Note that the http-header Connection: close is merely a hint.
Well-behaved servers indeed do close the connection after all is set
and done, but they may as well choose to keep the connection open.
On Jan 21, 1:28 am, sjia jiazheng...@gmail.com wrote:
Hi,
I intend to stop a http connection
I'm not sure, but try this:
Add a key-event listener to your item instead of the onClick:
...
...
v.setOnKeyListener(myKeyListener);
...
And in that listener, handle the key-codes KeyEvent.KEYCODE_DPAD_x
where x = CENTER, DOWN, UP, LEFT or RIGHT.
On Mar 10, 8:30 pm, Jesse
I would think so too.
As soon as you execute wait statements in your main message-
dispatching thread (e.g. sleeps, waits, waiting for I/O, long lasting
loops, joins, etc.), you run the risk of the application getting
unresponsive. Android may pop up a message telling the user that the
I've been dealing with the same issues and i tried all these. And
nothing seems to work well.
First of all, having a thread that's part of your activity running
after your activity's onDestroy has been called is tricky. It can lead
to memory-leaks, etc.
I finally decided to create a Service for
I don't think this is the right discussion group for this, but i would
say:
Don't worry.
Here is the link:
http://checkout.google.com/seller/fees.html
This seller-fee is the same type of fee as is shown currently on you
seller checkout-page (2% +0.20). In other words, it does not apply to
your
If you have Vista 32 bit installed, it should work and i can't help
you to fix your problem.
However, if you have a 64bit system, check this thread:
http://forum.xda-developers.com/showthread.php?t=446274highlight=64bit+usb
It may fix your issues :)
On Mar 11, 4:12 pm, JLMG
Could you provide a code-snippet showing how you coded the menu-
handling and the starting of your thread?
On Mar 12, 10:00 am, Ikon ayanafr...@gmail.com wrote:
Hi,
I am developing a game based on the SurfaceView/LunarLander example in
the sample code.
I have one activity, with one menu
First you should figure out what you really try to accomplish. I don't
know the details of your app, but i guess that your goal is not to
push a button. The goal is the action that occurs when the button is
pushed.
I would just call the action (method/java-code/etc) directly that
would have been
?
On Mar 10, 6:50 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
Maybe this piece of code won't work, but i'm writing an app that
successfully uses thecamera.
No crashes :) ... ... so far ... :=)
On Feb 17, 1:35 am, cindy ypu01...@yahoo.com wrote:
I tried google'scameraAPI
Take a look at the GestureDetector class.
- Create an instance of GestureDetector.
- Handle the onTouch event of your activity.
In your onTouch event handler, forward the MotionEvent to this
GestureDetector instance.
- Assign a listener to this GestureDetector (one that implements
onFling,
Where did you read it became obsolete.
I just checked the reference docs and it's not been obsoleted/
deprecated.
On Mar 12, 7:34 pm, Meryl Silverburgh silverburgh.me...@gmail.com
wrote:
Hi,
AbsoluteLayout has become obsolete, I need to convert it to FrameLayout.
My problem is in
Hi,
I found out that RemoteCallbackList.getBroadcastItem(int) sometimes
returns null. I have this code in my Service and it raises a null-
pointer exception:
...
// instance variable of my Service
final RemoteCallbackListIProgressCallback mCallbacks
= new
(STATE_RUNNING);
}
}
Thanks,
Ayan
On Mar 12, 10:28 am, Streets Of Boston flyingdutc...@gmail.com
wrote:
Could you provide a code-snippet showing how you coded themenu-
handling and the starting of yourthread?
On Mar 12, 10:00 am, Ikon ayanafr...@gmail.com wrote:
Hi
application to exit and transfer this EVENT to original
dialer. Do you have any idea to solve my problem?
On Fri, Mar 13, 2009 at 2:12 AM, Streets Of Boston
flyingdutc...@gmail.comwrote:
First you should figure out what you really try to accomplish. I don't
know the details of your app
. Are you sure you aren't potentially doing this loop from different
threads without doing your own synchronization?
