Help with shrinkColumns in a TableLayout - Android Software Development

I'm build a TableLayout and one of my columns has a TextView that is long(wordy). It's in column 0. If I use shrinkColumns on column 0, it wraps all TextViews in all rows for column 0, even though most of the columns only have 2 or 3 words. Is there a way to have one cell of the table shrink/word wrap without effecting the others? I would prefer to do it in XML if possible.

so.. you just want to have one cell smaller than the rest?
doesn't that kind of defeat the purpose of a table layout?
can you just use a bunch of linear layouts?

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[proof of concept app]Gesture recognition

I recently saw this tread:
http://forum.xda-developers.com/showthread.php?t=370632
i liked the idea, and when i thought about it, gesture recognition didn't seem to hard. And guess what - it really wasn't hard
I made a simple application recognizing gestures defined in an external configuration file. It was supposed to be a gesture launcher, but i didn't find out how to launch an app from a winCE program yet. Also, it turned out to be a bit to slow for that because of the way i draw gesture trails - i'd have to rewrite it almost from scratch to make it really useful and i don't have time for that now.
So i decided to share the idea and the source code, just to demonstrate how easy it is to include gesture recognition in your software.
My demo app is written in C, using XFlib for graphics and compiled using CeGCC so you'll need both of them to compile it (download and install instructions are on the Xflib homepage: www.xflib.net)
The demo program is just an exe file - extract it anywhere on your device, no installation needed. You'll also need to extract the gestureConfig.ini to the root directory of your device, or the program won't run.
Try some of the gestures defined in the ini (like 'M' letter - 8392, a rectangle - 6248, a triangle - 934), or define some of your own to see how the recognition works. Make sure that you have a string consisting of numbers, then space of a tabulator (or more of them) and some text - anything will do, just make sure that there's more than just the numbers in each line. Below you can set the side sensitivity to tweak recognition (see the rest of the post for description on how it works). Better leave the other parameter as it is - seems to work best with this value.
Now, what the demo app does:
It recognizes direction of drawn strokes, and prints them on the bottom of the screen as a string of numbers representing them (described bellow). If a drawn gesture matches one of the patterns in the config file, the entire drawn gesture gets highlited. It works the best with stylus, but is usable with finger as well.
Clicking the large rectangle closes the app.
And how it does it:
The algorithm i used is capable of recognizing strokes drawn in eight directions - horizontally, vertically and diagonally. Directions are described with numbers from 1 to 9, arranged like on a PC numerical keyboard:
Code:
7 8 9
4 6
1 2 3
So a gesture defined in config as 6248 is right-down-left-up - a ractangle.
All that is needed to do the gesture recognition is last few positions of the stylus. In my program i recorded the entire path for drawing if, but used only 5 last positions. The entire trick is to determine which way the stylus is moving, and if it moves one way long enough, store this direction as a stroke.
The easiest way would be to subtract previous stylus position from current one, like
Code:
vectorX=stylusX[i]-stylusX[i-1];
vectorY=stylusY[i]-stylusY[i-1];
[code]
But this method would be highly inaccurate due to niose generated by some digitizers, especially with screen protectors, or when using a finger (try drawing a straight line with your finger in some drawing program)
That's why i decided to calculate an average vector instead:
[code]
averageVectorX=((stylusHistoryX[n]-stylusHistoryX[n-5])+
(stylusHistoryX[n-1]-stylusHistoryX[n-5])
(stylusHistoryX[n-2]-stylusHistoryX[n-5])
(stylusHistoryX[n-3]-stylusHistoryX[n-5])
(stylusHistoryX[n-4]-stylusHistoryX[n-5]))/5;
//Y coordinate is calculated the same way
where stylusHistoryX[n] is the current X position of stylus, and stylusHistoryX[n-1] is the previous position, etc.
Such averaging filters out the noise, without sacrificing too much responsiveness, and uses only a small number of samples. It also has another useful effect - when the stylus changes movement direction, the vector gets shorter.
Now, that we have the direction of motion, we'll have to check how fast the stylus is moving (how long the vector is):
Code:
if(sqrt(averageVectorX*averageVectorX+averageVectorY*averageVectorY)>25)
(...)
If the vector is long enough, we'll have to determine which direction it's facing. Since usually horizontal and vertical lines are easier to draw than diagonal, it's nice to be able to adjust the angle at which the line is considered diagonal or vertical. I used the sideSensitivity parameter for that (can be set in the ini file - range its is from 0 to 100). See the attached image to see how it works.
