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  • Android Notification with AlarmManager, Broadcast and Service

    - by user2435829
    this is my code for menage a single notification: myActivity.java public class myActivity extends Activity { protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.mylayout); cal = Calendar.getInstance(); // it is set to 10.30 cal.set(Calendar.HOUR, 10); cal.set(Calendar.MINUTE, 30); cal.set(Calendar.SECOND, 0); long start = cal.getTimeInMillis(); if(cal.before(Calendar.getInstance())) { start += AlarmManager.INTERVAL_FIFTEEN_MINUTES; } Intent mainIntent = new Intent(this, myReceiver.class); pIntent = PendingIntent.getBroadcast(this, 0, mainIntent, PendingIntent.FLAG_UPDATE_CURRENT); AlarmManager myAlarm = (AlarmManager)getSystemService(ALARM_SERVICE); myAlarm.setRepeating(AlarmManager.RTC_WAKEUP, start, AlarmManager.INTERVAL_FIFTEEN_MINUTES, pIntent); } } myReceiver.java public class myReceiver extends BroadcastReceiver { @Override public void onReceive(Context c, Intent i) { Intent myService1 = new Intent(c, myAlarmService.class); c.startService(myService1); } } myAlarmService.java public class myAlarmService extends Service { @Override public IBinder onBind(Intent arg0) { return null; } @Override public void onCreate() { super.onCreate(); } @SuppressWarnings("deprecation") @Override public void onStart(Intent intent, int startId) { super.onStart(intent, startId); displayNotification(); } @Override public void onDestroy() { super.onDestroy(); } public void displayNotification() { Intent mainIntent = new Intent(this, myActivity.class); PendingIntent pIntent = PendingIntent.getActivity(this, 0, mainIntent, PendingIntent.FLAG_UPDATE_CURRENT); NotificationManager nm = (NotificationManager) this.getSystemService(Context.NOTIFICATION_SERVICE); Notification.Builder builder = new Notification.Builder(this); builder.setContentIntent(pIntent) .setAutoCancel(true) .setSmallIcon(R.drawable.ic_noti) .setTicker(getString(R.string.notifmsg)) .setContentTitle(getString(R.string.app_name)) .setContentText(getString(R.string.notifmsg)); nm.notify(0, builder.build()); } } AndroidManifest.xml <uses-permission android:name="android.permission.WAKE_LOCK" /> ... ... ... <service android:name=".myAlarmService" android:enabled="true" /> <receiver android:name=".myReceiver"/> IF the time has NOT past yet everything works perfectly. The notification appears when it must appear. BUT if the time HAS past (let's assume it is 10.31 AM) the notification fires every time... when I close and re-open the app, when I click on the notification... it has a really strange behavior. I can't figure out what's wrong in it. Can you help me please (and explain why, if you find a solution), thanks in advance :)

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  • Does the Quick Search Box search the database in Android? how?

    - by Praveen Chandrasekaran
    i have an database with the values of latitude and longitude. i would need to search those values depends on the user input. does the quick search box can search only the database value with the type-to-search feature. Else i want to put a separate EditText and then do the the search process.. if QSB is possible then how to do that? i want to search and drop a pin on the map.. please make a note of it. Any Idea, tutorial and sample codes are most thankful?

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  • how do i keep the aspect ratio on image buttons in android?

    - by clayton33
    i have 5 square ImageButtons that i want to have lined up side by side on the bottom of the screen. I have each one set (different id's) as: <ImageButton android:id="@+id/box1" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_gravity="center" android:adjustViewBounds="true" android:scaleType="fitXY" android:layout_weight="1" android:layout_margin="1dp" /> and i have the background assigned in main java like this: int[] imageIds = new int[] {R.id.box1,R.id.box2,R.id.box3,R.id.box4,R.id.box5}; for(int i = 0; i<5; i++){ imageButtons[i] = (ImageButton) findViewById(imageIds[i]); imageButtons[i].setBackgroundResource(R.drawable.blank); } what i would like to have it do is scale the width to fit neatly side-by-side at the bottom of the screen (which it does now ok), but have the height automatically scale to match the width as well. is this possible? i don't want to use setImageSource because then it puts a border around the imagebutton.

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  • why does .apk is not getting installed in android emulator ?

