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  • Android Jar libraries

    - by Jeremy Edwards
    How do you setup a project that can result in a jar library file that can be used for android? I want to create a custom library across all projects. Few other questions: Does it need to be compiled against a specific version of android sdk? When an android package is compiled against a jar library does the classes necessary to work with the code get compiled with main code into the apk or does the entire jar get included? Any notable optimizations or pitfalls I need to know about with using a jar instead of integrating the code directly? Does the jar have to be signed like the apk needs to?

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  • Facebook implementation in android

    - by Sanat Pandey
    I am implementing Facebook in my app through FbRocket jar, but it gives some error as ClassNotFound, but I don't know why bcoz i have alredy added that jar in libraries........ Please help me out. 05-09 19:04:28.933: ERROR/AndroidRuntime(759): FATAL EXCEPTION: main 05-09 19:04:28.933: ERROR/AndroidRuntime(759): java.lang.NoClassDefFoundError: net.xeomax.FBRocket.FBRocket 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at org.shopzilla.android.moretab.SettingActivity.shareFacebook(SettingActivity.java:73) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at org.shopzilla.android.moretab.SettingActivity$2.onClick(SettingActivity.java:63) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at android.view.View.performClick(View.java:2485) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at android.view.View$PerformClick.run(View.java:9080) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at android.os.Handler.handleCallback(Handler.java:587) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at android.os.Handler.dispatchMessage(Handler.java:92) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at android.os.Looper.loop(Looper.java:123) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at android.app.ActivityThread.main(ActivityThread.java:3683) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at java.lang.reflect.Method.invokeNative(Native Method) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at java.lang.reflect.Method.invoke(Method.java:507) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) 05-09 19:04:28.933: ERROR/AndroidRuntime(759): at dalvik.system.NativeStart.main(Native Method) Code: package org.shopzilla.android.moretab; import java.util.List; import net.xeomax.FBRocket.FBRocket; import net.xeomax.FBRocket.Facebook; import net.xeomax.FBRocket.ServerErrorException; import org.apache.http.NameValuePair; import org.apache.http.client.HttpClient; import org.shopzilla.android.common.R; import org.shopzilla.android.facebook.FacebookActivity; import org.shopzilla.android.facebook.FacebookWebOAuthActivity; import org.shopzilla.android.twitter.TwitterActivity; import org.shopzilla.android.twitter.TwitterWebOAuthActivity; import twitter4j.http.RequestToken; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.widget.Button; import android.widget.TextView; public class SettingActivity extends Activity{ String bytesSent; HttpClient httpclient; int count1; // List with parameters and their values List<NameValuePair> nameValuePairs; TextView mText; Button btn_facebook; Button btn_twitter; FBRocket fbRocket; RequestToken rToken; String oauthVerifier; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.more_setting); Button btn_twitter = (Button)findViewById(R.id.btn_more_setting_twitter); Button btn_facebook = (Button)findViewById(R.id.btn_More_setting_facebook); btn_twitter.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { // TODO Auto-generated method stub Intent intent = new Intent(SettingActivity.this,TwitterActivity.class); startActivity(intent); //displayTwitterAuthorization(); } }); btn_facebook.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { // TODO Auto-generated method stub /*Intent intent = new Intent(SettingActivity.this,FacebookActivity.class); startActivity(intent);*/ shareFacebook(); //displayFacebookAuthorization(); //shareFacebook(); } }); } public void shareFacebook() { fbRocket = new FBRocket(SettingActivity.this, "ShopZilla", "172619129456913"); if (fbRocket.existsSavedFacebook()) { fbRocket.loadFacebook(); } else { fbRocket.login(R.layout.facebook); } } public void onLoginFail() { fbRocket.displayToast("Login failed!"); fbRocket.login(R.layout.facebook); } public void onLoginSuccess(Facebook facebook) { // TODO Auto-generated method stub fbRocket.displayToast("Login success!"); try { facebook.setStatus("This is your status"); fbRocket.displayDialog("Status Posted Successfully!! " + facebook.getStatus()); } catch (ServerErrorException e) { if (e.notLoggedIn()) { fbRocket.login(R.layout.facebook); } else { System.out.println(e); } } } }

