Re: [android-developers] Re: Rendering Problem with GLSurfaceView

2012-01-21 Thread Christopher Van Kirk


Could it be a missing modelview matrix? You're drawing everything at z 
of zero, and not specifying a model matrix. Maybe that means that the 
eye is sitting right where you're drawing. Try scrolling out a bit in 
the model and see if that helps.


Also, if you're drawing in 2d, why are you enabling depth testing?

You might want to turn off face culling until you can see your drawing 
for the first time. Not sure how if it affects line drawing, but might 
help a bit, and not entirely sure why it would be necessary in a 2D 
rendering. Alternatively, swap your near and far values around.


Apart from that I'm not seeing anything wrong with your code.

On 1/22/2012 1:43 AM, Thomas Fjellstrom wrote:

On Sat Jan 21, 2012, ScheffsBlend wrote:

I can't figure out what I'm doing wrong.

I think it might have to do with the colors you are using. You clear
the screen with (0,0,0,1) and you draw with Colorado (0,0,0,1).
Things may be working right, but you just can't see them.

onDrawFrame is clearing to 1,1,1,1, and the rect is drawing 0,0,0,1, so it
should be ok.


-clark-


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Re: [android-developers] projects ideas for degree project

2012-01-20 Thread Christopher Van Kirk

Definitely an Android topic.

On 1/21/2012 2:12 AM, bint-e -hava wrote:

hi

can any one suggest ideas for degree final project its may not be big 
and new but accept able as final project .

help would be highly appreciated
thanks
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Re: [android-developers] best adnetwork

2012-01-20 Thread Christopher Van Kirk

Try it and see?

On 1/20/2012 9:25 PM, aru wrote:

Hi guys,
would you tell me the best adnetwork that exist on Android platform.
currently I use Admob, but I feel their CPM is low, and I want to
change to greystripe but I don't know it's gonna be going well or not.

Thanks,
Aru



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Re: [android-developers] Re: Eclipse

2012-01-19 Thread Christopher Van Kirk
Sometimes it's advisable to quote the mail you're responding to. I don't 
think anyone knows what you're talking about.


Eclipse. Me too.

Huh?

On 1/20/2012 2:08 PM, Mrinal wrote:

Hi
I am facing a similar issue. Did you get any workaround ?

Thanks
mrinal



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Re: [android-developers] Re: Copyright question: Can I remix a Final Fantasy song and use it in my game?

2012-01-19 Thread Christopher Van Kirk
You're assuming that they didn't pay for the right to use that song. If 
you pay the copyright holder, you don't necessarily have to credit them. 
Whether or not you credit is up to the agreement you have with the 
copyright holder.


Anyway, this is a question of law not Android, so it doesn't belong on 
this list. Go talk to a lawyer.




On 1/20/2012 4:50 AM, hzakimoto wrote:

Marble Blast:
https://market.android.com/details?id=com.ezjoynetwork.marbleblast

And here's the song mentioned:
http://www.youtube.com/watch?v=m1qbVI9iTBU

They didn't use the song directly though. It's obvious they remix it.
(The original song is a 16 bit sound from SNES system)

Directly using the song is obviously illegal. But what if I remix the
song myself? I'm also a musician.

Thanks again!

On Jan 20, 3:26 am, TreKing  wrote:

On Thu, Jan 19, 2012 at 2:08 PM, hzakimoto  wrote:

I also saw a top game on Android Market using music(ending theme)
from Chrono Trigger.
It's a zuma-type game sitting on the Top Free page in the Android Market.

Which game?

-
TreKing  - Chicago
transit tracking app for Android-powered devices


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Re: [android-developers] Copyright question: Can I remix a Final Fantasy song and use it in my game?

2012-01-19 Thread Christopher Van Kirk

On 1/20/2012 4:08 AM, hzakimoto wrote:

For example, if I remix battle themes from Final Fantasy series and
use it in my game. Will I get into copyright problem?

I'd be more than happy to put some credit text like this in my game:
"Battle theme originally composed by Nobuo Uematsu, remixed by [my
name here]"

I also saw a top game on Android Market using music(ending theme) from
Chrono Trigger.
It's a zuma-type game sitting on the Top Free page in the Android
Market. So I believe this is doable...?

Thanks in advance!


Ask your lawyer.

I bet he'll tell you "No you can't do that"


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Re: [android-developers] Loading textures in native code using only C++

2012-01-17 Thread Christopher Van Kirk
This is the wrong list for this kind of question. You should probably 
post on the NDK list instead.


I have only done it the pure C++ way, and whether it was 'ok in terms of 
performance' is a bit too subjective to be answerable. I load my 
textures up front, so all the delay is behind a splash screen anyway.


What I did to maintain 2.2 compatibility was to parse the APK file 
directly and load the image files from the assets folder. It's not a 
'supported' approach, so may have problems down the road. I think you 
can use the native AssetManager directly if you're willing to let go of 2.2.


On 1/18/2012 5:32 AM, mighter wrote:
I need to load textures for rendering objects in native part of 
Android app.
For now there's combination of Java/C++ implementation, where bitmap 
 data is loaded using Android Bitmap and then this data is accessed by 
 C++ code to get textures.

I want to load textures using only C++. Any suggestions, like a library?
And is it really worth doing, or this combination for Java/C++ for 
loading textures is OK in terms of perfomance?

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Re: [android-developers] Re: Android fragmentation study

2012-01-14 Thread Christopher Van Kirk


Hi Diane!

From your response I sense that I must have touched a nerve. Please 
don't misunderstand my intentions in making these assertions. I'm not an 
Android hater, I'm a disillusioned believer. I'm not the only one though:


http://techcrunch.com/2012/01/14/ok-mg-i-take-it-back/

http://www.zdnet.com/blog/open-source/androids-biggest-worry-fragmentation/8022

On 1/12/2012 4:26 PM, Dianne Hackborn wrote:
On Wed, Jan 11, 2012 at 8:31 PM, Christopher Van Kirk 
mailto:christopher.vank...@gmail.com>> 
wrote:


Making software is a business. An investment. To reap maximum
rewards on that investment the product has to have as much reach
as possible, meaning the OP is absolutely on point about OS
upgrades. Who is going to spend 10k, 100k, 1m, etc, developing an
app whose target market is less than 1% of active installs? 4.0
won't be an attractive target for developers until it commands at
least 80% of the installed market, which will likely take at least
a year to occur, perhaps longer.


How different is this from a new major version of Windows coming out? 
 It seems like at least a year until they start to get significant 
traction.  Windows does have an advantage in that user can buy a copy 
of the newer OS and install it if some app they want needs it...  but 
as an app developer, requiring a newer version of the OS than the user 
has is probably not likely to get most of those potential users to buy 
and install an upgrade to their entire OS.
I'm not sure what your point is here. Developers have the same dilemma 
in the Windows space, although to be fair, the changes from version to 
version are far less frequent and far less dramatic than what's 
happening in the Android space. Even so, something like 40% of the PC 
market is still on XP even though it's now 11 years old and beyond its 
support lifetime.


But since you brought it up, you're right. Windows releases generally 
require some time to be adopted. I don't think that refutes the OPs 
point in any way. Also, Windows isn't your competition in the mobile 
space, iOS is, and iOS does not suffer from this problem.


As for what's different, I guess the major thing is that with Windows 
the end user can install the new OS whenever they want to, even on old 
hardware. There's always an upgrade path open for them, whereas in most 
of the officially sanctioned Android universe this isn't an option. 
Instead, people are supposed to buy new phones with the new software 
pre-installed on it, and generally that's subsidized with long term 
contracts to keep them locked into the carrier and the device. Sure, 
there is a sizable hacking community that will help the brave and 
technically savvy to bypass the sanctioned update pipeline, but 
depending on them to save your 4.0 exclusive app seems it would be like 
an exceptionally poor business decision. Finally, there's rarely a new 
version of Windows to contend with, whereas with Android we have 
something new every 6 months or so.



Comparing handset differences with browser difference is just
absurd. How many browser versions are there? Five maybe six? An
average Android app has to deal with over 600 different devices
today. That's a difference of 100x. This number is also growing at
an exponential rate, so even if you can manage to test on all of
those devices, in three months you'll probably have to do the same
number again.


You are significantly exaggerating about 600 different devices...  if 
you are going to say that, you could just as well say there are 
hundreds if not thousands of different PCs running windows...  not to 
mention all those different graphics cards and drivers and what-not... 
 crazy!


The Android market tells me that my app is accessible to 600 devices. If 
that's not true then I guess it has a bug.


Again the comparison to Windows. iOS is your competition, not Windows. 
Having said that, though, Windows does run on thousands of 
configurations of hardware, and yes, each of those configurations is a 
different 'PC'. It's also much more stable and predictable in doing so 
than Android seems to be. I know that comes at the expense of a larger 
OS, but honestly, the phones out there now are getting close in terms of 
capability to the low end PC market anyway.


Yes it is true that there is some more variation between devices 
because of the ability of manufacturers to do customizations...  but 
for the most part this doesn't impact apps (see below), and for those 
situation when it does you are looking at 3 or 4 major manufacturers 
with their own customizations, not 600.


Few manufacturers doesn't mean few implementations of the OS, 
unfortunately. I personally have seen different devices from the same 
manufacturer have different behaviors in various places.



What you're a

Re: [android-developers] Re: Giving away my book: "Genius Android Marketing"

2012-01-12 Thread Christopher Van Kirk
Now you must write another book to tell us how to emulate your ingenius 
book marketing strategies!


On 1/12/2012 3:36 AM, scp89 wrote:

The contest is now over! The PDFs have been sent to the 3 winners -
congrats to you guys!

You can still pick up the ebook on Amazon here:
http://www.amazon.com/Genius-Android-Marketing-Outsmarting-ebook/dp/B005WE7S3G/ref=sr_1_3?ie=UTF8&qid=1326310497&sr=8-3

As the softcover here:
http://www.amazon.com/Genius-Android-Marketing-Outsmarting-Market/dp/1463778406/ref=sr_1_2?ie=UTF8&qid=1326310552&sr=8-2

On Jan 10, 11:24 am, Eloy Mier Pérez  wrote:

Hi Carlos, I would like to get a free copy of your bookthanks very much.

Congrats for the book.

Better luck for me

2012/1/10 Carlos Silva










On Thu, Jan 5, 2012 at 15:50, scp89  wrote:

I've recently finished writing the first full-length, android-specific
book on Android Marketing. It covers tips, tricks, strategies,
competitive analysis, and so much more. Everything I've learned in 2
years selling android apps, I've put into this book. It is available
via e-book OR softcover:
E-book:
http://www.amazon.com/Genius-Android-Marketing-Outsmarting-ebook/dp/B...
Softcover:
http://www.amazon.com/Genius-Android-Marketing-Outsmarting-Market/dp/...
GIVEAWAY: I am giving away 3 PDF copies of the book to readers! Simply
reply to this thread, and 1 week from today I will randomly select 3
members and PM you a link to your free download of the 130 page book.

Hope I win ;) Good luck for me :P
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Re: [android-developers] Re: Android fragmentation study

2012-01-11 Thread Christopher Van Kirk

Yeah, I would respectfully disagree with your assessment.

Making software is a business. An investment. To reap maximum rewards on 
that investment the product has to have as much reach as possible, 
meaning the OP is absolutely on point about OS upgrades. Who is going to 
spend 10k, 100k, 1m, etc, developing an app whose target market is less 
than 1% of active installs? 4.0 won't be an attractive target for 
developers until it commands at least 80% of the installed market, which 
will likely take at least a year to occur, perhaps longer.


Comparing handset differences with browser difference is just absurd. 
How many browser versions are there? Five maybe six? An average Android 
app has to deal with over 600 different devices today. That's a 
difference of 100x. This number is also growing at an exponential rate, 
so even if you can manage to test on all of those devices, in three 
months you'll probably have to do the same number again.


What you're apparently not appreciating is that unlike the PC/Mac world, 
the Android world lacks strong compatibility standards and more 
importantly, conformance testing. As a consequence, devices tend to have 
niggling and chronic differences that in aggregate make for an 
inconsistent and unstable feel for the platform. You really have to have 
a very large operation or have a very unambitious app to make an app 
with long reach in the Android world.


By contrast, the Apple approach is that one size fits all. From a small 
or independent developers perspective this really is preferable, because 
you know if you test it and it works on one device it's going to work on 
all of them, and there are millions of them out there. You simply don't 
have that guarantee in Android. It's no accident that the most 
profitable app market is to be found on Apple devices.


Don't get me wrong. I'm not an Apple fan. But having spent considerable 
time fighting with device peculiarities in the Android ecosystem instead 
of adding features to my app, I find that I long for the simplicity that 
the Apple ecosystem guarantees.


On 10/28/2011 12:01 AM, Studio LFP wrote:

Eh, it's not that bad.

If you look at the history of developers, we're already use to having 
to deal with a lot worse fragmentation issues than Android. Anyone 
that's ever developed a website correctly knows that supporting the 
available web browsers is a lot more of a challenge than with Android 
versions.


Windows, Mac OSX, a ton of server technologies, databases, etc., they 
all have tons of different versions available to support. Most 
companies stick with older versions because it is what they have and 
it is working. When it comes to Android, I've been pleasantly 
surprised at the efforts Google has gone through to help manufacturers 
upgrade. Even though 2.1, 2.2 and 2.3 are different, they aren't so 
much different that in most cases you can't treat them as 2.x. It 
seems to me that Android is more broken up in 1.x, 2.x, 3.x and now 
4.x instead of the individual versions themselves.


I'd rather a little fragmentation in Android than for them to pull an 
Apple and everyone is the exact same, right down to the hardware 
level. Variety is something we need in the mobile market, not a one 
device fits all concept.


Steven
Studio LFP
http://www.studio-lfp.com


On Thursday, October 27, 2011 10:36:24 AM UTC-5, Greg Donald wrote:


http://theunderstatement.com/post/11982112928/android-orphans-visualizing-a-sad-history-of-support




Wow.. I knew it was bad, but man.


