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  • retrieving information from web service calls

    - by Monte Chan
    Hi all, I am trying to retrieve information from a web service call. The following is what I have so far. In my text view, it is showing Map {item=anyType{key=TestKey; value=2;}; item=anyType{key=TestField; value=adsfasd; };} When I ran that in the debugger, I can see the information above in the variable, tempvar. But the question is, how do I retrieve the information (i.e. the actual values of "key" and "value" in each of the array positions)? Yes, I know there is a lot going on in onCreate and I will fix it later. Thanks in advance, Monte My codes are as follows, import java.util.Vector; import android.app.Activity; import android.os.Bundle; import android.widget.TextView; import org.ksoap2.SoapEnvelope; import org.ksoap2.serialization.SoapObject; import org.ksoap2.serialization.SoapSerializationEnvelope; import org.ksoap2.transport.AndroidHttpTransport; public class ViewHitUpActivity extends Activity { private static final String SOAP_ACTION = "test_function"; private static final String METHOD_NAME = "test_function"; private static final String NAMESPACE = "http://www.monteandjanicechan.com/"; private static final String URL = "http://www.monteandjanicechan.com/ws/test_ws.cfc?wsdl"; // private Object resultRequestSOAP = null; private TextView tv; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); SoapObject request = new SoapObject(NAMESPACE, METHOD_NAME); tv = (TextView)findViewById(R.id.people_view); //SoapObject request.addProperty("test_item", "1"); SoapSerializationEnvelope envelope = new SoapSerializationEnvelope(SoapEnvelope.VER11); envelope.setOutputSoapObject(request); AndroidHttpTransport androidHttpTransport = new AndroidHttpTransport(URL); try { androidHttpTransport.call(SOAP_ACTION, envelope); /* resultRequestSOAP = envelope.getResponse(); Vector tempResult = (Vector) resultRequestSOAP("test_functionReturn"); */ SoapObject resultsRequestSOAP = (SoapObject) envelope.bodyIn; Vector tempResult = (Vector) resultsRequestSOAP.getProperty("test_functionReturn"); int testsize = tempResult.size(); // SoapObject test = (SoapObject) tempResult.get(0); //String[] results = (String[]) resultRequestSOAP; Object tempvar = tempResult.elementAt(1); tv.setText(tempvar.toString()); } catch (Exception aE) { aE.printStackTrace (); tv.setText(aE.getClass().getName() + ": " + aE.getMessage()); } } }

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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  • About sqlite use.

    - by rantravee
    Hi, There are some things my application needs to do on first start up(first startup after update) . These actions could be described in a .txt file and then when it is the case read the file and do according to it ,or on the other hand (I lean to use this option) a sqlite database could be used to store the information . The apk file would be shipped with an .txt file/prebuild sql db stored in res/raw or res.asset and then copied into proper space and used. This I have figured out how !, though I'm not sure which option of this two would be the fittest ? One thing that is unclear to me is how could sqlite version mismatch affect me, and if it serious enough to take into consideration ? I 'm using Android api level 4 (Android 1.6) and the future application might be used on several different devices , with different api levels.

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  • Complex sound handling (I.E. pitch change while looping)