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  • How to write an intersects for Shapes in android

    - by Rafael T
    I have an written an Object called Shape which has a Point representing the topLeftCorner and a Dimension with represents its width and height. To get the topRightCorner I can simply add the width to the topLeftPoint.x. I use to rotate them on a certain degree around their center. The problem after the rotation is, that my intersects(Shape) method fails, because it does not honor the rotation of the Shapes. The rotation will be the same for each Shape. My current implementation looks like this inside my Shape Object: public boolean intersects(Shape s){ // functions returning a Point of shape s return intersects(s.topLeft()) || intersects(s.topRight()) || intersects(s.bottomLeft()) || intersects(s.bottomRight()) || intersects(s.leftCenter()) || intersects(s.rightCenter()) || intersects(s.center()); } public boolean intersects(Point p){ return p.x >= leftX() && p.x <= rightX() && p.y >= topY() && p.y <= bottomY(); } Basically I need functions like rotatedLeftX() or rotatedTopRight() to work properly. Also for that calculation I think it doesn't matter when the topLeft point before a rotation of ie 90 will turn into topRight... I already read this and this Question here, but do not understand it fully.

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  • Unable to create suitable graphics device?

    - by kraze
    I've been following the Eye of the Dragon tutorial, which is basicly a guide to making a 2D RPG game, obviously. I recently finished the tutorial about making pop up screens in the menu and changed the screen to load as a full screen. Whenever I try and load the game it just goes black and my mouse sits there. I cannot change out of it other then with CtrlAltDel. Once i do that it says No suitable graphics card found, unable to create graphics device. I read somewhere about XNA not allowing more then one screen when any one of them is full screen. but it wasnt very informative. Anyone have any ideas whats going on and/or how to fix this? Just incase if this helps this is the code for the graphics device: public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 900; graphics.PreferredBackBufferHeight = 768; graphics.IsFullScreen = true; this.Window.Title = "Eyes of the Dragon"; Content.RootDirectory = "Content"; }

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  • Why does the android emulator camera stop unexpectedly?

    - by user490074
    I am using Android 2.2 (API Level 8). The camera is enabled in the manifest. When I try the camera icon provided by the emulator model, it runs for a few seconds showing a gray box moving around a black and white checkerboard, then dies with the error message: Sorry! The application Camera (process com.android.camera) has stopped unexpectedly. Please try again. Trying again, of course, doesn't help. I am using the provided emulator camera to compare behavior with a camera application I am working on. Why does the android emulator camera stop unexpectedly?

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  • Android: Prompt user to save changes when Back button is pressed

    - by chriskopec
    I have an activity that contains several user editable items (an EditText field, RatingBar, etc). I'd like to prompt the user if the back/home button is pressed and changes have been made that have not yet been saved. After reading through the android documentation, it seems like this piece of code should go in the onPause method. I've tried putting an AlertDialog in the onPause however the dialog gets shown and then immediately tears down because nothing is there to block the pause from completing. This is what I've come up with so far: @Override protected void onPause() { super.onPause(); AlertDialog ad = new AlertDialog.Builder(this).setMessage( R.string.rating_exit_message).setTitle( R.string.rating_exit_title).setCancelable(false) .setPositiveButton(android.R.string.ok, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { // User selects OK, save changes to db } }).setNeutralButton(android.R.string.cancel, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { // User selects Cancel, discard all changes } }).show(); } Am I on the right track or is there another way to accomplish what I'm trying to do here? Any help would be great!

