android,android-imageRelated issues-Collection of common programming errors
David Dimalanta
android libgdx memory-efficiency debugging screen
When making my simple app for revisions to update the latest changes, I test it first between the device (Google Nexus 7) and desktop using Eclipse IDE. I made eleven screens for the game in terms of the following for testing:Splash screen (usually the company’s logo) Game content (Usually announced if it’s rated E or M, for example) Loading Screen Title screen Main Menu screen Player 1’s registration screen Player 2’s registration screen Player list screen Game screenI tried testing switching s
Jonathan Hobbs
java android animation sprites pixel
I have been coding speed for an object. I have made it so the object will move from one end of the screen to another at a speed depending on the screen size, at the monemt I have made it so it will take one second to pass the screen. So i have worked out the speed in code but when I go to assign the speed it tells me to force close and i do not understand why. Here is the code: MainGame Code:@Override protected void onDraw(Canvas canvas) {setBlockSpeed(getWidth()); }private int blockSpeed;privat
milano
android libgdx
I try to create live wallpaper with libgdx framework. Here’s my source code: repositoryWhen I run this, black screen with name of the app appears (probably empty android layout). Main game is not called. I think that it is because starting a service not an activity. However how could I start an activity when AndroidTestWallpaper isn’t subclass of Activity class? I used this tutorial but I don’t think it’s complete, in this form my IDE (Intellij IDEA) doesn’t let me to run the app because no main
A M
android cocos2d
CCScene doesn’t show anything on 4.3 version?I am working on a project in which I’m using the cocos2d_android.jar and on the 4.3 version the screen goes blank and music/ccTouches/others things working fine.Even after I change the jar file with the API level 18(4.3 version), Add into my project and there is no error in the import time and uses their classes but in the RunTimeError occurred like :09-14 07:49:49.890: E/AndroidRuntime(1282): FATAL EXCEPTION: GLThread 102 09-14 07:49:49.890: E/Andro
grgarside
android mac-os irrlicht ndk
I’m new to irrlicht and I have started with irrlicht android port. I have made the following changes to android.mk file:LOCAL_CFLAGS := -O3 -DANDROID_NDK -DDISABLE_IMPORTGL -I./../include/ -I./include/ -I/documents/karthik/android/android-ndk-r9/platforms/android-18/arch-arm/usr/includeLOCAL_LDLIBS := -L/documents/karthik/android/android-ndk-r9/platforms/android-14/arch-arm/usr/lib/libGLESv1_CM.so -ldl -llog -L/documents/karthik/android/android-ndk-r9/platforms/android-14/arch-arm/usr/lib/libGLE
rolfl
java android parcelable
I am new to the Parcelable interface that I have implemented in my classes. At first they were Serializable, but now I have changed them to Parcelable.Have I done this the right way, and am I doing everything correctly? Here are my snippets of code:Citypublic class City implements Parcelable {private String code;private String name;private List<CityWeather> weathers ;public City() {super();}public String getName() {return name;}public void setName(String name) {this.name = name;}public Str
Mark101
java android
I have a method called hash button however on press the application crashes. Any idea why this is happening?I have included parts of my logcat below, any help is greatly appreciated.Many Thanks, Mark02-12 16:59:26.115: E/AndroidRuntime(2416): FATAL EXCEPTION: main 02-12 16:59:26.115: E/AndroidRuntime(2416): java.lang.ArrayIndexOutOfBoundsException: length=4; index=4
user3313192
java android json android-asynctask
I’am building a app that connects to a remote sever through JSON in this case connecting to ‘localhost’. The current program i have written will open different UI depending on their ‘type’ i.e normal or admin. My logat and java are below: This is my Log cat data: 02-19 07:19:51.921: E/AndroidRuntime(1707): FATAL EXCEPTION: AsyncTask #1 02-19 07:19:51.921: E/AndroidRuntime(1707): Process: com.example.newjudoapp, PID: 1707 02-19 07:19:51.921: E/AndroidRuntime(1707): java.lang.RuntimeException: A
user2005938
java android box2d andengine sigsegv
I am getting this error:Fatal signal 11 (SIGSEGV) at 0xdeadbaad (code=1), thread 16513 (UpdateThread)when I create the body of a wall, but only the second time the method is called. For example, when the scene loads, the method that loads these walls is called once, and when the player collides with an object that brings him to the next room, the method is called again. This is the part of the method that is giving this error:Tile t = new Tile((float) i * 64, (float) j * 64- ((j * 64 – (mHeight
baTimá
android android-intent android-activity android-logcat
When i try to open a activity in my app which its suposed to show some saved messages(that i saved in another activity in the same app) it Force to Close and shows me these errors in LogCat:10-08 18:22:17.243: E/AndroidRuntime(269): FATAL EXCEPTION: main10-08 18:22:17.243: E/AndroidRuntime(269): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.mensagem/com.example.mensagem.Mensagenssalvas}: java.lang.NullPointerException10-08 18:22:17.243: E/AndroidRuntime(269):
Binghammer
android bitmap android-imageview android-image bitmapimage
I have 1024 x 900 image coming from server. And I want to get the half of this image. I use this code img.setImageBitmap(Bitmap.createBitmap(bitmap,0,bitmap.getWidth()/2, bitmap.getWidth(), bitmap.getHeight()/2));But when I do this I have this error y+height must be <=bitmap.getHeightWhat should I do here for not getting the exception.
