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  • HTC Android device mounted as USB drive is read-only unless I'm root

    - by Ian Dickinson
    When I connect my HTC Incredible S to my Ubuntu 10.10 system as a USB drive, the device seems to mount OK, but is read-only unless I access it as root. For example, if I run nautilus, I can't drag and drop files to the SD-card in the phone, but if I run sudo nautilus I can. I have USB debug support set on the phone (Applications > Development > USB debugging) and I have added a rule for the device in /etc/udev/rules.d/51-android.rules on my Ubuntu system. Any suggestions as to how I can mount the drive so that I can copy content to the SD card without needing to sudo? Update Following advice from waltinator, I added the following line to my /etc/fstab: UUID=3537-3834 /media/usb1 vfat rw,user,noexec,nodev,nosuid,noauto However, the Android device is still being auto-mounted on /media/usb1 with uid and gid root. Update 2 syslog output: Nov 21 23:38:40 rowan-15 usbmount[4352]: executing command: mount -tvfat -osync,noexec,nodev,noatime,nodiratime /dev/sdd1 /media/usb1 Nov 21 23:38:40 rowan-15 usbmount[4352]: executing command: run-parts /etc/usbmount/mount.d

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Storing data for use on Android and Windows Applications

    - by Andy Mepham
    I posted this last night on StackOverflow and was advised to move it over to StackExchange, thank you for taking a moment to look at my question. I'm developing a project proposal for my final year project at University and as I aim to use programming languages I am currently not too familiar with I'm looking for some guidance - I can't include details of my project but hopefully you will understand what I'm after. I'm going to be creating an Android application (in Java) and a Windows Application (in C#) that will ideally access, query and update a remotely hosted Database or set of XML files (this would most likely be over the Internet). I've done some looking around the internet and SQLite seems like a safe-bet for cross-platform manipulation of the database; however I would like to keep the system as lightweight as possible and I'm wondering whether XML files may provide a better alternative? Anyone out there that has experience using SQLite and/or remotely hosted XML for the purposes of Android and/or C# development that could point me in the right direction? If there is an alternative solution other than those I have mentioned I would be interested to hear about them too. Thank you for taking the time to read my question. Edit: The purpose of this application is for a small scale business, the data source would not need to be updated by more than one source but may be view from multiple sources (i.e. through multiple phones and a desktop PC). The database wouldn't be updating masses of data at a time (most likely single rows of a few tables at the most).

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  • How to Enable Priority Inbox on Android (and Setup Important-Only Notifications)

    - by The Geek
    Yesterday Google released an updated Gmail application for Android 2.2 phones that supports the Priority Inbox feature—and more importantly, allows you to change your notifications to only alert you for important email. Let’s take a look. Note: If you’ve never used Priority Inbox, you should really give it a try—it rearranges your email into what is and isn’t important, and you can customize how it classifies messages easily. The idea is that it learns over time, so if you send a lot of emails back and forth with somebody, it will know that they are probably important—you can manually adjust the settings as well. To update the Gmail application, you’ll want to head into the Market and access Menu –> Downloads, where you should see Gmail in the list, and it should let you update from there. If you don’t see an update, you’re either not running Android 2.2, or it has already updated automatically Latest Features How-To Geek ETC The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek Settle into Orbit with the Voyage Theme for Chrome and Iron Awesome Safari Compass Icons Set Escape from the Exploding Planet Wallpaper Move Your Tumblr Blog to WordPress Pytask is an Easy to Use To-Do List Manager for Your Ubuntu System Snowy Christmas House Personas Theme for Firefox

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  • Need a good quality bitmap rotation algorithm for Android

    - by Lumis
    I am creating a kaleidoscopic effect on an android tablet. I am using the code below to rotate a slice of an image, but as you can see in the image when rotating a bitmap 60 degrees it distorts it quite a lot (red rectangles) – it is smudging the image! I have set dither and anti-alias flags but it does not help much. I think it is just not a very sophisticated bitmap rotation algorithm. canvas.save(); canvas.rotate(angle, screenW/2, screenH/2); canvas.drawBitmap(picSlice, screenW/2, screenH/2, pOutput); canvas.restore(); So I wonder if you can help me find a better way to rotate a bitmap. It does not have to be fast, because I intend to use a high quality rotation only when I want to save the screen to the SD card - I would redraw the screen in memory before saving. Do you know any comprehensible or replicable algorithm for bitmap rotation that I could programme or use as a library? Or any other suggestion? EDIT: The answers below made me think if Android OS had bilinear or bicubic interpolation option and after some search I found that it does have its own version of it called FilterBitmap. After applying it to my paint pOutput.setFilterBitmap(true); I get much better result