"most app developers will end up targeting an ancient version of the
OS in order to maximize market reach."

I totally agree.. It will literally be years before I will begin to
care about the new 4.0.  I'm still supporting devices running 2.1 and
will be for some time to come.


-- 
Greg Donald


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Re: [android-developers] Re: Giving away my book: "Genius Android Marketing"

2012-01-10 Thread Christopher Van Kirk
That's hilarious. You got to hand it to him though, this silly contest 
of his is genius marketing, even if he has a checkered past.


On 1/10/2012 11:21 PM, Kostya Vasilyev wrote:

Interesting comments here:

http://www.droid-life.com/2011/05/26/app-of-the-day-ghosttown/


10 января 2012 г. 19:15 пользователь polyclefsoftware 
mailto:dja...@gmail.com>> написал:


Just curious, under what name are your apps listed in either the
Amazon Appstore or Android Market? I can't find any apps in either
market under your name. The writing sample mentions an app called
Ghosttown, which I can find downloadable from a standalone
website, but not in either market. Was it pulled for some reason?
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Re: [android-developers] Re: Giving away my book: "Genius Android Marketing"

2012-01-10 Thread Christopher Van Kirk
I think the lesson this guy has to teach us isn't in his book, it's that 
your best customer is going to be other developers like you!


On 1/10/2012 9:40 PM, niko20 wrote:

Well i did buy the book. A lot of it I already knew from studying
other marketing books. But it was still pretty good and has a nice
honest frankness style. Some spelling errors here and there but that
isnt a big deal. Good work.



-niko20

On Jan 10, 6:42 am, Christopher Van Kirk
  wrote:

Genius marketing indeed.

Count me in also.

On 1/10/2012 8:19 PM, sell.bergstr wrote:








congratulations to this plot to push your self-advertising post
without putting hands to it. Really neat. Count me in, too


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Re: [android-developers] Re: Giving away my book: "Genius Android Marketing"

2012-01-10 Thread Christopher Van Kirk

Genius marketing indeed.

Count me in also.

On 1/10/2012 8:19 PM, sell.bergstr wrote:

congratulations to this plot to push your self-advertising post
without putting hands to it. Really neat. Count me in, too



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[android-developers] Eclipse indigo and 'stop process'

2012-01-09 Thread Christopher Van Kirk

Hey all,

Just upgraded to Eclipse Indigo for a new project, and while I was able 
to terminate a running app with Helios, with Indigo for some reason, I 
am unable to do so.


I've installed the ARM native C++ debugger, but I don't think that's the 
culprit. Apart from that it's a vanilla Eclipse Indigo install with the 
latest Android ADT.


Anyone know how to enable 'stop process'?


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Re: [android-developers] is this a bug

2012-01-05 Thread Christopher Van Kirk
ANDEV comedy hour

On 1/6/2012 4:20 AM, John Davis wrote:
> Hello Treking,
>
> I am sorry if I made you feel that way. I was most certainly going in
> circles myself.  Have a good one and thanks for the help.
>
> Smile
>
> John
>
> On Thu, Jan 5, 2012 at 3:16 PM, TreKing  wrote:
>> 2012/1/5 John Davis 
>>> You have to realize the other person you are talking to might not have
>>> your experience and might not understand you.
>>
>> You didn't say you didn't understand - you insisted that either the
>> documentation was wrong, or it was a bug, or what you were trying to do was
>> impossible, or Gmail was using private APIs, or  despite having multiple
>> people tell you multiple times how to go about it, where you were going
>> wrong, and how to find the information you needed in the stack trace.
>>
>> You can only go in so many circles before feeling like you're being taken
>> for a ride, know what I mean?
>>
>>
>> -
>> TreKing - Chicago transit tracking app for Android-powered devices
>>
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>
>

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[android-developers] Pause button on logcat

2012-01-05 Thread Christopher Van Kirk
Hey that new pause button on LogCat is a great idea with a lousy 
implementation. Love the ability to pause the logging, but it shouldn't 
change its state by itself! I'm constantly having to uncheck the damn 
thing because it turned itself on.



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Re: [android-developers] Fwd: logo

2012-01-04 Thread Christopher Van Kirk
I think it needs little red spider veins around the outer edges to 
indicate lack of sleep.


You posted this to the public list, friend. You probably didn't want to 
do that.


On 1/5/2012 1:04 PM, gaurav gupta wrote:

Hello Sir,

Kindly chk this logo.

-- Forwarded message --
From: *Gajendra Soparkar* mailto:r.ga...@gmail.com>>
Date: Thu, Jan 5, 2012 at 9:41 AM
Subject: logo
To: gaurav.gupta...@gmail.com 


check the logo, this is one of the sample i done. still  working on that
now 2day onwards, we shifted to downstairs, so .

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Re: [android-developers] OpenGL ES Question

2011-12-26 Thread Christopher Van Kirk
No, you can't. You can only use OpenGL ES shaders with OpenGL ES. It's 
not that hard to port a shader between versions..but there are many 
versions of the Desktop OpenGL, so it'll take a bit of Googling to do it.


On 12/27/2011 1:12 AM, bob wrote:

Is there a google group like this for OpenGL ES?  I'm trying to figure
out if I can take any OpenGL Fragment shader and use it with OpenGL
ES?  Or are there differences in the shading language between regular
and ES?




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Re: [android-developers] Re: OpenGL ES 2.0 weirdness - app works on Samsung Galaxy S2, but not Nexus One or HTC Desire

2011-12-25 Thread Christopher Van Kirk
1) I would check every GL call's error code after you run it to make 
sure nothing is reporting an error. If the shader is compiling chances 
are good that it's okay (there are exceptions).


2) Different devices handle texture unit mappings in different ways. 
I've had problems binding a texture to a unit and leaving it there. I 
found that re-binding the texture unit every time I use the shader seems 
to be portable, if not particularly desirable. Having said that, I 
haven't found a way to get my own app to run on the PowerVR 
chips...so...who knows.


3) Check that your really giving it the texture format that you think 
you are. I remember having problems with the SGS 2 because some textures 
needed to be bound as 565 instead of unsigned byte.


The bad news is that there's really no repository of knowledge for this 
stuff. You just have to slog through it by yourself or buy an engine 
that has done it for you. Unfortunate, and unhealthy for Android, but 
that's just the way it is with Android OpenGL. Fragmentation at its most 
diabolical.


On 12/26/2011 10:33 AM, Michael wrote:

Perhaps I should give more information about what the app is doing.
It uses a single 1024*1024 texture with type GL_UNSIGNED_BYTE.  It
runs a shader on the texture to perform a palette-shifting animation.
The shader compiles without errors, even on the devices where the app
doesn't work.

On Dec 25, 8:47 pm, Christopher Van Kirk
  wrote:

There are many, many differences between devices when it comes to OpenGL
ES 2.0 rendering. It's a profound problem, actually, because it more or
less demands that you either buy each kind of device for testing (and
there are 600+ devices), or buy graphics engine from someone else who
has...neither of which are particularly palatable options from an
expense perspective because the value of the app is likely to be far
less than the cost of the tool or devices needed to test it.

On 12/26/2011 9:34 AM, Michael wrote:








I have an app which uses OpengGL ES 2.0 which works fine on my Galaxy
S2, but only displays a black screen on the Nexus One and HTC Desire.
The logs report no errors.  Are there known differences between the
Samsung Galaxy S2 OpenGL ES 2.0 implementation and that of other
devices?


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Re: [android-developers] OpenGL ES 2.0 weirdness - app works on Samsung Galaxy S2, but not Nexus One or HTC Desire

2011-12-25 Thread Christopher Van Kirk
There are many, many differences between devices when it comes to OpenGL 
ES 2.0 rendering. It's a profound problem, actually, because it more or 
less demands that you either buy each kind of device for testing (and 
there are 600+ devices), or buy graphics engine from someone else who 
has...neither of which are particularly palatable options from an 
expense perspective because the value of the app is likely to be far 
less than the cost of the tool or devices needed to test it.


On 12/26/2011 9:34 AM, Michael wrote:

I have an app which uses OpengGL ES 2.0 which works fine on my Galaxy
S2, but only displays a black screen on the Nexus One and HTC Desire.
The logs report no errors.  Are there known differences between the
Samsung Galaxy S2 OpenGL ES 2.0 implementation and that of other
devices?



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Re: [android-developers] Re: The accelerometer reading looks odd

2011-12-23 Thread Christopher Van Kirk
On Saturn, perhaps.

On 12/23/2011 7:31 PM, Raghav Sood wrote:
> It is possible that the device is not resting evenly on the surface of
> that the surface itself is tilted.
>
> Thanks
>
> 2011/12/23 Yang Bo mailto:yangbo@gmail.com>>
>
> May not possible,there are several games using it in my phone...
>
>     在 2011-12-23 下午1:53,"Christopher Van Kirk"
>  <mailto:christopher.vank...@gmail.com>>写道:
>
> Seems like your device is broken.
>
> On 12/23/2011 11:26 AM, Yang Bo wrote:
>>
>> Could anyone help on this ? Thanks
>>
>> 在 2011-12-22 下午5:02,"Yang Bo" > <mailto:yangbo@gmail.com>> 写道:
>>
>> Hi,
>> I am trying to read the device accelerometer when the
>> phone is placed on a desk with screen up,I expect 0 on
>> the x-axis and y-axis,-9.8 at z-axis. But I get
>> x:11,y:-37,z:-24(decimal part ignore) What is
>> this? I read the doc of accelerometer, does not make it
>> clear. Could you please help :
>> 1. Why x and y are non-zero?
>> 2. Why the value is so large?
>>
>> Thanks !
>>
>> -- 
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>
> -- 
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> http://www.androidactivist.org/ - Author
> http://www.appaholics.in/ - Founder
>
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Re: [android-developers] Re: The accelerometer reading looks odd

2011-12-22 Thread Christopher Van Kirk

Seems like your device is broken.

On 12/23/2011 11:26 AM, Yang Bo wrote:


Could anyone help on this ? Thanks

在 2011-12-22 下午5:02,"Yang Bo" > 写道:


Hi,
I am trying to read the device accelerometer when the phone is
placed on a desk with screen up,I expect 0 on the x-axis and y-
axis,-9.8 at z-axis.  But I get
x:11,y:-37,z:-24(decimal part ignore)  What is this?  I
read the doc of accelerometer,  does not make it clear.  Could
you please help :
1. Why x and y are non-zero?
2. Why the value is so large?

Thanks !

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Re: [android-developers] ICS/Galaxy Nexus Can't Loop Audio without GAP

2011-12-22 Thread Christopher Van Kirk
With respect, this is not the only example of fragmentation in the 
Android ecosystem.


On 12/23/2011 8:39 AM, csyperski wrote:

ICS can't loop audio seamlessly with more than one core, when using
MediaPlayer->setLooping(true).  This is a major bug that is causing
problems for my applications.  I have a sample project below
demonstrating the issue.

I have included a link to a very simple eclipse project that you can
use to test for the setLooping bug.  This bug doesn’t seamlessly loop
an audio file.  It plays a simple sine wave that can be used to easily
detect if your device is displaying the bug.  I have also provided the
direct like to the apk file as well.

I feel this bug is an important bug to get fixed.  Although this is a
simple example, it has real world problems including:

*Looped music playback
*Sound machine type applications
*Game sample loops


I feel this bug hurts the Android platform and encourages the
‘fragmentation’ fault argument.  Some devices/firmware don’t present
the bug while others do.  For example, almost every recent Motorola
device has the bug, but most HTC devices don’t.  The Xoom shipped
without the bug, but a firmware update introduced the bug (I don’t
know which version introduced it).

I have an application, SleepyTime, which used to be available on all
devices but now isn’t available on many devices on the Android Market
because the bug is present on those devices.  This creates a bad user
experience for the user because:

*A user on phone A can get the app, but a user on phone B may not be
able to.
*A user with phone X paid for the app, then upgrades to phone Z, which
can’t get the app because this device has the bug, and now doesn’t
understand why they can’t download the application they paid for.

To anyone experiencing this bug, please run this application on any
device you have access to and report the Android version, kernel,
device name, and weather the bug is present.  We need to give the
engineers as much information as possible if we want this to get
resolved.  Please get as many people as possible to start this bug to
give it more visibility.

Eclipse Project:
http://cwssoft.com/downloads/LoopBug.zip

APK:
http://cwssoft.com/downloads/LoopBug.apk



Here are my test results:



HTC G2
Android Version:
2.3.4

Kernel:
2.6.35.10-g96de068

Status:
Pass


Motorla Xoom
Android Version:
3.2.1

Kernel:
2.6.36.3-g111d827

Status:
FAIL



HTC Nexus One
Android Version:
2.3.6

Kernel:
2.6.35.7-59465-g42bad32

Status:
Pass



Kindle Fire

Android Version:
N/A

Kernel:
N/A

Status:
Pass



Logitech Revue

Android Version:
3.1

Kernel:
N/A

Status:
Fail!!!


http://code.google.com/p/android/issues/detail?id=18756

Chuck Syperski
CWS Software LLC



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Re: [android-developers] How to Implement button like this?

2011-12-21 Thread Christopher Van Kirk

I would start by sending your resume to Google.

On 12/22/2011 2:43 PM, android developer wrote:

googelsearch.png


How to Implement button like this?
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Re: [android-developers] 500-600 Thousand Words Dict Search Speed

2011-12-21 Thread Christopher Van Kirk
I didn't get a second request, and if you check out the date, looks like 
you didn't either. That mail is 3 days old.


On 12/22/2011 11:42 AM, Kristopher Micinski wrote:

Wait, didn't we answer this already?

Try a database first and profile it, if you can't use that, then use a Trie.

kris

On Mon, Dec 19, 2011 at 11:27 PM, tomyth  wrote:

Hi!
I'm working on a dict app on android,
I need to search a list of words(about 500-600 thousand words) in file
to find the word.
It took me about 10-20 seconds to search the word. How can I improve
the search speed?


Thanks to all!

tomyth_android

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Re: [android-developers] SoundPool

2011-12-21 Thread Christopher Van Kirk

Is that a joke?

