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  • Google I/O 2010 - Android REST client applications

    Google I/O 2010 - Android REST client applications Google I/O 2010 - Developing Android REST client applications Android 301 Virgil Dobjanschi This session will present architectural considerations for developing RESTful applications on the Android platform. It focuses on design patterns, platform integration and performance issues specific to the Android platform. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 3 0 ratings Time: 59:42 More in Science & Technology

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  • NDC 2011!

    - by Chris Hardy (ChrisNTR)
    I'm luckily getting the opportunity to speak at NDC 2011 this year. Last year was a blast and I'm sure 2011 is going to be no different. I'm going to be speaking on the second day ( Thursday June 9th ) and I'll be joined in track four with some other awesome mobile guys too! At the moment, the whole agenda hasn't been confirmed and I guess is still likely to change so make sure you keep on checking for new speakers. Don't forget that Scott Guthrie is keynoting the whole conference! I'm going to be...(read more)

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  • Video format for both iPhone and Android?

    - by Euro N
    Hello, Is there a format that plays both on iPhone and Android? I have been trying to encode videos in MP4 using ffmpeg - however, using libx264 or mpeg4 - the videos either only work in Android, or in iPhone - never both. Is this possible? If yes, what would the parameters be? Thanks

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  • App not showing up in Google Play search on app name [on hold]

    - by William Jockusch
    About 30 hours ago, I released an app on Google Play. I am concerned that if you search on the exact app name, it does not show up in the results, even if you click "show more". https://play.google.com/store/search?q=free+graphing+calculator&c=apps It does show up if you put the name in quotes. But that's awfully low discoverability. https://play.google.com/store/search?q=%22free%20graphing%20calculator%22&c=apps Possibly relevant information: I had an earlier version with a different bundle ID. It was up for just an hour or so, and probably never actually visible to users. How can I fix this?

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  • Genymotion in Ubuntu

    - by fareed fareedi
    Is there anybody to help me? I've installed Virtualbox and Genymotion on Ubuntu successfully. Then I selected Samsung Galaxy s5 4.4.2 on Genymotion, downloaded it succesfully either, but I've got problems in installation of APK. So I did genymotion translation 1.1 and gapps-kk, but yet my APK didn't work. When I started Genymotion appeared viber, tango, Google service, etc, but unfortunately it has stopped.

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  • Android Multiple objects in SimpleAdapter

