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  • Exception in Tab program

    - by Kooper
    Here is main code: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Resources res = getResources(); TabHost tabHost = getTabHost(); Intent intent= new Intent(); intent.setClass(this,EGCQuery.class); tabHost.addTab(tabHost.newTabSpe("egcquery").setIndicator ("EGCQuery", res.getDrawable(R.drawable.egcquery)) .setContent(intent)); tabHost.addTab(tabHost.newTabSpec("patientinfo").setIndicator("PatientInfo", res.getDrawable(R.drawable.patientinfo)) .setContent(R.layout.main2)); tabHost.addTab(tabHost.newTabSpec("compinterp").setIndicator("Comp_Interp", res.getDrawable(R.drawable.compinterp)) .setContent(R.layout.main3)); tabHost.setCurrentTab(0)

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  • Is it ok to perform DB operation on UI thread?

    - by user648462
    I am using a database to persist the state of a search form. I am using the onPause method to persist the data and the onResume method to restore it. My opinion is that restoring and persisting state should be a blocking operation so I plan to perform the database operations on the UI thread. I know this is generally discouraged but the operations should be quick and I think if they were done asynchronously they could lead to inconsistent UI behaviour. Any advice

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  • How to display Preferences in a View

    - by Sybiam
    I'm building some sort of wizard to create user accounts in Sync and Manage account. I use a ViewFlipper my activity has to be an AccountAuthenticatorActivity. That said it also means I can't inherit PreferenceActivity. So I looked up in the code of PreferenceActivity and I believe it should be possible to have a PreferenceView that inherit from ListView. The Activity part of PreferenceActivity isn't really needed as far as I know. Though the PreferenceManager is what really blocks me. private PreferenceManager onCreatePreferenceManager() { PreferenceManager preferenceManager = new PreferenceManager(this, FIRST_REQUEST_CODE); preferenceManager.setOnPreferenceTreeClickListener(this); return preferenceManager; } This function imply that we can instatiate PreferenceManager using the operator new. Apparently, the sdk hide the constructor of the PreferenceManager. I'm kind of confused. Is there a way to inflate my preferences and display them without PreferenceActivity?

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  • Andriond send event from first activity and receive on the second.

    - by jitm
    Hello, I have two activities. The first activity display list of the users with short info. And after select some user I go to the second activity for display full info about this user. For send event I used startActivityForResult(); for receive event in socond activity and added public void onActivityResult(int requestCode, int resultCode, Intent data). After start project I send intend from first activity and I do not receive in the second :(. How I can receive sent event in second activity? Thank you...

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  • Getting contacts when ids are known

    - by frieza
    Hi, I have a list of 'n' contact ids corresponding to which I need to obtain the contact details. One simple way to make n queries using the contact ids and retrieve those contacts. But this will be very time-consuming especially if n is large. I would like to know if there is any simpler way to obtain these results (like batch query etc).

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  • Simple question about the lunarlander example.

    - by Smills
    I am basing my game off the lunarlander example. This is the run loop I am using (very similar to what is used in lunarlander). I am getting considerable performance issues associated with my drawing, even if I draw almost nothing. I noticed the below method. Why is the canvas being created and set to null each cycle? @Override public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas();//null synchronized (mSurfaceHolder) { updatePhysics(); doDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } Most of the times I have read anything about canvases it is more along the lines of: mField = new Bitmap(...dimensions...); Canvas c = new Canvas(mField); My question is: why is Google's example done that way (null canvas), what are the benefits of this, and is there a faster way to do it?

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  • How to set the size of spinner

    - by Rakesh
    Hi Guys,I want to know how to set the size of spinner.When i added large values to spinner list,the spinner expands and as result it pushes the labelField to the further left. I want to know the how to set the spinner size to be a constant one

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  • How to change ScrollView's position after touch?

    - by Matt
    I'm trying to make a ScrollView with a list of numbers in it that the user can select from. After the user touches and scrolls, after the finger is lifted I want the scroll to "snap" to the item in the middle of the ScrollView and give me the output. My ScrollView contains a vertical linear layout with TextView objects in it. The ScrollView's vertical size is about 60sp. I think this would involve the ScrollView.onTouch with a ACTION_UP, but I don't know how to use it. Also, is there a way to get an item's index or value based on a position in the list? Thanks!

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  • need help in sms reader

    - by pranay
    i intend to develop an app which would speak to the user the message he desires in the inbox. I have successfully created an app where there is a text box and when the user finishes typing in it and presses a speak button, he can hear what he has written, now how do i extend this to the desired app? please could someone please guide me on this?

