[android-developers] Re: Google Maps API hidden maps and opengl
I have a class I wrote that uses the maps and works in a activity, but still returns the stub error when I attempt to instantiate it in a live wallpaper. It's supposed to be in a MapActivity, but I figured since Google uses maps in a live wallpaper I could use it as well, although I know this is not always the case. I've learnt the hard way that just because Google does something with android doesn't mean they expose those methods to the developers. Adam On Nov 13, 10:07 am, Chister Nordvik cnord...@gmail.com wrote: Did you ever figure this one out? I tried to create a very simple map application, but got the stub exception at startup both on device and in emulator: E/AndroidRuntime( 263): Caused by: java.lang.RuntimeException: stub E/AndroidRuntime( 263): at com.google.android.maps.MapActivity.init(Unknown Source) Followed the tutorial from here:http://developer.android.com/guide/tutorials/views/hello-mapview.html with no success. Must be something with the setup? -Christer On Nov 2, 1:48 pm, Adam Hammer adamhamm...@gmail.com wrote: That is the entire error. 2 Line stack trace, I called the function and I get the Stub I've managed to get MapView working in a activity with Opengl and using offscreen rendering. It's actually performing very well. I'll go back and try in a LWP once I iron out all the activity bugs. On Nov 1, 9:41 am, TreKing treking...@gmail.com wrote: On Fri, Oct 29, 2010 at 6:00 PM, Adam Hammer adamhamm...@gmail.com wrote: I get an error java.lang.RuntimeException:stub at com.google.android.maps.MapView.init (Unknown Source) Is that really the entire error? Regardless, read the MapView documentation. It explains where and how the MapView can be used. --- -- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Product images for marketing materials
Will get back to you soon Phil on this thread. -Dan On Sat, Nov 13, 2010 at 8:46 AM, Bret Foreman bret.fore...@gmail.comwrote: MOTODEV has fantastic developer support. Contact me directly if you want specific names of people who have helped me. On Nov 13, 4:42 am, Mark Murphy mmur...@commonsware.com wrote: For Motorola, use MOTODEV. I cannot comment on HTC's plans in this area, though I remain hopeful. I have nary a clue what Samsung intends to do, particularly since they also have bada to support. On Sat, Nov 13, 2010 at 7:28 AM, Phil Endecott spam_from_goo...@chezphil.org wrote: On Nov 13, 1:24 am, dan raaka danra...@gmail.com wrote: http://www.samsung.com/us/support/contact Thanks Dan. Actually I had spent quite a long time on the phone trying to find the right person at Samsung before I posted here. The closest I was able to find was their press relations team, but they didn't return my calls. The flyers are now done, but with only Apple product images. Those of you who are also iPhone developers will know that they have an artwork license agreement that you print out and mail to them to get permission to use the product images. At the time I thought this was a bit bureaucratic, but it's better than having nothing at all! This raises the more general question of who our contacts with the industry are supposed to be. Do we talk to Google, or to the product vendors? Google do seem to have some points of contact, but my (brief) research can't find any significant developer support contacts or resources from Samsung, HTC or Motorola. Am I looking in the wrong places? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Mark Murphy (a Commons Guy)http://commonsware.com| http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguyhttp://github.com/commonsguyhttp://commonsware.com/blog%7Chttp://twitter.com/commonsguy Android Training in London:http://bit.ly/smand1andhttp://bit.ly/smand2 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Activity display over incoming call screen
I solved that issue using an delay before starting the activity thus getting it displayed ontop of the call screen. But then I had problems with my activity taking focus from the call screen. I ended up displaying a custom toast notification instead. On Nov 14, 4:35 am, Dianne Hackborn hack...@android.com wrote: What you are trying to do is simply not going to work reliably. The incoming call broadcast is a broadcast, and at the same time you are handling it and doing something the system is in the process of showing the in-call screen. There is a race going on between you starting your activity and the in-call screen activity being started, and which gets there *second* (which is the the user will see barring some flicker) is effectively random. On Sat, Nov 13, 2010 at 7:46 AM, mohammad Rukab mohammad.ru...@gmail.comwrote: Hello , i have problem when i start activity from incoming call broadcastReciever, the problem is : when call is coming i start activity X with FLAG_ACTIVITY_NEW_TASK flag, and it is work fine when my application is not on the screen. but if my application on the screen (activity Y) and call come, when activity X called from braodcastReciver Activity Y cover screen over incoming call screen then Actvity X display, so 2 activity become over incoming call, although i just want activity X just display. Please an body have idea?? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Explicit intents
I have worked my way through the Notepad example and sort-of understand how the intents are passed back and forth. Basically, in Notepad the intents are read (mostly) in onPrepareOptionsMenu(). The system is polling the intent status within the code. That strikes me as a somewhat arbitrary decision; menu items are not directly connected to intents, and intents themselves are asynchronous activities. Other apps appear to work similarly. What I was expecting was a method called something like onReceivedNewIntent() which I could override, and centralise my intent handling logic. That would mean that intents were using the same pattern as UI events, and explicit polling logic is unneccesary. Is this it? Do I have to include my intent checking logic into some other handler that I know will be called, like onPrepareOptionsMenu, or is there some way of explicitly wiring an event handler to a received intent? Sorry about the noob question; I still don't get it, and feel like I am missing something important. . -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Is anyone's active install % dropping like a rock lately?
This is still showing up, has been happening to me for the last 5-6 days with a 0.50% decrease after an steady 2 months! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Downloading Problem
Thanks a lot everyone, We have found the solution for this... the url fomats that the browser supports are not supported by the android emulator, so we changed the url formats a bit. Thanks again! :) On Nov 11, 12:03 pm, kernelpanic j.m.roya...@gmail.com wrote: I went through this a couple of months back with our server where we had the same script sometimes provide a content-length, other times the length was -1 AFAIK, -1 is a valid response when the server can't determine the length. In researching the issue, we found our solution was in the server output headers - much like Bob suggested We changed the output headers on those problematic scripts from Header('Content-Type: text/html'); to Header('Content-Type: text/html charset=UTF-8'); adding the charset encoding made all the difference - who'd've thunk it YMMV of course since you are doing ZIP files, but it's something to check. On Nov 10, 11:16 pm, Android Humanoid droid.hu...@gmail.com wrote: The length of the content that am getting is -1, The server is ours only, so I asked the server persons to look into the logs what exactly logged, They informed that there is nothing logged, Is there any chance for android to change url, because, the same url is working on desktop. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] not well-formed invalid token parser.pm
Hi All, While I was reading the xml file there a copyright symbol, while parsing that symbol i'm getting the not well-formed invalid token error, Can anyone suggest me the solution for this problem. Thanks Regards. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] not well-formed invalid token parser.pm
It might be a bit tricky. Your XML should be proper, else you would get these errors. On Sun, Nov 14, 2010 at 4:53 PM, Android Humanoid droid.hu...@gmail.comwrote: Hi All, While I was reading the xml file there a copyright symbol, while parsing that symbol i'm getting the not well-formed invalid token error, Can anyone suggest me the solution for this problem. Thanks Regards. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Kumar Bibek http://techdroid.kbeanie.com http://www.kbeanie.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Activity display over incoming call screen
Thanks Dianne, This issue can resolve through put a delay before fire new activity, but the issue is why previous activity (activity before a call come) rearranged to be over call screen and before new activity On Sun, Nov 14, 2010 at 5:35 AM, Dianne Hackborn hack...@android.comwrote: What you are trying to do is simply not going to work reliably. The incoming call broadcast is a broadcast, and at the same time you are handling it and doing something the system is in the process of showing the in-call screen. There is a race going on between you starting your activity and the in-call screen activity being started, and which gets there *second* (which is the the user will see barring some flicker) is effectively random. On Sat, Nov 13, 2010 at 7:46 AM, mohammad Rukab mohammad.ru...@gmail.comwrote: Hello , i have problem when i start activity from incoming call broadcastReciever, the problem is : when call is coming i start activity X with FLAG_ACTIVITY_NEW_TASK flag, and it is work fine when my application is not on the screen. but if my application on the screen (activity Y) and call come, when activity X called from braodcastReciver Activity Y cover screen over incoming call screen then Actvity X display, so 2 activity become over incoming call, although i just want activity X just display. Please an body have idea?? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android Market Licensing Problem
Perhaps the responses aren't correct because your app is not published. this thread may provide some insight: http://groups.google.com/group/android-developers/browse_thread/thread/bb18fc91dd02989f/39211249d57c6d42#39211249d57c6d42 On Nov 14, 3:31 am, John Gaby jg...@gabysoft.com wrote: I have added some logging code and found that the raw response from the License Service (i.e. the call back to verifyLicense in LicenseChecker.java) has a responseCode of '0', which means 'licensed'. This is simply not correct. This phone does NOT have a valid account which would generate such a response. Can someone please explain why this is happening. Does this License Service simply not work correctly on a large number of phones? Does using the service have any value at all? Thanks. On Nov 13, 3:31 am, bagelboy greg.do...@gmail.com wrote: I recently did my own LVL implementation and I can tell you that tracing these issues down is a real pain. First you need to put loads of logging into the LVL code to find out what the actual response is, otherwise you have no visibility, then you have to put logging into all the code between the response and the allow/dontallow callbacks. Basically what I found was the stock code was unworkable in many ways. I quickly came to the conclusion that I needed to modify it into something that worked for me. There's a few reasons behind why you should abandon the stock code: - if you use the stock implementation then crackers will find it very easy to circumvent - as you have found it is very hard to debug. You have to spend so much time figuring out how it works you may as well roll your own instead. - who's to say whether the google responses are what you want? How many retries do you want before it sends a dontAllow back? Maybe you want to treat the error responses as a retry. Do you want google to specify that or yourself? Do you want them to specify the time between checks? It's better to take control of this process so you know exactly what is going on and you can manage the user experience. In the system I came up with in the end all I use is the response and none of the extras. What I do with the response is all custom, that way I can use the market test responses in development without issues. -BB On Nov 13, 4:40 am, John Gaby jg...@gabysoft.com wrote: I am using pretty much the default Android Market Licensing in my application, but find that it is not working correctly on most of the devices that I have tested. I have uploaded my app to the Market but not published it. If install it on the emulator which does not have any Google accounts, then I receive a 'dontAllow' from the check, which is correct. If I install it on a Motorola Droid phone (which I have in my possession) that has my Market Google account associated with it, then it will return 'allow' or 'don't allow' depending on how I set the test market. I have also installed it on an HTC Incredible phone, and it seems to work there as well. However, I have tested 4 other phones (HTC Hero, HTC Brovo Desire, HTC Droid Eris and HTC Nexus One), and on each of these phones, I get an 'allow' call from the license check, even though there is no authorizing account on the phone. Can someone tell me what is going on here? Thanks. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Activity display over incoming call screen
yes i also a delay, but not this the problem, and i can't build custom toast because i need buttons on it On Sun, Nov 14, 2010 at 11:21 AM, Anders anders.bromha...@gmail.com wrote: I solved that issue using an delay before starting the activity thus getting it displayed ontop of the call screen. But then I had problems with my activity taking focus from the call screen. I ended up displaying a custom toast notification instead. On Nov 14, 4:35 am, Dianne Hackborn hack...@android.com wrote: What you are trying to do is simply not going to work reliably. The incoming call broadcast is a broadcast, and at the same time you are handling it and doing something the system is in the process of showing the in-call screen. There is a race going on between you starting your activity and the in-call screen activity being started, and which gets there *second* (which is the the user will see barring some flicker) is effectively random. On Sat, Nov 13, 2010 at 7:46 AM, mohammad Rukab mohammad.ru...@gmail.comwrote: Hello , i have problem when i start activity from incoming call broadcastReciever, the problem is : when call is coming i start activity X with FLAG_ACTIVITY_NEW_TASK flag, and it is work fine when my application is not on the screen. but if my application on the screen (activity Y) and call come, when activity X called from braodcastReciver Activity Y cover screen over incoming call screen then Actvity X display, so 2 activity become over incoming call, although i just want activity X just display. Please an body have idea?? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] TCP problem - hangs when reading server's response
On Sun, Nov 14, 2010 at 2:11 AM, bobetko bobe...@gmail.com wrote: I am trying to write client for Android which is supposed to communicate with PC server application on local network. Server app is written by my friend in C#. Currently there is an iPhone app that is using this server application with no problems. I have very simple code for TCP client: 1. Socket s = new Socket(server, port); 2. OutputStream out = s.getOutputStream(); 3. PrintWriter output = new PrintWriter(out); 4. output.println(ACTION=NextVALUE=0); 5. BufferedReader input = new BufferedReader(new InputStreamReader(s.getInputStream())); 6. String st = input.readLine(); I went through many TCP implementation examples, and they are all similar. Pretty much like my code above. My app freezes on line 6 when I try to read response from the server. It doesn't cause any errors (no exceptions), nothing shows in debugger, just timeout error after awhile. Server is supposed to return string OK after executing my action in line 4. I don't understand why this code hangs. Input is not NULL (I've checked it). I would expect some exception to be thrown or simply empty string to be returned. How did you check, whether the input is not NULL? Can you verify that the server actually receives your ACTION=Next... string ? Could you also verify, what does Socket.isConnected() returns? If FALSE, try the folowing: s= new Socket(); s.connect(new InetSocketAddress(host_as_string, port_as_int)); -- Daniel Drozdzewski -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Explicit intents
On Sun, Nov 14, 2010 at 5:29 AM, Peter Webb r.peter.w...@gmail.com wrote: Basically, in Notepad the intents are read (mostly) in onPrepareOptionsMenu(). The system is polling the intent status within the code. That strikes me as a somewhat arbitrary decision; menu items are not directly connected to intents, and intents themselves are asynchronous activities. Other apps appear to work similarly. Let's dissect this one sentence at a time, skipping the last one because I don't know what you are referring to. Basically, in Notepad the intents are read (mostly) in onPrepareOptionsMenu(). Intents are not read, any more than snowplows or sand dunes are. I am assuming what you are referring to is the call to addIntentOptions(). This technique has been generally abandoned by Google, particularly for their own apps, as they are concerned about menu spam. I wish they would update this example to remove it. The system is polling the intent status within the code. No. NotesList is saying, yo, Android, what activities out there know how to deal with these...ummm...note thingies? and is automatically adding menu items for each match, if any. That strikes me as a somewhat arbitrary decision; menu items are not directly connected to intents, and intents themselves are asynchronous activities. Menu items can be directly connected to Intents, though that's not required. A menu item with an attached Intent will call startActivity() on that Intent. Otherwise, it is handled by your code in onOptionsItemSelected(). addMenuOptions() attaches Intents to each of the menu items it puts in the menu, so you do not have to otherwise deal with them. Intents are not asynchronous activities, any more than are baseballs or broomsticks. The *use* of Intents for startActivity(), startService(), and sendBroadcast() are all asynchronous. What I was expecting was a method called something like onReceivedNewIntent() which I could override, and centralise my intent handling logic. ??? That would mean that intents were using the same pattern as UI events, and explicit polling logic is unneccesary. Again, there is no polling. Is this it? Do I have to include my intent checking logic into some other handler that I know will be called, like onPrepareOptionsMenu, or is there some way of explicitly wiring an event handler to a received intent? I would attempt to forget everything you attempted to interpret out of this section of Notepad. Sufficient quantities of alcohol may do the trick. :-) Sorry about the noob question; I still don't get it, and feel like I am missing something important. Well, maybe. IMHO, addIntentOptions() was a silly thing to put in Notepad in the first place, even back when we thought it was relevant, simply because it's a fairly advanced technique and Notepad is specifically supposed to be for noobs. If you call startActivity() with an Intent, that will be received via onCreate() (normally) or onNewIntent() (occasionally) in the activity that you asked for. If you call startService() on an Intent, that will be received by onStart() of the service. If you call sendBroadcast() on an Intent, that will be received by onReceive() of any BroadcastReceiver registered to respond to Intents like the one you broadcast. I'm not sure how much this reply helped clear up your confusion, but if nothing else, perhaps it may help you form more targeted questions. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy Android 2.2 Programming Books: http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] how to EGLimage?
