Android TV -2.4- Displaying a Now Playing Card

本文介绍如何使用MediaSession类实现NowPlaying卡片,确保应用在后台播放媒体时,用户可通过卡片返回应用。文章涵盖启动MediaSession、更新播放状态及响应用户操作等步骤。

Displaying a Now Playing Card

TV apps must display a Now Playing card when playing media behind the launcher or in the background. This card allows users to return to the app that is currently playing media.

The Android framework displays a Now Playing card on the home screen when there is an active MediaSession. The card includes media metadata such as album art, title, and app icon. When the user selects the card, the system opens the app.

This lesson shows how to use the MediaSession class to implement the Now Playing card.

Figure 1. Display a Now Playing card when playing media in the background.

Start a Media Session



Create a MediaSession when your app is preparing to play media. The following code snippet is an example of how to set the appropriate callback and flags:

mSession = new MediaSession(this, "MusicService");
mSession.setCallback(new MediaSessionCallback());
mSession.setFlags(MediaSession.FLAG_HANDLES_MEDIA_BUTTONS |
        MediaSession.FLAG_HANDLES_TRANSPORT_CONTROLS);
<p class="note" Note: The Now Playing card will display only for a media session with theFLAG_HANDLES_TRANSPORT_CONTROLS flag set.

Display a Now Playing Card



The Now Playing card only appears for active sessions. You must call setActive(true) when playback begins. Your app must also request audio focus, as described in Managing Audio Focus.

private void handlePlayRequest() {

    tryToGetAudioFocus();

    if (!mSession.isActive()) {
        mSession.setActive(true);
    }
...

The card is removed from the launcher screen when a setActive(false) call deactivates the media session, or when another app initiates media playback. If playback is completely stopped and there is no active media, your app should deactivate the media session immediately. If playback is paused, your app should deactivate the media session after a delay, usually between 5 to 30 minutes.

Update the Playback State



Update the playback state in the MediaSession so the card can show the state of the current media.

private void updatePlaybackState() {
    long position = PlaybackState.PLAYBACK_POSITION_UNKNOWN;
    if (mMediaPlayer != null && mMediaPlayer.isPlaying()) {
        position = mMediaPlayer.getCurrentPosition();
    }
    PlaybackState.Builder stateBuilder = new PlaybackState.Builder()
            .setActions(getAvailableActions());
    stateBuilder.setState(mState, position, 1.0f);
    mSession.setPlaybackState(stateBuilder.build());
}

private long getAvailableActions() {
    long actions = PlaybackState.ACTION_PLAY_PAUSE |
            PlaybackState.ACTION_PLAY_FROM_MEDIA_ID |
            PlaybackState.ACTION_PLAY_FROM_SEARCH;
    if (mPlayingQueue == null || mPlayingQueue.isEmpty()) {
        return actions;
    }
    if (mState == PlaybackState.STATE_PLAYING) {
        actions |= PlaybackState.ACTION_PAUSE;
    } else {
        actions |= PlaybackState.ACTION_PLAY;
    }
    if (mCurrentIndexOnQueue > 0) {
        actions |= PlaybackState.ACTION_SKIP_TO_PREVIOUS;
    }
    if (mCurrentIndexOnQueue < mPlayingQueue.size() - 1) {
        actions |= PlaybackState.ACTION_SKIP_TO_NEXT;
    }
    return actions;
}

Display the Media Metadata



Set the MediaMetadata with the setMetadata() method. This method of the media session object lets you provide information to the Now Playing card about the track such as the title, subtitle, and various icons. The following example assumes your track's data is stored in a custom data class, MediaData.

private void updateMetadata(MediaData myData) {
    MediaMetadata.Builder metadataBuilder = new MediaMetadata.Builder();
    // To provide most control over how an item is displayed set the
    // display fields in the metadata
    metadataBuilder.putString(MediaMetadata.METADATA_KEY_DISPLAY_TITLE,
            myData.displayTitle);
    metadataBuilder.putString(MediaMetadata.METADATA_KEY_DISPLAY_SUBTITLE,
            myData.displaySubtitle);
    metadataBuilder.putString(MediaMetadata.METADATA_KEY_DISPLAY_ICON_URI,
            myData.artUri);
    // And at minimum the title and artist for legacy support
    metadataBuilder.putString(MediaMetadata.METADATA_KEY_TITLE,
            myData.title);
    metadataBuilder.putString(MediaMetadata.METADATA_KEY_ARTIST,
            myData.artist);
    // A small bitmap for the artwork is also recommended
    metadataBuilder.putBitmap(MediaMetadata.METADATA_KEY_ART,
            myData.artBitmap);
    // Add any other fields you have for your data as well
    mSession.setMetadata(metadataBuilder.build());
}

