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  • Alignment of Hebrew Vowel points in Android

    - by Aharon Manne
    I want to display Hebrew text with vowel points (nikkud) using the Canvas.drawText interface. The vowel points come out misaligned, as in the following image taken using a Motorola Defy+ device: The hiriq is between the resh and the yod, the holam between the vav and nun. I have added the rtl code (\u200F) to the string at both ends, no joy. I know that there are applications that have solved this problem, such as the Smart Siddur. Is there a difference between text-based applications and graphics based? I would think that the same engine renders the text in both cases. I suppose I could split up the string and place the vowels separately, but that seems pretty painful and not extensible. TIA for any clues.

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  • How to use RelativeLayout to make a custom component on Android

    - by Styggentorsken
    I'm trying to make a custom component based on buttons without having to deal with all the layout myself. The problem is that i can't find a way to make use of RelativeLayout to draw the thing. This is my latest attempt. A bitmap is returned by layoutManager.getDrawingCache(), but it does not show any buttons. canvas.drawColor(...) however works. public class MyView extends View { Button myButton; RelativeLayout layoutManager; public MyView(Context context) { super(context); initMyView(); } public MyView(Context context, AttributeSet attrs) { super(context); initMyView(); // ... } public void initMyView() { layoutManager = new RelativeLayout(getContext()); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { setMeasuredDimension( MeasureSpec.getSize(measureSpec), MeasureSpec.getSize(measureSpec) ); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); myButton = new Button(layoutManager.getContext()); myButton.setVisibility(VISIBLE); myButton.setDrawingCacheEnabled(true); layoutManager.addView(myButton); layoutManager.setDrawingCacheEnabled(true); layoutManager.layout(0, 0, 150, 150); layoutManager.setVisibility(VISIBLE); layoutManager.buildDrawingCache(); layoutManager.draw(canvas); canvas.drawBitmap(layoutManager.getDrawingCache(), 0.0f, 0.0f, null); } }

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  • Android: Memory leak due to AsyncTask

    - by Manu
    Hello, I'm stuck with a memory leak that I cannot fix. I identified where it occurs, using the MemoryAnalizer but I vainly struggle to get rid of it. Here is the code: public class MyActivity extends Activity implements SurfaceHolder.Callback { ... Camera.PictureCallback mPictureCallbackJpeg = new Camera.PictureCallback() { public void onPictureTaken(byte[] data, Camera c) { try { // log the action Log.e(getClass().getSimpleName(), "PICTURE CALLBACK JPEG: data.length = " + data); // Show the ProgressDialog on this thread pd = ProgressDialog.show(MyActivity.this, "", "Préparation", true, false); // Start a new thread that will manage the capture new ManageCaptureTask().execute(data, c); } catch(Exception e){ AlertDialog.Builder dialog = new AlertDialog.Builder(MyActivity.this); ... dialog.create().show(); } } class ManageCaptureTask extends AsyncTask<Object, Void, Boolean> { protected Boolean doInBackground(Object... args) { Boolean isSuccess = false; // initialize the bitmap before the capture ((myApp) getApplication()).setBitmapX(null); try{ // Check if it is a real device or an emulator TelephonyManager telmgr = (TelephonyManager) getSystemService(Context.TELEPHONY_SERVICE); String deviceID = telmgr.getDeviceId(); boolean isEmulator = "000000000000000".equalsIgnoreCase(deviceID); // get the bitmap if (isEmulator) { ((myApp) getApplication()).setBitmapX(BitmapFactory.decodeFile(imageFileName)); } else { ((myApp) getApplication()).setBitmapX(BitmapFactory.decodeByteArray((byte[]) args[0], 0, ((byte[])args[0]).length)); } ((myApp) getApplication()).setImageForDB(ImageTools.resizeBmp(((myApp) getApplication()).getBmp())); // convert the bitmap into a grayscale image and display it in the preview ((myApp) getApplication()).setImage(makeGrayScale()); isSuccess = true; } catch (Exception connEx){ errorMessageFromBkgndThread = getString(R.string.errcapture); } return isSuccess; } protected void onPostExecute(Boolean result) { // Pass the result data back to the main activity if (MyActivity.this.pd != null) { MyActivity.this.pd.dismiss(); } if (result){ ((ImageView) findViewById(R.id.apercu)).setImageBitmap(((myApp) getApplication()).getBmp()); ((myApp) getApplication()).setBitmapX(null); } else{ // there was an error ErrAlert(); } } } }; private void ErrAlert(){ // notify the user about the error AlertDialog.Builder dialog = new AlertDialog.Builder(this); ... dialog.create().show(); } } MemoryAnalyzer indicated the memory leak at: ((myApp) getApplication()).setBitmapX(BitmapFactory.decodeByteArray((byte[]) args[0], 0, ((byte[])args[0]).length)); I am grateful for any suggestion, thank you in advance.