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  • Android: Communication with host computer

    - by dannyn382
    I am looking for ideas as to how all of you can think to solve this issue. I am going to be using an Android Tablet as basically a touch screen input for a project. I need to be able to control servos and solenoids and such, so I will be using a Raspberry Pi to do this. I am looking for ideas on how to get the tablet and the Raspberry Pi to talk. Here are a few that I have though of so far. Use Wifi (which I really do not want to, Ethernet would be okay) to ssh into the Raspberry Pi (with an external library) and run scripts that way from the Android app. Use a com port for Android (maybe Andropod if there hardware becomes available?) and run scripts on the Raspberry Pi. Those are probably two of the "best" ideas that I can think of for now. Can anyone think of any other "better" ideas? Thanks in advance for the help, Dan

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  • changing the intensity of lighten/darken on bitmaps using PorterDuffXfermode in the Android Paint class

    - by user1116836
    Ok my orignal question has changed. How do i change the intensity of how something like this is effected? DayToNight.setXfermode(new PorterDuffXfermode(Mode.DST_IN)); in my dream world it would have worked like this DayToNight.setXfermode(new PorterDuffXfermode(Mode.DST_IN(10))); the 10 being a level of intensity. An example would be if I had a flickering candle, when the candle burns bright I want the bitmaps I am drawing to the screen to retain their origanol color and brightness, when it flickers I want the bitmaps to be almost blacked out, and I want to darken the Bitmaps as the light dims. I have equations, timers and all that figured out, just not how to actually apply it to change the color/brightness. Maybe burning the images is what im looking for? I just want to change the lightness lol. I feel like using paint.setShader might be a solution, but the information in this area is pretty limited from what i have been able to find. Any help would be appreciated. edit: to be crystal clear, i am looking for a way to lighten/darken bitmaps as I draw them to the canvas

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  • Android SurfaceView/Canvas flickering after trying to clear it

    - by Mark D
    So I am trying to clear the Canvas using canvas.drawColor(Color.BLACK) but if I just call this once, the display flickers and displays the old drawing which should have been covered up by the drawColor. Here is the important bits of my code - public void update() { //This method is called by a Thread Canvas canvas = holder.lockCanvas(null); if (canvas != null) { onDraw(canvas); } holder.unlockCanvasAndPost(canvas); } @Override protected void onDraw(Canvas canvas) { if (toClear) { canvas.drawColor(Color.BLACK); //if this is not set to change back to false, it does not flicker toClear = false; } //Draw some objects that are moving around } public void clearScreen() { //This method is called when the user pressed a button toClear = true; } After Googling around a litte, I heard about double buffering but came to the understanding that lockCanvas() and unlockCanvasAndPost() should handle this for me. What is going wrong here?

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  • Which Android app resolutions to support?

    - by wordyword
    I see on the Android SDK pages, it mentions some screen resolutions to expect on Android platforms: Small screen QVGA (240x320), 2.6"-3.0" diagonal Normal screen WQVGA (240x400), 3.2"-3.5" diagonal FWQVGA (240x432), 3.5"-3.8" diagonal HVGA (320x480), 3.0"-3.5" diagonal WVGA (480x800), 3.3"-4.0" diagonal FWVGA (480x854), 3.5"-4.0" diagonal Large screen WVGA (480x800), 4.8"-5.5" diagonal FWVGA (480x854), 5.0"-5.8" diagonal Obviously, testing an app you want to sell on all these resolutions is going to be a pain. Is there any data on what percent of android phones being used use the above resolutions? My hope is that there's only really 3 or so popular resolutions...

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  • New mainboard with 890GX chipset disables lightdm, even when using old graphics card instead of onboard graphics, startx works (Xubuntu 12.04)

