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  • AMD graphics drivers

    - by user284659
    I have a new laptop with dedicated graphics card and I decided I will go with Ubuntu 14.04. All is just fine and I love it but the repos for graphics drivers from Canonical are just well... old .Is there any problem if I install my graphics drivers from AMD's official website and not from Software Updater? It's just that from there i get the latest and greatest.I read the realease notes and 14.04 is supported.

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  • Trying to install Proprietory Nvidia Graphics Drivers

    - by Peter Snow
    After reading and trying many different suggestions for some hours, I returned to this how-to: https://help.ubuntu.com/community/BinaryDriverHowto/Nvidia The first problem I encounter is how to identify which of the listed drivers support my Nvidia GEForce 630M graphics card. Following the links doesn't really help, since it is not stated there either (except where support for a new driver was added later which is explicitly stated, but the original devices covered are not). However, even if I knew, if it doesn't appear in the 'Additional Drivers' dialogue (see below), how will I install it? Second Issue: The article goes on to say that available drivers for my hardware are usually listed in 'Additional Drivers'. In my case, they aren't. Unfortunately, it doesn't tell me how to correct that or work around it? I've checked the bios and there is no way offered there to disable the integrated graphics, only the Nvidia graphics. I've also tried each available option in this: $ sudo update-alternatives --config i386-linux-gnu_gl_conf My system is an Acer Aspire 4752G bought May 2012. I'm running Ubuntu 12.04LTS. uname -a : 3.2.0-38-generic-pae #61-Ubuntu SMP Tue Feb 19 12:39:51 UTC 2013 i686 i686 i386 GNU/Linux It's 64bit hardware but I installed 32bit OS for greater software compatibility. Running $ sudo tail -fn 500 /var/log/Xorg.0.log | grep '(EE)' returns" (WW) warning, (EE) error, (NI) not implemented, (??) unknown. [ 28.886] (EE) Failed to initialize GLX extension (Compatible NVIDIA X driver not found) The reason for wanting the proprietor y drivers is because my laptop comes with 3D accelerated graphics adaptor and so rather than confining myself to struggling with the on-board graphics, I would rather use it. I also want to experiment with using it for bitmining (which uses the GPU's for computing power).

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  • Graphics corrupt after upgrade from 11.10 to 12.04

    - by RiaanZA
    I'm stuck at the moment with an ubuntu that boots into an unusable white screen after upgrading from 11.10 to 12.04. I've tried booting into safe X mode but it just throws me back to the safe menu every time. Restore previous graphics driver, use default graphics configuration and set up new graphics configuration all don't work either. I've tried various methods of resetting the graphics from the command line, but none are working due to unmet dependencies. These cannot be fixed by doing the normal "apt-get -f install" because its saying there is a dpkg error in var/lib/dpkg/status (blank line relating to skype-wrapper). I haven't been able to find any other way to fix the dependencies yet. Can someone please give me some advice on what to do, I really don't want to go the re install route.

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  • Good resources for learning about graphics hardware

    - by Ken
    I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in terms of how things are implemented. I familiar with what happens in principle during the various stages of the rendering pipeline (viewing, projection, clipping, rasterization etc). My goal is to be able to make better and more informed decisions about tradeoffs and potential optimisations when graphics/shader programming with respect to the following kinds of issues; batching view culling occlusions draw order avoiding state changes triangles vs pointsprites texture sampling etc Basically whatever the graphics programmer needs to know about modern graphics hardware in order to become more effective. I'm not really looking for specific optimisation techniques, rather I need more general knowledge so that I will naturally write more efficient code.

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  • Is my graphics card in use or not?

