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  • Rows added to table are not showing up

    - by Lars
    This has been asked before, but I have found no solution that worked for me yet: When adding rows to a table from code, the rows are not showing up in the application. There is one row I specified in XML, that one is showing up, but nothing below it. This is the code: public void addRow(LocationMessage locationMsg){ View messageView = theInflater.inflate(R.layout.homepage, null); TableLayout table = (TableLayout)messageView.findViewById(R.id.distanceTable); TextView senderNameTextView = new TextView(thisContext); senderNameTextView.setText(locationMsg.getSenderName()); TableRow tr = new TableRow(thisContext); tr.addView(distanceTextView); table.addView(tr); rows.addFirst(messageView); } homepage.xml contains this, I removed some elements and parameters: <?xml version="1.0" encoding="utf-8"?> <LinearLayout> <TabHost> <TabWidget /> <FrameLayout> [..] <LinearLayout> [..] <TableLayout android:id="@+id/distanceTable" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_gravity="center" android:background="#DDDDDD" android:stretchColumns="1" > <TableRow> <TextView android:textColor="#000000" android:text="@string/label_device" android:layout_gravity="center" android:padding="3dip" android:textSize="18sp" /> <TextView android:textColor="#000000" android:text="@string/label_distance" android:layout_gravity="center" android:padding="3dip" android:textSize="18sp" /> <TextView android:textColor="#000000" android:text="@string/label_time" android:layout_gravity="center" android:padding="3dip" android:textSize="18sp" /> </TableRow> </TableLayout> </LinearLayout> </FrameLayout> </TabHost> </LinearLayout> Unfortunately hierarchyviewer.bat doesn't work for me in order to check if the rows are there but just not visible. In the debugger it looks fine to me.

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  • How can I send rich emails using the user's mail client ?

    - by Brann
    I need my .net program to send rich emails (usually containing table data, around 20 columns x 10 rows) using the user's mail infrastructure, allowing him to review/edit the mail before sending it, and storing the mail in his 'sent items' folder. mailto: seems the obvious choice, but unfortunately, it doesn't support neither attachments nor html bodies. It seems some clients support some extra features (e.g. Outlook 97 used to support a &Attach tag, but this is not the case for more recent versions). I could use mailto and try to format the text body to look nice (using tabs, etc), but this isn't really elegant and wouldn't support huge data. using automation seems a very huge task, as I would need to automate dozens of clients (4 or 5 versions of outlook, lotusnotes, thunderbid, etc.) ... This would be a huge task and it's not really my core business ... I could send emails through code and write my own mail form to let the user edit the mail, but this would have a lot of drawbacks : the user would need to manually configure the mail server settings he wouldn't have access to his contact directory the mail wouldn't be sent in his sent items folder This seems a quite common issue, but I haven't found any satisfying solution yet ; does someone knows of a library supporting this (ie containing automation logic for most mainstream email clients?). Or an alternative to mailto ?

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  • AvoidXferMode Tolerance

    - by kayahr
    I have a problem with the following code: protected void onDraw(Canvas canvas) { Paint paint = new Paint(); // Draw a blue circle paint.setColor(Color.BLUE); canvas.drawCircle(100, 100, 50, paint); // Draw a red circle where it collides with the blue one paint.setXfermode(new AvoidXfermode(Color.BLUE, 0, Mode.TARGET)); paint.setColor(Color.RED); canvas.drawCircle(50, 50, 50, paint); } According to the API documentation of AvoidXfermode the tolerance value 0 means that it looks for an EXACT color match. This should work here because I specify the same color as I used for drawing the first circle. But the result is that the red circle is not drawn at all. When I use a tolerance value of 255 instead then it works (red circle is drawn where it collides with the blue one) but that sounds wrong because with such a high tolerance I think it should draw the circle EVERYWHERE. So what's wrong here? API Documentation? Android? Me?

