Since lock screen patterns leave clearly visible finger smudges on the
screen any pattern is not sufficiently secure, no matter what policy you
want to apply (except for that cute little piece of news from last year
where that drug dealer had such a complex pattern on his phone that the
police
I'm still unable to do it. I'm fairly new to Android Dev. Could you please
write me a snippet on how to do this in AsyncTasks. Thankyou for your help.
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Hi !
I seem to have the same problem but the solution I've found everywhere on
the web and in this thread does not work for me :(
I posted my onUpdate method below, in which I perform a full initialisation
of a new RemoteViews object. Then I pass it to the AppWidgetManager. This
kind of
On Fri, Jan 06, 2012 at 01:26:09PM -0600, Jim Graham wrote:
Looking through the developers guide, I'm seeing what might be a
discrepancy regarding screen densities (or it might not be).
Ahh, ok, stupid question, right? Ok, never mind, then.
Later,
--jim
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define smaller. Do you see a black border ?
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Thanks a lot. It's very useful, but I have another problem. When I
change the screen orientation only changes the first tab layout and
the second one takes it the same that I had before the change.
For Example, I have the app in portrait and i change to landscape.
When I see the tabs, the first
On Fri, Nov 11, 2011 at 8:48 AM, ikki_fenix piltzin1...@gmail.com wrote:
For Example, I have the app in portrait and i change to landscape.
When I see the tabs, the first tab design has changed it for landscape
layout and the second one remains the portrait version of layout.
Do you know why
Hi!,
I'm ashamed but i did a silly mistake, because i've forgotten to
change some values in the second tab.
Sorry for waste your time and thanks.
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sorry if this is redundant--I've been trying to post a reply to this
thread---Can anyone please supply a full coding example for resolving this
issue. I want users to be able to rotate the device and not loose the the
data that is displayed in the textView.
Example:
Gold score card app that
Bring this to the TOP again... See if someone has the potential answers...
Thank you ahead of time
Sebo
On Thu, Aug 4, 2011 at 4:01 PM, Sebastian Tomaszewski
stomasze101...@gmail.com wrote:
Hello All,
I have a little dilema with the Timing on one of my Screen Capture
applications:
1.
On Mon, Aug 8, 2011 at 1:59 PM, Sebastian Tomaszewski
stomasze101...@gmail.com wrote:
Bring this to the TOP again... See if someone has the potential answers...
Thank you ahead of time
Sebo
Sebo in your experience with this, if you know, does the first method you
tried with
You would probably have better luck finding answers to this topic in the
Android internals group.
https://groups.google.com/forum/?hl=en#!forum/android-internals
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Profile your code.
On Mon, Aug 8, 2011 at 10:59 AM, Sebastian Tomaszewski
stomasze101...@gmail.com wrote:
Bring this to the TOP again... See if someone has the potential answers...
Thank you ahead of time
Sebo
On Thu, Aug 4, 2011 at 4:01 PM, Sebastian Tomaszewski
That is the easiest way to get a still-picture capture from the
Android device if you are working in the Eclipse environment. Just
open up the DDMS perspective and up near the top left window of that
perspective next to 'Devices' is a screen capture option. This can be
used to save the picture
I am sorry but I don't get this one. Dpi is screen density as far as I
understood... DPI- dots per inch... so the number of pixels on a inch
area on the screen. So isn't it screen density?
On 30 Cze, 12:16, Marcin Orlowski webnet.andr...@gmail.com wrote:
On 30 June 2011 11:58, Serdel
I think Kostya is right - the dp and dip is the same thing... so this
doesn't solve my problem, because I need to change (scale) the dp I
use in my app...
On 30 Cze, 12:31, Kostya Vasilyev kmans...@gmail.com wrote:
dip and dp are exactly the same thing.
Really, the documentation is quite clear about this, but let's check the
source for TypedValue.java to be sure:
public static float applyDimension(int unit, float value,
DisplayMetrics metrics)
{
switch (unit) {
case
Kostya - thank you for the suggestion but this seems too complex for
such a simple (or not?!) task.. I have many other elements in my
application activities so writing such classes for every activity and
placing each element manually really seems too complex.. there must be
a simper way to
I meant Dialog box gets stuck and I can't remove the dialog box.
