Android 2d array

 

I need to pass a 2 dimensional array to an ACTIVITY from a SERVICE. How can I achieve this in minimum number of statements (as in avoiding putExtras for each and every string stored in the array)?

How can I assign value to a 2-dimensional array?

My array is:

String[][] arr=new String[2][3];

And when I am assigning value to this array, application is stopped.

Example: arr[0][0]="hello";

I've gotten headaches from this too.

Usually a double loop works fine for me:

CODE:....................

Android 2d array

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I need to pass a 2 dimensional array to an ACTIVITY from a SERVICE. How can I achieve this in minimum number of statements (as in avoiding putExtras for each and every string stored in the array)?

How can I assign value to a 2-dimensional array?

My array is:

String[][] arr=new String[2][3];

And when I am assigning value to this array, application is stopped.

Example: arr[0][0]="hello";

I've gotten headaches from this too.

Usually a double loop works fine for me:

CODE:....................

You can simulate them for example with hashes, but need care about the leading zeroes and many other things. The next demonstration works, but it is far from optimal solution.

Bash doesn't have multi-dimensional array. But you can simulate a somewhat similar effect with associative arrays. The following is an example of associative array pretending to be used as multi-dimensional array:

If you don't declare the array as associative (with -A ), the above won't work. For example, if you omit the declare -A arr line, the echo will print 2 3 instead of 0 1 , because 0,0 , 1,0 and such will be taken as arithmetic expression and evaluated to 0 (the value to the right of the comma operator).

can you explain what should be in the R.id.gamelayout ?
should i create such a layout? what it should contain? can you upload it? or the full source code?

I am new to OpenGL and I may have done things wrong, but so far this won’t properly render unless I change the vertex shader code to:
vPosition*uMVPMatrix;
Instead of
uMVPMatrix * vPosition;

I am using it to render an hexagon (counterclock wise) and using GL_TRIANGLE_FAN, but I don’t think that makes any difference.