[android-beginners] Lunar Lander thread error after returning from an XML preferences activity
Hello, I have based my code upon the LunarLander example and added a preferences Activity launched from a menu item. The preferences get loaded and displayed correctly, but when I press the return button my app fails with an exception IllegaThreadState as it tries to start the thread again from within the following method: /* * Callback invoked when the Surface has been created and is ready to be * used. */ public void surfaceCreated(SurfaceHolder holder) { // start the thread here so that we don't busy-wait in run() // waiting for the surface to be created thread.setRunning(true); thread.start(); } I have tried to check if the thread is running with thread.isAlive() ==false but it appears that when the activity loses focus the thread returns false for that call. Any suggestions on what I could do to prevent such exception? I've tried try/catch but I am unsure on what to call on the exception. Any help much appreciated, Cass Surek --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Lunar Lander thread error after returning from an XML preferences activity
I had to delete the thread (setting it as null for the Garbage Collector) and create another, restarting it. I am avoiding the Exception, but now my animation is not resuming. Hope this helps someone. Cass On May 24, 10:59 am, Cass Surek cass.su...@gmail.com wrote: Hello, I have based my code upon the LunarLander example and added a preferences Activity launched from a menu item. The preferences get loaded and displayed correctly, but when I press the return button my app fails with an exception IllegaThreadState as it tries to start the thread again from within the following method: /* * Callback invoked when the Surface has been created and is ready to be * used. */ public void surfaceCreated(SurfaceHolder holder) { // start the thread here so that we don't busy-wait in run() // waiting for the surface to be created thread.setRunning(true); thread.start(); } I have tried to check if the thread is running with thread.isAlive() ==false but it appears that when the activity loses focus the thread returns false for that call. Any suggestions on what I could do to prevent such exception? I've tried try/catch but I am unsure on what to call on the exception. Any help much appreciated, Cass Surek --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Messaging between 2 threads
LunarLander example does exactly that... On May 21, 8:57 am, latha...@gmail.com latha...@gmail.com wrote: Hi All I am writing an application in which i need to handle messages between the main thread(the deafult UI related thread) and the user created Gamethread. The requirement is like this. An activity(say Activity_X) is setting the view by setContentView (some View_Y). In Activity_X i have implemeted onCreateOptionsMenu() and onOptionsItemSelected() fucntions for creating menus a switch case for action to be taken on selecting those menus.Menu has items like resume/pause/zoom/ . All action to be take on selecting these menus are implemented in View_Y in a separate Gamethread by extending Thread class. So whenever a menu is selected in Activity_X i need to send a message to View_Y. And on receiving this ,a particular action/method should be called in View_Y(GameThread). How can i achieve this using Handlers?Is there any other way of doing this? Please do share with me some code snippets for these. Your advises are highly appreciable. Thank you for your time. -Latha --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Sprite imaging for 2D game programming
Guys, I have tried to use AnimationDrawable and could never get to make it work. This is what I've tried to do: http://groups.google.com/group/android-beginners/browse_thread/thread/12b1af591d8dfbf0?hl=en Grateful for any insights from any of you. Cheers Cass On May 18, 11:36 am, ayush ayushv2...@gmail.com wrote: there is no Sprite class available like the one in J2ME. like nicholas suggests - u might want to write your own custom sprite class with the same functionality. i managed to avoid it on my current project, but i guess sooner or later i'll have to write my own game API. here is what i have in mind: 1) the basic Sprite class will extend the BitmapDrawable class in the android.graphics.drawables package 2) the new extended class will have a Rect or a RectF member variable to keep track of its position on screen. The Rect and RectF classes already have useful methods that can be used for detecting collisions 3) the BitmapDrawable class has an existing setBounds() method which contains the actual position to draw the screen the methods for translating / scaling a bitmap within its bounds are not very useful especially when you have