Search Results

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

Page 499/971 | < Previous Page | 495 496 497 498 499 500 501 502 503 504 505 506  | Next Page >

  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

    Read the article

  • Android : une faille permet aux applications de prendre des photos à l'insu des utilisateurs et éventuellement les stocker sur un serveur distant

    Android : une faille permet aux applications de prendre des photos à l'insu des utilisateurs, puis de les stocker sur un serveur distant En explorant les limites de la collecte de données pour un projet d'équipe universitaire qui suggérait grosso modo d'utiliser les caméras sur les ordinateurs sans en allumer les voyants lumineux, Szymon Sidor, un chercheur en sécurité, a accidentellement mis le doigt sur une importante faille de sécurité pouvant affecter le système d'exploitation mobile de...

    Read the article

  • NEW: Oracle Certification Exam Preparation Seminars

    - by Harold Green
    Hi Everyone, I am really excited about a new offering that we are announcing this week - Oracle Certification Exam Preparation Seminars. These are something that will make a big difference for many of you in your efforts to become certified and move your career forward. They are also something that have previously only been available (but very popular) to the limited number of customers who have attended our annual conferences in San Francisco (Oracle OpenWorld and JavaOne). These are the first in a series of offerings that we are releasing over the next few months. So for those of you either preparing or considering Oracle certification - keep watching here on the blog, Facebook, Twitter and the Oracle Certification website for additional announcements related to our most popular certification areas. Details of the new Exam Preparation Seminars are found below: NEW: ORACLE CERTIFICATION EXAM PREPARATION SEMINARS Becoming Oracle certified is a great way to build your career, gain additional credibility and improve your earning power. We know that the decision to become certified is not trivial. Our surveys indicate that people consider their time investment a critical factor in their decision to become certified. Your time is important. In order to help candidates maximize the efficiency of their study time we are releasing a new series of video-based seminars called Exam Preparation Seminars. These seminars are patterned after the extremely popular Exam Cram sessions that until now have only been available at our annual customer conferences (Oracle Open World and JavaOne). Beginning today they are now available to anyone, anywhere as a part of this Exam Prep Seminar series. Features: Fast-paced objective by objective review of the exam topics - led by top Oracle University instructors 24/7 access through Oracle University's training on demand platform. Ability to re-watch all or part of the the seminar. All the conveniences of video-based training: start, stop, fast-forward, skip, rewind, review. Tips that will help you better understand what you need to know to pass the exam. The Exam Preparation Seminars are meant to help anyone with a working knowledge of the technology get that extra boost to help them finalize their preparation, and will help anyone who wants a better understanding of the the depth and breadth of the exam topics and objectives. Benefits: Save time by understanding what you should study. Makes you efficient because you will understand the breadth and depth of each of the exam topics. Helps you create a better, more efficient study plan. Improves your confidence in your skills and ability to pass the certification exam. Exam Preparation Seminars are available individually, or in convenient Value Packages (which include the Exam Preparation Seminar, and an exam voucher which includes one free-retake if you need it). Currently we are releasing two seminars - one for DBA SQL and one for DBA Administration I. Additional offerings are in process. Find out more: General WEB: Oracle Certification Exam Preparation Seminars VIDEO: Exam Preparation Seminars Promo (1:27) Oracle Database Administration I (11g, 10g) VIDEO: Instructor Introduction (1:08) VIDEO: Sample Video (2:16) Oracle Database SQL VIDEO: Instructor Introduction (1:08) VIDEO: Sample Video (2:16)

    Read the article

  • Sécurité des mobiles pros : BlackBerry met la concurrence KO d'après Trend Micro, Boeing sort son Android ultra-sécurisé

    Sécurité des mobiles professionnels : BlackBerry met la concurrence KO D'après Trend Micro, Boeing sort son Android ultra-sécurisé Quelles que soient les turbulences qu'il traverse, Research In Motion, le constructeur derrière BlackBerry, garde une réputation exceptionnelle dans la sécurité mobile. La semaine dernière, le canadien présentait par exemple une nouvelle fonctionnalité pour sa tablette PlayBook. Celle-ci intègre désormais des « caténaires », sorte d'espaces protégés inspirés des partitions disques, pour faire cohabiter sur un même appareil des contenus privés (non chiffrés et libres) et professionnels (chiffrés et gérer de manière centralisée par un administrateur).

