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  • win rt game project to android [closed]

    - by Inderjeet
    I have develop game on windows for winrt in visual studio using cocos2d-x,i just want to port it to android in c++ in the guidance of http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html this,but i get error while compilling the code on cygwin that errors are below CYGWIN environment variable option "nodosfilewarning" turns off this warning. Consult the user's guide for more details about POSIX paths: http://cygwin.com/cygwin-ug-net/using.html#using-pathnames ERROR: Your GNUMAKE variable is defined to an invalid name: /usr/bin/make Please fix it to point to a valid make executable (e.g. /usr/bin/make) i have install many times cygwin but did not have get make.exe in folder c:/cygwin/usr/bin how can i overcome from this error Thanks Inderjeet Kumar

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  • how to prevent showing outside of world game in cocos2dx

    - by HRZ
    Im trying to make a tower defence game and it can zoom in/out and scrolling over my world map.How to scroll over the game and how to restrict it to don't show outside of my map. At below I scroll over the map by using CCCamera but i don't know how i can restrict it. CCPoint tap = touch->getLocation(); CCPoint prev_tap = touch->getPreviousLocation(); CCPoint sub_point = tap - prev_tap; float xNewPos, yNewPos; float xEyePos, yEyePos, zEyePos; float cameraPosX, cameraPosY, cameraPosZ; // First we get the current camera position. GameLayer->getCamera()->getCenterXYZ(&cameraPosX, &cameraPosY, &cameraPosZ); GameLayer->getCamera()->getEyeXYZ(&xEyePos, &yEyePos, &zEyePos); // Calculate the new position xNewPos = cameraPosX - sub_point.x; yNewPos = cameraPosY - sub_point.y; GameLayer->getCamera()->setCenterXYZ(xNewPos, yNewPos, cameraPosZ); GameLayer->getCamera()->setEyeXYZ(xNewPos, yNewPos, zEyePos); And for zooming i used such code: GameLayer->setScale(this->getScale() + 0.002); //zooming in

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • Problem playing repeat animation/action?

    - by Beast
    I'm calling this function on multiple sprites after checking numberOfRunningActions()"to play same animation but it's not working only the first tagged sprite plays the animation. What am I doing wrong? void CGame::playAnimation(const char* filename, int tag, CCLayer* target) { CCAnimation* animation = CCAnimation::animation(); CCSprite* spriteSheet = CCSprite::spriteWithFile(filename); for(int i = 0; i < spriteSheet->getTexture()->getPixelsWide()/SIZE; i++) // SIZE is an int value { animation->addFrameWithTexture(spriteSheet->getTexture(), CCRect(SIZE * i, 0, SIZE, SIZE)); } CCActionInterval* action = CCAnimate::actionWithDuration(1, animation, true); CCRepeatForever* repeatAction = CCRepeatForever::actionWithAction(action); target->getChildByTag(tag)->runAction(repeatAction); }

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  • Why is the MaskBit maxed out

    - by CStreel
    Hi there for some reason the maskbit of my b2FixtureDef is being maxxed out and im not sure why Here is the declaration of the items that are used in the game enum PhysicBits { PB_NONE = 0x0000, PB_PLAYER = 0x0001, PB_PLATFORM = 0x0002 }; Basically what i want is the player to run along a surface is not slow down (i set platform & player friction to 0.0f) I then setup my Contact Listener to print out the connections (currently only have 1 platform and 1 player) Player Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLAYER; fixtureDef.filter.maskBits = PB_PLATFORM; Platform Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLATFORM; fixtureDef.filter.maskBits = PB_PLAYER; Now correct me if im wrong but these are saying the following: Player Collides with Platform Platform Collides with Player Here is the printout of the fixtures colliding with each other ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 2 ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 65535 ******** <-- Indicates new Contact Platform ContactA: 1 MaskA: 65535 ------ Player ContactB: 1 MaskB: 65535 Here is where i am confused. On the second & third contact the player maskBit is set to 65535 when it should be 2 and there are 3 contacts when i am sure at most there should only be 2. I've been trying to figure this out for hours and i can't understand why it is doing this. I would be very grateful is someone could shine some light on this for me UPDATE: **I printed out the class of the contacting objects. For some reason it seems to do the following: First Contact: Correct Result. Second Contact: Player b2Fixture Obtains a new maskBit. Third Contact: Platform b2Fixture appears to be set to the same as the Player b2Fixture. It would seem I have a memory race condition i think**

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  • Cocos 2D - Hold down CCMenuItem

    - by Will Youmans
    I am using the following code to move a CCSprite left and right. -(id)init{ CCMenuItemImage * moveLeftButton = [CCMenuItemImage itemFromNormalImage:@"Move Left Button.png" selectedImage:@"Move Left Button.png" target:self selector:@selector(moveLeftVoid:)]; } -(void)moveLeftVoid{ id moveLeft = [CCMoveBy actionWithDuration:.3 position:ccp(-10, 0)]; [_mainSprite runAction:moveLeft]; } This does work, but only as a single tap. What I want for the CCSprite to move continously in that direction when the CCMenuItem is held down. Then when it's released the character stops moving. If you need to see more code, please just ask. :) Thanks

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  • Where can I find some Cocos2dx beginner tutorials?

