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  • Lots of users still using 1.5?

    - by user246114
    Hi, I'm looking at market stats here for sdk distribution: http://developer.android.com/resources/dashboard/platform-versions.html saying that 31% of marketplace users are still running 1.5. Is it true that an OS update went out for G1 and myTouch users? I'm wondering why so many people are still running 1.5 if so? Just curious because I'd like to use th setView() method introduced in 1.6 for TabSpec, but not if so many people are still using 1.5, I might have to roll my own control, Thanks

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  • Collision detection with multiple polygons simultaneously

    - by Craig Innes
    I've written a collision system which detects/resolves collisions between a rectangular player and a convex polygon world using the Separating Axis Theorem. This scheme works fine when the player is colliding with a single polygon, but when I try to create a level made up of combinations of these shapes, the player gets "stuck" between shapes when trying to move from one polygon to the other. The reason for this seems to be that collisions are detected after the player has been pushed through the shape by its movement or gravity. When the system resolves the collision, it resolves them in an order that doesn't make sense (for example, when the player is moving from one flat rectangle to another, gravity pushes them below the ground, but the collision with the left hand side of the second block is resolved before the collision with the top of the block, meaning the player is pushed back left before being pushed back up). Other similar posts have resolved this problem by having a strict rule on which axes to resolve first. For example, always resolve the collision on the y axis, then if the object is still colliding with things, resolve on the x axis. This solution only works in the case of a completely axis oriented box world, and doesn't solve the problem if the player is stuck moving along a series of angled shapes or sliding down a wall. Does any one have any ideas of how I could alter my collision system to prevent these situations from happening?

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  • Embedded .swf file in .pfd-Ubuntu 10.04

    - by Thanos
    I have just finished a presentation in LaTeX. In this very .pdf file I have included a .swf animation(done with adobe flash CS5 in windows) which starts when you click on it. While I have already installed a relevant player(swfdec flash player) neither document viewer nor okular are able to reproduce it. I tried with my player to make sure that the file is not corrupted and the result was that it can be produced. I tried the same .pdf file in windows using adobe reader and there is no problem there. The embedded file can be reproduced with no problem. So I thought of installing adobe in ubuntu. I tried there to see if the problem was solved. Things got a bit better. Adobe could understand that there is something there, so when clicked I got a message that I had to get the proper player. When I clicked on a relevant button I expected to open my browser in a player's page. Instead nothing happened. If I place my mouse's cursor next to the space that defines my animation the is a "message" stating "Media File(application/x-shockwave flash)". The next step was to install Adobe Flash player, but I couldn't find the standallone player;only the browser's plugs... How can I get this .swf file play in pdf?

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  • VLC doesnot play any file [ any video/.mp3] in local machine , closes when a file is opened

    - by hsemarap
    When I run vlc from terminal I get: In the VLC dialog box: Your input can't be opened: VLC is unable to open the MRL 'file:///media/Ent/movies/the%20mask.avi'. Check the log for details. In terminal: VLC media player 2.0.1 Twoflower (revision 2.0.1-0-gf432547) [0x8fe8f8] main input error: open of `file/xspf-open:///home/para/.local/share/vlc/ml.xspf' failed [0x8fe8f8] main input error: Your input can't be opened [0x8fe8f8] main input error: VLC is unable to open the MRL 'file/xspf-open:///home/para/.local/share/vlc/ml.xspf'. Check the log for details. [0x8f1aa8] main interface error: no suitable interface module [0x8f9b08] main interface error: no suitable interface module [0x8be008] main libvlc error: option http-user-agent does not exist [0x8be008] main libvlc: Running vlc with the default interface. Use 'cvlc' to use vlc without interface. [0x8f9b08] qt4 interface error: Unable to load extensions module [0x7f5280000b78] main input error: open of `file:///media/Ent/movies/the%20mask.avi' failed [0x8fc718] main playlist error: could not export playlist

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  • Java : 2D Collision Detection

