There's a fair discussion on StackOverflow here:
http://stackoverflow.com/questions/11293441/android-loadercallbacks-onloadfinished-called-twice/22183247
I saw the behavior when re-loading a Fragment in a ViewPager, which may be
very similar to rotation... Basically, I solved the problem by
If you're currently supporting API 3, I'd try to bump it to API 4, and
see if that helps. I had some similar issues, and while I lost a
small percentage of device support, it was worth it for the simplicity
of the fix.
On Jan 21, 9:09 am, Alok Kulkarni kulsu...@gmail.com wrote:
Hi.
i am
I would recommend you specify shape drawables in xml for the
background, using gradient to achieve your gradient.
See some details here:
http://developer.android.com/guide/topics/resources/drawable-resource.html#Shape
Also, you can specify different states, see:
I believe this will be useful:
http://insanitydesign.com/wp/projects/nehe-android-ports/
On Jan 14, 5:33 am, Vishal vb.41...@gmail.com wrote:
hii developers...
I am new to this journey and i want to make a 3d game using SDK 1.6
version...i have installed eclipse and has added android plugin
I agree with TreKing. If you're still very early in the development
process, you should be able to locate the null object and do some
if(obj==null) { } handling to prevent repetitive errors while
debugging/coding.
On Jan 14, 1:06 pm, TreKing treking...@gmail.com wrote:
On Fri, Jan 14, 2011 at
I believe the best way to do what you've described is create your own
Video Player Activity, which can contain a VideoView, and you can add
listeners for most events (like video stopped or ended).
On Oct 6, 5:51 am, zohar lerman lirazo...@gmail.com wrote:
Hi,
I am using the following code to
I would advise calculating the scale of original image to screen
height/width, and adjusting your inSampleSize accordingly. When it's
2, you're always loading half of the source bitmap, so if it's huge,
you're still loading half of huge. You'll want to do something like
options.inSampleSize =
It depends on what type of audio you want to play... If you're playing
short WAV files, maybe you should look at AudioTrack instead of
MediaPlayer? MediaPlayer has worked perfectly well for me with MP3s
though. Maybe review the MediaPlayer State Diagram if you're having
trouble...
On Aug 26,
Activites that are re-usable should have some published way of
invoking them... Otherwise, perhaps they do something by file type,
like if you start an activity for an MP3, audio players should be able
to launch. Why don't you just ask the developer how to invoke an
activity, instead of trying
I followed the standard instructions on Windows 7, and everything
works great.
On Aug 25, 6:07 pm, Mark Murphy mmur...@commonsware.com wrote:
On Wed, Aug 25, 2010 at 4:09 AM, Abbas stahaab...@gmail.com wrote:
Can we install Android SDK on windows 7
Yes.
if yes then how ?
By following
I agree with TreKing, but I believe you might have to omit the
'@Override' annotation.
On Aug 5, 11:07 am, TreKing treking...@gmail.com wrote:
On Thu, Aug 5, 2010 at 6:01 AM, Neilz neilhorn...@gmail.com wrote:
Any ideas please on how I can achieve this?
I don't think you have to do anything.
You should be able to read up on threads here:
http://download-llnw.oracle.com/javase/tutorial/essential/concurrency/index.html
On Aug 4, 4:43 am, perumal316 perumal...@gmail.com wrote:
Hi All,
I want to write a separate Thread within my application(to do
Bluetooth connection). Any idea
If you're calling setAlpha, you should remember what you set the
ImageView to. Maybe extend ImageView and add a rememberedAlpha
field, that gets it's value on setAlpha() but before a call to
super.setAlpha()? It doesn't look like there's a straight forward way
to get the alpha...
On Aug 3,
I would make up a scheme... and you can use an Intent-Filter to grab
any request to that scheme.
use an url like
shrenikvikam://some.data.for.your.activity
Then if your Activity listens for that scheme, a web link should start
your activity.
see
));
view.getContext().startActivity(intent);
return true;
} else {
return super.shouldOverrideUrlLoading(view, url);
}
}
}
On Aug 2, 3:00 pm, Matty busbus...@gmail.com wrote
If you have web services already, won't it be easy to add one that
allows clients to say where should I look for content? They could
send version numbers, their own phone number, or other information so
you can decide where to point them. Then the client could store that
information in a DB, or
You can find UI Guidelines for icons here:
http://developer.android.com/guide/practices/ui_guidelines/icon_design.html
If you click around, you can find other info there too...