    - by Lindhe94
    I have a Samsung Series 7 NP730U3E which is running Ubuntu Gnome 13.10. This computer have an Intel Core i5 3337U an AMD Radeon HD 8570M on the inside. Ubuntu 13.10 is said to have driver support for this graphics card, but I am not sure whether or not this is the case. When I check System Settings Details it says "Graphics: Intel® Ivybridge Mobile" and lspci | grep VGA returns VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09). But lshw -c video returns *-display description: Display controller product: Mars [Radeon HD 8730M] vendor: Advanced Micro Devices, Inc. [AMD/ATI] physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:47 memory:e0000000-efffffff memory:f7e00000-f7e3ffff ioport:e000(size=256) memory:f7e40000-f7e5ffff *-display description: VGA compatible controller product: 3rd Gen Core processor Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:f7800000-f7bfffff memory:d0000000-dfffffff ioport:f000(size=64) What is the case? Is my graphics card is use, or do my laptop have undiscovered powers yet to yield?

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  • Use android.R.layout.simple_list_item_1 with a light theme

    - by Felix
    I have learned that when using android:entries with a ListView, it uses android.R.layout.simple_list_item_1 as the layout for a list item and android.R.id.text1 as the ID of the TextView inside that layout. Please, correct me if I'm wrong. Knowing this, I wanted to create my own adapter but use the same layout resources, in order to provide UI consistency with the platform. Thus, I tried the following: mAdapter = new SimpleCursorAdapter( getApplicationContext(), android.R.layout.simple_list_item_1, mSites, new String[] { SitesDatabase.KEY_SITE }, new int[] { android.R.id.text1 } ); Unfortunately, because I am using a light theme (I have android:theme="@android:style/Theme.Light" in my <application>), the list items appear with white text, making them unreadable. However, when using android:entries to specify a static list of items, the items appear correctly, with black text color. What am I doing wrong? How can I make my dynamic adapter use the standard layout but work with a light theme?

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  • Android: failed to setContentView when switching to ListActivity

    - by Yang
    This is an follow-up issue on my previous question http://stackoverflow.com/questions/2548304/android-which-view-should-i-use-for-showing-text-and-image I read the article about creating ListView for LinearLayout. However, my following code failed at the setContentView() function when I changed "extends Activity" to "extends ListActivity", any idea why? private TextView mSelection; //private ImageView mImages; static final String[] keywords = new String[]{"China", "Japan", "USA", "Canada"}; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.contactLayout); mSelection = (TextView)findViewById(R.id.ContactNames); ArrayAdapter adapter = new ArrayAdapter<String>(this, R.layout.contactlayout, R.id.ContactNames,keywords); setListAdapter(adapter); } My Layout is from this article: http://www.curious-creature.org/2009/02/22/android-layout-tricks-1/ <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="?android:attr/listPreferredItemHeight" android:padding="6dip"> <ImageView android:id="@+id/icon" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_marginRight="6dip" android:src="@drawable/icon" /> <LinearLayout android:orientation="vertical" android:layout_width="0dip" android:layout_weight="1" android:layout_height="fill_parent"> <TextView android:id="@+id/ContactNames" android:layout_width="fill_parent" android:layout_height="0dip" android:layout_weight="1" android:gravity="center_vertical" android:text="My Application" /> <TextView android:layout_width="fill_parent" android:layout_height="0dip" android:layout_weight="1" android:singleLine="true" android:ellipsize="marquee" android:text="Simple application that shows how to use RelativeLayout" /> </LinearLayout>

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  • Cannot run Android "Camera Preview" sample

    - by noisesolo
    The sample I'm referring to is: CameraPreview. The program simply force closes upon start up. I've also tried other camera demos that have the same problem. I'm trying to run the samples on my Nexus One and the emulator with the same problem on both. I'm not even sure if the emulator should be able to run them or not. Based on LogCat, the error is: 06-08 16:39:10.483: ERROR/AndroidRuntime(6726): Uncaught handler: thread main exiting due to uncaught exception 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): java.lang.RuntimeException: Fail to connect to camera service 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.hardware.Camera.native_setup(Native Method) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.hardware.Camera.<init>(Camera.java:110) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.hardware.Camera.open(Camera.java:90) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at com.example.android.apis.graphics.Preview.surfaceCreated(CameraPreview.java:69) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.SurfaceView.updateWindow(SurfaceView.java:454) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.SurfaceView.dispatchDraw(SurfaceView.java:287) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.View.draw(View.java:6557) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.widget.FrameLayout.draw(FrameLayout.java:352) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.View.draw(View.java:6557) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.widget.FrameLayout.draw(FrameLayout.java:352) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1830) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.ViewRoot.draw(ViewRoot.java:1349) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.ViewRoot.performTraversals(ViewRoot.java:1114) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.view.ViewRoot.handleMessage(ViewRoot.java:1633) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.os.Handler.dispatchMessage(Handler.java:99) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.os.Looper.loop(Looper.java:123) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at android.app.ActivityThread.main(ActivityThread.java:4363) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at java.lang.reflect.Method.invokeNative(Native Method) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at java.lang.reflect.Method.invoke(Method.java:521) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 06-08 16:39:10.494: ERROR/AndroidRuntime(6726): at dalvik.system.NativeStart.main(Native Method) All I did to try out the sample was create a new Android 2.1update1 Project, named everything according to the supplied Java file, copied the Java file from the URL to the CameraPreview.java file, then run it. Am I supposed to do anything else? Any help would be appreciated. Thanks in advance.

