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Samsung S10 5G Quick Decline Messages options not showing for calls

NO, I see "Send Message" - but my quick decline messages are not listed. When I select "Send Message", I only see 2 options: "Set a reminder" or "Write a Message" - which would be a new message

My previous Samsung Galaxy S8+ would display my "quick decline messages" here. I can assure you that I have set these up in the phone. They are just not displaying as an option when I receive calls and have to manually type a decline text. Please help.

Verizon may sell OnePlus phones

How's the UI on the OnePlus? I like vanilla Android, a lot. Is it that much different (like Samsung)?
The global model's OnePlus UI is pretty darn close to stock Android. Much more so than, say, Samsung or even EMUI. So close is it, that OnePlus have been known to issue global updates on a par with Google or within a few days. The T-Mobile (USA) carrier minority variant is still in the Dark Ages. ;)

Tethering Connected...

I hook my phone up to my laptop via USB tethering and it says it's connected but I can't surf the web. I hooked it up yesterday and it worked fine does anybody know if MetroPCS has a limit to how long their tethering works or any possibility of getting me back online? And a side question... My laptop has a 2-in-1 Bluetooth/Wifi card... It detects that there is a Bluetooth device nearby, says it's paired doesn't actually pair? And the WiFi part of the card is not detected at all? Can it go out piece by piece?

Emulator Malfunction

For a month now I've not been able to get a proper function from my emulator. Here's a group of error messages I get today in the Event log:


Code (Text):
  1. 9/17/2019
  2. 6:03 AM * daemon not running; starting now at tcp:5037

  3. 6:03 AM * daemon started successfully

  4. 6:03 AM Gradle sync started with single-variant sync

  5. 6:03 AM Project setup started

  6. 6:03 AM Gradle sync finished in 3 s 989 ms (from cached state)

  7. 6:04 AM Executing tasks: [:app:generateDebugSources] in project C:\Users\Shelby\AndroidStudioProjects\JavaArrays

  8. 6:04 AM NDK Resolution Outcome: Project settings: Gradle model version=5.4.1, NDK version is UNKNOWN

  9. 6:04 AM Gradle build finished in 30 s 252 ms

  10. 6:08 AM Executing tasks: [:app:assembleDebug] in project C:\Users\Shelby\AndroidStudioProjects\JavaArrays

  11. 6:08 AM Emulator: dsound: Could not initialize DirectSoundCapture

  12. 6:08 AM Emulator: dsound: Reason: No sound driver is available for use, or the given GUID is not a valid DirectSound device ID

  13. 6:08 AM Emulator: dsound: Attempt to initialize voice without DirectSoundCapture object

  14. 6:08 AM Emulator: dsound: Attempt to initialize voice without DirectSoundCapture object

  15. 6:08 AM Emulator: audio: Failed to create voice `goldfish_audio_in'

  16. 6:08 AM Emulator: C:\Users\Shelby\AppData\Local\Android\Sdk\emulator\qemu\windows-x86_64\qemu-system-x86_64.exe: warning: opening audio input failed

  17. 6:08 AM Emulator: dsound: Attempt to initialize voice without DirectSoundCapture object

  18. 6:08 AM Emulator: dsound: Attempt to initialize voice without DirectSoundCapture object

  19. 6:08 AM Emulator: audio: Failed to create voice `adc'

  20. 6:08 AM Emulator: dsound: Attempt to initialize voice without DirectSoundCapture object

  21. 6:08 AM Emulator: dsound: Attempt to initialize voice without DirectSoundCapture object

  22. 6:08 AM Emulator: audio: Failed to create voice `adc'

  23. 6:09 AM Gradle build finished in 17 s 347 ms

  24. 6:09 AM Install successfully finished in 566 ms.: App restart successful without requiring a re-install.

  25. 6:09 AM Executing tasks: [:app:assembleDebug] in project C:\Users\Shelby\AndroidStudioProjects\JavaArrays

  26. 6:09 AM Gradle build finished in 3 s 339 ms

  27. 6:09 AM Install successfully finished in 667 ms.: App restart successful without requiring a re-install.
Here's the entire project which I am building from an android classroom from udemy.com by my instructor .

Code (Text):
  1. package com.swayzeconstruction.javaarrays;

  2. public class Main {
  3. public static void main(String[] args) {
  4. String[] names = new String[5];
  5. names[0] = "Shelby";
  6. names[1] = "Jaam";
  7. names[2] = "Bisous";
  8. names[3] = "Felix";
  9. names[4] = "Hadi";

  10. System.out.println(names[3]);
  11. int[] numbers = new int[5]; //apparently gives all values of array
  12. //or the following
  13. }

  14. {
  15. String[] names2 = new String[5];
  16. System.out.println(names2[2]); //gives second value of array
  17. // or the following
  18. }

  19. {
  20. String[] names3 = new String[5];
  21. {
  22. System.out.println(names3[2]);
  23. int[] numbers = {1, 2, 3, 4, 5}; //note: using curly braces
  24. System.out.println(numbers[1]); // to get second element
  25. }

  26. }
  27. }
Any ideas? Thanks

How to find the size of an object in Java Android

I'm a newbie in android and python, and I'm trying to establish a TCP socket connection between my android client and a python server. Every time I swipe in my app, I send the swipe movement's direction to the server.