On Thu, Mar 12, 2009 at 6:07 PM, Streets Of Boston
flyingdutc...@gmail.com wrote:
Hi,
I found out that RemoteCallbackList.getBroadcastItem(int) sometimes
returns null
Ah, thanks.
Either way, it means that the number of items in the list accessed by
getBroadcastItem is always equal to N.
The problem remains: How can getBroadcastItem(int) return null?
On Mar 13, 4:53 am, Dianne Hackborn hack...@android.com wrote:
On Thu, Mar 12, 2009 at 8:08 PM, Streets
I'm using the AbsoluteLayout in one of my apps and it can be useful.
However, i think it'll be deprecated because the AbsoluteLayout is
device(/screen) dependent. E.g., if a new phone comes out with a
square screen instead of 320x480, your app starts to look funny. You
can mitigate this somewhat
Hi Bob,
Your code snippet is not enough to give you some more info.
E.g. how does backgroundRefresh2 looks like (it public void run()
implementation).
Based on its name 'backgroundRefresh2': does it access View-s and
modify these view (e.g. update text-view, images, etc.)?
If so, that may
!
On Mar 13, 12:58 pm, Dianne Hackborn hack...@android.com wrote:
On Fri, Mar 13, 2009 at 7:27 AM, Streets Of Boston
flyingdutc...@gmail.comwrote:
Either way, it means that the number of items in the list accessed by
getBroadcastItem is always equal to N.
The problem remains: How can
, 2009 at 10:55 AM, Streets Of Boston flyingdutc...@gmail.com
wrote:
Ah, now i get it! :-)
Indeed, sendProgressCallback can be called from multiple threads. And
with your earlier explanation that the beginBroadcast does not do
locking (only a brief internal lock), it may explain
I'm not absolutely sure, but i'm pretty sure this is possible. It'll a
different application with its own set of comments and ratings.
In one way it makes sense. When people pay for an application, their
ratings may be different than for a free version of it. When people
pay, they may have a
I had a typo in my previous message:
Change this
... but i'm pretty sure this is possible ...
to this
... but i'm pretty sure this is NOT possible ...
On Mar 16, 11:33 am, Streets Of Boston flyingdutc...@gmail.com
wrote:
I'm not absolutely sure, but i'm pretty sure this is possible
I wrote one that goes out to the internet and fetches data.
In my code, I use the 'String[] projections' to create my own Cursor
implementation. I make a subclass of 'Cursor', an instance of which
will be returned by my ContentProvider's query method. The constructor
of this Cursor-subclass
I had similar issues. I managed to fix the performance of the list-
view, but i ran into memory issues.
My app downloads images from Smugmug, images that are 'front-page'
images of galleries/albums.
First, my app needed to get the information about the album, to get
the image-id of the album's
Take a look at the Bitmap and BitmapFactory classes in the Android SDK
On Mar 18, 1:52 pm, cindy ypu01...@yahoo.com wrote:
Hi,
Is there anyway to reduce the resolution of picture taken using
camera? It takes long time to upload the image to server. Does anyone
use any compression software
Make sure you return the correct boolean-values in the other methods
of your OnGestureDetector (onDown, onScroll, etc).
On Mar 18, 2:51 pm, Meryl Silverburgh silverburgh.me...@gmail.com
wrote:
Hi,
Can you please tell me how can I detect Fling action in my own widget?
I have implemented my
I did something similar, however, i did not use a BroadcastReceiver to
get callbacks back from the service.
Instead i used the RemoteCallbackList class:
http://developer.android.com/reference/android/os/RemoteCallbackList.html
No fiddling with intents and such. Just define a callback
When i press the phone's camera button, both my application and the
system's camera application are launched:
- I press camera button
- After a few seconds, my camera app appears and all looks good.
- However, when i go back (back-button), i'm not brought back to where
i was before.