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  • How to build AndEngine in Android Studio?

    - by marcu
    I wanted to build AndEngine and andEnginePhysicsBox2DExtension from Anchor Center branch, but build failed. FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':andEngine:compileReleaseNdk'. > com.android.ide.common.internal.LoggedErrorException: Failed to run command: /home/mariusz/android/android-ndk/ndk-build NDK_PROJECT_PATH=null APP_BUILD_SCRIPT=/home/mariusz/Downloads/AndEngineApp/andEngine/build/intermediates/ndk/release/Android.mk APP_PLATFORM=android-17 NDK_OUT=/home/mariusz/Downloads/AndEngineApp/andEngine/build/intermediates/ndk/release/obj NDK_LIBS_OUT=/home/mariusz/Downloads/AndEngineApp/andEngine/build/intermediates/ndk/release/lib APP_ABI=all Error Code: 2 Output: /home/mariusz/android/android-ndk/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x86/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld: /home/mariusz/Downloads/AndEngineApp/andEngine/build/intermediates/ndk/release/obj/local/armeabi-v7a/objs/andengine_shared//home/mariusz/Downloads/AndEngineApp/andEngine/src/main/jni/src/GLES20Fix.o: in function Java_org_andengine_opengl_GLES20Fix_glVertexAttribPointer:/home/mariusz/Downloads/AndEngineApp/andEngine/src/main/jni/src/GLES20Fix.c:9: error: undefined reference to 'glVertexAttribPointer' /home/mariusz/android/android-ndk/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x86/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld: /home/mariusz/Downloads/AndEngineApp/andEngine/build/intermediates/ndk/release/obj/local/armeabi-v7a/objs/andengine_shared//home/mariusz/Downloads/AndEngineApp/andEngine/src/main/jni/src/GLES20Fix.o: in function Java_org_andengine_opengl_GLES20Fix_glDrawElements:/home/mariusz/Downloads/AndEngineApp/andEngine/src/main/jni/src/GLES20Fix.c:13: error: undefined reference to 'glDrawElements' collect2: ld returned 1 exit status make: *** [/home/mariusz/Downloads/AndEngineApp/andEngine/build/intermediates/ndk/release/obj/local/armeabi-v7a/libandengine_shared.so] Error 1 I'm using Android Studio version 0.86.

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  • [Android] Launching activity from widget

