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  • Mobile music playback on android phone keeps buffering

    - by ianio
    I have copied some music to a ubuntu synced folder on my karmic machine. I have the Ubuntu One android app installed on android 2.2 phone. When listening to music I get frequent breaks whilst the music is buffering, even with full signal. every other music streaming servie such as last fm and bbc player are fine. What is going wrong? mp3s should not have trouble buffering over a good 3g signal. I have set cache size to 200mb but i cant find a buffer size. Is it my mp3s? they are usually in the order of 320kb/s this is a breaker for me if there is no solution which is a massive shame as i like the principal of the software. cheers

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  • Google : nouvelles applications Gmail pour Android et iOS et nouveau Youtube pour les iDevices d'Apple

    Gmail : nouvelles applications pour Android et iOS Et nouveau Youtube pour les iDevices d'Apple La fragmentation touche également les applications de Google pour son propre OS mobile. Son nouveau Gmail pour Android - qui vient de sortir - n'est en effet disponible que pour les versions 4.0 et ultérieures (aujourd'hui la 4.1) du système. Parmi les améliorations du client de messagerie mobile, on notera pêle-mêle : un nouvel aperçu des photos dans les mails, la possibilité de mettre une vidéo ou une photo directement en pièce jointe, l'ajustement automatique de la taille de la police à l'écran ou le glisser des messages vers la droite pour les trier ou les supprimer. ...

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  • Google I/O 2012 - Monetizing Android Apps

    Google I/O 2012 - Monetizing Android Apps Chrix Finne, Kenneth Lui There's more than one way to make money with your Android app: Paid apps, in-app billing, advertising, and so on. This session covers the subject comprehensively, with details on the monetization tools in Google Play and a close look at the AdMob SDK, ad network mediation and Google Analytics. Walk away armed with knowledge on how you can make more money, get more users and gain more insights. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 198 7 ratings Time: 52:49 More in Science & Technology

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  • Google I/O 2012 - Making Good Apps Great: More Advanced Topics for Expert Android Developers

    Google I/O 2012 - Making Good Apps Great: More Advanced Topics for Expert Android Developers Reto Meier In a follow-up to last year's session, I'll demonstrate how to use advanced Android techniques to take a good app and transform it into a polished product, without being a resource hog. Features advanced coding tips and tricks, bandwidth-saving techniques, implementation patterns, exposure to some of the lesser-known API features, and insight into how to minimize battery drain by ensuring your app is a good citizen on the carrier network. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 2193 69 ratings Time: 58:35 More in Science & Technology

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  • Android 4.1 : la preview du SDK disponible, "Jelly Bean" se dévoile au Google I/O

    Android 4.1 débarque au Google I/O 2012 Jelly Bean intègre un search optimisé, la preview du SDK est disponible Une petite demi-heure avant l'ouverture du Google I/O, la grande conférence annuelle de Google dédiée aux développeurs, une des rumeurs persistantes était confirmée : il y aura bien une tablette Nexus 7, sous la marque Google, avec un écran 7'' et sous Jelly Bean. Restait à savoir ce que ce Jelly Bean allait proposer. Première information, le numéro de version. Il s'agit bien d'Android 4.1 (et non pas 5.0). Au fil des nombreux intervenants qui se succèdent sur la scène de San Francisco, la liste des améliorations s'allongent mais avec toujours en su...

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  • Black Screen on pressing back button in libgdx

    - by user26384
    In my game when i touch on advertisements and press back button to return on game the i am getting a black screen. I referred this link. I tried to change IosGraphics.java but the change is not reflected in monotouch project. I did the following : Extracted nightly.zip and opened gdx-backend-iosmonotouch-sources From there I changed IosGraphicsjava. I then made a new jar file gdx-backend-iosmonotouch.jar and replaced it with original jar file in the nightly folder. Compressed all the files from nightly folder in .zip file. Used this .zip file to make a new project throuch gdx-setup-ui.jar. I tried to open my project in monotouch and from com-gdx-backendios.dll i found that the changes in IosGraphics are not being reflected. Am I missing something? How do I solve this? I even tried to open gdx-backend-iosmonotouch-sources.jar with winrar and edit IosGraphics.java and save it. Even this didn't work.

