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  • Clickable widgets in android

    - by Leif Andersen
    The developer documentation has seemed to have failed me here. I can create a static widget without thinking, I can even create a widget like the analogue clock widget that will update itself, however, I can not for the life of me figure out how to create a widget that reacts to when a user clicks on it. Here is the best code sample that the developer documentation gives to what a widget activity should contain (the only other hint being the API demos, which only creates a static widget): public class ExampleAppWidgetProvider extends AppWidgetProvider { public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds) { final int N = appWidgetIds.length; // Perform this loop procedure for each App Widget that belongs to this provider for (int i=0; i<N; i++) { int appWidgetId = appWidgetIds[i]; // Create an Intent to launch ExampleActivity Intent intent = new Intent(context, ExampleActivity.class); PendingIntent pendingIntent = PendingIntent.getActivity(context, 0, intent, 0); // Get the layout for the App Widget and attach an on-click listener to the button RemoteViews views = new RemoteViews(context.getPackageName(), R.layout.appwidget_provider_layout); views.setOnClickPendingIntent(R.id.button, pendingIntent); // Tell the AppWidgetManager to perform an update on the current App Widget appWidgetManager.updateAppWidget(appWidgetId, views); } } } from: The Android Developer Documentation's Widget Page So, it looks like pending intent is called when the widget is clicked, which is based off of an intent (I'm not quite sure what the difference between an intent and a pending intent is), and the intent is for the ExampleActivity class. So I made my sample activity class a simple activity that when created, would create a mediaplayer object, and start it (it wouldn't ever release the object, so it would eventually crash, here is it's code: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); MediaPlayer mp = MediaPlayer.create(getApplicationContext(), R.raw.sound); mp.start(); } However, when I added the widget to the home screen, and clicked on it, nothing played, in fact, nothing played when I set the update timer to just a few hundred milliseconds (in the appwidget provider xml file). Furthermore, I set break points and found out that not only was it never reaching the activity, but no break points I set would ever get triggered. (I still haven't figured out why that is), however, logcat seemed to indicate that the activity class file was being run. So, is there anything I can do to get an appwidget to respond to a click? As the onClickPendingIntent() method is the closest I have found to a onClick type of method. Thank you very much.

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  • Help in using shape drawable as my background xml

    - by n179911
    I really appreciate if someone can help me with using how to use shape drawable as my background xml for my view. This is what I tried: But I never get the color. Android always gives me black text on white background, regardless what color attribute I put. <?xml version="1.0" encoding="utf-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle"> <stroke android:width="1dip" android:color="#FBBB" /> <solid android:color="#6000"/> </shape> I tried , does not work <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle" android:color="#6000> </shape> I tried , does not work <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle" android:background="#6000> </shape> I google this is the limited result I found to try.

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  • Ho to stop scrolling in a Gallery Widget?

    - by Alexi
    I loaded some images into a gallery. Now I'm able to scroll but once started scrolling the scrolling won't stop. I would like the gallery to just scroll to the next image and then stop until the user does the scroll gesture again. this is my code import android.widget.ImageView; import android.widget.Toast; import android.widget.AdapterView.OnItemClickListener; public class GalleryExample extends Activity { private Gallery gallery; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); gallery = (Gallery) findViewById(R.id.examplegallery); gallery.setAdapter(new AddImgAdp(this)); gallery.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView parent, View v, int position, long id) { Toast.makeText(GalleryExample.this, "Position=" + position, Toast.LENGTH_SHORT).show(); } }); } public class AddImgAdp extends BaseAdapter { int GalItemBg; private Context cont; private Integer[] Imgid = { R.drawable.a_1, R.drawable.a_2, R.drawable.a_3, R.drawable.a_4, R.drawable.a_5, R.drawable.a_6, R.drawable.a_7 }; public AddImgAdp(Context c) { cont = c; TypedArray typArray = obtainStyledAttributes(R.styleable.GalleryTheme); GalItemBg = typArray.getResourceId(R.styleable.GalleryTheme_android_galleryItemBackground, 0); typArray.recycle(); } public int getCount() { return Imgid.length; } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } public View getView(int position, View convertView, ViewGroup parent) { ImageView imgView = new ImageView(cont); imgView.setImageResource(Imgid[position]); i.setScaleType(ImageView.ScaleType.FIT_CENTER); imgView.setBackgroundResource(GalItemBg); return imgView; } } } and the xmlLayout file <?xml version="1.0" encoding="utf-8"?> <LinearLayout android:id="@+id/LinearLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android" > <Gallery xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/examplegallery" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </LinearLayout>

