Saturday, February 25, 2012

Volume Remote gets new features and new ui.

Volume Remote 1.5. 
Hi, after about a month i had a really loud ringtone volume and was too lazy to go to the settings screen to lower it, i decided to upgrade my Volume app.

The new version has all the previous features and a few new one.
You still can change the Media Volume
And add the app to the notifications bar, for an easier access to the app from any other application.

The new feature that allows you to change the Ringer Volume.

If you like the Free version consider of purchasing the Pro one (0.99$).

Pro version features:
Dialog nice user interface view.
Option to run the app in the notifications bar on start up.
Option to mute the sound on changing the volume.
Change you profile to Vibrate/Mute/Ring in one click.
Customize what you see on the main view: you can choose the views that interest you the most (Media Volume, Ringer Volume, Profiles)

Saturday, November 26, 2011

Learn Cards 1.0 is on market!

Finally its here Learn Cards 1.0. ( links to be found here )

In this version I changed most of the look and fill of the program.
I also added support to another 7 languages!

And I also added 3 more galleries to choose from, learn cards is no longer all about Animals, now you can choose from Animals with sounds, Fruits, Shapes and Vehicles with sounds.

The award screen looks much better now, and it purpose changed, instead of reviling puzzle pieces you now win Golden Owls, and collect them till you get the golden trophy.

I couldn't done it without Yael Hasson help, you can see her work here, if you looking for a good designer, look no further.

Yael also created my new logo: (Yapp - yavji applications)

What do you think?

Monday, August 1, 2011

Tutorial: Custom gallery, circular, and selected item enlarged

In my last project I had to provide user with a way to pick an item from a selection. Every item is represented by an image, so I chose to use the android gallery.
But as you probably know the default android gallery view is not very encouraging.
So I surfed the web for interesting ideas, knowing I would find a nice working example of some custom gallery.
I was surprised though to find out that 90% of the posts merely explain the same sample from the android dev guide.
So after a certain time of  hard work and thank to some ideas I got from StackOverFlow, I finally got a nicely working result. It is nothing fancy but suits the purpose perfectly.
Here is a small tutorial that explains how it is done.

Before you read it, you can look at the images below taken on HTC Desire or download a sample apk to see how it will look on your device.

This video was taken from android emulator on my pc:

Lets get down to business. The first thing we have to do is to declare a class that extends Gallery:

public class YappsCircleGallery extends Gallery

Then we will have to add some constructors:

public YappsCircleGallery(Context context) 
public YappsCircleGallery(Context context, AttributeSet attrs) {
super(context, attrs);
public YappsCircleGallery(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);

Now we want to create an adapter for our Gallery:

public class ImageAdapterCircleGallery extends BaseAdapter 

It will have 2 members: a Context so we have the context we're working on, and an Int array with our drawable ids.

        private Context mContext;

private Integer[] mImageIds = {

In the constructor we save our context:

public ImageAdapterCircleGallery(Context c) {
       mContext = c;    

The easiest way to create a circular gallery is to make the adapter believe we have an endless (almost) number of items:

public int getCount() { 
       return Integer.MAX_VALUE; 

The trick is that we will tell the adapter our items go in a sequence of: 1,2,3.....n,1,2,3....n,1,2,3......n............... Then, at application start, we will present the item which is positioned in the middel of this sequence first, so the user will get the feeling of a circular gallery.
To calculate the image/view position out of the position we receive from the adapter, we will use the next function:

int getPosition(int position)
if (position >= mImageIds.length) { 
            position = position % mImageIds.length; 
        return position; 

And now we can override the rest of the adapter functions:

    public Object getItem(int position) { 
        return getPosition(position); 

    public long getItemId(int position) { 
        return getPosition(position); 

    public View getView(int position, View convertView, ViewGroup parent) 
        ImageView i = new ImageView(mContext); 
        position= getPosition(position); 
        i.setLayoutParams(new Gallery.LayoutParams(200, 200)); 
        return i; 

* The size I am using in the setLayoutParams will be the size of a regular (background) item, not the selected one.
Now we're finished with the adapter and can go back to extending the Gallery
We want to add the adapter and some new behavior to the Gallery.
So we will create a new function named initiateAdapter(Context) and call it from each of the 3 constructor we created previously.