a number of frames in your sprite. perhaps u'll need to have an array of bitmaps where each bitmap represents one frame in the animation. again - this will be specific to the game at hand. actually, ALL of the above tasks, including the animation functionality can be implemented using the AnimationDrawable class that is part of the same graphics package as BitmapDrawable. however, despite many attempts i was unable to get it to work in my program. the animation never moved beyond the first frame. apparently other people have faced the same problem ... but i am yet to receive a response to my query posted a few weeks ago. after extensive googling on the subject i came across some complicated solutions, but i never got round to implementing them coz i really didnt need animation in my current project. i managed to create a workaround using static images instead. i'd suggest u try AnimationDrawable once ... if it works then it will solve all your problems. ~ayush. On May 17, 8:31 pm, Nicholas Radford nikradf...@googlemail.com wrote: Take a look at http://developer.android.com/reference/android/graphics/Canvas.html#d..., android.graphics.Rect, android.graphics.RectF, android.graphics.Paint)http://developer.android.com/reference/android/graphics/Canvas.html drawBitmap calls, (if your using the Android graphics and not the OpenGl graphics libs) You'll see this one in particular drawBitmaphttp://developer.android.com/reference/android/graphics/Canvas.html#d..., android.graphics.Rect, android.graphics.RectF, android.graphics.Paint)( Bitmap http://developer.android.com/reference/android/graphics/Bitmap.html bitmap, Recthttp://developer.android.com/reference/android/graphics/Rect.html src, RectFhttp://developer.android.com/reference/android/graphics/RectF.html dst, Painthttp://developer.android.com/reference/android/graphics/Paint.html paint)Draw the specified bitmap, scaling/translating automatically to fill the destination rectangle. Where Bitmap is your Sprite sheet, src is a rectangle on your sprite sheet (just the section you want to draw) and dst is a destination rectangle on the canvas (where you want to draw it), and paint is your paint object. I'd give example code, but I've not actually written anything for android yet, so my example code would not be the best to learn from. Hopefully though, that function will show you the way. Nik 2009/5/17 G. Murat Taşbaşı gmt...@gmail.com Hi guys, For a 2D game programming, I'm trying to learn about loading an image file for all states of a game character (simply a walking soldier lets say) and simply animate it. I think this classic method is called as sprite imaging that you load whole image of all states of the character that you want to animate. Is there anyone that can provide some sample code about this or at least can you tell me which classes to use, how to refer some 'part of' whole image file and animate it etc. Your help is much appreciated. Thanks a lot. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Animation help
This is just a suggestion because I've never done it, but you could try to use a ViewGroup and fiddle with the addView and removeViewAt methods which will provide you with an index to reorder things. More details at http://developer.android.com/reference/android/view/ViewGroup.html Good luck! Cass On May 15, 8:46 pm, Sheepz eladk...@gmail.com wrote: Hi, I've posted this on android developers and got no answer so i was thinking maybe somebody here knows: I want to be able to make an imageview move from point a to b while going through several different views. For example, say I have a table layout, is there any way an imageview can move from the topleft cell to the bottomright cell? Everything I tried seems to indicate that an imageview will only be shown in it's own container - none of it's parents, siblings or children will show it. Is that correct? is there any way around it? like creating an overlay or a transparent canvas on top of the entire thing so I can do it? thanks, Sh. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Animation help