    - by neko
    I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed. The problem I'm having is how to adjust a player to obstacles when it collides. I'm referencing this link. The player sometime does not get adjusted to obstacles. Also, it sometimes stuck in obstacle guy after colliding. Here, the player and the obstacle are inheriting super class Sprite I can detect collision between the two rectangles and the point by ; public Point getSpriteCollision(Sprite sprite, double newX, double newY) { // set each rectangle Rectangle spriteRectA = new Rectangle( (int)getPosX(), (int)getPosY(), getWidth(), getHeight()); Rectangle spriteRectB = new Rectangle( (int)sprite.getPosX(), (int)sprite.getPosY(), sprite.getWidth(), sprite.getHeight()); // if a sprite is colliding with the other sprite if (spriteRectA.intersects(spriteRectB)){ System.out.println("Colliding"); return new Point((int)getPosX(), (int)getPosY()); } return null; } and to adjust sprites after a collision: // Update the sprite's conditions public void update() { // only the player is moving for simplicity // collision detection on x-axis (just x-axis collision detection at this moment) double newX = x + vx; // calculate the x-coordinate of sprite move Point sprite = getSpriteCollision(map.getSprite().get(1), newX, y);// collision coordinates (x,y) if (sprite == null) { // if the player is no colliding with obstacle guy x = newX; // move } else { // if collided if (vx > 0) { // if the player was moving from left to right x = (sprite.x - vx); // this works but a bit strange } else if (vx < 0) { x = (sprite.x + vx); // there's something wrong with this too } } vx=0; y+=vy; vy=0; } I think there is something wrong in update() but cannot fix it. Now I only have a collision with the player and an obstacle guy but in future, I'm planning to have more of them and making them all collide with each other. What would be a good way to do it? Thanks in advance.

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • Is it possible to stream music/video from an Apache server?

    - by rphello101
    I'm just starting to get into setting up a server. I've set up a basic Apache server to access some songs and movies. When I click one of the songs though, nothing happens. When I click one of the movies, sometimes it will open a new web page and act as though it is going to start playing, but never does. I know Apache is HTTP, not FTP and read somewhere that that could be a problem, but I'm uncertain of the differences. Anyway, is it possible to click on one of the songs and have it start streaming using, for example, Windows Media Player? If so, might someone either explain how to do so or direct me to where I can find it? Any information on retrieving media from an Apache server at this point would be most appreciated. -Edit- I don't know if it matters, but I'm using Windows 7 and Google Chrome

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • Stumbling Through: Visual Studio 2010 (Part IV)

