So i have a galaxy s4. i had a idea, about pausing the process when leaving an app when hittin back button instead of destroying it.
when we open any app , bbm, facebook. games, twitter por example. and when we go out from it by pressing continously the back key, when we try to open the app again it will take more time than if we tap the home button.
basically home button tells android to pause the process and backbutton to close it which require more time when reloading the same app again.
i beleave this is not a remmaping thing because the back button will still going steps back in the apps, so, when there is no more steps to go back then it will pause it (not close it) ; home button will remain the same, pausing all apps to go home screen. and back button will pause only the one we are on (instead of closing it)
i repeat a lot the same thing because i want to be very clear. dont take it bad please.
Is this possible to make? may any of you give me some advices to do it?
You can change back button behavior by overriding this method
public void onBackPressed(){
Do here}
Sent from my GT-S5570 using XDA Premium 4 mobile app
But only for your own app, this doesn't work globally
---------------------------------
Phone : Nexus 4
OS:
Pure KitKat 4.4.2 stock, no root, no mods
---------------------------------
4d 61 73 72 65 70 75 73 20 66 74 77
Gesendet von Tapatalk
Also overrides for the back keys won't work with fragments without some very hacky code, this is how I managed to do it:
NewsActivity.java
Code:
public class NewsActivity extends SherlockFragmentActivity {
private final static String TAG_FRAGMENT = "TAG_FRAGMENT";
private static final int CONTENT_VIEW_ID = 666;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
FrameLayout frame = new FrameLayout(this);
frame.setId(CONTENT_VIEW_ID);
setContentView(frame, new LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT));
if (savedInstanceState == null) {
setInitialFragment();
}
}
private void setInitialFragment() {
final NewsFragment fragment = new NewsFragment();
FragmentManager fragmentManager = getSupportFragmentManager();
FragmentTransaction fragmentTransaction = fragmentManager.beginTransaction();
fragmentTransaction.add(CONTENT_VIEW_ID, fragment, TAG_FRAGMENT).commit();
}
@Override
public void onBackPressed() {
final NewsFragment fragment = (NewsFragment) getSupportFragmentManager().findFragmentByTag(TAG_FRAGMENT);
if (fragment.onBackPressed()) {
super.onBackPressed();
}
}
}
NewsFragment.java - only the bit needed for getting the back press code, the layout I'm using is the Navigation drawer, the code captures the back key press and opens the drawer on back key press if its closed (which is the opposite way of doing it from the default way but its how I need it for the app
Code:
public boolean onBackPressed() {
if (mDrawerLayout.isDrawerOpen(newsListView)) {
return true;
} else {
mDrawerLayout.openDrawer(newsListView);
return false;
}
}
Related
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...
Hey guys,
Is there any way to get the Android browser to handle key presses the same way a normal browser would? I'm mostly thinking about the arrow keys here. Usually, it just moves to the next link on the page. For example, try loading slides.html5rocks.com on an android device. Pushing the arrow keys should move to the next slide but instead it just highlights the links on the first slide. I'm trying this with a bluetooth keyboard but I assume it's the same on devices with physical keyboards.
On a side note, that website allows for swiping between slides. However, it does not do this when loaded in a desktop browser. Does anyone know how they did this?
Thanks
Edit: I just noticed that I posted this in the development section. I probably should have been in general. Sorry!
What exactly you want to get? Referenced site (html5rocks) work well (switching slides and so on) in HTML5 compliant browsers. For example in Google Chrome or in Firefox. Actually in Firefox 3.6.17 (version that I've tested) it works not exactly as expected but the mostly. And in my Android builtin browser it works probably as proposed. Left/right dragging gesture (on touch screen) has the same effect as pressing right/left button in desktop browser - swapping to the next/previous slide.
Anyways, if you'd like to deal with browser events, you probably should look at WebView class.
Yes, perhaps this was a bad example. What I'm wondering is if it is possible for android to interpret the arrow keys on a physical keyboard the same was as a desktop. This this particular example, you can just swipe, but I would like to be able to use the arrow keys on my keyboard to do this, just like I would on a desktop.
Maybe a better example would be http://htmlfive.appspot.com/static/gifter.html
this is impossible to use in android
the arrow keys should move your character, but they just scroll the page
I see... Well, the hack below should do what you want, but for some reason it doesn't.
Code:
public class WebActivity extends Activity {
private static final String TAG = "WebActivity";
WebView webView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
webView = (WebView) findViewById(R.id.webview);
webView.setWebViewClient(new HelloWebViewClient());
webView.getSettings().setJavaScriptEnabled(true);
webView.setOnKeyListener(onKeyListener);
webView.addJavascriptInterface(new JavaScriptInterface(), "Android"); // this is for debug only
webView.loadUrl("http://htmlfive.appspot.com/static/gifter.html");
// webView.loadUrl("file:///android_asset/gifter.html");
}
// This is for debug - redirect Android.log() javascript calls to Log.d().