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  • How to dynamic adjust the number of columns in Table layout

    - by michael
    Hi, I create a TableLayout which has 3 equally-wide columns (I put 'stretchColumns="*" in my TableLayout which has 3 TextViews). See below: But my questions is why I set one of the TextView to 'visibility' to Gone in my java code, the TableLayout does not re-size to 2 qually-wide columns which fit the whole screen. I have even call 'tableLayout.requestLayout()' after i set the visibility to Gone.' How can I achieve what I want? Thank you. <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/textpanel" android:stretchColumns="*"> <TableRow android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/text1" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <TextView android:id="@+id/text2" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <TextView android:id="@+id/text3" android:layout_width="fill_parent" android:layout_height="wrap_content"/> </TableRow> </TableLayout>

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  • How to dynamic adjust the width of columns in Table layout

    - by michael
    Hi, I create a TableLayout which has 3 equally-wide columns (I put 'stretchColumns="*" in my TableLayout which has 3 TextViews). See below: But my questions is why I set one of the TextView to 'visibility' to Gone in my java code, the TableLayout does not re-size to 2 qually-wide columns which fit the whole screen. I have even call 'tableLayout.requestLayout()' after i set the visibility to Gone.' How can I achieve what I want? Thank you. <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/textpanel" android:stretchColumns="*"> <TableRow android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/text1" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <TextView android:id="@+id/text2" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <TextView android:id="@+id/text3" android:layout_width="fill_parent" android:layout_height="wrap_content"/> </TableRow> </TableLayout>

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  • How to use Broadcast Receiver in different Applications in Android?

    - by Sebi
    Hi I have here two applications in two different projects in eclipse. One application (A) defines an activity (A1) which is started first. Then i start from this activity the second activity (B1) in the second project (B). This works fine. I start it the following way: Intent intent = new Intent("pacman.intent.action.Launch"); intent.addFlags(Intent.FLAG_ACTIVITY_SINGLE_TOP); startActivity(intent); Now i want to send intents bewtween the two activities by using broadcast receivers. In activity A1 i send the intents the following way: Intent intent = new Intent("pacman.intent.action.BROADCAST"); intent.putExtra("message","Wake up."); sendBroadcast(intent); The part of the manifest file in activity A1 that is responsible for this broadcast is the following: <activity android:name="ch.ifi.csg.games4blue.games.pacman.controller.PacmanGame" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.BROADCAST" /> </intent-filter> </activity> In the receiving activity, I define the receiver the following way in the manifest file: <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".PacmanGame" android:label="@string/app_name" android:screenOrientation="portrait"> <intent-filter> <action android:name="pacman.intent.action.Launch" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> <receiver android:name="ch.ifi.csg.games4blue.games.pacman.controller.MsgListener" /> </activity> </application> The class message listener is implemented this way: public class MsgListener extends BroadcastReceiver { /* (non-Javadoc) * @see android.content.BroadcastReceiver#onReceive(android.content.Context, android.content.Intent) */ @Override public void onReceive(Context context, Intent intent) { System.out.println("Message at Pacman received!"); } } Unfortunately, the message is never received. Although the method in activity A1 is called, i never receive an intent in B1. Any hints how to solve this? Thanks a lot!