On 12/22/2011 10:14 AM, bob wrote:

Why would you use SoundPool for an Android game sound effects instead
of MediaPlayer?



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Re: [android-developers] Re: find word in faster speed

2011-12-20 Thread Christopher Van Kirk

Three points.

1) Building the searching functionality twice is far more expensive than 
building it once, no matter what approach you use. Be sure that the 
performance of the DB approach is acceptable before you go and build it 
that way.


2) It can be quite challenging to get decent performance out of a 
database for something like this, depending on the functionality 
required. If, for example, you need real-time narrowing down of words, a 
database is going to be very slow (e.g. as you type letters, you get an 
alphabetized list of what's in the db).


3) There's probably an open source Trie out there somewhere that you can 
just use.


Directed at the OP, of course.

Cheers...

On 12/20/2011 5:43 PM, Kristopher Micinski wrote:

On Tue, Dec 20, 2011 at 4:10 AM, martypantsROK  wrote:

Don't forget there are more than data structures involved here.
The method searching could be improved. As Jim suggested, breaking
things down with an index (search for zulu beginning in the z section)
could be sped up even more.  Search for the last letter in the string
first. By searching for that 4th character "u" first you've
eliminated
3 other characters and can skip on to the next word. That way,
similar
words like zuch or zucchini won't slow you down matching the first two
characters. Works even better for longer words.

Marty

I guess my point in all of this is that this searching is highly tied
to your data structure.  Good algorithms only work with good data
structures to back them.  And there are many indexing and optimization
techniques you can use to get more efficiency.  My point is, that
since you can argue all day over these things getting more and more
complicated data structures and searching algorithms (each becoming
more and more context dependent), most of the time for this
application using a database will suffice.  If you use a database,
whose indexing method is already going to be pretty good, and find it
doesn't suit your needs, *then* you can switch over to using something
fancier, though I highly doubt you'd need anything much fancier than a
trie in this case.

SQLite is using B+ trees for tables, while this isn't *amazing*
(especially compared to what you'll see with a trie), it's still going
to be massively better (where massively = logarithmic), than just
linear search.  Along with this, it looks like "Solutin 9420" shared
his advice...  And don't forget about the bloom filter, (this won't
actually help you that much unless you're doing a bunch of queries in
a row, most of which might not be int he database, but I wanted to
bring it up again anyway..)

kris



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Re: [android-developers] Re: Using queueEvent for OpenGL

2011-12-20 Thread Christopher Van Kirk

Try GLSurfaceView.

On 12/20/2011 5:32 PM, Alex Cohn wrote:



On Thursday, August 18, 2011 10:46:11 AM UTC+3, Jeffrey wrote:


public boolean onTouchEvent(final MotionEvent event) {
queueEvent(new Runnable(){
public void run() {
mRenderer.setColor(event.getX() / getWidth(),
event.getY() / getHeight(), 1.0f);
}});
return true;
}

does not not work. I get the following error "The method
queueEvent(new Runnable(){}) is undefined for the type Main" 



The method queueEvent() is defined for android.opengl.GLSurfaceView 
 
class. You are trying to call it from class Main which does not extend 
this view class.

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Re: [android-developers] Re: find word in faster speed

2011-12-19 Thread Christopher Van Kirk
Then again a Trie isn't really that hard to write.

On 12/20/2011 3:08 PM, Kristopher Micinski wrote:
> Right,
>
> But it does have the advantage that the technology on Android is
> already there, so he doesn't have to write the implementation himself,
> or grab one and learn to use it off the web.
>
> kris
>
> 2011/12/20 Christopher Van Kirk :
>> A conventional database isn't going to do better than a Trie, I think.
>>
>> On 12/20/2011 2:46 PM, felix wrote:
>>> Thanks a lot! I think I'll give database a try!:)
>>>
>>> On 12月20日, 下午1时49分, Kristopher Micinski 
>>> wrote:
>>>> OH!  Very sorry!  I didn't see the 500, thousand!!!
>>>>
>>>> Kris
>>>>
>>>> On Tue, Dec 20, 2011 at 12:49 AM, Kristopher Micinski
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>  wrote:
>>>>>  Ah, what a classic question in computer science :-)
>>>>> To really get the answer to this question, you're going to have to
>>>>> learn a little bit about data structures.  Wait... How is it taking
>>>>> you *20 seconds* to find the word!?  That's absurd!  Really?  You're
>>>>> doing string comparisons over 500 strings and it's taking you 20
>>>>> seconds!?
>>>>> Anyway, there are two solutions, you might just try using a database,
>>>>> (not a bad idea, actually), or you might use a hash table (lookup
>>>>> "HashTable"), if you want to check for bogus words before searching
>>>>> (okay so this is a bit of a stretch and probably not useful but I
>>>>> think it deserves a mention) you can look at using a bloom filter...
>>>>> Obviously there are tons of other data structures you can use too.
>>>>> Kris
>>>>> P.s., (did I mention that you should probably be using a database, as,
>>>>> for Android, it's probably going the best acceptable solution that is
>>>>> fairly extensible.  I'm sure somebody might bring up the possible
>>>>> badness of having it out on the SD card somewhere, but even this isn't
>>>>> so bad, especially compared to 20 seconds!)
>>>>> On Tue, Dec 20, 2011 at 12:26 AM, felix  wrote:
>>>>>> Hi!
>>>>>> I'm working on a dict app on android,
>>>>>> I need to search a list of words(about 500-600 thousand words) in file
>>>>>> to find the word.
>>>>>> It took me about 10-20 seconds to search the word. How can I improve
>>>>>> the search speed?
>>>>>> Thanks to all!
>>>>>> --
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Re: [android-developers] Re: find word in faster speed

2011-12-19 Thread Christopher Van Kirk
A conventional database isn't going to do better than a Trie, I think.

On 12/20/2011 2:46 PM, felix wrote:
> Thanks a lot! I think I'll give database a try!:)
>
> On 12月20日, 下午1时49分, Kristopher Micinski 
> wrote:
>> OH!  Very sorry!  I didn't see the 500, thousand!!!
>>
>> Kris
>>
>> On Tue, Dec 20, 2011 at 12:49 AM, Kristopher Micinski
>>
>>
>>
>>
>>
>>
>>
>>  wrote:
>>>  Ah, what a classic question in computer science :-)
>>> To really get the answer to this question, you're going to have to
>>> learn a little bit about data structures.  Wait... How is it taking
>>> you *20 seconds* to find the word!?  That's absurd!  Really?  You're
>>> doing string comparisons over 500 strings and it's taking you 20
>>> seconds!?
>>> Anyway, there are two solutions, you might just try using a database,
>>> (not a bad idea, actually), or you might use a hash table (lookup
>>> "HashTable"), if you want to check for bogus words before searching
>>> (okay so this is a bit of a stretch and probably not useful but I
>>> think it deserves a mention) you can look at using a bloom filter...
>>> Obviously there are tons of other data structures you can use too.
>>> Kris
>>> P.s., (did I mention that you should probably be using a database, as,
>>> for Android, it's probably going the best acceptable solution that is
>>> fairly extensible.  I'm sure somebody might bring up the possible
>>> badness of having it out on the SD card somewhere, but even this isn't
>>> so bad, especially compared to 20 seconds!)
>>> On Tue, Dec 20, 2011 at 12:26 AM, felix  wrote:
 Hi!
 I'm working on a dict app on android,
 I need to search a list of words(about 500-600 thousand words) in file
 to find the word.
 It took me about 10-20 seconds to search the word. How can I improve
 the search speed?
 Thanks to all!
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Re: [android-developers] OpenGL ES 2 translation

2011-12-17 Thread Christopher Van Kirk
You can modify your vertices whatever way you like and upload them 
again, but that's going to be pretty slow.


I would suggest to you that what you're claiming probably isn't true. 
Matrix translation does work. For whatever reason you're not using it in 
the right way which is why you're having a problem.


Finally, it's probably easier for people to help you if you post some 
code that demonstrates the problem.


On 12/18/2011 2:30 AM, Stephen Lee wrote:

How does Matrix.translateM work? I'm trying to use it to translate a
strip of triangles but it seems to be rotating the triangles in
unexpected ways on my device. I've tried all possible matrix
multiplications to make sure they are not the problem, and still it
will not work. Is their anyway to easily alter the vertex data inside
the float buffer, instead of translation through matrices?



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Re: [android-developers] Canvas.drawCircle() causes OpenGLRenderer to run out of memory

2011-12-15 Thread Christopher Van Kirk

How many times is 'a few'?

On 12/15/2011 12:45 AM, Christopher Golden wrote:

In the course of developing an Android application, I'm finding a need
to draw several unfilled concentric circles centered on an arbitrary
point, enough that some of them are only partly visible on the
display. However, this does not appear to work with hardware
acceleration. My test rig is a stock Samsung Galaxy Tab 10.1 running
Android 3.2.

The following code comes from a test subclass of View I wrote to
isolate the issue:

private Paint paint = new Paint();

private int count = 0;

private static final int[] COLORS = { 0x, 0xff00ff00,
0xffff, 0x00ff };

public TestCircles(Context context) {
 super(context);
 paint.setStrokeWidth(1.0f);
 paint.setStyle(Paint.Style.STROKE);
}

public TestCircles(Context context, AttributeSet attributes) {
 super(context, attributes);
 paint.setStrokeWidth(1.0f);
 paint.setStyle(Paint.Style.STROKE);
}

public boolean onTouchEvent(MotionEvent e) {
 if (e.getAction() == MotionEvent.ACTION_DOWN)
 invalidate();
 return true;
}

protected void onDraw(Canvas canvas) {

 // Pick the color to use, cycling through the colors list
repeatedly, so that we can
 // see the different redraws.
 paint.setColor(COLORS[count++]);
 count %= COLORS.length;

 // Set up the parameters for the circles; they will be centered at
the center of the
 // canvas and have a maximum radius equal to the distance between
a canvas corner
 // point and its center.
 final float x = canvas.getWidth() / 2f;
 final float y = canvas.getHeight() / 2f;
 final float maxRadius = (float) Math.sqrt((x * x) + (y * y));

 // Paint the rings until the rings are too large to see.
 for (float radius = 20; radius<  maxRadius;
 radius += 20)
 canvas.drawCircle(x, y, radius, paint);
}

I am running TestCircles as the only View in an Activity, laying it
out to fill the available width and height (i.e. it is nearly full-
screen). I can tap on the display (triggering redraws) only a few
times before the redraws no longer occur (i.e. the circles' color
doesn't change). Actually, the onDraw() code is still running in
response to each tap -- as proven with diagnostic messages -- but
nothing changes onscreen.

When onDraw() first starts to fail to redraw, the debug log includes
the following entry, once for every call to onDraw():

 E/OpenGLRenderer(21867): OpenGLRenderer is out of memory!

If I turn off hardware acceleration in the manifest, these problems go
away -- not surprising since clearly OpenGL is having problems -- and
actually it is a good deal faster than the few times it actually works
under hardware acceleration.

My questions are:

First, am I misusing Canvas, or is this a bug, or both? Is Android
allocating large bitmaps under the hood to draw these circles? It
doesn't seem like this should be this challenging to OpenGL, but I'm
new to hardware accelerated app development.

Second, what's a good alternative way to draw large unfilled circles
that have portions extending out of the clipping region of the Canvas?
Losing hardware acceleration is not an option.

Thanks in advance...



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Re: [android-developers] Having a free and paid app, or just use LVL to determine if current app should have reduced functionality

2011-12-14 Thread Christopher Van Kirk
Apparently LVL isn't so hot at identifying licensed versus not licensed. 
There have been various complaints about it not working well in the 
forums over the past year.


On 12/15/2011 8:22 AM, James Black wrote:

Hello,
  I currently have two applications that I am preparing to make 
available, but it dawned on me that by using the LVL framework that I 
could have one application and just give reduced functionality until 
the user pays for more.


  My application is a navigation-type application, and it would be 
easy to just add a menu option to buy if they haven't, and to just 
limit the functionality.


  It would seem this would be a better route as then the user doesn't 
have to download anything, and they can see what is available in the 
paid app when there are new updates, and, most importantly, I would 
only need to maintain one codebase.


  But I expect there are some downsides I haven't seen yet, so I 
thought I would ask.


Thank you.

--
"I know that you believe you understand what you think I said, but I'm 
not sure you realize that what you heard is not what I meant."

- Robert McCloskey
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Re: [android-developers] Questionable log message from OpenGL on Android

2011-12-14 Thread Christopher Van Kirk
As an aside, I've always wondered about the performance impact of all 
the logging that goes on. My Galaxy Tab spews out logs like it's in a 
research lab, and it's a slow as molasses at times.



On 12/14/2011 11:56 PM, btschumy wrote:


I've recently started debugging an OpenGL-based app on Android 3.2. 
Each time I call requestRender() on my GLSurfaceView I get the 
following in LogCat:


12-13 07:22:20.380: I/GLThread(24032): waiting tid=11 mHaveEglContext: 
true mHaveEglSurface: true mPaused: false mHasSurface: true 
mWaitingForSurface: false mWidth: 1280 mHeight: 683 mRequestRender: 
false mRenderMode: 0


This didn't happen on 2.3 devices.

This is just an informational message, but is clogs up the log file 
and surely has some effect on performance when trying to draw at high 
frame rates.


The renderMode on the GLSurfaceView is RENDERMODE_WHEN_DIRTY so I need 
to explicitly call requestRender when I want the surface redrawn.


Any thoughts on the message and how to get rid of it?

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Re: [android-developers] Want to join this group

2011-12-08 Thread Christopher Van Kirk

Watch out for the trolls. They're savage.

On 12/8/2011 2:09 PM, Mukesh Srivastav wrote:

You are Welcome Mr.Rathore.


--
Warm Regards,
*Mukesh Kumar*,
Android Consultant/Freelancer,
India,Hyderabad

On Thu, Dec 8, 2011 at 11:35 AM, Narendra Singh Rathore 
mailto:nsr.curi...@gmail.com>> wrote:





Hi,

I am Chethan, a software engineer currently working on
android.  Would
you please allow me to join this group.

