In the Samsung galaxy note 3, I have paired a bluetooth device. It is
paired sucessfully.
In my app I simply run this code in a thread to look for the bluetooth
device I am interested in and connect automatically to it.
Usually everything works well. But occasionally I will get an unwanted
In the Android client I call
public void abortCurrentRequest() {
if(mCurrentRequest != null) {
mCurrentRequest.abort();
}
}
where mCurrentRequest is of type HttpPost.
However my PHP REST script still continues to run even though the request
was
I'm very confused with this. I'm trying to sync some files and folders in
google drive with Android. I came across a Google IO presentation but there
was no code attached to it. Using parts of it and what I can google around
(there is lots of confusing thoughts about AbstractThreadedSyncAdapter
:
?xml version=1.0 encoding=utf-8?
sync-adapter xmlns:android=http://schemas.android.com/apk/res/android;
android:contentAuthority=com.test.testapp
android:accountType=com.google /
On Tuesday, December 11, 2012 1:58:38 PM UTC+11, rukiman wrote:
I'm very confused with this. I'm
How come the hw.mainKeys setting has no effect in the AVD for
WVGA800 ?
Is there any way to force the navigation bar to appear?
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If I run my app in honeycomb all the toasts I use do not show. Is
there an issue with honeycomb and toasts or is just that the emulator
is so slow it doesn't show it but a real device would?
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Thanks for confirmation
On Sep 26, 9:33 pm, Rafael Maas rafaelm...@gmail.com wrote:
Slow emulator problem.
2011/9/26 rukiman ruksh...@optushome.com.au:
If I run my app in honeycomb all the toasts I use do not show. Is
there an issue with honeycomb and toasts or is just
Hi, I noticed on the real device the garbage collection logs do not
appear in logcat. Any way of knowing when a garbage collection
occurred and how long it took? I am looking at animation performance
and using the emulator isn't really an option and plus I'm guessing
just cos a garbage collection
Why is it that if I do a view.draw(mycanvas) on scrollview it draws
everything as if the user had not scrolled? It seems to ignore the
scrollY position of scrollview.
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Do you know why calling view.draw() on a scrollview draws the screen
disregarding the current scrollY and assumes the scrollview is at the
beginning always?
On Jun 24, 10:14 am, Romain Guy romain...@android.com wrote:
The drawing cache is per view, so if you need to capture several views
I am trying to understand which this code which works perfectly for
capturing almost any view except if there is a ScrollView in the
framelayout, in this case there is a slight issue with the top and
bottom areas where scrollview fades its contents. There is some
corruption occurring.
public
, the cache is automatically redrawn whenever the view changes.
Your approach however doubles the workload on *every* frame.
On Thu, Jun 23, 2011 at 4:23 PM, rukiman ruksh...@optushome.com.au wrote:
I am trying to understand which this code which works perfectly for
capturing almost any view
. With the drawing
cache, the cache is automatically redrawn whenever the view changes.
Your approach however doubles the workload on *every* frame.
On Thu, Jun 23, 2011 at 4:23 PM, rukiman ruksh...@optushome.com.au wrote:
I am trying to understand which this code which works perfectly
, rukiman ruksh...@optushome.com.au wrote:
I am suspecting using the view cache system causes the view system to
allocate memory for the view.
Now lets say I can to capture 3 views, does that mean memory is
allocated for 3 views worth of caches if I don't destroy the cache?
Also I noticed through
Btw forgot to say thanks Romain for your help. I have another question
(see forum) which I'm sure you are very capable of answering :D
On Jun 24, 10:56 am, rukiman ruksh...@optushome.com.au wrote:
Found the issue is because I have to clear the bitmap first before
rendering the view onto
I am in a thread that I did not create, its part of a library and I
need to generate a result which can only be done in the UI thread.
Any good tutorial on the best way to achieve this?