    - by Skeith
    I have tried to start programing with Cocos2dx but I have no idea where to start and the tutorials are no very not very helpful. What I am looking for is some tutorials/guides on how to begin using cocos2dx for the total beginner. Things like how to setup a project and run it and how to do simple things like draw graphics on the screen, play sounds and get input. I am running on windows 7 and have been told by the Cocos2dx wiki that this may cause problems so if anyone has a solution to this that would also be helpful.

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  • Confusing box2d forces

    - by Diken
    Hello Friends. This is my demo game screen-shoot. Here i am using three buttons. Right-bottom button is used for jump and left-bottom buttons used for move left and right. I have some questions 1) should i use linearImpuls for jump body?? 2) For move right and left which types of force i applied??? PLease tell me i am confusing to use linearImpuls, applyforce and linearVelocity. Thanks in advance

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  • Limiting the speed of a dragged sprite in Cocos2dx

    - by Frozsht
    I am trying to drag a row of sprites using ccTouchesMoved. By that I mean that there is a row of sprites (they are colored squares) lined up next to each other and if I grab one with a touch the rest follow it. However, if the sprite that is selected by touch moves too fast it creates a slight gap between it and the following sprites. How do I go about limiting the speed that I can drag the sprite with ccTouchesMoved? This is the only solution I could think of to my problem. If anyone has another suggestion to prevent this sprite gap from happening I would appreciate it.

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  • CCMoveBy values on update()

    - by Jose M Pan
    Hope you can help me. This is my problem: I have a scheduled update, here I track the movements of my objects (sprites), I move them with CCMoveBy, and I need to constantly update the zOrder. For setting the zOrder I've made a setZOrder(), which it takes the actual position of the sprite. And here is the problem, I get all the X and Y values AFTER the object is in the target. I know I get the values after the object is in the new position because I've made a CCLog. I can read all the values from the sprite, only when it's in the new position, so everything is well sorted only when the objects are not moving. How can I get the CCMoveBy values on every tick update? (or how can I get the CCMoveBy values in "real-time"?) Thanks a lot in advance, Here is an idea of my code. this->schedule(schedule_selector(Game::update)); void Game::update(float dt) { setZOrder(); moveObjects(); } void Game::setZOrder() { //This function takes the X and Y position and the row and column where the sprite is. Is working good. But I'm getting the "move" action values, after the object is in place. } void Game::moveObjects() { for (i=0; i < numChildren; i++) { CCActionInterval* move = CCMoveBy::create(targetPoint, time); object[i]->runAction(move); } }

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  • cocos2dx beginner tutorials

    - by Skeith
    I have tried to start programing with coco2dx but i have no idea where to start and the tutorials are no very not very helpful. What i am looking for is some tutorials/guides on how to begin using cocos2dx for the total beginner. Things like how to setup a project and run it and how to do simple things like draw graphics on the screen, play sounds and get input. I am running on windows 7 and have been told by the cocos2dx wiki that this may cause problems so if anyone has a solution to this that would also be helpful.

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  • Why doesn't MoveBy work in this example?

    - by ufo
    I'd like to run an action on a sprite using the MoveBy action. After lots of attempts, I can't achieve the goal... I have issues with the MoveBy in 2 different projects, so maybe I'm missing something in the setup... But I can't figure what! The instruction is like this: this.platform1Sprite.runAction(cc.MoveBy.create(1, cc.p(200, 0))); I don't get any error, simply it doesn't work. platform1Sprite is a Sprite. But even with a LabelTTF it doesn't work: var MoveToAction = cc.MoveTo.create(2.5, cc.p(size.width / 2, size.height / 2)); this.creditLabel.runAction(MoveToAction); For this last snippet, you can view my complete code here: http://pastebin.com/fGbW4LLH

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  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

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  • Directional Lights

    - by Setrio
    I'm working on a game idea (2D) that needs directional lights. Basically I want to add light sources that can be moved and the light rays interact with the other bodies on the scene. What I'm doing right now is some test where using sensors (box2d) and ccDrawLine I could achieve something similar to what I want. Basically I send a bunch of sensors from certain point and with raycast detect collisions, get the end points and draw lines over the sensors. Just want to get some opinions if this is a good way of doing this or is other better options to build something like this? Also I would like to know how to make a light effect over this area (sensors area) to provide a better looking light effect. Any ideas?