    So finally we get to the fun part the fruits of all of our middle-tier/back end labors of generating classes to interface with an XML data source that the previous posts were about can now be presented quickly and easily to an end user.  I think.  Well see.  Well be using a WPF window to display all of our various MFL information that weve collected in the two XML files, and well provide a means of adding, updating and deleting each of these entities using as little code as possible.  Additionally, I would like to dig into the performance of this solution as well as the flexibility of it if were were to modify the underlying XML schema.  So first things first, lets create a WPF project and include our xml data in a data folder within.  On the main window, well drag out the following controls: A combo box to contain all of the teams A list box to show the players of the selected team, along with add/delete player buttons A text box tied to the selected players name, with a save button to save any changes made to the player name A combo box of all the available positions, tied to the currently selected players position A data grid tied to the statistics of the currently selected player, with add/delete statistic buttons This monstrosity of a form and its associated project will look like this (dont forget to reference the DataFoundation project from the Presentation project): To get to the visual data binding, as we learned in a previous post, you have to first make sure the project containing your bindable classes is compiled.  Do so, and then open the Data Sources pane to add a reference to the Teams and Positions classes in the DataFoundation project: Why only Team and Position?  Well, we will get to Players from Teams, and Statistics from Players so no need to make an interface for them as well see in a second.  As for Positions, well need a way to bind the dropdown to ALL positions they dont appear underneath any of the other classes so we need to reference it directly.  After adding these guys, expand every node in your Data Sources pane and see how the Team node allows you to drill into Players and then Statistics.  This is why there was no need to bring in a reference to those classes for the UI we are designing: Now for the seriously hard work of binding all of our controls to the correct data sources.  Drag the following items from the Data Sources pane to the specified control on the window design canvas: Team.Name > Teams combo box Team.Players.Name > Players list box Team.Players.Name > Player name text box Team.Players.Statistics > Statistics data grid Position.Name > Positions combo box That is it!  Really?  Well, no, not really there is one caveat here in that the Positions combo box is not bound the selected players position.  To do so, we will apply a binding to the position combo boxs SelectedValue to point to the current players PositionId value: That should do the trick now, all we need to worry about is loading the actual data.  Sadly, it appears as if we will need to drop to code in order to invoke our IO methods to load all teams and positions.  At least Visual Studio kindly created the stubs for us to do so, ultimately the code should look like this: Note the weirdness with the InitializeDataFiles call that is my current means of telling an IO where to load the data for each of the entities.  I havent thought of a more intuitive way than that yet, but do note that all data is loaded from Teams.xml besides for positions, which is loaded from Lookups.xml.   I think that may be all we need to do to at least load all of the data, lets run it and see: Yay!  All of our glorious data is being displayed!  Er, wait, whats up with the position dropdown?  Why is it red?  Lets select the RB and see if everything updates: Crap, the position didnt update to reflect the selected player, but everything else did.  Where did we go wrong in binding the position to the selected player?  Thinking about it a bit and comparing it to how traditional data binding works, I realize that we never set the value member (or some similar property) to tell the control to join the Id of the source (positions) to the position Id of the player.  I dont see a similar property to that on the combo box control, but I do see a property named SelectedValuePath that might be it, so I set it to Id and run the app again: Hey, all right!  No red box around the positions combo box.  Unfortunately, selecting the RB does not update the dropdown to point to Runningback.  Hmmm.  Now what could it be?  Maybe the problem is that we are loading teams before we are loading positions, so when it binds position Id, all of the positions arent loaded yet.  I went to the code behind and switched things so position loads first and no dice.  Same result when I run.  Why?  WHY?  Ok, ok, calm down, take a deep breath.  Get something with caffeine or sugar (preferably both) and think rationally. Ok, gigantic chocolate chip cookie and a mountain dew chaser have never let me down in the past, so dont fail me now!  Ah ha!  of course!  I didnt even have to finish the mountain dew and I think Ive got it:  Data Context.  By default, when setting on the selected value binding for the dropdown, the data context was list_team.  I dont even know what the heck list_team is, we want it to be bound to our team players view source resource instead, like this: Running it now and selecting the various players: Done and done.  Everything read and bound, thank you caffeine and sugar!  Oh, and thank you Visual Studio 2010.  Lets wire up some of those buttons now There has got to be a better way to do this, but it works for now.  What the add player button does is add a new player object to the currently selected team.  Unfortunately, I couldnt get the new object to automatically show up in the players list (something about not using an observable collection gotta look into this) so I just save the change immediately and reload the screen.  Terrible, but it works: Lets go after something easier:  The save button.  By default, as we type in new text for the players name, it is showing up in the list box as updated.  Cool!  Why couldnt my add new player logic do that?  Anyway, the save button should be as simple as invoking MFL.IO.Save for the selected player, like this: MFL.IO.Save((MFL.Player)lbTeamPlayers.SelectedItem, true); Surprisingly, that worked on the first try.  Lets see if we get as lucky with the Delete player button: MFL.IO.Delete((MFL.Player)lbTeamPlayers.SelectedItem); Refresh(); Note the use of the Refresh method again I cant seem to figure out why updates to the underlying data source are immediately reflected, but adds and deletes are not.  That is a problem for another day, and again my hunch is that I should be binding to something more complex than IEnumerable (like observable collection). Now that an example of the basic CRUD methods are wired up, I want to quickly investigate the performance of this beast.  Im going to make a special button to add 30 teams, each with 50 players and 10 seasons worth of stats.  If my math is right, that will end up with 15000 rows of data, a pretty hefty amount for an XML file.  The save of all this new data took a little over a minute, but that is acceptable because we wouldnt typically be saving batches of 15k records, and the resulting XML file size is a little over a megabyte.  Not huge, but big enough to see some read performance numbers or so I thought.  It reads this file and renders the first team in under a second.  That is unbelievable, but we are lazy loading and the file really wasnt that big.  I will increase it to 50 teams with 100 players and 20 seasons each - 100,000 rows.  It took a year and a half to save all of that data, and resulted in an 8 megabyte file.  Seriously, if you are loading XML files this large, get a freaking database!  Despite this, it STILL takes under a second to load and render the first team, which is interesting mostly because I thought that it was loading that entire 8 MB XML file behind the scenes.  I have to say that I am quite impressed with the performance of the LINQ to XML approach, particularly since I took no efforts to optimize any of this code and was fairly new to the concept from the start.  There might be some merit to this little project after all Look out SQL Server and Oracle, use XML files instead!  Next up, I am going to completely pull the rug out from under the UI and change a number of entities in our model.  How well will the code be regenerated?  How much effort will be required to tie things back together in the UI?Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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  • My laptop does not have sound and the video reproduces it very rapidly. ubuntu 12.04

