In my Android app, I have a sound that I want to play when a certain selection has been made from a spinner, but I want it to play the when the user actually makes the proper selection (or just after). My problem is that although the sound does play when they make the correct selection, as long as that selection stays chosen, it also plays every time the app starts up, when it should ONLY play at the time it's chosen. I think I need to change my setOnItemSelectedListener to setOnItemClickListener, but I'm not sure how (still pretty new to java). Can any generous soul out there show me how to change this up (assuming that's how to best solve this problem)?
Here is the code I have now:
Code:
fitnessSpinner = (Spinner) findViewById(R.id.fitness_spinner);
ArrayAdapter adapter4 = ArrayAdapter.createFromResource(
this, R.array.fitness_array, android.R.layout.simple_spinner_item);
adapter4.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item);
fitnessSpinner.setAdapter(adapter4);
fitnessSpinner.setOnItemSelectedListener(new OnItemSelectedListener()
{
@Override
public void onItemSelected(AdapterView<?> parent, View view, int position, long i) {
Log.d("test", "p: " + position + " " + i);
if(position == 0) {
//First Entry
MediaPlayer mp = MediaPlayer.create(mContext, R.raw.bowchica);
mp.start();
} if(position == 4) {
MediaPlayer mp = MediaPlayer.create(mContext, R.raw.debbie2);
mp.start();
}
}
@Override
public void onNothingSelected(AdapterView<?> arg0) {
}
});
I haven't try the below code but you can try it on your own and tell us.
In onCreate() declare MediaPlayer mp;
In every if statement that you use for check insert this code:
Code:
if(mp!=null){mp.release();}
int resid = R.raw.yoursound;
mp = MediaPlayer.create(this, resid);
After that override the methods onPause() and onResume() and insert this:
if(mp!=null){mp.release();}
If it is still playing a sound when you start your app, then you should check your code again if you have set as default option any of your selection options.
I would LOVE to try this out...Unfortunately, I'm way too dumb at this point point ot figure out exactly where those code snippets would go inside of what I already have.
Does anyone have a couple of minutes to show me where it would go?
Below is a sample code. Since i don't know your code I give you a snippet that you should adjust it to your code.
Code:
public class SampleSound extends Activity{
private Spinner fitnessSpinner;
private MediaPlayer mp;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);//here goes your layout
setViews();//here you will set all your views(spinners buttons textviews etc..)
setAdapters();//set your adapters here
setListeners();//
}
private void setListeners() {
fitnessSpinner.setOnItemSelectedListener(new OnItemSelectedListener(){
@Override
public void onItemSelected(AdapterView<?> parent, View view, int position, long i) {
Log.d("test", "p: " + position + " " + i);
if(position == 0) {
//First Entry
if(mp!=null){mp.release();}
int resid = R.raw.bowchica;
mp = MediaPlayer.create(this, resid);
mp.start();
} if(position == 4) {
if(mp!=null){mp.release();}
int resid = R.raw.debbie2;
mp = MediaPlayer.create(this, resid);
mp.start();
}
}
@Override
public void onNothingSelected(AdapterView<?> arg0) {
}
});
}
private void setAdapters() {
ArrayAdapter adapter4 = ArrayAdapter.createFromResource(this, R.array.fitness_array, android.R.layout.simple_spinner_item);
adapter4.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item);
fitnessSpinner.setAdapter(adapter4);
}
private void setViews() {
fitnessSpinner = (Spinner) findViewById(R.id.fitness_spinner);
}
public void onResume(){
super.onResume();
if(mp!=null){mp.release();}
}
public void onPause(){
super.onPause();
if(mp!=null){mp.release();}
}
}
I really appreciate the help. I put the code in my routine, but it still plays the sound every time the activity is loaded (as long as the selection in the spinner is correct). It should only play the sound when the correct selection is made.
Any other ideas?
I am sure that your Spinner is set to some value (since you have values to display). Because your Spinner points to a selection (doesn't matter if you have selected or it is selected by default) your sound plays (even when you start the app).
A way to stop the sound playing at start is to declare and an other Item like you did with the previous 4 and set it as default selection of your Spinner.
To sum up:
1.You have to append in R.array.fitness_array an Item (like you did with the previous Items) and give it a name.