    - by user99250
    I am trying to migrate an installed Xubuntu 12.04 to a new mainbaord with 890GX chipset. The Chipset has a built-in Radeon HD 4290 graphics. The system boots, but X won't start. The most suspicious message in Xorg.0.log is "ddxSigGiveUp: Closing log". When searching for this message, I found some answers like "remove your xorg.conf" (but there is none on my system). Or bug reports for fglrx (but that's not installed on my system). Or NVidia-related questions ... Interestingly, "startx" succeeds in opening a basic XFCE session. Then, I tried to disable the onboard graphics in the BIOS setup and use the old PCIe graphics card (Radeon HD 5450). No change. I don't think I can just blacklist a module, because the graphics card and the onboard graphics are covered by the same module. At the moment, use the free radeon drivers, not the restricted fglrx driver. If possible, I would like to stay on the free driver for two reasons: The fglrx driver from the ubuntu packages fails to build the kernel module. In past, I had bad experiences with the fglrx driver and changing screen config with RandR. When I connect the harddisk and the graphics card to my old mainboard, everything works again. This means, I have not screwed up my system configuration wile installing and removing the fglrx drivers. When I ordered this mainboard, I thought the 890GX is old enough to be supported and if not, I could still use my graphics card as backup solution. But without even the backup soluton, I'm screwed ... Any ideas ? Thanks and Regards, Kubuntu-Man (now switched to Xubuntu)

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  • Error while Installing Android app on Android virtual device

    - by Priyank
    Hi. I have created a small and simple android app. I tried installing it on an actual android device. But because it won't install, I created an AVD resembling my phone. I tried copying and installing app on that AVD and it still says that error. "Application xxx could not be installed on this phone". Before I tried installing my app on the phone or AVD I following steps: 1. Exported an unsigned copy of application onto my hard-drive. 2. User jarsigner to sign the app 3. Verified with jarsigner that my app is signed properly. 4. Used zipalign to optimize the app resources. I do not have an icon assigned to myapp but mandatory properties like version etc. have been specified properly. I had initially developed app using 2.1 version but because of compatability issues with my phone I reverted code to compile on 1.5 and it still doesn't get installed either on AVD or my phone. My AVD is on 2.1 though and code is compiled with 1.5. Is there a place where I can see the logs as to why app is not getting installed. It would be really helpful. Cheers

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  • Is there a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the .NET graphics world?

    - by Rao
    For the past 5 months or so, I've spent time learning C# using Andrew Troelsen's book and getting familiar with stuff in the .NET 4 stack... bits of ADO.NET, EF4 and a pinch of WCF to taste. I'm really interested in graphics development (not for games though), which is why I chose to go the .NET route when I decided choose from either Java or .NET to learn... since I heard about WPF and saw some sexy screenshots and all. I'm even almost done with the 4 WPF chapters in Troelsen's book. Now, all of a sudden I saw some post on a forum about how "WPF was dead" in the face of something called Silverlight. I searched more and saw all the confusion going on at present... even stuff like "Silverlight is dead too!" wrt HTML5. From what I gather, we are in a delicate period of time that will eventually decide which technology will stabilize, right? Even so, as someone new moving into UI & graphics development via .NET, I wish I could get some guidance from people more experienced people. Maybe I'm reading too much? Maybe I have missed some pieces of information? Maybe a path exists that minimizes tears of blood? In any case, here is a sample vomiting of my thoughts on which I'd appreciate some clarification or assurance or spanking: My present interest lies in desktop development. But on graduating from college, I wish to market myself as a .NET developer. The industry seems to be drooling for web stuff. Can Silverlight do both equally well? (I see on searches that SL works "out of browser"). I have two fair-sized hobby projects planned that will have hawt UIs with lots of drag n drop, sliding animations etc. These are intended to be desktop apps that will use reflection, database stuff using EF4, networking over LAN, reading-writing of files... does this affect which graphics technology can be used? At some laaaater point, if I become interested in doing a bit of 3D stuff in .NET, will that affect which technologies can be used? Or what if I look up to the heavens, stick out my middle finger, and do something crazy like go learn HTML5 even though my knowledge of it can be encapsulated in 2 sentences? Sorry I seem confused so much, I just want to know if there's a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the graphics world.

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  • Transferring files from computer to Android Simulator SD Card ?

    - by mgpyone
    I've tried Android Simulator for Mac and can use it well. also I've set 100 MB for SD Storage for that simulator. however, I don't found a way of transferring files from my Mac to that Android Simulator SD Storage. Current solution is I've to send files to my mail and have to access via Simulator ,then download to it . well, but it's not available fro all formats . something like image file(.img) are not allowed to download to the simulator. I've seek any folder of SD Card for Simulator within Android Folder I've extracted. I've found nothing. I want to transfer files from my HD to Android simulator SD card storage. Thus, is there any effective solution that support my idea ? I'm on Mac OS X 10.6.2.

