[android-developers] Re: Saving Data on External Storage

2016-07-03 Thread Paolo Turatti
Hello,  I am able to write on the external storage (sdcard) but I am not 
able to write on the secondary storage ( external sd card) which is microsd 
or usb devices. Did you have a solution for this?

Il giorno domenica 3 luglio 2016 06:10:25 UTC+2, gjs ha scritto:
>
> See https://developer.android.com/training/basics/data-storage/files.html
>  and 
> https://developer.android.com/reference/android/content/Context.html#getExternalFilesDir(java.lang.String)
>
> On Friday, July 1, 2016 at 11:35:27 PM UTC+10, Paolo Turatti wrote:
>>
>> Hello everybody!
>>
>> I am not able to save data from my appication (in my case video or 
>> picture) on the external sdcard) I think it is related to the write 
>> permission introduced with android 4.4.
>> I am able to write data on the /sdcard whitout problem, but if the device 
>> has an external sd card i get the "permission denied" error.
>> How is it possbile to save data on this memories?
>>
>> Thank you!
>>
>

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[android-developers] Re: Access Problem External SD-Card Android 6.01

2016-07-01 Thread Paolo Turatti
Hello, did you check your app permissions?
In Android 6 many things have changed on permissions, go under android 
settings, applications, select you app, select rights, give the 
applications the right to read and write external storage, then on the top 
right corner, all permissions.
Open you app again and check if it is working.

Il giorno lunedì 20 giugno 2016 19:38:15 UTC+2, Susanne ha scritto:
>
> I am very deperate: After my Samsung Galaxy Note 4 updated to Android 
> 6.0.1., my application (written in Java - Android Studio and running since 
> Android 3.3) no longer can access data on the external sd-card.
>
> I manage to address internal sd-card via  "System.getenv(
> "EXTERNAL_STORAGE")" but alas on the web so far I found no path working 
> with the external sd-card.
>
> Of course I have no problem to read/write external sd-card via 
> file-explorer.
>
> I would be very grateful for any help,
> thanks a lot in advance 
> Susanne 
>
>
>

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[android-developers] Saving Data on External Storage

2016-07-01 Thread Paolo Turatti
Hello everybody!

I am not able to save data from my appication (in my case video or picture) 
on the external sdcard) I think it is related to the write permission 
introduced with android 4.4.
I am able to write data on the /sdcard whitout problem, but if the device 
has an external sd card i get the "permission denied" error.
How is it possbile to save data on this memories?

Thank you!

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[android-developers] FileChooser

2013-04-02 Thread PAOLO FRANCESCO Bertolotti
I'm really sorry, but I have find nothing that explains also with examples 
download how to do a FileChooser for the last Android technology. Can and 
want you help me???

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Re: [android-developers] Unsubscribe

2013-01-15 Thread Paolo Z.
For those still encountering this issue, I resolved it adding the 
flag 
http://developer.android.com/reference/android/content/Intent.html#FLAG_RECEIVER_FOREGROUND
 
to the broadcast pending intent, this doesn't force the service to get 
restarted.
Paolo







On Sunday, August 12, 2012 9:35:34 PM UTC-7, dnk wrote:

 I am interested too.

 On Saturday, August 11, 2012 4:06:19 PM UTC-7, Andy dev wrote:

 Dianne, did you have any luck with that sample APK and reproducing the 
 issue?
  
 Thanks

 On Friday, July 27, 2012 12:47:17 PM UTC+1, Kostya Vasilyev wrote:


 2012/7/27 Jim Graham spook...@gmail.com

 On Thu, Jul 26, 2012 at 10:35:18PM -0700, Andy dev wrote:
  Anyone made any progress with this issue, I still cannot pinpoint what
  causes it?


 It's like life after death - no-one who knows for sure is able to share 
 his knowledge :)
  

  
 It's nothing new...e-mail lists have been plagued with unsubscribe
 requests sent to the list despite very specific instructions given
 to users of the list since the day they signed up.  As to why people
 do that, I'm going to be nice and not answer that part.


 Another mystery in the same category: a refund request for an in-app 
 purchase from a user claming he didn't buy it (and no, neither he or his 
 phone is being held captive).
  


 Later,
--jim



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[android-developers] Re: Jelly Bean Speech Recognition API (local ASR)

2013-01-07 Thread Paolo Martinello
Me too.
Hope to have a reply soon

Thanks/Regards
martin.p

Il giorno domenica 16 settembre 2012 06:55:35 UTC+2, Kevin Claypool ha 
scritto:

 I also would like to develop using the offline speech recognition 
 engine... but so far it's been impossible to find any documentation 
 regarding its implementation.  Can someone help us with some links?  That 
 would be awesome!  I'm wanting to develop a hands-free NFC triggered 
 application with offline speech recognition for note-taking, but I can't 
 find any information ANYWHERE about how the engine is implemented, and/or 
 what can be edited.

 Thanks in advance,
 Kevin

 On Tuesday, September 4, 2012 10:48:42 AM UTC-5, Nicolamaria Manes wrote:

 how can the new local speech recognition engine of jelly bean version of 
 android
 can be used by developers

 thanks in advance
 Nicola



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[android-developers] Detect when activity destruction come from rotation

2012-12-20 Thread Paolo Mancini
Hi,
how can I detect when an activity destruction come from a rotation instead 
a normal application end?

Thanks

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[android-developers] Context() getDir() without creation

2012-10-19 Thread Paolo Mancini
Hi,
I need to create some directory inside the application to maintain some 
internal data.
To obtain this, I use context.getDir() and It works fine.
Sometimes I need to know if some dir exists without create it..and to do it 
I can't use the context.getDir() cause this function create the directory 
if needed.

How can I obtain this?

Thanks

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Re: [android-developers] Context() getDir() without creation

2012-10-19 Thread Paolo Mancini
For instance:

I create a new Test dir with:

context.getDir(Test,Context.MODE_PRIVATE);

If after in another part of code I want to check if Test exist without 
create it, which is the correct procedure?!

thanks


Il giorno venerdì 19 ottobre 2012 18:00:40 UTC+2, TreKing ha scritto:

 On Fri, Oct 19, 2012 at 3:47 PM, Paolo Mancini paol...@gmail.comjavascript:
  wrote:

 How can I obtain this?



 http://developer.android.com/reference/android/content/Context.html#getFilesDir%28%29

 And standard Java IO.


 -
 TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago 
 transit tracking app for Android-powered devices



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[android-developers] XmlPullParser tag position

2012-10-18 Thread Paolo Mancini
 

Hi, 

I'm using the XmlPullParser to parse a large XML file.

I need to obtain position (bytes) for each tag but I haven't found any 
method.

I need this cause I want to trace the progression of the parsing (with the 
total length).


Is it possible? Does somebody know another solution?


Many thanks

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Re: [android-developers] XmlPullParser tag position

2012-10-18 Thread Paolo Mancini
Sorry, i've duplicated the topic…it's the same problem!


Il giorno 18/ott/2012, alle ore 12:42, Harri Smått ha scritto:

 
 On Oct 18, 2012, at 12:36 PM, Paolo Mancini paolo8...@gmail.com wrote:
 
 I need to obtain position (bytes) for each tag but I haven't found any 
 method.
 
 Yesterday you needed an approximation of current position for setting up a 
 progress bar, which one is it?
 
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[android-developers] XmlPullParser and tag position

2012-10-17 Thread Paolo Mancini
Hi, 
I'm using the XmlPullParser to parse a large XML file.
I need to obtain position (bytes) for each tag but I haven't found any method.
I need this cause I want to trace the progression of the parsing (with the 
total length).

Is it possible? Does somebody know another solution?

Many thanks

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[android-developers] Android Licensing LVL

2012-09-12 Thread Paolo Mancini
Hi, I'm using the LVL ServerManagedPolicy but I've a couple of question.

This is my case. A client buy my app and after try to open and use it 
without internet connection.

I've seen that the server response always dontAllow()  RETRY.

Is it possible to obtain that the ServerManagedPolicy allow the user for a 
number of retry, so my client can use the app also it use the app without 
internet connection (my client never open the app with internet connection)?

Many thanks





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[android-developers] Best Practices: Which SDK should I choose for a new project?

2012-01-23 Thread Paolo
Hi there,

I'd like to understand if there is a best practice when I have to
choose the SDK Target for a Android project.

For example: I have to develop an app that must be supported on
Android OS version from v2.1 to v4.0 (included).
Which target should I choose?

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[android-developers] Re: Best Practices: Which SDK should I choose for a new project?

2012-01-23 Thread Paolo
Thanks Kris, but the answer I'm looking for is not referred to the
Android distribution problem, but rather to a technical one.

I want to understand if there is best practice for choosing the SDK to
use. I should use alway the latest version of the sdk, and so it is my
responsibility to provide a mechanism of backward compatibility? Or
instead... is better using the min version supported as target? In
this case If I use v2.1 as target I can be sure that all the APIs are
always supported in v4.0?

I hope to be clear :)

On 23 Gen, 11:18, Kristopher Micinski krismicin...@gmail.com wrote:
 Choose the target corresponding to 2.1, there is also a nice little
 pie chart showing you how many people have what:

 http://developer.android.com/resources/dashboard/platform-versions.html

 kris







 On Mon, Jan 23, 2012 at 5:12 AM, Paolo brand...@gmail.com wrote:
  Hi there,

  I'd like to understand if there is a best practice when I have to
  choose the SDK Target for a Android project.

  For example: I have to develop an app that must be supported on
  Android OS version from v2.1 to v4.0 (included).
  Which target should I choose?

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[android-developers] Re: Best Practices: Which SDK should I choose for a new project?

2012-01-23 Thread Paolo
Can I assume the same for the v3.x?

On 23 Gen, 11:39, Kristopher Micinski krismicin...@gmail.com wrote:
 Basically, yes, if you use something from 2.1 you can be sure it will
 be in 4.0.  There are occasionally deprecated methods, and APIs (for
 example, the old contacts provider, or a number of older utility
 classes for things like security, etc..), but in general things are
 only being added, not dropped.

 kris







 On Mon, Jan 23, 2012 at 5:35 AM, Paolo brand...@gmail.com wrote:
  Thanks Kris, but the answer I'm looking for is not referred to the
  Android distribution problem, but rather to a technical one.

  I want to understand if there is best practice for choosing the SDK to
  use. I should use alway the latest version of the sdk, and so it is my
  responsibility to provide a mechanism of backward compatibility? Or
  instead... is better using the min version supported as target? In
  this case If I use v2.1 as target I can be sure that all the APIs are
  always supported in v4.0?

  I hope to be clear :)

  On 23 Gen, 11:18, Kristopher Micinski krismicin...@gmail.com wrote:
  Choose the target corresponding to 2.1, there is also a nice little
  pie chart showing you how many people have what:

 http://developer.android.com/resources/dashboard/platform-versions.html

  kris

  On Mon, Jan 23, 2012 at 5:12 AM, Paolo brand...@gmail.com wrote:
   Hi there,

   I'd like to understand if there is a best practice when I have to
   choose the SDK Target for a Android project.

   For example: I have to develop an app that must be supported on
   Android OS version from v2.1 to v4.0 (included).
   Which target should I choose?

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[android-developers] Re: Best Practices: Which SDK should I choose for a new project?

2012-01-23 Thread Paolo
In conclusion if there is not special reasons to use the latest sdk
version, like new features, new APIs... etc. it is better use the min
target I want to support?

On 23 Gen, 11:44, Paolo brand...@gmail.com wrote:
 Can I assume the same for the v3.x?

 On 23 Gen, 11:39, Kristopher Micinski krismicin...@gmail.com wrote:







  Basically, yes, if you use something from 2.1 you can be sure it will
  be in 4.0.  There are occasionally deprecated methods, and APIs (for
  example, the old contacts provider, or a number of older utility
  classes for things like security, etc..), but in general things are
  only being added, not dropped.

  kris

  On Mon, Jan 23, 2012 at 5:35 AM, Paolo brand...@gmail.com wrote:
   Thanks Kris, but the answer I'm looking for is not referred to the
   Android distribution problem, but rather to a technical one.

   I want to understand if there is best practice for choosing the SDK to
   use. I should use alway the latest version of the sdk, and so it is my
   responsibility to provide a mechanism of backward compatibility? Or
   instead... is better using the min version supported as target? In
   this case If I use v2.1 as target I can be sure that all the APIs are
   always supported in v4.0?

   I hope to be clear :)

   On 23 Gen, 11:18, Kristopher Micinski krismicin...@gmail.com wrote:
   Choose the target corresponding to 2.1, there is also a nice little
   pie chart showing you how many people have what:

  http://developer.android.com/resources/dashboard/platform-versions.html

   kris

   On Mon, Jan 23, 2012 at 5:12 AM, Paolo brand...@gmail.com wrote:
Hi there,

I'd like to understand if there is a best practice when I have to
choose the SDK Target for a Android project.

For example: I have to develop an app that must be supported on
Android OS version from v2.1 to v4.0 (included).
Which target should I choose?

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[android-developers] Re: How to change color for item selected in Gallery

2011-08-05 Thread Paolo
anyone?

On 4 Ago, 09:13, Paolo brand...@gmail.com wrote:
 I've done a Gallery view composed by just textviews as numbers. By
 default if I don't set any colors the item in the centre is black. I
 want to change it.

 Using a selector it doesn't work, any ideas?

 UPDATE:
 if I try to use a selector also the default behavior gone and I can
 see only grey textview

 So, this is the getVIew of my TextAdapter that extends BaseAdapter

      public View getView(int position, View convertView, ViewGroup
 parent) {
                         TextView t = new TextView(mContext);
                         int val = position + 1;
                         t.setText( + val);
                         t.setTextSize(30f);
                 t.setTextColor(R.drawable.numericgallery_selector);

                         return t;
      }

 and this is my selector.

     selector xmlns:android=http://schemas.android.com/apk/res/
 android

         item android:state_selected=true android:color=#FDF132/
 item

         item android:state_selected=false android:color=#CADDCD/
 item

         item android:color=#FF/item
     /selector

 but it doen't work :(

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[android-developers] Multi Style with external fonts

2011-08-04 Thread Paolo
Here my problem:

I have a string formatted like this in string.xml

My string is bmulti style/b and use external font
and I have two external fonts one for regular and one for bold
(DINR.ttf and DINBD.ttf)

I want to set the string above with my fonts.

I've written this static method:

public static void setDefaultTypeFace(Context c, TextView view, String
text) {
Typeface tf = Typeface.createFromAsset(c.getAssets(), fonts/
DINR.TTF);
view.setTypeface(tf);
view.setText(Html.formatHtml(text));
}
but... it simulates the bold font using only the regular one.

If I use the default android font with Html.formatHtml the OS is able
to render the text with multiple styles correctly using bold and
regular. I'd like to have the same behaviour with my two fonts.

I hope to have explained it well. Please help me.

Thanks in advance.

How to tell Android to use regular and bold for a formatted html
string?

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[android-developers] How to change color for item selected in Gallery

2011-08-04 Thread Paolo
I've done a Gallery view composed by just textviews as numbers. By
default if I don't set any colors the item in the centre is black. I
want to change it.

Using a selector it doesn't work, any ideas?

UPDATE:
if I try to use a selector also the default behavior gone and I can
see only grey textview

So, this is the getVIew of my TextAdapter that extends BaseAdapter



 public View getView(int position, View convertView, ViewGroup
parent) {
TextView t = new TextView(mContext);
int val = position + 1;
t.setText( + val);
t.setTextSize(30f);
t.setTextColor(R.drawable.numericgallery_selector);

return t;
 }


and this is my selector.

selector xmlns:android=http://schemas.android.com/apk/res/
android

item android:state_selected=true android:color=#FDF132/
item

item android:state_selected=false android:color=#CADDCD/
item

item android:color=#FF/item
/selector


but it doen't work :(

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[android-developers] Re: Avoid to handle click event on a LinearLayout

2011-07-30 Thread Paolo
anyone, please?

On 29 Lug, 15:44, Paolo brand...@gmail.com wrote:
 Hi there,

 I have a FrameLayout with two inner LinerLayouts overlayed.

 + FrameLayout
       + LinearLayout 1
       + LinearLayout 2

 In some cases I'd like the LinearLayout 2 doesn't handle the click
 event. I can't set Visibility to GONE, but only to INVISIBLE.
 The aim is that the LinearLayout 1, that is under, can handle that
 click.

 is it possible to do that without using onTouchListener?

 Thanks

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[android-developers] Re: Avoid to handle click event on a LinearLayout

2011-07-30 Thread Paolo
I got a partial solution!
I set the OnTouchListener for the LinearLayout2. When I want to pass
the event down, I do linearLayout1.dispatchToucheEvent(event) and
return true.

The LL1 gets the event and it seems to work, but the LL1 doesn't pass
the event to its own children. I have a Button inside it and when I
touch or click it, I only see that the LL1 catches it.
I expected the LL1 passes the event also to the child Am I wrong?