Respond to User Action



When the user selects the Now Playing card, the system opens the app that owns the session. If your app provides a PendingIntent to setSessionActivity(), the system launches the activity you specify, as demonstrated below. If not, the default system intent opens. The activity you specify must provide playback controls that allow users to pause or stop playback.

Intent intent = new Intent(mContext, MyActivity.class);
    PendingIntent pi = PendingIntent.getActivity(context, 99 /*request code*/,
            intent, PendingIntent.FLAG_UPDATE_CURRENT);
    mSession.setSessionActivity(pi);
The University of Birmingham School of Computer Science Assignment 1 – Text Based Game Deadline: 16:00, Nov 10, 2025 Author: Pieter Joubert Reviewers: Jon Rowe Ahmad Ibrahim Wendy Yanez Sergey Goncharov Version 2.5 An Assignment submitted for the UoB: Object Oriented Programming October 20, 2025 Start of the revision history table Revision History Revision Date Author(s) Description 1.0 19/10/2025 PJ Initial version. 1.1 23/10/2025 PJ Minor updates and corrections 1 Contents 1 Introduction 4 2 Mark allocations 4 2.1 2.2 Minimum expected commands . . . . . . . . . . . . . . . . . . . . . . 4 Additional commands . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2.3 Minimum game requirements . . . . . . . . . . . . . . . . . . . . . . . 5 3 Task 1 - Position.java 5 4 Task 2 - Room.java 6 5 Task 3 - Map.java 6 6 Task 4 - Inventory.java 6 7 Task 5 - Score.java 7 8 Task 6 - Game.java 7 9 Submission Procedure 8 10 Rubric 8 11 Sample Output 9 2 *Rules* 1. For each class refer to its corresponding test to verify field and method naming conventions. 2. Although there are many ways to construct an application, you are required to adhere to the rules stipulated below (to achieve marks). 3. If variable names are not stipulated, you can use your own names for variables. This shows that you have written the application (we will check for plagiarism). 4. Inclusion of extra imports is strictly prohibited and will lead to a substantial penalty. You are restricted from using external libraries or any libraries that are not pre-included in the provided skeleton code. 5. Do NOT change or modify files included in the "test", "lib" or "out" folders. 6. Do NOT modify the template code. However, you are allowed to create your own methods if they are needed. 7. You MUST complete this assignment independently, producing your own code – Do NOT discuss or share your code with others. Any use of external generative- AI or code source is prohibited. Any cheating behaviour will result in a zero score for this module and will be subject to punishment by the University. 8. It is *STRONGLY ADVISED AGAINST* utilizing any translation software (such as Google Translate) for the translation of this document. 9. The jUnit tests included in the skeleton code are basic and only scratch the surface in evaluating your code. Passing these tests does not guarantee a full mark. 10. Wrong file structure leads to a substantial penalty. Make sure you have followed the Submission Instructions on the Assignment 1 Canvas page. 11. Make sure you complete all the required sections. 12. Make sure you have pushed the version of your code that you want marked to gitlab. 3 1 Introduction In this assignment, you are tasked with creating a basic text-based game in the style of Zork (https://en.wikipedia.org/wiki/Zork) The game is played by the user entering in various commands (e.g. "move south", "look", "search chest", "get key"), to which the game responds with text based output (e.g. "You pick up the rusty key"). You need to create your own narrative or story for the game. This narrative can be of any genre: science-fiction, cosy cooking game, fantasy, detective noir, etc. The game consists of "rooms" or "areas" which the player can travel to and perform actions in. Your game also needs to present puzzles to the player. Puzzles involve the player using an item in their inventory. The game will also provide the player with a score based on how many "rooms" they have visited and how many puzzles they have solved. Finally, the game also needs to display a text-based map of the game world as the player is exploring. 