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  • Rotating a sprite to touch

    - by user1691659
    I know this has been asked before and Ive looked through peoples questions and answers all over the internet and I just cant get it to work. Im sure its down to my inexperience. Ive got an arrow attached to a sprite, this sprite appears when touched but I want the arrow to point where the sprite will launch. I have had the arrow moving but it was very erratic and not pointing as it should. Its not moving at the moment but this is what I have. - (void)update:(ccTime)delta { arrow.rotation = dialRotation; } -(void) ccTouchMoved:(UITouch*)touch withEvent:(UIEvent *)event { pt1 = [self convertTouchToNodeSpace:touch]; CGPoint firstVector = ccpSub(pt, arrow.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(pt1, arrow.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); dialRotation += currentTouch - previousTouch; } I have got pt from ccTouchBegan the same way as pt1 Thanks

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  • Calling different layers from the same class

    - by khalid
    Hi, I am here to seek some help with my code which i am facing a dead end road with. I'm trying to pass values from screen1.java using Intent to screen2.java. Passing the values is fine and I managed to get through it; however, when I check using if statement the program crash down. Here are my files, plzzzzzzzzzzz help screen1.java package test.android; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.widget.Button; public class screen1 extends Activity { static String strKey = "Hello"; static final String strValue = "Hello"; public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.screen1); //** button A Button A = (Button) findViewById(R.id.btnClickA); A.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { Intent i = new Intent(screen1.this, screen2.class); strKey = "NAME"; i.setClassName("packageName", "packageName.IntentClass"); String term = "Hello"; i.putExtra("packageName.term", term); //i.putExtra(strKey, strValue); startActivity(i); } }); //** //** button B Button B = (Button) findViewById(R.id.btnClickB); B.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { Intent i = new Intent(screen1.this, screen3.class); startActivity(i); } }); //** } } screen2.java package test.android; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.widget.Button; public class screen2 extends Activity { public void onCreate(Bundle icicle) { Bundle extras = getIntent().getExtras(); String term = extras.getString("packageName.term"); System.out.println("--- Name is -->"+ term); if(term.equalsIgnoreCase("Hello") || term.equalsIgnoreCase("Name")){ super.onCreate(icicle); setContentView(R.layout.screen3); Button b = (Button) findViewById(R.id.btnClick3); b.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { setResult(RESULT_OK); finish(); } }); } else { super.onCreate(icicle); setContentView(R.layout.screen2); Button b = (Button) findViewById(R.id.btnClick2); b.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { setResult(RESULT_OK); finish(); } }); } // DOES NOT WORK !!!!!!!!! System.out.println("--- Name is --"+ term); } } Layouts: screen1.xml screen2.xml screen3.xml AndroidManifest.xml <activity android:name="screen1" android:label="SCREEN 1"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name="screen2" android:label="SCREEN 2"> </activity> <activity android:name="screen3" android:label="SCREEN 3"> </activity> ===== The error is caused by these lines of code in screen2.java: if(term.equalsIgnoreCase("Hello") || term.equalsIgnoreCase("Name")){ super.onCreate(icicle); setContentView(R.layout.screen3); Button b = (Button) findViewById(R.id.btnClick3); b.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { setResult(RESULT_OK); finish(); } }); } else { super.onCreate(icicle); setContentView(R.layout.screen2); Button b = (Button) findViewById(R.id.btnClick2); b.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { setResult(RESULT_OK); finish(); } }); } **notice if I get rid of the entire IF statement and go with only the ELSE the program works fine.

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  • iPhone - Drawing 2D Shapes

    - by Hawdon
    Hi guys! I have an array of 2D points which make an irregular polygon. What I want to do is draw the borders of it and then fill it with a color. I am using Cocos2d to code the game around, but I have not found a fill function in Cocos2d, only the ccDrawLine and such. Is there a simple way to draw filled shapes in Cocos2? I have also noted that Core Graphics would work beautifully for this purpose, but I am not able to integrate it with Cocos2d. I put this in to the draw function of my CCLayer: CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextClearRect(ctx, [[UIScreen mainScreen] bounds]); And every time I run it i get this error: <Error>: CGContextClearRect: invalid context I really need to get this working... Any ideas?

