This just looks as another weird form of leaking propaganda.
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I had some problems with setting background too, namelly in an
Activity !
The background image is always stretched or compressed in order to fit
the window.
Besides not having any options, for tiling, stretching, etc. the real
problem is that this is always done in every redraw.
What I mean is,
Maybe its just converting them to the default screen format of
RGB_565, so that no processing is done later when running the
aplication.
Just a will guess !
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Just guessing here, but several stuff to verify.
- you probably should set the Filter flag, after adding a MaskFilter,
and not before.
(just to be sure, although not state anywhere).
- Are your shure that your originalBitmap has a Alpha channel ?
Verify!
- If there is an Alpha channel on
Cell ID identifies the current GSM cell where the mobile phone is
using.
Many phones can be using the same cell !
Your phone only uses one cell at once, but can negotiate data with
more than one, when doing transfer from one cell to the other.
Cell IDs, as far as I known can be reused in
I tried this Handler throwing messages at a specific rate solution.
But I must admit I'm not terribly happy with it.
The problem is that if not enough processing power is available, the
messages accumulate !
Making the application seem sluggish due to input Lag, since touch
events seems to be
Suggestion, read the contest rules.
In my opinion, they can only judge what they see, and according to the
4 evaluation vectors that where defined.
Anything that isn't implemented is futurology ! :)
But that's why there is a second round in the contest, i.e. the prizes
on the first round, will
Dear fellow developers
These have been some hard debugging months (3 for me).
I have send my submission, and received the confirmation, so
everything is well, now I can get back to my family, and rest at night
once again :)
Would like to thank all the Google guys who took all our critics, and
Thanks I had it working already, after figuring out some undocumented
behaviour with the shader Matrix Transform.
http://groups.google.com/group/android-developers/browse_thread/thread/cc8436dc851bc837#
I'm also using a composeShader for some nicehacking :)
On 13 abr, 02:02, Steve Oldmeadow
12, 2008 at 3:18 PM, Rui Martins [EMAIL PROTECTED] wrote:
The following Code works, and does what we expect:
android.graphics.Matrix myMatrix = new android.graphics.Matrix();
myMatrix.reset();
myMatrix.setScale( 1, 1 );
myMatrix.preTranslate( 100.0f
:26, Rui Martins [EMAIL PROTECTED] wrote:
Is there any thing similar to a tiled drawable ?
i.e. can we set the bounds of a drawable larger than it's associated
bitmap, but somehow control the appearence, so that instead of a
resize, it just tiles the bitmap to fill the area defined by
setBounds
?
Thanks
On 12 abr, 09:30, Rui Martins [EMAIL PROTECTED] wrote:
Replying to myself :)
I went digging in the documentation, and found
BitmapShaderhttp://code.google.com/android/reference/android/graphics/BitmapShade...
Believe me that Shader is not the best name for such a Functionality
Gee, found it, BitmapFactory.
I think, I'm starting to feel the stress of the approaching date ;P,
and so much stuff still to do.
On 12 abr, 09:30, Rui Martins [EMAIL PROTECTED] wrote:
Replying to myself :)
I went digging in the documentation, and found
BitmapShaderhttp://code.google.com
class
BitmapFactory ?
If the Factory Pattern is being used, then shouldn't they all be in
the same place !?
This generates confusion, in my opinion.
.
On 12 abr, 15:09, Rui Martins [EMAIL PROTECTED] wrote:
Gee, found it, BitmapFactory.
I think, I'm starting to feel the stress of the approaching
Apparently, on M3, canvas.drawRect(...) will throw a
NullPointerException, when the rectangle is out of the screen, zero
area or something similar. Haven't tested on M5 either.
Haven't debugged it further, just asking, maybe someone already knows
the answer.
So I can't quite exactly pinpoint the
, if they also present this bug !
On 12 abr, 16:01, Rui Martins [EMAIL PROTECTED] wrote:
Apparently, on M3, canvas.drawRect(...) will throw a
NullPointerException, when the rectangle is out of the screen, zero
area or something similar. Haven't tested on M5 either.
