[android-developers] Regarding business card reader.

2013-04-26 Thread yogendra G
Hi All ,

Am working on business card reader and am able to scan a card but not
properly. Am using tessreact library to do this. Problem is image is not
getting scanned properly or text is not getting extracted properly.
So, please help me out to achieve this something like cam card app in play
store.

Thanks  Regards,
Yogendra G.

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[android-developers] Android widget layout doesn't change after rotation

2013-04-26 Thread zhiyazw


See the layout xml:

LinearLayout xmlns:tools=http://schemas.android.com/tools;
android:layout_width=match_parent
android:layout_height=match_parent
android:orientation=vertical
tools:context=.MainActivity xmlns:android=
http://schemas.android.com/apk/res/android;

TextView
android:layout_width=wrap_content
android:layout_height=wrap_content
android:layout_gravity=center_horizontal
android:layout_marginBottom=10dp
android:layout_marginTop=10dp
android:text=Temperature Chart
android:textAppearance=?android:attr/textAppearanceLarge /

LinearLayout
android:id=@+id/chartContainer
android:layout_width=match_parent
android:layout_height=wrap_content 

TextView
android:id=@+id/textTemperature
android:layout_width=wrap_content
android:layout_height=wrap_content
android:layout_gravity=center_vertical
android:transformPivotX=0sp
android:translationY=0sp
android:rotation=-90
android:text=Temperature /

/LinearLayout
/LinearLayout
 
then I insert a chart view into the chartContainer LinearLayout. The 
executing result is as the following picture:
you can see the problem is, after textTemperature is rotated, it still 
occupy the room as before it rotated, bellow layout view confirmed this.

https://lh4.googleusercontent.com/-qw0ryGAA_6A/UXo1t4C2RjI/AA8/Buvso--p66I/s1600/chart1.png


My question is how can I make the textTemperature widget only occupy the 
width as it is looked like? that's, there is no additional blank between 
textTemperature and the chart.
I know writing a customized widget or putting the rotated widget in an 
individual FrameLayout could accomplish this, I mean to seek there is any 
lighter way, such as a property, etc.

 

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Re: [android-developers] Re: Traslate Animation in ListView (like Google Plus App)

2013-04-26 Thread Gianluca Cacace
Yes,

I've found a solution, try using this snippet (you've to start these two
animation on the created view inside onCreateView of your adapter):

AnimationSet set = new AnimationSet(true);

 AlphaAnimation animation = new AlphaAnimation(0.0f, 1.0f);

 animation.setDuration(100);

 set.addAnimation(animation);


 TranslateAnimation animation2 = new TranslateAnimation(

  Animation.RELATIVE_TO_SELF, 0.0f, Animation.RELATIVE_TO_SELF,

  0.0f, Animation.RELATIVE_TO_SELF, 0.5f,

  Animation.RELATIVE_TO_SELF, 0.0f);

 animation2.setDuration(500);

 set.addAnimation(animation2);

--

*Gianluca Cacace*

Tel.: (+39) 340 5029624

http://www.linkedin.com/in/gcacace


2013/4/23 dman65 darr...@exquisiteimages.com


 On Thursday, February 7, 2013 9:16:59 AM UTC-5, Gianluca Cacace wrote:

 Has anyone idea to how to replicate the Google Plus listview behaviour,
 when scrolling down the list? I want that each new cell is traslating from
 the bottom to it's final position smoothly.


 Hello,

 I am interested in the same feature and I was wondering if you ever find a
 solution to this?

 Thank You

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[android-developers] Re: Paper Folding animation

2013-04-26 Thread Dan


On Thursday, April 25, 2013 4:23:42 PM UTC-4, Lew wrote:

 bob wrote:

 Well, the project is open source:

 https://github.com/honcheng/PaperFold-for-iOS

 So, you could probably convert the source to Android.  I have done this 
 for several games/projects.  It tends to be a lot of work but very didactic.


 I'm sorry, in what way can converting source be didactic?



Just to confirm your double check of the definition matches what
other folks might be using:

http://www.merriam-webster.com/dictionary/didactic

Reading and converting someone else's source between 2 platforms
lets you learn about how the problem was solved and details about
what is used on the two platforms.I think that fits for intended to
teach and might even fit pleasure and entertainment for folks that
like to learn.

  Dan

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[android-developers] Switching between GLES2.0 and native Canvas rendering on the fly works in 2.3.6 but no in 4.2.2

2013-04-26 Thread Alex Rempel
Hi piplz,

I filed a bug regarding the (see title) problem, but maybe someone already 
has a solution (or a soap-rope-can't-do answer) I can use.