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  • Why doesn't my text be bold when displaying on device screen

    - by john123
    My string.xml: <!--I try to bold my argument %s, like below:--> <string name="hello">Hello to: <b>%s</b> !</string> My layout main.xml: <LinearLayout ...> <TextView android:id="@+id/hello_txt" ... .../> </LinearLayout> My Fragment class: public class MyFragment extends Fragment{ TextView helloTxt; @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { super.onCreateView(inflater, container, savedInstanceState); helloTxt = (TextView) findViewById(R.id.hello_txt); } @Override public void onStart() { super.onStart(); //pass "Monday" as the argument to my string helloTxt.setText(String.format(getString(R.string.hello), "Monday")); } } When I run my app on my device, I got "Hello to: Monday !" displaying on screen, but the "Monday" is not bold, but I used <b> in my string.xml. Why it is not bold??

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  • How can I find out if the MainActivity is being paused from my Java class?

    - by quinestor
    I am using motion sensor detection in my application. My design is this: a class gets the sensor services references from the main activity and then it implements SensorEventListener. That is, the MainActivity does not listen for sensor event changes: public void onCreate(Bundle savedInstanceState) { // ... code mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER); // The following is my java class, it does not extends any android fragment/activty mShakeUtil = new ShakeUtil(mSensorManager,mAccelerometer,this); // ..more code.. } I can't redesign ShakeUtil so it is a fragment nor activity, unfortunately. Now to illustrate the problem consider: MainActivity is on its way to be destroyed/paused. I.e screen rotation ShakeUtil's onSensorChanged(SensorEvent event) gets called in the process.. One of the things that happen inside onSensorChanged is a dialog interaction, which gives the error: java.lang.IllegalStateException: Can not perform this action after onSaveInstanceState When the previous happens between MainActivity's onSaveInstanceState and onPause. I know this can be prevented if I successfully detect that MainActivity is being pause in ShakeUtil. How can I detect that MainActivity is being paused or onSaveInstanceState was called from ShakeUtil? Alternatively, how can I avoid this issue without making Shakeutil extend activity? So far I have tried with flag variables but that isn't good enough, I guess these are not atomic operations. I tried using Activity's isChangingConfigurations(), but I get an undocummented "NoSuchMethodFound" error.. I am unregistering the sensors by calling ShakeUtil when onPause in main ACtivity

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  • passing data from an activity to an listactivity or listview

    - by wicked14
    need help on passing data from an activity to an listactivity or listview for an android app. im having problems on passing data to a listview. what the app do is from addact class the user can input things to do and in the viewact class this will display the activies add by the user in listview public class addact extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.newact); Button btn1 = (Button)findViewById(R.id.btnsave); final EditText et1 = (EditText)findViewById(R.id.etactivity); btn1.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent it = new Intent(addact.this, viewact.class); it.putExtra("thekey", et1.getText().toString()); startActivity(it); } }); } } public class viewact extends ListActivity { String addToDo =getIntent().getExtras().getString("thekey"); String[] toDoAct = new String[] {addToDo }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.viewact); setListAdapter(new ArrayAdapter<String>(this, R.layout.viewact,toDoAct)); ListView listView = getListView(); listView.setTextFilterEnabled(true); listView.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { for (int i=0; i < 2; i++) { Toast.makeText(getApplicationContext(), ((TextView) view).getText(), Toast.LENGTH_LONG).show(); } } }); } }

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  • overridePendingTransition doesn't work

    - by Ixx
    Have found already some people asking the same, but the solutions didn't work for me. I see no animation. Calling it this way: Intent intent = new Intent(this, MyActivity.class); startActivity(intent); overridePendingTransition(R.anim.fadein, R.anim.fadeout); fadein.xml and fadeout.xml are in the anim folder: fadein.xml: <?xml version="1.0" encoding="utf-8"?> <set xmlns:android="http://schemas.android.com/apk/res/android" > <alpha android:duration="1000" android:fromAlpha="0.0" android:interpolator="@android:anim/accelerate_interpolator" android:toAlpha="1.0" /> </set> fadeout.xml: <?xml version="1.0" encoding="utf-8"?> <set xmlns:android="http://schemas.android.com/apk/res/android"> <alpha android:duration="1000" android:fromAlpha="1.0" android:interpolator="@android:anim/accelerate_interpolator" android:toAlpha="0.0" /> </set> Using min. API 7: manifest: <uses-sdk android:minSdkVersion="7"/> API 7 is also in my project.properties file: target=android-7 What am I doing wrong? P.D. Removing the lines with the interpolator doesn't change anything. Already seen / tried: overridePendingTransition doesn't work overridePendingTransition does not work when flag_activity_reorder_to_front is used Fade in Activity from previous Activity in Android Fade in Activity from previous Activity in Android Activity transition in Android