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  • Android: How to resize a custom view programmatically?

    - by herbertD
    Hi all! I am coding a custom view, extended from RelativeLayout, and I want to resize it programmatically, How can I do? the custom view Class is something like: public ActiveSlideView(Context context, AttributeSet attr){ super(context, attr); LayoutInflater inflater = (LayoutInflater)context.getSystemService(Context.LAYOUT_INFLATER_SERVICE); if(inflater != null){ inflater.inflate(R.layout.active_slide, this); }

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  • my android app runs fine in the emulator, but when i publish it it's wrong

    - by Charlie
    i have an app that has a few checkboxes in the settings and then compiles a remote sql based on the checkboxes selected. i ran it in the emulator and it's fine. but then i exported it and published it as an app, and the same checked boxes aren't being passed correctly. i wonder if it's a caching issue or something. tried deleting the apks a few times and republish but to no avail. i "fake-edited" the source java and then export again, still no difference. i'm kind of new to eclipse but is there a force build option? i only see build-automatically option under project but not sure how i can make sure that the apk exported is the same as run in the emulator edit the emulator is version 1.5, and my phone is nexus one running 2.1- not sure if that makes a difference thanks

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  • Efficiency questions

    - by rayman
    Hi, I have to manage XML documents and Strings in my app. In terms of efficiency and memory usage, will a collection like ArrayList be much more expensive than String[]? Also, I could store the content as a regular String or XML. Is working with XML also more expensive? (When I say expensive, I am referring to the use of system resources.) If there are differences, are they significant? Thanks, Ray.

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  • Android - Different ways of playing video

    - by Chris
    Hi All, I just came across the limitation of VideoView of not being able to play mp4 video files that are wider than 320 pixels. I was wondering how can we overcome these limitations. I am trying to make my app as forgiving as possible, so other than using VideoViews is there another way to play these mp4 videos? Chris

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  • Android maps out of memory error

    - by SamB09
    Hi , sometimes when running a google maps program with an overlay image i will receive a bit map out of memory error. It always seems to be at a random point in the app. Im not sure how to solve this. Anyone have any ideas ? My overlay code is below , im not sure if you need to see the class its called in though? public class MyOverlay2 extends Overlay { private static final double MAX_TAP_DISTANCE_KM = 3; // Rough approximation - one degree = 50 nautical miles private static final double MAX_TAP_DISTANCE_DEGREES = MAX_TAP_DISTANCE_KM * 0.5399568 * 50; private final GeoPoint gPoint; private final Context cont; private final int draw; // private final int lat; public MyOverlay2(Context cont, GeoPoint gPoint1, int draw) { // constructor will be called in the userLocation class to draw an overly image this.cont = cont; this.gPoint = gPoint1; this.draw = draw; } @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { // constructor takes 3 arguments super.draw(canvas, mapView, shadow); // Convert geo coordinates to screen pixels Point screenPoint = new Point(); mapView.getProjection().toPixels(gPoint, screenPoint); //Read the image from the xml resource using a bitmap factory BitmapFactory.Options options=new BitmapFactory.Options(); options.inSampleSize = 1; Bitmap preview_bitmap=BitmapFactory.decodeResource(cont.getResources(),R.drawable.monday12,options); //draw the image at the location specified by the co-ordinates canvas.drawBitmap(preview_bitmap, screenPoint.x - preview_bitmap.getWidth() /2, screenPoint.y - preview_bitmap.getHeight()/2 , null); // get the images height and width values divided by two draw the image at the specified screen points return true; } @Override public boolean onTap(GeoPoint s, MapView mapView) { // Handle tapping on the overlay here return true; } }