    - by user48221
    Once my laptop was fallen and the wi-fi broke, lead her to repairing and when they returned me already it had wi-fi again, but I realized that it did not have sound. In sound configuration it could not raise him, to know if it was a problem of the horns I connected a few headphones and neither it was listened. Because of it I knew that it was a problem of the software, and another problem that I saw, it was that the video player was going too rapidly as if it was advancing him. Where it leads her to arranging they say that they did not touch anything of software, alone they repaired the device of the wi-fi. How I can fix it?

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  • What do the numbers 240 and 360 mean when downloading video? How can I tell which video is more compressed?

    - by DaMing
    I have downloaded some computer science lectures from YouTube recently. There is usually more than one choice of file size and file format to download. I noticed that for the same video, the downloadable one with FLV 240 extension is larger than another one with MPEG4 360 extension. What does the number (240 and 360) mean? And which file's compression rate is bigger? That is to say, which one removed much more file elements than the other from the orignal file?

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  • Why OpenGL ES texture mapping is very slow?

    - by Cinar
    I have an Android application that displays VGA (640x480) frames using OpenGL ES. The application reads each frame from a movie file and updates the texture accordingly. My problem is that, it is taking almost 30 ms. to draw each frame using OpenGL. Similar test using the Canvas/drawBitmap was around 6 ms on the same device. I'm following the same OpenGL calls that VLC Media Player is using, so I'm assuming that those are optimized for this purpose. I just wanted to hear your thoughts and ideas about it?

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  • How to have a run in an Service?

    - by user1497664
    I have implemented an service that runs in a seperate process. This service contains a separate thread where i have a socket connection. This thread has a run() where it is continuously sending data to the port. My problem is after triggering the run() in the thread i don't get any contact with it anymore, i can see in the program that have open the socket that it consciously sends the data but the idea was that i while it is running i could change data that it sends for an example time. here is my run in the external thread: public void run() { if(run) { // Team and player names message is sent when entering in a game setBaseMessage(); SendMessageToCOMPort(base_message + CalculateCRC(base_message)); sleep(); // waits for 100 ms } } Anyone have any idea what might be wrong ?

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  • Unrooted G1 stuck on "DREA100 PVT 32B screen" and won't turn off. [closed]

    - by MiffTheFox
    I've been pretty happy with my G1 thus far, but I turned it on this morning and it gave me a screen showing multicolored bars and the following text: DREA100 PVT 32B HBOOT-0.95.0000 CPLD-4 RADIO-2.22.19.261 Sep 2 2008 Later down it says "Serial0". Please help me, I don't want to wipe my phone and lose my data on it! I haven't rooted it and have no interest in rooting it. I got Cupcake over the wire, not via hacking.

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  • Can a usb cable carry 12v?

    - by zm15
    Here's what i'm wanting to do. I have a Acer Iconia A500 tablet. I want to plug it in, in the car, but it has a barrel plug and I don't want to buy an inverter. The car adapters are expensive for what they do. I already have a 2.1 amp usb car charger meant for the iPad: http://www.amazon.com/Kensington-K33497US-PowerBolt-Charger-Compatible/dp/tech-data/B003PU01M4/ref=de_a_smtd And i want to use this usb cable from the 2.1 amp port to plug into the A500: http://www.amazon.com/gp/product/B00304DZ7I/ref=ox_sc_act_title_2?ie=UTF8&m=A1HPBDJJIXKXS7 Here are the specs on the original wall charger if that helps: http://www.phihong.com/assets/pdf/PSA18R.pdf The usb cable says it's 5v, but the original charger says it outputs 12v. But since it's just a cable... wasn't sure if that really made a whole lot of difference since it's only 1.5 amps from the wall charger. Is it possible to use that usb cable through the powerbolt car charger, to charge the A500?