The green area on the images is the angle where the vector is considered horizontal or vertical. Blue means angles where the vector is considered diagonal. sideSensitivity for those pictures are: left one - 10, middle - 42 (default value, works fine for me ), right - 90. Using o or 100 would mean that horizontal or vertical stroke would be almost impossible to draw.
to make this parameter useful, there are some calculations needed:
Code:
sideSensitivity=tan((sideSensitivity*45/100)*M_PI/180);
First, the range of the parameter is changed from (0-100) to (0-22), meaning angle in degrees of the line dividing right section (green) and top-right (blue). hat angle is then converted to radians, and tangent of this angle (in radians) is being calculated, giving slope of this line.
Having the slope, it's easy to check if the vector is turned sideways or diagonal. here's a part of source code that does the check, it is executed only if the vector is long enough (condition written above):
Code:
if( abs(averageVectorY)<sideSensitivity*abs(averageVectorX) ||
abs(averageVectorX)<sideSensitivity*abs(averageVectorY)) //Vector is turned sideways (horizontal or vertical)
{
/*Now that we know that it's facing sideways, we'll check which side it's actually facing*/
if( abs(averageVectorY)<sideSensitivity*averageVectorX) //Right Gesture
gestureStroke='6'; //storing the direction of vector for later processing
if( abs(averageVectorY)<sideSensitivity*(-averageVectorX)) //Left Gesture
gestureStroke='4';
if( abs(averageVectorX)<sideSensitivity*(averageVectorY)) //Down gesture
gestureStroke='2';
if( abs(averageVectorX)<sideSensitivity*(-averageVectorY)) //Up gesture
gestureStroke='8';
}
else
{ //Vector is diagonal
/*If the vector is not facing isdeways, then it's diagonal. Checking which way it's actually facing
and storing it for later use*/
if(averageVectorX>0 && averageVectorY>0) //Down-Right gesture
gestureStroke='3';
if(averageVectorX>0 && averageVectorY<0) //Up-Right gesture
gestureStroke='9';
if(averageVectorX<0 && averageVectorY>0) //Down-Left gesture
gestureStroke='1';
if(averageVectorX<0 && averageVectorY<0) //Up-Left gesture
gestureStroke='7';
}
Now, we have a character (i used char type, so i can use character strings for string gestures - they can be easily loaded from file and compared with strcmp() ) telling which way the stylus is moving. To avoid errors, we'll have to make sure that the stylus moves in the same direction for a few cycles before storing it as a gesture stroke by increasing a counter as long as it keeps moving in one direction, and resetting it if it changes the direction. If the counter value is bigger than some threshold (pathSensitivity variable is used as this threshold in my program), we can store the gestureStroke value into a string, but only if it's different from previous one - who needs a gesture like "44444" when dragging the stylus left?
After the stylus is released, you'll have to compare generated gesture string to some patterns (eg. loaded from a configuration file), and if it matches, do an appropriate acton.
See the source if you want to see how it can be done, this post already is quite long
If you have any questions, post them and i'll do my best to answer.
Feel free to use this method, parts of, or the entire source in your apps. I'm really looking forward to seeing some gesture-enabled programs
Very nice work. Reading your post was very insightful, and I hope this can provide the basis for some new and exciting apps!
great app... and well done for not just thinking that seems easy... but actually doing it...
ive been a victim of that myself
very nice work man.. one question in which tool did you write code.. i mean it looks like C but how you test and all..
Great app, i see that it is just proof of concept at this stage, but i see that it can be used in future applications control
Continiue with your great work
nik_for_you said:
very nice work man.. one question in which tool did you write code.. i mean it looks like C but how you test and all..
Click to expand...
Click to collapse
It is C, (no "++", no "#", no ".NET", just god old C ) compiled with opensource compiler CeGCC (works under linux, or under windows using cygwin - a unix emulator), developed in opensource IDE Vham (but even a notepad, or better notepad++ would do), tested directly on my Wizard (without emulator). I used XFlib which simplifies graphics and input handling to a level where anyone who ever programed anything at all should be able to handle it - it providea an additional layer between the programmer and the OS. You talk to Xflib, and Xflib talks to the OS. I decided to use this library, because i wanted to try it out anyway.
If i decide to rewrite it and make an actual launcher or anything else out of it, i'll have to use something with a bit faster and more direct screen access (probably SDL, since i already done some programing for desktop PC with it) - XFlib concentrates on usage of sprites - like 2D console games. every single "blob" of the gesture trail is a separate sprite , which has to be drawn each time the screen is refreshed - that is what slows down the app so much. The gesture recognition itself is really fast.
