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  • Preconfigure Android Emulator with location?

    - by Janusz
    I want to run automated tests with location on the android emulator. I can setup coordinates via Telnet, but that means starting up a console and manually configuring the emulator before running my junit tests. Is there a possibility to preconfigure the emulator with a KML file or something like that to ensure that there are always coordinates available?

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  • Android real time multiplayer over LAN

    - by Heigo
    I've developed several games for the android platform and now planning to create my first multiplayer game. What I have in mind is basically just a 2-player game witch you can play with 2 phones over local area connection/WiFi. Both phones need to be able to pass 3 integer values to the other phone in real time. So far I have considered using Socket's, but before I dig into it too deep I wanted to ask if there might be a better approach? Thanks!

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  • Ubuntu 14.04 and Android, can't see phone on my computer

    - by user3527983
    I have installed gMTP and tried to follow this tutorial to solve this problem: http://www.webupd8.org/2013/01/upgrade-to-gvfs-with-mtp-support-in.html But neither worked. I tried to connect both my phone (Nexus 4) and my dad's phone (Galaxy Note 2), and neither is being detected by Ubuntu. They don't show up on my files and on gMTP. Is there another fix? or something more specific for Android 4.3 and Ubuntu 14.04

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  • Android Camera takePicture function does not call Callback function

    - by Tomáš 'Guns Blazing' Frcek
    I am working on a custom Camera activity for my application. I was following the instruction from the Android Developers site here: http://developer.android.com/guide/topics/media/camera.html Everything seems to works fine, except the Callback function is not called and the picture is not saved. Here is my code: public class CameraActivity extends Activity { private Camera mCamera; private CameraPreview mPreview; private static final String TAG = "CameraActivity"; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.camera); // Create an instance of Camera mCamera = getCameraInstance(); // Create our Preview view and set it as the content of our activity. mPreview = new CameraPreview(this, mCamera); FrameLayout preview = (FrameLayout) findViewById(R.id.camera_preview); preview.addView(mPreview); Button captureButton = (Button) findViewById(R.id.button_capture); captureButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { Log.v(TAG, "will now take picture"); mCamera.takePicture(null, null, mPicture); Log.v(TAG, "will now release camera"); mCamera.release(); Log.v(TAG, "will now call finish()"); finish(); } }); } private PictureCallback mPicture = new PictureCallback() { @Override public void onPictureTaken(byte[] data, Camera camera) { Log.v(TAG, "Getting output media file"); File pictureFile = getOutputMediaFile(); if (pictureFile == null) { Log.v(TAG, "Error creating output file"); return; } try { FileOutputStream fos = new FileOutputStream(pictureFile); fos.write(data); fos.close(); } catch (FileNotFoundException e) { Log.v(TAG, e.getMessage()); } catch (IOException e) { Log.v(TAG, e.getMessage()); } } }; private static File getOutputMediaFile() { String state = Environment.getExternalStorageState(); if (!state.equals(Environment.MEDIA_MOUNTED)) { return null; } else { File folder_gui = new File(Environment.getExternalStorageDirectory() + File.separator + "GUI"); if (!folder_gui.exists()) { Log.v(TAG, "Creating folder: " + folder_gui.getAbsolutePath()); folder_gui.mkdirs(); } File outFile = new File(folder_gui, "temp.jpg"); Log.v(TAG, "Returnng file: " + outFile.getAbsolutePath()); return outFile; } } After clicking the Button, I get logs: "will now take picture", "will now release camera" and "will now call finish". The activity finishes succesfully, but the Callback function was not called during the mCamera.takePicture(null, null, mPicture); function (There were no logs from the mPicture callback or getMediaOutputFile functions) and there is no file in the location that was specified. Any ideas? :) Much thanks!

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  • Add different themes to the android application

    - by mudit
    hi all. i want to add themes to my android application. In the application, user will have options to changes theme of the application. Just like OIShopping List appplication. Please help how do i implement this kind of structure to my application. Any help, tutorials, guidance are highly appreciated. thanks..

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  • Android ImageButton not firing the onclick event, what is wrong with my code?