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  • Take snapshot of drawing using FingerPaint

    - by Rashmi.B
    I am using MyView for drawing content on a canvas using FingerPaint API demo app. I want to capture whatever I have written on the canvas. But when I use View v1 = myview.getRootView() it is returning only the blank canvas and not the content. I want to save my drawing in SDCard. Following is my code. Let me know what do i need to change v1 = myview.getRootView(); System.out.println("v1 value = "+v1); v1.buildDrawingCache(true); v1.measure(MeasureSpec.makeMeasureSpec(0, MeasureSpec.UNSPECIFIED), MeasureSpec.makeMeasureSpec(0, MeasureSpec.UNSPECIFIED)); //v1.layout(0, 0, v1.getMeasuredWidth(), v1.getMeasuredHeight()); v1.layout(0, 0, 100, 100); //Bitmap b = Bitmap.createBitmap(v1.getDrawingCache()); myview.mBitmap = Bitmap.createBitmap(v1.getDrawingCache()); System.out.println("BITMAP VALue = "+myview.mBitmap); ByteArrayOutputStream bytes = new ByteArrayOutputStream(); //b.compress(Bitmap.CompressFormat.JPEG, 40, bytes); File f = new File(Environment.getExternalStorageDirectory()+ File.separator + "rashmitest.jpg"); try { f.createNewFile(); FileOutputStream fo = new FileOutputStream(f); fo.write(bytes.toByteArray()); } catch (Exception e) { e.printStackTrace(); } v1.setDrawingCacheEnabled(false); myview is an object of class MyView that extends View.

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  • NAT for Sprint Nexus S "Portable Wi-Fi hotspot"

    - by Jon Rodriguez
    I am on a 2010 Macbook Air connected to the web over wifi tethering on my Sprint Nexus S. I want to be able to host a few files using MAMP, but it seems that Sprint is running a NAT. When I query checkip.dyndns.org right now, it returns 68.27.228.75. However, trying to navigate to that IP fails (even though I do have MAMP's Apache running on port 80, as verified via loopback). When I whois 68.27.228.75, it appears to be a Sprint address, with NetName "SPRINTPCS" and OrgName "Sprint Nextel Corporation". So, is there some way I can circumvent Sprint's NAT to allow people to connect to my server that is running on a Nexus S Portable Wi-Fi hotspot?

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  • Parsing xml files locally from assets folder using XmlPullParser

    - by Randolphg
    Im trying to parse a local xml file that I place in my assets folder. I've been trying to do this for almost a week now. Here is my test xml file Test1 Test2 Test3 Test4 Test5 I keep getting the same error: W/System.err(22458): org.xmlpull.v1.XmlPullParserException: unexpected type (position:TEXT Code: public void xmlParser() throws XmlPullParserException, IOException, ParserConfigurationException, SAXException { Log.d("tag", "xmlParsing...."); Arithmetic arthm = new Arithmetic(); XmlPullParserFactory xmlPF = XmlPullParserFactory.newInstance(); xmlPF.setValidating(false); XmlPullParser xml = xmlPF.newPullParser(); InputStream raw = getApplication().getAssets().open("menu.xml"); xml.setInput(raw, null); xml.nextTag(); Log.d("tag", "start parsing...."); String elementText = null; String elemName = null; int nofTags = 0; while (xml.getEventType() != XmlPullParser.END_DOCUMENT) { Log.d("tag", "while(xml.next)..."); switch (xml.getEventType()) { case XmlPullParser.START_DOCUMENT: Log.d("tag", "while (xml.getEventType() != XmlPullParser.END_DOCUMENT)"); break; case XmlPullParser.START_TAG: Log.d("tag", " case XmlPullParser.START_TAG"); elementText = xml.getName(); Log.d("tag", "elementText = " + elementText); if (xml.getEventType() != XmlPullParser.END_TAG) { xml.nextTag(); } break; case XmlPullParser.TEXT: Log.d("tag", "case TEXT"); if (elementText.equals("menu") && xml.isWhitespace()) { Log.d("tag", "<" + elementText + ">"); arthm.menu_name = xml.getText(); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("item")) { arthm.description = xml.getText(); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("SUBCATEGORY NAME")) { arthm.subcategoryDesc.add(xml.getText()); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("SUBCATEGORY DESC")) { arthm.subcategoryName.add(xml.getText()); Log.d("tag", "value " + xml.getText() + " added"); } break; case XmlPullParser.END_TAG: Log.d("tag", "case END_TAG"); nofTags += 1; String tags = Integer.toString(nofTags); Log.d("tags", elementText + " number of tags" + tags); if (xml.nextTag() != XmlPullParser.START_TAG) { xml.next(); } break; case XmlPullParser.END_DOCUMENT: Log.d("tag", "case END_DOCUMENT"); break; default: break; } } Log.d("tag", "Success!"); } Thanks in advance.

