Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts
Wednesday, February 18, 2015
Tuesday, February 17, 2015
Monday, February 16, 2015
Wednesday, February 11, 2015
Adobe Photoshop 7 0 full version with tutorial

Download Adobe Photoshop 7.0 for free , we are not taking any peny for download Adobe Photoshop 7.0 and Adobe Photoshop 7.0 is carefully checked i am guarantee that Adobe Photoshop 7.0 is free of virus Adobe Photoshop 7.0 is included in software category. you can download PC Tools Performance Toolkit 2 by clicking below button to start downloading Adobe Photoshop 7.0 and wait for downloading and after some minutes youll done !!! Dont forget to share PC Tools Performance Toolkit 2 with your friends ,Dont forget to share Adobe Photoshop 7.0 with your cousins, Dont forget to share Adobe Photoshop 7.0 with your class-mates,Dont forget to share Adobe Photoshop 7.0 with others
Download Adobe photoshop 7.0
Password: harryprince
How to use adobe Photoshop 7.0
Thursday, February 5, 2015
Creating a Simple Animated Button Flash Tutorial
This article comes with exercise files. Click on the link below to download:
[GO TO EXERCISE FILES DOWNLOAD PAGE]
Step 1
Open the animated-button.fla file. On the Stage, you will see a smiley face.
Step 2
Use your selection tool to select the smiley face on the stage. MAKE SURE YOU SELECT THE WHOLE ARTWORK. Dont just click on it. Instead, use the selection tool to click and drag a selection area around the smiley face to ensure that the whole drawing is selected.

Then convert it into a button symbol named ButtonSmiley.

Step 3
Now double-click on the ButtonSmiley instance on the stage in order to enter symbol editing mode. In the edit bar, you should now see that you are inside the ButtonSmiley timeline.

Step 4
You will see that the UP state already has a keyframe. Insert keyframes in the OVER, DOWN, and HIT states as well.

Step 5
Then click on the OVER keyframe in order to select it. This is where we will place the animation so that the button becomes animated whenever the user mouses over it. The animation will actually be nested inside a movie clip thats going to be inside this OVER keyframe. Well learn how to do that in the steps that follow.
Step 6
Once the OVER keyframe is selected, go to the stage and make sure that the smiley face is selected. MAKE SURE THAT THE ENTIRE THING IS SELECTED. Then convert it into a movie clip symbol named SmileyAnimation. We are converting it into a movie clip symbol so that we can place the animation inside it.

Step 7
After converting it into a symbol, double-click on the SmileyAnimation instance on the stage in order go inside its timeline. In the edit bar, you should see that you are now inside the timeline of the SmileyAnimation movie clip.

And remember, this movie clip instance is inside the OVER keyframe of the ButtonSmiley symbol.
Step 8
To animate the smiley face, we can use classic tweens. But first, well need to convert the smiley face into a symbol again since we are now actually inside the timeline of the SmileyAnimation movie clip. Inside the SmileyAnimation movie clip, the smiley face on the stage is just a drawing. Its not yet a symbol. Well need to convert into a symbol so that we can use classic tweens to animate it. So once again, make sure that the whole smiley face is selected and convert it into a movie clip symbol. This time, just name it Smiley.

So now, we have the Smiley symbol, which is inside the SmileyAnimation symbol, which is inside the OVER keyframe of the ButtonSmiley symbol.
Step 9
Then insert keyframes on frames 10 and 20 of the SmileyAnimation symbols timeline.

Step 10
Then go back to the keyframe on frame 10.

Step 11
Once you are back on the keyframe on frame 10, increase the size of the instance of the Smiley symbol on the stage. Select the free transform tool to be able to scale the instance on the stage.

Once the free transform tool is selected, click on the Smiley instance on the stage to make sure that its selected. DO NOT DOUBLE CLICK IT. Just click it once.
You should then see adjustment handles on the corners and the sides of the instance.

Place the cursor over any of the corner handles and click and drag outward in order to make the Smiley instance bigger.

Step 12
Once youve increased the size, insert classic tweens in between all of the keyframes. We have 3 keyframes, so well insert a classic tween between the first and middle keyframes, and then well insert another one between the middle and last keyframes. To insert a classic tween, right-click anywhere in between the keyframes and choose Create Classic Tween.

Once the classic tweens have been added, your animation should now be complete.