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  • sqlite no such table

    - by Graham B
    can anyone please help. I've seen many people with the same problem and looked at all suggestions but still cannot get this to work. I have tried to unistall the application and install again, I have tried to change the version number and start again. I've debugged the code and it does go into the onCreate function, but when I go to make a select query it says the users table does not exist. Any help would greatly be appreciated. Thanks guys DatabaseHandler Class public class DatabaseHandler extends SQLiteOpenHelper { // Variables protected static final int DATABASE_VERSION = 1; protected static final String DATABASE_NAME = "MyUser.db"; // Constructor public DatabaseHandler(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); } // Creating Tables @Override public void onCreate(SQLiteDatabase db) { // Create the Users table // NOTE: I have the column variables saved above String CREATE_USERS_TABLE = "CREATE TABLE IF NOT EXISTS Users(" + KEY_PRIMARY_ID + " " + INTEGER + " " + PRIMARY_KEY + " " + AUTO_INCREMENT + " " + NOT_NULL + "," + USERS_KEY_EMAIL + " " + NVARCHAR+"(1000)" + " " + UNIQUE + " " + NOT_NULL + "," + USERS_KEY_PIN + " " + NVARCHAR+"(10)" + " " + NOT_NULL + ")"; db.execSQL(CREATE_USERS_TABLE); } // Upgrading database @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { db.execSQL("DROP TABLE IF EXISTS Users"); onCreate(db); } UserDataSource class public class UserDataSource { private SQLiteDatabase db; private DatabaseHandler dbHandler; public UserDataSource(Context context) { dbHandler = new DatabaseHandler(context); } public void OpenWriteable() throws SQLException { db = dbHandler.getWritableDatabase(); } public void Close() { dbHandler.close(); } // Validate the user login with the username and password provided public void ValidateLogin(String username, String pin) throws CustomException { Cursor cursor = db.rawQuery( "select * from Users where " + DatabaseHandler.USERS_KEY_EMAIL + " = '" + username + "'" + " and " + DatabaseHandler.USERS_KEY_PIN + " = '" + pin + "'" , null); ........ } Then in the activity class, I'm calling UserDataSource uds = new UserDataSource (this); uds.OpenWriteable(); uds.ValidateLogin("name", "pin"); Any help would be great, thanks very much Graham The following is the attached log from the error report 11-23 17:47:46.414: I/SqliteDatabaseCpp(26717): sqlite returned: error code = 1, msg = no such table: Users, db=/data/data/prometric.myitemwriter/databases/MyUser.db 11-23 17:47:57.085: D/AndroidRuntime(26717): Shutting down VM 11-23 17:47:57.085: W/dalvikvm(26717): threadid=1: thread exiting with uncaught exception (group=0x40bec1f8) 11-23 17:47:57.171: D/dalvikvm(26717): GC_CONCURRENT freed 575K, 8% free 8649K/9351K, paused 2ms+6ms 11-23 17:47:57.179: E/AndroidRuntime(26717): FATAL EXCEPTION: main 11-23 17:47:57.179: E/AndroidRuntime(26717): java.lang.IllegalStateException: Could not execute method of the activity 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.view.View$1.onClick(View.java:3091) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.view.View.performClick(View.java:3558) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.view.View$PerformClick.run(View.java:14152) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.os.Handler.handleCallback(Handler.java:605) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.os.Handler.dispatchMessage(Handler.java:92) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.os.Looper.loop(Looper.java:137) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.app.ActivityThread.main(ActivityThread.java:4514) 11-23 17:47:57.179: E/AndroidRuntime(26717): at java.lang.reflect.Method.invokeNative(Native Method) 11-23 17:47:57.179: E/AndroidRuntime(26717): at java.lang.reflect.Method.invoke(Method.java:511) 11-23 17:47:57.179: E/AndroidRuntime(26717): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:790) 11-23 17:47:57.179: E/AndroidRuntime(26717): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:557) 11-23 17:47:57.179: E/AndroidRuntime(26717): at dalvik.system.NativeStart.main(Native Method) 11-23 17:47:57.179: E/AndroidRuntime(26717): Caused by: java.lang.reflect.InvocationTargetException 11-23 17:47:57.179: E/AndroidRuntime(26717): at java.lang.reflect.Method.invokeNative(Native Method) 11-23 17:47:57.179: E/AndroidRuntime(26717): at java.lang.reflect.Method.invoke(Method.java:511) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.view.View$1.onClick(View.java:3086) 11-23 17:47:57.179: E/AndroidRuntime(26717): ... 11 more 11-23 17:47:57.179: E/AndroidRuntime(26717): Caused by: android.database.sqlite.SQLiteException: no such table: Users: , while compiling: select * from Users where email = '' and pin = '' 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteCompiledSql.native_compile(Native Method) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteCompiledSql.<init>(SQLiteCompiledSql.java:68) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteProgram.compileSql(SQLiteProgram.java:143) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteProgram.compileAndbindAllArgs(SQLiteProgram.java:361) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteProgram.<init>(SQLiteProgram.java:127) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteProgram.<init>(SQLiteProgram.java:94) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteQuery.<init>(SQLiteQuery.java:53) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteDirectCursorDriver.query(SQLiteDirectCursorDriver.java:47) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteDatabase.rawQueryWithFactory(SQLiteDatabase.java:1685) 11-23 17:47:57.179: E/AndroidRuntime(26717): at android.database.sqlite.SQLiteDatabase.rawQuery(SQLiteDatabase.java:1659) 11-23 17:47:57.179: E/AndroidRuntime(26717): at projectname.database.UserDataSource.ValidateLogin(UserDataSource.java:73) 11-23 17:47:57.179: E/AndroidRuntime(26717): at projectname.LoginActivity.btn_login_Click(LoginActivity.java:47) 11-23 17:47:57.179: E/AndroidRuntime(26717): ... 14 more