I use the glTexImage2D to draw YUV frame date,but it is too slowly. so I want to use EGLimage to draw YUV frame,but it is not display. Do I make any mistake? Thank you! --- glActiveTexture ( GL_TEXTURE1 ); glBindTexture ( GL_TEXTURE_2D, userData.textureId[1] ); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glUniform1i ( userData.samplerLocU, 1); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); eglImage = pFnEGLCreateImageKHR(g_Display, 0, EGL_NATIVE_PIXMAP_KHR, (EGLClientBuffer) pict-data[1], 0); pFnEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage); pFnEGLDestroyImageKHR(g_Display,eglImage); // Bind the texture glActiveTexture ( GL_TEXTURE2 ); glBindTexture ( GL_TEXTURE_2D, userData.textureId[2] ); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glUniform1i ( userData.samplerLocV, 2); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); eglImage = pFnEGLCreateImageKHR(g_Display, 0, EGL_NATIVE_PIXMAP_KHR, (EGLClientBuffer) pict-data[2], 0); pFnEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage); pFnEGLDestroyImageKHR(g_Display,eglImage); glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData.textureId[0] ); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glUniform1i ( userData.samplerLocY, 0); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); eglImage = pFnEGLCreateImageKHR(g_Display, 0, EGL_NATIVE_PIXMAP_KHR, (EGLClientBuffer) pict-data[0], 0); pFnEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage); pFnEGLDestroyImageKHR(g_Display,eglImage); -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: TCP problem - hangs when reading server's response
Hi, I have only worked with doing sockets more manually, using bytebuffer(http://onjava.com/pub/a/onjava/2002/09/04/nio.html and ignore non-blocking for now) and then parsing what I need (I guess I still like the C-way of using sockets), so I am not an expert in this field. Anyway, have you checked that the server actually receives your message (from line#4) and generates the correct response? Can you see the response arriving on your client device/machine? Based on my understanding of readLine, it will block until \n, \r og \r\n is read and then return the complete string. Can you modify the server application to include for example \n at the end of the packet (just for testing)? -Kristian -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: adb can't find my Verizon Samsung Galaxy Tab ...
OK. Problem solved. Works like a champ on my Win Pro 64 machine. Thanks all. For the record: 1) disconnect device from computer prior to trying to set 'usb debugging' on. 2) download Galaxy S driver according to http://forum.xda-developers.com/showthread.php?t=728929 On Nov 13, 11:17 am, Gergely Juhász jg.sv...@gmail.com wrote: as is remember i use these:http://forum.xda-developers.com/showthread.php?t=728929 2010/11/13 Kostya Vasilyev kmans...@gmail.com: Probably need to either download Samsung's drivers for the Tab (is there Kies for it?) or hack upnp device id's in the standard driver's inf file. -- Kostya Vasilyev --http://kmansoft.wordpress.com 13.11.2010 22:09 пользователь OldSkoolMark m...@sublimeslime.com написал: Thanks everyone. That did the trick to set the usb debugging option. Bad news is that on both my Win 7 Pro 64 system and my XP system, I still can't get 'adb devices' to see it. Nobody needed drivers from Samsung? Or elsewhere? On Nov 13, 6:50 am, Kostya Vasilyev kmans...@gmail.com wrote: Galaxy S is the same way - you ca... 13.11.2010 17:49 пользователь jsdf jasons...@gmail.com написал: I had to unplug it from the computer. Then I could check the check box. This was on a T-Mob... -- You received this message because you are subscribed to the Google Groups Android Developers g... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Run instructions at the end of six animations played together
Hello, I need to run six animations simultaneously (each animation simulates a roll of dice, each dice is a custom text view) and at the end of those animations, I need to get back the number of each roll. As each animation changes the number of each dice five times (to simulate the roll), I want to wait that each animation has ended to calculate the sum of each roll. I tried to regroup in one the six animations (so that with an animation listener, I would have been able to wait the end of the animation) but I didn't manage it. Any solution is welcome. Thank you in advance. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Run instructions at the end of six animations played together
On Sun, Nov 14, 2010 at 9:52 AM, gontran geoffroydecorb...@gmail.com wrote: I need to run six animations simultaneously (each animation simulates a roll of dice, each dice is a custom text view) and at the end of those animations, I need to get back the number of each roll. As each animation changes the number of each dice five times (to simulate the roll), I want to wait that each animation has ended to calculate the sum of each roll. Why not pre-compute the intended states of each die before starting the animation? There is nothing magical about waiting to do your random number generation. Figure it all out in advance. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy Android 2.2 Programming Books: http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Code for capturing screenshot of lock screen without DDMS
I used mView.getRootView().getDrawingCache() to get the screenshot of lock screen. mView is the root layout of lock screen. I found the background of lock screen is black. It looks like the screenshot doesn’t include the current wallpaper. Does anyone know the reason? Is there a method to get the screenshot of lock screen which includes the current wallpaper? Thanks. Vic -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Run instructions at the end of six animations played together
Thank you Mark for your answer, but could-you be more specific please? What do you mean by pre-compute? For more explanation, my dices are custom text views (my dices are drawn, I don't have drawables for the background) that have a method setNumDice(int i). When i==0, the method generate a random number (between 1 and 6) and then call the invalidate() method. Then, the dice is redrawn with the number of points corresponding to its property numDice. On 14 nov, 16:06, Mark Murphy mmur...@commonsware.com wrote: On Sun, Nov 14, 2010 at 9:52 AM, gontran geoffroydecorb...@gmail.com wrote: I need to run six animations simultaneously (each animation simulates a roll of dice, each dice is a custom text view) and at the end of those animations, I need to get back the number of each roll. As each animation changes the number of each dice five times (to simulate the roll), I want to wait that each animation has ended to calculate the sum of each roll. Why not pre-compute the intended states of each die before starting the animation? There is nothing magical about waiting to do your random number generation. Figure it all out in advance. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android 2.2 Programming Books:http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Run instructions at the end of six animations played together
On Sun, Nov 14, 2010 at 10:25 AM, gontran geoffroydecorb...@gmail.com wrote: Thank you Mark for your answer, but could-you be more specific please? What do you mean by pre-compute? Pre-compute = compute in advance. If I understand correctly, you have 30 random numbers (six dice, five state changes). You want the sum of the last six random numbers. Right now, you appear to be generating those random numbers on the fly. Rather than do that, compute them in advance. Then, you do not have to worry about wait that each animation has ended to calculate the sum of each roll, because you already know the values. Or, just pre-compute the last six random numbers (the ones you need to sum), so on your last state change, you go to the pre-computed value rather than generating another random number on the fly. If your problem is more about displaying the sum at the right time, more so than calculating it, just use a single AnimationListener on one of your dice. If they are all animating simultaneously, they will all end simultaneously, so just pick one and use that to time the display of your sum. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy Android 2.2 Programming Books: http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: ADT painstakingly remove my exclusion setting for android library
Thanks for paying attention on this, Xavler. I copy the error message below: Description ResourcePathLocationType The project was not built due to Resource '/SensorList/bin/com/ ideamats/common/.svn/entries' already exists.. Fix the problem, then try refreshing this project and building it since it may be inconsistentSensorList Unknown Java Problem The 'type' column says 'Java Problem' In this error message, com.ideamats.common package is the package of my common library. This package does not exist in the app project. So I am sure that the file mentioned in the message is copied from the library project. I think Eclipse must think the svn files are resources, so it was trying to copy them into the bin folder. But somehow these files are already there, so the error message is generated. I triple checked svn properties, 'bin' is indeed inside the svn:ignore property. BTW I'm using Subversive, not Subclipse... Will that make a difference? On Nov 12, 4:04 am, Xavier Ducrohet x...@android.com wrote: The problem is that the source folder for the Eclipse library project is created dynamically, and is recreated when you re-open your project. Eclipse likely remove the exclusion when the source folder is re-created. Can you tell me which marker type is showing for this error? Look in the problem view and look at the type column. That'll help me know which builder is showing this error. thanks Xav On Wed, Nov 10, 2010 at 4:38 AM,mianwomia...@gmail.com wrote: I can confirm that this problem exists. How to reproduce this: 1 Create an android project and set it as an Android library. 2 Create another android project that uses the previous library. 3 Commit these source code into a svn repository. 4 Change something in your library project, then commit it. 5 An error will occur in the project that uses the library. The message says the project can't compile because bin/[path to your source code]/.svn/entries file already exists. This is obvious because when importing library source code, the .svn folder is also included and copied to bin folder when project compiles. That is not a big problem because you can set to exclude .svn folder and its contents in Eclipse. But my real problem is that the current ADT always tries to remove the exclusion setting for my projects. My ADT version is 0.9.9.v201009221407-60953 On Nov 3, 10:45 pm, Marcin Orlowski webnet.andr...@gmail.com wrote: On 3 November 2010 14:11,mianwomia...@gmail.com wrote: I have a common library android project being used by several other projects. And I use svn to manage my source code. So I have to exclude svn files from compiling process otherwise eclipse will generate errors saying something already exists bla bla... I never had to exclude any SVN folders here nor seen Eclipse complaining about these folders. That would be silly as Eclipse got nothing to say here. I also got lot of other folders in project tree and it's not a problem at all. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Xavier Ducrohet Android SDK Tech Lead Google Inc. Please do not send me questions directly. Thanks! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Android Project association with an emulator(s)
Hi, I have developed two projects. In the first one i send messages and in the second one i receive them. I have also created two emulator instances. What i was trying to do was associate a single project with a single emulator by going to : sendProject - run config - selecting the AVD (AVD1) For the second project i did the same receiveProject - run config - selecting the AVD (AVD2) ..then after sending the message when i checked the AVD2 screen it threw an error !! I went back and checked the run config for both the projects and found that both were pointing to the second AVD2 !! What could be the reason behind this ? Thanks, Adithya -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android Market Licensing Problem
Actually, that thought has occurred to me (I have already read that thread), but really, how am I supposed to be able to test my app before I publish it if that is the case? On Nov 14, 3:29 am, bagelboy greg.do...@gmail.com wrote: Perhaps the responses aren't correct because your app is not published. this thread may provide some insight:http://groups.google.com/group/android-developers/browse_thread/threa... On Nov 14, 3:31 am,JohnGabyjg...@gabysoft.com wrote: I have added some logging code and found that the raw response from theLicenseService (i.e. the call back to verifyLicense in LicenseChecker.java) has a responseCode of '0', which means 'licensed'. This is simply not correct. This phone does NOT have a valid account which would generate such a response. Can someone please explain why this is happening. Does thisLicenseService simply not work correctly on a large number of phones? Does using the service have any value at all? Thanks. On Nov 13, 3:31 am, bagelboy greg.do...@gmail.com wrote: I recently did my own LVL implementation and I can tell you that tracing these issues down is a real pain. First you need to put loads of logging into the LVL code to find out what the actual response is, otherwise you have no visibility, then you have to put logging into all the code between the response and the allow/dontallow callbacks. Basically what I found was the stock code was unworkable in many ways. I quickly came to the conclusion that I needed to modify it into something that worked for me. There's a few reasons behind why you should abandon the stock code: - if you use the stock implementation then crackers will find it very easy to circumvent - as you have found it is very hard to debug. You have to spend so much time figuring out how it works you may as well roll your own instead. - who's to say whether the google responses are what you want? How many retries do you want before it sends a dontAllow back? Maybe you want to treat the error responses as a retry. Do you want google to specify that or yourself? Do you want them to specify the time between checks? It's better to take control of this process so you know exactly what is going on and you can manage the user experience. In the system I came up with in the end all I use is the response and none of the extras. What I do with the response is all custom, that way I can use the market test responses in development without issues. -BB On Nov 13, 4:40 am,JohnGabyjg...@gabysoft.com wrote: I am using pretty much the default Android Market Licensing in my application, but find that it is not working correctly on most of the devices that I have tested. I have uploaded my app to the Market but not published it. If install it on the emulator which does not have any Google accounts, then I receive a 'dontAllow' from the check, which is correct. If I install it on a Motorola Droid phone (which I have in my possession) that has my Market Google account associated with it, then it will return 'allow' or 'don't allow' depending on how I set the test market. I have also installed it on an HTC Incredible phone, and it seems to work there as well. However, I have tested 4 other phones (HTC Hero, HTC Brovo Desire, HTC Droid Eris and HTC Nexus One), and on each of these phones, I get an 'allow' call from thelicensecheck, even though there is no authorizing account on the phone. Can someone tell me what is going on here? Thanks. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: How to handle major revisions to OpenGL game in Android Market