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  • Layout Question - OnItemClickListener not working now

    - by user244190
    Ok, after figuring out the earlier question 'Layout Question', now my OnItemClickListener, and ItemLongClickListener(ContextMenu) have stopped working. With just the TextView it works fine xml: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/txtVehName" android:hint="@string/VEH_NAME" android:textSize="18dp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="10dip" android:layout_alignParentBottom="true" > </TextView> <RadioButton android:id="@+id/rbDefault" android:text="" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentRight="true" android:layout_alignParentBottom="true" > </RadioButton> </RelativeLayout> Anyone have any ideas as to why this would stop working? thanks

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  • Is there a faster way to launch Activity on Android when using maven?

    - by Kamilski81
    Within Eclipse, everything works perfectly when I run 'mvn install android:deploy'...however, this takes about 18 seconds to complete. Is there a faster way to launch my android application. When I try to run my main Activity via 'Android Application' I get a huge stack trace: 09-05 14:03:09.915: E/AndroidRuntime(689): FATAL EXCEPTION: main 09-05 14:03:09.915: E/AndroidRuntime(689): java.lang.RuntimeException: Unable to instantiate activity ComponentInfo{com.soraapps.android.purseprideapp/com.soraapps.android.purseprideapp.PursePrideActivity}: java.lang.ClassNotFoundException: com.soraapps.android.purseprideapp.PursePrideActivity in loader dalvik.system.PathClassLoader[/data/app/com.soraapps.android.purseprideapp-2.apk] 09-05 14:03:09.915: E/AndroidRuntime(689): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1569) 09-05 14:03:09.915: E/AndroidRuntime(689): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 09-05 14:03:09.915: E/AndroidRuntime(689): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 09-05 14:03:09.915: E/AndroidRuntime(689): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 09-05 14:03:09.915: E/AndroidRuntime(689): at android.os.Handler.dispatchMessage(Handler.java:99) 09-05 14:03:09.915: E/AndroidRuntime(689): at android.os.Looper.loop(Looper.java:123) 09-05 14:03:09.915: E/AndroidRuntime(689): at android.app.ActivityThread.main(ActivityThread.java:3683) 09-05 14:03:09.915: E/AndroidRuntime(689): at java.lang.reflect.Method.invokeNative(Native Method) 09-05 14:03:09.915: E/AndroidRuntime(689): at java.lang.reflect.Method.invoke(Method.java:507) 09-05 14:03:09.915: E/AndroidRuntime(689): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) 09-05 14:03:09.915: E/AndroidRuntime(689): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) 09-05 14:03:09.915: E/AndroidRuntime(689): at dalvik.system.NativeStart.main(Native Method) 09-05 14:03:09.915: E/AndroidRuntime(689): Caused by: java.lang.ClassNotFoundException: com.soraapps.android.purseprideapp.PursePrideActivity in loader dalvik.system.PathClassLoader[/data/app/com.soraapps.android.purseprideapp-2.apk] 09-05 14:03:09.915: E/AndroidRuntime(689): at dalvik.system.PathClassLoader.findClass(PathClassLoader.java:240) 09-05 14:03:09.915: E/AndroidRuntime(689): at java.lang.ClassLoader.loadClass(ClassLoader.java:551) 09-05 14:03:09.915: E/AndroidRuntime(689): at java.lang.ClassLoader.loadClass(ClassLoader.java:511) 09-05 14:03:09.915: E/AndroidRuntime(689): at android.app.Instrumentation.newActivity(Instrumentation.java:1021) 09-05 14:03:09.915: E/AndroidRuntime(689): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1561) 09-05 14:03:09.915: E/AndroidRuntime(689): ... 11 more Here is my pom.xml: https://gist.github.com/3656482 And here is what my files look like after I try building and running the project. (see gen and bin folders) http://cl.ly/image/3Q0x052S2Z3Q

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  • Switch between speakerphone and headset on Android

