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  • Oracle Fusion Middleware Innovation Award Winners 2012: ADF & Fusion Development

    - by Dana Singleterry
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Winners are selected based on the uniqueness of their business case, business benefits, level of impact relative to the size of the organization, complexity and magnitude of implementation, and the originality of architecture. The awards were presented during Oracle OpenWorld 2012 and following winners are for the category of ADF & Fusion Development. Micros – an OPN Platinum partner – has been working closely with Oracle product management teams in applying industry best practices in the development of their solutions. Their current application suite for the hospitality industry was built on Oracle Forms and the Oracle database running on MS Windows. The next generation of this suite is being developed and released in modules that are now based on Oracle FMW (including ADF) 11g technologies and Oracle Database 11g all running on Oracle Linux. The primary driver was that of modernization and hence the reason Oracle ADF was selected to provide a rich UI for business processes that could be served up through traditional methods or through mobile devices globally. SOA Suite & ADF allowed for loosely-coupled services that could evolve with the needs of the business. Micros's application innovations includes the use of business application portlets that have been published from ADF Faces Task Flows generated using WebCenter portlet libraries  & Oracle Metadata Services (MDS) with multi-layered customizations using Oracle WebCenter Composer. PCS (Marfin Egnatia Bank of Greece) – PCS Wealth Management is a WM Software Solution, which captures and automates the WM business processes allowing Service Providers to allocate enough time and effort into Customer Service and Investment Strategies, under Advisory or Execution-Only Services. The Product is built upon the latest Web Technologies and ensures Best Practices covering all functional expectations, meeting local regulatory requirements and discovering successful opportunities for the WM Customers' Portfolios. The new unified Wealth Management system offers an unparalleled User Interface taking full advantage of the user friendly ADF Faces Components to a great extent, all serving Private Banking purposes. The application offers a true Account Officer Cockpit with shallow navigation, one-click access to informed decisions and a perfect customer service. ADF Grids and Pivots, the Data Visualization Components, as well as the Calendar and Map Components are cleverly used to help the user eliminate the usage of Excel, Outlook and other systems. PCS's application is unique in the way it leverages the ADF Faces data visualization components to create a truly attractive and insightful dashboard for their application. PCS Wealth Management Demo Qualcomm – Qualcomm, a $17B per year company, designs and sells semiconductor products for wireless telecommunications, mobile and computing markets. In addition, Qualcomm companies provide various hardware and software products to facilitate the design, development and deployment of phones and the applications that run on them. Qualcomm’s challenge has been to not only develop and deploy new business system functions to keep pace with customer demand, but also to provide a customer collaboration capability that is sufficiently robust, easy to use, and flexible to meet emerging and future needs. Qualcomm has taken successful steps in building and deploying the customer engagement platform Ieveraging various Oracle technologies including Fusion Middleware (ADF, SOA, OBIEE) and their proven ERP foundation of EBS and 11g databases. The new platform delivers a more unified and “seamless” business solution with a consistent, modern “look and feel” all based on standard business processes which facilitate efficient collaboration with Qualcomm and its customers. The look and feel leverages ADF in innovative ways and includes hover over navigation, custom pagination components, and skinning. Qualcomm has exposed a services layer that provides significant functionality including order-to-ship, quote-to-order, customer on-boarding and contract validation. Qualcomm's creative designs leverage Oracle's SOA Suite to integrate with Oracle EBS and desperate applications to provide a rich user interface through the use use of Oracle ADF Faces Rich Client Components providing a self-service solution to their customers.

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  • Google play game services and Facebook integration in one game

    - by Ineentho
    We are creating a cross platform game for iOS and Android. We have thought about how and with which services we should integrate achievements and scoreboards with. For the iOS part, we are pretty sure that this how we want to do, in order from when the user opens the app for the first time: Connect with Game Center (Should be automatic, the user shouldn't even notice?) We will also get the players nickname for public scoreboards here. Ask if the user wants to connect with Facebook so that we can compare the players highscores with their friends. We could add Google play game services there as well, but I don't feel like that adds anything to the experience for the end user. Now comes the tricky part: Android We thought that we could do just like for iOS, except that we replace Game Center with Google Play Game Services. However, unlike Game Center, Game Services will ask the user to log in to their Google+ account and allow us to access their account. So now, what we have is a double login, first with Google+ and then with Facebook. What will users think about that? Should we scrap Play Services entirely and just ask the user for a nickname within our app and user Facebook for achievements?