What version of Android guarantees a hardware accelerated OpenGL ES 2.0 context? If your app specifies that it uses OpenGL ES 2.0 in the Android manifest then it will only show up on the Market for devices which support it. For example: uses-feature android:glEsVersion=0x0002/ I would like to limit limit these devices to the 1.x branch version of the app. The early Android devices don't support OpenGL ES 2.0 so your new app wouldn't show up in the Market for old devices. How can I have 2 apps in the Android Market that have the same name? I'd rather not have to append some word like 'Pro', 'Extreme', etc. on a new application since my current users that have sufficient hardware to run the 2.x branch would not be automatically updated. I think it would be difficult for users to differentiate between the two apps with the same name so I would recommend having a different name. Is the solution to add code to the 1.x branch that checks the hardware on startup and posts some message that they should download the new 2.x branch app instead? I think this is a good idea. You can figure out if a device supports OpenGL ES 2.0 when it is started by looking at the EGL configs to see if any support the EGL_OPENGL_ES2_BIT. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Layout help - limiting dialog size
Hi all. I have a custom dialog, which contains a WebView. If the content of the webview is too much, the dialog size is too high for the screen, and the 'ok' button drops off the bottom of the screen. I can't seem to find a way to limit the size of the dialog. I can achieve it with layoutHeight but that's no good, as I want it to wrap when there is less text. The element maxHeight seems to have no effect. Also, the button gets pushed out of the view, even though I have specified a layout weight. Any ideas please? ?xml version=1.0 encoding=utf-8? LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:id=@+id/dialog_root android:orientation=vertical android:layout_height=wrap_content android:layout_width=wrap_content android:gravity=center android:layout_gravity=center android:paddingLeft=10dip android:paddingRight=10dip LinearLayout android:orientation=horizontal android:layout_width=240dip android:layout_height=wrap_content android:paddingBottom=10dip android:gravity=center WebView android:id=@+id/help_text android:layout_width=fill_parent android:layout_height=wrap_content android:scrollbars= / /LinearLayout LinearLayout android:orientation=horizontal android:layout_width=fill_parent android:layout_height=wrap_content android:layout_weight=1 android:paddingTop=10dip android:paddingBottom=10dip android:gravity=center ImageButton android:id=@+id/help_button android:layout_width=wrap_content android:layout_height=wrap_content android:src=@drawable/bt_selector_ok android:background=@null android:gravity=center / /LinearLayout /LinearLayout -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL glScissor not working on HTC phones
I do not do a gl.glClear(GL10.GL_COLOR_BUFFER_BIT); so the bits that were drawn previously should remain. Actually this isn't the default behavior. I think you need to request EGL_BUFFER_PRESERVED for the EGL_SWAP_BEHAVIOR. Unfortunately this currently (froyo) isn't possible because Android only supports EGL 1.0 + some extensions. The eglSurfaceAttrib() API entry point was added at a later version of EGL. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Run instructions at the end of six animations played together
Ok, I get your point, but my problem is both displaying and calculating the result at the right time because in my game, you roll dices to get an asset of points, to attack another player... So depending on the state of the game, the instructions run after each rolls are not always the same. so after each roll, I have to display the sum and other informations depending on the state of the game and maybe changing the state (I use the state design pattern). For me, the best solution would be to make a single animation to animate the six dices, but correct me if I'm wrong, it's impossible to make each dice rotate on itself with a single animation. Anyway, thank you for your time. On 14 nov, 16:36, Mark Murphy mmur...@commonsware.com wrote: On Sun, Nov 14, 2010 at 10:25 AM, gontran geoffroydecorb...@gmail.com wrote: Thank you Mark for your answer, but could-you be more specific please? What do you mean by pre-compute? Pre-compute = compute in advance. If I understand correctly, you have 30 random numbers (six dice, five state changes). You want the sum of the last six random numbers. Right now, you appear to be generating those random numbers on the fly. Rather than do that, compute them in advance. Then, you do not have to worry about wait that each animation has ended to calculate the sum of each roll, because you already know the values. Or, just pre-compute the last six random numbers (the ones you need to sum), so on your last state change, you go to the pre-computed value rather than generating another random number on the fly. If your problem is more about displaying the sum at the right time, more so than calculating it, just use a single AnimationListener on one of your dice. If they are all animating simultaneously, they will all end simultaneously, so just pick one and use that to time the display of your sum. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android 2.2 Programming Books:http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: TCP problem - hangs when reading server's response
The following should work (taken from Jt.InputStream component) It uses read and a buffer. It also checks for maxLenght (which you probably don't need). Keep in mind that read may return less bytes than requested. At least something like this should give you an idea of what is happening (exceptions, log messages, etc) try { handleTrace (readStream:available: + istream.available ()); while ((len = istream.read (buf, 0, bufferSize)) 0) { handleTrace (readStream: + len); buffer1 = new byte [len]; i = 0; while (i len) { buffer1[i] = buf[i]; i++; } buff.setBuffer (buffer1); if (readStream) { count += len; if (count maxLength) { handleError (maxLenth exceeded: + maxLength); return (null); } if (sbuffer == null) sbuffer = new StringBuffer (); sbuffer.append(new String (buffer1)); } } } catch (Exception e) { handleException (e); return (null); } return (sbuffer!=null?sbuffer.toString():null); On Nov 13, 9:11 pm, bobetko bobe...@gmail.com wrote: I am trying to write client for Android which is supposed to communicate with PC server application on local network. Server app is written by my friend in C#. Currently there is an iPhone app that is using this server application with no problems. I have very simple code for TCP client: 1. Socket s = new Socket(server, port); 2. OutputStream out = s.getOutputStream(); 3. PrintWriter output = new PrintWriter(out); 4. output.println(ACTION=NextVALUE=0); 5. BufferedReader input = new BufferedReader(new InputStreamReader(s.getInputStream())); 6. String st = input.readLine(); I went through many TCP implementation examples, and they are all similar. Pretty much like my code above. My app freezes on line 6 when I try to read response from the server. It doesn't cause any errors (no exceptions), nothing shows in debugger, just timeout error after awhile. Server is supposed to return string OK after executing my action in line 4. I don't understand why this code hangs. Input is not NULL (I've checked it). I would expect some exception to be thrown or simply empty string to be returned. So? What am I missing? Could it be problem with some special characters that server app is sending and android can't handle that? Do I need any special permission in my manifest? I am positive that I have correct IP address and correct port number. I can see that on server application running on my PC. Thanks. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Image loading from remote problem
Thanks Kumar, I said it previous that i know i can load it async or in new thread. But after getting the image I don't know how to replace that image back in textview. Can you help me with small piece of code that how can i do it ? On Oct 27, 4:05 pm, Kumar Bibek coomar@gmail.com wrote: Do the fetching image part in a thread. That will solve your problem. On Wed, Oct 27, 2010 at 4:25 PM, umakantpatil umakantpat...@gmail.comwrote: I have HTML text, I need to show it in textview. I did it. There are some images in it. I also made ImageGetter which loads image from remote server and displays it. But the issue is now its very slow. I know i can load it async. But i haven't got a single example or help for this. Below is the code to get the image �...@override public Drawable getDrawable(String source) { Drawable drawable = null; Bitmap bitmap = null; InputStream in = null; BufferedOutputStream out = null; try { in = new BufferedInputStream(new URL(source).openStream(),4096); final ByteArrayOutputStream dataStream = new ByteArrayOutputStream(); out = new BufferedOutputStream(dataStream, 4096); copy(in, out); out.flush(); final byte[] data = dataStream.toByteArray(); bitmap = BitmapFactory.decodeByteArray(data, 0, data.length); drawable = new BitmapDrawable(bitmap); int width = getScreen(); int fin = width - 120; drawable.setBounds(0, 0, fin, 200); return drawable; }catch (Throwable e) { return null; } } Can any one tell my how can get it async without stopping UI? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Kumar Bibekhttp://techdroid.kbeanie.comhttp://www.kbeanie.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] not well-formed invalid token parser.pm
Without more detailed debugging info, I would guess that there is a character coding issue. If the input stream reader is expecting UTF-8, the copyright symbol, U+00AA, would be three bytes: 0xE2, 0x84, 0xA2. In Latin-1/ISO-8859-1, it would be 0xAA. However, 0xAA is an invalid UTF-8 code. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: TCP problem - hangs when reading server's response
I suppose I'm a bit rusty on socket networking, since I've been using mostly HTTP, but let's give it a try. It would be very helpful to determine if the server is actually sending a response. But some possible problems: After the output.println, perhaps it's necessary to flush the output buffer. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Layout help - limiting dialog size
On 14 November 2010 17:26, Neilz neilhorn...@gmail.com wrote: Hi all. I have a custom dialog, which contains a WebView. If the content of the webview is too much, the dialog size is too high for the screen, and the 'ok' button drops off the bottom of the screen. I can't seem to find a way to limit the size of the dialog. I can achieve it with layoutHeight but that's no good, as I want it to wrap when there is less text. The element maxHeight seems to have no effect. Why not use ScrollView container? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Layout help - limiting dialog size
WebView has its own Scrolling. I tried it already, and it made no difference to the overall layout problem! On Nov 14, 6:43 pm, Marcin Orlowski webnet.andr...@gmail.com wrote: On 14 November 2010 17:26, Neilz neilhorn...@gmail.com wrote: Hi all. I have a custom dialog, which contains a WebView. If the content of the webview is too much, the dialog size is too high for the screen, and the 'ok' button drops off the bottom of the screen. I can't seem to find a way to limit the size of the dialog. I can achieve it with layoutHeight but that's no good, as I want it to wrap when there is less text. The element maxHeight seems to have no effect. Why not use ScrollView container? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Game performance degrading over time - any ideas?
Hi all, I've written a game and I've noticed that after playing for about 20-30 minutes the performance starts degrading. By performance degradation I mean my average frames-per-second seem to slowly drop. I've no idea what could be causing this so any help would be greatly appreciated. I'm doing all my allocs at the beginning and the only things that alloc in game according to DDMS are Integer.toString operations (for integer values I need to draw with drawtext) and setBounds on some drawables. (I've no idea how to stop these from happening, so again, if you know a way around this please do tell). I'm calling System.gc() periodically, when I know not much is going on in-game (e.g. between waves of enemies). I'm doing this in order to avoid GC from happening during critical gameplay periods. If you know the answer to any of the following, please do tell (even a guess would do :)): + Why is performance degrading with time? What could be causing this? + Is there a way to avoid allocs due to Integer.toString and Drawable.setBounds calls? Thank you in advance, kk. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Camera saving corrupted photos
I can't figure out why I'm getting corrupted images when I save them in my app. In fact the thumbnail seems to be fine, but the actual image is corrupted, as if the stride value is not being set correctly. The following is the code I'm using the save the image, which is taken from other version of camera apps almost directly. In other apps it seems to be saving images without problem. This is called from a Camera.PictureCallback.onPictureTaken(byte[] data, Camera camera) File filename = new File(Test_SnapShotK.jpg); File exportDir = new File(Environment.getExternalStorageDirectory(), TestDir); if (!exportDir.exists()) { exportDir.mkdirs(); Log.i(TAG, making directory + exportDir.toString()); } File file = new File(exportDir, filename.getName()); try { FileOutputStream fileOutputStream = new FileOutputStream(file); fileOutputStream.write(data); fileOutputStream.flush(); fileOutputStream.close(); } catch (IOException e) { Log.e(TAG, e.getMessage(), e); } Since I can't attach the image I'm getting directly in this post, here is a link to it. http://www.mechnology.com/Test_SnapShotK.jpg Has anyone else gotten this problem and have been able to resolve it. I'm testing this on a G2 phone. Any help is greatly appreciated. Stephen -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Camera saving corrupted photos
2.592 x 1.952 looks like an unusual (unsupported) image size to me. Maybe try 2.592 x 1.944? Regards On Nov 14, 7:58 pm, Stephen Lebed srle...@gmail.com wrote: I can't figure out why I'm getting corrupted images when I save them in my app. In fact the thumbnail seems to be fine, but the actual image is corrupted, as if the stride value is not being set correctly. The following is the code I'm using the save the image, which is taken from other version of camera apps almost directly. In other apps it seems to be saving images without problem. This is called from a Camera.PictureCallback.onPictureTaken(byte[] data, Camera camera) File filename = new File(Test_SnapShotK.jpg); File exportDir = new File(Environment.getExternalStorageDirectory(), TestDir); if (!exportDir.exists()) { exportDir.mkdirs(); Log.i(TAG, making directory + exportDir.toString()); } File file = new File(exportDir, filename.getName()); try { FileOutputStream fileOutputStream = new FileOutputStream(file); fileOutputStream.write(data); fileOutputStream.flush(); fileOutputStream.close(); } catch (IOException e) { Log.e(TAG, e.getMessage(), e); } Since I can't attach the image I'm getting directly in this post, here is a link to it. http://www.mechnology.com/Test_SnapShotK.jpg Has anyone else gotten this problem and have been able to resolve it. I'm testing this on a G2 phone. Any help is greatly appreciated. Stephen -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Maps doesn't show
Hello, I have map in my android app. On emulator is everything OK. But on device (Motorola Droid) the map shows marker but doesn't show real map in background!! The conection is OK and I held the INTERNET permission in my manifest. What is causing this problem? Any idea? thnks! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Game performance degrading over time - any ideas?
