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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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  • Options for organizing android app with multiple independent apps

    - by lazyguy
    Problem Definition: We have a fairly large app which has multiple use cases such that they are all independent of each other. For example lets say we have a1, a2, a3 & a4 modules that are independent apps or use cases for our main app 'A'. The independent a1, a2, a3, a4 are all purchasable apps such that the user goes to our website instead of play store and activate either a1 or a2 by paying some fees on our website. So basically App 'A' is a free app in play-store and is sort of Dashboard with buttons to launch a1, a2, a3, a4. When the user click on lets say a1 button then we will check if a1 is already installed and launch it but if it is not present then give the user a link to download it. Option 1: Have a main app 'A' and a1, a2, a3, a4 as library project. But with this approach the main app A is too big in size. Option 2: Have a1, a2, a3, a4 build as separate .apk and then put in the assets folder of main app 'A' and then install them as needed. Again size of main app A is bigger. Option 3: Upload a1, a2, a3, a4 to a third party website or play store and download from it as needed. This way the main app remains lighter. Observation: In all these approaches there will be an independent app installed with its own icon on users phone. So basically user can launch from either the Dashboard (which will eventually launch an intent from Activity in a1 app) or user can directly launch app a1. Follow-up Question: Is there any other solution that anyone can suggest to tackle this kind of problem? Another things is by going this approach app a1, a2, a3, a4 can be developed & tested independently of each other.

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  • Problems detecting android tablet IView 788TPC with mtp-tools

    - by Elder Geek
    I installed mtp-tools on 14.04 "Trusty" through Software Center. No problems with install. Issuing `mtp-detect' results in 'Unable to open ~/.mtpz-data for reading, MTPZ disabled.libmtp version: 1.1.6 Listing raw device(s) No raw devices found.' I did some research and found that mtpfs might be required. so installed that with :~$ sudo apt-get install mtpfs I still get the following result :~$ mtp-detect Unable to open ~/.mtpz-data for reading, MTPZ disabled.libmtp version: 1.1.6 Listing raw device(s) No raw devices found. My research indicates that the mtp-tools package is still under development. source: http://libmtp.sourceforge.net/ and the documentation is not comprehensive. source man mtp-tools as well as mtp-detect -h I tried adding the PPA from Are there any plans to improve mtp support on future Ubuntu releases? but it seems this is already worked into trusty 14.04 and won't resolve the problem. Can anyone provide a recommended course of action to resolve this problem?

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  • metro style on windows and android

    - by MRM
    I want to develop a rather simple app using windows 8 metro style for GUI. But i need this app to have the same appearance, GUI, for both platforms, so that end users that uses it both on PC and a mobile device to have the same visual experience and a flawless navigation. So, does anyone have knowledge of a Java framework or library to satisfy these needs? Or maybe a method to create a web-based app using HTML, PHP, JScript etc. (maybe something using a local server, on the same machine, because a web server is out of discussion, at least for the moment)? Any idea, method, technology related to the subject is also helpful. And if what you are thinking at can be used for IOS too, the better.

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  • Best way for a mailing list in Android

    - by Asgard
    I want to create a mailing list function based on an address book included in the application, (NOT the user's contacts) for example I have the addresses [email protected] [email protected] [email protected] [email protected] [email protected] every email addresses, must be associated with a specific section, the various section should be selected through a checkbox list. every section may have more than an email. I have yet created a working email sender that support the simultaneous sending to many email but I don't know what is the best way to store and load the address in the application and how realize this.

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  • How to tackle dell support system? [closed]

    - by Nishant Kumar
    We have purchased a Dell Optiplex 9010 SSFV for our organization's work. Since the first installation two of the USB keyboard keys were not working properly. I had to press those keys two times simultaneously, on first time keys did not work and for for second time it printed two characters (as it were buffering first character.) Two keys that were not working properly: Hexangrave (Below the ESC key: `) Double Quotes (Left the enter key ") We registered our complaint with DELL and they suggested (with some hard to understand and weird ENGLISH accent) some test and tricks, such as switching to different ports, checking keyboard on different PC, and it worked well with diff. PC(with Windows 7 Home Premium installed). It was clear that it is an OS fault, hence they suggested to re-install OS. Problem began here, we have a project on the run and currently a video editing project setup on our system, so can't re-install system in hurry and also DELL persons were not providing any other solution such as updating keyboard driver, etc. Arguments I am a Software Engg. and don't think it is a feasible solution to re-install entire system for simple problems. This prob is coming since the fresh system installation, so I don't think it will solve the problem. Finally, I had to find solution myself and got it here, now I want to show my disappointment to dell persons or at least tell them that they should improve there support system to not advice to re-install entire system for that simple problems. Notes We have purchased 5 years NEXT business day support from DELL for around 8000 INR (Not for that kind of solutions from DELL). So can anyone tell me how to tackle dell support system officially, so that they will pay more attention in near future. Thanks