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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  • Auto Save and Auto Load Game onto the Device's Storage Concept Question

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game feature only every time the newbies open the first app then continues it on the other day? I tried making a sprite that is moving, starting at the center. When I close and re-open the app, the sprite goes back to the center instead of the last coordinate where the sprite land on this part (i.e. at the top). The thing I want to know how the sequence of saving and loading goes like this: I open the app The starting sprite at the center. It displays a coordinate of the sprite plus number of times does the sprite move. I exit the app that automatically saves the game without notice. Finally, when I re-opened it, it automatically loads the game retaining the number of times the sprite move, coordinates, and the sprite's area landed. These steps above are similar, but not the sprite movement test app, to the sequence of saving and loading the game's level and record in Jewel Stackers for the Android app. And, by default, if there is no SD card in any tab or phone that runs on Android, does it automatically save/load onto the internal drive or the APK file itself? Is it also useful to use auto save and auto load feature for protecting and fetching informations (i.e. fastest time, last time where the sprite is located via coordinates, etc.)?

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Session Report - Modern Software Development Anti-Patterns

    - by Janice J. Heiss
    In this standing-room-only session, building upon his 2011 JavaOne Rock Star “Diabolical Developer” session, Martijn Verburg, this time along with Ben Evans, identified and explored common “anti-patterns” – ways of doing things that keep developers from doing their best work. They emphasized the importance of social interaction and team communication, along with identifying certain psychological pitfalls that lead developers astray. Their emphasis was less on technical coding errors and more how to function well and to keep one’s focus on what really matters. They are the authors of the highly regarded The Well-Grounded Java Developer and are both movers and shakers in the London JUG community and on the Java Community Process. The large room was packed as they gave a fast-moving, witty presentation with lots of laughs and personal anecdotes. Below are a few of the anti-patterns they discussed.Anti-Pattern One: Conference-Driven DeliveryThe theme here is the belief that “Real pros hack code and write their slides minutes before their talks.” Their response to this anti-pattern is an expression popular in the military – PPPPPP, which stands for, “Proper preparation prevents piss-poor performance.”“Communication is very important – probably more important than the code you write,” claimed Verburg. “The more you speak in front of large groups of people the easier it gets, but it’s always important to do dry runs, to present to smaller groups. And important to be members of user groups where you can give presentations. It’s a great place to practice speaking skills; to gain new skills; get new contacts, to network.”They encouraged attendees to record themselves and listen to themselves giving a presentation. They advised them to start with a spouse or friends if need be. Learning to communicate to a group, they argued, is essential to being a successful developer. The emphasis here is that software development is a team activity and good, clear, accessible communication is essential to the functioning of software teams. Anti-Pattern Two: Mortgage-Driven Development The main theme here was that, in a period of worldwide recession and economic stagnation, people are concerned about keeping their jobs. So there is a tendency for developers to treat knowledge as power and not share what they know about their systems with their colleagues, so when it comes time to fix a problem in production, they will be the only one who knows how to fix it – and will have made themselves an indispensable cog in a machine so you cannot be fired. So developers avoid documentation at all costs, or if documentation is required, put it on a USB chip and lock it in a lock box. As in the first anti-pattern, the idea here is that communicating well with your colleagues is essential and documentation is a key part of this. Social interactions are essential. Both Verburg and Evans insisted that increasingly, year by year, successful software development is more about communication than the technical aspects of the craft. Developers who understand this are the ones who will have the most success. Anti-Pattern Three: Distracted by Shiny – Always Use the Latest Technology to Stay AheadThe temptation here is to pick out some obscure framework, try a bit of Scala, HTML5, and Clojure, and always use the latest technology and upgrade to the latest point release of everything. Don’t worry if something works poorly because you are ahead of the curve. Verburg and Evans insisted that there need to be sound reasons for everything a developer does. Developers should not bring in something simply because for some reason they just feel like it or because it’s new. They recommended a site run by a developer named Matt Raible with excellent comparison spread sheets regarding Web frameworks and other apps. They praised it as a useful tool to help developers in their decision-making processes. They pointed out that good developers sometimes make bad choices out of boredom, to add shiny things to their CV, out of frustration with existing processes, or just from a lack of understanding. They pointed out that some code may stay in a business system for 15 or 20 years, but not all code is created equal and some may change after 3 or 6 months. Developers need to know where the code they are contributing fits in. What is its likely lifespan? Anti-Pattern Four: Design-Driven Design The anti-pattern: If you want to impress your colleagues and bosses, use design patents left, right, and center – MVC, Session Facades, SOA, etc. Or the UML modeling suite from IBM, back in the day… Generate super fast code. And the more jargon you can talk when in the vicinity of the manager the better.Verburg shared a true story about a time when he was interviewing a guy for a job and asked him what his previous work was. The interviewee said that he essentially took patterns and uses an approved book of Enterprise Architecture Patterns and applied them. Verburg was dumbstruck that someone could have a job in which they took patterns from a book and applied them. He pointed out that the idea that design is a separate activity is simply wrong. He repeated a saying that he uses, “You should pay your junior developers for the lines of code they write and the things they add; you should pay your senior developers for what they take away.”He explained that by encouraging people to take things away, the code base gets simpler and reflects the actual business use cases developers are trying to solve, as opposed to the framework that is being imposed. He told another true story about a project to decommission a very long system. 98% of the code was decommissioned and people got a nice bonus. But the 2% remained on the mainframe so the 98% reduction in code resulted in zero reduction in costs, because the entire mainframe was needed to run the 2% that was left. There is an incentive to get rid of source code and subsystems when they are no longer needed. The session continued with several more anti-patterns that were equally insightful.

