[android-developers] Reusing bitmaps for BitmapFactory.decodeFile and BitmapFactory.Options.inBitmap

2013-08-24 Thread danik
My app decodes a lot of bitmaps from sd card, so I want to reuse existing 
bitmaps to decrease GC work. I see examples from Android 
Traininghttp://developer.android.com/training/displaying-bitmaps/manage-memory.html#inBitmapand
 this 
video http://www.youtube.com/watch?v=rsQet4nBVi8 
http://savefrom.net/?url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DrsQet4nBVi8utm_source=chromeliteutm_medium=extensionsutm_campaign=link_modifierand
 it works perfect for
BitmapFactory.decodeResourcehttp://developer.android.com/reference/android/graphics/BitmapFactory.html#decodeResource%28android.content.res.Resources,%20int,%20android.graphics.BitmapFactory.Options%29,
 
but not for 
BitmapFactory.decodeFilehttp://developer.android.com/reference/android/graphics/BitmapFactory.html#decodeFile%28java.lang.String,%20android.graphics.BitmapFactory.Options%29.
 
I use next code:

private void testBitmapReusing() {
BitmapFactory.Options options = newOptions();
Bitmap bitmap = decode(options);

options.inBitmap = bitmap;
bitmap = decode(options);
}

private BitmapFactory.Options newOptions() {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 1;
options.inMutable = true;
return options;
}

private Bitmap decode(BitmapFactory.Options options) {
return  BitmapFactory.decodeFile(/mnt/sdcard/sun.jpg, options);
//  return BitmapFactory.decodeResource(getResources(), R.drawable.sun, 
options);
}

Commented code (BitmapFactory.decodeResource) works as expected, it decodes 
new bitmap using existing bitmap. But uncommented code 
(BitmapFactory.decodeFile) doesn't decode new bitmap. It just writes to log 
message E/BitmapFactory: Unable to decode stream: 
java.lang.IllegalArgumentException: Problem decoding into existing bitmap

So where is my mistake?

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[android-developers] Error when I take screenshot from IDE: void __egl_platform_dequeue_buffer .

2013-08-24 Thread catafest
I use a simple pygame script from here: 
http://pygame-catalin.blogspot.ro/2013/08/pygame-first-interface-part-4.html
.
When I want to make a screenshot using android-studio of this game.
This is the error show by Android-Studio in log:

08-15 15:16:24.5302628-2647/? E/: void 
__egl_platform_dequeue_buffer(egl_surface*):1080 [EGL-ERROR] failed to dequeue 
buffer from native window (0x19cf18); err = -19, buf = 0x008-15 15:16:24.540
  116-116/? E/SurfaceTexture: [SurfaceView] dequeueBuffer: SurfaceTexture has 
been abandoned!08-15 15:16:24.5402628-2647/? E/: void 
__egl_platform_dequeue_buffer(egl_surface*):1080 [EGL-ERROR] failed to dequeue 
buffer from native window (0x19cf18); err = -19, buf = 0x008-15 15:16:24.540
  116-130/? E/SurfaceTexture: [SurfaceView] dequeueBuffer: SurfaceTexture has 
been abandoned!08-15 15:16:24.5402628-2647/? E/: void 
__egl_platform_dequeue_buffer(egl_surface*):1080 [EGL-ERROR] failed to dequeue 
buffer from native window (0x19cf18); err = -19, buf = 0x008-15 15:16:24.540
  116-136/? E/SurfaceTexture: [SurfaceView] dequeueBuffer: SurfaceTexture has 
been abandoned!08-15 15:16:24.5402628-2647/? E/: void 
__egl_platform_dequeue_buffer(egl_surface*):1080 [EGL-ERROR] failed to dequeue 
buffer from native window (0x19cf18); err = -19, buf = 0x008-15 15:16:24.550
 116-2307/? E/SurfaceTexture: [SurfaceView] dequeueBuffer: SurfaceTexture has 
been abandoned!