To recap, youve created a nested animation inside the SmileyAnimation symbol. And since the SmileyAnimation symbol is inside the OVER keyframe of the ButtonSmiley symbol, this means that the animation is only going to come out when the user mouses over the button.
Step 13
Test the movie by pressing ctrl + enter (PC) or cmd + return (Mac). Once the test movie comes out, mouse over the smiley face and watch it animate. When you mouse out of the button, then the animation will stop. Mouse over it again, and the animation starts again.
Congratulations! You have just created an animated button.
Read more »
[GO TO EXERCISE FILES DOWNLOAD PAGE]
Step 1
Open the animated-button.fla file. On the Stage, you will see a smiley face.
Step 2
Use your selection tool to select the smiley face on the stage. MAKE SURE YOU SELECT THE WHOLE ARTWORK. Dont just click on it. Instead, use the selection tool to click and drag a selection area around the smiley face to ensure that the whole drawing is selected.

Then convert it into a button symbol named ButtonSmiley.

Step 3
Now double-click on the ButtonSmiley instance on the stage in order to enter symbol editing mode. In the edit bar, you should now see that you are inside the ButtonSmiley timeline.

Step 4
You will see that the UP state already has a keyframe. Insert keyframes in the OVER, DOWN, and HIT states as well.

Step 5
Then click on the OVER keyframe in order to select it. This is where we will place the animation so that the button becomes animated whenever the user mouses over it. The animation will actually be nested inside a movie clip thats going to be inside this OVER keyframe. Well learn how to do that in the steps that follow.
Step 6
Once the OVER keyframe is selected, go to the stage and make sure that the smiley face is selected. MAKE SURE THAT THE ENTIRE THING IS SELECTED. Then convert it into a movie clip symbol named SmileyAnimation. We are converting it into a movie clip symbol so that we can place the animation inside it.

Step 7
After converting it into a symbol, double-click on the SmileyAnimation instance on the stage in order go inside its timeline. In the edit bar, you should see that you are now inside the timeline of the SmileyAnimation movie clip.

And remember, this movie clip instance is inside the OVER keyframe of the ButtonSmiley symbol.
Step 8
To animate the smiley face, we can use classic tweens. But first, well need to convert the smiley face into a symbol again since we are now actually inside the timeline of the SmileyAnimation movie clip. Inside the SmileyAnimation movie clip, the smiley face on the stage is just a drawing. Its not yet a symbol. Well need to convert into a symbol so that we can use classic tweens to animate it. So once again, make sure that the whole smiley face is selected and convert it into a movie clip symbol. This time, just name it Smiley.

So now, we have the Smiley symbol, which is inside the SmileyAnimation symbol, which is inside the OVER keyframe of the ButtonSmiley symbol.
Step 9
Then insert keyframes on frames 10 and 20 of the SmileyAnimation symbols timeline.

Step 10
Then go back to the keyframe on frame 10.

Step 11
Once you are back on the keyframe on frame 10, increase the size of the instance of the Smiley symbol on the stage. Select the free transform tool to be able to scale the instance on the stage.

Once the free transform tool is selected, click on the Smiley instance on the stage to make sure that its selected. DO NOT DOUBLE CLICK IT. Just click it once.
You should then see adjustment handles on the corners and the sides of the instance.

Place the cursor over any of the corner handles and click and drag outward in order to make the Smiley instance bigger.

Step 12
Once youve increased the size, insert classic tweens in between all of the keyframes. We have 3 keyframes, so well insert a classic tween between the first and middle keyframes, and then well insert another one between the middle and last keyframes. To insert a classic tween, right-click anywhere in between the keyframes and choose Create Classic Tween.

Once the classic tweens have been added, your animation should now be complete.