    - by user210504
    Hi! I wish to know if there is a way, using which we can switch between the speaker and headset dynamically in an android application. I am using this sample code, I found online for my experiments final float frequency = 440; float increment = (float)(2*Math.PI) * frequency / 44100; // angular increment for each sample float angle = 0; AndroidAudioDevice device = new AndroidAudioDevice( ); AudioManager am = (AudioManager)getSystemService(AUDIO_SERVICE); am.setMode(AudioManager.MODE_IN_CALL); float samples[] = new float[1024]; int count = 0; while( count < 10 ) { count++; for( int i = 0; i < samples.length; i++ ) { samples[i] = (float)Math.sin( angle ) ; angle += increment; } device.writeSamples( samples ); } device.stop(); am.setMode(AudioManager.MODE_NORMAL); ---- next class public class AndroidAudioDevice { AudioTrack track; short[] buffer = new short[1024]; public AndroidAudioDevice( ) { int minSize =AudioTrack.getMinBufferSize( 44100, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT ); track = new AudioTrack( AudioManager.STREAM_VOICE_CALL, 44100, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT, minSize, AudioTrack.MODE_STREAM); track.play(); } public void writeSamples(float[] samples) { fillBuffer( samples ); track.write( buffer, 0, samples.length ); } private void fillBuffer( float[] samples ) { if( buffer.length < samples.length ) buffer = new short[samples.length]; for( int i = 0; i < samples.length; i++ ) buffer[i] = (short)(samples[i] * Short.MAX_VALUE);; } public void stop() { track.stop(); } } As per my understanding this should play audio on headset, because we have not enabled the speaker phone. However, the audio is playing on the speaker phone. 1 Am I doing something wrong here? 2 What would be a way to switch between internal speaker and speaker phone dynamically for same code peice Any help will be appreciated.

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  • Android Set up Question - Which API Level do I Install?

    - by Greg
    Hi all, I'm trying to set up the Android SDK on Ubuntu. Someday I want to make apps that can reach most of the market. I've heard I need to make the apps compatible with Android 1.6 for this. Does that mean everything I install should be for Android 1.6 (API level 4?). Will I have any trouble running the apps on my phone with is Android 2.1?

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  • Progress dialog getting dismissed before the thread gets finished - Android

    - by user264953
    Hi experts, I use the code provided by Fedor in the following link, in order to get the latitude and longitude from my simple demo app. I am trying to fetch the latitude and longitude using the MyLocation class provided by him in that link. What is the simplest and most robust way to get the user's current location in Android? I try to fetch the latitude and longitude on a button click. On the button click, I start an async task and delegate the location fetching work to the do in background method of my asynctask. pre execute - progressdialog initiated. post execute - progress dialog dismissed. This is how, the progress dialog in my code should work and here is the issue which I have. THe progress dialog gets initiated correctly, but even before the latitude and longitude gets printed in the doinbackground method, the progress dialog gets dismissed. I do not understand why this happens. Here is my front end activity public class LocationServices extends Activity { MyLocation myLocation = new MyLocation(); LocationResult locationResult; TextView tv1, tv2; Location location; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); tv1 = (TextView) findViewById(R.id.tv1); tv2 = (TextView) findViewById(R.id.tv2); Button btn = (Button) findViewById(R.id.Button01); btn.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { new LocationAsyncTasking().execute(); } }); } public class LocationAsyncTasking extends AsyncTask<String, Void, Void> { ProgressDialog dialog; int totalAvail; protected void onPreExecute() { // this.dialog.setMessage("Inserting data..."); dialog = new ProgressDialog(LocationServices.this); this.dialog.setMessage("Fetching data..."); this.dialog.show(); } protected Void doInBackground(String... args) { Looper.prepare(); locationResult = new LocationResult() { public void gotLocation(Location location) { // TODO Auto-generated method stub // LocationServices.this.location = location; System.out.println("Progress dialog should be present now - latitude"+location.getLatitude()); System.out.println("Progress dialog should be present now - longitude"+location.getLongitude()); } }; myLocation.getLocation(LocationServices.this, locationResult); return (null); } protected void onProgressUpdate(Integer... progress) { } protected void onPostExecute(Void unused) { dialog.dismiss(); } } } I am quite puzzled, thinking of what makes this progress dialog disappear even before the SOP in doinbackground is finished. Experts, please help me understand and resolve this issue. Any help in this regard is well appreciated. Looking forward, Best Regards, Rony

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  • Intercepting POST in WebView using NDK

    - by ravi
    I am trying to intercept http POST method in WebView android, but not able to find any suitable method for the same. In API 11 there is a method shouldInterceptRequest, but it gives only webviewq and url as parameters so cater only GET request, it doesnot provide POST body data and request type indicator. My question : Is there any way to override this method in android NDK ? or if i can pass a flag which identify request and also i can provide POST data. Also if you have any other solution, tell me.

