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  • Access message editor from app

    - by user367248
    Hello, I´m thinking about writing an android app, but have no experience in programming such apps. My question is whether it is possible to access the standart message editor of android with my app and add for example additional information to it or would it be neccesary to write a complete new editor which would be started as a seperate app. greetings

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  • Adding image to html markup

    - by user1491991
    Hello guys i'm having a problem appending a image to my html markup which is generated when a button is clicked... wondering if i could some dirction __--------------------------SCRIPT----------------------------------------------------------- (function($){ $.confirm = function(params){ if($('#confirmOverlay').length){ // A confirm is already shown on the page: return false; } var buttonHTML = ''; $.each(params.buttons,function(name,obj){ // Generating the markup for the buttons: buttonHTML += '<a href="#" class="button '+obj['class']+'">'+name+'<span></span></a>'; if(!obj.action){ obj.action = function(){}; } }); var closetext= 'close'; var markup = [ '<div id="confirmOverlay">', '<div id ="model">','<div id="confirmBox">', '<div id="header">','<div id ="title">',params.title,'</div>', '<div id="close">','<ol id = "olclose">','<li id = "liclose">','<a id="close" href = "#">',closetext,'</a></li>', '<li id = "liclose">','<a id="close" href = "#">','<img src="../modal-close.gif"/>','</a></li>','</ol></div></div>', '<div id ="textbox">','<p>',params.message,'<br>','<br>' ,buttonHTML,'</p>', '</div>', '</div></div></div></div>' ].join(''); $(markup).hide().appendTo('body').fadeIn(); var buttons = $('#confirmBox .button'), i = 0; $.each(params.buttons,function(name,obj){ buttons.eq(i++).click(function(){ // Calling the action attribute when a // click occurs, and hiding the confirm. obj.action(); $.confirm.hide(); return false; }); }); } $.confirm.hide = function(){ $('#confirmOverlay').fadeOut(function(){ $(this).remove(); }); } })(jQuery); i've used firebug to check and its unable to fetch the image here

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  • JPanel Layout Image Cutoff

    - by Trizicus
    I am adding images to a JPanel but the images are getting cut off. I was originally trying BorderLayout but that only worked for one image and adding others added image cut-off. So I switched to other layouts and the best and closest I could get was BoxLayout however that adds a very large cut-off which is not acceptable either. So basically; How can I add images (from a custom JComponent) to a custom JPanel without bad effects such as the one present in the code. Custom JPanel: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.BoxLayout; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel implements MouseListener { private Entity test; private Timer timer; private long startTime = 0; private int numFrames = 0; private float fps = 0.0f; GraphicsPanel() { test = new Entity("test.png"); Thread t1 = new Thread(test); t1.start(); Entity ent2 = new Entity("images.jpg"); ent2.setX(150); ent2.setY(150); Thread t2 = new Thread(ent2); t2.start(); Entity ent3 = new Entity("test.png"); ent3.setX(0); ent3.setY(150); Thread t3 = new Thread(ent3); t3.start(); //ESSENTIAL setLayout(new BoxLayout(this, BoxLayout.X_AXIS)); add(test); add(ent2); add(ent3); //GAMELOOP timer = new Timer(30, new Gameloop(this)); timer.start(); addMouseListener(this); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D) g.create(); g2.setClip(0, 0, getWidth(), getHeight()); g2.setColor(Color.BLACK); g2.drawString("FPS: " + fps, 1, 15); } public void getFPS() { ++numFrames; if (startTime == 0) { startTime = System.currentTimeMillis(); } else { long currentTime = System.currentTimeMillis(); long delta = (currentTime - startTime); if (delta > 1000) { fps = (numFrames * 1000) / delta; numFrames = 0; startTime = currentTime; } } } public void mouseClicked(MouseEvent e) {} public void mousePressed(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } class Gameloop implements ActionListener { private GraphicsPanel gp; Gameloop(GraphicsPanel gp) { this.gp = gp; } public void actionPerformed(ActionEvent e) { try { gp.getFPS(); gp.repaint(); } catch (Exception ez) { } } } } Main class: import java.awt.EventQueue; import javax.swing.JFrame; public class MainWindow { public static void main(String[] args) { new MainWindow(); } private JFrame frame; private GraphicsPanel gp = new GraphicsPanel(); MainWindow() { EventQueue.invokeLater(new Runnable() { public void run() { frame = new JFrame("Graphics Practice"); frame.setSize(680, 420); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.add(gp); } }); } } Custom JComponent import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.image.BufferedImage; import javax.imageio.ImageIO; import javax.swing.JComponent; public class Entity extends JComponent implements Runnable { private BufferedImage bImg; private int x = 0; private int y = 0; private int entityWidth, entityHeight; private String filename; Entity(String filename) { this.filename = filename; } public void run() { bImg = loadBImage(filename); entityWidth = bImg.getWidth(); entityHeight = bImg.getHeight(); setPreferredSize(new Dimension(entityWidth, entityHeight)); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g.create(); g2d.drawImage(bImg, x, y, null); g2d.dispose(); } public BufferedImage loadBImage(String filename) { try { bImg = ImageIO.read(getClass().getResource(filename)); } catch (Exception e) { } return bImg; } public int getEntityWidth() { return entityWidth; } public int getEntityHeight() { return entityHeight; } public int getX() { return x; } public int getY() { return y; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } }

