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  • New Pluralsight app for Android will bring variable speed

    Usually, it is very interesting to compare the 'same' software applications and apps between various platforms, and the Pluralsight offline players are an outstanding example to have a closer look at. The original Silverlight desktop offline player, the iOS app of Pluralsight and the new HTML5 online player all have variable playback speed. Just the Android app doesn't. But not for long. A couple of days Pluralsight finally announced that their development department found a reliable solution to provide flexible speeds. For the brave ones among us, please have a look at the public beta they are offering on their blog article.  Please be aware of, that using any Pluralsight offline player requires to have a Plus subscription. Otherwise, you cannot use the application after all.

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  • Continuous integration (with iOS and Android projects)

    - by paxx
    I'm trying to make some positive changes in my company and one of the changes is implementing continuous integration. We do mobile development (iOS/Android) so I need a CI that supports both types of projects. As you can tell I don't know a lot about CI but I've googled a little bit and I think that Jenkins and Hudson are the two most popular. I have a two part questions. Your thought on Jenkins and Hudson? Is there a way for CI to check if the project is compiling to the coding standards (like loose coupling and so on)?

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Ouya / Android : button mapping biwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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  • Setting density for Android game

    - by Asghar
    I am developing an Android game, in which a ball (bitmap) translates( is in motion). So I have provided motion equations for the ball. I have checked my app on Samsung galaxy S2 whose actual density is roundly 252 dpi, and It works fine on that. So my question is that Does these motions of bitmaps in surfaceView, depends on actual density of phone( i.e 252 dpi for S2) or generalized density(i.e 240 dpi). I am confused whether if I run this app on 235 dpi smartphone, So will it have the same performance of motion as it is on Galaxy S2( with 252 dpi) or it would be little slow ? Any help will be appreciated.

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  • Converting a WIndows Store App to Android

    - by pm_2
    I cross posted this from SO I'm very new to Xamarin. I have a few published Windows Store apps and want to convert them to Android. I'm attempting to use Xamarin for this. I'm just using the free version of Xamarin. Here's where I am so far: I am trying two apps - one was build with Monogame and one is just build on the WinRT framework. I have managed to get them both into Xamarin studio, basically by hacking the csproj files. I'm getting build errors because it's missing references. There does appear to be some equivalent Mono / .Net4 libraries, but things like Microsoft.Xna.Framework seem to be missing. So, my question is: am I going about this the right way and, if so, am I missing a step ("convert dependencies" or something)? If I'm not going about this the right way then how should I be doing this (I found very few online resources on this subject)?

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  • Android device connects to my computer, but doesn't play audio over Bluetooth

    - by bi99l35
    I turn on Bluetooth on both my devices and open up Music on my Android. I select a song to play, press the menu button, and tap "Via Bluetooth": I tap on my computer in the "Bluetooth Device Picker": Then it says, under the name of my computer: Connected to media audio Now I should technically be able to play music through my computer, since it "Just Worked" in Kubuntu with Blueman. But nope, something must be up with PulseAudio, because I hear no sound from my computer (I'm running Xubuntu 12.04). The reason I say this is that the devices list in Blueman shows indication of data transfer and it says it's connected, but in the PulseAudio Volume Control has no indication of my Bluetooth device (or Blueman) playing audio.

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  • MP3 files downloaded from cloud incomplete/cut off (Android app)

    - by rudefyet
    I noticed today on my phone (Droid X running Android 2.2.1) that when streaming the Ubuntu One app would skip to the next song before the previous one had finished. Looking into it, one of the mp3s downloaded from the server was only 2.5MB instead of 4.2MB as it shows on the server itself via one.ubuntu.com. It's happened with multiple tracks today (I remember it happening once the first time I used the app too but shrugged it off as a glitch). The app itself shows a star on the playlist item indicating the file was downloaded even though it was apparently cut off for some reason, perhaps lack of good cell coverage, or some sort of dropped connection. It seems like the latter may be happening and instead of showing an error or retrying it just stops and shows the download is complete.