How many different integer values do you need? You could generate a few hundred strings in advance and use a look-up table for speed. Also, are you using SQLite or the Preferences editor? Those can slow down as the amount of data they use gets larger. On Nov 14, 10:54 am, kk kkostia...@gmail.com wrote: Hi all, I've written a game and I've noticed that after playing for about 20-30 minutes the performance starts degrading. By performance degradation I mean my average frames-per-second seem to slowly drop. I've no idea what could be causing this so any help would be greatly appreciated. I'm doing all my allocs at the beginning and the only things that alloc in game according to DDMS are Integer.toString operations (for integer values I need to draw with drawtext) and setBounds on some drawables. (I've no idea how to stop these from happening, so again, if you know a way around this please do tell). I'm calling System.gc() periodically, when I know not much is going on in-game (e.g. between waves of enemies). I'm doing this in order to avoid GC from happening during critical gameplay periods. If you know the answer to any of the following, please do tell (even a guess would do :)): + Why is performance degrading with time? What could be causing this? + Is there a way to avoid allocs due to Integer.toString and Drawable.setBounds calls? Thank you in advance, kk. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Game performance degrading over time - any ideas?
Have you tried running the profiling at the beginning and then later when it is noticeable slower, and comparing the two results? On Sun, Nov 14, 2010 at 10:54 AM, kk kkostia...@gmail.com wrote: Hi all, I've written a game and I've noticed that after playing for about 20-30 minutes the performance starts degrading. By performance degradation I mean my average frames-per-second seem to slowly drop. I've no idea what could be causing this so any help would be greatly appreciated. I'm doing all my allocs at the beginning and the only things that alloc in game according to DDMS are Integer.toString operations (for integer values I need to draw with drawtext) and setBounds on some drawables. (I've no idea how to stop these from happening, so again, if you know a way around this please do tell). I'm calling System.gc() periodically, when I know not much is going on in-game (e.g. between waves of enemies). I'm doing this in order to avoid GC from happening during critical gameplay periods. If you know the answer to any of the following, please do tell (even a guess would do :)): + Why is performance degrading with time? What could be causing this? + Is there a way to avoid allocs due to Integer.toString and Drawable.setBounds calls? Thank you in advance, kk. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: TCP problem - hangs when reading server's response
Another way to debug this is: Run your code in the emulator, and run a tcp/ip protocol sniffer on the host computer at the same time (WireShark, etc.) See if any traffic is getting to the server at all, and what it sends to the client. -- Kostya Vasilyev -- http://kmansoft.wordpress.com 14.11.2010 21:13 пользователь Frank Weiss fewe...@gmail.com написал: I suppose I'm a bit rusty on socket networking, since I've been using mostly HTTP, but let's give it a try. It would be very helpful to determine if the server is actually sending a response. But some possible problems: After the output.println, perhaps it's necessary to flush the output buffer. -- You received this message because you are subscribed to the Google Groups Android Develop... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Three ListViews side by side
First of all, thank you for your answers and sorry for the delay. I've run a lot of tests. The best solution I found for now is to put each list view inside a LinearLayout and specified width on it. This works to display list views side by side. Unfortunately I've noticed that if I ask the list to fill its parent, the layout don't display as I expect. It seems that ListView bypass the width parameter of the parent. As I can't ask the list to fill its parent, items I put inside the list don't fill the list horizontally. I also tried to change width on the layout used by each item inside the list but it doesn't work too. So I'm now stuck on this. Here is my current layout : LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:orientation=horizontal android:layout_width=fill_parent android:layout_height=fill_parent LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:orientation=vertical android:layout_height=fill_parent android:layout_width=wrap_content android:layout_weight=0.3 TextView android:text=List1 android:layout_height=wrap_content android:layout_width=wrap_content / ListView android:id=@+id/list_1 android:layout_height=wrap_content android:layout_width=wrap_content / !-- I would like to use this : android:layout_width=fill_parent -- LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:orientation=horizontal android:layout_height=fill_parent android:layout_width=wrap_content Button android:text=Add android:id=@+id/add_list_1 android:layout_height=wrap_content android:layout_width=wrap_content / Button android:text=Delete android:id=@+id/delete_list_1 android:layout_height=wrap_content android:layout_width=wrap_content / /LinearLayout /LinearLayout LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:orientation=vertical android:layout_height=fill_parent android:layout_width=wrap_content android:layout_weight=0.3 TextView android:text=List2 android:layout_height=wrap_content android:layout_width=wrap_content / ListView android:id=@+id/list_2 android:layout_height=wrap_content android:layout_width=wrap_content / !-- same here -- /LinearLayout LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:orientation=vertical android:layout_height=fill_parent android:layout_width=wrap_content android:layout_weight=0.3 TextView android:text=List3 android:layout_height=wrap_content android:layout_width=wrap_content / ListView android:id=@+id/list_3 android:layout_height=wrap_content android:layout_width=wrap_content / !-- here also -- /LinearLayout /LinearLayout On the other hand, I've tried to use a TableLayout. It works but it's not easy to manage other components around the list. In fact, I struggle with Android layouts. I don't understand how it can be so difficult to do a so simple design. The fact is whatever parameter I use, it never displays as I like it to be. Perhaps my mistake is I tend to use too deep layout as you often do in HTML. Anyway, I'll keep this topic updated for those who are interested. Mat. On Nov 4, 1:48 am, intbt in...@tacberry.com wrote: You can set the layout_width in the xml file to x pixels to control the width, use a TableLayout to add adjacent listviews, but it is a small screen so it gets crowded in a hurry. ListView android:id=@+id/listvw01 android:layout_width=45px android:layout_height=250px android:typeface=serif android:textSize=32px android:paddingLeft=10px android:paddingRight=20px android:layout_marginTop=38px
[android-developers] Re: Android Market Licensing Problem
I have been able to reproduce this problem on my development phone. If I reset my phone so that there are no accounts at all, then I receive a 'deny' response. If I log into my phone with my developer id, then I can control the response via the Google Developer Console. However, if I reset my phone and then log in with any random, non- developer account, then I seem to always get an 'allow' response. Someone please tell me that this is NOT going to happen once I publish my app. Thanks. On Nov 14, 8:00 am, John Gaby jg...@gabysoft.com wrote: Actually, that thought has occurred to me (I have already read that thread), but really, how am I supposed to be able to test my app before I publish it if that is the case? On Nov 14, 3:29 am, bagelboy greg.do...@gmail.com wrote: Perhaps the responses aren't correct because your app is not published. this thread may provide some insight:http://groups.google.com/group/android-developers/browse_thread/threa... On Nov 14, 3:31 am,JohnGabyjg...@gabysoft.com wrote: I have added some logging code and found that the raw response from theLicenseService (i.e. the call back to verifyLicense in LicenseChecker.java) has a responseCode of '0', which means 'licensed'. This is simply not correct. This phone does NOT have a valid account which would generate such a response. Can someone please explain why this is happening. Does thisLicenseService simply not work correctly on a large number of phones? Does using the service have any value at all? Thanks. On Nov 13, 3:31 am, bagelboy greg.do...@gmail.com wrote: I recently did my own LVL implementation and I can tell you that tracing these issues down is a real pain. First you need to put loads of logging into the LVL code to find out what the actual response is, otherwise you have no visibility, then you have to put logging into all the code between the response and the allow/dontallow callbacks. Basically what I found was the stock code was unworkable in many ways. I quickly came to the conclusion that I needed to modify it into something that worked for me. There's a few reasons behind why you should abandon the stock code: - if you use the stock implementation then crackers will find it very easy to circumvent - as you have found it is very hard to debug. You have to spend so much time figuring out how it works you may as well roll your own instead. - who's to say whether the google responses are what you want? How many retries do you want before it sends a dontAllow back? Maybe you want to treat the error responses as a retry. Do you want google to specify that or yourself? Do you want them to specify the time between checks? It's better to take control of this process so you know exactly what is going on and you can manage the user experience. In the system I came up with in the end all I use is the response and none of the extras. What I do with the response is all custom, that way I can use the market test responses in development without issues. -BB On Nov 13, 4:40 am,JohnGabyjg...@gabysoft.com wrote: I am using pretty much the default Android Market Licensing in my application, but find that it is not working correctly on most of the devices that I have tested. I have uploaded my app to the Market but not published it. If install it on the emulator which does not have any Google accounts, then I receive a 'dontAllow' from the check, which is correct. If I install it on a Motorola Droid phone (which I have in my possession) that has my Market Google account associated with it, then it will return 'allow' or 'don't allow' depending on how I set the test market. I have also installed it on an HTC Incredible phone, and it seems to work there as well. However, I have tested 4 other phones (HTC Hero, HTC Brovo Desire, HTC Droid Eris and HTC Nexus One), and on each of these phones, I get an 'allow' call from thelicensecheck, even though there is no authorizing account on the phone. Can someone tell me what is going on here? Thanks. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Calling an external application problem.
Hi there! I'm having some trouble linking my app to another. What i want to do is call the battery use app from android settings. So i have to know the action and the component called to start this app, ok? Here's my code: ComponentName cn = new ComponentName(com.android.settings, .fuelgauge.PowerUsageSummary); Intent i = new Intent(android.intent.action.MAIN); i.setComponent(cn); startActivity(i); and the error: 11-14 19:06:50.136: ERROR/AndroidRuntime(361): Uncaught handler: thread main exiting due to uncaught exception 11-14 19:06:50.166: ERROR/AndroidRuntime(361): android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.settings/.fuelgauge.PowerUsageSummary}; have you declared this activity in your AndroidManifest.xml? 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:1404) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Instrumentation.execStartActivity(Instrumentation.java:1378) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Activity.startActivityForResult(Activity.java:2749) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Activity.startActivity(Activity.java:2855) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.noapparatus.ramuh.Play$5.onClick(Play.java:192) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.View.performClick(View.java:2364) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.View.onTouchEvent(View.java:4179) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.widget.TextView.onTouchEvent(TextView.java:6540) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.View.dispatchTouchEvent(View.java:3709) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(PhoneWindow.java:1659) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1107) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Activity.dispatchTouchEvent(Activity.java:2061) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1643) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewRoot.handleMessage(ViewRoot.java:1691) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.os.Handler.dispatchMessage(Handler.java:99) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.os.Looper.loop(Looper.java:123) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.ActivityThread.main(ActivityThread.java:4363) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at java.lang.reflect.Method.invokeNative(Native Method) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at java.lang.reflect.Method.invoke(Method.java:521) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at dalvik.system.NativeStart.main(Native Method) Do i need to do some declaration on the manifest file? Ty in advance =) -- *Diego Queiroz* -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android Market Licensing Problem
You can't, basically. All you can do is publish and hope their system works. My answer to this problem was to not use the response extras and to create a system that can deal with an incorrect response here and there. On Nov 14, 4:00 pm, John Gaby jg...@gabysoft.com wrote: Actually, that thought has occurred to me (I have already read that thread), but really, how am I supposed to be able to test my app before I publish it if that is the case? On Nov 14, 3:29 am, bagelboy greg.do...@gmail.com wrote: Perhaps the responses aren't correct because your app is not published. this thread may provide some insight:http://groups.google.com/group/android-developers/browse_thread/threa... On Nov 14, 3:31 am,JohnGabyjg...@gabysoft.com wrote: I have added some logging code and found that the raw response from theLicenseService (i.e. the call back to verifyLicense in LicenseChecker.java) has a responseCode of '0', which means 'licensed'. This is simply not correct. This phone does NOT have a valid account which would generate such a response. Can someone please explain why this is happening. Does thisLicenseService simply not work correctly on a large number of phones? Does using the service have any value at all? Thanks. On Nov 13, 3:31 am, bagelboy greg.do...@gmail.com wrote: I recently did my own LVL implementation and I can tell you that tracing these issues down is a real pain. First you need to put loads of logging into the LVL code to find out what the actual response is, otherwise you have no visibility, then you have to put logging into all the code between the response and the allow/dontallow callbacks. Basically what I found was the stock code was unworkable in many ways. I quickly came to the conclusion that I needed to modify it into something that worked for me. There's a few reasons behind why you should abandon the stock code: - if you use the stock implementation then crackers will find it very easy to circumvent - as you have found it is very hard to debug. You have to spend so much time figuring out how it works you may as well roll your own instead. - who's to say whether the google responses are what you want? How many retries do you want before it sends a dontAllow back? Maybe you want to treat the error responses as a retry. Do you want google to specify that or yourself? Do you want them to specify the time between checks? It's better to take control of this process so you know exactly what is going on and you can manage the user experience. In the system I came up with in the end all I use is the response and none of the extras. What I do with the response is all custom, that way I can use the market test responses in development without issues. -BB On Nov 13, 4:40 am,JohnGabyjg...@gabysoft.com wrote: I am using pretty much the default Android Market Licensing in my application, but find that it is not working correctly on most of the devices that I have tested. I have uploaded my app to the Market but not published it. If install it on the emulator which does not have any Google accounts, then I receive a 'dontAllow' from the check, which is correct. If I install it on a Motorola Droid phone (which I have in my possession) that has my Market Google account associated with it, then it will return 'allow' or 'don't allow' depending on how I set the test market. I have also installed it on an HTC Incredible phone, and it seems to work there as well. However, I have tested 4 other phones (HTC Hero, HTC Brovo Desire, HTC Droid Eris and HTC Nexus One), and on each of these phones, I get an 'allow' call from thelicensecheck, even though there is no authorizing account on the phone. Can someone tell me what is going on here? Thanks. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Calling an external application problem.