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  • no more hitcollision at 1 life

    - by user1449547
    So I finally got my implementation of lives fixed, and it works. Now however when I collide with a ghost when I am at 1 life, nothing happens. I can fall to my death enough times for a game over. from what i can tell the problem is that hit collision is not longer working, because it does not detect a hit, I do not fall. the question is why? update if i kill myself fast enough it works, but if i play for like 30 seconds, it stops the hit collision detection on my ghosts. platforms and springs still work. public class World { public interface WorldListener { public void jump(); public void highJump(); public void hit(); public void coin(); public void dying(); } public static final float WORLD_WIDTH = 10; public static final float WORLD_HEIGHT = 15 * 20; public static final int WORLD_STATE_RUNNING = 0; public static final int WORLD_STATE_NEXT_LEVEL = 1; public static final int WORLD_STATE_GAME_OVER = 2; public static final Vector2 gravity = new Vector2(0, -12); public Hero hero; public final List<Platform> platforms; public final List<Spring> springs; public final List<Ghost> ghosts; public final List<Coin> coins; public Castle castle; public final WorldListener listener; public final Random rand; public float heightSoFar; public int score; public int state; public int lives=3; public World(WorldListener listener) { this.hero = new Hero(5, 1); this.platforms = new ArrayList<Platform>(); this.springs = new ArrayList<Spring>(); this.ghosts = new ArrayList<Ghost>(); this.coins = new ArrayList<Coin>(); this.listener = listener; rand = new Random(); generateLevel(); this.heightSoFar = 0; this.score = 0; this.state = WORLD_STATE_RUNNING; } private void generateLevel() { float y = Platform.PLATFORM_HEIGHT / 2; float maxJumpHeight = Hero.hero_JUMP_VELOCITY * Hero.hero_JUMP_VELOCITY / (2 * -gravity.y); while (y < WORLD_HEIGHT - WORLD_WIDTH / 2) { int type = rand.nextFloat() > 0.8f ? Platform.PLATFORM_TYPE_MOVING : Platform.PLATFORM_TYPE_STATIC; float x = rand.nextFloat() * (WORLD_WIDTH - Platform.PLATFORM_WIDTH) + Platform.PLATFORM_WIDTH / 2; Platform platform = new Platform(type, x, y); platforms.add(platform); if (rand.nextFloat() > 0.9f && type != Platform.PLATFORM_TYPE_MOVING) { Spring spring = new Spring(platform.position.x, platform.position.y + Platform.PLATFORM_HEIGHT / 2 + Spring.SPRING_HEIGHT / 2); springs.add(spring); } if (rand.nextFloat() > 0.7f) { Ghost ghost = new Ghost(platform.position.x + rand.nextFloat(), platform.position.y + Ghost.GHOST_HEIGHT + rand.nextFloat() * 3); ghosts.add(ghost); } if (rand.nextFloat() > 0.6f) { Coin coin = new Coin(platform.position.x + rand.nextFloat(), platform.position.y + Coin.COIN_HEIGHT + rand.nextFloat() * 3); coins.add(coin); } y += (maxJumpHeight - 0.5f); y -= rand.nextFloat() * (maxJumpHeight / 3); } castle = new Castle(WORLD_WIDTH / 2, y); } public void update(float deltaTime, float accelX) { updatehero(deltaTime, accelX); updatePlatforms(deltaTime); updateGhosts(deltaTime); updateCoins(deltaTime); if (hero.state != Hero.hero_STATE_HIT) checkCollisions(); checkGameOver(); checkFall(); } private void updatehero(float deltaTime, float accelX) { if (hero.state != Hero.hero_STATE_HIT && hero.position.y <= 0.5f) hero.hitPlatform(); if (hero.state != Hero.hero_STATE_HIT) hero.velocity.x = -accelX / 10 * Hero.hero_MOVE_VELOCITY; hero.update(deltaTime); heightSoFar = Math.max(hero.position.y, heightSoFar); } private void updatePlatforms(float deltaTime) { int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); platform.update(deltaTime); if (platform.state == Platform.PLATFORM_STATE_PULVERIZING && platform.stateTime > Platform.PLATFORM_PULVERIZE_TIME) { platforms.remove(platform); len = platforms.size(); } } } private void updateGhosts(float deltaTime) { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); ghost.update(deltaTime); if (ghost.state == Ghost.GHOST_STATE_DYING && ghost.stateTime > Ghost.GHOST_DYING_TIME) { ghosts.remove(ghost); len = ghosts.size(); } } } private void updateCoins(float deltaTime) { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); coin.update(deltaTime); } } private void checkCollisions() { checkPlatformCollisions(); checkGhostCollisions(); checkItemCollisions(); checkCastleCollisions(); } private void checkPlatformCollisions() { if (hero.velocity.y > 0) return; int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); if (hero.position.y > platform.position.y) { if (OverlapTester .overlapRectangles(hero.bounds, platform.bounds)) { hero.hitPlatform(); listener.jump(); if (rand.nextFloat() > 0.5f) { platform.pulverize(); } break; } } } } private void checkGhostCollisions() { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); if (hero.position.y < ghost.position.y) { if (OverlapTester.overlapRectangles(ghost.bounds, hero.bounds)){ hero.hitGhost(); listener.hit(); } break; } else { if(hero.position.y > ghost.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, ghost.bounds)){ hero.hitGhostJump(); listener.jump(); ghost.dying(); score += Ghost.GHOST_SCORE; } break; } } } } private void checkItemCollisions() { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); if (OverlapTester.overlapRectangles(hero.bounds, coin.bounds)) { coins.remove(coin); len = coins.size(); listener.coin(); score += Coin.COIN_SCORE; } } if (hero.velocity.y > 0) return; len = springs.size(); for (int i = 0; i < len; i++) { Spring spring = springs.get(i); if (hero.position.y > spring.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, spring.bounds)) { hero.hitSpring(); listener.highJump(); } } } } private void checkCastleCollisions() { if (OverlapTester.overlapRectangles(castle.bounds, hero.bounds)) { state = WORLD_STATE_NEXT_LEVEL; } } private void checkFall() { if (heightSoFar - 7.5f > hero.position.y) { --lives; hero.hitSpring(); listener.highJump(); } } private void checkGameOver() { if (lives<=0) { state = WORLD_STATE_GAME_OVER; } } }