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  • Nexus One USB freezes Vista SP2 Quad Core

    - by user25479
    My Nexus One (N1) will occasionally freeze my Vista 32bit SP2 Quad Core 2.4GHz during POST. MB is ASUS P5N-E SLI with 4GB of RAM. The PC will be booting and when I connect the N1 via USB, the boot sequence will freeze, then continue once I unplug the N1 USB link. It happens whether the N1 is in USB debugging mode and when it is not. I'm not sure whether this is an N1 hw/fw issue, system interaction with my PC, or a result of my N1 development environment (I'm using the Eclipse Galileo IDE for Java Developers, primarily compiling to API Level 7. Eclipse has also occasionally frozen although I haven't established N1 USB cause-and-effect on that issue). Is anyone else experiencing these symptom?

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  • Can't install any drivers at all on Windows 8. Error 0x000003F9

    - by ABarney
    I suddenly can't install any drivers at all on my Windows 8 Pro x64 install. It doesn't matter what kind of driver it is, nothing will install. Everything ends with error 0x000003F9: The system has attempted to load or restore a file into the registry, but the specified file is not in a registry file format. When Windows Update tries to install a driver, it just gives error code 800703F9 and says that "Windows Update ran into a problem." I've already done a scan of system files with sfc, tried another user account, done a chkdsk, and a few more things, but nothing works. The problem started when I tried to install drivers for my printer earlier today and suddenly started getting messages saying that "Windows Modules Installer has stopped working." I decided to restart and was being greeted with the recovery boot options. I shut the computer down, but when I booted it back up the same thing happened, so I did a repair your pc, and was able to boot into the OS properly. Then I rebooted into my external drive and did a chkdsk on the Windows 8 install that started acting funny. When I booted back into Windows 8, I wasn't able to install any drivers. They all keep coming up with the same error. And I can't seem to find anything at all on this issue. Any help would be much appreciated. Here's an install log from a failed driver install: >>> [Device Install (DiInstallDriver) - F:\Android\android-sdk\extras\google\usb_driver\android_winusb.inf] >>> Section start 2012/12/06 20:15:20.714 cmd: "F:\Windows\System32\InfDefaultInstall.exe" "F:\Android\android-sdk\extras\google\usb_driver\android_winusb.inf" inf: {SetupCopyOEMInf: F:\Android\android-sdk\extras\google\usb_driver\android_winusb.inf} 20:15:20.716 sto: {Import Driver Package: F:\Android\android-sdk\extras\google\usb_driver\android_winusb.inf} 20:15:20.719 sto: Driver Store = F:\Windows\System32\DriverStore [Online] (6.2.9200) sto: Driver Package = F:\Android\android-sdk\extras\google\usb_driver\android_winusb.inf sto: Architecture = amd64 sto: Flags = 0x00000000 inf: Provider = Google, Inc. inf: Class GUID = {3f966bd9-fa04-4ec5-991c-d326973b5128} inf: Driver Version = 08/27/2012,7.0.0.1 inf: Catalog File = androidwinusba64.cat inf: Version Flags = 0x00000011 ! sto: Unable to determine presence of driver package 'android_winusb.inf'. Error = 0x000003F9 flq: Copying 'F:\Android\android-sdk\extras\google\usb_driver\amd64\WdfCoInstaller01009.dll' to 'F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\amd64\WdfCoInstaller01009.dll'. flq: Copying 'F:\Android\android-sdk\extras\google\usb_driver\amd64\WinUSBCoInstaller2.dll' to 'F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\amd64\WinUSBCoInstaller2.dll'. flq: Copying 'F:\Android\android-sdk\extras\google\usb_driver\android_winusb.inf' to 'F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\android_winusb.inf'. flq: Copying 'F:\Android\android-sdk\extras\google\usb_driver\androidwinusba64.cat' to 'F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\androidwinusba64.cat'. pol: {Driver package policy check} 20:15:20.814 pol: {Driver package policy check - exit(0x00000000)} 20:15:20.814 sto: {Stage