Thanks,
Chethan


Hi Chethan, refer this link


https://accounts.google.com/ServiceLogin?passive=true&service=groups2&continue=http://groups.google.com/group/android-developers/subscribe&cd=US&hl=en



and then sign in to ur account..
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Re: [android-developers] Re: splash screen

2011-12-07 Thread Christopher Van Kirk
Does this preserve your GL context? I thought GL context goes away when 
its parent activity does.


On 12/8/2011 5:15 AM, Kristopher Micinski wrote:


Not in another thread, that won't work as your UI code must run in the 
main thread. But just set your main activity to a loader that loads 
your stuff and displays a splash screen, then when everything is 
loaded fire off an intent to start your "real" main activity. What are 
you loading?


Kris

On Dec 7, 2011 8:54 PM, "John Goche" > wrote:



Thanks Rich,

What do you mean by do the loading in the background. Do I have to
call startActivity() in a separate thread?
When you say send a message back to the activity do you mean I
should call startActivityForResult()?

Thanks,

John Goche

On Wed, Dec 7, 2011 at 9:45 PM, rich friedel
mailto:rich.frie...@gmail.com>> wrote:

Just make an activity that is your splash screen then do the
loading in the background. When it's done send a message back
to the activity and move on.

You could also create a "loading"/"setting things
up"/"building your data spinner" dialog.

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Re: [android-developers] Enabling extensions in GLES20 api

2011-12-07 Thread Christopher Van Kirk
You can do it with native code. I was able to get shader binary 
extension working yesterday by including gl2ext.h and throwing some 
defines in the code to turn it on.


On 12/8/2011 1:31 AM, Tezar wrote:

Hi,
I am trying to get gles20 extension working but so far no luck. More
specifically I am aiming for 3d texture support which was moved from
gles20 api to optional extension. However default opengl package
(android.opengl) or its subpackages doesn't seem to have support for
any kind of mechanism for enabling extensions. I tried googling
additional headers for these extensions but with no relevant result.
Is there any way to build project with extension functions?

I am developing on Eclipse and targeting API10.
any help would be appreciated
Tezar


references:
http://www.khronos.org/registry/gles/extensions/OES/OES_texture_3D.txt
http://www.khronos.org/registry/gles/specs/2.0/es_cm_spec_2.0.24.pdf
page 20



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Re: [android-developers] Openfeint gives weird error

2011-12-07 Thread Christopher Van Kirk

They don't have a support forum?

On 12/8/2011 12:00 AM, Raghav Sood wrote:

Hi all,

I am trying to integrate openfeint into my app. It repeatedly gives 
this error:


12-07 21:06:42.562: E/Openfeint(7667): Request:Error executing request 
'/webui/assets'.

12-07 21:06:42.562: W/System.err(7667): java.lang.NullPointerException
12-07 21:06:42.566: W/System.err(7667): at 
org.apache.http.impl.client.AbstractHttpClient.determineTarget(AbstractHttpClient.java:495)
12-07 21:06:42.566: W/System.err(7667): at 
org.apache.http.impl.client.AbstractHttpClient.execute(AbstractHttpClient.java:626)
12-07 21:06:42.566: W/System.err(7667): at 
com.openfeint.internal.request.BaseRequest.exec(BaseRequest.java:256)
12-07 21:06:42.566: W/System.err(7667): at 
com.openfeint.internal.request.Client$5.run(Client.java:182)
12-07 21:06:42.566: W/System.err(7667): at 
java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:444)
12-07 21:06:42.566: W/System.err(7667): at 
java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:306)
12-07 21:06:42.570: W/System.err(7667): at 
java.util.concurrent.FutureTask.run(FutureTask.java:138)
12-07 21:06:42.570: W/System.err(7667): at 
java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1088)
12-07 21:06:42.570: W/System.err(7667): at 
java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:581)
12-07 21:06:42.570: W/System.err(7667): at 
java.lang.Thread.run(Thread.java:1019)


The weird thing is that no where in any file is it accessing 
/webui/assets. It is always /assets/webui. I checked every single file 
in the workspace.


Has anyone encountered this before?

Thanks

--
Raghav Sood
http://www.androidactivist.org/ - Author
http://www.appaholics.in/ - Founder

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Re: [android-developers] Re: Reverse Engineering .APK files

2011-12-06 Thread Christopher Van Kirk

That's not really an answer, as such.

Anyway, since you're going such a long way down the security route, why 
don't you, a) require a handshake with home base...code that is less 
likely to be manhandled by outsiders, and/or b) hash your binary do 
prove that it hasn't been tampered with.


Paranoia seems rampant in the sound industry too. I guess it must have 
something to do with the RIAA.


On 12/7/2011 1:43 PM, RLScott wrote:


On Dec 7, 12:38 am, Christopher Van Kirk
  wrote:

Why is sound related software so expensive?

On 12/7/2011 1:28 PM, RLScott wrote:

If you think that's expensive, check out my nearest competitor on
iPhone: Verituner.  He charges double what I charge.



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Re: [android-developers] Re: Reverse Engineering .APK files

2011-12-06 Thread Christopher Van Kirk

Why is sound related software so expensive?

On 12/7/2011 1:28 PM, RLScott wrote:


On Dec 7, 12:15 am, Kristopher Micinski
wrote:

How much does your app cost?

$300.  See TuneLab Piano Tuner for iPhone.



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Re: [android-developers] Re: Reverse Engineering .APK files

2011-12-06 Thread Christopher Van Kirk
Well, in my opinion it's an impossible task. If the software can be 
separated from the hardware and examined, you're sunk. The best you can 
do is to make the cost of breaking in far exceed the cost of the app 
itself. That shouldn't be hard to do for the average app, since they're 
so cheap.


On 12/7/2011 1:23 PM, Kristopher Micinski wrote:



On Wed, Dec 7, 2011 at 12:19 AM, Christopher Van Kirk 
mailto:christopher.vank...@gmail.com>> 
wrote:


Unfortunately, the truth is that you're not trying to stop 10
people, you're trying to stop 1 person from making a version that
thousands can install without paying. It only takes one to let the
cat out of the bag.


I suppose that is true, and I should have mentioned that, but even at 
this point I feel like you'll still have the majority of people going 
to your app, is this accurate?  Perhaps not, I don't sell my apps, so 
I'm unqualified and probably shouldn't be speaking on this point ;-).. 
Though you can get a copycat version of your app taken down fairly 
quickly, no?  Though this still doesn't stop the pirate version of the 
apk from floating around on the web.


kris
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Re: [android-developers] Re: Reverse Engineering .APK files

2011-12-06 Thread Christopher Van Kirk
Unfortunately, the truth is that you're not trying to stop 10 people, 
you're trying to stop 1 person from making a version that thousands can 
install without paying. It only takes one to let the cat out of the bag.


On 12/7/2011 1:15 PM, Kristopher Micinski wrote:

How much does your app cost?

There seem to be a lot of questions like this lately, but in reality I 
think that putting in hours of effort to defeat the tiny fraction of 
people who would even attempt this is mostly a waste of time, let's 
say you spend 100 hours coming up with a defensive strategy, and your 
app costs $100, if you value your time at $10/hour (conservatively) 
then this would roughly equate to you needing to stop at least ten 
people, I highly doubt that a very narrowly targeted app will have 
even that many people trying that hard to break it...


kris

On Tue, Dec 6, 2011 at 11:29 PM, RLScott > wrote:




On Dec 6, 8:42 pm, Kristopher Micinski mailto:krismicin...@gmail.com>> wrote:
> On Tue, Dec 6, 2011 at 8:41 PM, Kristopher Micinski
> mailto:krismicin...@gmail.com>>wrote:
>
>
>
>
>
>
>
> > On Tue, Dec 6, 2011 at 8:37 PM, Anil Jagtap
mailto:anil.so...@gmail.com>> wrote:
>
> >> Even if the application is reverse engineered and say an
cracker gets
> >> 100% of your code. Still, what is use? it is your app that is
first in
> >> android market in case of android market apps. If someone makes a
> >> clone, it is still a 'clone' and you are the original. We are
using
> >> Java and hence risk of code stealing would always be there
for us. May
> >> developing in C may help, but again it has its own complications.
>
> >> Cheers
>
> > That's not what he's worried about,
>
> > he's worried that somebody will reverse engineer some
authentication
> > policy or something and reveal something other than just the
source to the
> > app..
>
> > kris
>
> Sorry, I thought he had specified this,
> though, that is what you're worried about, no?

That's right.  It is an expensive app for a narrow market, which is
why I am not distributing through the Google Marketplace.  The
licensing scheme involves a free-trial mode when the app is first
installed.  Then to unlock the paid mode, the user e-mails me the wi-
fi MAC address.  I then calculate a license number that hashes into
that MAC address and send them that license number.  They enter that
license number and my code checks that the license number hashes into
the MAC address.  The hash is really a trap-door function that is
difficult to invert without the private key that only I have.  Of
course someone could find where I am checking the hash and patch my
code to skip around it.  But I am hoping that no one will find a way
to defeat my code without patching it (i.e. inverting the trap-door
function).  The code that inverts the trap-door function does not
exist in the app.  It only exists on my computer.

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[android-developers] Texture compression filtering in the market

2011-12-06 Thread Christopher Van Kirk
The docs say that the Android Market filters apks using the 
"supports-gl-texture" tag in the manifest. It goes on to say that 
absence of that tag is taken by the market to mean that ALL compression 
options are supported.


How can one go about having two APKs, one supporting, say, ETC1 format, 
and the other supporting no compression formats (e.g. using decompressed 
PNGs)?


Is this not possible? Wouldn't the APK with no tag be taken before the 
compression filtered APK since its compression behavior is more permissive?


Cheers,

Chris...


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Re: [android-developers] Re: Bad implementation of GPS on Samsung Galaxy tabs?

2011-12-06 Thread Christopher Van Kirk
From personal experience, the Galaxy Tab 10.1 is a bit of a mess. It 
wouldn't surprise me if this was a bug.


On 12/7/2011 12:13 AM, Terry wrote:

".. working as designed."  I am not so sure.

The following is taken from Class LocationManager:

public void requestLocationUpdates (String provider, long minTime,
float minDistance, PendingIntent intent)
..
The frequency of notification or new locations may be controlled using
the minTime and minDistance parameters. If minTime is greater than 0,
the LocationManager could potentially rest for minTime milliseconds
between location updates to conserve power.

As written, the purpose of specifying a relatively high value for
minTime, is to conserve power.

When I specify a value for minTime corresponding to 10 minutes, a
phone device using Android 2.x seem to start the GPS once every 10
minutes, and keep searching for a position fix for up to approx 20
seconds. If there is no GPS coverage, it then seems to give up. And
will not start another search again before the 10 minutes has passed.

On the Galaxy tab using Android 3.x however, when there is bad GPS
coverage, the GPS seems to be searching (more or less) continuously.
It does not seem to give up after a few seconds when it does not get a
position fix - as the 2.x devices seem to do.

If the Galaxy tab GPS behaviour is "as designed" - as you say - there
is no point in specifying a high value for minTime, in order to
conserve power.

So I still think that the GPS implementation on the Galaxy tab (or on
Android 3.x?) is bad.

Or - there could be something that I haven't understood (?)


On 6 Des, 13:06, lbendlin  wrote:

Go outside. gps needs a clear sky view. This is working as designed.


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Re: [android-developers] how to do imageview 3d animation with pinch and zoom?

2011-12-05 Thread Christopher Van Kirk

OpenGL?

On 12/2/2011 6:04 PM, Hitendrasinh Gohil wrote:

Hi,

can anyone give me some idea how to pinch,zoom(i know but i want all
three in one) and rotate image in 3d?



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Re: [android-developers] Why doesn't layout_alignCenterInParent work?

2011-12-05 Thread Christopher Van Kirk
I struggled with this for a few hours then gave up on it. Apparently 
people have been asking this question for several years without a 
meaningful solution. I ended up using the much-maligned nested linear 
layouts approach instead.


Anyway, the issue wasn't related to height, but width. I'm fine with the 
grid view scrolling vertically, but when I specify that it has only 3 
columns, I want to be able to center those three in its parent, 
otherwise it looks awful. Seems like there's no good way to do that.


Next, I don't want to give it fixed dimensions because the range of 
devices causes the stuff I put inside it to grow and shrink with screen 
sizes. As far as I'm aware, there's no way to specify a percentage in 
either dimension.


Anyway, the problem is solved for the moment, although I'm not terribly 
excited about how I had to do it.



On 12/5/2011 7:47 AM, Mark Murphy wrote:

I would assume that GridView does not support wrap_content for
android:layout_height, no different that ListView. I'm not sure it
supports wrap_content for android:layout_width, either. And, of
course, your RelativeLayout doesn't have the attribute in your post
title, though I assume that's a copy/paste issue. :-)

Try it with a GridView with fixed dimensions and see what happens.

On Sun, Dec 4, 2011 at 5:41 PM, Christopher Van Kirk
  wrote:

I've tried several times now to use android:layout_alignCenterInParent to
center a child in its parent RelativeLayout view, but it never seems to
work.

What's wrong with this code, and why doesn't it center the GridView in the
outer RelativeView?


http://schemas.android.com/apk/res/android";
android:layout_width="fill_parent"
android:layout_height="fill_parent"


android:id="@+id/select_grid"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerInParent="true"
android:numColumns="3"
android:columnWidth="90dp"
android:stretchMode="none"
android:gravity="center"
android:verticalSpacing="10dp"
android:horizontalSpacing="10dp"
android:layout_marginLeft="20dp"
android:layout_marginRight="20dp">



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[android-developers] Why doesn't layout_alignCenterInParent work?

2011-12-04 Thread Christopher Van Kirk
I've tried several times now to use android:layout_alignCenterInParent 
to center a child in its parent RelativeLayout view, but it never seems 
to work.