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  • Android Dynamic 2D Map

    - by Deltharis
    My problem is, I want to create a 2D tiled map. Yes, I know it's been asked a lot. I've seen answers that propose the use of tiled however it only allows (or so it seems to me) to generate static maps that do not change once generated. And I need a large empty uniform space of empty tiles, upon which players may place various buildings (some spanning more than one tile and logically being the same one). How to approach this in Android? Do I make some kind of TableLayout, use arbitrarly large amount of rows and imageviews (with my emptyTile), than somehow work event-based changing of image ids from there? I'd think that only a portion of that map should be visible at a time, but I don't see how scrolling around could be the part of that structure.

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  • Which version of OpenGL for Android?

    - by akadouri
    I've been trying to learn OpenGL ES 2.0 to create a simple 2D game. I bought a book on android development, but after seeing that the author uses his own SDK that implements OpenGL ES 1.0 I decided to just use online tutorials. I've been so lost trying to find out what to use. The Matrices and shaders of 2.0 confuse me and I can't find any tutorial that just explains how to texture map a simple 2D image. Basically: OpenGL ES 1.x or 2.0 for simple 2D with little OpenGL experience If 2.0 Any good tutorials for 2.0, I've found so many for 1.0

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  • How to implement custom texture formats in Android?

    - by random1337
    What I know: Android can load PNG, BMP, WEBP,... via BitmapFactory. What I want to achive: Load my own 2D file format (e.g. 1-bit texture with a 1-bit alpha channel) and output a RGBA8888 texture. Question: Is there any interface to achieve this?(or any other way) The resulting image is used as a texture for a 3D model. Why would you do that? Saving phone memory and download bandwidth while expanding the texture at runtime to RAM seems reasonable for very simple textures.

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  • android game: how to approach mutliplayer

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

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  • Implementing scrolling buttons in android

    - by Twirling Hearth
    I want to create an Android app in which the buttons scroll up or down the screen, kind of like a "wheel", so that when the "last" button is reached, it is simply followed seamlessly by the first one. I would want it to look something like the Price Is Right wheel. (This video at 0:12.) I want the first round of buttons to be presented for the user to tap the screen and make his choice, which would lead to a second round of buttons based on the first choice, and a third round based on the second choice. I've done a number of different google searches, but nothing so far. Any ideas?

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  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

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  • C# to develop Android app

    - by opt
    I am learning C# and I'm wondering if there is the potential to develop an Android app that satisfy the need that I'm going to explain. I would basically need an app that, when launched retrieves some data from a webpage (i.e. realtime stock prices), trim the xml to find the data i need and store this value into a variable. Then some calculation is performed on this data and the result is sent via email. It is already possible to launch an app automatically based on some conditions (e.g. every 5 minutes) by using the software Tasker. It is actually also possible to retrieve the data from a webpage and save to a Tasker variable or to a txt file somewhere in the phone (or Dropbox/Box...). But I would like to do that directly via an app so that everything is done "internally" once the app is launched. If that's possible, how should I proceed? Is there any good reference I can use to address my need?

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  • Ubuntu One Files for Android will not let me log in

    - by user20867
    I installed Ubuntu One Files on my Nexus One phone. When I tap Log in on the main screen, the app tries to log in then after a few seconds returns the following message: Log-in failed, please try again later. I have an Ubuntu One account, and when I tap Register on the main screen for Ubuntu One Files, I can log in using my phone's Web browser. But if I go back to the app and try to log in, I get the same error. Again, my phone is a Nexus One running Android 2.3.4. The phone is not rooted or modded in any way.

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  • Android app, No error message but has stopped unexpectedly [migrated]

    - by user74722
    Does anyone know what is my problem. I do not have any compile error messages however when i run the app it crashes and stops unexpectedly. Here is my codes. Thank you in advance. ListView l ; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_final_project); String arr[]={"Red","Green","Blue","Yellow","Cyan"}; l=(ListView) findViewById(R.id.listView1); ArrayAdapter<String> adapter=new ArrayAdapter<String>(getApplicationContext(), android.R.layout.simple_list_item_1, arr); l.setAdapter(adapter); Button buttonOne = (Button) findViewById(R.id.button1); buttonOne.setOnClickListener(new OnClickListener(){ @Override public void onClick(View v){ setContentView(R.layout.layout_save); // setContentView(R.layout.activity_final_project); //startActivity(new Intent("com.example.finalproject.layout_save")); } }); }