    Read the article

  • Preview YouTube Videos On Mouse Over–Chrome Extension

    - by Gopinath
    YouTube video preview is a nice Google Chrome extension that let you preview YouTube videos without playing them. After installing the plugin, users can hover mouse on any of the YouTube video thumbnails displayed on YouTube website to preview the video. This plugin tries to imitate the beautiful Bing Video search results preview feature by displaying 3 frames of video. The plugin does not work outside YouTube website. May be you can give a try to this plugin.  Download YouTube Video Preview Extension This article titled,Preview YouTube Videos On Mouse Over–Chrome Extension, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

    Read the article

  • Converting mp4 to mp3

    - by aki
    I have a video I need to convert to mp3 (from the command line - not GUI) video.mp4 I tried: ffmpeg -i -b 192 video.mp4 video.mp3 with no success. I get the following error: WARNING: library configuration mismatch Seems stream 0 codec frame rate differs from container frame rate: 59.83 (29917/500) -> 59.75 (239/4) WARNING: The bitrate parameter is set too low. It takes bits/s as argument, not kbits/s Encoder (codec id 86017) not found for output stream #0.0 so I tried lame: lame -h -b 192 video.mp4 video.mp3 I get: Warning: unsupported audio format Am I missing something?

    Read the article

  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

    Read the article

  • Deux hackers mettent au point un robot capable de casser les codes PIN des smartphones Android en moins de 24 heures

    Deux hackers mettent au point un robot capable de casser les codes PIN des smartphones Android En moins de 24 heuresEn termes de sécurité, le mot de passe constitue la première barrière à laquelle doit souvent faire face un pirate informatique voulant s'approprier les informations confidentielles d'un utilisateur.D'après nos confrères de TheRegister, une récente étude réalisée par la firme de gestion des périphériques mobiles d'entreprise Fiberlink, révèle que 93 % des employés y ayant pris part utilisent un code PIN facilement cassable pour protéger leurs smartphones et tablettes tactiles.De plus en plus de personnes ont recours aux périphériques mobiles pour effectuer leurs travaux d'entrepris...

    Read the article

  • Dynamic Post-build event in Visual Studio

    - by SSumner
    I am building a video server application that has multiple projects in Visual Studio. One project, the video server project, needs to call a shell script to generate documentation. This works fine when you build the video server project, because the script is simply cd "$(SolutionDir)" start documentationgenerator However, there is also an SDK project that, when built, also builds the video server project. However, when it does this, it does not know where the shell script is, since it tries to use the SDK Project's Solution Directory. SDK Project Video Server Project shell script So the question is: how do I make the SDK Project find the Video Server Project? I checked the MSBuild properties and there are no properties that seem to deal with 'nested' projects.

    Read the article

  • Google met le développement d'applications Android à la portée de tous avec App Inventor, une tendance se confirme

    Google met le développement d'applications Android à la portée de tous Avec App Inventor, une tendance qui se confirme Mise à jour du 17/12/10, par Gordon Folwer Dans la lignée de Nokia et son Ozi App Wizard, un outil de développement pour non développeur, Google avait lancé un App Inventor qui ne demandait aucune connaissance en programmation (lire ci-avant). Depuis hier, ce programme est ouvert à tous. Le principe s'apparent...

    Read the article

  • If I were to start an Android or iPhone app or game, what program should I use?

    - by John
    I don't really know a lot about programming and the only things I do is using codes with Gamemaker, but I have read that it is too basic and it can't be used with iPhone or Android. Is there anything free that I can use to make games for those platforms? Or if not, any suggestions for engines or anything else? I was wondering about Unity, for example, is that a good investment to use for making games?

    Read the article

  • Quantum Paper : la nouvelle interface unifiée d'Android et des services Google ? Le Framework d'interface utilisateur sera dévoilé à la Google I/O

    Quantum Paper : la nouvelle interface unifiée d'Android et des services Google ? Le Framework d'interface utilisateur sera dévoilé à la Google I/OAvec Windows et Windows Phone, Microsoft a dévoilé une nouvelle charte graphique basée sur des tuiles pour ses systèmes d'exploitation, qui a été appliquée à l'ensemble de ses produits (Office, OneDrive, Office 365, etc.) Google irait dans la même direction avec son projet « Quantum Paper » qui permettra d'unifier les interfaces graphiques de l'ensemble...