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  • KSoap2 Android not valid SOAP

    - by Rogier21
    Hello all, I am trying to post to my own test soap server (C#) with Android in combination with KSOAP2. Now I have the specifications from the SOAP server, it expects: POST /SharingpointCheckBarcode.asmx HTTP/1.1 Host: awc.test.trin-it.nl Content-Type: text/xml; charset=utf-8 Content-Length: length SOAPAction: "http://tempuri.org/checkBarcode" <?xml version="1.0" encoding="utf-8"?> <soap:Envelope xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:soap="http://schemas.xmlsoap.org/soap/envelope/"> <soap:Header> <AuthHeader xmlns="http://tempuri.org/"> <username>string</username> <password>string</password> </AuthHeader> </soap:Header> <soap:Body> <checkBarcode xmlns="http://tempuri.org/"> <barcode>string</barcode> </checkBarcode> </soap:Body> </soap:Envelope> But what Android KSOAP2 sends out: <?xml version="1.0" encoding="utf-8"?> <v:Envelope xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns:d="http://www.w3.org/2001/XMLSchema" xmlns:c="http://schemas.xmlsoap.org/soap/encoding/" xmlns:v="http://schemas.xmlsoap.org/soap/envelope/"> <v:Header /> <v:Body> <checkBarcode xmlns="http://tempuri.org" id="o0" c:root="1"> <username i:type="d:string">test</username> <password i:type="d:string">test</password> <barcode i:type="d:string">2620813000301</barcode> </checkBarcode> </v:Body> </v:Envelope> With this code: try { SoapObject request = new SoapObject(NAMESPACE, METHOD_NAME); request.addProperty("username", "test"); request.addProperty("password", "test"); request.addProperty("barcode", "2620813000301"); SoapSerializationEnvelope envelope = new SoapSerializationEnvelope(SoapEnvelope.VER11); envelope.dotNet = true; envelope.encodingStyle = "test"; envelope.setOutputSoapObject(request); AndroidHttpTransport androidHttpTransport = new AndroidHttpTransport (URL); androidHttpTransport.debug = true; androidHttpTransport.setXmlVersionTag("<?xml version=\"1.0\" encoding=\"utf-8\"?>"); androidHttpTransport.call(SOAP_ACTION, envelope); Log.d("MyAPP", "----------------- " + androidHttpTransport.requestDump +"\r\n\r\n" + androidHttpTransport.responseDump); ((TextView)findViewById(R.id.lblStatus)).setText(androidHttpTransport.requestDump +"\r\n\r\n" + androidHttpTransport.responseDump); } catch(Exception E) { ((TextView)findViewById(R.id.lblStatus)).setText("ERROR:" + E.getClass().getName() + ": " + E.getMessage()); } The response I get back from the server is that there are no results found, so not an error, but when I test it with another App or PHP, it with the same data, it says it's OK. I think it's because of the

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  • touchend event doesn't work on Android

    - by Protos
    Hi, I've just started looking at doing some basic mobile web development on the android and an writing a test script to investigate the touch events. I've run the following code in the android emulator, and the touchend event never gets fired. Can anyone tell me why ? I've tried in three versions of the emulator (1.6, 2.1 and 2.2) and all three behave in the same way. Thanks in advance for any help you can give me. Cheers, Colm EDIT - I've also tried this using the XUI framework and have the same problem so I'm guessing I have a fundamental misunderstanding of how this stuff works ...... Map Test <meta name="description" content="" /> <meta name="keywords" content="" /> <meta name="language" content="english" /> <meta name="viewport" content="minimum-scale=1.0, width=device-width, height=device-height, user-scalable=no"> <script type="text/javascript"> window.onload = function(){ document.body.appendChild( document.createTextNode("w: " + screen.width + " x " + "h : " +screen.height) ); attachTouchEvents(); } function attachTouchEvents() { console = document.getElementById("console"); var map = document.getElementById("map"); map.addEventListener ('touchstart', function (event) { event.preventDefault(); var touch = event.touches[0]; document.getElementById("touchCoord").innerHTML = "S : " + touch.pageX + " " + touch.pageY; document.getElementById("touchEvent").innerHTML = "Touch Start"; }, false); map.addEventListener ('touchmove', function (event) { event.preventDefault(); var touch = event.touches[0]; document.getElementById("touchCoord").innerHTML = "M : " + touch.pageX + " " + touch.pageY; document.getElementById("touchEvent").innerHTML = "Touch Move"; }, false); map.addEventListener ('touchend', function (event) { var touch = event.touches[0]; document.getElementById("touchCoord").innerHTML = "E : " + touch.pageX + " " + touch.pageY; document.getElementById("touchEvent").innerHTML = "Touch End"; event.preventDefault(); }, false); console.innerHTML = "event attached"; } </script> <style type="text/css"> html, body { height:100%; width:100%; margin: 0; background-color:red; } #map { height: 300px; width: 300px; background-color:yellow; } </style> </head> <body> <div id="map"></div> <div id="touchCoord">Touch Coords</div> <div id="touchEvent">Touch Evnt</div> <div id="console">Console</div> </body>

