[android-developers] Re: how to get a list of locales supported by device we're running on

2013-06-12 Thread Piren
I think you're confusing several different things the "Language and 
Input" list that you're trying to fit isn't the same as the supported 
locales ... This is just a list of languages the specific OS interface has 
special versions for (i.e, the entire device UI will change). This is 
localization, not locale support. 

The list of available locales will be more accurate to what you're trying 
to achieve, but it is still not there - some devices can render fonts that 
are outside of those available locales.
this is because what really matters in the end is if you have the proper 
fonts to render that text.

I actually dealt with something regarding that a few days ago and i'm even 
more confused... the source code for TextView/Paint don't actually tell us 
any information on how android gets the available fonts or how it decides 
which one to use (it's all in native code apparently) 

But i did find this:
http://www.ulduzsoft.com/2012/01/enumerating-the-fonts-on-android-platform/

It might give you what you're looking for if you combine the available font 
list with the available locales. 

On Tuesday, June 11, 2013 7:31:53 PM UTC+3, latimerius wrote:
>
> I understand this is a FAQ but after googling for hours and finding 
> nothing but forum questions with no answers and a heap of bad 
> (non-functional) advice, I figured I'd ask.
>
> I'd like to allow our users to set a locale independent of the system-wide 
> one.  To construct the menu of available languages, I figured I'd take a 
> list of languages supported by the app and remove the ones not supported by 
> the particular device.  I wouldn't want to offer a language to the user if 
> the device cannot render texts in that language (say due to a missing font 
> or code support).
>
> Getting a list of languages device can render turned out surprisingly hard 
> though.  Following hints from docs and advice from the net, I tried
>
> Locale.getAvailableLocales()
> Resources.getSystem().getAssets().getLocales() (or 
> just getAssets().getLocales() with same result)
>
> none of which gets the expected result (which is something resembling the 
> language list in system "Language & Input" settings).  Also, there is a 
> mention in the docs that subsystems affected by locale settings usually 
> offer their own means of getting a list of supported locales which we 
> should use in preference to Locale.getAvailableLocales().  Fair enough but 
> I can see no such functions in TextView or Paint which are the subsystems I 
> use to draw text.
>
> We can do without app-specific locale settings although they'd be nice to 
> have.  However, if just out of curiosity, I'm still wondering if it's 
> really not possible on Android to get this seemingly fundamental piece of 
> information?
>
>

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Re: [android-developers] Re: how to get a list of locales supported by device we're running on

2013-06-12 Thread Latimerius
Thanks for the reply.  To explain a bit further: the reason I'm trying to
get something similar to what the user sees in "Language & input" is, I
just consider it unlikely that a device would offer a language that's it's
not capable to handle, or that it would *not* offer a language it *can*
handle.

It's just a heuristic to decide whether what I'm getting looks plausible.
 If, for instance, a devices offers two variants of English, French,
Italian and Spanish (a single variant each) in its settings but
getAvailableLocales() returns just a heap of English variants (like 15 or
20) and two Spanish variants, it doesn't match what I see in settings and
thus looks suspicious.  That's it - I don't mean to insist that an API must
get me a list identical to "Language & input".

I'm not sure what the difference between "locale" and "localization" is - I
believe I'm using the word "locale" in the sense explained for instance
here: http://en.wikipedia.org/wiki/Locale .  However, you're right in that
I don't actually need full support for a specific locale - being able to
render text is good enough (I mean I don't care about currency formatting,
collating etc.).  On the other hand, I'm not sure if just checking fonts is
enough to ensure that.  Consider for instance right-to-left languages -
fonts might well be available but without specific support in the font/text
renderer the result won't be good.

Come to think of it, I'm probably looking for a
TextView.getAvailableLocales()...