    - by Saravana
    I tried the following code with android 2.3.3 (AVD). When i run this code it waits saying Waiting for HOME ('android.process.acore') to be launched... but keeps on waiting. So i tried running second time .. this time it says [2011-03-04 12:28:39 - DialANumber] Uploading DialANumber.apk onto device 'emulator-5554' [2011-03-04 12:28:39 - DialANumber] Installing DialANumber.apk... [2011-03-04 12:29:14 - DialANumber] HOME is up on device 'emulator-5554' [2011-03-04 12:29:14 - DialANumber] Uploading DialANumber.apk onto device 'emulator-5554' [2011-03-04 12:29:14 - DialANumber] Installing DialANumber.apk... and after some time fails with [2011-03-04 12:31:37 - DialANumber] Failed to install DialANumber.apk on device 'emulator-5554! [2011-03-04 12:31:37 - DialANumber] (null) [2011-03-04 12:31:39 - DialANumber] Launch canceled! the code follows: package com.DialANumber; import android.app.Activity; import android.content.Intent; import android.net.Uri; import android.os.Bundle; import android.view.KeyEvent; import android.view.View; import android.widget.Button; import android.widget.EditText; import android.widget.LinearLayout; public class DialANumber extends Activity { EditText mEditText_number = null; LinearLayout mLinearLayout_no_button = null; Button mButton_dial = null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mLinearLayout_no_button = new LinearLayout(this); mEditText_number = new EditText(this); mEditText_number.setText("5551222"); mLinearLayout_no_button.addView(mEditText_number); mButton_dial = new Button(this); mButton_dial.setText("Dial!"); mLinearLayout_no_button.addView(mButton_dial); mButton_dial.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { performDial(); } }); setContentView(mLinearLayout_no_button); } public boolean onKeyDown(int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_CALL) { performDial(); return true; } return false; } public void performDial(){ if(mEditText_number!=null){ try { startActivity(new Intent(Intent.ACTION_CALL, Uri.parse("tel:" + mEditText_number.getText()))); } catch (Exception e) { e.printStackTrace(); } }//if } } I am just starting to learn developing android apps. please help me out.. Thanks.

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  • Can we use preferences accress multiple different acvtivities in android?

    - by Maneesh
    I save preferences in one activities but not able to get saved preferences in other activity. I can access saved preferences in the same activity but not in other one. It is not giving me any error but always gibing null values in second activity. Below is the code: First Activity: SharedPreferences.Editor editor; editor.putString("token", access_token); editor.commit(); Second Activity: SharedPreferences prefs = getSharedPreferences(PREFS_NAME, 0);//getPreferences(0); String restoredtoken = prefs.getString("token", null); if (restoredtoken== null) { ///doing some task; }

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  • How to run an async task afor every x mins in android?

    - by Shan
    how to run the async task at specific time? (I want to run it every 2 mins) I tried using post delayed but it's not working? tvData.postDelayed(new Runnable(){ @Override public void run() { readWebpage(); }}, 100); In the above code readwebpage is function which calls the async task for me.. Right now below is the method which I am using public void onCreate(Bundle savedInstanceState) { readwebapage(); } public void readWebpage() { DownloadWebPageTask task = new DownloadWebPageTask(); task.execute("http://www.google.com"); } private class DownloadWebPageTask extends AsyncTask<String, Void, String> { @Override protected String doInBackground(String... urls) { String response1 = ""; response1=read(); //read is my another function which does the real work response1=read(); super.onPostExecute(response1); return response1; } protected void onPostExecute(String result) { try { Thread.sleep(100); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } TextView tvData = (TextView) findViewById(R.id.TextView01); tvData.setText(result); DownloadWebPageTask task = new DownloadWebPageTask(); task.execute(new String[] { "http://www.google.com" }); } } This is what I my code is and it works perfectly fine but the big problem I drains my battery?

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  • how to control the width and height of default alert dialog in Android?

    - by sat
    AlertDialog.Builder builder = new AlertDialog.Builder(this); builder.setTitle("Title"); builder.setItems(items, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int item) { Toast.makeText(getApplicationContext(), items[item], Toast.LENGTH_SHORT).show(); } }); AlertDialog alert = builder.create(); I am using above code to show alert dialog , By default it fills the screen in width and wrap_content in height. How to control the width and height of default alert dialog ? I tried , alert.getWindow().setLayout(100,100); // It dint work. How to get the layout params on the alert window and set manually the width and height ?

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  • ImageView place at center on click in gallery view

    - by TGMCians
    i used gallery view in which i place multiple imageview dynamically but on click imageview place at center and second question how to start first imageview from left of screen. I do not want to change the place until user scroll horizontally by finger . Is there any way to achieve this. Please help for this.. private class ImageAdapter extends BaseAdapter{ public ImageAdapter() { //To set blank at bottom and make visible TextView textView = (TextView)findViewById(R.id.textView2); textView.setVisibility(View.VISIBLE); //To set the visibility visible of gallery myGallery.setVisibility(View.VISIBLE); } public int getCount() { return ProductItemArray.Image_URL.length; } public Object getItem(int position) { return null; } public long getItemId(int position) { return 0; } public View getView(int position, View arg1, ViewGroup arg2) { ImageView bottomImageView = new ImageView(context); if(Helper.isTablet(context)) bottomImageView.setLayoutParams(new Gallery.LayoutParams(VirtualMirrorActivity.convertDpToPixel(100, context), VirtualMirrorActivity.convertDpToPixel(100, context))); else bottomImageView.setLayoutParams(new Gallery.LayoutParams(VirtualMirrorActivity.convertDpToPixel(80, context), VirtualMirrorActivity.convertDpToPixel(80, context))); UrlImageViewHelper.setUrlDrawable(bottomImageView, ProductItemArray.Image_URL[position]); bottomImageView.setBackgroundResource(R.layout.border); return bottomImageView; } } myGallery.setAdapter(new ImageAdapter()); myGallery.setSelection(1); myGallery.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View view, final int position, long arg3) { linearLayout.removeView(frameImageView); Thread newThread = new Thread(new Runnable() { public void run() { URL url_1 = null; try { isAlreadyExistInWishlist = false; VMProductListPaging.productUrl = ProductItemArray.Image_small_URL[position]; VMProductListPaging.productId = ProductItemArray.productId[position]; VMProductListPaging.productName = ProductItemArray.product_Name[position]; url_1 = new URL(ProductItemArray.Image_small_URL[position]); bmp = BitmapFactory.decodeStream(url_1.openConnection().getInputStream()); isExecuted = true; bitmapHandler.sendMessage(bitmapHandler.obtainMessage()); } catch (Exception e) { //Toast.makeText(context,"Sorry!! This link appears to be broken",Toast.LENGTH_LONG).show(); } } }); newThread.start(); } }); Layout.xml <Gallery android:id="@+id/galleryView" android:layout_width="fill_parent" android:layout_height="wrap_content" android:spacing="5dp" android:layout_below="@+id/sendPhoto" android:layout_marginTop="10dp" android:visibility="gone"/>