 Any idea about this error?

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Re: [android-developers] Reusing bitmaps for BitmapFactory.decodeFile and BitmapFactory.Options.inBitmap

2013-08-24 Thread Romain Guy
Here is what the documentation says: The current implementation
necessitates that the reused bitmap be mutable and of the same size as the
source content.

Make sure the bitmap you are reusing is mutable.


On Sat, Aug 24, 2013 at 12:07 AM, danik danik...@gmail.com wrote:

 My app decodes a lot of bitmaps from sd card, so I want to reuse existing
 bitmaps to decrease GC work. I see examples from Android 
 Traininghttp://developer.android.com/training/displaying-bitmaps/manage-memory.html#inBitmapand
  this
 video http://www.youtube.com/watch?v=rsQet4nBVi8
 http://savefrom.net/?url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DrsQet4nBVi8utm_source=chromeliteutm_medium=extensionsutm_campaign=link_modifierand
  it works perfect for
 BitmapFactory.decodeResourcehttp://developer.android.com/reference/android/graphics/BitmapFactory.html#decodeResource%28android.content.res.Resources,%20int,%20android.graphics.BitmapFactory.Options%29,
 but not for 
 BitmapFactory.decodeFilehttp://developer.android.com/reference/android/graphics/BitmapFactory.html#decodeFile%28java.lang.String,%20android.graphics.BitmapFactory.Options%29.
 I use next code:

 private void testBitmapReusing() {
 BitmapFactory.Options options = newOptions();
 Bitmap bitmap = decode(options);

 options.inBitmap = bitmap;
 bitmap = decode(options);
 }

 private BitmapFactory.Options newOptions() {
 BitmapFactory.Options options = new BitmapFactory.Options();
 options.inSampleSize = 1;
 options.inMutable = true;
 return options;
 }

 private Bitmap decode(BitmapFactory.Options options) {
 return  BitmapFactory.decodeFile(/mnt/sdcard/sun.jpg, options);
 //  return BitmapFactory.decodeResource(getResources(), 
 R.drawable.sun, options);
 }

 Commented code (BitmapFactory.decodeResource) works as expected, it
 decodes new bitmap using existing bitmap. But uncommented code
 (BitmapFactory.decodeFile) doesn't decode new bitmap. It just writes to log
 message E/BitmapFactory: Unable to decode stream:
 java.lang.IllegalArgumentException: Problem decoding into existing bitmap

 So where is my mistake?

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

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[android-developers] Re: No sound card access on Jelly bean?

2013-08-24 Thread MobileVisuals


I have some music visualizer apps. They have internal players, where the 
music visualization still works. The apps also  use the sound for external 
players, like Spotify and Winamp. The apps could visualize the sound from 
these before, but it does not work on Jelly bean. 


I have played music with external players, while debugging the apps. The 
bytes in the updateVisualizerFFT method of OnDataCaptureListener are always 
0 for external players, when a visualizer is created with 0 as an argument:

new Visualizer(0);

Creating a Visualizer with 0 as an argument means that the visualizer will 
be attached to the MediaPlayer or AudioTrack in the same audio session:

http://developer.android.com/reference/android/media/audiofx/Visualizer.html#Visualizer(int)


The bytes in the updateVisualizerFFT method are 0 and this results in no 
visualization, since there is no signal to use for visualization. No error 
message or any other information that I can use is generated from logCat.

On Friday, August 23, 2013 5:55:03 PM UTC+2, MobileVisuals wrote:

 My apps can not get access to sounds from other apps on Jelly bean. The 
 sound value that I get is always 0. I have added every possible permission. 
 What can I do to fix this?