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  • Android ProgressDialog Progress Bar doing things in the right order

    - by FauxReal
    I just about got this, but I have a small problem in the order of things going off. Specifically, in my thread() I am setting up an array that is used by a Spinner. Problem is the Spinner is all set and done basically before my thread() is finished, so it sets itself up with a null array. How do I associate the spinners ArrayAdapter with an array that is being loaded by another thread? I've cut the code down to what I think is necessary to understand the problem, but just let me know if more is needed. The problem occurs whether or not refreshData() is called. Along the same lines, sometimes I want to call loadData() from the menu. Directly following loadData() if I try to fire a toast on the next line this causes a forceclose, which is also because of how I'm implementing ProgressDialog. THANK YOU FOR LOOKING public class CMSHome extends Activity { private static List<String> pmList = new ArrayList<String>(); // Instantiate helpers PMListHelper plh = new PMListHelper(); ProjectObjectHelper poc = new ProjectObjectHelper(); // These objects hold lists and methods for dealing with them private Employees employees; private Projects projects; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); // Loads data from filesystem, or webservice if necessary loadData(); // Capture spinner and associate pmList with it through ArrayAdapter spinner = (Spinner) findViewById(R.id.spinner); ArrayAdapter<String> adapter = new ArrayAdapter<String>( this, android.R.layout.simple_spinner_item, pmList); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); spinner.setAdapter(adapter); //---the button is wired to an event handler--- Button btn1 = (Button)findViewById(R.id.btnGetProjects); btn1.setOnClickListener(btnListAllProjectsListener); spinner.setOnItemSelectedListener(new MyOnItemSelectedListener()); } private void loadData() { final ProgressDialog pd = ProgressDialog.show(this, "Please wait", "Loading Data...", true, false); new Thread(new Runnable(){ public void run(){ employees = plh.deserializeEmployeeData(); projects = poc.deserializeProjectData(); // Check to see if data actually loaded, if not then refresh if ((employees == null) || (projects == null)) { refreshData(); } // Load up pmList for spinner control pmList = employees.getPMList(); pd.dismiss(); } }).start(); } private void refreshData() { // Refresh data for Projects projects = poc.refreshData(); poc.saveProjectData(mCtx, projects); // Refresh data for PMList employees = plh.refreshData(); plh.savePMData(mCtx, employees); } } <---- EDIT ----- I tried changing loadData() to the following after Jims suggestion. Not sure if I did this right, still doesn't work: private void loadData() { final ProgressDialog pd = ProgressDialog.show(this, "Please wait", "Loading Data...", true, false); new Thread(new Runnable(){ public void run(){ employees = plh.deserializeEmployeeData(); projects = poc.deserializeProjectData(); // Check to see if data actually loaded, if not return false if ((employees == null) || (projects == null)) { refreshData(); } pd.dismiss(); runOnUiThread(new Runnable() { public void run(){ // Load up pmList for spinner control pmList = employees.getPMList(); } }); } }).start(); }

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  • black screen while retrieving result from webservices in android