// 'Android' here - is an 'interfaceName argument' of addJavascriptInterface() call above
public class JavaScriptInterface {
public void log(String message) {
Log.d(TAG, message);
}
}
private void simulateKeyEvent(String key, int code, boolean keyDown) {
Log.d(TAG, "simulateKeyEvent('" + key + "', " + code + ", " + keyDown + ")");
webView.loadUrl("javascript:(function(){var e=document.createEvent('KeyboardEvent');e.initKeyboardEvent('" + (keyDown ? "keydown" : "keyup" ) + "',true,true,null,'" + key + "',0,0,0," + code + ",0);document.body.dispatchEvent(e);})()");
}
OnKeyListener onKeyListener = new OnKeyListener() {
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
Log.d(TAG, ".onKey(): keyCode = " + keyCode + ", action = " + event.getAction());
int code;
String key;
switch (event.getKeyCode()) {
case KeyEvent.KEYCODE_DPAD_LEFT:
code = 37; // JavaScript KeyboardEvent.keyCode value for left arrow
key = "Left";
break;
case KeyEvent.KEYCODE_DPAD_UP:
code = 38; // ...
key = "Up";
break;
case KeyEvent.KEYCODE_DPAD_RIGHT:
code = 39;
key = "Right";
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
code = 40;
key = "Down";
break;
default:
Log.d(TAG, "Unknown key");
return false;
}
boolean keyDown;
switch (event.getAction()) {
case KeyEvent.ACTION_DOWN:
keyDown = true;
break;
case KeyEvent.ACTION_UP:
keyDown = false;
break;
default:
Log.d(TAG, "Unknown action");
return false;
}
simulateKeyEvent(key, code, keyDown);
return true;
}
};
private class HelloWebViewClient extends WebViewClient {
@Override
public boolean shouldOverrideUrlLoading(WebView view, String url) {
view.loadUrl(url);
return true;
}
}
}
Looks like the problem is in the implementation of initKeyboardEvent() in WebKit (or V8?). It always produces KeyboardEvent object with 0 values of keyCode and keyChar. So this code doesn't working in my Chrome too: event is dispatched, appropriate handler is called, but keyCode is 0.
Probably there is some other way to simulate keyboard event for JavaScript running within WebView. Or maybe there is some way to redefine KeyEvent processing by WebView. I think you should look for something like this.
This is interesting subject. If you'll find a solution, please write here about it.
References:
http://developer.android.com/resources/tutorials/views/hello-webview.html - basics of WebView usage
http://developer.android.com/reference/android/webkit/WebView.html - WebView in more details
http://lexandera.com/2009/01/injecting-javascript-into-a-webview/ - about interacting with JavaScript from WebView
http://stackoverflow.com/questions/1897333/firing-a-keyboard-event-on-chrome (and many other topics) - about problems with simulating keyboard events on WebKit
this is really frustrating. No matter what I do, I just end up with keycode 0. google really needs to fix the problem with initKeyboardEvent. Oh well..
Thanks for you help
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
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
Hello everyone, I am new to android app making.
I would like to make an app that works like a spining bottle, Onclick start spinning and the the arrow stops in a radom place after random time.
So my picture spins but on click it stops at the start position.
Please help thank you !
I would like to show you my code but i can't sorry
ed37 said:
Hello everyone, I am new to android app making.
I would like to make an app that works like a spining bottle, Onclick start spinning and the the arrow stops in a radom place after random time.
So my picture spins but on click it stops at the start position.
Please help thank you !
I would like to show you my code but i can't sorry
Click to expand...
Click to collapse
Not sure anyone can help you if you dont really ask a question.... what you have currently reads like
I want to do "abcdefghijklmnopqrstuvwxyz" can someone tell me how ?
You should really be asking how do I do "a" but having some idea and learned the basics yourself ...then maybe someone could be constructive in helping
Ok, well how to I get an image view to stop rotating after a random time like 2 to 15 secs?
ed37 said:
Ok, well how to I get an image view to stop rotating after a random time like 2 to 15 secs?
Click to expand...
Click to collapse
using a timer/thread , never actually done something like that but I suspect you can get the frame that is currently being played and work out the rotation, stop the animation and set that rotation.
Or maybe even rotate the thing yourself and do all of it in onDraw of a view or by manually drawing it on a canvas/surface
Use a canvas object, like that you get a drawn object you can completely personalize. Also the rotation angle
---------------------------------
Phone : Nexus 4
OS:
Pure KitKat 4.4.2 stock, no root, no mods (but only for the first time ;D)
---------------------------------
Gesendet von Tapatalk
Here is what I have so far
Code:
public class SpinFragment extends Fragment {
public SpinFragment(){}
private Button btnRotate, btnstop;
private ImageView imgview;
AnimationListener listener;
Random rand = new Random();
int milis = (rand.nextInt(10) + 2)*1000;
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container,
Bundle savedInstanceState) {
View rootView = inflater.inflate(R.layout.fragment_spin, container, false);
TextView txt = (TextView) rootView.findViewById(R.id.textView1);
Typeface font = Typeface.createFromAsset(getActivity().getAssets(), "fonts/harabara.ttf");
txt.setTypeface(font);
final ImageView iv = (ImageView) rootView.findViewById(R.id.image_arrow);
btnRotate = (Button) rootView.findViewById(R.id.start);
btnstop = (Button) rootView.findViewById(R.id.stop);
final Animation rotation = AnimationUtils.loadAnimation(getActivity(), R.anim.button_rotate);
rotation.setRepeatCount(Animation.INFINITE);
rotation.setAnimationListener(listener);
btnRotate.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
iv.startAnimation(rotation);
new java.util.Timer().schedule(
new java.util.TimerTask() {
@Override
public void run() {
iv.clearAnimation();
}
}, milis);
}
});
return rootView;
}
}