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  • JScrollPane content to image

    - by Sebastian Ikaros Rizzo
    I'm trying to save the main viewport and headers of a JScrollPane (larger than screen) to PNG image files. I created 3 classes extending JPanel (MainTablePanel, MapsHeaderPanel and ItemsHeaderPanel) and set them to the viewports. Each of them has this method: public BufferedImage createImage() { BufferedImage bi = new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_ARGB); Graphics g = bi.createGraphics(); paint(g); g.dispose(); return bi; } Each class has also a paint method, which paints the background and then call the super.paint() to paint some label. For example: public void paint(Graphics g){ g.setColor(Color.BLACK); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(new Color(255, 255, 0, 50)); // for loop that paints some vertical yellow lines for(int i=0; i<getWidth(); i+=K.mW){ g.fillRect(i-1, 0, 2, getHeight()); if(i%(K.mW*5)==0){ g.fillRect(i-2, 0, 4, getHeight()); } } // called to pain some rotated JLabels super.paint(g); } From an external JFrame I then tried to save them to PNG file, using this code: BufferedImage tableImg = mainTableP.createImage(); BufferedImage topImg = mapsHeaderP.createImage(); BufferedImage leftImg = itemsHeaderP.createImage(); ImageIO.write(tableImg, "png", new File(s.homeDir+"/table.png")); ImageIO.write(topImg, "png", new File(s.homeDir+"/top.png")); ImageIO.write(leftImg, "png", new File(s.homeDir+"/left.png")); This is a screenshot of the application running: screenshot And this is the header exported: top If I comment the "super.paint(g)" instruction, I obtain a correct image (thus without all JLables, clearly). It seems like the second paint (super.paint(g)) is painted shifted into the BufferedImage and taking elements outside its JPanel. Somebody could explain me this behaviour? Thank you. ========== EDIT for SSCCE ==================================== This should compile. You can execute it as it is, and in c:\ you'll find two images (top.png and left.png) that should be the same as the two headers. Unfortunately, they are not. Background is not painted. Moreover (especially if you look at left.png) you can see that the labels are painted twice and shifted (note, for example, "Left test 21"). import java.awt.*; import java.awt.image.BufferedImage; import java.io.File; import javax.imageio.ImageIO; import javax.swing.*; public class Main { public static void main(String[] args) { JFrame frame = new JFrame(); frame.setLayout(null); frame.setSize(800, 600); JScrollPane scrollP = new JScrollPane(); scrollP.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_ALWAYS); scrollP.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_ALWAYS); MyPanel top = new MyPanel(); for(int i=0; i<30; i++){ JLabel label = new JLabel("Test "+i); label.setOpaque(false); label.setBounds(50*i, 40, 50, 20); label.setForeground(Color.GREEN); top.add(label); } top.setLayout(null); top.setOpaque(false); top.setPreferredSize(new Dimension(50*30, 200)); top.validate(); MyPanel left = new MyPanel(); for(int i=0; i<30; i++){ JLabel label = new JLabel("Left test "+i); label.setBounds(0, 50*i, 100, 20); label.setForeground(Color.RED); left.add(label); } left.setLayout(null); left.setOpaque(false); left.setPreferredSize(new Dimension(200, 50*30)); MyPanel center = new MyPanel(); center.setLayout(null); center.setOpaque(false); center.setPreferredSize(new Dimension(50*30, 50*30)); scrollP.setViewportView(center); scrollP.setColumnHeaderView(top); scrollP.setRowHeaderView(left); scrollP.setBounds(0, 50, 750, 500); frame.add(scrollP); frame.setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); frame.setVisible(true); try{ BufferedImage topImg = top.createImage(); ImageIO.write(topImg, "png", new File("C:/top.png")); BufferedImage leftImg = left.createImage(); ImageIO.write(leftImg, "png", new File("C:/left.png")); }catch(Exception e){ e.printStackTrace(); } } } class MyPanel extends JPanel{ public void paint(Graphics g){ g.setColor(Color.BLACK); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(new Color(255, 255, 0, 50)); for(int i=0; i<getWidth(); i+=50){ g.fillRect(i-1, 0, 2, getHeight()); } super.paint(g); // COMMENT this line to obtain background images } public BufferedImage createImage() { BufferedImage bi = new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_ARGB); Graphics g = bi.createGraphics(); paint(g); g.dispose(); return bi; } }