I know I will have to post a handler to the UI thread, but whats the
best way for the UI thread to return the
to the system canvas
canvas.drawBitmap(mOfflineBitmap, 0, 0, null);
}
public Bitmap getScreenSnapshot() {
return mOfflineBitmap;
}
}
On Jun 24, 12:00 pm, rukiman ruksh...@optushome.com.au wrote:
Btw forgot to say thanks Romain for your help
To be more precise the thread which requires a result from the UI
thread is the SurfaceView thread. I do not want to pre generate the
result from the UI thread to minimize the memory footprint.
On Jun 24, 12:03 pm, rukiman ruksh...@optushome.com.au wrote:
I am in a thread that I did not create
I wrote a game using absolute positions for a specific device. I want
to target other resolutions however I want to minimize work. I just
want to scale the whole view down and maintain aspect ratio. I can see
in 3.0 there is a setScale function added that will do the job however
I want to target
I meant to say it doesn't draw the image button pressed states
correctly.
On Apr 9, 10:58 am, rukiman ruksh...@optushome.com.au wrote:
I wrote a game using absolute positions for a specific device. I want
to target other resolutions however I want to minimize work. I just
want to scale
I would say no! You should do any long process in a thread and not on
the main UI thread.
On Dec 22, 4:18 pm, ankit ankit.ag...@gmail.com wrote:
Hi,
Is there any way by which we can increase the response waiting time
in the source code so that the ANR dialog get delayed for more than 5
At the moment I can detect rotation along the x-axis and also y-axis.
However imagine the user holding their phone looking at the screen, I
want to detect and measure how much the user has rotated their phone
to the left or right such that the screen is always vertical. I
thought this would
anyone?
On Sep 19, 9:29 pm, rukiman ruksh...@optushome.com.au wrote:
I came across another post to help me. But when I use FlipLayout in my
view all I get it a black screen. However if I change the rotation
from 180 to 0 all is drawn ok. But I want my screen upside down. Whats
going on here
);
}
}
On Sep 19, 3:13 pm, rukiman ruksh...@optushome.com.au wrote:
I have a need to rotate the views in my activities by 180 degrees. Any
good suggestions on how to do this? Taking into account touch inputs
still working. My activity is made up of several views in a
linearlayout and also makes
I have a need to rotate the views in my activities by 180 degrees. Any
good suggestions on how to do this? Taking into account touch inputs
still working. My activity is made up of several views in a
linearlayout and also makes use of toasts.
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Is there any tool to show you visually how your objects reference each
other? I want to areas where there are cyclic references in my code.
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I know I cannot create two MapViews in a MapActivity. And I cannot
create two MapActivities in a process. Is there a work around that
will enable me to display two mapviews side by side?
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I want a mapview which shows the map scaled down and another mapview
which shows the map scaled up.
Any way I can implement this?
On Jul 13, 2:51 pm, prachi prachi.tya...@wipro.com wrote:
hiii
could u please throw some light on your problem???
On Jul 13, 7:37 am, rukiman ruksh
I have uploaded my paid app Legion and I can see that I am making
sales but why is this app not visible on my phone? I can see other
paid and free apps. The android platform of my Samsung Galaxy phone is
1.5 and here is part of my manifest:
uses-sdk android:minSdkVersion=3
Is it possible to disabled activity transitions altogether and still
maintain compatible with 1.5 ?
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anyone?
On Feb 27, 2:41 pm, rukiman ruksh...@optushome.com.au wrote:
I did a dumpsys meminfo of my app and each time I go in and out of my
activity the asset allocations grows i.e
Asset Allocations
zip:/data/app/com.home.Test.apk:/assets/fonts/TEST.TTF: 118K
zip:/data/app
How can I turn off activity transitions? It looks a bit odd on my
game. Will the mechanism be safe for 1.5?
I am in the process of making my 1.5 game support multiple resolutions.
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What I am trying to do is make my game center in any screen with the
best fit to screen and maintain ratio. Is there a good way to do this?
This is my current xml. I have an outer linearlayout to center the
middle one, all good in most resolutions but doesn't work well in
WQVGA400. If I could make
I should mention that my AndroidManifest.xml is
uses-sdk android:minSdkVersion=3 android:targetSdkVersion=4 /
supports-screen anyDensity=false android:smallScreens=false
android:normalScreens=true android:largeScreens=true /
On Feb 28, 11:42 pm, rukiman ruksh...@optushome.com.au
OK turns out it was scaling ok. Not sure what happened.