Bug link:
http://code.google.com/p/android/issues/detail?id=54731

Bug copy:

Hello Team!

What:
Switching between rendering engine modes worked before but doesn't anymore.

Local StepsInfo:
1. is wallpaper service, rendering thread separate from UI thread
2. Start: rendering on surface with SurfaceHolder.lockCanvas and 
SurfaceHolder.unlockCanvasAndPost
3. Switch: change mode to OpenGL ES 2.0 rendering in preferences (the 
surface has gone onSurfaceInvisible at this point)
4. Tech: all surface events are handled, the unlockCanvasAndPost is called 
at least once
4. eglCreateWindowSurface(display, config, holder, attrs) throws...
...: E/libEGL(3028): EGLNativeWindowType 0x70ef9f58 already connected to 
another API
...: E/libEGL(3028): eglCreateWindowSurface:298 error 300b 
(EGL_BAD_NATIVE_WINDOW)

Bug details:
The bug occurs on 4.2.2 (tested on Nexus 10 and Motorola Droid), but it 
works perfectly fine on 2.3.6 (Nexus 1). After bug occurs the thread 
doesn't do anything (intended). Going back to wallpaper selection and 
selecting the same wallpaper goes back to same thread, waking it up with a 
new surface and then the GLES20 mode works. The consequent on-the-fly 
switch to Canvas rendering works also. The bug then occurs again on the 
switch from Canvas to GLES20 as described.

Tried workarounds:
- repeatedly trying to sleep a while in the thread and then to terminate 
and re-create the EGL context on the surface doesn't help, the error 
persists until a completely new surface comes into play


I'm not really sure if this is a bug now or if the bug was in 2.3.6 
actually not showing the aforementioned error.
If the error is valid:
- is there something else to unlock/release concerning the surface?
- can it work at all or is the new blocking behaviour intended?
- is there a way to request a new surface without restarting the activity 
(the wallpaper is hold in memory and not really kill-able by user like 
other apps leading to invalid states while this bug occurs)?

Thx,
Alex Rempel

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Re: [android-developers] Re: Paper Folding animation

2013-04-26 Thread Kristopher Micinski
Like I said, I would suspect that it would definitely be possible.  If you
know a little bit of Objective C then you can probably figure out the
relevant aspects related to rendering the view.  It's pretty nontrivial,
mostly because writing custom animated views are difficult:  I assume you'd
do this with a `GLSurfaceView`, but I'm not sure how accurate that is,
given that I don't do much UI development..

Kris


On Thu, Apr 25, 2013 at 1:43 PM, bob b...@coolfone.comze.com wrote:

 Well, the project is open source:

 https://github.com/honcheng/PaperFold-for-iOS

 So, you could probably convert the source to Android.  I have done this
 for several games/projects.  It tends to be a lot of work but very didactic.

 Also, you could contact the author and see if he will make you an Android
 version:

 http://www.honcheng.com/contact

 Thanks.


 On Thursday, April 25, 2013 5:33:39 AM UTC-5, Amit wrote:

 Hi,

 Could you please anybody help me how to achieve the Vertical Paper
 folding effect as show below.

 I want to use this animation for creating a stack of Images and view them
 in paper unfolding effect.

  Any links to example source code will help me a lot.

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[android-developers] Re: Android widget layout doesn't change after rotation

2013-04-26 Thread bob
 

Maybe make the chart view wider?


What did you set the width of the chart view to?  If it is wrap_content, I 
would at least try match_parent.


Thanks.



On Friday, April 26, 2013 3:10:39 AM UTC-5, zhiyazw wrote:

 See the layout xml:

 LinearLayout xmlns:tools=http://schemas.android.com/tools;
 android:layout_width=match_parent
 android:layout_height=match_parent
 android:orientation=vertical
 tools:context=.MainActivity xmlns:android=
 http://schemas.android.com/apk/res/android;

 TextView
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:layout_gravity=center_horizontal
 android:layout_marginBottom=10dp
 android:layout_marginTop=10dp
 android:text=Temperature Chart
 android:textAppearance=?android:attr/textAppearanceLarge /

 LinearLayout
 android:id=@+id/chartContainer
 android:layout_width=match_parent
 android:layout_height=wrap_content 

 TextView
 android:id=@+id/textTemperature
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:layout_gravity=center_vertical
 android:transformPivotX=0sp
 android:translationY=0sp
 android:rotation=-90
 android:text=Temperature /