    - by Matthew
    Hi everyone I've been meaning to learn Java for a while now (I usually keep myself in languages like C and Lua) but buying an android phone seems like an excellent time to start. now after going through the lovely set of tutorials and a while spent buried in source code I'm beginning to get the feel for it so what's my next step? well to dive in with a fully featured application with graphics, sound, sensor use, touch response and a full menu. hmm now there's a slight conundrum since i can continue to use cryptic references to my project or risk telling you what the application is but at the same time its going to make me look like a raving sci-fi nerd so bare with me for the brief... A semi-working sonic screwdriver (oh yes!) my grand idea was to make an animated screwdriver where sliding the controls up and down modulate the frequency and that frequency dictates the sensor data it returns. now I have a semi-working sound system but its pretty poor for what its designed to represent and I just wouldn't be happy producing a sub-par end product whether its my first or not. the problem : sound must begin looping when the user presses down on the control the sound must stop when the user releases the control when moving the control up or down the sound effect must change pitch accordingly if the user doesn't remove there finger before backing out of the application it must plate the casing of there device with gold (Easter egg ;P) now I'm aware of how monolithic the first 3 look and that's why I would really appreciate any help I can get. sorry for how bad this code looks but my general plan is to create the functional components then refine the code later, no good painting the walls if the roofs not finished. here's my user input, he set slide stuff is used in the graphics for the control @Override public boolean onTouchEvent(MotionEvent event) { //motion event for the screwdriver view if(event.getAction() == MotionEvent.ACTION_DOWN) { //make sure the users at least trying to touch the slider if (event.getY() > SonicSlideYTop && event.getY() < SonicSlideYBottom) { //power setup, im using 1.5 to help out the rate on soundpool since it likes 0.5 to 1.5 SonicPower = 1.5f - ((event.getY() - SonicSlideYTop) / SonicSlideLength); //just goes into a method which sets a private variable in my sound pool class thing mSonicAudio.setPower(1, SonicPower); //this handles the slides graphics setSlideY ( (int) event.getY() ); @Override public boolean onTouchEvent(MotionEvent event) { //motion event for the screwdriver view if(event.getAction() == MotionEvent.ACTION_DOWN) { //make sure the users at least trying to touch the slider if (event.getY() > SonicSlideYTop && event.getY() < SonicSlideYBottom) { //power setup, im using 1.5 to help out the rate on soundpool since it likes 0.5 to 1.5 SonicPower = 1.5f - ((event.getY() - SonicSlideYTop) / SonicSlideLength); //just goes into a method which sets a private variable in my sound pool class thing mSonicAudio.setPower(1, SonicPower); //this handles the slides graphics setSlideY ( (int) event.getY() ); //this is from my latest attempt at loop pitch change, look for this in my soundPool class mSonicAudio.startLoopedSound(); } } if(event.getAction() == MotionEvent.ACTION_MOVE) { if (event.getY() > SonicSlideYTop && event.getY() < SonicSlideYBottom) { SonicPower = 1.5f - ((event.getY() - SonicSlideYTop) / SonicSlideLength); mSonicAudio.setPower(1, SonicPower); setSlideY ( (int) event.getY() ); } } if(event.getAction() == MotionEvent.ACTION_UP) { mSonicAudio.stopLoopedSound(); SonicPower = 1.5f - ((event.getY() - SonicSlideYTop) / SonicSlideLength); mSonicAudio.setPower(1, SonicPower); } return true; } and here's where those methods end up in my sound pool class its horribly messy but that's because I've been trying a ton of variants to get this to work, you will also notice that I begin to hard code the index, again I was trying to get the methods to work before making them work well. package com.mattster.sonicscrewdriver; import java.util.HashMap; import android.content.Context; import android.media.AudioManager; import android.media.SoundPool; public class SoundManager { private float mPowerLvl = 1f; private SoundPool mSoundPool; private HashMap mSoundPoolMap; private AudioManager mAudioManager; private Context mContext; private int streamVolume; private int LoopState; private long mLastTime; public SoundManager() { } public void initSounds(Context theContext) { mContext = theContext; mSoundPool = new SoundPool(2, AudioManager.STREAM_MUSIC, 0); mSoundPoolMap = new HashMap<Integer, Integer>(); mAudioManager = (AudioManager)mContext.getSystemService(Context.AUDIO_SERVICE); streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC); } public void addSound(int index,int SoundID) { mSoundPoolMap.put(1, mSoundPool.load(mContext, SoundID, 1)); } public void playUpdate(int index) { if( LoopState == 1) { long now = System.currentTimeMillis(); if (now > mLastTime) { mSoundPool.play(mSoundPoolMap.get(1), streamVolume, streamVolume, 1, 0, mPowerLvl); mLastTime = System.currentTimeMillis() + 250; } } } public void stopLoopedSound() { LoopState = 0; mSoundPool.setVolume(mSoundPoolMap.get(1), 0, 0); mSoundPool.stop(mSoundPoolMap.get(1)); } public void startLoopedSound() { LoopState = 1; } public void setPower(int index, float mPower) { mPowerLvl = mPower; mSoundPool.setRate(mSoundPoolMap.get(1), mPowerLvl); } } ah ha! I almost forgot, that looks pretty ineffective but I omitted my thread which actuality updates it, nothing fancy it just calls : mSonicAudio.playUpdate(1); thanks in advance, Matthew