On Feb 28, 12:20 am, rukiman ruksh...@optushome.com.au wrote:
How can I make that inner linearlayout scale correctly?
On Feb 27, 6:25 pm, James Wang jameswangc...@gmail.com wrote:
Pre-scale resource should be depend on density
Now I'm having a problem with aspect ratio. How does one handle for
this?
Getting the framework to rescale everything by density is not good
enough, there are some resolutions where the aspect ratio seems to
crop the game screen such as WQVGA400.
What can I do?
On Mar 1, 10:09 am, rukiman ruksh
How can I make that inner linearlayout scale correctly?
On Feb 27, 6:25 pm, James Wang jameswangc...@gmail.com wrote:
Pre-scale resource should be depend on density of screen, not
resolution.
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I did a dumpsys meminfo of my app and each time I go in and out of my
activity the asset allocations grows i.e
Asset Allocations
zip:/data/app/com.home.Test.apk:/assets/fonts/TEST.TTF: 118K
zip:/data/app/com.home.Test.apk:/assets/fonts/TEST.TTF: 118K
Hi I am trying to convert my game to support multiple resolutions. I
have this in my manifest.
uses-sdk android:minSdkVersion=3 android:targetSdkVersion=4 /
supports-screen anyDensity=false /
The splash screen and main menu background all scaled up correctly, so
far so good.
Is there an API to send and receive MMS from an application?
Similar to that of SMS? In SMS one can send SMSs by using
SMSManager.sendTextMessage() and receive them by registering for the
broadcast message.
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Attached is my code, I cannot see the video while playing a MPG file.
What am I doing wrong here? Thanks.
public class VideoTest extends Activity implements
SurfaceHolder.Callback{
private ArrayListMediaPlayer mMediaVideoPlayers = new
ArrayListMediaPlayer();
private SurfaceView
That was how I had it originally, I tried again but still doesn't work
On Jan 21, 2:18 pm, kavitha sunil kavithasuni...@gmail.com wrote:
try using
mediaplayer.setDisplay(videoSurfaceHolder[0]);
On Thu, Jan 21, 2010 at 8:39 AM, rukiman ruksh...@optushome.com.au wrote:
Attached is my code, I
());
to
mediaplayer.setDataSource(afd);
I get no exception but still no video.
On Jan 21, 2:33 pm, rukiman ruksh...@optushome.com.au wrote:
That was how I had it originally, I tried again but still doesn't work
On Jan 21, 2:18 pm, kavitha sunil kavithasuni...@gmail.com wrote:
try using
, 3:20 pm, kavitha sunil kavithasuni...@gmail.com wrote:
Try printing your argument to data source and see if it is proper. Also you
can first try playing a 3gp/mp4 file present on the sdcard to see if some
video is being played or not.
On Thu, Jan 21, 2010 at 9:03 AM, rukiman ruksh
Is it possible to have two instances of MediaPlayer to play sounds/
video?
How many instances are actually allowed? I can see from the Javadocs
that there is a limited amount of instances of MediaPlayer allowed.
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Ok turns out that this is only an issue on the emulator. On the
hardware everything sounds ok.
Another reason to test on the hardware :)
On Dec 20 2009, 7:41 pm, rukiman ruksh...@optushome.com.au wrote:
Is there any difference insoundPoolbetween OGGs and MP3s?
On Dec 19, 8:12 pm, rukiman ruksh
Does anyone know how to make a music loop in mp3? I have the loop in
OGG and it plays perfectly, when I convert it to MP3 there is some
silence at the end of the loop before it starts again.
I understand MP3 does not natively support gapless playback however I
know there are some hacks to make it
be the program you used to convert the OGG to MP3. I've had
similar issues with both Cubase and Audacity padding my clips with
silence. I had good luck with Wavosaur (free).
On Jan 10, 4:23 pm, rukiman ruksh...@optushome.com.au wrote:
Does anyone know how to make a music loop in mp3? I have
Is there any difference in soundPool between OGGs and MP3s?