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  • Android / IPhone / Desktop C++ Game Template

    - by OriginalDaemon
    I was wondering if anyone has come across any articles detailing how to set up a basic game in C++ for use in Android / IPhone / Desktop applications. My thoughts just now are that I would like to make my game as a library and have a different project for each device which just interfaces with this library. You know the kind of thing, bootstrap the program, call some library initialize, load and run routines and occasionally pass some information to the library like input. I was hoping someone would have made a template for this kind of thing but I just had no luck finding one. It seems to me that it's the kind of thing you really only have to do once, so I was hoping someone would have done it for me already.

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  • Android NDK Gaussian Blur radius stuck at 60

    - by rennoDeniro
    I implemented this NDK imeplementation of a Gaussian Blur, But I am having problems. I cannot increase the radius above 60, otherwise the activity just closes returning to a previous activity. No error message, nothing? Does anyone know why this could be? Note: This blur is based on the quasimondo implementation, here #include <jni.h> #include <string.h> #include <math.h> #include <stdio.h> #include <android/log.h> #include <android/bitmap.h> #define LOG_TAG "libbitmaputils" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__) #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__) typedef struct { uint8_t red; uint8_t green; uint8_t blue; uint8_t alpha; } rgba; JNIEXPORT void JNICALL Java_com_insert_your_package_ClassName_functionToBlur(JNIEnv* env, jobject obj, jobject bitmapIn, jobject bitmapOut, jint radius) { LOGI("Blurring bitmap..."); // Properties AndroidBitmapInfo infoIn; void* pixelsIn; AndroidBitmapInfo infoOut; void* pixelsOut; int ret; // Get image info if ((ret = AndroidBitmap_getInfo(env, bitmapIn, &infoIn)) < 0 || (ret = AndroidBitmap_getInfo(env, bitmapOut, &infoOut)) < 0) { LOGE("AndroidBitmap_getInfo() failed ! error=%d", ret); return; } // Check image if (infoIn.format != ANDROID_BITMAP_FORMAT_RGBA_8888 || infoOut.format != ANDROID_BITMAP_FORMAT_RGBA_8888) { LOGE("Bitmap format is not RGBA_8888!"); LOGE("==> %d %d", infoIn.format, infoOut.format); return; } // Lock all images if ((ret = AndroidBitmap_lockPixels(env, bitmapIn, &pixelsIn)) < 0 || (ret = AndroidBitmap_lockPixels(env, bitmapOut, &pixelsOut)) < 0) { LOGE("AndroidBitmap_lockPixels() failed ! error=%d", ret); } int h = infoIn.height; int w = infoIn.width; LOGI("Image size is: %i %i", w, h); rgba* input = (rgba*) pixelsIn; rgba* output = (rgba*) pixelsOut; int wm = w - 1; int hm = h - 1; int wh = w * h; int whMax = max(w, h); int div = radius + radius + 1; int r[wh]; int g[wh]; int b[wh]; int rsum, gsum, bsum, x, y, i, yp, yi, yw; rgba p; int vmin[whMax]; int divsum = (div + 1) >> 1; divsum *= divsum; int dv[256 * divsum]; for (i = 0; i < 256 * divsum; i++) { dv[i] = (i / divsum); } yw = yi = 0; int stack[div][3]; int stackpointer; int stackstart; int rbs; int ir; int ip; int r1 = radius + 1; int routsum, goutsum, boutsum; int rinsum, ginsum, binsum; for (y = 0; y < h; y++) { rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0; for (i = -radius; i <= radius; i++) { p = input[yi + min(wm, max(i, 0))]; ir = i + radius; // same as sir stack[ir][0] = p.red; stack[ir][1] = p.green; stack[ir][2] = p.blue; rbs = r1 - abs(i); rsum += stack[ir][0] * rbs; gsum += stack[ir][1] * rbs; bsum += stack[ir][2] * rbs; if (i > 0) { rinsum += stack[ir][0]; ginsum += stack[ir][1]; binsum += stack[ir][2]; } else { routsum += stack[ir][0]; goutsum += stack[ir][1]; boutsum += stack[ir][2]; } } stackpointer = radius; for (x = 0; x < w; x++) { r[yi] = dv[rsum]; g[yi] = dv[gsum]; b[yi] = dv[bsum]; rsum -= routsum; gsum -= goutsum; bsum -= boutsum; stackstart = stackpointer - radius + div; ir = stackstart % div; // same as sir routsum -= stack[ir][0]; goutsum -= stack[ir][1]; boutsum -= stack[ir][2]; if (y == 0) { vmin[x] = min(x + radius + 1, wm); } p = input[yw + vmin[x]]; stack[ir][0] = p.red; stack[ir][1] = p.green; stack[ir][2] = p.blue; rinsum += stack[ir][0]; ginsum += stack[ir][1]; binsum += stack[ir][2]; rsum += rinsum; gsum += ginsum; bsum += binsum; stackpointer = (stackpointer + 1) % div; ir = (stackpointer) % div; // same as sir routsum += stack[ir][0]; goutsum += stack[ir][1]; boutsum += stack[ir][2]; rinsum -= stack[ir][0]; ginsum -= stack[ir][1]; binsum -= stack[ir][2]; yi++; } yw += w; } for (x = 0; x < w; x++) { rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0; yp = -radius * w; for (i = -radius; i <= radius; i++) { yi = max(0, yp) + x; ir = i + radius; // same as sir stack[ir][0] = r[yi]; stack[ir][1] = g[yi]; stack[ir][2] = b[yi]; rbs = r1 - abs(i); rsum += r[yi] * rbs; gsum += g[yi] * rbs; bsum += b[yi] * rbs; if (i > 0) { rinsum += stack[ir][0]; ginsum += stack[ir][1]; binsum += stack[ir][2]; } else { routsum += stack[ir][0]; goutsum += stack[ir][1]; boutsum += stack[ir][2]; } if (i < hm) { yp += w; } } yi = x; stackpointer = radius; for (y = 0; y < h; y++) { output[yi].red = dv[rsum]; output[yi].green = dv[gsum]; output[yi].blue = dv[bsum]; rsum -= routsum; gsum -= goutsum; bsum -= boutsum; stackstart = stackpointer - radius + div; ir = stackstart % div; // same as sir routsum -= stack[ir][0]; goutsum -= stack[ir][1]; boutsum -= stack[ir][2]; if (x == 0) vmin[y] = min(y + r1, hm) * w; ip = x + vmin[y]; stack[ir][0] = r[ip]; stack[ir][1] = g[ip]; stack[ir][2] = b[ip]; rinsum += stack[ir][0]; ginsum += stack[ir][1]; binsum += stack[ir][2]; rsum += rinsum; gsum += ginsum; bsum += binsum; stackpointer = (stackpointer + 1) % div; ir = stackpointer; // same as sir routsum += stack[ir][0]; goutsum += stack[ir][1]; boutsum += stack[ir][2]; rinsum -= stack[ir][0]; ginsum -= stack[ir][1]; binsum -= stack[ir][2]; yi += w; } } // Unlocks everything AndroidBitmap_unlockPixels(env, bitmapIn); AndroidBitmap_unlockPixels(env, bitmapOut); LOGI ("Bitmap blurred."); } int min(int a, int b) { return a > b ? b : a; } int max(int a, int b) { return a > b ? a : b; }

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  • Android: Map Overlay Labels

    - by karnage
    I am building a MapView and I want my custom overlay items to display the name of the location they are marking when the user taps them, like the Android Maps app. I setup the onTap listener and the floating TextView to hold the location name. I still need to set it up so that it redraws the label when the user moves the map, etc. Anyway, I am wondering if I am reinventing the wheel here. Is there a built-in method I am unaware of? I would think that most implementations of MapView have labels. For reference, my implementation so far: in map xml: <LinearLayout android:id="@+id/mapBubbleWrap" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentTop="true"> <TextView android:id="@+id/mapBubble" android:layout_width="wrap_content" android:layout_height="wrap_content" android:visibility="gone" android:background="#ffffff" android:textColor="#ff0000"/> </LinearLayout> in my extended ItemizedOverlay: public boolean onTap(int index) { this.setFocus( mOverlays.get(index) ); return true; } in my Activity onFocus: public void onFocusChanged( ItemizedOverlay overlay, OverlayItem item ) { if( item != null) { mapBubble.setText(item.getTitle()); Point newPoint = mapView.getProjection().toPixels(item.getPoint(), null); mapBubbleWrap.setPadding(newPoint.x, newPoint.y-10, 0, 0); mapBubble.setVisibility(View.VISIBLE); } }

