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  • How to make a resolution independent camera preview on android?

    - by histeria
    Hi all, I'm making an android 1.6 app that uses phone's camera. In order to do this app resolution independent, I need to set a compatible aspect ratio for previewing camera on a SurfaceLayout. In 1.6 sdk there is no way to get supported sizes for the camera preview. It is possible to use a 4:3 or 3:2 aspect ratio and get no errors whith that? On the other hand, I need a way to make a xml layout that represents this Surfacelayout in this (unknown) aspect ratio in every resolution. I assume that is not possible to change the SurfaceLayout size in runtime. Can I do it with "dp" units? The other way is making this layout programmatically? There are some apps like Vignette or android camera application with some tricks to make something like that, like black bars (vignette) or fixed buttons bar, but I don't know how to do it in any kind of resolution. Any ideas? Thanks!

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  • How we can execute a javascript function and get a return value in our android application?

    - by JAC
    How we can execute a javascript function and get a return value in our android appplication ? We have a javascript file that stored in our sqlite db, We want to execute that script on a button press event, we need to pass parameters to the script and get return values, how we can implement this? sample script file stored in Db is, <html><head><title>ADV</title><script type="text/javascript"> function checkName(pname) if( pname == 'android') { return false; }else { return true; } } </script></head><body></Body></html>

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  • How to make EditText smaller than default?

    - by Heikki Toivonen
    I need to show a large number of EditText controls on a screen, each of which will only allow entering 0-2 digits. The default EditText size is too wide for me to show enough EditText controls on a screen, but I have been unable to figure out how to make them narrower. I have tried the following attributes in XML: android:maxLength="2" android:layout_width="20dip" android:maxWidth="20px" android:ems="2" android:maxEms="2". So the question is: how can EditText be made smaller than default?

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  • Android: Maps - Best way to provide 'search for location' feature?

    - by r3mo
    Hello all, I've got an android app that uses a map activity and serves up content based on map location. I'm looking for a way to allow the user to search for a location by name (anything from 'New York' to 'Eiffel Tower') - e.g. have a text input field into which they could type 'Rome' - after pressing a button, the user would be brought to the coordinates of Rome on the map. What would be the best way to go about this? I've looked into the google geocoding api (http://code.google.com/apis/maps/documentation/geocoding/), but it has limitations of 2,500 geolocation requests per day - I'm presuming this is per API key? Or is it per user/source IP? 2,500 requests for one android app woudln't last long. Ideally, I would be able to search for English and foreign names of countries. Thanks in advance! r3mo

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  • Is Android (read typical devices) fast enough for a game that requires plotting pixel by pixel rather than blitting

    - by mP
    i have an idea for an Android game which is a little different from the typical game that usually moves sprites(bitmaps) around the screen. Id want to plot lots of little pixels to create my visuals. PROS no bitmaps required pixel plotting of stuff like "fire" can react to wind. no need to scale bitmaps, works w/ any screen res (lets pretend device can handle more drawing because its got a bigger screen). CONS slower to plot pixels than blit bitmaps need lot of animation frames. WISHES id like to update my game in real time, more is better 30fps is good but not essential, 15fps is enough. PERFORMANCE Q... Is the typical Android device fast enough to plot say half a screenful of pixels w/ a default background ? if full screen is not practical what window size should be able to handle such refreshes

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  • How do I change the number of thumbnails seen in the Android sample Home application?

    - by Todd
    I am working with the sample Home application project on http://developer.android.com/resources/samples/Home/index.html I've added another value to the THUMBS_IDS and IMAGE_IDS Integer arrays in the Wallpaper class for a total of four wallpaper options. When I run the application with Device API version 7, Skin: HVGA, hw.lcd.density: 160, in portrait layout, the fourth wallpaper option is not shown. I need to use the directional keys in the emulator to see the 4th wallpaper option, because the first option is centered. I have modified only the wallpaper.xml file with a variety of android:layout_* options with no success at this point. How do I show all four of my wallpaper options?

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  • Overlay an image over video using OpenGL ES shaders

    - by BlueVoodoo
    I am trying to understand the basic concepts of OpenGL. A week into it, I am still far from there. Once I am in glsl, I know what to do but I find getting there is the tricky bit. I am currently able to pass in video pixels which I manipulate and present. I have then been trying to add still image as an overlay. This is where I get lost. My end goal is to end up in the same fragment shader with pixel data from both my video and my still image. I imagine this means I need two textures and pass on two pixel buffers. I am currently passing the video pixels like this: glGenTextures(1, &textures[0]); //target, texture glBindTexture(GL_TEXTURE_2D, textures[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer); Would I then repeat this process on textures[1] with the second buffer from the image? If so, do I then bind both GL_TEXTURE0 and GL_TEXTURE1? ...and would my shader look something like this? uniform sampler2D videoData; uniform sampler2D imageData; once I am in the shader? It seems no matter what combination I try, image and video always ends up being just video data in both these. Sorry for the many questions merged in here, just want to clear my many assumptions and move on. To clarify the question a bit, what do I need to do to add pixels from a still image in the process described? ("easy to understand" sample code or any types of hints would be appreciated).