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  • Using fft2 with reshaping for an RGB filter

    - by Mahmoud Aladdin
    I want to apply a filter on an image, for example, blurring filter [[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]]. Also, I'd like to use the approach that convolution in Spatial domain is equivalent to multiplication in Frequency domain. So, my algorithm will be like. Load Image. Create Filter. convert both Filter & Image to Frequency domains. multiply both. reconvert the output to Spatial Domain and that should be the required output. The following is the basic code I use, the image is loaded and displayed as cv.cvmat object. Image is a class of my creation, it has a member image which is an object of scipy.matrix and toFrequencyDomain(size = None) uses spf.fftshift(spf.fft2(self.image, size)) where spf is scipy.fftpack and dotMultiply(img) uses scipy.multiply(self.image, image) f = Image.fromMatrix([[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]]) lena = Image.fromFile("Test/images/lena.jpg") print lena.image.shape lenaf = lena.toFrequencyDomain(lena.image.shape) ff = f.toFrequencyDomain(lena.image.shape) lenafm = lenaf.dotMultiplyImage(ff) lenaff = lenafm.toTimeDomain() lena.display() lenaff.display() So, the previous code works pretty well, if I told OpenCV to load the image via GRAY_SCALE. However, if I let the image to be loaded in color ... lena.image.shape will be (512, 512, 3) .. so, it gives me an error when using scipy.fttpack.ftt2 saying "When given, Shape and Axes should be of same length". What I tried next was converted my filter to 3-D .. as [[[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]], [[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]], [[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]]] And, not knowing what the axes argument do, I added it with random numbers as (-2, -1, -1), (-1, -1, -2), .. etc. until it gave me the correct filter output shape for the dotMultiply to work. But, of course it wasn't the correct value. Things were totally worse. My final trial, was using fft2 function on each of the components 2-D matrices, and then re-making the 3-D one, using the following code. # Spiltting the 3-D matrix to three 2-D matrices. for i, row in enumerate(self.image): r.append(list()) g.append(list()) b.append(list()) for pixel in row: r[i].append(pixel[0]) g[i].append(pixel[1]) b[i].append(pixel[2]) rfft = spf.fftshift(spf.fft2(r, size)) gfft = spf.fftshift(spf.fft2(g, size)) bfft = spf.fftshift(spf.fft2(b, size)) newImage.image = sp.asarray([[[rfft[i][j], gfft[i][j], bfft[i][j]] for j in xrange(len(rfft[i]))] for i in xrange(len(rfft))] ) return newImage Any help on what I made wrong, or how can I achieve that for both GreyScale and Coloured pictures.

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  • Screenshot of the Nexus One from adb?

    - by Marcus
    My goal is to be able to type a one word command and get a screenshot from a rooted Nexus One attached by USB. So far, I can get the framebuffer which I believe is a 32bit xRGB888 raw image by pulling it like this: adb pull /dev/graphics/fb0 fb0 From there though, I'm having a hard time getting it converted to a png. I'm trying with ffmpeg like this: ffmpeg -vframes 1 -vcodec rawvideo -f rawvideo -pix_fmt rgb8888 -s 480x800 -i fb0 -f image2 -vcodec png image.png That creates a lovely purple image that has parts that vaguely resemble the screen, but it's by no means a clean screenshot.

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  • Caching generated QR Code

    - by Michal K
    I use zxing to encode a qr code and store it as a bitmap and then show it in ImageView. Since the image generation time is significant I'm planning to move it to a separate thread (AsyncTaskLoader will be fine I think). The problem is - it's an image and I know that to avoid memory leaks one should never store a strong reference to it in an Activity. So how would you do it? How to cache an image to survive config changes (phone rotation) and generally avoid generating it onCreate()? Just point me in the right direction, please.

