Hi all !
I've got a weird problem in my interface and I'd like to ask for
comments, if anyone already seen such a case :
I've created a dialog style Activity :
an Activity with translucent background and a listView centered in it.
(so we can see the previous activity around my listview )
the
Android video view is displaying a big black screen when opening a
video for first time before playing for some miliseconds.
then Video is playing fine.But how to remove that black screen while
playing the video ?
I'm using a VideoView integrated in my layout.
when the videoview start playing, it
any more comment on this ?
On 22 juil, 11:00, Guian guiandou...@gmail.com wrote:
but I'm not adding twice the same fragment in one fragment
transaction.
here is what happens :
1) launch app
= call to onTabSelected = add my fragment with this piece of
code:
if(!fragmentsToAdd.isAdded
.
On Thu, Jul 21, 2011 at 9:33 AM, Gab gabriel.del...@gmail.com wrote:
I have a same problem, my fragment lost the reference of activity
after pause/resume...
I don't understand the fragment's lifecycle.
On 19 juil, 15:10, Guian guiandou...@gmail.com wrote:
well well ...
here
I can't understand how this piece of code :
if(!fragmentsToAdd.isAdded())
ft.add( R.id.parent, fragmentsToAdd, myFragment);
can lead to this exeption :
FATAL EXCEPTION: main
java.lang.IllegalStateException: Fragment already added:
TestFragment{40856358 #0 id=0x7f060024 myFragment}
at
I've seen that isAdded() can return false even if the field 'mAdded'
in the Fragment is true ?
(seen in the 'Variables' view in eclipse )
does anybody know why ?
On 19 juil, 11:46, Guian guiandou...@gmail.com wrote:
I can't understand how this piece of code :
if(!fragmentsToAdd.isAdded
scratch since I've lost
its activity owner ?
what cause this reference on mActivity being lost ?
if its the onPause = onResume, what's the point of having a onPause
onResume methods to implement in Fragment, if we have to recreate it
anyway ?
On 19 juil, 12:23, Guian guiandou...@gmail.com wrote
recreate a previously build fragment which I think isn't very
optimised ...
any comment/advise on this is welcome.
On 19 juil, 14:31, Guian guiandou...@gmail.com wrote:
here is the source code forisAdded:
/**
* Return true if the fragment is currently added to its activity
hi every one !
can we use
gl.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
to get antialiased lines in android's openGL ES ?
I tried it but it doesn't seem to work.
the doc (http://www.khronos.org/opengles/sdk/1.1/docs/man/ )
says :
The interpretation of hints depends on the
ERRATUM :
sorry guys, it seems like
gl.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
actually do something ... like its a very little bit better...
more informations about it are still welcome.
On 19 jan, 15:40, Guian guiandou...@gmail.com wrote:
hi every one !
can we use
gl.glHint
spam_from_goo...@chezphil.org wrote:
On Jan 19, 2:40 pm, Guian guiandou...@gmail.com wrote:
in our openGL implementation
There are multiple Android OpenGL implementations, one for each
graphics chip vendor, so you may see different results in each case.
does someone know a way to get
thx Dianne for the answer.
I'm meeting the same problem and I still wonder how can we prevent the
current IME's process from going away...
( Did I say something that upset it ? )
Any clue on this ?
On 25 oct, 10:13, Dianne Hackborn hack...@android.com wrote:
As per:
W/InputMethodManager(
It seems like I've got a low memory issue in my App...
Can it be the reason why my IME process run away ?
On 25 oct, 10:37, Guian guiandou...@gmail.com wrote:
thx Dianne for the answer.
I'm meeting the same problem and I still wonder how can we prevent the
current IME's process from going
Someone's already talk about it about two years ago but the topic
seems closed.
I wonder is the situation evolved or not ?
the topic was :
Android ecommerce and processing credit cards through Android (Google
Checkout, PayPal, PCI Compliance)
link:
hi guys! seems like I'm gona ask a noob question :D
I've some horizontal linearLayout in a vertical one:
[syntax=xml]
LinearLayout
android:layout_width = fill_parent
android:layout_height = fill_parent
these rules, your app should play nicely with Android.
On Sep 22, 11:05 am, Guian guiandou...@gmail.com wrote:
thx for your answer. I'm not familiar with it, should I use a
SurfaceHolder.Callback to be notified when the surface is created and
destroy ?