    - by Adam Sherratt
    I have a need (unless you can think of a better way) of passing multiple objects to a custom list adapter. I know that I'm barking up the wrong tree here, and would appreciate someone setting me on the right course! Thanks playlistadapter = new MyPlaylistAdapter(MyApplication.getAppContext(), songsList, retained_songsList, folderMode, R.layout.file_view, new String[] { "songTitle","songAlbum", "songPath" }, new int[] { R.id.checkTextView, R.id.text2, R.id.text3 }); And my adapter class: public class MyPlaylistAdapter extends SimpleAdapter{ private ArrayList <Song> songsList = new ArrayList<Song>(); private ArrayList <Song> retained_songsList = new ArrayList<Song>(); private ArrayList<Song> playlistcheck = new ArrayList<Song>(); private String folderMode; private String TAG = "AndroidMediaCenter"; public MyPlaylistAdapter(Context context,List<Song> SongsList, List<Song> Retained_songsList, String FolderMode,int resource, String[] from, int[] to) { super(context, null, resource, from, to); songsList.clear(); songsList.addAll(SongsList); Log.i(TAG, "MyPlayListAdapter Songslist = " + songsList.size()); retained_songsList.clear(); retained_songsList.addAll(Retained_songsList); folderMode = FolderMode; } public View getView(int position, View convertView, ViewGroup parent) { //PlayListViewHolder holder; CheckedTextView checkTextView; TextView text2; TextView text3; if (convertView == null) { LayoutInflater inflater = (LayoutInflater) MyApplication.getAppContext().getSystemService(Context.LAYOUT_INFLATER_SERVICE); //LayoutInflater inflater=getLayoutInflater(); convertView=inflater.inflate(R.layout.file_view, parent, false); //convertView.setBackgroundColor(0xFF00FF00 ); //holder = new PlayListViewHolder(); checkTextView = (CheckedTextView) convertView.findViewById(R.id.checkTextView); text2 = (TextView) convertView.findViewById(R.id.text2); text3 = (TextView) convertView.findViewById(R.id.text3); //convertView.setTag(holder); } else { //holder = (PlayListViewHolder) convertView.getTag(); } //put something into textviews String tracks = null; String tracks_Details = null; String trackspath = null; tracks = songsList.get(position).getSongTitle(); tracks_Details = songsList.get(position).getAlbum() + " (" + songsList.get(position).getArtist() + ")"; trackspath = songsList.get(position).getSongPath(); checkTextView = (CheckedTextView) convertView.findViewById(R.id.checkTextView); text2 = (TextView) convertView.findViewById(R.id.text2); text3 = (TextView) convertView.findViewById(R.id.text3); checkTextView.setText(tracks); if(folderMode.equals("Playlists")){ checkTextView.setBackgroundColor(Color.GREEN); checkTextView.setChecked(false); try { int listsize_rs = retained_songsList.size(); for (int j = 0; j<listsize_rs;j++){ if((retained_songsList.get(j).getSongPath()).equals(songsList.get(position).getSongPath())){ checkTextView.setBackgroundColor(Color.TRANSPARENT); //Need to check here whether the checkedtextview is ticked or not checkTextView.setChecked(true); playlistcheck.add(songsList.get(position)); break; } } } catch (Exception e) { e.printStackTrace(); } }else { //Need to check here whether the checkedtextview is ticked or not try { if (songsList.get(position).getSongCheckedStatus()==true){ checkTextView.setChecked(true); }else{ checkTextView.setChecked(false); } } catch (Exception e) { e.printStackTrace(); } } text2.setText(tracks_Details); text3.setText(trackspath); Log.i(TAG, "MyPlayListAdapter Songslist = " + songsList.size()); return convertView; } } However, this doesn't inflate, throwing the following errors: 10-26 23:11:09.464: E/AndroidRuntime(2826): FATAL EXCEPTION: main 10-26 23:11:09.464: E/AndroidRuntime(2826): java.lang.RuntimeException: Error receiving broadcast Intent { act=android.intent.action.GetMusicComplete flg=0x10 } in com.Nmidia.AMC.MusicActivity$18@414c5770 10-26 23:11:09.464: E/AndroidRuntime(2826): at android.app.LoadedApk$ReceiverDispatcher$Args.run(LoadedApk.java:765) 10-26 23:11:09.464: E/AndroidRuntime(2826): at android.os.Handler.handleCallback(Handler.java:615) 10-26 23:11:09.464: E/AndroidRuntime(2826): at android.os.Handler.dispatchMessage(Handler.java:92) 10-26 23:11:09.464: E/AndroidRuntime(2826): at android.os.Looper.loop(Looper.java:137) 10-26 23:11:09.464: E/AndroidRuntime(2826): at android.app.ActivityThread.main(ActivityThread.java:4745) 10-26 23:11:09.464: E/AndroidRuntime(2826): at java.lang.reflect.Method.invokeNative(Native Method) 10-26 23:11:09.464: E/AndroidRuntime(2826): at java.lang.reflect.Method.invoke(Method.java:511) 10-26 23:11:09.464: E/AndroidRuntime(2826): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786) 10-26 23:11:09.464: E/AndroidRuntime(2826): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553) 10-26 23:11:09.464: E/AndroidRuntime(2826): at dalvik.system.NativeStart.main(Native Method) 10-26 23:11:09.464: E/AndroidRuntime(2826): Caused by: java.lang.NullPointerException 10-26 23:11:09.464: E/AndroidRuntime(2826): at android.widget.SimpleAdapter.getCount(SimpleAdapter.java:93) 10-26 23:11:09.464: E/AndroidRuntime(2826): at android.widget.ListView.setAdapter(ListView.java:460) 10-26 23:11:09.464: E/AndroidRuntime(2826): at com.Nmidia.AMC.MusicActivity.setFilterMusic(MusicActivity.java:1230) 10-26 23:11:09.464: E/AndroidRuntime(2826): at com.Nmidia.AMC.MusicActivity$18.onReceive(MusicActivity.java:996) 10-26 23:11:09.464: E/AndroidRuntime(2826): at android.app.LoadedApk$ReceiverDispatcher$Args.run(LoadedApk.java:755) 10-26 23:11:09.464: E/AndroidRuntime(2826): ... 9 more