You need to use fully qualified class name, not the leading dot shorthand notation. Also, this may not be part of the SDK (check), and as such may not work on all phones. Wrap your code in a try catch block, and handle ActivityNotFoundException. -- Kostya Vasilyev -- http://kmansoft.wordpress.com 15.11.2010 1:17 пользователь Diego Queiroz dibo...@gmail.com написал: Hi there! I'm having some trouble linking my app to another. What i want to do is call the battery use app from android settings. So i have to know the action and the component called to start this app, ok? Here's my code: ComponentName cn = new ComponentName(com.android.settings, .fuelgauge.PowerUsageSummary); Intent i = new Intent(android.intent.action.MAIN); i.setComponent(cn); startActivity(i); and the error: 11-14 19:06:50.136: ERROR/AndroidRuntime(361): Uncaught handler: thread main exiting due to uncaught exception 11-14 19:06:50.166: ERROR/AndroidRuntime(361): android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.settings/.fuelgauge.PowerUsageSummary}; have you declared this activity in your AndroidManifest.xml? 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:1404) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Instrumentation.execStartActivity(Instrumentation.java:1378) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Activity.startActivityForResult(Activity.java:2749) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Activity.startActivity(Activity.java:2855) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.noapparatus.ramuh.Play$5.onClick(Play.java:192) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.View.performClick(View.java:2364) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.View.onTouchEvent(View.java:4179) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.widget.TextView.onTouchEvent(TextView.java:6540) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.View.dispatchTouchEvent(View.java:3709) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(PhoneWindow.java:1659) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1107) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.Activity.dispatchTouchEvent(Activity.java:2061) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1643) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.view.ViewRoot.handleMessage(ViewRoot.java:1691) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.os.Handler.dispatchMessage(Handler.java:99) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.os.Looper.loop(Looper.java:123) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at android.app.ActivityThread.main(ActivityThread.java:4363) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at java.lang.reflect.Method.invokeNative(Native Method) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at java.lang.reflect.Method.invoke(Method.java:521) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 11-14 19:06:50.166: ERROR/AndroidRuntime(361): at dalvik.system.NativeStart.main(Native Method) Do i need to do some declaration on the manifest file? Ty in advance =) -- *Diego Queiroz* -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more
[android-developers] Re: Game performance degrading over time - any ideas?
Hey all, Thank you for your replies. I don't use SQLite or the Preference editor. The string lookup is definitely something worth considering. In terms of profiling, I do: Debug.startMethodTracing(g1); in OnCreate and then stop tracing in OnDestroy. Are you saying that I should create 2 trace files, say one for the first half and one for the second half of the game and compare the results? Sounds like a good plan - I just have no clue as to what could be causing this degredation :( cheers, kk. On Nov 14, 9:14 pm, Dianne Hackborn hack...@android.com wrote: Have you tried running the profiling at the beginning and then later when it is noticeable slower, and comparing the two results? On Sun, Nov 14, 2010 at 10:54 AM, kk kkostia...@gmail.com wrote: Hi all, I've written a game and I've noticed that after playing for about 20-30 minutes the performance starts degrading. By performance degradation I mean my average frames-per-second seem to slowly drop. I've no idea what could be causing this so any help would be greatly appreciated. I'm doing all my allocs at the beginning and the only things that alloc in game according to DDMS are Integer.toString operations (for integer values I need to draw with drawtext) and setBounds on some drawables. (I've no idea how to stop these from happening, so again, if you know a way around this please do tell). I'm calling System.gc() periodically, when I know not much is going on in-game (e.g. between waves of enemies). I'm doing this in order to avoid GC from happening during critical gameplay periods. If you know the answer to any of the following, please do tell (even a guess would do :)): + Why is performance degrading with time? What could be causing this? + Is there a way to avoid allocs due to Integer.toString and Drawable.setBounds calls? Thank you in advance, kk. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
RE: [android-developers] Maps doesn't show
Sounds like you don't have the right API key in. You need one for Developement and one for Production. So one for when you push it to the phone from Eclipse or whatever and one You use when you publish the application. That sounds like your issue right there. I had it happen to me where it shows the markers but it won't actually load the map tiles. Check that API key, if you don't have one you need one :) Hope that helps. Tommy Android Mobile Phone Application Developer Database Administrator .net Web Specialist -Original Message- From: android-developers@googlegroups.com [mailto:android-develop...@googlegroups.com] On Behalf Of coy Sent: Sunday, November 14, 2010 4:08 PM To: Android Developers Subject: [android-developers] Maps doesn't show Hello, I have map in my android app. On emulator is everything OK. But on device (Motorola Droid) the map shows marker but doesn't show real map in background!! The conection is OK and I held the INTERNET permission in my manifest. What is causing this problem? Any idea? thnks! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Fetch Spinner value outside setOnItemSelectedListener
Which tutorial is flawed? As far as I can tell, the Spinner sample app and the testing tutorial are correct. Perhaps you assumed something about the Android system that isn't true? On Nov 12, 7:11 pm, sisko adeod...@gmail.com wrote: Tried your suggestion and it's worked. Sorry for wasting your time. I'm a newbie following what has turned out to be a flawed tutorial. Thanks for your patience and help. On Nov 12, 3:29 pm, TreKing treking...@gmail.com wrote: On Fri, Nov 12, 2010 at 5:05 AM, sisko adeod...@gmail.com wrote: So the input is set in a sharedpreference and writing that value back into the EditView whenever the activity is restarted. Then just do the same thing with the index of the spinner. --- -- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Camera saving corrupted photos
It is a supported size on the g2. I'm not specifying the size, its the default res for the camera. It looks like part of the problem is with getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); I use this in the onCreate method. Again, I use this all the time, but when I comment out this line, I can save uncorrupted images. I'm still hunting for an answer. It is related to my layout xml. On Nov 14, 12:53 pm, blindfold seeingwithso...@gmail.com wrote: 2.592 x 1.952 looks like an unusual (unsupported) image size to me. Maybe try 2.592 x 1.944? Regards On Nov 14, 7:58 pm, Stephen Lebed srle...@gmail.com wrote: I can't figure out why I'm getting corrupted images when I save them in my app. In fact the thumbnail seems to be fine, but the actual image is corrupted, as if the stride value is not being set correctly. The following is the code I'm using the save the image, which is taken from other version of camera apps almost directly. In other apps it seems to be saving images without problem. This is called from a Camera.PictureCallback.onPictureTaken(byte[] data, Camera camera) File filename = new File(Test_SnapShotK.jpg); File exportDir = new File(Environment.getExternalStorageDirectory(), TestDir); if (!exportDir.exists()) { exportDir.mkdirs(); Log.i(TAG, making directory + exportDir.toString()); } File file = new File(exportDir, filename.getName()); try { FileOutputStream fileOutputStream = new FileOutputStream(file); fileOutputStream.write(data); fileOutputStream.flush(); fileOutputStream.close(); } catch (IOException e) { Log.e(TAG, e.getMessage(), e); } Since I can't attach the image I'm getting directly in this post, here is a link to it. http://www.mechnology.com/Test_SnapShotK.jpg Has anyone else gotten this problem and have been able to resolve it. I'm testing this on a G2 phone. Any help is greatly appreciated. Stephen -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android Market Licensing Problem
I also think there is a problem. I released my app with LVL. I haven't gotten any reports of false negatives, but, contrary to my expectation, I still haven't had a pirate later repurchase my app. I define a pirate as somebody who requests a refund within 20 minutes of purchase. That's about 10% of my purchases, which, in a week amounts to about 15 people. Now, I know the majority people pirating wouldn't pay for it in the first place, but certainly some percentage would. But I had not one person do that. While there is no emperical evidence, the most likely explantion I could come up wuth is that LVL returns allowed even if not licensed. I use the extras fields returned by Google, so it's also possible that the liicense is still valid after a week, no idea. On Nov 15, 6:21 am, bagelboy greg.do...@gmail.com wrote: You can't, basically. All you can do is publish and hope their system works. My answer to this problem was to not use the response extras and to create a system that can deal with an incorrect response here and there. On Nov 14, 4:00 pm, John Gaby jg...@gabysoft.com wrote: Actually, that thought has occurred to me (I have already read that thread), but really, how am I supposed to be able to test my app before I publish it if that is the case? On Nov 14, 3:29 am, bagelboy greg.do...@gmail.com wrote: Perhaps the responses aren't correct because your app is not published. this thread may provide some insight:http://groups.google.com/group/android-developers/browse_thread/threa... On Nov 14, 3:31 am,JohnGabyjg...@gabysoft.com wrote: I have added some logging code and found that the raw response from theLicenseService (i.e. the call back to verifyLicense in LicenseChecker.java) has a responseCode of '0', which means 'licensed'. This is simply not correct. This phone does NOT have a valid account which would generate such a response. Can someone please explain why this is happening. Does thisLicenseService simply not work correctly on a large number of phones? Does using the service have any value at all? Thanks. On Nov 13, 3:31 am, bagelboy greg.do...@gmail.com wrote: I recently did my ownLVLimplementation and I can tell you that tracing these issues down is a real pain. First you need to put loads of logging into theLVLcode to find out what the actual response is, otherwise you have no visibility, then you have to put logging into all the code between the response and the allow/dontallow callbacks. Basically what I found was the stock code was unworkable in many ways. I quickly came to the conclusion that I needed to modify it into something that worked for me. There's a few reasons behind why you should abandon the stock code: - if you use the stock implementation then crackers will find it very easy to circumvent - as you have found it is very hard to debug. You have to spend so much time figuring out how it works you may as well roll your own instead. - who's to say whether the google responses are what you want? How many retries do you want before it sends a dontAllow back? Maybe you want to treat the error responses as a retry. Do you want google to specify that or yourself? Do you want them to specify the time between checks? It's better to take control of this process so you know exactly what is going on and you can manage the user experience. In the system I came up with in the end all I use is the response and none of the extras. What I do with the response is all custom, that way I can use the market test responses in development without issues. -BB On Nov 13, 4:40 am,JohnGabyjg...@gabysoft.com wrote: I am using pretty much the default Android Market Licensing in my application, but find that it is not working correctly on most of the devices that I have tested. I have uploaded my app to the Market but not published it. If install it on the emulator which does not have any Google accounts, then I receive a 'dontAllow' from the check, which is correct. If I install it on a Motorola Droid phone (which I have in my possession) that has my Market Google account associated with it, then it will return 'allow' or 'don't allow' depending on how I set the test market. I have also installed it on an HTC Incredible phone, and it seems to work there as well. However, I have tested 4 other phones (HTC Hero, HTC Brovo Desire, HTC Droid Eris and HTC Nexus One), and on each of these phones, I get an 'allow' call from thelicensecheck, even though there is no authorizing account on the phone. Can someone tell me what is going on here? Thanks.- Hide quoted text - - Show quoted text - -- You received this message because you are
[android-developers] Re: Android Market Licensing Service
That's a very useful blog, thanks. On Nov 14, 12:41 am, MarcoAndroid marco...@gmail.com wrote: Here's some experiences/lessons learned, maybe useful:http://ttlnews.blogspot.com/2010/11/my-experience-with-android-market... On 21 sep, 13:24, gcstang gcst...@gmail.com wrote: I figured, not a problem I just had to ask. Thank you anyways On Sep 20, 2:38 am, String sterling.ud...@googlemail.com wrote: On Sep 18, 6:46 pm, gcstang gcst...@gmail.com wrote: Are there any examples of how you implemented it that you're willing to share? Probably not, I'm afraid. Sorry. The LVL blog post may seem overwhelming to a beginner, but unfortunately, it's the level of detail you need. And it does have code samples, including instructions on where in your own code to put the interface points. As for the modifications I made, I'm ABSOLUTELY not going to post more details about them. Not only would that give pirates a leg up on cracking my own apps, the whole point is that every dev needs to make their OWN modifications, so that every app will need to be cracked individually. String- Hide quoted text - - Show quoted text - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Camera saving corrupted photos
Try setting fullscreen in your manifest instead: android:theme=@android:style/Theme.NoTitleBar.Fullscreen On Sun, Nov 14, 2010 at 7:26 PM, Stephen Lebed srle...@gmail.com wrote: It is a supported size on the g2. I'm not specifying the size, its the default res for the camera. It looks like part of the problem is with getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); I use this in the onCreate method. Again, I use this all the time, but when I comment out this line, I can save uncorrupted images. I'm still hunting for an answer. It is related to my layout xml. On Nov 14, 12:53 pm, blindfold seeingwithso...@gmail.com wrote: 2.592 x 1.952 looks like an unusual (unsupported) image size to me. Maybe try 2.592 x 1.944? Regards On Nov 14, 7:58 pm, Stephen Lebed srle...@gmail.com wrote: I can't figure out why I'm getting corrupted images when I save them in my app. In fact the thumbnail seems to be fine, but the actual image is corrupted, as if the stride value is not being set correctly. The following is the code I'm using the save the image, which is taken from other version of camera apps almost directly. In other apps it seems to be saving images without problem. This is called from a Camera.PictureCallback.onPictureTaken(byte[] data, Camera camera) File filename = new File(Test_SnapShotK.jpg); File exportDir = new File(Environment.getExternalStorageDirectory(), TestDir); if (!exportDir.exists()) { exportDir.mkdirs(); Log.i(TAG, making directory + exportDir.toString()); } File file = new File(exportDir, filename.getName()); try { FileOutputStream fileOutputStream = new FileOutputStream(file); fileOutputStream.write(data); fileOutputStream.flush(); fileOutputStream.close(); } catch (IOException e) { Log.e(TAG, e.getMessage(), e); } Since I can't attach the image I'm getting directly in this post, here is a link to it. http://www.mechnology.com/Test_SnapShotK.jpg Has anyone else gotten this problem and have been able to resolve it. I'm testing this on a G2 phone. Any help is greatly appreciated. Stephen -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy Warescription: Three Android Books, Plus Updates, One Low Price! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android Market Licensing Service
As for the modifications I made, I'm ABSOLUTELY not going to post more details about them. Not only would that give pirates a leg up on cracking my own apps, the whole point is that every dev needs to make their OWN modifications, so that every app will need to be cracked individually. I don't think any amount of modification will make it hard to crack LVL. I've done my share of cracking back in the C64 days and the LVL stuff is, frankly, a joke. I cannot imagine modifing it enough not to be a joke. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Game performance degrading over time - any ideas?