 /LinearLayout
 /LinearLayout
  
 then I insert a chart view into the chartContainer LinearLayout. The 
 executing result is as the following picture:
 you can see the problem is, after textTemperature is rotated, it still 
 occupy the room as before it rotated, bellow layout view confirmed this.


 https://lh4.googleusercontent.com/-qw0ryGAA_6A/UXo1t4C2RjI/AA8/Buvso--p66I/s1600/chart1.png


 My question is how can I make the textTemperature widget only occupy the 
 width as it is looked like? that's, there is no additional blank between 
 textTemperature and the chart.
 I know writing a customized widget or putting the rotated widget in an 
 individual FrameLayout could accomplish this, I mean to seek there is any 
 lighter way, such as a property, etc.

  


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[android-developers] Re: Launch Mode : singleTop FAILS on first time app start of signed build

2013-04-26 Thread Dritan
If Android's activity stack behaves differently from an app being 
sideloaded vs OTA, I am also suspicious that there are other 
functionalities that break under the same loading procedures.

Obviously, I'm not going to even ask if there is documentation about this 
since it most likely does not exist, it's ok I've been used to it all these 
years of android development.


On Thursday, 25 April 2013 02:57:07 UTC-4, Piren wrote:

 sometimes it's easier than to use a  crooked wheel with tons of weird 
 behaviors :)

 On Wednesday, April 24, 2013 10:22:24 PM UTC+3, Dritan wrote:

 Yes I was afraid it'd have to come to that, it's similar to re-inventing 
 the wheel that Android provides for me already.. with a slight tweak.. and 
 for that slight tweak I now have to manage the stack on my own.

 On Wednesday, 24 April 2013 03:29:06 UTC-4, Piren wrote:

 Well, when i encountered issues i couldn't overcome because of android's 
 picky way of deciding which activity to show i just made my own 
 implementation... had only one entry point to the app using a single 
 activity which then decided what should be shown next.


 On Tuesday, April 23, 2013 7:36:19 PM UTC+3, Dritan wrote:

 Thank you Piren and Andrei for your replies but neither seem to do the 
 same job as singleTop :(

 SingleTop remembers which activity you were last on and always brings 
 that up when launching from the icon. I have tried setting my application 
 to android:allowTaskReparenting=true but that didn't work. 

 I have tried using launchMode=singleTask but that brings up only the 
 main activity - not the last activity user was on. The user has to re-tap 
 within the main activity to get back in the last activity they were on.

 SingleInstance is out of the question - it's always a new instance. 

 My main activity is the only activity with intent filters MAIN and 
 LAUNCHER. 

 I just don't understand why the very first time my app is installed 
 sinlgeTop behaves like standard and only after quitting and restarting 
 the app will singleTop actually work as it should.

 Thanks for your help!
 Dritan
  

 On Tuesday, 23 April 2013 03:34:58 UTC-4, Andrei Ponomarenko wrote:

 Here you go:
 application android:icon=@drawable/icon
  android:label=@string/app_name
 android:theme=@android:style/Theme.Black.NoTitleBar
 android:debuggable=true
 android:allowTaskReparenting=true
 android:name=com.company.product.AppName


 activity 
 android:theme=@style/Theme.Sherlock
 android:name=com.company.product.MainActivity
 android:label=@string/app_name
 android:launchMode=singleTop
 
 

 If you don't want singleTask there is a way to make sure singleTop 
 always has only one instance. Just like Piren said - make sure there are 
 no 
 other intents to launch your app - they will create a different instance. 
 If you absolutely need to have other intents that can launch your 
 activity 
 but still want only one instance use this:
 intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK | 
 Intent.FLAG_ACTIVITY_CLEAR_TOP | Intent.FLAG_ACTIVITY_SINGLE_TOP);
 It won't be the same instance but there will be only one.
 Good luck!



 On Tuesday, April 23, 2013 12:10:12 AM UTC-7, Piren wrote:

 Sorry, you should probably try singleTask before singleInstance :)

 On Tuesday, April 23, 2013 10:08:49 AM UTC+3, Piren wrote:

 Sounds like the intent being used to launch the app by default and 
 the intent used to launch from the icon behave differently. SingleTop 
 does 
 not guarantees that only one activity will be shown, rather one per 
 task. 
 sounds as if you keep creating different tasks in one instance.  I had 
 something similar happen to me and it was specific to some Motorola 
 based 
 devices.. i guess their launcher treated launch intents a bit 
 differently.