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  • Developed android application cannot connect to phpmyadmin

    - by user1850936
    I am developing an app with eclipse. I tried to store the data that key in by user into database in phpmyadmin. Unfortunately, after the user has clicked on submit button, there is no response and data is not stored in my database. Here is my java file: import java.util.ArrayList; import java.util.List; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONObject; import android.app.Activity; import android.app.AlertDialog; import android.content.DialogInterface; import android.content.Intent; import android.os.Bundle; import android.util.Log; import android.view.View; import android.widget.Button; import android.widget.EditText; import android.widget.RadioButton; import android.content.res.Configuration; public class UserRegister extends Activity { JSONParser jsonParser = new JSONParser(); EditText inputName; EditText inputUsername; EditText inputEmail; EditText inputPassword; RadioButton button1; RadioButton button2; Button button3; int success = 0; private static String url_register_user = "http://10.20.92.81/database/add_user.php"; private static final String TAG_SUCCESS = "success"; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_user_register); inputName = (EditText) findViewById(R.id.nameTextBox); inputUsername = (EditText) findViewById(R.id.usernameTextBox); inputEmail = (EditText) findViewById(R.id.emailTextBox); inputPassword = (EditText) findViewById(R.id.pwTextBox); Button button3 = (Button) findViewById(R.id.regSubmitButton); button3.setOnClickListener(new View.OnClickListener() { public void onClick(View view) { String name = inputName.getText().toString(); String username = inputUsername.getText().toString(); String email = inputEmail.getText().toString(); String password = inputPassword.getText().toString(); if (name.contentEquals("")||username.contentEquals("")||email.contentEquals("")||password.contentEquals("")) { AlertDialog.Builder builder = new AlertDialog.Builder(UserRegister.this); builder.setMessage(R.string.nullAlert) .setTitle(R.string.alertTitle); builder.setPositiveButton(R.string.ok, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { } }); AlertDialog dialog = builder.show(); } // creating new product in background thread RegisterNewUser(); } }); } public void RegisterNewUser() { try { String name = inputName.getText().toString(); String username = inputUsername.getText().toString(); String email = inputEmail.getText().toString(); String password = inputPassword.getText().toString(); // Building Parameters List<NameValuePair> params = new ArrayList<NameValuePair>(); params.add(new BasicNameValuePair("name", name)); params.add(new BasicNameValuePair("username", username)); params.add(new BasicNameValuePair("email", email)); params.add(new BasicNameValuePair("password", password)); // getting JSON Object // Note that create product url accepts POST method JSONObject json = jsonParser.makeHttpRequest(url_register_user, "GET", params); // check log cat for response Log.d("Send Notification", json.toString()); success = json.getInt(TAG_SUCCESS); if (success == 1) { // successfully created product Intent i = new Intent(getApplicationContext(), StudentLogin.class); startActivity(i); finish(); } else { // failed to register } } catch (Exception e) { e.printStackTrace(); } } @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); } } my php file: <?php $response = array(); require_once __DIR__ . '/db_connect.php'; $db = new DB_CONNECT(); if (isset($_GET['name']) && isset($_GET['username']) && isset($_GET['email']) && isset($_GET['password'])) { $name = $_GET['name']; $username = $_GET['username']; $email = $_GET['email']; $password = $_GET['password']; // mysql inserting a new row $result = mysql_query("INSERT INTO register(name, username, email, password) VALUES('$name', '$username', '$email', '$password')"); // check if row inserted or not if ($result) { // successfully inserted into database $response["success"] = 1; $response["message"] = "You are successfully registered to MEMS."; // echoing JSON response echo json_encode($response); } else { // failed to insert row $response["success"] = 0; $response["message"] = "Oops! An error occurred."; // echoing JSON response echo json_encode($response); } } else { // required field is missing $response["success"] = 0; $response["message"] = "Required field(s) is missing"; // echoing JSON response echo json_encode($response); } ?> the log cat is as follows: 11-25 10:37:46.772: I/Choreographer(638): Skipped 30 frames! The application may be doing too much work on its main thread.

