Search Results

Search found 7500 results on 300 pages for 'mojo sdk'.

Page 89/300 | < Previous Page | 85 86 87 88 89 90 91 92 93 94 95 96  | Next Page >

  • Andorid - Display HTML Formatted String

    - by Soren
    I need an example how to display the strings that I have marked up with simple html into a TextView. I have found "Spanned fromHtml(String source)", but I don't know how to plug it into my java code. Here is my Java: package com.SorenWinslow.TriumphHistory; import android.app.ListActivity; import android.os.Bundle; import android.widget.ArrayAdapter; public class TriumphHistory extends ListActivity { String[] HistoryList; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ArrayAdapter<String> adapter; HistoryList = getResources().getStringArray(R.array.history); adapter = new ArrayAdapter<String> (this,R.layout.historylistlayout,HistoryList); setListAdapter(adapter); } } Here is a sample of history: <?xml version="1.0" encoding="utf-8"?> <resources> <string-array name="history"> <item><b>1883</b><br/>Some stuff happened</item> <item><b>1884</b><br/>Some more stuff happened <i>before</i> the other stuff </item> <resources> Here is my historylistlayout.xml: <?xml version="1.0" encoding="utf-8"?> <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/text1" android:layout_width="fill_parent" android:layout_height="wrap_content" android:textAppearance="?android:attr/textAppearanceLarge" android:gravity="center_vertical" android:textColor="#ffffff" android:background="#000050" android:layout_marginTop="5px" android:minHeight="?android:attr/listPreferredItemHeight" android:padding="3px" android:textSize="8pt" android:layout_gravity="top|left"/> And here is my main.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:textColor="#ffffff" android:background="#000080" android:isScrollContainer="true" android:layout_height="fill_parent" android:layout_width="fill_parent" android:scrollbarStyle="insideOverlay"> <ListView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/list" android:layout_width="fill_parent" android:layout_height="wrap_content" android:clickable="true" android:dividerHeight="1px"/> </LinearLayout>

    Read the article

  • CATiledLayer blanking tiles before drawing contents

    - by Greg Plesur
    All, I'm having trouble getting behavior that I want from CATiledLayer. Is there a way that I can trigger the tiles to redraw without having the side-effect that their areas are cleared to white first? I've already subclassed CATiledLayer to set fadeDuration to return 0. To be more specific, here are the details of what I'm seeing and what I'm trying to achieve: I have a UIScrollView with a big content size...~12000x800. Its content view is a UIView backed by a CATiledLayer. The UIView is rendered with a lot of custom-drawn lines Everything works fine, but the contents of the UIView sometimes change. When that happens, I'd like to redraw the tiles as seamlessly as possible. When I use setNeedsDisplay on the view, the tiles redraw but they are first cleared to white and there's a fraction-of-a-second delay before the new content is drawn. I've already subclassed CATiledLayer so that fadeDuration is set to 0. The behavior that I want seems like it should be possible...when you zoom in on the scrollview and the content gets redrawn at a higher resolution, there's no blanking before the redraw; the new content is drawn right on top of the old one. That's what I'm looking for. Thanks; I appreciate your ideas. Update: Just to follow up - I realized that the tiles weren't being cleared to white before the redraw, they're being taken out entirely; the white that I was seeing is the color of the view that's beneath my CATiledLayer-backed view. As a quick hack/fix, I put a UIImageView beneath the UIScrollView, and before triggering a redraw of the CATiledLayer-backed view I render its visible section into the UIImageView and let it show. This smooths out the redraw significantly. If anyone has a better solution, like keeping the redraw-targeted tiles from going away before being redrawn in the first place, I'd still love to hear it.