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  • Does a modern PC require a graphics card to run?

    - by ArtM
    As I can remember, on old systems (Pentium II or III) it was not possible to boot and run the PC if the graphics card was missing (AGP cards were used in those days). Many years from then, I'm using motherboards with integrated graphics and I have no experience related to this subject, the "graphics card" always was present. Currently I intend to build a home/private "server" for my purposes and most of the motherboards I want to buy have no integrated graphics (AMD 870 or 970). I can take a normal graphics card from my firends for a few hours/days and use it when installing the necessary software. The question is: can I boot and run the PC without problems after I install everything I need and the graphics card is removed? if a general answer cannot be given, at least some examples of manufacturers/MB series/MB models will be helpfull I think it's obvious, but for completeness: I mean cheap desktop components, not real servers.

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  • Android webview doesn't playing mp4 video in same page

    - by user1668105
    I'm trying to show one local html file contains code for playing video and try to show that html file in android webview. I've used following code to for playing video: WebViewLoadVideoActivity.java //DECLARE webview variable outside of onCreate function so we can access it in other functions (menu) @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); WebView webView = (WebView) findViewById(R.id.webView1); WebSettings webSettings = webView.getSettings(); // Fetches the // WebSettings // import WebViewClient webViewClient = new WebViewClient(); webView.setWebViewClient(webViewClient); // Enabling mp4 webSettings.setPluginsEnabled(true); // Allows plugins to run which are // normally disabled in webView webView.getSettings().setBuiltInZoomControls(true); // Allows the // Android built in // zoom control webView.getSettings().setSaveFormData(true); webView.getSettings().setLoadsImagesAutomatically(true); webView.getSettings().setPluginsEnabled(true); webView.getSettings().setLoadsImagesAutomatically(true); webView.getSettings().setSupportMultipleWindows(true); webView.getSettings().setPluginsEnabled(true); webView.getSettings().setLightTouchEnabled(true); webView.getSettings().setAllowFileAccess(true); // To allow file // downloads/streams // such as mp4, mpeg, // and 3gp files webView.getSettings().setJavaScriptEnabled(true); // Enables HTML // Javascript to run // in webview webView.getSettings().setJavaScriptCanOpenWindowsAutomatically(true); webView.getSettings().setSupportZoom(true); // Support the zoom feature webView.getSettings().setSavePassword(true); // Allow users to save passwords in forms webView.setWebViewClient(new WebViewClient() { // Opens web links clicked by user in the webview @Override public void onReceivedError(WebView view, int errorCode, String description, String failingUrl) { // Handle the error } @Override public boolean shouldOverrideUrlLoading(WebView view, String url) { view.loadUrl(url); return true; } }); webView.loadUrl("file:///android_asset/test.html"); // test.html file from assets folder //... Rest of activity code... test.html <!DOCTYPE html> <html> <body> <video width="320" height="240" controls="controls"> <source src="http://www.w3schools.com/html/movie.mp4" type="video/mp4" /> Your browser does not support the video tag. </video> </body> </html> Problem Area : Android webview or Android Default Browser shows the video content in another video view when we click play button, My requirement is that video should be opened in same html page inline, so user can navigate to other page of webpage during video is playing or buffering. Research Area : I tried many other ways like, video tag of HTML5 embed tag of HTML object tag of HTML Other way of video player integration i checked so far but not worked in my requirement, Flare Video jplayer Please suggest me any way that can be suitable for my requirement, And my requirement is very simple as, I want to play video in html file as inline in webview widget of android. Thanks in Advance.