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  • starting subactivity for the second time causes java.lang.OutOfMemoryError

    - by Zacherl
    Hi there, I am developing a simple app which does a little bit of image-processing. It's divided in two activities; the main one with some display elements and the second one which is used to capture images off the phone's camera. To discribe my problem: I start the app, capture an image (by starting a new Intent with the subactivity) and all data is displayed correctly. If I capture another image after this, I run in an java.lang.OutOfMemoryError - bitmap size exceeds VM budget I dont store the captured bitmap, in the second activity I just extract some data from it and pass it to the main-activity; finishing (finish()) the sub-activity afterwards. I really dont know what I can do about it. Thanks in advance! greetings, Zacherl PS: It is my first approach to android, so I apologize for any stupid beginner error I did; if someone needs any further information, I would be happy to provide it.

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  • How to know preferred icon size for MenuItem?

    - by barmaley
    Hi folks, I my application I have one large PNG file containg hi-res image. Depending on situation I would like to use this image either as icon or as placeholder for ImageView. For MenuItem this image is too large, so I need to scale-down it to suitable size. I mean if it has to be displayed on large enough device like Samsung Galaxy Tab - I need to use one scale, for in small ones another, etc. I just noticed that for small-sized devices MenuItem icon is not scaled just cut - which is ugly. So the question is how should detect which is preferred size?

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  • How to calculate the correct image size in out pdf using itextsharp ?

    - by MK
    I' am trying to add an image to a pdf using itextsharp, regardless of the image size it always appears to be mapped to a different greater size inside the pdf ? The image I add is 624x500 pixel (DPI:72): And here is a screen of the output pdf: And here is how I created the document: Document document = new Document(); System.IO.MemoryStream stream = new MemoryStream(); PdfWriter writer = PdfWriter.GetInstance(document, stream); document.Open(); System.Drawing.Image pngImage = System.Drawing.Image.FromFile("test.png"); Image pdfImage = Image.GetInstance(pngImage, System.Drawing.Imaging.ImageFormat.Png); document.Add(pdfImage); document.Close(); byte[] buffer = stream.GetBuffer(); FileStream fs = new FileStream("test.pdf", FileMode.Create); fs.Write(buffer, 0, buffer.Length); fs.Close(); Any idea why on how to calculate the correct size ?

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  • Full image in Background in a vBox in Flex.

    - by Arif
    I was wrote the following code to set the background image in one vBox. vBox.setStyle("backgroundImage", "PreviewBackground.png"); vBox.setStyle("backgroundAttachment", "fixed"); Where the height and width of vBox was 250 x 350 and the height and width of background image was 400 x 400. The problem is that the background image doesn't show the full image. The image has cropped. How can i show the full image as a background image? Thanks in advance.

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  • Image Upload directly from client to remote server? Spring/Tomcat

    - by Prem
    Just wondering what the common solution is for this. We have two web servers that are load balanced and a separate server that holds our images. Our current process is that a user uploads an image directly to the web server (which ever they are connected to) and we enter a job into our DB. Another process checks for image jobs every few mins and copies the image from the web server up to the image server. The delay from when a user uploads to when its visible is not ideal. We could tighten the loop on how often we check for image jobs but ideally I would like to have user uploaded images to go directly to the image server rather than copying twice. How should this be done? Is there anything in spring to deal with this ? Seems like how most would deal with a CDN i would think? I want to limit the time it takes for an image that a user uploads is available on our site...

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  • How to save an image in it's original format?

    - by Patrick Klug
    I am trying to figure out how I can get the original format of an image so that I can store it with the same encoding. It seems that the only way to save an Image is by using a BitmapEncoder but I don't know how I can get the correct format from the image. Example: Clipboard.GetImage() returns a InteropBitmap which doesn't seem to contain any information about the original format. I also tried using an Extension method: public static void Save(this BitmapImage image, System.IO.Stream stream) { var decoder = BitmapDecoder.Create(image.StreamSource, BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.Default); var encoder = BitmapEncoder.Create(decoder.CodecInfo.ContainerFormat); foreach (var frame in decoder.Frames) { encoder.Frames.Add(BitmapFrame.Create(decoder.Frames[0])); } encoder.Save(stream); } but the problem is that a) the ImageSource is not always a BitmapImage (Clipboard.GetImage()) for example and b) the image.StreamSource can be null in some cases (seems to be when the image is loaded via a relative Uri)

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  • How to force Share Intent to open a specific app?