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  • Is it possible to use 3G internet for a TCP/IP game server?

    - by Amit Ofer
    I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat on android and I started extending that example to suit my needs. Basically the game is really simple and the communication only include sending a few string from the client to the server every turn and sending the calculated scores back to all the clients after each turn. the idea is that one of the players creates the game and thus initialize the server, and each player connects to this client using ip. I tried this solution and it seems to work great when all the players are using the same wifi connection or by using router port forwarding. The problem is when trying to use 3G internet for the server, I guess the problem is that 3G ip address isn't global and you can't use port forwarding there, correct me if I'm wrong here. Is there a way to overcome this issue? or the only solution is to limit my game to wifi only or think of a different solution than the standard socket programming solution? I.E web server etc. what do you think would be the best approach here? Thanks.

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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • What's the easiest way to sort a ContentResolver query by custom order?

    - by Pentium10
    I am faceing a problem where I need to sort my ContentResolver in a custom order. Take for example Contact Groups, you can define and manage them using Android's data database. But if you query this, you are limited to do order by on the name of the group only or id. In my scenarion I need to sort them in an order (other than alphabetic) that I've stored in my database. Take for example this example: Colleagues Excluded Family Friends But the order I want them to display is: Family Colleagues Friends Excluded So how would you accomplish this task?

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  • Calling notifyDataSetChanged doesn't fire onContentChanged event of SimpleCursorAdapter

    - by Pentium10
    I have this scenario onResume of an activity: @Override protected void onResume() { if (adapter1!=null) adapter1.notifyDataSetChanged(); if (adapter2!=null) adapter2.notifyDataSetChanged(); if (adapter3!=null) adapter3.notifyDataSetChanged(); super.onResume(); } Adapter has been defined as: public class ListCursorAdapter extends SimpleCursorAdapter { Cursor c; /* (non-Javadoc) * @see android.widget.CursorAdapter#onContentChanged() */ @Override protected void onContentChanged() { // this is not called if (c!=null) c.requery(); super.onContentChanged(); } } And the onContentChanged event is not fired, although the onResume and the call to the adapter is issued. What is wrong?