To recap, youve created a nested animation inside the SmileyAnimation symbol. And since the SmileyAnimation symbol is inside the OVER keyframe of the ButtonSmiley symbol, this means that the animation is only going to come out when the user mouses over the button.
Step 13
Test the movie by pressing ctrl + enter (PC) or cmd + return (Mac). Once the test movie comes out, mouse over the smiley face and watch it animate. When you mouse out of the button, then the animation will stop. Mouse over it again, and the animation starts again.
Congratulations! You have just created an animated button.
Android beginner tutorial Part 63 BroadcastReceiver
Today well learn about Broadcast Receivers.
A Broadcast Receiver is a component used for catching external events and reacting to them. Events can be dispatched by other applications, servies, as well as the system. In the previous tutorials, weve already covered handling events using Intents. The components that we used as examples can also react to anonymous messages between applications using sendBroadcast() method.
Using Broadcast Receivers, it is possible to listen to Intents of other applications, change your applications behaviour based on the data, react to changes in the system and events of other applications.
Just like all activities extend Activity class and all services extend Service class, all broadcast receivers extend BroadcastReceiver class.
The class has a single callback method - onReceive().
When a message arrives to the receiver, Android calls onReceive() method and passes the Intent message to it. The Broadcast Receiver component is only active during the execution of this method. The process thats currently executing the code in onReceive() is considered top priority and will be saved, unless theres a critical lack in memory in the system.
When the program returns from onReceive(), the Broadcast Receiver object becomes inactive and the system basically thinks "this BroadcastReceivers job is done" and will get rid of it if the memory taken by this object is needed for higher priority processes.
This sounds fair and all but it can actually cause a problem. For example, imagine if your onReceive() function creates a separate thread with a long process in it. While the process is still running, the onReceive() function will already be considered inactive by the system. If onReceive() is actually expecting a response from the thread, that response may never come since the BroadcastReceiver could get deleted by then.
But if theres a problem theres always a solution. Of course, everything depends on the situation, sometimes one solution might be more optimal than the other one.
One way to solve this would be to create a Service in the onReceive() function and let the Service do the work to keep the content of the process active during the whole operation process.
Thats all for today. Next time we will do something practical.
Thanks for reading!
Read more »
A Broadcast Receiver is a component used for catching external events and reacting to them. Events can be dispatched by other applications, servies, as well as the system. In the previous tutorials, weve already covered handling events using Intents. The components that we used as examples can also react to anonymous messages between applications using sendBroadcast() method.
Using Broadcast Receivers, it is possible to listen to Intents of other applications, change your applications behaviour based on the data, react to changes in the system and events of other applications.
Just like all activities extend Activity class and all services extend Service class, all broadcast receivers extend BroadcastReceiver class.
The class has a single callback method - onReceive().
When a message arrives to the receiver, Android calls onReceive() method and passes the Intent message to it. The Broadcast Receiver component is only active during the execution of this method. The process thats currently executing the code in onReceive() is considered top priority and will be saved, unless theres a critical lack in memory in the system.
When the program returns from onReceive(), the Broadcast Receiver object becomes inactive and the system basically thinks "this BroadcastReceivers job is done" and will get rid of it if the memory taken by this object is needed for higher priority processes.
This sounds fair and all but it can actually cause a problem. For example, imagine if your onReceive() function creates a separate thread with a long process in it. While the process is still running, the onReceive() function will already be considered inactive by the system. If onReceive() is actually expecting a response from the thread, that response may never come since the BroadcastReceiver could get deleted by then.
But if theres a problem theres always a solution. Of course, everything depends on the situation, sometimes one solution might be more optimal than the other one.
One way to solve this would be to create a Service in the onReceive() function and let the Service do the work to keep the content of the process active during the whole operation process.
Thats all for today. Next time we will do something practical.
Thanks for reading!