On Thu, Jun 9, 2011 at 7:46 PM, Android K interconnectt...@gmail.comwrote:
Hello,
I am trying to control the orientation from which I start. It works fine if
I hold the phone in portrait mode and start my app. Otherwise dialog
The way I do this on Android is display a dialog on the main thread (which
essentially locks out the UI to the user while not blocking the actual
thread) and then do all the heavy work in another thread.
As Nick mentioned, AsyncTask is a great way to do this...
Thanks,
Justin Anderson
If fact, I do want the UI to be locked while
the proccess is working
Are you sure you want the main thread blocked? This could cause the
Application Not Responding error to pop up during your lengthy process.
And users tend to get very confused when their phones become unresponsive.
On
*Bump*
Surely there is some more recent info on screen sizing than Aug 2010.
According to this, it looks like there are no large or extra-large
screens.
So I guess I'm just imagining all those tablets.
This document is referenced in Supporting Screen Sizes in the
developer doco.
Which is istelf
So I guess I'm just imagining all those tablets.
In many ways, you are. Just ask Motorola... :o
But seriously, I don't know of any concrete numbers. The best we could do
for you is a Google search or to share statistics from our own apps with
you. Not sure the latter is what you're after as
I was kind of hoping that Dianne or someone else on the inside might
be able to kick the lever that would get those stats updated.
Because you're right, its needs to be a holistic data set.
On Mar 26, 5:53 am, Chris Stewart cstewart...@gmail.com wrote:
So I guess I'm just imagining all those
Sorry, I don't have anything to do with updating the stats. I don't know
what schedule they are updated on, though I think they have been updated
fairly regularly.
xlarge devices have existed on the market for only a month now; I don't
think the stats have ever been updated any more frequently
Thanks for the input Diane. The last time the stats were updated, according
to that page was August last year.
Any chance you can poke someone to get something newer up?
On 26 Mar 2011 08:23, Dianne Hackborn hack...@android.com wrote:
Sorry, I don't have anything to do with updating the stats. I
Each and every update you push to the wigdget with RemoteViews has to have
complete widget state, including all images, text, and pending intents.
There is no onUpdate on configuration changes. The home screen recreates
your widget, then takes the most recent RemoteViews and applies it to the
There is no onUpdate on configuration changes. The home screen recreates
your widget, then takes the most recent RemoteViews and applies it to the
widget.
I figured that it was recreating the Widget on rotation. The problem
is, I don't seem to be getting any messages to that effect, and have
[see below]
2011/1/14 John Gaby jg...@gabysoft.com
There is no onUpdate on configuration changes. The home screen recreates
your widget, then takes the most recent RemoteViews and applies it to the
widget.
I figured that it was recreating the Widget on rotation. The problem
is, I
Got it, thanks!
On Jan 14, 8:27 am, Kostya Vasilyev kmans...@gmail.com wrote:
[see below]
2011/1/14 John Gaby jg...@gabysoft.com
There is no onUpdate on configuration changes. The home screen recreates
your widget, then takes the most recent RemoteViews and applies it to the
widget.
It is because, the widget becomes unresponsive when the display mode
is changed from portrait to landscape. I had the same issue and I what
I had done is for every RemoteView update I had send all the
pendingintent to make it work
On Jan 14, 4:26 pm, John Gaby jg...@gabysoft.com wrote:
I have an
if what you posted in the original msg is a cut/paste, then the
problem is likely a typo - the right before your
android:configChanges line should be moved to AFTER
activity android:name=.ReunionPlanner
android:label=@string/app_name
I am not sure, if you just want to stop your app to change orientation
on rotating. But if thats the case, along with the line you mentioned
android:configChanges=orientation|keyboardHidden which tells the
system that app will be handling the orientation change, you need to
add the following line
http://stackoverflow.com/questions/2730855/prevent-screen-rotation-android
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Yes, I agree and even said in my original post that I was working to
understand how to make that work correctly. Still would be interested
to know why the manifest entry doesn't seem to be working as
documented.
On Dec 31, 12:55 pm, TreKing treking...@gmail.com wrote:
On Fri, Dec 31, 2010 at
As an aside, to find what broadcast intents are available, you can check in
a few places:
- In your platform folder for the version of Android you are targeting,
look for the broadcast_actions.txt file. This contains the string action
for any intent that the system can broadcast.