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  • Ubuntu for Phones / Touch vs Android, IOS and BlackBerry OS

    - by Ome Noes
    Currently I have a LG Google Nexus 4 with lots of issues because of the latest android 4.3 update. Since the update my battery drains within 7 hours when in it's standby / idle and even faster when I use it normaly! Before the Nexus 4 I had an Iphone but got sick of IOS because for me it's to much of a closed operating system and I dislike having to work with either Windows or Itunes. At this point neither Google or LG is willing to provide me (and all the others that have similar Nexus 4 problems) with a solution or even a reaction... Also i'm not very fond of the idea that the NSA (and maybe others) can and is currently monitoring millions of Android, IOS and BlackBerry OS devices all over the world. Since i've been using Ubuntu now very happily for almost 5 years I see Ubuntu for Phones / Touch as the only remedy for all this BS. Please be so kind to let me know when you will have a fully functioning version of your Ubuntu for Phones / Touch ready for consumer use. I'm realy sad that the Ubuntu Edge campaign didn't work out and hope to see lots and lots of future smartphones outfitted with Ubuntu a.s.a.p.! Keep up the good work!

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  • Android: Not able to experiment on own?

    - by user221287
    I have just started learning Android App Development a few days ago, with prior knowledge of C/C++, HTML and CSS. This is the situation I am facing Repeatedly: I am learning from a Video Tutorial Series, after each video, or each few videos, I say myself: Let's use what I have just learnt in the simple (and also "meaningless") app that I have made so far by watching the tutorials. I start implementing it, but then after a few minutes, I realize that I cannot do it because I do not know a few other syntax related to the particular thing, (or) I do not know whether these things can be combined with these other things by the use of . (dot). Whatever I try, I get either an error in eclipse or "Sorry...the app com.example.simple has stopped unexpectedly...." when the app runs. Then I search StackOverflow, Google and learn that what I want to implement requires learning about a few more classes, syntax and creating a few more java classes. I am not able to experiment on my own. Is it normal? Is it the HARD-WAY in which one is supposed to learn? Should I first learn Java and then come back to Android - would that be helpful?

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  • Shows different behaviour in release and debug mode .apk

    - by Ashique Muhammed
    My android application get restarted when I take the application from home screen, but this not a consistent. Some time it works perfectly (resume with the last visited activity). My application contains a splash screen activity and 5 activities in tab layout. Usage Start application After splash screen the application shows one of the activity in tab Press home button Try to invoke application from home screen Application gets restarted, it is not happening always. I am working on actual device. Android version 2.3.3 Here is the root activity in my manifest file. <activity android:name="com.nes.smrt.gui.Survey" android:theme="@android:style/Theme.NoTitleBar" android:screenOrientation="portrait" android:alwaysRetainTaskState="true"> <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> Any help would be greatly appreciated!

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  • How to create 3 equally wide TextView which fill parent across the screen

    - by hap497
    HI, Can you please tell me how can I create 3 equally wide TextView which fill parent across the screen? I tried doing this, but the width of the TextView are different: it is 149, 89, 89. <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:stretchColumns="*" android:shrinkColumns="*"> <TextView android:id="@+id/t1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_column="0"/> <TextView android:id="@+id/t2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_column="1"/> <TextView android:id="@+id/t3" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_column="2"/>

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  • Showing ImageView next to TextView in a ListView

