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  • Rows added to table are not showing up

    - by Lars
    This has been asked before, but I have found no solution that worked for me yet: When adding rows to a table from code, the rows are not showing up in the application. There is one row I specified in XML, that one is showing up, but nothing below it. This is the code: public void addRow(LocationMessage locationMsg){ View messageView = theInflater.inflate(R.layout.homepage, null); TableLayout table = (TableLayout)messageView.findViewById(R.id.distanceTable); TextView senderNameTextView = new TextView(thisContext); senderNameTextView.setText(locationMsg.getSenderName()); TableRow tr = new TableRow(thisContext); tr.addView(distanceTextView); table.addView(tr); rows.addFirst(messageView); } homepage.xml contains this, I removed some elements and parameters: <?xml version="1.0" encoding="utf-8"?> <LinearLayout> <TabHost> <TabWidget /> <FrameLayout> [..] <LinearLayout> [..] <TableLayout android:id="@+id/distanceTable" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_gravity="center" android:background="#DDDDDD" android:stretchColumns="1" > <TableRow> <TextView android:textColor="#000000" android:text="@string/label_device" android:layout_gravity="center" android:padding="3dip" android:textSize="18sp" /> <TextView android:textColor="#000000" android:text="@string/label_distance" android:layout_gravity="center" android:padding="3dip" android:textSize="18sp" /> <TextView android:textColor="#000000" android:text="@string/label_time" android:layout_gravity="center" android:padding="3dip" android:textSize="18sp" /> </TableRow> </TableLayout> </LinearLayout> </FrameLayout> </TabHost> </LinearLayout> Unfortunately hierarchyviewer.bat doesn't work for me in order to check if the rows are there but just not visible. In the debugger it looks fine to me.

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  • AvoidXferMode Tolerance

    - by kayahr
    I have a problem with the following code: protected void onDraw(Canvas canvas) { Paint paint = new Paint(); // Draw a blue circle paint.setColor(Color.BLUE); canvas.drawCircle(100, 100, 50, paint); // Draw a red circle where it collides with the blue one paint.setXfermode(new AvoidXfermode(Color.BLUE, 0, Mode.TARGET)); paint.setColor(Color.RED); canvas.drawCircle(50, 50, 50, paint); } According to the API documentation of AvoidXfermode the tolerance value 0 means that it looks for an EXACT color match. This should work here because I specify the same color as I used for drawing the first circle. But the result is that the red circle is not drawn at all. When I use a tolerance value of 255 instead then it works (red circle is drawn where it collides with the blue one) but that sounds wrong because with such a high tolerance I think it should draw the circle EVERYWHERE. So what's wrong here? API Documentation? Android? Me?

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  • Why doesn't my text be bold when displaying on device screen

    - by john123
    My string.xml: <!--I try to bold my argument %s, like below:--> <string name="hello">Hello to: <b>%s</b> !</string> My layout main.xml: <LinearLayout ...> <TextView android:id="@+id/hello_txt" ... .../> </LinearLayout> My Fragment class: public class MyFragment extends Fragment{ TextView helloTxt; @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { super.onCreateView(inflater, container, savedInstanceState); helloTxt = (TextView) findViewById(R.id.hello_txt); } @Override public void onStart() { super.onStart(); //pass "Monday" as the argument to my string helloTxt.setText(String.format(getString(R.string.hello), "Monday")); } } When I run my app on my device, I got "Hello to: Monday !" displaying on screen, but the "Monday" is not bold, but I used <b> in my string.xml. Why it is not bold??

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  • How can I find out if the MainActivity is being paused from my Java class?