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  • How to Align Gun with Bullets

    - by Shane
    I have a top-down 2D shooter. I have an image of a player holding a gun, that rotates to face the mouse. Please note that the gun isn't a separate image tethered to the player, but rather part of the player. Right now, bullets are created at the player's x and y. This works when the player is facing the right way, but not when they rotate. The bullets move in the right direction, but don't come from the gun. How can I fix this? TL;DR: When the player rotates, bullets don't come from gun. public void fire() { angle = sprite.getRotation(); System.out.println(angle); x = sprite.getX(); y = sprite.getY(); Bullet b = new Bullet(x, y, angle); Utils.world.addBullet(b); }

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  • Disable keyboard on EditText

    - by Ferox
    I'm doing a calculator. So I made my own Buttons with numbers and functions. The expression that has to be calculated, is in an EditText, because I want users can add numbers or functions also in the middle of the expression, so with the EditText I have the cursor. But I want to disable the Keyboard when users click on the EditText. I found this example that it's ok for Android 2.3, but with ICS disable the Keyboard and also the cursor. public class NoImeEditText extends EditText { public NoImeEditText(Context context, AttributeSet attrs) { super(context, attrs); } @Override public boolean onCheckIsTextEditor() { return false; } } And then I use this NoImeEditText in my XML file <com.my.package.NoImeEditText android:id="@+id/etMy" .... /> How I can make compatible this EditText with ICS??? Thanks.

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  • Dev efforts for different mobile platforms

    - by Juriy
    Hello guys, I'm in the middle of development of a client-server "socializing" that is supposed to run on several mobile devices. The project is pretty complex, involving networking, exchanging media, using geolocation services, and nice user UI. In terms of development efforts, technical risks and extensibility what is the best platform to start with? Taking into the account that the goal is go "live" as fast as possible with the mobile version. And second goal is to cover most users (but first is more important). iPhone (iPod iPad) Android BlackBerry Java ME, Symbian I realize that there are limitations on every platform, and there are different aspects to take into the account (for example iPhone has better developer's community then Android, J2ME runs in a terrible sandbox but covers most devices). Please share your pros and cons. I have the experience only with J2ME, unfortunately I can't evaluate other platforms.

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  • Must See Conference Videos for Python/Django Developers

    - by Koobz
    There's lots of good conference videos online regarding Python and Django development. Instead of watching ST:TNG at the computer, I figure it'd more productive to hone my knowledge . Fire away with some of your most inspiring and educational Python, Django, or simply programming related talks. Provide an explanation of why you found the talk useful. Examples: James Bennet on Re-usable Apps - Got me to take a serious look at django apps. Put together a fairly robust site in two days afterwards with django-cms, django-photologue, django-contact-form. Good advice on when your app is crossing boundaries and why it's good to err on the site of 'make it a separate app.'

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  • How to detect that a server had closed the socket / crashed in the client side ?

    - by Spredzy
    Hi all, I am developing a Client/Server application. I would like to know how can I detect that a server had closed the socket or had crashed in the client side (my android App) I am running on one side my android app, that is connected. On the other side I am running netcat (for testing purpose). I Would like to know what signal is sent to my client socket or what happen when I kill netcat. Because now, I immediately get an error message that impose me to "Force Close" my application. How can I handle it properly ? Thank you

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  • Passing parameters to web service method in c#

    - by wafa.cs1
    Hello I'm developing an android application .. which will send location data to a web service to store in the server database. In Java: I've used REST protocol so the URI is: HttpPost request = new HttpPost("http://trafficmapsa.com/GService.asmx/GPSdata? lon="+Lon+"&Lat="+Lat+"&speed="+speed); In Asp.net (c#) web service will be: [WebMethod] public CountryName GPSdata(Double Lon, Double Lat, Double speed) { after passing the data from android ..nothing return in back .. and there is no data in the database!! Is there any library missing in the CS file!! I cannot figure out what is the problem.