    Read the article

  • Xamarin 3 disponible en téléchargement, permet la construction d'UIs natives iOS, Android et Windows depuis une seule base de code commune en C#

    Xamarin 3 disponible en téléchargement, permet la construction d'UIs natives iOS, Android et Windows depuis une seule base de code commune en C# La troisième mouture de l'environnement de développement mobile multiplateformes Xamarin est désormais disponible. Parmi les nouveautés qui accompagnent cette version figure l'arrivée de Xamarin Designer pour iOS, un puissant outil de conception visuel pour la plateforme iOS qui permettra aux développeurs de mettre rapidement sur pied des interfaces...

    Read the article

  • AppDays Paris : Windows Phone, iOS et Android à l'honneur de la conférence des développeurs d'applications mobiles en novembre

    AppDays : les développeurs d'applications mobiles ont leur conférence Windows Phone, iOS et Android à l'honneur le 9 novembre « Applification du web », montée en puissance des galeries d'applications mobiles, augmentation des performances des OS mobiles. Autant de signes qui montrent que l'avenir du développement ne passera peut-être pas que par les Smartphones et les tablettes, mais qu'il passera immanquablement par eux. Des applications très pro (comme celles de SAP, l'éditeur allemand qui a bien saisi l'importance de cette tendance de fond) aux jeux les plus réalistes (comme Infinite Flight, un vrai simulateur d...

    Read the article

  • Firefox 30 sort en version stable et désactive par défaut l'exécution des plugins, la version Android également disponible

    Firefox 30 sort en version stable et désactive par défaut l'exécution des plugins, la version Android également disponibleMozilla met à la disposition des utilisateurs, une nouvelle version de son navigateur Firefox. Contrairement à la version 29 qui était sortie avec un lot de nouveautés, notamment sa nouvelle interface utilisateur Australis, Firefox 30 représente une mise à jour mineure.Tout comme Google avec Chrome, Mozilla prend également des distances avec les plugins qui représentent (ceux...

    Read the article

  • Microsoft : des dispositifs à moins de 200 dollars sous Windows annoncés pour cette année, pour concurrencer Android sur les marchés émergents

    Microsoft : des dispositifs à moins de 200 dollars sous Windows annoncés pour cette année pour concurrencer Android sur les marchés émergents Le prix est un élément clé lors de l'achat d'un nouveau dispositif. Tant au niveau du marché des smartphones que des tablettes, les dispositifs à faible coût représentent une part importante du marché global du mobile.C'est pour rester compétitif sur ce segment que Nokia, par exemple, s'est tourné vers le développement d'une nouvelle gamme de dispositifs...

    Read the article

  • Firefox OS une alternative au contrôle de Google sur Android ? Mozilla voit son OS comme la solution qui réduira la dépendance des constructeurs

    Firefox OS une alternative au contrôle de Google sur Android ? Mozilla voit son OS comme la solution qui réduira la dépendance des constructeurs de Google Le lancement officiel de Firefox OS est prévu pour ce mois dans plusieurs pays, notamment le Brésil, le Mexique, la Pologne ou encore l'Espagne (lire le dossier de la rédaction sur l'OS).Développé depuis pratiquement deux ans par la fondation Mozilla, Firefox OS repose sur les technologies du Web, et est présenté comme un système d'exploitation pour le « Web ouvert », qui ouvrira le plein potentiel des terminaux mobiles aux développeurs d'applications Web.L'OS est la réponse d...

    Read the article

  • Un quart de milliard de smartphones vendus au troisième trimestre, Android et iOS peinent à gagner des parts pendant que Windows Phone progresse

    Un quart de milliard de smartphones vendus au troisième trimestre, Android et iOS peinent à gagner des parts pendant que Windows Phone progresse Les rapports de vente de smartphones au troisième trimestre de l'année en cours se multiplient. Cette fois-ci, c'est l'entreprise indépendante d'analyse Canalys qui révèle à son tour une augmentation annuelle de 44% du marché. Cette proportion représente un quart de milliards de dispositifs écoulés en un trimestre sur la planète. Sans surprise,...

