I have a VB WinForms application, I got frames from somewhere. App is not developed by me.
_ImageList = New Queue(Of MemoryStream)
Dim bmpdecode As New Bitmap(nWidth, nHeight)
Dim ms As New MemoryStream
bmpdecode.Save(ms, Imaging.ImageFormat.Jpeg)
_ImageList.Enqueue(ms)
PictureBox1.BeginInvoke(New DelPintarImagen(AddressOf DrawImage), New Object() {bmpdecode})
DrawImage is a bitmap type.
What I want is to get from a Xamarin android app VideoView or ImageView what I see in PictureBox1
After a days of research I have not been able to find anything that works minimally.
I can see the stream by http in web browser but I can't get from any VideoView or ImageView.
I got a solution for this, it's simple but it works.
I used a WebView to display the stream in my Xamarin App disabling the zoom option, so for the user, it seems like a stream playing.
C# code:
var wPlayer = FindViewById<WebView>(Resource.Id.webView1);
//Zoom Out for stretch the content by the width.
wPlayer.Settings.LoadWithOverviewMode = true;
wPlayer.Settings.UseWideViewPort = true;
wPlayer.SetPadding(0, 0, 0, 0);
wPlayer.LoadUrl("http://ip:port/?params");
Axml:
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
app:layout_behavior="#string/appbar_scrolling_view_behavior"
tools:showIn="#layout/activity_main">
<android.webkit.WebView
android:layout_width="match_parent"
android:layout_height="match_parent"
android:id="#+id/webView1"
/>
</RelativeLayout>
Related
I decided to use Lottie animation to switch from activity to activity.
My animation covers the entire screen, and I would like to have half the animation time played on the first activity and the rest on the second activity
I tried using Shared Element Transition but it doesn't work properly because when new activity starts first what i see is new activity and then after few miliseconds Lottie animation resumes. I would like to avoid showing new activity before Lottie animation is over
First Activity XML file
<RelativeLayout android:layout_width="match_parent"
android:layout_height="match_parent"
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto">
<com.airbnb.lottie.LottieAnimationView android:layout_width="match_parent"
android:layout_height="match_parent"
android:id="#+id/newActivityAnimation"
app:lottie_fileName="transitionAnimation.json"
android:scaleType="centerCrop"
android:elevation="5dp"
android:transitionName="sharedNewActivityTransition"
/>
Second Activity XML file
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
xmlns:app="http://schemas.android.com/apk/res-auto"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".ui.MenuActivity">
<com.airbnb.lottie.LottieAnimationView android:layout_width="match_parent"
android:layout_height="match_parent"
app:lottie_fileName="transitionAnimation.json"
android:scaleType="centerCrop"
android:id="#+id/changeActivityAnimationMenu"
android:elevation="5dp"
android:transitionName="sharedNewActivityTransition"
/>
</RelativeLayout>
Here is function which start changing activite
override fun onLanguageClickListener(position: Int) {
animateCollapseMenuSlide(isMenuCollapsed)
newActivityAnimation.setMaxFrame(19)
delay.delayedFunction({newActivityAnimation.playAnimation()},200)
delay.delayedFunction({changeActivity()},1000)
}
.
.
.
private fun changeActivity() {
val intent = Intent(this,MenuActivity::class.java)
intent.flags = Intent.FLAG_ACTIVITY_NO_ANIMATION
val options = ActivityOptionsCompat.makeSceneTransitionAnimation(this,activityTransitionAnimation,
"sharedNewActivityTransition")
startActivity(intent,options.toBundle())
}
I am trying to build a gallery for my app. Following some tutorials and stackoverflow, I finally managed to make the gallery. I am using Glide to set images, so no issue of memory crashing and all. The only problem is, when I fling, Images are not set into their views as fast as those views are being shown. Here is a gif. So I get to see the placeholders or the background of the recyclerview while imageviews are being set. Depending on the fling speed, this may last for 500-1000ms. But that is sufficient to make the gallery look bad. This happens when I use fling to scroll up or down. To my knowledge, this is because glide freeing the images from it's cache. Is there any solution for it.
Here is my code.
activity_gallery:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:id="#+id/activity_monuments"
android:orientation="vertical"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".GalleryActivity">
<android.support.v7.widget.RecyclerView
android:id="#+id/recyclerview_gallery"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_gravity="center"
android:alwaysDrawnWithCache="true"
android:clipToPadding="false"
android:scrollbars="vertical"
android:scrollbarStyle="insideOverlay"/>
</LinearLayout>
Here is how I am setting recyclerview:
RecyclerView gridView = (RecyclerView)findViewById(R.id.recyclerview_gallery);
gridView.setHasFixedSize(true);
RecyclerView.LayoutManager layoutManager = new GridLayoutManager(getApplicationContext(),NUM_OF_COLUMNS);
gridView.setLayoutManager(layoutManager);
gridView.isDrawingCacheEnabled();
gridView.addItemDecoration(new MarginDecoration(GalleryActivity.this, NUM_OF_COLUMNS, GRID_PADDING, true));
gridView.setHasFixedSize(true);
gridView.setVerticalScrollBarEnabled(true);
gridView.setBackgroundColor(getResources().getColor(R.color.colorBlack));
GalleryAdapter galleryAdapter = new GalleryAdapter(GalleryActivity.this, GalleryActivity.this, ImageNamesList, columnWidth);
gridView.setAdapter(galleryAdapter);
Here is how I am setting imageview in adapter:
viewHolder.galleryImage.setLayoutParams(new GridView.LayoutParams(imageWidth, imageWidth));
Glide.with(context)
.load(uri)
.asBitmap()
.placeholder(R.drawable.monument)
.centerCrop()
.diskCacheStrategy(DiskCacheStrategy.ALL)
.into(viewHolder.galleryImage);
Please let me know of the possible solutions.