What's wrong with this code, and why doesn't it center the GridView in 
the outer RelativeView?



http://schemas.android.com/apk/res/android";
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>



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Re: [android-developers] pausing games: dealing with Handler Messages timers

2011-12-02 Thread Christopher Van Kirk
GameDev.com is probably a better place to ask this question, as it's not 
really an 'android' question, per se.


On 12/2/2011 11:32 PM, John Goche wrote:



On Fri, Dec 2, 2011 at 3:06 PM, Miguel Morales 
mailto:therevolti...@gmail.com>> wrote:


Why are you using timers?  That seems needlessly complicated.
Use a game loop that keeps a constant frame rate.
Maintain state in your sprite objects, use the game loop to update
this state.
Then on a separate draw loop draw the sprite according to its state.

Then you dont have to worry about weird sync issues.


Well, I am using timers with the state design pattern so that when 
each timer expires
I transition to a new state or update a variable. It keeps my code 
sparated into neat

modules.

I have a separate draw function which runs after calling 
update(deltaTime) on the model (sprites).
Without timers the code could become a mess with lots of time-keeping 
variables decremented
on each update to the game loop and lots of tests to see which state 
the sprites are in accordingly...



On Fri, Dec 2, 2011 at 5:45 AM, John Goche
mailto:johngoch...@googlemail.com>>
wrote:


Hello,

I have an android game which uses timers to update the screen
sprites.
When the user wishes to pause the screen I have to know which
timers
are pending and how long is missing before their expiration
time. So this
means I have to maintain separate data structures for each
Handler to
keep track of:

A. when the timer is set (timerSetTime) with System.nanoTime() and
B. how long before it expires (timerExpirationLength) so that

when the user pauses the game screen I cancel all timers
and then when the user unpauses for each paused timer I compute

unpauseTime = System.nanoTime()

and then reset each timer to timerExpirationLength -
unpauseTime + timerSetTime

and then when each timer expires unload the corresponding
(timerSetTime and timerExpirationLength)
data structure entry in the Handler subclass.

OK, I have described my solution to the problem. The android
Handler system does not seem
to provide a custom solution to this problem so I had to
implement my own code. If anyone has
a better solution to the problem of dealing with game state
timers when the game is paused (so
that they are saved as part of the game state) I'd like to
hear your alternative solutions.

Thanks,


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Re: [android-developers] Re: App taken down by fake DMCA, no response from Google

2011-12-01 Thread Christopher Van Kirk
It's unfortunate, but they really don't have any other option. They've 
already been in trouble many times over copyright infringement concerns 
with their search and related businesses. One wrong move and their whole 
enterprise could be in trouble. So they take a hard line with copyright 
matters...much harder than Apple.


On 12/2/2011 7:02 AM, Christer Nordvik wrote:

You're obviously new around here. That made my day. Thanks.

I think our app was nr 48 in the appstore when it opened so not that
new :-) I've been to Google's offices so I know (contrary to common
belief) that there are actually human beings working with the Android
Market that can be spoken to and they were actually quite responsive
one-on-one. Big mistake to not get their phonenumbers though as
contacting them through Google+ doesn't give much response.

I really hope that someone from Google reads this and can ask the
market team to have a look. That a fake DMCA can take down our app
without Google taking any action really is beyond what I thought could
happen in the marketplace. And I have been through all the bugs with
missing apps, console deleting apps when uploading, apps getting
multiple app icons ++.



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Re: [android-developers] App taken down by fake DMCA, no response from Google

2011-12-01 Thread Christopher Van Kirk
There's a bill in congress right now that extends copyright protections 
in exactly that way.


http://www.reuters.com/article/2011/11/17/us-internet-piracy-bill-idUSTRE7AG0312017


On 12/2/2011 6:59 AM, Jim Graham wrote:

On Fri, Dec 02, 2011 at 06:11:13AM +0800, Christopher Van Kirk wrote:

This is going to be so much worse when they can shut down your bank
account and internet as well.

Ummm, just how do you think they'll ever be able to do that?

I seriously doubt that a military credit union is going to pay any
attention to google, nor is my local ISP likely to do so.  of course,
I also have no intention of giving them a REASON to do so, but from
the OP's post, google apparently doesn't NEED one.  No surprise there.
But still, they don't have any influence over my credit union or ISP.

Later,
--jim



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Re: [android-developers] App taken down by fake DMCA, no response from Google

2011-12-01 Thread Christopher Van Kirk
This is going to be so much worse when they can shut down your bank 
account and internet as well.


On 12/2/2011 6:02 AM, Christer Nordvik wrote:
Our app FotMob, 
https://market.android.com/details?id=com.mobilefootie.wc2010, was 
taken down by a fake DMCA and has been down for 4 days. We have 
confirmation from the ones who apparently sent the DCMA that they 
never sent it and have forwarded this information to Google 2 days ago 
with no response. Does the Android Market team have a phonenumber 
where they can be reached? I attended Google Dev conference in London 
so I know where some of them sit, but I don't want to travel all the 
way to London to knock on their doors :-)  --

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[android-developers] App testing service

2011-11-30 Thread Christopher Van Kirk

Anyone got a line on a cheap Android app testing service?


Cheers...

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Re: [android-developers] Market woes

2011-11-30 Thread Christopher Van Kirk
I see what it is now. It's visible in the U.S., but not outside the U.S. 
I guess it must take some time to make its way offshore.


On 12/1/2011 8:23 AM, Harri Smått wrote:

Hi,

Last week it took a few hours before my application showed on Android 
Market searches after publishing it. No problems to my best knowledge 
since.


--
H

On Dec 1, 2011, at 1:22 AM, Christopher Van Kirk wrote:

Thanks for this. I was able to get everything uploaded. After 
publishing, however, inexplicably the app doesn't appear in the 
market. Googled it, turned protection off. Still no joy.


I recall seeing some mention of problems with apps not appearing in 
October, but there's a note saying they've fixed that. Anyone 
published a new app recently? Confirmation that it's working for 
others would help me narrow down my problem.


Cheers,

Chris...

On 11/30/2011 9:10 PM, TreKing wrote:
On Wed, Nov 30, 2011 at 6:47 AM, Christopher Van Kirk 
<mailto:christopher.vank...@gmail.com>> wrote:


How does one get around this?


1 - See if 
https://market.android.com/publish/Home?pli=1#AppEditorPlace:p=[YOUR_PACKAGE] 
takes you to your app.
2 - If not, go to 
http://www.google.com/support/androidmarket/developer/bin/answer.py?answer=136601&hl=en 
<http://www.google.com/support/androidmarket/developer/bin/answer.py?answer=136601&hl=en>  
for "one-on-one" support (cue laughter).
3 - After you've been ignored for a week, change your package name 
and upload a new app.


-
TreKing <http://sites.google.com/site/rezmobileapps/treking> - 
Chicago transit tracking app for Android-powered devices


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Re: [android-developers] Market woes

2011-11-30 Thread Christopher Van Kirk
Thanks for this. I was able to get everything uploaded. After 
publishing, however, inexplicably the app doesn't appear in the market. 
Googled it, turned protection off. Still no joy.


I recall seeing some mention of problems with apps not appearing in 
October, but there's a note saying they've fixed that. Anyone published 
a new app recently? Confirmation that it's working for others would help 
me narrow down my problem.


Cheers,

Chris...

On 11/30/2011 9:10 PM, TreKing wrote:
On Wed, Nov 30, 2011 at 6:47 AM, Christopher Van Kirk 
mailto:christopher.vank...@gmail.com>> 
wrote:


How does one get around this?


1 - See if 
https://market.android.com/publish/Home?pli=1#AppEditorPlace:p=[YOUR_PACKAGE] 
takes you to your app.
2 - If not, go to 
http://www.google.com/support/androidmarket/developer/bin/answer.py?answer=136601&hl=en 
<http://www.google.com/support/androidmarket/developer/bin/answer.py?answer=136601&hl=en>  
for "one-on-one" support (cue laughter).
3 - After you've been ignored for a week, change your package name and 
upload a new app.


-
TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago 
transit tracking app for Android-powered devices


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[android-developers] Market woes

2011-11-30 Thread Christopher Van Kirk
For some reason, the market won't accept the .apk I'm trying to upload. 
Here's what I did.


Uploaded the .apk once and saved it. Didn't activate or publish. 
Uploaded a bunch of the ancillary files as well. Discovered that I'd 
missed something, so I recompiled the app, then deleted the apk in the 
market. Now I'm trying to upload the new .apk and it's telling me I need 
to upgrade the old one. The old one, however, is no longer visible.


How does one get around this?

Cheers,

Chris...

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Re: [android-developers] game design question: multiple handlers

2011-11-30 Thread Christopher Van Kirk
If the callbacks share a common interface, you could accomplish that 
with an interface object.



On 11/30/2011 8:32 PM, John Goche wrote:


Thank you TreKing for your advice,

But then in my handleMessage I would have to check with

if (inst instance of Foo)
  inst.foocallback();
else if (inst instanceof Bar)
  inst.barcallback();
else if (...)

or is there a neater solution, perhaps using polymorphism or a design 
pattern of some sort

so that my handleMessage does not quickly turn into a mess?

Thanks,

John Goche


On Tue, Nov 29, 2011 at 11:02 PM, TreKing > wrote:


On Tue, Nov 29, 2011 at 3:46 PM, John Goche
mailto:johngoch...@googlemail.com>>
wrote:

The number of sprites is indefinite (could vary in number) but
each
needs to manage itself individually. On top of this the world
has its
own handler to manage updates to itself.


You don't need separate handlers, you can pass the instance of the
object that is being updated in the handler message, then use one
single handler for the main thread.


-
TreKing  -
Chicago transit tracking app for Android-powered devices

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Re: [android-developers] ARM DS-5

2011-11-30 Thread Christopher Van Kirk

Isn't it just as easy to write this mail to ARM?

On 12/1/2011 5:01 AM, SL wrote:


What is the price of this software, anybody ?



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Re: [android-developers] Re: Have an extra $800 lying around for a mobile ESRB rating? Didn't think so.

2011-11-27 Thread Christopher Van Kirk
I honestly think this is one of those cases where you have to just say 
'we'll cross that bridge when we come to it,' and carry on doing 
something else.


On 11/28/2011 4:20 AM, Latimerius wrote:

Evidence or not, what he's talking about is likely to happen in some
form.  There are games for the Android platform, and some of them have
objectionable contents - not objectionable to me, perhaps not to you
but to a potentially significant part of buying public.  Blood,
violence, the usual stuff.  It won't be long until someone notices the
"objectionable" ones are indistinguishable from the rest at Android
Market, so parents don't have a way of telling whether or not a game
is suitable for their kids.  Ratings will be the remedy.  This is just
a repeat of what has already happened on other platforms, you don't
have to be clairvoyant to expect this with a reasonable degree of
certainty.

Obviously, whether ratings come tomorrow or in two years, or how much
they will be remains to be seen.  I don't expect them to be free
though.

Also, not promoting unrated games would be a natural thing to do for
Google.  Why would they want to promote potentially dodgy stuff that
can get them into trouble and cause significant damage to their and
Android's image?  Actually, I wouldn't be surprised if unrated games
end up banned from the Market after some time (just speculating here,
although again based on experience from other gaming markets).

On Sun, Nov 27, 2011 at 7:19 PM, Lew  wrote:

Binxalot wrote:

There's nothing in writing from Google that games will not be promoted

So you have no evidence whatsoever.


on the marketplace without a rating just rumors. - but - there is no
other reason to suspect that the new rating system as it applies to
mobile phones would be different than the one for desktops and
consoles.  Why would it? It’s the same content, just a different

What system is that?  Now you have to provide evidence that such a thing
applies to desktop games, and how it affects the very different Android
marketplace(s).
Your "evidence" for a claim even you admit has no substance is another claim
for which you provide no substance.

distribution platform. So yes, when this announcement is made then

I'm sorry, "when this announcement is made"?  You can't prove a conclusion
by stating the conclusion itself as evidence.
That's a logical fallacy,.


there will be two types of games - games with a rating and games

You're wrong, there won't be, not in any manner that justifies your attempt
at FUDwords..


without - and like on all other platforms the hopes of getting your
game in to a mainstream outlet would require an upfront cost of $800
for a rating. It couldn't be anything other than that or console game

Baloney.


developers and other game developers would cry fowl at having to pay
two fees for the same rating on two platforms.  Also all of the mobile

More nonsense.
You were asked for evidence, not more wild assertions based on your first
unproven one.
Unproven?  Hell, not even supported.


companies involved would have to accept this agreement or be seen as
allowing children access to violent games by customers / competition,
and if they accept the terms of the ESRB mobile rating system then
there's no addition need for more useless legislation from the
government.



In the end the small developer loses, I can pay $800 for a rating, it
would take me months to save up for it, but in the end I have to now
make up the loss of the rating cost and then after I dig out of that
hole if I'm lucky. Only months later would I see a profit from my game
on the store.  Then we'd still be fighting against the mega AAA titles
which now litter featured marketplace.

Also this goes even further because now we have a breakup of the
android marketplace with Verizon and Amazon both pushing their own
separate app stores which all have a separate submission process and
hoops to jump through.

Since you provide no evidence, much less proof, of your thesis, only spin
more wild paranoid fantasies when pressed for evidence, I m led strongly to
my own conclusion - that your thesis is full of crap.
Otherwise you'd've responded to the call for evidence that, for some reason,
no one else but you has ever seen.  Likely because it doesn't exist, and
your claims are so far beyond fallacious as to land in tin-foil-hat
territory.
--
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Re: [android-developers] Re: Have an extra $800 lying around for a mobile ESRB rating? Didn't think so.

2011-11-27 Thread Christopher Van Kirk

Binx,

I don't know if you've noticed this, but generally there's an 
understanding in the industry that mobile titles don't yield the kind of 
numbers that desktop titles do. Have a look at the pricing for various 
third party tools and you'll find that they are asking far less money 
for their products in the mobile space. If your hypothetical situation 
did indeed come to pass, which it may, I would guess that the cost 
associated with the rating would be far lower than for other titles. I 
don't think that would cause any grief whatsoever to publishers of 
console and desktop games, since they're likely to be able to re-use 
their already purchased desktop/console rating for the mobile market as 
well.