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  • android & libgdx - disable blurry images rendering

    - by android developer
    i'm trying out libgdx as an opengl wrapper , and i have some issues with its graphical rendering : for some reason , all images (textures) on android device look a little blurred using libgdx . this also includes text (font) . however, for normal images , even though i show the entire image , i expect it to look as sharp as i see it on a computer , especially if i have such a good screen on the device (it's galaxy nexus) . i've tried to set the anti-aliasing off , by using the next code : final AndroidApplicationConfiguration androidApplicationConfiguration=new AndroidApplicationConfiguration(); androidApplicationConfiguration.numSamples=0; //tried the value of 1 too. ... i've also tried to set the scaling method to various methods , but with no luck. example: texture.setFilter(TextureFilter.Nearest,TextureFilter.Nearest); as a test , i've found a sharp image that is exactly the same as the seen resolution on the device (720x1184 for galaxy nexus , because of the buttons bar) , and i've put it to be on the background of the libgdx app . of course , i had to add extra blank space in order for the texute to be loaded , so the final size of the image (which will include content and empty space) is still a power of 2 for both width and height (1024x2048 in my case) . on the desktop app , it look ok . on the device , it looked blurred. a weird thing that i've noticed is that when i change the device's orientation (horizontal <= vertical) , for the very short time before the rotating animation starts , i see both the image and the text very well . can anyone please help me?

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  • Any alternative or other option for anchor point in cocos2d ?

    - by Srinivas
    I have game application (cocos2d) in which, a ball is to be shooted from a cannon, this ball travels through a trajectory path and land on a building. Now the problem is that according to the requirement I have to increase the size of the background image due to which I have to set the Building image with anchor point now I have to put fire image on the building dynamically on different window locations, for this should I use same anchor point option or there are some alternative options to accomplish this task.

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  • Help implementing virtual d-pad

    - by Moshe
    Short Version: I am trying to move a player around on a tilemap, keeping it centered on its tile, while smoothly controlling it with SneakyInput virtual Joystick. My movement is jumpy and hard to control. What's a good way to implement this? Long Version: I'm trying to get a tilemap based RPG "layer" working on top of cocos2d-iphone. I'm using SneakyInput as the input right now, but I've run into a bit of a snag. Initially, I followed Steffen Itterheim's book and Ray Wenderlich's tutorial, and I got jumpy movement working. My player now moves from tile to tile, without any animation whatsoever. So, I took it a step further. I changed my player.position to a CCMoveTo action. Combined with CCfollow, my player moves pretty smoothly. Here's the problem, though: Between each CCMoveTo, the movement stops, so there's a bit of a jumpiness introduced between movements. To deal with that, I changed my CCmoveTo into a CCMoveBy, and instead of running it once, I decided to have it CCRepeatForever. My plan was to stop the repeating action whenever the player changed directions or released the d-pad. However, when the movement stops, the player is not necessarily centered along the tiles, as it should be. To correctly position the player, I use a CCMoveTo and get the closest position that would put the player back into the proper position. This reintroduces an earlier problem of jumpiness between actions. What is the correct way to implement a smooth joystick while smoothly animating the player and keeping it on the "grid" of tiles? Edit: It turns out that this was caused by a "Bug Fix" in the cocos2d engine.

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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • Implementing `fling` logic without pan gesture recognizers

    - by KDiTraglia
    So I am trying to port over a simple game that I originally wrote to iphone into cocos2d-x. I've hit a minor bump however in implementing simple 'fling' logic I had in the iphone version that is difficult to port over to the c++. In iOS I could get the velocity of a pan gesture very easily: CGPoint velocity = [recognizer velocityInView:recognizer.view]; However now I basically only know where the touch began, where the touch ended, and all the touches that are logged in between. For now I logged all the pts onto a stack then pulled the last point and the 6th to last point (seemed to work the best), find the difference between those pts multiply by a constant and use that as the velocity. It works relatively well, but I'm wondering if anyone else has any better algorithms, when given a bunch of touch pts, to figure out a new speed upon releasing an object that feels natural (Note speed in my game is just a constant x and y, there's no drag or spin or anything tricky like that). Bonus points if anyone has figured out how to get pan gestures into the newest version (3.0 alpha) of cocos2d-x without losing ability to build cross platform.