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[android-developers] Re: Detect a gesture startet from the outside of a view

2013-08-24 Thread OronS
Little search showed that ACTION_CANCEL is the right value to get from the 
system, but the (X,Y) values on this event are not proportional to the 
gesture I made :S
Y values are way bigger than expected
I did expand the HitRect size, but it's still too big

On Friday, August 23, 2013 10:24:03 PM UTC+3, OronS wrote:

 Hi :)
 Thanks for your post

 I'm trying to implement specific gesture between images...no drag  drop
 The images are inside *GestureOverlayView (because of prediction = 
 gestureLibrary.recognize()...I don't know how to recognize a gestures which 
 have curls or shapes)*, and I thought the parent intercepts touch event 
 automatically (by automatically I mean set the OnTouch listener to the 
 parent).
 Don't you think inheritance is wrongly used in this case??

 Anyway..I used *gestureOverlayView.setOnTouchListener* to intercept touch 
 events on children, and *gestureOverlayView.addOnGesturePerformedListener*to 
 check whether the gesture was recognized, and user's finger passed 
 through both images.

 The problem now is that in *gestureOverlayView.setOnTouchListener,*instead of 
 ACTION_UP, I get ACTION_CANCEL :S

 I don't know if it should be like that

 On Friday, August 23, 2013 6:17:23 PM UTC+3, Nobu Games wrote:

 Is it just gestures or are you trying to implement drag and 
 drophttp://developer.android.com/guide/topics/ui/drag-drop.html(because it 
 sounds like that). Either way you could just intercept motion 
 events in the parent view group that contains your images and let it handle 
 your gesture recognition.

 So let's say you create a derivative class L of your layout that 
 contains the image views.

 You could override 
 dispatchTouchEvent(MotionEvent)http://developer.android.com/reference/android/view/ViewGroup.html#dispatchTouchEvent%28android.view.MotionEvent%29of
  L and check for the following motion event states:

 *1. Gesture started (ACTION_DOWN)*
 Iterate your list of ImageView children of L and see if the touch event 
 point is in one of them. If yes, your gesture starts.

 The View class has the method getGlobalVisibleRect(Rect, 
 Point)http://developer.android.com/reference/android/view/View.html#getGlobalVisibleRect(android.graphics.Rect,%20android.graphics.Point)which
  can be used for checking if your touch event coordinate hits one of 
 your image views. It would roughly look like the following (not tested 
 since I'm not sure if these methods return locations in screen or window 
 coordinate system, you may need to debug it):

 *Rect* r = new *Rect*();* *// should be class member you can reuse
 float x = motionEvent.getRawX();
 float y = motionEvent.getRawY();

 *for*(*ImageView* iv : imageViews) {
 iv.getGlobalVisibleRect(r);

 *if*(r.contains(x, y)) {
 // Touch event is inside image view
 }
 }


 *2. Gesture ongoing (ACTION_MOVE)*
 If you visualize your gesture by drawing some trail or moving around the 
 first touched image view then this is the right point to do so. Here you 
 can update your view(s).

 *3. Gesture finished (ACTION_UP)*
 Here you need to iterate your ImageView children again in order to see if 
 the finger has been lifted over another image view. In that case your 
 gesture was successful.

 *4. Gesture canceled (ACTION_CANCEL)*
 Whatever your gesture is doing should be canceled here.


 On Friday, August 23, 2013 1:21:59 AM UTC-5, OronS wrote:

 Hi there [image: :)]

 I have two ImageViews in my app.
 I've added a gesture detector (GestureOverlayView), and added gestures 
 to the app by using android's sample, which record gestures and save them 
 to a file, and I then load this file.

 My Goal is to limit the gestures area.. I want them to start from one 
 ImageView, and end on the other.
 I didn't find anything on google!! : /

 I've added OnTouch listener to both images, but I don't know how to 
 detect a gesture coming from the outside of a View.

 I can detect a gesture starts from one Image (Down event), but when my 
 finger goes over the second and then go up, the event triggered is Cancel 
 on the first image

 Please Help

 Thanks,
 Oron 



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Re: [android-developers] Reusing bitmaps for BitmapFactory.decodeFile and BitmapFactory.Options.inBitmap

2013-08-24 Thread danik
Bitmap is mutable, because I decode it with option inMutable=true. Bitmaps 
have same size, because I decode the same file. But your answer forces me 
to read docs more carefully and I realize my fail! The docs says:
The source content must be in* jpeg or png* format (whether as a resource 
or as a stream)
OMG! My images have GIF format.

