Thanks Murphy.
I understand your ideas. But the lower level code is not actually by Java.
It's written by a reflective language...base on Java for concurrent research
purpose. It's quite big like a framework. To write a Android GUI with some
information exchange between Activities is quite easy,
Hi,
I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
this with
Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
But I can't actually create a 1024x1024 Bitmap - I get an out of
memory exception.
I
I suggest using JSON instead of XML. One reason would be that tt is more
lightweight than XML.
Doing JSON in PHP is easy, basically try to get your query result as a
two-dimensional array, and use json_encode to transform it to JSON.
On the Android side, you can use org.json (which is part of
Thanks for the clarifications Dianne.
On Sat, Dec 26, 2009 at 11:56 PM, Dianne Hackborn hack...@android.comwrote:
On Fri, Dec 25, 2009 at 10:14 PM, Android Development indodr...@gmail.com
wrote:
1. Are these preferences shared across android applications or only within
the given
After you have your new image file on the sdcard you need to use a
MediaScannerConnection to make it known to the Gallery. The method is
scanFile. It's best for your activity to implement the
MediaScannerConnectionClient interface, and the two callbacks to
coordinate the addition of your new image
Alex,
Can you be more specific on what you truly want to do? Are you trying
to write an activity that offers a higher level of control over the
playing of media on the device? Or are you concerned about a
MediaPlayer already running on the device when your activity starts?
If the latter, then I
Just load fewer other textures when making your atlas.
A 1024x1024 image is going to eat up somewhere around 4mb of space, and on
the G1 (and others) you're limited to 16mb.
So it should be just fine, the issue probably is that you have all of your
other resources loaded, and are already taking
My buttons stop reacting to the mouse clicks after the device comes
back from sleep. The buttons receive the the click events since
actions associated with the buttons are executed but visually they do
not appear to be pressed when being clicked. I am using selector to
define the drawables for the
Hi,
I have been running into strange problems. here is the stacktrace it seems ,
there is nowhere the error is in my application, I donot know why this
exception/error is comming..
java.lang.NullPointerException at
android.widget.ArrayAdapter.createViewFromResource(ArrayAdapter.java:355) at
view this page : http://structuredsettlement12.blogspot.com/
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Hi everyone,
I have a service that gets updated every x minutes depending on the
user preferences. This service connects to a web service and pulls
some data. If during an update the user has no connection I register
my receiver and start listening for changes
I've run into similar stack traces. Prime cause in my case was my code was
manipulating the UI from a non-UI thread.
On Dec 27, 2009 9:29 AM, Abdul Mateen abmat...@gmail.com wrote:
Hi,
I have been running into strange problems. here is the stacktrace it seems ,
there is nowhere the error is in
I'll second the JSON idea. I didn't know about it until about 9 months ago
and now I couldn't see doing what I do without it.
On Sun, Dec 27, 2009 at 3:53 AM, Yves Glodt y...@mind.lu wrote:
I suggest using JSON instead of XML. One reason would be that tt is more
lightweight than XML.
Doing
I've been looking for a long time at a solution to this problem (ever
since 2.0 was released).
I can confirm that by adding locale to configChanges fixes the
problem.
My exact xml entry is:
android:configChanges=orientation|keyboardHidden|locale
I've actually added the locale parameter to each
My G1 died about 6 months ago, and when I received the new phone, all
of my apps were gone.
Personally, I just give them the latest version. It's not ideal, but
it's better than the trouble of seventy cents.
Matt
On Dec 27, 12:56 am, alanshore martin.hu...@gmail.com wrote:
I understand that
Windows 7 32 bit is working for me.
On Dec 26, 4:52 pm, EvgenyV evgen...@gmail.com wrote:
Hi all,
Can you please advise if development tools Eclipse, Android sdk, usb
driver etc. are working properly under Windows 7 32 and 64 bit?
Thanks,
Evgeny
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I've said this before but people keep saying its tied to googleid but I'm
pretty positive its some sort of combo. I have also went through 3 phones
and each time I've had to redownload apps.
On Sat, Dec 26, 2009 at 11:56 PM, alanshore martin.hu...@gmail.com wrote:
I understand that after a
It works fine under each. I think the only caveat that I remember is that
you need the 32 bit java to do any development on a 64 bit system. But I
may be wrong and it may have changed.
On Sat, Dec 26, 2009 at 1:52 PM, EvgenyV evgen...@gmail.com wrote:
Hi all,
Can you please advise if
Yes. I added to each activity too after more tests!
On Sun, Dec 27, 2009 at 9:47 PM, shomari nyuster...@gmail.com wrote:
I've been looking for a long time at a solution to this problem (ever
since 2.0 was released).
