I am using the WeatherOpenMap API in my app in order to get weather information about several cities.
For example, if you have "broken clouds" as a weather condition, then the weatherFont icon changes to light blue.
if (weather_description.equals("BROKEN CLOUDS"))
weatherIcon.setTextColor(Color.parseColor("#0489B1")); // light blue
I am using Typeface:
weatherFont = Typeface.createFromAsset(getApplicationContext().getAssets(), "fonts/weathericons-regular-webfont.ttf");
weatherIcon.setTypeface(weatherFont);
But now, I don't want to use this ttf file for my weatherIcon, I want to use hyperlinks, because it looks much better, so such as:
http://openweathermap.org/img/w/10d.png
which stands for moderate rain. But as you can see, this is an URL, how can I use this URL to change my weatherFont Icon when I have "moderate rain" as weather condition?
Thank you
You could use an image loading library like Picasso or Volley. Using Picasso, the code would look something like this:
String iconUrl = "https://...";
ImageView imgWeatherIcon = view.findViewById(R.id.imgWeatherIcon);
Picasso.with(context).load(iconUrl).into(imgWeatherIcon, new Callback()...
Related
Previously there was a
nice article for rendering external texture
None of the code will work with Sceneform 1.16.0, as there are no .sfb, .sfm or .sfa formats.
New material seems to be in .matc format which is not human readable. How to create or modify a material in this version of Sceneform?
Using sceneform_camera_material.matc its possible to render a camera to background of Sceneform, but its very pixelated, irrespective of whatever camera preview resolution chosen. GLTF models looks great when loaded, issue is specific to external texture.
Is this some issue related to Linear filtering of textures or something to do with material settings of Google Filament?
If you use Sceneform 1.16 and want to create sceneform.rendering.Material,
(1)
You need to create your own matc file with Filmaent matc tool. You can download filament tool at https://github.com/google/filament/releases.
(2)
After you create your own matc file, put it in android raw directory, and call
com.google.ar.sceneform.rendering.Material.builder()
.setSource(context, R.raw.YOUR_MATC_FILE)
.build()
.thenAccept { material->
//Do something with created sceneform's Material
}
.exceptionally { throwable: Throwable? ->
}
I am building my application using Android Studio, this app can upload an image from raspberry to my emulator. It works fine. What I want to do now is uploading this image and showing it directly to the user without searching it in the gallery. I thought about creating another class and setting this image as a background image in my xml file, but this is too much like I have to create another class every time I want to upload an image from my raspberry.
Can someone help me please. Thank you
If I'm understanding your question correctly, you'd like to load an image from the Android filesystem into your app and display it to the user.
Drawable, Android's generalized image class, allows you to load from file via Drawable#createFromPath.
This SO question suggests Drawable#createFromPath doesn't work on paths beginning with file://, so depending on your use case you may want to precede that with Uri#parse/Uri#getPath.
Once you have a Drawable, you can display it in one of two ways: put an ImageView in your app and call its setImageDrawable method, or set the Drawable as your background image via View#setBackground (note that setBackground was only added in API 16 - in prior versions, you should call View#setBackgroundDrawable).
Putting all of this together, we end up with the following (untested):
private void loadImage(String imagePath) {
Uri imageUri;
String fullImagePath;
Drawable image;
ImageView imageDisplay;
imageUri = Uri.parse(imagePath);
fullImagePath = imageUri.getPath();
image = Drawable.createFromPath(fullImagePath);
imageDisplay = (ImageView) findViewById(R.id.imageDisplay);
/*if image is null after Drawable.createFromPath, this will simply
clear the ImageView's background */
imageDisplay.setImageDrawable(image);
/*if you want the image in the background instead of the foreground,
comment the line above and uncomment this bit instead */
//imageDisplay.setBackground(image);
}
You should be able to modify this to work with any View just by replacing imageDisplay's declared type with the appropriate View type and changing the cast on findViewById. Just make sure you're calling setBackground, not setImageDrawable, for a non-ImageView View.