On 21 sep, 23:15, Robert Green
well, I did put those lines in the onPause/onResume methods but still
have the black screen with this error in the logcat:
ERROR/SurfaceComposerClient(15353): using an invalid surface id=0,
identity=1431 should be 1435
Doesn't seem exactly the same error...
can anybody help please ?
On 30
I've created a custom view via .xml file,
and I wanted to add it as a a contentView to an alert Dialog usinf a
dialogBuilder:
AlertDialog.Builder builder = new AlertDialog.Builder(this);
builder.setNeutralButton( _Res.getString(R.string.close), new
DialogInterface.OnClickListener(){
Why is this possible ?
code :
private OnClickListener _Listener = new OnClickListener()
{
public void onClick(View v)
{
if(v== myView){
if(myView.getVisibility()==View.GONE)
:25, Guian guiandou...@gmail.com wrote:
nobody can help?
On 24 avr, 17:24, Guian guiandou...@gmail.com wrote:
I'm porting my app on the t-mobile G1. this app uses OpenGL (using the
glSurfaceView from API demo )
my app works fine on the emulator with these minor errors :
04-24 16:57
nobody can help?
On 24 avr, 17:24, Guian guiandou...@gmail.com wrote:
I'm porting my app on the t-mobile G1. this app uses OpenGL (using the
glSurfaceView from API demo )
my app works fine on the emulator with these minor errors :
04-24 16:57:04.957: ERROR/GLLogger(213): couldn't load
I'm porting my app on the t-mobile G1. this app uses OpenGL (using the
glSurfaceView from API demo )
my app works fine on the emulator with these minor errors :
04-24 16:57:04.957: ERROR/GLLogger(213): couldn't load libhgl.so
library (Cannot find library)
04-24 16:57:05.147:
I'm porting my app on the t-mobile G1. this app uses OpenGL (using the
glSurfaceView from API demo )
my app works fine on the emulator with these minor errors :
04-24 16:57:04.957: ERROR/GLLogger(213): couldn't load libhgl.so
library (Cannot find library)
04-24 16:57:05.147:
I think I have exactly the same probleme...
The Androidmanifest file shows :
provider android:name=.MyProvider
android:authorities=com.myPackage.provider.MyClass
/
(MyProvider exetends ContentProvider)
but the onCreate() methode of MyProvider is never called so my
with usable stuff (lots of black area) but that doesn't matter because
you only really care about the areas within the UV maps anyway.
On Dec 4, 8:39 pm, Dianne Hackborn [EMAIL PROTECTED] wrote:
I believe the G1 hardware does not support non-power-of-2 textures.
On Thu, Dec 4, 2008 at 8:48 AM, Guian
here is my solution :
(very simple with the Bitmap from android SDK ;) )
its NOT possible to load non power of two size bitmap as texture
but it's very easy to resize our bitmap ;)
=
[syntax=java]
//correct the bitmap if its not a power of two width
Hi guys !
I'm looking for a way to build a picture from an array of bytes
here is the way I use to store my picture (read from a ZIP file) into
a byte[] :
Java source code:
--
final
ps : my picture file is a .jpg file, encode with the flex jpg encoder.
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the probleme was: I tried to use this picture as an OpenGL texture
but, its width was 1023 with is not a power of 2...
it works with the same picture, reSize to 1024.
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in the OpenGL android API =
Whether or not bitmap can have non power of two dimensions depends on
the current OpenGL context.
I load my OpenGL context using :
mEglContext = mEgl.eglCreateContext(mEglDisplay,
mEglConfig,EGL10.EGL_NO_CONTEXT, null);
do you know what do I have to use i order
I should create a new topic for this new question.
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in the OpenGL android API (android.opengl.GLUtils.texImage2D() )
( http://code.google.com/android/reference/android/opengl/GLUtils.html
)
we can read=
Whether or not bitmap can have non power of two dimensions depends
on
the current OpenGL context.
I load my OpenGL context using :
mEglContext
I'm looking for this solution too...
If you already found it can you explain me please ?
On Nov 3, 6:05 pm, petunio [EMAIL PROTECTED] wrote:
Hi there
I used to use the following sentence:
OpenGLContext mGLContext = new OpenGLContext(0);
in the old (3) sdk.
Now, with the new one, it seems
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