    Read the article

  • Implement looped movement animation with tap to cancel

    - by Nader
    Hi All; My app is based around a grid and an image that moves within a grid that is contained within a scrollview. I have an imageview that I am animating from one cell to another in time with a slow finger movement and recentering the scrollview. That is rather straight forward. I have also implement the ability to detect a swipe and therefore move the image all the way to the end of the grid and the uiscrollview recentering. I have even implemented the ability to detect a subsequent tap and freeze the swiped movement. The issue with the swipe movement is that the UIScrollView will scroll all the way to the end before the Image reaches the end and so I have to wait for the image to arrive. Also, when I freeze the movement of the image, I have to re-align the image to a cell (which I can do). I have come to the realization that I have to animate the image one cell at a time for swipes and recentering the uiscrollview before moving the image to the next cell. I have attempted to implement this but I cannot come up with a solution that works or works properly. Can anyone suggest how I go about implementing this? Even if you are able to put up code from a different example or sudo code, it would help a lot as I cannot workout how this should be done, should I be using selectors, a listener in delegates, I just simply lack the experience to solve this design pattern. Here is some code: Note that the sprite is an UIImageView - (void)animateViewToPosition:(SpriteView *)sprite Position:(CGPoint)pos Duration:(CFTimeInterval)duration{ CGMutablePathRef traversePath = CGPathCreateMutable(); CGPathMoveToPoint(traversePath, NULL, sprite.center.x, sprite.center.y); CGPathAddLineToPoint(traversePath, NULL, pos.x, pos.y); CAKeyframeAnimation *traverseAnimation = [CAKeyframeAnimation animationWithKeyPath:kAnimatePosition]; traverseAnimation.duration = duration; traverseAnimation.removedOnCompletion = YES; traverseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; traverseAnimation.delegate = sprite; traverseAnimation.path = traversePath; CGPathRelease(traversePath); [sprite.layer addAnimation:traverseAnimation forKey:kAnimatePosition]; sprite.center = pos; }

    Read the article

  • Implement looped movement animation with tap to cancel

    - by Nader
    Hi All; My app is based around a grid and an image that moves within a grid that is contained within a scrollview. I have an imageview that I am animating from one cell to another in time with a slow finger movement and recentering the scrollview. That is rather straight forward. I have also implement the ability to detect a swipe and therefore move the image all the way to the end of the grid and the uiscrollview recentering. I have even implemented the ability to detect a subsequent tap and freeze the swiped movement. The issue with the swipe movement is that the UIScrollView will scroll all the way to the end before the Image reaches the end and so I have to wait for the image to arrive. Also, when I freeze the movement of the image, I have to re-align the image to a cell (which I can do). I have come to the realization that I have to animate the image one cell at a time for swipes and recentering the uiscrollview before moving the image to the next cell. I have attempted to implement this but I cannot come up with a solution that works or works properly. Can anyone suggest how I go about implementing this? Even if you are able to put up code from a different example or sudo code, it would help a lot as I cannot workout how this should be done, should I be using selectors, a listener in delegates, I just simply lack the experience to solve this design pattern. Here is some code: Note that the sprite is an UIImageView - (void)animateViewToPosition:(SpriteView *)sprite Position:(CGPoint)pos Duration:(CFTimeInterval)duration{ CGMutablePathRef traversePath = CGPathCreateMutable(); CGPathMoveToPoint(traversePath, NULL, sprite.center.x, sprite.center.y); CGPathAddLineToPoint(traversePath, NULL, pos.x, pos.y); CAKeyframeAnimation *traverseAnimation = [CAKeyframeAnimation animationWithKeyPath:kAnimatePosition]; traverseAnimation.duration = duration; traverseAnimation.removedOnCompletion = YES; traverseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; traverseAnimation.delegate = sprite; traverseAnimation.path = traversePath; CGPathRelease(traversePath); [sprite.layer addAnimation:traverseAnimation forKey:kAnimatePosition]; sprite.center = pos;

    Read the article

  • Memory leak with NSData

    - by Kamchatka
    I'm having a leak with this code without being able to find where it's coming from. This function get called within an autorelease pool. I release the IplImage* image argument. When I run the ObjAlloc tool, it tells me that "NSData* data" is leaking. If I try to manually release the UIImage returned by this function, I get an EXC_BAD_ACCESS error, probably because this UIImage is autoreleased. I'm a bit confused, any hint would be appreciated. Thanks! UIImage *UIImageFromIplImage(IplImage *image) { NSLog(@"IplImage (%d, %d) %d bits by %d channels, %d bytes/row %s", image->width, image->height, image->depth, image->nChannels, image->widthStep, image->channelSeq); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSData *data = [NSData dataWithBytes:image->imageData length:image->imageSize]; CGDataProviderRef provider = CGDataProviderCreateWithCFData((CFDataRef)data); CGImageRef imageRef = CGImageCreate(image->width, image->height, image->depth, image->depth * image->nChannels, image->widthStep, colorSpace, kCGImageAlphaNone|kCGBitmapByteOrderDefault, provider, NULL, false, kCGRenderingIntentDefault); UIImage *ret = [UIImage imageWithCGImage:imageRef]; CGImageRelease(imageRef); CGDataProviderRelease(provider); CGColorSpaceRelease(colorSpace); return ret; }