Haven't debugged it further
When using BitmapShader, the results might be surprising, or look
strange or just erroneous.
This looks like a bug or problem, because the class/methods
documentation is missing some important info.
Nowhere in the documentation is stated that the bitmap will be pinned
down to the screen absolut
The following Code works, and does what we expect:
android.graphics.Matrix myMatrix = new android.graphics.Matrix();
myMatrix.reset();
myMatrix.setScale( 1, 1 );
myMatrix.preTranslate( 100.0f, 36.5f );
This code, DOES NOT work, i.e. does NOT do what we expect
some of the first Sticky Threads, are named:
- New version of Android SDK released!
- M3 to M5 Porting and Migration Tips
There you can find some more info, specially this link:
http://code.google.com/android/intro/upgrading.html
They are just there, hiding in plane sight ! :)
On Apr 10,
Do you really need to use that syncrhonized(lock) ?
Doest it work fine without it ?
If no one else is messing with the progressDialog, why would you need
to lock it ?
There shouldn't be any concurrency issues.
On 10 abr, 22:59, AkaZn [EMAIL PROTECTED] wrote:
Hi
I want to show a progress bar
Once again thank you for the feedback.
I would then suggest for someone to review the examples, since I'm 99%
sure that I got the Application suggestion, from an Android
Documentation example, I just can't pin point it right now.
Currently, it's working a lot better and faster, by using
androidManifest.xml. I only declare my Activities there and that's it.
On 8 abr, 06:54, Rui Martins [EMAIL PROTECTED] wrote:
Another Example:
How do we call our activity finish method, from our activity view
class ?
Inside an Activity context, we can just call finish();
Inside a view
Thanks a lot dor the input.
From all that was said, I believe that I may be feeding the View
Constructor with something else than the activity, probably something
like Application or similar, I know I copied one example from the SDK,
if I'm not mistaken, I'll have to check when I get back
I have been programming for android since January, and I must say,
that I still don't get how the communication between Views and
Activities is accomplished successfully.
The whole design on this communication is fuzzy at least for me.
NOTE: using M3 currenlty.
Examples:
Activities can have
You are doing something really strange!
First you setup a bitmao as your canvas
bitmap = Bitmap.createBitmap(100, 100, true);
Canvas canvas = new Canvas(bitmap);
But later, you use your canvas ( which uses your bitmap as it's
buffer) and you draw on it, using
that probably should use messaging, since this helps to
decouple the several application parts, but the current API, is not
very helpful, in making the common message usage simple.
Any help on this would be great too.
Thanks
On 8 abr, 06:22, Rui Martins [EMAIL PROTECTED] wrote:
I have been
The biggest problem think is the lack of synchronization, between
what is on the docs and what is on code.
Which takes us to scavange the forums for extra info, that might have
been leaked, like stuff X actually doesn't work as documented. And
this steals a lot of development time.
But this is
is a member variable, I use:
this.variableName
But if this need arises often, there must be something wrong with the
application class architecture, in my opinion.
See ya
Rui Martins
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Is your keyboard event handle, onKeyDown(...) method, returning the
correct values when they process a specific key ?
Do you call the super.onKeyDown(...) and return it's result, when you
don't process a key that you don't recognize ?
Does commenting the onKeyDown(...) method make the EditText
You probably have to find out the relative/absolute position of the
view to it's parent(s).
I I'm not mistaken there is a method that returns exactly that. Can't
remember which, check the docs for View.
If you have applyed some sort of transformation (rotate, translate,
etc...) you will need to
There is a Static Method (createBitmap(...)) that knows how to build a
Bitmap from a int buffer (32bits per pixel, ARGB), check that out,
maybe it's faster. Haven't check it out against setPixel.
// for M3
Bitmap.createBitmap( colorBuf, w, h, false );
// for M5, you need to replace the false
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