    - by kimo
    I have very simple code that includes ImageButton with OnClickListener that points to another Activity, the click on the ImageButton doesn't fire the onClick (The same problem was with Button) : public class ToolsActivity extends Activity { private ImageButton btnCamera; final Context context = ToolsActivity.this; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_tools); this.btnCamera = (ImageButton) findViewById(R.id.cameraButton); this.btnCamera.setOnClickListener(new OnClickListener() { public void onClick(View v) { Intent intent = new Intent(context,MainActivity.class); startActivity(intent); } }); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_tools, menu); return true; } XML: <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:paddingLeft="16dp" android:paddingRight="16dp" > <ImageButton android:id="@+id/cameraButton" android:layout_width="100dp" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:layout_centerHorizontal="true" android:background="@drawable/btncamera" android:contentDescription="@string/desc" />

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  • Insert space after autocompletion in Android

    - by Leafsoft
    Hello, I'm an Android developer and when my apps summon the keyboard, choosing an option in the autocompletion menu inserts the chosen word but not a space after it. Is there a way to make a space appear automatically I trigger autocompletion? Thank you in advance.

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  • Click two buttons at the same time in Android

    - by sw333t
    I have two buttons that both have onTouchListeners and perform an action when pressed down. Why do they not work if you try to click both at the same time? I'm building for Android 1.6. I don't have a real device to test on, and you can't test clicking two things at the same time in the emulator. Thanks for any help.

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  • Using ListViews on Android?

    - by Robert
    I am just getting started with the Android SDK and I had a quick question. I am trying to set up a ListView with a rectangle of color on the left and then a bit of text for each row. I also want to make it so I can click each entry in the list and open a new activity to display some information (similar to the contact list). Anyone have any examples to help me out?

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  • What's the relationship between meta-circular interpreters, virtual machines and increased performance?

    - by Gomi
    I've read about meta-circular interpreters on the web (including SICP) and I've looked into the code of some implementations (such as PyPy and Narcissus). I've read quite a bit about two languages which made great use of metacircular evaluation, Lisp and Smalltalk. As far as I understood Lisp was the first self-hosting compiler and Smalltalk had the first "true" JIT implementation. One thing I've not fully understood is how can those interpreters/compilers achieve so good performance or, in other words, why is PyPy faster than CPython? Is it because of reflection? And also, my Smalltalk research led me to believe that there's a relationship between JIT, virtual machines and reflection. Virtual Machines such as the JVM and CLR allow a great deal of type introspection and I believe they make great use it in Just-in-Time (and AOT, I suppose?) compilation. But as far as I know, Virtual Machines are kind of like CPUs, in that they have a basic instruction set. Are Virtual Machines efficient because they include type and reference information, which would allow language-agnostic reflection? I ask this because many both interpreted and compiled languages are now using bytecode as a target (LLVM, Parrot, YARV, CPython) and traditional VMs like JVM and CLR have gained incredible boosts in performance. I've been told that it's about JIT, but as far as I know JIT is nothing new since Smalltalk and Sun's own Self have been doing it before Java. I don't remember VMs performing particularly well in the past, there weren't many non-academic ones outside of JVM and .NET and their performance was definitely not as good as it is now (I wish I could source this claim but I speak from personal experience). Then all of a sudden, in the late 2000s something changed and a lot of VMs started to pop up even for established languages, and with very good performance. Was something discovered about the JIT implementation that allowed pretty much every modern VM to skyrocket in performance? A paper or a book maybe?

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  • C++ virtual functions.Problem with vtable