I can confirm that by adding locale to configChanges fixes the
problem.
My
I can share my experience with AndAppStore and SlideMe if that helps.
Feature-wise both are good, but each of them barely made 1% of total
downloads over the last month. According to AAS stats, most of the
traffic comes from Archos devices running Cupcake and non-android
users (35% and 28% in my
I agree that JSON is sweet for packaging messages since XML's
verbosity takes unnecessary bandwidth and CPU cycles.
Still wondering if anybody has an alternative to polling the server,
such as a server push approach?
On Dec 27, 11:33 am, Wayne Wenthin wa...@fuligin.com wrote:
I'll second the
Hi there,
I am looking to improve performance of my OpenGL engine (for games),
and something that has come up a few times is texture compression, the
problem is when it 'comes up' there only seems to be vague details -
so I spent some time tonight trying to get to the bottom of it, and
failed. So
been using eclipse and the various android sdks since RC and all the
way through the current release using 64 bit, never had problems.
On Dec 27, 4:11 pm, Wayne Wenthin wa...@fuligin.com wrote:
It works fine under each. I think the only caveat that I remember is that
you need the 32 bit java
Hi,
Is it possible to scroll a Gallery widget programatically? I see
Gallery inherits scrollTo() and scrollBy(), but that scrolls the
entire widget itself, not its content.
Is there some obvious way to do this that I'm missing, my searches are
coming up empty? I don't want to have to do a
Hi
I am creating a birthday calendar of all my friends and family. Can you please
click on the link below to enter your birthday for me?
http://www.birthdayalarm.com/bd2/86125582a847663211b1492115643c178809922d1386
Thanks,
Ken
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Hum...
I think a 1024x1024 image in 32 bits ( ARGB_ ) is 32 Mb, not
around 4 Mb !
So such a image can't fit in for mobile development.
Such a big texture is way too big, cut it into pieces if you really
want it.
Another thing to consider is : is there any need for a texture that
big on a
public View getView(int position, View convertView, ViewGroup parent)
{
...
Drawable d = getResources().getDrawable(R.drawable.icon);
ImageView iv = (ImageView) findViewById(R.id.icon);
iv.setImageDrawable(d) // will throw java.lang.NullPointerExcepiton
...
return convertView
}
the icon is a 9
(1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte
On Dec 27, 9:17 pm, Emmanuel emmanuel.ast...@gmail.com wrote:
Hum...
I think a 1024x1024 image in 32 bits ( ARGB_ ) is 32 Mb, not
around 4 Mb !
So such a image can't fit in for mobile development.
Such a big texture is
Surely it isn't a fine?
Why would the I (the developer) be fined for a customer complaining
that the Google Marketplace incorrectly charged them? I have nothing
to do with charging, AFAIK, I haven't done anything wrong (I didn't
request any charging or refund, the Marketplace just did it upon
in AndroidManifest.xml
activity
android:name=MyActivity
android:label=@string/name
intent-filter android:priority=1
action android:name=android.intent.action.MAIN /
category android:name=android.intent.category.LAUNCHER /
/intent-filter
/activity
Is it possible to
Yep, should be 4mb, I do it in a few games (notably LightUp), for texture
mapping.. Works fine :)
- Dan
On Sun, Dec 27, 2009 at 9:50 PM, Streets Of Boston
flyingdutc...@gmail.comwrote:
(1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte
On Dec 27, 9:17 pm, Emmanuel
Hmm, the OpenGL ES 1.0 spec says OES_compressed_paletted_texture is a
required extension in both Common and Common-Lite profiles:
https://www.khronos.org/registry/gles/specs/1.0/opengles_spec_1_0.pdf
Looks like the method/constants are there too:
I am wanting to add a custom keyboard for my app, I was taking a look
at the softkeyboard example on the included sample code in the SDK.
When I install it in the emulator it isn't showing up though. I try
to access it by longpressing an input box and then clicking select
input when the context
It a part of doing business using credit cards... usually these charge-
back fees are higher. Just do a google-search for chargeback fee to
see what it is and how much it usually costs.
For purchases under $10, Google automatically charges back the
customer's credit card in case of dispute. For
hi all,
I have some questions about TTS(text-to-speech) lib,
1)
does sdk 1.5 support for TTS?
I download TTS application from market,
but can't work
2)
I develope the TTS app use third party TTS lib,
http://code.google.com/p/eyes-free/downloads/list
but according the tutorial,
the app can't work
I define my own class on an android program, say MyClass, but when I
use the following code to do forName, ClassNotFoundException is
thrown:
Class MyClass {
}
void doForname() {
Class.forName(com.sleepycat.je.Database, true,
Thread.currentThread().getContextClassLoader());
}
But, if I
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