2.At the end of method setAdapters() insert this:
Code:
fitnessSpiner.setSelection(5);// or whatever is your selection number
Now it should work but you should know that this is not a good practice and you should try make a ListView or something else.
I'd be happy to change this out to a listview, or whatever would work. I just have to give my user a choice of 4 or 5 items, from which they can choose only one. Something like a drop down box, but in Android, I thought my only option was a spinner. But whatever I use, I have to be able to play a sound when certain items are chosen, but ONLY when those items are chosen, NOT whenever the activity is called up.
Any specific ideas of what I might change to?
What if I had another control like a textview or an edittext (with it's visibility property set to false) that I programatically populated with the users selection (when it's the selection that I want) and then have an OnItemClcickListener set to play the sound?
Could that work?
I will answer from the last to the top of your questions.
1.You can do whatever you want with android. You want TextViews and EditTexts with complex and nested Layouts you can do it. Write services that will communicate with your contacts through a content provider? You can do it.
Write, read and test code. Only this way you will actually learn.
2.Read developer.android.com. Read the android tutorials from there and specifically the Notepad example. You will learn a lot.
A good resource with small examples for ListViews is this.
3.Have you tried the changes I told you from the last post? Did it worked?
Since you just started with android and programming you must first be happy if you have the expected result and then read more to make your code better
Your suggested changes (fitnessSpiner.setSelection(5);// or whatever is your selection number) would stop the sound from playing, but defeat the apps purpose. Every time this activity is loaded, the spinners hit preferences to load the previously stored data. So if I force the spinner to a different selection to NOT play sound when the activity loads, then I would be displaying the wrong data for the user.
Yes you are right. So it is better to make a ListActivity. Read developer.android.com and the link i gave you before. You will be ok with this!
You're using "setOnItemSelectedListener", which sounds like when the app starts, its getting "selected" again.
Have you tried using "setOnItemClickListener" instead?
fitnessSpinner.setOnItemClickListener(new AdapterView.OnItemClickListener () {
public void onItemClicked() {}
};
Lakers16 said:
You're using "setOnItemSelectedListener", which sounds like when the app starts, its getting "selected" again.
Have you tried using "setOnItemClickListener" instead?
fitnessSpinner.setOnItemClickListener(new AdapterView.OnItemClickListener () {
public void onItemClicked() {}
};
Click to expand...
Click to collapse
onClickListener doesn't work for the spinner...I wish it did.
I REALLY need the drop down functionality of teh spinner, so I guess I'm going to try and figure out a way to have an invisible edittext that I set to the spinner selection and then use onClickListener or onChange...
Related
Hi!
My self Raj, i have a problem when using the split action in my application.
i am doing an E-Menu for an restaurant. i list out all available category in major listview if the user click on the item of major list it should display all available minor items of its in behind of the Major listview.
I found one solution in Google it is possible by using split action.
Can anyone guide me / give some sample i may know about it..,
I am waiting for your guide.,
Have A Happy Day..,
Thanks to all..,
Simply add the following line to your <activity> or <application> tag in your AndroidManifest :
Code:
uiOptions="splitActionBarWhenNarrow"
EDIT : As a side note, it seems you want the split actionbar to be displayed only after the user clicked something, in that use case, the Contextual ActionBar seems more suited.
To use it, simply define your actionbar items in a menu.xml just like the normal actionbar, then in your java code use something like :
Code:
private ActionMode.Callback mActionModeCallback = new ActionMode.Callback() {
@Override
public boolean onCreateActionMode(ActionMode mode, Menu menu) {
MenuInflater inflater = mode.getMenuInflater();
inflater.inflate(R.menu.main, menu);
return true;
}
@Override
public boolean onPrepareActionMode(ActionMode mode, Menu menu) {
return false;
}
@Override
public boolean onActionItemClicked(ActionMode mode, MenuItem item) {
switch (item.getItemId()) {
case R.id.menu_item1:
//do something
mode.finish();
return true;
case R.id.menu_item2:
// do something else
mode.finish();
return true;
case R.id.menu_item3:
// etc....
mode.finish();
return true;
default:
return false;
}
}
@Override
public void onDestroyActionMode(ActionMode mode) {
mActionMode = null;
}
And in the onClickListener() of the component that triggers the contextual ActionBar, call it like that :
Code:
if (mActionMode != null)
// Do nothing
else
mActionMode = startActionMode(mActionModeCallback);
You might want to use the ActionBarSherlock Library in order to keep compatibility with gingerbread/froyo
I am using this android:textIsSelectable and still gets the error:
Code:
TextView does not support text selection. Action mode cancelled.