-
Is there any other event than
ACTION_SCREEN_ONhttp://developer.android.com/reference/android/content/Intent.html#ACTION_SCREEN_ON
that
gets broadcasted for screen brightness changes? Or a listener object or
something alike?
On Tue, Dec 14, 2010 at 7:37 AM, Jake Basile jakerbas...@gmail.com wrote:
I don't know what broadcast_actions.txt is, but there is no one place that
lists all possible broadcasts.
On Tue, Dec 14, 2010 at 7:37 AM, Jake Basile jakerbas...@gmail.com wrote:
As an aside, to find what broadcast intents are available, you can check in
a few places:
- In your platform
On Tue, Dec 14, 2010 at 1:17 PM, fourhend...@gmail.com
fourhend...@gmail.com wrote:
Is there any other event than
ACTION_SCREEN_ONhttp://developer.android.com/reference/android/content/Intent.html#ACTION_SCREEN_ON
that
gets broadcasted for screen brightness changes? Or a listener object or
On my system, it's at sdk
install\platforms\android-9\data\broadcast_actions.txt. I don't know if it
has them all, but it's been useful to me.
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Guys not disturbing your conversation :) but does anybody have the answer to
my question?
On Dec 14, 2010 4:30 PM, Jake Basile jakerbas...@gmail.com wrote:
On my system, it's at sdk
install\platforms\android-9\data\broadcast_actions.txt. I don't know if
it
has them all, but it's been useful to
On Tue, Dec 14, 2010 at 5:10 PM, fourhend...@gmail.com
fourhend...@gmail.com wrote:
Guys not disturbing your conversation :) but does anybody have the answer
to my question?
There is nothing broadcast when the screen brightness changes?
What are you trying to do?
--
Dianne Hackborn
Android
I am trying to catch the event when the screen brightness changes.
On Dec 14, 2010 6:35 PM, Dianne Hackborn hack...@android.com wrote:
On Tue, Dec 14, 2010 at 5:10 PM, fourhend...@gmail.com
fourhend...@gmail.com wrote:
Guys not disturbing your conversation :) but does anybody have the answer
On Tue, Dec 14, 2010 at 6:43 PM, fourhend...@gmail.com
fourhend...@gmail.com wrote:
I am trying to catch the event when the screen brightness changes.
Yeah, I gathered that. At a higher level, what are you trying to accomplish
from the user's perspective?
--
Dianne Hackborn
Android
: Tuesday, December 14, 2010 6:46 PM
Subject: Re: [android-developers] Re: screen brightness change
On Tue, Dec 14, 2010 at 6:43 PM, fourhend...@gmail.com
fourhend...@gmail.com wrote:
I am trying to catch the event when the screen brightness changes.
Yeah, I gathered that. At a higher
I think this kind of broadcast are not availbele.
Gulfam
On Dec 14, 11:04 am, Hendrik Greving fourhend...@gmail.com wrote:
Hi is there some broadcast or listener for screen brightness changes?
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I tried that - and nothing. I have a pretty heavy app here - with a
LOT of native code, and the screen in question is mostly a bitmap
rendered on the native side
So - I made dopey test app (in 5 minutes) and you are right - the
code works fine in the normal case (in whatever function you
Mystery solved.
In both cases where I was trying to change the local brightness, I was
inside a tab container - and I guess you have to call getWindow() on
the container - not on the Activity inside a particular tab.
Thanks again.
On Nov 1, 10:48 am, burton miller burton.mil...@gmail.com wrote:
Ah! Yes that would be it. Darn tab activities. Time to replace those with
something better...
On Mon, Nov 1, 2010 at 1:05 PM, burton miller burton.mil...@gmail.comwrote:
Mystery solved.
In both cases where I was trying to change the local brightness, I was
inside a tab container - and I
In PointerLocation, you are setting the window attributes in the
onCreate() call.
I am trying do this in the onResume() call. Does that make a
difference?
In another case I am doing it in reponse to a seekBar setting in the
midst of an Activity. It does not work there either.