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  • Android WebView - cannot understand - Null or empty value for header "if-none-match"

    - by ganesh
    Hi When i tried to load a url i get an exception as below Uncaught handler: thread WebViewCoreThread exiting due to uncaught exception 06-16 10:22:31.471: ERROR/AndroidRuntime(635): java.lang.RuntimeException: Null or empty value for header "if-none-match" 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.net.http.Request.addHeader(Request.java:161) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.net.http.Request.addHeaders(Request.java:179) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.net.http.Request.<init>(Request.java:132) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.net.http.RequestQueue.queueRequest(RequestQueue.java:480) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.net.http.RequestHandle.createAndQueueNewRequest(RequestHandle.java:419) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.net.http.RequestHandle.setupRedirect(RequestHandle.java:195) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.webkit.LoadListener.doRedirect(LoadListener.java:1216) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.webkit.LoadListener.handleMessage(LoadListener.java:220) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.os.Handler.dispatchMessage(Handler.java:99) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.os.Looper.loop(Looper.java:123) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at android.webkit.WebViewCore$WebCoreThread.run(WebViewCore.java:471) 06-16 10:22:31.471: ERROR/AndroidRuntime(635): at java.lang.Thread.run(Thread.java:1060) the code i am using is webview = (WebView)findViewById(R.id.generalwebview); webview.getSettings().setJavaScriptEnabled(true); webview.setWebViewClient(new WebViewClient() { public boolean shouldOverrideUrlLoading(WebView view, String url) { Log.i("ReserveBooking", "Processing webview url click..."); view.loadUrl(url); return true; } public void onPageFinished(WebView view, String url) { Log.i("ReserveBooking", "Finished loading URL: " +url); } public void onReceivedError(WebView view, int errorCode, String description, String failingUrl) { Log.e("ReserveBooking", "Error: " + description); Toast.makeText(ReserveBooking.this, description, Toast.LENGTH_SHORT).show(); } }); webview.loadUrl(utls); and when i changed the emulator, this programs works without any error .Please help me to know the reason why i get this error ,is this error somehow related to cache? ,I shall be glad if someone explains ganesh

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  • Android Scan for Wifi networks

    - by Nils
    Hello, I'm trying to scan for wireless networks and found this helpful source on the net. Unfortunately it's not working and I have no idea why. My problem is that I can't wait 10 minutes for the result - I need them within a few seconds and thought about setting the boolean variable waiting on false as soon as I get a result.... well, it runs forever ... looks like nothing is received. Any idea ? Thanks. // -- Sample WiFi implementation - http://groups.google.com/group/android-developers/browse_thread/thread/f722d5f90cfae69 IntentFilter i = new IntentFilter(); i.addAction(WifiManager.SCAN_RESULTS_AVAILABLE_ACTION); registerReceiver(new BroadcastReceiver(){ @Override public void onReceive(Context c, Intent i){ // Code to execute when SCAN_RESULTS_AVAILABLE_ACTION event occurs mWifiManager = (WifiManager) c.getSystemService(Context.WIFI_SERVICE); wireless = mWifiManager.getScanResults(); // Returns a <list> of scanResults waiting = false; } } ,i); // -- End Wifi Sample mWifiManager.startScan(); while (waiting) { try { Thread.sleep(200); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } Log.d("PROJECT1","Wifi WAITING"); }

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  • Toggle Android emulator network traffic from emulator invocation

