multiscreen | Shows a single video on multiple freely arrangeable screens | Video Utils library
kandi X-RAY | multiscreen Summary
kandi X-RAY | multiscreen Summary
This example code shows a way to play a single video on multiple screens. Each of them has to have its own Raspberry PI running info-beamer to display part of the video.
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QUESTION
I have a tab-layout in my Android app where I have two different designs for mobile vs tablet. I have followed this page to create two different layout files:
- res/layout/myLayout.xml (this is for mobile app)
- res/layout-w600dp/myLayout.xml (this is for tablets 7")
Now, when I am using my mobile in landscape, and I open the app, its picking up the layout defined for the tablet(layout-w600dp) instead of the one for mobile(layout). This is causing issues showing the layout defined for tablet showing up in the mobile app.
I have tried by defining the tablet's layout in layout-sw600dp but its not coming up expected in the tablet.
Thanks in advance. Appreciate your time.
...ANSWER
Answered 2021-Apr-14 at 05:30Make landscape version of your layout res/layout-land/myLayout.xml
and copy content of your original layout into that new file. It will get inflated on landscape orientation.
QUESTION
I want to get familiar with Android and started taking some Udacity courses. Currently, we have to make an ImageButton
play some audio on click for language-learning purposes.
I thought it would be nice if the button toggled as well, for example, in a paused state, it should display a "play" icon and in a playing state, a "pause" icon. This is very simple to achieve using an OnClickListener and it also works properly, up to 1 small detail: the user has to click the button twice.
After some searching, I found out that the first click is used to focus the view in that position and the second view is when the fired OnClickEvent is actually handled. I tried to change the focusable
and focusableInTouchMode
attributes to all possible combinations in all possible places, but it didn't work.
Here is my main Activity:
...ANSWER
Answered 2021-Apr-03 at 21:27Not sure why you concluded that focus has anything to do with your problem.
If the default beginning state of the icon is android:src="@drawable/play_icon"
and the default beginning state of the mediaPlayer is "not playing", wouldn't the first click result in button.setImageResource(R.drawable.play_icon);
which just...sets the play icon again? So the first click changes the icon from play to play, and the second sets it from play to pause.
Have you tried debugging your code with a breakpoint? Set one in your click listener and see what happens.
QUESTION
I am using the onCreateOptionsMenu method to create a toolbar with icons in the MainActivity of my app. I am testing on different screen sizes and pixel densities with Android Studio's emulator. The documentation states,
"Based on the density of the current screen, the system uses any density-specific resources from your app. If resources are not available in the correct density, the system loads the default resources and scales them up or down as needed."
I've tried putting all of my vector icons the default drawable directory, but the system does not scale them for different screen sizes or densities at all. Nor does onCreateOptionsMenu scale the height of the toolbar or the title text. Is it supposed to?
Because of this, I have also tried using different density buckets to address that problem. However, I'm running into an issue with greatly varying screen sizes sharing the same density bucket.
As an example, I'm testing on Pixel 3 (5.5" phone) and Pixel C (10" tablet). They are using the same density bucket (xhdpi) so if I use a 24dp x 24dp icon for the phone, then it looks way too small on the tablet. How do I work around this?
ANSWER
Answered 2021-Jan-08 at 21:47You can string together multiple qualifiers and create a custom bucket. So in addition to the drawable-xhdpi bucket I added a drawable-sw720dp-xhdpi bucket with larger icons for the 10" tablet. Now tablet displays the slightly larger icons while the phone still uses the standard bucket. The solution can be found in the comments of the selected answer in this post by @Theo. Unfortunately the documentation does not state that multiple qualifiers are supported.
QUESTION
I am new to Kivy and struggling to change elements in MainWindow based on what happens in SecondWindow. The code below is how far I have got on my own. The clicking of the "A" button in SecondWindow fires an event in WindowManager and prints "A" in console. However, I would like to update id: labeltext in MainWindow based on that click. Can that be done directly somehow or do how do I pass information from WindowManager to MainWindow. If so, how? I am new to object oriented programming so these things cause a lot of head scratching to me. Thank you!
Python code:
...ANSWER
Answered 2020-Dec-17 at 22:22In your kv
, change the rule for the Button
to include:
QUESTION
Thanks for taking a look. I'm brand new to Kivy/KivyMD/programming and there's something fundamental I'm just not grasping between the python code and the kv code.
I'm building a simple app that uses ScreenManager to switch between two screens. On each screen, I plan to have a dynamically generated list with data from a database.