Could you help me please?

On 30 Lug, 16:41, Paolo brand...@gmail.com wrote:
 anyone, please?

 On 29 Lug, 15:44, Paolo brand...@gmail.com wrote:







  Hi there,

  I have a FrameLayout with two inner LinerLayouts overlayed.

  + FrameLayout
        + LinearLayout 1
        + LinearLayout 2

  In some cases I'd like the LinearLayout 2 doesn't handle the click
  event. I can't set Visibility to GONE, but only to INVISIBLE.
  The aim is that the LinearLayout 1, that is under, can handle that
  click.

  is it possible to do that without using onTouchListener?

  Thanks

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[android-developers] Avoid to handle click event on a LinearLayout

2011-07-29 Thread Paolo
Hi there,

I have a FrameLayout with two inner LinerLayouts overlayed.

+ FrameLayout
  + LinearLayout 1
  + LinearLayout 2


In some cases I'd like the LinearLayout 2 doesn't handle the click
event. I can't set Visibility to GONE, but only to INVISIBLE.
The aim is that the LinearLayout 1, that is under, can handle that
click.

is it possible to do that without using onTouchListener?

Thanks

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[android-developers] Problem with Layout with WEIGHT and VISIBILITY params

2011-07-28 Thread Paolo
Hi there!

I have a LinearLayout composed by 4 RelativeLayout. Every
RelativeLayout has the weight params set in order to fill all the
screen. All layouts are set as fill_parent for W and H.

+ LinearLayout
   + Relative 1 weight = 4 (visible)
   + Relative 2 weight = 5 (gone)
   + Relative 3 weight = 5 (visible)
   + Relative 4 weight = 5 (visible)

I want to animate the Relative 3 and 4 and then hide them, so I set
VISIBILITY.GONE when the animation ends. At this point I'd like to
show the Relative 2, which was gone before, so I set it to VISIBLE
So I get:

+ LinearLayout
   + Relative 1 weight = 4 (visible)
   + Relative 2 weight = 5 (visible)
   + Relative 3 weight = 5 (gone)
   + Relative 4 weight = 5 (gone)

I expected that the dimensions didn't changed and that the Relative 2
substituted all the space covered by the others (3 and 4). Instead the
Relative 1 changes its own height... I guess it depends on the weight
params how to avoid it?

Please help me... it's quite urgent!



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[android-developers] Call to requestLayou() after an Animation ends

2011-07-18 Thread Paolo
Hi there!
I'd try to move with Animation a LinearLayout with some stuff inside
when clicking on it. Apply the Animation is pretty simple. I've done
something like this.

//ANIMATION
public static Animation animationTest(int duration) {
Animation anim = new 
TranslateAnimation(Animation.RELATIVE_TO_SELF,
0.0f, Animation.RELATIVE_TO_SELF, 0.0f, Animation.RELATIVE_TO_SELF,
0.0f, Animation.RELATIVE_TO_SELF, 1.0f);
anim.setDuration(duration);
Interpolator inter = new DecelerateInterpolator(0.4f);
anim.setInterpolator(inter);

anim.setAnimationListener(new AnimationListener(){

@Override
public void onAnimationEnd(Animation animation) {
changeLayoutPosition(layout);

}

});

return anim;

}


Than I want to be able to click again the layout which is moved to an
other position, so as I read in many topic, I have to change the
layout, so I've done...

public static void changeLayoutPosition(LinearLayout layout) {
LinearLayout.LayoutParams params = new
LinearLayout.LayoutParams(LayoutParams.FILL_PARENT, 100);
params.topMargin = layout.getHeight();
layout.setLayoutParams(params);
layout.requestLayout();
   }


It works! But at the end of the animation, probably when requestLayout
is called, the LinearLayout produces a sort of artefact, as if it was
drawn once again. Is it possible? Why?

I expected to see the animation that works normally and to change the
layout position in background without to be draw again... Am I wrong
something? Is there some tricks to avoid this kind of flickering?

Thanks in advance

Paolo

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[android-developers] NFC - writing data that only my app can read

2011-07-11 Thread Paolo
Hi there!
as the title of my topic,
I'd like to write some simple data (i.e. an ID and/or a Name-Text) on
some NFC tags. Currently I'm able to write text and read it, but I
want my app is the only one can read it.
I guess I have to create a kind of custom mimetype, in order to handle
it with the intent-filter when the device read the NFC Tag, right?

something like:

intent-filter
action android:name=android.nfc.action.NDEF_DISCOVERED /
data android:mimeType=myMime/myType /
category android:name=android.intent.category.DEFAULT/
/intent-filter

but how to achieve it? and how to write my data with this custom
mimetype on my tag?

Thanks in advance!

Paolo

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[android-developers] Starting an app at BOOT

2011-06-30 Thread Paolo
Hi there!
I'd like to start a service when the device completes booting up.
I know I have to use a BrodcastReceiver with ACTION_BOOT_COMPLETED,
but as documentation this only works if the app installed in the
internal storage.
What about the external storage? Is there a workaround to get a quite
similar behavior also in this case?

For app on external storage I tried to wait for receiving
ACTION_MEDIA_MOUNTED, but I wasn't able to get it in my
BrodcastReceiver... :(

This is my intent-filter in the manifest

receiver android:name=*.ReceiverBootEvent
intent-filter
action 
android:name=android.intent.action.BOOT_COMPLETED /
/intent-filter
intent-filter
action 
android:name=android.intent.action.MEDIA_MOUNTED /
data android:scheme=file /
/intent-filter
/receiver

uses-permission
android:name=android.permission.RECEIVE_BOOT_COMPLETED /

I haven't found any permission to check MEDIA_MOUNTED.

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[android-developers] Re: Starting an app at BOOT

2011-06-30 Thread Paolo
 Why?
Just because I would give the user the possibility to decide it.

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[android-developers] Re: Change grandient color for a shape programmatically

2011-06-28 Thread Paolo
Hi SofB thanks for your answer.
I did it, but the problem is here. From ShapeDrawable object I don't
figure out how to set the gradient color in the shape. Maybe I miss
something, please give me a tip.
http://developer.android.com/reference/android/graphics/drawable/ShapeDrawable.html

On 27 Giu, 16:26, Streets Of Boston flyingdutc...@gmail.com wrote:
 Depends.
 Let's say you attach this drawable as the background of some View.
 Call 'getBackgroundDrawable()' on this one and cast it to the correct
 sub-class of Drawable. In your case that would be ShapeDrawable. Then
 consult the online documentation to navigate your way to access and change
 the gradient.

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[android-developers] Re: Change grandient color for a shape programmatically

2011-06-28 Thread Paolo
Exactly! It seems the only way is to create a new GradientDrawable
using the constructor programmatically.

GradientDrawable(GradientDrawable.Orientation orientation, int[]
colors)

Do you think this is the only way? :|

On 28 Giu, 10:47, Kostya Vasilyev kmans...@gmail.com wrote:
 How about GradientDrawable instead?

 http://developer.android.com/reference/android/graphics/drawable/Grad...

 ( I don't see any methods to set gradient colors, though )

 -- Kostya

 28.06.2011 12:40, Paolo пишет:

  Hi SofB thanks for your answer.
  I did it, but the problem is here. From ShapeDrawable object I don't
  figure out how to set the gradient color in the shape. Maybe I miss
  something, please give me a tip.
 http://developer.android.com/reference/android/graphics/drawable/Shap...

  On 27 Giu, 16:26, Streets Of Bostonflyingdutc...@gmail.com  wrote:
  Depends.
  Let's say you attach this drawable as the background of some View.
  Call 'getBackgroundDrawable()' on this one and cast it to the correct
  sub-class of Drawable. In your case that would be ShapeDrawable. Then
  consult the online documentation to navigate your way to access and change
  the gradient.

 --
 Kostya Vasilyev

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[android-developers] Change grandient color for a shape programmatically

2011-06-27 Thread Paolo
Hi there!

I'd like know how can I change programmatically the gradient color in
a shape previously defined in XML.

This is my shape, as background of a View:

shape xmlns:android=http://schemas.android.com/apk/res/android;
android:shape=rectangle

corners android:radius=5dp /

gradient android:startColor=#00CC5B android:endColor=#007D21
android:angle=90 /


/shape


I would change the gradient color from code. How can I do that?

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[android-developers] Re: multiple opengl context and shared textures

2011-06-16 Thread Paolo
UPDATE 2:

I've understand I have to create an EGLContext in the first rendering
thread and share it with the second one, as explained here
http://comments.gmane.org/gmane.comp.handhelds.android.devel/130165

But it isn't enough...

At this link 
http://groups.google.com/group/android-platform/browse_thread/thread/a9931ef61a5648c5
there is a topic where it is explained how to achieve texture sharing
(see the answer on 30th May), using EGLImage Object and
glEGLImageTargetTexture2DOES() function.
The second one is present in Android inside GLES11Ext class, but what
about the EGLImage... I can't find it anywhere.

It seems that Android provides an older EGL specs or simply a partial
EGL specs. Am I wrong?

In this case, is there any other way to achieve texture sharing?

Thanks in advance!

Paolo

On 15 Giu, 18:36, Paolo brand...@gmail.com wrote:
 UPDATE 1:

 I have been able to show two different GLsurfaceview showing one
 simple square for every surface with OpenGL and it works.
 Then I applied a texture on one square and it works.

 Now I'd like to share textures within the second square on the second
 GLSurfaceView, but it seems a bit complicated.

 Is there anyone who knows how to work it out?

 Here my code... it's bad code, but it just for testing...

 private static int id_text = -1; //id texture

 public void onSurfaceCreated(GL10 gl, EGLConfig config) {
                 gl.glShadeModel(GL10.GL_SMOOTH);
                 gl.glClearColor(0, 0, 0, 0);

                 gl.glClearDepthf(1.0f);
                 gl.glEnable(GL10.GL_DEPTH_TEST);
                 gl.glDepthFunc(GL10.GL_LEQUAL);

                 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 
 GL10.GL_NICEST);

                 //TEXTTURE
                 gl.glEnable(GL11.GL_TEXTURE_2D);

             // create vertex buffer for texture
             textureBuffer = setTextureVertex();

             //if I am the first glsurfaceview (it means texture
 sharing == false) I create my texture, otherwise i get the shared one.
             if(!textureSharing)
                 //id_text is the texture id generated, see below
 methods
                 id_text = GlRenderer.loadTexture(gl, context,
 R.drawable.texture);

             gl.glDisable(GL11.GL_TEXTURE_2D);

         }

         public void onDrawFrame(GL10 gl) {
                 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | 
 GL10.GL_DEPTH_BUFFER_BIT);

                 gl.glMatrixMode(GL10.GL_MODELVIEW);
                 gl.glLoadIdentity();

                 //if my texture id isn't generated yet, nop, else I
 use it do for drawing
                 if (id_text != -1) {
                         // draw quad
                         gl.glPushMatrix();
                         gl.glColor4f(1, 1, 1, 1);
                         // create texture
                         gl.glEnable(GL10.GL_TEXTURE_2D);
                         gl.glBindTexture(GL10.GL_TEXTURE_2D, id_text);

                         gl.glTranslatef(0, 0, -4f);

                         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
                         gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

                         gl.glVertexPointer(3, GL10.GL_FLOAT, 0, quadBuffer);
                         gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 
 textureBuffer);
                         gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
                         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

                         // Disable the vertices buffer.
                         gl.glDisableClientState(GL11.GL_VERTEX_ARRAY);
                         gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

                         gl.glDisable(GL11.GL_TEXTURE_2D);
                         gl.glPopMatrix();
                 }
         }

         public void onSurfaceChanged(GL10 gl, int width, int height) {
                 // avoid division by zero
                 if (height == 0)
                         height = 1;

                 // draw on the entire screen
                 gl.glViewport(0, 0, width, height);
                 // setup projection matrix
                 gl.glMatrixMode(GL10.GL_PROJECTION);
                 gl.glLoadIdentity();
                 GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 
 1.0f,
 100.0f);
         }

         /*
          * Generate a new ID for texture
          */
         private static int newTextureID(GL10 gl) {
             int[] temp = new int[1];
             gl.glGenTextures(1, temp, 0);
             return temp[0];
         }

         /*
          * Load Texture
          */
         private static int loadTexture(GL10 gl, Context context, int
 resource) {

         int id = id_text;
         BitmapFactory.Options opts = new BitmapFactory.Options();
         opts.inScaled = false;
         Bitmap temp =
 BitmapFactory.decodeResource(context.getResources(), resource, opts);
         Bitmap texture = Bitmap.createBitmap(temp, 0, 0,
 temp.getWidth

[android-developers] Re: multiple opengl context and shared textures

2011-06-15 Thread Paolo
UPDATE 1:

I have been able to show two different GLsurfaceview showing one
simple square for every surface with OpenGL and it works.
Then I applied a texture on one square and it works.

Now I'd like to share textures within the second square on the second
GLSurfaceView, but it seems a bit complicated.

Is there anyone who knows how to work it out?


Here my code... it's bad code, but it just for testing...



private static int id_text = -1; //id texture

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0, 0, 0, 0);

gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);

gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);


//TEXTTURE
gl.glEnable(GL11.GL_TEXTURE_2D);

// create vertex buffer for texture
textureBuffer = setTextureVertex();

//if I am the first glsurfaceview (it means texture
sharing == false) I create my texture, otherwise i get the shared one.
if(!textureSharing)
//id_text is the texture id generated, see below
methods
id_text = GlRenderer.loadTexture(gl, context,
R.drawable.texture);

gl.glDisable(GL11.GL_TEXTURE_2D);

}

public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();

//if my texture id isn't generated yet, nop, else I
use it do for drawing
if (id_text != -1) {
// draw quad
gl.glPushMatrix();
gl.glColor4f(1, 1, 1, 1);
// create texture
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, id_text);

gl.glTranslatef(0, 0, -4f);

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

gl.glVertexPointer(3, GL10.GL_FLOAT, 0, quadBuffer);
gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 
textureBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

// Disable the vertices buffer.
gl.glDisableClientState(GL11.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

gl.glDisable(GL11.GL_TEXTURE_2D);
gl.glPopMatrix();
}
}


public void onSurfaceChanged(GL10 gl, int width, int height) {
// avoid division by zero
if (height == 0)
height = 1;

// draw on the entire screen
gl.glViewport(0, 0, width, height);
// setup projection matrix
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 
1.0f,
100.0f);
}


/*
 * Generate a new ID for texture
 */
private static int newTextureID(GL10 gl) {
int[] temp = new int[1];
gl.glGenTextures(1, temp, 0);
return temp[0];
}


/*
 * Load Texture
 */
private static int loadTexture(GL10 gl, Context context, int
resource) {

int id = id_text;
BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inScaled = false;
Bitmap temp =
BitmapFactory.decodeResource(context.getResources(), resource, opts);
Bitmap texture = Bitmap.createBitmap(temp, 0, 0,
temp.getWidth(), temp.getHeight());

id = newTextureID(gl); //generate the ID texture

gl.glBindTexture(GL10.GL_TEXTURE_2D, id);

// setup texture parameters
gl.glTexParameterx(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, texture, 0);

temp.recycle();
texture.recycle();

return id;

}


What happen?
The first glsurfaceview shows the correct square textured, the second
one show only a white square

My goal is share only the ID and the to call glBindTexture(), but
maybe I'm wrong.

Please help me to undestand! Thanks

Paolo


On 8 Giu, 20:37, Paolo brand...@gmail.com wrote:
 Hi there,

 as the Object of this topic... is it possible to create two different
 OpenGL Contexts in the same activity? I mean creating two different

[android-developers] Fonts on Android, how are they manage by the OS?

2011-06-08 Thread Paolo
Hi there!
I need some clarifications how Android uses fonts/typefaces.

Questions:
1) my app must supported a huge lists of language so I need a font,
which is able to match the max possible number of characters UNICODE.
Is there in Android a font like that?

2) I have noticed that on my N1 are present many fonts on the system
folder fonts Droidxxx.ttf. How can I be sure those fonts always will
be on all Android devices like on Samsung, HTC or LG...? Is there any
guarantee?

3) Suppose I choose a DroidXXX.ttf font as default of my app. If I
need a particular glyph and it isn't in my chosen fonts, how does
Android manage this situation?

Please answer me ASAP.

Thanks in advance!

Paolo

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[android-developers] Re: Fonts on Android, how are they manage by the OS?

2011-06-08 Thread Paolo


On 8 Giu, 10:28, Shine shineange...@gmail.com wrote:
 2)I guess there is no guarantee. To be certain of the font
 availability, considering .ttf file size, it should be better for you
 to include desired font inside /assets directory, and then load it
 with something like this:

ok, but there is no guarentee also for the system fonts? It seems a
bit strange... because it would be the default typeface fro Android. I
expect to find the DroidSans typeface everywhere!
I need a confirm!