Yes use the am profiling command (adb shell am profile ...) to start and stop profiling early on, and then later when it is slow, and see what is different. On Sun, Nov 14, 2010 at 2:35 PM, kk kkostia...@gmail.com wrote: Hey all, Thank you for your replies. I don't use SQLite or the Preference editor. The string lookup is definitely something worth considering. In terms of profiling, I do: Debug.startMethodTracing(g1); in OnCreate and then stop tracing in OnDestroy. Are you saying that I should create 2 trace files, say one for the first half and one for the second half of the game and compare the results? Sounds like a good plan - I just have no clue as to what could be causing this degredation :( cheers, kk. On Nov 14, 9:14 pm, Dianne Hackborn hack...@android.com wrote: Have you tried running the profiling at the beginning and then later when it is noticeable slower, and comparing the two results? On Sun, Nov 14, 2010 at 10:54 AM, kk kkostia...@gmail.com wrote: Hi all, I've written a game and I've noticed that after playing for about 20-30 minutes the performance starts degrading. By performance degradation I mean my average frames-per-second seem to slowly drop. I've no idea what could be causing this so any help would be greatly appreciated. I'm doing all my allocs at the beginning and the only things that alloc in game according to DDMS are Integer.toString operations (for integer values I need to draw with drawtext) and setBounds on some drawables. (I've no idea how to stop these from happening, so again, if you know a way around this please do tell). I'm calling System.gc() periodically, when I know not much is going on in-game (e.g. between waves of enemies). I'm doing this in order to avoid GC from happening during critical gameplay periods. If you know the answer to any of the following, please do tell (even a guess would do :)): + Why is performance degrading with time? What could be causing this? + Is there a way to avoid allocs due to Integer.toString and Drawable.setBounds calls? Thank you in advance, kk. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Activity display over incoming call screen
On Sun, Nov 14, 2010 at 3:27 AM, mohammad Rukab mohammad.ru...@gmail.comwrote: This issue can resolve through put a delay before fire new activity, but the issue is why previous activity (activity before a call come) rearranged to be over call screen and before new activity Well why do you think it would work correctly? As I said, this is just a matter of you trying to do something at the same time the platform is trying to do something. You are both running in two different processes, extremely divorced from each other. Which gets there first (what the user will initially) and last (what the user will see at the end) is pretty much arbitrary. -- 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't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Game performance degrading over time - any ideas?
My guess is that you have a slow memory leak, and GC is taking more and more time (and happening more frequently) as the garbage builds up. You need some traces and profiling to figure out what's going on. On Nov 14, 12:54 pm, kk kkostia...@gmail.com wrote: Hi all, I've written a game and I've noticed that after playing for about 20-30 minutes the performance starts degrading. By performance degradation I mean my average frames-per-second seem to slowly drop. I've no idea what could be causing this so any help would be greatly appreciated. I'm doing all my allocs at the beginning and the only things that alloc in game according to DDMS are Integer.toString operations (for integer values I need to draw with drawtext) and setBounds on some drawables. (I've no idea how to stop these from happening, so again, if you know a way around this please do tell). I'm calling System.gc() periodically, when I know not much is going on in-game (e.g. between waves of enemies). I'm doing this in order to avoid GC from happening during critical gameplay periods. If you know the answer to any of the following, please do tell (even a guess would do :)): + Why is performance degrading with time? What could be causing this? + Is there a way to avoid allocs due to Integer.toString and Drawable.setBounds calls? Thank you in advance, kk. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Getting Keyboard To Appear With Ought Having To Click on EditText
Hello, I am using a custom layout on an AlertDialog. The custom layout has an EditText filed which I am using to get a phone. When I display the AlertDialog, in order to get the keyboard to type in the phone number you have to click on the EditText filed. Is there a way to get the keyboard to automatically pop up when I bring up the AlertDialog so that the user does not have to click on the EditText filed to get the Keyboard. Thanks, Prasanna -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] voice recognition with voice input settings
Hi, I have seen there is a voice input setting introduced for android 2.2, it has a language setting for voice input recognitions. Is there a way to read this settings from my app? I read through the doc, didn't find anything. But I found out I can add extra language to the RecognizerIntent, ie. intent.putExtra(RecognizerIntent.EXTRA_LANGUAGE, Locale.ENGLISH ); But still I cant get my voice recognized when I have the language set to chinese in voice input. How do I detected if they have set to other languages rather than English and prompt them to set it to English? Thanks for help! Kevin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Camera saving corrupted photos
Hi Mark, Love your book BTW! I've tried setting it in the manifest and still have the same issue. Its frustrating because this seems to be the reason for the error. I'd really love to use the app in full screen mode because I need as much screen space as possible. On Nov 14, 4:29 pm, Mark Murphy mmur...@commonsware.com wrote: Try setting fullscreen in your manifest instead: android:theme=@android:style/Theme.NoTitleBar.Fullscreen On Sun, Nov 14, 2010 at 7:26 PM, Stephen Lebed srle...@gmail.com wrote: It is a supported size on the g2. I'm not specifying the size, its the default res for the camera. It looks like part of the problem is with getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); I use this in the onCreate method. Again, I use this all the time, but when I comment out this line, I can save uncorrupted images. I'm still hunting for an answer. It is related to my layout xml. On Nov 14, 12:53 pm, blindfold seeingwithso...@gmail.com wrote: 2.592 x 1.952 looks like an unusual (unsupported) image size to me. Maybe try 2.592 x 1.944? Regards On Nov 14, 7:58 pm, Stephen Lebed srle...@gmail.com wrote: I can't figure out why I'm getting corrupted images when I save them in my app. In fact the thumbnail seems to be fine, but the actual image is corrupted, as if the stride value is not being set correctly. The following is the code I'm using the save the image, which is taken from other version of camera apps almost directly. In other apps it seems to be saving images without problem. This is called from a Camera.PictureCallback.onPictureTaken(byte[] data, Camera camera) File filename = new File(Test_SnapShotK.jpg); File exportDir = new File(Environment.getExternalStorageDirectory(), TestDir); if (!exportDir.exists()) { exportDir.mkdirs(); Log.i(TAG, making directory + exportDir.toString()); } File file = new File(exportDir, filename.getName()); try { FileOutputStream fileOutputStream = new FileOutputStream(file); fileOutputStream.write(data); fileOutputStream.flush(); fileOutputStream.close(); } catch (IOException e) { Log.e(TAG, e.getMessage(), e); } Since I can't attach the image I'm getting directly in this post, here is a link to it. http://www.mechnology.com/Test_SnapShotK.jpg Has anyone else gotten this problem and have been able to resolve it. I'm testing this on a G2 phone. Any help is greatly appreciated. Stephen -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Warescription: Three Android Books, Plus Updates, One Low Price! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Run instructions at the end of six animations played together
Nothing much is impossible. You seem to be overcomplicating your problems: Problem 1: Calculating the result at the right time. Solution 1: Define the random numbers for each state of each TextView BEFORE you even start animating...benefit of that is you can calculate the result BEFORE you even start animating. In doing so you have affectively put Problem 1 out of existence. This is what Mark suggested. Problem 2: Knowing when the dies have finished animating. Solution 2: If you're having trouble using an AnimationListener, why not try a simpler approach whereby you use a state pattern for each die and manually control the visual state of each die? Then you not only know when the animation has finished, you also know when the animation is at step 1, step 2, step 3, etc. On Nov 15, 4:00 am, gontran geoffroydecorb...@gmail.com wrote: Ok, I get your point, but my problem is both displaying and calculating the result at the right time because in my game, you roll dices to get an asset of points, to attack another player... So depending on the state of the game, the instructions run after each rolls are not always the same. so after each roll, I have to display the sum and other informations depending on the state of the game and maybe changing the state (I use the state design pattern). For me, the best solution would be to make a single animation to animate the six dices, but correct me if I'm wrong, it's impossible to make each dice rotate on itself with a single animation. Anyway, thank you for your time. On 14 nov, 16:36, Mark Murphy mmur...@commonsware.com wrote: On Sun, Nov 14, 2010 at 10:25 AM, gontran geoffroydecorb...@gmail.com wrote: Thank you Mark for your answer, but could-you be more specific please? What do you mean by pre-compute? Pre-compute = compute in advance. If I understand correctly, you have 30 random numbers (six dice, five state changes). You want the sum of the last six random numbers. Right now, you appear to be generating those random numbers on the fly. Rather than do that, compute them in advance. Then, you do not have to worry about wait that each animation has ended to calculate the sum of each roll, because you already know the values. Or, just pre-compute the last six random numbers (the ones you need to sum), so on your last state change, you go to the pre-computed value rather than generating another random number on the fly. If your problem is more about displaying the sum at the right time, more so than calculating it, just use a single AnimationListener on one of your dice. If they are all animating simultaneously, they will all end simultaneously, so just pick one and use that to time the display of your sum. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android 2.2 Programming Books:http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] detection twist using orientation sensor
At the moment I can detect rotation along the x-axis and also y-axis. However imagine the user holding their phone looking at the screen, I want to detect and measure how much the user has rotated their phone to the left or right such that the screen is always vertical. I thought this would correspond to the z-axis rotation but from my logging it seems like there is also dramatic rotation on the other axis. So my question is how can I detect the user rotating their phone in a twisting motion such that the screen is always facing the user? I want to be able to detect this motion and also measure the amount of twist the user has applied. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Android Market Licensing Problem
On Sun, Nov 14, 2010 at 6:28 PM, Zsolt Vasvari zvasv...@gmail.com wrote: I define a pirate as somebody who requests a refund within 20 minutes of purchase. Just curious - is this really a fair definition of a pirate? Do you have stats or other evidence to indicate these people have pirated your app? I wouldn't be surprised if there is a small number of people that allot some time to download, play with and evaluate an app. 20 minutes sounds like plenty of time for someone to navigate and test run most apps to determine if it's something that does what they need / is worth keeping. I guess it depends on how complex your app is and whether you have a free version (if not I'm not surprised you have a large number of people trying it for a short periods of time and quickly refunding). - TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] addProximityAlert lifecycle