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  • How can I run an android frame animation without it skewing?

    - by GameDev123
    I have a small state machine that runs a series of frame by frame animations in an ImageView, in a nested hierarchy of layouts. There is more than adequate space to display each frame of the animation. Each frame of the animation is cropped to fit the minimum amount of area, in order to save memory. If a frame only contains 50x50 worth of pixels then the png is 50x50. There is no transparent padding to keep them the same size. The ImageView is directly within a RelativeLayout, and is anchored to the bottom left with some padding. The general idea being that the character in the animation performs some action, which results in individual frames of the animation growing or shrinking. The issue is that individual frames of animation are skewed, and there does not appear to be any way of preventing this. If I set the source of the imageview directly to one of the frames of animation, it displays fine in the layout manager. I have tried this with Adjust View Bounds set to true, false, and undefined. I have tried using the background and the src attribute of imageview to set the animation drawable, I have tried every configuration of layout manager and setting minimum/maximum size that I can think of, and it still stretches the character on various frames depending on the size of the source png. In essence, all I want to do is say "I want this ImageView to anchor in the bottom left and then display any frame that happens to be in it without stretching or skewing it in any way aside from that which occurred when the frame png's were loaded." Seems simple, but I have yet to come across any way of doing it. Here is the layout of the imageview as of my last test, I had to remove bits of the XML to get it to display but nothing pertinent: RelativeLayout android:orientation="horizontal" android:layout_above="@+id/MenuOptions" android:layout_width="fill_parent" android:id="@+id/AnimationLayout" android:clipChildren="false" android:minHeight="180dp" android:layout_height="fill_parent" android:layout_below="@+id/GameBarLayout" ImageView android:id="@+id/animatedImg" android:layout_height="wrap_content" android:layout_width="wrap_content" android:visibility="visible" android:baselineAlignBottom="true" android:minHeight="180dp" android:minWidth="200dp" android:adjustViewBounds="true" android:layout_alignParentBottom="true" android:paddingLeft="30dp" android:paddingBottom="10dp" android:src="@drawable/idle01"/ImageView /RelativeLayout Here is how an animation is set up: animationDrawable = new AnimationDrawable(); animationDrawable.addFrame(res.getDrawable(R.drawable.idle01), 16); animationDrawable.addFrame(res.getDrawable(R.drawable.idle02), 16); animationDrawable.addFrame(res.getDrawable(R.drawable.idle03), 16);

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  • Google Play: how dev can give (already purchased) app to customer as a gift?

    - by Tertium
    Yes, SO, I know, it's not a "programmer's" question:) But customers sometimes help us (devs) with our code, so we (devs) shold be grateful. I think answer to my question will be useful for all fellow android devs. User has purchased my app. Refund period (15min) is over of course. Now I'd like to return money to him as a gift, because he helped me in testing a little. If I refund the entire order in Checkout-Orders will user keep my app 'purchased'? I mean will he be able to uninstall and install it again from GooglePlay-MyApps and will app be marked "purchased"? Will Google LVL accept him to run the app? I've done such refunds before, but then they called it "Android Market", and refund was 12h, and there were no LVL. Maybe somebody know another way to make a small gift using Google Play?