Anyway, absent any actual evidence that this is happening, or even 
planned to begin happening, it's all just speculation. It's probably a 
better to spend your idle moments planning your next release or whatever.


On 11/28/2011 1:13 AM, Binxalot wrote:

There's nothing in writing from Google that games will not be promoted
on the marketplace without a rating just rumors. - but - there is no
other reason to suspect that the new rating system as it applies to
mobile phones would be different than the one for desktops and
consoles.  Why would it? It’s the same content, just a different
distribution platform. So yes, when this announcement is made then
there will be two types of games - games with a rating and games
without - and like on all other platforms the hopes of getting your
game in to a mainstream outlet would require an upfront cost of $800
for a rating. It couldn't be anything other than that or console game
developers and other game developers would cry fowl at having to pay
two fees for the same rating on two platforms.  Also all of the mobile
companies involved would have to accept this agreement or be seen as
allowing children access to violent games by customers / competition,
and if they accept the terms of the ESRB mobile rating system then
there's no addition need for more useless legislation from the
government.

In the end the small developer loses, I can pay $800 for a rating, it
would take me months to save up for it, but in the end I have to now
make up the loss of the rating cost and then after I dig out of that
hole if I'm lucky. Only months later would I see a profit from my game
on the store.  Then we'd still be fighting against the mega AAA titles
which now litter featured marketplace.

Also this goes even further because now we have a breakup of the
android marketplace with Verizon and Amazon both pushing their own
separate app stores which all have a separate submission process and
hoops to jump through.



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[android-developers] Resource generator is too flaky...

2011-11-27 Thread Christopher Van Kirk
Hi there. This one goes out to Google with nothing but the best of 
intentions:


The resource compiler is just plain too fragile. I think you guys should 
put in some time to iron out the weirdness from it to save us developers 
from hours and hours tearing our remaining hair fighting with it.


Let's take a look at just a few of the problems:

Importing android.R breaks it.
Having anything.out.xml in the resources area breaks it. Inexplicably, 
Eclipse tries its best to stick .out.xml files whenever you edit 
resource docs, so this one constantly crops up.

Setting build output to verbose breaks it.
Intermittently compilation somehow misses resource declarations without 
generating any errors, requiring a complete rebuild, even though there 
are no errors.
It sometimes doesn't copy changed resources into the output apk, again 
requiring a complete rebuild.


Because of the last two problems, one finds oneself constantly 
rebuilding from scratch. With larger projects, this can be an onerous 
constraint indeed. My project, for example, takes about 10 minutes to 
completely rebuild, so doing a clean rebuild is something I want to 
avoid at all costs. A button or a doc showing how to rebuild just the 
R.x would be terrific.


Please consider dedicating one or more human resources to ferret out and 
solve these problems.


Pretty please. With a cherry on top.

Chris...


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Re: [android-developers] Re: Galaxy Nexus can't go in USB Host mode, no mouse no usb stick.

2011-11-27 Thread Christopher Van Kirk
How many mails from Google do you see in this list on a given day? One? 
Maybe two? At that rate, it's odd to expect your mail to beat the 1000 
to 1 odds that you'll get a reply from Google.


I suspect Google views that particular issue as Samsung's problem, 
rather than theirs. They have gone on record saying that ICS works as 
intended, and that the Nexus has issues that aren't inherent to the OS.


Have you tried the Samsung support boards? You might have better luck there.

On 11/27/2011 10:05 PM, sblantipodi wrote:

Why?

On Nov 27, 8:10 am, Christopher Van Kirk
  wrote:

It's surprising that you're surprised.

On 11/27/2011 9:37 AM, sblantipodi wrote:








Something important don't work as expected and google is in silence.
On Nov 23, 11:15 pm, sblantipodiwrote:

I'm not talking about USB Mass Storage but about the possibility to
connect an usb stick or mouse
to the phone.
This is possible since a modder enabled a kernel options and now it
works but a feature like this
must be enabled by default without any modding needed.
On Nov 23, 5:39 pm, Christopher Van Kirk
wrote:

They explained this already. It's because the Galaxy Nexus has no SD card.
On 11/24/2011 12:37 AM, sblantipodi wrote:

who can explain me why

   >  galaxy nexus isn't able to go into u


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Re: [android-developers] promo graphic

2011-11-27 Thread Christopher Van Kirk

On 11/27/2011 5:24 PM, bob wrote:

If you don't specify a promo graphic for the Android Market, will your
product probably see far fewer downloads?


Depends on the app.

Without the promo graphic, you have no chance of making it to the 
leaderboard. If you don't make it to the leaderboard you'll get less 
downloads than you would have had you made it to the leaderboard. If 
your app has the potential to make the leaderboard, you'll suffer. If it 
doesn't it probably doesn't matter that much.


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Re: [android-developers] Re: Galaxy Nexus can't go in USB Host mode, no mouse no usb stick.

2011-11-26 Thread Christopher Van Kirk

It's surprising that you're surprised.

On 11/27/2011 9:37 AM, sblantipodi wrote:

Something important don't work as expected and google is in silence.

On Nov 23, 11:15 pm, sblantipodi  wrote:

I'm not talking about USB Mass Storage but about the possibility to
connect an usb stick or mouse
to the phone.
This is possible since a modder enabled a kernel options and now it
works but a feature like this
must be enabled by default without any modding needed.

On Nov 23, 5:39 pm, Christopher Van Kirk







  wrote:

They explained this already. It's because the Galaxy Nexus has no SD card.
On 11/24/2011 12:37 AM, sblantipodi wrote:

   who can explain me why

  >galaxy nexus isn't able to go into u


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Re: [android-developers] Have an extra $800 lying around for a mobile ESRB rating? Didn't think so.

2011-11-26 Thread Christopher Van Kirk
Once again, where's the evidence of this? The OP implied that Google has 
stipulated games will not make its front view without an ESRB rating, 
yet I find no evidence of a press release that says this.


On 11/27/2011 6:50 AM, Jim Graham wrote:

On Sat, Nov 26, 2011 at 03:57:38PM -0500, Kristopher Micinski wrote:


ESRB?  That huge organization that rates video games and puts the
little "T," "E," and occasionally "M" stickers on the games?

Oh, those ratings.  Ok, got it now



but it is scary if it is indeed [true] that the market is
biasing towards games with endorsed ratings..

Well, yes and no  I would just expect the games to end up moving
to a different market (like soc.io, spamazon, etc.).  Of course, if
joe.average Android user doesn't KNOW about those other marketsyeah,
you're right...it's bad.  :-(

Later,
--jim



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Re: [android-developers] Have an extra $800 lying around for a mobile ESRB rating? Didn't think so.

2011-11-26 Thread Christopher Van Kirk
Can you please provide a link to the press release that has caused your 
apparent panic?


On 11/26/2011 11:09 PM, Binxalot wrote:

How are small developers to pay this fee upfront for the privilege of
having their games appear in the marketplace? It's already clear
Google only wants AAA titles upfront and center on the marketplace
splash page which was bound to happen, but can the platform really
support itself with only a handful of AAA developers making apps? .
Anyone have any idea as to how bad this is going to be?  Is there a
group lobbying Google and the esrb on behalf indie developers that we
can rally behind?



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Re: [android-developers] Re: Galaxy Nexus can't go in USB Host mode, no mouse no usb stick.

2011-11-23 Thread Christopher Van Kirk

They explained this already. It's because the Galaxy Nexus has no SD card.

On 11/24/2011 12:37 AM, sblantipodi wrote:

  who can explain me why
>  >  galaxy nexus isn't able to go into u


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Re: [android-developers] OpenGL doesnt work- not even sample

2011-11-22 Thread Christopher Van Kirk

Sorry, I'll solve your problem as well.

The reason you're getting that error is that you've requested an EGL 
configuration that your device doesn't support for whatever reason, so 
the EGL configuration chooser factory is ending with no 'valid' 
configuration. That throws an exception that the GLSurfaceView is not 
particularly friendly about dealing with because it gets thrown into the 
render thread, which can't easily be caught by your activity (that I 
know of).


What you need to do is loosen your constraints a bit so that you can get 
a valid configuration, or do some investigation about what EGL settings 
the device does support.


Cheers,

Chris...

On 11/23/2011 12:45 AM, Stephen Lee wrote:

When my emulator (API 14.0) is running, I can go through API Demos and
select BasicGLSurfaceView (OpenGLES2), the app runs and a triangle
spins. When I load the project into Eclipse and build, the same
program stops working in the emulator as soon as I unlock the phone
and let it load, or load it from list of apps. For this reason, I'm
90% sure the problem is Eclipse building it. I've already spent 2 days
trying to resolve this and it's frustrating. I've reinstalled already
and have everything properly installed. This seems to be the only
problem of its kind- Ive googled for hours, so probably a stupid error

Heres what I get from running the untouched sample into Eclipse

Logcat at crash-
11-19 21:35:52.887: E/AndroidRuntime(556): FATAL EXCEPTION: GLThread
75
11-19 21:35:52.887: E/AndroidRuntime(556):
java.lang.IllegalArgumentException: No configs match configSpec
11-19 21:35:52.887: E/AndroidRuntime(556): at
android.opengl.GLSurfaceView$BaseConfigChooser.cho
oseConfig(GLSurfaceView.java:825)
11-19 21:35:52.887: E/AndroidRuntime(556): at
android.opengl.GLSurfaceView$EglHelper.start(GLSur faceView.java:981)
11-19 21:35:52.887: E/AndroidRuntime(556): at
android.opengl.GLSurfaceView$GLThread.guardedRun(G LSurfaceView.java:
1335)
11-19 21:35:52.887: E/AndroidRuntime(556): at
android.opengl.GLSurfaceView$GLThread.run(GLSurfac eView.java:1189)
Console--
[2011-11-19 21:34:40 - BasicGLSurfaceView] New emulator found:
emulator-5554
[2011-11-19 21:34:40 - BasicGLSurfaceView] Waiting for
HOME('android.process.acore') to be launched...
[2011-11-19 21:35:16 - BasicGLSurfaceView] WARNING: Application does
not specify an API level requirement!
[2011-11-19 21:35:16 - BasicGLSurfaceView] Device API version is 14
(Android 4.0.1)
[2011-11-19 21:35:16 - BasicGLSurfaceView] HOME is up on device
'emulator-5554'
[2011-11-19 21:35:16 - BasicGLSurfaceView] Uploading
BasicGLSurfaceView.apk onto device 'emulator-5554'
[2011-11-19 21:35:16 - BasicGLSurfaceView] Installing
BasicGLSurfaceView.apk...
[2011-11-19 21:35:49 - BasicGLSurfaceView] Success!
[2011-11-19 21:35:50 - BasicGLSurfaceView] Starting activity
com.example.android.basicglsurfaceview.BasicGLSurf aceViewActivity on
device emulator-5554
[2011-11-19 21:35:52 - BasicGLSurfaceView] ActivityManager: Starting:
Intent { act=...



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Re: [android-developers] OpenGL doesnt work- not even sample

2011-11-22 Thread Christopher Van Kirk

Does the emulator work with OpenGL ES 2 now? When did that happen?

On 11/23/2011 12:45 AM, Stephen Lee wrote:

When my emulator (API 14.0) is running, I can go through API Demos and
select BasicGLSurfaceView (OpenGLES2), the app runs and a triangle
spins. When I load the project into Eclipse and build, the same
program stops working in the emulator as soon as I unlock the phone
and let it load, or load it from list of apps. For this reason, I'm
90% sure the problem is Eclipse building it. I've already spent 2 days
trying to resolve this and it's frustrating. I've reinstalled already
and have everything properly installed. This seems to be the only
problem of its kind- Ive googled for hours, so probably a stupid error

Heres what I get from running the untouched sample into Eclipse

Logcat at crash-
11-19 21:35:52.887: E/AndroidRuntime(556): FATAL EXCEPTION: GLThread
75
11-19 21:35:52.887: E/AndroidRuntime(556):
java.lang.IllegalArgumentException: No configs match configSpec
11-19 21:35:52.887: E/AndroidRuntime(556): at
android.opengl.GLSurfaceView$BaseConfigChooser.cho
oseConfig(GLSurfaceView.java:825)
11-19 21:35:52.887: E/AndroidRuntime(556): at
android.opengl.GLSurfaceView$EglHelper.start(GLSur faceView.java:981)
11-19 21:35:52.887: E/AndroidRuntime(556): at
android.opengl.GLSurfaceView$GLThread.guardedRun(G LSurfaceView.java:
1335)
11-19 21:35:52.887: E/AndroidRuntime(556): at
android.opengl.GLSurfaceView$GLThread.run(GLSurfac eView.java:1189)
Console--
[2011-11-19 21:34:40 - BasicGLSurfaceView] New emulator found:
emulator-5554
[2011-11-19 21:34:40 - BasicGLSurfaceView] Waiting for
HOME('android.process.acore') to be launched...
[2011-11-19 21:35:16 - BasicGLSurfaceView] WARNING: Application does
not specify an API level requirement!
[2011-11-19 21:35:16 - BasicGLSurfaceView] Device API version is 14
(Android 4.0.1)
[2011-11-19 21:35:16 - BasicGLSurfaceView] HOME is up on device
'emulator-5554'
[2011-11-19 21:35:16 - BasicGLSurfaceView] Uploading
BasicGLSurfaceView.apk onto device 'emulator-5554'
[2011-11-19 21:35:16 - BasicGLSurfaceView] Installing
BasicGLSurfaceView.apk...
[2011-11-19 21:35:49 - BasicGLSurfaceView] Success!
[2011-11-19 21:35:50 - BasicGLSurfaceView] Starting activity
com.example.android.basicglsurfaceview.BasicGLSurf aceViewActivity on
device emulator-5554
[2011-11-19 21:35:52 - BasicGLSurfaceView] ActivityManager: Starting:
Intent { act=...



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Re: [android-developers] boss is complaining

2011-11-14 Thread Christopher Van Kirk

So many snide and sarcastic responses spring to mind.