Hi I understand the documentation about activity and service lifecycle. Generally speaking, what's the approach if you want to have an application which gets unlimited proximity alerts, basically a service that doesn't die? I've tried startService with requestLocationUpdate etc. but after a while the service seems to get killed by the OS. That's basically question 1) :-) Now to problem 2) I've tried to do addProximityAlert but it doesn't really seem to work. I am basically doing something like Intent updateIntent = new Intent(this, LocManIntentReceiver.class); updateIntent.addCategory(Intent.CATEGORY_INFO); updateIntent.setAction(Intent.ACTION_LOCALE_CHANGED); // Put the information into the Intent updateIntent.putExtra[..] // Create a pending broadcast intent for the proximity alertPendingIntent pendingIntent = PendingIntent.getBroadcast(this, -1, updateIntent, PendingIntent.FLAG_UPDATE_CURRENT); // Add a new proximity alert, update the old one locationManager.addProximityAlert((double)latitude/1E6, (double)longitude/1E6, (float)1, 100, pendingIntent); But if I set a breakpoint or do a Toast.makeText in the onReceive function of the BroadcastReceiver, I never get anything. Now to problem 3) :-) I've tried to set up a mock location provider by starting a Timer which periodically spits out a new location, and I set up a LocationListener. The timer does something like this LocationManager locationManager = (LocationManager)mContext.getSystemService(Context.LOCATION_SERVICE); locationManager.setTestProviderLocation(LocManager.MOCK_LOCMAN_PROVIDER, fakedLocation); I am passing the context in the constructor of the Timer object when instantiating it. The location listener in the main activity never received an update but the very first one. Any take on that? - Thanks! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android Market Licensing Problem
Well, as I said, with my uploaded, but unpublished app, if I use a phone that has ANY valid gmail connected to it, it always returns that it is Licensed (I have tried this on about 10 or so different phones, with version 1.6 through 2.2). I am hoping that once I publish it that this will change, but I have no way of knowing for sure. This whole LVL thing may have been an exercise in futility. On Nov 14, 4:28 pm, Zsolt Vasvari zvasv...@gmail.com wrote: I also think there is a problem. I released my app with LVL. I haven't gotten any reports of false negatives, but, contrary to my expectation, I still haven't had a pirate later repurchase my app. I define a pirate as somebody who requests a refund within 20 minutes of purchase. That's about 10% of my purchases, which, in a week amounts to about 15 people. Now, I know the majority people pirating wouldn't pay for it in the first place, but certainly some percentage would. But I had not one person do that. While there is no emperical evidence, the most likely explantion I could come up wuth is that LVL returns allowed even if not licensed. I use the extras fields returned by Google, so it's also possible that the liicense is still valid after a week, no idea. On Nov 15, 6:21 am, bagelboy greg.do...@gmail.com wrote: You can't, basically. All you can do is publish and hope their system works. My answer to this problem was to not use the response extras and to create a system that can deal with an incorrect response here and there. On Nov 14, 4:00 pm,JohnGabyjg...@gabysoft.com wrote: Actually, that thought has occurred to me (I have already read that thread), but really, how am I supposed to be able to test my app before I publish it if that is the case? On Nov 14, 3:29 am, bagelboy greg.do...@gmail.com wrote: Perhaps the responses aren't correct because your app is not published. this thread may provide some insight:http://groups.google.com/group/android-developers/browse_thread/threa... On Nov 14, 3:31 am,JohnGabyjg...@gabysoft.com wrote: I have added some logging code and found that the raw response from theLicenseService (i.e. the call back to verifyLicense in LicenseChecker.java) has a responseCode of '0', which means 'licensed'. This is simply not correct. This phone does NOT have a valid account which would generate such a response. Can someone please explain why this is happening. Does thisLicenseService simply not work correctly on a large number of phones? Does using the service have any value at all? Thanks. On Nov 13, 3:31 am, bagelboy greg.do...@gmail.com wrote: I recently did my ownLVLimplementation and I can tell you that tracing these issues down is a real pain. First you need to put loads of logging into theLVLcode to find out what the actual response is, otherwise you have no visibility, then you have to put logging into all the code between the response and the allow/dontallow callbacks. Basically what I found was the stock code was unworkable in many ways. I quickly came to the conclusion that I needed to modify it into something that worked for me. There's a few reasons behind why you should abandon the stock code: - if you use the stock implementation then crackers will find it very easy to circumvent - as you have found it is very hard to debug. You have to spend so much time figuring out how it works you may as well roll your own instead. - who's to say whether the google responses are what you want? How many retries do you want before it sends a dontAllow back? Maybe you want to treat the error responses as a retry. Do you want google to specify that or yourself? Do you want them to specify the time between checks? It's better to take control of this process so you know exactly what is going on and you can manage the user experience. In the system I came up with in the end all I use is the response and none of the extras. What I do with the response is all custom, that way I can use the market test responses in development without issues. -BB On Nov 13, 4:40 am,JohnGabyjg...@gabysoft.com wrote: I am using pretty much the default Android Market Licensing in my application, but find that it is not working correctly on most of the devices that I have tested. I have uploaded my app to the Market but not published it. If install it on the emulator which does not have any Google accounts, then I receive a 'dontAllow' from the check, which is correct. If I install it on a Motorola Droid phone (which I have in my possession) that has my Market Google account associated with it, then it will return 'allow' or 'don't allow'
[android-developers] Re: Google Maps API hidden maps and opengl
There's an opensource port of Android on GitHub which includes a (slightly dated) implementation of the Google maps API. It supports OpenStreetMap and a couple of other map sources. I managed to adapt it to support Bing maps. On Nov 14, 7:14 pm, Adam Hammer adamhamm...@gmail.com wrote: I have a class I wrote that uses the maps and works in a activity, but still returns the stub error when I attempt to instantiate it in a live wallpaper. It's supposed to be in a MapActivity, but I figured since Google uses maps in a live wallpaper I could use it as well, although I know this is not always the case. I've learnt the hard way that just because Google does something with android doesn't mean they expose those methods to the developers. Adam -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Explicit intents
Thankyou for your reply. Thankyou also for answering the last question I posted to this forum, and thankyou for writing the best book I have on on Android programming. I have an app in the Market which is going very well indeed, but I am having lots of trouble taking it to the next level. Lets say I have an Activity on top of the stack. It passes an intent to another of my apps but doesn't finalise, and the new app is now on top of the stack. It sends an intent back to the original application. This must cause some method to be be run in the original application. I was expecting an explicit handler to be invoked; this is how the system notifies apps that UI events have occurred, which seems the same sort of thing. An onIntentReceived method, like an onButtonClick method. I note that there is an onNewIntent method, but it has limitted applicability, and doesn't seem that commonly used. If the original app was not finalised, OnCreate will not be run again, so I can't depend on that. I note there is an onResume method, I assume this is always run when an existing app is moved to the top of the stack. So I could put getIntent() statements in both OnCreate and OnResume methods. This seems wrong, and isn't how the demos generally work. An intent is passed to a Class, and not to a method. What method is actually run when a new intent is received? Where can I reliably put my getIntent() logic to work out what my app really has to do? In onResume and OnCreate, or in onRestart or in onNewIntent? Or in some other manner? I want to centralise my intent handling logic, but don't know the simplest/most reliable method to put it in. Can you make any suggestions? Do these questions at least make sense to you? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Ajax cross domain requests
Use it for dDOS? That'a s little far-fetched...moonwhile, its CSRF abuse that becomes the real problem here. On Nov 14, 10:41 am, ff fabio.fo...@gmail.com wrote: On Nov 8, 8:32 pm, Frank Weiss fewe...@gmail.com wrote: Not sure if you're just complainig about the error handling. I suppose you know that JSONP does cross-domain and is supported by jQuery.ajax. Yep, the error handling is wrong and dangerous since the browser actually sends the request while it shouldn't (it becomes possible to use it for distributed dos attacks). And while jsonp is just an hack, CORS is the standard solutions implemented by all modern browsers... Bye, ff -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Product images for marketing materials
Just put a thick, black, round-cornered border around the image of your App...will look like pretty much any Tablet/Pad then. Or take a photo of a Galaxy Tab (from a demo model instore, perhaps). I think you'll find that Android hardware manufacturers don't have an 'artwork license agreement' preinstated because they aren't as tightarse as Apple. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Delayed click events mystery
We are still seeing this - several clicks are ignored and then suddenly they all fire so we wind up doing several startActivity() calls in a row in the onclick() method. What is the cause of this and how to fix it? Anybody? On Nov 12, 8:29 am, jotobjects jotobje...@gmail.com wrote: The app I am working on is having this strange behavior - It works correctly for a while, but after some series of actions (that I'm not sure how to replicate) it does this - - seems to stop responding to clicks on some ImageViews that have OnClickListener() set. These methods call context.startActivity(intent) - later after clicking on some other button (or going to Home screen) all the startActivity intents fire off (this can be seen in the log). Then the last of the Activities comes to the front and the Activity stack has all the Activities which you can go back to with the Back key. Does anybody recognize this scenario? Any ideas what might be wrong? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] How to make phone call from home screen widget?
Hello everyone, I have a widget, and I want it to make a phone call to a preset number when the user clicks on it. How do I do this? I havn't yet understood how widgets work, so it would be really helpful if you could provide a sample code. Thank you. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Spinner/drum roller control like native Clock app has for choosing hours/minutes
Thank you Mark, Brad. I will look into the http://code.google.com/p/android-wheel/ The javascript solution looks too tedious :) Cheers, Hatch On Nov 13, 1:25 am, Brad Gies rbg...@gmail.com wrote: I needed the same thing awhile ago and couldn't find a good implementation of it anywhere. What I came up with was I embedded a WebView control in my AlertDialog, and used Javascript to control the spinner. What I did was create a web page with the information I wanted to scroll in the background and moved it up and down with the Javascript. It works well.. and looks good, but it was a pain to program. Hope you find an easier way. There was a fairly long thread on it on (I think) osdir.com.. and I took the basic idea from there. Sincerely, Brad Gies --- Bistro Bot - Bistro Blurbhttp://bgies.com http://nocrappyapps.comhttp://bistroblurb.com http://forcethetruth.comhttp://ihottonight.com --- Everything in moderation, including abstinence (paraphrased) Every person is born with a brain... Those who use it well are the successful happy ones - Brad Gies Adversity can make or break you... It's your choice... Choose wisely - Brad Gies Never doubt that a small group of thoughtful, committed people can change the world. Indeed. It is the only thing that ever has - Margaret Mead On 12/11/2010 3:17 AM,Hatchwrote: Hi all. I cannot find a corresponding control anywhere. The control I am interested in is iPhone's spinner. It's much simpler to use than Android's TimePicker. Since I see that native Clock app has it, does anyone know how is that control called and how can one use it in his app ? Thanks, Hatch -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: TCP problem - hangs when reading server's response
The server app was written for iPhone witch maybe handle some things differently. As a message terminator server app author used OK sequence (I will ask him why), so I definitely couldn't use readLine(). It turned out there was more then one problem. In line 4, I had to replace all characters with amp; but that alone was not the solution. It seems that PrintWriter adds something to OutputStream, probably \n character or something similar. Server didn't like that and my actions were ignored. I tried PrintStream instead of PrintWriter and that worked perfectly. So, now I am good. Thanks all. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Best tool to visualize an Android Project ?
