Search Results

Search found 24263 results on 971 pages for 'android video player'.

Page 458/971 | < Previous Page | 454 455 456 457 458 459 460 461 462 463 464 465  | Next Page >

  • Flex: convert VideoPlayer.currentTime to string "00:00:00:000"

    - by numediaweb
    Hi there! what about this one: I want to format the currentTime displayed by a videoPlayer component inside flex, something like : 8230.999 to something like 01:59:59:999 which is "hours:minutes:seconds:milliseconds" I trie different sets of codes but they can't get it to work because currentTime is nor a correct miliseconds time as it adds a floating 3 digit point to seconds; so instead of : 2000ms it outputs 2.000 something people like me just can't understand! thanx for any help :) ### UPDATE I still have problem with milliseconds. here's the current MXML: <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600"> <fx:Script> <![CDATA[ protected function convert_clickHandler(event:MouseEvent):void { var val:Number = new Number(inPut.text); //inPut.text = 1000.001 //val = val * 1000; outPut.text = timeFormat(val); } public static function timeFormat(value:Number):String { var milliseconds:Number = value % 1000; var seconds:Number = Math.floor((value/1000) % 60); var minutes:Number = Math.floor((value/60000) % 60); var hours:Number = Math.floor((value/3600000) % 24); var s_miliseconds:String = (milliseconds<10 ? "00" : (milliseconds<100 ? "0" : ""))+ String(milliseconds); var s_seconds:String = seconds < 10 ? "0" + String(seconds) : String(seconds); var s_minutes:String = minutes < 10 ? "0" + String(minutes) : String(minutes); var s_hours:String = hours < 10 ? "0" + String(hours) : String(hours); return s_hours + ":" + s_minutes + ":" + s_seconds + '.'+s_miliseconds; // returns 00:00:01.000.0009999999999763531 should return 00:00:01.001 // I still have problem with milliseconds } ]]> </fx:Script> <fx:Declarations> <!-- Place non-visual elements (e.g., services, value objects) here --> </fx:Declarations> <s:TextInput x="240" y="72" id="inPut" text="1000.001"/> <s:TextInput x="240" y="140" id="outPut"/> <s:Button x="274" y="107" label="convert" id="convert" click="convert_clickHandler(event)"/> </s:Application>

    Read the article

  • Rss Feed for youtube channel?

    - by Praveen Chandrasekaran
    Suggest me to how to get the HD video url for the youtube channel uploads as a RSS Feed. its to play on android phones. the formats should be Format File Type H.263 3GPP (.3gp) and MPEG-4 (.mp4) H.264 AVC 3GPP (.3gp) and MPEG-4 (.mp4) MPEG-4 SP 3GPP (.3gp) if i use this link: http://gdata.youtube.com/feeds/api/users/youtube/uploads i get only the 3gpp format media-content tag? i want high definition mp4 video link. resolution must be 320X480.How can i? Any Idea?

    Read the article

  • Looking to eventually build a smartphone app...

    - by Brian L
    Hi all- I'm a young, inexperienced programmer (I've had a year of Java, some MATLAB, and HTML/CSS in school) but I've decided that to get better, I'm making it my goal to produce a simple smartphone app of some kind this year- probably either webOS or Android since I'm on a PC and can't afford a Mac just to write an iPhone app. So my question is, where do I start? I've read the threads about How to Write for Android and such, but I'm not sure I have enough Java experience to just jump right in. And then there's webOS which is based on JavaScript, correct? I guess I'd just like some input from more experienced folks. I have some Barnes and Noble book credit I'm looking to get rid of too, so if there's a guide you think would be useful, feel free to request. tl;dr: Programming newbie ultimately wants to build a simple smartphone app. Where do I start?

    Read the article

  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

    Read the article

  • "Super meatboy"-ish replay

    - by Ron
    I'm making a platformer built from mini-levels - and I want to create a sort of a replay of all the player tries that the player did for the level. My question is - what is the best way to record the player's actions in-game, so that I could replay them later when he finishes the level. I thought about recording only the player's input and replay them later on, each on a clone of the player. The problem I have with this is with dynamic obstacles (that could be moved around) - if one clone moves them, it throws the simulation off for the rest of the clones. So then I thought about recording every frame the X/Y of the player, and then just replay it - but that seems it could cause a major memory leak and very ineffective. So - does anyone have any ideas? :)

    Read the article

  • Reverting back to previous ADT plugin

    - by sdfwer
    Now I was wondering if anyone has been able to accomplish reverting to a previous ADT plugin. The reason for this is because I am using an open source jar and I am getting the following errors on my LogCat such as: unable to resolve virtual method unable to find class referenced in signature unable to resolve new-instance The effect of this causes an error on running my android application on the debugger. I was using android ADT 15 before now I am updated to 17. Please help on finding a solution to resolve the issue. Edit* Forgot to add in The error "java.lang.NoClassDefFoundError". In simple terms it can't find classes or methods the attached jar even though it allows it.