 If you can, change it to singleInstance. If not, try checking the 
 different intents you use to launch and also see if enabling 
 taskReparenting helps you.

 On Tuesday, April 23, 2013 2:49:13 AM UTC+3, Dritan wrote:

 I just noticed that even when I export the app with a debug key via 
 ant debug the app behaves the same way as OTA installation, which 
 is 
 the incorrect behavior. 

 How come my app's main activity's launchMode stops behaving 
 weirdly 
 AFTER it has run once? I don't have any code handling the activity 
 stack, I left it purely on Android's hands. 

 Any clues? 

 Thanks!! 


 On Apr 22, 6:52 pm, Dritan djdea...@gmail.com wrote: 
  Hello, 
  
  When I sideload my app to my phone via USB, the very first time 
 it 
  runs, the main activity behaves as expected. Only 1 instance of 
 main 
  can be launched, no matter what. 
  
  When I export my app as a signed app, then install the app OTA 
 the 
  main activity behaves completely different ONLY the first time it 
  runs. 
  
  After installing the app, the main activity loads. I press the 
 'Home' 
  button, then relaunch the app from the icon 

Re: [android-developers] Re: Launch Mode : singleTop FAILS on first time app start of signed build

2013-04-26 Thread Kostya Vasilyev
Eclipse launches apps with slightly different flags in the intent, this can
sometimes cause subtle lifecycle differences.

Fresh from my logcat (Galaxy Nexus, 4.2.2 stock):

- Launch from Eclipse:

04-26 20:51:38.274 I/AccountListActivity(17735): * onCreate: Intent {
act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER]
flg=0x1000 cmp=org.kman.AquaMail/.ui.AccountListActivity }

- Backed out to destroy the activity, then relaunched from the home screen:

04-26 20:52:46.469 I/AccountListActivity(17735): * onCreate: Intent {
act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER]
flg=0x1020 cmp=org.kman.AquaMail/.ui.AccountListActivity
bnds=[520,585][680,785] }

The difference in flags is 0x0020, which is:

http://developer.android.com/reference/android/content/Intent.html#FLAG_ACTIVITY_RESET_TASK_IF_NEEDED

-- K



2013/4/26 Dritan djdea...@gmail.com

 If Android's activity stack behaves differently from an app being
 sideloaded vs OTA, I am also suspicious that there are other
 functionalities that break under the same loading procedures.

 Obviously, I'm not going to even ask if there is documentation about this
 since it most likely does not exist, it's ok I've been used to it all these
 years of android development.


 On Thursday, 25 April 2013 02:57:07 UTC-4, Piren wrote:

 sometimes it's easier than to use a  crooked wheel with tons of weird
 behaviors :)

 On Wednesday, April 24, 2013 10:22:24 PM UTC+3, Dritan wrote:

 Yes I was afraid it'd have to come to that, it's similar to re-inventing
 the wheel that Android provides for me already.. with a slight tweak.. and
 for that slight tweak I now have to manage the stack on my own.

 On Wednesday, 24 April 2013 03:29:06 UTC-4, Piren wrote:

 Well, when i encountered issues i couldn't overcome because of
 android's picky way of deciding which activity to show i just made my own
 implementation... had only one entry point to the app using a single
 activity which then decided what should be shown next.


 On Tuesday, April 23, 2013 7:36:19 PM UTC+3, Dritan wrote:

 Thank you Piren and Andrei for your replies but neither seem to do the
 same job as singleTop :(

 SingleTop remembers which activity you were last on and always brings
 that up when launching from the icon. I have tried setting my application
 to android:allowTaskReparenting=**true but that didn't work.

 I have tried using launchMode=singleTask but that brings up only the
 main activity - not the last activity user was on. The user has to re-tap
 within the main activity to get back in the last activity they were on.

 SingleInstance is out of the question - it's always a new instance.

 My main activity is the only activity with intent filters MAIN and
 LAUNCHER.

 I just don't understand why the very first time my app is installed
 sinlgeTop behaves like standard and only after quitting and restarting
 the app will singleTop actually work as it should.