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  • Game doesn't Quit properly

    - by W.K.S
    I have an app that so far consists of two Activities: The Main Menu Activity. The Game Activity The Main Menu Activity contains a button that starts the Game Activity with the following code: public void onClick(View clickedButton) { switch(clickedButton.getId()) { case R.id.buttonPlay: Intent i = new Intent("apple.banana.BouncingBallActivity"); startActivity(i); break; } When the user is done with the Game Activity, he presses the back button. This calls the onPause() method first, which pauses the animation thread of the game. It then calls the onStop() which calls finish() on the activity altogether. The user is returned to the Main Menu activity. The code is outlined below: public class BouncingBallActivity extends Activity{ private BouncingBallView bouncingBallView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); bouncingBallView = new BouncingBallView(this); bouncingBallView.resume(); setContentView(bouncingBallView); } @Override protected void onPause() { super.onPause(); bouncingBallView.pause(); } @Override protected void onResume() { super.onResume(); bouncingBallView.resume(); } @Override protected void onStop() { super.onStop(); this.finish(); } } The problem is that this only works if I launch the application from Eclipse. When I click on the app icon, the game starts from the Game Activity. The main menu activity does not appear. I am not clear about why this happens. It could be something to do with the manifest. I've pasted the relevant portions below: <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" > <activity android:name=".BouncingBallActivity" android:label="@string/app_name" android:screenOrientation="landscape" > <intent-filter> <action android:name="apple.banana.BouncingBallActivity" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> </activity> <activity android:name=".MainMenu" android:label="@string/app_name" android:screenOrientation="portrait" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> I'd really appreciate any help with this. Thanks.

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  • Restoring android after ubuntu touch fails

    - by deimus
    I'm trying to restore android after playing around with ubuntu touch I follow exactly the same steps described the ubuntu's wiki page i.e. Download the factory image corresponding to your device's model and version (initial table has links). Ensure the device is connected and powered on. Extract the downloaded file and cd into the extracted directory. run adb reboot-bootloader run ./flash-all.sh (use sudo if lack of permissions on the workstation don't allow you to talk to the device). The archive is downloaded successfully, checked the sha1 checksum everything is ok. But the ./flash-all.sh fails like this sending 'bootloader' (2308 KB)... OKAY [ 0.513s] writing 'bootloader'... OKAY [ 0.292s] finished. total time: 0.805s rebooting into bootloader... OKAY [ 0.007s] finished. total time: 0.008s sending 'radio' (12288 KB)... OKAY [ 2.668s] writing 'radio'... OKAY [ 1.372s] finished. total time: 4.040s rebooting into bootloader... OKAY [ 0.009s] finished. total time: 0.009s archive does not contain 'boot.sig' archive does not contain 'recovery.sig' failed to allocate 435793780 bytes error: update package missing system.img My device is Nexus 4. Tried both 4.2.2 and 4.3 androind versions for Nexus 4 still the same. Any ideas how problem can be solved ?

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  • Android Design - Service vs Thread for Networking

    - by Nevyn
    I am writing an Android app, finally (yay me) and for this app I need persistant, but user closeable, network sockets (yes, more than one). I decided to try my hand at writing my own version of an IRC Client. My design issue however, is I'm not sure how to run the Socket connectivity itself. If I put the sockets at the Activity level, they keeps getting closed shortly after the Activity becomes non-visible (also a problem that needs solving...but I think i figured that one out)...but if I run a "connectivity service", I need to find out if I can have multiple instances of it running (the service, that is...one per server/socket). Either that or a I need a way to Thread the sockets themselves and have multiple threads running that I can still communicate with directly (ID system of some sort). Thus the question: Is it a 'better', or at least more "proper" design pattern, to put the Socket and networking in a service, and have the Activities consume said service...or should I tie the sockets directly to some Threaded Process owned by the UI Activity and not bother with the service implementation at all? I do know better than to put the networking directly on the UI thread, but that's as far as I've managed to get.

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  • create a simple game board android

    - by user2819446
    I am a beginner in Android and I want to create a very simple 2D game. I've already programmed a Tic-Tac-Toe game. The drawing of the game board and connecting it with my game and input logic was quite difficult (as it was done separately, canvas drawing, calculating positions, etc). By now I figured out that there must be a simpler way. All I want is a simple grid; something like this: http://www.blelb.com/deutsch/blelbspots/spot29/images/hermannneg.gif. The edges should be visible and black, and each cell editable, containing either an image or nothing, so I can detect if the player is on that cell or not, move it... Think of it as Chess or something similar. Searching the internet during the last days, I am a bit overwhelmed of all the different options. After all, I think Gridview or Gridlayout is what I am searching for, but I'm still stuck. I hope you can help me with some good advice or maybe a link to a nice tutorial. I have checked several already, and none were exactly what I was searching for.