 3) it will draw another 'special char', like ? or #. You'll have to
 test it extensively.

Also in this case I expect a different behavior... something like: a
typeface like Sans doesn't provide a specified glyph I expect the
system automatically checks for another typeface which is able to
render it. How does Android work?

And how can I test it?


 On 8 Giu, 10:07, Paolo brand...@gmail.com wrote:



  Hi there!
  I need some clarifications how Android uses fonts/typefaces.

  Questions:
  1) my app must supported a huge lists of language so I need a font,
  which is able to match the max possible number of characters UNICODE.
  Is there in Android a font like that?

  2) I have noticed that on my N1 are present many fonts on the system
  folder fonts Droidxxx.ttf. How can I be sure those fonts always will
  be on all Android devices like on Samsung, HTC or LG...? Is there any
  guarantee?

  3) Suppose I choose a DroidXXX.ttf font as default of my app. If I
  need a particular glyph and it isn't in my chosen fonts, how does
  Android manage this situation?

  Please answer me ASAP.

  Thanks in advance!

  Paolo

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[android-developers] Re: Fonts on Android, how are they manage by the OS?

2011-06-08 Thread Paolo
yes those fonts are for the last platform, I guess Gingerbread that
provides an extended language support.
However I noticed something strange... On my Nexus S there are a lot
of languages supported selectable, on the other hand on my Nexus One
(always 2.3.4) there are only a subset of those.

I expected they were the same... I am a bit confused! :|



On 8 Giu, 12:23, James Ots james...@gmail.com wrote:
 Here are the fonts in the android source.

 http://android.git.kernel.org/?p=platform/frameworks/base.git;a=tree;...

 These are listed in the makefile

 DroidSans.ttf          
 DroidSans-Bold.ttf      
 DroidSansArabic.ttf    
 DroidSansHebrew.ttf    
 DroidSansThai.ttf      
 DroidSerif-Regular.ttf  
 DroidSerif-Bold.ttf    
 DroidSerif-Italic.ttf  
 DroidSerif-BoldItalic.ttf  
 DroidSansMono.ttf        
 Clockopia.ttf

 Although I can't see any guarantee that these will be there, I think you can 
 probably assume that any Compatible Android device will have these fonts 
 available.

 James

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[android-developers] multiple opengl context and shared textures

2011-06-08 Thread Paolo
Hi there,

as the Object of this topic... is it possible to create two different
OpenGL Contexts in the same activity? I mean creating two different
glsurfaceviews, where every of them use a different EGLConfig and
Renderer.

And also... what about texture? Can I share texture through the two
OGL Context?

I need to use it either with 2.1, 2.2. 2.3 or 3.0 with tablets for a
dual indipendent 3D window.

Thanks in advance

Paolo

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[android-developers] Re: Building composed shapes

2011-05-31 Thread Paolo
UPDATE:
I have been able to write (layers.xml) what I want on a XML file using
Layer-List.
so I can use this drawable on a ImageView normally doing:

ImageView
android:layout_height=wrap_content
android:layout_width=wrap_content
android:src=@drawable/layers /

Everything works fine! But this isn't my aim.

Actually I'd like to use this drawable as a background of my custom
view, so I need to use it into the onDraw() method applying it on the
canvas of my View.

...
Bitmap img = BitmapFactory.decodeResource(context.getResources(),
R.drawable.layers);
canvas.drawBitmap(img, null, rect, paint);
...

I've this error at runtime:
05-31 10:59:35.289: ERROR/AndroidRuntime(1702):
java.lang.NullPointerException
05-31 10:59:35.289: ERROR/AndroidRuntime(1702): at
android.graphics.Canvas.throwIfRecycled(Canvas.java:954)
05-31 10:59:35.289: ERROR/AndroidRuntime(1702): at
android.graphics.Canvas.drawBitmap(Canvas.java:1012)
05-31 10:59:35.289: ERROR/AndroidRuntime(1702): at
it.myPackageTest.view.test.CustomView.onDraw(CustomView.java:79)
...

I don't call recycle(), so how it is possible? Maybe I can't use
layers on a canvas? I really don't know! :(
Please tell me something!

Thanks in advance!


On 30 Mag, 18:50, Paolo brand...@gmail.com wrote:
 Hi there!
 I need to draw a drawable on a canvas. I'd like to avoid using a png
 file, but I'd like to draw it with shapes.
 The final result must be an unique drawable composed by two rects
 overlayed, one smallest than the other one.

 How can I do that in XML? I've seen layer-list but I can't figure out
 if it is useful for my achivement besides the fact I have a runtime
 exception... .:(

 Can anyone hepl me, please?

 Thanks in advance.

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[android-developers] Re: Building composed shapes

2011-05-31 Thread Paolo
UPDATE 2:

I found out the problem!

BitmapFactory.decodeResource(context.getResources(),
R.drawable.layers);

return always NULL, what could be the problem for you?

On 31 Mag, 11:15, Paolo brand...@gmail.com wrote:
 UPDATE:
 I have been able to write (layers.xml) what I want on a XML file using
 Layer-List.
 so I can use this drawable on a ImageView normally doing:

 ImageView
     android:layout_height=wrap_content
     android:layout_width=wrap_content
     android:src=@drawable/layers /

 Everything works fine! But this isn't my aim.

 Actually I'd like to use this drawable as a background of my custom
 view, so I need to use it into the onDraw() method applying it on the
 canvas of my View.

 ...
 Bitmap img = BitmapFactory.decodeResource(context.getResources(),
 R.drawable.layers);
 canvas.drawBitmap(img, null, rect, paint);
 ...

 I've this error at runtime:
 05-31 10:59:35.289: ERROR/AndroidRuntime(1702):
 java.lang.NullPointerException
 05-31 10:59:35.289: ERROR/AndroidRuntime(1702):     at
 android.graphics.Canvas.throwIfRecycled(Canvas.java:954)
 05-31 10:59:35.289: ERROR/AndroidRuntime(1702):     at
 android.graphics.Canvas.drawBitmap(Canvas.java:1012)
 05-31 10:59:35.289: ERROR/AndroidRuntime(1702):     at
 it.myPackageTest.view.test.CustomView.onDraw(CustomView.java:79)
 ...

 I don't call recycle(), so how it is possible? Maybe I can't use
 layers on a canvas? I really don't know! :(
 Please tell me something!

 Thanks in advance!

 On 30 Mag, 18:50, Paolo brand...@gmail.com wrote:



  Hi there!
  I need to draw a drawable on a canvas. I'd like to avoid using a png
  file, but I'd like to draw it with shapes.
  The final result must be an unique drawable composed by two rects
  overlayed, one smallest than the other one.

  How can I do that in XML? I've seen layer-list but I can't figure out
  if it is useful for my achivement besides the fact I have a runtime
  exception... .:(

  Can anyone hepl me, please?

  Thanks in advance.

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[android-developers] Re: Building composed shapes

2011-05-31 Thread Paolo
SOLUTION:
layer = (LayerDrawable) getResources().getDrawable(R.drawable.layers);
layer.setBounds(** what you want **);
layer.mutate();
layer.draw(canvas);

On 31 Mag, 11:29, Paolo brand...@gmail.com wrote:
 UPDATE 2:

 I found out the problem!

 BitmapFactory.decodeResource(context.getResources(),
 R.drawable.layers);

 return always NULL, what could be the problem for you?

 On 31 Mag, 11:15, Paolo brand...@gmail.com wrote:



  UPDATE:
  I have been able to write (layers.xml) what I want on a XML file using
  Layer-List.
  so I can use this drawable on a ImageView normally doing:

  ImageView
      android:layout_height=wrap_content
      android:layout_width=wrap_content
      android:src=@drawable/layers /

  Everything works fine! But this isn't my aim.

  Actually I'd like to use this drawable as a background of my custom
  view, so I need to use it into the onDraw() method applying it on the
  canvas of my View.

  ...
  Bitmap img = BitmapFactory.decodeResource(context.getResources(),
  R.drawable.layers);
  canvas.drawBitmap(img, null, rect, paint);
  ...

  I've this error at runtime:
  05-31 10:59:35.289: ERROR/AndroidRuntime(1702):
  java.lang.NullPointerException
  05-31 10:59:35.289: ERROR/AndroidRuntime(1702):     at
  android.graphics.Canvas.throwIfRecycled(Canvas.java:954)
  05-31 10:59:35.289: ERROR/AndroidRuntime(1702):     at
  android.graphics.Canvas.drawBitmap(Canvas.java:1012)
  05-31 10:59:35.289: ERROR/AndroidRuntime(1702):     at
  it.myPackageTest.view.test.CustomView.onDraw(CustomView.java:79)
  ...

  I don't call recycle(), so how it is possible? Maybe I can't use
  layers on a canvas? I really don't know! :(
  Please tell me something!

  Thanks in advance!

  On 30 Mag, 18:50, Paolo brand...@gmail.com wrote:

   Hi there!
   I need to draw a drawable on a canvas. I'd like to avoid using a png
   file, but I'd like to draw it with shapes.
   The final result must be an unique drawable composed by two rects
   overlayed, one smallest than the other one.

   How can I do that in XML? I've seen layer-list but I can't figure out
   if it is useful for my achivement besides the fact I have a runtime
   exception... .:(

   Can anyone hepl me, please?

   Thanks in advance.

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[android-developers] Building composed shapes

2011-05-30 Thread Paolo
Hi there!
I need to draw a drawable on a canvas. I'd like to avoid using a png
file, but I'd like to draw it with shapes.
The final result must be an unique drawable composed by two rects
overlayed, one smallest than the other one.

How can I do that in XML? I've seen layer-list but I can't figure out
if it is useful for my achivement besides the fact I have a runtime
exception... .:(

Can anyone hepl me, please?

Thanks in advance.

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[android-developers] How to kill service for debugging purpose

2011-04-29 Thread Paolo
Hi there!
I'd like to know how can  I kill my service without to kill my whole
process too, as the system does when it need memory.
In particular I want to test if the the service re-start using the
flag START_STICKY returned by onStartCommand().

Can anyone help me?

Thanks in advance!

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[android-developers] Avoiding service to be killed by the system

2011-04-05 Thread Paolo
Hi there,
some weeks ago I ask you about service life cycle and about the
START_STICKY flag returned from onStartCommand(), for allowing the
service to be restarted after it has been killed by the system. This
way works fine on Android 2.1 and 2.2 but not in Android 2.3
(Gingerbread)... the system never calls onStartCommand() after the
service has been killed.
here: 
https://groups.google.com/group/android-developers/browse_thread/thread/b5c4aaa0ff1a609a/429fe6ab69ab72d2?hl=it#429fe6ab69ab72d2

I found a topic about this and it confirm it is a gingerbread bug.
here:
https://groups.google.com/group/android-developers/browse_thread/thread/d87fb390c13d141d/063e74b9e1e98f9a?hl=itlnk=gstq=Gingerbread+BroadcastReceiver+Issue#

As a workaround I try to set the service as visible with
startForeground(). Anyway I guess that this flag can't guarantee my
service is always running for a long time, isn't it? Because after a
long time my service has been killed again and it isn't restarted
anymore.

Maybe it is my fault... when I call startForeground an ongoing
notification is set until I call stopForeground. While the service is
running I set new ongoing notifications overriding that one has been
passed from startForeground. Can this break the service foreground
state?

Sorry if my english isn't perfect, I hope it's clear anyway what I
want to tell you. If you have any questions, please ask me.

Thanks

Paolo

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[android-developers] Re: Restart Service after it has been killed by the system

2011-03-21 Thread Paolo
Hi TreKing,
for short time I mean at least 30min, not more.

Using START_STICKY my service doesn't restart anymore. It has happened
to start again only once, but after 6 hours more or less... I'd like
to understand if this is the normal behaviour or there is something
wrong.


On 19 Mar, 02:55, TreKing treking...@gmail.com wrote:
 On Fri, Mar 18, 2011 at 6:02 AM, Paolo brand...@gmail.com wrote:
  How can avoid it?

 You can't.

  Or at least how can I restart my service as soon as possible?

 Attach it to an ongoing notification to indicate it's something the user
 cares about and should have slightly higher priority.

  I found that can return from onStartCommand START_REDELIVER_INTENT
  or START_STIKY. They seem to be what I'm looking for, but the Service seems
  not to restart in a short time...

 Define in a short time.

  Could someone get me some suggestions or clarify it to me this situation?
  Is there a trick?

 Not really. It should just work this way by default.

 --- 
 --
 TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
 transit tracking app for Android-powered devices

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[android-developers] Restart Service after it has been killed by the system

2011-03-18 Thread Paolo
Hi there!
I'm in trouble with the service as the topic title says.

I put my app in background running a service for tracking my position.
As normal, the system could require resources and kill him.
How can avoid it? Or at least how can I restart my service as soon as
possible?

I found that can return from onStartCommand START_REDELIVER_INTENT or
START_STIKY. They seem to be what I'm looking for, but the Service
seems not to restart in a short time...

Could someone get me some suggestions or clarify it to me this
situation? Is there a trick?

Thanks in advance!

Paolo

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[android-developers] Re: Camera startPreview() failed on Nexus S with Gingerbread

2011-03-09 Thread Paolo
Thanks Mark.
I'll compare my code with yours, to understand where the problem is.

On 8 Mar, 15:17, Mark Murphy mmur...@commonsware.com wrote:
 The Nexus S works just fine with camera previews. See:

 https://github.com/commonsguy/cw-advandroid/tree/master/Camera/Previewhttps://github.com/commonsguy/cw-advandroid/tree/master/Camera/Picture

 The first one is just preview, working with the default camera. The
 second one also takes pictures and will use the FFC on Android 2.3 and
 newer devices (if there is an FFC), otherwise it will use the default
 camera.





 On Tue, Mar 8, 2011 at 9:07 AM, Paolo brand...@gmail.com wrote:
  I guess the problem is that Nexus S has two cameras (front and back).
  With Froyo I can't manage this situation. I expect that Android use
  the back one without problem with the same code I use for Froyo,

  The startPreview() faild and I don't undestrand why.

  If I run the same app on a Nexus One with Gingerbread installed, it
  works fine... I suppose because N1 has only one camera.

  Please help me!

  Paolo

  On 7 Mar, 18:00, Paolo brand...@gmail.com wrote:
  Hi there!
  I've tested my app developed with SDK 2.2 as target on a Nexus S with
  Gingerbread. All it goes ok, except the activity that uses the Camera
  hardware to take pictures.
  I don't know what's wrong... :(
  Is there anyone who has had the same problem? Please help me!

  Thanks in advance!

  This is my logcat:

  03-07 17:47:04.457: ERROR/SecCamera(75): ERR(int
  android::fimc_v4l2_reqbufs(int, v4l2_buf_type, int)):VIDIOC_REQBUFS
  failed
  03-07 17:47:04.457: ERROR/SecCamera(75): int
  android::SecCamera::startPreview()::828 fail. errno: Out of memory,
  m_camera_id = 0
  03-07 17:47:04.457: ERROR/CameraHardwareSec(75): ERR(virtual
  android::status_t android::CameraHardwareSec::startPreview()):Fail on
  mSecCamera-startPreview()
  03-07 17:47:04.460: DEBUG/AndroidRuntime(793): Shutting down VM
  03-07 17:47:04.460: WARN/dalvikvm(793): threadid=1: thread exiting
  with uncaught exception (group=0x40015560)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793): FATAL EXCEPTION: main
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):
  java.lang.RuntimeException: startPreview failed
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.hardware.Camera.startPreview(Native Method)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  it.visitotuscany.CameraActivity.surfaceChanged(CameraActivity.java:
  330)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.SurfaceView.updateWindow(SurfaceView.java:549)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.SurfaceView.dispatchDraw(SurfaceView.java:348)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewGroup.drawChild(ViewGroup.java:1644)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewGroup.drawChild(ViewGroup.java:1644)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.View.draw(View.java:6883)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.widget.FrameLayout.draw(FrameLayout.java:357)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewGroup.drawChild(ViewGroup.java:1646)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.View.draw(View.java:6883)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.widget.FrameLayout.draw(FrameLayout.java:357)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  com.android.internal.policy.impl.PhoneWindow
  $DecorView.draw(PhoneWindow.java:1862)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewRoot.draw(ViewRoot.java:1522)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewRoot.performTraversals(ViewRoot.java:1258)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.view.ViewRoot.handleMessage(ViewRoot.java:1859)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.os.Handler.dispatchMessage(Handler.java:99)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.os.Looper.loop(Looper.java:123)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  android.app.ActivityThread.main(ActivityThread.java:3683)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  java.lang.reflect.Method.invokeNative(Native Method)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  java.lang.reflect.Method.invoke(Method.java:507)
  03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
  com.android.internal.os.ZygoteInit
  $MethodAndArgsCaller.run(ZygoteInit.java:839)
  03-07 17:47:04.468: ERROR/AndroidRuntime

[android-developers] Retrive which activity has started a local service

2011-03-08 Thread Paolo
hi there!
I have a single activity that starts a local service. I'd like to know
from the service class which activity has called it. Is it possible?