    Read the article

  • How to persist options selected in AlertDialog spawned from ItemizedOverlay onTap method

    - by ahsteele
    In the description of how to add a list of options to an AlertDialog the official Android documentation alludes to saving a users preferences with one of the "data storage techniques." The examples assume the AlertDialog has been spawned within an Activity class. In my case I've created a class that extends ItemizedOverlay. This class overrides the onTap method and uses an AlertDialog to prompt the user to make a multi-choice selection. I would like to capture and persist the selections for each OverlayItem they tap on. The below code is the onTap method I've written. It functions as written but doesn't yet do what I'd hope. I'd like to capture and persist each selection made by the user to be used later. How do I do that? Is using an AlertDialog in this manner a good idea? Are there better options? protected boolean onTap(int index) { OverlayItem item = _overlays.get(index); final CharSequence[] items = { "WiFi", "BlueTooth" }; final boolean[] checked = { false, false }; AlertDialog.Builder builder = new AlertDialog.Builder(_context); builder.setTitle(item.getTitle()); builder.setMultiChoiceItems(items, checked, new DialogInterface.OnMultiChoiceClickListener() { @Override public void onClick(DialogInterface dialog, int item, boolean isChecked) { // for now just show that the user touched an option Toast.makeText(_context, items[item], Toast.LENGTH_SHORT).show(); } }); builder.setPositiveButton("Okay", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int id) { // should I be examining what was checked here? dialog.dismiss(); } }); builder.setNegativeButton("Cancel", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int id) { dialog.cancel(); } }); AlertDialog alert = builder.create(); alert.show(); return true; }

    Read the article

  • Changing color of the titlebar, background and text of MFMailComposeViewController

    - by iSharreth
    I am sending email from my iPhone application. Everything working fine, but I want to change the color of the title bar that appears from blue to black and the background color from white to black. Also, all the text to white color. What should I do? Anyone please help! I used the below code: (IBAction)sendMail{ MFMailComposeViewController *mailComposer = [[MFMailComposeViewController alloc]init]; mailComposer.mailComposeDelegate = self; if([MFMailComposeViewController canSendMail]){ [mailComposer setToRecipients: [NSArray arrayWithObjects:@"[email protected]",nil]]; [mailComposer setSubject: nil]; [mailComposer setMessageBody: nil isHTML:NO]; [self presentModalViewController:mailComposer animated: YES]; }

    Read the article

  • Trying to force redraw of UITableViewCell

    - by Suresh
    I found this post on Beveled UITableViewCells from http://news.selectstartstudios.com/beveled-uitableviewcells/. I'm using the technique to reduce the width of the cells, and for the most part it works great. However, I have a small problem. Sometimes the cells are not redrawn properly. For example, even though a cell is supposed to be a "middle" cell, it is drawn as a "top" cell: yfrog.com/f1screenshot20100424at100 How can I fix this? I have tried forcing the cell to redraw via [cell setNeedsDisplay], [cell setNeedsLayout], [tableView reloadRowAtIndexPath:withAnimation:], [cell drawrect:], and [tableView drawRect:atIndexPath]. I am out of ideas. Thanks again!

    Read the article

  • OutOfMemoryError what to increase and how?