Hi there, After a little more reading, I learnt that the ViewGroup is a super class of any of the Layouts you are using. I suppose that you get a reference to those Layouts and use the methods I've mentioned earlier, since they will already be present for you. I've also seen an overlayed example on the API demos that might be useful... dig a little there and you might find some good stuff! :) Cya Cass On May 16, 4:38 pm, Sheepz eladk...@gmail.com wrote: Thanks Cass, I'm still not sure I get it though, right now I have a pretty elaborate view structure (http://3.bp.blogspot.com/_NiIT7LXuBv4/Sg7dQ48P2TI/CNk/q-LDoKh... ) Are you suggesting that I replace one of these views with a viewgroup? how would you integrate it into this layout? Thanks, E. P.s. I've tried playing around with the bringToFront() method of the card imageview and it didn't help... On May 16, 6:46 am, Cass Surek cass.su...@gmail.com wrote: This is just a suggestion because I've never done it, but you could try to use a ViewGroup and fiddle with the addView and removeViewAt methods which will provide you with an index to reorder things. More details athttp://developer.android.com/reference/android/view/ViewGroup.html Good luck! Cass On May 15, 8:46 pm, Sheepz eladk...@gmail.com wrote: Hi, I've posted this on android developers and got no answer so i was thinking maybe somebody here knows: I want to be able to make an imageview move from point a to b while going through several different views. For example, say I have a table layout, is there any way an imageview can move from the topleft cell to the bottomright cell? Everything I tried seems to indicate that an imageview will only be shown in it's own container - none of it's parents, siblings or children will show it. Is that correct? is there any way around it? like creating an overlay or a transparent canvas on top of the entire thing so I can do it? thanks, Sh. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] AnimationDrawable help request
Hi guys, I've created a separate class for an object I want to draw on a View with something like: public void Draw(Canvas canvas){ this.mImage.setBounds(this.coordX, this.coordY, this.coordX + this.mImageWidth, this.coordY + this.mImageHeight); this.mImage.draw(canvas); } which works fine. It is not extending any Views, though, as this is just a logical unit on the app. However, I want to run a 3 frame animation rather than just rendering the image, so I tried the following: 1) Created a AnimationDrawable member on that same class: AnimationDrawable aAnimate; 2) Loaded my animation to the Drawable member from the xml file on the constructor with: this.mImage = context.getResources().getDrawable( R.anim.test2); 3) Created a reference to the AnimationDrawable on the constructor with: this.aAnimate = (AnimationDrawable)this.mImage; 4) Changed the Draw() method to: public void Draw(Canvas canvas){ this.mImage.setBounds(this.coordX, this.coordY, this.coordX + this.mImageWidth, this.coordY + this.mImageHeight); this.aAnimate.start(); //this.mImage.draw(canvas); } But the Drawable does not even appear on the screen (I have logged the execution so I know that I am getting to the start()). Any clues/help possible from the gurus out there? Many thanks Cass --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Get preferences from xml/preferences.xml
I had to roll back to version 1.1 due to not being able to use the emulator with sensors, but this works fine for me : private void getPrefs(){ SharedPreferences sharedPref = PreferenceManager.getDefaultSharedPreferences(this); this.prefsAudioEnabled = sharedPref.getBoolean (audio_enabled, true); } Placed within the main activity of my application. What is right before the call to the prefs? That could be the culprit. Cass On May 11, 7:18 pm, kaloer mkal...@gmail.com wrote: Hi, thank for your help, I have tried the getBaseContext() method, but I get my application stops unexpectedly. When I debug, I get a RuntimeExeption before I get to the SharedPreferences [...] code. This is what the Debug window says: DalvikVM[localhost:8609] Thread [3 main] (Suspended (exception RuntimeException)) ActivityThread.performLaunchActivity(ActivityThread$ActivityRecord) line: 2194 ActivityThread.handleLaunchActivity(ActivityThread$ActivityRecord) line: 2284 ActivityThread.access$1800(ActivityThread, ActivityThread $ActivityRecord) line: 112 ActivityThread$H.handleMessage(Message) line: 1692 ActivityThread$H(Handler).dispatchMessage(Message) line: 99 Looper.loop() line: 123 ActivityThread.main(String[]) line: 3948 Method.invokeNative(Object, Object[], Class, Class[], Class, int, boolean) line: not available [native method] Method.invoke(Object, Object...) line: 521 ZygoteInit$MethodAndArgsCaller.run() line: 782 ZygoteInit.main(String[]) line: 540 NativeStart.main(String[]) line: not available [native method] Thread [13 Binder Thread #2] (Running) Thread [11 Binder Thread #1] (Running) //Kaloer On 11 Maj, 19:52, Cass Surek cass.su...@gmail.com wrote: You could get the context by calling getBaseContext(). Please be more specific on what exactly does not work as your problem might be in another place. Cass On May 11, 5:28 pm, kaloer mkal...@gmail.com wrote: Hi, How do I get the preferences from the preferences.xml file? I have tried with this code: SharedPreferences prefs = PreferenceManager.getDefaultSharedPreferences (this); but it does not work. I think the error is coursed by the use of the Context this, because the preferences are set by an other class. How can I access this preferences? Thank you, //Kaloer --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Get preferences from xml/preferences.xml