I notice the startCommand method has as parameters the intent used to
call the service. Is there anything I can do with it for my purpose?

Thanks in advance.

Paolo

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[android-developers] Re: Retrive which activity has started a local service

2011-03-08 Thread Paolo
Sorry, maybe my english isn't good enough or I explain not well what
I'd like to do... :)

I'd like my service knows which activity has started it. I want to
have the Activity Object in order to get some variables value into the
service. I can't put them into the intent as extras, because they
changed dinamically at runtime.
If I have the caller activity obj I could retrieve them directly.

I hope I explain better my problem, if not... sorry ;)

Paolo

On 8 Mar, 12:30, Kostya Vasilyev kmans...@gmail.com wrote:
 Sure, put some extras in the intent or specify an action string - your
 service will be able to examine those.
 08.03.2011 14:23 пользователь Paolo brand...@gmail.com написал:



  hi there!
  I have a single activity that starts a local service. I'd like to know
  from the service class which activity has called it. Is it possible?

  I notice the startCommand method has as parameters the intent used to
  call the service. Is there anything I can do with it for my purpose?

  Thanks in advance.

  Paolo

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[android-developers] Re: Camera startPreview() failed on Nexus S with Gingerbread

2011-03-08 Thread Paolo
I guess the problem is that Nexus S has two cameras (front and back).
With Froyo I can't manage this situation. I expect that Android use
the back one without problem with the same code I use for Froyo,

The startPreview() faild and I don't undestrand why.

If I run the same app on a Nexus One with Gingerbread installed, it
works fine... I suppose because N1 has only one camera.

Please help me!

Paolo

On 7 Mar, 18:00, Paolo brand...@gmail.com wrote:
 Hi there!
 I've tested my app developed with SDK 2.2 as target on a Nexus S with
 Gingerbread. All it goes ok, except the activity that uses the Camera
 hardware to take pictures.
 I don't know what's wrong... :(
 Is there anyone who has had the same problem? Please help me!

 Thanks in advance!

 This is my logcat:

 03-07 17:47:04.457: ERROR/SecCamera(75): ERR(int
 android::fimc_v4l2_reqbufs(int, v4l2_buf_type, int)):VIDIOC_REQBUFS
 failed
 03-07 17:47:04.457: ERROR/SecCamera(75): int
 android::SecCamera::startPreview()::828 fail. errno: Out of memory,
 m_camera_id = 0
 03-07 17:47:04.457: ERROR/CameraHardwareSec(75): ERR(virtual
 android::status_t android::CameraHardwareSec::startPreview()):Fail on
 mSecCamera-startPreview()
 03-07 17:47:04.460: DEBUG/AndroidRuntime(793): Shutting down VM
 03-07 17:47:04.460: WARN/dalvikvm(793): threadid=1: thread exiting
 with uncaught exception (group=0x40015560)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793): FATAL EXCEPTION: main
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):
 java.lang.RuntimeException: startPreview failed
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.hardware.Camera.startPreview(Native Method)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 it.visitotuscany.CameraActivity.surfaceChanged(CameraActivity.java:
 330)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.SurfaceView.updateWindow(SurfaceView.java:549)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.SurfaceView.dispatchDraw(SurfaceView.java:348)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewGroup.drawChild(ViewGroup.java:1644)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewGroup.drawChild(ViewGroup.java:1644)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.View.draw(View.java:6883)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.widget.FrameLayout.draw(FrameLayout.java:357)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewGroup.drawChild(ViewGroup.java:1646)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.View.draw(View.java:6883)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.widget.FrameLayout.draw(FrameLayout.java:357)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 com.android.internal.policy.impl.PhoneWindow
 $DecorView.draw(PhoneWindow.java:1862)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewRoot.draw(ViewRoot.java:1522)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewRoot.performTraversals(ViewRoot.java:1258)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.view.ViewRoot.handleMessage(ViewRoot.java:1859)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.os.Handler.dispatchMessage(Handler.java:99)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.os.Looper.loop(Looper.java:123)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 android.app.ActivityThread.main(ActivityThread.java:3683)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 java.lang.reflect.Method.invokeNative(Native Method)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 java.lang.reflect.Method.invoke(Method.java:507)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 com.android.internal.os.ZygoteInit
 $MethodAndArgsCaller.run(ZygoteInit.java:839)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597)
 03-07 17:47:04.468: ERROR/AndroidRuntime(793):     at
 dalvik.system.NativeStart.main(Native Method)

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[android-developers] Camera startPreview() failed on Nexus S with Gingerbread

2011-03-07 Thread Paolo
Hi there!
I've tested my app developed with SDK 2.2 as target on a Nexus S with
Gingerbread. All it goes ok, except the activity that uses the Camera
hardware to take pictures.
I don't know what's wrong... :(
Is there anyone who has had the same problem? Please help me!

Thanks in advance!

This is my logcat:

03-07 17:47:04.457: ERROR/SecCamera(75): ERR(int
android::fimc_v4l2_reqbufs(int, v4l2_buf_type, int)):VIDIOC_REQBUFS
failed
03-07 17:47:04.457: ERROR/SecCamera(75): int
android::SecCamera::startPreview()::828 fail. errno: Out of memory,
m_camera_id = 0
03-07 17:47:04.457: ERROR/CameraHardwareSec(75): ERR(virtual
android::status_t android::CameraHardwareSec::startPreview()):Fail on
mSecCamera-startPreview()
03-07 17:47:04.460: DEBUG/AndroidRuntime(793): Shutting down VM
03-07 17:47:04.460: WARN/dalvikvm(793): threadid=1: thread exiting
with uncaught exception (group=0x40015560)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): FATAL EXCEPTION: main
03-07 17:47:04.468: ERROR/AndroidRuntime(793):
java.lang.RuntimeException: startPreview failed
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.hardware.Camera.startPreview(Native Method)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
it.visitotuscany.CameraActivity.surfaceChanged(CameraActivity.java:
330)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.SurfaceView.updateWindow(SurfaceView.java:549)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.SurfaceView.dispatchDraw(SurfaceView.java:348)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewGroup.drawChild(ViewGroup.java:1644)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewGroup.drawChild(ViewGroup.java:1644)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.View.draw(View.java:6883)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.widget.FrameLayout.draw(FrameLayout.java:357)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewGroup.drawChild(ViewGroup.java:1646)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewGroup.dispatchDraw(ViewGroup.java:1373)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.View.draw(View.java:6883)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.widget.FrameLayout.draw(FrameLayout.java:357)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
com.android.internal.policy.impl.PhoneWindow
$DecorView.draw(PhoneWindow.java:1862)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewRoot.draw(ViewRoot.java:1522)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewRoot.performTraversals(ViewRoot.java:1258)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.view.ViewRoot.handleMessage(ViewRoot.java:1859)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.os.Handler.dispatchMessage(Handler.java:99)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.os.Looper.loop(Looper.java:123)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
android.app.ActivityThread.main(ActivityThread.java:3683)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
java.lang.reflect.Method.invokeNative(Native Method)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
java.lang.reflect.Method.invoke(Method.java:507)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
com.android.internal.os.ZygoteInit
$MethodAndArgsCaller.run(ZygoteInit.java:839)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597)
03-07 17:47:04.468: ERROR/AndroidRuntime(793): at
dalvik.system.NativeStart.main(Native Method)

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[android-developers] SSL certificates on Android

2011-01-26 Thread Paolo
Hi there,
I'm new on SSL and I have one question for you about it on Android.
So, sorry me if I say something that isn't correct :)

I have to start a communication with a REST Web Service. There are two
steps I should clarify to myself... the second one is the most
important for my target.

1) I must be sure I'm starting to communicate with the WS. So I need
its own certificate (it is on the server side). I know how to do that
and the troubles connected to a CA or a self-signed certificate, after
reading this article: 
http://blog.antoine.li/index.php/2010/10/android-trusting-ssl-certificates/

I believe there is no problem to do that.


2) step 2 here... Now I have also the opposite problem. The WS must to
be sure to communicate with a mobile device (me) and not with other
one. To do that I need a certificate on the device embedded in the
app, in order to allow the WS to know who I am and then we can starts
the communication.

In other words... I need to know with who I'm speaking and the same is
for the WS. This is my problem. Usually only the first step is the
important one, in my case the second one is the most important.

I hope to be clear. If you have some questions o doubts, please ask
me.

Thanks to all in advance.

Paolo

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[android-developers] Re: licensing live wallpapers

2011-01-26 Thread Paolo Russian
more infos from the debugger:
The application licensing class is working good and runs correctly until the
here:

private void startMainActivity() {

Log.i(MY WALLPAPER LICENSING,license ok);


startService(new Intent(this, MyLiveWallpaperService.class));
 this line fires the security exception
finish();
}


the runtime error reported is:

[AndroidRuntime: FATAL EXCEPTION: background thread]

the line above was different in the example because was meant to work with a
normal Intent, it was startIntent.. but with a stroke on ctrl+space I
found the method startService,, since a wallpaper is a service,
am I so wrong?

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[android-developers] drawing and refreshing small paint over static bitmap

2011-01-23 Thread Paolo Russian
Hello. I thought it was an easy find over all these android forums but
it seems i cannot find if there is a pre-built way to draw my sprite
(made up with a couple of shapes) over a static bitmap as background.
What I currently do is redrawing the background and drawing over same
canvas the sprite, for each onDraw() event, with some performance
issues ofcourse.
I remember some mode 0x13h experiments in old C, so there surely are
ways to copy-pixels behind the sprite, move the sprite, rederaw the
copied part of background to cover the old sprite, and draw the new
sprite position.
My question is different: is there a way to set up a certain number of
layers/levels and leave the bitmap on the bottom layer and going on
erasing-drawing only the sprite in the top layer? That would you
normally do for instance in actionscript3, you create 2 canvas, and
operate them individually. But if you want to be old-school you can
work with copypixel but there is almost never the need.
But whenever I search for layers or overlays searches spit out
GoogleMaps layers coding, MapView overlays stuff which really don't
matter :D
So what classes am I missing for doing this very basic thing?

Thanks

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[android-developers] Package name problem during apk installation

2011-01-11 Thread Paolo
Hi there,
I created a project for my app with a package name like this:
com._3towns.app, but when I try to install  and launch the app, the
device reboots and the installation failed.
Why? The I thought underscore is supported, isn't it?

Any ideas?

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[android-developers] Re: Customizing a RelativeLayout

2010-12-17 Thread Paolo
any ideas?

On 16 Dic, 13:40, Paolo brand...@gmail.com wrote:
 Thanks a lot for your answer ;)

 Before to use my own nine-patch, I'd like to understand what I'm wrong
 extending the RelativeLayout.
 So, in other topics I found that Roman Guy suggested to use
 setWillNotDraw(false).  Using this flag I can show my Custom Layout
 correctly running on a device (why?), but I continue to not see its
 own child in the Eclipse editor. It isn't a big problem, because I
 know what I'm doing, but I'd like that all the things work fine also
 with the editor. About this Eclipse shows me a warining that says:

 AndroidManifest: Ignoring unknown 'TextView' XML element -
 com.android.ide.eclipse.adt

 where TextView is RelativeLayout's chid.

 Maybe I'm forgetting something... :(

 On 16 Dic, 12:42, Kostya Vasilyev kmans...@gmail.com wrote:



  16.12.2010 14:34, Paolo пишет:

   I've tried, but I don't like that nine-patch. Maybe I should draw end
   substitute my own nine patch. Anyway in this way I can simply manage
   it in the Eclipse Layout editor, and that's is good!

  Yes, you can certainly use other nine-patches from Android (see my
  previous message on where to find them), or draw your own:

 http://developer.android.com/guide/topics/graphics/2d-graphics.html#n...

   The only thing I don't like of the nine-patch way is that I have to
   draw one nine-patch for all the time I want to change, for example the
   color of the background or the alpha value, while extending
   RelativeLayout I can to that by code programmatically. Is it right?

  You can change the background from code:

 http://developer.android.com/reference/android/view/View.html#setBack...)

 http://developer.android.com/reference/android/view/View.html#setBack...)

  On the other hand, overriding onDraw does give you complete control, so
  it's a judgment call on flexibility vs. effort (isn't everything?)

  --
  Kostya Vasilyev -- WiFi Manager + pretty widget 
  --http://kmansoft.wordpress.com

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[android-developers] Re: Customizing a RelativeLayout

2010-12-17 Thread Paolo
Thanks for your help anyway ;)
I hope someone can answer at my question.

On 17 Dic, 09:58, Kostya Vasilyev kmans...@gmail.com wrote:
 I don't know what setWillNotDraw does, but the XML error looks suspicious.

 -- Kostya

 17.12.2010 11:49, Paolo пишет:





  any ideas?

  On 16 Dic, 13:40, Paolobrand...@gmail.com  wrote:
  Thanks a lot for your answer ;)

  Before to use my own nine-patch, I'd like to understand what I'm wrong
  extending the RelativeLayout.
  So, in other topics I found that Roman Guy suggested to use
  setWillNotDraw(false).  Using this flag I can show my Custom Layout
  correctly running on a device (why?), but I continue to not see its
  own child in the Eclipse editor. It isn't a big problem, because I
  know what I'm doing, but I'd like that all the things work fine also
  with the editor. About this Eclipse shows me a warining that says:

  AndroidManifest: Ignoring unknown 'TextView' XML element -
  com.android.ide.eclipse.adt

  where TextView is RelativeLayout's chid.

  Maybe I'm forgetting something... :(

  On 16 Dic, 12:42, Kostya Vasilyevkmans...@gmail.com  wrote:

  16.12.2010 14:34, Paolo пишет:
  I've tried, but I don't like that nine-patch. Maybe I should draw end
  substitute my own nine patch. Anyway in this way I can simply manage
  it in the Eclipse Layout editor, and that's is good!
  Yes, you can certainly use other nine-patches from Android (see my
  previous message on where to find them), or draw your own:
 http://developer.android.com/guide/topics/graphics/2d-graphics.html#n...
  The only thing I don't like of the nine-patch way is that I have to
  draw one nine-patch for all the time I want to change, for example the
  color of the background or the alpha value, while extending
  RelativeLayout I can to that by code programmatically. Is it right?
  You can change the background from code:
 http://developer.android.com/reference/android/view/View.html#setBack...)
 http://developer.android.com/reference/android/view/View.html#setBack...)
  On the other hand, overriding onDraw does give you complete control, so
  it's a judgment call on flexibility vs. effort (isn't everything?)
  --
  Kostya Vasilyev -- WiFi Manager + pretty widget 
  --http://kmansoft.wordpress.com

 --
 Kostya Vasilyev -- WiFi Manager + pretty widget 
 --http://kmansoft.wordpress.com

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[android-developers] Customizing a RelativeLayout

2010-12-16 Thread Paolo
Hi!
I'm trying to customize a RelativeLayout on order to show a nice
trasparent black content box. So my class has extended RelativeLayout
and has overridden the onDraw() method, but nothing appears in the
Eclipse layout editor; the same happens if I try to run my app on the
device.

I read I have to override dispatchDraw() and this works. I can see my
custom layout in the editor, but I'm not able to add child view to the
layout. Or better... I add a child in my layout from XML, but I can't
see it on the Eclipse layout editor. In this case if I run the app on
the device I see my layout drawn not correctly.. only a part of it is
drawn or it appears cut.

Why? What am I wrong?

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[android-developers] Re: Customizing a RelativeLayout

2010-12-16 Thread Paolo
Because I'd like to draw something similar to this.
http://pocketjourney.files.wordpress.com/2008/03/goal.gif?w=500

On 16 Dic, 10:53, Zsolt Vasvari zvasv...@gmail.com wrote:
 Why would you need to extend RelativeLayout just to change the
 background?

 On Dec 16, 5:36 pm, Paolo brand...@gmail.com wrote:



  Hi!
  I'm trying to customize a RelativeLayout on order to show a nice
  trasparent black content box. So my class has extended RelativeLayout
  and has overridden the onDraw() method, but nothing appears in the
  Eclipse layout editor; the same happens if I try to run my app on the
  device.

  I read I have to override dispatchDraw() and this works. I can see my
  custom layout in the editor, but I'm not able to add child view to the
  layout. Or better... I add a child in my layout from XML, but I can't
  see it on the Eclipse layout editor. In this case if I run the app on
  the device I see my layout drawn not correctly.. only a part of it is
  drawn or it appears cut.

  Why? What am I wrong?

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[android-developers] Re: Customizing a RelativeLayout

2010-12-16 Thread Paolo
ah... and using nine-patch drawable is better than the way I'm
following? Why should I prefer this way? I'm asking just to
understand :)

On 16 Dic, 11:16, Kostya Vasilyev kmans...@gmail.com wrote:
 Just use android:background with a nine-patch drawable. No need to subclass.

 You can even copy one of Android's nine-patch backgrounds into your project.

 Take a look inside the Android SDK directory, then
 platforms\android-X\data\res\drawable-mdpi (-hdpi).

 There are some very nice one in there, in particular toast_frame.9.png,
 zoom_plate, panel_background, etc.

 -- Kostya

 16.12.2010 13:03, Paolo пишет:





  Because I'd like to draw something similar to this.
 http://pocketjourney.files.wordpress.com/2008/03/goal.gif?w=500

  On 16 Dic, 10:53, Zsolt Vasvarizvasv...@gmail.com  wrote:
  Why would you need to extend RelativeLayout just to change the
  background?

  On Dec 16, 5:36 pm, Paolobrand...@gmail.com  wrote:

  Hi!
  I'm trying to customize a RelativeLayout on order to show a nice
  trasparent black content box. So my class has extended RelativeLayout
  and has overridden the onDraw() method, but nothing appears in the
  Eclipse layout editor; the same happens if I try to run my app on the
  device.
  I read I have to override dispatchDraw() and this works. I can see my
  custom layout in the editor, but I'm not able to add child view to the
  layout. Or better... I add a child in my layout from XML, but I can't
  see it on the Eclipse layout editor. In this case if I run the app on
  the device I see my layout drawn not correctly.. only a part of it is
  drawn or it appears cut.
  Why? What am I wrong?

 --
 Kostya Vasilyev -- WiFi Manager + pretty widget 
 --http://kmansoft.wordpress.com

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[android-developers] Re: Customizing a RelativeLayout

2010-12-16 Thread Paolo
Ok I'm going to try it ;)

On 16 Dic, 11:31, Kostya Vasilyev kmans...@gmail.com wrote:
 Paolo,

 Yes, using a nine-patch drawable background is easy, efficient, and
 produces great results.

 Try this: open a layout in XML mode and add this attribute:

 android:background=@android:drawable/toast_frame

 Think you'll like it :)

 -- Kostya

 16.12.2010 13:24, Paolo пишет:





  ah... and using nine-patch drawable is better than the way I'm
  following? Why should I prefer this way? I'm asking just to
  understand :)

  On 16 Dic, 11:16, Kostya Vasilyevkmans...@gmail.com  wrote:
  Just use android:background with a nine-patch drawable. No need to 
  subclass.

  You can even copy one of Android's nine-patch backgrounds into your 
  project.

  Take a look inside the Android SDK directory, then
  platforms\android-X\data\res\drawable-mdpi (-hdpi).

  There are some very nice one in there, in particular toast_frame.9.png,
  zoom_plate, panel_background, etc.

  -- Kostya

  16.12.2010 13:03, Paolo пишет:

  Because I'd like to draw something similar to this.
 http://pocketjourney.files.wordpress.com/2008/03/goal.gif?w=500
  On 16 Dic, 10:53, Zsolt Vasvarizvasv...@gmail.com    wrote:
  Why would you need to extend RelativeLayout just to change the
  background?
  On Dec 16, 5:36 pm, Paolobrand...@gmail.com    wrote:
  Hi!
  I'm trying to customize a RelativeLayout on order to show a nice
  trasparent black content box. So my class has extended RelativeLayout
  and has overridden the onDraw() method, but nothing appears in the
  Eclipse layout editor; the same happens if I try to run my app on the
  device.
  I read I have to override dispatchDraw() and this works. I can see my
  custom layout in the editor, but I'm not able to add child view to the
  layout. Or better... I add a child in my layout from XML, but I can't
  see it on the Eclipse layout editor. In this case if I run the app on
  the device I see my layout drawn not correctly.. only a part of it is
  drawn or it appears cut.
  Why? What am I wrong?
  --
  Kostya Vasilyev -- WiFi Manager + pretty widget 
  --http://kmansoft.wordpress.com

 --
 Kostya Vasilyev -- WiFi Manager + pretty widget 
 --http://kmansoft.wordpress.com

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[android-developers] Re: Customizing a RelativeLayout

2010-12-16 Thread Paolo
I've tried, but I don't like that nine-patch. Maybe I should draw end
substitute my own nine patch. Anyway in this way I can simply manage
it in the Eclipse Layout editor, and that's is good!
The only thing I don't like of the nine-patch way is that I have to
draw one nine-patch for all the time I want to change, for example the
color of the background or the alpha value, while extending
RelativeLayout I can to that by code programmatically. Is it right?

On 16 Dic, 12:18, Paolo brand...@gmail.com wrote:
 Ok I'm going to try it ;)

 On 16 Dic, 11:31, Kostya Vasilyev kmans...@gmail.com wrote:



  Paolo,

  Yes, using a nine-patch drawable background is easy, efficient, and
  produces great results.

  Try this: open a layout in XML mode and add this attribute:

  android:background=@android:drawable/toast_frame

  Think you'll like it :)

  -- Kostya

  16.12.2010 13:24, Paolo пишет:

   ah... and using nine-patch drawable is better than the way I'm
   following? Why should I prefer this way? I'm asking just to
   understand :)

   On 16 Dic, 11:16, Kostya Vasilyevkmans...@gmail.com  wrote:
   Just use android:background with a nine-patch drawable. No need to 
   subclass.

   You can even copy one of Android's nine-patch backgrounds into your 
   project.

   Take a look inside the Android SDK directory, then
   platforms\android-X\data\res\drawable-mdpi (-hdpi).

   There are some very nice one in there, in particular toast_frame.9.png,
   zoom_plate, panel_background, etc.

   -- Kostya

   16.12.2010 13:03, Paolo пишет:

   Because I'd like to draw something similar to this.
  http://pocketjourney.files.wordpress.com/2008/03/goal.gif?w=500
   On 16 Dic, 10:53, Zsolt Vasvarizvasv...@gmail.com    wrote:
   Why would you need to extend RelativeLayout just to change the
   background?
   On Dec 16, 5:36 pm, Paolobrand...@gmail.com    wrote:
   Hi!
   I'm trying to customize a RelativeLayout on order to show a nice
   trasparent black content box. So my class has extended RelativeLayout
   and has overridden the onDraw() method, but nothing appears in the
   Eclipse layout editor; the same happens if I try to run my app on the
   device.
   I read I have to override dispatchDraw() and this works. I can see my
   custom layout in the editor, but I'm not able to add child view to the
   layout. Or better... I add a child in my layout from XML, but I can't
   see it on the Eclipse layout editor. In this case if I run the app on
   the device I see my layout drawn not correctly.. only a part of it is
   drawn or it appears cut.
   Why? What am I wrong?
   --
   Kostya Vasilyev -- WiFi Manager + pretty widget 
   --http://kmansoft.wordpress.com

  --
  Kostya Vasilyev -- WiFi Manager + pretty widget 
  --http://kmansoft.wordpress.com

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[android-developers] Re: Customizing a RelativeLayout

2010-12-16 Thread Paolo
Thanks a lot for your answer ;)

Before to use my own nine-patch, I'd like to understand what I'm wrong
extending the RelativeLayout.
So, in other topics I found that Roman Guy suggested to use
setWillNotDraw(false).  Using this flag I can show my Custom Layout
correctly running on a device (why?), but I continue to not see its
own child in the Eclipse editor. It isn't a big problem, because I
know what I'm doing, but I'd like that all the things work fine also
with the editor. About this Eclipse shows me a warining that says:

AndroidManifest: Ignoring unknown 'TextView' XML element -
com.android.ide.eclipse.adt

where TextView is RelativeLayout's chid.

Maybe I'm forgetting something... :(


On 16 Dic, 12:42, Kostya Vasilyev kmans...@gmail.com wrote:
 16.12.2010 14:34, Paolo пишет:

  I've tried, but I don't like that nine-patch. Maybe I should draw end
  substitute my own nine patch. Anyway in this way I can simply manage
  it in the Eclipse Layout editor, and that's is good!

 Yes, you can certainly use other nine-patches from Android (see my
 previous message on where to find them), or draw your own:

 http://developer.android.com/guide/topics/graphics/2d-graphics.html#n...

  The only thing I don't like of the nine-patch way is that I have to
  draw one nine-patch for all the time I want to change, for example the
  color of the background or the alpha value, while extending
  RelativeLayout I can to that by code programmatically. Is it right?

 You can change the background from code:

 http://developer.android.com/reference/android/view/View.html#setBack...)

 http://developer.android.com/reference/android/view/View.html#setBack...)

 On the other hand, overriding onDraw does give you complete control, so
 it's a judgment call on flexibility vs. effort (isn't everything?)

 --
 Kostya Vasilyev -- WiFi Manager + pretty widget 
 --http://kmansoft.wordpress.com

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[android-developers] double buffering OpenGL ES

2010-12-09 Thread Paolo
Hi there, I'm a newbie in OpenGL and OpenGL ES. I need some
clarifications about double buffering in Android.

I read Android supports implicit double-buffering for OpenGL, is
right?
Could I manage it or it is totally controlled by Android?

Thanks in advance.

Paolo

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[android-developers] double buffering OpenGL ES

2010-12-09 Thread Paolo
Hi there, I'm a newbie in OpenGL and OpenGL ES. I need some
clarifications about double buffering in Android.

I read Android supports implicit double-buffering for OpenGL, is
right?
Could I manage it or it is totally controlled by Android?

Thanks in advance.

Paolo

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[android-developers] Native Browser intent filters

2010-12-06 Thread Paolo
Hello,

There is something I cannot understand in the native browser
application (com.android.browser/.BrowserActivity) intent filters for
the VIEW intent.

Specifically these 2 filters:
(/packages/apps/Browser/AndroidManifest.xml)

!-- For these schemes were not particular MIME type has
been
 supplied, we are a good candidate. --
intent-filter
action android:name=android.intent.action.VIEW /
category
android:name=android.intent.category.DEFAULT /
category
android:name=android.intent.category.BROWSABLE /
data android:scheme=http /
data android:scheme=https /
data android:scheme=about /
data android:scheme=javascript /
/intent-filter
!--  For these schemes where any of these particular MIME
types
  have been supplied, we are a good candidate. --
intent-filter
action android:name=android.intent.action.VIEW /
category
android:name=android.intent.category.BROWSABLE /
category
android:name=android.intent.category.DEFAULT /
data android:scheme=http /
data android:scheme=https /
data android:scheme=inline /
data android:mimeType=text/html/
data android:mimeType=text/plain/
data android:mimeType=application/xhtml+xml/
data android:mimeType=application/vnd.wap.xhtml+xml/

/intent-filter

Now, it seems to me that the second filter is partially redundant
compared to the first one. Specifically, why to put there these again?
data android:scheme=http /
data android:scheme=https /

A VIEW intent over http or https with any mime type specified will
be still handled by the first filter. Can anyone please explain me why
that section has been duplicated? Is it just a matter of style or best
practice?

Thank you


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[android-developers] Re: Detect touch event on a OpenGL object

2010-11-30 Thread Paolo
Yes you are right.  is white, sorry I was confused. :)

So, I have tried to implement the color-picking solution, without
fortune, because I always get  from glReadPixels...  and I don't
understand why... Maybe I can't read from the frame buffer? I'm using
Android 2.2 and 2.1. :(
This is my code, where x and y are the coordinates of point on the
screen where I touch.

ByteBuffer buff = ByteBuffer.allocateDirect(4);
buff.order(ByteOrder.nativeOrder());
byte [] array = new byte[4];
gl.glReadPixels(x, y, 1, 1, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE,
buff);
buff.get(array);

Log.d(DEBUG,  + array[0] +  -  +  array[1] +  -  +  
array[2]
+  -  +  array[3]);


On 29 Nov, 19:52, Phil Endecott spam_from_goo...@chezphil.org wrote:
                      gl.glColor4f(colorCount, 0, 0, 1);
                      markers.get(i).draw();
                      colorCount++;
  but unfortunately it doesn't work. The color remains always white
  (0,0,0,1) in RGBA.

 White is 1,1,1,1.

 The colour components passed to glColor4f are floats and should range
 between 0 and 1.  So colorCount++ is probably not what you want.
 Maybe it will work if you do colorCount+=0.01.  But I suggest using
 glColour4ub (if that's available in the Java binding) as that lets you
 pass bytes and you know you'll get the exact same values back without
 any float-to-int conversion issues.

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[android-developers] Detect touch event on a OpenGL object

2010-11-29 Thread Paolo
Hi there!
I have developed an Augmented Reality App using OpenGL ES 1.1. It's
really cool and I'm very happy for that, because Im' an opengl
beginner.
Now I have a problem... :( I'd like to detect touch events on some
opengl objects. I know I can't use View.EventListener with those,
because these objects don't inherit from View class. They are simply
subclasses of Object that implement an opengl draw function.

I've read about picking in OpenGL, but before to take this way, I
want to understand if there are other solutions.

So, which can the solution be to do that?

Thanks in advance.

Paolo

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[android-developers] Re: Detect touch event on a OpenGL object

2010-11-29 Thread Paolo
Yes I have just seen that selected mode is not available in OpenGL
ES.

So, I'm trying to follow the other ways, starting from color-
solution, that seems the simplest. But I already get a problem... :(

At every frame I'd draw many markers (every marker has different
coordinates) in the scene and I do it in one draw function, something
like this:

public void onDrawFrame(GL10 gl) {
float colorCount = 0.0f;
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glLoadMatrixf(matrix.val, 0);

for(int i = 0; imarkers.size(); i++){
gl.glColor4f(colorCount, 0, 0, 1);
markers.get(i).draw();
colorCount++;
}

}

but unfortunately it doesn't work. The color remains always white
(0,0,0,1) in RGBA. I'm confused. I know it may be a stupid question,
but I'm a beginner in OpenGL.

On 29 Nov, 16:59, Phil Endecott spam_from_goo...@chezphil.org wrote:
  I've read about picking in OpenGL

 Beware that selection mode is not available in OpenGL ES.

  I want to understand if there are other solutions.

 You have various options, but none is simple:

 1. unproject from the (x,y) screen coordinates to a ray in model
 space, and work out which object(s) intersect that ray.

 2. unproject from the (x,y) screen coordinates and the corresponding z
 coordinate from the depth buffer to a point in model space, and work
 out which object includes that point.

 3. Draw your entire scene a second time into an off-screen framebuffer
 (possibly at lower resolution), but instead of using the objects'
 actual textures or colours, use a unique colour for each object.  Then
 just look at the colour in this framebuffer at the selected (x,y)
 point, and you can decode the corresponding object.

 These are all general techniques.  Sometimes your application will
 have characteristics that let you do something simpler, e.g. a
 constrained projection or object layout.

 Good luck!

 Phil.

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[android-developers] Is it possible implement Zoom Feature in a custom Camera Activity or not?

2010-11-23 Thread Paolo
Hi there,
I'm develop a custom Camera Activity in my app, to take pictures
etc... now I'd like to add a new feature like Zoom.
I remember that Eclair doesn't provide API for the zoom feature for
the Camera, but I've noticed that Froyo does it, right?
Reading the Froyo API there is Camera.OnZoomChangeListener interface
and the Camera class provides also some methods, I think they are
related to it, like starSmoothZoom() and many others in
Camera.Parameters etc...

I use the N1 to test my app and checking if the smoothZoom is
supported with isSmoothZoomSupported and I obtain false, it could be
ok, maybe the N1 doesn't support it... but if I check if the N1
support the zoom with isZoomSupported I obtained true, but there
isn't  no methods to do that... what does it mean? It's strange that
the device support Zoom , but the API doesn't provide mechanisms for
that. Where am I wrong?

Is it possible that the only solution is to do the zoom manually
working on the surfaceview or on the preview frame?

Thanks in advance.

Paolo

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[android-developers] Re: How to manage severla bitrmap for a ListView avoiding OutOfMemory?

2010-11-18 Thread Paolo
Thanks Victor, for your answer, but the adapter alone doesn't solve my
problem. The softreference is cleared, by definition, when the system
needs memory, not when then objects looses all the references.

Thanks to Streets of Boston too, I haven't thounght about your
solution with LinkedHashMap, overriding removeEldestEntry() to limit
the cache-size. It' very interesting as solution. I'm going to try
quickly.

I will inform you about the result. Thanks to all.

On 17 Nov, 20:37, Streets Of Boston flyingdutc...@gmail.com wrote:
 Use a LinkedHashmap for a cache and implement the method
 'removeEldestEntry(...)' appropriately to limit the cache-size.

 If the LinkedHashmap cache contains your image, code the
 'getView(...)' of your list-adapter to immediately assign the
 (thumbnail) image to the image-view.