    Read the article

  • Using AChartEngine library for graphs, not able to get value for diffrent x-axis value

    - by kundan Chaudhary
    public static ArrayList<double[]> Value = new ArrayList<double[]>(); private double[] x = new double[10]; private double[] y = new double[10]; int counter = -1; add.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { counter++; x[counter] = Double.parseDouble(income_1.getText().toString()); y[counter] = Double.parseDouble(income_2.getText().toString()); income_1.setText(""); income_2.setText(""); } }); publish.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { if (Value != null) { Value.add(x); Value.add(y); Intent intent = salesStackedBarChart.execute(BarChart.this, Value, counter); startActivity(intent); } } }); //and in SalesStackedBarChart.java class public Intent execute(Context context, ArrayList<double[]> values ,int counter) { int count = counter + 1; double fcount = counter + 1.5; String[] titles = new String[] { "Android", "iPhone" }; int[] colors = new int[] { Color.GREEN, Color.CYAN }; XYMultipleSeriesRenderer renderer = buildBarRenderer(colors); setChartSettings(renderer, "Yearly revenue in the last "+count+" years", "Years", "revenue in $", 0.5, fcount, 0, 24000, Color.GRAY, Color.LTGRAY); renderer.setXLabels(count); renderer.setYLabels(10); renderer.setDisplayChartValues(true); renderer.setXLabelsAlign(Align.LEFT); renderer.setYLabelsAlign(Align.LEFT); renderer.setZoomRate(1.1f); renderer.setBarSpacing(0.5); return ChartFactory.getBarChartIntent(context, buildBarDataset(titles, values), renderer, Type.DEFAULT); } // in AbstractDemoChart.java class protected XYMultipleSeriesDataset buildBarDataset(String[] titles, List<double[]> values) { XYMultipleSeriesDataset dataset = new XYMultipleSeriesDataset(); int length = titles.length; for (int i = 0; i < length; i++) { CategorySeries series = new CategorySeries(titles[i]); double[] v = values.get(i); int seriesLength = v.length; for (int k = 0; k < seriesLength; k++) { series.add(v[k]); } dataset.addSeries(series.toXYSeries()); } return dataset; } Run this project i get graph with x- axis value: 1,2,3,4,5.... But I want to print value: 2005,2006,2007,2008..... I changed in some code like: setChartSettings(renderer, "Yearly revenue in the last "+count+" years", "Years", "revenue in $", 2005, 2010, 0, 24000, Color.GRAY, Color.LTGRAY); and run project i get value of x-axis like: 2005,2006,2007.... but not get graph bar value. Values of all x-axis are null. How can I make this work?