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  • help with yes/no radio button for multiple questions pull from database

    - by Darlene
    hey guys i need a little help with this questionaire form. The tables currently using are: user userid| username answers aswerid|quesid|ans|userid|date ques quesid|ques The form below is what im using however i'm gettin errors for radio button.... could anyone offer advice? $query = mysql_query("SELECT * FROM ques", $con) or die("Cannot Access tblprequeations From Server"); echo"<div id='quesform' class='quesform'>"; echo"<form name='QForm' method='post' action='answers.php' onsubmit='return validateQForm(this);'>"; echo"<p>"; while($row = mysql_fetch_array($query)) { echo"<p>"; echo"<label>".$row['quesid']."</label>&nbsp; &nbsp;"; echo"<label>".$row['ques']."</label>&nbsp; &nbsp;"; echo"<input type='radio' name='ans' value='yes' if (isset($_POST['ans']) && $_POST['ans'] == 'yes') echo'checked'/>"; echo"<input type='radio' name='ans' value='no' if (isset($_POST['ans']) && $_POST['ans'] == 'no') echo'checked'/>"; echo"</p>"; } echo"</p>";

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  • Google Maps bénéficie d'un vrai mode hors-ligne sur Android, "enfin" diront certains

    Google Maps bénéficie d'un vrai mode hors-ligne Sur Android Ça y est ! « Enfin », ajouteront certains. Google Maps va bénéficier d'un vrai mode hors-ligne digne de ce nom, simple et ergonomique. En tout cas sous Android. Plus besoin de passer par les Labs pour proposer ce qu'offrent les Nokia Maps (intégrées dans le prochain Windows Phone 8) ou des applications gratuites qui s'appuient sur OpenStreetMap depuis longtemps (comme ForeverMap). Le principe consiste à télécharger une partie de la carte de Google en étant connecté. La sélection se fait en rentant le nom d'un lieu que l'on souhaite sauvegard...

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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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  • Procès Java - Android : Oracle fait appel du premier jugement en faveur de Google

    Android : fin du procès entre Oracle et Google Débouté de presque tout Oracle peut encore faire appel Mise à jour du 18/07/12 Le procès entre Oracle et Google est terminé. En tout cas le premier procès. Après avoir été débouté de quasiment toutes ses demandes, Oracle avait demandé au juge un nouveau procès pour revoir les faits et les premières décisions. Dans un document publié en fin de semaine dernière le juge refuse cette possibilité au motif qu'Oracle n'apporte aucun argument nouveau dans sa demande. Oracle accusait Google d'avoir enfreint plusieurs de ses brevets en utilisant certaines API dans Android. La société de Larry El...

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  • Le noyau Linux 3.2 disponible : intégration du code d'Android, améliorations réseaux, Btrfs et support d'une nouvelle architecture

    Le noyau Linux 3.2 disponible : intégration du code d'Android améliorations réseaux, Btrfs et support d'une nouvelle architecture Linus Torvalds vient d'annoncer la disponibilité de la version 3.3 du noyau Linux. Au menu des nouveautés, on notera essentiellement la réintégration des portions de code du noyau d'Android . Pour rappel, en 2009, les pilotes d'Android avaient été exclus du noyau parce qu'ils n'étaient pas suffisamment maintenus. L'intégration d'Android permettra aux développeurs d'utiliser le noyau Linux pour faire fonctionner un système Android, développer un pilote pour les deux et réduira les couts de maintenance des correctifs indépendants d'une...