    - by KDEx
    So I have a listview that is displaying correctly. When the item is "turned on" the text is white and when it's turned off it's grey. That part all functions great. However when I add the ImageView into the mix I get a null pointer exception. I don't understand why. I've tried using bitmaps as well and get the same problem. Here is some code: @Override public void bindView(View view, Context context, Cursor cursor) { TextView rRule = (TextView) view.findViewById(R.id.rule_text); TextView rType = (TextView) view.findViewById(R.id.rule_type); ImageView iChecked = (ImageView) view.findViewById(R.id.checkBox); String ruleName = cursor.getString(1); int ruleType = cursor.getInt(2); String ruleEnabled = cursor.getString(3); switch (ruleType) { /*...some irrelevant code */ } if (ruleEnabled.equals("true")) { rRule.setTypeface(null, Typeface.BOLD); rRule.setTextColor(Color.WHITE); iChecked.setVisibility(View.VISIBLE); //line 271 } else if (ruleEnabled.equals("false")) { rRule.setTypeface(null, Typeface.NORMAL); rRule.setTextColor(Color.GRAY); iChecked.setVisibility(View.GONE); } rRule.setText(ruleName); } Per request the error log: (Sorry was under the impression null pointers dont say anything helpful..I know the error is the imageview) 06-29 10:29:02.777: E/AndroidRuntime(29516): FATAL EXCEPTION: main 06-29 10:29:02.777: E/AndroidRuntime(29516): java.lang.NullPointerException 06-29 10:29:02.777: E/AndroidRuntime(29516): at com.company.app.DefaultRulesList$RulesAdapter.bindView(DefaultRulesList.java:271) 06-29 10:29:02.777: E/AndroidRuntime(29516): at com.company.app.DefaultRulesList$RulesAdapter.newView(DefaultRulesList.java:284) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.CursorAdapter.getView(CursorAdapter.java:246) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.AbsListView.obtainView(AbsListView.java:2033) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.ListView.makeAndAddView(ListView.java:1772) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.ListView.fillDown(ListView.java:672) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.ListView.fillFromTop(ListView.java:732) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.ListView.layoutChildren(ListView.java:1625) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.AbsListView.onLayout(AbsListView.java:1863) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.View.layout(View.java:11278) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.ViewGroup.layout(ViewGroup.java:4224) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1628) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:1486) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.LinearLayout.onLayout(LinearLayout.java:1399) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.View.layout(View.java:11278) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.ViewGroup.layout(ViewGroup.java:4224) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.FrameLayout.onLayout(FrameLayout.java:431) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.View.layout(View.java:11278) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.ViewGroup.layout(ViewGroup.java:4224) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1628) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:1486) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.LinearLayout.onLayout(LinearLayout.java:1399) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.View.layout(View.java:11278) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.ViewGroup.layout(ViewGroup.java:4224) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.widget.FrameLayout.onLayout(FrameLayout.java:431) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.View.layout(View.java:11278) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.ViewGroup.layout(ViewGroup.java:4224) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1489) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.view.ViewRootImpl.handleMessage(ViewRootImpl.java:2442) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.os.Handler.dispatchMessage(Handler.java:99) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.os.Looper.loop(Looper.java:137) 06-29 10:29:02.777: E/AndroidRuntime(29516): at android.app.ActivityThread.main(ActivityThread.java:4424) 06-29 10:29:02.777: E/AndroidRuntime(29516): at java.lang.reflect.Method.invokeNative(Native Method) 06-29 10:29:02.777: E/AndroidRuntime(29516): at java.lang.reflect.Method.invoke(Method.java:511) 06-29 10:29:02.777: E/AndroidRuntime(29516): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:784) 06-29 10:29:02.777: E/AndroidRuntime(29516): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:551) 06-29 10:29:02.777: E/AndroidRuntime(29516): at dalvik.system.NativeStart.main(Native Method) Code for iChecked (where the id is called) <ImageView android:id="@+id/checkBox" android:padding="2dip" android:layout_width="wrap_content" android:layout_height="wrap_content" android:background="@android:drawable/checkbox_on_background"/>

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  • How to show empty view when ListView is empty?

    - by Sheehan Alam
    Here is my layout. For some reason the empty view (TextView in this case) always appears, even when the List is not empty. I thought the ListView would automatically detect when to show the empty view. How can I hook up the empty view properly? <RelativeLayout android:id="@+id/LinearLayoutAR" android:layout_height="fill_parent" android:layout_width="fill_parent"> <ListView android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/ARListView"></ListView> <ProgressBar android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/arProgressBar" android:layout_centerHorizontal="true" android:layout_centerVertical="true"></ProgressBar> <!-- Here is the view to show if the list is emtpy --> <TextView android:id="@id/android:empty" android:layout_width="match_parent" android:layout_height="match_parent" android:text="No Results" /> </RelativeLayout>