As for the market submission, here's what the form says (and validates
for)
Screenshots
0 or 2
320w x 480h or 480w x
I can't help but wonder why you would want to do this?
On Aug 1, 9:12 am, Jerry Fan jerryfan1...@gmail.com wrote:
Hi folks,
is there anyway that I can store drawables into database?
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To post
You should be able to create an AdapterView.OnItemSelectedListener,
add it to your ListView using setOnItemSelectedListener and keep a
pointer to the currently selected item.
On Jul 31, 9:17 am, cindy ypu01...@yahoo.com wrote:
I have a listActivity which I use ArrayAdapter insider it. When
1) Create a new activity for your second scene...
2) Add an OnClickListener to your button
3) When button is clicked, call startActivity() with an intent for
your second activity.
Hope that's what you were asking
On Aug 2, 2:05 pm, coy cawe...@gmail.com wrote:
hi.
I'm beginning to study
Are you perhaps listening to a ListView that doesn't exist any more???
Also, I don't know why you would use a WebView for this... It makes
much more sense to download the image into memory and display it as an
ImageView. It sounds like you're reloading it every time now anyway.
If you don't want
I'm not positive what all the options are... You could certainly just
wrap your website in a WebView and offer it for free on the market...
If users visit your site, you can send them to the market with a market://
link, and you'll get visitors who found your app on the market without
even
Are you calling intent.setDataAndType(Uri Data, String Type)
?
Sometimes specifying the right mime type makes a big difference.
On Aug 2, 1:26 am, Kyle kyle4...@gmail.com wrote:
Hey,
I've created a WebView which loads a webpage and will play any file
that ends in mp4 on click. The problem
against? It could just be a
bug in the platform.
On Wed, Jul 21, 2010 at 11:17 AM, Matty busbus...@gmail.com wrote:
My OpenGL stuff seems to draw just fine until some rotate (this is
most reproducible if you rotate back and forth with about a second
between).
Note that Activity B
My guess is the video isn't the right size, so the device is
struggling to scale the video and/or the bitrate is just too high...
Try a lower bitrate, and check the dimensions of your video.
On Jul 22, 7:49 am, berliner myberli...@gmail.com wrote:
Hi,
what could be the reason that a mp4
What carrier are you on? I believe T-Mobile allowed me to use the
update setting... Otherwise I think you'll have to find
instructions online. See an example I found with a simple google
search:
http://www.denraf.be/content/howto-android-21-g1adp1dream
On Jul 22, 4:54 am, Narendra Bagade
I think you will want to write your own xml parser/handler so that you
can decide what gets read to the user. Maybe use SAX?
On Jul 22, 6:03 am, prachi prachi.tya...@wipro.com wrote:
Hi all
I have an xml page which im able to display on webview and also able
to convert it to sppech by using
I have looked through many posts on this issue, and I've concluded
that there's not much I can do to prevent it... I am able to reproduce
this error when repeatedly rotating an Activity that uses OpenGL.
W/SurfaceComposerClient( 749): lock_layer timed out (is the CPU
pegged?) layer=2,
I'm not positive, but maybe the issue is that you're getting touch
events for each time you draw your scene? Try to skip drawing, and
just print debug about when your finger is down... I think that will
shed some light on the issue. You could also just capture the
touchdown, record it's
How are you delaying 5 seconds, and what operation are you doing once
that 5 seconds is complete? Could it be taking more than 5 seconds,
thus slowly building up the number of processes that are running?
On Jul 21, 5:32 am, NightGospel wutie...@gmail.com wrote:
Hi all,
I wrote one widget that
Can't you put a breakpoint (in eclipse) at the function you want
information about, then just run the code? When you hit a breakpoint,
eclipse should show you a call stack.
On Jul 14, 2:44 am, Shuo Deng dengshuoama...@gmail.com wrote:
Does anybody know how can I get the build-in function call
appreciated.
On Jul 21, 9:22 am, Dianne Hackborn hack...@android.com wrote:
What problem is this causing you that you are trying to fix?
On Wed, Jul 21, 2010 at 5:47 AM, Matty busbus...@gmail.com wrote:
I have looked through many posts on this issue, and I've concluded
that there's
:
Have you made sure your SurfaceView UI is actually drawing regularly, and
especially redrawing itself as soon as possible with the new size?
