Screen capture when larger than display without scrolling - java

In any programming language, but preferably JAVA, I am trying to do screen captures from various browsers. I would like to capture the "whole" page, even the parts that one has to scroll to see.
A common method of achieving this is to capture the displayed, visible portion of the screen, then scroll to the next portion and capture it, and so on. One would then take these "tiles" and stitch them together in photoshop.
How can I capture the "whole" rendered page without scrolling? Is this possible. Is the page fully rendered but sitting in a video buffer somewhere? For example, let's say a page ends up rendering at 4000 x 4000 pixels. I want to capture the whole mess without scrolling.
I will want to do this for android, btw.

Snagit has the ability to easily capture images from objects that are larger than the screen. Give it a try, it's recommended as one of the five best screen capture tools by lifehacker.
Features and free trial version download:
http://www.techsmith.com/snagit.html

Related

How to detect what the content on the display is?

I have an app that rotates other apps. It uses an accessibility service so I have the ability to retrieve screen content.
Say I'm rotating a game called Geometry Dash to the portrait direction. Sometimes it will rotate correctly and look like this:
But other times it incorrectly appears like this:
Is it possible to detect when half the screen is black like in the second pic?
Perhaps using AccessibilityNodeInfo is the key since that class gives information about what's on the screen?
You could do it easily be loading the content of the screen into a bitmap then you can split the bitmap in two parts.
Check if one of them is only black.

Using multiple backgrounds in Android Application

Here is a scenario on which i done a lot of research on google but hopeless. the scenario is, i am going to develop a 2D game in which i want to use multiple backgrounds and i want to translate them as they are moving forward, it must look like one background is near and translating/moving fast and the other background is a bit far and translating/moving a little slow. the nearer background have almost full intensity and the farer background have a bit low intensity. you can say they have different transparency levels. the question is, how can i get this task done or is this possible to use multiple backgrounds.
any suggestion will be appreciated.
as an example, see the image of BADLAND game bellow.
I think as far as I got your question you want to put two or more images one over another. I mean if you are trying to overlap the multiple backgrounds and asking for it yes it can be done easily.
What you need to do is to use the FrameLayout. as
"FrameLayout represents a simple layout for the user interface of
Android applications. It is usually used for displaying single Views
at a specific area on the screen or overlapping its child views."
and then you can implements the animations on them and translate them You can find different types of translation over them.
Here is all about using the frame layout frameLayout1 framelayout2 and for animations and translation here are links. link , link2 , link3

Android - Text positioning

I have a very, very, very simple application that I'm working on (been trying my luck at writing an app in Java instead of Unity) and I have a background image that is fullscreen, this image has a lot of design and scales well with every device, and looks great (tested on every resolution we can think of).
However the text doesn't want to stay where it belongs, and that's not permissible. We have a basic setup, similar to this (however with about 6 hours of design work put into it):
and we need text to be centered in the squares at all times. How can we do this? Do we have to manually position and size it for each resolution? That seems like hell.
With a relative layout, if I understand correctly, the boxes will be parents and the text that goes into the boxes will be the children. You can put your TextViews into the boxes and then use things like android:layout_centerVertical or android:layout_centerHorizontal in order to make sure they are centered. Make sure to use sp for your font size so that it scales correctly with the density of the display.

java android - fit items on a image background with different screen size

This is my first post and i have (i think) a uncommon request...
I'm programming on the last Eclipse Mac, for every android SDK, and i'm using more XML for layout than runtime... So i search a solution in XML if possible.
Here is the situation: i work with an image background wich simulate item like buttons, image, text... etc. On this image, i put buttons, image, and text (buttonview textview etc...) and place it precisely on their places on the image. This solution is very powerful to have good design BUT, if i change the resolution of the screen, and/or its size, each item won't be at its place, and will be translated (horiz and/or vertic) for some "dp"... (and yes i use dp, not mm or px or whatever)
I'm really embarrased because i think thanks to "dp" it keep proportionnality but.. not !
My question is how can i fix my items at their places on the image background, for different screen size/resolution !!
Thanks in advance everyone,
My Best From Lyon,France
First realise that if you want to make it pixel perfect for all screen sizes your out of luck.
Second accept that you can't make it perfect for all screen sizes.
Third you can get far with creating different layout for different screen sizes. You can read a lot about supporting multiple screen sizes here. One important thing to take from here is that you can make layout for the different screen sizes or different density sizes.

How do I change the number of thumbnails seen in the Android sample Home application?

I am working with the sample Home application project on http://developer.android.com/resources/samples/Home/index.html
I've added another value to the THUMBS_IDS and IMAGE_IDS Integer arrays in the Wallpaper class for a total of four wallpaper options.
When I run the application with Device API version 7, Skin: HVGA, hw.lcd.density: 160, in portrait layout, the fourth wallpaper option is not shown.
I need to use the directional keys in the emulator to see the 4th wallpaper option, because the first option is centered.
I have modified only the wallpaper.xml file with a variety of android:layout_* options with no success at this point.
How do I show all four of my wallpaper options?
The problem isn't so much with the number of thumbnails that can be seen at once, but rather that the spacing between each of the images is so large that the 4th thumbnail is completely off the edge of the screen. So what you really want to do is reduce the spacing between these thumbnails, which are displayed using a Gallery View. Open up the wallpaper.xml file, and this change is very easy to do. Find the line:
android:spacing="16dp"
and replace the 16 with a much smaller number, e.g. 4. (If you're curious, dp stands for density-independent pixel - it's a system Android uses to automatically scale things depending on screen sizes. But this isn't wholly relevant now...) Once that's done, you should see the side of your 4th image in the gallery once you start the program again. Tada!
(Normally galleries should be 'touch-scrollable' as well so you shouldn't have to use the keypad to make it scroll, but I guess they didn't bother implementing that on this example application.)

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