 Thanks for your help!
 Dritan


 On Tuesday, 23 April 2013 03:34:58 UTC-4, Andrei Ponomarenko wrote:

 Here you go:
 application android:icon=@drawable/icon
  android:label=@string/app_**name
 android:theme=@android:style/**Theme.Black.NoTitleBar
 android:debuggable=true
 android:allowTaskReparenting=**true
 android:name=com.company.**product.AppName


 activity
 android:theme=@style/Theme.**Sherlock
 android:name=com.company.**product.MainActivity
 android:label=@string/app_**name
 android:launchMode=singleTop

 

 If you don't want singleTask there is a way to make sure singleTop
 always has only one instance. Just like Piren said - make sure there are 
 no
 other intents to launch your app - they will create a different instance.
 If you absolutely need to have other intents that can launch your 
 activity
 but still want only one instance use this:
 intent.setFlags(Intent.FLAG_**ACTIVITY_NEW_TASK |
 Intent.FLAG_ACTIVITY_CLEAR_TOP | Intent.FLAG_ACTIVITY_SINGLE_**TOP);
 It won't be the same instance but there will be only one.
 Good luck!



 On Tuesday, April 23, 2013 12:10:12 AM UTC-7, Piren wrote:

 Sorry, you should probably try singleTask before singleInstance :)

 On Tuesday, April 23, 2013 10:08:49 AM UTC+3, Piren wrote:

 Sounds like the intent being used to launch the app by default and
 the intent used to launch from the icon behave differently. SingleTop 
 does
 not guarantees that only one activity will be shown, rather one per 
 task.
 sounds as if you keep creating different tasks in one instance.  I had
 something similar happen to me and it was specific to some Motorola 
 based
 devices.. i guess their launcher treated launch intents a bit 
 differently.

 If you can, change it to singleInstance. If not, try checking the
 different intents you use to launch and also see if enabling
 taskReparenting helps you.

 On Tuesday, April 23, 2013 2:49:13 AM UTC+3, Dritan wrote:

 I just noticed that even when 

[android-developers] Paddling error Help

2013-04-26 Thread boki v
Location Type error: No resource identifier found for attribute 'paddling' 
in package 'android' 

how do i fix this issue?

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[android-developers] Re: Paddling error Help

2013-04-26 Thread bob
 

Maybe try *padding*?


Thanks.



On Friday, April 26, 2013 12:02:21 PM UTC-5, boki v wrote:

 Location Type error: No resource identifier found for attribute 
 'paddling' in package 'android' 

 how do i fix this issue?


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Re: [android-developers] Switching between GLES2.0 and native Canvas rendering on the fly works in 2.3.6 but no in 4.2.2

2013-04-26 Thread Romain Guy
This is not a supported use case. You can either draw with OpenGL ES 2.0 or
Cavnas, but not both at the same time.


On Fri, Apr 26, 2013 at 5:13 AM, Alex Rempel
alexey.rem...@googlemail.comwrote:

 Hi piplz,

 I filed a bug regarding the (see title) problem, but maybe someone already
 has a solution (or a soap-rope-can't-do answer) I can use.

 Bug link:
 http://code.google.com/p/android/issues/detail?id=54731

 Bug copy:

 Hello Team!

 What:
 Switching between rendering engine modes worked before but doesn't anymore.

 Local StepsInfo:
 1. is wallpaper service, rendering thread separate from UI thread
 2. Start: rendering on surface with SurfaceHolder.lockCanvas and
 SurfaceHolder.unlockCanvasAndPost
 3. Switch: change mode to OpenGL ES 2.0 rendering in preferences (the
 surface has gone onSurfaceInvisible at this point)
 4. Tech: all surface events are handled, the unlockCanvasAndPost is called
 at least once
 4. eglCreateWindowSurface(display, config, holder, attrs) throws...
 ...: E/libEGL(3028): EGLNativeWindowType 0x70ef9f58 already connected to
 another API
 ...: E/libEGL(3028): eglCreateWindowSurface:298 error 300b
 (EGL_BAD_NATIVE_WINDOW)

 Bug details:
 The bug occurs on 4.2.2 (tested on Nexus 10 and Motorola Droid), but it
 works perfectly fine on 2.3.6 (Nexus 1). After bug occurs the thread
 doesn't do anything (intended). Going back to wallpaper selection and
 selecting the same wallpaper goes back to same thread, waking it up with a
 new surface and then the GLES20 mode works. The consequent on-the-fly
 switch to Canvas rendering works also. The bug then occurs again on the
 switch from Canvas to GLES20 as described.

 Tried workarounds:
 - repeatedly trying to sleep a while in the thread and then to terminate
 and re-create the EGL context on the surface doesn't help, the error
 persists until a completely new surface comes into play


 I'm not really sure if this is a bug now or if the bug was in 2.3.6
 actually not showing the aforementioned error.
 If the error is valid:
 - is there something else to unlock/release concerning the surface?
 - can it work at all or is the new blocking behaviour intended?
 - is there a way to request a new surface without restarting the activity
 (the wallpaper is hold in memory and not really kill-able by user like
 other apps leading to invalid states while this bug occurs)?