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  • Gson serialization depending on field value

    - by Serj Lotutovici
    I have a POJO that is similar to: public class MyGsonPojo { @Expose @SerializedName("value1") private String valueOne; @Expose @SerializedName("value2") private boolean valueTwo; @Expose @SerializedName("value3") private int valueThree; // Getters and other stuff here } The issue is that this object has to be serialized into a json body for a call to the server. Some fields are optional for the request and if I even send it with default and null values, the API responds differently (Unfortunately changing the api is not an option). So basically I need to exclude fields from serialization if any of them is set to a default value. For example if the field valueOne is null the resulting json should be: { "value2" : true, "value3" : 2 } Any idea how to make this a painless effort? I wouldn't want to build the json body manually. Any help would be great. Thank you in advice.

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  • SlidingDrawer handle design issue

    - by bali182
    I would like to create a SlidingDrawer, which has a handle like this: Until now i tought my solution was ok, which was: 1.) I created a 9 patch: As you can see, the center part is not strechable, only the two sides (and the height, if needed). On most of the phones i got the desired result, shown above. 2.) Put it in this layout (just pseudo-code): <SlidingDrawer (fullscreen)> <Button as handle (full width, backround the 9patch)/> <LinearLayout as content /> </SlidingDrawer> However, i tested the app on my friend's new Galaxy S3, and the result was something like this: The part, which should be centered, was completely off one side. And i have no idea, why and it bugs me since then. My Question: Is this the prefered way (9 patch with full width) to acomplish the look i want? If not, could someone suggest me a better solution?

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  • Use Contact API in Aapplication.

    - by MAkS
    In my application i want to add new contacts to my application's database is there any way to use contact API. OR Is there any to use Contact Content provider to store application's contact info instead of using separate Database

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  • Same Activity called twice... Issue with Multiple AsyncTasks?

    - by stormin986
    I have three simultaneous instances of an AsyncTask for download three files. When two particular ones finish, at the end of onPostExecute() I check a flag set by each, and if both are true, I call startActivity() for the next Activity. I am currently seeing the activity called twice, or something that resembles this type of behavior. Since the screen does that 'swipe left' kind of transition to the next activity, it sometimes does it twice (and when I hit back, it goes back to the same activity). It's obvious two versions of the activity that SHOULD only get called once are being put on the Activity stack. Could this be from both onPostExecute()s executing simultaneously and both checking the flags each other set at the exact same time? This seems extremely unlikely since two processes would have to be running line-by-line in parallel... *EDIT* A lot removed from this question since I was way off in what I thought was wrong. Nonetheless I found the answer here quite useful, so I have edited the question to reflect the useful parts.

