Sadly, Android doesn't support sub folders. Nothing to do here.
On Tuesday, October 9, 2012 8:47:47 PM UTC+2, Daz wrote:
I am working on a simple animation using the animation-list attribute. I
have all my sequenced images in the drawable-xhdpi folder and the first
line of my XML looks
Sounds like you want to use assets instead of resources. Assets support
subfolders.
On Tuesday, October 9, 2012 1:47:47 PM UTC-5, Daz wrote:
I am working on a simple animation using the animation-list attribute. I
have all my sequenced images in the drawable-xhdpi folder and the first
Since this hits the top of my search list for this issue, I thought I would
give this thread an answer...
From what I can tell, LayerDrawable. setDrawableByLayerId is useless on
lots of devices (strangely works well on Nexus S). I suggest building a
new LayerDrawable instead.
On Wednesday,
Anyone? I'd appreciate any pointers. I can't even figure out whether
this is a bug or a coding error.
On Feb 24, 10:49 am, Kiran Rao techie.curi...@gmail.com wrote:
I've been struggling with this strange problem for quite some time. A
brief summary of the issue is this:
An ImageView's
Thanks,
could any explain why this happened, I want to know memory strategy
for Drawable?
On 19 Лис, 22:04, Dianne Hackborn hack...@android.com wrote:
You shouldn't modify a Drawable without first calling .mutate() on it (and
using the Drawable that is returned, no the original).
On
On Fri, Nov 19, 2010 at 1:39 PM, viktor victor.scherb...@gmail.com wrote:
could any explain why this happened, I want to know memory strategy
for Drawable?
It generally is described in the documentation for that method:
Sorry! Just to clarify, I've also tried setting the ImageView's layout
params as per the example using:
drawableContainer.setLayoutParams(new
LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
Thanks!
On Jun 30, 10:04 am, Cardy andy.ca...@gmail.com wrote:
Hi,
I'm trying to
Thanks for the reply. Is there a maximum length to the name of a
drawable resource?
On May 28, 4:02 pm, Mark Murphy mmur...@commonsware.com wrote:
John Gaby wrote:
Can I have sub-folders to hold my drawable resources. For example can
I store an image in, say,
John Gaby wrote:
Thanks for the reply. Is there a maximum length to the name of a
drawable resource?
Probably. Whatever the maximum length of a Java identifier is would
likely be the limiting factor. Don't know what that is off the top of my
head though. 256? 128?
--
Mark Murphy (a Commons
According to the Java Language Specifications:
An identifier is an unlimited-length sequence of Java letters and
Java digits, the first of which must be a Java letter.
(Section 3.8)
On Fri, May 28, 2010 at 4:18 PM, Mark Murphy mmur...@commonsware.com wrote:
John Gaby wrote:
Thanks for the
On May 15, 4:38 pm, String sterling.ud...@googlemail.com wrote:
On May 15, 7:07 am, skink psk...@gmail.com wrote:
BitmapDrawable bd = (BitmapDrawable) res.getDrawable(R.drawable.name2)
and then:
bd.getBitmap() IIRC
Ha, that did the trick. Apparently Resources.getDrawable() works with
On May 15, 2:59 am, String sterling.ud...@googlemail.com wrote:
On May 14, 6:12 pm, Mark Murphy mmur...@commonsware.com wrote:
http://idunnolol.com/android/drawables.html
Thanks for this link. Hadn't seen that one before.
Your syntax may work just as is.
Unfortunately, it doesn't. I
On May 15, 7:07 am, skink psk...@gmail.com wrote:
BitmapDrawable bd = (BitmapDrawable) res.getDrawable(R.drawable.name2)
and then:
bd.getBitmap() IIRC
Ha, that did the trick. Apparently Resources.getDrawable() works with
an XML drawable proxy, but BitmapFactory.decodeResource() does not.
On May 14, 6:12 pm, Mark Murphy mmur...@commonsware.com wrote:
http://idunnolol.com/android/drawables.html
Thanks for this link. Hadn't seen that one before.
Your syntax may work just as is.
Unfortunately, it doesn't. I thought it looked plausible too, but
naturally I tried it (along with a
In fairness, Cameron, the docs don't actually say that
android:anyDensity=false causes resources to be pulled from mdpi.
The documentation for that attribute is buried in the middle of the
Support for Multiple Screens page, and mostly talks about pixel
density math. The confusion is compounded by
This is from the Android Dev Guide http://developer.android.com/guide/
practices/screens_support.html
Pre-scaling of resources (such as image assets)
For example, if the current screen's density is high, the platform
loads resources that are tagged with the qualifier hdpi and uses them
without
Again, if you want to support multiple densities DON'T SAY YOU DON'T SUPPORT
THEM. Seriously! :) The first thing to do is get rid of
android:anyDensity=false so the system doesn't try to make your app think
it is running in mdpi.
If you still have problems after that, then we can talk about
I looked forever for that, and there it is.
Thanks,
James
On Nov 15, 9:21 pm, adamphillips12 adamphillip...@gmail.com wrote:
That would work fine but resource types have precedence, you need to
name them correctly.
drawable-land-hdpi etc, see the documentation for the full order:
That would work fine but resource types have precedence, you need to
name them correctly.
drawable-land-hdpi etc, see the documentation for the full order:
http://developer.android.com/guide/topics/resources/resources-i18n.html#AlternateResources
On Nov 16, 2:18 pm, Digital Agua
hi,
only repeat vertically,u can use BitmapDrawable.setTileModeX(int TileMode);
2009/8/19 Klaus Kartou kar...@gmail.com
Hi!