    - by Aswan
    Hi Folks i am using following webservices for retrieving data from server server side:.net client side:ksoap2 whenever activity start, onCreate i am using spinner for displying data returned by the webservices when this activity start it showing black screen after lunching the activity .i found black screen is coming when activity connecting to webservices How to resolve this MyCode public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); try { //Display the online and busy people display in spinner //people are display in relative people only(Mygroup) /* get the online and busy people who are in user group from DB*/ users_names_ids=new ParseXMLString().convertusernames(new DataParsingComm().ILGetOnlinePeoples("<spGetOnlinePeoples><UserID>"+GetCurrentUserID.id+"</UserID></spGetOnlinePeoples>")); /* create an array with the size of number of peoples whose status is online or busy */ String[] array =new String[users_names_ids.size()]; int setselction=0;// initialize the selection to 0. /* if array length is greater than zero, that means getting at least one person whose status is online or busy */ if(array.length>0){ /* Returns an enumeration on the keys of this Hashtable instance. And assigns into Enumeration instance variable */ Enumeration e= users_names_ids.keys(); /* Iterate list Enumeration until it does't has any more elements */ for(int i=0;e.hasMoreElements();i++) try{ /* get all persons names into the array list */ array[i]=e.nextElement().toString(); /* Get the ChatUserName value from the ChatInPeopleDetails preferences. And If it is in this list set selection to the index 'i' */ if(getSharedPreferences("ChatInPeopleDetails", 0).getString("ChatUserName", "").equals(array[i])) setselction=i; /* * Get the String value of Relname, that previously added with putExtra() as extended data to the parent intent * If that value is not null and exists in the array list then * set the selection to the index 'i'. * */ else if(getIntent().getStringExtra("Relname")!=null && getIntent().getStringExtra("Relname").equals(array[i])) setselction=i; }catch(Exception ex){ ex.printStackTrace(); } finally { System.gc(); System.runFinalization(); } } /* create a new array adapter with the ChatForm context and array objects */ ArrayAdapter<String> adapter2 = new ArrayAdapter<String>(ChatForm.this,android.R.layout.simple_spinner_item, array); /* Set the layout resource to create the drop down views. */ adapter2.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); /* The Adapter is used to provide the data which backs this Spinner SpinnerUsersToChat. */ ((Spinner)findViewById(R.id.SpinnerUsersToChat)).setAdapter(adapter2); /* Get the ChatUserName value from the ChatInPeopleDetails preferences. If this value is not null*/ if(getSharedPreferences("ChatInPeopleDetails", 0).getString("ChatUserName", "") !=null) { /* Set the currently selected item of spinner based on selection variable value */ ((Spinner)findViewById(R.id.SpinnerUsersToChat)).setSelection(setselction); } /* Register a callback to be invoked when an item in this AdapterView has been selected.*/ ((Spinner)findViewById(R.id.SpinnerUsersToChat)).setOnItemSelectedListener(new OnItemSelectedListener() { public void onItemSelected(AdapterView<?> parent,View v,int position,long id) { /* call getMsg() to get messages and display them*/ getMsg(); /* Causes the Runnable to be added to the message queue. The runnable will be run on the user interface thread.*/ ((ScrollView)findViewById(R.id.ScrollView06)).post(new Runnable() { public void run() { /* This fullScroll() method will scroll the view to the bottom .*/ ((ScrollView)findViewById(R.id.ScrollView06)).fullScroll(View.FOCUS_DOWN); } }); } /* on nothing selected to do somthing . this an overridden method */ public void onNothingSelected(AdapterView<?> arg0) { } }); } catch (Exception e1) { e1.printStackTrace(); } }

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  • Geolocation through Android's GPS Provider on a website?

    - by Corey Ogburn
    I'm trying to get the geolocation of the mobile device in a regular website, not a webview of an application or anything native like that. I'm getting a location, but it's highly inaccurate, the accuracy comes back as 3230 or some other outrageous number. I'm assuming that's in meters, either way it's not nearly accurate enough. By comparison, the same webpage on a laptop gets an accuracy of 30-40. My first thought was that it was using the Network Provider instead of the GPS Provider, telling me where I am based on tower location and reach. A little research later I found enableHighAccuracy and set it true in the options that I pass. After including that, I still notice no difference. Here's the test page's HTML/javascript: <html> <head> <script type="text/javascript" src="http://ecn.dev.virtualearth.net/mapcontrol/mapcontrol.ashx?v=7.0"></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.3/jquery.min.js"></script> <script type="text/javascript"> function OnLoad() { $("#Status").text("Init"); if (navigator.geolocation) { $("#Status").text("Supports Geolocation"); navigator.geolocation.getCurrentPosition(HandleLocation, LocationError, { enableHighAccuracy: true }); $("#Status").text("Sent position request..."); } else { $("#Status").text("Doesn't support geolocation"); } } function HandleLocation(position) { $("#Status").text("Received response:"); $("#Position").text("(" + position.coords.latitude + ", " + position.coords.longitude + ") accuracy: " + position.coords.accuracy); var loc = new Microsoft.Maps.Location(position.coords.latitude, position.coords.longitude); GetMap(loc); } function LocationError(error) { switch(error.code) { case error.PERMISSION_DENIED: alert("Location not provided"); break; case error.POSITION_UNAVAILABLE: alert("Current location not available"); break; case error.TIMEOUT: alert("Timeout"); break; default: alert("unknown error"); break; } } function GetMap(loc) { var map = new Microsoft.Maps.Map(document.getElementById("mapDiv"), {credentials: "Aj59meaCR1e7rNgkfQy7j08Pd3mzfP1r04hGesGmLe2a3ZwZ3iGecwPX2SNPWq5a", center: loc, mapTypeId: Microsoft.Maps.MapTypeId.road, zoom: 15}); } </script> </head> <body onload="javascript:OnLoad()"> <div id="Status"></div> <div id="Position"></div><br/> <div id='mapDiv' style="position:relative; width:600px; height:400px;"></div> </body> </html> I'm testing this on a rooted MyTouch 3G running Cyanogen 6.1 stable, Android 2.2 and GPS is enabled. In case rooting was a problem, I have also had various friends and coworkers try the webpage on their non-rooted 2.0+ Android devices. Each phone had various effects on the accuracy, but none were better than 1000, I attribute this to the different carriers. I have not (but eventually will) tested with iPhone or other location-aware cell phones.