    - by adivasile
    I'm doing a little project in C++ and I've come into some problems regarding virtual functions. I have a base class with some virtual functions: #ifndef COLLISIONSHAPE_H_ #define COLLISIONSHAPE_H_ namespace domino { class CollisionShape : public DominoItem { public: // CONSTRUCTOR //------------------------------------------------- // SETTERS //------------------------------------------------- // GETTERS //------------------------------------------------- virtual void GetRadius() = 0; virtual void GetPosition() = 0; virtual void GetGrowth(CollisionShape* other) = 0; virtual void GetSceneNode(); // OTHER //------------------------------------------------- virtual bool overlaps(CollisionShape* shape) = 0; }; } #endif /* COLLISIONSHAPE_H_ */ and a SphereShape class which extends CollisionShape and implements the methods above /* SphereShape.h */ #ifndef SPHERESHAPE_H_ #define SPHERESHAPE_H_ #include "CollisionShape.h" namespace domino { class SphereShape : public CollisionShape { public: // CONSTRUCTOR //------------------------------------------------- SphereShape(); SphereShape(CollisionShape* shape1, CollisionShape* shape2); // DESTRUCTOR //------------------------------------------------- ~SphereShape(); // SETTERS //------------------------------------------------- void SetPosition(); void SetRadius(); // GETTERS //------------------------------------------------- cl_float GetRadius(); cl_float3 GetPosition(); SceneNode* GetSceneNode(); cl_float GetGrowth(CollisionShape* other); // OTHER //------------------------------------------------- bool overlaps(CollisionShape* shape); }; } #endif /* SPHERESHAPE_H_ */ and the .cpp file: /*SphereShape.cpp*/ #include "SphereShape.h" #define max(a,b) (a>b?a:b) namespace domino { // CONSTRUCTOR //------------------------------------------------- SphereShape::SphereShape(CollisionShape* shape1, CollisionShape* shape2) { } // DESTRUCTOR //------------------------------------------------- SphereShape::~SphereShape() { } // SETTERS //------------------------------------------------- void SphereShape::SetPosition() { } void SphereShape::SetRadius() { } // GETTERS //------------------------------------------------- void SphereShape::GetRadius() { } void SphereShape::GetPosition() { } void SphereShape::GetSceneNode() { } void SphereShape::GetGrowth(CollisionShape* other) { } // OTHER //------------------------------------------------- bool SphereShape::overlaps(CollisionShape* shape) { return true; } } These classes, along some other get compiled into a shared library. Building libdomino.so g++ -m32 -lpthread -ldl -L/usr/X11R6/lib -lglut -lGLU -lGL -shared -lSDKUtil -lglut -lGLEW -lOpenCL -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86 -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/TempSDKUtil/lib/x86 -L"/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86" -lSDKUtil -lglut -lGLEW -lOpenCL -o build/debug/x86/libdomino.so build/debug/x86//Material.o build/debug/x86//Body.o build/debug/x86//SphereShape.o build/debug/x86//World.o build/debug/x86//Engine.o build/debug/x86//BVHNode.o When I compile the code that uses this library I get the following error: ../../../lib/x86//libdomino.so: undefined reference to `vtable for domino::CollisionShape' ../../../lib/x86//libdomino.so: undefined reference to `typeinfo for domino::CollisionShape' Command used to compile the demo that uses the library: g++ -o build/debug/x86/startdemo build/debug/x86//CMesh.o build/debug/x86//CSceneNode.o build/debug/x86//OFF.o build/debug/x86//Light.o build/debug/x86//main.o build/debug/x86//Camera.o -m32 -lpthread -ldl -L/usr/X11R6/lib -lglut -lGLU -lGL -lSDKUtil -lglut -lGLEW -ldomino -lSDKUtil -lOpenCL -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86 -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/TempSDKUtil/lib/x86 -L../../../lib/x86/ -L"/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86" (the -ldomino flag) And when I run the demo, I manually tell it about the library: LD_LIBRARY_PATH=../../lib/x86/:$AMDAPPSDKROOT/lib/x86:$LD_LIBRARY_PATH bin/x86/startdemo After reading a bit about virtual functions and virtual tables I understood that virtual tables are handled by the compiler and I shouldn't worry about it, so I'm a little bit confused on how to handle this issue. I'm using gcc version 4.6.0 20110530 (Red Hat 4.6.0-9) (GCC) Later edit: I'm really sorry, but I wrote the code by hand directly here. I have defined the return types in the code. I apologize to the 2 people that answered below. I have to mention that I am a beginner at using more complex project layouts in C++.By this I mean more complex makefiles, shared libraries, stuff like that.

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  • Visitor and templated virtual methods