Glad to be of help. Good luck. :) Cass On May 11, 9:59 pm, kaloer mkal...@gmail.com wrote: Yeah, thank you very much! It works now. I simply made a method like yours in the main method.. //Kaloer On 11 Maj, 22:43, Cass Surek cass.su...@gmail.com wrote: I had to roll back to version 1.1 due to not being able to use the emulator with sensors, but this works fine for me : private void getPrefs(){ SharedPreferences sharedPref = PreferenceManager.getDefaultSharedPreferences(this); this.prefsAudioEnabled = sharedPref.getBoolean (audio_enabled, true); } Placed within the main activity of my application. What is right before the call to the prefs? That could be the culprit. Cass On May 11, 7:18 pm, kaloer mkal...@gmail.com wrote: Hi, thank for your help, I have tried the getBaseContext() method, but I get my application stops unexpectedly. When I debug, I get a RuntimeExeption before I get to the SharedPreferences [...] code. This is what the Debug window says: DalvikVM[localhost:8609] Thread [3 main] (Suspended (exception RuntimeException)) ActivityThread.performLaunchActivity(ActivityThread$ActivityRecord) line: 2194 ActivityThread.handleLaunchActivity(ActivityThread$ActivityRecord) line: 2284 ActivityThread.access$1800(ActivityThread, ActivityThread $ActivityRecord) line: 112 ActivityThread$H.handleMessage(Message) line: 1692 ActivityThread$H(Handler).dispatchMessage(Message) line: 99 Looper.loop() line: 123 ActivityThread.main(String[]) line: 3948 Method.invokeNative(Object, Object[], Class, Class[], Class, int, boolean) line: not available [native method] Method.invoke(Object, Object...) line: 521 ZygoteInit$MethodAndArgsCaller.run() line: 782 ZygoteInit.main(String[]) line: 540 NativeStart.main(String[]) line: not available [native method] Thread [13 Binder Thread #2] (Running) Thread [11 Binder Thread #1] (Running) //Kaloer On 11 Maj, 19:52, Cass Surek cass.su...@gmail.com wrote: You could get the context by calling getBaseContext(). Please be more specific on what exactly does not work as your problem might be in another place. Cass On May 11, 5:28 pm, kaloer mkal...@gmail.com wrote: Hi, How do I get the preferences from the preferences.xml file? I have tried with this code: SharedPreferences prefs = PreferenceManager.getDefaultSharedPreferences (this); but it does not work. I think the error is coursed by the use of the Context this, because the preferences are set by an other class. How can I access this preferences? Thank you, //Kaloer --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] SensorManager misbehaving on emulator when app was taken to 1.5
Hi guys, I am developing an app that relies heavily on sensors. Last night I've installed the 1.5 SDK and the app that was running fine on 1.1 is no longer doing so. Using logcat, I could spot that the problem is when a new sensor manager instance is to be created. From my working app, I isolated the call into this very simple Activity: package uk.co.bunda; import android.app.Activity; import android.content.Context; import android.hardware.SensorManager; import android.os.Bundle; import android.util.Log; public class Test3 extends Activity { private SensorManager mSensorManager; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Context ct = getBaseContext(); Log.e(TEST,Before sensor manager); this.mSensorManager = (SensorManager)ct.getSystemService (SENSOR_SERVICE); Log.e(TEST,After sensor manager); setContentView(R.layout.main); } } Then observed the logs with DDMS's logcat: I/ActivityManager( 567): Starting activity: Intent { flags=0x1000 comp={uk.co.bunda/uk.co.bunda.Test3} } D/AndroidRuntime( 833): Shutting down VM D/dalvikvm( 833): DestroyJavaVM waiting for non-daemon threads to exit D/dalvikvm( 833): DestroyJavaVM shutting VM down D/dalvikvm( 833): HeapWorker thread shutting down D/dalvikvm( 833): HeapWorker thread has shut down I/dalvikvm( 833): Debugger has detached; object registry had 1 entries D/dalvikvm( 833): VM cleaning up D/dalvikvm( 833): LinearAlloc 0x0 used 638076 of 4194304 (15%) I/ActivityManager( 567): Start proc uk.co.bunda for activity uk.co.bunda/.Test3: pid=841 uid=10019 gids={} E/TEST( 841): Before sensor manager D/qemud ( 546): fdhandler_accept_event: accepting on fd 10 D/qemud ( 546): created client 0xc088 listening on fd 14 D/qemud ( 546): client_fd_receive: attempting registration for service 'sensors' D/qemud ( 546): client_fd_receive:- received channel id 10 D/qemud ( 546): multiplexer_handle_control: unknown control message (26 bytes): 'ko:connect:0a:service busy' W/ActivityManager( 567): Launch timeout has expired, giving up wake lock! W/ActivityManager( 567): Activity idle timeout for HistoryRecord {436aeee0 {uk.co.bunda/uk.co.bunda.Test3}} D/dalvikvm( 611): GC freed 644 objects / 34808 bytes in 305ms At this point the app blacks out and eventually asks to be forcefully closed. As you can see, the execution never gets to the second log message. Although having read that the sensor manager changed, I saw that the way to instantiate it did not change at all. Any help/clue much appreciated! This is driving me insane. :) Cheers Cass --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: SensorManager misbehaving on emulator when app was taken to 1.5