 Thx,
 Alex Rempel

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-- 
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Android framework engineer
romain...@android.com

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[android-developers] Re: Paddling error Help

2013-04-26 Thread boki v


 TextView 

android:layout_width=wrap_content

android:layout_height=wrap_content

android:paddling=24dp

android:text=@string/question_text /


that is the command that i have, and i have it in the strings but the error 
i get i don't understand

On Friday, 26 April 2013 10:29:00 UTC-7, bob wrote:

 Maybe try *padding*?


 Thanks.



 On Friday, April 26, 2013 12:02:21 PM UTC-5, boki v wrote:

 Location Type error: No resource identifier found for attribute 
 'paddling' in package 'android' 

 how do i fix this issue?



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[android-developers] Re: Paddling error Help

2013-04-26 Thread bob
You spelled *padding* wrong.  It is seven letters:

padding  (right)
paddling (wrong)

Thanks.


On Friday, April 26, 2013 1:56:04 PM UTC-5, boki v wrote:

  TextView 

 android:layout_width=wrap_content

 android:layout_height=wrap_content

 android:paddling=24dp

 android:text=@string/question_text /


 that is the command that i have, and i have it in the strings but the 
 error i get i don't understand

 On Friday, 26 April 2013 10:29:00 UTC-7, bob wrote:

 Maybe try *padding*?


 Thanks.



 On Friday, April 26, 2013 12:02:21 PM UTC-5, boki v wrote:

 Location Type error: No resource identifier found for attribute 
 'paddling' in package 'android' 

 how do i fix this issue?



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Re: [android-developers] Re: Paddling error Help

2013-04-26 Thread Larry Meadors
...unless your app is being naughty. Then it may need to a paddling.

On Fri, Apr 26, 2013 at 1:02 PM, bob b...@coolfone.comze.com wrote:
 You spelled padding wrong.  It is seven letters:

 padding  (right)
 paddling (wrong)

 Thanks.


 On Friday, April 26, 2013 1:56:04 PM UTC-5, boki v wrote:

  TextView

 android:layout_width=wrap_content

 android:layout_height=wrap_content

 android:paddling=24dp

 android:text=@string/question_text /


 that is the command that i have, and i have it in the strings but the
 error i get i don't understand


 On Friday, 26 April 2013 10:29:00 UTC-7, bob wrote:

 Maybe try padding?


 Thanks.



 On Friday, April 26, 2013 12:02:21 PM UTC-5, boki v wrote:

 Location Type error: No resource identifier found for attribute
 'paddling' in package 'android'

 how do i fix this issue?

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[android-developers] Re: Paddling error Help

2013-04-26 Thread boki v
LOL thnx alot :)

On Friday, 26 April 2013 12:02:06 UTC-7, bob wrote:

 You spelled *padding* wrong.  It is seven letters:

 padding  (right)
 paddling (wrong)

 Thanks.


 On Friday, April 26, 2013 1:56:04 PM UTC-5, boki v wrote:

  TextView 

 android:layout_width=wrap_content

 android:layout_height=wrap_content

 android:paddling=24dp

 android:text=@string/question_text /


 that is the command that i have, and i have it in the strings but the 
 error i get i don't understand

 On Friday, 26 April 2013 10:29:00 UTC-7, bob wrote:

 Maybe try *padding*?


 Thanks.



 On Friday, April 26, 2013 12:02:21 PM UTC-5, boki v wrote:

 Location Type error: No resource identifier found for attribute 
 'paddling' in package 'android' 

 how do i fix this issue?



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[android-developers] Re: How to create JAR libs in Android

2013-04-26 Thread mbarbiero
Thanks Piren...

Using your comment and the post in 
http://stackoverflow.com/a/6859020/2267621 I could use libs on my project!

Thanks again!

mbarbiero

Em quinta-feira, 25 de abril de 2013 04h05min59s UTC-3, Piren escreveu:

 You can use regular Ant Build commands to package your app code into a 
 JAR, or use the new build system for that (
 http://tools.android.com/tech-docs/new-build-system/user-guide).

 The simplest way though is just to mark your project as Android Library 
 and pull the resulting JAR (they modified ADT to automatically create JAR a 
 long while ago). Just notice that these libraries are very constrained in 
 using resources and some instances of Switch statements. Future android 
 builds are supposed to fix this by using the R files a bit differently.