    - by Thomas Matthews
    In a typical implementation of the Visitor pattern, the class must account for all variations (descendants) of the base class. There are many instances where the same method content in the visitor is applied to the different methods. A templated virtual method would be ideal in this case, but for now, this is not allowed. So, can templated methods be used to resolve virtual methods of the parent class? Given (the foundation): struct Visitor_Base; // Forward declaration. struct Base { virtual accept_visitor(Visitor_Base& visitor) = 0; }; // More forward declarations struct Base_Int; struct Base_Long; struct Base_Short; struct Base_UInt; struct Base_ULong; struct Base_UShort; struct Visitor_Base { virtual void operator()(Base_Int& b) = 0; virtual void operator()(Base_Long& b) = 0; virtual void operator()(Base_Short& b) = 0; virtual void operator()(Base_UInt& b) = 0; virtual void operator()(Base_ULong& b) = 0; virtual void operator()(Base_UShort& b) = 0; }; struct Base_Int : public Base { void accept_visitor(Visitor_Base& visitor) { visitor(*this); } }; struct Base_Long : public Base { void accept_visitor(Visitor_Base& visitor) { visitor(*this); } }; struct Base_Short : public Base { void accept_visitor(Visitor_Base& visitor) { visitor(*this); } }; struct Base_UInt : public Base { void accept_visitor(Visitor_Base& visitor) { visitor(*this); } }; struct Base_ULong : public Base { void accept_visitor(Visitor_Base& visitor) { visitor(*this); } }; struct Base_UShort : public Base { void accept_visitor(Visitor_Base& visitor) { visitor(*this); } }; Now that the foundation is laid, here is where the kicker comes in (templated methods): struct Visitor_Cout : public Visitor { template <class Receiver> void operator() (Receiver& r) { std::cout << "Visitor_Cout method not implemented.\n"; } }; Intentionally, Visitor_Cout does not contain the keyword virtual in the method declaration. All the other attributes of the method signatures match the parent declaration (or perhaps specification). In the big picture, this design allows developers to implement common visitation functionality that differs only by the type of the target object (the object receiving the visit). The implementation above is my suggestion for alerts when the derived visitor implementation hasn't implement an optional method. Is this legal by the C++ specification? (I don't trust when some says that it works with compiler XXX. This is a question against the general language.)

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  • Is there a better way to refresh WebView?

    - by cdg
    Hi all. Ok. I have looked EVERYWHERE and my little brain just can't understand a better way to refresh an activity. Any suggestions that I can understand would be great. :) Here is the java code: package com.dge.dges; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.webkit.WebView; import android.widget.Button; public class dgeActivity extends Activity { WebView mWebView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); mWebView = (WebView) findViewById(R.id.webview); mWebView.getSettings(); mWebView.loadUrl("http://www.websitehere.php"); Button newButton = (Button)findViewById(R.id.new_button); newButton.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { Intent intent = new Intent(dgeActivity.this, dgeActivity.class); startActivity(intent); } }); } } And here is the main.xml <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/RelativeLayout" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="#000000" > <WebView android:id="@+id/webview" android:layout_width="fill_parent" android:layout_height="wrap_content" android:scrollbars="none" /> <Button android:id="@+id/new_button" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:layout_centerHorizontal="true" android:text="Refresh" /> </RelativeLayout> I don't like the idea of just re-stacking activity after activity. There has to be an easier way to refresh the webview. Please help. :)

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  • Why does virtual assignment behave differently than other virtual functions of the same signature?

    - by David Rodríguez - dribeas
    While playing with implementing a virtual assignment operator I have ended with a funny behavior. It is not a compiler glitch, since g++ 4.1, 4.3 and VS 2005 share the same behavior. Basically, the virtual operator= behaves differently than any other virtual function with respect to the code that is actually being executed. struct Base { virtual Base& f( Base const & ) { std::cout << "Base::f(Base const &)" << std::endl; return *this; } virtual Base& operator=( Base const & ) { std::cout << "Base::operator=(Base const &)" << std::endl; return *this; } }; struct Derived : public Base { virtual Base& f( Base const & ) { std::cout << "Derived::f(Base const &)" << std::endl; return *this; } virtual Base& operator=( Base const & ) { std::cout << "Derived::operator=( Base const & )" << std::endl; return *this; } }; int main() { Derived a, b; a.f( b ); // [0] outputs: Derived::f(Base const &) (expected result) a = b; // [1] outputs: Base::operator=(Base const &) Base & ba = a; Base & bb = b; ba = bb; // [2] outputs: Derived::operator=(Base const &) Derived & da = a; Derived & db = b; da = db; // [3] outputs: Base::operator=(Base const &) ba = da; // [4] outputs: Derived::operator=(Base const &) da = ba; // [5] outputs: Derived::operator=(Base const &) } The effect is that the virtual operator= has a different behavior than any other virtual function with the same signature ([0] compared to [1]), by calling the Base version of the operator when called through real Derived objects ([1]) or Derived references ([3]) while it does perform as a regular virtual function when called through Base references ([2]), or when either the lvalue or rvalue are Base references and the other a Derived reference ([4],[5]). Is there any sensible explanation to this odd behavior?