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  • Android MediaPlayer ignores it's internal volume when the system volume changes

    - by Daniel Flower
    Hi, here is my situation: I have a media player playing music in an Android application. I've found that with certain headphones, the volume is much too loud even when the volume is set to it's lowest setting. As a result, I want to change the volume of the music for all volume levels to be 10% of what it normally is (actually, this value is user-defined of course). The following works perfectly: mediaPlayer.setVolume(0.1f, 0.1f); The volume of the music is now at a good level for listening. However, if the user now changes the volume using the volume rocker (thus changing the music stream volume), the media player changes the volume as expected, but it also seems to reset the 'setVolume' parameters to 1.0, causing a massive volume change. Setting the volume back to 0.1 sets the volume to how it should be (which is 10% of the current music stream volume). To quote the Android docs for the MediaPlayer.setVolume method: This API is recommended for balancing the output of audio streams within an application How can you do this if it gets reset to 1.0 each time the system volume changes? Any help muchly appreciated. Thanks.

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  • Android Get Image Uri from Camera

    - by josnidhin
    Hi I have an application that calls the android phone's default camera to take photo the following is my code. Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); startActivityForResult(intent, TAKE_PICTURE); and in the onActivityResult method I am doing the following if ((requestCode == TAKE_PICTURE) && (resultCode == Activity.RESULT_OK)) { Uri photoPath = intent.getData(); // do something with the uri here } The above code works fine on htc Tatto and Sony ericsson's x10 running 1.6 but in on htc G1 running 1.6 the above code causes the following exception 03-08 18:54:25.906: ERROR/AndroidRuntime(4344): Uncaught handler: thread main exiting due to uncaught exception 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): java.lang.RuntimeException: Failure delivering result ResultInfo{who=null, request=1, result=-1, data=Intent { act=inline-data (has extras) }} to activity removed java.lang.NullPointerException 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.app.ActivityThread.deliverResults(ActivityThread.java:3224) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.app.ActivityThread.handleSendResult(ActivityThread.java:3266) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.app.ActivityThread.access$2600(ActivityThread.java:116) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1823) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.os.Handler.dispatchMessage(Handler.java:99) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.os.Looper.loop(Looper.java:123) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.app.ActivityThread.main(ActivityThread.java:4203) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at java.lang.reflect.Method.invokeNative(Native Method) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at java.lang.reflect.Method.invoke(Method.java:521) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at dalvik.system.NativeStart.main(Native Method) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): Caused by: java.lang.NullPointerException 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at removed 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.app.Activity.dispatchActivityResult(Activity.java:3624) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): at android.app.ActivityThread.deliverResults(ActivityThread.java:3220) 03-08 18:54:25.966: ERROR/AndroidRuntime(4344): ... 11 more Any insights into how to solve this problem. Thank you.

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  • Changing the Android emulator locale automatically

    - by Christopher
    For automated testing (using Hudson) I have a script that generates a bunch of emulators for many combinations of Android OS version, screen resolution, screen density and language. This works fine, except for the language part. I need to find a way to change the Android system locale automatically. Here's some approaches I can think of, in order of preference: Extracting/editing/repacking a QEMU image directly before starting the emulator Running some sort of system-locale-changing APK on the emulator after startup Changing the locale settings on the emulator filesystem after startup Changing the locale settings in some SQLite DB on the emulator after startup Running a key sequence (via the emulator's telnet interface) that would open the settings app and change the locale Manually starting the emulator for each platform version, changing the locale by hand in the settings, saving it and archiving the images for later deployment Any ideas whether this can be done, either via the above methods or otherwise? Do you know where locale settings are persisted to/read from by the system? Solution: Thanks to dtmilano's info about the relevant properties, and some further investigation on my part, I came up with a solution even better and simpler simpler than all the ideas above! I have updated the answer below with the details.