Driver Package: F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\android_winusb.inf} 20:15:20.815 ! sto: Unable to determine presence of driver package 'android_winusb.inf'. Error = 0x000003F9 inf: {Query Configurability: F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\android_winusb.inf} 20:15:20.820 inf: Driver package uses WDF. inf: Driver package 'android_winusb.inf' is configurable. inf: {Query Configurability: exit(0x00000000)} 20:15:20.823 flq: Copying 'F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\amd64\WdfCoInstaller01009.dll' to 'F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\amd64\WdfCoInstaller01009.dll'. flq: Copying 'F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\amd64\WinUSBCoInstaller2.dll' to 'F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\amd64\WinUSBCoInstaller2.dll'. flq: Copying 'F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\android_winusb.inf' to 'F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\android_winusb.inf'. flq: Copying 'F:\Users\ALEXBA~1\AppData\Local\Temp\{5da5e23e-2f82-2b4f-b73d-9d77c2978b0e}\androidwinusba64.cat' to 'F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\androidwinusba64.cat'. sto: {DRIVERSTORE IMPORT VALIDATE} 20:15:20.875 sig: {_VERIFY_FILE_SIGNATURE} 20:15:20.881 sig: Key = android_winusb.inf sig: FilePath = F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\android_winusb.inf sig: Catalog = F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\androidwinusba64.cat ! sig: Verifying file against specific (valid) catalog failed! (0x800b0109) ! sig: Error 0x800b0109: A certificate chain processed, but terminated in a root certificate which is not trusted by the trust provider. sig: {_VERIFY_FILE_SIGNATURE exit(0x800b0109)} 20:15:20.893 sig: {_VERIFY_FILE_SIGNATURE} 20:15:20.893 sig: Key = android_winusb.inf sig: FilePath = F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\android_winusb.inf sig: Catalog = F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\androidwinusba64.cat sig: Success: File is signed in Authenticode(tm) catalog. sig: Error 0xe0000242: The publisher of an Authenticode(tm) signed catalog has not yet been established as trusted. sig: {_VERIFY_FILE_SIGNATURE exit(0xe0000242)} 20:15:20.907 ! sig: Driver package signer is unknown, but user trusts signer. sto: {DRIVERSTORE IMPORT VALIDATE: exit(0x00000000)} 20:15:22.701 sig: Signer Score = 0x0F000000 sig: Signer Name = Google Inc sto: {DRIVERSTORE IMPORT BEGIN} 20:15:22.702 sto: {DRIVERSTORE IMPORT BEGIN: exit(0x00000000)} 20:15:22.702 cpy: {Copy Directory: F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}} 20:15:22.703 cpy: Target Path = F:\Windows\System32\DriverStore\FileRepository\android_winusb.inf_amd64_f7c4b212c9d862a3 cpy: {Copy Directory: F:\Windows\System32\DriverStore\Temp\{30801e6d-d30f-2f4b-87dc-c80122d5f248}\amd64} 20:15:22.704 cpy: Target Path = F:\Windows\System32\DriverStore\FileRepository\android_winusb.inf_amd64_f7c4b212c9d862a3\amd64 cpy: {Copy Directory: exit(0x00000000)} 20:15:22.705 cpy: {Copy Directory: exit(0x00000000)} 20:15:22.706 ! sto: Unable to determine if driver package 'android_winusb.inf' is already registered. Error = 0x000003F9 idb: {Register Driver Package: F:\Windows\System32\DriverStore\FileRepository\android_winusb.inf_amd64_f7c4b212c9d862a3\android_winusb.inf} 20:15:22.707 !!! idb: Failed to create driver package object 'android_winusb.inf_amd64_f7c4b212c9d862a3' in DRIVERS database node. Error = 0x000003F9 !!! idb: Failed to register driver package 'F:\Windows\System32\DriverStore\FileRepository\android_winusb.inf_amd64_f7c4b212c9d862a3\android_winusb.inf'. Error = 0x000003F9 idb: {Register Driver Package: exit(0x000003f9)} 20:15:22.709 sto: {DRIVERSTORE IMPORT END} 20:15:22.710 sto: {DRIVERSTORE IMPORT END: exit(0x000003f9)} 20:15:22.710 sto: Rolled back driver package import. !!! sto: Failed to import driver package into Driver Store. Error = 0x000003F9 sto: {Stage Driver Package: exit(0x000003f9)} 20:15:22.736 sto: {Import Driver Package: exit(0x000003f9)} 20:15:22.766

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