Here is a fragment of my app used to show a graph using achartengine:
private void addSampleData() {
...
DecimalFormat twoDForm = new DecimalFormat("####.##");
for(i=0; i<count; i++){
list[i] = Double.valueOf(twoDForm.format(list[i]));
mCurrentSeries.add(i, list[i]);
}
...
}
When i run my app on the emulator there are no problems (with any device and any api), but when i run the app on my real device i get an error like this: "Inavlid Double: 29,32" and if i see the values stored in list[] they are with "," (29,32 - 34,56 - ...)and not with "." (29.32 - 34.56 - ...) like on the emulator.
Why does this happen? How can I do?
Thx in advance!
You're having this problem probably because of the language of your device, just force the separator to be the coma.
DecimalFormat twoDForm = new DecimalFormat("#.##");
DecimalFormatSymbols dfs = new DecimalFormatSymbols();
dfs.setDecimalSeparator(',');
twoDForm.setDecimalFormatSymbols(dfs);
it is about the decimal formatting characters.
Set your emulator, windows to be locale hungarian or Romanian, as your device and instead of dots you will have the coma as decimal separator!
There is 2 way to soltve this. One is to force a Locale other is to force a decimal separator only.
I am to lazy to provide full code, I hope it helps the idea and you will get it fast with google.
Related
I'm trying to restrict what my EditText takes as input. I want it to take a maximum of 21 million (20,999,999.99999999). Is it possible to achieve> if, then how do I go about it? I've tried using InputFilter with a pattern [0-9]{0,9}+((\.[0-9]{0,7})?)||(\.)?. Show me how to do it.
Well, I read Francesco's answer and your comment also. If you need to check the decimal point, you can try this below.
EditText someText = findViewById(R.id.someValueInputHi);
String paw = someText.getText().toString().replaceAll("\\s+", ""); //rem unusual spaces
Double someInput = Double.parseDouble(paw);
if (someInput < 5.3465726543d | someInput > 3.7834657836d) {
//Ok now
} else {
//Oops, no man
}
You only take the value between 5.3465726543 and 3.7834657836.
Why double?
As the name implies, a double has 2x the precision of float. In general, a double has 15 decimal digits of precision, while float has 7.
EDIT:
Francesco's answer is now deleted.
I'm an experienced native iOS developer making my first foray into Android through Unity. I'm trying to set up a custom shader, but I'm having some trouble with the Normal maps. I've got them working perfectly in the Unity simulator on my computer, but when I build to an actual device (Samsung Galaxy S8+), the Normal maps don't work at all.
I'm using Mars as my test case. Here's the model running in the simulator on my computer:
And here's a screenshot from my device, running exactly the same code.
I've done a LOT of research, and apparently using Normal maps on Android with Unity is not an easy thing. There are a lot of people asking about it, but almost every answer I've found has said the trick is to override the texture import settings, and force it to be "Truecolor" which seems to be "RGBA 32 Bit" according to Unity's documentation. This hasn't helped me, though.
Another thread suggested reducing the Asino Level to zero, and another suggested turning off Mip Maps. I don't know what either of those are, but neither helped.
Here's my shader code, simplified but containing all references to Normal mapping:
void surf (Input IN, inout SurfaceOutputStandard o) {
half4 d = tex2D (_MainTex , IN.uv_MainTex);
half4 n = tex2D (_BumpMap , IN.uv_BumpMap);
o.Albedo = d.rgb;
o.Normal = UnpackNormal(n);
o.Metallic = 0.0;
o.Smoothness = 0.0;
}
I've seen some threads suggesting replacements for the "UnpackNormal()" function in the shader code, indicating that it might not be the thing to do on Android or mobile in general, but none of the suggested replacements have changed anything for better or worse: the normal maps continue to work in the simulator, but not on the device.
I've even tried making my own normal maps programmatically from a grayscale heightmap, to try to circumvent any import settings I may have done wrong. Here's the code I used, and again it works in the simulator but not on the device.
public Texture2D NormalMap(Texture2D source, float strength = 10.0f) {
Texture2D normalTexture;
float xLeft;
float xRight;
float yUp;
float yDown;
float yDelta;
float xDelta;
normalTexture = new Texture2D (source.width, source.height, TextureFormat.RGBA32, false, true);
for (int y=0; y<source.height; y++) {
for (int x=0; x<source.width; x++) {
xLeft = source.GetPixel (x - 1, y).grayscale * strength;
xRight = source.GetPixel (x + 1, y).grayscale * strength;
yUp = source.GetPixel (x, y - 1).grayscale * strength;
yDown = source.GetPixel (x, y + 1).grayscale * strength;
xDelta = ((xLeft - xRight) + 1) * 0.5f;
yDelta = ((yUp - yDown) + 1) * 0.5f;
normalTexture.SetPixel(x,y,new Color(xDelta,yDelta,1.0f,yDelta));
}
}
normalTexture.Apply();
return normalTexture;
}
Lastly, in the Build Settings, I've got the Platform set to Android and I've tried it using Texture Compression set to both "Don't Override" and "ETC (default)". The former was the original setting and the latter seemed to be Unity's suggestion both by the name and in the documentation.
I'm sure there's just some flag I haven't checked or some switch I haven't flipped, but I can't for the life of me figure out what I'm doing wrong here, or why there would be such a stubborn difference between the simulator and the device.
Can anyone help a Unity newbie out, and show me how these damn Normal maps are supposed to work on Android?
Check under:
Edit -> Project Settings -> Quality
Android is usually set to Fastest.
By code, I can make a button that inserts these 3 emojis into the text: ⚽️😈🐺
On many phones when the user clicks the button, though, the problem is that ⚽️😈🐺 displays as [X][X][X]. Or even worse, it displays only three empty spaces.