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  • Android: Showing photos runs out of memory

    - by Tom Beech
    I'm using a dialog box to display images in my android project. The first one opens fine, but when I close it and do the process again to show a different one the app falls over with a memory error (it's running on a samsung galaxy s3 - so shouldnt be an issue). Error: 10-24 11:25:45.575: E/dalvikvm-heap(29194): Out of memory on a 31961104-byte allocation. 10-24 11:25:45.580: E/AndroidRuntime(29194): FATAL EXCEPTION: main 10-24 11:25:45.580: E/AndroidRuntime(29194): java.lang.OutOfMemoryError 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:587) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:389) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:418) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.graphics.drawable.Drawable.createFromPath(Drawable.java:882) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.widget.ImageView.resolveUri(ImageView.java:569) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.widget.ImageView.setImageURI(ImageView.java:340) 10-24 11:25:45.580: E/AndroidRuntime(29194): at com.directenquiries.assessment.tool.AddAsset.loadPhoto(AddAsset.java:771) 10-24 11:25:45.580: E/AndroidRuntime(29194): at com.directenquiries.assessment.tool.AddAsset$11.onClick(AddAsset.java:748) 10-24 11:25:45.580: E/AndroidRuntime(29194): at com.android.internal.app.AlertController$AlertParams$3.onItemClick(AlertController.java:936) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.widget.AdapterView.performItemClick(AdapterView.java:292) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.widget.AbsListView.performItemClick(AbsListView.java:1359) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.widget.AbsListView$PerformClick.run(AbsListView.java:2988) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.widget.AbsListView$1.run(AbsListView.java:3783) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.os.Handler.handleCallback(Handler.java:605) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.os.Handler.dispatchMessage(Handler.java:92) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.os.Looper.loop(Looper.java:137) 10-24 11:25:45.580: E/AndroidRuntime(29194): at android.app.ActivityThread.main(ActivityThread.java:4517) 10-24 11:25:45.580: E/AndroidRuntime(29194): at java.lang.reflect.Method.invokeNative(Native Method) 10-24 11:25:45.580: E/AndroidRuntime(29194): at java.lang.reflect.Method.invoke(Method.java:511) 10-24 11:25:45.580: E/AndroidRuntime(29194): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:993) 10-24 11:25:45.580: E/AndroidRuntime(29194): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:760) 10-24 11:25:45.580: E/AndroidRuntime(29194): at dalvik.system.NativeStart.main(Native Method) Loading code: public void loadPhotoList(){ Cursor f = db.rawQuery("select * from stationphotos where StationObjectID = '"+ checkStationObjectID + "'", null); final ArrayList<String> mHelperNames= new ArrayList<String>(); if(f.getCount() != 0) { f.moveToFirst(); f.moveToFirst(); while(!f.isAfterLast()) { mHelperNames.add(f.getString(f.getColumnIndex("FilePath"))); f.moveToNext(); } } f.close(); final String [] nameStrings = new String [mHelperNames.size()]; for(int i=0; i<mHelperNames.size(); i++) nameStrings[i] = mHelperNames.get(i).toString(); AlertDialog.Builder builder = new AlertDialog.Builder(this); builder.setTitle("Select Picture"); builder.setItems(nameStrings, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int item) { loadPhoto(mHelperNames.get(item).toString()); } }); AlertDialog alert = builder.create(); alert.show(); } public void loadPhoto(String imagepath){ Dialog dialog = new Dialog(this); dialog.setContentView(R.layout.activity_show_image); dialog.setTitle("Image"); dialog.setCancelable(true); ImageView img = (ImageView) dialog.findViewById(R.id.imageView1); img.setImageResource(R.drawable.ico_partial); Uri imgUri = Uri.parse(imagepath); img.setImageURI(imgUri); dialog.show(); }

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  • Xamarin Designer for Android Article

    - by Wallym
    The latest version of Mono for Android includes a long-awaited design surface. Learn how it works.It's interesting to look at the needs of various segments of developers. When I first start looking at an environment, the first thing I need to understand is the UI. I'm not magically born with some knowledge about the environment and don't learn well by just reading, so I need some help in getting started. I found this was true when I started Windows based development in the early 1990s, Dynamic Web in the late 1990s, ASP.NET in 2000, Silverlight/WPF, iPhone and Android. I find that getting up to speed with a UI is the single biggest deterrent for someone learning a platform. I find that as a beginner I need the features provided by a design surface. It's only as I grow and become comfortable with a platform that I find that building a UI by hand is more productive. Even as I get more advanced, I still can learn from a designer, so it has value as I grow into a platform.I hope that this article helps you as you dive into Android Development.