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  • Le noyau Linux 3.3 disponible : intégration du code d'Android, améliorations réseaux, Btrfs et support d'une nouvelle architecture

    Le noyau Linux 3.3 disponible : intégration du code d'Android améliorations réseaux, Btrfs et support d'une nouvelle architecture Linus Torvalds vient d'annoncer la disponibilité de la version 3.3 du noyau Linux. Au menu des nouveautés, on notera essentiellement la réintégration des portions de code du noyau d'Android . Pour rappel, en 2009, les pilotes d'Android avaient été exclus du noyau parce qu'ils n'étaient pas suffisamment maintenus. L'intégration d'Android permettra aux développeurs d'utiliser le noyau Linux pour faire fonctionner un système Android, développer un pilote pour les deux et réduira les couts de maintenance des correctifs indépendants d'une...

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  • Connecting SceneBuilder edited FXML to Java code

    - by daniel
    Recently I had to answer several questions regarding how to connect an UI built with the JavaFX SceneBuilder 1.0 Developer Preview to Java Code. So I figured out that a short overview might be helpful. But first, let me state the obvious. What is FXML? To make it short, FXML is an XML based declaration format for JavaFX. JavaFX provides an FXML loader which will parse FXML files and from that construct a graph of Java object. It may sound complex when stated like that but it is actually quite simple. Here is an example of FXML file, which instantiate a StackPane and puts a Button inside it: -- <?xml version="1.0" encoding="UTF-8"?> <?import java.lang.*?> <?import java.util.*?> <?import javafx.scene.control.*?> <?import javafx.scene.layout.*?> <?import javafx.scene.paint.*?> <StackPane prefHeight="150.0" prefWidth="200.0" xmlns:fx="http://javafx.com/fxml"> <children> <Button mnemonicParsing="false" text="Button" /> </children> </StackPane> ... and here is the code I would have had to write if I had chosen to do the same thing programatically: import javafx.scene.control.*; import javafx.scene.layout.*; ... final Button button = new Button("Button"); button.setMnemonicParsing(false); final StackPane stackPane = new StackPane(); stackPane.setPrefWidth(200.0); stackPane.setPrefHeight(150.0); stacPane.getChildren().add(button); As you can see - FXML is rather simple to understand - as it is quite close to the JavaFX API. So OK FXML is simple, but why would I use it?Well, there are several answers to that - but my own favorite is: because you can make it with SceneBuilder. What is SceneBuilder? In short SceneBuilder is a layout tool that will let you graphically build JavaFX user interfaces by dragging and dropping JavaFX components from a library, and save it as an FXML file. SceneBuilder can also be used to load and modify JavaFX scenegraphs declared in FXML. Here is how I made the small FXML file above: Start the JavaFX SceneBuilder 1.0 Developer Preview In the Library on the left hand side, click on 'StackPane' and drag it on the content view (the white rectangle) In the Library, select a Button and drag it onto the StackPane on the content view. In the Hierarchy Panel on the left hand side - select the StackPane component, then invoke 'Edit > Trim To Selected' from the menubar That's it - you can now save, and you will obtain the small FXML file shown above. Of course this is only a trivial sample, made for the sake of the example - and SceneBuilder will let you create much more complex UIs. So, I have now an FXML file. But what do I do with it? How do I include it in my program? How do I write my main class? Loading an FXML file with JavaFX Well, that's the easy part - because the piece of code you need to write never changes. You can download and look at the SceneBuilder samples if you need to get convinced, but here is the short version: Create a Java class (let's call it 'Main.java') which extends javafx.application.Application In the same directory copy/save the FXML file you just created using SceneBuilder. Let's name it "simple.fxml" Now here is the Java code for the Main class, which simply loads the FXML file and puts it as root in a stage's scene. /* * Copyright (c) 2012, Oracle and/or its affiliates. All rights reserved. */ package simple; import java.util.logging.Level; import java.util.logging.Logger; import javafx.application.Application; import javafx.fxml.FXMLLoader; import javafx.scene.Scene; import javafx.scene.layout.StackPane; import javafx.stage.Stage; public class Main extends Application { /** * @param args the command line arguments */ public static void main(String[] args) { Application.launch(Main.class, (java.lang.String[])null); } @Override public void start(Stage primaryStage) { try { StackPane page = (StackPane) FXMLLoader.load(Main.class.getResource("simple.fxml")); Scene scene = new Scene(page); primaryStage.setScene(scene); primaryStage.setTitle("FXML is Simple"); primaryStage.show(); } catch (Exception ex) { Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex); } } } Great! Now I only have to use my favorite IDE to compile the class and run it. But... wait... what does it do? Well nothing. It just displays a button in the middle of a window. There's no logic attached to it. So how do we do that? How can I connect this button to my application logic? Here is how: Connection to code First let's define our application logic. Since this post is only intended to give a very brief overview - let's keep things simple. Let's say that the only thing I want to do is print a message on System.out when the user clicks on my button. To do that, I'll need to register an action handler with my button. And to do that, I'll need to somehow get a handle on my button. I'll need some kind of controller logic that will get my button and add my action handler to it. So how do I get a handle to my button and pass it to my controller? Once again - this is easy: I just need to write a controller class for my