On Oct 29, 6:15
In theory shouldn't, but did you try moving it to your onCreate() and seeing
if it worked? It is possible there is a bug in the window manager causing
it to not see a change after a window is first added.
On Sat, Oct 30, 2010 at 11:41 AM, burton miller burton.mil...@gmail.comwrote:
In
Come on Diane, Mark, Reto - help a fellow out with your words of
wisdom;)
On Oct 27, 4:55 pm, burton miller burton.mil...@gmail.com wrote:
Anybody have any idea why this is not working under 2.2? (nexus one)
WindowManager.LayoutParams lp = getWindow().getAttributes();
lp.screenBrightness =
Come on Diane, Mark, Reto - help a fellow out with your words of
wisdom;)
On Oct 27, 4:55 pm, burton miller burton.mil...@gmail.com wrote:
Anybody have any idea why this is not working under 2.2? (nexus one)
WindowManager.LayoutParams lp = getWindow().getAttributes();
lp.screenBrightness =
Works fine for me in PointerLocation. *shrug* Sorry, I don't know off-hand
what is going on for you.
On Fri, Oct 29, 2010 at 4:08 PM, burton miller burton.mil...@gmail.comwrote:
Come on Diane, Mark, Reto - help a fellow out with your words of
wisdom;)
On Oct 27, 4:55 pm, burton miller
Thanks guys, this is what I needed.
I will target it for 2.0 then, maybe, if the game seems successful,
make a fixed pipeline version.
On Oct 19, 2:37 pm, Mark Murphy mmur...@commonsware.com wrote:
Your activity may be taking too long to draw. Use Traceview to
determine where your performance
How can get the screen shot? Kindly
Switch to DDMS perspective in Eclipse, then in the top left corner
select the device you are running, then click on the darkblue icon
above the list. It will take a screenshot of whatever is displayed on
your device screen.
Yahel
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Thanks for your kind reply, i know about this feature already.
While running the app i need to take a screen shot of the canvas, and
save it as an image (.jpeg/.png) through code.
Thanks in Advance,
Muthu Kumar K.
On Oct 5, 4:55 pm, Yahel kaye...@gmail.com wrote:
How can get the screen shot?
But showDialog takes a resource ID and I'm creating my progress dialog
on the fly. Perhaps it's a better idea to create it statically?
On Sep 20, 12:07 pm, TreKing treking...@gmail.com wrote:
On Mon, Sep 20, 2010 at 2:01 PM, Bret
Foremanbegin_of_the_skype_highlighting
On Mon, Sep 20, 2010 at 2:18 PM, Bret Foreman bret.fore...@gmail.comwrote:
But showDialog takes a resource ID
It's not a resource ID. That id is to ID the dialog itself. It can be
whatever you need it to be to ID that particular dialog.
But a ProgressDialog object does not have a setId method. So how would
I identify the dialog?
On Sep 20, 12:27 pm, TreKing treking...@gmail.com wrote:
On Mon, Sep 20, 2010 at 2:18 PM, Bret
Foremanbegin_of_the_skype_highlighting end_of_the_skype_highlightingbret.fore...@gmail.comwrote:
On Mon, Sep 20, 2010 at 2:37 PM, Bret Foreman bret.fore...@gmail.comwrote:
But a ProgressDialog object does not have a setId method. So how would I
identify the dialog?
I think you should review this:
http://developer.android.com/guide/topics/ui/dialogs.html
Yeah, I read this first but was pretty confused. Now I've read it
again after the discussion here and it makes more sense. I've got it
working now.
On Sep 20, 1:05 pm, TreKing treking...@gmail.com wrote:
On Mon, Sep 20, 2010 at 2:37 PM, Bret
Foremanbegin_of_the_skype_highlighting
This maybe a problem with painting itself.
On Sep 17, 7:34 am, EmilDiego emildi...@gmail.com wrote:
I am working on a Live Wallpaper app. Basically id downloads a bunch
of different background images and then randomly picks one to
display. They change every few minutes to another background.
you might want to read this:
http://developer.android.com/guide/practices/screens_support.html
On Aug 9, 1:53 am, A N K ! T ankit.awasth...@gmail.com wrote:
i am developing some UI screens.. but i am not getting ..should i make
screens for all resolutions or some keywords like things are there
ANK!T,
If you haven't read it already, you might find the following
information on the developer guide useful:
http://developer.android.com/guide/practices/screens_support.html
regards,
Peter
On Aug 9, 7:53 am, A N K ! T ankit.awasth...@gmail.com wrote:
i am developing some UI screens.. but
On Sat, Jul 17, 2010 at 9:40 AM, nation-x shawn.payme...@gmail.com wrote:
there is an example of one way to save an array object to a file and to
read it back in.
