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  • Need new method for linking to native mapping from mobile web app

    - by Carter
    My mobile web apps use a map button which automatically starts the mapping features of Android and iPhone by simply linking to http://maps.google.com/maps?q=New+York. iOs 6 comes out, the links stop working, because Apple wants us to use "maps.APPLE.com". Turns out ANYTHING you send to "maps.apple.com" gets forwarded to "maps.google.com". So now I have to specially detect iOs 6 and swap out links just so Apple can forward everything back to Google anyway. Is there a clean way to open the device/native mapping app from a mobile web app that works on Android, iOs 6, and iOs pre-6, since iOs 6 nerfed it? Recently updated documentation on Apple dev site... http://developer.apple.com/library/ios/#featuredarticles/iPhoneURLScheme_Reference/Articles/MapLinks.html#//apple_ref/doc/uid/TP40007894-SW1 Both these links go to the same place http://maps.google.com/maps?q=New+York http://maps.apple.com/maps?q=New+York

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  • Android - BaseGameUtil Complicated Import

    - by Fabiow Quixadá
    I've seen many topics in stackoverflow, such as Cannot import BaseGameUtils (Eclipse weirdness) and Android: cannot import BaseGameUtils successfully in Eclipse but none resolved my problem. I've followed https://developer.android.com/google/play-services/setup.html#Setup - the Add Google Play Services to Your Project [Using Eclipse with ADT], I THINK my project correctly references the google play services lib since up to that point nothing wrong happened. Then, following https://developers.google.com/games/services/android/quickstart, I've downloaded BaseGameUtils but when I import the two projects [TypeANumber & BaseGameUtil], they came named as main and MainActivity. I've renamed BaseGameUtil as so and have marked it as lib and imported it to my project through Properties Android Library, but I can't extend extend a class from BaseGameUtil because it's not even suggested. Also, I have not installed Android L and Android 4.4W from SDK Manager in Eclipse, altough I think that's no the case. Can anyone please help in this? Thanks so much in advance

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  • When should I clear an auxilliary render target?

    - by Raptormeat
    I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be clearing them. Right now I clear all of my render targets at the beginning of the frame, and it seems like I'm waiting for all the textures to clear before the rest of the drawing gets underway. Would it be more efficient to clear these textures later in the frame, when they aren't being used? Is there any hope of the GPU sort of clearing them "on the side" while unrelated rendering is happening? Or are these tasks always sequential and will I always need to wait for clearing?

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  • Less known Solaris features: pwait

    - by user13366125
    This is a nifty small tool that i'm using quite often in scripts that stop something and do some tasks afterwards and i don't want to hassle around with the contract file system. It's not a cool feature, but it's useful and relatively less known. An example: As i wrote long ago, you should never use kill -9 because often the normal kill is intercepted by the application and it starts to do some clean up tasks first before really stopping the process. So just because kill has returned, it doesn't imply that the process is away. How do you wait for process to disappear? (more)

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  • YouTube + You

    YouTube is an extremely team-oriented, creative workplace where every single employee has a voice in the choices we make and the features we implement. We work together in...

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  • Introducing Dart

    Introducing Dart The Dart project includes a modern scalable language, libraries, and tools to help developers build large complex web applications. Watch this video to learn about the different parts of the Dart project and how it can help you be more productive building high performance web apps. Learn more at dartlang.org From: GoogleDevelopers Views: 2205 69 ratings Time: 04:00 More in Science & Technology

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  • The future of O3D

    We launched the O3D API about a year ago to start a discussion within the web community about establishing a new standard for 3D graphics on the web...

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  • gauge chart is not displaying any thing

    - by Sandy
    i am trying to display the latest speed in mysql database on guage chart. i have tried so many things but gauge is not display plz any can help me...my code is attached and php part shows the correct value but dont know why guage is not display <?php $host="localhost"; // Host name $username="root"; // Mysql username $password=""; // Mysql password $db_name="mysql"; // Database name $tbl_name="gpsdb"; // Table name // Connect to server and select database. $con=mysql_connect("$host", "$username")or die("cannot connect"); mysql_select_db("$db_name")or die("cannot select DB"); $data = mysql_query("SELECT speed FROM gpsdb WHERE DeviceId=1234 ORDER BY TIME DESC LIMIT 1") or die(mysql_error()); while ($nt = mysql_fetch_assoc($data)) { $speed = $nt['speed']; $jsonTable = json_encode($speed); echo $jsonTable; } ?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="content-type" content="text/html; charset=utf-8"/> <title> Google Visualization API Sample </title> <script type="text/javascript" src="//www.google.com/jsapi"></script> <script type="text/javascript"> google.load('visualization', '1', {packages: ['gauge']}); </script> <script type="text/javascript"> function drawVisualization() { // Create and populate the data table. var data = new google.visualization.DataTable(<?=$speed?>); // Create and draw the visualization. new google.visualization.Gauge(document.getElementById('visualization')). draw(data); } google.setOnLoadCallback(drawVisualization); </script> </head> <body style="font-family: Arial;border: 0 none;"> <div id="visualization" style="width: 600px; height: 300px;"></div> </body> </html>

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