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  • Trying to parse links in an HTML directory listing using Java regex

    - by DiskCrasher
    Ok I know everyone is going to tell me not to use RegEx for parsing HTML, but I'm programming on Android and don't have ready access to an HTML parser (that I'm aware of). Besides, this is server generated HTML which should be more consistent than user-generated HTML. The regex looks like this: Pattern patternMP3 = Pattern.compile( "<A HREF=\"[^\"]+.+\\.mp3</A>", Pattern.CASE_INSENSITIVE | Pattern.UNICODE_CASE); Matcher matcherMP3 = patternMP3.matcher(HTML); while (matcherMP3.find()) { ... } The input HTML is all on one line, which is causing the problem. When the HTML is on separate lines this pattern works. Any suggestions?

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  • How to execute a osmdroid application?

    - by Rupesh Chavan
    Hello everyone, Can someone please tell me what are the steps to execute a osmdroid application. I have Eclipse installed on my machine along with ADT plugin and i have downloaded the source code and imported it in a eclipse. and tried to run it on Android 1.6 platform but somehow i am not getting the map instead i m just getting blank screen with grid in it. Are there any configurations has to be done which i am missing? Any help or any tutorial to execute osmdroid application will be appreciated. Thanks, Rupesh

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  • how to play video from url

    - by priyanka
    i am biginner in android development and try to play video from link but it's give error "sorry,we can't play this video" i tride so many links but for all links its show same error. My code it follwing public class VideoDemo extends Activity { private static final String path ="http://demo.digi-corp.com/S2LWebservice/Resources/SampleVideo.mp4"; private VideoView video; private MediaController ctlr; @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); getWindow().setFormat(PixelFormat.TRANSLUCENT); setContentView(R.layout.videoview); video = (VideoView) findViewById(R.id.video); video.setVideoPath(path); ctlr = new MediaController(this); ctlr.setMediaPlayer(video); video.setMediaController(ctlr); video.requestFocus(); } } thansk in advance

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  • OutOfMemoryError what to increase and how?

    - by Pentium10
    I have a really long collection with 10k items, and when running a toString() on the object it crashes. I need to use this output somehow. 05-21 12:59:44.586: ERROR/dalvikvm-heap(6415): Out of memory on a 847610-byte allocation. 05-21 12:59:44.636: ERROR/dalvikvm(6415): Out of memory: Heap Size=15559KB, Allocated=12932KB, Bitmap Size=613KB 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): Uncaught handler: thread main exiting due to uncaught exception 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): java.lang.OutOfMemoryError 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.AbstractStringBuilder.enlargeBuffer(AbstractStringBuilder.java:97) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.AbstractStringBuilder.append0(AbstractStringBuilder.java:155) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.StringBuilder.append(StringBuilder.java:202) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.util.AbstractCollection.toString(AbstractCollection.java:384) I need step by step guide how to increase the heap for and Android application. I don't run the command line.

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  • ScrollView alawys scrolling to the bottom

    - by Sebi
    I defined a scrollview with a texteedit in my layout: <ScrollView android:fillViewport="true" android:layout_marginBottom="50dip" android:id="@+id/start_scroller" android:layout_height="fill_parent" android:layout_width="fill_parent" android:fadingEdge="none"> <TextView android:id="@+id/text" android:layout_width="fill_parent" android:layout_height="wrap_content" > </TextView> </ScrollView> I add text to this ScrollView with the following method: public void writeToLogView(String textMsg) { if (text.getText().equals("")) { text.append(textMsg); } else { text.append("\n" + textMsg); scroller.scrollBy(0, 1000000); } } As you can see i append the text and try to scroll to the bottom of the ScrollView. Unfortunately this doesn't worked correctly. It scrolls down, but not always, and not always to the bottom. Any hints?

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  • How to handle application upgrades from free to paid version while preserving any data

    - by cdonner
    Here is the context. I want to have a free version and a premium version of the same application. When people buy the application, I want them to be able to "upgrade" without losing their data, i.e. the premium version should install over the free version. I want to use the same code base and just switch a setting to build the premium version. Andoid Market does not let me convert a free app to a paid app, so the trivial option is not available. I am curious if someone has tried this successfully. How does Android Market identify an application - will it think that the premium version is a different app and just install it in parallel?

