Android :: OnLocationChanged Doesn't Draw / Why Is So - Fix It
Jul 2, 2010I've a problem, I call a method that draw a circle over a canvas inside onLocationChanged but it doesn't do anything. Can anyone tell me why ?
View 2 RepliesI've a problem, I call a method that draw a circle over a canvas inside onLocationChanged but it doesn't do anything. Can anyone tell me why ?
View 2 RepliesIn my application I want onLocationChanged() to be called frequently. Is it possible? Actually, I should get the accurate accuracy of the location. How to do it?
View 3 Replies View RelatedI write a class which implements LocationListener. Its just listening to the location. I tried the code in Tatoo, but its not working. The code is...
View 4 Replies View RelatedI have been struggling to get onLocationChanged called, but I'm not sure it does not. Here're my code
criteria = new Criteria(); criteria.setAccuracy(Criteria.ACCURACY_FINE); criteria.setPowerRequirement(Criteria.POWER_LOW); criteria.setAltitudeRequired(false); criteria.setBearingRequired(false); criteria.setSpeedRequired(false); criteria.setCostAllowed(true);
String locationContext = Context.LOCATION_SERVICE; locationManager = (LocationManager)context.getSystemService (locationContext);
String provider = locationManager.getBestProvider(criteria, true);.................
I'm developing an application wich has a location push service that start at boot. The main responsability of this service is very simple, just inform the location of the phone based on the *requestLocationUpdates* parameters. I don't care if it's using the network or GPS, obviuosly I'd prefer the most accurate one, but if the GPS is turned off, I don't mind to receive the network less accurate location fix. My problem is that the service isn't working as I expect, since I deploy the app on my HTC Magic, and after a lot of miles driving my car, only the first fix is shown, but no one else. Here some snippet of my service (BTW, I've checked with DDMS that the service is launched at boot):
CODE:..................
I have an activity that implements LocationListener in my application and my onLocationChanged method has been working perfectly up until recently. For some reason the Location object being passed into the method is null. My question is, why is it null? Does it pass in a null object if it cannot acquire a location?
My GPS is on and I have it set to pull a location from the GPS, and I know my GPS can get a fix on me as I used Maps and had it locate me.
Also, I have the permission for my app set as:
CODE:.................
I don't believe permissions is the issue though, as my activity was working beforehand and I have not altered the permissions since then.
Here is the code that determines the provider of the location object:
CODE:.............
Here is the LogCat output of the error:
CODE:..............
I have tested the same code on another device (an HTC MyTouch 3G to be precise) and it works flawlessly with the GPS, however on my Motorola Droid it crashes.
In my android application I use this method in "draw" Overlay class for draw route on map. Can someone tell me if this method is good (in terms of performance) for route draw on map or I must to put code in Thread ??
I'm new to android.
public synchronized void draw(Canvas canvas, MapView mapView, boolean shadow) {
if (pointsAndTimes.isEmpty()) {
return;
}
Projection projection = mapView.getProjection();
Paint paint = new Paint();
paint.setARGB(250, 255, 0, 0);.............
I want to have a elmenent with a 2 color border outline. I can do a single color outline using the element, but this only allows me to draw a single line. I tried using 2 elements within my but that didnt work either. Is there a way to either draw a shape within a shape or draw 2 lines around my shape (which has rounded corners btw).
View 3 Replies View RelatedI'm trying to figure out how to draw on a bitmap in android, and keep a copy of these changed bitmaps for an undo function.
Bitmap b = ...
Paint p = new Paint();
canvas.drawBitmap(b, new Matrix(), null);
canvas.drawCircle(0,0,20,20);
//does Bitmap b have the circle drawn on it next time?
Or how do I get the bitmap after its been drawn on with the canvas(I want to preserve a stack of bitmaps with the changes applied by canvas drawing)? Maybe I'm going about this entirely wrong.
I'm new to openGL and I have done some first tests with drawing a triangle. Now I would like to draw a circle, which is filled with a texture, but I have no idea, how to do so.Can someone of you give me a hint?
View 5 Replies View RelatedI want to draw charts like pie charts to display stats in my Android app. As Android doesn't support Swing and AWT, i wonder how can i draw charts in Android? Please note that i don't want to use a third party tool.
View 6 Replies View RelatedI'm investigating the possiblity of writing an app for Android/iOS4/both that would use GPS in the background. I found the "Receiving Location Events in the Background" section of the iphone developer documentation, which recommends that I only register for "significant location change" events. I'm not aware of any such capability in the Android SDK, but it still seems like a good idea to do it this way if I can (so as not to drain the battery). My question is this: has anyone done any sort of benchmarking for this on and iPhone/Android phone? So far, I've seen a lot posts/documentation saying that listening for GPS events in the background is a VERY BAD THING and I should AVOID IT AT ALL COSTS, but I haven't been able to find any numbers for just how much power a background application listening on GPS changes would drain (i.e. % battery drain per time app is running in the background).
This information might be helpful for me (and possibly others too) because I might be able to poll less frequently or even register/unregister my GPS listener based on power drain. Essentially, I could try to put a ceiling on how much battery life my app could drain while in the background.
how to draw a line in android give example
View 1 Replies View RelatedI'm making an App that needs to be able to draw new graphics on top of the last set.