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  • Ubuntu on Android for Samsung Galaxy note 2?

    - by schulzey
    This question is lengthy, I have to warn you. I'm generally a mac user. My setup currently consists of using mac osx and vmware (windows 7) to run one program that isn't compatible with osx or linux. This program can be run using crossover (wine) as well but it works better with vmware. I'm thinking of switching over to ubuntu as my main operating system on my computers and running vmware or crossover that way to access the program I need. No specific reason why, I guess I'm just sick of the apple/windows machine. I've always wanted to try linux so figure there is no better time than now. The point is I haven't used ubuntu yet so I don't know a lot about it. I was planning on buying the iphone 5 when I saw there is an app to setup ubuntu operating system on an android phone. I'm now thinking that this would be fantastic for me if I bought the samsung galaxy note 2 and was able to install ubuntu and either vmware or crossover to use my windows specific program for work right on my phone. The samsung galaxy note 2 has a 1.4 ghz processor and 2gb of ram which is enough to handle a modern operating system. My program does not need a lot of speed or memory to work. To be honest, the windows specific program I need would work fine on an old laptop running windows xp. My first question is if ubuntu for android is really the full operating system that lets you run programs just like a desktop pc? Is it super slow where it takes many minutes to load up ubuntu? I don't need blazing speeds, but I'd like something useable. My next question has to do with vmware or crossover. Is ubuntu for android capable of running these programs? I think it would be great to use the same operating system like ubuntu on my desktop, laptop, tablets, and phone. Thanks so much for all the help!!!

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  • Google Sky Map Turns Your Android Phone into a Digital Telescope

    - by ETC
    Whether you’re an astronomy buff or just somebody looking for a perfect “look how sweet my smartphone is!’ application, Google’s Sky Map application for Android phones is a must have app. If all the application did was show you detailed views of the night sky it would be pretty awesome based on that alone. Where Sky Map dazzles, however, is in linking together the GPS and tilt-sensors on your phone to turn your phone into a sky-watching window. Whatever you point the phone at, the screen displays. Want to see what stars are directly above you despite it being the middle of the day? Point the phone up. Curious what people on the opposite side of the word are seeing? Point the phone down and take a peek right through the Earth. Check out the video below to see the application in action: Google Sky Map is free and works wherever Android does. Google Sky Map [AppBrain] Latest Features How-To Geek ETC 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 Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • Developing professionally for iOS, Android and web - an insight

    - by Scott Roberts
    This is not really a question on how to develop all three, I know various cross platform ways and so on. But I more want to know from developer standpoint how hard it is to basically develop iOS, Android and web apps? I am currently in my first job as a mobile/web developer. I have already developed my first iPhone/iPad app and now I have to develop the app for android because the web version I tried just didn't perform as well as needed and web databases just did not seem to make the cut. But I am not sure it's possible to be good at developing all 3 in terms of remembering all the api's etc. I wouldn't say I have an issue with the programming languages just how to use the api's for the various platforms. Also, all the other languages I look at, in my spare time, just feel like I am spreading myself to thin. Is it feasible for one person to be developing ios, android and web apps? Should I think about reducing it to iOS and web based apps? I develop everything by myself, so I have no one to discuss what the best solutions are for everything and I am just trying to workout as I go along. So any cross platform developers out there? Do companies have different teams for different platforms? Any insight would just help me get my head together. Hopefully this question makes sense.