    - by quinestor
    I am using motion sensor detection in my application. My design is this: a class gets the sensor services references from the main activity and then it implements SensorEventListener. That is, the MainActivity does not listen for sensor event changes: public void onCreate(Bundle savedInstanceState) { // ... code mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER); // The following is my java class, it does not extends any android fragment/activty mShakeUtil = new ShakeUtil(mSensorManager,mAccelerometer,this); // ..more code.. } I can't redesign ShakeUtil so it is a fragment nor activity, unfortunately. Now to illustrate the problem consider: MainActivity is on its way to be destroyed/paused. I.e screen rotation ShakeUtil's onSensorChanged(SensorEvent event) gets called in the process.. One of the things that happen inside onSensorChanged is a dialog interaction, which gives the error: java.lang.IllegalStateException: Can not perform this action after onSaveInstanceState When the previous happens between MainActivity's onSaveInstanceState and onPause. I know this can be prevented if I successfully detect that MainActivity is being pause in ShakeUtil. How can I detect that MainActivity is being paused or onSaveInstanceState was called from ShakeUtil? Alternatively, how can I avoid this issue without making Shakeutil extend activity? So far I have tried with flag variables but that isn't good enough, I guess these are not atomic operations. I tried using Activity's isChangingConfigurations(), but I get an undocummented "NoSuchMethodFound" error.. I am unregistering the sensors by calling ShakeUtil when onPause in main ACtivity

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  • passing data from an activity to an listactivity or listview

    - by wicked14
    need help on passing data from an activity to an listactivity or listview for an android app. im having problems on passing data to a listview. what the app do is from addact class the user can input things to do and in the viewact class this will display the activies add by the user in listview public class addact extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.newact); Button btn1 = (Button)findViewById(R.id.btnsave); final EditText et1 = (EditText)findViewById(R.id.etactivity); btn1.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent it = new Intent(addact.this, viewact.class); it.putExtra("thekey", et1.getText().toString()); startActivity(it); } }); } } public class viewact extends ListActivity { String addToDo =getIntent().getExtras().getString("thekey"); String[] toDoAct = new String[] {addToDo }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.viewact); setListAdapter(new ArrayAdapter<String>(this, R.layout.viewact,toDoAct)); ListView listView = getListView(); listView.setTextFilterEnabled(true); listView.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { for (int i=0; i < 2; i++) { Toast.makeText(getApplicationContext(), ((TextView) view).getText(), Toast.LENGTH_LONG).show(); } } }); } }

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  • python script problem once build and package it

    - by Apache
    hi expert, I've written python script to scan wifi and send data to the server, I set interval value, so it keep on scanning and send the data, it read from config.txt file where i set the interval value to scan, I also add yes/no in my config file, so is 'no' it will scan only once and if 'yes' it will scan according to the interval level, my code as below import time,..... from threading import Event, Thread class RepeatTimer(Thread): def __init__(self, interval, function, iterations=0, args=[], kwargs={}): Thread.__init__(self) self.interval = interval self.function = function self.iterations = iterations self.args = args self.kwargs = kwargs self.finished = Event() def run(self): count = 0 while not self.finished.is_set() and (self.iterations <= 0 or count < self.iterations): self.finished.wait(self.interval) if not self.finished.is_set(): self.function(*self.args, **self.kwargs) count += 1 def cancel(self): self.finished.set() def scanWifi(self): #scanning process and sending data done here obj = JW() if status == "yes": t = RepeatTimer(int(intervalTime),obj.scanWifi) t.start() else: obj.scanWifi() once I package my code, its only run when I set my config file set to 'no' where it scan only once, but when I set my config file to 'yes', there is no progress at all, so I found that there is problem with my class RepeatTimer(Timer) once build, but don't know how to solve can anyone help me thanks

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  • overridePendingTransition doesn't work

    - by Ixx
    Have found already some people asking the same, but the solutions didn't work for me. I see no animation. Calling it this way: Intent intent = new Intent(this, MyActivity.class); startActivity(intent); overridePendingTransition(R.anim.fadein, R.anim.fadeout); fadein.xml and fadeout.xml are in the anim folder: fadein.xml: <?xml version="1.0" encoding="utf-8"?> <set xmlns:android="http://schemas.android.com/apk/res/android" > <alpha android:duration="1000" android:fromAlpha="0.0" android:interpolator="@android:anim/accelerate_interpolator" android:toAlpha="1.0" /> </set> fadeout.xml: <?xml version="1.0" encoding="utf-8"?> <set xmlns:android="http://schemas.android.com/apk/res/android"> <alpha android:duration="1000" android:fromAlpha="1.0" android:interpolator="@android:anim/accelerate_interpolator" android:toAlpha="0.0" /> </set> Using min. API 7: manifest: <uses-sdk android:minSdkVersion="7"/> API 7 is also in my project.properties file: target=android-7 What am I doing wrong? P.D. Removing the lines with the interpolator doesn't change anything. Already seen / tried: overridePendingTransition doesn't work overridePendingTransition does not work when flag_activity_reorder_to_front is used Fade in Activity from previous Activity in Android Fade in Activity from previous Activity in Android Activity transition in Android