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  • Cannot build digiKam

    - by Tichomir Mitkov
    I'm trying to compile digiKam 2.8.0. I have installed the required libraries but cMake seems to stuck without any meaningful reason. Here is the output of cMake: $ cmake -DCMAKE_BUILD_TYPE=relwithdebinfo -DCMAKE_INSTALL_PREFIX=/usr/local . -- Found Qt-Version 4.7.1 (using /usr/bin/qmake) -- Found X11: /usr/lib64/libX11.so -- Found KDE 4.6 include dir: /usr/include -- Found KDE 4.6 library dir: /usr/lib64 -- Found the KDE4 kconfig_compiler preprocessor: /usr/bin/kconfig_compiler -- Found automoc4: /usr/bin/automoc4 -- Local kdegraphics libraries will be compiled... YES -- Handbooks will be compiled..................... YES -- Extract translations files..................... NO -- Translations will be compiled.................. YES -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: libmediawiki ----------------------------------------------------------------------------- -- The following external packages were located on your system. -- This installation will have the extra features provided by these packages. ----------------------------------------------------------------------------- * QJSON - Qt library for handling JSON data ----------------------------------------------------------------------------- -- Congratulations! All external packages have been found. ----------------------------------------------------------------------------- -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: libkgeomap -- Found Qt-Version 4.7.1 (using /usr/bin/qmake) -- Found X11: /usr/lib64/libX11.so -- Check Kexiv2 library in local sub-folder... -- Found Kexiv2 library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkexiv2 -- kexiv2 found, the demo application will be compiled. -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: libkface -- Found Qt-Version 4.7.1 (using /usr/bin/qmake) -- Found X11: /usr/lib64/libX11.so -- First try at finding OpenCV... -- Great, found OpenCV on the first try. -- OpenCV Root directory is /usr/share/opencv -- External libface was not found, use internal version instead... -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: kipi-plugins -- Check Kexiv2 library in local sub-folder... -- Found Kexiv2 library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkexiv2 -- Check for Kdcraw library in local sub-folder... -- Found Kdcraw library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw CMake Error at extra/libkdcraw/cmake/modules/FindKdcraw.cmake:137 (file): file Internal CMake error when trying to open file: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw/libkdcraw/version.h for reading. Call Stack (most recent call first): extra/kipi-plugins/CMakeLists.txt:123 (FIND_PACKAGE) -- Check Kipi library in local sub-folder... -- Found Kipi library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkipi CMake Warning at extra/kipi-plugins/CMakeLists.txt:139 (MESSAGE): libkdcraw: Version information not found, your version is probably too old. -- Found GObject libraries: /usr/lib64/libgobject-2.0.so;/usr/lib64/libgmodule-2.0.so;/usr/lib64/libgthread-2.0.so;/usr/lib64/libglib-2.0.so -- Found GObject includes : /usr/include/glib-2.0/gobject -- Check for Ksane library in local sub-folder... -- Found Ksane library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libksane -- Check for KGeoMap library in local sub-folder... -- Found KGeoMap library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkgeomap -- Check Mediawiki library in local sub-folder... -- Found Mediawiki library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libmediawiki -- Check Vkontakte library in local sub-folder... -- Found Vkontakte library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkvkontakte -- Boost version: 1.38.0 -- libkgeomap: Found version 2.0.0 -- Found X11: /usr/lib64/libX11.so -- CMake version: cmake version 2.8.9 -- CMake version (cleaned): cmake version 2.8.9 -- -- ---------------------------------------------------------------------------------- -- kipi-plugins 2.8.0 dependencies results <http://www.digikam.org> -- -- libjpeg library found.................... YES -- libtiff library found.................... YES -- libpng library found..................... YES -- libkipi library found.................... YES -- libkexiv2 library found.................. YES -- libkdcraw library found.................. YES -- libxml2 library found.................... YES (optional) -- libxslt library found.................... YES (optional) -- libexpat library found................... YES (optional) -- native threads support library found..... YES (optional) -- libopengl library found.................. YES (optional) -- Qt4 OpenGL module found.................. YES -- libopencv library found.................. YES (optional) -- QJson library found...................... YES (optional) -- libgpod library found.................... YES (optional) -- Gdk library found........................ YES (optional) -- libkdepim library found.................. YES (optional) -- qca2 library found....................... YES (optional) -- libkgeomap library found................. YES (optional) -- libmediawiki library found............... YES (optional) -- libkvkontakte library found.............. YES (optional) -- boost library found...................... YES (optional) -- OpenMP library found..................... YES (optional) -- libX11 library found..................... YES (optional) -- libksane library found................... YES (optional) -- -- kipi-plugins will be compiled............ YES -- Shwup will be compiled................... YES (optional) -- YandexFotki will be compiled............. YES (optional) -- HtmlExport will be compiled.............. YES (optional) -- AdvancedSlideshow will be compiled....... YES (optional) -- ImageViewer will be compiled............. YES (optional) -- AcquireImages will be compiled........... YES (optional) -- DNGConverter will be compiled............ YES (optional) -- RemoveRedEyes will be compiled........... YES (optional) -- Debian Screenshots will be compiled...... YES (optional) -- Facebook will be compiled................ YES (optional) -- Imgur will be compiled................... YES (optional) -- VKontakte will be compiled............... YES (optional) -- IpodExport will be compiled.............. YES (optional) -- Calendar will be compiled................ YES (optional) -- GPSSync will be compiled................. YES (optional) -- Mediawiki will be compiled............... YES (optional) -- Panorama will be compiled................ YES (optional) -- ---------------------------------------------------------------------------------- -- -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: digiKam -- Check for Kdcraw library in local sub-folder... -- Found Kdcraw library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw CMake Error at extra/libkdcraw/cmake/modules/FindKdcraw.cmake:137 (file): file Internal CMake error when trying to open file: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw/libkdcraw/version.h for reading. Call Stack (most recent call first): core/CMakeLists.txt:156 (FIND_PACKAGE) -- Check Kexiv2 library in local sub-folder... -- Found Kexiv2 library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkexiv2 -- Check Kipi library in local sub-folder... -- Found Kipi library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkipi -- Check Kface library in local sub-folder... -- Found Kface library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkface -- Check for KGeoMap library in local sub-folder... -- Found KGeoMap library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkgeomap -- PGF_INCLUDE_DIRS = /usr/local/include/libpgf -- PGF_INCLUDEDIR = /usr/local/include/libpgf -- PGF_LIBRARIES = pgf -- PGF_LDFLAGS = -L/usr/local/lib;-lpgf -- PGF_CFLAGS = -I/usr/local/include/libpgf -- PGF_VERSION = 6.12.24 -- PGF_CODEC_VERSION_ID = 61224 -- Could NOT find any working clapack installation -- Boost version: 1.38.0 -- Check for LCMS1 availability... -- Found LCMS1: /usr/lib64/liblcms.so /usr/include -- Paralelized PGF codec disabled... -- Identified libjpeg version: 62 -- Found MySQL server executable at: /usr/sbin/mysqld -- Found MySQL install_db executable at: /usr/bin/mysql_install_db CMake Warning at core/CMakeLists.txt:310 (MESSAGE): libkdcraw: Version information not found, your version is probably too old. -- libkgeomap: Found version 2.0.0 -- Found gphoto2: -L/usr/lib64 -lgphoto2_port;-L/usr/lib64 -lgphoto2 -lgphoto2_port -lm -- WARNING: you are using the obsolete 'PKGCONFIG' macro, use FindPkgConfig -- WARNING: you are using the obsolete 'PKGCONFIG' macro, use FindPkgConfig -- PKGCONFIG() indicates that lqr-1 is not installed (install the package which contains lqr-1.pc if you want to support this feature) -- Could NOT find Lqr-1 (missing: LQR-1_INCLUDE_DIRS LQR-1_LIBRARIES) -- Found SharedDesktopOntologies: /usr/share/ontology -- Found SharedDesktopOntologies: /usr/share/ontology (found version "0.5.0", required is "0.2") -- -- ---------------------------------------------------------------------------------- -- digiKam 2.8.0 dependencies results <http://www.digikam.org> -- -- Qt4 SQL module found..................... YES -- MySQL Server found....................... YES -- MySQL install_db tool found.............. YES -- libtiff library found.................... YES -- libpng library found..................... YES -- libjasper library found.................. YES -- liblcms library found.................... YES -- Boost Graph library found................ YES -- libkipi library found.................... YES -- libkexiv2 library found.................. YES -- libkdcraw library found.................. YES -- libkface library found................... YES -- libkgeomap library found................. YES -- libpgf library found..................... YES (optional) -- libclapack library found................. NO (optional - internal version used instead) -- libgphoto2 and libusb libraries found.... YES (optional) -- libkdepimlibs library found.............. YES (optional) -- Nepomuk libraries found.................. YES (optional) -- libglib2 library found................... YES (optional) -- liblqr-1 library found................... NO (optional - internal version used instead) -- liblensfun library found................. YES (optional) -- Doxygen found............................ YES (optional) -- digiKam can be compiled.................. YES -- ---------------------------------------------------------------------------------- -- -- Adjusting compilation flags for GCC version ( 4.5.1 ) -- Configuring incomplete, errors occurred! Actually this line shows a sign of error CMake Error at extra/libkdcraw/cmake/modules/FindKdcraw.cmake:137 (file): file Internal CMake error when trying to open file: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw/libkdcraw/version.h for reading. 'version.h' doesn't exists instead there is a file 'version.h.cmake' I have installed libkdcraw (64-bit) from sources. I'm using OpenSuse