    - by AndroidUser99
    I like share intent, it is perfect to open sharing apps with image and text parameters. But now i'm researching the way to force share intent to open a specific app from the list, with the paramters given to the share intent. This is my actual code, it shows the list of sharing apps installed on the phone. Please, can somedone tell me what i should add to the code to force for example official twitter app? and official faccebok app? Intent sharingIntent = new Intent(Intent.ACTION_SEND); Uri screenshotUri = Uri.parse("file:///sdcard/test.jpg"); sharingIntent.setType("image/*"); sharingIntent.putExtra(Intent.EXTRA_TEXT, "body text"); sharingIntent.putExtra(Intent.EXTRA_STREAM, screenshotUri); startActivity(Intent.createChooser(sharingIntent, "Share image using")); Thanks

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  • background picture for textview

    - by AndyAndroid
    Hi, I have a textview and a nine-patch image. Assigning this image in the xml editor to the tag "background" works as desired. Now I want to set this image dynamically in the coding, I thought myTextView.setBackgroundDrawable(mydrawable); would be the right thing to do. My png is in res/drawable. The API says that mydrawable needs to be an object of type drawable R.drawable.myninepatch is of type int. So my problem is that I have to convert from that int to a drawable somehow. Then I thought I can use a constructor NinePatchDrawable mydrawable = new NinePatchDrawable(); But I am again not able to construct such an object. Anyone an idea? Thanks.

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  • Resizing the Camera Preview

    - by uday
    I have implemented a camera application, which will show the preview in the entire screen of the device. But my requirement is to show the Camera preview in a small screen. My device resolution is 800x480(WxH) i.e, Nexus one. I can able to show the preview in the entire screen without scale down the preview. Its coming perfectly, but when i try show the preview in small screens(part of my total mobile screen), the preview is getting stretched and not looking good. Is there any way to show the preview correctly in a small screen. I think we need to scale down the image preview. But when i try to scale down the image preview, the android system itself doesn't allowing to set the scaled preview size. Could any one please help me how to scale the image preview in small screen.

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  • How do i generate thumbnail image for use with img tag ? Java web application.

    - by Nitesh Panchal
    Hello, I am using the below given code, but it is not working properly. Can anybody tell me how do i generate thumbnail of the image? because i am creating a photo album and i want only thumbnail images to be downloaded at first, not the entire 400-500 kb images. File objFile = new File(strImageFullPath); File targetFile = new File(strImageFullPathWithoutExt + "_small" + strFileExtension); Image image = ImageIO.read(objFile); final int WIDTH = 150; final int HEIGHT = 150; Image thumbnailImage = image.getScaledInstance(WIDTH, HEIGHT, Image.SCALE_DEFAULT); BufferedImage objThumbnailBufferedImage = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB); Graphics gfx = objThumbnailBufferedImage.getGraphics(); gfx.drawImage(image, 0, 0, null); gfx.dispose(); ImageIO.write(objThumbnailBufferedImage, strFileExtension.substring(1), targetFile); Just assume that few variables like strImageFullPath,strImageFullPathWithoutExt etc they exist. Thanks in advance :)

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  • how to redirect on youtube in androi