    - by Pentium10
    I have a really long collection with 10k items, and when running a toString() on the object it crashes. I need to use this output somehow. 05-21 12:59:44.586: ERROR/dalvikvm-heap(6415): Out of memory on a 847610-byte allocation. 05-21 12:59:44.636: ERROR/dalvikvm(6415): Out of memory: Heap Size=15559KB, Allocated=12932KB, Bitmap Size=613KB 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): Uncaught handler: thread main exiting due to uncaught exception 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): java.lang.OutOfMemoryError 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.AbstractStringBuilder.enlargeBuffer(AbstractStringBuilder.java:97) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.AbstractStringBuilder.append0(AbstractStringBuilder.java:155) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.StringBuilder.append(StringBuilder.java:202) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.util.AbstractCollection.toString(AbstractCollection.java:384) I need step by step guide how to increase the heap for and Android application. I don't run the command line.

    Read the article

  • Core Location Best Placement and User Interruption

    - by b.dot
    Hi All, My application uses Core Location in three different views. It's working perfectly. In my first view, I subclass the CLLocationManager and use protocol methods for location updates to my calling class. Before I install the framework and code in my other classes, I was wondering: Is the protocol method the best way? What happens to the Core Location execution if the user exits the view or quits the app while it's trying to get a location fix? Is the location task terminated with the GPS system turned off immediately? If the user simply switches to another view, is it OK to assume that I can start Core Location in the next view without regard to the last? Where should the first update location call be placed. Should the application delegate instantiate the CLLocation Manager class using protocol so that it can update any of the views chosen or should each class instantiate the manager. Any feedback would be appreciated. Thanks.

    Read the article

  • iPhone backup & restore does not restore our app's data on rare occasions

    - by Michael Waterfall
    We have an iPhone app with several thousand users, and we've had one or two users saying that after a full backup & restore procedure within iTunes, the data for our app was lost. All the data (photos & SQLite DB) are stored in the documents area of the app. I've tested this thoroughly with our devices and it works absolutely fine. Can anyone think of a reason for this, or has anyone experienced this before?

    Read the article

  • VU meter implementaion in iphone

    - by Sreelal
    Hi, I am developing an aplication for iphone which records audio and save that audio file .I need to create a UI similar to that in Voice Memo app with VU meter .I implemented codes to record audio,but i have no idea about VU meter implementation.Looking forward for a reply ......Thanks in advance

    Read the article

  • Problem when loading image from google chart api URL

    - by user304839
    I want to show concentric charts of google api in iphone, but the imageData varible returns null value and image does not loaded from url to image view this is code: NSData *imageData = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:@"http://chart.apis.google.com/chart?cht=pc&chd=t:120,45|120,60,50,70,60&chs=300x200&chl=||helo|wrd|india|pak|ban&chco=FFFFFF|FFFFFF,e72a28|a9d331|ffce08|8a2585|184a7d"]]; NSLog(@"%@",imageData); UIImage *myimage = [[UIImage alloc] initWithData:imageData]; self.myImageView.image=myimage; please any one help me to overcome on this problem

    Read the article

  • how to remove seperator from tableview

    - by thndrkiss
    Hi, I used interface builder and changed my tableview style as grouped and seperator as none. I was able to see the change in the display style which is grouped right now. But The seperator change is not getting reflected. Kindly help me how to remove the seperator.

    Read the article

  • iPhone to iPhone communication

    - by Dan
    Hi, I have been looking into communication methods between two iPhone devices and as I understand it there are two main methods to do this: Bluetooth and WiFi. However I wanted to know if anyone knows of any other way of sharing information between two iPhones? If I were in an area with no WiFi or mobile signal, and couldn't use Bluetooth for whatever reason, is there anything that could be done to broadcast data from one iPhone to another? I'm sure its a bit of a silly question, but if you don't ask, you don't get; and if someone knows of anything I might be able to look into with regards to this, I would be very appreciative. Thanks, Dan

    Read the article

  • What's the UITableView index magnifying glass character?

    - by David Grant
    In Apple's iPhone apps (like Contacts), they have a nice magnifying glass icon at the top of the table view index. Since the table view index API is character-based, I assume that this magnifying glass is a Unicode character. So far I've resorted to placing a question mark character there, but that looks lame. Can anyone tell me what character the magnifying glass is?

    Read the article

  • How to set up a user Quartz2D coordinate system with scaling that avoids fuzzy drawing?

