Hello guys,
I want to use scrollview in my app. I tried to add a text view into
the scrollview, but I can't see anything rendered, except the
background color of the scroll view.
here is how I did it:
public class MyView extends ViewGroup
{
ScrollView myScrollview;
Textview tv;
Hello,
I want to write some transparent view, but there is no setAlpha
defined with View, although the document claims that there is. I am
wondering if setAlpha is deprecated? And how am I suppose to set
alpha?
Thank you very much,
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Sorry, I shouldn't use different names.
I guess I am too new to JAVA
On Sep 8, 5:47 am, TreKing treking...@gmail.com wrote:
On Wed, Sep 7, 2011 at 11:58 PM, billconan billco...@gmail.com wrote:
suppose I have a function named kkk
Why ... why would you name your function that ... ?
which
Hello guys,
I want to create a custom widget.
Basically it is something like a toolBar,
I want to draw a background first, and draw my tool buttons on top of
the background.
However, it doesn't work.
What I did is I overrided the onDraw Function
@Override
protected void onDraw(Canvas canvas)
Hello guys,
two questions,
I want to implement text wrapping image, with java or render script,
how can i do that?
The document for android text is very unclear without any example, and
it seems that wrapping is not possible.
how about render script? I noticed that the youtube app coming with
that other
folks with Xooms are having that same problem.
On May 13, 3:37 am, billconan billco...@gmail.com wrote:
the problem has things to do with the path and folder of the
renderscript intermediate binary file.
it cannot find the cached intermediate binary under the folder
/data/data
Hello guys,
I am trying out the renderscript samples on my samsung galaxy 10.1
tablet. so far it is not very successful. The render script cannot be
loaded.
05-12 17:16:20.670: ERROR/AndroidRuntime(13959): Caused by:
android.renderscript.RSRuntimeException: Loading of ScriptC script
failed.
the problem has things to do with the path and folder of the
renderscript intermediate binary file.
it cannot find the cached intermediate binary under the folder
/data/data/com.android.example/
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Hello guys,
I'm working on a game, mainly based on NDK. I now have a problem of
how to quit the application. Right now, i just implement my own
function to handle the back button. inside that function, I simply
call the activity.finish() api to finish the activity that uses my C++
code. However,
Hello guys,
I'm working on a game application and because the testing phones i use
have 800*480 and 854*480 resolutions, I created my game assets based
on 800*480 resolutions. supporting low resolution will result in
changing lots of my code. and the game experience on low resolution
screens will
thank you.
guess i will have to detect the screen size in the program and pop
some warning.
On Nov 15, 12:38 pm, Mark Murphy mmur...@commonsware.com wrote:
On Mon, Nov 15, 2010 at 3:34 PM, billconan billco...@gmail.com wrote:
I'm working on a game application and because the testing phones i
today, i read an article
http://www.itsbeach.com/blog/2010/08/developing-for-android.html
and i'm afraid that i have to agree with this article. although i
claimed myself as an android fan and use an android phone, i have to
agree that iphone is a much better product.
i picked up android for
We will think of ways to stop him. and perhaps in our next release we
will consider using ndk to encrypt our logo and strings. but this will
sacrifice the performance.
But more importantly, I think this is a fundamental fault of the
android platform. Java is so easy to hack and so slow. Ndk
hello guys,
I cannot guarantee my texture size be a power of two, therefore, i'm
using GL_CLAMP_TO_EDGE,
but when i call glTexImage2D, or glutil.teximage2d, i always get the
Opengl Error Code 1281 Invalid Value.
this same setting seems to work on iphone.
does this mean that android only
hello everyone,
i'm porting an iphone opengl project to android. and have some
questions about pvr texture maps.
i have two kinds of texture maps png and pvr. for pngs i use Bitmap to
load them, which worked fine.
but pvr texture maps, i have no idea how to load them with Android
can somebody
hello guys,
this sounds simple, but i couldn't find any api from the reference.
i want to get all the files under certain directory on the sd card.
can you point me to the correct function?
thanks.
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Hello everyone.
I'm working on a simple game: when you press a button on the screen, a
character will run to certain direction.
it's easy to support keyboard input. but, some phone doesn't go with a
keyboard or even no a track ball. so I decided to draw a virtual run
key on the screen (with
hello guys,
i really like android and hope that it can surpass iphone in the near
future. I like it, because it's open.
But i really don't like the develop tools of android. it is so slow
and buggy.
Specifically, I don't like these two things:
Eclipse
Android emulator.
Sometimes, the debugger
hello guys,
I'm developing a widget based on this tutorial.
http://android-developers.blogspot.com/2009/04/introducing-home-screen-widgets-and.html
the same code works fine on my HTC eris. but on the verizon droid, the
widget doesn't refresh. the widget updates the time i add it on the
home
hi,
because glsurfaceview uses 2 threads to handle UI and rendering, to
reduce flickring, i need to pass a motionevent from the ui thread to
the render thread.
this is documented here at the official reference:
flooded and that is why i cannot see the touch down event.
how do i solve this?
On Apr 2, 1:14 pm, billconan billco...@gmail.com wrote:
hi,
because glsurfaceview uses 2 threads to handle UI and rendering, to
reduce flickring, i need to pass a motionevent from the ui thread to
the render thread
further tests have proved my guess. it is because the event queue
flooding.
after changing my event handling function to this, i have solved this
problem: basically i let the ui thread sleep a little while after
seeing the touch down event, to make sure the render see that event.
however, i'm
Hello everyone,
I'm working on a game that need user to move a map with fingers. but i
noticed bad flickering problems when i try to update the position and
texture map of the rendering object in the motionevent handler.
It seems that the opengl draw the objects before i finish handling the
hello everyone,
i'm writing a game. i want to use a large bitmap to cache the game
map, because the map doesn't change during the game play. the game map
is tile based, but i want to draw it at the beginning of the game, so
i can easy scroll the map.
problem is, the bitmap can be very large, for
hello guys,
i'm wondering how is a 3g phone is assigned an ip address?
is it like adsl? or is it like an inner network (Network Address
Translation )?
if i want to implement a p2p application, i need to dig hole on the
inner network right?
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