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.

Android :: Reducing List sizes


Samsung Moment :: List / Summary Of Application Sizes

Apr 8, 2010

Where can I find a list of how much space my apps are taking up? I'd like to see how much more memory I have on my phone and on my SD card. Do the apps store on the phone or the memory card?

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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 :: Reducing Permissions

Aug 30, 2010

I've been following the "Is there a way to request permissions from a user as you need them?" thread with a lot of interest, but even if someone is convinced to make the Android permissions system better, it doesn't do anything for right now.

So, I thought I'd start a thread for coming up with alternative ways to reduce the permissions your app needs.

My app absolutely needs internet access (it's useless without it), and it uses Google Maps extensively (it's the main activity), so I have the following :

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

I want to be able to know if I have a network connection, hence the ACCESS_NETWORK_STATE. I also try to use GPS hence the "ACCESS_FINE_LOCATION", and if GPS is not available I try to find the user's location using something else hence "ACCESS_COARSE_LOCATION" and of couse the "INTERNET" permission. I also use the "My Location' feature of Google Maps.

So... the question is : Is there a robust way to use Google Maps, and be able to send requests to my server without all those permissions (in a user friendly way) ?

I'm also experimenting with C2DM, so I have the following:

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

If I want to use C2DM, it seems I am stuck with those... Anybody know

Now... I also want to use the camera (optional) and vibrate (optional but most users will want it) so I have to add :

<uses-permission android:name="android.permission.CAMERA" /> <uses-permission android:name="android.permission.VIBRATE" />

Total 10 lines of permissions in the manifest.... AND this is AFTER removing 4 other permissions that a small percentage of users would have found very handy, AND not adding a few other features because of the permissions bloat they would have added

CALL_PHONE READ_CONTACTS GET_ACCOUNTS SEND_SMS

So... given all of this, is there a way to reduce the permissions I need any more than I already have? AND why do I need a total of 8 permissions just to ask my server for the data they want, and try to keep them current using C2DM? Surely those permissions could be reduced somehow.

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Android :: Reducing Permission

Oct 29, 2010

Reduce the number of permissions? What exactly do you mean by that?

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Android :: Reducing Image File Size

Jun 22, 2009

I want to reduce the size of my image file to transfer it over the network. Do anybody know how can I reduce the file size using andriod APIs.

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Android :: Reducing Size Of Emulator / Coming Up With SDK

Aug 22, 2010

I want to reduced the size of Android Emulator i.e. come up with your SDK?As Emulator size is greater than my laptops screen size, unable to see whole content on simulator.

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Android :: Resizing WebView Contents (Reducing Image Height)

Aug 3, 2010

I am loading image url on to webview it fetching the image as well but I need to display it in resizeable it means the height to be reduced, help me to get reduced height of the image.

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HTC Desire :: Reducing The No. Of Screens From 7 To 3

Sep 17, 2010

Is this possible as I only use three and I guess the other 4 will be using some ram as they are available?

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HTC Desire :: Reducing Internal Memory

Nov 23, 2010

I've just been trying to download the latest update for the HTC Desire on Vodafone, but I can't install it, due to lack of internal memory.

I have checked all my apps & the ones I can "move to SD" have all been moved, but some apps won't give me the option to "move to SD"

My internal memory is still quite full (129mb out of 147mb)

Is there a way of moving stuff from the internal memory to my SD card?

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HTC Droid Eris :: Reducing Touch Sensitivity

Dec 1, 2009

I don't see where anyone has asked this before, so I guess I'm the first?I find myself selecting items when all I want to do it scroll down the page. I find myself calling people when all I want to do is scroll down my contacts list, and while browsing on the internet, scrolling through a web page ends up with me selecting hyperlinks instead.Is there a way to make it so you have to keep your finger on an item a little longer to actually select it?

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HTC Desire :: Reducing Delay Time For Secondary Keys

Aug 22, 2010

When typing on the keyboard, I frequently use secondary symbols, by holding down a button and wait for the secondary options to appear. However, it takes some time for that to happen, and the unnatural pauses makes me a bit frustrated when i'm typing. I like typing fast, and I barely tap the buttons when typing. I wanna know how I can decrease the time needed to hold down the buttons until the secondary options appear, so that I can test a few values and find something I am comfortable with.

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Samsung Moment :: Preventing Screen Lock And Reducing Keystrokes

Nov 9, 2009

Is it possible to prevent the screen from locking? Right now, I have to wake the phone, then unlock the screen. Waste of time.

Also, it is a minimum five key press to make a call. Wake > Unlock > Dialer > Favorites > Person. Is it possible to have one-touch calling from the home screen?

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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 :: 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 :: 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?

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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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