the coordinates of the coin at time t. This problem is under-researching. I have no idea to solve this problem. Mapping three-dimensional points to a two-dimensional and use those new coordinates (a two-dimensional coordinates) to draw our coin on screen. I have found two solutions for this problem: Orthographic projection & Perspective projection However, my old friend said that OpenGL supports to solve problems like my problems. Any body have experiences about my problems? Help me please :) Thank for reading my question.

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Need a good quality bitmap rotation algorithm for Android

    - by Lumis
    I am creating a kaleidoscopic effect on an android tablet. I am using the code below to rotate a slice of an image, but as you can see in the image when rotating a bitmap 60 degrees it distorts it quite a lot (red rectangles) – it is smudging the image! I have set dither and anti-alias flags but it does not help much. I think it is just not a very sophisticated bitmap rotation algorithm. canvas.save(); canvas.rotate(angle, screenW/2, screenH/2); canvas.drawBitmap(picSlice, screenW/2, screenH/2, pOutput); canvas.restore(); So I wonder if you can help me find a better way to rotate a bitmap. It does not have to be fast, because I intend to use a high quality rotation only when I want to save the screen to the SD card - I would redraw the screen in memory before saving. Do you know any comprehensible or replicable algorithm for bitmap rotation that I could programme or use as a library? Or any other suggestion? EDIT: The answers below made me think if Android OS had bilinear or bicubic interpolation option and after some search I found that it does have its own version of it called FilterBitmap. After applying it to my paint pOutput.setFilterBitmap(true); I get much better result

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • Android ListView with Custom List Selector causing Flickring problem

    - by y ramesh rao
    I'm setting a selector.xml to the ListView Selector : <item android:state_focused="false" android:state_selected="true" android:state_pressed="true" android:drawable="@drawable/timeline_selected_rect"/> <item android:state_focused="false" android:state_selected="true" android:state_pressed="false" android:drawable="@drawable/timeline_selected_rect"/> <item android:state_focused="true" android:state_selected="true" android:state_pressed="true" android:drawable="@drawable/timeline_selected_rect"/> but setting this is causing the TextView flickr over selection. this thing is not happening when the Default selector is used... whats wrong with this selector. I have even added android:cacheColorHint="#00000000" as provided info by some other blogs.

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  • Eclipse complains android:scrollbars and android:fadingEdge do not allow Strings - includes code.

    - by emanuel
    Having a problem in Eclipse with regards to an XML file. Eclipse complains that android:scrollbars and android:fadingEdge do not allow Strings. I checked the Android developer site and they do in fact accept strings in the xml file. A related question posed had the problem where there was a missing :android after xmlns. As you can see from the code the line beginning with xmlns is correct I believe. Here is the complete file contents: <?xml version="1.0" encoding="UTF-8"?> <com.example.todolist.TodoListItemView xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="10dp" android:scrollbars="verticle" android:textColor="@color/notepad_text" android:fadingEdge="verticle" />

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  • Permission denial to read from emailprovider in android

    - by Ambika
    Hello Everyone, I've the problem when I want to read "com.android.email.provider" to get email accounts. Here is my code to retrieve the account : Cursor c = null; Uri CONTENT_URI = Uri.parse("content://com.android.email.provider/account"); String RECORD_ID = "_id"; String[] ID_PROJECTION = new String[] {RECORD_ID }; c = getContentResolver().query(CONTENT_URI,ID_PROJECTION,null, null, null); I get a security exception: java.lang.SecurityException: Permission Denial: reading com.android.email.provider.EmailProvider uri content://com.android.email.provider/account from pid=278, uid=10003 requires com.android.email.permission.ACCESS_PROVIDER I want to know the account is created or not in some other app. Is there any other way to resolve this so that I can read from the provider. I have also tried by adding the permission in manifest: That dint not help. Any solution would be greatly appreciated. Thanks in advance

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  • Problem with DWR and Android-Browser

    - by moxn
    Hello everyone, I am experiencing a problem with accessing an application from the Android-browser. The application uses DWR to persist connections to the clients that are connected with it. Everything works fine for me, except that if the application does not send any data to the client on the Android-phone for 2 minutes, the connection seems to be lost and no data arrive at the client. The same scenario works just fine on Firefox, Opera and Chrome. If the pause between two data transfers is less than 2 minutes, it works just fine. So, now my question: Is there some timeout setting for the android browser that I am missing? Or is this some built-in bug/feature/whatever that I cannot circumvent? I know that I could prevent this from happening with some sort of heartbeat, I would just like to why this is happening. Thanks in advance, Max btw: Everything (server, clients) runs on my machine and I am testing this on the android emulator with Windows XP Android emulator version 1.10 (build_id CUPCAKE-150240)

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  • Big Nerd Ranch's Android Bootcamp - worth it?

    - by Matt Luongo
    At work, I've been told that I must, before the end of the year, get a certification. The shop is Microsoft heavy, and I'm not. That's why I was excited when I suggested something in support of Android development, and they agreed. Before I go any further, I should say that I don't know what I think about the whole certification question. Frankly, though, I need to do this, regardless of whether I think certification in general is particularly appealing to clients. I realize that the technology is fairly accessible without all this expensive process- but I'd rather focus on Android than, say, getting some MC* scrap of paper. I don't know of any actual Android certification. Instead, I was thinking that the best regarded Android training in the industry should suffice. I've looked into Big Nerd Ranch's Android Bootcamp, and it looks promising. I live in Atlanta, which is a boon. Given that my Java skills are good, does this seem like a decent course? Or is there a better known training program that I should look into?

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  • How to define GPS module in Android?

    - by Osama Gamal
    I'm porting android to Devkit8000 which is a BeagleBoard clone. I have a GPS module connected on /dev/ttyS0. I could successfully get NMEA output when writing "cat /dev/ttyS0" in the terminal emulator. I want to know how to let android know that there is a GPS module on /dev/ttyS0 and it is outputting NMEA standard? To be able to use the android.location class with it! Is there something to edit in the android's source? adding driver for example, writing a code with android-ndk or what?

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  • Android: How to maintain backwards-compatibility?

    - by Peterdk
    According to the instructions found here, to make your app state which screen sizes you can support, you'll need to compile your app against Android 1.6. Using the minSdkVersion and targetSdkVersion this should run also on Android 1.5: <uses-sdk android:minSdkVersion="3" android:targetSdkVersion="4"/> However, when I try to launch my app from Eclipse to run in a emulated 1.5, I get the following error: Failed to find an AVD compatible with target 'Android 1.6'. Is this an error of the eclipse tools/emulator? Or how do I get it to also target 1.5 correctly while giving me the option to specify the supported screens?

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