Android :: Simple Animation With 2 Images
Dec 16, 2009
I try to write an simple animation by using a handler.However whatever I try it does not function asynch which causes only the last image in the sequence being displayed.
CODE:...........
However it seems that all painting is done after the handler is completely done, meaning that the second image is shown and not the first.
I also tried the message handler implementation from the Snake sample but also here not with the expected result.
Can anyone give me an idea to show an image for a short definable period and switch back to the original image?
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Jul 21, 2009
I'll get straight to the point. Please note that I haven't code anything in this project just yet. This is only an idea. In human language, my goal is to: 1. Take a picture of a blank white A4 paper. 2. Verify (by code) that the picture is "White". (this's why I include 'simple' in the topic) I mean, the program should be able to tell if the user just took the picture of "white" paper and not any other colors. For the code... I can guess that the actual process should be: 1. Use Camera API to take a picture. // this step should be easy 2. Convert it to Bitmap. // this step should also be easy 3. Verify that it is "White". //*** now I need some help here. How can I do step 3? I look up the docs and found this is the Bitmap class: getPixels (int[] pixels, int offset, int stride, int x, int y, int width, int height) I can use this and compare the data pixel-by-pixel but it seems expensive. Could anyone recommend me a more proper way(if there is) to do this please?
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Apr 14, 2010
I am using a simple frame animation and when I exit and reenter my activity the activity is still referenced in memory.
//This is a sample activity I created to simulate the problem public class MemoryLeakActivity extends Activity {
@Override public void onCreate(final Bundle savedInstanceState) super.onCreate(savedInstanceState);
} @Override public boolean onKeyDown(final int keyCode, final KeyEvent event) {
final Intent i = new Intent(MemoryLeakActivity.this, LeakyActivy.class);
startActivity(i); return super.onKeyDown(keyCode, event);
} }
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Sep 7, 2010
I'm looking for a simple animation example using the android SDK for displaying a little animation between views.
Basically when we have a list view and a detail view - lets have a 'transition' animation between them.
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May 4, 2010
Enter the following code into notepad and save as BootAnimation.BAT(I would save this to the desktop.)CHANGE THE 3RD LINE AS NEEDED FOR WHERE YOUR ANDROID SDK IS LOCATED
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Apr 19, 2010
I want to star an animation with three images on an app widget, and It should be pause, resume and stop.
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Apr 3, 2009
Just starting a little game project and have a super basic question. what's the best way to store animation images for a game? I looked at the alien bloodbath code and they store multiple frames in a single png file. Is that the preferred way or is there easier/better way to do it? MP4?
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Feb 18, 2010
I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.
The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.
I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).
And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.
All images are in .png format and their size vary from 15kB to 40kB.
I use the following code for the animation:
CODE:.....................
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Nov 17, 2010
I'm fading out an imageview with alpha animation. I'd like the image to stay transparent after the animation. Tried with different combinations of fillAfter and fillEnabled, no luck. How can this be achieved?
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Aug 30, 2010
I have a strange issue - from time to time the animation that should fade out my control (ImageButton) does not kick in immediately. I am using the fadeout animation to hide it and then in myListener on its end (onAnimationEnd) I put new resource as the image on the button.
Somewhere in my app code:
Animation a = AnimationUtils.loadAnimation(this,R.anim.fadeout); a.setAnimationListener(new myListener(location)); buttons[location].setAnimation(a); a.startNow(); // regardless if its start() or startnNow() it will work in most of the cases but not 100% reliable I actually can see in debug Log when its late, happens after few more clicks
Then in myListener.onAnimationEnd(Animation a):buttons[location].setImageResource(R.drawable.standard_button);
Seems there is a rule that the every 4th or 5th animation does not start ...
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Jul 29, 2010
Is it possible in Android to get a callback when a Frame Animation (AnimationDrawable) has completed playing its frame sequence? I know when a Tween Animation has completed, it calls onAnimationEnd(), but is there something similar for frame by frame animations?
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Nov 2, 2009
I'm basically using the same method of loading bitmaps in OpenGL that the SpriteMethodTest example uses and have been unable to get rid of an annoying outline that appears around all of my images.
For example, If I were to load an image of a white circle on a white background, I would expect to see nothing. Instead, I would see my circle because its edge would be gray. In SpriteMethodTest, I replaced the background image with white and was able to see that the edges of the android images flying around also don't seem to be rendered correctly.
Does anyone know how to load images in OpenGL without having a thin outline appear around the images?
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Apr 6, 2010
I'm working to convert some background images to nine patch so they scale better on different phones.
The problem is that if I have the following resource structure: drawable-hdpi/background.png drawable-hdpi/button.png drawable-mdpi/background.png drawable-mdpi/button.png drawable-ldpi/background.png drawable-ldpi/button.png and then I drop a new drawable-hdpi/background.9.png file into the mix, it breaks button.png during the pre-compile. The error is "No resource found that matches the given name (at 'background' with value '@drawable/button').Simply removing that one nine patch file fixes the build. Should I be able to have some nine patch images and some normal ones, or to have nine patch only in hdpi but not mdpi or ldpi? This is Eclipse 3.5.1 with the latest ADT.
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Jul 18, 2010
Just curious how many have this issue.If you are unsure select the link below and find out pls.
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Jun 23, 2010
1.myJpegFile = new File("images/jpegImage.jpg");
2.output = new BufferedOutputStream(new FileOutputStream(myJpegFile));
3.encoder = JPEGCodec.createJPEGEncoder(output);
4.encoder.encode(myJpegImage); Please could you give me the equivalent code for line no. 3 and 4 in Android?
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Oct 13, 2010
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Jun 3, 2010
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Jul 24, 2010
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Nov 17, 2010
I have been trying to reuse the tutorial on the Android developer website about developing a TabActivity App but, unfortunately, it never worked, even when I constructed it the exact same way as it is described...
Using the debugger it seemed the problem came from the main layout.
-> setContentView(R.layout.main); //After this line the app stops.
Here is my main.xml:
CODE:.............................
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May 28, 2010
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May 31, 2010
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Sep 19, 2009
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Aug 4, 2010
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Jan 16, 2010
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Aug 27, 2010
I'm betting im missing one small thing. I've looked on the developer site and i've read some tutorials and i'm just not seeing what i did wrong. I'm trying to use a ListPreference to decide which sound to play on a button click. I have this at the top:
public String greensound;
Here's my OnClick code:
case R.id.green:
SharedPreferences prefs=PreferenceManager.getDefaultSharedPreferences(this);
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} else if (greensound == "gstwo") {...................
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Oct 20, 2009
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Feb 10, 2010
How do I do a simple sleep() in Android? e.g. in Perl:
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Sep 2, 2010
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Refer some good tutorial.
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Sep 10, 2009
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