Very good program i just test it and it works very well some combinaison are pretty hard to realize but i like this blue point turning red with command2 and 934. Goond luck , i'll continue to see your job maybe you'll code a very interesting soft.
Interesting work.... would like to see this implemented in an app, could be very useful.
If you want I have some code I did for NDS coding, and which I ported on PocketPC for XFlib.
It works perfectly well and I use it in Skinz Sudoku to recognize the drawn numbers.
The method is pretty simple : when the stylus is pressed, enter the stylus coordinates in a big array. And when it's released, it takes 16 points (could be changed depending on what you need) at the same distance from each other, checks the angle, and gives you the corresponding 'char'.
To add new shapes, it's just a 15 character string which you link to any char (like, link right movement to 'r', or 'a', or a number, or whatever ^^). It works for pretty much any simple shape, and I even used it to do a graffitti-like thing on NDS which worked really well
Hey!
How do you get the last Stylus Positions?
and how often do you read them out
I want to realice such a code under vb.net, but I don't know how i should read out the last stylus positions, to get them perfectly for such calculations
Code:
Private Sub frmGesture_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles MyBase.MouseMove
If StylusJump = 1 Then
StylusJump += 1
If (CurrentStylusPosition.X <> frmGesture.MousePosition.X) Or (CurrentStylusPosition.Y <> frmGesture.MousePosition.Y) Then
LastStylusPosition(9).X = LastStylusPosition(8).X
LastStylusPosition(9).Y = LastStylusPosition(8).Y
LastStylusPosition(8).X = LastStylusPosition(7).X
LastStylusPosition(8).Y = LastStylusPosition(7).Y
LastStylusPosition(7).X = LastStylusPosition(6).X
LastStylusPosition(7).Y = LastStylusPosition(6).Y
LastStylusPosition(6).X = LastStylusPosition(5).X
LastStylusPosition(6).Y = LastStylusPosition(5).Y
LastStylusPosition(5).X = LastStylusPosition(4).X
LastStylusPosition(5).Y = LastStylusPosition(4).Y
LastStylusPosition(4).X = LastStylusPosition(3).X
LastStylusPosition(4).Y = LastStylusPosition(3).Y
LastStylusPosition(3).X = LastStylusPosition(2).X
LastStylusPosition(3).Y = LastStylusPosition(2).Y
LastStylusPosition(2).X = LastStylusPosition(1).X
LastStylusPosition(2).Y = LastStylusPosition(1).Y
LastStylusPosition(1).X = CurrentStylusPosition.X
LastStylusPosition(1).Y = CurrentStylusPosition.Y
CurrentStylusPosition.X = frmGesture.MousePosition.X
CurrentStylusPosition.Y = frmGesture.MousePosition.Y
End If
Dim LabelString As String
Dim iCount As Integer
LabelString = "C(" & CurrentStylusPosition.X & "\" & CurrentStylusPosition.Y & ")"
For iCount = 1 To 9
LabelString = LabelString & " " & iCount & "(" & LastStylusPosition(iCount).X & "\" & LastStylusPosition(iCount).Y & ")"
Next
lblGesture.Text = LabelString
ElseIf StylusJump <= 3 Then
StylusJump += 1
Else
StylusJump = 1
End If
End Sub
Sorry, i didn't notice your post before. I guess that you have the problem solved now, that you released a beta of gesture launcher?
Anyway, you don't really need 10 last positions, in my code i used only 5 for calculations and it still worked fine.
Nice thread, thanks for sharing.
Human-,achine interface has always been an interesting subject to me, and the release of ultimatelaunch has sparked an idea. I am trying to acheive a certain look-and-feel interface - entirely using components that are today screen and ultimatelaunch compatible. Basically a clock strip with a few status buttons at the top, and an ultimatelaunch cube for the main lower portion of the screen - gesture left/right to spin the cube, and each face should have lists of info / icons scrolled by vertical gesture. I'm talking big chunky buttons here - tasks, calendar appts, (quick) contacts, music/video playlists - all vertical lists, one item per row, scrolling in various faces of the cube.
Done the top bit using rlToday for now. Set it to type 5 so scrollbars never show for the top section. All good. Cobbling together bits for the faces, but few of the apps are exactly what I want, some (like that new face contacts one) are pretty close, and being a bit of an armchair coder, I thought now would be a good opportunity to check out WM programming and see if I can't at least come up with a mockup of what I want if not a working app.
I was wondering if anyone could advise me on whether I should bother recognising gestures in such a way as this. Does WM not provide gesture detection for the basic up, down, left, right? Actually, all the stuff I have in mind would just require up/down scrolling of a pane - I was thinking that I may well not need to code gesture support at all, just draw a vertical stack of items, let it overflow to create a scrollbar and then just use the normal WM drag-to-scroll feature (if it exists) to handle the vertical scrolling by gesture in the face of the cube. I would rather keep the requirements to a minimum (eg touchflo), both for dependancy and compatibility reasons, so maybe doing the detection manually would be the "way to go", I dunno.
Did you release source with the app launcher? A library maybe? I intend to go open source with anything I do, so if you are doing the same then I would love to have access to your working code
Nice work man.
Impressive.

