e able to move, but not to shoot..
>>
>>
>>
>>
>
>
> --
> Dianne Hackborn
> Android framework engineer
> hack...@android.com
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support, and so won
gt; > int movement=(BULLETSPEED*deltaT)/1000; /// v*t = d
> >
> > The problem here is that movement is always zero because the devision
> > is done with 1000 (1 second).
> > So either i use this:
> >
> > int movement=(int)((BULLETSPEED*deltaT)/(float)1000);
>
the movement speed. It
> is still common in modern game programming where you define speed or
> other physics based on frame rate (not real-time).
>
> Just make sure that your game loop maintains a stabile frames-per-
> second and having a maximum fps by using sleep on game thread. E
at dalvik.system.NativeStart.main
> > (Native Method)
> > I/Process ( 52): Sending signal. PID: 12208 SIG: 3
> > I/dalvikvm(12208): threadid=7: reacting to signal 3
> > I/dalvikvm(12208): Wrote stack trace to '/data/anr/traces.txt'
> > >
;
> --
> Romain Guy
> Android framework engineer
> romain...@android.com
>
> Note: please don't send private questions to me, as I don't have time
> to provide private support. All such questions should be posted on
> public forums, where I an
correct.
>
> On Mon, May 18, 2009 at 9:53 AM, Tjerk Wolterink wrote:
> > Aha ok, so if this memmory is thrown it mean i really have to cut down
> > on memory usage. Is that right? I have a lot of sprites and a lot fo
> > gamesounds,
> > which takes
better.
> >
> > At least thats what i think. Am i right? Am i wrong?
> > I need a very fast implementation for my game :-)
> >
> > >
> >
>
>
>
> --
> Romain Guy
> Android framework engineer
> romain...@android.com
>
d the "download-from-server" solution. If you
> > are going to implemented it in the next release than i will not waste
> > time on implementing the "download-from-server" solution.
> >
> > Links to other posts of developers that have th
de. I thought the canvas was a good
> > > abstraction interface to a drawing surface,
> > > why do i have to bother withopengl?
> >
> > > It looks like this is possible, when is see the following contructor:
> > > "public Canvas (GL gl)"
> >
on.APPWIDGET_UPDATE
>>>>>> cmp=com.hyves.android.application/
>>>>>> com.hyves.android.widget.HyvesWidgetProvider (has extras) }
>>>>>>
>>>>>>
>>>>>
>>>
>>>> This should only happen if onUp
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