I can add static lists and other widgets by putting them in the kv file. But I can't seem to understand how to create/update data in the class in the python file and have it link to the kv file ID.
In the following code, the program works and I've thrown a button in there that successfully generates a list, but the goal is to have no button and have the list generate automatically when the app starts.
I've added some comments with things I've tried. Am I using the wrong variable names or doing something fundamentally wrong?
[main.py python file]
...ANSWER
Answered 2020-Aug-23 at 08:38class FirstWindow(Screen):
def on_enter(self, *args):
"""Event fired when the screen is displayed: the entering animation is
complete."""
def on_enter(interval):
for i in range (20):
self.ids.list_one.add_widget(OneLineListItem(text=f'List Item {i}'))
Clock.schedule_once(on_enter)
QUESTION
HI I have problem with layouts in android for examples i design this layout with Constraint Layout for Pixel 2 it looks fine!
but when i change to Nexus One 3.7 that blank Spaces are gone and i don't want it Nexus One 3.7
codes:
...ANSWER
Answered 2020-Apr-14 at 18:51Those qualifiers used are legacy qualifiers and only work in Android 3.1 and below. Make use of available height (-h600dp) or available width(-w600dp) or smallest width(-sw600dp) qualifiers.
QUESTION
I want to display a square image in the background at 80% width of the device. Currently, I'm developing on a standard phone (MDPI) So from this page: https://developer.android.com/training/multiscreen/screendensities I have a 160dpi phone, I want my image to be about 2 inches, my image should have a resolution of 320x320 pixel. then the image @ 2x 640px and @ 3x 960px. For the moment, do I understand correctly?
But if I take a larger phone, 80% of the width may be 2.5 inches, my image is no longer large enough. Worse, 80% of a tablet represents a much larger size. On this page: https://developer.android.com/training/multiscreen/screensizes I understand they explain the size required for each screen size:
...ANSWER
Answered 2020-Apr-10 at 13:21If you are using react-native;
1) Asset location:Don't create your images in your Android project, use react-native instead. Put your files in your react-native project and use them in your components.
2) Using SVGIf you have the SVG type available in your project then use react-native-svg. react-native-svg uses native drawing libraries, so it will work on all devices. You need to create your SVG component with the correct sizes. If you scale them later, you will get a blurry output. You can test this by creating an SVG component with sizes of {width: 20, height: 20}
. Then scale it to 3x or something, you will get a blurry output. So be careful with the sizes.
Prefer SVG over PNG files, the latter are always expensive to render. There are some disadvantages such as creating an SVG is not easy and react-native-svg doesn't support all SVG formats.
In your case, you need to get device width and height and calculate your SVG width and height. For example:
QUESTION
I'm wondering if it's possible to use different layouts based on a phone's screen size (not tablets, watches, etc.). I've already taken a look at this article, but don't seem to be having any success implementing what it suggests. Just for context, I'm using a ConstraintLayout for all of my layouts. I originally designed my UI using a Pixel 3 XL, and when I try to run my application on any other device, the UI looks distorted, its elements aren't anywhere they should be, and everything is just awful.
How would I go about making and assigning layouts for each screen size? Is there something else I could do instead?
...ANSWER
Answered 2020-Mar-20 at 04:31Google recommend to create different res/layout directory for specific pixels, such as res/layout-1024x720,res/layout-1280x720,res/layout-1920x1080 etc..
QUESTION
componentDidMount(){
axios.get('/sites/multiscreen/templates').then(res => {
if(res.data.template_id.match(/^[a-z0-9]+$/i)){
this.setState({
templates: res.data,
});
}
})
}
...ANSWER
Answered 2020-Mar-18 at 05:45You have to make sure about res.data
that it has value before calling match
. I suggest you use this:
QUESTION
Hi,
I'm making an app for Instagram using this library. I have two principal problems:
- Need to login every time app get opens.
- After login, session ends on switch activity.
And I can't solve this just saving login credentials, cuz Instagram doesn't allow this. I found this at Instagram Platform Policies:
"Don't store or cache Instagram login credentials."
Other people had the same problem and the lib creator answered this. The problem is that I don't understand nothing and he answered using Kotlin, I'm using Java. Here are my code:
Multiscreen.java:
...ANSWER
Answered 2020-Feb-26 at 06:48You are using instagram credential on every page ?
Because what i think you can not store instagram credential but you can store one flag in prefrence is_login true and you can manage it on every activity and also when app opens every time
and i think this can solve your problem because in all app we are checking user login or not is depend on prefrence which stored in app cache
MyApp Class
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