    - by Steve H
    Hi, I'm trying to do something which really ought to be quite easy, but it's driving me crazy. I'm trying to launch an activity when a home screen widget is pressed, such as a configuration activity for the widget. I think I've followed word for word the tutorial on the Android Developers website, and even a few unofficial tutorials as well, but I must be missing something important as it doesn't work. Here is the code: public class VolumeChangerWidget extends AppWidgetProvider { public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds){ final int N = appWidgetIds.length; for (int i=0; i < N; i++) { int appWidgetId = appWidgetIds[i]; Log.d("Steve", "Running for appWidgetId " + appWidgetId); Toast.makeText(context, "Hello from onUpdate", Toast.LENGTH_SHORT); Log.d("Steve", "After the toast line"); Intent intent = new Intent(context, WidgetTest.class); PendingIntent pendingIntent = PendingIntent.getActivity(context, 0, intent, 0); RemoteViews views = new RemoteViews(context.getPackageName(), R.layout.widget); views.setOnClickPendingIntent(R.id.button, pendingIntent); appWidgetManager.updateAppWidget(appWidgetId, views); } } } When adding the widget to the homescreen, Logcat shows the two debugging lines, though not the Toast. (Any ideas why not?) However, more vexing is that when I then click on the button with the PendingIntent associated with it, nothing happens at all. I know the "WidgetTest" activity can run because if I set up an Intent from within the main activity, it launches fine. In case it matters, here is the Android Manifest file: <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.steve" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".Volume_Change_Program" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".WidgetTest" android:label="@string/hello"> <intent_filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.LAUNCHER"/> </intent_filter> </activity> <receiver android:name=".VolumeChangerWidget" > <intent-filter> <action android:name="android.appwidget.action.APPWIDGET_UPDATE" /> </intent-filter> <meta-data android:name="android.appwidget.provider" android:resource="@xml/volume_changer_info" /> </receiver> </application> <uses-sdk android:minSdkVersion="3" /> Is there a way to test where the fault is? I.e. is the fault that the button isn't linked properly to the PendingIntent, or that the PendingIntent or Intent isn't finding WidgetTest.class, etc? Thanks very much for your help! Steve

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  • Android layout with sqare buttons

    - by Mannaz
    I want to make a layout similar to this one: Four square buttons on the screen - each of those using half of the screen with/screen height (whichever is smaler). I already tried to achieve this by using a LinearLayoutbut the buttons are ending up using the correct width, but still having the height of the background (not square any more). <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:layout_height="wrap_content" style="@style/CKMainButton" android:layout_width="fill_parent" android:text="@string/sights" android:id="@+id/ApplicationMainSight" android:layout_toLeftOf="@+id/ApplicationMainEvent"></Button> <Button android:layout_height="wrap_content" style="@style/CKMainButton" android:layout_width="fill_parent" android:text="@string/sights" android:id="@+id/ApplicationMainSight" android:layout_toLeftOf="@+id/ApplicationMainEvent"></Button> </LinearLayout> <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:layout_height="wrap_content" style="@style/CKMainButton" android:layout_weight="1" android:layout_width="fill_parent" android:text="@string/usergenerated" android:id="@+id/ApplicationMainUserGenerated"></Button> <Button android:layout_height="wrap_content" style="@style/CKMainButton" android:layout_weight="1" android:layout_width="fill_parent" android:text="@string/tours" android:id="@+id/ApplicationMainTour"></Button> </LinearLayout> </LinearLayout> It's looking like this: How can i acchieve the Layout to look like the image above?

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  • Android EditText won't take up remaining space

    - by Jamie
    In my Android app, I have a tabbed Activity. In one of the tabs I have two TextViews and two EditTexts. The first EditText is only one line, and that's fine. However, I want the other EditText, android:id="@+id/paste_code", to take up the remaining space, but no matter what I do to it, it will only show one line. I don't want to manually set the number of lines, since the number that would fit on the screen differs based on your device. Here's the relevant code. It's nested inside all the necessary components for a tabbed Activity. <ScrollView android:id="@+id/basicTab" android:layout_width="fill_parent" android:layout_height="fill_parent" > <LinearLayout android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" > <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Paste title" android:layout_weight="0" /> <EditText android:layout_width="fill_parent" android:layout_height="wrap_content" android:hint="@string/paste_title_hint" android:id="@+id/paste_title" android:lines="1" android:gravity="top|left" android:layout_weight="0" /> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Paste text" android:layout_weight="0" /> <EditText android:layout_width="fill_parent" android:layout_height="fill_parent" android:hint="@string/paste_hint" android:id="@+id/paste_code" android:gravity="top|left" android:layout_weight="1" /> </LinearLayout> </ScrollView>

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  • How we see the total content in EditText in android