New Checkbox reCAPTCHA Tutorial with Sample Code
Google has improved their reCAPTCHA to an user friendly one with a tag Im not a robot. Usually you need to enter the captcha characters all time, but this improved reCAPTCHA dont always need user to enter the characters.
Validation is done just by checking the input box, however if google suspects user as spam (by IP and users previously collected details) they will show a image or audio based challenge.
View Demo | Download
To begin you need SiteKey and SecretKey from reCAPTCHA website. Visit https://www.google.com/recaptcha and create above keys for your site free.
Login.html
validateform.php
Session Expiration in reCAPTCHA
After checking the reCAPTCHA box, if user stays the same page for 5 minutes, his reCAPTCHA session will be expired.
Then it will ask the user to verify himself by showing the AUDIO or IMAGE Challenge
Validation is done just by checking the input box, however if google suspects user as spam (by IP and users previously collected details) they will show a image or audio based challenge.
![]() |
| new reCAPTCHA |
To begin you need SiteKey and SecretKey from reCAPTCHA website. Visit https://www.google.com/recaptcha and create above keys for your site free.
Login.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta name="description" content="">
<meta name="author" content="">
<title>MyCodde.blogspot.com Login</title>
<!-- Bootstrap core CSS -->
<link href="http://getbootstrap.com/dist/css/bootstrap.min.css" rel="stylesheet">
<!-- Custom styles for this template -->
<link href="http://getbootstrap.com/examples/signin/signin.css" rel="stylesheet">
<!-- HTML5 shim and Respond.js for IE8 support of HTML5 elements and media queries -->
<!--[if lt IE 9]>
<script src="https://oss.maxcdn.com/html5shiv/3.7.2/html5shiv.min.js"></script>
<script src="https://oss.maxcdn.com/respond/1.4.2/respond.min.js"></script>
<![endif]-->
</head>
<body>
<div class="container">
<form class="form-signin" role="form" action="validateform.php" method="POST">
<div id="status">
</div>
<h2 class="form-signin-heading">Please sign in</h2>
<label for="inputEmail" class="sr-only">Email address</label>
<input type="email" id="inputEmail" value="mycodde@test.com" class="form-control" placeholder="Email address" required autofocus>
<label for="inputPassword" class="sr-only">Password</label>
<input type="password" id="inputPassword" value="rashid" class="form-control" placeholder="Password" required>
<div class="g-recaptcha" data-sitekey="6Lc_0f4SAAAAAF9ZA_d7Dxi9qRbPMMNW-tLSvhe6"></div>
<button class="btn btn-lg btn-primary btn-block" type="submit">Sign in</button>
</form>
</div> <!-- /container -->
<!-- Bootstrap core JavaScript
================================================== -->
<!-- Placed at the end of the document so the pages load faster -->
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<script src="http://getbootstrap.com/dist/js/bootstrap.min.js"></script>
<script src="https://www.google.com/recaptcha/api.js" async defer></script>
</body>
</html>
validateform.php
<?php
//@author = mycodde.blogspot.com
require_once "recaptchalib.php";
// reCAPTCHA supported 40+ languages listed here: https://developers.google.com/recaptcha/docs/language
$lang = "en";
// The response from reCAPTCHA
$resp = null;
// The error code from reCAPTCHA, if any
$error = null;
$reCaptcha = new ReCaptcha("6Lc_0f4SAAAAAKWjlLCttM0stC4AB7NYU81006RW");
if ($_POST["g-recaptcha-response"]) {
$resp = $reCaptcha->verifyResponse(
$_SERVER["REMOTE_ADDR"],
$_POST["g-recaptcha-response"]
);
//print_r($resp); To See the response object uncomment this
} else {
echo "Recaptcha Not submitted";
}
if ($resp != null && $resp->success) {
echo "Recaptcha Verification Success";
//Write other FORM password and Email Validation Procedures
} else {
echo "Recaptcha Verification Error";
}
?>
Session Expiration in reCAPTCHA
After checking the reCAPTCHA box, if user stays the same page for 5 minutes, his reCAPTCHA session will be expired.
![]() |
| reCAPTCHA Session Expired |
Android Web service Access Tutorial
Updated tutorial for new versions >> http://codeoncloud.blogspot.com/2013/06/android-java-soap-web-service-access.html
This simple example demonstrates how we can access a java web service from Android application.
We cant connect Android 3.0 and after versions to the internet in the main thread. So we have to start new thread. In this tutorial Im going to demonstrate how we can access a simple java web service by starting new thread. I have tested this on Android 4.0.3 platform.
Following is the sample java code for web service class. Deploy this web service on Tomcat server at local host. To implement this web service follow these posts.
1. Create java web service in Eclipse using Axis2 (Part 01)
2. Create java web service in Eclipse using Axis2 (Part 02)
Note:
URL in line 16 The URL of WSDL file. In my case it is http://175.157.229.119:8080
/AndroidWSTest/services/PrintMsg?wsdl
blue colored is the ip of the server replace it with your ip & red colored is the port number.
Make appropriate changes according to your WSDL. I think it is easy to find those things if you open WSDL from a web browser. For more details look the image :

