Android :: ListView And Dynamic Row Sizes

Mar 18, 2010

I'd like to use different row descriptors (from the XML layout resource) in one ListView. Can I and how? Also, I'd like to be able to programmatically change the size of the rows, based on the data in each row, in a ListView. Can I and how?

Android :: ListView and Dynamic Row Sizes


Android :: Dynamic ListView Extends Activity

Sep 26, 2010

Is there anyway I can create a dynamically filled ListView when the class does not extend ListActivity?

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Android :: Autoscroll To Bottom On Custom Dynamic Listview

Sep 14, 2010

I followed example as http://www.androidpeople.com/android-custom-dynamic-listview/

However I bump into problem applying autoscroll to bottom as listview.setTranscriptMode(ListView.TRANSCRIPT_MODE_DISABLED);

Where should I apply it?

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Android :: Dynamic Display Of ListView Elements Partially Working

Jul 26, 2010

I am making a time sheet program where a user inputs his in- and out-punches. I have a ListView that I am populating from an array of calendar objects. I would like each row to show the day and date then on a new line the time, but I only want to display the day and date if it is different from the previous element.Currently, I am setting visibility in the Base Adapter based on comparisons using position vs position-1 (which are used as indices to the array). This only works if the whole list fits on the screen. If it extends beyond the screen and the user scrolls around the results are unpredictable.To further confuse things, I am setting the color of the times, based on the position, to alternate between green and red (in/out) and it works as expected, scrolling or not.How does Android handle the ListView position when scrolling or what could I do differently to show/hide the day and date? Code...

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Dynamic ListView - Loading Contents

May 29, 2014

I am developing an application. In that application i have 2 list view (a and b ), i need to load the content of the list view (b) according with the selected value of first list view(a).How its possible.

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Android :: Dynamic Array Instead Of Static / When Creating ListView Icons And Text

Oct 29, 2010

I am using this following code which creates a ListView with text and an icon but the problem that I have which the following I want the array to be dynamic instead of static so my list gets created dynamically not statistically. My ultimate goal is to retrieve specific strings from my Db and to display it then on the Listview where every string would be in each row.

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Android :: Custom BaseAdapter - Dynamic Updates - Crash In ListView Layout

Feb 16, 2010

I'm trying to get my first Android app stable enough for the marketplace, and I've hit a brick wall with one exception that I don't understand. Probably I'm doing something stupid, but I can't tell what, and after several hours googling and experimenting, I thought I'd see if I can get some help. My Activity extends ListActivity, and the parts I think are most important are extracted below:

GroupedListAdapter is a simple class that extends BasedAdapter to provide headings for sections of the list (not unlike the Fancy ListView tutorials that are floating around).

I create this in onCreate, and it works fine. Inside onListItemClick, I do some actions which will create a different set of list contents. I "clear" the adapter, which empties the contents, and call reload, which repopulates it. Then I call notifyDataSetChanged.

Most often, this seems to work, but also fairly often, I get the exception following the code snippets below - this seems to indicate the ListView is not in sync with my changes. Lately this crash happens 100% of the time under the simulator.

CODE:.........................

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Android :: Refresh Droid ListView After Adding / Deleting Dynamic Data?

Feb 12, 2010

I want to refresh an Android ListView after adding/deleting dynamic data.

Can any one tell me how to achieve this?

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Android :: Determining Image Sizes For Multiple Android Screen Sizes - Densities

Apr 22, 2010

I've been reviewing the Supporting Multiple Screens documentation on the Android and I just need some additional clarification...

It's my understanding that designing three unique interfaces (ldpi, mdpi, and hdpi) would be the best way to go about supporting all the potential android screens with minimal scaling/distortion.

Yes, I know there are similar questions posted, however... If I create an image for the benchmark mdpi (let's say my image is 300x210, just for example) how to I determine what size I will need to recreate that image at ldpi & hdpi? This post as well as a google search leads me to believe that ldpi is just 75% of the mdpi image, and the hdpi is 150% of the mdpi image. Is this accurate?

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Android :: Screen Sizes With 1.5 - 1.6 And 2.0

Nov 13, 2009

I've got a quick question about screen size support. Currently, I've got an application that is rockin' along just fine on 1.5 and 1.6. Today the client called and says they want to run on Droid. While I've downloaded the 2.0 SDK, I'm a little wary of compiling against it. Will it break 1.5 and 1.6 compatilbility? How will the "medium" phones (G1, MyTouch) know to use those layouts?