 If the LinkedHashmap cache does not contain your image, code the
 'getView(...)' to assign a temporary 'loading...' placeholder to the
 image-view and start (asynchronously) loading the missing thumbnail.
 When the thumbnail is loaded, add it to the cache. When the cache
 changes and/or the list stops scrolling (see List13.java from the
 APIDemos as an example), replace any temporary 'loading...'
 placeholder with the newly loaded image(s).

 On Nov 17, 8:50 am, Paolo brand...@gmail.com wrote:



  Hi there!
  I have to manage several Bitmap in a ListView where each row is
  composed by one thumbnail and one textview.
  This ListView can be very long, over 500 rows...

  There are two problems I have to solve:

  1) it is better if I cache all the bitmaps, maybe using SoftReferences
  in a HashMap. I've tried this way, but I noticed a strange behavior
  with the SoftReferences. It seems that the GC clean them too fast.
  Why?

  2) In order to implement the cache correctly I'd also like to
  understand which is the best practice you suggest me to realize a
  image lazy loading. For example... I'm thinking to load all the data
  for first and then to load only the thumbnails, but only those really
  visible on the device screen at the and of the scroll action.

  Thanks in advance.

  Paolo

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[android-developers] How to manage severla bitrmap for a ListView avoiding OutOfMemory?

2010-11-17 Thread Paolo
Hi there!
I have to manage several Bitmap in a ListView where each row is
composed by one thumbnail and one textview.
This ListView can be very long, over 500 rows...

There are two problems I have to solve:

1) it is better if I cache all the bitmaps, maybe using SoftReferences
in a HashMap. I've tried this way, but I noticed a strange behavior
with the SoftReferences. It seems that the GC clean them too fast.
Why?

2) In order to implement the cache correctly I'd also like to
understand which is the best practice you suggest me to realize a
image lazy loading. For example... I'm thinking to load all the data
for first and then to load only the thumbnails, but only those really
visible on the device screen at the and of the scroll action.

Thanks in advance.

Paolo

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[android-developers] Re: is there a limit for the lenght of a texview's text?

2010-11-03 Thread Paolo
ok I try

On 2 Nov, 22:01, TreKing treking...@gmail.com wrote:
 On Tue, Nov 2, 2010 at 3:43 PM, Paolo brand...@gmail.com wrote:
  the font color is the default.

 Change it and the background color just to see what happens.

 --- 
 --
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 transit tracking app for Android-powered devices

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[android-developers] is there a limit for the numebr of markers to show on a MapView?

2010-11-03 Thread Paolo
As the object of this topic...is there a limit for the numebr of
markers to show on a MapView at the same time with the Google API?

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[android-developers] Re: is there a limit for the numebr of markers to show on a MapView?

2010-11-03 Thread Paolo
ok. At this point i think it's better to show only the markers
actually visible in the area... because i can have over 1000 markers
to show in the map at the same time.

On 3 Nov, 15:30, TreKing treking...@gmail.com wrote:
 On Wed, Nov 3, 2010 at 5:58 AM, Paolo brand...@gmail.com wrote:
  As the object of this topic...is there a limit for the numebr of markers to
  show on a MapView at the same time with the Google API?

 Officially? I don't think so, but at some point you're going to run out of
 memory, so there's SOME limit.

 --- 
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[android-developers] is there a limit for the lenght of a texview's text?

2010-11-02 Thread Paolo
Hi there!
I've found a problem with textview when i have to show a long text in
a textview into a scroolview. The text is over 4800 characters and
when I have to show it the textview is empty. Nothing is showed.

is there a limit for the lenght of a texview's text by default?

any solution?

thanks to all.

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[android-developers] Re: is there a limit for the lenght of a texview's text?

2010-11-02 Thread Paolo
No, i haven't. If I cut the same string at smaller dimension, like
3000 characters instead of the real lenght (4782), the textview is
showed correctly.

Why this behaviour?

On 2 Nov, 17:46, TreKing treking...@gmail.com wrote:
 On Tue, Nov 2, 2010 at 4:39 AM, Paolo brand...@gmail.com wrote:
  I've found a problem with textview when i have to show a long text in
  a textview into a scroolview. The text is over 4800 characters and
  when I have to show it the textview is empty. Nothing is showed.

 Did you test with smaller sized strings? Do you have the same problem?

 --- 
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[android-developers] Re: is there a limit for the lenght of a texview's text?

2010-11-02 Thread Paolo
I can scroll the the view unitl the end, it is very long, but empy and
black.
But in the code if I print the textview's content in the Log window I
can see all the string.


On 2 Nov, 19:40, Kumar Bibek coomar@gmail.com wrote:
 Nothing is shown? Are you sure??

 On Nov 2, 10:32 pm, Paolo brand...@gmail.com wrote:



  No, i haven't. If I cut the same string at smaller dimension, like
  3000 characters instead of the real lenght (4782), the textview is
  showed correctly.

  Why this behaviour?

  On 2 Nov, 17:46, TreKing treking...@gmail.com wrote:

   On Tue, Nov 2, 2010 at 4:39 AM, Paolo brand...@gmail.com wrote:
I've found a problem with textview when i have to show a long text in
a textview into a scroolview. The text is over 4800 characters and
when I have to show it the textview is empty. Nothing is showed.

   Did you test with smaller sized strings? Do you have the same problem?

   ---
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[android-developers] Re: is there a limit for the lenght of a texview's text?

2010-11-02 Thread Paolo
the font color is the default.

It is very strange because if i cut the string at 3000 characters I
can see it...



On 2 Nov, 20:33, TreKing treking...@gmail.com wrote:
 On Tue, Nov 2, 2010 at 2:31 PM, Paolo brand...@gmail.com wrote:
  I can scroll the the view unitl the end, it is very long, but empy and
  black.
  But in the code if I print the textview's content in the Log window I can
  see all the string.

 May your string font color is black or transparent? Try explicitly setting
 it to something else.

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[android-developers] Re: How to compile Android Launcher source code?

2010-09-22 Thread Paolo
Dianne thanks for your answer.

Well, at the moment I don't want to place my Launcher on the Market,
but only to do it for a private use on my Froyo 2.2 device.
My idea is to compile the default Launcher in Eclipse and to modify/
extend it with different features, as ADW Launcher did.

How can I do this? I'm thinking to re-compile Android from source
code, is the right way?

Please answer me.

Thamks,

Paolo

On 21 Set, 19:14, Dianne Hackborn hack...@android.com wrote:
 Launcher currently uses a number of experimental/private APIs.

 If you are doing this to create something you will place on Market, you
 *must* change the code to not use those APIs.

 If you are doing this as part of platform development for a device,
 personally I would recommend just using the platform's build system.

 Any tricks one uses to build Launcher in Eclipse without fixing the code
 will *not* create an application that should be placed on market.  (And if
 you do, I can guarantee that future versions of the platform will break the
 resulting app.)





 On Tue, Sep 21, 2010 at 9:26 AM, Paolo brand...@gmail.com wrote:
  I followed the guide you have posted. Thanks a lot.

  Now I can see the android SDK source code in Eclipse, but I'm still
  not able to compile the Launcher anyway... Eclipse always shows the
  same error on the Launcher code... why? Is there something I don't
  undestand?

  Thanks,
  Paolo

  On 21 Set, 13:01, mani smanikanda...@gmail.com wrote:
   Hi you cannot compile the Launcher code in eclipse with SDK.

   Certain API's are private not exposed to the public SDK.

   Ex. import android.renderscript.*

   But there are certain ways to compile AOSP in eclipse. Please go
   through this link.
 http://blog.michael-forster.de/2008/12/view-android-source-code-in-ec...

   Thanks,
   Mani

   On Sep 21, 6:21 pm, Paolo brand...@gmail.com wrote:

I have just donwload the source code of the Android default Launcher
here:
 http://android.git.kernel.org/?p=platform/packages/apps/Launcher.git;...

But when I import the project, i can't compile it because there is a
lot of errors. Many of this are unresolved name, package, class and
variables... why? what is the problem? How can I solve it?

Please help me.Thanks.

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 Note: please don't send private questions to me, as I don't have time to
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[android-developers] Horizontal scroll with paging like iPad home screen

2010-09-21 Thread Paolo
I have to implement this kind of feature for a custom home screen in
Android.
I've noticed that it's impossible to use GridView with an
HorizontalScrollView... so this is a big problem... is there any other
solution?

I thought that i would have to do a sort of my DataGridView, with its
own BaseAdapter, using it with the HorizontalScrolView... Could it be
the right way?

Another idea could be to use Animations with gesture to move the
DataGridView?

I'm not sure that is possible to do that, could you helpl me to
undestrand which is the better way?

Thanks.

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[android-developers] How to compile Android Launcher source code?

2010-09-21 Thread Paolo
I have just donwload the source code of the Android default Launcher
here:
http://android.git.kernel.org/?p=platform/packages/apps/Launcher.git;a=summary

But when I import the project, i can't compile it because there is a
lot of errors. Many of this are unresolved name, package, class and
variables... why? what is the problem? How can I solve it?

Please help me.Thanks.

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[android-developers] Re: How to compile Android Launcher source code?

2010-09-21 Thread Paolo
I followed the guide you have posted. Thanks a lot.

Now I can see the android SDK source code in Eclipse, but I'm still
not able to compile the Launcher anyway... Eclipse always shows the
same error on the Launcher code... why? Is there something I don't
undestand?

Thanks,
Paolo

On 21 Set, 13:01, mani smanikanda...@gmail.com wrote:
 Hi you cannot compile the Launcher code in eclipse with SDK.

 Certain API's are private not exposed to the public SDK.

 Ex. import android.renderscript.*

 But there are certain ways to compile AOSP in eclipse. Please go
 through this 
 link.http://blog.michael-forster.de/2008/12/view-android-source-code-in-ec...

 Thanks,
 Mani

 On Sep 21, 6:21 pm, Paolo brand...@gmail.com wrote:



  I have just donwload the source code of the Android default Launcher
  here:http://android.git.kernel.org/?p=platform/packages/apps/Launcher.git;...

  But when I import the project, i can't compile it because there is a
  lot of errors. Many of this are unresolved name, package, class and
  variables... why? what is the problem? How can I solve it?

  Please help me.Thanks.

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[android-developers] Question about NDK

2010-09-16 Thread Paolo
Hi there,
I should port a framework written in C/C++ to Android, in order to
allow developer to use it to implement application. Is the NDK the
right way?

and then... this framework won't open, so how can I distribute it
ready to be used in every android app?

Thanks to anyone helps me.

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[android-developers] Re: Sensors with thread or not?

2010-09-03 Thread Paolo
ok, i understand. Perfect. Thanks a lot.

On 2 Set, 18:27, Bret Foreman bret.fore...@gmail.com wrote:
 The service is started automatically when you bind to it and stopped
 when the last customer unbinds from it. In this way, multiple
 activities or applications can all use the sensor service and it gets
 started and stopped by the system as appropriate.

 On Sep 2, 1:34 am, Paolo brand...@gmail.com wrote:



  Thanks for your answer!

  well... but how do you manage the service? I explain better... if you
  close your app or simply you don't need your activity anymore, what
  happens to the service? Do you stop it?

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[android-developers] Re: Sensors with thread or not?

2010-09-02 Thread Paolo
Thanks for your answer!

well... but how do you manage the service? I explain better... if you
close your app or simply you don't need your activity anymore, what
happens to the service? Do you stop it?

On 1 Set, 17:05, Bret Foreman bret.fore...@gmail.com wrote:
 I use sensors extensively and find that they work best in a Service
 which you can bind to your Activity.

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[android-developers] Sensors with thread or not?

2010-09-01 Thread Paolo
I have an activity, that uses sensor strongly. Until now I have
managed the sensor with a background thread, because I thought it was
better to understand and to develop my app, but now I'm not sure about
it. The performance is very low.

Do you think i should use sensor in the activity directly, without
using thread? Generally which is the best way?

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[android-developers] Get all icons positions in wallpaper

2010-08-12 Thread Paolo Russian
How do I get (given it's possible to do) the position of every icon in
the screen, talking about a live wallpaper?
Some array with x and y's??

Hope so :) but how?

Thanks

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[android-developers] Dynamic add view to scrollview problem

2010-08-04 Thread paolo
Hi, i have a simple activity with a linearlayout and a scrollview.
Dynamically i add a tablerow with one textview and a button into
scrollview. But when i launch app scrollview doesn't contain all
tablerow... infact the first row that i see is this is a text - 3 -
Rows from 1 to 2 are cut off from screen! Why ?
Link to screenshot : http://i30.tinypic.com/2vs0roh.jpg

Here's code :

  int contatore = 0;
  final TableLayout tl = (TableLayout)findViewById(R.id.dettaglio);
  tl.setPadding(5, 0, 0, 0);
  if (text_to_do.moveToFirst())
{
do {
contatore=contatore+1;
 int index = text_to_do.getColumnIndex(testo);
 String testo = text_to_do.getString(index);
  final TableRow tr = new TableRow(this);
  final TextView casella_testo = new TextView(this);

  if (contatore%2==0) {
 
tr.setBackgroundColor(getResources().getColor(R.color.pari));
  }
else
{
 
tr.setBackgroundColor(getResources().getColor(R.color.dispari));
}

testo = This is a text - +contatore +  -;
  casella_testo.setText(testo);
  casella_testo.setWidth(200);
  casella_testo.setPadding(10, 0, 0, 10);
  Button butt = new Button(this);
  butt.setBackgroundResource(R.drawable.try_this);
  Typeface font = Typeface.createFromAsset(getAssets(),
BAARS___.TTF);
  casella_testo.setTextSize(20);
  casella_testo.setTypeface(font);
  tr.addView(casella_testo);
  tr.addView(butt);
  tr.setGravity(Gravity.CENTER);
  butt.setHeight(LayoutParams.WRAP_CONTENT);
  butt.setWidth(LayoutParams.WRAP_CONTENT);
 butt.setOnClickListener(new OnClickListener() {

 @Override
 public void onClick(View arg0) {
// do something
  startActivity(intent);
 }
  });
  tr.setPadding(0,10,0,0);
  tl.addView(tr,new TableLayout.LayoutParams(
   LayoutParams.FILL_PARENT,
   LayoutParams.FILL_PARENT));

} while (text_to_do.moveToNext());
}



And XML :

?xml version=1.0 encoding=utf-8?
LinearLayout
xmlns:android=http://schemas.android.com/apk/res/android;
android:layout_height=wrap_content
android:layout_width=fill_parent
android:paddingLeft=0dip
android:paddingRight=1dip
android:orientation=vertical

ScrollView
android:id=@+id/scrllvwNo1
android:layout_width=fill_parent
android:layout_height=wrap_content
android:layout_gravity=center_vertical|center_horizontal

TableLayout
android:id=@+id/dettaglio
android:orientation=vertical
android:layout_height=wrap_content
android:layout_width=fill_parent
android:layout_gravity=center
android:stretchColumns=0
/TableLayout

/ScrollView

/LinearLayout

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[android-developers] Re: Leaked Window changing orientation with SubMenu

2010-07-28 Thread Paolo
I tried, but nothing... I always get the leaked window... :(

I have also tried a simple test app with only one Activity with a
Button to show the submenu... I got the same problem, is it normal? I
don't understand where is the problem!

Try this, please

public class SubMenuTestActivity extends Activity {

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
}

@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Posizione di riferimento
int order = Menu.FIRST;
// Definizione del gruppo
int myGroupId = 0;
// Aggiungiamo un menu normale
menu.add(myGroupId, order, order++, Normal);
// Aggiungiamo un sottomenu
int subGroupId = 10;
SubMenu subMenu = menu
.addSubMenu(subGroupId, order, order++, 
SubMenu);
subMenu.add(subGroupId + 1, order, order++, Prima Multipla)
.setCheckable(true);
subMenu.add(subGroupId + 1, order, order++, Seconda Multipla)
.setCheckable(true);
subMenu.add(subGroupId + 2, order, order++, Prima Exclusive);
subMenu.add(subGroupId + 2, order, order++, Seconda 
Exclusive);
subMenu.setGroupCheckable(subGroupId + 2, true, true);
// Impostiamo il titolo
subMenu.setHeaderTitle(R.string.sub_title);
subMenu.setHeaderIcon(R.drawable.icon);
subMenu.setIcon(R.drawable.icon);
// Visualizziamo il menu
return true;
}

@Override
public boolean onOptionsItemSelected(MenuItem item) {
item.setChecked(!item.isChecked());
return super.onOptionsItemSelected(item);
}

}

On 27 Lug, 18:57, Paolo brand...@gmail.com wrote:
 I thought Android managed it for me, too. But it doesn't seem to be
 so...

 Now I try your suggestion... I inform you soon. thanks.

 On 27 Lug, 18:15, TreKing treking...@gmail.com wrote:



  On Tue, Jul 27, 2010 at 5:52 AM, Paolo brand...@gmail.com wrote:
   I get a leaked window when I have a submenu visible on the screen and I
   rotate the screen.

  Weird. Seems like something the framework should handle automatically ...