    - by sairam333
    Thank u But after the Edit Text I use the Icons also .So,when i give Wrap_content for that Edittext The icons are displayed only half ,In below my code is there see that one once <TableRow android:layout_width="wrap_content" android:layout_height="fill_parent"> <TextView android:id="@+id/TextViewEmail" android:text="Email" android:textSize="15sp" android:paddingRight="4dip" android:textStyle="bold" android:layout_width="wrap_content" android:textColor="@android:color/white" android:layout_gravity="right|center" /> <EditText android:id="@+id/EditTextEmail" android:editable="false" android:clickable="false" android:textSize="15sp" android:layout_height="wrap_content" android:singleLine="true" android:layout_width="150sp"/>

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  • Android SDK - Animation prevents further events on View like OnClick()

    - by Ron
    I have an ImageView which is animated via startAnimation() to slide it into the screen. It is visible and enabled in the XML. When I add a Handler for a delay or an onClick event, nothing happens. When I remove the startAnimation() everything works fine. Except the animation of course. Heres my code: balloon.setOnClickListener(new OnClickListener() { @Override public void onClick(View view) { view.setVisibility(View.GONE); } }); Animation dropDown = AnimationUtils.loadAnimation(context, R.anim.balloon_slide_down); dropDown.setStartOffset(1500); balloon.startAnimation(dropDown); Any ideas why that is? I'm quite frustrated by now... Thanks, Ron

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  • Android: Voice Recording and saving audio

    - by user1320912
    I am working on application that will record the voice of the user and save the file on the SD card and then allow the user to listen to the audio again. I am able to allow the user to record his voice using the RecognizerIntent, but I cant figure out how to save the audio file and allow the user to hear the audio. I would appreciate it if someone could help me out. I have displayed my code below: // Setting up the onClickListener for Audio Button attachVoice = (Button) findViewById(R.id.AttachVoice_questionandanswer); attachVoice.setOnClickListener(new OnClickListener() { public void onClick(View v) { Intent voiceIntent = new Intent(RecognizerIntent.ACTION_RECOGNIZE_SPEECH); voiceIntent.putExtra(RecognizerIntent.EXTRA_LANGUAGE_MODEL, RecognizerIntent.LANGUAGE_MODEL_FREE_FORM); voiceIntent.putExtra(RecognizerIntent.EXTRA_PROMPT, "Please Speak"); startActivityForResult(voiceIntent, VOICE_REQUEST); } }); protected void onActivityResult(int requestCode, int resultCode, Intent data) { if(requestCode == VOICE_REQUEST && resultCode == RESULT_OK){ }

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  • android R.layout concept

    - by yoav.str
    can I genrate java code instead using xml code ? lets say i want to do this xml code in a loop : <TableRow android:id="@+id/LivingCreture" android:layout_width="wrap_content" android:layout_height="wrap_content"> <TextView android:text="LivingCreture" android:gravity="left" android:id="@+id/LivingCretureT" android:layout_width="45dp" android:layout_height="45dp"></TextView> <EditText android:text=" " android:gravity="center" android:id="@+id/LivingCretureE" android:layout_width="45dp" android:layout_height="45dp"></EditText> <ImageView android:id="@+id/ImageView03" android:layout_width="wrap_content"android:layout_height="wrap_content"></ImageView> is it possiable ?

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  • Swipe gestures on Android ListView items

    - by Bartek
    I have a ListView populated by a ResourceCursorAdapter. I use the loaders mechanism to query a ContentProvider for list items. I detect swipe gestures on the list items to perform some actions on them. New items get added by a background service, so the list can change dynamically. Everything works fine, except when I start swiping and a database change occurs (as a result of the background service adding a new row). In such case the gesture is not detected properly. I noticed that ACTION_CANCEL is dispatched to the list item view and also that bindView is executed for all visible items. Inside the bindView method I only set some text - I don't change any listeners there. How can I make gestures work even when new items are being added by the background service? Perhaps there's a way to prevent the motion from being cancelled or I can pause database updates so they don't interrupt the gesture.