Thanks for pointing that out, Mark. For the moment, I should stick to 1.1 then, as there's not practical way of developing it that way (I do not have the devel version of the phone, only an unlocked G1). Signed up for your books the other day - great stuff! :) Cheers Cass On May 9, 2:16 pm, Mark Murphy mmur...@commonsware.com wrote: Cass Surek wrote: Any help/clue much appreciated! This is driving me insane. :) Sensors do not work in an Android 1.5 emulator image at present, apparently. http://code.google.com/p/android/issues/detail?id=2566 -- Mark Murphy (a Commons Guy)http://commonsware.com|http://twitter.com/commonsguy Android App Developer Books:http://commonsware.com/books.html --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Differentiating between Simulator and Real device
Any chance you can check for IMEI info? You would not find that info on the emulator (or if you do, it will be a default IMEI). Good luck, Cass On May 8, 6:43 am, aa aagarwa...@gmail.com wrote: Hi All, I need to change urls depending on simulator v/s. real device. Do anyone know how can I detect simulator v/s. a real device. Thanks, Ashish --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: playing sounds simultaneously
Hi Dave, thanks for the clarification. I am too having random delays with MediaPlayer, when trying to play two audio samples, but one after the other. What is the best approach in my case? I want to randomise the audio from two groups, each containing 10 audio clips. At present, I've created several instances of MediaPlayer which are randomically chosen and consequentely played after a specific trigger. Since they *must* be played one after the other, I've kept them on the main app thread (there's no problem if execution blocks while they play). I am aware that using AudioTrack would do the job better, but won't it be a while before regular users can run that on their devices? Cheers for any input, Cass On Apr 30, 3:47 pm, Dave Sparks davidspa...@android.com wrote: There is no way to start two audio tracks simultaneously in the current API. What you are asking for is an advanced audio API like ASIO that has support for synchronizing multiple audio tracks. We'll probably add something like that in the future, but there are higher priorities at the moment. On Apr 29, 5:54 am, peter.kullm...@googlemail.com peter.kullm...@googlemail.com wrote: Hi, I am trying to play a couple of sound samples simultaneously. In the emulator I have the effect, that even though I start the sound playbacks one right after the other, I get varying delays between the single sounds, which seem to be random in length. So sometimes they are played simultaneously, sometimes one after the other. I have the effect no matter if I am using SoundPool or AudioTrack for playback. I am wondering if thats just a problem of the emulator (I currently don't have the real thing :-()? Any help welcome.. Peter --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: accelerometer
Hi, Have a look at: http://www.coderanch.com/t/437758/Android/Mobile/G-Magnetic-Detection and change the OnResume as follows: # mSensorManager.registerListener(mListener, # SensorManager.SENSOR_ORIENTATION, # SensorManager.SENSOR_DELAY_GAME); # mSensorManager.registerListener(mListener, # SensorManager.SENSOR_ACCELEROMETER, # SensorManager.SENSOR_DELAY_GAME); Then explore http://developer.android.com/reference/android/hardware/SensorListener.html#onSensorChanged(int,%20float[]) and http://developer.android.com/reference/android/hardware/SensorManager.html to help you in your calculations. Good luck Cass On Apr 13, 5:11 pm, developpeur beziabdelkar...@gmail.com wrote: hi everybody i have a question about theaccelerometerintegrated into new mobiles. i want to know how it work? if possible a sample android code that demonstrate how to use the package android.hardware.sensormanager to manipulate theaccelerometerand get the followings results : the actual direction of the mobile (vertical, horizontal) ? the actual mobile's orientation ( mobile is turned left, right, ...) waiting from you any response. thank you. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---