Atinder
android android-layout android-image android-memory
I am using an image to set as the background for all my activities but it was causing a memory overflow issue and crash the app. Now I am unbinding my drawables on pause() and on Destroy() in my activity and now it shows blank screen on pressing back button. So how can I avoid this without using extra memory.protected void onPause(){super.onPause();unbindDrawables(findViewById(R.id.login_root)); }protected void onDestroy() {unbindDrawables(findViewById(R.id.login_root));super.onDestroy();}privat
sebay
android android-layout android-button android-image
I’m trying to set an image of an ImageButton at runtime. It should fill the width of the screen and use as much space in height as it needs to scale correctly.The ImageButton is declared as followed:<ImageButtonandroid:id=”@+id/map_plan_topview”android:layout_width=”fill_parent”android:layout_height=”wrap_content”android:adjustViewBounds=”true”android:onClick=”onMapImageClicked”android:background=”#0000″android:scaleType=”fitXY” />Now I’m trying to set the image with:ImageButton topView =
rommex
android jpeg android-image
I need 6 large images in my app. And I don’t need the quality and alpha channel provided by PNG. Is there a way to embed JPEG files into the raw resource and unfold them into SD card at first launch of the program? It will save me 3-4 MB in my APK. Thanks!
chinmay dhodapkar
android android-image
I want to display a random image from the bunch of images i have stored in res/drawable.The only technique that I know is to access a particular image if you know its resource id. Is there a way to access the images by using the filenames or something else (which can be constructed at runtime)?I want to randomly select an image at runtime. Any suggestions/ideas appreciated :)Thanks Chinmay
chethan
android android-layout android-listview android-image android-gridview
I want to display a large number of images(say 500).i am currently displaying them in a scrollable grid layout by lazyloading images(very similar to fedor’s lazylist). but i am having issues while scrolling the grid. when i scroll the grid, the views get refreshed and the actual images are reloaded. so, even the images that were displayed earlier are refetched from SD card. this causes a very slow UI. is there any solutions for this.(i.e is there a way to tell the grid view not to refesh views o
mmBs
android android-image android-bitmap
In onActivityResult() in camera for picking the gallery image I am doing like this:Bitmap bitmap = MediaStore.Images.Media.getBitmap(this.getContentResolver(), imageUri); where the imageUri file is of some 7.0MB so I am creating bitmap of smaller size where I am assigning it to same bitmap:bitmap=Bitmap.createScaledBitmap(bitmap,screenWidth,screenHeight/2, true)but the runtime memory is growing abnormally at that time where the memory allocated for 7.0 MB bitmap is not releasing, is GC not colle
n_yanev
java android android-image
I want to open one image from my assets folder, resize it and resave the image. I use this code:private void resizeImage(float ratio) {AssetManager assetManager = getAssets();InputStream stream = null;try {stream = assetManager.open(“bear.png”);} catch (IOException e) {return;}Bitmap bitmapOrg = BitmapFactory.decodeStream(stream);int width = bitmapOrg.getWidth();int height = bitmapOrg.getHeight();float scaleWidth = ((float) width) / ratio;float scaleHeight = ((float) height) / ratio;Matrix aMatr
eldarerathis
android android-imageview android-image
I’m saving an image from the device’s camera to a directory on the SD card (ex: /sdcard/appName/image.jpg), then I save the path into a database. My problem is that I can’t seem to load the images into a ListView with a cursor adapter.I tried the following code, where helper.getImg(); is a method from my database helper that returns a String (the file path), but it is not working.icon=(ImageView)row.findViewById(R.id.icon_pura); String imgPath=helper.getImg(c); Bitmap myBitmap=BitmapFactory.deco
The Coder
android performance android-layout android-imageview android-image
I am setting a background Image in my first activity which fits the complete screen in XML code only. From the first activity user navigates to another activity which does something from an image selected by a user. Now, my point is since the app loads an image for the user , is it feasible to remove the background image from first activity. And are there chances of app getting crashed if I don’t remove the background image while migrating to the second activity.
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