On 11/15/2011 11:59 AM, bob wrote:

I'm converting an iphone retina app to Android, and my boss is
complaining because the web pages are too big:

http://i1190.photobucket.com/albums/z449/m75214/ugh.jpg

It's because Android has a lesser resolution.  Is there an easy way I
can quiet my boss?



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Re: [android-developers] Audio library for Android .

2011-11-10 Thread Christopher Van Kirk
You can have a look at pdlib for Android, but I think you'll find that 
the audio layer of Android is quite immature at the moment. If you're 
intending to do anything visually that should be synchronized with the 
sound you can pretty much forget about it.


On 11/11/2011 1:24 PM, J Handal wrote:

and analyze reco


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Re: [android-developers] play swf file in android

2011-11-10 Thread Christopher Van Kirk
Check out the news from yesterday. Whatever you're doing is already 
obsolete.


On 11/10/2011 1:09 PM, Ratheesh Valamchuzhy wrote:
i am trying to play an swf file in android emulator(2.3), but it is 
not playing , if any one know the reason plse help me   ., here is my 
code



package com.playswf;

import java.io.File;

import android.app.Activity;
import android.content.Intent;
import android.net.Uri;
import android.os.Bundle;
import android.webkit.WebView;
import android.webkit.WebSettings.PluginState;

public class playswf extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
WebView mWebView1 = (WebView) findViewById(R.id.webview1);
mWebView1.getSettings().setJavaScriptEnabled(true);
String encoding = "utf-8";
mWebView1.getSettings().setPluginsEnabled(true) ;
mWebView1.getSettings().setPluginState(PluginState.ON);
mWebView1.getSettings().setAllowFileAccess(true);

//mWebView1.getSettings().setPluginState(WebSettings.PluginState.ON);

//file is in sd cared
   // String html = " name=\"movie\" value=\"file:///sdcard/anim.swf\"> src=\"file:///sdcard/anim.swf\" width=\"550\" height=\"400\">  
";

//file is in asset folder
String html = " name=\"movie\" value=\"file:///android_asset/anim.swf\"> src=\"file:///android_asset/anim.swf\" width=\"550\" height=\"400\"> 
 ";

String mimeType = "text/html";
//String encoding = "utf-8";
   // mWebView1.loadData(html, mimeType, encoding,  "");
mWebView1.loadDataWithBaseURL("null", html, mimeType, encoding, "");
// setContentView( mWebView1);
  //  mWebView1.loadUrl("file:///sdcard/anim.swf");
}
}



i also attached the full code with this mail

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Re: [android-developers] HTC SDK for windows XP - any advise ?

2011-11-05 Thread Christopher Van Kirk

On 11/6/2011 10:49 AM, SL@maxis wrote:


I am planning to write an app on windows XP to access a smart phone's 
SMS/MMS messages (for my own use).


I am thinking of buying a HTC. Any advise ?

Thanks.



Pay cash?

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Re: [android-developers] Application incompatible when trying to install on Galaxy 10.1

2011-11-05 Thread Christopher Van Kirk
There really aren't that many people using 1.6 anymore. The figure is 
1.4% of the total population now.


On 11/4/2011 6:32 PM, Jovish P wrote:

In our application ,  we are showing
details of customer such as phone number , email id , address. When he 
clicks on phone
number we are initiating call, email means opening the native email 
client  and if it is

address we are mapping that address in Google maps. supports from 1.6
We are adding the telephony permission in the manifest file .Users  
were not able to install
our app on tabs such as Xoom, Galaxy 10.1 etc since they don't have 
call option in the tab.
So when they try to install app it is saying incompatible. The call 
functionality is not necessarily

needed for our app to work. So we thought to use

android:required="false" />


But the problem is , this is supported from 2.1. So we have to raise 
from 1.6 to
2.1. So we don't want to do that because many people are  still using 
1.6. Any solutions for this isssue?
We want the min version as 1.6 and it should work on Tabs which 
doesn't have call functionality too.

Is it good idea to give two builds for the same app for this reason ?
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Re: [android-developers] How can we get the 2^21 bytes from a video file in android

2011-11-04 Thread Christopher Van Kirk

Sounds like a homework assignment.

On 11/5/2011 2:16 PM, Sanat Pandey wrote:

I want to get first 2^21 bytes of a video file which is resided in
sdcard, but I don't know how? Please suggest me the right solution
regarding the same.\

Thanks in advance



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Re: [android-developers] Overhead of creating many activities

2011-11-03 Thread Christopher Van Kirk
Wouldn't simply setContentView(xxx) be much easier to manage, 
considering you don't want a history anyway?


On 11/3/2011 5:35 PM, Mat Jones wrote:

Hello,

I am working on a security app which involves users storing passcodes,
docs etc

My app has around 10 activities representing screens (every screen is
a activity)

I have set android:noHistory="true" on all the activity's as I want to
manage what happens when they press the back key and also when the app
goes into the background I want the app to restart

As a result I am constructing alot of activity's e,g

Activity A goes to B
B wants to go to A, I create a new instance of A

Is there a major overhead of doing this?

Thanks



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Re: [android-developers] images for multiple screen sizes/densities

2011-11-01 Thread Christopher Van Kirk

HTC desire has a 3.7 inch screen and a resolution of 480x800.
Galaxy S 2 has a 4.3 inch screen and a resolution of 480x800.
Dell Streak has a 5 inch screen and a resolution of 480x800.

The resolution has little to do with the size of the screen.

On 11/2/2011 4:10 AM, DanielleM wrote:

Hello all:

I'm trying to create proper images for the different screen size/
density combinations so my app looks good across devices. I've read
the documentation here:

http://developer.android.com/guide/practices/screens_support.html

However, I'm a little confused on some of it. For instance, down near
the bottom of the document there is a nice little chart giving
dimensions and densities for different screen configurations, but I
don't see how it's physically possible to have a normal size screen
with a high density with the same exact dimensions as a large size
screen with both low and medium densities.

Wouldn't that make the so-called normal size screen be a large screen
if it's the same exact dimensions as what's considered a large size
screen? Maybe I'm missing something here.

Also the 480x800 size that is stated for Large Screens seems awfully
big...is this considered to be the size of screen for say, a 7"
tablet? And so, would the XLarge screen be considered to be a 10"
tablet?

My assumption is that I would create my comps in Photoshop with
documents that are WxH and then either 120, 160, 240, or 300 for the
different densities (which is labeled as resolution in Photoshop).

If anyone can clarify these things for me and just let me know if I'm
even on the right track that would be great.

This seems harder than it needs to be.

Thanks,
DM



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Re: [android-developers] Re: How to decompose apk files

2011-11-01 Thread Christopher Van Kirk
This sort of activity here is the reason Android will never be a viable 
platform for developers.


On 11/1/2011 2:45 PM, Raziel23x wrote:

There is a much easier way to do this

Visit my website @ http://apkmultitool.com and download my tool from
my download section and everything is strait forward and includes a
doc folder with a instrunction manual.

On Nov 1, 1:56 am, venugopal reddy  wrote:

Thankq very much Ratheesh...

On Fri, Oct 28, 2011 at 6:06 PM, Ratheesh Valamchuzhy
wrote:






procedure to decoding .apk files---step wise method-->
step 1:
=
make a new folder and put .apk file (which you want to decode) now rename
this .apk file with
extension .zip (eg:rename from filename.apk to filename.apk.zip) and save
it..now you get
classes.dex files etc...at this stage you are able to see drawable but not
xml and java file...
so cont...
step 2:
===
now extract this zip apk file in the same folder(in this eg or case NEW
FOLDER). now dowmload
dex2jar from this linkhttp://code.google.com/p/dex2jar/and extract it
to the same folder
(in this case NEW FOLDER).now open command prompt and reach to that
folder (in this case
NEW FOLDER)after reaching write "dex2jar classes.dex" and press
enter.now you get
classes.dex.dex2jar file in the same folder..now download java
decompiler from
http://java.decompiler.free.fr/?q=jdguiand now double click on jd-gui
and click on open
  file then open classes.dex.dex2jar file from that folder...now you get
class file...save all
  these class file (click on file then click "save all sources" in
jd-gui)..by src nameat
this stage you get source...but xml files are still unreadable...so cont...
step 3:
=
now open another new folder and put these files
 put .apk file which you want to decode
 download apktool using google and put in the same folder
 download framework-res.apk file using google and put in the same folder
 Open a command window
 Navigate to the root directory of APKtool and type the following
command:
apktoolif framework-res.apk
 apktool d "fname".apk ("fname" denotes filename which you want to
decode)
now you get a file folder in that folder and now you can easily read xml
files also.
step 4:
=
it's not any step just copy contents of both folder(in this case both new
folder)to the single one
and now enjoy wid source code...
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Re: [android-developers] Re: Account suspended

2011-10-27 Thread Christopher Van Kirk

FYI, the consequences of IP theft are about to get much worse:

https://www.eff.org/deeplinks/2011/10/disastrous-ip-legislation-back-%E2%80%93-and-it%E2%80%99s-worse-ever


On 10/27/2011 2:42 PM, Mark Murphy wrote:

Please go talk to qualified legal counsel. This is a list for
developing applications with the Android SDK, not for discussing the
nuances of copyright law.

On Thu, Oct 27, 2011 at 2:39 AM, Simon Platten
  wrote:

For starters a lot of the applications I offer on the market are free, the
ones that I do charge for are so low cost, and an attempt to recover the
development costs of the applications.  I certainly haven't made £100's out
of any applications.

I sourced the images I used from the web and in most cases edited the files
to better fit the devices.  What is the difference between me re-displaying
the images sourced from public domain sites to Google displaying the images
in the 'Images' section of its online search?


On Thu, Oct 27, 2011 at 1:16 AM, Christopher Van Kirk
  wrote:

I believe that the answer is that they do not do any verification.

What happens is that the original author of the copyrighted content
complains to them, then as part of the process of determining who is right,
they suspend your account.

This is all codified in the DMCA, which unfortunately is heavily biased in
favor of content producers at the expense of users and fair use. It's the
law, though, in the U.S. at least, so you have to abide by it.

On 10/27/2011 7:06 AM, Ricardo Amaral wrote:

This got me thinking about my own app and how Google verifies these
things. Depending on the material, it can be very easy for them to know if
the material is copyrighted and if the developer in question have a license
to use it. In my case, I don't think it's that easy.

I'm developing an app which will uses a couple of icon sets and I'm
developing a free and paid app. The free app will only be using icons which
specifically have a license that allow me to do so in a commercial app (the
same set of icons will be in both versions). In the paid app, I'll be
removing any icon set for which I don't have a license to use. But how does
Google now?

I'm thinking about a specific icon set which is free to download and free
to use under certain circumstances, one of them is not a paid app. But I
could have bought a license to use it. Will they just ignore a situation
like this (even if I was in violation of the copyrighted material), they
really dig into the matter or they just cancel the account? I mean, the only
way for them to know for sure (I repeat, on this specific situation) is to
contact me and ask me for some kind of proof that I really have bought a
license for those icons, or contact the icon author and ask if a guy with my
developer account name has ever ought a license for them. Do they really do
that?

Not that I'm trying to find how their process works to circumvent it, I
just don't want to get my account suspended because they didn't take the
time to really find out if I was in violation of copyrighted material or
not. I'm really trying to avoid using stuff that I don't have a license for.
I believe in giving credit where credit is due and if I want to use
copyrighted material for which I need to pay first, I will, otherwise I
won't use it.
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Re: [android-developers] Re: Account suspended

2011-10-26 Thread Christopher Van Kirk

I believe that the answer is that they do not do any verification.

What happens is that the original author of the copyrighted content 
complains to them, then as part of the process of determining who is 
right, they suspend your account.


This is all codified in the DMCA, which unfortunately is heavily biased 
in favor of content producers at the expense of users and fair use. It's 
the law, though, in the U.S. at least, so you have to abide by it.


On 10/27/2011 7:06 AM, Ricardo Amaral wrote:
This got me thinking about my own app and how Google verifies these 
things. Depending on the material, it can be very easy for them to 
know if the material is copyrighted and if the developer in question 
have a license to use it. In my case, I don't think it's that easy.


I'm developing an app which will uses a couple of icon sets and I'm 
developing a free and paid app. The free app will only be using icons 
which specifically have a license that allow me to do so in a 
commercial app (the same set of icons will be in both versions). In 
the paid app, I'll be removing any icon set for which I don't have a 
license to use. But how does Google now?


I'm thinking about a specific icon set which is free to download and 
free to use under certain circumstances, one of them is not a paid 
app. But I could have bought a license to use it. Will they just 
ignore a situation like this (even if I was in violation of the 
copyrighted material), they really dig into the matter or they just 
cancel the account? I mean, the only way for them to know for sure (I 
repeat, on this specific situation) is to contact me and ask me for 
some kind of proof that I really have bought a license for those 
icons, or contact the icon author and ask if a guy with my developer 
account name has ever ought a license for them. Do they really do that?


Not that I'm trying to find how their process works to circumvent it, 
I just don't want to get my account suspended because they didn't take 
the time to really find out if I was in violation of copyrighted 
material or not. I'm really trying to avoid using stuff that I don't 
have a license for. I believe in giving credit where credit is due and 
if I want to use copyrighted material for which I need to pay first, I 
will, otherwise I won't use it.

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Re: [android-developers] Impossible to Create & Write to or Read From Files in the SD Card

2011-10-23 Thread Christopher Van Kirk
Go for a walk for an hour and try to think about something else. Then 
when you get back start again from first principles.