private void initiateAdapter(Context context)
setAdapter(new ImageAdapterCircleGallery(context));
 //To select the xSelected one -> 0 is the first.
        int xSelected=0;
        //To make the view go to the middle of our 'endless' array

At this point a circular Gallery is ready. The only aspect left is to make the selected image larger then the background ones.
We will need to save the regular view before enlarging the item so we can revert it to it's previous state. That's why we're are adding a view member to our extended class:

View lastSelectedView=null;

and then we are adding a setOnItemSelectedListener to the initiateAdapter function:

this.setOnItemSelectedListener(new AdapterView.OnItemSelectedListener() {
public void onItemSelected(AdapterView<?> arg0, View arg1,
int arg2, long arg3) 
lastSelectedView.setLayoutParams(new Gallery.LayoutParams(200, 200));
arg1.setLayoutParams(new Gallery.LayoutParams(250, 250));
public void onNothingSelected(AdapterView<?> arg0)

Now all we have to do is to add our New Custom Gallery to the project.
In the Layout Xml we add:
<view  class="il.yapps.views.ciclegallery.YappsCircleGallery" 
android:layout_width="fill_parent" android:id="@+id/gallery" 
android:layout_height="250px" android:layout_margin="5dip"/>

* Once again the number 250 in android:layout_height="250px"  should match the same number 250 in the setLayoutParams method in setOnItemSelectedListener - this is the size of the selected image.

At last, we add it to the code:
       YappsCircleGallery yappsGallery = (YappsCircleGallery) findViewById(;

If you liked this tutorial or have a suggestion to make please leave a comment :)

Saturday, July 23, 2011

Brick Tower is out of the Beta stage.

I am happy to announce that I have finished the work on Brick Tower.
As I have posted in an earlier post I was working to make Brick Tower look better, and with more fun stages.

The Brick Tower game is a simple Tap game.
You need to build a Brick Tower by tapping the screen avoiding skeletons and collecting smiles and hearts. And also you can only put a brick on top of another brick, or using a smiley.

Here some snapshots:


Saturday, June 4, 2011

Learn Cards is over 5000 downloads!

Remember the date 04.06.2011 :)
Today is the day! Lean Cards application was downloaded for the 5000th time.

And i am proud to present you the Android Market Statistics:

It's been a long 5 month for the app to get there.

After I will finish working on the new and better version of Brick Tower game, I will add few more features to Learn Cards:

*Enable the Move To SD option

*Unlock the Import feature in the free version.

*Add in app billing to remove ADS.

Tnank you all for downloading :)

Saturday, May 7, 2011

C++ College OOP Project

Hey, today I want to share my last project with you, which is a home work for my OOP class in college.

The task was to show our teacher (Vladimir Nodelman)  that we understand the basics of OOP, which includes classes, inheritance and polymorphism. We were asked to come up with a subject for the task and I decided to implement a paint-like application with a couple of minor enhancements, like editing, dragging and removing of the already placed shapes.

For UI we were asked to use WINAPI library that we covered last semester.

I started with creating a base class for a shape and a number of derived classes, like rectangle, which inherits to rectangle_fill (colored rectangle), and a button that I created myself, so i could draw an icon in it.

To accomplish the polymorphism I created a shape list, which contains Pointers to all shapes.
Important: for the polymorphism to work you need to created the function you want to call with the base class as virtual functions and to call them through base class pointer.

In the base class I created a couple of virtual functions, like draw(HDC) which gets the device context and draws on it.
WINAPI event handling is used to catch events of Left Mouse Button Pressed/Released, Mouse Movement, Window Creation and more. Each event is handled accordingly.



Code                 Exe

Saturday, April 16, 2011

Brick Tower Beta

Brick Tower game is inspired by a video game I saw in the mall.
The idea of the game is to create a brick tower that will reach the top of the screen.
To make it more interesting I've added some new bricks types; hitting a skeleton brick will end the game while hitting a smiley brick will grant a bonus.
It will remain a Beta version till I'll get new ideas for new stages (it has only 6 stages for now).
If you have any ideas for new stages or any other thoughts about how to improve it, you're welcome to contact me at: