Skobbler Maps. Annotations appear as black squares. Android - java

I'm developing an Android app that shows my different POIs with my custom design.
Usually In most cases everything is fine. But sometimes, about 5% cases there are black squares instead of my POI.
Check the screenshot please:
https://www.dropbox.com/s/tlqqczq98w926oi/ss1.jpg
I'm using for this SKAnnotationView.setView passing my custom View object with ImageView. Image can be set to ImageView via setImageBitmap in background or via setImageResource. I tried different ways. And there is no difference with choice of Bitmaps or Resources. In both cases black square can be shown.
Why it could happen? I don't see anything strange in logcat. No error messages, no warnings.
I'm checked for sure that SKMapSurfaceView.addAnnotation method is called from UI thread. Always.
I'm using Skobbler Android SDK 3.0.3.
How can I correct this issue? Or how can I detect the problem that cause this behavior?
Thanks in advance.

This issue was fixed with the latest SDK release (3.1).

Related

Eclipse runs javafx program with weird settings / weird screen / or misalignment

On two different laptops, when I run my javafx application on eclipse-- the background and objects that is loaded onto the screen is not where they are suppose to be positioned. For example, the ImageView background is supposed to be centered and fill the screen, but instead it appears immediately to the bottom-right. Only when I resize the screen (doesn't matter how big) but the background and objects automatically reposition themselves where they should be. I believe a possible cause is my eclipse settings, except they're all defaulted. I don't think it's something wrong with my code, because when I run the same code, the same program on a different desktop and on another laptop, everything appears as it should. I tried changing my screen resolution but that has no effect. I also tried changing using css to set and position my background but same results.
Has anyone had a similar problem or have any suggestions to fix this?
Please help! Thank you.

What are different image transitions available in android

I want to set transition effect to images.
I tried fade-in fade-out method (the one suggested in this link How to do smooth transition from one image to another).
I want to try few more effects in android studio and should be supported by Android 4.1 OS and onwards.
Thanks in advance !!
I am giving some links you should check them out, upvote if you like
http://code.tutsplus.com/tutorials/an-introduction-to-android-transitions--cms-21640
http://www.coderzheaven.com/2011/12/29/image-transition-animation-in-android/
https://android-arsenal.com/tag/6

Why are my PNGs ugly in Codename One?

I'm excited to roll out my first codename one app but I'm running into issues with the look of the program. On Netbeans my images great and my label backgrounds are appropriate. However, on my tablet, images have a background and my labels look odd.
The tablet image is from a Samsung Galaxy Tab 3.
Any idea how to fix this?
(Since SO won't allow me to post images, here is a link to the screenshots: http://www.pricepasta.com/random/Uglypng.jpg)
Use the Android build argument android.asyncPaint=true to use the newer rendering pipeline.
You would also need to test in the Android simulator to see the misalignment on the simulator as well. I'm assuming this is triggered by misuse of the layout managers.

Initial lag when starting Android App

I'm working on a chess type app for the Android platform (using Eclipse and standard Java / XML connection). This isn't for school or anything, just a personal project after learning some of the fundamentals to "get my feet wet."
Anyway, my question isn't due to a direct problem, more to what I've viewing when I open the emulator and what I see in the logcat.
Generally, when I hit run for any app, the emulator takes its standard time loading it, but when it does, the main activity loads right away. However, for this app, I'm experiencing a lag after the app loads, and when I quickly glance over to the logcat, it shows a TON of orange messages being generated...and then it displays my board (the app atm is just displaying a board).
Here is the HUGE logcat activity (sorry about the pastebin, but I'm new to this site and was having difficulty formatting this properly): http://pastebin.com/skc8SXqN
And here are my xml and java files: http://pastebin.com/8ByBQ0TA
My question is...is there any obvious reason for why the ~5 second lag occurs between the app loading and the board showing up? The incredibly large logcat output is all directed to the imageview...so am I doing something heinously inefficient there?
The problem is that you should be supplying a drawable for the squareView.setImageResource() whereas you are supplying R.id.square_background which does not seem to correspond to a drawable resource.
Because here i seee you are referencing huge number of images in your project its normal for android emulator to slowdown your loading time of app.you can run it on device it will faster than the emulator..and put your image resources in drawable folder and reference them properly.
As you stated, it was in the general vicinity of the way I was handling the image array...namely, I didn't need it at all.
The getCount() method, if I set it returning a total number of squares I wanted, would simply cause create the square X times without using an image array.
Changed that and voila, no lag.
this is resolved entirely!

App not working on certain phones

People have been experiemcing a problem with my android app. Apperently what is happening is on phones such as the Droid x and cliq cupcake have been experiencing the main menu not showing the letters on the buttons and in some occasions it will cause a force close in certain sections. My buttons do have picture backgrounds if that could be the cause and the app is set for version 1.6. Not sure if either has anything to do with it. If anyone has experienced it or has any ideas I would appreciate some help. Thanks alot
It should work on every phone if you read this post carefully
http://developer.android.com/guide/practices/screens_support.html
In best practices part recommended list is here.
Use wrap_content, fill_parent, or the dp unit (instead of px), when specifying dimensions in an XML layout file
Do not use AbsoluteLayout
Do not use hard coded pixel values in your code
Use density and/or resolution specific resources
Every android developer should read that post to support for multiple screens.
Hope this helps

Categories