P.S: The gif is low frame rate and hence showing the slow fling which is not the case.
To solve cache management, i use a singleton store best practice. Realm for android is perfect it is NoSql and super fast, what i normally do is create a realm object, in the adapter check if the current url is in realm, if true dont pull new image else, pull and store.
Then when the main activity or fragment is ever being destroy just delete all from realm.
I've been looking in Stackoverflow how to integrate an AdView inside a RecyclerView. I've been following these posts:
One, two
Basically the way to do it is calling loadAd inside onCreateViewHolder or inside the constructor of the ViewHolder.
Either way, this is my implementation:
JAVA
public class AdExpressViewHolder extends RecyclerView.ViewHolder {
public AdExpressViewHolder(View itemView) {
super(itemView);
final AdView adView = (AdView)itemView.findViewById(R.id.adView);
AdRequest request = new AdRequest.Builder()
.build();
adView.loadAd(request);
}
}
XML
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
xmlns:ads="http://schemas.android.com/apk/res-auto">
<RelativeLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_alignParentTop="true"
android:layout_centerHorizontal="true">
<com.google.android.gms.ads.AdView
android:id="#+id/adView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerInParent="true"
ads:adUnitId="**********************"
ads:adSize="BANNER">
</com.google.android.gms.ads.AdView>
</RelativeLayout>
</RelativeLayout>
The problem is: when I scroll the RecyclerView, it seems to load on the UI thread since it gets stuck, only the first time. The rest of the times is ok.
This is the video that demonstrates it:
Video
As you can see, the first one is blocking the UI, but not the second one.
What am I doing wrong?
Thank you in advance.
EDIT
I've tried to load a conventional AdView in an activity, fixed. It works and it doesn't seem to be load in the UI Thread. Seems it's just happening in the RecyclerView.
After 3 weeks, I've done a Method profiling, and this is what I've got out:
You can realise the red spots. Those are 2 different AdView loading, while the rest are 38 normal custom views of mine.
To be more concrete, these are the functions, so it's regarding 100% the AdView:
It seems a bug of the Ads SDK for Android and it's not been fixed, at least until v9.4.0.
More information here:
https://groups.google.com/forum/#!searchin/google-admob-ads-sdk/ui$20thread%7Csort:relevance/google-admob-ads-sdk/k4IFZA_QGT4/3gMHaCPPBQAJ
When i tried to add a fragment inside a dialog, the app got crash. The crash saying "No View found for ID 0x01276"
This is the layout file for Dialog (my_dialog_layout.axml)
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<LinearLayout
android:id="#+id/fragment_container"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
</LinearLayout>
And this is the code for opening the dialog and for fragment transaction
class CustomDialog : Dialog{
public override void OnCreate(Bundle savedInstanceState)
{
base.OnCreate(savedInstanceState)
SetContentView(Resource.Layout.dialog_fragment_layout);
var myCustomFragmnent = new MyCustomFragment(_context);
// Start Fragment Transaction Process
var transaction = FragmentManager.BeginTransaction();
// Here is a crash saying (No View found for ID 0x01276....)
transaction.Add(Resource.Id.fragment_container, myCustomFragmnent);
transaction.Commit();
}
}
Firstly you don't need to use a "heavy" layout such as LinearLayout, I suggest you use FrameLayout for your container.
Secondly, try to use transaction.Replace instead. Also make sure that MyCustomFragment does not blow up in OnCreateView. It might be where your problem lies as you didn't post the full stack trace.
When using transaction.Replace you can have it handle the backstack for you by adding:
transaction.AddToBackStack(null);
after your Replace call, such that when you press the back button on your phone it navigates back to the previous Fragment shown.
I'm trying to create a custom "loading/throbber" icon for my app. I have an ImageView that points to my "loading" icon:
The problem is the rotation is off axis and looks "wobbly", but I'm not sure what I'm doing wrong:
<ImageView
android:id="#+id/headerReload"
android:src="#drawable/reload"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:paddingRight="5dip"
android:onClick="headerReload_onClick"
android:layout_alignParentRight="true"
/>
public void headerReload_onClick(final View v) {
ImageView searchSpinner = (ImageView)findViewById(R.id.headerReload);
Animation spinnerAnimation = AnimationUtils.loadAnimation(getApplicationContext(), R.anim.loading);
searchSpinner.startAnimation(spinnerAnimation);
}
loading.xml
<?xml version="1.0" encoding="UTF-8"?>
<rotate
xmlns:android="http://schemas.android.com/apk/res/android"
android:fromDegrees="0"
android:toDegrees="360"
android:pivotX="50%"
android:pivotY="50%"
android:repeatCount="infinite"
android:interpolator="#android:anim/linear_interpolator"
android:duration="1200"
/>
5dp padding on the right side will cause it to rotate unevenly