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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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  • Android Card Game Database for Deck Building

    - by Singularity222
    I am making a card game for Android where a player can choose from a selection of cards to build a deck that would contain around 60 cards. Currently, I have the entire database of cards created that the user can browse. The next step is allowing the user to select cards and create a deck with whatever cards they would like. I have a form where the user can search for specific cards based off a few different attributes. The search results are displayed in a List Activity. My thought about deck creation is to add the primary key of each card the user selects to a SQLite Database table with the amount they would like in the deck. This way as the user performs searches for cards they can see the state of the deck. Once the user decides to save the deck. I'll export the card list to XML and wipe the contents of the table. If the user wanted to make changes to the deck, they would load it, it would be parsed back into the table so they could make the changes. A similar situation would occur when the eventually load the deck to play a game. I'm just curious what the rest of you may think of this method. Currently, this is a personal project and I am the only one working on it. If I can figure out the best implementation before I even begin coding I'm hoping to save myself some time and trouble.

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  • How do I mount my Android phone?

    - by Amanda
    I'm puzzled because my phone used to just appear when I plugged it in. It doesn't anymore and The development options are definitely set to allow USB debugging. The phone is charging via USB but doesn't appear in lsusb [0 amanda@luna android-sdk-linux_86]$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 008 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 004: ID 17ef:4807 Lenovo UVC Camera Bus 003 Device 012: ID 413c:1003 Dell Computer Corp. Keyboard Hub Bus 003 Device 003: ID 08ff:2810 AuthenTec, Inc. AES2810 Bus 003 Device 013: ID 413c:2010 Dell Computer Corp. Keyboard Bus 003 Device 014: ID 046d:c001 Logitech, Inc. N48/M-BB48 [FirstMouse Plus] adb devices -l shows nothing. In my Wireless and Network settings I changed the USB connection settings to "Mass storage" -- they were set to "Ask on connection" though I definitely wasn't getting asked. I don't get any Click here to connect via USB alert either. I'm not even sure whether the issue is my phone or my computer. It seems odd that it isn't even appearing in lsusb Not for nothing, the thumb drive on my keyring also does not appear in lsusb -- I've tried both in a bunch of different ports. I kind of assume the thumb drive is just borked, but it could be my OS.

