General :: App For Freehand Drawing On PowerPoint
Feb 14, 2012
I have searched for this a bunch of times, but have not found anything directly allowing me to annotate pdfs in android.
I am aware of one method where one converts your .ppt file into .pdf and can draw on it directly with ezpdf reader.
However, it would be nice to be able to draw on the powerpoints natively.
Any application which supports this on android?
(For the record, this app will be used on a Galaxy Note (me) and sideloaded onto a Kindle Fire (girlfriend)). We haven't rooted the KF yet but would consider doing so to get that functionality. (I know sideloading doesn't require root but not all applications seem to work).
The GNote has an active digitizer but the Kindle Fire will be using a capacitive stylus, so we will see about accurately.
Specifically, my girlfriend will be editing powerpoint lectures for Biochem, so she needs to be able to draw structures, circle things etc.
I remember taking the class and being quite envious of classmates doing the same with their ipads... they seemed to have no problem doing these types of basic things with a capacitive stylus.
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Mar 27, 2012
I need something along the lines of ipad's keynote + airplay so that powerpoint presentations with notes can be stored and displayed via upnp/dlna from my tablet on our presentation screen...I don't always have time to load the powerpoints to the PC and make the small format changes that always seem to be required when you copy a ppt file to another computer and since the pc has both xbmc and windows media center and the screen has a apple TV something should be doable. If this already exist..I have been wearing out search xda and Google. I need to see thumbnails of my slides and see my notes on the tablet and wireless display my slides on the screen.
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Nov 9, 2012
Any power-point viewers capable of playing videos? I'm pretty close to trading in my Android for an Apple given that there is no viewer that I have been able to find that supports videos.
I could convert my ppt to a movie, but would prefer not to go this route. Also, I am unable to wait until 2013 when Microsoft makes available its Office for android as well as ipad/iphone.
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Oct 2, 2010
How to create a simple powerpoint presentation viewer for Android. I am focusing on the Ms Office 2003 and 2007 format (which means .ppt and .pptx). How do I read the .ppt or .pptx file and show it like a picture slideshow on my Android app?
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Nov 23, 2010
What's a good substitute app for "Remote for PowerPoint"? It was free, unlimited use before the update, and now the dev wants $5.99 for it -- I only use it 3x per year- and Lite version has a 15-slide limitation. Besides, I can't figure out where to download the paid version. I'm looking for something that works with Bluetooth, preferably.
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Nov 17, 2009
I am using TouchDown for Exchange on Motorola Droid, which app can open powerpoint and all other MS Office 2003/2007 attachments?
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May 6, 2010
Anyway I could get this setup on my eris without having to get info from my IS Dept? Not really sure they would let me have it. I get work related emails on this account and when I am away from the office and have an email for a powerpoint etc. I would like to be able to get it.
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Dec 2, 2013
I am writing a calculator app as my first android app.
I have a mode button on the calculator that changes the buttons to make new functions available.
When mode switches, certain buttons get changed to a different drawable with different colors, and all the text gets updated on all the buttons.
Each mode has a new string array corresponding to the text for that mode.What I am currently trying to achieve is having a delay between the time that each button is updated, a sort of cascade effect. I have not successfully implemented this.
In the following code I have a toggleLabels method which attempts to do this. It has three if blocks corresponding to the three modes, which each gets a new set of text and buttons. There are two nested for loops in each running i=width and j=height.
To create the cascade effect I grabbed system time, and then subtracted from current time to see that 100ms had passed.No cascade effect takes place, and when I hit the mode button, there is a long delay then all of the buttons switch at once. The delay seems to be exactly 2 seconds, which corresponds to the cumulative delay of 100ms per button X 20 buttons.
I also tried an alternate method of Thread.Sleep() which yielded the same result, and which I read was bad practice to implement in your UI thread.Basically I am doing..
loop through each button
{
Change button drawable[code]......
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Sep 28, 2010
I want to write an Android remote control application that allows people to navigate back and forth on a PowerPoint slideshow presentation in Microsoft Office (preferably 2007/2010) on my PC. In this case, I have to make a small PowerPoint navigation client on the Android, and also I have create a PC server to access Microsoft Office PowerPoint and manipulate its slideshow. I know it is possible for a java application to gain access to Microsoft Office PowerPoint's slideshow. Some applications for Android are already made (Gmote 2.0 and such) and they can be used to navigate PowerPoint slideshows.Is there any extension or any library that can be used to gain access to Microsoft Office PowerPoint?
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Jul 21, 2010
What is your best drawing app?
I've tried Draw!, Draw(er), and MagicMarker, but I dunno, they each have their pros and cons and can't find one that suits me well. I'm not looking for Photoshop on my phone, but something better than a colored line. So what is your best drawing app?
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Nov 5, 2010
This is more of a question about animating than a specific problem coding. i need to fill in the broad strokes left by the research i've been doing.