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  • How to check server connection is available or not in android

    - by Kalai Selvan.G
    Testing of Network Connection can be done by following method: public boolean isNetworkAvailable() { ConnectivityManager cm = (ConnectivityManager) getSystemService(Context.CONNECTIVITY_SERVICE); NetworkInfo networkInfo = cm.getActiveNetworkInfo(); if (networkInfo != null && networkInfo.isConnected()) { return true; } return false; } But i don't know how to check the server connection.I had followed this method public boolean isConnectedToServer(String url, long timeout) { try{ URL myUrl = new URL(url); URLConnection connection = myUrl.openConnection(); connection.setConnectTimetout(timeout); connection.connect(); return true; } catch (Exception e) { // Handle your exceptions return false; } } it doesn't works....Any Ideas Guys!!

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  • Why does Android Account & Sync reboot when trying to find my settings activity?

    - by mobibob
    I have an activity that I can declare as Launcher category and it launches just fine from the home screen. However, when I try to hook-up the same activity into my SyncAdapter's settings activity and open it from the Accounts & Sync page - MySyncAdapter - (touch account listing) it aborts with a system fatal error (reboots phone). Meanwhile, my SyncAdapter is working other respects. Here is the log at point of impact: 01-13 12:31:00.976 5024 5038 I ActivityManager: Starting activity: Intent { act=android.provider.Settings.ACTION_SYNC_SETTINGS flg=0x10000000 cmp=com.myapp.android.syncadapter.ui/SyncAdapterSettingsActivity.class (has extras) } 01-13 12:31:00.985 5024 5038 E AndroidRuntime: *** FATAL EXCEPTION IN SYSTEM PROCESS: android.server.ServerThread 01-13 12:31:00.985 5024 5038 E AndroidRuntime: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.myapp.android.syncadapter.ui/SyncAdapterSettingsActivity.class}; have you declared this activity in your AndroidManifest.xml? 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:1404) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.app.Instrumentation.execStartActivity(Instrumentation.java:1378) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.app.ContextImpl.startActivity(ContextImpl.java:622) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.preference.Preference.performClick(Preference.java:828) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.preference.PreferenceScreen.onItemClick(PreferenceScreen.java:190) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.widget.AdapterView.performItemClick(AdapterView.java:284) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.widget.ListView.performItemClick(ListView.java:3382) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.widget.AbsListView$PerformClick.run(AbsListView.java:1696) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.os.Handler.handleCallback(Handler.java:587) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.os.Handler.dispatchMessage(Handler.java:92) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at android.os.Looper.loop(Looper.java:123) 01-13 12:31:00.985 5024 5038 E AndroidRuntime: at com.android.server.ServerThread.run(SystemServer.java:517) 01-13 12:31:00.985 5024 5038 I Process : Sending signal. PID: 5024 SIG: 9 01-13 12:31:01.005 5019 5019 I Zygote : Exit zygote because system server (5024) has terminated 01-13 12:31:01.015 1211 1211 E installd: eof Here is a snippet from my manifest file: <activity android:name="com.myapp.android.syncadapter.ui.SyncAdapterSettingsActivity" android:label="@string/title_settings" android:windowSoftInputMode="stateAlwaysHidden|adjustPan"> <intent-filter> <action android:name="android.intent.action.VIEW" /> <action android:name="android.intent.action.MAIN" /> <action android:name="android.provider.Settings.ACTION_SYNC_SETTINGS"/> <category android:name="android.intent.category.DEFAULT" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity>

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  • Updated - Having trouble making a circled button in android

    - by user3641545
    I'm trying to use an image as a button. The image is an oval/circle, so when I set it as the background there's basically a black box with the image on top of it. How can I fix this? This is the fragment main xml: <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" tools:context="com.example.example1.MainActivity$PlaceholderFragment" > <ImageButton android:id="@+id/hardButton" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerHorizontal="true" android:layout_centerVertical="true" android:background="@drawable/hard_button_clickable" android:onClick="hardButton" android:text="@string/button_hard" android:textColor="#ffff00" android:textSize="50sp" /> </RelativeLayout> This is the hard button xml: <?xml version="1.0" encoding="utf-8"?> <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:drawable="@drawable/hard_button_img" android:state_focused="true" android:state_pressed="false"/> <item android:drawable="@drawable/hard_button_img" android:state_focused="true" android:state_pressed="true"/> <item android:drawable="@drawable/hard_button_img"/> </selector> Here's the problem in the app: http://i.gyazo.com/a7f3b25341ebf4146d294df1f5660e99.png I've tried setting background to null and setting src to my image file. Nothing changed. Thanks. e; Here's the actual PNG: http://tinypic.com/r/av3cli/8 e; Still looking for help with this!