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  • How to implement a birds eye view of 2D Grid Map using Android

    - by IM_Adan
    I'm a true beginner with using the android platform and I'm having difficulties on implementing a 2D grid system for a tower defense type game. Where I can place towers on a specific tile and enemies will be able to traverse through tiles etc. What I would like is a practical explanation of how I could tackle this. A step by step guide for dummies. This is what I believe are the necessary steps to take, I think I might be wrong but I hope someone could help me out. Calculate the Width and Height of the view I'm working with. Based on that, determine the number of tiles required and their dimensions, (Still not sure how I would do this) Create each tile as a Rectangle object and draw these rectangle on a canvas I would really be grateful if someone could steer me in the right direction on how to implement a 2D Grid Map using android. I hope the answer to this questions helps the TRUE beginners out there like me. I have looked at the following links below yet I still feel that I don't trully understand what's going on. For XNA: 2D Grid based game - how should I draw grid lines? How to Create a Grid for a 2D Game? Also a quick note: All my previous game development has been in Java, mostly using Java SE and Swing. I also have good understanding of the game development process, it is only android thats confusing me :S

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  • Test a simple multi-player (upto four players) Android game in single developer machine

    - by Kush
    I'm working on a multi-player Android game (very simple it is that it doesn't have any game-engine used). The game is based on Java Socket. Four devices will connect the game server and a new thread will manage their session. The game server will server many such sessions (having 4 players each). What I'm worried about is the testing of this game. I know it is possible to run multiple android emulators, but my development laptop is very limited in capabilities (3 GB RAM, 2 Ghz Intel Core2Duo and on-board Graphics). And I'm already using Ubuntu to develop the game so that I have more user memory available than I'd have with Windows. Hence, the laptop will burn-to-death on running 4 emulator instances. I don't have access to any android device, neither I have another machine with higher configuration. And I still have to develop and test this game. P.S. : I'm a CS student, and currently don't work anywhere, and this game is college project, so if there are any paid solutions, I cannot afford it. What can I do to test the app seamlessly? ability to test even only 4 clients (i.e. only 1 session) would suffice, its alright if I can't simulate real environment with some 10-20 active game sessions (having 4 players each).

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  • Design Pattern Advice for Bluetooth App for Android

    - by Aimee Jones
    I’m looking for some advice on which patterns would apply to some of my work. I’m planning on doing a project as part of my college work and I need a bit of help. My main project is to make a basic Android bluetooth tracking system where the fixed locations of bluetooth dongles are mapped onto a map of a building. So my android app will regularly scan for nearby dongles and triangulate its location based on signal strength. The dongles location would be saved to a database along with their mac addresses to differentiate between them. The android phones location will then be sent to a server. This information will be used to show the phone’s location on a map of the building, or map of a route taken, on a website. My side project is to choose a suitable design pattern that could be implemented in this main project. I’m still a bit new to design patterns and am finding it hard to get my head around ones that may be suitable. I’ve heard maybe some that are aimed at web applications for the server side of things may be appropriate. My research so far is leading me to the following: Navigation Strategy Pattern Observer Pattern Command Pattern News Design Pattern Any advice would be a great help! Thanks

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  • Developing professionally for both iOS, Android, web - an insight

    - by Scott Roberts
    This is not really a question on how to develop for both, I know various cross platform ways and so on. But I more want to know from developer standpoint how hard it is to basically develop iOS, Android and web apps? I am currently in my first job as a mobile/web developer. I have already developed my first iPhone/iPad app and now I have to develop the app for android because the web version I tried just didn't perform as well as needed and web databases just did not seem to make the cut. But I am not sure it's possible to be good at developing all 3 in terms of remembering all the api's etc. I wouldn't say I have an issue with the programming languages just how to use the api's for the various platforms. Also, all the other languages I look at, in my spare time, just feel like I am spreading myself to thin. Is it feasible for one person to be developing ios, android and web apps? Should I think about reducing it to iOS and web based apps? I develop everything by myself, so I have no one to discuss what the best solutions are for everything and I am just trying to workout as I go along. So any cross platform developers out there? Do companies have different teams for different platforms? Any insight would just help me get my head together. Hopefully this question makes sense.

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