On Dec 19, 8:12 pm, rukiman ruksh...@optushome.com.au wrote:
Some feedback. I have noticed thesoundis pretty instant and great
when there isn't anothersoundeffect being played, otherwise the
delay is pretty bad. So say if I select
to do with the way the OGG is encoded, but I feel
like it could. Perhaps the SoundPool author would like to chime in
and give us some hints?
On Dec 18, 3:45 am, rukiman ruksh...@optushome.com.au wrote:
I am using the SoundPool as follows:
Caching my sounds
seems like I was wrong. Profiling shows 60% is spent on getting the
audio service and setting up the volume. Only 40% is spent on the
actual play function. So would seem like I setting up the volume
before hand is the way to go. I'll try that out and see how things go.
On Dec 19, 7:46 pm, rukiman
ok i take it back, doesnt seem to make a difference. I think the lag
is in soundPool.play() itself.
Anyone got a workaround?
On Dec 19, 7:57 pm, rukiman ruksh...@optushome.com.au wrote:
seems like I was wrong. Profiling shows 60% is spent on getting the
audio service and setting up the volume
, there is a very big noticeable delay before the sound
effect is heard.
On Dec 19, 7:57 pm, rukiman ruksh...@optushome.com.au wrote:
seems like I was wrong. Profiling shows 60% is spent on getting the
audio service and setting up the volume. Only 40% is spent on the
actual play function. So would seem like
I am using the SoundPool as follows:
Caching my sounds:
// load sound effects
soundPool = new SoundPool(2, AudioManager.STREAM_MUSIC,
0);
soundPoolMap = new HashMapInteger, Integer();
In my game because it is a board game, I do not want the screen to
timout which the user is playing my game. Any idea on how to do this?
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I wrote a simple test app which specifies
android:configChanges=orientation also
android:screenOrientation=portrait
and in my activity I logged whenever onDestroy() and
onConfigurationChanged() gets called.
Now according to the docs, I was expecting onConfigurationChanged() to
get called
I guess there's no choice but for each activity in my game to check if
resources are loaded if not load them with a splash screen?
On Nov 30, 11:35 am, rukiman ruksh...@optushome.com.au wrote:
In my game asplashscreenis shown which preloads all the sound/
bitmap resources to be used by the game
In my game a splash screen is shown which preloads all the sound/
bitmap resources to be used by the game. The game consists of other
activities that all depend on resources i.e menu activities, game
activity etc.
However when simulating low memory conditions in the emulator, I
noticed that our
is it possible to start the browser activity from my game but force it
to be portrait regardless of orientation so that it matches the
orientation of my game which is always in portrait regardless.
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Thanks for the info. OK I figured out instead of using fill_parent in
width and height of my main LinearLayouts, I instead hardcode the HVGA
size of 320 x 480px the aspect ratio is ok.
The game is looking much better in compatible mode.
Except seems like in compatible mode gravity of
Compatibility mode does not hide the fact that the screen is WVGA. The
screen you see is still that tall, so any layout you do will be within that
screen.
But in here http://developer.android.com/reference/android/view/Gravity.html
it says CENTER_VERTICAL = Place object in the vertical center
Ok I have put this in my manifest
supports-screens android:anyDensity=false
android:largeScreens=false android:normalScreens=true
android:smallScreens=false android:resizeable=false/supports-
screens
first of all what is the resizeable attribute? It does not seem to be
documented.
This is
, 11:26 am, Mark Murphy mmur...@commonsware.com wrote:
rukiman wrote:
This is working almost 90% for my game except when testing in WVGA
screen resolution, all my images are scaled incorrectly, it is longer
vertically than horizontally. I was expecting the screen compatibility
to maintain
I just put harcoded fake values for time being, instead of centering.
I was expecting everything embedded with the linearlayout which is my
main layout to be shrunk by the top and bottom margins I specified.
On Nov 22, 1:25 pm, rukiman ruksh...@optushome.com.au wrote:
I thought I'd create my own
In my app activity A creates activity B, however when the back key is
pressed it goes back to activity A. This is a simplified version of my
application.