    - by highphi
    I'm working on scripts to manage large amounts of Android emulators and I need to disable all network traffic on some of them. Because I'm doing all of this on a headless server, I cannot use the F8 hotkey described on the emulater documentation. I'm currently routing the TCP traffic through a null proxy with by using emulator-arm ... -http-proxy 0.0.0.0:0 and this blocks the traffic that I want it to. I thought this was working well until I noticed some strange error messages while running my scripts. The console started outputting accept too many open files and checking the open files with lsof reveals numerous messages stating "can't identify protocol" ... emulator- 19463 username 19u sock 0,6 0t0 1976595845 can't identify protocol emulator- 19463 username 20u sock 0,6 0t0 1976595847 can't identify protocol ... The only "solution" I found to this is to kill all of the emulators and then wait until this limit is reached again, which is hardly a solution at all. Is there another way to do this while invoking the emulator? Am I incorrectly using the -htt-proxy switch to block the traffic? Other people found solutions to block traffic by manually doing this by using airplane mode, but this isn't feasible for me as I'm controlling emulators via scripts. I could send keyevents to the emulator with my script and turn the phone on in airplane mode, but I would prefer something more reliable than this.

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  • android: tesseract force close

    - by Vishnu Mohan G
    I tried the tesseract tutorial here and get the following error: 06-03 01:18:52.626: E/AndroidRuntime(15103): FATAL EXCEPTION: main 06-03 01:18:52.626: E/AndroidRuntime(15103): java.lang.ExceptionInInitializerError 06-03 01:18:52.626: E/AndroidRuntime(15103): at o.c.r.LetsTryOCrActivity.onCreate(LetsTryOCrActivity.java:28) 06-03 01:18:52.626: E/AndroidRuntime(15103): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047) 06-03 01:18:52.626: E/AndroidRuntime(15103): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1722) 06-03 01:18:52.626: E/AndroidRuntime(15103): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1784) 06-03 01:18:52.626: E/AndroidRuntime(15103): at android.app.ActivityThread.access$1500(ActivityThread.java:123) 06-03 01:18:52.626: E/AndroidRuntime(15103): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:939) 06-03 01:18:52.626: E/AndroidRuntime(15103): at android.os.Handler.dispatchMessage(Handler.java:99) 06-03 01:18:52.626: E/AndroidRuntime(15103): at android.os.Looper.loop(Looper.java:130) 06-03 01:18:52.626: E/AndroidRuntime(15103): at android.app.ActivityThread.main(ActivityThread.java:3835) 06-03 01:18:52.626: E/AndroidRuntime(15103): at java.lang.reflect.Method.invokeNative(Native Method) 06-03 01:18:52.626: E/AndroidRuntime(15103): at java.lang.reflect.Method.invoke(Method.java:507) 06-03 01:18:52.626: E/AndroidRuntime(15103): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:847) 06-03 01:18:52.626: E/AndroidRuntime(15103): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:605) 06-03 01:18:52.626: E/AndroidRuntime(15103): at dalvik.system.NativeStart.main(Native Method) 06-03 01:18:52.626: E/AndroidRuntime(15103): Caused by: java.lang.UnsatisfiedLinkError: Couldn't load lept: findLibrary returned null 06-03 01:18:52.626: E/AndroidRuntime(15103): at java.lang.Runtime.loadLibrary(Runtime.java:429) 06-03 01:18:52.626: E/AndroidRuntime(15103): at java.lang.System.loadLibrary(System.java:554) 06-03 01:18:52.626: E/AndroidRuntime(15103): at com.googlecode.tesseract.android.TessBaseAPI.(TessBaseAPI.java:42) 06-03 01:18:52.626: E/AndroidRuntime(15103): ... 14 more Please help me solve this. thanks in Advance!.

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  • OpenGL depth buffer on Android

    - by kayahr
    I'm currently learning OpenGL ES programming on Android (2.1). I started with the obligatory rotating cube. It's rotating fine but I can't get the depth buffer to work. The polygons are always displayed in the order the GL commands render them. I do this during initialization of GL: gl.glClearColor(.5f, .5f, .5f, 1); gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearDepthf(1f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); On surface-change I do this: gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100f); When I enable backface culling then everything looks correct. But backface culling is only a speed-optimization so it should also work with only the depth buffer or not? So what is missing here?

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