    Read the article

  • StaleDataException: access closed cursor

    - by Aurora
    In my application, after enough clicking around, I get this error: 06-08 19:47:59.967: ERROR/AndroidRuntime(2429): java.lang.RuntimeException: Unable to pause activity {com.MYAPP.app/com.MYAPP.app.MainActivity}: android.database.StaleDataException: Access closed cursor What I have is a Tab Activity (my MainActivity), which has a ListActivity as the contents for each tab. Inside the onCreate for each ListActivity I get a cursor that represents the data to be displayed in that list. The onListItemClick for each list also creates another activity, so clicking on an item in the list will show more information about that item in a new screen. It's inconsistent, but after enough clicking into these new activities, or going back to the ListView from a new activity, the program crashes. In searching around for a solution to my problem, I did stumble upon registerDataSetObserver, but it doesn't seem to be the whole answer. I am also having trouble finding documentation on it, so I'm not sure I fully understand it. I have a custom ListAdapter that both my ListViews use and have called registerDataSetObservers on the cursors there. I have attached the relevant code from one of my ListActivities and from my custom ListAdapter class. The ListActivity. I have two of these, almost identical, except they both have different cursors created from different database queries: import com.MYAPP.app.listmanager.DeviceListAdapter; public class AllSensorsActivity extends ListActivity{ private DeviceListAdapter AllList; private DbManager db; protected Cursor AllCur; protected Cursor AllSensors; private static final String TAG = "AllSensorsActivity"; @Override public void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); Log.e(TAG, "Calling All onCreate"); db = new DbManager(this); db.open(); AllCur = db.fetchAllDevices(); startManagingCursor(AllCur); AllSensors = db.fetchAllSensors(); startManagingCursor(AllSensors); AllList = new DeviceListAdapter(this, AllCur, AllSensors); setListAdapter(AllList); } @Override protected void onListItemClick(ListView l, View v, int position, long id){ String device_name = (String) ((DeviceListAdapter)getListAdapter()).getItem(position); String sensor_string = ((DeviceListAdapter)getListAdapter()).getSensors(id); Intent i = new Intent(this, SensorActivity.class); Bundle bundle = new Bundle(); bundle.putString("NAME", device_name); i.putExtras(bundle); bundle.putString("SENSORS", sensor_string); i.putExtras(bundle); this.startActivity(i); } The custom ListAdapter: public class DeviceListAdapter extends BaseAdapter { private static final String TAG = "DeviceListAdapter"; private Context mContext; private Cursor mSensors; private Cursor mDevices; protected MyDataSetObserver sensors_observer; protected MyDataSetObserver devices_observer; public DeviceListAdapter(Context context, Cursor devices, Cursor sensors){ mContext = context; mDevices = devices; mSensors = sensors; sensors_observer = new MyDataSetObserver(); mSensors.registerDataSetObserver(sensors_observer); devices_observer = new MyDataSetObserver(); mDevices.registerDataSetObserver(devices_observer); } // ... more functions and stuff that are not relevant go down here... } private class MyDataSetObserver extends DataSetObserver { public void onChanged(){ Log.e(TAG, "CHANGED CURSOR!"); } public void onInvalidated(){ Log.e(TAG, "INVALIDATED CURSOR!"); } } Should I just have MyDataSetObserver catch the exception and move on? I'd like a more robust solution than that if possible. Or is there some other way I could rearrange my program so that the staleDataException doesn't occur (as often)? I believe that it is happening because I am launching the new activity in my onListItemClick.

    Read the article

  • Restructuting XML Data

    - by Frank
    Hi! The following is an excerpt of my XML data source: <file> <ALL_INSTANCES> <instance> <ID>1</ID> <start>5.8633333333</start> <end>29.8216666667</end> <code>Player 1</code> </instance> <instance> <ID>2</ID> <start>28.4566666667</start> <end>51.1450000000</end> <code>Player 2</code> </instance> <instance> <ID>3</ID> <start>49.8383333333</start> <end>71.1150000000</end> <code>Player 3</code> </instance> <instance> <ID>4</ID> <start>72.9850000000</start> <end>95.3766666667</end> <code>Speler 1</code> </instance> </ALL_INSTANCES> I'm looking to restructure this data into something like this: <Player 1> <ID>1</ID> <start>5.8633333333</start> <end>29.8216666667</end> </Player 1> <Player 1> <ID>4</ID> <start>72.9850000000</start> <end>95.3766666667</end> </Player 1> <Player 2> <ID>2</ID> <start>28.4566666667</start> <end>51.1450000000</end> </Player 2> <Player 3> <ID>3</ID> <start>49.8383333333</start> <end>71.1150000000</end> </Player 3> Could anyone please help me to achieve this? Much appreciated! Cheers, Frank

    Read the article

  • Populating a GridView with ImageViews dynamically/programmatically using a ImageAdapter