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  • Does implementing a Java class under an open-source library's package name constitutes a modificatio

    - by Minyu
    Greetings, I understand that this is not the best forum for getting legal advices. But I am still wondering if anybody has some experience around this topic, or can point me to relevant resources that explain it. I have tried to search it online but could not find clear answers. Assuming I am using a Java open-source library from "somecompany", specifically its entities in the "org.somecompany.somepackage". During development, I found that I need to access some of the internals of that package that are not exposed through its public interface. So I thought maybe creating my own classes under the same "org.somecompany.somepackage" name would make that easier. My question is: does this constitutes a modification of the open-source library? The fully qualified name of my classes look like "org.somecompany.somepackage.myclass". It does seem an "extension" of the original library, even though I am not modifying the original library source or binary. I am also not adding my classes to the open-source jar files. Any advice or pointer to resources will be appreciated!

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  • Project Management, Developer being project managers manager

    - by marabutt
    I am in the planning stages of a project and am looking to hire a project manager. I want be doing some coding and keeping an eye on all parts of the project but feel a project manager will get better results than I could. I can project manage the project and not code and hire another coder or code myself and hire a project manager. I am worried that the project manager will fell impeded by having the project owner as part of the development team. If I run the project, the team might fall apart causing the project to fail. To stick within budget, I have to be involved in one capacity or another. Does anyone have experience with this situation or suggestions?

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  • Cannot mount Android phone in Ubuntu and sync with Banshee

    - by Brett Alton
    I can't get my LG Optimus One to sync with Banshee. I read somewhere that the root needs to have an empty file called '.is_audio_player'. I did that and it still doesn't mount. I ran dmesg however and it appears that the card is unmounting before I even have a change to run Banshee. [ 7250.321359] usb 1-1.4: new high speed USB device using ehci_hcd and address 10 [ 7250.444795] scsi12 : usb-storage 1-1.4:1.0 [ 7251.567946] scsi 12:0:0:0: Direct-Access Multiple Card Reader 1.00 PQ: 0 ANSI: 0 [ 7251.568839] sd 12:0:0:0: Attached scsi generic sg3 type 0 [ 7252.232433] sd 12:0:0:0: [sdc] 15564800 512-byte logical blocks: (7.96 GB/7.42 GiB) [ 7252.233299] sd 12:0:0:0: [sdc] Write Protect is off [ 7252.233306] sd 12:0:0:0: [sdc] Mode Sense: 03 00 00 00 [ 7252.233309] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.235658] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.235666] sdc: sdc1 [ 7252.239132] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.239140] sd 12:0:0:0: [sdc] Attached SCSI removable disk [ 7272.573437] usb 1-1.4: USB disconnect, address 10 Suggestions?

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  • Are project managers useful in Scrum?

    - by Martin Wickman
    There are three roles defined in Scrum: Team, Product Owner and Scrum Master. There is no project manager, instead the project manager job is spread across the three roles. For instance: The Scrum Master: Responsible for the process. Removes impediments. The Product Owner: Manages and prioritizes the list of work to be done to maximize ROI. Represents all interested parties (customers, stakeholders). The Team: Self manage its work by estimating and distributing it among themselves. Responsible for meeting their own commitments. So in Scrum, there is no longer a single person responsible for project success. There is no command-and-control structure in place. That seems to baffle a lot of people, specifically those not used to agile methods, and of course, PM's. I'm really interested in this and what your experiences are, as I think this is one of the things that can make or break a Scrum implementation. Do you agree with Scrum that a project manager is not needed? Do you think such a role is still required? Why?

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  • Android in-game pause screen

    - by Max
    Right now Im calling a new activity with an xml-view when I pause my game, but Since I do this I need to use context in my real-time code, and this is causing a memory leak. Is there any preffered way to pause the game? By pause I mean if game is over, if I die, or if I press pause-button. Would a custom dialog work just aswell? this would mean I wont have to leave my main-activity while im in-game.