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  • Display contact pictures in list view

    - by user1068400
    I need to display the contact pictures in a list view. In my custom_row_view.xml I have: <ImageView android:id="@+id/contact_image" android:layout_width="60dp" android:layout_height="50dp" /> and then in my activity i have: final SimpleAdapter adapter = new SimpleAdapter( this, list, R.layout.custom_row_view, new String[] {"avatar","telnumber","date","name","message","sent"}, new int[] {R.id.contact_image,R.id.text1,R.id.text2,R.id.text3,R.id.text4,R.id.isent} ); I have a hashmap HashMap temp2 = new HashMap(); where i put all the values of each line. ("list" is a list of Hashmap) But when I do: Cursor photo2 = managedQuery( Data.CONTENT_URI, new String[] {Photo.PHOTO}, // column for the blob Data._ID + "=?", // select row by id new String[]{photoid}, // filter by photoId null); Bitmap photoBitmap = null; if(photo2.moveToFirst()) { byte[] photoBlob = photo2.getBlob(photo2.getColumnIndex(Photo.PHOTO)); photoBitmap = BitmapFactory.decodeByteArray(photoBlob, 0, photoBlob.length); if (photoBitmap != null) temp2.put("avatar",photoBitmap); else temp2.put("avatar",R.drawable.unknowncontact); } photo2.close(); Nothing is displayed! "temp2.put("avatar",photoBitmap);" does not display anything but when I try to display something from the drawable folder it works!!! Please help me, i have been locked on this problem for several days! Thanks a lot!

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  • ListView exception for Images + Text

    - by drozzy
    I am trying to create a simple Icon+Text ListView but it does not work. I am using 2.1 Android SDK. My main class is very small slightly modified from the tutorial: public class Stuffs extends ListActivity { static final String[] COUNTRIES = new String[] {"A", "B","C"}; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setListAdapter(new ArrayAdapter<String>(this, R.layout.list_item, R.id.title, COUNTRIES)); } } and my list_item.xml file is this: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation = "horizontal"> <ImageView android:id = "@+id/icon" android:src="@drawable/icon" /> <TextView android:id = "@+id/title" android:padding="10dp" android:textSize="16sp" > </TextView> </LinearLayout> I have also created a "drawable" directory in my res directory and copied a "icon.png" into it. But any time I try to run this the application hangs up unexpected in my android emulator. Am I missing something?

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  • Admob in xml not showing in Linear

    - by NoobMe
    i am implementing admob on my app it appears when the parent is in relative layout but i must not use the alignparentbottom so i am changing it to linear but it doesnt show when i change it to linear.. any tips? help? thanks in advance here it is in xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <RelativeLayout android:id="@+id/banner_holder" android:layout_width="match_parent" android:layout_height="wrap_content" > <ImageView android:id="@+id/offline_banner" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_centerInParent="true" android:background="@color/black" android:src="@drawable/offline_banner" /> <com.google.ads.AdView xmlns:ads="http://schemas.android.com/apk/lib/com.google.ads" android:id="@+id/adView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" ads:adSize="SMART_BANNER" ads:adUnitId="@string/unit_id" ads:loadAdOnCreate="true" /> </RelativeLayout> <FrameLayout android:id="@+id/fragmentContainer" android:layout_width="match_parent" android:layout_height="wrap_content" /> </LinearLayout> i want the admob to be at the bottom part of the screen without using the alignparentbottom of relative layout thanks~

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • Streaming Audio over UDP to Android

    - by Mr. Pig
    Is it possible to have Android (perhaps via MediaPlayer or a different existing class) accept media streams over UDP? I've successfully had MediaPlayer connect to an HTTP stream (as well as static files hosted on an HTTP server) but I'm wondering how one would go about accepting a stream from a UDP source. I've seen this and suppose a solution similar to that (where I download the stream via an independent UDP socket and then move the data to a MemoryBuffer that I then pass to MediaPlayer) is an option but I'm curious if a method already exists in the SDK, and if it does not, what other options do I have? Thanks

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