Note that the OP's problem was trying to retain data on screen rotation, not
persist across application restarts.
In general,
If you look at this tutorial I created at
http://androidworkz.com/2010/07/06/source-code-imageview-flipper-sd-card-scanner/
there is an example of one way to save an array object to a file and
to read it back in. I tried using SharedPreferences, etc as described
in the docs and gave up because I
This issue is not caused by your app but instead is a Milestone
problem and has been reported by many people.
On Jul 7, 3:58 pm, Brian bkmetz...@gmail.com wrote:
I have an application I am currently working on for a client which is
suffering from a particularly hard to debug problem. Every so
Second that.
What's weird, is that defective light sensors get confused in _bright_
light.
http://kmansoft.wordpress.com/2010/05/16/motorola-milestone-light-sensor-problems/
-- Kostya
09.07.2010 18:32, Alain пишет:
This issue is not caused by your app but instead is a Milestone
problem and
This is by design. Time stops for sleeping threads when the handset
is not awake.
However, the AlarmManager never sleeps -- well, in most
implementations:
Hi,
The following code would provide that for you
WindowManager wm =
(WindowManager)getSystemService(Context.WINDOW_SERVICE);
Display dsp = wm.getDefaultDisplay();
On Apr 13, 12:05 am, Bob bshumsk...@yahoo.com wrote:
Hi,
I need to know how many pixels wide and tall the screen is. I
Hi (again)
I accidentally clicked send while writing my reply so here comes the
proper one :-)
The following code will provide you with the size of the screen (in
pixels)
WindowManager wm =
(WindowManager)getSystemService(Context.WINDOW_SERVICE);
Display dsp =
Hi,
I just wanted to mention that I found a method that solves the
flickering problem in continuous drawing applications:
* right after the frame has been completely drawn, but before doing the
buffer swap, copy the screen image into a texture using
glCopyTexImage2D. This texture should be
The problem is that there's actually to targets you render to, the
back and the frontbuffer of the OpenGL surface. In each call to
Renderer.onDrawFrame() you actually render to the back buffer while
the front buffer is presented on screen. Once you leave the
onDrawFrame method the back buffer
What happens in your case is the following (as far as i can tell). In
the first onDrawFrame() call you render some elements to the initially
black back buffer. The front buffer is also black. Now you leave
onDrawFrame() and the back buffer gets presented while the front
buffer becomes your new
oh, i tried that once with OpenGL ES. I didn't use the backbuffer but
drew directly to a texture using an intermediate Bitmap as the drawing
surface and reuploading only those parts of the texture that changed.
You can find a video and an apk of that at
ok, I see... thanks for the link.
So I guess that finding a way to disable the double buffering, at least
temporarily, should be the best way to go then...
Mario Zechner wrote:
oh, i tried that once with OpenGL ES. I didn't use the backbuffer but
drew directly to a texture using an
thank you so much for ur precious advice. that is what we were looking for
--- On Thu, 3/18/10, Andres Colubri andres.colu...@gmail.com wrote:
From: Andres Colubri andres.colu...@gmail.com
Subject: Re: [android-developers] Re: screen flickering in GLSurfaceView
To: android-developers
Forgot to mention.End key should be pressed very fast i.e there should
be very less time b/w end key presses.
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To
End call key locks the screen on my HTC Hero, to unlock it I press the
menu key
On Mar 5, 9:50 am, Sachin sachinpandh...@gmail.com wrote:
Hello,
We have ported Android Eclair on our target.
After booting the Android and unlocking the screen first time, if we
press the 'call end' button then
My friend, it's true on 1.6 foward this does not work any more, you
will have to set a alarm for it.
The minimum update for 1.6 foward is 30 seconds(3 miliseconds).
On 20 dez, 15:55, gmad madajc...@gmail.com wrote:
I am creating my widget, witch should check the free space on SDCard.
