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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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  • How to transfer SQLite db to web server on android phone (android)

    - by Aditya Mehta
    Hello, I have "BackUpContacts.db" database in SQLiteDatabase, it has a table named "ContactInfo" with column names ContactId, ContactName, MobilePhone1, MobilePhone2, OfficePhone1, OfficePhone2, OfficePhone3, HomePhone1, HomePhone2 and TokenId. What i want is to transfer all data of "ContactInfo" table to the mysql database system at some server (means server has also a table similar to "ContactInfo", where all data of "ContactInfo" will be copied). The last important thing which i want is that, whenever i want to get contacts(of a specified TokenId) i can backup all those from server to the mobile device in an xml file. in short, can here anyone help me how to transfer sqlite db to a web server?

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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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  • Simple graphics import and manipulation

    - by gnuboi
    What do I need to do something like this? User builds a diagram and tags certain boxes and circles with text. User imports diagram into my program. My program processes the tagged boxes and circles and fills them with different colors. My program exports color-filled diagram. So the questions are... What graphics format supports tag-able boxes and circles? What existing application should I recommend users to use to produce diagrams in the above format? Would this graphics format be very easily readable in code to do things like reading tags and coloring in the associated boxes and circles? Free / open source libraries and apps are desired as this would be for academic use. Thank you!

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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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  • Question about separating game core engine from game graphics engine...

    - by Conrad Clark
    Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea is to create a static class which is responsible to dispatch actions to the graphic engine. public static class DrawDispatcher<T> { private static Action<T> DrawAction = new Action<T>((ObjectToDraw)=>{}); public static void SetDrawAction(Action<T> action) { DrawAction = action; } public static void Dispatch(this T Obj) { DrawAction(Obj); } } public static class Extensions { public static void DispatchDraw<T>(this object Obj) { DrawDispatcher<T>.DispatchDraw((T)Obj); } } Then, on the core side: public class SquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } And on the graphics side: public static class SquareRender{ //stuff here public static void Initialize(){ DrawDispatcher<SquareObject>.SetDrawAction((Square)=>{//my square rendering logic}); } } Do this "pattern" follow best practices? And a plus, I could easily change the render scheme of each object by changing the DispatchDraw parameter, as in: public class SuperSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } public class RedSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<RedSquareObject>(); } #endregion } RedSquareObject would have its own render method, but SuperSquareObject would render as a normal SquareObject I'm just asking because i do not want to reinvent the wheel, and there may be a design pattern similar (and better) to this that I may be not acknowledged of. Thanks in advance!

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  • One monitor getting spilled over into other monitor: how to do a 100% reset of gnome graphics configuration

    - by Paul Nathan
    I had to kill a VMWare process and afterwards, my monitor's configuration is buggy. I have 2 monitors in a side-by-side configuration. My right-hand monitor is the secondary monitor. Upon its right-hand side there are about 50 pixels showing from the left side of the lefthand monitor (ie, as if it was wrapped around). Further, my mouse clicks are registering as about 50 pixels sideways from where they should be. It's as if those 50 pixels between monitors got gobbled. What have I done? I've reset the screen configuration in multiple ways, using xrandr, multiple monitors app, etc. This persists in different side-by-side configurations, and also persists with another user. It does not occur with XFCE. Resetting the Window manager with the Compiz reset WM app does not fix this. I've concluded the burn-to-the-ground approach is likely the best, and would like to do a 100% reset of my graphics settings. It's an Intel integrated chipset. Removing ~/.config/monitors.xml did not work. Also, interestingly, the mouse can mouse-over the 50 errant pixels on the rhs of the right-hand monitor. I hypothesize that it's a compositing problem occurring at the layer where the background, selection, and clicks are caught. Also, inverting the right-hand monitor removes the issue, but renders the screen unusable. Even more datapoints: This happens in KDE as well Sometimes logging into Gnome and running xrandr --output DVI1 --auto resets it, but the issue immediately reappears when I press alt-tab. With Compiz Application Switch turned on, the workspace is 'pushed back' a bit, and the slice on the RHS follows it as well. I'm wondering if it's a flaw in the compiz workspace compositing configuration. I suspect the error was in the compositing configuration. I installed 11.10.

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  • From the Tips Box: Halting Autorun, Android’s Power Strip, and Secure DVD Wiping

    - by Jason Fitzpatrick
    This week we’re kicking off a new series here at How-To Geek focused on awesome reader tips. This week we’re exploring Windows shortcuts, Android widgets, and sparktacular ways to erase digital media. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron

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  • Unity Android: Truecolor texture performance hit and alternatives for truecolor

    - by Esa
    After integrating the graphics assets to my application, I noticed that when the textures are compressed they look very bad compared to truecolor. This happens to all the textures and it did not seem to help changing the texture type to GUI nor did it help to switch the 32-bit display buffering on. Does using truecolor textures make the application much heavier to run? Or does it just increase the size of the .APK? Are there alternatives to getting a good texture quality and a smaller texture size instead of using truecolor?