I would expect memory to be reclaimed when going back to Activity A.
Going to activity B allocates more memory.
I am using dumpsys meminfo to
OK I'm reading this page:
http://developer.android.com/guide/appendix/faq/commontasks.html#threading
The code is as in the example (see below). In my application, the
worker thread has done loading of large bitmaps, and I need to notify
the UI thread the filename of the bitmap that was loaded as
) {
mResults = doSomethingExpensive();
mHandler.post(mUpdateResults);
}
}
};
t.start();
}
On Sep 17, 11:07 am, rukiman ruksh...@optushome.com.au wrote:
OK I'm reading this
page:http://developer.android.com/guide/appendix
Thanks for the tip! Reading on it now, and looks exactly like what I
wanted.
On Sep 17, 11:10 am, Jason Proctor jason.android.li...@gmail.com
wrote:
i'd do this with an AsyncTask and use the progress reporting feature
to communicate state to the UI thread.
AsyncTask ftw!
OK I'm reading
Can anyone recommend a good book or URL that explains affinity well?
Doing a search for affinity in these forums bring up nothing.
On Sep 1, 2:08 pm, rukiman ruksh...@optushome.com.au wrote:
I am trying to understand what isaffinitygrouping and what its
purpose is?
Also trying to understand
I am trying to understand what is affinity grouping and what its
purpose is?
Also trying to understand activity reparenting.
I have read the javadocs for these but still not sure when and when
you would use them.
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of ideas and quite new to
serialization. I have in my research come across
http://www.eishay.com/2009/03/more-on-benchmarking-java-serialization.html
protobuf seems like it is fast but slow in object creation. Would you
recommended doing it this way? I'm confused. :S
On Jul 30, 11:53 am, rukiman
Just wondering if there is an easier way to simply stop ScrollView
from being scrolled via touch inputs? I will programmatically get the
ScrollView to scroll to top or bottom.
As a last resort, I guess I will have to inherit from ScrollView and
capture all the ontouch events. But wondering if
-windows-1.5_r3/docs/reference/android/view/View
.html#scrollTo%28int,%20int%29.
By this way you can also achieve horizontal scrolling.
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On Mon, Aug 10, 2009 at 2:50 PM, rukiman ruksh...@optushome.com.au wrote:
Just wondering
Also I really want to use the .smoothScrollBy() function of the
scrollView.
On Aug 10, 7:39 pm, rukiman ruksh...@optushome.com.au wrote:
LinearLayout will not work for me as what I want to put in the
ScrollView is much larger than the screen.
So I think it is easier to use ScrollView
(context, attrs);
}
public boolean onTouchEvent(MotionEvent ev) {
return true;
}
public boolean onInterceptTouchEvent(MotionEvent ev) {
return false;
}
}
On Aug 10, 7:44 pm, rukiman ruksh...@optushome.com.au wrote:
Also I really
with the serialization.
I will profile tonight or tomorrow and report back my findings.
On Jul 29, 6:14 am, Dan Bornstein danf...@android.com wrote:
On Mon, Jul 27, 2009 at 9:24 PM, Dianne Hackborn hack...@android.com wrote:
On Mon, Jul 27, 2009 at 8:35 PM, rukiman ruksh...@optushome.com.au wrote:
Yes I
Finally after many days of getting StackOverflowError, I've tracked
down the issue and fixed it, only to find that my game's serialization
takes about 5 -10 seconds on the emulator and most likely around that
in the target.
So far my the lifecycle of my game is as follows
onCreate - check if
will need to deal with all of the nasty
threading issues that arise there.
On Mon, Jul 27, 2009 at 6:56 PM, rukiman ruksh...@optushome.com.au wrote:
Finally after many days of getting StackOverflowError, I've tracked
down the issue and fixed it, only to find that my game's serialization
I am completely confused with this. I am writing a game and there
should only be on instance of this game.
So far I have:
Splash screen activity
Menu activity
Game activity
The Game activity is the default activity and it will fire off an
intent with result to start the splash screen activity
Ah I see. Thanks, I understand now.