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  • Custom filtering in Android using ArrayAdapter

    - by Alxandr
    I'm trying to filter my ListView which is populated with this ArrayAdapter: package me.alxandr.android.mymir.adapters; import java.util.ArrayList; import java.util.Collection; import java.util.Collections; import java.util.HashMap; import java.util.Iterator; import java.util.Set; import me.alxandr.android.mymir.R; import me.alxandr.android.mymir.model.Manga; import android.content.Context; import android.util.Log; import android.view.LayoutInflater; import android.view.View; import android.view.ViewGroup; import android.widget.ArrayAdapter; import android.widget.Filter; import android.widget.SectionIndexer; import android.widget.TextView; public class MangaListAdapter extends ArrayAdapter<Manga> implements SectionIndexer { public ArrayList<Manga> items; public ArrayList<Manga> filtered; private Context context; private HashMap<String, Integer> alphaIndexer; private String[] sections = new String[0]; private Filter filter; private boolean enableSections; public MangaListAdapter(Context context, int textViewResourceId, ArrayList<Manga> items, boolean enableSections) { super(context, textViewResourceId, items); this.filtered = items; this.items = filtered; this.context = context; this.filter = new MangaNameFilter(); this.enableSections = enableSections; if(enableSections) { alphaIndexer = new HashMap<String, Integer>(); for(int i = items.size() - 1; i >= 0; i--) { Manga element = items.get(i); String firstChar = element.getName().substring(0, 1).toUpperCase(); if(firstChar.charAt(0) > 'Z' || firstChar.charAt(0) < 'A') firstChar = "@"; alphaIndexer.put(firstChar, i); } Set<String> keys = alphaIndexer.keySet(); Iterator<String> it = keys.iterator(); ArrayList<String> keyList = new ArrayList<String>(); while(it.hasNext()) keyList.add(it.next()); Collections.sort(keyList); sections = new String[keyList.size()]; keyList.toArray(sections); } } @Override public View getView(int position, View convertView, ViewGroup parent) { View v = convertView; if(v == null) { LayoutInflater vi = (LayoutInflater)context.getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.mangarow, null); } Manga o = items.get(position); if(o != null) { TextView tt = (TextView) v.findViewById(R.id.MangaRow_MangaName); TextView bt = (TextView) v.findViewById(R.id.MangaRow_MangaExtra); if(tt != null) tt.setText(o.getName()); if(bt != null) bt.setText(o.getLastUpdated() + " - " + o.getLatestChapter()); if(enableSections && getSectionForPosition(position) != getSectionForPosition(position + 1)) { TextView h = (TextView) v.findViewById(R.id.MangaRow_Header); h.setText(sections[getSectionForPosition(position)]); h.setVisibility(View.VISIBLE); } else { TextView h = (TextView) v.findViewById(R.id.MangaRow_Header); h.setVisibility(View.GONE); } } return v; } @Override public void notifyDataSetInvalidated() { if(enableSections) { for (int i = items.size() - 1; i >= 0; i--) { Manga element = items.get(i); String firstChar = element.getName().substring(0, 1).toUpperCase(); if(firstChar.charAt(0) > 'Z' || firstChar.charAt(0) < 'A') firstChar = "@"; alphaIndexer.put(firstChar, i); } Set<String> keys = alphaIndexer.keySet(); Iterator<String> it = keys.iterator(); ArrayList<String> keyList = new ArrayList<String>(); while (it.hasNext()) { keyList.add(it.next()); } Collections.sort(keyList); sections = new String[keyList.size()]; keyList.toArray(sections); super.notifyDataSetInvalidated(); } } public int getPositionForSection(int section) { if(!enableSections) return 0; String letter = sections[section]; return alphaIndexer.get(letter); } public int getSectionForPosition(int position) { if(!enableSections) return 0; int prevIndex = 0; for(int i = 0; i < sections.length; i++) { if(getPositionForSection(i) > position && prevIndex <= position) { prevIndex = i; break; } prevIndex = i; } return prevIndex; } public Object[] getSections() { return sections; } @Override public Filter getFilter() { if(filter == null) filter = new MangaNameFilter(); return filter; } private class MangaNameFilter extends Filter { @Override protected FilterResults performFiltering(CharSequence constraint) { // NOTE: this function is *always* called from a background thread, and // not the UI thread. constraint = constraint.toString().toLowerCase(); FilterResults result = new FilterResults(); if(constraint != null && constraint.toString().length() > 0) { ArrayList<Manga> filt = new ArrayList<Manga>(); ArrayList<Manga> lItems = new ArrayList<Manga>(); synchronized (items) { Collections.copy(lItems, items); } for(int i = 0, l = lItems.size(); i < l; i++) { Manga m = lItems.get(i); if(m.getName().toLowerCase().contains(constraint)) filt.add(m); } result.count = filt.size(); result.values = filt; } else { synchronized(items) { result.values = items; result.count = items.size(); } } return result; } @SuppressWarnings("unchecked") @Override protected void publishResults(CharSequence constraint, FilterResults results) { // NOTE: this function is *always* called from the UI thread. filtered = (ArrayList<Manga>)results.values; notifyDataSetChanged(); } } } However, when I call filter('test') on the filter nothing happens at all (or the background-thread is run, but the list isn't filtered as far as the user conserns). How can I fix this?