    - by jdmuys
    This topic has been scratched once or twice, but I am still puzzled. And Google was not friendly either. Since Quartz allows for arbitrary coordinate systems using affine transform, I want to be able to draw things such as floorplans using real-life coordinate, e.g. feet. So basically, for the sake of an example, I want to scale the view so that when I draw a 10x10 rectangle (think a 1-inch box for example), I get a 60x60 pixels rectangle. It works, except the rectangle I get is quite fuzzy. Another question here got an answer that explains why. However, I'm not sure I understood that reason why, and moreover, I don't know how to fix it. Here is my code: I set my coordinate system in my awakeFromNib custom view method: - (void) awakeFromNib { CGAffineTransform scale = CGAffineTransformMakeScale(6.0, 6.0); self.transform = scale; } And here is my draw routine: - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGRect r = CGRectMake(10., 10., 11., 11.); CGFloat lineWidth = 1.0; CGContextStrokeRectWithWidth(context, r, lineWidth); } The square I get is scaled just fine, but totally fuzzy. Playing with lineWidth doesn't help: when lineWidth is set smaller, it gets lighter, but not crisper. So is there a way to set up a view to have a scaled coordinate system, so that I can use my domain coordinates? Or should I go back and implementing scaling in my drawing routines? Note that this issue doesn't occur for translation or rotation. Thanks

    Read the article

  • how to add a instance variable and use it in a custom UIButton

    - by thndrkiss
    Hi, I created a custom UIButton like this @interface CustomButton : UIButton { NSString *firstLine; NSString *secondLine; } @property (nonatomic, retain) NSString *firstLine; @property (nonatomic, retain) NSString *secondLine; @end CustomButton* rightButton = [CustomButton buttonWithType:UIButtonTypeDetailDisclosure]; rightButton.secondLine:@"hello"; error message is * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '* -[UIButton setSecondLine:]: unrecognized selector sent to instance 0x43280e0' What has to be done to fix this up ? how should the instance variable added ?

    Read the article

  • Stop UITextView from jumping when programatically setting text

    - by Michael Waterfall
    Hi there, I have to update a small amount of text in a scrolling UITextView. I'll only be inserting a character where the cursor currently is, and I'll be doing this on a press of a button on my navigation bar. My problem is that whenever I call the setText method of the text view, it jumps to the bottom of the text. I've tried using contentOffset and resetting the selectedRange but it doesn't work! Here's my example: // Remember offset and selection CGPoint contentOffset = [entryTextView contentOffset]; NSRange selectedRange = [entryTextView selectedRange]; // Update text entryTextView.text = entryTextView.text; // Try and reset offset and selection [entryTextView setContentOffset:contentOffset animated:NO]; [entryTextView setSelectedRange: selectedRange]; Is there any way you can update the text without any scroll movement at all... as if they'd just typed something on the keyboard? Many thanks, Michael Edit: I've tried using the textViewDidChange: delegate method but it's still not scrolling up to the original location. - (void)textViewDidChange:(UITextView *)textView { if (self.programChanged) { [textView setSelectedRange:self.selectedRange]; [textView setContentOffset:self.contentOffset animated:NO]; self.programChanged = NO; } } - (void)changeButtonPressed:(id)sender { // Remember position self.programChanged = YES; self.contentOffset = [entryTextView contentOffset]; self.selectedRange = [entryTextView selectedRange]; // Update text entryTextView.text = entryTextView.text; }

    Read the article

  • Using socket API on IPhone

    - by dl3nar
    Hi, for a little project I have to do the following task on my IPhone: open a TCP socket send a command to the server shutdown the WRITE part of the connection read the response from the server close the connection I'm not experienced with socket programming - I've just started with network programming and I've already used the CFStream interface. But obviously streams are not adequate for this task. Who can point me in the right direction? I tried to find a tutorial on Apples website about sockets, but there is nothing. Regards, Thomas

    Read the article

  • view .txt, .pdf files in iphone

    - by Ekra
    Hi friends, I am getting the data of the file from network and receiving it in NSData(not saving it any were). I want to view the files without saving it anywere. I tried it with UIWebView but with no success [webView loadData:data_ MIMEType:@"text" textEncodingName:@"UTF-8" baseURL:nil]; Any hint in right direction would be highly appreciated.

    Read the article

< Previous Page | 85 86 87 88 89 90 91 92 93 94 95 96  | Next Page >