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Notification badges

I've searched all over for a solution to this. Even after I have disabled notifications via Settings for Facebook and Twitter, the badges are still appearing on those two apps. I know I can long-press the app icon to clear the badges, but I don't want them to appear in the first place. (I've also clicked on app info and done whatever I could do there.) Help?

What you need to earn to buy a house: CNBC

On my local news just now, they cited some statistics from a CNBC report about housing costs. I found the report, and it really underscores how wildly home prices vary across the US.

It only includes 11 cities, so it's far from a comprehensive list. But its point is to show how much you need to earn in order to afford a house of a certain price. It shows incomes needed if you're putting 10% down or 20%.

Having lived in two of the areas on the list, I couldn't help but notice that prices in a city proper in no way represent the actual housing market for the area. For example, its median home price for Dallas doesn't remotely reflect that of Carrollton (the North Dallas suburb where I owned a house). It's a lot less accurate than that here in LA! Prices here, from suburb to suburb, vary by millions. But it's a good guideline for those pondering buying a house.

Audio Crackling over Bluetooth

Preamble: I had an Iphone 7 for about a year and had my music downloaded onto it to listen in my car while driving about over Bluetooth. Worked flawlessly. I then traded it in for a Note 9 after missing the customization of Android. Synced the phone up to the car aaaaaand it crackles at higher frequency notes, especially during voice sections in songs. Thought it was my Sync2 head unit being quirky, and then I tried it with my roommate's UE speaker... and it's still cracking.

I've already scoured forum after forum from times long gone, and I can't find any answers that have worked. I've tried everything short of factory resetting the phone. Re-pairing the device, turning it off and back on, trying multiple music apps, removing objects in the vicinity that could cause interference (which I found out my Drive Safe and Save beacon amplifies the crackles substantially when it turns on. It also runs off of the phone's Bluetooth), and trying to mess with the developer options. Side note: The developer options for bluetooth reset themselves to default within a minute or two? Really?

Listening to music through the phone's speakers or through headphones is fine. It's just on Bluetooth where things go awry.

Help Camera issues.

As of a few days ago, I was thinkering away with the main app of snapshotting these really,
amazing detail they did at the bowling alley ways, but they did come out blurry:



But upclose, the auto focus worked. Giving you the idea of both worlds.

I did deleted the data, and the usuall stuff going throughout that too. So is there something missing I am not seeing ?

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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?

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

Rate this Guide!

  • Votes: 1 33.3%
  • ⭐⭐

    Votes: 0 0.0%
  • ⭐⭐⭐

    Votes: 0 0.0%
  • ⭐⭐⭐⭐

    Votes: 0 0.0%
  • ⭐⭐⭐⭐⭐

    Votes: 2 66.7%

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

Help How to opt out the Designed for Families program of Google Play?

Hi,

I have a free app available on Google Play. I got an email from Google Play after I submitted the 'Target audience and content' for this app on 'App content' page of Play Console today. It said that my app does not meet their eligibility criteria for the Designed for Families program.

As my app is designed for everyone, I decide not to participate in the Designed for Families program for the app. But I failed to find any options to allow me to opt out the Designed for Families program.

Sign in to my Play Console.
Select my app.
On the left menu, click Store presence > Pricing & distribution.

But in the 'User programs' section, I couldn't find the "Designed for Families".
There are only 'Managed Google Play' and 'Daydream'.

Why is not there a checkbox about "Designed for Families" for me to uncheck?

Thank you in advance.

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.

Verizon may sell OnePlus phones

It now looks like OnePlus are going the way of Samsung, et al, and following T-Mobile (USA) and Sprint, they are about to do a similar carrier model deal with Verizon (USA)...

Verizon may sell OnePlus phones next year, possibly the OnePlus 7T Pro 5G McLaren Edition

This will most likely be a single sim model as per the other 2 versions and will probably offer a carrier locked and ersatz version, of the global OnePlus' firmware with the usual carrier slow or no, updates.

Bottom line... "If you want the full, unfettered, OnePlus phone experience... pay the full price and get yourself the Global model." ;)

Emulator Problem

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:

I would have removed this thread since I moved it to App Development but I don't see a link to remove it from this area.


Code:
9/17/2019
6:03 AM    * daemon not running; starting now at tcp:5037

6:03 AM    * daemon started successfully

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

6:03 AM    Project setup started

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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:
package com.swayzeconstruction.javaarrays;

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

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

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

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

    }
}

Any ideas? Thanks

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

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