Instead,
Use a different Thread that draws on the SurfaceView directly. You can
draw as fast and as immediate as your Thread allows.
http://developer.android.com/reference/android/view/SurfaceView.html
- Get the SurfaceHolder of the SurfaceView.
- Every time you want to draw, begin by calling the
Thanks!
I'll give that a try.
On Mar 19, 7:12 pm, Marco Nelissen marc...@android.com wrote:
Try calling abortBroadcast() in your receiver.
On Thu, Mar 19, 2009 at 7:18 AM, Streets Of Boston
flyingdutc...@gmail.com wrote:
When i press the phone's camera button, both my application
If i understand various messages i've read on this board correctly,
you can not bundle Android resources in a shared library.
You can only bundle share classes (and regular java-resources, i hope)
in JARs.
I was trying to do the same, sharing layouts, bitmaps, etc among a
suite of applications.
Your use of HttpGet is good.
However, you cast an InputStream to a char-sequence when calling
tv.setText((CharSequence)input);.
This will give you a class-cast exception. Read char-data from the
InputStream instead.
Also, try to find out if 'entity' has some methods to get a String
back that has
http://android.git.kernel.org/?p=platform/packages/apps/Camera.git;a=tree;f=src/com/android/camera;h=b59e44fcf7eda59ed76597efe26ac8a25696c798;hb=8250896ab37545f4499da79f54c19af2e5018b80
On Mar 22, 8:24 pm, Yves Liu yves...@gmail.com wrote:
Thanks.
On Sun, Mar 22, 2009 at 4:38 PM, Andrew
We won't know what's going on unless you show us a strack-trace of the
error. :=)
Look at LogCat and copy/paste the strack-trace in this thread.
All i can do now is guess:
How big is your image?
You create two arrays (int[] and byte[]) which are never used. This is
memory waste.
The inputstream
Is the byte-array you saved in the database *exactly* the same as the
byte-array returnes by src.getBytes() in your getBitmapFromString
(String) method?
I'd be worried that c.getString() may change the underlying byte-array
to adher to the default UTF-8 encoding.
On Mar 23, 12:10 am, Komal
, Streets Of Boston flyingdutc...@gmail.com wrote:
We won't know what's going on unless you show us a strack-trace of the
error. :=)
Look at LogCat and copy/paste the strack-trace in this thread.
All i can do now is guess:
How big is yourimage?
You create two arrays (int[] and byte
And that's a BIIIGG 'if'. :-)
Trust Dianne on this. Do not use any API that is private. If you do,
at some point in time you will (and that's a 100% sure) break your
application and you will get a lot of angry customers.
On Mar 23, 3:16 pm, Rajendrakumar Chinnaiyan
rajendran.b...@gmail.com
I've done the same in my apps for ListView (whether they be in
ListActivity or in a plain Activity) with good success.
I use the java.util.concurrent's ExecutorService to obtain images:
1. Your getView(..) (or bindView/newView/etc) needs to assign an image/
thumbnail (bitmap) to an ImageView.
.
return convertView;
}
[/code]
On Mar 24, 10:13 am, Streets Of Boston flyingdutc...@gmail.com
wrote:
I've done the same in my apps for ListView (whether they be in
ListActivity or in a plain Activity) with good success.
I use the java.util.concurrent's ExecutorService to obtain images:
1. Your
Hi everyone,
I'm writing an app that needs one or more applications/services that
are distributed with their own seperate apk file.
I'm writing a user-app that allows the user to upload pics using a
service. The service can be used by multiple user-apps, not just mine.
I'd like to have the
Google this
opengl es
I found the links to the khronos web-pages most helpful.
Other links found by google can be helpful as well :-)
Another source is the OpenGL examples on the APIDemos bundled with the
Android SDK.
For books; i cannot help you there.