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • Android/Java AI agent framework/middleware

    - by corneliu
    I am looking for an AI agent framework to use as a starting point in an Android game I have to create for a university research project. It has been suggested to me to use JADE, but, as far as I can tell, it's not a suitable framework for games (at least for my game idea) because it runs in a split-execution mode, and it needs an always-active network connection to a main host. What I want is just a little something to give me a headstart. I am willing to adjust the game's features to the framework because it's more of a mockup game, and the purpose is to compare the performance of a couple of agents in the game world. The game will be very simplistic, with a minimal UI that displays various stats about the characters in the game (so no graphics, no pathfinding). Thank you.

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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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  • TableLayout formatting loss after device rotation

    - by roundhill
    I'm seeing a strange issue with a TableLayout after the device is rotated from either orientation. If you load the view in either portrait or landscape mode, the table loads fine. But once you rotate the device, the columns collapse to just fit their width. I would expect that after rotation, the columns would still stretch to fit the width of the screen. Any ideas on what can be done to resolve this? Screenies and layout code below. Before Rotation: After Rotation: Table Layout: <TableLayout android:id="@+id/dataTable" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" android:layout_below="@id/chart" android:stretchColumns="*" android:shrinkColumns="*" android:padding="6dip" > </TableLayout> Table Row: <TableRow xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TextView android:id="@+id/col1" android:layout_marginRight="2dip" android:textColorLink="#FF21759b" android:text="Column 1" android:padding="4dip" android:textColor="#FF464646"/> <TextView android:id="@+id/col2" android:text="Column 2" android:textColor="#FF464646" android:padding="4dip"/> </TableRow> Thanks!

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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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  • Android GLSurfaceView glTexImage2D glDrawTexiOES

    - by Cinar
    I'm trying to render a 640x480 RGB565 image using OpenGL ES on Android using GLSurfaceView and Native C code. Initially I had a 0x0501 error with glTexImage2D, which I was able to resolve by changing the image dimensions. But now, in the "drawFrame" call, when I do glDrawTexiOES to resnder the texture, I'm getting the following error on the Logs: drawtex.c:89: DrawTexture: No textures enabled I'm already doing glEnable(GL_TEXTURE_2D), is there anything else I should do? Is there a complete example showing GLSurfaceView with native code using textures? Thanks in advance!

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  • Android File Picker

    - by GuyNoir
    Is there a good solution for picking a file in an android application? I need the user to be able to browse their SD card for a file they would like to load. However, it cannot use an outside application (like andExplorer). It must stay contained inside my application. I saw one a while ago that's hosted on google code and used by the Gameboid, SNESoid and other similar emulators to pick roms. If any one can point me to that one that'd be just as great. Thanks!

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  • How To debug Android app on Emulator using NetBeans IDE

    - by tobrien
    I recently downloaded the latest NetBeans IDE (for MACOSX) and imported/migrated a project over from the ECLIPSE environment. Everything looks, and works well... except that EMULATOR gets stuck "waiting for the debugger to attach." I tried "Attaching Debugger..." and set the PORT value to every case I've ever read about (8200, 8700, 5555, etc.) but the connection is refused. I am of the opinion that this is not the preferred way to start a debugging session in NetBeans for Android. What am I missing?

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  • Android 2.2 deprecates restartPackage but adds another headache...

    - by mob1lejunkie
    Android 2.2 release notes have just been released. ActivityManager.restartPackage method has been deprecated and the description is: the previous behavior here is no longer available to applications because it allows them to break other applications by removing their alarms, stopping their services, etc. Instead 2.2 has given another tool for pesky "task killer" apps by introducing new ActivityManager.killBackgroundProcesses method. More Info Can someone explain whether ActivityManager.killBackgroundProcesses will kill our scheduled alarms? If so, deprecating ActivityManager.restartPackage was pointless as "task killer" will now abuse ActivityManager.killBackgroundProcesses.

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  • Android - phone number contact format

    - by Daniel Benedykt
    Hi In Android I can get phone numbers of all the contacts without any problem. Tha problem is that for most users some numbers are stored as 'local' numbers, meaning that they dont have the country code included. For example, if the user lives in US and he has 2 contacts: 1) John - 555-123-1234 (local) (starting 1 not showing) 2) Jane - 44-123456787 (england phone number) The question is: How do I get all the numbers in an international format, when some of the numbers doesnt include the country code? Any way to figure that out? Thanks

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