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  • How to implement a 2d collision detection for Android

    - by Michael Seun Araromi
    I am making a 2d space shooter using opengl ES. Can someone please show me how to implement a collision detection between the enemy ship and player ship. The code for the two classes are below: Player Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; public class SSGoodGuy { public boolean isDestroyed = false; private int damage = 0; private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage(){ damage++; if (damage == SSEngine.PLAYER_SHIELDS){ isDestroyed = true; } } public SSGoodGuy() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } } Enemy Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Random; import javax.microedition.khronos.opengles.GL10; public class SSEnemy { public float posY = 0f; public float posX = 0f; public float posT = 0f; public float incrementXToTarget = 0f; public float incrementYToTarget = 0f; public int attackDirection = 0; public boolean isDestroyed = false; private int damage = 0; public int enemyType = 0; public boolean isLockedOn = false; public float lockOnPosX = 0f; public float lockOnPosY = 0f; private Random randomPos = new Random(); private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage() { damage++; switch (enemyType) { case SSEngine.TYPE_INTERCEPTOR: if (damage == SSEngine.INTERCEPTOR_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_SCOUT: if (damage == SSEngine.SCOUT_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_WARSHIP: if (damage == SSEngine.WARSHIP_SHIELDS) { isDestroyed = true; } break; } } public SSEnemy(int type, int direction) { enemyType = type; attackDirection = direction; posY = (randomPos.nextFloat() * 4) + 4; switch (attackDirection) { case SSEngine.ATTACK_LEFT: posX = 0; break; case SSEngine.ATTACK_RANDOM: posX = randomPos.nextFloat() * 3; break; case SSEngine.ATTACK_RIGHT: posX = 3; break; } posT = SSEngine.SCOUT_SPEED; ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public float getNextScoutX() { if (attackDirection == SSEngine.ATTACK_LEFT) { return (float) ((SSEngine.BEZIER_X_4 * (posT * posT * posT)) + (SSEngine.BEZIER_X_3 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_2 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_1 * ((1 - posT) * (1 - posT) * (1 - posT)))); } else { return (float) ((SSEngine.BEZIER_X_1 * (posT * posT * posT)) + (SSEngine.BEZIER_X_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } } public float getNextScoutY() { return (float) ((SSEngine.BEZIER_Y_1 * (posT * posT * posT)) + (SSEngine.BEZIER_Y_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_Y_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_Y_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } }

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  • Is there a stable email client or email client plugin that will support GMail-like conversations?

    - by Christopher Done
    Conversations in GMail are such an incredibly simple yet powerful way to look at mail. I get about twenty emails a day from various clients and I hate looking at a flat file of all emails, and I hate looking at "per client" email folders. With GMail I can just look at a specific conversation. I can see a few lines from each in the collapsed titles so that I can quickly remember what was said previously, and I can expand them if I need details or need to quote something. But I can't justify using GMail to handle sensitive work emails, and we need to be able to access all my emails offline. So what do I use?

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  • Cannot mount Android phone in Ubuntu and sync with Banshee

    - by Brett Alton
    I can't get my LG Optimus One to sync with Banshee. I read somewhere that the root needs to have an empty file called '.is_audio_player'. I did that and it still doesn't mount. I ran dmesg however and it appears that the card is unmounting before I even have a change to run Banshee. [ 7250.321359] usb 1-1.4: new high speed USB device using ehci_hcd and address 10 [ 7250.444795] scsi12 : usb-storage 1-1.4:1.0 [ 7251.567946] scsi 12:0:0:0: Direct-Access Multiple Card Reader 1.00 PQ: 0 ANSI: 0 [ 7251.568839] sd 12:0:0:0: Attached scsi generic sg3 type 0 [ 7252.232433] sd 12:0:0:0: [sdc] 15564800 512-byte logical blocks: (7.96 GB/7.42 GiB) [ 7252.233299] sd 12:0:0:0: [sdc] Write Protect is off [ 7252.233306] sd 12:0:0:0: [sdc] Mode Sense: 03 00 00 00 [ 7252.233309] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.235658] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.235666] sdc: sdc1 [ 7252.239132] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.239140] sd 12:0:0:0: [sdc] Attached SCSI removable disk [ 7272.573437] usb 1-1.4: USB disconnect, address 10 Suggestions?