On Wed, Jun 12, 2013 at 10:20 AM, Piren  wrote:

> I think you're confusing several different things the "Language and
> Input" list that you're trying to fit isn't the same as the supported
> locales ... This is just a list of languages the specific OS interface has
> special versions for (i.e, the entire device UI will change). This is
> localization, not locale support.
>
> The list of available locales will be more accurate to what you're trying
> to achieve, but it is still not there - some devices can render fonts that
> are outside of those available locales.
> this is because what really matters in the end is if you have the proper
> fonts to render that text.
>
> I actually dealt with something regarding that a few days ago and i'm even
> more confused... the source code for TextView/Paint don't actually tell us
> any information on how android gets the available fonts or how it decides
> which one to use (it's all in native code apparently)
>
> But i did find this:
> http://www.ulduzsoft.com/2012/01/enumerating-the-fonts-on-android-platform/
>
> It might give you what you're looking for if you combine the available
> font list with the available locales.
>
>
> On Tuesday, June 11, 2013 7:31:53 PM UTC+3, latimerius wrote:
>>
>> I understand this is a FAQ but after googling for hours and finding
>> nothing but forum questions with no answers and a heap of bad
>> (non-functional) advice, I figured I'd ask.
>>
>> I'd like to allow our users to set a locale independent of the
>> system-wide one.  To construct the menu of available languages, I figured
>> I'd take a list of languages supported by the app and remove the ones not
>> supported by the particular device.  I wouldn't want to offer a language to
>> the user if the device cannot render texts in that language (say due to a
>> missing font or code support).
>>
>> Getting a list of languages device can render turned out surprisingly
>> hard though.  Following hints from docs and advice from the net, I tried
>>
>> Locale.getAvailableLocales()
>> Resources.getSystem().**getAssets().getLocales() (or
>> just getAssets().getLocales() with same result)
>>
>> none of which gets the expected result (which is something resembling the
>> language list in system "Language & Input" settings).  Also, there is a
>> mention in the docs that subsystems affected by locale settings usually
>> offer their own means of getting a list of supported locales which we
>> should use in preference to Locale.getAvailableLocales(**).  Fair enough
>> but I can see no such functions in TextView or Paint which are the
>> subsystems I use to draw text.
>>
>> We can do without app-specific locale settings although they'd be nice to
>> have.  However, if just out of curiosity, I'm still wondering if it's
>> really not possible on Android to get this seemingly fundamental piece of
>> information?
>>
>>  --
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Re: [android-developers] Re: how to get a list of locales supported by device we're running on

2013-06-12 Thread Piren
Your reasoning is sound, but you're barking at the wrong tree... What shows 
in Language & Input can be summed up to "This is what the company that made 
the specific ROM you're using wanted the users to see when they use the 
device", which has little affect on your app. Any language that shows 
there, will mean that you can support it as well, but that list is very 
short, much shorter than the actual list of supported locales and fonts. 
That list is usually just the default provided by google plus some of the 
leading languages used in the region the device is aimed for.

By localization i meant - Modifications to the text so that a group of 
people would be able to understand it using their native language. 
If a device was localized to support Germany, it would obviously support 
the German language and have all of its interface display in German. 
However, it does not mean it supports all the Locales available in Germany 
(which might be different due to different dialects and customs). Basically 
what you're are aiming to do is add multiple localizations to your app and 
then intersect that list with the localizations the device can actually 
display (which is defined by its available fonts).

Basically the list of support goes like:  Font > Locale >> Localizations   
(where the Font supports more "options" than Locale and Locale support much 
more "options" than Localizations).

Regarding the limitation that RTL languages offer and limitations like that 
- That is up to you to verify when you create your localization... having a 
Locale to match that localization would just make it easier to localize, 
but not mandatory. e.g - If you want to display a number you can use 
String.format + Locale to display it according to the current locale, or go 
the extra mile and offer locales that aren't supported by doing the 
formatting yourself. which will be possible as long as the font to display 
it, will be available.

P.S - RTL support in android sucks balls :) (at least up to JB) If you're 
not a native RTL speaker, don't dwell on it too much... just make sure it's 
readable. 



