I'm having an issue with a spinner placed within a PopupWindow in that when I
try to show the items in the spinner, I get an Android Force Close. I have
reproduced in a very simple 'Hello World' project and really can't see why
there should be an issue. Doesn't appear to be anything in the Androi
Hi,
Does anyone know of a ActionBar compability library for Monodroid?
(I.e. something in the same mould as ActionBarSherlock for Java)
Alternatively know any other way to get actionbar up and running on
pre ice cream sandwich devices.
All the best! / Patrik
__
The Compatibility Packs are included in the 4.1.0 alpha, there is a
draft document here for how to use it:
http://docs.xamarin.com/@api/deki/files/1091/=Fragments_Walkthrough.pdf
which I found a link to at the changelog for 4.1.0:
http://docs.xamarin.com/android/Releases/Mono_For_Android_4/Mono_for
On Apr 19, 2012, at 5:33 AM, cmdrew wrote:
> I'm having an issue with a spinner placed within a PopupWindow in that when I
> try to show the items in the spinner, I get an Android Force Close. I have
> reproduced in a very simple 'Hello World' project and really can't see why
> there should be an
That document only covers Fragments and how to use the Support
Packages for backwards compatibility, it doesn't cover using other
bits from the Android Support Packages (formerly called the
Compatibility Library).
--
http://www.opgenorth.net
___
Monodro
That is correct, but it leaves some exploring to do for OP ;) Not
everything can be served on a silver platter.
On Thu, Apr 19, 2012 at 4:52 PM, Tom Opgenorth wrote:
> That document only covers Fragments and how to use the Support
> Packages for backwards compatibility, it doesn't cover using oth
On Apr 19, 2012, at 5:33 AM, cmdrew wrote:
> I'm having an issue with a spinner placed within a PopupWindow in that when I
> try to show the items in the spinner, I get an Android Force Close. I have
> reproduced in a very simple 'Hello World' project and really can't see why
> there should be an
Thanks for your sugestions.
I've already looked at the support packages, but unfortunately they do
not support backwards compability for the ActionBar. (ex:
http://developer.android.com/sdk/compatibility-library.html states:
"[..]The ActionBar is not supported by the library [..]")
However, there
check out this implementation
https://github.com/musicm122/monodroid-android-action-bar
--
Martin Bowling
Sent with Sparrow (http://www.sparrowmailapp.com/?sig)
On Thursday, April 19, 2012 at 1:31 PM, Patrik Ahlenius wrote:
> Thanks for your sugestions.
>
> I've already looked at the supp
On Apr 18, 2012, at 6:11 PM, craig wrote:
> I would like to compile the project using API level 12 (3.1) but still want
> to be able to deploy to API level 4 (1.6).
Question: For what purpose?
Do you want to use methods that were added in API level 12? Or do you want to
use an Android library t
On Apr 18, 2012, at 10:19 AM, Nosh wrote:
> How can i stop the EditText being Multiline
Use the android:inputType attribute and set it to "text"
http://developer.android.com/reference/android/widget/TextView.html#attr_android:inputType
Or in code, set the InputType property to InputType
Hi,
I know that with the current version of M4A, when writing OpenGL
applications (games), you need to handle context destruction/creation when
the app is sent to background (eg. press the home button). This means you
have to "reload" textures and bind them to the new context. This could take
a va
On Apr 18, 2012, at 12:37 PM, fmcicreate wrote:
> I need to call a C# DLL from C++, and I followed this
> http://www.mono-project.com/Embedding_Mono
> http://www.mono-project.com/Embedding_Mono .
> This works on my PC, but now I need to replicate this functionality into
> android.
Suffice it to
I want to explore the possibility of a compatibility action bar similar to
the ActionBar Sherlocke, or the Action Bar compatibility sample on the
Android site.
Seems like all the compatibility action bars I've seen require API level 12
and then perform special logic if it's detected that the versi
On Apr 19, 2012, at 4:53 PM, craig wrote:
> Would the standard Java implementation also suffer from "MotionEvent" problem
> when using this approach?
Yes, until Mono for Android 4.1.1.
> Also I'm confused by what the TargetFrameworkVersion is.
TargetFrameworkVersion is the MSBuild $(TargetFrame
It's not Xamarin but Android itself that does not appear to support shared
contexts. I worked for a long time to try to get shared contexts working
in MonoGame and it just wasn't going to happen.
It is not just Mono for Android that suffers lost OpenGL contexts. It
affects all Android apps that
And how do some games manage to do such fast loading times?
I've read abou tricks like setting the graphics context as a static
variable so that it won't get finalized, and stuff like that but they
seem to 'hacky'. I haven't properly tried them myself though.
Eduardo
On 4/20/2012 12:37 AM, K
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