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  • Playing Multiple sounds at the same time in Android

    - by Wrapper
    I am unable to use the following to code to play multiple sounds/beeps simultaneously. In my onclicklistener I have added ... public void onClick(View v) { mSoundManager.playSound(1); mSoundManager.playSound(2); } ... But this plays only one sound at a time, sound with index 1 followed by sound with index 2. How can I play atleast 2 sounds simultaneously using this code whenever there is an onClick() event? public class SoundManager { private SoundPool mSoundPool; private HashMap<Integer, Integer> mSoundPoolMap; private AudioManager mAudioManager; private Context mContext; public SoundManager() { } public void initSounds(Context theContext) { mContext = theContext; mSoundPool = new SoundPool(4, AudioManager.STREAM_MUSIC, 0); mSoundPoolMap = new HashMap<Integer, Integer>(); mAudioManager = (AudioManager)mContext.getSystemService(Context.AUDIO_SERVICE); } public void addSound(int Index,int SoundID) { mSoundPoolMap.put(1, mSoundPool.load(mContext, SoundID, 1)); } public void playSound(int index) { int streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC); mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, 0, 1f); } public void playLoopedSound(int index) { int streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC); mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, -1, 1f); } }

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  • how to do android image animation

    - by user270811
    hi, i am trying to get a simple image animation going. i want to make it looks as if the helicopter's propeller blades are turning. i have 3 images for the helicopter, and i am showing one of these images depending on the animation progress. the problem is that all three images end up overlapping each other as opposed to just one image showing up at one time, thereby creating the animation. this is what i did so far, i even tried to clear canvas by doing this canvas.drawColor(Color.BLACK), but that would clear out the whole canvas, which is not what i want. this is what i have: 1) in the View class: static class Helicopter { private long mLastUpdate; private long mProgress = 0; private final float mX; private final float mY; private final Bitmap mHelicopter1; private final Bitmap mHelicopter2; private final Bitmap mHelicopter3; private final float mRadius; Helicopter(long mLastUpdate, float mX, float mY, Bitmap helicopter1, Bitmap helicopter2, Bitmap helicopter3) { this.mLastUpdate = mLastUpdate; this.mX = mX; this.mY = mY; this.mHelicopter1 = helicopter1; this.mHelicopter2 = helicopter2; this.mHelicopter3 = helicopter3; mRadius = ((float) mHelicopter1.getWidth()) / 2f; } public void update(long now) { mProgress += (now - mLastUpdate); if(mProgress >= 400L) { mProgress = 0; } mLastUpdate = now; } public void setNow(long now) { mLastUpdate = now; } public void draw(Canvas canvas, Paint paint) { if (mProgress < 150L) { canvas.drawBitmap(mHelicopter1, mX - mRadius, mY - mRadius, paint); } else if (mProgress < 300L) { canvas.drawBitmap(mHelicopter2, mX - mRadius, mY - mRadius, paint); } else if(mProgress < 400L) { canvas.drawBitmap(mHelicopter3, mX - mRadius, mY - mRadius, paint); } } public boolean done() { return mProgress > 700L; } } private ArrayList<Helicopter> mHelicopters = new ArrayList<Helicopter>(); 2) this is being called in the run() of a thread: private void doDraw(Canvas canvas) { final long now = SystemClock.elapsedRealtime(); canvas.save(); for (int i = 0; i < mHelicopters.size(); i++) { final Helicopter explosion = mHelicopters.get(i); explosion.update(now); } for (int i = 0; i < mHelicopters.size(); i++) { final Helicopter explosion = mHelicopters.get(i); explosion.draw(canvas, mPaint); } canvas.restore(); } can someone help me? i have looked at a lot of the examples on the web on animation, they seem to always involve text, but not images. thanks.

