Wednesday, June 25, 2014

Can I use this Intent

Android offers a very powerful and yet easy to use tool called intents. An intent can be use to turn applications into high-level libraries and make code re-use something even better than before. The Android Home screen and AnyCut use intents extensively to create shortcuts for instance. While it is nice to be able to make use of a loosely coupled API, there is no guarantee that the intent you send will be received by another application. This happens in particular with 3rd party apps, like Panoramio and its RADAR intent.


While working on a new application, I came up with a very simple way to find out whether the system contains any application capable of responding to the intent you want to use. I implemented this technique in my application to gray out the menu item that the user would normally click to trigger the intent. The code is pretty simple and easy to follow:



/**
* Indicates whether the specified action can be used as an intent. This
* method queries the package manager for installed packages that can
* respond to an intent with the specified action. If no suitable package is
* found, this method returns false.
*
* @param context The applications environment.
* @param action The Intent action to check for availability.
*
* @return True if an Intent with the specified action can be sent and
* responded to, false otherwise.
*/
public static boolean isIntentAvailable(Context context, String action) {
final PackageManager packageManager = context.getPackageManager();
final Intent intent = new Intent(action);
List<ResolveInfo> list =
packageManager.queryIntentActivities(intent,
PackageManager.MATCH_DEFAULT_ONLY);
return list.size() > 0;
}

Here is how I use it:



@Override
public boolean onPrepareOptionsMenu(Menu menu) {
final boolean scanAvailable = isIntentAvailable(this,
"com.google.zxing.client.android.SCAN");

MenuItem item;
item = menu.findItem(R.id.menu_item_add);
item.setEnabled(scanAvailable);

return super.onPrepareOptionsMenu(menu);
}

In this example, the menu is grayed out if the Barcode Scanner application is not installed. Another, simpler, way to do this is to catch the ActivityNotFoundException when calling startActivity() but it only lets you react to the problem, you cannot predict it and update the UI accordingly to prevent the user from doing something that wont work. The technique described here can also be used at startup time to ask the user whether hed like to install the missing package, you can then simply redirect him to the Android Market by using the appropriate URI.


Note: this article was originally posted on my personal blog.

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Now available Android 1 6 NDK

Today Android 1.6 NDK, release 1 is available for download from the Android developer site.

To recap, the NDK is a companion to the SDK that provides tools to generate and embed native ARM machine code within your application packages. This native code has the same restrictions as the VM code, but can execute certain operations much more rapidly. This is useful if youre doing heavy computations, digital processing, or even porting existing code bases written in C or C++.

If you already use the Android 1.5 NDK, upgrading to this release is highly recommended. It provides the following improvements:

  • The ability to use OpenGL ES 1.1 headers and libraries
    If your application targets Android 1.6, your native code can now directly call OpenGL ES 1.1 functions to perform graphics rendering. This will help those programs that need to send large amounts of vertex data to the GPU. Note, however, that activity lifecycle and surface creation must still be performed from the VM. This NDK contains a new sample ("san-angeles") that shows exactly how to do that with a GLSurfaceView object.

  • The ability to target either Android 1.5 or 1.6 devices
    The NDK parses your projects properties to know which platform release it is targeting. It will then automatically use the proper headers and libraries to generate your native code. Any application that targets 1.5 will run on Android 1.5, Android 1.6 and any future official system release. Targeting 1.6 should, thus, only be done if your application requires new 1.6 features / APIs, like the ability to call OpenGL ES 1.x headers from native code.

  • The ability to put your native sources under your applications project tree
    You can now conveniently place all your sources (C, C++ and Java) under the same tree, for editing or version control purposes.

  • Many fixes to the NDKs build scripts
    The changes to the build scripts fix some annoying bugs and also increase host system compatibility.

If you have any questions, please join us in the Android NDK forum.

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Tuesday, June 24, 2014

RenderScript in the Android Support Library



Renderscript Support library on devicesstyle="border-radius: 6px;padding:0;margin:0;" />


The RenderScript Support Library lets you take advantage of the latest RenderScript features on devices running Android 2.2 and later.



Posted by Tim Murray, Android RenderScript team

One of the requests we hear most commonly from developers is to enable more devices to run the latest features of RenderScript. Over the past several releases of Android, we’ve added a ton of functionality to the RenderScript runtime, but the runtimes dependence on the core Android platform version has limited the range of devices that can support that new functionality. We’ve been working on a solution to this since last year, and we’re now ready to share it with all Android developers.



Today were announcing a new RenderScript Support Library and updated SDK tools that together let you take advantage of RenderScript on plaform versions all the way back to Android 2.2 (Froyo).

With ADT v22.2, SDK Tools v22.2, and Android Build Tools v18.1.0, apps targeting Android 2.2 and later can now make use of almost all of the functionality available natively in RenderScript with Android 4.3. This includes access to the newest RenderScript features such as high-performance intrinsics and the new performance optimizations available to scripts.



Using the RenderScript Support Library


Using the RenderScript Support Library is straightforward. Once youve updated ADT and your SDK tools, there are only two things that you have to do to start using Renderscript in your apps:




  1. In your classes that use RenderScript, import the RenderScript Support Library from android.support.v8.renderscript. If you are already using native RenderScript, you can change your import from android.renderscript to android.support.v8.renderscript.

    import android.support.v8.renderscript.*;


  2. In your project.properties, make sure you’re targeting android-18 and add the following lines:

    renderscript.target=18
    renderscript.support.mode=true
    sdk.buildtools=18.1.0



That’s it! With the RenderScript Support Library, you can continue to use the same APIs from your app as with the native RenderScript package (with a few minor exceptions that we’ll talk about below), and you can use the same features in your own scripts as you would with the latest RenderScript toolchain.

For complete details on how to set up the RenderScript Support Library, see Accessing RenderScript Java APIs.



API and Implementation details


If youd like to use RenderScript Support Library in your app, there are few things you should know:




  • First, the RenderScript Support Library supports almost all of the RenderScript API functions as the native API thats available in API level and higher. The one notable exception is that Allocation.USAGE_IO_INPUT and Allocation.USAGE_IO_OUTPUT are not currently available in the RenderScript Support Library.


  • Second, devices running Android 4.2 and earlier will always run their RenderScript applications on the CPU, while devices running Android 4.3 or later will run their RenderScript applications on whatever processors are available on that particular device. Because the Support Library versions of the scripts have to be precompiled to support all possible platforms, there is a performance hit when running the precompiled scripts compared to runtime compilation on Android 4.3 due to more restrictions on compiler optimizations.



We’re really pleased with how the RenderScript Support Library has turned out. Weve already seen how it performs in a shipping app — its been part of the photo editor in the Google+ Android app since May 2013, and it’s definitely proven itself in a large and widely used application. We hope you’ll be happy with it too.


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Monday, May 19, 2014


 Android Application



Recommended device requirements:

Requires Android : 2.1 and up










Video :

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Root Call Blocker Pro 1.8.3.26 Full APK.  Root Call Blocker is a powerful call and SMS firewall for root users. House Sale - Now more than 50% savings! Supported languages​​: English, Spanish, French, German, Italian, Ελληνικά, Português, Magyar, Polski, Roman Pyccĸий, Українська, Türkçe 简体 中文, 繁体字. If you want to help translate, visit http://bit.ly/wCgD4j Unlike other call filters, Root Call Blocker silently blocks calls at a system level. You need not know, but his work and can choose to be notified only if specific numbers are blocked.


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