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  • Is there a way to automatically update application on Android?

    - by Levara
    Hi, I'm developing an application that will most likely be preinstalled on devices. It will be also available on Market. Is there a way to update those instances that are not downloaded through Market, since Market won't notify users about an update. I was thinking about, as suggested here, trying to contact my site periodically, and when update is available, download it. I'm wondering if there is a way to do this update automatically, so that user doesn't have to do anything (like running the package manually). Or, when my site shows update is available, to offer users an update through Market, even though it's not installed through Market. Thanks!

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  • Collision detection on a 2D hexagonal grid

    - by SundayMonday
    I'm making a casual grid-based 2D iPhone game using Cocos2D. The grid is a "staggered" hex-like grid consisting of uniformly sized and spaced discs. It looks something like this. I've stored the grid in a 2D array. Also I have a concept of "surrounding" grid cells. Namely the six grid cells surrounding a particular cell (except those on the boundries which can have less than six). Anyways I'm testing some collision detection and it's not working out as well as I had planned. Here's how I currently do collision detection for a moving disc that's approaching the stationary group of discs: Calculate ij-coordinates of grid cell closest to moving cell using moving cell's xy-position Get list of surrounding grid cells using ij-coordinates Examine the surrounding cells. If they're all empty then no collision If we have some non-empty surrounding cells then compare the distance between the disc centers to some minimum distance required for a collision If there's a collision then place the moving disc in grid cell ij So this works but not too well. I've considered a potentially simpler brute force approach where I just compare the moving disc to all stationary discs at each step of the game loop. This is probably feasible in terms of performance since the stationary disc count is 300 max. If not then some space-partitioning data structure could be used however that feels too complex. What are some common approaches and best practices to collision detection in a game like this?

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  • Which data structure should I use for dynamically generated platforms?

    - by Joey Green
    I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will be procedural generated. I'm trying to figure out which of the following would be a better platform system: Pre-allocate all platforms when the scene loads, storing each platform type into different platform type arrays( i.e. regPlatformArray ), and just getting one when I need one. The other option is to allocate and load what I need when my code needs it. The problem with 1 is keeping up with the indices that are in use on screen and which aren't. The problem with 2 is I'm having a hard time wrapping my head around how I would store these platforms so that I can call the update/draw methods on them and managing that data structure that holds them. The data structure would constantly be growing and shrinking. It seems there could be too much complexity. I'm using the cocos2d iPhone game engine. Anyways, which option would be best or is there a better option?

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  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

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  • Clear edged sprite

    - by Ananth
    I am a newbie to cocos2d. I would like make user to draw similar to what a painting brush would do. I am using CCSprite for that. I almost implemented the velocity, color and opacity factors for that tool, but I couldn't get the Sprite to be as clear as it should be. I can draw only in the below image http://i.imgur.com/KBe0L.png which has blunt edges. But I want it to be harder / clear outside edges as in http://i.stack.imgur.com/GrFlv.png. I am getting no idea to make it clear edged. The piece of code Im using is glEnable(GL_BLEND); [brush.texture setAliasTexParameters]; [brush setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}]; [brush visit]; I suspect the problem would be on blending mode. I tried some blending modes, but with no expected results. I am trying this for the past five days and so confused. Can some one help me sort this out? Thanks in advance.

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  • how to give action to the CCArray which contain bubbles(sprites)

    - by prakash s
    I am making bubbles shooter game in cocos2d I have taken one array in that i have inserted number of different color bubbles and i showing on my game scene also , but if give some move action to that array ,it moving down but it displaying all the bubbles at one position and automatically destroying , what is the main reason behind this please help me here is my code: -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); // [[CCActionManager sharedManager ] pauseAllActionsForTarget:target ] ; [self addChild:target]; [movableSprites addObject:target]; //[target runAction:[CCMoveTo actionWithDuration:20.0 position:ccp(0,0)]]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } } after the move at certain position i want to display all the bubbles in centre of my window

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