FXML. With each FXML file, it is possible to associate a controller class defined for that FXML. That controller class will make the link between the UI (the objects defined in the FXML) and the application logic. To each object defined in FXML we can associate an fx:id. The value of the id must be unique within the scope of the FXML, and is the name of an instance variable inside the controller class, in which the object will be injected. Since I want to have access to my button, I will need to add an fx:id to my button in FXML, and declare an @FXML variable in my controller class with the same name. In other words - I will need to add fx:id="myButton" to my button in FXML: -- <Button fx:id="myButton" mnemonicParsing="false" text="Button" /> and declare @FXML private Button myButton in my controller class @FXML private Button myButton; // value will be injected by the FXMLLoader Let's see how to do this. Add an fx:id to the Button object Load "simple.fxml" in SceneBuilder - if not already done In the hierarchy panel (bottom left), or directly on the content view, select the Button object. Open the Properties sections of the inspector (right panel) for the button object At the top of the section, you will see a text field labelled fx:id. Enter myButton in that field and validate. Associate a controller class with the FXML file Still in SceneBuilder, select the top root object (in our case, that's the StackPane), and open the Code section of the inspector (right hand side) At the top of the section you should see a text field labelled Controller Class. In the field, type simple.SimpleController. This is the name of the class we're going to create manually. If you save at this point, the FXML will look like this: -- <?xml version="1.0" encoding="UTF-8"?> <?import java.lang.*?> <?import java.util.*?> <?import javafx.scene.control.*?> <?import javafx.scene.layout.*?> <?import javafx.scene.paint.*?> <StackPane prefHeight="150.0" prefWidth="200.0" xmlns:fx="http://javafx.com/fxml" fx:controller="simple.SimpleController"> <children> <Button fx:id="myButton" mnemonicParsing="false" text="Button" /> </children> </StackPane> As you can see, the name of the controller class has been added to the root object: fx:controller="simple.SimpleController" Coding the controller class In your favorite IDE, create an empty SimpleController.java class. Now what does a controller class looks like? What should we put inside? Well - SceneBuilder will help you there: it will show you an example of controller skeleton tailored for your FXML. In the menu bar, invoke View > Show Sample Controller Skeleton. A popup appears, displaying a suggestion for the controller skeleton: copy the code displayed there, and paste it into your SimpleController.java: /** * Sample Skeleton for "simple.fxml" Controller Class * Use copy/paste to copy paste this code into your favorite IDE **/ package simple; import java.net.URL; import java.util.ResourceBundle; import javafx.fxml.FXML; import javafx.fxml.Initializable; import javafx.scene.control.Button; public class SimpleController implements Initializable { @FXML // fx:id="myButton" private Button myButton; // Value injected by FXMLLoader @Override // This method is called by the FXMLLoader when initialization is complete public void initialize(URL fxmlFileLocation, ResourceBundle resources) { assert myButton != null : "fx:id=\"myButton\" was not injected: check your FXML file 'simple.fxml'."; // initialize your logic here: all @FXML variables will have been injected } } Note that the code displayed by SceneBuilder is there only for educational purpose: SceneBuilder does not create and does not modify Java files. This is simply a hint of what you can use, given the fx:id present in your FXML file. You are free to copy all or part of the displayed code and paste it into your own Java class. Now at this point, there only remains to add our logic to the controller class. Quite easy: in the initialize method, I will register an action handler with my button: () { @Override public void handle(ActionEvent event) { System.out.println("That was easy, wasn't it?"); } }); ... -- ... // initialize your logic here: all @FXML variables will have been injected myButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { System.out.println("That was easy, wasn't it?"); } }); ... That's it - if you now compile everything in your IDE, and run your application, clicking on the button should print a message on the console! Summary What happens is that in Main.java, the FXMLLoader will load simple.fxml from the jar/classpath, as specified by 'FXMLLoader.load(Main.class.getResource("simple.fxml"))'. When loading simple.fxml, the loader will find the name of the controller class, as specified by 'fx:controller="simple.SimpleController"' in the FXML. Upon finding the name of the controller class, the loader will create an instance of that class, in which it will try to inject all the objects that have an fx:id in the FXML. Thus, after having created '<Button fx:id="myButton" ... />', the FXMLLoader will inject the button instance into the '@FXML private Button myButton;' instance variable found on the controller instance. This is because The instance variable has an @FXML annotation, The name of the variable exactly matches the value of the fx:id Finally, when the whole FXML has been loaded, the FXMLLoader will call the controller's initialize method, and our code that registers an action handler with the button will be executed. For a complete example, take a look at the HelloWorld SceneBuilder sample. Also make sure to follow the SceneBuilder Get Started guide, which will guide you through a much more complete example. Of course, there are more elegant ways to set up an Event Handler using FXML and SceneBuilder. There are also many different ways to work with the FXMLLoader. But since it's starting to be very late here, I think it will have to wait for another post. I hope you have enjoyed the tour! --daniel