On Wednesday, June 12, 2013 3:56:39 PM UTC+3, latimerius wrote:
>
> Thanks for the reply.  To explain a bit further: the reason I'm trying to 
> get something similar to what the user sees in "Language & input" is, I 
> just consider it unlikely that a device would offer a language that's it's 
> not capable to handle, or that it would *not* offer a language it *can* 
> handle. 
>
> It's just a heuristic to decide whether what I'm getting looks plausible. 
>  If, for instance, a devices offers two variants of English, French, 
> Italian and Spanish (a single variant each) in its settings but 
> getAvailableLocales() returns just a heap of English variants (like 15 or 
> 20) and two Spanish variants, it doesn't match what I see in settings and 
> thus looks suspicious.  That's it - I don't mean to insist that an API must 
> get me a list identical to "Language & input".
>
> I'm not sure what the difference between "locale" and "localization" is - 
> I believe I'm using the word "locale" in the sense explained for instance 
> here: http://en.wikipedia.org/wiki/Locale .  However, you're right in 
> that I don't actually need full support for a specific locale - being able 
> to render text is good enough (I mean I don't care about currency 
> formatting, collating etc.).  On the other hand, I'm not sure if just 
> checking fonts is enough to ensure that.  Consider for instance 
> right-to-left languages - fonts might well be available but without 
> specific support in the font/text renderer the result won't be good.
>
> Come to think of it, I'm probably looking for a 
> TextView.getAvailableLocales()...
>
>
> On Wed, Jun 12, 2013 at 10:20 AM, Piren >wrote:
>
>> I think you're confusing several different things the "Language and 
>> Input" list that you're trying to fit isn't the same as the supported 
>> locales ... This is just a list of languages the specific OS interface has 
>> special versions for (i.e, the entire device UI will change). This is 
>> localization, not locale support. 
>>
>> The list of available locales will be more accurate to what you're trying 
>> to achieve, but it is still not there - some devices can render fonts that 
>> are outside of those available locales.
>> this is because what really matters in the end is if you have the proper 
>> fonts to render that text.
>>
>> I actually dealt with something regarding that a few days ago and i'm 
>> even more confused... the source code for TextView/Paint don't actually 
>> tell us any information on how android gets the available fonts or how it 
>> decides which one to use (it's all in native code apparently) 
>>
>> But i did find this:
>>
>> http://www.ulduzsoft.com/2012/01/enumerating-the-fonts-on-android-platform/
>>
>> It might give you what you're looking for if you combine the available 
>> font list with the available locales. 
>>
>>
>> On Tues

Re: [android-developers] Re: how to get a list of locales supported by device we're running on

2013-06-12 Thread Kostya Vasilyev
Settings app:

https://android.googlesource.com/platform/packages/apps/Settings/+/refs/heads/master/src/com/android/settings/LocalePicker.java

Uses this:

https://android.googlesource.com/platform/frameworks/base/+/refs/heads/master/core/java/com/android/internal/app/LocalePicker.java

It's basically Resources.getSystem().**getAssets().getLocales() which you'd 
already mentioned, but the code here does some filtering, to make the list 
look prettier -- which explains the different results.

When in doubt, use the source :)