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  • Functional Languages that compile to Android's Dalvik VM?

    - by Berin Loritsch
    I have a software problem that fits the functional approach to programming, but the target market will be on the Android OS. I ask because there are functional languages that compile to Java's VM, but Dalvik bytecode != Java bytecode. Alternatively, do you know if the dx utility can intelligently convert the .class files generated from functional languages like Scala? Edit: In order to add a bit more helpfulness to the community, and also to help me choose better, can I refine the question a bit? Have you used any alternate languages with Dalvik? Which ones? What are some "gotchas" (problems) that I might run into? Is performance acceptable? By that, I mean the application still feels responsive to the user. I've never done mobile phone development, but I grew up on constrained devices and I'm under no illusion that there is a cost to using non-standard languages with the platform. I just need to know if the cost is such that I should shoe-horn my approach into default language (i.e. apply functional principles in the OOP language).

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate instance of the extended thread class each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate thread each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • android app unable to connect to the hsqldb server

    - by Chinta
    I am trying to connect my android app to the hsql db server. Server runs on computer-1. I can connect to the db server from local machine through java as well as Db-visualizer. I can connect to the db server from another computer(computer-2) using Db-visualizer with comouter-1 ip address. Now trying to connect from my app in Nexus 7 the same way I was connecting from computer-2. I am getting "No Suitable Driver" error. Below is the log. 11-02 12:01:41.235: W/System.err(9803): connection string <jdbc:hsqldb:hsql://192.168.2.6:9001/qBank> 11-02 12:01:41.235: W/System.err(9803): user id string <SA> 11-02 12:01:41.235: W/System.err(9803): password string <> 11-02 12:01:41.235: W/System.err(9803): ERROR: failed to get connection. 11-02 12:01:41.235: W/System.err(9803): java.sql.SQLException: No suitable driver 11-02 12:01:41.235: W/System.err(9803): at java.sql.DriverManager.getConnection(DriverManager.java:186) 11-02 12:01:41.235: W/System.err(9803): at java.sql.DriverManager.getConnection(DriverManager.java:213) 11-02 12:01:41.235: W/System.err(9803): at com.scan.util.GatherData.getConnection(GatherData.java:135)

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  • Move a 2D square on y axis on android GLES2

    - by Dan
    I am trying to create a simple game for android, to start i am trying to make the square move down the y axis but the way i am doing it dosent move the square at all and i cant find any tutorials for GLES20 The on draw frame function in the render class updates the users position based on accleration dew to gravity, gets the transform matrix from the user class which is used to move the square down, then the program draws it. All that happens is that the square is drawn, no motion happens public void onDrawFrame(GL10 gl) { user.update(0.0, phy.AccelerationDewToGravity); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Re draws black background GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, user.SquareVB);//triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glUniformMatrix4fv(maPositionHandle, 1, false, user.getTransformMatrix(), 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } The update function in the player class is public void update(double vh, double vv) { Vh += vh; // Increase horrzontal Velosity Vv += vv; // Increase vertical velosity //Matrix.translateM(mMMatrix, 0, (int)Vh, (int)Vv, 0); Matrix.translateM(mMMatrix, 0, mMMatrix, 0, (float)Vh, (float)Vv, 0); }

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  • Unity3D Android : Game Over/Retry

    - by user3666251
    Im making a simple 2D game for android using the Unity3D game engine.I created all the levels and everything but Im stuck at making the game over/retry menu.So far I've been using new scenes as a game over menu.I used this simple script : pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu' : #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes,obscales(the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful? I've been searching the web but didn't find anything useful according to my issue. Thank you.

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