I'm making this netflix style app in which images are loaded into different categories. Let's say Dog videos (has 15 images), Cat videos (15 images), etc... All the images are loaded from a URL, it kind of takes a while for all to load. I was wondering if there was anything I could do to speed up the process? Or maybe show an empty container then fill it as the images load (that would be cool).
This is what I have done:
I have multiple async calls in one Activity, (1 async call per category)
JSONTask1 dogTask = new JSONTask1();
JSONTask2 catTask = new JSONTask2();
JSONTask3 pigTask = new JSONTask3();
JSONTask4 horseTask = new JSONTask4();
dogTask.execute("");
catTask.execute("");
pigTask.execute("");
horseTask.execute("");
I have all of those in a row in my actual code. Thanks.
I would use the "proxy pattern". Basically, you need to create a class that contains the minimal informations required for the display. In which, you have a preview image.
When ever you load everything you start by showing the preview content, ie : a loading gif for everypicture with the title of the movie or whatever. and basically the proxy would have a "loadImage" method that would make an ajax call or async call and the photos would load one by one. Plus, to make the loading easier, make sure the photos are not oversized.
You can see Picasso answers , in picasso i suggest you this way :
Picasso.with(getApplicationContext()).load("your url").placeholder(R.drawable.your_place_holder).error(R.drawable.showing_when_error_occured)
.into(imageView, new Callback() {
#Override
public void onSuccess() {
}
#Override
public void onError() {
}
});
Also another suggestion from me : convert your thumb images to base64 format in backend, then firstly retrieve your thumbs and show them. Then start an async task and change images when successfull.
Like whatsapp. In whatsapp you have thumb images they have so low resolution and super fast. When you click image if you have internet connection they load actual thumb images, and click again they load larger image.
Picasso website :http://square.github.io/picasso/
Load them asynchronously with Picasso, you can even show a placeholder image until the real one is loaded
I state that I have already read all the other questions but none is right for me.My app retrieves data from a database. If I put in the database in the app does not display the image, while the other tag html yes because i put:
Text = (TextView) this.findViewById(R.article.text);
String formattedText = db.getText();
Text.setText(Html.fromHtml(formattedText));
For images I would like something that the download so that they are always available. I tried to put ImageGetter but with the loading time of an article in the app increased a lot and very often said that Android is not responding (ANR). I also need something that resizes images depending on the display. Any ideas?
Take a look at AQuery download the latest jar add it in your project
and use it like following
AQuerymAQuery;
mAquery=new AQuery(context);
mAquery.id(ImageView).auth(handle).image(ImagePath,true,true,400,0,null,0,0.0f);
What I would like to have is an activity indicator, which is displayed after my app is up and running, but while GWT is making AJAX calls.
For example have a look at following site : http://www.foodtrucksmap.com/#
Any ideas on how to achieve it?
You can use an activity indicator from here, they are animated gifs so you can display one like this:
<g:Image ui:field="activityImage"/>
MyResources resources = GWT.create(MyResources.class);
this.activityImage.setResource(resources.activityImage());
and in your resources interface you would set the image:
public interface MyResources extends ClientBundle{
// use the actual path to your image
#Source("../resources/images/activityImage.gif")
ImageResource activityImage();
}
When you make your async calls:
loadingImage.setVisible(true);
and in the callback:
loadingImage.setVisible(false);
I had to deal with the same kind of stuff few days back. The way I did was, created an Icon and Overlayed on the map.
Icon icon = Icon.newInstance("loading.gif"); // load you gif as icon
MarkerOptions options = MarkerOptions.newInstance();
options.setIcon(icon);
Marker indicator = new Marker(point, options);
So before the Async call and after you map is up, just add the icon to the map using
map.addOverlay(indicator);
and after the Async call remove the overlay using
map.removeOverlay(indicator);
I am not sure how correct this approach is, but this is what I did and it worked.