-- K

On Wednesday, June 12, 2013 5:55:35 PM UTC+4, Piren wrote:
>
> Your reasoning is sound, but you're barking at the wrong tree... What 
> shows in Language & Input can be summed up to "This is what the company 
> that made the specific ROM you're using wanted the users to see when they 
> use the device", which has little affect on your app. Any language that 
> shows there, will mean that you can support it as well, but that list is 
> very short, much shorter than the actual list of supported locales and 
> fonts. That list is usually just the default provided by google plus some 
> of the leading languages used in the region the device is aimed for.
>
> By localization i meant - Modifications to the text so that a group of 
> people would be able to understand it using their native language. 
> If a device was localized to support Germany, it would obviously support 
> the German language and have all of its interface display in German. 
> However, it does not mean it supports all the Locales available in Germany 
> (which might be different due to different dialects and customs). Basically 
> what you're are aiming to do is add multiple localizations to your app and 
> then intersect that list with the localizations the device can actually 
> display (which is defined by its available fonts).
>
> Basically the list of support goes like:  Font > Locale >> Localizations   
> (where the Font supports more "options" than Locale and Locale support much 
> more "options" than Localizations).
>
> Regarding the limitation that RTL languages offer and limitations like 
> that - That is up to you to verify when you create your localization... 
> having a Locale to match that localization would just make it easier to 
> localize, but not mandatory. e.g - If you want to display a number you can 
> use String.format + Locale to display it according to the current locale, 
> or go the extra mile and offer locales that aren't supported by doing the 
> formatting yourself. which will be possible as long as the font to display 
> it, will be available.
>
> P.S - RTL support in android sucks balls :) (at least up to JB) If you're 
> not a native RTL speaker, don't dwell on it too much... just make sure it's 
> readable. 
>
>
>
> On Wednesday, June 12, 2013 3:56:39 PM UTC+3, latimerius wrote:
>>
>> Thanks for the reply.  To explain a bit further: the reason I'm trying to 
>> get something similar to what the user sees in "Language & input" is, I 
>> just consider it unlikely that a device would offer a language that's it's 
>> not capable to handle, or that it would *not* offer a language it *can* 
>> handle. 
>>
>> It's just a heuristic to decide whether what I'm getting looks plausible. 
>>  If, for instance, a devices offers two variants of English, French, 
>> Italian and Spanish (a single variant each) in its settings but 
>> getAvailableLocales() returns just a heap of English variants (like 15 or 
>> 20) and two Spanish variants, it doesn't match what I see in settings and 
>> thus looks suspicious.  That's it - I don't mean to insist that an API must 
>> get me a list identical to "Language & input".
>>
>> I'm not sure what the difference between "locale" and "localization" is - 
>> I believe I'm using the word "locale" in the sense explained for instance 
>> here: http://en.wikipedia.org/wiki/Locale .  However, you're right in 
>> that I don't actually need full support for a specific locale - being able 
>> to render text is good enough (I mean I don't care about currency 
>> formatting, collating etc.).  On the other hand, I'm not sure if just 
>> checking fonts is enough to ensure that.  Consider for instance 
>> right-to-left languages - fonts might well be available but without 
>> specific support in the font/text renderer the result won't be good.
>>
>> Come to think of it, I'm probably looking for a 
>> TextView.getAvailableLocales()...
>>
>>
>> On Wed, Jun 12, 2013 at 10:20 AM, Piren  wrote:
>>
>>> I think you're confusing several different things the "Language and 
>>> Input" list that you're trying to fit isn't the same as the supported 
>>> locales ... This is just a list of languages the specific OS interface has 
>>> special versions for (i.e, the entire device UI will change). This is 
>>> localization, not locale support. 
>>>
>>> The list of available locales will be more accurate to what you're 
>>> trying to achieve, but it is still not there - some devices can ren

[android-developers] Android Development Kit ADK2011

2013-06-12 Thread psyco
Hi all,

I installed the ADK 2011 on my Galaxy Nexus and ARDUINO Board like the 
guide in this link : http://developer.android.com/tools/adk/adk.html

Every thing works OK but when I lock the smartphone screen or have an 
incoming call , my app becomes blocked 

I want to fix this 

any suggestions ?

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[android-developers] Re: Android Development Kit ADK2011

2013-06-12 Thread psyco
I put this code on my onResume method:

@Override
public void onResume() {
super.onResume();

Intent intent = getIntent();
if (mInputStream != null && mOutputStream != null) {
return;
}

UsbAccessory[] accessories = mUsbManager.getAccessoryList();
UsbAccessory accessory = (accessories == null ? null : accessories[0]);
if (accessory != null) {
if (mUsbManager.hasPermission(accessory)) {
openAccessory(accessory);
} else {
synchronized (mUsbReceiver) {
if (!mPermissionRequestPending) {
/*display the dialog using requestPermission() method*/
mUsbManager.requestPermission(accessory,mPermissionIntent);
mPermissionRequestPending = true;
}
}
}
} else {
Log.d(TAG, "mAccessory is null");
}
}

but nothing ... 