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  • 8 Things You Can Do In Android’s Developer Options

    - by Chris Hoffman
    The Developer Options menu in Android is a hidden menu with a variety of advanced options. These options are intended for developers, but many of them will be interesting to geeks. You’ll have to perform a secret handshake to enable the Developer Options menu in the Settings screen, as it’s hidden from Android users by default. Follow the simple steps to quickly enable Developer Options. Enable USB Debugging “USB debugging” sounds like an option only an Android developer would need, but it’s probably the most widely used hidden option in Android. USB debugging allows applications on your computer to interface with your Android phone over the USB connection. This is required for a variety of advanced tricks, including rooting an Android phone, unlocking it, installing a custom ROM, or even using a desktop program that captures screenshots of your Android device’s screen. You can also use ADB commands to push and pull files between your device and your computer or create and restore complete local backups of your Android device without rooting. USB debugging can be a security concern, as it gives computers you plug your device into access to your phone. You could plug your device into a malicious USB charging port, which would try to compromise you. That’s why Android forces you to agree to a prompt every time you plug your device into a new computer with USB debugging enabled. Set a Desktop Backup Password If you use the above ADB trick to create local backups of your Android device over USB, you can protect them with a password with the Set a desktop backup password option here. This password encrypts your backups to secure them, so you won’t be able to access them if you forget the password. Disable or Speed Up Animations When you move between apps and screens in Android, you’re spending some of that time looking at animations and waiting for them to go away. You can disable these animations entirely by changing the Window animation scale, Transition animation scale, and Animator duration scale options here. If you like animations but just wish they were faster, you can speed them up. On a fast phone or tablet, this can make switching between apps nearly instant. If you thought your Android phone was speedy before, just try disabling animations and you’ll be surprised how much faster it can seem. Force-Enable FXAA For OpenGL Games If you have a high-end phone or tablet with great graphics performance and you play 3D games on it, there’s a way to make those games look even better. Just go to the Developer Options screen and enable the Force 4x MSAA option. This will force Android to use 4x multisample anti-aliasing in OpenGL ES 2.0 games and other apps. This requires more graphics power and will probably drain your battery a bit faster, but it will improve image quality in some games. This is a bit like force-enabling antialiasing using the NVIDIA Control Panel on a Windows gaming PC. See How Bad Task Killers Are We’ve written before about how task killers are worse than useless on Android. If you use a task killer, you’re just slowing down your system by throwing out cached data and forcing Android to load apps from system storage whenever you open them again. Don’t believe us? Enable the Don’t keep activities option on the Developer options screen and Android will force-close every app you use as soon as you exit it. Enable this app and use your phone normally for a few minutes — you’ll see just how harmful throwing out all that cached data is and how much it will slow down your phone. Don’t actually use this option unless you want to see how bad it is! It will make your phone perform much more slowly — there’s a reason Google has hidden these options away from average users who might accidentally change them. Fake Your GPS Location The Allow mock locations option allows you to set fake GPS locations, tricking Android into thinking you’re at a location where you actually aren’t. Use this option along with an app like Fake GPS location and you can trick your Android device and the apps running on it into thinking you’re at locations where you actually aren’t. How would this be useful? Well, you could fake a GPS check-in at a location without actually going there or confuse your friends in a location-tracking app by seemingly teleporting around the world. Stay Awake While Charging You can use Android’s Daydream Mode to display certain apps while charging your device. If you want to force Android to display a standard Android app that hasn’t been designed for Daydream Mode, you can enable the Stay awake option here. Android will keep your device’s screen on while charging and won’t turn it off. It’s like Daydream Mode, but can support any app and allows users to interact with them. Show Always-On-Top CPU Usage You can view CPU usage data by toggling the Show CPU usage option to On. This information will appear on top of whatever app you’re using. If you’re a Linux user, the three numbers on top probably look familiar — they represent the system load average. From left to right, the numbers represent your system load over the last one, five, and fifteen minutes. This isn’t the kind of thing you’d want enabled most of the time, but it can save you from having to install third-party floating CPU apps if you want to see CPU usage information for some reason. Most of the other options here will only be useful to developers debugging their Android apps. You shouldn’t start changing options you don’t understand. If you want to undo any of these changes, you can quickly erase all your custom options by sliding the switch at the top of the screen to Off.     