    - by rajshree
    public class MovieDescription extends Activity { Vibrator vibrator; TextView tv_title,tv_year,tv_banner,tv_desc; RatingBar ratingBar; ImageView iv_watch,iv_poster; private static final String TAG_CONTACTS = "Demo"; private static final String TAG_ID = "id"; private static final String TAG_TITLE = "title"; private static final String TAG_YEAR = "year"; private static final String TAG_RATING = "rating"; private static final String TAG_BANNER= "category"; private static final String TAG_DESC = "description"; private static final String TAG_URL = "url"; private static final String TAG_POSTER = "poster"; String id,title,year,rating,banner,description,poster, movieUrl; static JSONArray contacts = null; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.movie_description); initialize(); String movieDescUrl = "http://vaibhavtech.com/work/android/movie_description.php?id="+MainActivity.movie_Id; MovieDescriptionParser jParser = new MovieDescriptionParser(); JSONObject json = jParser.getJSONFromUrl(movieDescUrl); try { contacts = json.getJSONArray(TAG_CONTACTS); for (int i = 0; i < contacts.length(); i++) { /**********************************Value Parse FromUrl**********************************/ JSONObject c = contacts.getJSONObject(i); id = c.getString(TAG_ID); title = c.getString(TAG_TITLE); year = c.getString(TAG_YEAR); rating = c.getString(TAG_RATING); banner=c.getString(TAG_BANNER); description = c.getString(TAG_DESC); movieUrl = c.getString(TAG_URL); poster = c.getString(TAG_POSTER); /**********************************Valeu Assing to UI Component**********************************/ Log.i(id, title); } } catch (JSONException e) { e.printStackTrace(); } tv_title.setText(title); tv_year.setText(year); tv_banner.setText(banner); tv_desc.setText(description); Float rat=Float.parseFloat(rating); ratingBar.setRating(rat); Bitmap bimage= getBitmapFromURL("http://vaibhavtech.com/work/android/admin/upload/"+poster); iv_poster.setImageBitmap(bimage); iv_watch.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { // TODO Auto-generated method stub vibrator.vibrate(40); LayoutInflater inflater=getLayoutInflater(); View view=inflater.inflate(R.layout.customtoast,(ViewGroup)findViewById(R.id.custom_toast_layout)); Toast toast=new Toast(getApplicationContext()); toast.setDuration(Toast.LENGTH_LONG); toast.setGravity(Gravity.CENTER_HORIZONTAL, 0, 0); toast.setView(view); toast.show(); Intent intent=new Intent(Intent.ACTION_VIEW); intent.setData(Uri.parse(movieUrl)); startActivity(intent); } }); } @Override public boolean onCreateOptionsMenu(Menu menu) { // TODO Auto-generated method stub int currentapiVersion = android.os.Build.VERSION.SDK_INT; Log.i("Device Versoin is", ""+currentapiVersion); if (currentapiVersion >= android.os.Build.VERSION_CODES.JELLY_BEAN){ ActionBar actionBar = getActionBar(); actionBar.setHomeButtonEnabled(true); actionBar.setDisplayHomeAsUpEnabled(true); getMenuInflater().inflate(R.menu.main, menu); } return super.onCreateOptionsMenu(menu); } @Override public boolean onOptionsItemSelected(MenuItem item) { // TODO Auto-generated method stub switch (item.getItemId()) { case android.R.id.home: onBackPressed(); return true; case R.id.home: Intent intent = new Intent(this, MainActivity.class); intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP); startActivity(intent); Log.i("Home", "Press"); return true; } return super.onOptionsItemSelected(item); } public void initialize() { tv_banner=(TextView) findViewById(R.id.tv_movie_description_banner); tv_desc=(TextView) findViewById(R.id.tv_movie_description_decription); tv_title=(TextView) findViewById(R.id.tv_movie_description_name); tv_year=(TextView) findViewById(R.id.tv_movie_description_year); ratingBar=(RatingBar) findViewById(R.id.ratingBar1); iv_watch=(ImageView) findViewById(R.id.iv_movie_description_watch); iv_poster=(ImageView) findViewById(R.id.iv_movie_description_poster); vibrator=(Vibrator)getSystemService(Context.VIBRATOR_SERVICE);; } public static Bitmap getBitmapFromURL(String src) { try { Log.i("src",src); URL url = new URL(src); HttpURLConnection connection = (HttpURLConnection) url.openConnection(); connection.setDoInput(true); connection.connect(); InputStream input = connection.getInputStream(); Bitmap myBitmap = BitmapFactory.decodeStream(input); Log.i("Bitmap","returned"); return myBitmap; } catch (IOException e) { e.printStackTrace(); Log.e("Exception",e.getMessage()); return null; } } } when i am clciking on watch now button its giving me 4 options -by mozilz,by chrome,by youtube, i want that when i click on watch now button it get redirect on youtube url link,..how can i do this please give me any suggetion.:(

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  • iPad: How can I implement a scrolling timeline using a static image?

    - by BeachRunnerJoe
    I'm diving into iOS development and I'm building a simple timeline app using a static timeline image that I already have. The timeline image won't fit on the screen. The width of the image is about five times the width of the iPad screen, so I have to allow the user to scroll the image horizontally. Here's a mockup... For each item on the timeline, the user can tap it to receive a description at the bottom of the screen. My questions are... I was planning to use a UIScrollView with a PageControl at the bottom. Can a UIScrollView hold a single view that holds the entire timeline image or do I have to break the the timeline image up into multiple views? Are there any performance issues I need to consider when implementing this with a UIScrolLView, using a static image? Are there other approaches to implementing this scrollable timeline that I should consider other than using a UIScrollView? Thanks so much in advance for your wisdom!

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  • « Nokia X offre une nouvelle source de monétisation aux développeurs Android », entretien avec Olivier Lovisa de Nokia France

    « Nokia X offre une nouvelle source de monétisation aux développeurs Android » entretien avec Olivier Lovisa de Nokia FranceNokia a créé la surprise en février dernier lors de la conférence MWC en dévoilant « Nokia X Plate-forme » et la nouvelle gamme de terminaux mobiles sous le système d'exploitation dérivé de l'AOSP (Android Open Source Project). L'idée derrière ce choix stratégique est de permettre au constructeur de se repositionner sur le segment des smartphones d'entrée de gamme, où la...