   If it would be a Dialog I colud call dismiss() in the onStop() before to
   change the orientation, but with a SubMenu how do I can solve it?

  Maybe 
  this?:http://developer.android.com/reference/android/app/Activity.html#clos...()

  http://developer.android.com/reference/android/app/Activity.html#clos...()
  --- 
  --
  TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
  transit tracking app for Android-powered devices

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[android-developers] Leaked Window changing orientation with SubMenu

2010-07-27 Thread Paolo
Hi there,
I get a leaked window when I have a submenu visible on the screen and
I rotate the screen.
If it would be a Dialog I colud call dismiss() in the onStop() before
to change the orientation, but with a SubMenu how do I can solve it?

Thanks

Paolo

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[android-developers] Re: Leaked Window changing orientation with SubMenu

2010-07-27 Thread Paolo
I thought Android managed it for me, too. But it doesn't seem to be
so...

Now I try your suggestion... I inform you soon. thanks.

On 27 Lug, 18:15, TreKing treking...@gmail.com wrote:
 On Tue, Jul 27, 2010 at 5:52 AM, Paolo brand...@gmail.com wrote:
  I get a leaked window when I have a submenu visible on the screen and I
  rotate the screen.

 Weird. Seems like something the framework should handle automatically ...

  If it would be a Dialog I colud call dismiss() in the onStop() before to
  change the orientation, but with a SubMenu how do I can solve it?

 Maybe 
 this?:http://developer.android.com/reference/android/app/Activity.html#clos...()

 http://developer.android.com/reference/android/app/Activity.html#clos...()
 --- 
 --
 TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
 transit tracking app for Android-powered devices

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[android-developers] Re: OpenGL strange Exception: Nexus one upgrade to 2.2 causes app to crash?

2010-07-22 Thread Paolo
Hi there!
I've the same problem... Have you solve it? Please let me know.
Thanks

Paolo

On 5 Lug, 14:41, Aidan C aidanchu...@gmail.com wrote:
 Hey Guys,

 I've made some edits to my application but I'm pretty sure it crashing
 is linked to my updating my Nexus One. I've included the error as well
 as all code I think is relevant. Anyone got any ideas?

 07-05 12:07:04.292: ERROR/AndroidRuntime(5751): FATAL EXCEPTION:
 GLThread 11
 07-05 12:07:04.292: ERROR/AndroidRuntime(5751):
 java.lang.IllegalArgumentException: No config chosen
 07-05 12:07:04.292: ERROR/AndroidRuntime(5751):     at
 android.opengl.GLSurfaceView
 $BaseConfigChooser.chooseConfig(GLSurfaceView.java:771)
 07-05 12:07:04.292: ERROR/AndroidRuntime(5751):     at
 android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:916)
 07-05 12:07:04.292: ERROR/AndroidRuntime(5751):     at
 android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:
 1246)
 07-05 12:07:04.292: ERROR/AndroidRuntime(5751):     at
 android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)

 public class GLCamTest extends Activity {
         private CamLayer mPreview;
         private GLLayer glView;
         static int counter=0;

     public void onCreate(Bundle savedInstanceState) {
         super.onCreate(savedInstanceState);
         counter++;
     }

     /** Called when the activity is first created. */
     @Override
     public void onResume() {
         super.onResume();

 this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);

         final Window win = getWindow();
         win.setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
 WindowManager.LayoutParams.FLAG_FULLSCREEN);

         // Hide the window title.
         requestWindowFeature(Window.FEATURE_NO_TITLE);

         glView=new GLLayer(this);

                 mPreview = new CamLayer(this, glView);

         setContentView(glView);
         addContentView(mPreview, new
 LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
     }
     protected void onPause() {
         super.onPause();
         if (counter=2) {
                 System.exit(0);
         }
     }

 }

 public class GLLayer extends GLSurfaceView implements
 SurfaceHolder.Callback,
                 Camera.PreviewCallback, Renderer {

         int onDrawFrameCounter=1;
         int[] cameraTexture;
         byte[] glCameraFrame=new byte[256*256]; //size of a texture
 must be a power of 2
         FloatBuffer cubeBuff;
         FloatBuffer texBuff;

         public GLLayer(Context c) {
                 super(c);

         this.setEGLConfigChooser(5, 6, 5, 8, 16, 0);
         this.setRenderer(this);
         this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
         }

         public void onDrawFrame(GL10 gl) {
                 onDrawFrameCounter++;

                 gl.glEnable(GL10.GL_TEXTURE_2D);
                 gl.glClear(GL10.GL_COLOR_BUFFER_BIT |
 GL10.GL_DEPTH_BUFFER_BIT);

                 bindCameraTexture(gl);

                 gl.glLoadIdentity();
                 GLU.gluLookAt(gl, 0, 0, 4.2f, 0, 0, 0, 0, 1, 0);

                 gl.glRotatef(onDrawFrameCounter,1,0,0); //Rotate the
 camera image
                 gl.glRotatef((float)Math.sin(onDrawFrameCounter/
 20.0f)*40,0,1,0); //Rotate the camera image
                 gl.glRotatef((float)Math.cos(onDrawFrameCounter/
 40.0f)*40,0,0,1); //Rotate the camera image

                 gl.glNormal3f(0,0,1);
                 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
                 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4);
                 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4);
                 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,12, 4);
                 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,16, 4);
                 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,20, 4);
         }

         public void onSurfaceChanged(GL10 gl, int width, int height) {
                 gl.glViewport(0, 0, width, height);

                 float ratio = (float) width / height;
                 gl.glMatrixMode(GL10.GL_PROJECTION);
                 gl.glLoadIdentity();
                 gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);

                 gl.glMatrixMode(GL10.GL_MODELVIEW);
                 gl.glLoadIdentity();
                 GLU.gluLookAt(gl, 0, 0, 4.2f, 0, 0, 0, 0, 1,
 0);
         }

         public void onSurfaceCreated(GL10 gl, EGLConfig config) {
                 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
 GL10.GL_FASTEST);

                 gl.glClearColor(0, 0, 0, 0);
                 gl.glEnable(GL10.GL_CULL_FACE);
                 gl.glShadeModel(GL10.GL_SMOOTH);
                 gl.glEnable(GL10.GL_DEPTH_TEST);

                 cubeBuff = makeFloatBuffer(camObjCoord);
                 texBuff =
 makeFloatBuffer(camTexCoords);
                 gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeBuff);
                 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
                 gl.glTexCoordPointer(2, GL10

[android-developers] Re: OpenGL strange Exception: Nexus one upgrade to 2.2 causes app to crash?

2010-07-22 Thread Paolo
I solved it today simply set a differente EGLConfigChooser...

from:
this.setEGLConfigChooser(5, 6, 5, 8, 16, 0);

to:
this.setEGLConfigChooser(8 8, 8, 8, 16, 0);

It seems to work well, now. But I don't know why :(

On 22 Lug, 11:38, Paolo brand...@gmail.com wrote:
 Hi there!
 I've the same problem... Have you solve it? Please let me know.
 Thanks

 Paolo

 On 5 Lug, 14:41, Aidan C aidanchu...@gmail.com wrote:



  Hey Guys,

  I've made some edits to my application but I'm pretty sure it crashing
  is linked to my updating my Nexus One. I've included the error as well
  as all code I think is relevant. Anyone got any ideas?

  07-05 12:07:04.292: ERROR/AndroidRuntime(5751): FATAL EXCEPTION:
  GLThread 11
  07-05 12:07:04.292: ERROR/AndroidRuntime(5751):
  java.lang.IllegalArgumentException: No config chosen
  07-05 12:07:04.292: ERROR/AndroidRuntime(5751):     at
  android.opengl.GLSurfaceView
  $BaseConfigChooser.chooseConfig(GLSurfaceView.java:771)
  07-05 12:07:04.292: ERROR/AndroidRuntime(5751):     at
  android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:916)
  07-05 12:07:04.292: ERROR/AndroidRuntime(5751):     at
  android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:
  1246)
  07-05 12:07:04.292: ERROR/AndroidRuntime(5751):     at
  android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)

  public class GLCamTest extends Activity {
          private CamLayer mPreview;
          private GLLayer glView;
          static int counter=0;

      public void onCreate(Bundle savedInstanceState) {
          super.onCreate(savedInstanceState);
          counter++;
      }

      /** Called when the activity is first created. */
      @Override
      public void onResume() {
          super.onResume();

  this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);

          final Window win = getWindow();
          win.setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
  WindowManager.LayoutParams.FLAG_FULLSCREEN);

          // Hide the window title.
          requestWindowFeature(Window.FEATURE_NO_TITLE);

          glView=new GLLayer(this);

                  mPreview = new CamLayer(this, glView);

          setContentView(glView);
          addContentView(mPreview, new
  LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
      }
      protected void onPause() {
          super.onPause();
          if (counter=2) {
                  System.exit(0);
          }
      }

  }

  public class GLLayer extends GLSurfaceView implements
  SurfaceHolder.Callback,
                  Camera.PreviewCallback, Renderer {

          int onDrawFrameCounter=1;
          int[] cameraTexture;
          byte[] glCameraFrame=new byte[256*256]; //size of a texture
  must be a power of 2
          FloatBuffer cubeBuff;
          FloatBuffer texBuff;

          public GLLayer(Context c) {
                  super(c);

          this.setEGLConfigChooser(5, 6, 5, 8, 16, 0);
          this.setRenderer(this);
          this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
          }

          public void onDrawFrame(GL10 gl) {
                  onDrawFrameCounter++;

                  gl.glEnable(GL10.GL_TEXTURE_2D);
                  gl.glClear(GL10.GL_COLOR_BUFFER_BIT |
  GL10.GL_DEPTH_BUFFER_BIT);

                  bindCameraTexture(gl);

                  gl.glLoadIdentity();
                  GLU.gluLookAt(gl, 0, 0, 4.2f, 0, 0, 0, 0, 1, 0);

                  gl.glRotatef(onDrawFrameCounter,1,0,0); //Rotate the
  camera image
                  gl.glRotatef((float)Math.sin(onDrawFrameCounter/
  20.0f)*40,0,1,0); //Rotate the camera image
                  gl.glRotatef((float)Math.cos(onDrawFrameCounter/
  40.0f)*40,0,0,1); //Rotate the camera image

                  gl.glNormal3f(0,0,1);
                  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
                  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4);
                  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4);
                  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,12, 4);
                  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,16, 4);
                  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,20, 4);
          }

          public void onSurfaceChanged(GL10 gl, int width, int height) {
                  gl.glViewport(0, 0, width, height);

                  float ratio = (float) width / height;
                  gl.glMatrixMode(GL10.GL_PROJECTION);
                  gl.glLoadIdentity();
                  gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);

                  gl.glMatrixMode(GL10.GL_MODELVIEW);
                  gl.glLoadIdentity();
                  GLU.gluLookAt(gl, 0, 0, 4.2f, 0, 0, 0, 0, 1,
  0);
          }

          public void onSurfaceCreated(GL10 gl, EGLConfig config) {
                  gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
  GL10.GL_FASTEST);

                  gl.glClearColor(0, 0, 0, 0);
                  gl.glEnable(GL10.GL_CULL_FACE

[android-developers] [openGL] how to rotate quad around its center?

2010-06-18 Thread Paolo
Hi guys!
I'm a newbie in OpenGL. :D
I'm trying to rotate a quad around its center.

This is my scenario: I've a quad, drawn with TRIANGLE_STRIP, at
specified coordinates. Now I want to rotate of 45 degrees around its
center, without move it from its position, not around the origin of
the aces.
I hope you are able to understand my english... :)

How can I do that?

Thanks

Paolo

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[android-developers] Re: [openGL] how to rotate quad around its center?

2010-06-18 Thread Paolo
Hi leigh!
I've tried, but it doesn't work... the quad goes in a wrong position :
(

My quad has these coordinates

//vertex bottom left
vertex[0] = 9.5f;
vertex[1] = 10f;
vertex[2] = 0.0f;
//top left
vertex[3] = 9.5f;
vertex[4] = 11.0f;
vertex[5] = 0.0f;
//bottom right
vertex[6] = 10.5f;
vertex[7] = 10f;
vertex[8] = 0.0f;
//top right
vertex[9] = 10.5;
vertex[10] = 11f;
vertex[11] = 0.0f;

and this is my draw function...

public void draw(GL10 gl){
gl.glPushMatrix();
gl.glTranslatef(-10, -10.5f, 0);  //to the origin

gl.glRotatef(45, 0, 0, -1);   //rotate

gl.glTranslatef(10, 10.5f, -2.0f);   //back to previous position

// Enabled the vertices buffer for writing and to be used during
// rendering.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format of an array of vertex
// coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, markerBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, NUMERO_VERTICI);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glPopMatrix();

}




On 18 Giu, 17:31, Leigh McRae leigh.mc...@lonedwarfgames.com wrote:
 Translate the quad to the origin, rotate, translate back.

 Leigh

 On 6/18/2010 11:12 AM, Paolo wrote:





  Hi guys!
  I'm a newbie in OpenGL. :D
  I'm trying to rotate a quad around its center.

  This is my scenario: I've a quad, drawn with TRIANGLE_STRIP, at
  specified coordinates. Now I want to rotate of 45 degrees around its
  center, without move it from its position, not around the origin of
  the aces.
  I hope you are able to understand my english... :)

  How can I do that?

  Thanks

  Paolo

 --
 Leigh McRaewww.lonedwarfgames.com

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[android-developers] Re: [openGL] how to rotate quad around its center?

2010-06-18 Thread Paolo
Thanks for your answer.

my matrix is GL_MODELVIEW.
I have noticed that once I have traslated and rotated the quad, also
the aces x,y,z seem to be rotated of 45 degree. If it is right, it's
normal that when i applied the second traslalte the quad goes in
another position.

is it normal? is there something wrong?

On 18 Giu, 18:21, Leigh McRae leigh.mc...@lonedwarfgames.com wrote:
 OpenGL applies it's transforms in reverse so maybe swap the two
 translates.  Sounds lame but this is the sort of thing you get right
 once and don't look at again for sometime.    Also make sure your matrix
 mode is GL_MODELVIEW.

 Leigh

 On 6/18/2010 11:58 AM, Paolo wrote:





  Hi leigh!
  I've tried, but it doesn't work... the quad goes in a wrong position :
  (

  My quad has these coordinates

                   //vertex bottom left
             vertex[0] = 9.5f;
             vertex[1] = 10f;
             vertex[2] = 0.0f;
             //top left
             vertex[3] = 9.5f;
             vertex[4] = 11.0f;
             vertex[5] = 0.0f;
             //bottom right
             vertex[6] = 10.5f;
             vertex[7] = 10f;
             vertex[8] = 0.0f;
             //top right
             vertex[9] = 10.5;
             vertex[10] = 11f;
             vertex[11] = 0.0f;

  and this is my draw function...

  public void draw(GL10 gl){
             gl.glPushMatrix();
             gl.glTranslatef(-10, -10.5f, 0);  //to the origin

             gl.glRotatef(45, 0, 0, -1);   //rotate

             gl.glTranslatef(10, 10.5f, -2.0f);   //back to previous position

             // Enabled the vertices buffer for writing and to be used during
             // rendering.
             gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
             // Specifies the location and data format of an array of vertex
             // coordinates to use when rendering.
             gl.glVertexPointer(3, GL10.GL_FLOAT, 0, markerBuffer);
             gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, NUMERO_VERTICI);
             // Disable the vertices buffer.
             gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
             gl.glPopMatrix();

     }

  On 18 Giu, 17:31, Leigh McRaeleigh.mc...@lonedwarfgames.com  wrote:

  Translate the quad to the origin, rotate, translate back.

  Leigh

  On 6/18/2010 11:12 AM, Paolo wrote:

  Hi guys!
  I'm a newbie in OpenGL. :D
  I'm trying to rotate a quad around its center.

  This is my scenario: I've a quad, drawn with TRIANGLE_STRIP, at
  specified coordinates. Now I want to rotate of 45 degrees around its
  center, without move it from its position, not around the origin of
  the aces.
  I hope you are able to understand my english... :)

  How can I do that?

  Thanks

  Paolo

  --
  Leigh McRaewww.lonedwarfgames.com

 --
 Leigh McRaewww.lonedwarfgames.com

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[android-developers] Re: [openGL] how to rotate quad around its center?

2010-06-18 Thread Paolo
I have to traslate into the z-axis a bit, otherwise I wouldn't see
anything on the screen.

Anyway, I'm doing this step by step as you said to me ;)
At first i traslate the quad to the origin and in fact i see it there.
Then I rotate of 45 degree around the z-axis and I see it rotated
right.