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  • Can 2 different applications use the same database?

    - by cdonner
    Without additional context, the answer is "no", I think. Here is the context. I want to have a free version and a premium version of the same application. When people buy the application, I want them to be able to "upgrade" without losing their data, i.e. the premium version should install over the free version. I want to use the same code base and just switch a setting to build the premium version. Andoid Market does not let me convert a free app to a paid app, so the trivial option is not available. I am curious if someone has tried this successfully. How does Android Market identify an application - will it think that the premium version is a different app and just install it in parallel?

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  • Using listpreference and getting the key works but no ok button...

    - by Allan
    I'm using listpreference in my android app and getting my key values and all is well and works good (now that you guys have helped me) BUT - when my listpreference menus popup, they only contain a cancel button. Let's say the user is choosing between red, blue, and green. When the listpreference dialog first pops-up, the dialog only shows a cancel button. Because of that, the dialog disappears as soon as the user selects their choice. I would like it so that when the user chooses their setting, they see the radio button get highlighted and then they go ahead and click the ok button...but I don't have an ok button and can't figure out why. Any help would be awesome...al

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  • different location of AndroidManifest.xml

    - by didito
    i have a custom buildchain for an android project. there is a build.xml and build.properties. build.properties contains this line: manifest.file =${env.WORK_FOLDER}/AndroidManifest.xml and WORK_FOLDER is correctly set to proj_root_work. the layout is like the following: proj_root-_work [DIR] (some stuff gets preprocessed and all finally copied here - src, res, assets and the AndroidManifest.xml) -build.xml -build.properties then i call ant for my build configuration from the proj_root and it complains about not finding AndroidManifest.xml. when i put it in my proj_root it works, but i really want it in my _Work directory. i read that the file HAS TO BE in the root, what is the point then of the build.properties entry? also i saw some custom parameters to aapt.exe ... any hints welcome, thx

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  • Menu item ID is not recognized

    - by Alex Farber
    menu/activity_main.xml: <menu xmlns:android="http://schemas.android.com/apk/res/android"> <item android:id="@+id/menu_settings" android:title="@string/menu_settings" android:showAsAction="never" /> <item android:id="@+id/menu_save_log" android:title="@string/menu_save_log" android:showAsAction="never" /> </menu> MainActivity.java: //@Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_main, menu); return true; } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case R.id.menu_settings: // OK break; case R.id.menu_save_log: // menu_save_log cannot be resolved or is not a field break; } return true; } Why menu_save_log is not recognized?

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  • Launch Google Maps app

    - by oriharel
    Hi, I'm trying to launch Google maps from my application. I'm using: GeoPoint center = _mapView.getMapCenter(); Uri uri = Uri.parse("geo:"+center.getLatitudeE6()+","+center.getLongitudeE6()); Log.d(LOG_TAG, "Launching Google Maps with Uri: ("+uri+")"); Intent intent = new Intent(Intent.ACTION_VIEW, uri); startActivity(intent); I tested it with a map centered on somewhere in NYC, however Google maps opens not centered there. I followed Android Developer's site reference to use: "geo:latitude,longitude" pattern. the log that you see prints: Launching Google Maps with Uri: (geo:40763500,-73979305) anyone knows what can be the problem?

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  • custom button: properties change, button should be redrawn

    - by Rutger
    Hi I'm developing an Android app. I have class derived from button to represent a special type of button. This special type has some properties (integers) and according to these one or more circles have to be drawn on top of the button. So I overrode the onDraw function, which looks the values up and accordingly draws the circles. But the class has a function to set new values for its properties. So new values are set but the changes are not reflected in the UI. It seems like the onDraw function is not called. When later I click the button or show a pop up message above my interface the onDraw function is called and the button is drawn correctly. So my question: when changing the properties how can I say that the button has to be redrawn? Thanks a lot!

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