Hello All; Can anyone suggest me a good tool to quickly understand a reasonably big Android project: the class hierarchies, relations and methods via some visual means? Is some kind of plugin available that we can point it to the android project and it would create a package diagram? I know a bit about yDoc ObjectAid -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Scrolling issue when using listview with other views
Hi, I have a screen which lists some views on the top part of the activity. I also have a listview which is at the bottom of those views. The issue which I am facing is that I am not getting the screen to scroll as a whole. Instead, the listview at the bottom, which displays contents dynamically, gets scrolled. I initially used ScrollView as the parent view, but later removed it since I found out that there were some issues when using listview inside scrollview. Can anybody help me out with the full screen scroll issue? I don't want the list view to be scrolled. I need the full screen to be scrolled. I am attaching the layout xml file below. ?xml version=1.0 encoding=utf-8? LinearLayout android:id=@+id/LinearLayout01 android:layout_width=wrap_content android:layout_height=wrap_content xmlns:android=http://schemas.android.com/apk/res/android; android:orientation=vertical RelativeLayout android:id=@+id/RelativeLayout01 android:layout_width=fill_parent android:layout_height=fill_parent android:orientation=horizontal ImageView android:id=@+id/ImageView01 android:layout_width=85dip android:src=@drawable/q android:layout_height=wrap_content android:paddingLeft=5px /ImageView !-- categoryLabel textview -- TextView android:layout_height=wrap_content android:layout_width=wrap_content android:layout_below=@+id/ImageView01 android:id=@+id/categorytextview android:paddingLeft=5px/TextView !-- tagLabel textview -- !-- CategoryPopulate textview -- TextView android:layout_toRightOf=@+id/categorytextview android:layout_height=wrap_content android:layout_width=wrap_content android:layout_below=@+id/ImageView01 android:id=@+id/TextView04 android:paddingLeft=5px/TextView TextView android:id=@+id/dateField android:layout_width=wrap_content android:layout_height=wrap_content android:layout_below=@+id/channelBtn android:layout_toRightOf=@+id/ImageView01 android:paddingLeft=5px/TextView RatingBar android:layout_toRightOf=@+id/ImageView01 android:id=@+id/Rating01 android:layout_width=wrap_content android:paddingLeft=5px style=?android:attr/ratingBarStyleSmall android:visibility=visible android:clickable=false android:drawingCacheQuality=low android:paddingTop=5px android:layout_height=15dip android:numStars=5 android:stepSize=1 /RatingBar TextView android:layout_width=wrap_content android:layout_below=@+id/Rating01 android:layout_height=wrap_content android:id=@+id/infoViewCount android:paddingLeft=5px android:layout_toRightOf=@+id/ImageView01/TextView Button android:layout_toRightOf=@+id/ImageView01 android:layout_width=wrap_content android:id=@+id/channelBtn android:layout_below=@+id/infoViewCount android:layout_height=20px android:paddingTop=5px android:paddingLeft=5px android:text=Channel android:height=5px android:gravity=top|fill_horizontal|center|clip_vertical android:lines=1/Button TextView android:layout_toRightOf=@+id/Rating01 android:layout_width=wrap_content android:layout_height=wrap_content android:id=@+id/RatingCount android:layout_marginLeft=25px /TextView /RelativeLayout View android:id=@+id/View01 android:layout_width=fill_parent android:layout_height=1px android:background=# android:paddingTop=15px android:layout_marginTop=5px android:layout_above=@+id/LinearLayout03 / !-- favorite image -- Button android:id=@+id/btnfavoriteimage android:layout_width=wrap_content android:layout_height=wrap_content android:adjustViewBounds=true android:paddingLeft=5px android:paddingTop=5px android:clickable=true android:background=@drawable/untitled2 /Button !-- share image -- Button android:id=@+id/btnshareimage android:layout_width=wrap_content android:layout_height=wrap_content android:adjustViewBounds=true android:paddingLeft=5px android:paddingTop=5px android:clickable=true android:background=@drawable/untitled3 /Button !-- flag image -- Button android:id=@+id/btnflagimage android:layout_width=wrap_content android:layout_height=wrap_content android:adjustViewBounds=true android:paddingTop=5px android:paddingRight=5px android:clickable=true android:background=@drawable/untitled4 /Button /LinearLayout !-- checking out the button with background -- !-- LinearLayout android:id=@+id/LinearLayout03 android:layout_width=fill_parent android:layout_height=fill_parent android:orientation=horizontal android:paddingTop=5px Button android:id=@+id/ButtonWithImage01 android:layout_width=wrap_content android:layout_height=wrap_content android:src=@drawable/untitled android:adjustViewBounds=true android:paddingLeft=5px android:paddingTop=5px android:clickable=true android:background=@drawable/untitled /Button /LinearLayout -- !-- -- View android:id=@+id/View02 android:layout_width=fill_parent android:layout_height=1px android:background=# android:paddingTop=15px android:layout_marginTop=5px / LinearLayout android:id=@+id/LinearLayout03 android:layout_height=fill_parent android:background=@drawable/untitled5 android:layout_width=fill_parent android:gravity=center_vertical android:paddingTop=5px
[android-developers] Re: OpenGL glScissor not working on HTC phones
Try to render static part of the screen twice so both back and front buffers have the same content. However I think it's better to render static scene, store it as texture and draw simple quad at the beginning of each frame. On Nov 14, 7:42 pm, Jeff Boody jeffbo...@gmail.com wrote: I do not do a gl.glClear(GL10.GL_COLOR_BUFFER_BIT); so the bits that were drawn previously should remain. Actually this isn't the default behavior. I think you need to request EGL_BUFFER_PRESERVED for the EGL_SWAP_BEHAVIOR. Unfortunately this currently (froyo) isn't possible because Android only supports EGL 1.0 + some extensions. The eglSurfaceAttrib() API entry point was added at a later version of EGL. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Read Barcode
Hi All Exist some way from read the barcode using the android sdk ? Thanks David -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android Market Licensing Problem
There is a free version of my app available and it's also complicated to the point that it couldn't be throughly evaluated in 20 mins. I picked 20 mins because, while it's somewhat arbitrary, I only have a handful returns more than 20 mins and less than a few hours after purchase. My app should take at least a few hours to thoroughly evaluate. Therefore, it's fairly safe to say that the 20 min crowd are likely pirates. On Nov 15, 12:01 pm, TreKing treking...@gmail.com wrote: On Sun, Nov 14, 2010 at 6:28 PM, Zsolt Vasvari zvasv...@gmail.com wrote: I define a pirate as somebody who requests a refund within 20 minutes of purchase. Just curious - is this really a fair definition of a pirate? Do you have stats or other evidence to indicate these people have pirated your app? I wouldn't be surprised if there is a small number of people that allot some time to download, play with and evaluate an app. 20 minutes sounds like plenty of time for someone to navigate and test run most apps to determine if it's something that does what they need / is worth keeping. I guess it depends on how complex your app is and whether you have a free version (if not I'm not surprised you have a large number of people trying it for a short periods of time and quickly refunding). ----- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android Market Licensing Problem
Well, for me, if I test the app on my dev phone where my primary account (or even the secondary account) are NOT purchasers, I do get NOT_LICENSED when setting the market response to Normal. So at least that's working, but my app is published, while yours isn't. Of course, I am using a non-standard client implementation of LVL where practically nothing from the original code is recognizable. On Nov 15, 12:08 pm, John Gaby jg...@gabysoft.com wrote: Well, as I said, with my uploaded, but unpublished app, if I use a phone that has ANY valid gmail connected to it, it always returns that it is Licensed (I have tried this on about 10 or so different phones, with version 1.6 through 2.2). I am hoping that once I publish it that this will change, but I have no way of knowing for sure. This whole LVL thing may have been an exercise in futility. On Nov 14, 4:28 pm, Zsolt Vasvari zvasv...@gmail.com wrote: I also think there is a problem. I released my app with LVL. I haven't gotten any reports of false negatives, but, contrary to my expectation, I still haven't had a pirate later repurchase my app. I define a pirate as somebody who requests a refund within 20 minutes of purchase. That's about 10% of my purchases, which, in a week amounts to about 15 people. Now, I know the majority people pirating wouldn't pay for it in the first place, but certainly some percentage would. But I had not one person do that. While there is no emperical evidence, the most likely explantion I could come up wuth is that LVL returns allowed even if not licensed. I use the extras fields returned by Google, so it's also possible that the liicense is still valid after a week, no idea. On Nov 15, 6:21 am, bagelboy greg.do...@gmail.com wrote: You can't, basically. All you can do is publish and hope their system works. My answer to this problem was to not use the response extras and to create a system that can deal with an incorrect response here and there. On Nov 14, 4:00 pm,JohnGabyjg...@gabysoft.com wrote: Actually, that thought has occurred to me (I have already read that thread), but really, how am I supposed to be able to test my app before I publish it if that is the case? On Nov 14, 3:29 am, bagelboy greg.do...@gmail.com wrote: Perhaps the responses aren't correct because your app is not published. this thread may provide some insight:http://groups.google.com/group/android-developers/browse_thread/threa... On Nov 14, 3:31 am,JohnGabyjg...@gabysoft.com wrote: I have added some logging code and found that the raw response from theLicenseService (i.e. the call back to verifyLicense in LicenseChecker.java) has a responseCode of '0', which means 'licensed'. This is simply not correct. This phone does NOT have a valid account which would generate such a response. Can someone please explain why this is happening. Does thisLicenseService simply not work correctly on a large number of phones? Does using the service have any value at all? Thanks. On Nov 13, 3:31 am, bagelboy greg.do...@gmail.com wrote: I recently did my ownLVLimplementation and I can tell you that tracing these issues down is a real pain. First you need to put loads of logging into theLVLcode to find out what the actual response is, otherwise you have no visibility, then you have to put logging into all the code between the response and the allow/dontallow callbacks. Basically what I found was the stock code was unworkable in many ways. I quickly came to the conclusion that I needed to modify it into something that worked for me. There's a few reasons behind why you should abandon the stock code: - if you use the stock implementation then crackers will find it very easy to circumvent - as you have found it is very hard to debug. You have to spend so much time figuring out how it works you may as well roll your own instead. - who's to say whether the google responses are what you want? How many retries do you want before it sends a dontAllow back? Maybe you want to treat the error responses as a retry. Do you want google to specify that or yourself? Do you want them to specify the time between checks? It's better to take control of this process so you know exactly what is going on and you can manage the user experience. In the system I came up with in the end all I use is the response and none of the extras. What I do with the response is all custom, that way I can use the market test responses in development without issues. -BB On Nov 13, 4:40 am,JohnGabyjg...@gabysoft.com wrote: I am using pretty much the default
[android-developers] Re: alignment issue in top left and top right
hi thank for the reply!!i done it and using relativelay. i am facing a new problem ie, i want to fill whole screen with the background image.code i am trying is: requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FILL_PARENT,WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(R.layout.main); xml code is: LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:orientation=vertical android:layout_width=fill_parent android:layout_height=fill_parent android:background=@drawable/homepage_image android:gravity=center ImageButton android:id=@+id/btnSequence android:layout_width=wrap_content android:layout_height=wrap_content android:src=@drawable/btn_sequence android:gravity=center_vertical / ImageButton android:id=@+id/btnVideo android:layout_width=wrap_content android:layout_height=wrap_content android:src=@drawable/btn_video android:gravity=center_vertical / ImageButton android:id=@+id/btnInfo android:layout_width=wrap_content android:layout_height=wrap_content android:src=@drawable/btn_info android:gravity=center_vertical / /LinearLayout On Nov 2, 4:02 pm, Kostya Vasilyev kmans...@gmail.com wrote: Alok, FrameLayout is not what you want to use in this case. http://developer.android.com/reference/android/widget/FrameLayout.html FrameLayout is designed to block out an area on the screen to display a single item. You can add multiple children to a FrameLayout, but all children are pegged to the top left of the screen. Children are drawn in a stack, with the most recently added child on top. I suggest you use RelativeLayout, it's really powerful, although takes some time to get used to. http://developer.android.com/reference/android/widget/RelativeLayout For back button, specify android:layout_alignParentLeft=true, for next, android:layout_alignParentRight=true. -- Kostya 02.11.2010 13:06, Alok Upadhyay пишет: i am trying to align my two image buttons (back and next) at the top of an image background and trying like below xml code.But both the images are overlapping on top left corner. FrameLayout xmlns:android=http://schemas.android.com/apk/res/ android android:orientation=vertical android:layout_width=fill_parent android:layout_height=fill_parent android:gravity=center_horizontal android:background=@drawable/image_wo_lbl_0 ImageView android:id=@+id/back android:src=@drawable/btn_back android:layout_width=wrap_content android:layout_height=wrap_content android:layout_alignParentLeft=true / ImageView android:id=@+id/next android:src=@drawable/btn_next android:layout_width=wrap_content android:layout_height=wrap_content android:layout_alignParentRight=true / /FrameLayout Thanks!! -- Kostya Vasilyev -- WiFi Manager + pretty widget --http://kmansoft.wordpress.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Home button LongPress issue.
Hi I need Immediate help!! When i launch app after splash screen Activity A is launched .In activity A there is a button on clicking that button Another Activity B is being launched which is being updated by a service . And if i click back button of device, home screen of device is displayed, Background service keeps updating the Activity B even when Device's home screen is displayed. On Long pressing Home button Recent applications are being displayed when i chose my app activity B is being displayed ( which is normal behavior). But what happens sometimes instead of Activity B Activity A is being displayed Also in this case Background service does not update The Activity B. And when i Click Back Button on Activity A then Activity B is being displayed . Both Activities have launch mode single task And have no intent Filter defined. Thanks -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Read Barcode
Zxing open source. Perhaps the barcode scanner app also public intent. On Nov 14, 2010 10:56 PM, David Toledo dtole...@gmail.com wrote: Hi All Exist some way from read the barcode using the android sdk ? Thanks David -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Camera saving corrupted photos
Sounds like a G2/Android bug then, because still image results should always be totally unrelated to any (screen) layout settings. Only camera preview results can be linked to layout. On Nov 15, 1:26 am, Stephen Lebed srle...@gmail.com wrote: It is a supported size on the g2. I'm not specifying the size, its the default res for the camera. It looks like part of the problem is with getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); I use this in the onCreate method. Again, I use this all the time, but when I comment out this line, I can save uncorrupted images. I'm still hunting for an answer. It is related to my layout xml. On Nov 14, 12:53 pm, blindfold seeingwithso...@gmail.com wrote: 2.592 x 1.952 looks like an unusual (unsupported) image size to me. Maybe try 2.592 x 1.944? Regards On Nov 14, 7:58 pm, Stephen Lebed srle...@gmail.com wrote: I can't figure out why I'm getting corrupted images when I save them in my app. In fact the thumbnail seems to be fine, but the actual image is corrupted, as if the stride value is not being set correctly. The following is the code I'm using the save the image, which is taken from other version of camera apps almost directly. In other apps it seems to be saving images without problem. This is called from a Camera.PictureCallback.onPictureTaken(byte[] data, Camera camera) File filename = new File(Test_SnapShotK.jpg); File exportDir = new File(Environment.getExternalStorageDirectory(), TestDir); if (!exportDir.exists()) { exportDir.mkdirs(); Log.i(TAG, making directory + exportDir.toString()); } File file = new File(exportDir, filename.getName()); try { FileOutputStream fileOutputStream = new FileOutputStream(file); fileOutputStream.write(data); fileOutputStream.flush(); fileOutputStream.close(); } catch (IOException e) { Log.e(TAG, e.getMessage(), e); } Since I can't attach the image I'm getting directly in this post, here is a link to it. http://www.mechnology.com/Test_SnapShotK.jpg Has anyone else gotten this problem and have been able to resolve it. I'm testing this on a G2 phone. Any help is greatly appreciated. Stephen -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] problem in transfering files to sd card
hello, i want to transfer doc or any text file to my SD CARD and then i wan to access it. so i put the folloiwng command line argument in eclipse. -sdcard C:\sdcard.iso then i used the following command from command prompt to push certificate file to sdcard. adb push licenseFile /sdcard but when i went to DDMS perspective into eclipse and then when i went to file manager and i tried to transfer files but it gave me following error in console. Failed to push the item(s). [2010-11-15 16:52:02] (null) hope to see your reply soon. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en