By the way thanks!

суббота, 24 августа 2013 г., 11:28:33 UTC+3 пользователь Romain Guy 
(Google) написал:

 Here is what the documentation says: The current implementation 
 necessitates that the reused bitmap be mutable and of the same size as the 
 source content.

 Make sure the bitmap you are reusing is mutable.


 On Sat, Aug 24, 2013 at 12:07 AM, danik dani...@gmail.com 
 javascript:wrote:

 My app decodes a lot of bitmaps from sd card, so I want to reuse existing 
 bitmaps to decrease GC work. I see examples from Android 
 Traininghttp://developer.android.com/training/displaying-bitmaps/manage-memory.html#inBitmapand
  this 
 video http://www.youtube.com/watch?v=rsQet4nBVi8 
 http://savefrom.net/?url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DrsQet4nBVi8utm_source=chromeliteutm_medium=extensionsutm_campaign=link_modifierand
  it works perfect for
 BitmapFactory.decodeResourcehttp://developer.android.com/reference/android/graphics/BitmapFactory.html#decodeResource%28android.content.res.Resources,%20int,%20android.graphics.BitmapFactory.Options%29,
  
 but not for 
 BitmapFactory.decodeFilehttp://developer.android.com/reference/android/graphics/BitmapFactory.html#decodeFile%28java.lang.String,%20android.graphics.BitmapFactory.Options%29.
  
 I use next code:

 private void testBitmapReusing() {
 BitmapFactory.Options options = newOptions();
 Bitmap bitmap = decode(options);

 options.inBitmap = bitmap;
 bitmap = decode(options);
 }

 private BitmapFactory.Options newOptions() {
 BitmapFactory.Options options = new BitmapFactory.Options();
 options.inSampleSize = 1;
 options.inMutable = true;
 return options;
 }

 private Bitmap decode(BitmapFactory.Options options) {
 return  BitmapFactory.decodeFile(/mnt/sdcard/sun.jpg, options);
 //  return BitmapFactory.decodeResource(getResources(), 
 R.drawable.sun, options);
 }

 Commented code (BitmapFactory.decodeResource) works as expected, it 
 decodes new bitmap using existing bitmap. But uncommented code 
 (BitmapFactory.decodeFile) doesn't decode new bitmap. It just writes to log 
 message E/BitmapFactory: Unable to decode stream: 
 java.lang.IllegalArgumentException: Problem decoding into existing bitmap

 So where is my mistake?

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 -- 
 Romain Guy
 Android framework engineer
 roma...@android.com javascript:
  

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[android-developers] Re: Your apps portfolio

2013-08-24 Thread Jose_GD
I use about.me but not for showing a portfolio. But you can of course, why 
not.

Right now I show my work on LinkedIn, in my case with a link to my app on 
Play and with a Google Drive presentation with screeshots of an app I made 
for a client (in PDF form).



El viernes, 23 de agosto de 2013 09:10:48 UTC-3, Lucas Diego escribió:

 Hi everybody,

 I'd like to know how you usually shows your app you have worked on to your 
 future clients?
 Does someone use, have used or recommends https://about.me as a 
 professional portfolio?
 Would you share your opinion about this subject?

 Thaks


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[android-developers] Re: Designing Help into Your App

2013-08-24 Thread Jose_GD
What I've done in one of my apps is to take advantage of a Google Drive 
presentation I did for my client showing all the app's features, and put 
them in the form of PNG files inside an ImageSwitcher. This ImageSwitcher 
lives inside a DialogFragment shown upon selecting Help from the 
ActionBar.

Hope this helps.