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  • error : The element type "string" must be terminated by the matching end-tag "</string>"

    - by Priyanka
    ended the statement with and clean the the project still i am getting the same error ,here i am placing the code <resources> <string name="app_name">LiveWallpaper1</string> <string name="hello_world">Hello world!</string> <string name="menu_settings">Settings</string> <string name="title_activity_main">MainActivity</string> <string name="wallpaper_description">wallpaper descriptioning></string> </resources>

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  • Why does calling setScaleX during pinch zoom gesture cause flicker?

    - by numan
    I am trying to create a zoomable container and I am targeting API 14+ In my onScale (i am using the ScaleGestureDetector to detect pinch-zoom) I am doing something like this: public boolean onScale (ScaleGestureDetector detector) { float scaleFactor = detector.getScaleFactor(); setScaleX(getScaleX() * scaleFactor); setScaleY(getScaleY() * scaleFactor); return true; }; It works but the zoom is not smooth. In fact it noticeably flickers. I also tried it with hardware layer thinking that the scaling would happen on the GPU once the texture was uploaded and thus would be super fast. But it made no difference - the zoom is not smooth and flickers weirdly sometimes. What am I doing wrong?

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  • ListView items not clickable with HorizontalScrollView inside

    - by Felix
    I have quite a complicated ListView. Each item looks something like this: > LinearLayout (vertical) > LinearLayout (horizontal) > include (horizontal LinearLayout with two TextViews) > include (ditto) > include (ditto) > TextView > HorizontalScrollView (this guy is my problem) > LinearLayout (horizontal) In my activity, when an item is created (getView() is called) I add dynamic TextViews to the LinearLayout inside the HorizontalScrollView (besides filling the other, simpler stuff out). Amazingly, performance is pretty good. My problem is that when I added the HorizontalScrollView, my list items became unclickable. They don't get the orange background when clicked and they don't fire the OnItemClickedListener I have set up (to do a simple Log.d call). How can I make my list items clickable again?