What i'm trying to do:
The activity should load with only the a togglebutton visible. when the button is touched, a png will be animated to a certain position relative to the togglebutton. also, another button will slide in from off screen and slide off if/when the togglebutton is pressed again.
What i can't figure out:
I can draw an image, but only via xml. creating an imageview and setting the background programmatically does nothing.
When i draw from xml, i can't move the image when the togglebutton is pressed like i want to. when i call getPositionOnScreen() i get a null pointer, even though the complier can see i'm referring to the imageview described in both xml and in code.
I'm calling getPositionOnScreen because via xml, i have the image positioned behind the togglebutton so that it's not visible until the button has been pressed and the image starts moving. the idea is that with different screen sizes i won't know exactly where the view is until runtime. getPostionOnScreen allows me to get the coordinates of the imageview so i know where it has been positioned. when i have a start position, can tell it to "move up" on the screen from behind the togglebutton by simply adding to x or y until it's where i want.
This is the code to draw the image (inserted in the onCreate method).
CODE:.......
This is the code i'm using to animate. when the button is clicked, it calls this method on the view from the listener.
CODE:...............
I'm well aware that this is horribly wrong and won't work. what i need to understand is why.
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Apr 18, 2010
I'm trying to learn about Android programming by rewriting a C app I've moved from DOS to X-windows to Windows as a learning tool. It's just a silly little app that draws symmetrical 'game of life' patterns on the screen in a kaleidoscopic fashion. It's structured so that the patterns do their own animations. I.e. there's a 'Life' class that produces the next generation and redraws itself from the center outward, inserting delays to produce a kaleidoscopic effect.
I've got it so that the patterns draw - I took the LunarLander sample as a starting point, and an drawing on a SurfaceView. But my problem is with timing the 'animations'. I'm not doing traditional animation, where I build a whole frame and then draw it, but the surface seems to want to draw itself completely on each iteration of my loop, so my inserted sleep's don't insert delay in the right places.
So my questions:
1. Is there a more direct way to write to the screen than via a SurfaceView? If I did that, would the various steps of my 'animation' occur as I drew them, producing the desired effect. 2. If such a drawing method exists, would I be wasting my time learning how to use it? 3. What's the 'standard' way to do this kind of animation?
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Oct 8, 2010
Is there any api for drawing financial chart in android.
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Oct 28, 2011
I'm trying to draw on a map using markers. The problem I'm having is when I try to add lots of them, then I can't get it to run. To illustrate my problem, let's say I want to draw a square made of 900 smaller squares (30x30).I'm trying to add the markers to an itemizedoverlay, then drawing it.
Code:
public class MyItemizedOverlay extends ItemizedOverlay{
private ArrayList<OverlayItem> mOverlays = new ArrayList<OverlayItem>();
private Context mContext;
[code]....
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Oct 29, 2010
Trying to draw a circle at a longitude/latitude position. The circle below doesn't show up, does anybody know why?
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Mar 16, 2010
I have to recommend just getting a book on the subject.I learned most everything off of examples and documents on the web.After several months, I finally picked up the blue book and everything I had scoured to find is clearly demonstrated in it.Look for the red book and the blue "superbible."They cover everything you need.There are also books specific to ES.Make sure to get a good 1.1 one and not a 2.0-only one.
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Jun 17, 2009
From the JavaDoc, it said it returns 'a bitmap representing this view or null if cache is disabled'. My question is what if the View is longer than the phone screen (you need to scroll vertically), what does the bitmap return? * only the visible portion of the view * everything the view has (both visible + invisible part)
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Aug 10, 2010
Using OpenGL ES, how do I draw an image from the resources file onto the screen? The image is in png format, if that matters.
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Nov 29, 2009
I'm trying to create on of these images, but Eclipse won't accept it once I've used the draw9patch tool. I've found other people having the same problem, and saw this comment: I discovered later that the problem I was having was caused by the image not being exactly true to the nine-patch spec as defined in the documentation. Once I fixed the image to have a clean (i.e., no gradients etc) one pixel border it was fine. "'m not much good when it comes to image design. What does this mean, how do I create my original png file to meet the specification for Nine Patch?
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Aug 14, 2010
I am creating a custom view which has an image. The image can be of any type. What i want to achieve is that i want to draw an EditText control on top of the image so that the user can add some values to it. I am not sure how to achieve this. The onDraw control will not allow me to draw any view right? I am new to android so any help would be appreaciated.