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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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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  • Drawing a circle in opengl es android, squiggly boundaries

    - by ladiesMan217
    I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far. the Circle Class public class MyGLBall { private int points=40; private float vertices[]={0.0f,0.0f,0.0f}; private FloatBuffer vertBuff; //centre of circle public MyGLBall(){ vertices=new float[(points+1)*3]; for(int i=3;i<(points+1)*3;i+=3){ double rad=(i*360/points*3)*(3.14/180); vertices[i]=(float)Math.cos(rad); vertices[i+1]=(float) Math.sin(rad); vertices[i+2]=0; } ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4); bBuff.order(ByteOrder.nativeOrder()); vertBuff=bBuff.asFloatBuffer(); vertBuff.put(vertices); vertBuff.position(0); } public void draw(GL10 gl){ gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); // gl.glScalef(size, size, 1.0f); gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } } I couldn't retrieve the screenshot of my image but here's what it looks like As you can see the border has crests and troughs thereby renering it squiggly which I do not want. All I want is a simple curve

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  • Android Can't get two virtual joysticks to move independently and at the same time

    - by Cole
    @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub float r = 70; float centerLx = (float) (screenWidth*.3425); float centerLy = (float) (screenHeight*.4958); float centerRx = (float) (screenWidth*.6538); float centerRy = (float) (screenHeight*.4917); float dx = 0; float dy = 0; float theta; float c; int action = event.getAction(); int actionCode = action & MotionEvent.ACTION_MASK; int pid = (action & MotionEvent.ACTION_POINTER_INDEX_MASK) >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; int fingerid = event.getPointerId(pid); int x = (int) event.getX(pid); int y = (int) event.getY(pid); c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); switch (actionCode) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_POINTER_DOWN: //if touching down on left stick, set leftstick ID to this fingerid. if(x < screenWidth/2 && c<r*.8) { lsId = fingerid; dx = x-centerLx; dy = y-centerLy; touchingLs = true; } else if(x > screenWidth/2 && c<r*.8) { rsId = fingerid; dx = x-centerRx; dy = y-centerRy; touchingRs = true; } break; case MotionEvent.ACTION_MOVE: if (touchingLs && fingerid == lsId) { dx = x - centerLx; dy = y - centerLy; }else if (touchingRs && fingerid == rsId) { dx = x - centerRx; dy = y - centerRy; } c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); //if touching outside left radius and moving left stick if(c >= r && touchingLs && fingerid == lsId) { if(dx>0 && dy<0) { //top right quadrant lsX = r * FloatMath.cos(theta); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0){ //bottom right quadrant lsX = r * FloatMath.cos(theta); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } if(c >= r && touchingRs && fingerid == rsId) { if(dx>0 && dy<0) { //top right quadrant rsX = r * FloatMath.cos(theta); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0) { rsX = r * FloatMath.cos(theta); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } else { if(c < r && touchingLs && fingerid == lsId) { lsX = dx; lsY = dy; } if(c < r && touchingRs && fingerid == rsId){ rsX = dx; rsY = dy; } } break; case MotionEvent.ACTION_UP: case MotionEvent.ACTION_POINTER_UP: if (fingerid == lsId) { lsId = -1; lsX = 0; lsY = 0; touchingLs = false; } else if (fingerid == rsId) { rsId = -1; rsX = 0; rsY = 0; touchingRs = false; } break; } return true; } There's a left joystick and a right joystick. Right now only one will move at a time. If someone could set me on the right track I would be incredibly grateful cause I've been having nightmares about this problem.

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  • Making body (box2d) a sprite (andengine) in Android

    - by Kadir
    I can't make body (box2d) a sprite (andengine) and at the same time apply MoveModifier to sprite which is body. If i can make just body, it works namely the sprites can collide. If I apply just MoveModifier to sprites, the sprites can move where i want. But I want to make body (they can collide) and apply MoveModifier (they can move where I want) at the same time. How can i do it? This my code just run MoveModifier not as body at the same time. circles[i] = new Sprite(startX, startY, textRegCircle[i]); body[i] = PhysicsFactory.createCircleBody(physicsWorld, circles[i], BodyType.DynamicBody, FIXTURE_DEF); physicsWorld.registerPhysicsConnector(new PhysicsConnector(circles[i], body[i], true, true)); circles[i].registerEntityModifier( (IEntityModifier) new SequenceEntityModifier ( new MoveModifier(10.0f, circles[i].getX(), circles[i].getX(), circles[i].getY(),CAMERA_HEIGHT+64.0f))); scene.getLastChild().attachChild(circles[i]); scene.registerUpdateHandler(physicsWorld);

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  • Are project managers useful in Scrum?

    - by Martin Wickman
    There are three roles defined in Scrum: Team, Product Owner and Scrum Master. There is no project manager, instead the project manager job is spread across the three roles. For instance: The Scrum Master: Responsible for the process. Removes impediments. The Product Owner: Manages and prioritizes the list of work to be done to maximize ROI. Represents all interested parties (customers, stakeholders). The Team: Self manage its work by estimating and distributing it among themselves. Responsible for meeting their own commitments. So in Scrum, there is no longer a single person responsible for project success. There is no command-and-control structure in place. That seems to baffle a lot of people, specifically those not used to agile methods, and of course, PM's. I'm really interested in this and what your experiences are, as I think this is one of the things that can make or break a Scrum implementation. Do you agree with Scrum that a project manager is not needed? Do you think such a role is still required? Why?

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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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  • android game performance regarding timers

    - by iQue
    Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task extends TimerTask { private MainGamePanel panel; public Task(MainGamePanel panel) { this.panel=panel; } /** * When the timer executes, this code is run. */ public void run() { panel.createEnemies(); } } this task calls this method from my view: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if(enemyCounter < 24){ enemies.add(new Enemy(bmp, this)); } enemyCounter++; } Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise. adding code for my timer if any1 came here cus they dont understand timers: private Timer timer1 = new Timer(); private long delay1 = 5*1000; // 5 sec delay public void surfaceCreated(SurfaceHolder holder) { timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay thread.setRunning(true); thread.start(); }

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  • Can't return to stock Android

    - by kurt
    Whenever I try and uncompress the tar file, I get this: tar (child): nakasi-jro03d-factory-e102ba72.tg: Cannot open: No such file or directory tar (child): Error is not recoverable: exiting now tar: Child returned status 2 tar: Error is not recoverable: exiting now I'm fairly new to Ubuntu. So I'm pretty sure that's my fault. So I just compress it manually using the GUI. But when I try to flash it, I get sudo: ./flash-all.sh: command not found Please help.

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • How to Create Geo-Reminders in Android with GeoNote

    - by Zainul Franciscus
    Unlike most reminders that remind you to do a certain action at a desired time, GeoNote gives you reminders when you enter a location. If you’re a big fan of location-based services, then GeoNote is the perfect reminder for you. Image by Menino.Us GeoNote is one of the few Geo-Reminder applications that are available on the market for free. Its simple interface allows us to create To-Do list quickly. Just click the “Add Location” button to add your first note Latest Features How-To Geek ETC Inspire Geek Love with These Hilarious Geek Valentines RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition A History of Vintage Transformers [Infographic] Amazon Finally Adds Real Page Numbers to the Kindle Now You Can Print Google Docs and Gmail through Google Cloud Print AppBrain Enables Direct-to-Phone Installation Again Build a DIY Clapper to Hone Your Electronics Chops How to Kid Proof Your Computer’s Power and Reset Buttons

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  • Dummy Guide to NetBeans Android Development

    - by Geertjan
    Start by setting up the Android SDK (fantastic Ubuntu instructions here), then install NBAndroid. Now you can create a new Android project: Having set up the Android SDK, you're able to select your Android platform in the IDE: The project structure created by the above templates is nice and easy to understand: Build the project and you have your APK file and everything else generated in the Files window: Nice features are included, such as code completion in Android XML files: Several other features are included, as described here, such as "Export Signed Android Package", as well as deployment to the Android emulator. Now that I have everything set up (took literally about 10 minutes from start to finish), I'm going to be experimenting a bit with Android development via NetBeans IDE.

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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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