    - by Julian Vogels
    Hi folks, this is my first question at stackoverflow, but it's a little tricky already... I try to develop an Android App which allows the user to fetch data from flickr and show it in a gridview (with some nice 3D-Animation). After some adventures i got it almost running, but now I'm stuck. Here's the problem: I got a UI Thread "LoadPhotosTask" which gets the pictures from flickr, just like the open source application photostream. In the method onProgressUpdate(LoadedPhoto... value) of that subclass I call addPhoto(). Until now everythings fine - I got some nice Bitmap and Flickr.photo data with all the information I need. @Override public void onProgressUpdate(LoadedPhoto... value) { addPhoto(value); } On the other hand I have got a GridView. Now I want to fill it with the Photos. It has got an adapter called ImageAdapter (which extends BaseAdapter, see this tutorial). If I use an array inside the ImageAdapter class I can populate the GridView with some sample images. But if I want to populate it at runtime, I don't know what to do. How do I have to set up the getView method in the ImageAdapter? I was trying to fill the array inside the ImageAdapter class with my values in addPhoto, but it doesn't display anything. So first of all I was setting up the array with the amount of Photos i wanted to display in the grid like that (code is inside the ImageAdapter class): // class variable private ImageView[] mThumbIds; [...] public void setupArray(int count) { this.mThumbIds = new ImageView[count]; } Then I call this method with the lenght of my photolist: final Flickr.PhotoList list = params[0]; final int count = list.getCount(); int helper = 0; imagead.setupArray(count); Afterwards I call the getView method manually inside the addPhoto method: private void addPhoto(LoadedPhoto... value) { ImageView image = (ImageView) mInflater.inflate( R.layout.grid_item_photo, null); image.setImageBitmap(value[0].mBitmap); image.setTag(value[0].mPhoto); imagead.setmThumbIds(image, value[0].mPosition); imagead.getView(value[0].mPosition, null, mpicturesGrid); } That is the getView method inside ImageAdapter: public View getView(int position, View convertView, ViewGroup parent) { if (convertView == null) { // if it's not recycled, initialize some // attributes imageView = new ImageView(mContext); imageView.setLayoutParams(new GridView.LayoutParams(EDGE_LENGTH, EDGE_LENGTH)); imageView.setScaleType(ImageView.ScaleType.CENTER_CROP); imageView.setPadding(0, 0, 0, 0); imageView.setVisibility(View.VISIBLE); } else { imageView = (ImageView) convertView; } imageView.setImageDrawable(mThumbIds[position].getDrawable()); imageView.setTag(mThumbIds[position].getTag()); return imageView; } Ok, finally I apologize for my poor english and I hope you can give me some help with the information I provided. Greetings, Julian

    Read the article

  • Delegates in Action -Help

    - by Amutha
    I am learning delegates.I am very curious to apply delegates to the following chain-of-responsibility pattern. Kindly help me the way to apply delegates to the following piece. Thanks in advance.Thanks for your effort. #region Chain of Responsibility Pattern namespace Chain { public class Player { public string Name { get; set; } public int Score { get; set; } } public abstract class PlayerHandler { protected PlayerHandler _Successor = null; public abstract void HandlePlayer(Player _player); public void SetupHandler(PlayerHandler _handler) { _Successor = _handler; } } public class Employee : PlayerHandler { public override void HandlePlayer(Player _player) { if (_player.Score <= 100) { MessageBox.Show(string.Format("{0} is greeted by Employee", _player.Name)); } else { _Successor.HandlePlayer(_player); } } } public class Supervisor : PlayerHandler { public override void HandlePlayer(Player _player) { if (_player.Score >100 && _player.Score<=200) { MessageBox.Show(string.Format("{0} is greeted by Supervisor", _player.Name)); } else { _Successor.HandlePlayer(_player); } } } public class Manager : PlayerHandler { public override void HandlePlayer(Player _player) { if (_player.Score > 200) { MessageBox.Show(string.Format("{0} is greeted by Manager", _player.Name)); } else { MessageBox.Show(string.Format("{0} got low score", _player.Name)); } } } } #endregion #region Main() void Main() { Chain.Player p1 = new Chain.Player(); p1.Name = "Jon"; p1.Score = 100; Chain.Player p2 = new Chain.Player(); p2.Name = "William"; p2.Score = 170; Chain.Player p3 = new Chain.Player(); p3.Name = "Robert"; p3.Score = 300; Chain.Employee emp = new Chain.Employee(); Chain.Manager mgr = new Chain.Manager(); Chain.Supervisor sup = new Chain.Supervisor(); emp.SetupHandler(sup); sup.SetupHandler(mgr); emp.HandlePlayer(p1); emp.HandlePlayer(p2); emp.HandlePlayer(p3); } #endregion

    Read the article

< Previous Page | 495 496 497 498 499 500 501 502 503 504 505 506  | Next Page >