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  • Android : un demi-million d'appareils activés par jour avec une croissance de 4.4 % par semaine, son succès ne faiblit pas

    Android : un demi-million d'appareils activés par jour Avec une croissance de 4.4 % par semaine, son succès ne faiblit pas Mise à jour du 28/06/2011 par Idelways Contrairement à ce que pourraient faire croire certains indices, le succès d'Android ne faiblit pas, il est même plus fort que jamais puisqu'il vient de franchir la barre des 500 000 appareils activés par jour. Et contrairement aux milestones précédents, cette nouvelle n'a été annoncée jusque-là qu'à travers le compte Twitter du guru de l'OS chez Google et son vice-président de l'ingénierie Andy Rubin. Le nombre d'activations continue d'augmenter ...

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  • How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions

    - by Eric Z Goodnight
    Have a huge folder of images needing tweaks? A few hundred adjustments may seem like a big, time consuming job—but read one to see how Photoshop can do repetitive tasks automatically, even if you don’t know how to program! Photoshop Actions are a simple way to program simple routines in Photoshop, and are a great time saver, allowing you to re-perform tasks over and over, saving you minutes or hours, depending on the job you have to work on. See how any bunch of images and even some fairly complicated photo tweaking can be done automatically to even hundreds of images at once. When Can I use Photoshop Actions? Photoshop actions are a way of recording the tools, menus, and keys pressed while using the program. Each time you use a tool, adjust a color, or use the brush, it can be recorded and played back over any file Photoshop can open. While it isn’t perfect and can get very confused if not set up correctly, it can automate editing hundreds of images, saving you hours and hours if you have big jobs with complex edits. The image illustrated above is a template for a polaroid-style picture frame. If you had several hundred images, it would actually be a simple matter to use Photoshop Actions to create hundreds of new images inside the frame in almost no time at all. Let’s take a look at how a simple folder of images and some Image editing automation can turn lots of work into a simple and easy job. Creating a New Action Actions is a default part of the “Essentials” panel set Photoshop begins with as a default. If you can’t see the panel button under the “History” button, you can find Actions by going to Window > Actions or pressing Alt + F9. Click the in the Actions Panel, pictured in the previous illustration on the left. Choose to create a “New Set” in order to begin creating your own custom Actions. Name your action set whatever you want. Names are not relevant, you’ll simply want to make it obvious that you have created it. Click OK. Look back in the layers panel. You’ll see your new Set of actions has been added to the list. Click it to highlight it before going on. Click the again to create a “New Action” in your new set. If you care to name your action, go ahead. Name it after whatever it is you’re hoping to do—change the canvas size, tint all your pictures blue, send your image to the printer in high quality, or run multiple filters on images. The name is for your own usage, so do what suits you best. Note that you can simplify your process by creating shortcut keys for your actions. If you plan to do hundreds of edits with your actions, this might be a good idea. If you plan to record an action to use every time you use Photoshop, this might even be an invaluable step. When you create a new Action, Photoshop automatically begins recording everything you do. It does not record the time in between steps, but rather only the data from each step. So take your time when recording and make sure you create your actions the way you want them. The square button stops recording, and the circle button starts recording again. With these basics ready, we can take a look at a sample Action. Recording a Sample Action Photoshop will remember everything you input into it when it is recording, even specific photographs you open. So begin recording your action when your first photo is already open. Once your first image is open, click the record button. If you’re already recording, continue on. Using the File > Place command to insert the polaroid image can be easier for Actions to deal with. Photoshop can record with multiple open files, but it often gets confused when you try it. Keep your recordings as simple as possible to ensure your success. When the image is placed in, simply press enter to render it. Select your background layer in your layers panel. Your recording should be following along with no trouble. Double click this layer. Double clicking your background layer will create a new layer from it. Allow it to be renamed “Layer 0” and press OK. Move the “polaroid” layer to the bottom by selecting it and dragging it down below “Layer 0” in the layers panel. Right click “Layer 0” and select “Create Clipping Mask.” The JPG image is cropped to the layer below it. Coincidentally, all actions described here are being recorded perfectly, and are reproducible. Cursor actions, like the eraser, brush, or bucket fill don’t record well, because the computer uses your mouse movements and coordinates, which may need to change from photo to photo. Click the to set your Photograph layer to a “Screen” blending mode. This will make the image disappear when it runs over the white parts of the polaroid image. With your image layer (Layer 0) still selected, navigate to Edit > Transform > Scale. You can use the mouse to resize your Layer 0, but Actions work better with absolute numbers. Visit the Width and Height adjustments in the top options panel. Click the chain icon to link them together, and adjust them numerically. Depending on your needs, you may need to use more or less than 30%. Your image will resize to your specifications. Press enter to render, or click the check box in the top right of your application. + Click on your bottom layer, or “polaroid” in this case. This creates a selection of the bottom layer. Navigate to Image > Crop in order to crop down to your bottom layer selection Your image is now resized to your bottommost layer, and Photoshop is still recording to that effect. For additional effect, we can navigate to Image > Image Rotation > Arbitrary to rotate our image by a small tilt. Choosing 3 degrees clockwise , we click OK to render our choice. Our image is rotated, and this step is recorded. Photoshop will even record when you save your files. With your recording still going, find File > Save As. You can easily tell Photoshop to save in a new folder, other than the one you have been working in, so that your files aren’t overwritten. Navigate to any folder you wish, but do not change the filename. If you change the filename, Photoshop will record that name, and save all your images under whatever you type. However, you can change your filetype without recording an absolute filename. Use the pulldown tab and select a different filetype—in this instance, PNG. Simply click “Save” to create a new PNG based on your actions. Photoshop will record the destination and the change in filetype. If you didn’t edit the name of your file, it will always use the variable filename of any image you open. (This is very important if you want to edit hundreds of images at once!) Click File > Close or the red “X” in the corner to close your filetype. Photoshop can record that as well. Since we have already saved our image as a JPG, click “NO” to not overwrite your original image. Photoshop will also record your choice of “NO” for subsequent images. In your Actions panel, click the stop button to complete your action. You can always click the record button to add more steps later, if you want. This is how your new action looks with its steps expanded. Curious how to put it into effect? Read on to see how simple it is to use that recording you just made. Editing Lots of Images with Your New Action Open a large number of images—as many as you care to work with. Your action should work immediately with every image on screen, although you may have to test and re-record, depending on how you did. Actions don’t require any programming knowledge, but often can get confused or work in a counter-intuitive way. Record your action until it is perfect. If it works once without errors, it’s likely to work again and again! Find the “Play” button in your Actions Panel. With your custom action selected, click “Play” and your routine will edit, save, and close each file for you. Keep bashing “Play” for each open file, and it will keep saving and creating new files until you run out of work you need to do. And in mere moments, a complicated stack of work is done. Photoshop actions can be very complicated, far beyond what is illustrated here, and can even be combined with scripts and other actions, creating automated creation of potentially very complex files, or applying filters to an entire portfolio of digital photos. Have questions or comments concerning Graphics, Photos, Filetypes, or Photoshop? Send your questions to [email protected], and they may be featured in a future How-To Geek Graphics article. Image Credits: All images copyright Stephanie Pragnell and author Eric Z Goodnight, protected under Creative Commons. Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • How to install Ubiquity into a Live CD installation image?

