Nevermind - I updated JRE, and it works.
On May 6, 11:46 pm, mcmc wrote:
> Hello all,
>
> My code compiles, but when I try running the emulator, it does not get
> past the splash screen... does anyone know how I can fix this?
>
> I need all the help I can get - qu
Thanks a lot. :) Very helpful.
On Apr 28, 4:05 am, "Alistair."
wrote:
> Take a look at SpriteMethodTest here
>
> http://code.google.com/p/apps-for-android/
>
> Al.
>
> On Apr 27, 9:51 pm, mcmc wrote:
>
> > I'm trying to compare the difference in spe
Hello all,
My code compiles, but when I try running the emulator, it does not get
past the splash screen... does anyone know how I can fix this?
I need all the help I can get - quite desperate here... :(
Thanks a bunch.
mcmc
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You received
I'm trying to compare the difference in speed between software and
hardware graphics rendering, but I'm a little confused...
Can someone please give me a starter?
I have 2 apps right now - one written with only java/android 2D APIs,
and one written with openGL calls...
Thanks a bunch.
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Apr 24, 9:43 am, mcmc wrote:
>
> > Hi, I'm trying to put a timer in my code to determine the amount of
> > time it takes to execute a block of code.
>
> > I've tried googling up some ideas, but they are all related to
> > scheduling tasks, which is not what
Hi, I'm trying to put a timer in my code to determine the amount of
time it takes to execute a block of code.
I've tried googling up some ideas, but they are all related to
scheduling tasks, which is not what I want.
I want to, perhaps, place a time stamp in different parts of my code.
How can I
My onTouchEvent(MotionEvent me) does not get called until after I
slide my phone open. Also, after I slide it open, when I close it
again, it works fine too...
Can anyone help me?
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thank you sooo much, everyone!
i've been meaning for someone to tell me that since a very long time
ago, but no one did, so i was stuck!
:)
On Apr 9, 3:30 pm, Dianne Hackborn wrote:
> If you want to use the standard 2d APIs, don't use OpenGL.
>
>
>
> On Thu, Apr 9, 200
wow thanks so much for your help. I think you're right! :D
however, now I run into another problem. Do you know how to convert
openGL to simply using the standard android/java 2D APIs?
On Apr 9, 2:31 am, "ellipsoidmob...@googlemail.com"
wrote:
> I hadn't realised you are doing openGL stuff. I'v
The exception is thrown the 1st time around the loop. And Unlock is
never called, since there was never a successful Lock in the first
place... :(
Right now, my code looks like this one:
http://developer.android.com/guide/samples/ApiDemos/src/com/example/android/apis/graphics/GLSurfaceView.html
my finally is inside my while loop.
but maybe i'm not doing it correctly...
do I have to call unlockCanvasAndPost every time I call lockCanvas
(even if it returns a null)? or do I only call unlockCanvasAndPost if
the lockCanvas returns a non null canvas (which is my current
implementation)?
On Ap
my finally is inside my while loop.
but maybe i'm not doing it correctly...
do I have to call unlockCanvasAndPost every time I call lockCanvas
(even if it returns a null)? or do I only call unlockCanvasAndPost if
the lockCanvas returns a non null canvas (which is my current
implementation)?
On Ap
wait for the surfaceChanged(int width, int height) callback to be
called, and you can get the width and height that way...
On Apr 7, 4:42 am, Raj wrote:
> Hi,
> I am using PackageManager class to retrive the information of the
> installed application on the device.
> But I didnt get any way to r
i, now, combined the two threads into one, and I still get the same
error at lockCanvas().
any ideas would be much appreciated. thank you.
On Apr 6, 11:47 am, mcmc wrote:
> actually, I am drawing onto the surface from a different thread...
> that's not allowed?? how would I go a
actually, I am drawing onto the surface from a different thread...
that's not allowed?? how would I go around doing this?
I'm not drawing before the surfaceCreated() callback...
On Apr 5, 11:15 am, "ellipsoidmob...@googlemail.com"
wrote:
> Might also be worth checking that you aren't drawing in
27;t leave the Surface in an
// inconsistent state
if (c != null) {
mHolder.unlockCanvasAndPost(c);
}
}
}
}
Can someone get back to me ASAP, this is urgent.
Thanks a lot,
mcmc
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This is also happening to me. :(
On a down click, i get "No window to dispatch pointer action 0"
When I let go of the mousem i get "No window to dispatch pointer
action 1"
This happens after I hold the mouse down for a while...
please help.
On Feb 3, 7:23 am, ad wrote:
> Does anybody have any
Hello,
I'm trying to use java and android's 2D drawing APIs (no openGL) to
draw to a canvas instantly.
Right now, I am using the SurfaceView class (surfaceCreated,
surfaceChanged, and surfaceDestroyed functions) to draw to a canvas,
but it does not get called at the time I want it to.
I underst
Kamp wrote:
> after the state of something you are interested in changes you can call
> invalidate() on the canvas which will afaik cause the canvas to be redrawn
> as soon as the UI thread gets to it.
>
> On Thu, Mar 5, 2009 at 8:09 PM, mcmc wrote:
>
> > I have a method
I have a method (let's call this methodA) and I would like the onDraw
function to be called in the middle of method A.
How would I do this? Right now, my onDraw is not being called at all.
private class DemoView extends View{
public DemoView(Context context){
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