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  • Problems Embedding Video using FCK Editor

    - by Exline
    Hello, I am using FCK Editor 2.6.4 and having problems trying to embed a (non-YouTube) video into a content area. I found this previous question / post: [EDIT -- as a new user, I am only able to post one link in this post. The post in question is titled, "Can I embed video using FCK Editor?") and have investigated all of the proposed solutions, but none of them work properly: 1 -- Using the "Embed Flash" button in the control panel almost works. However, the video I am attempting to add contains a querystring with parameters, like this: http://static.animoto.com/swf/w.swf?w=swf/vp1&e=1275795594&f=mGQklEgxXKs9vfEIdGnWsA&d=132&m=p&r=w&i=m&ct=Homes%20in%20Eagle%20Creek&cu=http://hometoindy.com/eagle-creek-real-estate.php&options= and in using the Flash embed tool, it encodes all of the "&" characters to "&", thus breaking them. If it were just for me, I could manually change them back, but clients who use this will not know how to do that. 2 -- I have installed the YouTube video plugin, and it works great... for YouTube. But it cannot be used to embed non-YouTube videos (it automatically changes the URL to YouTube, no matter what). 3 -- I have installed the EmbedMovies plugin, but it throws a javascript error when attempting to add a video file (such as the above) to a page. (The EmbedMovies plugin page on SourceForge says it has been updated for FCK Editor 2.6, but it does not work.) 4 -- Pasting directly into the editor window (of course) does not work. The only way I've been able to make this work is by pasting into the Source panel, and this is not a good option for clients who are not familiar with HTML. So, is there a good, working plugin for FCK editor that will allow me to quickly and easily embed a video such as the one above into a content area? I don't need to be able to see or preview it in the editor window; I just need it to work when the page is loaded on the front end. Thanks!

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  • Is there any Limitation on loading native google map in android?

    - by captainpirate
    I have the following code to load native google map app into my project: final Intent intent = new Intent(Intent.ACTION_VIEW, Uri .parse("http://maps.google.com/maps?" + "saddr=43.0054446,-87.9678884" + "&daddr=42.9257104,-88.0508355")); intent.setClassName("com.google.android.apps.maps", "com.google.android.maps.MapsActivity"); startActivity(intent); Is there any limitation or pre-requisties there i should know. Because its working in my laptop emulator but not working on PC emulator. I only load the native google map app, it should work on any emulator. Is something i am missing here ??

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  • encode video is reverse?

    - by bob
    Hi, Does anyone know if it is possible to encode a video using ffmpeg in reverse? (So the resulting video plays in reverse?) I think I can by generating images for each frame (so a folder of images labelled 1.jpg, 2.jpg etc), then write a script to change the image names, and then re-encode the ivdeo from these files. Does anyone know of a quicker way? This is an FLV video. Thank you

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  • I want to get title from video player

    - by farrakhov-bulat
    Hello! I want to automate service myshows.ru. People on it must manually put information about movies that watched. I want to write program on c++, that get titles of movies in video players and put it to account on service. What libraries i can use for this work? P.S Sorry for my english

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  • Application to download video from youtube

    - by Nidal Saed
    I making an application to view videos form youtube, and I think it is very easy to write a code to make the user be able download the videos and save it in the documents folder of the application, my questions are: 1) is it legal to do this, and is there any concern of the application being rejected? 2) is it possible to make the user watch the video and when he finish (watched all the video) get this data and save it, (not to download it again since he already watched the video and downloaded it).

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  • Possible to add hook as android fetches XML-strings?

    - by user247245
    I'm on my first week with android and would appreciate any insight if it's possible to hook or override the default behaviour when an android application reads their values from the resource-files to the shown layouts. What I want is to over time be able to add new/updated strings OTA and store locally and then on launch of application load new values instead of the ones in the default /res. Ideally i guess, would be an override of setContentView. Files holding updates will be in same xml-format as those in /res. (Please, no advices in other ways to do this. Just need to know if it's at all possible, without hacking the SDK) regards, /t

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  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by Corey
    I am translating in my main class render. How do I get the mouse position where my mouse actually is after I scroll the screen public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); Image to help with explanation I tried implementing a camera but it seems no matter what I can't get the mouse position. I was told to do this worldX = mouseX + camX; but it didn't work the mouse was still off. Here is my Camera class if that helps: public class Camera { public float camX; public float camY; Player player; public void init() { player = new Player(); } public void update(GameContainer gc, int delta) { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_W)) { camY -= player.speed * delta; } if(input.isKeyDown(Input.KEY_S)) { camY += player.speed * delta; } if(input.isKeyDown(Input.KEY_A)) { camX -= player.speed * delta; } if(input.isKeyDown(Input.KEY_D)) { camX += player.speed * delta; } } Code used to convert mouse worldX = (int) (mouseX + cam.camX); worldY = (int) (mouseY + cam.camY);

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