 On Wednesday, April 24, 2013 3:42:52 PM UTC+3, mbarbiero wrote:

 I need to create a JAR lib (like KSOAP or Spongycastle) to distribute but 
 I dont find documentation! 
 Is it possible?
 Can anybody help me?
 Thanks
 mBarbiero



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[android-developers] Re: Paper Folding animation

2013-04-26 Thread Lew
Dan wrote:

  Lew wrote:

 bob wrote:

 Well, the project is open source:

 https://github.com/honcheng/PaperFold-for-iOS

 So, you could probably convert the source to Android.  I have done this 
 for several games/projects.  It tends to be a lot of work but very didactic.


 I'm sorry, in what way can converting source be didactic?



 Just to confirm your double check of the definition matches what
 other folks might be using:

 http://www.merriam-webster.com/dictionary/didactic

 That is exactly the definition I used to double-check before posting.
 

 Reading and converting someone else's source between 2 platforms
 lets you learn about how the problem was solved and details about
 what is used on the two platforms.I think that fits for intended to


No, it doesn't. Intended to is the key phrase.

And if you knew the word, you'd know that it refers to works like, for 
example, _Pilgrim's Progress_, that have a specific lesson or moral 
to imbue.
 

 teach and might even fit pleasure and entertainment for folks that
 like to learn.


Read the definition again. And check into how the word is used. You are off 
the mark.

Code that you convert for work was not written to teach you a moral lesson.

Anyway, anything you say is mere guesswork as to the OP's intent for the 
word. I asked
the OP what *they* intended.

Thank you for your diversionary and rather didactic answer.

-- 
Lew
 

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[android-developers] Re: Sending and Receiving SMS/MMS in Android

2013-04-26 Thread Etienne
Unfortunately this questions still remains unanswered and is now up to 7100 
views :

http://stackoverflow.com/questions/14452808/sending-and-receiving-sms-and-mms-in-android

Anyone have any ideas?

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[android-developers] haywire physics

2013-04-26 Thread bob
Okay, so I'm trying to track down a bug in a game I wrote.

Basically, once in awhile the physics of the game will run about twice as 
fast as it should.  This suggests to me that there are two physics threads 
running simultaneously.

The code I wrote creates a physics thread in the constructor of my 
GLSurfaceView.Renderer subclass.  This subclass gets created in the 
onCreate method.  

So, I'm guessing onCreate must be getting called again without the first 
physics thread dying.  I restricted the orientation of the app to 
landscape, so I don't think it could be orientation-related.  Any ideas how 
onCreate would be called again without the first physics thread dying?

Thanks.

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Re: [android-developers] haywire physics

2013-04-26 Thread Kristopher Micinski
Did you instrument your code to verify that this is indeed the case?
This would definitely be the first thing to do: since it would verify
whether what you are saying is happening is correct.  I would
generally say that I rarely see duplicated onCreates unless your
activity is clearly destroyed: but I have noticed cases of it before.
(However, fixing the orientation does help..)

The fact there would be two physics threads running seems strange to
me, since I usually segment things as much as possible.

(By the way, you should probably mediate access to the objects you're
updating by acquiring a lock for them: that's the typical solution
to the kind of problem you present here.)

Kris


On Fri, Apr 26, 2013 at 9:13 PM, bob b...@coolfone.comze.com wrote:
 Okay, so I'm trying to track down a bug in a game I wrote.

 Basically, once in awhile the physics of the game will run about twice as
 fast as it should.  This suggests to me that there are two physics threads
 running simultaneously.

 The code I wrote creates a physics thread in the constructor of my
 GLSurfaceView.Renderer subclass.  This subclass gets created in the onCreate
 method.

 So, I'm guessing onCreate must be getting called again without the first
 physics thread dying.  I restricted the orientation of the app to landscape,
 so I don't think it could be orientation-related.  Any ideas how onCreate
 would be called again without the first physics thread dying?

 Thanks.

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Re: [android-developers] haywire physics

2013-04-26 Thread bob
Well, I figured out that it happens if I do this:


   - Hit the *back* button.
   - Hold the *home* button down.
   - Select the Activity from the list.
   

I guess the physics thread just doesn't get killed?  Can I assume it is 
still running?  I guess it probably makes more sense to start it in 
onResume and kill it in onPause?

Thanks.