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  • Email setup on dedicated servers

    - by zaf
    Am thinking seriously of renting a dedicated server. Now I know how to setup apache and the underlying scripting engines and databases but I'm a bit clueless with how the emails would work. Currently, I'm on a shared hosting account and I get a fancy gui which allows me to nicely add a domain, setup nameservers and then the emails for all domain names with either simple forwarding or the full account which also has a webmail app behind it. What options do I have? Are there non complicated ways to have the same email setup experience? Or are there reliable external providers I could use? My past experiences with sendmail/postfix have always been fuzzy - not exactly knowing whats happening behind the scenes.

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  • Handling Junk Email with Apple Mail.app and Gmail

    - by Axeva
    I've just setup my Apple Mail client to work with Google Apps through IMAP. One lingering question is how to best handle SPAM (Junk Mail), however. In their Help section, Google recommends that we disable junk filtering on the client. http://mail.google.com/support/bin/answer.py?answer=78892 This leads me to wonder what we should do when a junk message makes it past Google's filter? Do I just delete the message? If I do, the Google spam filter will never improve and "learn" that the message was junk. Do I have to log in to the web interface at Google to mark the message as spam? That seems a bit arduous for every spam email I get. What's the best way to handle this? Thanks!

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  • iDrac6 Email Alert Problem

    - by theotherreceive
    I'm trying to setup the email alerts on the iDrac6 Express on an R610, but when i run the test it just says "Sending Failed". Platform Event Filter Alerts are enabled. The network setup is: 192.168.1.22/255.255.255.0 Gateway: 192.168.1.1 DNS: 192.168.1.1 SMTP: 192.168.1.1 Exim is listening 192.168.1.1 and is set to allow mail on 192.168/16. There's nothing in the exim logs about connections from the drac. Is there a way to get the drac to give more information about why it's sending failed?

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  • Android in-game pause screen

    - by Max
    Right now Im calling a new activity with an xml-view when I pause my game, but Since I do this I need to use context in my real-time code, and this is causing a memory leak. Is there any preffered way to pause the game? By pause I mean if game is over, if I die, or if I press pause-button. Would a custom dialog work just aswell? this would mean I wont have to leave my main-activity while im in-game.

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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  • Email Service or CRM

    - by MF1
    I am creating a process for a client who is a chapel. They have people who sign up to receive notifications of a death anniversary. I exported a CSV from the db, imported it into Mailchimp and I was about to launch a Mailchimp automation based on a date. I just realized that there are many instances where the same person singed up for multiple death reminders. Mailchimp doesn't allow for duplicate email addresses in one list. Is there another service or application that I can use for this?

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  • Unity Android: Truecolor texture performance hit and alternatives for truecolor

    - by Esa
    After integrating the graphics assets to my application, I noticed that when the textures are compressed they look very bad compared to truecolor. This happens to all the textures and it did not seem to help changing the texture type to GUI nor did it help to switch the 32-bit display buffering on. Does using truecolor textures make the application much heavier to run? Or does it just increase the size of the .APK? Are there alternatives to getting a good texture quality and a smaller texture size instead of using truecolor?

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  • How to setup complete email send/receive on debian [closed]

    - by xZero
    I have VPS server with Debain 6 Squeze installed on it. Also i have complete LAMP, and im able to send emails throught PHP. Now i have my domain, so i wanna configure my VPS to have some inbox software like roundcube to access it throught WEB interface, and ability to send and receive emails. I wanna ability to create new email accounts on my domain, and it shall be useable on my VPS. How to do that? Thanks in advance.