    Read the article

  • About data size filled in the buffer

    - by Bohan Lu
    I need low-latency audio in my project, and I know Android 2.3 supports OpenSL ES. I have read documents and sample code and I decide to use Android simple buffer queue to do the play and record. I now try to write a simple application to do the test. However, I have some questions about recording. If I set the recorder stop when it is recording, how do I know the exact number of bytes filled in the last buffer if it is not filled up ? In 1.1 version, the callback function has some parameters about buffer and its filled data, but there is no such parameters in version 1.0.1. Is there any way to get this information ? Any suggestion would be greatly appreciated !

    Read the article

  • how to set BUILD_MAC_SDK_EXPERIMENTAL=1 on Mac 10.7?

    - by Nguyen Minh Binh
    I am building Android OS source on Mac 10.7 follow instructions at: http://source.android.com/source/building.html. Below are the error code when I try to run lunch full-eng BinhNguyens-MacBook:WORKING_DIRECTORY CuongLy$ lunch full-eng 2012-10-04 14:02:58.544 xcodebuild[645:80b] XcodeColors: load (v10.1) 2012-10-04 14:02:58.560 xcodebuild[645:80b] XcodeColors: pluginDidLoad: build/core/combo/HOST_darwin-x86.mk:62: ***************************** build/core/combo/HOST_darwin-x86.mk:63: * Can not find SDK 10.6 at /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.6.sdk build/core/combo/HOST_darwin-x86.mk:65: * If you wish to build using higher version of SDK, build/core/combo/HOST_darwin-x86.mk:66: * try setting BUILD_MAC_SDK_EXPERIMENTAL=1 before build/core/combo/HOST_darwin-x86.mk:67: * rerunning this command build/core/combo/HOST_darwin-x86.mk:69: ***************************** build/core/combo/HOST_darwin-x86.mk:70: * Stop.. Stop. Please tell me how to set BUILD_MAC_SDK_EXPERIMENTAL=1 ?

    Read the article

  • problem with sql query, variable value not inserting itself.

    - by Kaustubh
    the old query works, the new on doesnt. the android logcat gives me error as: Failure 1: no such column abcname. abcname is the value of a editview that im trying to get from a popup in android. ================OLD QUERY: MapsActivity.myDB.execSQL("INSERT INTO " +MapsActivity.TableName + " (name, user_comment, latitude, longitude) " + " VALUES ('tagName','tagComment','tagLatitude','tagLongitude');"); ================NEW QUERY: MapsActivity.myDB.execSQL("INSERT INTO " +MapsActivity.TableName + " (name, user_comment, latitude, longitude) " + " VALUES ("+tagName +",'tagComment','tagLatitude','tagLongitude');"); what is the problem?

    Read the article

  • HTTP Post requests using HttpClient take 2 seconds, why?

    - by pableu
    Update: You might better hold off this for a bit, I just noticed I could be my fault after all. Working on this all afternoon, and then I find a flaw ten minutes after posting here, ts. Hi, I'am currently coding an android app that submits stuff in the background using HTTP Post and AsyncTask. I use the org.apache.http.client Package for this. I based my code on this example. Basically, my code looks like this: public void postData() { // Create a new HttpClient and Post Header HttpClient httpclient = new DefaultHttpClient(); HttpPost httppost = new HttpPost("http://192.168.1.137:8880/form"); try { List<NameValuePair> nameValuePairs = new ArrayList<NameValuePair>(2); nameValuePairs.add(new BasicNameValuePair("id", "12345")); nameValuePairs.add(new BasicNameValuePair("stringdata", "AndDev is Cool!")); httppost.setEntity(new UrlEncodedFormEntity(nameValuePairs)); // Execute HTTP Post Request HttpResponse response = httpclient.execute(httppost); } catch (ClientProtocolException e) { Log.e(TAG,e.toString()); } catch (IOException e) { Log.e(TAG,e.toString()); } } The problem is that the httpclient.execute(..) line takes around 1.5 to 3 seconds, and I do not understand why. Just requesting a page with HTTP Get takes around 80 ms or so, so the problem doesn't seem to be the network latency itself. The problem doesn't seem to be on the server side either, I have also tried POSTing data to http://www.disney.com/ with similarly slow results. And Firebug shows 1 ms response time when POSTing data to my server locally. This happens on the Emulator and with my Nexus One (both with Android 2.2). If you want to look at the complete code, I've put it on GitHub. It's just a dummy program to do HTTP Post in the background using AsyncTask on the push of a button. It's my first Android app, and my first java code for a long time. And incidentially, also my first question on Stackoverflow ;-) Any ideas why httpclient.execute(httppost) takes so long?