At last I traslate it again to the previous position, but the quad
goes to a different position from that which I expected.
Instead, if i do after the rotation:

glTraslete(1.0f, 0f,0f);

the quad moves of an unit along x-axis as if also this was rotated of
45 degrees, nord-east direction (in order to intend us) and not east-
direction as I expect. I hope you undestrand me now :(

Paolo

p.s. if you prefer I can post my code


On 18 Giu, 18:45, Leigh McRae leigh.mc...@lonedwarfgames.com wrote:
 I am not exactly sure what you're saying actually.  At any rate, I
 noticed that you're translating along the z-axis.  If you're rotating
 around the z-axis you don't need to translate along z.  Also it could be
 that you're translating the quad offscreen since you haven't mirrored
 the z translation.

 Anyway, what are you seeing?  Did you change the order?  I would do it
 step by step.  Start with getting the translation to the origin right.  
 Once that looks right then add the rotation. Finally add the translation
 back.

 Leigh

 On 6/18/2010 12:35 PM, Paolo wrote:





  Thanks for your answer.

  my matrix is GL_MODELVIEW.
  I have noticed that once I have traslated and rotated the quad, also
  the aces x,y,z seem to be rotated of 45 degree. If it is right, it's
  normal that when i applied the second traslalte the quad goes in
  another position.

  is it normal? is there something wrong?

  On 18 Giu, 18:21, Leigh McRaeleigh.mc...@lonedwarfgames.com  wrote:

  OpenGL applies it's transforms in reverse so maybe swap the two
  translates.  Sounds lame but this is the sort of thing you get right
  once and don't look at again for sometime.    Also make sure your matrix
  mode is GL_MODELVIEW.

  Leigh

  On 6/18/2010 11:58 AM, Paolo wrote:

  Hi leigh!
  I've tried, but it doesn't work... the quad goes in a wrong position :
  (

  My quad has these coordinates

                    //vertex bottom left
              vertex[0] = 9.5f;
              vertex[1] = 10f;
              vertex[2] = 0.0f;
              //top left
              vertex[3] = 9.5f;
              vertex[4] = 11.0f;
              vertex[5] = 0.0f;
              //bottom right
              vertex[6] = 10.5f;
              vertex[7] = 10f;
              vertex[8] = 0.0f;
              //top right
              vertex[9] = 10.5;
              vertex[10] = 11f;
              vertex[11] = 0.0f;

  and this is my draw function...

  public void draw(GL10 gl){
              gl.glPushMatrix();
              gl.glTranslatef(-10, -10.5f, 0);  //to the origin

              gl.glRotatef(45, 0, 0, -1);   //rotate

              gl.glTranslatef(10, 10.5f, -2.0f);   //back to previous 
  position

              // Enabled the vertices buffer for writing and to be used 
  during
              // rendering.
              gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
              // Specifies the location and data format of an array of 
  vertex
              // coordinates to use when rendering.
              gl.glVertexPointer(3, GL10.GL_FLOAT, 0, markerBuffer);
              gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, NUMERO_VERTICI);
              // Disable the vertices buffer.
              gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
              gl.glPopMatrix();

      }

  On 18 Giu, 17:31, Leigh McRaeleigh.mc...@lonedwarfgames.com    wrote:

  Translate the quad to the origin, rotate, translate back.

  Leigh

  On 6/18/2010 11:12 AM, Paolo wrote:

  Hi guys!
  I'm a newbie in OpenGL. :D
  I'm trying to rotate a quad around its center.

  This is my scenario: I've a quad, drawn with TRIANGLE_STRIP, at
  specified coordinates. Now I want to rotate of 45 degrees around its
  center, without move it from its position, not around the origin of
  the aces.
  I hope you are able to understand my english... :)

  How can I do that?

  Thanks

  Paolo

  --
  Leigh McRaewww.lonedwarfgames.com

  --
  Leigh McRaewww.lonedwarfgames.com

 --
 Leigh McRaewww.lonedwarfgames.com

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[android-developers] Re: how to rotate quad around its center?

2010-06-18 Thread Paolo
Look at this image to understand what i'm saying

http://www710.univ-lyon1.fr/~jciehl/Public/OpenGL_PG/figures/chap3-11.gif

On 18 Giu, 19:42, Paolo brand...@gmail.com wrote:
 I have to traslate into the z-axis a bit, otherwise I wouldn't see
 anything on the screen.

 Anyway, I'm doing this step by step as you said to me ;)
 At first i traslate the quad to the origin and in fact i see it there.
 Then I rotate of 45 degree around the z-axis and I see it rotated
 right.

 At last I traslate it again to the previous position, but the quad
 goes to a different position from that which I expected.
 Instead, if i do after the rotation:

 glTraslete(1.0f, 0f,0f);

 the quad moves of an unit along x-axis as if also this was rotated of
 45 degrees, nord-east direction (in order to intend us) and not east-
 direction as I expect. I hope you undestrand me now :(

 Paolo

 p.s. if you prefer I can post my code

 On 18 Giu, 18:45, Leigh McRae leigh.mc...@lonedwarfgames.com wrote:



  I am not exactly sure what you're saying actually.  At any rate, I
  noticed that you're translating along the z-axis.  If you're rotating
  around the z-axis you don't need to translate along z.  Also it could be
  that you're translating the quad offscreen since you haven't mirrored
  the z translation.

  Anyway, what are you seeing?  Did you change the order?  I would do it
  step by step.  Start with getting the translation to the origin right.  
  Once that looks right then add the rotation. Finally add the translation
  back.

  Leigh

  On 6/18/2010 12:35 PM, Paolo wrote:

   Thanks for your answer.

   my matrix is GL_MODELVIEW.
   I have noticed that once I have traslated and rotated the quad, also
   the aces x,y,z seem to be rotated of 45 degree. If it is right, it's
   normal that when i applied the second traslalte the quad goes in
   another position.

   is it normal? is there something wrong?

   On 18 Giu, 18:21, Leigh McRaeleigh.mc...@lonedwarfgames.com  wrote:

   OpenGL applies it's transforms in reverse so maybe swap the two
   translates.  Sounds lame but this is the sort of thing you get right
   once and don't look at again for sometime.    Also make sure your matrix
   mode is GL_MODELVIEW.

   Leigh

   On 6/18/2010 11:58 AM, Paolo wrote:

   Hi leigh!
   I've tried, but it doesn't work... the quad goes in a wrong position :
   (

   My quad has these coordinates

                     //vertex bottom left
               vertex[0] = 9.5f;
               vertex[1] = 10f;
               vertex[2] = 0.0f;
               //top left
               vertex[3] = 9.5f;
               vertex[4] = 11.0f;
               vertex[5] = 0.0f;
               //bottom right
               vertex[6] = 10.5f;
               vertex[7] = 10f;
               vertex[8] = 0.0f;
               //top right
               vertex[9] = 10.5;
               vertex[10] = 11f;
               vertex[11] = 0.0f;

   and this is my draw function...

   public void draw(GL10 gl){
               gl.glPushMatrix();
               gl.glTranslatef(-10, -10.5f, 0);  //to the origin

               gl.glRotatef(45, 0, 0, -1);   //rotate

               gl.glTranslatef(10, 10.5f, -2.0f);   //back to previous 
   position

               // Enabled the vertices buffer for writing and to be used 
   during
               // rendering.
               gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
               // Specifies the location and data format of an array of 
   vertex
               // coordinates to use when rendering.
               gl.glVertexPointer(3, GL10.GL_FLOAT, 0, markerBuffer);
               gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, NUMERO_VERTICI);
               // Disable the vertices buffer.
               gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
               gl.glPopMatrix();

       }

   On 18 Giu, 17:31, Leigh McRaeleigh.mc...@lonedwarfgames.com    wrote:

   Translate the quad to the origin, rotate, translate back.

   Leigh

   On 6/18/2010 11:12 AM, Paolo wrote:

   Hi guys!
   I'm a newbie in OpenGL. :D
   I'm trying to rotate a quad around its center.

   This is my scenario: I've a quad, drawn with TRIANGLE_STRIP, at
   specified coordinates. Now I want to rotate of 45 degrees around its
   center, without move it from its position, not around the origin of
   the aces.
   I hope you are able to understand my english... :)

   How can I do that?

   Thanks

   Paolo

   --
   Leigh McRaewww.lonedwarfgames.com

   --
   Leigh McRaewww.lonedwarfgames.com

  --
  Leigh McRaewww.lonedwarfgames.com

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[android-developers] Re: [openGL] how to rotate quad around its center?

2010-06-18 Thread Paolo
yes, it seems to work in this way!

this weekend I will do some tests in order to verify that it works
fine.

A question... why that behavior? :|

On 18 Giu, 21:47, Leigh McRae leigh.mc...@lonedwarfgames.com wrote:
 I would suggest reading the chapter on viewing from the Red Book.  Here
 is a version online.

 http://www.glprogramming.com/red/

 The problem is that your translations are out of order.  Try this order.

 gl.glTranslatef( 10.0f, 10.5f, -0.0f );   //back to previous position
 gl.glRotatef( 45.0f, 0.0f, 0.0f, -1.0f );   //rotate
 gl.glTranslatef( -10.0f, -10.5f, 0.0f );  //to the origin

 Really this is an OpenGL question and not an Android question.

 Leigh

 On 6/18/2010 1:42 PM, Paolo wrote:





  I have to traslate into the z-axis a bit, otherwise I wouldn't see
  anything on the screen.

  Anyway, I'm doing this step by step as you said to me ;)
  At first i traslate the quad to the origin and in fact i see it there.
  Then I rotate of 45 degree around the z-axis and I see it rotated
  right.

  At last I traslate it again to the previous position, but the quad
  goes to a different position from that which I expected.
  Instead, if i do after the rotation:

  glTraslete(1.0f, 0f,0f);

  the quad moves of an unit along x-axis as if also this was rotated of
  45 degrees, nord-east direction (in order to intend us) and not east-
  direction as I expect. I hope you undestrand me now :(

  Paolo

  p.s. if you prefer I can post my code

  On 18 Giu, 18:45, Leigh McRaeleigh.mc...@lonedwarfgames.com  wrote:

  I am not exactly sure what you're saying actually.  At any rate, I
  noticed that you're translating along the z-axis.  If you're rotating
  around the z-axis you don't need to translate along z.  Also it could be
  that you're translating the quad offscreen since you haven't mirrored
  the z translation.

  Anyway, what are you seeing?  Did you change the order?  I would do it
  step by step.  Start with getting the translation to the origin right.  
  Once that looks right then add the rotation. Finally add the translation
  back.

  Leigh

  On 6/18/2010 12:35 PM, Paolo wrote:

  Thanks for your answer.

  my matrix is GL_MODELVIEW.
  I have noticed that once I have traslated and rotated the quad, also
  the aces x,y,z seem to be rotated of 45 degree. If it is right, it's
  normal that when i applied the second traslalte the quad goes in
  another position.

  is it normal? is there something wrong?

  On 18 Giu, 18:21, Leigh McRaeleigh.mc...@lonedwarfgames.com    wrote:

  OpenGL applies it's transforms in reverse so maybe swap the two
  translates.  Sounds lame but this is the sort of thing you get right
  once and don't look at again for sometime.    Also make sure your matrix
  mode is GL_MODELVIEW.

  Leigh

  On 6/18/2010 11:58 AM, Paolo wrote:

  Hi leigh!
  I've tried, but it doesn't work... the quad goes in a wrong position :
  (

  My quad has these coordinates

                     //vertex bottom left
               vertex[0] = 9.5f;
               vertex[1] = 10f;
               vertex[2] = 0.0f;
               //top left
               vertex[3] = 9.5f;
               vertex[4] = 11.0f;
               vertex[5] = 0.0f;
               //bottom right
               vertex[6] = 10.5f;
               vertex[7] = 10f;
               vertex[8] = 0.0f;
               //top right
               vertex[9] = 10.5;
               vertex[10] = 11f;
               vertex[11] = 0.0f;

  and this is my draw function...

  public void draw(GL10 gl){
               gl.glPushMatrix();
               gl.glTranslatef(-10, -10.5f, 0);  //to the origin

               gl.glRotatef(45, 0, 0, -1);   //rotate

               gl.glTranslatef(10, 10.5f, -2.0f);   //back to previous 
  position

               // Enabled the vertices buffer for writing and to be used 
  during
               // rendering.
               gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
               // Specifies the location and data format of an array of 
  vertex
               // coordinates to use when rendering.
               gl.glVertexPointer(3, GL10.GL_FLOAT, 0, markerBuffer);
               gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, NUMERO_VERTICI);
               // Disable the vertices buffer.
               gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
               gl.glPopMatrix();

       }

  On 18 Giu, 17:31, Leigh McRaeleigh.mc...@lonedwarfgames.com      
  wrote:

  Translate the quad to the origin, rotate, translate back.

  Leigh

  On 6/18/2010 11:12 AM, Paolo wrote:

  Hi guys!
  I'm a newbie in OpenGL. :D
  I'm trying to rotate a quad around its center.

  This is my scenario: I've a quad, drawn with TRIANGLE_STRIP, at
  specified coordinates. Now I want to rotate of 45 degrees around its
  center, without move it from its position, not around the origin of
  the aces.
  I hope you are able to understand my english... :)

  How can I do that?

  Thanks

  Paolo

  --
  Leigh

[android-developers] Re: surfaceDestroyed not called! Why?

2010-06-14 Thread Paolo
nobody can help me to undestand why?

On 8 Giu, 13:41, Paolo brand...@gmail.com wrote:
 Hi there!
 I've a problem with the Camera, in particular with the
 surfaceDestroyed() callback.

 This is my scenario:

 The app starts with an activity that shows a splash screen, and after
 3 seconds it send an Intent to the MyCameraActivity.
 I want to finish the splashscreen activity so in onStop() I call
 finish().
 The CameraActivity starts but if I push the BACK button (my app
 terminate) I see from my log that the surfaceDestroyed() callbacks
 isn't called, where I release the camera source. The consequence is
 simple... when I start the app again, the camera source doesn't result
 free and I have a message error.

 Why does it happen this?

 Thanks to anyone wants to help me.

 *** The Splash Activity ***

 @Override
     public void onCreate(Bundle savedInstanceState) {
         super.onCreate(savedInstanceState);
         requestWindowFeature(Window.FEATURE_NO_TITLE);

 getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
 WindowManager.LayoutParams.FLAG_FULLSCREEN);
         setContentView(R.layout.splash);

         splashHandler = new Handler(){
                 @Override
             public void handleMessage(Message msg) {
                         super.handleMessage(msg);
                         switch (msg.what) {
                         case STOPSPLASH:
                                 startActivity(new 
 Intent(getApplicationContext(),
 CameraView.class));
                                 break;
                         }
             }
         };

         Message msg = new Message();
         msg.what = STOPSPLASH;
         splashHandler.sendMessageDelayed(msg, TIME_SPLASH);
     }

     @Override
     public void onPause(){
         super.onPause();
         Log.d(DEBUG, Splash onPause);
         finish();
     }

 Here part of the code!

 *** MyCameraActivity ***

 �...@override
     public void onCreate(Bundle savedInstanceState) {
         super.onCreate(savedInstanceState);
         Log.d(DEBUG, onCreate CameraView);
        getWindow().setFormat(PixelFormat.TRANSLUCENT);  //aggiungo il
 traslucido
         requestWindowFeature(Window.FEATURE_NO_TITLE);  //no barra
 titolo

 getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
 WindowManager.LayoutParams.FLAG_FULLSCREEN);    //full screen

 getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON,
 WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
         setContentView(R.layout.camera);

         mSurfaceView = (SurfaceView)findViewById(R.id.camera_surface);
         mSurfaceHolder = mSurfaceView.getHolder();      //recupero l'holder
 della surfaceview
         mSurfaceHolder.addCallback(this);       //faccio la bind alla nostra
 activity

 mSurfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);

     }

 public void surfaceCreated(SurfaceHolder holder) {
                 Log.d(DEBUG, surfaceCreated);
                 mCamera = Camera.open();
                 Log.d(DEBUG, Camera open());
         }

         public void surfaceDestroyed(SurfaceHolder holder) {
                 Log.d(DEBUG, surfaceDestroyed);
         mCamera.stopPreview();
         mPreviewRunning = false;
         mCamera.release();
         mCamera = null;
         Log.d(DEBUG, Camera rilasciata);
         }

         public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2,
 int arg3) {
                 Log.d(DEBUG, surfaceChanged);

                 if (mPreviewRunning) {
                         Log.d(DEBUG, la preview è running ora viene 
 stoppata.);
                         mCamera.stopPreview();
                         mPreviewRunning = false;

                 }
                 //setto le preferenze
         setPreferencesCamera(arg2, arg3);
         try {
                 //lancio la preview
                 Log.d(DEBUG, lancio la preview);
                         mCamera.setPreviewDisplay(arg0);
                         mCamera.startPreview();
                         mPreviewRunning = true;

                 } catch (IOException e) {
                         Log.e(ERROR, SurfaceChanged: errore Camera 
 setPreviewDisplay);
                 }

         }

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