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  • error with passing my object with serializable?

    - by Jony Scherman
    i was trying to send my object class GastronomyElement to another activity but i have got this error java.lang.RuntimeException: Parcelable encountered IOException writing serializable object (name = com.example.despegarteproject.classes.GastronomyElement) i have seen another posts like this but i couldn not solve it. this is my class code public class GastronomyElement implements Serializable { String id, name, formattedAddress, formattedPhoneNumber, reference, photo; List<String> photos; Boolean openNow; Horarios horarios; List<Review> reviews; String priceLevel; double latitude, longitude; Double rating; public String getName () { return name; } public void setName (String name) { this.name = name; } public String getId () { return id; } public void setId (String id) { this.id = id; } public String getFormattedAddress () { return formattedAddress; } public void setFormattedAddress (String formattedAddress) { this.formattedAddress = formattedAddress; } public String getReference () { return reference; } public void setReference (String reference) { this.reference = reference; } public String getPhoto () { return photo; } public void setPhoto (String photo) { this.photo = photo; } public List<String> getPhotos () { return photos; } public void setPhotos (List<String> photos) { this.photos = photos; } public double getLatitude() { return latitude; } public void setLatitude (double latitude) { this.latitude = latitude; } public double getLongitude() { return longitude; } public void setLongitude (double longitude) { this.longitude = longitude; } public Double getRating () { return rating; } public void setRating (Double rating) { this.rating = rating; } public Boolean getOpenNow () { return openNow; } public void setOpenNow (Boolean openNow) { this.openNow = openNow; } public Horarios getHorarios () { return horarios; } public void setHorarios (Horarios horarios) { this.horarios = horarios; } public String getPriceLevel () { return priceLevel; } public void setPriceLevel (String priceLevel) { this.priceLevel = priceLevel; } public String getFormattedPhoneNumber () { return formattedPhoneNumber; } public void setFormattedPhoneNumber (String formattedPhoneNumber) { this.formattedPhoneNumber = formattedPhoneNumber; } public List<Review> getReviews () { return reviews; } public void setReviews (List<Review> reviews) { this.reviews = reviews; } } and this is how i am sending it Intent act = new Intent (context, ActivityLugarDetalles.class); act.putExtra("elementDetails", elementDetails); startActivity(act); i would appreciate your help! thank you!

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  • ListView - Index and Position Behavior upon restart()

    - by tunneling
    I am using a ListView with an ArrayAdapter that holds objects. When I select an item, I am capturing the position and index of the selected item. If I scroll down prior to selection, the position and index represent the location of the item in the list. Selecting that items takes me to another activity. When I use the back button to return to the list, it seems that the ListView get's a new position and index for the visible items. As a result, I can't figure out how to reference the selected item during the restart() of the ListView Activity. I have tried to caputure position and index, but as I've said, they change upon returning to the Activity. Is my understanding of the ListView "redraw" correct? Does it renumber my items based on what's visible? -When in the life cycle is getView() called? Is there a way to force an update to the ListView so that my caputured index still points to the same object? Thanks, Jason

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  • How can you tell if an activity is starting or resuming?

    - by Joren
    I have an activity which pulls some JSON from my server, and then uses it to draw a list. That list launches further activities. My problem is that I can't figure out a way to tell if the activity is still alive when you go back to it, so I end up re-querying my JSON from the server and redrawing the list every time the user goes back to the activity. How can I tell if my activity is still alive so I can skip the redraw? Using onRestart works for hitting the home key then going back, but onCreate not onRestart is called if I selected a list item then hit back.

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  • Listview dsplaying Issue

    - by raj
    I am using LinearLayout to display ListView Adding Button at the Top. Then adding Listview bellow the button. Problem is that Listview take the entire screen at the time of scroll. At the time of scroll the first cell of the ListView went in the Background of the button. Is there any solution to strict the List below the button?

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  • How to show own view in Spinner Widget instead of Text View?

    - by Janusz
    I have a selection for some items using a spinner widget. At the moment the spinner will load a simple Textview and show the name of the item. It is possible to define an own view to show inside the spinner row? I would suspect it being similar to a custom List row. I simply want to show an individual icon left from the spinner text for each item in the list.

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