Can any one please tell me what I might be doing wrong?
obscurant1st said:
I am using this android:textIsSelectable and still gets the error:
Code:
TextView does not support text selection. Action mode cancelled.
Can any one please tell me what I might be doing wrong?
Click to expand...
Click to collapse
Please post the code and also the AP version you are testing the app cant say anything without that
I believe testIsSelectable for TextViews was introduced in Honeycomb, if you want to be able to mimic that feature with lower versions of Android, here's a little workaround :
Use an EditText instead of your TextView and set android:textIsSelectable to false
In your activity's java code, override onLongClickListener and set the EditText to selectable in this method, something like this :
Code:
public class yourClass extends Activity implements onLongClickListener {
EditText yourFakeTextView;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.whatever);
yourFakeTextView = (EditText) findViewById(R.id.editText1);
yourFakeTextView.setOnLongClickListener(this);
}
@Override
public boolean onLongClick(View v) {
switch (v.getId()) {
case R.id.editText1:
yourFakeTextView.setTextIsSelectable(true);
break;
default:
return;
}
return false;
}
}
This will make the EditText look like a regular TextView, and when the user long-clicks it, it will allow him to select the text (just like if it was a normal, selectable TextView).
Hope this helps.
I want to enable this feature on ICS and upper version of android. I am testing this on an ics device. There is something which is messed up. I will post the code as soon as I reach home!
Hello. New here and I hope this post is okay. The "Is this a question?" checkbox says it not the QA forum but it is?
Working on an app that all it's supposed to do is repeat taking a picture every 5 seconds after pressing a button. Now, I've looked at handler, timer, etc but I can't figure out the right way to do it. This is the code currently, and the onCameraClick of course runs when the button on the screen is pressed. I want that button to activate some kind of repeater so the picture gets taken every 5000ms.
Code:
public class CameraImage extends Activity {
public static int cameraID = 0;
public static ImageView image;
[user=439709]@override[/user]
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.cameraimage);
image = (ImageView) findViewById(R.id.imgView);
}
public void onCameraClick(View v)
{
cameraID = 1;
Intent i = new Intent(CameraImage.this, CameraView.class);
startActivityForResult(i, 9999);
}
}
Now, this is something I'd definitely like to use but I'm not sure how to implement this correctly into the code above. Been trying trial and error for past few hours and nothing. Tried out a timer example someone put on another website, 10792454/image-capture-in-android-automatically but not much there.
At the same time however though, I'm not sure if the code should go in the other class with all the functions to run the camera. Any suggestions/tip or help I'd greatly appreciate it.
Try a loop. I'm not sure if you have tried this or if it will work with launching an activity, but it sounds like that is what you want to do. I don't know how you determine when to stop taking pictures but you can use a "for loop" or a "while loop".
example "for loop":
Code:
for (int i; i > someNumber; i++){
//Your code here
}
someNumber would be perhaps the number of pictures you want to take and you can use i to number each picture.
example "while loop":
Code:
Boolean buttonClick = false;
onCreate(){
OnButtonClick(){
OnClick(){
if(buttonClick == true){
buttonClick = false;
}else{
buttonClick = true;
}
onCameraStart(buttonClick);
}
public void onCameraStart(boolean runCamera){
while (runCamera == true){
//Your code here
}
}
This example I showed you how you would be able to start the camera on the first click and stop it when clicked again. The OnButtonClick would be the OnClickListener for your button.
Both these examples may need a little refinement but this should point you in the right direction. Hope this helps. You can put these in threads and pause the thread at the end of the loop for 5 secs so it will wait (I think).
It's simple use a timer and invoke it on first click
Sent from my GT-S5302 using Tapatalk 2
I've been trying to learn to program for Android lately by simply coming up with ideas and implementing them. It started out easy enough with pulling information from an online RSS feed and showing this in a nice environment. But the current idea has me stumped.