Add Internet permission to Androidanifest.xml file.(Look highlighted line)This simple example demonstrates how we can access a java web service from Android application.
We cant connect Android 3.0 and after versions to the internet in the main thread. So we have to start new thread. In this tutorial Im going to demonstrate how we can access a simple java web service by starting new thread. I have tested this on Android 4.0.3 platform.
Following is the sample java code for web service class. Deploy this web service on Tomcat server at local host. To implement this web service follow these posts.
1. Create java web service in Eclipse using Axis2 (Part 01)
2. Create java web service in Eclipse using Axis2 (Part 02)
package com.android.ws;Here is the code for Android application to invoke deployed web service.
public class PrintMsg {
public String sayHello(){
return "Hello Chathura";
}
}
import org.ksoap2.SoapEnvelope;
import org.ksoap2.serialization.SoapObject;
import org.ksoap2.serialization.SoapPrimitive;
import org.ksoap2.serialization.SoapSerializationEnvelope;
import org.ksoap2.transport.HttpTransportSE;
import android.widget.TextView;
import android.app.Activity;
import android.os.Bundle;
public class AndroidWSClientActivity extends Activity {
private static final String SOAP_ACTION = "http://ws.android.com/sayHello";
private static final String METHOD_NAME = "sayHello";
private static final String NAMESPACE = "http://ws.android.com/";
private static final String URL = "http://175.157.229.119:8080/AndroidWSTest/services/PrintMsg?wsdl";
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Thread networkThread = new Thread() {
@Override
public void run() {
try {
SoapObject request = new SoapObject(NAMESPACE, METHOD_NAME);
SoapSerializationEnvelope envelope = new SoapSerializationEnvelope(SoapEnvelope.VER11);
envelope.setOutputSoapObject(request);
HttpTransportSE ht = new HttpTransportSE(URL);
ht.call(SOAP_ACTION, envelope);
final SoapPrimitive response = (SoapPrimitive)envelope.getResponse();
final String str = response.toString();
runOnUiThread (new Runnable(){
public void run() {
TextView result;
result = (TextView)findViewById(R.id.textView1);//Text view id is textView1
result.setText(str);
}
});
}
catch (Exception e) {
e.printStackTrace();
}
}
};
networkThread.start();
}
}
}
Note:
SOAP_ACTION in line 13 is "NAMESPACE/METHOD_NAME".
METHOD_NAME in line 14 is WSDL operation. You can find something like <wsdl:operation name="sayHello"> in your WSDL sayHello is METHOD_NAME here.
METHOD_NAME in line 14 is WSDL operation. You can find something like <wsdl:operation name="sayHello"> in your WSDL sayHello is METHOD_NAME here.
NAMESPACE in line 15 is targetNamespace in the WSDL. Replace that & add a "/" to the end .
/AndroidWSTest/services/PrintMsg?wsdl
blue colored is the ip of the server replace it with your ip & red colored is the port number.
Make appropriate changes according to your WSDL. I think it is easy to find those things if you open WSDL from a web browser. For more details look the image :