On Wed, Jul 21, 2010 at 8:02 AM, Matty busbus...@gmail.com wrote:
Thanks for the quick response Dianne.
I have an activity that uses OpenGL
I'm not sure why you can't just use a thread (no handler)?
If you do need a handler, you can just create a new runnable, and post
it to the handler with something like:
new Handler().post(new Runnable(){
public void run(){
image = new GLCamTest().extractimage(q);
}
});
(Obviously, the code
I see ContactsContract here:
http://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=core/java/android/provider/ContactsContract.java
But I don't see a QuickContact...
On Jul 15, 5:33 pm, Agus agus.sant...@gmail.com wrote:
Hi all,
What is the .git file corresponding to
As a developer, I often find it useful enough if I get a logcat dump
with a crash or bug.
More information can be found about 'adb logcat' here:
http://developer.android.com/guide/developing/tools/adb.html
On Jul 14, 8:59 pm, rahul jain jainwolver...@gmail.com wrote:
Hi there !
I am not
What are your custom buttons? Why not make them extend the Button
class so you inherit the default behavior? I have created some
default buttons, but I only did so to selectively override default
behavior.
Try inspecting (new Button(this)).getBackground();
and see if that helps you.
On
I believe you might want to use a service.
http://developer.android.com/reference/android/app/Service.html
On Jul 13, 3:49 am, perumal316 perumal...@gmail.com wrote:
Hi All,
I am writing an application to do fileobservation which can be done.
Is there any way I can make the application to
I do something similar...
onLongClick - Start a thread/timer
in Timer/Thread - increment value, reschedule timer
onTouchListener.OnTouch() - detect MotionEvent.ACTION_UP and stop the
timer
Hope that helps, sounds like you're on the right track.
On Jul 13, 5:48 am, Kris Skarbø
I don't think it's natively supported... But there's some sample java
code here:
http://www.flexiprovider.de/examples/ExampleECIES.html
Might not help, I think they use 3rd party libraries, but perhaps it's
a good place to get started.
On Jul 13, 5:58 am, ricos rigc8...@gmail.com wrote:
I'm not exactly sure why you would want to do this... What are you
doing with calls? Maybe you can get away with turning off/disabling
all radios? (I don't know how feasible this is).
Maybe you just want to block the notifications, and not the actual
messages?
On Jul 12, 4:54 pm, ranjan ar
If you want to draw on top of an ImageView, I would extend it and
override it's onDraw method. This provides you a [relative] canvas to
draw on. Just be sure to call super.onDraw() if you want the image to
show up also.
On Jul 13, 11:23 am, Jags jag...@gmail.com wrote:
I am trying to put a
I was able to solve this...
I was calling the texture wrapping code on every draw, right before I
bound the texture. Now, I set the texture parameters when the
textures are generated, and I don't need to specify wrapping every
time I draw a shape... No more flicker, and the code is probably more
I found the solution here:
http://groups.google.com/group/android-developers/browse_thread/thread/2de77043f32835aa/f2a1357bf1335461
It's basically: Add the following to your activity:
getWindow().setFlags(WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS,
This simple layout seems to work for me:
?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=fill_parent
android:orientation=vertical
I'm drawing 5 rectangles with OpenGL. They are texture mapped, and
use the following parameters/binding:
...
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_WRAP_S,
GL10.GL_CLAMP_TO_EDGE);
My test involves 2 Activities, one with a GridView, and one with a
ListView. The GridView is defined as Theme.NoTitleBar.Fullscreen
and works great on first launch.
The ListView defines a custom title bar using:
getWindow().setFeatureInt(Window.FEATURE_CUSTOM_TITLE,
You should be able to override onDraw, and draw the bitmap using
something like:
canvas.drawBitmap(bitmap, matrix, paint)
I haven't used drawBitmap with a matrix before, but you can check out
some more info here:
http://www.anddev.org/resize_and_rotate_image_-_example-t621.html
You should be
Well, as far as I can tell, the only error-handling you're doing in
that whole block is to set picvalues to an empty object if you get a
JSONException... If all you're going to do on Exception is log a
message, there's probably no reason to call out each Exception
seperately. You can Log each
Hi there.
Well i decided today that I want to create a very simple app to
compliment my website at http://www.gameworldplus.com.
I basically want to make a simple app with nice looking buttons,
leading to the different areas of help/tutorial, then work from there.
I have installed everything
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