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • Android - Efficient way to draw tiles in OpenGL ES

    - by Maecky
    Hi, I am trying to write efficient code to render a tile based map in android. I load for each tile the corresponding bitmap (just one time) and then create the according tiles. I have designed a class to do this: public class VertexQuad { private float[] mCoordArr; private float[] mColArr; private float[] mTexCoordArr; private int mTextureName; private static short mCounter = 0; private short mIndex; As you can see, each tile has it's x,y location, a color array, texture coordinates and a texture name. Now, I want to render all my created tiles. To reduce the openGL api calls (I read somewhere that the state changes are costly and therefore I want to keep them to a minimum), I first want to hand ALL the coordinate-arrays, color-arrays and texture-coordinates over to OpenGL. After that I run two for loops. The first one iterates over the textures and binds the texture. The second for loop iterates over all Tiles and puts all tiles with the corresponding texture into an IndexBuffer. After the second for loop has finished, I call gl.gl_drawElements() whith the corresponding index buffer, to draw all tiles with the texture associated. For the next texture I do the same again. Now I run into some problems: Allocating and filling the FloatBuffers at the start of each rendering cycle costs very much time. I just run a test, where i wanted to put 400 coordinates into a FloatBuffer which took me about 200ms. My questions now are: Is there a better way, handling the coordinate and color structures? How is this correctly done, this is obviously not the optimal way? ;) thanks in advance, regards Markus

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  • Fastest way to parse big json android

    - by jem88
    I've a doubt that doesn't let me sleep! :D I'm currently working with big json files, with many levels. I parse these object using the 'default' android way, so I read the response with a ByteArrayOutputStream, get a string and create a JSONObject from the string. All fine here. Now, I've to parse the content of the json to get the objects of my interest, and I really can't find a better way that parse it manually, like this: String status = jsonObject.getString("status"); Boolean isLogged = jsonObject.getBoolean("is_logged"); ArrayList<Genre> genresList = new ArrayList<Genre>(); // Get jsonObject with genres JSONObject jObjGenres = jsonObject.getJSONObject("genres"); // Instantiate an iterator on jsonObject keys Iterator<?> keys = jObjGenres.keys(); // Iterate on keys while( keys.hasNext() ) { String key = (String) keys.next(); JSONObject jObjGenre = jObjGenres.getJSONObject(key); // Create genre object Genre genre = new Genre( jObjGenre.getInt("id_genre"), jObjGenre.getString("string"), jObjGenre.getString("icon") ); genresList.add(genre); } // Get languages list JSONObject jObjLanguages = jsonObject.getJSONObject("languages"); Iterator jLangKey = jObjLanguages.keys(); List<Language> langList = new ArrayList<Language>(); while (jLangKey.hasNext()) { // Iterate on jlangKey obj String key = (String) jLangKey.next(); JSONObject jCurrentLang = (JSONObject) jObjLanguages.get(key); Language lang = new Language( jCurrentLang.getString("id_lang"), jCurrentLang.getString("name"), jCurrentLang.getString("code"), jCurrentLang.getString("active").equals("1") ); langList.add(lang); } I think this is really ugly, frustrating, timewaster, and fragile. I've seen parser like json-smart and Gson... but seems difficult to parse a json with many levels, and get the objects! But I guess that must be a better way... Any idea? Every suggestion will be really appreciated. Thanks in advance!

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  • Unity3D : Pause Menu - Android

    - by user3666251
    Im making a 2D game for android.I almost completed the game but now I need a pause game option.I added a pause icon on the top right side of the screen.The icon is a gui texture.Here is what I did so far : I made a script which will bring up some buttons (which is not working) and attached it to the GUITexture.This is the script : #pragma strict function OnMouseDown() { Debug.Log("*Pause Menu Opens*"); Time.timeScale = 0; if (GUI.Button(Rect(10,10,100,50),"Restart")); Application.LoadLevel(Application.loadedLevel); if (GUI.Button(Rect(10,60,100,50),"MainMenu")); Application.LoadLevel("MainMenu"); } Now,the problem stands at the part where the buttons won't show up,the game freezes at the first frame but the buttons won't show up.Please,if you can help I would be realy thankful. Thank you. Edit #1 : I just noticed that when I click "Pause" the game freezes and it takes me to the MainMenu.That's because I added the GUIButton which takes you to the main menu.I think the whole script structure is wrong.I also forgot to mention that Im new in scripting/unity. Thank you.

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