Java:
//java client
           OutputStream output = client.getOutputStream();
           DataOutputStream out = new DataOutputStream(new BufferedOutputStream(output));

           byte[] msg;
           if(strings[1].equals("swipe"))
           {
               out.write(strings[1].getBytes());
               out.flush();
               //strings[0] contains the movement information in format of:
               //xmovement_ymovement
               //for example: 2.5365_8.5478
               msg = strings[0].getBytes();
               out.write(msg);
               out.flush();
           }

Code:
#python server
   #the 1024 is a temporary number I just put in there
   #because I don't know how to find the size of the data in the java client side
   request_byte = client_socket.recv(1024)
   print("reqeust_byte size: " + str(sys.getsizeof(request_byte)))
   request = request_byte.decode()
   print("Received " + request)

   if request == "swipe":
       movement_byte = client_socket.recv(1024)
       print("movement_byte size: " + str(sys.getsizeof(movement_byte)))
       movement_str = movement_byte.decode()
       x_movement, y_movement = movement_str.split("_")
       print("x: " + x_movement)
       print("y: " + y_movement)
       swipe(float(x_movement), float(y_movement))


When a simple button press is done and a single data is sent, the code works fine, but when I swipe and a lot of data is being sent in a short amount of time to the server, the data gets mixed up and turns unpredictable.

Now, as this post https://stackoverflow.com/questions/26641840/receiving-end-of-socket-splits-data-when-printed says, I know that I need to build a protocol that delineates messages, but on the Java client side, I can't get the size of the data I'm trying to send, so I'm stuck here.

This post https://stackoverflow.com/questions...-way-to-determine-the-size-of-an-object#52682 says I can find size of objects by using java.lang.instrument package, but I can't import java.lang.instrument.Instrumentation in android studio. Is there another way to find the size of an object in android studio?

How to turn your Samsung GALAXY Note10/10+ into a fully fleged console!

Today I have the solution to build the ultimate mobile console experience and before we get started here is what you will need:

Requirements:

• Android Gamepad (No PlayStation & Xbox etc Controllers as they do not work correctly with the Note 10/10+).

• Samsung GALAXY Note10/10+.

• Google Chromecast.

• USB Type-C Cable.

• Micro USB Cable (For Chromecast).

• HDTV (Supporting 1080p or Higher).

• High Speed Internet Connection (Wi-Fi).

Now that you got what is required here's how it works

Your Samsung GALAXY Note 10/10+ will be your host device this is the hardware your games will be stored on. This is where your accessories will be connected to.

To setup your Note10/10+ you will need to setup your Chromecast first.

Step 1: Connect your Chromecast to you HDTV and set it up (you may need to download the Google Home app to setup the Chromecast if you haven't already).

Step 2: Now the Chromecast will boot up, once it finishes booting up you will need to connect your game pad to your Note10/10+ via Bluetooth (if you need a gamepad controller look at bottom of the thread for links to our recommended gamepads).

Step 3: Once you connected your gamepad controller connect your Note10/10+ to your Chromecast to connect swipe your notifications down till you see all your Quicktiles and swipe to the right till you see a QS called "Smart View" once you selected it you will start searching for the Chromecast, once it has found your Chromecast select it it will connect to it and your screen will be mirrored.

Step 4: Now once your connected take your USB Type-C and plug it in your Note10/10+ so if your planning to play for more then 1hour it does not die on you while your in the middle of an important game session. (For the Micro USB was for your Chromecast to supply power and we didn't need to explain that).

Step 5: Now not all games will support any kind of gamepads and your basically trialling and erroring each game but if an app that does support gamepads such as for example: Dolphin Emulator & PPSSPP you will need to configure the games you want to play manually as it does not do it automatically.

Once your got the controller setup and other things setup as well your ready to start playing your favorite games!

Internet Connection Notice: This does require an internet connection and may vary depending on your speeds, the faster your connection speed is the faster and better the games will be streamed to your Chromecast!

Buy an Android Gamepad: https://ebay.us/FwYdZ8

Play the 4K Video in video tag inside the WebView

In our Application, We are using Exoplayer and Webview in the Same Screen. We are loading some HTML content in the Webview and 4K Video in the Exoplayer. Playing the 4KVideo in exoplayer and HTML Content loading in the webview playing fine. Sometimes we are hiding the exoplayer and playing the 4K video in the WebView by loading the HTML content inside the iframe of the HTML. sometimes it was not play the video in the video tag.just showing up the video tag and show the HTML Content alone.

Tech Dummie...101

Being apprehensive about a smartphone is understandable, the industry just keeps packing more and more functionality into them every production cycle.
Before you do get into installing things on your own, get comfortable using your phone as is. Sit down and just start going through the Settings menu. That's your link to managing the different aspects of your particular phone. (Every different phone model has its own hardware configuration inside, and the Settings menu will reflect that, along with all the different features that vary between the different versions of Android.)