José
https://play.google.com/store/apps/details?id=com.josegd.monthcalwidget

El miércoles, 21 de agosto de 2013 20:09:14 UTC-3, Nathan escribió:

 I've been thinking about ways to integrate help into an app. 

 I wanted to see what other people have done. 

 http://developer.android.com/design/patterns/help.html

 Context sensitive, at a minimum, per screen, and possibly point to certain 
 buttons using a PopupWindow to point out something like This button will . 
 . . .

 What have you done and how well has it worked? I could imagine there are 
 some frameworks or open source project already. 

 I've thought about using the following technologies.

- A bunch of formatted strings with basic tags in string tags. 
- A webview in a non full screen activity, displaying one or many 
simply html files from the res folder (this can't be in assets - in needs 
to be localized).  
- A popupwindow, using showasDropDown, to anchor it to another view or 
button that I want the help to be related to. 

 Nathan


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[android-developers] Re: Detect a gesture startet from the outside of a view

2013-08-24 Thread Nobu Games
You could still try the approach I described by getting rawX and rawY from 
the motion event and match it with the global rect position of the target 
view. Motion event coordinates are usually in a local coordinate system. I 
guess the local coordinate system is the one of the ImageView you start 
your gesture with, hence the too big numbers when you get your 
ACTION_CANCEL on the other view.

On Saturday, August 24, 2013 5:19:04 AM UTC-5, OronS wrote:

 Little search showed that ACTION_CANCEL is the right value to get from the 
 system, but the (X,Y) values on this event are not proportional to the 
 gesture I made :S
 Y values are way bigger than expected
 I did expand the HitRect size, but it's still too big

 On Friday, August 23, 2013 10:24:03 PM UTC+3, OronS wrote:

 Hi :)
 Thanks for your post

 I'm trying to implement specific gesture between images...no drag  drop
 The images are inside *GestureOverlayView (because of prediction = 
 gestureLibrary.recognize()...I don't know how to recognize a gestures which 
 have curls or shapes)*, and I thought the parent intercepts touch event 
 automatically (by automatically I mean set the OnTouch listener to the 
 parent).
 Don't you think inheritance is wrongly used in this case??

 Anyway..I used *gestureOverlayView.setOnTouchListener* to intercept 
 touch events on children, and *
 gestureOverlayView.addOnGesturePerformedListener* to check whether the 
 gesture was recognized, and user's finger passed through both images.

 The problem now is that in *gestureOverlayView.setOnTouchListener,*instead 
 of ACTION_UP, I get ACTION_CANCEL :S

 I don't know if it should be like that

 On Friday, August 23, 2013 6:17:23 PM UTC+3, Nobu Games wrote:

 Is it just gestures or are you trying to implement drag and 
 drophttp://developer.android.com/guide/topics/ui/drag-drop.html(because 
 it sounds like that). Either way you could just intercept motion 
 events in the parent view group that contains your images and let it handle 
 your gesture recognition.

 So let's say you create a derivative class L of your layout that 
 contains the image views.

 You could override 
 dispatchTouchEvent(MotionEvent)http://developer.android.com/reference/android/view/ViewGroup.html#dispatchTouchEvent%28android.view.MotionEvent%29of
  L and check for the following motion event states:

 *1. Gesture started (ACTION_DOWN)*
 Iterate your list of ImageView children of L and see if the touch event 
 point is in one of them. If yes, your gesture starts.

 The View class has the method getGlobalVisibleRect(Rect, 
 Point)http://developer.android.com/reference/android/view/View.html#getGlobalVisibleRect(android.graphics.Rect,%20android.graphics.Point)which
  can be used for checking if your touch event coordinate hits one of 
 your image views. It would roughly look like the following (not tested 
 since I'm not sure if these methods return locations in screen or window 
 coordinate system, you may need to debug it):

 *Rect* r = new *Rect*();* *// should be class member you can reuse
 float x = motionEvent.getRawX();
 float y = motionEvent.getRawY();

 *for*(*ImageView* iv : imageViews) {
 iv.getGlobalVisibleRect(r);

 *if*(r.contains(x, y)) {
 // Touch event is inside image view
 }
 }


 *2. Gesture ongoing (ACTION_MOVE)*
 If you visualize your gesture by drawing some trail or moving around the 
 first touched image view then this is the right point to do so. Here you 
 can update your view(s).