On Mar 25, 7:43 am, EvgenyV
Before you do all the work, take a look these classes bundled in the
OpenGL session of the APIDemos of the samples in the Anroid SDK:
MatrixTrackingGL.java. In your SDK or online:
This Uri is the logical (not physical) path used by the image content
provider.
If you want to get the physical path to the actual file on the SD-
card, query this Uri:
Cursor cursor = query(photoUri, new String[]
{MediaStore.Images.ImageColumns.DATA}, null, null, null);
String
I had the same problem and it was driving me nuts. I think it's a bug.
Below is how i worked-around it.
Do what you do now by calling insertImage(...).
This will insert the image into the data-base; however, thumbnails are
not correctly generated and the SIZE attribute is 0 (your problem that
Add my vote for this option/feature: A permission for an app to become
the only app running (except maybe the phone-app and incoming SMS,
etc).
On Mar 26, 7:26 am, Stoyan Damov stoyan.da...@gmail.com wrote:
I've also proposed a solution to this - adding a permission for apps
to request that
You still may need to do this, though.
With my application; if i don't do the MediaScanner thing, the
'Pictures' application will crash!
You may find the same problem. Try to insert an image (with the SIZE
being 0), then close your app and start the stock 'Pictures'
application. Check if it
I should have added that this would apply to the phone's *foreground*
application only.
Or at least something that allows the foreground app to get a very
high priority and resource allowance from the operating system to
minimize the influence of non-essential (background) applications.
On Mar
.
But what could be possible? I'd be interested in hearing about this
from you all, even if the ideas seam outlandish. :-)
On Mar 26, 6:05 pm, Sundog sunns...@gmail.com wrote:
On Mar 26, 3:52 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
I should have added that this would apply
Read my post from yesterday at 10am again :-)
Execute a query using your content-uri, and use the returned cursor to
obtain the physical file-path (use the ImageColumns.DATA).
On Mar 27, 9:27 am, matthias m.kaepp...@googlemail.com wrote:
okay, one solution is to do something like this:
But discarding background apps is not the
appropriate solution, it's just one easy solution
Easy solutions are usually pretty good! :-) But maybe not in this
case.
Romain, what would you deem to be appropriate solutions?
Thanks Dianna,
We are looking at more strongly enforcing that background
You can not create a Collection. It is an interface, as other already
pointed out.
Judging from your other posts, i'd suggest your using an
ArrayListCar.
An ArrayList is basically some behavior around an array of objects (in
your case Car[]). Internally, it's using an array and it handles all
Bump :-)
Has anyone dealt with a similar problem before?
Thanks!
On Mar 24, 3:32 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
Hi everyone,
I'm writing an app that needs one or more applications/services that
are distributed with their own seperate apk file.
I'm writing a user-app
-
permissions are confirmed by the user).
On Mar 28, 8:46 pm, Mark Murphy mmur...@commonsware.com wrote:
Streets Of Boston wrote:
Bump :-)
Has anyone dealt with a similar problem before?
I will be dealing with a similar problem over the next month or so. Take
these thoughts with a decent-sized
I'm not a hundred percent sure, but very close to 100% :-)
Google's Android Market does not provide upgrade functionaliy, except
free upgrades forever.
Sorry... :(
I'm sorry to say this, but you could have known this before you put
all this work in, if you had read the terms and agreements of
Good to know. At least it's good to know that i was not going crazy :-
D
I used the for-loop solution to get around this issue.
On Mar 30, 7:04 am, Daniel Johansson hann...@gmail.com wrote:
I'm experiencing the same behavior, and I'm pretty sure it's a bug.
I have been testing this thoroughly
This works as designed.
The getDataString() is the string of the content Uri that refers to
the image.
If you want the physical filename, do a 'Cursor cursor =
getContentResolver().query(intent.getData(), null, null, null, null)'
and query the column ImageColumns.DATA on the returned cursor.