I would like to disable and hide my own built-in emoji-keypad on Android devices that do not display emojis correctly. Does anyone knows or have a tip on how to detect in code if a device has emoji support?
I have read that emoji is supported from android 4.1, but that is not my experience....
I just implemented a solution for this problem myself. The nice thing with Android is that it is open source so that when you come around problems like these, there's a good chance you can find an approach to help you.
In the Android Open Source Project, you can find a method where they use Paint.hasGlyph to detect whether a font exists for a given emoji. However, as this method is not available before API 23, they also do test renders and compare the result against the width of 'tofu' (the [x] character you mention in your post.)
There are some other failings with this approach, but it should be enough to get you started.
Google source:
https://android.googlesource.com/platform/packages/inputmethods/LatinIME/+/master/java/src/com/android/inputmethod/keyboard/emoji/EmojiCategory.java#441
https://android.googlesource.com/platform/packages/inputmethods/LatinIME/+/master/java/src/com/android/inputmethod/keyboard/KeyboardLayoutSet.java
Based on Jason Gore answer:
For example create boolean canShowFlagEmoji:
private static boolean canShowFlagEmoji() {
Paint paint = new Paint();
String switzerland = "\uD83C\uDDE8\uD83C\uDDED"; // Here enter Surrogates of Emoji
try {
return paint.hasGlyph(switzerland);
} catch (NoSuchMethodError e) {
// Compare display width of single-codepoint emoji to width of flag emoji to determine
// whether flag is rendered as single glyph or two adjacent regional indicator symbols.
float flagWidth = paint.measureText(switzerland);
float standardWidth = paint.measureText("\uD83D\uDC27"); // U+1F427 Penguin
return flagWidth < standardWidth * 1.25;
// This assumes that a valid glyph for the flag emoji must be less than 1.25 times
// the width of the penguin.
}
}
And then in code whenever when you need to check if emoji is available:
if (canShowFlagEmoji()){
// Code when FlagEmoji is available
} else {
// And when not
}
Surrogates of emoji you can get here, when you click on detail.
An alternative option might be to include the Android "Emoji Compatibility" library, which would detect and add any required Emoji characters to apps running on Android 4.4 (API 19) and later: https://developer.android.com/topic/libraries/support-library/preview/emoji-compat.html
final Paint paint = new Paint();
final boolean isEmojiRendered;
if (VERSION.SDK_INT >= VERSION_CODES.M) {
isEmojiRendered = paint.hasGlyph(emoji);
}
else{
isEmojiRendered = paint.measureText(emoji) > 7;
}
The width > 7 part is particularly hacky, I would expect the value to be 0.0 for non-renderable emoji, but across a few devices, I found that the value actually ranged around 3.0 to 6.0 for non-renderable, and 12.0 to 15.0 for renderable. Your results may vary so you might want to test that. I believe the font size also has an effect on the output of measureText() so keep that in mind.
The second part was answerd by RogueBaneling here how can I check if my device is capable to render Emoji images correctly?
Hi I am working on an android calculator apps and the now working on the manipuations. I have defined for the following:
ArrayList<Float> inputnum = new ArrayList<Float>();
float inputnum1;
float inputnum2;
and then for the operations,
case MULTIPLY:
inputnum1 = inputnum.get(0);
inputnum2 = inputnum.get(1);
inputnum.add(inputnum1 * inputnum2);
Display.setText(String.format("%.9f", inputnum.get(0)));
similar for the division one.
The muliply function and divide function works well for integers (eg 5* 4 output 20.00000000)
however, when it deals with figures with decimal places, eg 5.3 * 4, it output as 21.12000089, which is incorrect.
what is the problem?
also, how to set output to Display to remove unnecessary zero? eg
when 5*4 it only show 20 instead of 20.000000 as final answer?
when 5.3*4 = 21.12 instead of 21.12000000 as final answer?
Thanks a lot!
Just to change all the related float to double will then avoid presenting the rounding error.
If wanted to present 9 decimal places by filling up zero after the dot, eg 7.56 become 7.560000000, can use the below coding.
Display.setText(String.format("%.9f", inputnum.get(0)));
Hy everyone, I have two questions
1) I have not been able to find out in which units Location.distanceBetween receivs the latitude and longitude. Is it degrees or microdegrees? Whats the unit for the distance returned?
Sorry for this noob questions but I have not been able to find anything on the documentation.
2) In windows XP using Eclipse 3.3.2. Emulator does not send coordinates properly. Either it by hand or by loading a gpx file the locationListener is not invoked. This same code I have tried it in Ubuntu and works fine. Does someone know how can I solve this? In the office there is no linux installed and I can take my personal laptop.
Thanks a lot in advanced!
1) From android source:
public static void distanceBetween(double startLatitude, double startLongitude,
double endLatitude, double endLongitude, float[] results) {
if (results == null || results.length < 1) {
throw new IllegalArgumentException("results is null or has length < 1");
}
computeDistanceAndBearing(startLatitude, startLongitude,
endLatitude, endLongitude, results);
}
And inside computeDistanceAndBearing there is comment that says:
// Based on http://www.ngs.noaa.gov/PUBS_LIB/inverse.pdf
// using the "Inverse Formula" (section 4)
I would check there
2)
Go to:
Settings
Applications
Development
Check if "Allow mock locations" is on.
I had problems with the emulator not getting locations from ddms and it turned out to be because I had an non-english locale which appears to screw it up. You can try adding "-Duser.language=en" to the start parameters for java in the ddms start script and see if it helps. The bug is here
Oh and I don't know the input units for lat/long but the resulting float is in metres according to the api docs.