    - by Patrick L
    I am trying a create a small Ubuntu installation ISO image. I am using a tool called Ubuntu-Builder. To make the final ISO as small as possible, I have decided to use Ubuntu Mini Remix. It is a small Live CD without GUI. It does not come with any installer software like Ubiquity. I want to embed an installer software into the ISO image so that user can install it into harddisk. In Ubuntu-Builder, I have tried the following: Install LXDE Desktop, then install Ubiquity. But the final ISO boots into command line. Install OpenBox Desktop, then install Ubiquity. But the final ISO boots into command line. Do not install DE, directly install Ubiquity. But the final ISO still boots into command line. After booting up from ISO, I have checked the software in the OS. It seems that Ubiquity has been installed. But it didn't show up when I boot the ISO image. Anyone knows how to install Ubiquity into a Live CD ISO image? Anyone knows any text mode installer which can replace Ubiquity?

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  • Google ajoute le mode hors-ligne à ses Maps sous Android et apporte trois autres améliorations à son service de cartographie

    Google ajoute le mode hors-ligne à ses Maps sous Android Et apporte trois autres améliorations à son service de cartographie Edit du 07/06/2012, 12h par Gordon Fowler Brian McClendon, Vice-Président en charge de Google Maps, a dévoilé 3 grandes nouveautés dans Google Maps, principalement liées au mobile. Parmi ces nouveautés on trouve Google Maps Offline qui permet d'accéder à Google Maps hors-connexion pour les utilisateurs sous Android dans plus d'une centaine de pays d'ici à quelques semaines !

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