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  • how to set custom title bar TextView Value dynamically in android?

    - by UMMA
    friends, i have created custom title bar using following titlebar.xml file with code <?xml version="1.0" encoding="utf-8"?> <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/myTitle" android:text="This is my new title" android:layout_width="fill_parent" android:layout_height="fill_parent" android:textColor="@color/titletextcolor" android:layout_marginLeft="25px" android:paddingTop="3px" /> and java code to display custom title bar on each activity. @Override public void onCreate(Bundle savedInstanceState) { requestWindowFeature(Window.FEATURE_CUSTOM_TITLE); getWindow().setFeatureInt(Window.FEATURE_CUSTOM_TITLE, R.layout.mytitle); super.onCreate(savedInstanceState); setContentView(R.layout.main); } now i want to set textview value dynamically in each activity can any one guide me how can i achieve this? using findviewbyid here i dont get reference of that textview to set value because main layout does not contains any textbox with such a name but mytitle. any help would be appriciated.

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  • Error while opening the Eclipse Android Layout Editor

    - by Janusz
    Since yesterday everytime I open my layout Editor in Eclipse for the Android UI I get the following exception: Unhandled event loop exception java.lang.StackOverflowError at com.android.ide.eclipse.adt.internal.editors.layout.configuration.ConfigurationComposite.isTheme(Unknown Source) at com.android.ide.eclipse.adt.internal.editors.layout.configuration.ConfigurationComposite.isTheme(Unknown Source) at... the last part goes on and on as expected if an Stackoverflow Exception occurs. Anybody else experiencing this and found a solution? I'm working with the latests android sdk on Mac OS X with Eclipse 3.5.2

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  • Android action bar like twitter sample

    - by Baris
    What is the best way to implement action bar like twitter sample UI Pattern. Twitter for Android: A closer look at Android’s evolving UI patterns Pattern 4: Action Bar http://android-developers.blogspot.com/2010/05/twitter-for-android-closer-look-at.html

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  • Android Eclipse Plugin: Instrumentation Test Runner not specified.

    - by Rob Stevenson-Leggett
    I'm getting this error when trying to run unit tests from Eclipse with an Android Project. The list of Instrumentation Test Runners is empty in the Android preferences. [2009-06-17 23:57:51 - MyApp] ERROR: Application does not specify a android.test.InstrumentationTestRunner instrumentation or does not declare uses-library android.test.runner Google-fu failing me. It's also annoyingly decided that because I tried to run a unit test once, that's what I always want to do... Grr

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  • Error: NAND: could not write file /hd2/android-sdk-linux_86/add-ons/google_apis-7_r01/images//system

    - by H.B.Dave
    I am new comer to Android development. Installed fresh Eclipse (Ganymede), Android android-sdk-linux_86. Tried HelloWorld program. Compiles OK. An AVD "my1" created for API level 7. The Emulator does not start, giving an error: [2010-03-11 16:49:49 - Emulator] NAND: could not write file /hd2/android-sdk-linux_86/add-ons/google_apis-7_r01/images//system.img, File exists Perplexed. Help requested.

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  • Using android native button icons

    - by Julian Arz
    am i allowed (legally) to use graphics/icons from the android source for a commercial application, in order to blend in nicely with the android look&feel? i am talking specifically about the plus/minus buttons from the edit_contacts activity in the contacts application. OR: is there a way to let a button look like (ie with a style) these buttons without copying the .png - files? trying to use android:background="@android:drawable/btn_circle" gives me Error: Resource is not public. Does this answer my question?

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