}
Run the application using Emulator.
Result :

You can download updated project here here
Password :cloud
Wednesday, February 4, 2015
Android beginner tutorial Part 6 FrameLayout containers
Today well learn more about the FrameLayout layout type.
Open up our existing Android project in Eclispse and open the activity_main.xml file in res/layout/ directory in xml mode.
Right now we have a RelativeLayout container with a TextView inside. Rename the RelativeLayout to FrameLayout, and change the attributes to the values as in the example below. Instead of the TextView, add a Button, with the attribute values as shown below:
If you take a look at the application layout using the Graphical Layout mode now, youll see this:

Now Ill explain the code. The first two attributes in the root tags, prefixed with xmlns, are namespaces. They are included in the code by default and we should leave those as they are. The next two are layout_width and layout_height. The match_parent in layout_width basically tells the component to stretch in width to match the width of its parent, which is in this case the available device screen. The tools:context attribute is also added automatically, it specifies which Activity this layout is representing (based on this value, the UI editor will know which theme to use to display your content).
The height of the FrameLayout is set to wrap_content, which makes the component only take as much space as is needed.
In this case, the required height is defined by the height of the single child of the container, which is the button. The height and width of the button are both set to wrap_content. This means the button will stretch just enough to fit the text inside it, which in this case is "Test".
Note that in this example I am strictly applying the string value to the android:text attribute of the Button. It works in this example, but normally it is recommended to store all string values in a separate xml file and refer to those values using ids. This is done to be able to support different languages, and do other manipulations with string values.
So, the frame layout container contains a single button, which is spawned in the top left corner. Any new children will also be spawned there, and put on top of the previous children. Lets add one more button, set its width and height to match_parent, and also set the FrameLayouts height to match_parent:
Results:

The second button takes up all of the screen space. It is also spawned on top of the first button, making it impossible to use the first button.
FrameLayouts are not used very often, because the content is not flexible this way, and such layouts are mostly used to create overlays.
Thats all for today.
Well take a closer look at the LinearLayout container next time.
Thanks for reading!
Read more »
Open up our existing Android project in Eclispse and open the activity_main.xml file in res/layout/ directory in xml mode.
Right now we have a RelativeLayout container with a TextView inside. Rename the RelativeLayout to FrameLayout, and change the attributes to the values as in the example below. Instead of the TextView, add a Button, with the attribute values as shown below:
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="wrap_content"
tools:context=".MainActivity" >
<Button
android:text="Test"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
</FrameLayout>
If you take a look at the application layout using the Graphical Layout mode now, youll see this:

Now Ill explain the code. The first two attributes in the root tags, prefixed with xmlns, are namespaces. They are included in the code by default and we should leave those as they are. The next two are layout_width and layout_height. The match_parent in layout_width basically tells the component to stretch in width to match the width of its parent, which is in this case the available device screen. The tools:context attribute is also added automatically, it specifies which Activity this layout is representing (based on this value, the UI editor will know which theme to use to display your content).
The height of the FrameLayout is set to wrap_content, which makes the component only take as much space as is needed.
In this case, the required height is defined by the height of the single child of the container, which is the button. The height and width of the button are both set to wrap_content. This means the button will stretch just enough to fit the text inside it, which in this case is "Test".
Note that in this example I am strictly applying the string value to the android:text attribute of the Button. It works in this example, but normally it is recommended to store all string values in a separate xml file and refer to those values using ids. This is done to be able to support different languages, and do other manipulations with string values.
So, the frame layout container contains a single button, which is spawned in the top left corner. Any new children will also be spawned there, and put on top of the previous children. Lets add one more button, set its width and height to match_parent, and also set the FrameLayouts height to match_parent:
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity" >
<Button
android:text="Test"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
<Button
android:layout_width="match_parent"
android:layout_height="match_parent"
android:text="Test 2" />
</FrameLayout>
Results:

The second button takes up all of the screen space. It is also spawned on top of the first button, making it impossible to use the first button.
FrameLayouts are not used very often, because the content is not flexible this way, and such layouts are mostly used to create overlays.
Thats all for today.
Well take a closer look at the LinearLayout container next time.
Thanks for reading!
Labels:
6,
android,
beginner,
containers,
framelayout,
part,
tutorial
Pipo M9 Tablet Factory Firmware and flashing tutorial
Pipo M9 Tablet Firmware & Flashing Tutorial
Rockchip RK3188 CPU
Rockchip Cpu based tablet flash with Rk batch tool . You have to be careful while playing with Rockchip Cpu based tablets.
Do not use any firmware if you are not familiar with flashing tool.Recover Rockchip tablets from dead mode is very difficult however Allwinner based tablets are easy to recover from dead.
Knowledge base :
What board ID , Tablet CPU Chip ,Firmware Number does my Tablet have ?
Frequently Asked Question about Android Tablets
When I need to Restore or Reset my Android Tablet Pc?
1. Forgotten Pattern Lock .
2.Too many pattern attempts / Reset user lock.
3. Tablets PC stuck on Gmail account.
4. Android Tablets PC stuck on Android logo.
5. Tablet Android hang on start up / Multiple errors generating by OS.
6. Android Market having problems or generating errors.
7.Upgrading to new Android OS.
Download: RKbatch Tool
6. Android Market having problems or generating errors.
7.Upgrading to new Android OS.
Instructions:
you can use this Android Tablet firmware, Stock ROM to restore your Android China tablets to generic firmwares or upgrades . Make sure to charge battery . Power failure during flashing may result dead or broken tablets.
.
.
Note : Flashing generic tablet firmware should be last option.
Flashing Tutorials :
Read Before : Flashing Tutorial for Rockchip
Download Flashing Instructions : PDF
Rockchip SD Card Burning Tool : Tutorial and Tool
Drivers for Rockchip:
Download Drivers for Rockchip tablets
Flashing Tools:
Download: RKbatch Tool
Recommended Tools:
you can also use:Android Tools for Rockchip Tablets
Wiki
Read article about Rockchip CPU on WikipediaDOWNLOAD OFFICIAL FIRMWARE
Android beginner tutorial Part 84 Styles and Themes
Today we will learn about styles and themes in Android.
A Style is a collection of properties that set the appearance of a single View or window. The idea behind styles is similar to CSS - you define styles of an object somewhere outside of the layout code and then just apply the style to one or multiple elements.
A Theme is a style that is applied to an entire Activity or all Activities of an application.
The process for creating styles and themes is the same.
Create a new XML style in res/values/ directory, you can use whatever name you want.
Add this code inside:
As you can see, its a simple XML containing a style node which has 3 items. Each item represents an attribute and its value. The style node also has a "name" attribute and a "parent" one.
The name is the unique identificator for this style, this is the name that you will later use to refer to this style.
The parent is an optional vattribute that specifies the resource ID of another style from which this style should inherit properties. This way you can override the inherited style properties if needed. The resource can be of any type as long as it contains the needed style. It is recommended that you always inherit the default styles for the specific views - directly or indirectly.
After the style is created, you can use it by simply setting the style property of a View.
Note that the style attribute does not need an android: prefix.
If you apply a style to a ViewGroup container, the style will NOT be inherited by its children. To make it inheritable, set the style as a theme.
To set a theme to the whole application (all of its Activities), go to the AndroidManifest XML file and set the android:theme property of the application node:
If you want to set it to a single Activity, just do the same with the activity tag.
There are also a few pre-built themes that you can use. Theme.Dialog, for instance, displays an Activity like a dialog window:
If you want to create a new theme based on an existing one, you can add the base theme as the parent of the style.
Thats all for today.
Thanks for reading!
Read more »
A Style is a collection of properties that set the appearance of a single View or window. The idea behind styles is similar to CSS - you define styles of an object somewhere outside of the layout code and then just apply the style to one or multiple elements.
A Theme is a style that is applied to an entire Activity or all Activities of an application.
The process for creating styles and themes is the same.
Create a new XML style in res/values/ directory, you can use whatever name you want.
Add this code inside:
<?xml version="1.0" encoding="utf-8"?>
<resources>
<style name="SpecialText" parent="@android:style/TextAppearance.Medium">
<item name="android:layout_width">fill_parent</item>
<item name="android:layout_height">wrap_content</item>
<item name="android:textColor">#FF0000</item>
</style>
</resources>
As you can see, its a simple XML containing a style node which has 3 items. Each item represents an attribute and its value. The style node also has a "name" attribute and a "parent" one.
The name is the unique identificator for this style, this is the name that you will later use to refer to this style.
The parent is an optional vattribute that specifies the resource ID of another style from which this style should inherit properties. This way you can override the inherited style properties if needed. The resource can be of any type as long as it contains the needed style. It is recommended that you always inherit the default styles for the specific views - directly or indirectly.
After the style is created, you can use it by simply setting the style property of a View.
<TextView
style="@style/SpecialText"
android:text="Special text!" />
Note that the style attribute does not need an android: prefix.
If you apply a style to a ViewGroup container, the style will NOT be inherited by its children. To make it inheritable, set the style as a theme.
To set a theme to the whole application (all of its Activities), go to the AndroidManifest XML file and set the android:theme property of the application node:
<application android:theme="@style/MyTheme">
If you want to set it to a single Activity, just do the same with the activity tag.
There are also a few pre-built themes that you can use. Theme.Dialog, for instance, displays an Activity like a dialog window:
<activity android:theme="@android:style/Theme.Dialog">
If you want to create a new theme based on an existing one, you can add the base theme as the parent of the style.
Thats all for today.
Thanks for reading!
Android beginner tutorial Part 9 RelativeLayout container
Today well learn about the fourth layout type - RelativeLayout.
This layout type is the most flexible, because it allows the developer to position the children of this container relatively to the container itself or relatively to its neighbour children.
In RelativeLayout, children are positioned in such a way, that if you align the first child to the center of the screen, the other children (which are aligned to this child) are also aligned to the center. Therefore, to properly display elements on the screen, you need to first declare the object, relative to which other objects will be positioned.
It is not necessary to add ids to all elements in your application, but defining them for children of a RelativeLayout is important, because this way we can refer to these elements to position other children relative to the said element.
An id value of an object is set this way:
The + symbol is used only when declaring the id for the first time. When you later refer to this object, simply use @id/myElement.
To create a RelativeLayout simply rename the TableLayout from the previous tutorial to RelativeLayout. All the attributes remain the same:
Now lets add a button and lets center it. Well specify its id, set it to btn_center. To align it to the center of the parent, set its layout_centerInParent value to true.
You can type "android:" and then pause for a second if youre using Eclipse IDE, then after a moment youll see a drop down tip menu which displays all the possible attribute names and their description. This is a very useful feature, because it basically shows you the documentation quickly and when you need it. You can then add "l" or "layout" to narrow the menu down to the layout attributes.
Anyway, this is the button weve created:
Now lets add another button, which will be positioned relative to our first button. Set its toRightOf and alignTop values to @id/btn_center:
Full code:
The results:

You can see that the Center button is centered, and the second button is aligned to its right edge.
You can play around with all the possible attributes. Here is another example:
The results:

The RelativeLayout container is not used very often, because the layout looks different on each screen size and if you use it, you should always test your application on many different screen sizes, since problems such as element overlapping might arise.
Thats all for today.
Thanks for reading!
Read more »
This layout type is the most flexible, because it allows the developer to position the children of this container relatively to the container itself or relatively to its neighbour children.
In RelativeLayout, children are positioned in such a way, that if you align the first child to the center of the screen, the other children (which are aligned to this child) are also aligned to the center. Therefore, to properly display elements on the screen, you need to first declare the object, relative to which other objects will be positioned.
It is not necessary to add ids to all elements in your application, but defining them for children of a RelativeLayout is important, because this way we can refer to these elements to position other children relative to the said element.
An id value of an object is set this way:
android:id="@+id/myElement"
The + symbol is used only when declaring the id for the first time. When you later refer to this object, simply use @id/myElement.
To create a RelativeLayout simply rename the TableLayout from the previous tutorial to RelativeLayout. All the attributes remain the same:
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity" >
Now lets add a button and lets center it. Well specify its id, set it to btn_center. To align it to the center of the parent, set its layout_centerInParent value to true.
You can type "android:" and then pause for a second if youre using Eclipse IDE, then after a moment youll see a drop down tip menu which displays all the possible attribute names and their description. This is a very useful feature, because it basically shows you the documentation quickly and when you need it. You can then add "l" or "layout" to narrow the menu down to the layout attributes.
Anyway, this is the button weve created:
<Button
android:text="Center"
android:id="@+id/btn_center"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerInParent="true"/>
Now lets add another button, which will be positioned relative to our first button. Set its toRightOf and alignTop values to @id/btn_center:
<Button
android:text="Rel right"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_toRightOf="@id/btn_center"
android:layout_alignTop="@id/btn_center"/>
Full code:
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity" >
<Button
android:text="Center"
android:id="@+id/btn_center"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerInParent="true"/>
<Button
android:text="Rel right"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_toRightOf="@id/btn_center"
android:layout_alignTop="@id/btn_center"/>
</RelativeLayout>
The results:

You can see that the Center button is centered, and the second button is aligned to its right edge.
You can play around with all the possible attributes. Here is another example:
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity" >
<Button
android:id="@+id/btn_center"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerInParent="true"
android:text="Center" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignTop="@id/btn_center"
android:layout_toRightOf="@id/btn_center"
android:text="Rel right" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignTop="@id/btn_center"
android:layout_toLeftOf="@id/btn_center"
android:text="Rel left" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_below="@+id/btn_center"
android:layout_centerHorizontal="true"
android:text="Rel bottom" />
<Button
android:id="@+id/button1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_above="@+id/btn_center"
android:layout_centerHorizontal="true"
android:text="Rel top" />
</RelativeLayout>
The results:

The RelativeLayout container is not used very often, because the layout looks different on each screen size and if you use it, you should always test your application on many different screen sizes, since problems such as element overlapping might arise.
Thats all for today.
Thanks for reading!
Tuesday, February 3, 2015
C Book in Urdu Easy Tutorial

C++ is a programming language which is used to create games, PC software, desktop applications and much more. It is an object oriented programming language. C++ is basically the advance version of C Language. There are many other languages are also used for computer programming such as Go, Java, Python, Peril. What does a programming language do? You can make an algorithm by using a Programming language like C++. Here is basic course of C++ in Urdu language.
Android beginner tutorial Part 26 AnalogClock and DigitalClock widgets
In this tutorial we will learn about the AnalogClock and DigitalClock widgets.
There are 3 classes related to time in Android SDK - AnalogClock, DigitalClock and Chronometer. They are all subclasses of TextView.
Today well cover the first two widgets. They are very simple to implement and require no java code to implement - just add them in the layout XML and they will work.
Both of these widgets just display time. No other interaction can be performed by default.
Go to activity_main.xml and create a simple layout. Lets add both of the clocks to our application.
The AnalogClock instance:
And the DigitalClock one:
Full code:
As you can see, its very easy.
As I already said, both of these classes subclass TextView. This means that all the properties and methods of TextView can be used with these classes. In this example, I set the text size using the android:textSize attribute of the DigitalClock object.
If you run the application, it looks like this:

Thanks for reading!
Read more »
There are 3 classes related to time in Android SDK - AnalogClock, DigitalClock and Chronometer. They are all subclasses of TextView.
Today well cover the first two widgets. They are very simple to implement and require no java code to implement - just add them in the layout XML and they will work.
Both of these widgets just display time. No other interaction can be performed by default.
Go to activity_main.xml and create a simple layout. Lets add both of the clocks to our application.
The AnalogClock instance:
<AnalogClock android:id="@+id/analogClock"
android:layout_width="match_parent"
android:layout_height="wrap_content"
/>
And the DigitalClock one:
<DigitalClock android:id="@+id/digitalClock"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textSize="48sp"
/>
Full code:
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
android:gravity="center"
tools:context=".MainActivity" >
<AnalogClock android:id="@+id/analogClock"
android:layout_width="match_parent"
android:layout_height="wrap_content"
/>
<DigitalClock android:id="@+id/digitalClock"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textSize="48sp"
/>
</LinearLayout>
As you can see, its very easy.
As I already said, both of these classes subclass TextView. This means that all the properties and methods of TextView can be used with these classes. In this example, I set the text size using the android:textSize attribute of the DigitalClock object.
If you run the application, it looks like this:

Thanks for reading!
Labels:
26,
analogclock,
and,
android,
beginner,
digitalclock,
part,
tutorial,
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