 *3. Gesture finished (ACTION_UP)*
 Here you need to iterate your ImageView children again in order to see 
 if the finger has been lifted over another image view. In that case your 
 gesture was successful.

 *4. Gesture canceled (ACTION_CANCEL)*
 Whatever your gesture is doing should be canceled here.


 On Friday, August 23, 2013 1:21:59 AM UTC-5, OronS wrote:

 Hi there [image: :)]

 I have two ImageViews in my app.
 I've added a gesture detector (GestureOverlayView), and added gestures 
 to the app by using android's sample, which record gestures and save them 
 to a file, and I then load this file.

 My Goal is to limit the gestures area.. I want them to start from one 
 ImageView, and end on the other.
 I didn't find anything on google!! : /

 I've added OnTouch listener to both images, but I don't know how to 
 detect a gesture coming from the outside of a View.

 I can detect a gesture starts from one Image (Down event), but when 
 my finger goes over the second and then go up, the event triggered is 
 Cancel on the first image

 Please Help

 Thanks,
 Oron 



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[android-developers] Does android emulator support ES 3.0?

2013-08-24 Thread oscar barenys
Hi seems new Android 4.3 supports OGL ES 3.0 and new NDK also.. does 
android emulator from sdk support native ES 3.0 assuming a recent GPU and 
drivers on host (say OpenGL 4.3 drivers)..
if not it's coming soon?

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[android-developers] Re: Detect a gesture startet from the outside of a view

2013-08-24 Thread OronS
I did a combination..
I've created a subclass of GestureOverlayView as you have suggested, and 
then the approach with 
dispatchTouchEvent(MotionEvent)http://developer.android.com/reference/android/view/ViewGroup.html#dispatchTouchEvent%28android.view.MotionEvent%29didn't
 work.

One problem was the big numbers, and the second one was that important 
callbacks like *OnGesturePerformedListener* that used for gesture 
recognition at the end of the user's motion, were not called at 
all...probably because of the Gesture\Touch system, which intercepts one 
another :)

The final result was that the subclass also implemented 
*OnGestureListener*which has 4 methods:
@Override
public void onGesture(GestureOverlayView overlay, MotionEvent event)

@Override
public void onGestureCancelled(GestureOverlayView overlay, MotionEvent 
event)

@Override
public void onGestureEnded(GestureOverlayView overlay, MotionEvent 
event)

@Override
public void onGestureStarted(GestureOverlayView overlay, MotionEvent 
event)

Then I could control the beginning and the ending of the gesture, and *
OnGesturePerformedListener* did called, and performed it's actions from the 
main activity

Quite a shame that there are no documentations  to the Gesture\Touch system

On Saturday, August 24, 2013 8:14:53 PM UTC+3, Nobu Games wrote:

 You could still try the approach I described by getting rawX and rawY from 
 the motion event and match it with the global rect position of the target 
 view. Motion event coordinates are usually in a local coordinate system. I 
 guess the local coordinate system is the one of the ImageView you start 
 your gesture with, hence the too big numbers when you get your 
 ACTION_CANCEL on the other view.

 On Saturday, August 24, 2013 5:19:04 AM UTC-5, OronS wrote:

 Little search showed that ACTION_CANCEL is the right value to get from 
 the system, but the (X,Y) values on this event are not proportional to the 
 gesture I made :S
 Y values are way bigger than expected
 I did expand the HitRect size, but it's still too big

 On Friday, August 23, 2013 10:24:03 PM UTC+3, OronS wrote:

 Hi :)
 Thanks for your post

 I'm trying to implement specific gesture between images...no drag  drop
 The images are inside *GestureOverlayView (because of prediction = 
 gestureLibrary.recognize()...I don't know how to recognize a gestures which 
 have curls or shapes)*, and I thought the parent intercepts touch event 
 automatically (by automatically I mean set the OnTouch listener to the 
 parent).
 Don't you think inheritance is wrongly used in this case??

 Anyway..I used *gestureOverlayView.setOnTouchListener* to intercept 
 touch events on children, and *
 gestureOverlayView.addOnGesturePerformedListener* to check whether the 
 gesture was recognized, and user's finger passed through both images.

 The problem now is that in *gestureOverlayView.setOnTouchListener,*instead 
 of ACTION_UP, I get ACTION_CANCEL :S

 I don't know if it should be like that

 On Friday, August 23, 2013 6:17:23 PM UTC+3, Nobu Games wrote:

 Is it just gestures or are you trying to implement drag and 
 drophttp://developer.android.com/guide/topics/ui/drag-drop.html(because 
 it sounds like that). Either way you could just intercept motion 
 events in the parent view group that contains your images and let it 
 handle 
 your gesture recognition.

 So let's say you create a derivative class L of your layout that 
 contains the image views.

 You could override 
 dispatchTouchEvent(MotionEvent)http://developer.android.com/reference/android/view/ViewGroup.html#dispatchTouchEvent%28android.view.MotionEvent%29of
  L and check for the following motion event states:

 *1. Gesture started (ACTION_DOWN)*
 Iterate your list of ImageView children of L and see if the touch event 
 point is in one of them. If yes, your gesture starts.

 The View class has the method getGlobalVisibleRect(Rect, 
 Point)http://developer.android.com/reference/android/view/View.html#getGlobalVisibleRect(android.graphics.Rect,%20android.graphics.Point)which
  can be used for checking if your touch event coordinate hits one of 
 your image views. It would roughly look like the following (not tested 
 since I'm not sure if these methods return locations in screen or window 
 coordinate system, you may need to debug it):

 *Rect* r = new *Rect*();* *// should be class member you can reuse
 float x = motionEvent.getRawX();
 float y = motionEvent.getRawY();

 *for*(*ImageView* iv : imageViews) {
 iv.getGlobalVisibleRect(r);

 *if*(r.contains(x, y)) {
 // Touch event is inside image view
 }
 }


 *2. Gesture ongoing (ACTION_MOVE)*
 If you visualize your gesture by drawing some trail or moving around 
 the first touched image view then this is the right point to do so. Here 
 you can update your view(s).

 *3. Gesture finished (ACTION_UP)*
 Here you need to iterate your ImageView children again in order to see 
 if the finger has been lifted 

[android-developers] Creating a list like the one in android dev guidlines

2013-08-24 Thread William Reed
Hey guys I was going through the android dev guidelines and came upon this 
awesome list looking thing that would be awesome to have in my app

http://i.stack.imgur.com/oLZ5V.png

You can see the list on the left phone with the little picture and then the 
three lines of text. That is exactly what I am looking for although I 
really do not know how to go about making this so any help provided would 
be awesome.

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[android-developers] Re: Creating a list like the one in android dev guidlines

2013-08-24 Thread William Reed
Maybe something like this but with an image view? 
http://stackoverflow.com/questions/8841283/gmail-like-listview-with-checkboxes-and-using-the-actionbar

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Re: [android-developers] Re: Creating a list like the one in android dev guidlines

2013-08-24 Thread Kostya Vasilyev
Last I checked (using Developer Options, show view boundaries), Gmail was
not using Android layouts for items inside a message item view. It's one
Android view per message list item, the internals are handled internally.

Now back to your original question: consider RelativeLayout:

http://developer.android.com/reference/android/widget/RelativeLayout.html

-- K


2013/8/25 William Reed wree...@gmail.com

 Maybe something like this but with an image view?
 http://stackoverflow.com/questions/8841283/gmail-like-listview-with-checkboxes-and-using-the-actionbar

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