I wonder how well this one works on Android:
http://code.google.com/p/simpull/
-- Anton Spaans
On Mar 30, 4:58 pm, Anton socialhac...@gmail.com wrote:
I have a simple 2D physics engine written and running. It uses
the now famous Jacobson physics tricks (Verlet integration and hard
the code and found
that it does a lot of memory allocation in it's inner loops (Verlet
update step in particular), and that it uses floating point math,
though it looks like there is a branch that uses fixed point that
might be worth trying out.
-Anton
On Mar 30, 2:41 pm, Streets
Android?
On Mar 30, 4:37 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
This works as designed.
The getDataString() is the string of the content Uri that refers to
theimage.
If you want the physical filename, do a 'Cursor cursor =
getContentResolver().query(intent.getData(), null
Override you dispatchTouchEvent(...), as you do right now, and forward
its MotionEvent to a GestureDetector you created.
public class MyView {
GestureDetector mGD = new GestureDetector(this);
public MyView(...) {
...
...
mGD.setIsLongPressEnabled(true);
...
This is just copying the file.
The question remains if you can play it or not... :=)
I have not looked into this at all, but DRM could prevent the mp3 from
playing.
On Mar 31, 9:55 am, iDeveloper ideveloper...@gmail.com wrote:
Thanks a ton. Didn't know android allowed saving to mp3 directly
This means that the RenderThread has been paused or not yet been
started properly. Make sure you resume it when your activity's
onResume is called.
If you're using the code from example GLSurfaceView, removing the 'wait
()' will make your future customers quite angry: Their battery will be
, Streets Of Boston flyingdutc...@gmail.com wrote:
int idx = cursor.getColumnIndex(ImageColumn.DATA);
String fname = cursor.getString(idx);
On Mar 30, 7:45 pm, Bobbie bobbie.st...@gmail.com wrote:
Wow... It's so simple, but still got an error... I got this:
Cursor cursor
): Displayed activity
com.android.camera/.ImageGallery2: 2455 ms
03-31 11:34:39.525: VERBOSE/ImageGallery2(11143): /
ImageBlockManager.onPause
03-31 11:34:49.519: WARN/ActivityManager(55): Launch timeout has
expired, giving up wake lock!
On Mar 31, 10:24 am, Streets Of Boston flyingdutc
I haven't read through all your code, but you should not call
thread.start() in your surfaceCreated method.
Instead, create and start your thread asap and have it paused when
necessary.
When 'onPause()' or when surfaceDestroyed is called, pause your thread
(CupThread).
When 'onResume()' or
If your list-view uses a (list-)adapter (or a subclass of this), did
you try to call notifyDataSetInvalidated() on the adapter?
This will cause your adapter's getView(int position, View convertView,
ViewGroup parent) to be called again and you can handle your changed
list-item in there.
On Apr
= cursor.getString(0);
On Mar 26, 8:57 am, beachy beachy.g...@gmail.com wrote:
cheers, did not know that about Drawables will use Bitmaps then.
Thanks,
Greg.
On Mar 25, 3:23 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
This Uri is the logical (not physical) path used by theimagecontent
annoyed after spending two days failing to get
Phys2D
and JBox2D to work in Android and didn't bother trying to work
out the
problems!
I might give it another look though...
On Mar 30, 10:41 pm, Streets Of Boston flyingdutc...@gmail.com
wrote
Do *not* use volatile variables. They are not guaranteed to be atomic.
It's just a compiler hint.
Instead, use synchronized blocks:
class MyThread extends Thread {
boolean mPaused;
boolean mStopped;
public void run() {
...
...
mStopped = false;
mPaused = true or false,
What about using a ScrollView as your container view?:
LinearLayout
|--ScrollView
|-- SkyView
On Apr 1, 11:49 am, acrosser toned...@gmail.com wrote:
Surely this hasn't stumped the group of brilliant Android
developers! :-) Is there any tutorial or reference page someone can
point me
Short answer:
Don't use static variables :-)
Somewhat longer answer:
If sub-activities need to access some data held by my main activity, i
usually do create one static variable:
public MyActivity extends Activity {
public static final MyActivity ACTIVE_INSTANCE;
protected void
@Override is a so-called annotation.
