Regarding the Network Location provider basic initialization sequence

by sunil k » Mon, 16 Mar 2009 18:32:53 GMT

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 Sorry it is mistakenly i stated as  "Network provider *does* seems to launch
client , "  actually i meant *"Network provider does NOT seems to launch
client "


Other Threads

1. Morphing TextView background images?

I'd like to change the background image of a TextView by morphing it
into the new image. What I mean by this is that I want the old image
to fade out at the same time the new image is fading in, so that it
looks like the old image is transforming itself into the new image.

I know how to cause the old image to fade out and then immediately
afterwards have the new image fade in. However, I'm looking for a way
to cause the fade-out and the fade-in to occur simultaneously.

I'm sure that this can be done by fiddling with the images outside of
Android, but what I'm looking for is a way to use nothing more than
Android's standard animation facilities to implement this morphing
behavior with any two, standard, PNG background images.

Is this possible? I haven't been able to find any docs that describe
how to do this, and so I'm not optimistic that this can be
accomplished solely via Android animation. But hope springs eternal,
and so if anyone knows of a way to implement this in Android, I'd very
much appreciate a pointer to some instructions or examples.

Thanks in advance.


2. Why doesn't inPurgeable work with BitmapFactory.decodeFile?


Can anyone explain why when I load images from files using
BitmapFactory.decodeFile and passing in a BitmapFactory.Options with
inPurgeable set to true, I still get OutOfMemoryError?

For example, doing the following many times, with lots of different
resources works fine:

BitmapFactory.Options opts = new Options()
opts.inPurgeable = true;
bitmap = BitmapFactory.decodeResource(resources, resId, opts);

However, doing the following causes an OutOfMemoryError

BitmapFactory.Options opts = new Options()
opts.inPurgeable = true;
bitmap = BitmapFactory.decodeFile(myFile, opts);

In reality my code isn't as simple as outlined above. What I'm really
trying to do is load a couple of bitmap resources draw them on a
bitmap backed canvas, and then write this new bitmap to file, just so
it can then be finally re-read into memory with the inPurgeable option
set to true (using BitmapFactory.decodeFile).


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