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  • Android VideoView plays 2 videos at the same time

    - by evosoft
    I ma trying to play a videoview on top of another video view. the first video view is paused, while the second is playing. It appears to work but no second video appears on he screen (though I hear the audio and see the controls that would normally appear on top). I am assuming this is some sort of Zorder issue. Any thoughts. By the way, I have no problem displaying other views on top of the main video view and having the video fill the background.

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  • android form Fields grouping?

    - by UMMA
    dear friends, i want to know that is there any way to create groups in a form? i am not talking about heading but groups we make with borders around set of specified field sets.(field sets are for example TextView,EditText and button). for example. Vital information: ----- Other information ----- any help would be appriciated.

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  • read text file from phone memory in android

    - by Sudhakar
    Hi..I just wanna create a text file into phone memory and have to read its content to display.Now i created a text file.But its not present in the path data/data/package-name/file name.txt & it didn't display the content on emulator. My code is.. public class PhonememAct extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); TextView tv=(TextView)findViewById(R.id.tv); FileOutputStream fos = null; try { fos = openFileOutput("Test.txt", Context.MODE_PRIVATE); } catch (FileNotFoundException e2) { // TODO Auto-generated catch block e2.printStackTrace(); } try { fos.write("Hai..".getBytes()); } catch (IOException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } try { fos.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } FileInputStream fis = null; try { fis = openFileInput("Test.txt"); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } int c; try { while((c=fis.read())!=-1) { tv.setText(c); setContentView(tv); //k += (char)c; } } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } try { fis.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } Thanks in adv.

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  • Multiple shapes on Android

    - by LucaB
    Hi Hi I'm trying to build a layout where some shapes will popup every 2 seconds. If the user will click one of these shapes, they have to disappear. What is the correct way of doing this? I thought about a thread, but i missed out. Here's my code at the moment (is not working): public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); l = new LinearLayout(this); setContentView(l); int counter = 1; View v = new CustomDrawableView(this,20,50); l.addView(v); Thread t = new Thread() { public void run() { while (true) { Log.i("THREAD","INSIDE"); View h = new CustomDrawableView(c, (int)Math.round(Math.random()*100), (int)Math.round(Math.random()*100)); SystemClock.sleep(2000); l.addView(h); } } }; t.start(); }

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  • Android: Activity has leaked window com.android.internal.policy.impl.PhoneWindow$DecorView that was originally added here

    - by David Joyce
    I am receiving the above error when launching my application in version 3.1 in my tablet It works fine from 2.1 to 2.3 on phones The code it complains about is as follows: @Override protected void onCreate() { // Other logic here // .... showDialog(Constants.INTRODUCTION_DIALOG); } What is the problem here? I see other related threads but I don't see one similar to my problem on launch. Thanks

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  • Displaying the Time in AM/PM format in android

    - by Rahul Varma
    Hi, I am getting the time using a time picker and displaying the time in the text view using following code... private TimePickerDialog.OnTimeSetListener mTimeSetListener = new TimePickerDialog.OnTimeSetListener() { public void onTimeSet(TimePicker view, int hourOfDay, int minute) { Toast.makeText(SendMail.this, "Your Appointment time is "+hourOfDay+":"+minute, Toast.LENGTH_SHORT).show(); TextView datehid = (TextView)findViewById(R.id.timehidden); datehid.setText(String.valueOf(hourOfDay)+ ":"+(String.valueOf(minute))); } }; Now, the issue is when i set the time as 8:00 pm then i get the time displayed as 20:0... I want to display the time as 8:00 pm... How can i do that???

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