It does not generate any byte-code/runnable-code.
It just tells the compiler that the method below it is an override of
its super-class' method.
If your super-class changes its signature of onDraw, your compiler
will warn you about the fact that your method
, result=-1, data=Intent { data=content://media/
external/images/media/7 }} to activity {com.app.name/
com.app.name.activity}:
android.database.CursorIndexOutOfBoundsException: Index -1 requested,
with a size of 1
What does that mean?
On Apr 1, 9:44 am, Streets Of Boston flyingdutc
. Though
It'll be a little while before it's actually useful. Right now it's
more of a proof of abilities. Something to show that with enough
optimization, you can do decent physics on Android.
Thanks all,
Anton
On Apr 1, 6:55 am, Streets Of Boston flyingdutc...@gmail.com wrote
optimization, you can do decent physics on Android.
Thanks all,
Anton
On Apr 1, 6:55 am, Streets Of Boston flyingdutc...@gmail.com wrote:
Two thumbs up!
It's fast, not superfast, but there are quite a number of balls in the
pit. I'm impressed.
If this code could get
interested.
On Apr 2, 2:12 am, Streets Of Boston flyingdutc...@gmail.com wrote:
About open-sourcing it:
Thanks! That would be great and i'll be happy to do some work on it to
make it even better (if i *can* do this; you already did a great job).
Let us know when your api is ready to be put
I have similar experiences. It seems you can have about 1 full size
pic open (as a bitmap) and a few small ones. Anything extra will give
you your error-message. In your example, until you call 'photo.recycle
()' you have 2 large bitmaps open at the same time at some point
(photo and
- Get your objects coordinates in the model view (you should have
those :))
- Get the current model view matrix (see MatrixTrackingGL class in
your APIDemo's source code for OpenGL)
- Take a look the gluUnProject/gluProject methods and use them to
figure out what part of the LCD-screen your 3D
I don't have a direct answer for you.
But this is what i usually do when problems baffle me. I browse the
git-source of Android.
Try to find the source of SurfaceHolder and find the lockCanvas( ) and
see why it may throw an exception.
On Apr 3, 1:32 pm, mcmc manni...@gmail.com wrote:
Everytime
Being in danger of stating the obvious :-)
Did you try to look at Eclipse's 'Open With' menu-item.
Maybe you have it open as a regular XML file and this mode sticks.
Right click on your XML file and do 'Open With' and see if an Android
Plugin editor is offered as an alternative.
On Apr 2, 5:58
for 1)
Within the if (needToWait()) stament block, there may be more code
than just this while(needToWait()) loop. But this is of little use if
this if statement has no 'else' clause. If there is indeed no else
clause, you could remove the 'if' statement all together. Maybe this
is just a
and
there is a lot going on. And even if I can understand it, I still
have to then make code to do the detection. Someone has had to have
this problem in the past that I could see the actual code that does
the detection.
On Apr 3, 11:55 am, Streets Of Boston flyingdutc...@gmail.com wrote:
- Get your
Hi,
I have a problem drawing a background for my OpenGL app on the
emulator. It all works well on an actual G1, but i'm worried that if
the emulator has a problem, other android phones may have the same
problem.
On an actual G1 the background is drawn on the background. All other
drawing is
Hi,
Offer it on Handango, MobiHand, SlideMe, AndAppStore, etc. instead.
Then when the Android Market opens up for India, add your app to
Android Market as well.
Good luck! :)
-- Anton.
On Apr 6, 2:45 am, karthikr karthik.scintill...@gmail.com wrote:
Hi Guys,
I'm am from Inndia and I have
It could be that during the construction of class test.check.Test1, a
Handler or something similar (i.e. something needing the main-thread's
message-queue) is constructed. Look at your test.check.Test1
implementation and see if this is the case.