I'd like the following to happen:
Take a picture using intent
Entire picture is shown in a new activity
Zoom in on a certain spot
Add predefined items to the picture
Press next which connects the items from left to right
Add some more items
Press next to connect the new items
Zoom out
Save the image
First taking a picture, this wasn't too hard using the camera intent:
Code:
Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE);
fileUri = getOutputMediaFileUri(MEDIA_TYPE_IMAGE);
intent.putExtra(MediaStore.EXTRA_OUTPUT, fileUri);
I can then extract the absolute path from fileUri with the following line:
Code:
String path = new File(fileUri.getPath()).getAbsolutePath();
This path can be put in a bundle which can be put in an intent which is then used to start the activity that should show the image.
Code:
public class TestActivity extends Activity implements SurfaceHolder.Callback {
private static final String TAG = TestActivity.class.getSimpleName();
private String path = "";
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
SurfaceView view = new SurfaceView(this);
setContentView(view);
Intent intent = getIntent();
Bundle bundle = intent.getExtras();
path = bundle.getString("path");
view.getHolder().addCallback(this);
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
Canvas canvas = holder.lockCanvas();
if (canvas == null) {
Log.d(TAG,"Can't draw because canvas is null");
}
else {
Bitmap bitmap = BitmapFactory.decodeFile(path);
Paint paint = new Paint();
if(bitmap == null) {
Log.d(TAG,"Can't draw because bitmap is null");
}
else {
canvas.drawBitmap(bitmap,0,0,paint);
}
holder.unlockCanvasAndPost(canvas);
}
}
@Override
public void surfaceChanged(SurfaceHolder holder, int frmt, int w, int h) {
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
}
The first issue here is that it of course doesn't show the entire photo. Not that surprising considering it's larger than the view. Ideally I'd like to zoom out to show the entire photograph. Once I've zoomed one way I'd assume that zooming in on the part that you want should also be possible.
Next is adding the objects. My idea was simply catching any touch events and adding a new object once the finger is released. This way I'd end up with a list of items with each having a draw function which can be called through the surfaceview when it is redrawn.
Connecting these items could simply be done by creating a line object and going through the list of all items and using their locations for the begin and endpoints of the lines
One of the big issues here is that the x and y locations would be relative to the screen, not to the photo. Which would mean that when you zoom back out the entire background would change but the actual items would remain at the same spot and in the same size.
I've been searching and searching for any tutorial or other question about the same issue, but either I've had no luck or I've been using the wrong keywords. And for all I know everything I have up till now could be wrong.
If anyone could give some pointers, or maybe knows a guide or tutorial somewhere or some better keywords I could use for searching I'd really appreciate it.
Xylon- said:
One of the big issues here is that the x and y locations would be relative to the screen, not to the photo. Which would mean that when you zoom back out the entire background would change but the actual items would remain at the same spot and in the same size.
Click to expand...
Click to collapse
would you just not need to either control or track the sample/scale if the image so that you know the 1st pixel displayed (top left) and the scale factor, then the eventX/Y can be processed to be relative to what you want ?
Hi,
currently I am developing a App.
I use the NavigationDrawer to set up a Menu (with the "Burger-Button") on the left side.
Wenn I choose a menu item, for example a PreferenceFragment i displayed.
My problem: I want to display a Tab-Layout with a PreferenceFragment in each Tab.
But I don´t know how...
In my MainActitivty-Class (AppCompatActivity) I change the content of my App (after the user clicked on a menu item) like this:
Code:
@Override
public boolean onNavigationItemSelected(MenuItem item) {
FragmentTransaction fragmentTransaction = this.getFragmentManager().beginTransaction();
int id = item.getItemId();
// Globale Eistellungen
if (id == R.id.nav_main_settings) {
fragmentTransaction.replace(R.id.containerView, new MainPreferenceMenu());
fragmentTransaction.commit();
}
DrawerLayout drawer = (DrawerLayout) findViewById(R.id.drawer_layout);
drawer.closeDrawer(GravityCompat.START);
return true;
}
Whereby "MainPreferenceMenu" is a PreferenceFragment.
I tried it with this tutorial: https://guides.codepath.com/android/google-play-style-tabs-using-tablayout
First Problem: I can´t set my PreferenceFragment here:
Code:
@Override
public Fragment getItem(int position) {
return PageFragment.newInstance(position + 1);
}
Because "PreferenceFragment" is the wring Class.
Also I don´t know how to set the "ViewPager" like in the Tutorial (MainActivity).
Can anybody help me?
I hope my Problem is clear.
Using view pager for tabs is the best option as it behaves as per material guide lines.