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  • Android NDK jni problem

    - by Donal Rafferty
    I have started teaching myself about the Android NDK and I have followed this example here - http://marakana.com/forums/android/android_examples/49.html I have followed the steps perfectly but when I run the application I get the following error: Trying to load lib /data/data/com.cnetworks.ndk/lib/libndk_demo.so 0x435c2d20 Added shared lib /data/data/com.cnetworks.ndk/lib/libndk_demo.so 0x435c2d20 No JNI_OnLoad found in /data/data/com.cnetworks.ndk/lib/libndk_demo.so 0x435c2d20 +++ not scanning '/system/lib/libwebcore.so' for 'hello' (wrong CL) +++ not scanning '/system/lib/libmedia_jni.so' for 'hello' (wrong CL) WARN/dalvikvm(5191): No implementation found for native Lcom/cnetworks/ndk/NativeLib;.hello ()Ljava/lang/String; Here is the java code, nativeLib.hello() is causing the problem. public class NDKdemo2 extends Activity { NativeLib nativeLib; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); nativeLib = new NativeLib(); String helloText = nativeLib.hello(); // Update the UI TextView outText = (TextView) findViewById(R.id.textOut); outText.setText(helloText); } } Has anyone had the same problem before and able to tell me whats wrong?

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  • Remove appearance of TextField in droidText : Android

    - by AnujAroshA
    I am trying to create a PDF using droidText library. There I want to place some text content in the middle of the page but align to left. I was unable to do with Paragraph class and setAlignment() method. So I have decided to use TextField class. Below is the code I have used, Document document = new Document(PageSize.A4); try { PdfWriter writer = PdfWriter.getInstance(document, new FileOutputStream(android.os.Environment.getExternalStorageDirectory() + java.io.File.separator + "TextFields.pdf")); document.open(); TextField tf = new TextField(writer, new Rectangle(100, 300, 200, 350), "Content"); tf.setText("This is the content of text field"); tf.setAlignment(Element.ALIGN_CENTER); tf.setOptions(TextField.MULTILINE | TextField.REQUIRED); PdfFormField field = tf.getTextField(); writer.addAnnotation(field); } catch (DocumentException de) { System.err.println(de.getMessage()); } catch (IOException ioe) { System.err.println(ioe.getMessage()); } document.close(); Code works perfect, but the out put PDF file that I am getting has this TextField which can be editable and also change the font appearance when I am click on the TextField. I don't want that in to my final PDF. How can I remove that attribute? If it is not possible, is there any other way I can position some text in a PDF file using droidText library in Android?

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  • AndEngine VS Android's Canvas VS OpenGLES - For rendering a 2D indoor vector map

    - by Orchestrator
    This is a big issue for me I'm trying to figure out for a long time already. I'm working on an application that should include a 2D vector indoor map in it. The map will be drawn out from an .svg file that will specify all the data of the lines, curved lines (path) and rectangles that should be drawn. My main requirement from the map are Support touch events to detect where exactly the finger is touching. Great image quality especially when considering the drawings of curved and diagonal lines (anti-aliasing) Optional but very nice to have - Built in ability to zoom, pan and rotate. So far I tried AndEngine and Android's canvas. With AndEngine I had troubles with implementing anti-aliasing for rendering smooth diagonal lines or drawing curved lines, and as far as I understand, this is not an easy thing to implement in AndEngine. Though I have to mention that AndEngine's ability to zoom in and pan with the camera instead of modifying the objects on the screen was really nice to have. I also had some little experience with the built in Android's Canvas, mainly with viewing simple bitmaps, but I'm not sure if it supports all of these things, and especially if it would provide smooth results. Last but no least, there's the option of just plain OpenGLES 1 or 2, that as far as I understand, with enough work should be able to support all the features I require. However it seems like something that would be hard to implement. And I've never programmed in OpenGL or anything like it, but I'm willing very much to learn. To sum it all up, I need a platform that would provide me with the ability to do the 3 things I mentioned before, but also very important - To allow me to implement this feature as fast as possible. Any kind of answer or suggestion would be very much welcomed as I'm very eager to solve this problem! Thanks!

