WallpaperEngine.onOffsetsChanged not being called using a HTC Sensation, but it is ok with my other two devices (Nexus 7, and a Nexus S).
I understand that this issue is related to the HTC Sense 3 carousel.
I have downloaded a number of Live wallpapers to test them out on the device and quite a lot of them don't pan between home screens.. But some do, so there MUST be a workaround for this bug/restriction.
Anyone know what it is?
Related
Most of the time I use UTF-8 on Android but I'm recently testing wchar_t too.
I know wchar_t was horrible in the early days, but I don't care about too old devices so thought it would be fine to work with wchar_t now.
Tested on:
Physical devices: Samsung Galaxy Note2 (4.4.2), Galaxy S7 Edge (7.0)
Software emulators: HTC One (4.3), Samsung Galaxy S6 (5.0, 6.0), S8 (7.0), Google Pixel C (7.1.0)
In my simple tests, wcslen(), wcscpy(), wcscat() worked as expected,
but swprintf() did nothing on HTC One (4.3) and Note2(4.4.2).
I couldn't test all the devices out there, but my conclusion is that swprintf() just doesn't work on Android Kitkat and below. It may just return doing nothing.
Could someone confirm my theory, please? Is there any workaround for this?
Whether practical or not, I just want to know.
Don't ask me why, but until L Android only had a stub implementation of vswprintf that just returns -1.
https://android.googlesource.com/platform/bionic/+/kitkat-release/libc/bionic/wchar.cpp#74
The workaround would be to use libandroid_support. This is automatic if you're using libc++ (and that's the best option for NDK r16+).
I have made an application based on PhoneGap and it works fine on my mobiles I have tried on many like Samsung A5, Huawei, Galaxy S4, Sony Xperia and many and it works fine, whereas my client says it always shows a white screen he tested on Galaxy S5, 6 and 7. I am not sure why it is so, he has sent me a video too here is the link.
Can anyone help please?
Although the documentation says that this bug is fixed (see: Add the navigation flag), I am experiencing the same problem.
From my application I want to add new Android contact, and after the saving is completed I want to get back to my application (the activity that called the insert new android contact intent). That's why I am using:
i.putExtra("finishActivityOnSaveCompleted", true);
Adding this line, I get the expected behaviour on some phones, and others just behave differently (the user is not navigated back to my application).
I have experienced this problems on Sony Xperia Z, Sony Xperia Z2 and LG G2 mini, all running on 4.4.2, and also LG G3 and Sony Z2 running Lollipop.
Does someone know what is the problem here, and if something has changed.
The saving works properly on for example HTC M8 with 4.4.3 and Samsung Galaxy Note 3 with Lollipop.
Nevertheless, if someone knows a solution, please please share. Thx
The app I'm building has a simple image button animation (rotate) before starting the next activity. I have tested it on the emulator and 5 different devices:
Samsung GT-I5500
Samsung Galaxy Nexus
Samsung Galaxy s2
Motorola Razr Maxx
HTC (I don't remember the model)
The animation worked fine on all of the models, except for the Nexus. On the Nexus, the device waits the duration of the animation (500ms) before starting the next activity, so instead of the animation - just an annoying (and seemingly inexplicable to the user) delay. All of the devices were running Jelly Bean except for the GT-I5500.
Questions:
1) Why would the animation work on some devices and not others, even running the same version OS?
2) Is there a way to check if the device is 'receptive' to the animation? (I had initially thought it had something to do with the SDK version, but it doesn't)
Audio, Video, GPU acceleration are hardware dependent. You can live in the trap of Java is platform independent and there are interfaces and inheritance.
In reality there is a Market:
each of manufacturer want something special to him to get new Customers Money
there are programs made by programs, those can have bugs, and if it can cave => it has, because none of testing is 100% cases.
I have a game which does a whole lot of image-scaling (once every time you enter a level). The scaling is done with a simple call to Bitmap.createScaledBitmap(Bitmap). I realize that until the garbage collector comes, I effectively have two copies of these images, but I've tested it to death on several Android devices, and only recently got a Galaxy S3. You would have thought that if a game runs perfectly well on the Xoom2, the Galaxy Tab and the Galaxy S2, to say nothing of lower-end models like the Galaxy Y and Galaxy Ace, it would run even better on the Galaxy S3. Embarrassingly, it doesn't, and all-too-often I run out of memory. I think I've optimized my game about as far as I'm willing to (admittedly, some optimization was called for). I'd like to understand the problem. Does anyone know of any memory-management problems regarding the S3? Is the screen size-RAM ratio worse than on, say, the Galaxy Tab? Thanks in advance.
If you're are scalling imgs you should use .isSampleSize in the BitmapFactory.Options before makes the bpm.