need suggestion for interface

by cellurl » Wed, 21 Apr 2010 05:05:19 GMT


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 I want to turn on two different lights using my Android.
Q: How would you do it?

Bluetooth: AFAIK, BT only supports one (1) channel, this won't work
because the user could be on a call at the same time as I need the
channel.

USB: Host mode isn't coming soon, and I can't use a hack. (I hope to
sell this as an accessory product). I need 2-lights, so just turning
on/off the USB 5v won't work...

WIFI: This seems best, Does anyone agree?? Since it already works on
most models. How to do it cheaply.

Speaker: One guy did DTMF over the speaker to run his robot. But, it
won't work like a cradle or wireless...

IRDA: I thought of making a USB to IRDA dongle, but that would
interfere with any cradle.


Am I missing something? I realize the "intent" of Android is to get-2-
the-internet, but Palm had success by promoting attachments like
these, and I hope Android will too....

-jp







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1. TranslateAnimation doesn't animate straight (X-only) but also in Y-direction (diagonal)

I have a TranslateAnimation that shall animate a LinearLayout 
(isScrollContainer) to the left and to the right along the x-axis. The 
animation to the left works and the animation is straight - means that 
the view is animated horizontally only.


But the animation left to right doesn't work: instead of just moving the view from left to right along the x-axis, the view gets animated into the screen from diagonal lower-right corner. But for the Y parameters I pass fixed identical values. Here is a flv movie that shows the animation and issue I described: http://tinyurl.com/24n4eac Code as follows: View v = ((MainSlide)mCtx).activityFrame; // my view to scroll/animate Animation mBounceAnim; // animate to left edge - this one works fine! mBounceAnim = new TranslateAnimation( Animation.ABSOLUTE, v.getScrollX(), // is somewhere between 0 - 239 Animation.ABSOLUTE, v.getScrollY(), Animation.ABSOLUTE, 0, Animation.ABSOLUTE, v.getScrollY() ); // ====================================== // *** THIS ONE DOESN'T WORK PROPERLY *** // ====================================== // animate to right edge mBounceAnim = new TranslateAnimation( Animation.ABSOLUTE, v.getScrollX(), // is somewhere between 240 - 480 Animation.ABSOLUTE, v.getScrollY(), Animation.ABSOLUTE, ((View)this.getParent()).getWidth(), // in my case is 480 Animation.ABSOLUTE, v.getScrollY() ); } mBounceAnim.setDuration(600); mBounceAnim.setFillBefore(false); mBounceAnim.setFillAfter(true); mBounceAnim.setInterpolator(new BounceInterpolator()); v.startAnimation(mBounceAnim); The view I'm animating is this: <LinearLayout android:id="@+id/frame" android:orientation="horizontal" android:layout_width="960dp" android:isScrollContainer="true" android:layout_height="wrap_content"/> (which is part of an ActivityGroup, where the LinearLayout holds the decorView of the activities; not sure if this matters in any way). --

2. Android devices supporting OpenGL ES 2.0 (at least through NDK) as of September 2010

Is there some place where I can find a list of android devices with
OpenGL ES 2.0 (at least through NDK for 2.x devices)?

Or could some developer with any of these comment on how OpenGL ES 2.0
worked on their device?
 - Nexus One - running SDK 2.1 (Works through NDK)
 - Nexus One - running SDK 2.2 (Works)
 - Droid (Works)
 - Droid 2 (Works)
 - Samsung (various phone models) ?
 - Samsung Tablet ?
 - Any other ?


To know the extensions available would also be very useful.
Desire appears very close to Nexus One as expected.


The list in stackoverflow is old but the closest I could find:
http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices

Thanks in advance,
RS

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