How to change ImageView content in layout?

Hi,
in my simple app i have an activity with some textviews and a single imageview.
I'm trying to understand how to dynamically change the content of the imageview in my linear layout. I have a linearlayout and i only need to change the image in it (based on the logic of the underlying application) and similarly the text of the textviews. The pictures are .png files that i have put in res/drawable.
It seems to me that the only way is to use an adapter (simpleadapter) but i struggle to find an example of source code as all the ones i found so far refer to more complex adapters (e.g. simplecursoradapter). Anyway i'm very new to these concepts (adapters, helpers, etc.).
Do i really need to define and use AdapterView (or a more specific subclass?) or if if i keep the image files in res/drawable there is a more straightforward way to dynamically change the ImageView?
Thanks in advance,
x70
ImageView iv = (ImageView)findViewById(R.id.myimageview);
iv.setImageResource(resId);
where resId = R.drawable.mypng
With the textviews is similar, just call setText.
Thanks a lot janfsd. That was really easy...
I did actually try before in that way but i thought i needed also to explicitly set the view (eg via setContentView) and it didnt work; i didn't realise that there is no need for that.
still its not clear to me when do i need to use setContentView, but i made good progress!
Cheers,
x70
setContentView is normally used to set the layout(View) of the activity. I have only used it once per activity. Unless you want to change all the Layout of the activity then don't use it more than once, only on the onCreate method after the super call.
So you should only need to use setSomething method which each view should have it.

Positioning items on the stage

I am used to work with Flash and if we want to position an item at certain coordinates on the stage we just modify the .x and .y values. But I can't manage to find a way to this to a TextView (or any other item for that matter).
I did manage to get the width and height of the stage using this:
Code:
Display display = getWindowManager().getDefaultDisplay();
stageWidth = display.getWidth();
stageHeight = display.getHeight();
But, if I want for example to position a TextView called tv at the coordinates like this:
tv.x = stageWidth - tv.width - 30
tv.y = stageHeight - tv.height - 30
I don't know how to do it.
Thanks, and sorry if this is a stupid answer...maybe I am to used in working with Flash.