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  • Designing a service for consumption on multiple mobile platforms

    - by Nate Bross
    I am building and designing a (mostly) read-only interface to some data. I'll be uing ASP.NET MVC to build a psudo-restful API. I'm wondering if anyone can provide some resources for building full-client applications for various mobile platforms, iPhone, Android, Blackberry, Windows Mobile, etc. I'm thinking that serving up XML data is going to be the most simple and universal, but parsing XML in objective-C for example doesn't sound like fun to me, but maybe there are some good libaries out there to help ease this task? In other words, what formt will be the quickest to implement on the client side? Are there any JSON parsrs for iPhone or Android? I know there are .NET JSON parsers, but not sure about other platforms -- is ther another format that might better? Or should I stick with pure XML and deal with it on each platform differently?

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  • How do I record streams in chunks on Flash Media Server.

    - by Vasil
    I want to record a stream which is published with Flash Live Encoder to FMS 3.5, but split the recording in files with predefined length. For example if a stream 'webcam' is published I want to record it in chunks of 10 minutes: 'webcam1.flv', 'webcam2.flv' ... From what I can tell there's no facility to work with timers. The only solution I could think of was using stream.record() with a time limit parameter but that seems like a hack because it triggers NetStream.Record.DiskQuotaExceeded on the stream when the recordin should stop and start recording another chunk. Has anyone done something similar?

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  • Eclipse Class File Metadata

    - by Alex
    In Visual Studio, I can obtain a succinct list of public methods/members exposed in a class for which I do not have the source (i.e. bundled inside a DLL) by pressing F12 (GoToDefinition). Similarly, I am learning the Android API - in Eclipse. Jumping to an Android framework method definition produces decompilation output which is not intuitive to read, and is very verbose. To mimic results like Visual Studio, I am considering several options: How can I format the decompilation output to be 'cleaner' - I have looked through Eclipse's preferences menus and have not found a way to do this. How do I 'add corresponding source files' once Google provides it, so that jumping to definition yields the actual definition? Is there a plugin that does this already? I looked into Jadclipse, but that project has not been updated in several years, and is still a decompiler. Thank you in advance.

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  • Uploading youtube videos through a common account

    - by Dave
    Is it possible to have users of my site upload videos from their home computers onto MY youtube account? What does that involve and can someone point me to some relevant examples. I DONT want to host the videos myself, even temporarily, unless completely unavoidable.These will be short videos though, maybe about a min or two long, not high def, so its not too unimaginable...

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  • how to do p2p with flash? [closed]

    - by Female Gay
    Possible Duplicates: how to do p2p with flash? Does Flash10 + p2p really work? It's not difficult to tell what is being asked here. This question is not ambiguous, not vague, not incomplete, either not rhetorical and can be reasonably answered in its current form. So, good luck!

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  • What should be the image resolution for Nexus One or Droid?

    - by sunil
    Hi, As Android supports multiple devices from different manufacturers there are different screen resolutions supported. The table that is available at http://developer.android.com/intl/fr/guide/practices/screens_support.... is not very clear to me. It shows WVGA and FWVGA in MDPI for Large Screens and HDPI for Normal screens. So, if the image is kept in drawable-mdpi and its resolution is 320 * 480 then which image will be taken by Large Screens device of MDPI. Moreover, there are two screen resolutions for HDPI i.e. 480 * 800 and 480 * 854. So, with what screen resolution the image should be built. I want to place the background image which looks distorted in WVGA emulator since its resolution is 320 * 480. I have read about nine patchable images but I think they are better for button images and edittext images so that they can stretch according to the data in it. Can someone please guide me in this? Regards Sunil

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  • My Spinner Widgets look different on different devices. How can I define a own Spinner that looks th

    - by Janusz
    I use this code to generate a spinner in my app: subCatAdapter = new ArrayAdapter<Subcategory>(this, android.R.layout.simple_spinner_item, subCategories); subCatAdapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); On my device (Motorola Milestone) and in the emulator this looks like the standard gray spinner widget. On of my colleagues uses a Motorola Backflip and on his device the Spinner is black. Now its very hard to read the font in the spinner. What do I have to do to use my own view for the spinner? I don't mind to have the gray spinner on all devices, but it should always look the same on all devices.

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