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  • Android application transparency and window sizing at root level

    - by ajoburg
    Is it possible to create an application with a transparent background on the root task such that you can see the task running beneath it when it is part of a separate stack? Alternatively, is it possible to run an application so the window of the root task is only a portion of the screen instead of the whole screen? I understand how the transparency and window sizing is done with activities that are not the root task and this works fine. However, the root task of an activity seems to always fill the whole screen and be black even when a transparent theme is applied to the application object in the manifest file. ApplicationManifest.xml: <application android:icon="@drawable/icon" android:label="@string/app_name" android:debuggable="true" android:theme="@style/Theme.Transparent"> Styles.xml <resources> <style name="Theme.Transparent"> <item name="android:windowIsTranslucent">true</item> <item name="android:windowNoTitle">true</item> <item name="android:windowBackground">@drawable/ transparent_background</item> <item name="android:windowAnimationStyle">@android:style/ Animation.Translucent</item> <item name="android:colorForeground">#fff</item> <item name="android:windowIsFloating">true</item> <item name="android:gravity">bottom</item> </style> </resources> Colors.xml <resources> <drawable name="transparent_background">#00000000</drawable> </resources>

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  • Problem building STLport NDK r5/ Android

    - by user558299
    Hi all, I'm trying to build STLport for Android. I got the following steps, but they are not working: 1 - Clone STLport repository using: git clone git://stlport.git.sourceforge.net/gitroot/stlport/stlport 2 - Configure environment using : ./configure --target=arm-eabi --with-extra-cxxflags="-fshort-enums" --with-extra-cflags="-fshort-enums" 3 - From src directory build it using make SYSROOT"{MY NDK path}/platforms/android-5/arch-arm/" release-static But I got the following errors: In file included from ../stlport/stl/_alloc.h:45, from ../stlport/memory:29, from dll_main.cpp:41: ../stlport/stl/_new.h:45:24: error: new: No such file or directory In file included from ../stlport/stl/_limits.h:36, from ../stlport/limits:29, from dll_main.cpp:48: ../stlport/stl/_cwchar.h:26:30: error: cstddef: No such file or directory In file included from ../stlport/stl/_utility.h:35, from ../stlport/utility:35, from dll_main.cpp:40: ../stlport/type_traits:889: error: 'declval' was not declared in this scope ../stlport/type_traits:889: error: expected primary-expression before '>' token ../stlport/type_traits:889: error: expected primary-expression before ')' token ../stlport/type_traits:889: error: 'declval' was not declared in this scope ../stlport/type_traits:889: error: expected primary-expression before '>' token ../stlport/type_traits:889: error: expected primary-expression before ')' token ../stlport/type_traits:889: error: ISO C++ forbids declaration of 'decltype' with no type ../stlport/type_traits:889: error: ISO C++ forbids in-class initialization of non-const static member 'decltype' ../stlport/type_traits:889: error: template declaration of 'int std::tr1::detail::decltype' ../stlport/type_traits:942: error: ISO C++ forbids declaration of 'decltype' with no type ../stlport/type_traits:942: error: ISO C++ forbids in-class initialization of non-const static member 'decltype' ../stlport/type_traits:942: error: template declaration of 'int std::tr1::detail::decltype' make: *** [obj/arm-eabi-gcc/so/dll_main.o] Error 1 Is there any include dir or configuration I´m missing? Thanks, Sergio

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  • Help regarding Android NDK

    - by Siva Kumar
    I am a beginner in using Android NDK. I am using Eclipse and I installed cygwin to build the c file to generate the .so file But while building the c file in cygwin I am always getting the error make: ***No rule to make target 'file.c' ... .Stop I tried building different C codes but for every file it says the same error .. Here is the source code: public class ndktest extends Activity { static { System.loadLibrary("ndkt"); } private native void helloLog(String logThis); @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); helloLog("this is to test log file"); } } file.c void Java_com_ndktest_helloLog(JNIEnv * env, jobject this, jstring logThis) { jboolean isCopy; const char * szLogThis = (*env)->GetStringUTFChars(env, logThis, &isCopy); (*env)->ReleaseStringUTFChars(env, logThis, szLogThis); } And here is my Android.mk LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_LDLIBS := -llog LOCAL_MODULE := ndkt LOCAL_SRC_FILES := file.c include $(BUILD_SHARED_LIBRARY) I searched for the solution for the cause of error ... but nothing works for me. Can anyone tell me where I am making the mistake ? Thanks, Siva Kumar

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  • Does android maps support ground overlay?