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May 26, 2010
I'm having a small problem with drawing a View offscreen to a Bitmap. The View is created using LayoutInflater.inflate(int resource, ViewGroup root) with null passed to the root parameter. The View has a fixed size (200x180 pixels). I can create a Bitmap for this View either by using the method View.getDrawingCache() or by calling View.draw(Canvas canvas) using a Canvas that in turn has a backing Bitmap. This works fine if the View doesn't change after the inflate. However, if I have a TextView inside my View that I will update, the size of the TextView is never updated regardless of what method I call on the View (requestLayout(), forceLayout() invalidate() etc.). If I display the View on screen directly, everything works fine (sizes are updated as needed, etc.). What is the correct way of drawing Views off screen and being able to update their layout when needed?
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Mar 31, 2009
I'm trying to create a custom widget which looks lick HTML table. I chose to derive from TableLayout, which is the subclass of ViewGroup and View. What's confusing me is that the drawing I put into my override of View.onDraw did not take effect, until I moved the codes to the override of ViewGroup.dispatchDraw. I know dispatchDraw is a good place to draw something, but I'm just wondering why there's such difference in my practice?
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Apr 5, 2010
I'm trying to build a custom clock view in Android. See image http://twitpic.com/1devk7.So far to draw the time and hour markers I have been using the Canvas.rotate method to get the desired effect. However, notice that it is difficult to interpret the numbers in the lower half of the clock (e.g. 6 or 9?) because of the angle in which they are drawn.When using drawText, is it possible to draw the text at 45/90/180 degrees so that all text appears upright when my onDraw method has finished?
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Jan 7, 2010
I wrote a reading software. I implemented the page turning effect when user tap the screen to turn to next/pre page. The display is ok on G1 (320X200 size) but it can not works well on Droid(480*854 size), the font looks a litter fuzzy, not clear as G1. I explain my codes for page turning:
1) create a canvas A
2) create bitmap.
3) set bitmap on canvas A
4) draw the new page content on canvas A
5) the current showing page has been saved in bitmap before since we do from step 1) to setp 4),
6) In order to implement the turning effect of scrolling from left to right, I draw the old bitmap part and draw the new bitmap part until the whole new bitmap has been drawn. all of bitmaps are drawing by canvas.drawBitmap() in onDraw() function.
7) when step 6) is done, it means the new page has been shown on screen, and the bitmap has been saved to use in next page turning.
The above is the whole actions for my page turning. On G1, no problem. But on Droid phone, the font is not clear, I tried if I directly draw text by canvas in OnDraw() not through bitmap, It is ok, but it can not implement the page turning effect that I need. I don't know why, could you please help me to take a look and tell me where is wrong or miss some steps?
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Jul 28, 2009
When I try extending the View class to a subclass that will underline portions of the text drawn by ListView, the code compiles okay but results in a runtime exception apparently due to an improper class cast. Does anyone see what I've done wrong or have suggestions about getting access to the Canvas of ListView items so portions of text can be underlined?
Here is the code, which is the Efficient Adapter View/List example from ApiDemos with an added UnderlinedView class.
CODE:........
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Oct 8, 2010
How to draw chart like the following image in android.what is the tool can we use?
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Nov 15, 2010
I've got a game, a custom View class draws my gameboard. I'm thinking of drawing some elements on a separate layer above the gameboard. I could do this in the View's canvas code, but since they won't change frequently, was thinking of introducing a frame layout to display this top layer.I'm not sure which route to take, the only reason I wouldn't do the FrameLayout is because I'm not sure if it has an impact on battery life. Everytime onDraw() is called, the system probably has to do an alpha composition of the two layers. Is that more battery consuming than drawing the elements from that layer myself in my canvas on every frame? Hard to answer since I'm not sure how complex the drawing will be yet, any general opinions?
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Oct 30, 2010
Anyone have any idea why when i run this for loop to add a graphic to my screen, the first iteration coordinate get discarded if the loop runs more than once?
For Example, I have a column of 7 graphics in a graphic array list, when I remove a graphic the code below runs to insert a new graphic, and it works perfectly if there is only 1 graphic removed/added. The problem is when I remove 2 or more graphics from the column, the first 1 that is readded get written to x0 and y0 instead of x64 y64 but the second graphic is correctly added to x64 y128. I am using OnDraw canvas to draw.
CODE:...............
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Oct 17, 2010
Is there a game for android in which a person draws stuff on screen and others users guess? I have a game like it on my sister's ipad but want one for my Samsung Epic. Game is super addicting! Please let me know!
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Apr 25, 2010
I have a game built for 480x320 screen resolution. When playing the game on a phone with a higher screen resolution (480 x 800 or 480 x 856) the game automatically stretches to fit the screen which works great. Because of different screen dimensions there is a piece of the screen on the right side (game is in landscape mode) that is black, not used by the game. I want to fill this up with an image, so the whole screen is filled. I only draw that image on screens bigger than 480x320. This all works fine, the image is displayed exactly the way I want to. The only problem is that the game runs less smooth then it used to run. There are small stutters noticeable. When I just draw a rectangle instead of an image the same problem occurs. Does anyone have an idea why this is happening?
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