I would have guessed that your drawing needs to be done within the
draw (or onDraw()?) method, which you have to overide. I'm not sure if
drawing from another method has any effect, but even if it does it is
probably being 'overdrawn' when the real draw method is called.

Check out SDK samples for use of onDraw();

Someone probably has a better explanation than this...

On Dec 3, 6:10 am, Joe Momma <joemommas...@gmail.com> wrote:
> Eventually I would like to try to port a code I found here:
>
> http://bodytag.org/tp02/
>
> I am very new to this though, and I can't even load my image to
> display.  What I have so far is below, but it doesn't show anything
> when I run it.  What am I doing wrong?
>
> Also once I have this loaded will this image be able to be manipulated
> the way I want to?
>
> Any help would be appreciated.
>
> public class Ripple extends Activity {
>
>     LinearLayout mLinearLayout;
> //    View mView;
>
>     /** Called when the activity is first created. */
>     @Override
>     public void onCreate(Bundle savedInstanceState)
>     {
>         super.onCreate(savedInstanceState);
>         setContentView(R.layout.main);
>
>         loadImage();
>     }
>
>     public void loadImage () {
>       Paint mPaint;
>       Canvas mCanvas;
>       mPaint = new Paint();
>       mCanvas = new Canvas();
>
>       Bitmap baseImage = BitmapFactory.decodeResource(getResources(),
> R.drawable.my_image);
>
>       mCanvas.drawBitmap(baseImage, 0, 0, null);
>       Log.i("draw","Drew");
>
>     }
>
> }
>
>

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