    - by wmh1108
    I have a weather image I would like to use as an overlay in the google maps android api. I would like to achieve the same result that I get from using GroundOverlay in KML files, such as <GroundOverlay> <name>myimage</name> <Icon> <href>myimage.png</href> <viewBoundScale>0.75</viewBoundScale> </Icon> <LatLonBox> <north>75.6088</north> <south>5.0121</south> <east>182.2805</east> <west>120.6795</west> </LatLonBox> </GroundOverlay> The above will ensure that the 4 corners of my image stay anchored to the 4 lat/long points listed, regardless of scrolling, zooming etc.. Is there a way to accomplish this using the google api/maps provided for android?

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  • Android, how to use DexClassLoader to dynamically replace an Activity or Service

    - by RickNotFred
    I am trying to do something similar to this stackoverflow posting. What I want to do is to read the definition of an activity or service from the SD card. To avoid manifest permission issues, I create a shell version of this activity in the .apk, but try to replace it with an activity of the same name residing on the SD card at run time. Unfortunately, I am able to load the activity class definition from the SD card using DexClassLoader, but the original class definition is the one that is executed. Is there a way to specify that the new class definition replaces the old one, or any suggestions on avoiding the manifest permission issues without actually providing the needed activity in the package? The code sample: ClassLoader cl = new DexClassLoader("/sdcard/mypath/My.apk", getFilesDir().getAbsolutePath(), null, MainActivity.class.getClassLoader()); try { Class<?> c = cl.loadClass("com.android.my.path.to.a.loaded.activity"); Intent i = new Intent(getBaseContext(), c); startActivity(i); } catch (Exception e) { Intead of launching the com.android.my.path.to.a.loaded.activity specified in /sdcard/mypath/My.apk, it launches the activity statically loaded into the project.

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  • Android Plugin in Eclipse 3.5 on Ubuntu 64bit got problems with properties

    - by Zordid
    Hi there! I got a huge problem with the Android Development Tools ADT running in Eclipse Galileo (3.5.1) on Ubuntu 9.10, 64bit. On this platform, I do not manage to see any property edit dialogs for layout properties. E.g. the one where you can select a string resource ID for text fields, or a drawable ID for image fields or backgrounds. Whenever I click on the ... button next to the property value - nothing happens, except this button disappears. Properties with a list of possible values, e.g. "wrap_content" or "fill_parent" are displayed in a dropdown box directly in the properties field. On a different system I work in a Windows environment with Eclipse 3.4 and the same ADT: no problems whatsoever, everything works fine, the dialogs come perfectly. Does anyone know what to do here? Where's the problem? Why does Eclipse not tell me that something goes wrong? Thanks! NEW DISCOVERIES: I found out that it might not even be an Android problem, but a general Eclipse problem that I can see with all version (Ganymede, Galileo, Helios) on my Linux (Ubuntu) system. It must be a simple UI problem: the button with ... next to the values does not receive the mouse click!! I managed to see the appropriate dialogs to edit the property values by doubleclicking the button - crazy, strange, ugly behavior! But why on earth does nobody else know about this problem - I cannot find anything else on the net about it! Could it be related to this strange "GDK native window problem" on Gnome? HELP!

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  • Android map overly transparency has unwanted gradient

    - by DavidP2190
    I'm a making my first android app and for part of it I need some shaded areas over a mapview. I've got this working so far but the when I set the alpha of the fill colour, it goes strange. I'm not allowed to post images yet, but you can see what happens here: http://i.imgur.com/leXmc.png I'm not sure what causes it, but here is some code from where it gets drawn. public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { Paint paint = new Paint(); paint.setStrokeWidth(2); paint.setColor(android.graphics.Color.GREEN); paint.setStyle(Paint.Style.FILL_AND_STROKE); paint.setAlpha(25); screenPoints = new Point[10]; Path path = new Path(); for (int x = 0; x<greenZone.length; x++){ screenPoints[x] = new Point(); mapView.getProjection().toPixels(greenZone[x], screenPoints[x]); } path.moveTo(screenPoints[0].x, screenPoints[0].y); for (int x = 1; x < screenPoints.length-1; x++){ paint.setAlpha(25); if (x<9){ path.lineTo(screenPoints[x].x, screenPoints[x].y); canvas.drawPath(path, paint); } else{ path.moveTo(screenPoints[screenPoints.length-1].x, screenPoints[screenPoints.length-1].y); path.lineTo(screenPoints[0].x, screenPoints[0].y); canvas.drawPath(path, paint); } } return true; } Thanks.

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