2 Mark allocations You will receive marks based on two aspects of the game: Firstly, the results of running the test.sh command. We will run our own version of these tests once you have submit- ted. This command will test each class and method (detailed as Task 1 - 6). You need to implement all the classes and methods shown in the Task sections. Secondly, you will need to submit a screen recording showing you playing the game and discussing the code. Your screen recording needs to have the following: • Show your face and your student card or any other valid proof of identity (e.g. Passport or drivers license). • Play through the game once showing all the rooms, puzzles and an example of each of the expected commands. Do this in the order given in Section 2.1 • Show and briefly explain the code in your Game.java file. • Show and briefly explain anything additional, innovative, or interesting you did in the game. The screen recording must be shorter than 5 minutes. You can use a text-to-speech app if you do not want to record your own voice. 2.1 Minimum expected commands The following is a minimum list of commands the game must be able to parse (values in angle brackets refer to arguments given to a command): 4 • "move <direction>" - (<direction> can be "north", "south", "east", "west"). The player moves to a new room based on the direction. • "look" - Displays a description of the room the player is in. • "look <feature>" - Displays a more detailed description of a feature in a room. A feature is a fixed object in the room. • "look <item>" - Displays a description of an item. This should only work if the item is in the player’s inventory. • "inventory" - Displays a list of all items the player has obtained. • "score" - Displays the user’s current score. • "map" - Displays a text-based map of the current explored game world. • "help" - Displays a help message. • "quit" - Quits the game. 2.2 Additional commands You need to add additional commands of your choice for the puzzles you will create. For example, "open toolbox" will open a toolbox. Then "take crowbar" will take the crowbar out of the toolbox and put it into the user’s inventory. You can create any other additional commands you want so long as they make log- ical sense in your game. You need to use these additional commands to create your puzzles. 2.3 Minimum game requirements The following are the minimum requirements for the game. You are welcome to add more if you want to: • At least ten (10) unique rooms or areas. • At least two (2) puzzles. • At least four (4) items. 3 Task 1 - Position.java The Position class stores an position in terms of an x and y value. The required methods are: • public Position(int x, int y) The x and y fields need to be declared as public so that other classes can access them directly. 5 4 Task 2 - Room.java The Room class stores information about a Room, including a name, description, a symbol and a Position. The required methods are: • public Room(String name, String description, char symbol, Position position) • public String getName() • public String getDescription() • public char getSymbol() • public Position getPosition() The symbol is used when displaying the room on the map. 5 Task 3 - Map.java The Map class stores information about the game Map, including the map array, a width and height, and the value used for empty map areas. The required methods are: • public Map(int width, int height) (this represents the rows and columns starting at the top left of the map) • public void placeRoom(Position pos, char symbol) • public String display() Declare the empty area value as follows: final private char EMPTY =' . '; 6 Task 4 - Inventory.java The Inventory class stores the player’s inventory, and is essentially a wrapper around an array. It includes the maximum items you can store, the current number of items stored and an array to store the items in. The required methods are: • public Inventory() • public void addItem(String item) Adds an item to the array if there is space. • public int hasItem(String item) Returns the position of the item in the array if it is in the array. Otherwise it returns -1 6 • public void removeItem(String item) Removes a specified item while ensuring there are no empty elements in the array. • public String displayInventory() Returns a String of all items sepa- rated by spaces (note that there is a space after the last item as well). Declare the maximum size as follows: final int MAX_ITEMS = 10; 7 Task 5 - Score.java The Score class stores and calculates the player’s score. It includes the starting score, the current score, the number of rooms visited, the number of puzzles solved and the score per puzzle. The required methods are: • public Score(int startingScore) • public void visitRoom() • public void solvePuzzle() • public double getScore() Calculates and returns the current