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  • Purging old Exchange email/content on SBS2003

    - by Aitch
    We have a Windows SBS 2003 server that used to manage email, calendaring and such like for a small organisation via Exchange. We successfully migrated everything to Google Apps for Business about 18 months ago. The server only provides local network services now. We have backed up and virtualized this machine and would now like to purge any residual mail to save disk space and speed up backup etc. The disk space is such that I believe the Exchange mail is still on there somewhere. I've stumbled through System Manager and poked about but cannot confirm whether this is the case. Where would this live and how might I go about it? (Disclaimer: I'm not a Windows admin, Linux is my thing...)

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  • Drawing a circle in opengl es android, squiggly boundaries

    - by ladiesMan217
    I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far. the Circle Class public class MyGLBall { private int points=40; private float vertices[]={0.0f,0.0f,0.0f}; private FloatBuffer vertBuff; //centre of circle public MyGLBall(){ vertices=new float[(points+1)*3]; for(int i=3;i<(points+1)*3;i+=3){ double rad=(i*360/points*3)*(3.14/180); vertices[i]=(float)Math.cos(rad); vertices[i+1]=(float) Math.sin(rad); vertices[i+2]=0; } ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4); bBuff.order(ByteOrder.nativeOrder()); vertBuff=bBuff.asFloatBuffer(); vertBuff.put(vertices); vertBuff.position(0); } public void draw(GL10 gl){ gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); // gl.glScalef(size, size, 1.0f); gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } } I couldn't retrieve the screenshot of my image but here's what it looks like As you can see the border has crests and troughs thereby renering it squiggly which I do not want. All I want is a simple curve

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  • Munin email notification

    - by Prashanth
    I am trying to get munin to notify me via email. I have configured munin and it reports critical and warning values but no alerts are being sent neither is any script being called. Can you please help me out with this? I have included part of the munin.conf below # Drop [email protected] and [email protected] an email everytime # something changes (OK -> WARNING, CRITICAL -> OK, etc) #contact.someuser.command mail -s "Munin notification" [email protected]\ contact.prashanth.command echo "Munin notification" | sendmail -t [email protected] contact.prashanth.always_send warning critical contact.root.command echo "Munin notification" | sendmail -t [email protected] contact.root.always_send warning critical contact.pipevia.command | /home/prashanth/script.sh /home/prashanth/script.sh None of this works. What am i missing here and why are emails not being sent? Thanks in advance. here is the munin-limits.log 2011/09/26 14:58:12 Opened log file 2011/09/26 14:58:12 [INFO] Starting munin-limits, getting lock /var/run/munin/munin-limits.lock 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 722. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 725. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 740. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 754. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 759. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $text in length at /usr/share/perl5/Munin/Master/LimitsOld.pm line 774. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $res[3] in join or string at /usr/share/perl5/Munin/Master/LimitsOld.pm line 777. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 722. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 725. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 740. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 754. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 759. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $text in length at /usr/share/perl5/Munin/Master/LimitsOld.pm line 774. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $res[15] in join or string at /usr/share/perl5/Munin/Master/LimitsOld.pm line 777. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 722. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 725. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 740. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 754. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 759. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $text in length at /usr/share/perl5/Munin/Master/LimitsOld.pm line 774. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $res[1] in join or string at /usr/share/perl5/Munin/Master/LimitsOld.pm line 777. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 722. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 725. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 740. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 754. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $a[0] in pattern match (m//) at /usr/share/perl5/Munin/Master/LimitsOld.pm line 759. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $text in length at /usr/share/perl5/Munin/Master/LimitsOld.pm line 774. 2011/09/26 14:58:12 [PERL WARNING] Use of uninitialized value $res[1] in join or string at /usr/share/perl5/Munin/Master/LimitsOld.pm line 777. 2011/09/26 14:58:12 Baz? 2011/09/26 14:58:12 [INFO] munin-limits finished (0.02 sec) 2011/09/26 14:58:12 Command "prashanth" stderr: Munin notification - this is a test mail from the user prashanth | sendmail -t [email protected]

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  • Android Can't get two virtual joysticks to move independently and at the same time

    - by Cole
    @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub float r = 70; float centerLx = (float) (screenWidth*.3425); float centerLy = (float) (screenHeight*.4958); float centerRx = (float) (screenWidth*.6538); float centerRy = (float) (screenHeight*.4917); float dx = 0; float dy = 0; float theta; float c; int action = event.getAction(); int actionCode = action & MotionEvent.ACTION_MASK; int pid = (action & MotionEvent.ACTION_POINTER_INDEX_MASK) >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; int fingerid = event.getPointerId(pid); int x = (int) event.getX(pid); int y = (int) event.getY(pid); c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); switch (actionCode) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_POINTER_DOWN: //if touching down on left stick, set leftstick ID to this fingerid. if(x < screenWidth/2 && c<r*.8) { lsId = fingerid; dx = x-centerLx; dy = y-centerLy; touchingLs = true; } else if(x > screenWidth/2 && c<r*.8) { rsId = fingerid; dx = x-centerRx; dy = y-centerRy; touchingRs = true; } break; case MotionEvent.ACTION_MOVE: if (touchingLs && fingerid == lsId) { dx = x - centerLx; dy = y - centerLy; }else if (touchingRs && fingerid == rsId) { dx = x - centerRx; dy = y - centerRy; } c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); //if touching outside left radius and moving left stick if(c >= r && touchingLs && fingerid == lsId) { if(dx>0 && dy<0) { //top right quadrant lsX = r * FloatMath.cos(theta); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0){ //bottom right quadrant lsX = r * FloatMath.cos(theta); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } if(c >= r && touchingRs && fingerid == rsId) { if(dx>0 && dy<0) { //top right quadrant rsX = r * FloatMath.cos(theta); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0) { rsX = r * FloatMath.cos(theta); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } else { if(c < r && touchingLs && fingerid == lsId) { lsX = dx; lsY = dy; } if(c < r && touchingRs && fingerid == rsId){ rsX = dx; rsY = dy; } } break; case MotionEvent.ACTION_UP: case MotionEvent.ACTION_POINTER_UP: if (fingerid == lsId) { lsId = -1; lsX = 0; lsY = 0; touchingLs = false; } else if (fingerid == rsId) { rsId = -1; rsX = 0; rsY = 0; touchingRs = false; } break; } return true; } There's a left joystick and a right joystick. Right now only one will move at a time. If someone could set me on the right track I would be incredibly grateful cause I've been having nightmares about this problem.

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  • Making body (box2d) a sprite (andengine) in Android

    - by Kadir
    I can't make body (box2d) a sprite (andengine) and at the same time apply MoveModifier to sprite which is body. If i can make just body, it works namely the sprites can collide. If I apply just MoveModifier to sprites, the sprites can move where i want. But I want to make body (they can collide) and apply MoveModifier (they can move where I want) at the same time. How can i do it? This my code just run MoveModifier not as body at the same time. circles[i] = new Sprite(startX, startY, textRegCircle[i]); body[i] = PhysicsFactory.createCircleBody(physicsWorld, circles[i], BodyType.DynamicBody, FIXTURE_DEF); physicsWorld.registerPhysicsConnector(new PhysicsConnector(circles[i], body[i], true, true)); circles[i].registerEntityModifier( (IEntityModifier) new SequenceEntityModifier ( new MoveModifier(10.0f, circles[i].getX(), circles[i].getX(), circles[i].getY(),CAMERA_HEIGHT+64.0f))); scene.getLastChild().attachChild(circles[i]); scene.registerUpdateHandler(physicsWorld);

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  • Can my email address be revoked? [closed]

    - by Name
    I did some work with an organization and had a falling out, so I left them. They used postfix to have [email protected], and I had one. I set up gmail to get my mail via POP as well as to "send mail as @_.com". I think for a long time they forgot to delete my email address and now it seems that I can send but not receive mail at the address. What could a possible explanation for this be? Can they revoke delivery but not sending from the address? Why would they only revoke one if they cna revoke both? Is it more tedious or difficult a task to revoke sending? Thanks

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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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