    Read the article

  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

    Read the article

  • Read quicktime movie from servlet in a webpage?

    - by khue
    Hi, I have a servlet that construct response to a media file request by reading the file from server: File uploadFile = new File("C:\\TEMP\\movie.mov"); FileInputStream in = new FileInputStream(uploadFile); Then write that stream to the response stream. My question is how do I play the media file in the webpage using embed or object tag to read the media stream from the response? Here is my code in the servlet: public void doPost(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { request.getParameter("location"); uploadFile(response); } private void uploadFile(HttpServletResponse response) { File transferFile = new File("C:/TEMP/captured.mov"); FileInputStream in = null; try { in = new FileInputStream(transferFile); } catch (FileNotFoundException e) { System.out.println("File not found"); } try { System.out.println("in byes i s" + in.available()); } catch (IOException e) { } DataOutputStream responseStream = null; try { responseStream = new DataOutputStream(response.getOutputStream()); } catch (IOException e) { System.out.println("Io exception"); } try { Util.copyStream(in, responseStream); } catch (CopyStreamException e) { System.out.println("copy Stream exception"); } try { responseStream.flush(); } catch (IOException e) { } try { responseStream.close(); } catch (IOException e) { } } And here is html page as Ryan suggested: <embed SRC="http://localhost:7101/movies/transferservlet" WIDTH=100 HEIGHT=196 AUTOPLAY=true CONTROLLER=true LOOP=false PLUGINSPAGE="http://www.apple.com/quicktime/"> Any ideas?

    Read the article

  • SendMessage videocapture consts

    - by Rita
    Hello, I am using a code sample to connect to a webcam, and don't really understand the meaning of the variables passed to the SendMessage method. SendMessage(DeviceHandle, WM_CAP_SET_SCALE, -1, 0) SendMessage(DeviceHandle, WM_CAP_SET_PREVIEW, -1, 0) What does the -1 mean? To scale/preview or not to scale/preview? I'd prefer that zero/one would be used, zero meaning false, and have no idea what the -1 means. SendMessage(DeviceHandle, WM_CAP_EDIT_COPY, 0, 0); What does the zero mean in this case? Or does this message is simply void and the zero has no meaning, similar to the last zero argument? Btw, what DOES the last zero argument mean? Thank you very much in advance :)

    Read the article

  • MPMoviePlayerContentPreloadDidFinishNotification seems more reliable than MPMoviePlayerLoadStateDidChangeNotification

    - by user567889
    I am streaming small movies (1-3MB) off my website into my app. I have a slicehost webserver, I think it's a "500MB slice". Not sure off the top of my head how this translates to bandwidth, but I can figure that out later. My experience with MPMoviePlayerLoadStateDidChangeNotification is not very good. I get much more reliable results with the old MPMoviePlayerContentPreloadDidFinishNotification If I get a MPMoviePlayerContentPreloadDidFinishNotification, the movie will play without stuttering, but if I use MPMoviePlayerLoadStateDidChangeNotification, the movie frequently stalls. I'm not sure which load state to check for: enum { MPMovieLoadStateUnknown = 0, MPMovieLoadStatePlayable = 1 << 0, MPMovieLoadStatePlaythroughOK = 1 << 1, MPMovieLoadStateStalled = 1 << 2, }; MPMovieLoadStatePlaythroughOK seems to be what I want (based on the description in the documentation): MPMovieLoadStatePlaythroughOK Enough data has been buffered for playback to continue uninterrupted. Available in iOS 3.2 and later. but that load state NEVER gets set to this in my app. Am I missing something? Is there a better way to do this?

    Read the article

  • File created using MODE_WORLD_READABLE not getting sent as attachment by email

    - by Dheeraj
    I created the SQLite DB using the following code: context.openOrCreateDatabase(dbName, Context.MODE_WORLD_READABLE, null); And tried to send it as attachment by email using the following code: Intent emailIntent = new Intent(android.content.Intent.ACTION_SEND) .setType("message/rfc822") .putExtra(android.content.Intent.EXTRA_STREAM, Uri.fromFile(getDatabasePath(dbName))); startActivity(Intent.createChooser(emailIntent, null)); This opens the GMail compose activity with the attachment icon. But the recipient did not receive the attachment. This has been asked before. But it looks like there is no solution other than to copy the db file to SD card. My question then is: What is the use of the MODE_WORLD_READABLE flag if another app like GMail is unable to read the file?

    Read the article

  • How to create Button/Switch-Like Tile where you can step on it and change its value?

    - by aldroid16
    If the player step on Button-Tile when its true, it become false. If the player step on Button-Tile when its false, it become true. The problem is, when the player stand on (intersect) the Button-Tile, it will keep updating the condition. So, from true, it become false. Because its false and player intersect on it, it become true again. True-false-true-false and so on. I use ElapsedGameTime to make the updating process slower, and player can have a chance to change the Button to true or false. However, its not a solution I was looking for. Is there any other way to make it keep in False/True condition while the Player standing on it (The Button tile) ?