I set
You can use an emulator and set it to Droid WVGA resolution.
If you are just testing screen sizes this should be fine.
If you need to test other functionality of the device, e.g. camera,
gps, integration between apps, etc. you will be better off with the
device itself.
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Have you taken a look at the Supporting Multiple Screens page on the
developer site?
http://developer.android.com/guide/practices/screens_support.html
This should provide most of the information you need in terms of
designing for multiple sizes.
On Nov 26, 1:30 pm, Sasikumar.S
set a background bitmap before you rendering opengl , and as soon as
to to render the second frame ,you can move background away!
the key point is to set the background bitmap to the same appearance
of first activity( i think in your situation is your first
homescreen ).
this is my solution i
I have to say that Android's screen compatibility worked out really
well for me. My app specifies all positions using DIPs, and it worked
on the DROID without any change (or even recompilation -- the app was
built using SDK 1.1).
Essentially all screen coordinates were scaled by 1.5, and bitmaps
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
On Sun, Nov 22, 2009 at 1:50 AM, rukiman ruksh...@optushome.com.au wrote:
Except seems like in compatible mode gravity of center_vertically is
not working correctly? The container of the textview I am trying to
center vertically is in a LinearLayout with height = 480px however it
is still
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
I thought I'd create my own specialized LinearLayout so that I can
calculate the aspect ratio and center vertically. My game is only
designed to be played in portrait mode. However this code doesn't seem
to work. Spot what I am doing wrong?
import android.content.Context;
import
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
Good to know.
Thanks!
Evan
On Fri, Nov 13, 2009 at 2:15 PM, MrChaz mrchazmob...@googlemail.com wrote:
It seems like the links in the reference are broken
1.6 lets you specify which screen sizes you support and what to do in
each case, so you'll be ok compiling against that. I'd still
It seems like the links in the reference are broken
1.6 lets you specify which screen sizes you support and what to do in
each case, so you'll be ok compiling against that. I'd still download
the 2.0 and create an emulator image running that at the droid screen-
resolution. By default android
Dear all.
i found a key point, when i execute the clear color and depth buffer
only in StaticTriangleRenderer. (glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT))
it will make the screen flicker.
would you please provide your experience about this issue?
thanks a lot.
Luke
On 11月3日, 上午2時16分,
So, I solved it. I have problem with manifest.xml. When I don't use
android:targetSdkVersion=4 it resize for example QVGA from 240x320
to 320x427 and WVGA from 480x800 to 320x533. When I use
android:targetSdkVersion=4 everithing works good and
Display display = ((WindowManager) getSystemService
Be sure you read this so you understand what you are doing:
http://developer.android.com/guide/practices/screens_support.html
http://developer.android.com/guide/practices/screens_support.htmlAlso, go
ahead and ignore my point that you shouldn't do things based on the raw
physical dimensions of
I don't understand where is problem in QVGA distinction. I have banner
which I load from server. Therefor I need recognize programatically
absolute size of the physical screen that I have right width of
banner. Is there any way how can I recognize right physical screen
width?
On 15 říj, 23:39,
Because you are running in density compatibility mode.
And for the most part, it is far better to get the screen size by creating
your view hierarchy and seeing what size the view(s) get set to. The size
you get from Display is the absolute size of the physical screen, which
doesn't account for
Great, thanks!
On Oct 10, 12:22 am, Mark Murphy mmur...@commonsware.com wrote:
Neilz wrote:
This must be simple, right?
On Oct 8, 11:34 pm, Neilz neilhorn...@googlemail.com wrote:
Richard that's great, thanks. I'm almost there. One further
question...
How can I check what the
This must be simple, right?
On Oct 8, 11:34 pm, Neilz neilhorn...@googlemail.com wrote:
Richard that's great, thanks. I'm almost there. One further
question...
How can I check what the orientation of the screen is when the
Activity loads?
On Oct 8, 6:27 pm, RichardC
Neilz wrote:
This must be simple, right?
On Oct 8, 11:34 pm, Neilz neilhorn...@googlemail.com wrote:
Richard that's great, thanks. I'm almost there. One further
question...
How can I check what the orientation of the screen is when the
Activity loads?
Try
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