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  • What kind of graphics would you like better? [ pictures ] [closed]

    - by Roger Travis
    I am looking forward to make an android game, something angrybirds style. I've already made my own engine and now have to decide what kind of graphics should I make. It could be either realistic, like that or a doodle-style like this Right now the first one looks more appealing to me... on the other hand, doodle-graphics are very easy to draw and their transparency doesn't seem to slow down the engine much. What do you think?

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  • Cant delete more than 200 contacts in HTC HERO

    - by rahul
    I'm working on security application which will copy all contacts to some other database and delete all contacts from phonebook. I'm testing this on android HTC HERO. I'm successful to delete contacts from phonebook and create new contact info database, Till 200 it is working, but after 200 contacts its not working properly. After tht application starts throwing error. There is one Sync with Google Option in MenuSettingData Sync, I think that is creating problem. There is notification that "Too many contacts deleted" n if i click tht there will b a dialog with title "Delete Limit exceeded". Is there anything i can do to stop syncronization or any other ideas by which i can achieve required output? Please Help me on this

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  • Problem in getting Contact Info

    - by Rahul
    Hi, I m working on application in which i have to send all contacts from Android mobile to other mobile through SMS. I don't have any problem in getting contact information but when I send those Contacts after few messages there is Alert Window pop up saying "A large number of message have being send" and ask if you want to send or not. I am testing this application on HTC Hero. Is this problem is for specific mobiles or for all? I don't know what should i do to avoid this window because I cant get SMS Sent event. Please help me with any ideas that i can implement........ Thanks

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  • Sharing data between graphics and physics engine in the game?

    - by PolGraphic
    I'm writing the game engine that consists of few modules. Two of them are the graphics engine and the physics engine. I wonder if it's a good solution to share data between them? Two ways (sharing or not) looks like that: Without sharing data GraphicsModel{ //some common for graphics and physics data like position //some only graphic data //like textures and detailed model's verticles that physics doesn't need }; PhysicsModel{ //some common for graphics and physics data like position //some only physics data //usually my physics data contains A LOT more informations than graphics data } engine3D->createModel3D(...); physicsEngine->createModel3D(...); //connect graphics and physics data //e.g. update graphics model's position when physics model's position will change I see two main problems: A lot of redundant data (like two positions for both physics and graphics data) Problem with updating data (I have to manually update graphics data when physics data changes) With sharing data Model{ //some common for graphics and physics data like position }; GraphicModel : public Model{ //some only graphics data //like textures and detailed model's verticles that physics doesn't need }; PhysicsModel : public Model{ //some only physics data //usually my physics data contains A LOT more informations than graphics data } model = engine3D->createModel3D(...); physicsEngine->assingModel3D(&model); //will cast to //PhysicsModel for it's purposes?? //when physics changes anything (like position) in model //(which it treats like PhysicsModel), the position for graphics data //will change as well (because it's the same model) Problems here: physicsEngine cannot create new objects, just "assing" existing ones from engine3D (somehow it looks more anti-independent for me) Casting data in assingModel3D function physicsEngine and graphicsEngine must be careful - they cannot delete data when they don't need them (because second one may need it). But it's rare situation. Moreover, they can just delete the pointer, not the object. Or we can assume that graphicsEngine will delete objects, physicsEngine just pointers to them. Which way is better? Which will produce more problems in the future? I like the second solution more, but I wonder why most graphics and physics engines prefer the first one (maybe because they normally make only graphics or only physics engine and somebody else connect them in the game?). Have they any more hidden pros & contras?

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