This is my current onDraw() method -
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
if(points.size() > 0) {
//do some stuff here - this is all working ok
canvas.drawLine(p1.x, p1.y, p2.x, p2.y, linePaint);
}
}
Basically, I need to draw the new graphics as a layer on top of the last, so what I'm looking for is a way to carry the image of the last canvas to the current. I have tried to figure it out myself using the canvas.setBitmap() method but it acts very funny.
I have some images that I want to put on top of each other on random order. If it possible using one ImageView or do I need to create multiple image views based on number of images?
View 2 Replies View RelatedI studied the Androidreference for hours now, but don't really get the clue how to draw something (Text, Bitmap, Path ....) on a ImageView.
Should I extend View and use the onDraw()-Method? If yes, how can I draw on my ImageView?
Or is there any other way to achieve my goal?
I have a set of views that are populated with data from an online database. The context menu has a "refresh" choice that re-reads the online database and updates some attributes of the views, like setText and setChecked for some buttons. After the various setTexts and such, I invalidate the Views. However, they are not immediately redrawn. In fact, they don't get redrawn at all unless something like a rotation happens to cause a redraw of the screen. How can I initiate an immediate redraw after the refresh is complete?
View 4 Replies View RelatedI've got a standard RelativeLayout laying out my Buttons and TextAreas. What I want to do now is be able to draw various sparks, flying cows etc. at arbitrary places on the screen on top of the whole thing. What's the best way to do this? Should I override onDraw() on the containing View and draw after calling super.onDraw()? Or is there some better way of drawing a layer on top?
View 1 Replies View RelatedI am wondering what the best way to render a tournament draw (scrollable) might be for android. Since I am new to this, I was not sure whether to invest time creating a ListView sort of thing or dynamically building html pages and rendering them with WebView. Or I could plop everything into a regular scrollable text view, perhaps. The main requirement is that I would need the tournament participants to be individually clickable.
View 1 Replies View RelatedI have been able to draw a map using 'MapActivity' class. Am unable to render 3D graphics on the Map. Is there any way to draw something on the foreground with the Map as the background?
View 2 Replies View RelatedI'm just getting started with developing for Android. I'm looking to port one of my iPhone applications, but I'm kind of at a loss for how to draw a view at runtime (a view not declared in the XML). Basically, I want to draw a simple rectangle, but then be able to manipulate its frame after being drawn. Sorry if this is a really, really simple question, but I can't seem to find some equivalent to the iPhone SDK here.
View 1 Replies View RelatedI am creating a android app using LunarLander as a example.Now I need to create a few buttons which are drawn over the view.I do not want them as a seperate layout above or below the view but in the custom view.Is this possible or am I going to have to programmatically show the button images then detect the touch. The buttons I create using new never show on the app. I assume this is because I have overwritten the onDraw and the buttons are never drawn even though I call.
View 3 Replies View RelatedI am creating a class extending mylocationoverlay. then, i override the draw method. is this the correct method? because after i rewrote the draw method, the map tile cannot render.
View 4 Replies View RelatedCan i draw text on a bitmap? I cannot find any API support this.
View 4 Replies View RelatedI have an application that uses GLSurfaceView to draw OpenGL ES graphics. This is all working (mostly) how I would expect.
Now, I would like to implement a screenshot feature. For normal views, it seems that the standard practice is to create a new Canvas with a Bitmap and then draw to that Canvas using View.onDraw(Canvas).
I've tried using SurfaceView.draw(Canvas) in a similar fashion, but it always results in a blank (black) image.
I've also tried using the drawing cache with the exact same result.
Any one know about how to draw a bitmap image?...
View 6 Replies View RelatedI've been trying almost everything and been searching and reading everywhere on the net. I just can't seem to find the correct way of doing this.
I have a MapActivity with a MapView and I want to draw something on an Overlay. I'm overwriting the draw-method, and I can easily draw straight on the canvas using a paint. My problem is I want to merge some circles and afterwards color them. Therefore I want to create a Bitmap and then draw on that. I just don't know what to use. Should I use a mutable Bitmap, a BitmapDrawable or am I simply going in the wrong direction.
The reason I want to do this is because I want to draw some kind of heatmap upon the Google Maps, and I need to merge and blend different circles, so they appear to be just one big blob.
I'm creating a simple game for Android and faced with a problem: Idea is to have a huge "map" image file and re-draw only small part of it (320*480) depending on user actions.
I didn't find a better solution than using "public static Bitmap createBitmap (Bitmap source, int x, int y, int width, int height)" method and decided to try it (expected huge performance degradation), but actually it's appeared that this method changes source bitmap and when i call it second time source size is significantly reduced. For instance this code:
CODE:.................
I have a byte array of RGB values, just like the contents(without header) of a *.bmp file. What I want to do is, draw the corresponding bitmap on Android, using OpenGL.
It seems that OpenGL ES doesn't have a single API that will do, it true?
If true, how can I do this?
Actually, I can draw it in JAVA code, but it's too slow and costs too much CPU time. So I want to try drawing it with OpenGL. Is there any other advises? Or maybe OpenGL can't be the right answer?
how to draw text on GLSurfaceView in Android?
View 5 Replies View Related