    Read the article

  • How to create Button/Switch-Like Tile where you can step on it and change its value?

    - by aldroid16
    If the player steps on a Button-Tile when its true, it becomes false. If the player steps on a Button-Tile when it is false, it becomes true. The problem is, when the player stands on (intersects) the Button-Tile, it will keep updating the condition. So, from true, it becomes false. Because its false and the player intersects it, it becomes true again. True-false-true-false and so on. I use ElapsedGameTime to make the updating process slower, and the player can have a chance to change the Button to true or false. However, it's not the solution I was looking for. Is there any other way to make it keep in False/True condition while the Player is standing on the Button tile?

    Read the article

  • OpenGL and layouts

    - by Hnefi
    I'm using OpenGL to render a game view in my android application. The game is turn based and I wish to add some buttons to the interface. I'd prefer to use standard Android widgets, structured in an XML-generated layout (or, if I have to, a hardcoded layout) and put the OpenGL view in its own window as part of that layout. So in regards to this, I have 3 questions: 1: Is such a thing possible? I've done a few half-hearted tries, but have had no luck so far. 2: Is such a thing advisable? Does it carry a significant performance penalty, for example, over using OpenGL-based homebrew widgetry? 3: Is it possible to pass particular arguments to instances created in XML layouts? For example, my current OpenGL view has three arguments in its constructor; is it somehow possible for me to invoke that particular constructor with particular parameters when it's part of a layout?

    Read the article

  • How to change TextView background color when touching in and out of view?

    - by MikeShiny
    This has to be a very simple fix, but I can't seem to figure it out. I have got my program to change the background color to change onClick, and onTouch with ACTION_DOWN and ACTION_UP. But I need it to change the color when touching the screen and going in and out of the TextView. I need it to function like a mouseOver/mouseOut event. Is there a way to do this on android? Or am I stuck with onTouch, where the action has to start from within the TextView? Right now I set the onTouch Listener on the textview itself. Should I set it somewhere else and then check if the x and y are within the Textview? Or is there another event listener I should be using? I am new to Android, any help would be appreciated. Thanks. Mike

    Read the article

  • HttpsURLConnection failing intermittently to the same URL

    - by Arkaitz Jimenez
    I think I'm experiencing the same as http://groups.google.com/group/android-developers/msg/9d37d64aad0ee357 This is Android 1.5 SDK. I happen to call several times below code(which is in a method) with the same url and it fails intermittently. When it fails, there is no exception, the stream is empty so the readConnection fails, and getResponseCode returns -1. Global caching is disabled, setDefaultUseCaches(false); I suppose there must be some kind of url connection object pool somewhere. Any idea on how can I workaround this? HttpURLConnection connection = null; try { URL url = new URL(this.url); connection = (HttpURLConnection) url.openConnection(); connection.setRequestProperty("Authorization", "basic " + Base64Coder.encodeString(user + ":" + password)); connection.setRequestProperty("User-Agent", userAgent); connection.connect(); readConnection(connection.getInputStream()); connection.disconnect(); } catch (IOException ex) { reportException(ex, connection.getResponseCode()) } catch (ParserException ex) { reportException(ex, connection.getResponseCode()) }

    Read the article

  • String Encoding doesn't ouput all characters

    - by AndroidXTr3meN
    My client uses InputStreamReader/BufferedReader to fetch text from the Internet. However when I save the Text to a *.txt the text shows extra weird special symbols like 'Â'. I've tried Convert the String to ASCII but that mess upp å,ä,ö,Ø which I use. I've tried food = food.replace("Â", ""); and IndexOf(); But string won't find it. But it's there in HEX Editor. So summary: When I use text.setText(Android), the output looks fine with NO weird symbols, but when I save the text to *.txt I get about 4 of 'Â'. I do not want ASCII because I use other Non-ASCII character. The 'Â' is displayed as a Whitespace on my Android and in notepad. Thanks! Have A great Weekend! EDIT* found:   in Wordpad

    Read the article

  • Can an application's Service ever run in a different process?

    - by kpdvx
    If an application begins a Service via bindService or startService, will this Service object ever run from a process different from that of the application? I ask because many Android example projects begin a service and communicate to them using IPC which seems wholly unnecessary considering that, according to the Android Service documentation, "... services, like other application objects, run in the main thread of their hosting process." IPC, AIDL, and the IBinder interface only seem useful if connecting to a Service started by an application other than your own. Is this a correct or fair understanding?

    Read the article

< Previous Page | 454 455 456 457 458 459 460 461 462 463 464 465  | Next Page >