On Friday, April 26, 2013 8:30:10 PM UTC-5, Kristopher Micinski wrote:

 Did you instrument your code to verify that this is indeed the case? 
 This would definitely be the first thing to do: since it would verify 
 whether what you are saying is happening is correct.  I would 
 generally say that I rarely see duplicated onCreates unless your 
 activity is clearly destroyed: but I have noticed cases of it before. 
 (However, fixing the orientation does help..) 

 The fact there would be two physics threads running seems strange to 
 me, since I usually segment things as much as possible. 

 (By the way, you should probably mediate access to the objects you're 
 updating by acquiring a lock for them: that's the typical solution 
 to the kind of problem you present here.) 

 Kris 


 On Fri, Apr 26, 2013 at 9:13 PM, bob b...@coolfone.comze.comjavascript: 
 wrote: 
  Okay, so I'm trying to track down a bug in a game I wrote. 
  
  Basically, once in awhile the physics of the game will run about twice 
 as 
  fast as it should.  This suggests to me that there are two physics 
 threads 
  running simultaneously. 
  
  The code I wrote creates a physics thread in the constructor of my 
  GLSurfaceView.Renderer subclass.  This subclass gets created in the 
 onCreate 
  method. 
  
  So, I'm guessing onCreate must be getting called again without the first 
  physics thread dying.  I restricted the orientation of the app to 
 landscape, 
  so I don't think it could be orientation-related.  Any ideas how 
 onCreate 
  would be called again without the first physics thread dying? 
  
  Thanks. 
  
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Re: [android-developers] haywire physics

2013-04-26 Thread Kristopher Micinski
That makes sense.

Like I said, you should lock the object that the thread is
accessing..., and again, please instrument your program (by adding
logging code) to ensure that this is really what's happening...!

There's not a correspondence between threads started in one activity
and the activity: the activity's UI code will run on the main thread
no matter what, yyour thread will just be scheduled around that.

Kris


On Fri, Apr 26, 2013 at 10:51 PM, bob b...@coolfone.comze.com wrote:
 Well, I figured out that it happens if I do this:

 Hit the back button.
 Hold the home button down.
 Select the Activity from the list.


 I guess the physics thread just doesn't get killed?  Can I assume it is
 still running?  I guess it probably makes more sense to start it in onResume
 and kill it in onPause?

 Thanks.



 On Friday, April 26, 2013 8:30:10 PM UTC-5, Kristopher Micinski wrote:

 Did you instrument your code to verify that this is indeed the case?
 This would definitely be the first thing to do: since it would verify
 whether what you are saying is happening is correct.  I would
 generally say that I rarely see duplicated onCreates unless your
 activity is clearly destroyed: but I have noticed cases of it before.
 (However, fixing the orientation does help..)

 The fact there would be two physics threads running seems strange to
 me, since I usually segment things as much as possible.

 (By the way, you should probably mediate access to the objects you're
 updating by acquiring a lock for them: that's the typical solution
 to the kind of problem you present here.)

 Kris


 On Fri, Apr 26, 2013 at 9:13 PM, bob b...@coolfone.comze.com wrote:
  Okay, so I'm trying to track down a bug in a game I wrote.
 
  Basically, once in awhile the physics of the game will run about twice
  as
  fast as it should.  This suggests to me that there are two physics
  threads
  running simultaneously.
 
  The code I wrote creates a physics thread in the constructor of my
  GLSurfaceView.Renderer subclass.  This subclass gets created in the
  onCreate
  method.
 
  So, I'm guessing onCreate must be getting called again without the first
  physics thread dying.  I restricted the orientation of the app to
  landscape,
  so I don't think it could be orientation-related.  Any ideas how
  onCreate
  would be called again without the first physics thread dying?
 
  Thanks.
 
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[android-developers] SHIFT and ALT key functionality implementation in ICS...?

2013-04-26 Thread Abhilash baddam
Hi,

We are working on a device which contains physical keyboard with OS version
4.0.4(ICS)(Note: looks like Blackberry bold model).

In that device *Shift Key (*KEYCODE_SHIFT_LEFT*) and *ALT key*
(*KEYCODE_ALT_LEFT*)is not working.

We are getting the proper KEYCODEs when we press those buttons in
PhoneWindowMAnager.java.

Now where we have to handle those keys and what exactly functionality needs
to be implement when press those  hard keys.

Otherwise in ICS, is already handled those keys in some other files??
Generally when we press once the SHIFT key, for eg: when I press and hold
shift key after that if I press 'a'character then 'A' needs to be printed.
This kind of functionality needs to be implement for SHIFT key.

And when we press ALT key it has to be display Special Character.

Is anybody is having any idea about this...

Regards,
Abhilash

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