If this is the case, you will get an exception if
This is not the right solution, although it may work.
It looks like your process can not be destroyed completely because
there are still some running threads active. This is bad news.
When your app's 'onDestroy' is called, make sure to properly stop
these threads.
Or at least let the operating
bumpedy bump :)
On Apr 5, 3:34 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
Hi,
I have a problem drawing a background for my OpenGL app on the
emulator. It all works well on an actual G1, but i'm worried that if
the emulator has a problem, other android phones may have the same
Looper and Handler
in my code to execute it without any error.???
On Apr 7, 7:00 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
It could be that during the construction of class test.check.Test1, a
Handler or something similar (i.e. something needing the main-thread's
message-queue
Depends on the option you select.
I have direct deposit and i get paid every day by google (except
weekends).
On Apr 6, 10:18 pm, appleman appleman5...@gmail.com wrote:
How does google send you the money you make through your app?
--~--~-~--~~~---~--~~
You
Not an actual answer to your question;
The same happened to my app. I signed up with ipmart-forum and sent
them a message warning them about the copyright infringement. They
were very helpful and it took only one day before they took down the
post on their forums that offered my app for (illegal)
Try to do setImageBitmap(null) instead.
On Apr 7, 6:10 pm, Sheepz eladk...@gmail.com wrote:
anyone? any ideas? please?!
On Apr 4, 12:34 pm, Sheepz eladk...@gmail.com wrote:
Hi all, i'm making a little card game in order to learn the more
interesting stuff of the UI and I have a
to create a Handler.
On Tue, Apr 7, 2009 at 9:44 AM, Streets Of Boston
flyingdutc...@gmail.comwrote:
But do you want a Looper and Handler in your thread 't'?
Why do you load it in another thread?
Are you planning in dispatching and handling messages in this thread
't'?
If not, don't
Thanks!
This likely answers the problem i saw with calling
GL11Ext.glDrawTexiOES as well. It behaves differently (quite
differently) on the emulator than on an actual phone (G1)
On Apr 9, 11:09 am, David Turner di...@android.com wrote:
If you are referring to the accelerated OpenGL ES shared
How are you downloading your images?
Are you doing this in your main message-thread? (e.g. in a
onSomethingSomething(...) method?)
If so, this causes your problem.
Start a new thread. Have this thread download your image when
necessary.
When you thread is done, have it post back to the main
If you mean you map 'String's to 'int's, then yes, you have some
overhead because of the autoboxing of Java, making 'int's into
'Integer's.
If your map's keys (in this case Strings) can be any possible String,
i would just use a MapString, Integer.
Depending on how you use this map, you should
That's how it is.
RAW data callback is not supported.
The JPEG image data is the full-size image as it has been taken by the
camera. Per default, it should be 2048*1536 px.
And taking a picture takes this long, about a second. You can mitigate
this by pre-focusing
On Apr 10, 2:28 pm, srik
The camera(-surface) only supports landscape view. As Mark said, i too
believe they're working on this in the new release.
But you can set your camera-activity to 'landscape' in your manifest
file, and set all other activities in your app to any other
orientation (or the same orientation).
On
Write your own title-bar.
It's a hassle, but this is a way to do it.
Create a View that looks like a title-bar and put it on top of your
screen. You can hide and show it at any time.
On Apr 10, 4:27 am, bonfo vale...@javaground.com wrote:
Hi,
I already know ho to hide the title bar with the
This won't work.
Android controls the creation of activities. Android provides
callbacks such as 'onCreate' (and 'onDestroy', etc.) that inform the
application developer of the lifetime management of his/her activity.
In anser to the original question from Noam:
go to
Hi everyone,
I managed to handle a full size image (2048x1536) (moving around,
zooming, some colorfilters, etc). However, i can only load these
images in memory as RGB_565, one at a time. I try to free as much
bitmap memory as possible (by recycling every possible bitmap cached/
open in my app),
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