Is there a way to specify that a drawable should only be repeated
vertically and then stretched horizontally?
At the momemt I use the following which repeates the
How can we use map to map give one example. plz
On Aug 28, 10:21 am, quill quill...@163.com wrote:
Use a map to map your key and drawable id.
On Aug 28, 12:48 pm, Sasi Kumar sasikumar.it1...@gmail.com wrote:
my code is:-
Drawabel partlycloud=res.getDrawable(R.drawable.a65_color_31);
Use a map to map your key and drawable id.
On Aug 28, 12:48 pm, Sasi Kumar sasikumar.it1...@gmail.com wrote:
my code is:-
Drawabel partlycloud=res.getDrawable(R.drawable.a65_color_31);
I have more images like
a65_color_31
a66_color_31
a67_color_31
a68_color_31
a69_color_31
HI
Put the resources in to the integer array from call like this
image=BitmapFactory.decodeStream(context.getResources()
.openRawResource(images[i]));
On Fri, Aug 28, 2009 at 10:18 AM, Sasi Kumar sasikumar.it1...@gmail.comwrote:
my code is:-
Drawabel
You need to set the bounds of the drawable first.
On Tue, May 26, 2009 at 9:35 AM, Jay pathomp...@gmail.com wrote:
I want to load an icon from resource and draw over it. But I cannot
get it into a canvas. Can anyone please help me with the code below.
If I uncomment c.drawColor(), I get blue
Looking for comments on this
On Mar 24, 11:20 pm, android_dev esks...@gmail.com wrote:
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Romain,
What is the bug number for this? Was it fixed in the 1.0 r2 SDK?
- Cheryl
On Nov 12, 7:25 am, blindfold seeingwithso...@gmail.com wrote:
Interesting. In case this Android bug/feature not only applies to
input streams, this might also explain why I no longer had memory
related
It wasn't fixed in 1.0r2. We cannot put fixes in the SDK if they are
not available on the phones. Also, the bug is internal, it's not on
the external tracker.
On Mon, Dec 15, 2008 at 11:30 PM, Cheryl Sedota cherylsed...@gmail.com wrote:
Romain,
What is the bug number for this? Was it fixed
Romain,
Can you please give details on the exact problem with the current 1.0
SDK? Should we avoid Drawables completely in favor of setting resource
id's or bitmap objects? Or is the problem specific to a use case like
loading remote images (via URL)? Based on the comment above that
It has nothing to do with Drawables, it's just a buffering issue with
loading large bitmaps over slow connections. Local images are NOT
problematic at all, and BitmapFactory.decodeResource() is certainly
not better than getResources().getDrawable() since the latter pretty
much uses the former :)
Interesting. In case this Android bug/feature not only applies to
input streams, this might also explain why I no longer had memory
related crashes on the G1 after recently switching to using
BitmapFactory.decodeResource(getResources() instead of getResources
().getDrawable() to retrieve
This is a known bug. Here is a workaround:
in = new BufferedInputStream(new
URL(getUrl(size)).openStream(),
IO_BUFFER_SIZE);
final ByteArrayOutputStream dataStream = new
ByteArrayOutputStream();
out = new
It did help! Thanks a lot!
Of course, I now create a bunch of unnecessary objects, but hope it'll
be fixed soon...
On Nov 11, 10:30 pm, Romain Guy [EMAIL PROTECTED] wrote:
This is a known bug. Here is a workaround:
in = new BufferedInputStream(new
It's probably because MapView doesn't set the state of the bubbles.
In fact it works well with state_focused, but we have to handle the
focus ourself, I had to override the onTap functions to set the focus
myself.
I am not sure to understand the concept of focused overlay item...
On 12 sep,
For those who are interested:
@Override
protected boolean onTap(int index)
{
/* Set focus on tapped item so that he's drawn over others */
setFocus(getItem(index));
/* Consume tap event */
return true;
}
@Override
public boolean onTap(GeoPoint p, MapView mapView)
In fact I was hacking focus to handle a selection mechanism.
It will be useful in a next version of the SDK to have both states
handled.
I also found in the documentation: It also dispatches Tap and Focus-
change events to optional listeners.
But we can only listen to focus-change, I had to
The selector drawable tries each item in order, until it finds the
first that matches the current state. So you want the one with the
least specific state (in this case the one that requires no states) to
be after ones with more specific state requirements.
On Sep 12, 4:00 am, Guillaume Perrot
Luckily, it's what I've done, but I will try to remember that for
future drawables :p
On 22 sep, 10:51, hackbod [EMAIL PROTECTED] wrote:
The selector drawable tries each item in order, until it finds the
first that matches the current state. So you want the one with the
least specific state
Oh, it explains what it fails the first time.
I didn't realize the second time I tested it, I used the right
order.
Thanks for that tip !
On 22 sep, 10:51, hackbod [EMAIL PROTECTED] wrote:
The selectordrawabletries each item in order, until it finds the
first that matches the current state.
I didn't realize I was using the wrong order in my first test, and
the right order in my recent test...
Thanks for the tip hackbod, I'll try to remember that for future
drawables...
On 22 sep, 10:51, hackbod [EMAIL PROTECTED] wrote:
The selectordrawabletries each item in order, until it finds
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