Open up the Settings menu and just start at the top and eventually work your way down the list one by one. A lot of those items will have their own sub-menus, and even some of those will have their own sub-menus so don't be surprised by the complexity that some things might appear to be. They're typically contextual so they need to nested within each other, and be aware some sub-menu options are accessed by tapping on a wrench icon or a three dot icon in the top menubar. Also, you'll encounter a lot of what appear to be odd phrasing and terminology. Some will be Android-based, some more specific to Samsung (Samsung is notorious for heavily branding its own products) so just do an online search for explanations and definitions. There's plenty of info online for Android and for Samsung so it's actually a problem now with the over-abundance of resulting links when doing a search these days.

Anyway, once you get more comfortable and familiar with all the things your S7 Edge can do, it shouldn't feel so daunting to change things around to make it more suitable to your needs. And don't rush things, we all learn at a different pace.

Moto e5 Cruise

the best way to send videos, especially large sized videos thru text or email is to use google drive. just upload the video there and use the share option. you should be shown a link which you can just copy and paste in to either text or email. i know it is not quite the same, but texting especially is not that sophisticated when it comes to handling media files like that.

http://wikiahow.com/how-to-send-large-videos-through-text-on-android-with-pictures/
Sorry for the delayed response and thank you very much. Using your suggestion solved that problem. I think I just need to sit down with someone who also has an android who can walk me through the learning process. Again, thanks so much!!

Instagram - Retrofit

Hello friends,
The following url returns the user's followers as json if the user logged in to instagram in the browser. If no input is made, the data is not returned.
How do I set a user's login status when sending a request to this url with Retrofit on Android? I think this url will return empty data again if no login is made.

Example
https://www.instagram.com/graphql/query/?query_id=17874545323001329&id=427553890&first=20

Customising a spinner

So I figured this out, and it looks like I could make this work.
So in my class ConnectMySql in the onPostExcute method I have the following:

Code:
@Override
protected void onPostExecute(String result) {
    ArrayAdapter<String> adapter = new ArrayAdapter<String>(getActivity(),R.layout.spinner_layout, trainers);
    spinner.setAdapter(adapter);
}

The only change is changing the "android.R.layout.simple_spinner_dropdown_item" to "R.layout.spinner_layout", and then creating a layout_spinner.xml file.
This was the original line:
Code:
adapter = new ArrayAdapter<String> (getContext(), android.R.layout.simple_spinner_dropdown_item, trainers);

The layout_spinner.xml file:

Code:
<?xml version="1.0" encoding="utf-8"?>
    <TextView xmlns:android="http://schemas.android.com/apk/res/android"
    android:id="@android:id/text1"
    android:layout_width="match_parent"
    android:layout_height="wrap_content"
    android:textAppearance="?android:attr/textAppearanceListItemSmall"
    android:gravity="center_vertical"
    android:paddingStart="?android:attr/listPreferredItemPaddingStart"
    android:paddingEnd="?android:attr/listPreferredItemPaddingEnd"
    android:minHeight="?android:attr/listPreferredItemHeightSmall"
    android:paddingLeft="?android:attr/listPreferredItemPaddingLeft"
    android:background="@color/logoGreen"
    android:paddingRight="?android:attr/listPreferredItemPaddingRight" />

Although it doesn't give me yet what I am wanting, it is just now a matter of changing this layout_spinner.xml to what I need.

Root Moto E (1st gen) failed root.

Hi All,
I, too, struggled at the point of getting my Moto E 1st gen (XT1021) to enter TWRP recovery. Everything looked fine from the adb command window, but, I suspect, on reboot in recovery mode, the stock recovery was overwriting the twrp.img recovery. After many, many, attempts, I found a dead simple solution: instead of naming the file twrp.img, I renamed it recovery.img . Success at first attempt!

Hope this helps someone,
GWH

[Free Game] Slappy Limbs (by Fronne)

This game is awesome!;)
Thank you so much for telling us! ;)
Spread the word and please Rate Slappy Limbs at Google Play, you will get an dialog to do it in the App after a few days...

Time is the Key to earn a Belt:
  • 30 seconds - Yellow Belt
  • 60 seconds - Orange Belt
  • 90 seconds - Green Belt
  • 120 seconds - Blue Belt
  • 180 seconds - Brown Belt - Health and Punches are restored
  • 240 seconds - Black Belt - Health and Punches are restored
Good Luck!
Let me know when you earn your Brown Belt and your Black Belt ofcourse! :p

Higher FPS drains battery faster and heats faster?

Running the same hardware at a higher FPS will use more power, because the phone is having to do more calculations per second.
For the same reason running the same FPS but higher resolution in the same phone will use more power.

"Flagship" vs "midrange" is too broad for the question to be answered. Different flagships have different screen resolutions, as do different midrangers. Different display panels will use different amounts of power at the same refresh rate and same brightness. Different SoCs vary in the amount of power they use to do the same amount of computation. So different midrangers will use different amounts of power, different flagships will use different amounts of power, different people using the same phone will use different amounts of power (because e.g. they'll choose different brightness settings). There will be a range for both flagships and midrangers, and I expect the ranges overlap.

Different people have different sensitivities to frame rates, so I don't think there is a single correct answer to that last question.

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