On Jul 17, 12:42 pm, Dianne Hackborn hack...@android.com wrote:
No, if the user selects your game from home while it is already running, it
will be brought to the foreground.
On Thu, Jul 16, 2009 at 7:31 PM, rukiman ruksh...@optushome.com.au wrote
I am creating a custom widget that is a composition of 3 Buttons. I
want to reposition the buttons as I am doing in my code, however this
doesn't work. Basically I am trying to create a widget that has three
buttons positions somewhere in the middle of the screen.
Any ideas?
My code looks like
I am using loadUrl() to get the WebView to load a large image. I need
to know when the image is completely loaded.
I tried creating a WebViewClient and onPageFinished() however this
seems to be called pretty much straight away and couple of time too.
This doesn't make any sense to me.
The
How can I get the WebView to make any content it loads for example a
large picture to fit to page when it is loaded?
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If I have a View that I want updated at the same time another View
updates itself. What is the correct way of doing this?
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In other words how can I tell if a Widget is being updated from
another Widget?
On May 4, 4:10 pm, rukiman ruksh...@optushome.com.au wrote:
If I have a View that I want updated at the same time another View
updates itself. What is the correct way of doing
After I have loaded WebView with a html page, is it possible to get
the position of the region that is currently being displayed within
the WebView widget?
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More specifically how can I debug the file android_view_Display.cpp ?
I have made some progress but still cannot get this to work.
This is what I have done so far:
1) run './emulator -shell'
2) start up Notepad application
3) do 'ps' in emulator shell to get PID of com.example.android.notepad
Using the cupcake source, typing 'make' builds emulator and other
tools.
If I have only modified code in the framework, how can I do a quick
build to test out my changes as the above 'make' takes 15mins to end.
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OK I am close, this is what I got so far. BUT the the content of the
first textview and second textview are displayed on top of each other
basically making the screen look messy. What I really want is only the
first textview is to be visible and the second textview to become
visible ONLY as the
Is there a way to get a view to draw itself onto a bitmap/canvas? I
can see copyWindowBitmap() and getDrawingCache() public methods in the
View class. What do these do exactly and how I do use them?
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I am playing with startAnimation() of a View class where I can get it
to slide out of the screen by making use of the TranslateAnimation
class. However what I really like to do is while sliding the top view
out, the second view becomes visible. So it is partially visible at
first until the whole
pm, rukiman [EMAIL PROTECTED] wrote:
Perphaps this might help I have
main.xml --- main view
page1.xml -- the xml I pasted above.
So basically I want to set a RelativeLayout widget in main.xml with
the components which I defined in page1.xml
On May 14, 4:06 pm, rukiman [EMAIL PROTECTED
Ok this is what I want to do. Assume I have a XML file that described
my screen.
?xml version=1.0 encoding=utf-8?
RelativeLayout android:id=@+id/page1layout
android:layout_width=fill_parent
android:layout_height=fill_parent
I see that in M3 of the SDK, the PageTurner existed which created the
page turning effect, however it is removed from M5. Why was it
removed? Is there an alternative to get this page turning effect or
will it be reintroduced in the future?
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Anyone know the reason behind why it was removed?
On May 1, 7:18 pm, Romain Guy [EMAIL PROTECTED] wrote:
Hi,
There is no alternative to PageTurner in the current SDK and it will
not be reintroduced.
On Thu, May 1, 2008 at 2:13 AM, rukiman [EMAIL PROTECTED] wrote:
I see that in M3
it in the Android UI framework.
On Thu, May 1, 2008 at 6:09 AM, rukiman [EMAIL PROTECTED] wrote:
Anyone know the reason behind why it was removed?
On May 1, 7:18 pm, Romain Guy [EMAIL PROTECTED] wrote:
Hi,
There is no alternative to PageTurner in the current SDK
Also is there an alternative way of getting the page turning effect in
Android using existing implementation?
If not, I would like your opinion on which is the best way to
implement the page turning effect. Thanks for your help.
On May 2, 10:22 am, rukiman [EMAIL PROTECTED] wrote:
Thanks
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