SurfaceView that implements a SensorListener has an onSensorChanged
here is the full code, I tested it out and works great
http://www.anddev.org/2d_tutorial-t3120.html
On Feb 10, 7:00 pm, naxtek wrote:
> Hi everyone,
>
> I'm a software engineering student and I've just bought a T-Mobile G1
>
I tried to upload an update to my app but I got the following now my
app has disappeared from my interface and i cannot load an app with
the same name,
You have another published application on Market with the same package
name (com.x.x). Go to that other application, and click upgrade.
I cannot
here is a great tutorial that worked perfectly for me
http://www.anddev.org/signing_your_apk-application_for_release_keytooljarsigner-t3069.html
On Feb 2, 8:35 pm, Alowishus wrote:
> Update: I think this may be a vista problem, the app is built and runs
> perfectly in the emulator, I try and
ters(parameters);
mCamera.startPreview();
}
}
On Jan 31, 9:56 pm, srajpal wrote:
> sounds good, do you have an example piece of code or can you please
> point me to something.
>
> On Jan 30, 8:44 pm, Dave Sparks wrote:
>
> > No, you don't draw on the camera preview surface. You cre
sounds good, do you have an example piece of code or can you please
point me to something.
On Jan 30, 8:44 pm, Dave Sparks wrote:
> No, you don't draw on the camera preview surface. You create a
> transparent surface above it in the Z stack and draw on that.
>
> On Jan 30,
27 pm, Dianne Hackborn wrote:
> There is an Api Demo showing how to generally do this with a surface view.
> It's very easy, since SurfaceView essentially operates like any other view
> in terms of compositing.
>
> On Fri, Jan 30, 2009 at 3:48 PM, srajpal wrote:
>
> > D
Does someone know how I can overlay an image over the camera preview?
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> 2. Create a new canvas for that bitmap, e.g.:
>
> Canvas screenshotCanvas = new Canvas(screenshotBitmap);
>
> 3. Draw onto the canvas:
>
> view.draw(screenshotCanvas);
>
> Cheers,
> James
>
> On Wed, Jan 14, 2009 at 12:42 PM, srajpal wrote:
>
> > I thought
> 2. Create a new canvas for that bitmap, e.g.:
>
> Canvas screenshotCanvas = new Canvas(screenshotBitmap);
>
> 3. Draw onto the canvas:
>
> view.draw(screenshotCanvas);
>
> Cheers,
> James
>
> On Wed, Jan 14, 2009 at 12:42 PM, srajpal wrote:
>
> > I thought
are trying to capture. The
> view is too big. What you can do however is draw the View in a Canvas
> attached to your own Bitmap.
>
>
>
> On Wed, Jan 14, 2009 at 12:29 PM, srajpal wrote:
>
> > but i get the same error if i just pick a potion of the screen
>
>
there another, better way?
On Jan 14, 3:33 pm, James Yum wrote:
> Just checking, have you thought about drawing the view into a Bitmap?
>
> Cheers,
> James
>
> On Wed, Jan 14, 2009 at 12:29 PM, srajpal wrote:
>
> > but i get the same error if i just pick a potion of
>
>
> On Tue, Jan 13, 2009 at 5:34 PM, srajpal wrote:
>
> > I am having an issue when trying to save a screen shot of a view to a
> > file.
>
> > I am using the following code to save the bitmap
>
> > Java:
>
> > Bitmap screenshot;
>
> >
putting the following before you set the content view will make the
view fullscreen
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags
(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);
On Dec 17 2008, 1:25 am, "Eric Chan" wrote:
> Can
I am having an issue when trying to save a screen shot of a view to a
file.
I am using the following code to save the bitmap
Java:
Bitmap screenshot;
mView.setDrawingCacheEnabled(true);
screenshot = Bitmap.createBitmap(mView.getDrawingCache());
mView.setDrawingCacheEnabled(false);
try {
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