[Q] Soft Keyboard Concealing EditText View?

I've asked this elsewhere, but no one has been able to help me. i'm hoping the good people here at XDA will be able to provide some food for thought, if not a full resolution to my issue.
I have a layout.xml set for an activity, which is essentially a RelativeLayout containing several Views including an EditText. Every View is set to layout_width="match_parent" except for 3 Buttons across the bottom, and a single line EditText with a Button on its right. Every View is set to layout_height="wrap_content", but the multiline EditText that I am concerned with uses relative anchors to align the top with a single-line EditText View above it, and the bottom with the Buttons below it.
Everything looks perfectly fine when the Activity launches, but when I touch the multiline EditText, because it is low on the screen, the iME Keyboard completely covers the multiline EditText. For obvious reasons, it is unacceptable to use the soft keyboard to type into a View that is completely covered and not visible.
It's been suggested that I modify the Activity's windowSoftInputMode parameter in the Manifest, but neither adjustPan nor adjustResize creates the desired result. With adjustPan, the keyboard simply covers the Buttons and the multiline EditText. With adjustResize, the keyboard still completely covers the multiline EditText, but the buttons actually shift up as if they are attached to the top of the keyboard.
The issue seems to be that the Views above the multiline EditText cannot be resized--a Date Picker, a Time Picker, a single line EditText (adjacent to a Button) and then the multiline EditText in question.
I can't for the life of me figure out why the EditText completely gets covered despite the fact that it has focus.
Any suggestions/thoughts?
To close this thread up, I found out that minSdkVersion being set below "4" (it was "3" for me) causes some issues with the soft keyboard. I upped it to "4", and voila, it worked perfectly.

Dynamic text wrap

Hi,
In my application i am dynamically creating a table layout. In each row of the table layout have 3 text views. but the auto wrap of the text is not working on these text views in multiple screen resolutions.
vrenjithkr said:
Hi,
In my application i am dynamically creating a table layout. In each row of the table layout have 3 text views. but the auto wrap of the text is not working on these text views in multiple screen resolutions.
Click to expand...
Click to collapse
did you set the height and width to "wrap_content"? if yes and still didnt work try this
Code:
android:layout_weight="1"
android:ellipsize="none"
android:maxLines="100"
android:scrollHorizontally="false"
android:layout_weight="1" android:ellipsize="none" android:maxLines="100" android:scr
Thank you for reply. I am dynamically crating the table layout. How can give these details in activity class..
vrenjithkr said:
Thank you for reply. I am dynamically crating the table layout. How can give these details in activity class..
Click to expand...
Click to collapse
You need to specify the layout parameters look at this sample program of adding a text view
<TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:stretchColumns="0,1" android:id="@+id/main_table" android:layout_weight="1" android:layout_height="wrap_content" android:layout_width="match_parent"> </TableLayout>
Once you ready with basic blank table layout open your respective activity page and define the table element
TableLayout t1; TableLayout tl = (TableLayout) findViewById(R.id.main_table);
Create table row header to hold the column headings
TableRow tr_head = new TableRow(this); tr_head.setId(10); tr_head.setBackgroundColor(Color.GRAY); tr_head.setLayoutParams(new LayoutParams( LayoutParams.FILL_PARENT, LayoutParams.WRAP_CONTENT));
Add two data sections to the table row
TextView label_date = new TextView(this); label_date.setId(20); label_date.setText("DATE"); label_date.setTextColor(Color.WHITE); label_date.setPadding(5, 5, 5, 5); tr_head.addView(label_date);// add the column to the table row here TextView label_weight_kg = new TextView(this); label_weight_kg.setId(21);// define id that must be unique label_weight_kg.setText("Wt(Kg.)"); // set the text for the header label_weight_kg.setTextColor(Color.WHITE); // set the color label_weight_kg.setPadding(5, 5, 5, 5); // set the padding (if required) tr_head.addView(label_weight_kg); // add the column to the table row here
Regards
MasterAwesome

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