Le mercredi 12 juin 2013 16:34:27 UTC+1, psyco a écrit :
>
> Hi all,
>
> I installed the ADK 2011 on my Galaxy Nexus and ARDUINO Board like the 
> guide in this link : http://developer.android.com/tools/adk/adk.html
>
> Every thing works OK but when I lock the smartphone screen or have an 
> incoming call , my app becomes blocked 
>
> I want to fix this 
>
> any suggestions ?
>

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[android-developers] Launch app from Dialer but Dialer still runs

2013-06-12 Thread yves...@gmail.com
So, I followed some instructions on the web and able to start my app 
through Dialer using a specific code, say, "1234". (I was using 
BroadcastReceiver onReceive). But the problem is after my app quits, the 
dialer will start dialing 1234. Is there a way to stop this?

Thanks


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Re: [android-developers] Launch app from Dialer but Dialer still runs

2013-06-12 Thread Yves Liu
And I did try to do "abortBroadcast()" in the onReceive call. But it didn't
help


On Wed, Jun 12, 2013 at 9:45 AM, yves...@gmail.com wrote:

> So, I followed some instructions on the web and able to start my app
> through Dialer using a specific code, say, "1234". (I was using
> BroadcastReceiver onReceive). But the problem is after my app quits, the
> dialer will start dialing 1234. Is there a way to stop this?
>
> Thanks
>
>
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Re: [android-developers] Re: how to get a list of locales supported by device we're running on

2013-06-12 Thread Lew
latimerius wrote:

> Thanks for the reply.  To explain a bit further: the reason I'm trying to 
> get something similar to what the user sees in "Language & input" is, I 
> just consider it unlikely that a device would offer a language that's it's 
> not capable to handle, or that it would *not* offer a language it *can* 
> handle. 
>

What the device *offers* is a combination of what came with it from the OEM 
and 
what the user added, subject to any device-specific limitations.

What the device *accepts* is a superset of what has already been installed.

It is not only likely, but common that a device will have apps and device 
configurations 
supporting locales beyond what originally came with the device.

I've got Google Translate on my phone. It supports many locales not on my 
L&I screen. 

I've also loaded programs that take over the IMEs and display for whatever 
language 
and thrown the whole phone into Arabic, Chinese, Korean or whatever.

Piren laid out a taxonomy of locale support. Basically an app will support 
any 
locale it's properly configured to support.

-- 
Lew

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[android-developers] Re: How to change the Blue Line below Title in AlertDialog.

2013-06-12 Thread Destil
Hi, there is a simple library for that:

https://github.com/inmite/android-styled-dialogs

David

On Wednesday, September 5, 2012 8:00:24 AM UTC+2, Shan Ul Haq wrote:
>
> Hi, 
>
> I cannot find any style property that changes the blue line under title of 
> the AlertDialog. can anyone please let me know how to do that ?
>

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[android-developers] open the file with third party app

2013-06-12 Thread shiva pendem
Hi,

i am developing a application where i need to integrate the file explorer,

in the file explorer, if the user selects a file it should be opened,

for example if user selects a audio file it should open in a music player,  
similarlly same for all the file types,

how to implement this mechanism of opening the selected file with the other 
applications installed

Please help me,

Thanks,
Shiva Shankar

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[android-developers] Why I couldnt be able to download the video files completely in sd card, android ?

2013-06-12 Thread Meena Rengarajan
Hi all, 
 I could be able to download the video from URL and storing it in 
sd card. After Downloading process is completed , I couldnt be able to view 
the video files completely from sd card.

Whats the problem here? Why Video files are not downloading completely and 
it is stucking up in half of the video? When i try to play the video only 
playing half of the video so what mistake I have done here ?

How should i do this? Please any one can suggest / help me kindly ?

Thanks !

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[android-developers] How to send Text and Documents using webservices from client to server in android ?

2013-06-12 Thread Meena Rengarajan
Hi all, 
   I have uploaded Images from client to server using SOAP library via 
Webservices, android . It has been done successfully. What about these text 
files and documents and how can I send it by using webservices, android ?

I could be able to view an Image in server side also. Now whats my doubt 
is, how can I view the Text and Document files using webservices in server 
side. Do I need to apply any other things for sending Text and Document 
files from client to server by programmatically.

Please anyone suggest me ?


Thanks !

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