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  • screnshot in android

    - by ujjawal
    The following is the code I am using to take a screen shot using GLSurfaceView. But I dont know why the onDraw() method in the GLSurfaceView.Renderer Class is not being called. Please if some one can look at the code below and point out what am I doing wrong.`public class MainActivity extends Activity { private GLSurfaceView mGLView; int x,y,w,h; Display disp; /** Called when the activity is first created. */ @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); // ToDo add your GUI initialization code here setContentView(R.layout.main); x=0; y=0; disp = getWindowManager().getDefaultDisplay(); w = disp.getWidth(); h = disp.getHeight(); mGLView = new ClearGLSurfaceView(this); } class ClearGLSurfaceView extends GLSurfaceView { public ClearGLSurfaceView(Context context) { super(context); setDebugFlags(DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS); mRenderer = new ClearRenderer(); setRenderer(mRenderer); } ClearRenderer mRenderer; } class ClearRenderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Do nothing special. } public void onSurfaceChanged(GL10 gl, int w, int h) { //gl.glViewport(0, 0, w, h); } public void onDrawFrame(GL10 gl) { //gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); int b[]=new int[w*(y+h)]; int bt[]=new int[w*h]; IntBuffer ib=IntBuffer.wrap(b); ib.position(0); gl.glReadPixels(x, 0, w, y+h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, ib); for(int i=0, k=0; i<h; i++, k++) {//remember, that OpenGL bitmap is incompatible with Android bitmap //and so, some correction need. for(int j=0; j<w; j++) { int pix=b[i*w+j]; int pb=(pix>>16)&0xff; int pr=(pix<<16)&0x00ff0000; int pix1=(pix&0xff00ff00) | pr | pb; bt[(h-k-1)*w+j]=pix1; } } Bitmap bmp = Bitmap.createBitmap(bt, w, h,Bitmap.Config.ARGB_8888); try { File f = new File("/sdcard/testpicture.png"); f.createNewFile(); FileOutputStream fos=new FileOutputStream(f); bmp.compress(CompressFormat.PNG, 100, fos); try { fos.flush(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } try { fos.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch(IOException e) { e.printStackTrace(); } } } } ` Please someone help me out. I have just started learning to work on android.

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  • Getting 404 in Android app while trying to get xml from localhost

    - by Patrick
    This must be something really stupid, trying to solve this issue for a couple of days now and it's really not working. I searched everywhere and there probably is someone with the same problem, but I can't seem to find it. I'm working on an Android app and this app pulls some xml from a website. Since this website is down a lot, I decided to save it and run it locally. Now what I did; - I downloaded the kWs app for hosting the downloaded xml file - I put the file in the right directory and could access it through the mobile browser, but not with my app (same code as I used with pulling it from some other website, not hosted by me, only difference was the URL obviously) So I tried to host it on my PC and access it with my app from there. Again the same results, the mobile browsers had no problem finding it, but the app kept saying 404 Not Found: "The requested URL /test.xml&parama=Someone&paramb= was not found on this server." Note: Don't mind the 2 parameters I am sending, I needed that to get the right stuff from the website that wasn't hosted by me. My code: public String getStuff(String name){ String URL = "http://10.0.0.8/test.xml"; ArrayList<NameValuePair> params = new ArrayList<NameValuePair>(2); params.add(new BasicNameValuePair("parama", name)); params.add(new BasicNameValuePair("paramb", "")); APIRequest request = new APIRequest(URL, params); try { RequestXML rxml = new RequestXML(); AsyncTask<APIRequest, Void, String> a = rxml.execute(request); ... } catch(Exception e) { e.printStackTrace(); } return null; } That should be working correctly. Now the RequestXML class part: class RequestXML extends AsyncTask<APIRequest, Void, String>{ @Override protected String doInBackground(APIRequest... uri) { HttpClient httpclient = new DefaultHttpClient(); String completeUrl = uri[0].url; // ... Add parameters to URL ... HttpGet request = null; try { request = new HttpGet(new URI(completeUrl)); } catch (URISyntaxException e1) { e1.printStackTrace(); } HttpResponse response; String responseString = ""; try { response = httpclient.execute(request); StatusLine statusLine = response.getStatusLine(); if(statusLine.getStatusCode() == HttpStatus.SC_OK){ // .. It crashes here, because statusLine.getStatusCode() returns a 404 instead of a 200. The xml is just plain xml, nothing special about it. I changed the contents of the .htaccess file into "ALLOW FROM ALL" (works, cause the browser on my mobile device can access it and shows the correct xml). I am running Android 4.0.4 and I am using the default browser AND chrome on my mobile device. I am using MoWeS to host the website on my PC. Any help would be appreciated and if you need to know anything before you can find an answer to this problem, I'll be more than happy to give you that info. Thank you for you time! Cheers.

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