score. The score is calculated as the starting score minus the number of rooms visited plus the number of solved puzzles times the score per puzzle. Declare the score per puzzle as follows: private final int PUZZLE_VALUE = 10; 8 Task 6 - Game.java The Game class runs the main game loop. You can create any methods you feel you require but you need to use all the other classes to make the game work. The only required method is: • public static void main(String[] args) You can write this code in any way you want to but here is a hint for a possible approach: • Create some Room objects to store information about each Room in your game. • Create Inventory and Score objects. • Use a while loop for the main game loop. • Inside this loop use an if statement to check what commands the user has typed. Based on the command, the Room the user is in and what items the user has in their inventory output a different response and update the Inventory, Score and Map information if appropriate. 7 9 Submission Procedure The general steps to take to complete the project are as follows: • Set up your gitlab ssh access using the setup-git command on vlab. • Copy your ssh key to your gitlab profile. • Clone the template repository from your gitlab. • Do not change any of the code in the template but you may add to it. • Work on your code, testing it regularly. Use the run.sh script to run the code as this builds the code correctly as well. • Use the test.sh script to test your code. This will give you an output similar to what we will use to mark the code. • Make sure you commit and push regularly as well. • Make sure to add comments to your code to clearly explain what each method is doing. • Once you have completed the code, record a short video using MS Stream. Refer to Section 2 for more information. • Submit the video to canvas. • Submit the latest commit hash to canvas. • You will receive an automated message indicating whether we are able to mark your code. • If there are no problems you are done with the assignment. • If there are problems with your submission, update it accordingly and resubmit the latest commit hash. 10 Rubric Task Submission Type Mark Position.java Room.java Map.java Inventory Score Game playthrough Game.java Additional features gitlab 5 gitlab gitlab gitlab gitlab Canvas video submission Canvas video submission Canvas video submission 10 10 15 10 20 15 15 Total 100 Table 2: Mark Rubric 8 11 Sample Output Your empty cell in the brig. The only notable feature is the half open cell door to the south. >> move south You follow the hallway south >> move south You follow the hallway towards the control room >> look You are standing in the control room of the brig. There is a control panel with a number of large button with ’locked’ written on it. >> press button You press the button marked ’locked’ . >> look You are standing in the control room of the brig. There is a control panel with a number of large button with ’unlocked’ now written on it. The lock on the door to the east is open. >> move east You go east. >> look You are standing in a dark and dusty storage room. You notice a closed toolbox standing on a crate. There is a metal grate in the corner of the room. >> inventory You have: >> map .......... .c........ .h........ .bs....... .......... .......... .......... .......... .......... .......... >> open toolbox You open the toolbox. Inside you find a crowbar. >> take crowbar You take the crowbar. >> inventory You have: crowbar >> use crowbar on grate You lift the grate up. A ladder leads down into darkness. >> look You are standing in a dark and dusty storage room. You notice a open and empty toolbox standing on a crate. There is a open metal grate in the corner of the room. >> help 9 Valid commands are: <look>, <move> <direction>, <look feature>, <look item>, <help>, <inventory>, <map>, <score> and <quit> >> score SCORE: 106.0 >> quit Game over 10 能帮我生成一个符合上面要求的代码吗
11-08
基于径向基函数神经网络RBFNN的自适应滑模控制学习(Matlab代码实现)内容概要:本文介绍了基于径向基函数神经网络(RBFNN)的自适应滑模控制方法,并提供了相应的Matlab代码实现。该方法结合了RBF神经网络的非线性逼近能力和滑模控制的强鲁棒性,用于解决复杂系统的控制问题,尤其适用于存在不确定性和外部干扰的动态系统。文中详细阐述了控制算法的设计思路、RBFNN的结构与权重更新机制、滑模面的构建以及自适应律的推导过程,并通过Matlab仿真验证了所提方法的有效性和稳定性。此外,文档还列举了大量相关的科研方向和技术应用,涵盖智能优化算法、机器学习、电力系统、路径规划等多个领域,展示了该技术的广泛应用前景。; 适合人群:具备一定自动控制理论基础和Matlab编程能力的研究生、科研人员及工程技术人员,特别是从事智能控制、非线性系统控制及相关领域的研究人员; 使用场景及目标:①学习和掌握RBF神经网络与滑模控制相结合的自适应控制策略设计方法;②应用于电机控制、机器人轨迹跟踪、电力电子系统等存在模型不确定性或外界扰动的实际控制系统中,提升控制精度与鲁棒性; 阅读建议:建议读者结合提供的Matlab代码进行仿真实践,深入理解算法实现细节,同时可参考文中提及的相关技术方向拓展研究思路,注重理论分析与仿真验证相结合。
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