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Android :: Application For Different Screen Sizes

Oct 15, 2010

I want to develop an application for a tablet of 480*800 screen pixels. I had developed an application for normal mobiles, but now this screen size is large than normal size. what precaution should I take while developing the application? Because device is not available right now so I must have to work on the project using emulator.

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Android :: Handset Screen Sizes

Aug 25, 2009

G1, Dream, Magic, Hero, Galaxy and more to come... Does anybody have a rundown of their screen sizes (and of some of the devices to come out)?

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Android :: Different Screen Sizes - API Level

Nov 29, 2009

Hello, I would like to ask what settings are necessary for my application to be available on all screen sizes: Is it enough to compile it using SDK 1.6 (but target is set to 1.5 and API level to 3) or maybe I have to set target to 1.6 and API level to 4?

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Android :: Different Screen Sizes X Different Layouts

Apr 27, 2010

supporting multiple screens (sizes and resolutions). I´ve searched not only this forum but many different websites and the android documentation but I´m probably doing a small mistake so things are not working properly.

Well, my main layout was designed with a HVGA screen, and it works great. When I try the same app on a WVGA, FWVGA, WQVGA or FWQVGA, I always get an unused space in the end of the layout because the screen ´s "heightnes" is proportionally bigger than HVGA´s.

So I consulted the documentation and decided to give a try on resource qualifiers, so I then created a nonsense UI and placed it on layout- large, created a new AVD using the WVGA skin and launched the app. Well, all I got was my old and not well stretched layout. The same happened to a FWVGA AVD.

This is the first problem. The second is: medium high density medium size screens and medium density large screens have the same resolution: how can I create a layout that is loaded for both, but not for (for example) medium size medium density or small size medium density screens?

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Android :: Reducing List Sizes

Aug 24, 2010

I have a widget in my app (in single choice mode) and the list is longer than the screen so it requires scrolling. There is a lot of space above and below the text so I think that space could be reduced (and the font size) so that everything fit without scrolling. I haven't been able to figure out how to reduce that space.

I'm also trying to get a single checkbox below that list and i tried making 2 listviews on top of each other on the linear layout but it didn't work.

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Android :: Sizes Of EditText And Button

May 10, 2010

I want to make the edittext width the same size as button. My EditText is currently very small. I use relative layout.

<TextView
android:id="@+id/aha4"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textSize="17dip"
android:text="Vzdevek:"..............

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Android :: How To Put Multiple Widget Sizes In One APK?

Jul 31, 2010

What I'm trying to do is have a clock widget of different sizes (i.e. 2x2, 3x3, 4x4 etc) in one apk and a configuration activity to be able to select which size to add. From what I've learned from documentation:

Widget size is specified in <appwidget-provider> tag in respective xml file
Also in that file I set up the configuration activity for that provider

So it seems that size is a property of AppWidgetProvider and I'll need to somehow create another provider from the code in configuration Activity of the first one. I have read this and this. First one explains how to put multiple wigets in one apk, but it's not clear how to select between them in runtime. Second one is about changing layouts, but not size.

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Android :: AppWidgets Restricted To Particular Sizes?

Sep 17, 2010

I'm making an Android AppWidget to sit on the home screen.

The user's home screen space is precious, so I want the widget to be small. The ideal size would be 2x1 cells.

Some documentation suggests you can have any size you like?
But the AppWidget graphical design guidelines imply that only standard sizes are supported: 4x1, 3x3, 2x2.

Does that refer to the available PhotoShop templates or is it a limitation of Android itself?

I'm finding that a 2x1 widget works on my actual device (HTC Wildfire) but expands to 2x2 on the emulator.

HTC have their own special implementation of the home screen, so maybe my widget will only work at 2x1 on HTC devices?

Is there any way to create a 2x1 widget, or should I use a standard size?

My widget was adapted from the Simple Wiktionary sample.

The manifest has android:minWidth="146dip" and android:minHeight="72dip".
There's a RelativeLayout with android:layout_width="fill_parent" and android:layout_height="wrap_content"

I'm just starting with Android, so apologies in advance if this is a silly question. :)

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Android : Number Of Rectangles Per Sec In Three Different Sizes

May 27, 2010

I am trying to find the number of rectangles per sec in three different size rectangles. I did find it though. But the only problem is that I see all the rectangles after it ran the program completely. But I would like to have rectangles drawn, when I call canvas.drawRect(rec1,paint); function.

I am also looking to keep the old rectangles on the screen while new ones are drawn. I tried with lots of different options nothing worked. To display the rectangles. Can anybody show me the direction to which way to go?

package com.Benchmark.Rectangle; import java.util.TimerTask; import android.R.anim; import android.app.Activity; import android.app.AlertDialog; import android.graphics.drawable.shapes.*; import android.os.Bundle; import android.content.Context; import android.graphics.*; import android.view.View; import android.view.animation.Animation; import android.widget.Button; import android.widget.TextView; import android.widget.Toast; Code...

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Android :: Compatible Screen Sizes On Droid G1

Mar 28, 2010

I have read the documentation on "supporting multiple screens" but can't seem to figure it out. I mean, i understand that resolution effects it but it just doesn't make sense to me that the droid and the T-Mobile G1 both use the regular "layout" directory. I developed the app on a droid and got everything to work but there is one view that i need to use hard-coded pixels.....which im using dpi. Now when installing the app on the G1 things on that view are getting cut off because the G1 has a much smaller screen. If I redo it to work on the G1 then everything is all squished together on the droid and even tho everything is visible this way, it looks silly.

I tried using the different attributes in my manifest but that didn't help but since i'm using minSDK as 4, the support different screen size attributes are true by default anyway.

Am i missing something very simple and obvious or is it just the way it is?? Isn't the physical screen size of the G1 like an 1" smaller?? I'm still kinda new to Android development so forgive me if i am missing something simple.

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Android :: Multiple Screen Sizes - Layouts

Dec 16, 2009

I have created layout-large and testing against android 2.0.1 WVGA. however, its picking layout-normal. Can anybody suggest me what I am doing wrong. Even though, I have 3 layouts ( layout-normal, layout-large, layout- small), Its always picking layout-normal. why its so.

I added properties to manifest file

CODE:.............

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Android :: Screen Sizes And Activity Rendering

Jul 1, 2010

I'm currently developing my first android app, and my first game. I've been developing on a netbook with a CliqXT (HVGA). Things are going well, it renders perfectly on the smaller screen. I knew I'd have some issues when rendering on larger screens, but the issues I'm having are not what I was expecting and I'm kind of stuck.

So basically the game consists of a main SurfaceView which I'm rendering the tiled game world on to. I followed this tutorial to get started, and my structure is still pretty similar except that it calculates the boundries based on the player location:

http://www.droidnova.com/create-a-scrollable-map-with-cells-part-i,654.html

The game also has various buildings the player can enter. Upon entering it launches another activity for that particular building. The building activities are just normal Views with Android UI stuff defined in XML (Buttons, TextViews, etc).

What I expected to happen:

So I expected the the building UIs to render correctly on the larger screen. I specified all dimensions in "dp" and fonts in "sp" in hopes that they'd scale correctly. I expected the actual game tilemap to render generally correctly, but maybe be really tiny due to the higher resolution / dpi. I'm using a very similar function to the tutorial linked above (calculateLoopBorders(), my version is pasted below) to calculate how many tiles to render based on screen height and width (getHeight() and getWidth()).

What is actually happening:

The whole game is just being rendered as if it's HVGA. The tilemap, and the building UIs are just scaled down to the smaller screen size, leaving black borders around the left, right, and bottom (see images).

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Android :: How To Implement Multiple Sizes In Widget?

Dec 7, 2009

I have noticed that when I install some widgets I can later choose from different widget sizes while adding widget. How can I implement that feature in my widget?

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Android :: Any Way To Use Image Sizes When Setting View?

Oct 19, 2010

Is there a way to use an image size when setting the sizes of a view? I want to create a TextView item with the exact height of a resource image, but I don't want to use the image as a background for the text view.

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Android :: Getting Wrong Sizes With Drawables Objects

Sep 17, 2010

I am using some drawable objects, when I instance them and paint in my canvas they doesn't get the original PNG image file size, instead they get a bigger size, so they does't paint in my canvas as I expected since I wanted them in their original sizes, why this happens?
(original file is 96x96 pixels)

mSprite = mRes.getDrawable(R.drawable.my_sprite);
mSpriteWidth = mSprite.getIntrinsicWidth();
// It returns 114, not 96 mSpriteHeight = mSprite.getIntrinsicHeight();
// It returns 114, not 96
mSprite.setBounds(coordX, coordY, coordX + mSpriteWidth, coordY + mSpriteHeight); mSprite_PipeRect.draw(canvas); //It paints at 114x114 size, it shows bigger in the screen then original size.

Something similar happens with the background but it is fixed in the "setSurfaceSize" event this way:
public void setSurfaceSize(int width, int height) {
mBackgroundImage = Bitmap.createScaledBitmap(mBackgroundImage, width, height, true);
}

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Motorola :: Class Instance Sizes In Android

Aug 9, 2010

I'm currently implementing some image processing code for Android. I'm aware of the memory limits and am happy to code within them. However, I cannot find any documentation that lets me work out how many bytes are used for each instance of a given class that I might want to instantiate (on the heap). I'm an experienced C++ programmer and so am relatively competent at working out such struct/class sizing issues for my C++ code (taking into account processor data path width, platform alignment issues etc). I know that Java in general is at a higher level of abstraction and so that I may not be able to guarantee particular memory usage for a general Java VM. However given that android is running on a different VM, and given that developers are strongly memory constrained: I'm assuming that there may be a relatively deterministic set of rules for working out how big a given object instance will be, given knowledge of the members.

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Android :: Possible Using Xml File Without Changing Sizes Manually?

Sep 28, 2010

For my design i have in the xml file something like:

The design is like a row that have two cells. I want one of them to be autosize and fill the row and one of them to have fixez size. I want that the second linearlayout to wrapp its content and the first one to fill the rest of the space.
Something like in css having two divs floating left and one having fixed size and one filling the rest of the row.

Is something like that possible using the xml file without changing the sizes manually?

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KitKat 4.4 :: Android OS File Sizes (Each Version)?

Dec 14, 2013

A lot was made of Android 4.4 KitKat having a smaller file size than previous versions of Android. But for whatever reason I can find no mention of those actual file sizes, not even KitKat. How to know the file size of each version of Android?

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Android :: How Many Versions Of Image Should Be Made For Different Screen Sizes?

Aug 12, 2010

With the many devices available, each with different screen density and resolution, I am wondering - how many versions of an image should I make for the different device screen sizes? Is it 3? small, medium, large or just 1.

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Android :: Moving A Graphic On Different Screen Sizes With The Right Ratio

Apr 4, 2010

I tracked the behaviour of the different screen sizes when I increased the position of a graphic by 10 pixel. Unfortunately happened what I already thought. When the display is bigger, I'm able move a graphic a lot of times more to get to the bottom of the screen. So the ratio between the graphic and its environment is not correct anymore (so not 10 pixel as on normal screen) although the change of the graphic on the different screens looks correct (On big screen it is bigger, on small screens it is smaller). When I move the graphic from the top of the screen to the bottom, I can move that on 480x800 about 65 times, on 480x854 70 times, and on the 320x480 screen only about 25 times. So the target must be to calculate the right ratio so that 10 pixels on the small screen are 17 pixel (or sth. similar) on big screens. What approaches do I have to do that? I already thought about getting the value of res.getConfiguration().screenLayout to know if I have a small, normal, or big size to be able to calculate anyhow the right ratio, but this both seems to be pretty cumbersome and moreover I get values from res.getConfiguration().screenLayout I can't explain. I launched 6 emulator instances and got the following values from res.getConfiguration().screenLayout:

240x320 QVGA low density: 17 320x480 HVGA medium density: 18 480x854 WVGA high density: 34 480x800 WVGA high density: 34 240x400 WQVGA low density: 34 240x432 WQVGA low density: 266435490 (yes, I really get this value!)

This approach seems to be useless because I cannot even distinguish between 480x854 and 480x800, much less of the last value which seems to be corrupt.

How can I solve it to move a graphic on the different screens with the right ratio? How do game developers solve this when they support all screens?

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