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  • Lenovo Mini Wireless Keyboard N5901: Remap orange "My Computer" button

    - by Jon Schneider
    I have a Lenovo Mini Wireless Keyboard N5901 (a.k.a. Part No. 57Y6336) that I'm using with an HTPC running Windows 7. The remote comes with an orange button in the top-left corner that by default, when pressed, opens the Windows "My Computer" window. I would like to remap / reprogram this button to act like the green "Windows Media Center" button instead on a Windows Media Center (WMC) remote; that is, open Windows Media Center if it isn't already open, or go to the WMC homepage if WMC is already open. I've tried several keyboard-remapping utilities (as recommended in other, more general "how to remap keyboard key?" SuperUser.com questions) including SharpKeys, Key Mapper, and KeyTweak, with no luck so far. None of these utilities recognize the orange button -- they all do recognize that some key was pressed, but display a value for the key of "unsupported" or something similar. I was able to use a utility called Keyboard Scan Code Generator to determine that a press of the orange button has a KeyData value of 16777217 (0x1000001), and a "Virtual Code" value of 182. (The other "media" buttons on the N5901 have the same KeyData value, but different Virtual Code values). I'm not sure at this point where in Windows this keystroke is being interpreted as a command to open "My Computer." There is no special software / driver for this device; it worked out of the box with Windows 7, no special driver install necessary. Is there any way to accomplish this? Thanks in advance for any suggestions!

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  • Using WebView setHttpAuthUsernamePassword?

    - by user246114
    Hi, I'm trying to do basic authentication to view a protected url. I want to access the protected url which looks like this: http://api.test.com/userinfo/vid?=1234 So I do the following with a WebView: mWebView.setHttpAuthUsernamePassword("api.test.com", "", "john", "password123"); mWebView.loadUrl("http://api.test.com/userinfo/vid?=1234"); but the authentication doesn't seem to work, I'm just getting an output error page. Am I using the WebView method correctly here? Thanks

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  • Extended SurfaceView's onDraw() method never called

    - by Gab Royer
    Hi, I'm trying to modify the SurfaceView I use for doing a camera preview in order to display an overlaying square. However, the onDraw method of the extended SurfaceView is never called. Here is the source : public class CameraPreviewView extends SurfaceView { protected final Paint rectanglePaint = new Paint(); public CameraPreviewView(Context context, AttributeSet attrs) { super(context, attrs); rectanglePaint.setARGB(255, 200, 0, 0); rectanglePaint.setStyle(Paint.Style.FILL); rectanglePaint.setStrokeWidth(2); } @Override protected void onDraw(Canvas canvas){ canvas.drawRect(new Rect(10,10,200,200), rectanglePaint); Log.w(this.getClass().getName(), "On Draw Called"); } } public class CameraPreview extends Activity implements SurfaceHolder.Callback{ private SurfaceHolder holder; private Camera camera; @Override protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); // We remove the status bar, title bar and make the application fullscreen requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // We set the content view to be the layout we made setContentView(R.layout.camera_preview); // We register the activity to handle the callbacks of the SurfaceView CameraPreviewView surfaceView = (CameraPreviewView) findViewById(R.id.camera_surface); holder = surfaceView.getHolder(); holder.addCallback(this); holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { Camera.Parameters params = camera.getParameters(); params.setPreviewSize(width, height); camera.setParameters(params); try { camera.setPreviewDisplay(holder); } catch (IOException e) { e.printStackTrace(); } camera.startPreview(); } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); camera.release(); } }

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  • Asynchronous Html.ImageGetter for setting multiple images in a TextView

    - by thedude19
    I'm writing an application that takes HTML pages and parses them to display on the screen. Specifically, this application pulls HTML from a message board and lists posts made by users. The problem is that a lot of the content in posts are pictures in <img> tags, so I need to write a Html.ImageGetter to handle the downloading of the images. My textView.setText() method will look like this: myTextView.setText(Html.fromHtml(myText, new ImageGetter() { @Override public Drawable getDrawable(String source) { Drawable d; // Need to async download image here return d; } }, null)); Doing this synchronously is trivial, but is there a suggested way to do this asynchronously so that it doesn't lock up my UI thread? I would also like to eventually build in caching of these images, but I imagine that would be pretty simple once the async downloading was there.

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