On 10/24/2011 7:08 AM, melis wrote:

Hi all,
i really tried hard but couldn't achieve to create or any other file
operations in Android. First thing i did was tp check the availabilty
of the SD card media, with the sample code here:
http://developer.android.com/guide/topics/data/data-storage.html#filesExternal.
I have the media and works properly.
Then i tried to create a .txt file with this code snippet:

File myFile = new File("/sdcard/mysdfile.txt");
myFile.createNewFile();
FileOutputStream fOut = new FileOutputStream(myFile);
OutputStreamWriter myOutWriter = new 
OutputStreamWriter(fOut);
myOutWriter.append(txtData.getText());
myOutWriter.close();
fOut.close();
also tried this one, which works in the Java project but not in
android:

String path = "/sdcard/data.txt";
File dosya = new File(path);
dosya.createNewFile();

last thing i tried is another sample code from android developers;

private void createExternalStoragePrivateFile() {
// TODO Auto-generated method stub
File file = new File(getExternalFilesDir(null),"DemoFile.jpg");

InputStream is = 
getResources().openRawResource(R.drawable.icon);
try {
OutputStream os = new FileOutputStream(file);
byte[] data = new byte [is.available()];
is.read(data);
os.write(data);
os.close();

} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
Log.w(" External Storage ", " Error writing " + file, 
e);
}
}

I'm getting no errors but also no files in the sd card. And i don't
forget to add  permission
line into the manifest.
I'm checking the F driver after executing the program to see if any
txt file created, but nothing happened so far. I read SD card is not
available when the android device is hooked up to the computer via USB
in somewhere. To check this possibility, i also looked at the sd
card's context with an laptop sd card adapter but again, i have
nothing.
Please someone help me. I'm out of ideas.




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Re: [android-developers] ActionBar for Tablets, Stacked Menu for Phones?

2011-10-23 Thread Christopher Van Kirk
I would bite the bullet and find a way to make your app work with the 
action bar in place. Just resize your game to fit inside the rectangle 
it leaves behind.


On 10/23/2011 9:39 PM, tobias wrote:

Looking for some guidance on whether to use the ActionBar or not. The
problem is that the ActionBar takes away a major amount of real estate
on the screen. That's not a problem on tablets. It is on phones though
for my app.

With Ice Cream Sandwich bringing ActionBars to phones, I'm in trouble:
I need a way to use the ActionBar on tablet size devices, while using
the regular way to display menus on phones. I can think of two ways to
handle this:

1: Resolution specific menu.xml
This has the problem though that there are phones that have higher
resolutions than tablets. So this won't work.

2: Implement a preferences setting to hide the ActionBar
I can implement a preferences setting for my App to go for full screen
display and hide the ActionBar. This works well. The bummer here is
that once the menu is hidden it stays hidden. A user can only reach
the preferences via the menu again - but I've hidden that so he can't.
Once I disable the ActionBar on a Honeycomb tablet, there is no way
the user can himself invoke the menu again.

How are you guys handling this dilemma?



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Re: [android-developers] Custom Dialog Not Showing

2011-10-22 Thread Christopher Van Kirk

Did you override the prepareDialog method as well?

On 10/23/2011 1:30 AM, Alex Oh wrote:

I've read the google docs on Dialogs and posts here and on Stack
Overflow, but I just can't get my dialog to show.

showDialog( DIALOG_CREATEPC ); // called elsewhere

private Dialog addPCDialog()
{
Dialog dialog = new Dialog( this );

dialog.setContentView( R.layout.party_createpc );
dialog.setTitle( "Add PC" );
...
return dialog
}

@Override
protected Dialog onCreateDialog( int id )
{
 Dialog dialog;
 switch( id )
 {
 case DIALOG_CREATEPC:
 dialog = addPCDialog();
 break;
 default:
 dialog = null;
 }
 return dialog;
 }

Am I missing something here?



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Re: [android-developers] View visibility

2011-10-21 Thread Christopher Van Kirk
Hi there. Just wanted to say that controlling the visibility of the 
outer container worked perfectly, just like your sample.


Thanks Mark!

Cheers,

Chris...

On 10/22/2011 3:44 AM, Mark Murphy wrote:

I have had no problems with this, though I have been using View.GONE.
Here is an (old) sample app that worked the last time I tried it:

https://github.com/commonsguy/vidtry

There are top and bottom panels that appear and disappear based on
touch events, with a SurfaceView underneath for playing back a
streaming video.

On Fri, Oct 21, 2011 at 3:38 PM, Christopher Van Kirk
  wrote:

So, I'm trying to control the visibility of a view in my app with
setVisibility, but it's not working.

Here's what I do.

The layout doesn't specify visibility, so it gets the default visibility of
"VISIBLE". The layout looks like this:

FrameLayout {
SurfaceView // background
LinearLayout {
View  // button
View // button
View  // button
}
}

In code, just after I setContentView( myframe ) in my Activity's
constructor, I get the views for the three buttons and setVisibility(
View.INVISIBLE ) on them.

So far, this part works. If I don't setVisibility( View.INVISIBLE ) I can
see the three views right where they are supposed to be, and when I
setVisibility( View.INVISIBLE ) I can't see them. So far so good.

Ok, so I do some work and now I want to see those buttons again. So I go in
and setVisibility( View.VISIBLE ) on them.

They don't show up.

I've tried calling invalidate() on the views, bringToFront(). Seems like
once they are hidden I can't bring them back.

Anyone have any ideas why this wouldn't be working?

I should note that the background view is a GLSurfaceView, but I don't think
that should cause any problems, should it?

Cheers,

Chris...

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Re: [android-developers] View visibility

2011-10-21 Thread Christopher Van Kirk

Thanks for the quick reply, Mark. I'll have a look at that and get back.

On 10/22/2011 3:44 AM, Mark Murphy wrote:

I have had no problems with this, though I have been using View.GONE.
Here is an (old) sample app that worked the last time I tried it:

https://github.com/commonsguy/vidtry

There are top and bottom panels that appear and disappear based on
touch events, with a SurfaceView underneath for playing back a
streaming video.

On Fri, Oct 21, 2011 at 3:38 PM, Christopher Van Kirk
  wrote:

So, I'm trying to control the visibility of a view in my app with
setVisibility, but it's not working.

Here's what I do.

The layout doesn't specify visibility, so it gets the default visibility of
"VISIBLE". The layout looks like this:

FrameLayout {
SurfaceView // background
LinearLayout {
View  // button
View // button
View  // button
}
}

In code, just after I setContentView( myframe ) in my Activity's
constructor, I get the views for the three buttons and setVisibility(
View.INVISIBLE ) on them.

So far, this part works. If I don't setVisibility( View.INVISIBLE ) I can
see the three views right where they are supposed to be, and when I
setVisibility( View.INVISIBLE ) I can't see them. So far so good.

Ok, so I do some work and now I want to see those buttons again. So I go in
and setVisibility( View.VISIBLE ) on them.

They don't show up.

I've tried calling invalidate() on the views, bringToFront(). Seems like
once they are hidden I can't bring them back.

Anyone have any ideas why this wouldn't be working?

I should note that the background view is a GLSurfaceView, but I don't think
that should cause any problems, should it?

Cheers,

Chris...

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[android-developers] View visibility

2011-10-21 Thread Christopher Van Kirk
So, I'm trying to control the visibility of a view in my app with 
setVisibility, but it's not working.


Here's what I do.

The layout doesn't specify visibility, so it gets the default visibility 
of "VISIBLE". The layout looks like this:


FrameLayout {
SurfaceView // background
LinearLayout {
View  // button
View // button
View  // button
}
}

In code, just after I setContentView( myframe ) in my Activity's 
constructor, I get the views for the three buttons and setVisibility( 
View.INVISIBLE ) on them.


So far, this part works. If I don't setVisibility( View.INVISIBLE ) I 
can see the three views right where they are supposed to be, and when I 
setVisibility( View.INVISIBLE ) I can't see them. So far so good.


Ok, so I do some work and now I want to see those buttons again. So I go 
in and setVisibility( View.VISIBLE ) on them.


They don't show up.

I've tried calling invalidate() on the views, bringToFront(). Seems like 
once they are hidden I can't bring them back.


Anyone have any ideas why this wouldn't be working?

I should note that the background view is a GLSurfaceView, but I don't 
think that should cause any problems, should it?


Cheers,

Chris...

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[android-developers] SDK 14 update failing

2011-10-19 Thread Christopher Van Kirk
I'm having a lot of trouble getting SDK 14 to install properly. Has 
anyone seen this error before? I'm updating an SDK installation on a 
Win7 machine, as administrator, into c:\android-sdk. It keeps failing to 
overwrite the SDK manager, and then Eclipse later complains that I've 
got the wrong AVD installed. The only process using that SDK manager.exe 
is the one actually doing the update, so it suggests that the installer 
is stepping on itself.


Installing Android SDK Tools, revision 14
[post_tools_install.bat] Updating SDK Manager.exe
*[post_tools_install.bat] 0 file(s) copied.
[post_tools_install.bat] Error: The process cannot access the file 
because it is being used by another process.*

[post_tools_install.bat] Updating AVD Manager.exe
[post_tools_install.bat] 1 file(s) copied.
Installed Android SDK Tools, revision 14

Any thoughts would be appreciated.

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Re: [android-developers] Re: Connection refused - rest web service

2011-10-19 Thread Christopher Van Kirk
Did you try navigating to that URL from a browser? I did. There's 
nothing there.


On 10/20/2011 12:17 PM, Studio LFP wrote:
A connection refused error seems like there is just something off on 
your connection path. Have you confirmed that you are aiming the 
device at the correct IP and port? Are you testing on a development 
server inside your own network environment or a production server on 
the internet? What type of data connection are you using on the device 
and is there any chance of a firewall or carrier blocking that 
specific port?


It would probably be helpful to get a bit more explanation. It doesn't 
sound like it is an issue with Android since you aren't showing any 
crashes. If you don't have the right permissions in Android, you'd get 
a force close and the error in logcat would tell you which ones you 
were missing.


Any information you can give about the setup would help us help you.

Steven
Studio LFP
http://www.studio-lfp.com


On Wednesday, October 19, 2011 6:47:26 PM UTC-5, Dalton Cézane wrote:

Hello everyone...

I have a rest web service (already tested) and I am trying to
access it from my android app, but I am getting "Connection
refused". I already added the tag  in the
AndroidManifest.xml, but the problem still occurs.

My url is: LOGIN_URL = "http://myIpHere:8000/rest";

Can anyone help me?

Thanks in advance.

-- 
===

Dalton Cézane - Smarteju Tecnologia
Especialista em Ciência da Computação (UFCG)
Bacharel em Ciência da Computação (UFCG)
Técnico em Informática (ETER)

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Re: [android-developers] Someone have code examples of a cube with different textures on each face? (OpenGL ES 1)

2011-10-18 Thread Christopher Van Kirk

Draw each face separately.

On 10/18/2011 4:03 PM, saex wrote:

I need to understand how to put different textures on each face of a
cube (OpenGL ES 1). But i can't find examples of how to do it

Atm i found an example of how to paint the same texture on all the
faces of the cube, but i dont need that

this is the actual code i have:

 public class Cube {

/** The buffer holding the vertices */
private FloatBuffer vertexBuffer;
/** The buffer holding the texture coordinates */
private FloatBuffer textureBuffer;
/** The buffer holding the indices */
private ByteBuffer indexBuffer;

/** Our texture pointer */
private int[] textures = new int[1];

/**
 * The initial vertex definition
 *
 * Note that each face is defined, even
 * if indices are available, because
 * of the texturing we want to achieve
 */
 private float vertices[] = {
//Vertices according to faces
-1.0f, -1.0f, 1.0f, //Vertex 0
1.0f, -1.0f, 1.0f,  //v1
-1.0f, 1.0f, 1.0f,  //v2
1.0f, 1.0f, 1.0f,   //v3

1.0f, -1.0f, 1.0f,  //...
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,

1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,

-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,

-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,

-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,

};

 /** The initial texture coordinates (u, v) */
 private float texture[] = {
//Mapping coordinates for the vertices
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,

0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,

0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,

0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,

0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,

0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,


};

 /** The initial indices definition */
 private byte indices[] = {
//Faces definition
0,1,3, 0,3,2,   //Face 
front
4,5,7, 4,7,6,   //Face 
right
8,9,11, 8,11,10,//...
12,13,15, 12,15,14,
16,17,19, 16,19,18,
20,21,23, 20,23,22,

};

/**
 * The Cube constructor.
 *
 * Initiate the buffers.
 */
public Cube() {
//
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length 
* 4);
 

Re: [android-developers] Time/CountDownTimer: Wrong millis returned for date/time - HELP PLEASE!!

2011-10-16 Thread Christopher Van Kirk

Possibly a signed/unsigned problem. Try using an unsigned long.


On 10/17/2011 4:55 AM, Larry/MavrickProductions wrote:

I am writing a program for my kids to count down to Christmas. I have
been playing with android programming for a year, read books, look
online for help, but this one is really got me stumped.

In the java, I use Time (var) .set(mm, dd, ) and long millis =
(var) .toMillis(true) to convert 12/25/2011 to milliseconds from the
epoch. According to 
http://www.esqsoft.com/javascript_examples/date-to-epoch.htm,
12/25/2011 should equal 1324789200. But when I look at the converted
result in the test window (I added code to show the "long" results
before the human readable) it shows 12/25/2011 as -877432832.

My code is below. I'm sure that I'm missing something simple/stupid.
Any help is greatly appreciated!!

Best, -Larry

### CODE BELOW ###


package com.mavrick.countdowntester3;

import java.util.concurrent.TimeUnit;
import android.app.Activity;
import android.os.Bundle;
import android.os.CountDownTimer;
import android.text.format.Time;
import android.widget.TextView;

public class counttime extends Activity {
private TextView mTextField;
private Time TimerSet;
 /** Called when the activity is first created. */
 @Override
 public void onCreate(Bundle savedInstanceState) {
 super.onCreate(savedInstanceState);
 setContentView(R.layout.main);

 final TextView mTextField = (TextView)
findViewById(R.id.textView1);

 Time TimerSet = new Time();
TimerSet.set(12, 25, 2011);  // set the date to Dec 25, 2011,
12am
TimerSet.normalize(true);
long millis = TimerSet.toMillis(true);

Time TimeNow = new Time();
TimeNow.setToNow();  // set the date to Current Time
TimeNow.normalize(true);
long millis2 = TimeNow.toMillis(true);

long millisset = millis - millis2;   //subtract current from
future to set the time remaining

final int smillis = (int) (millis);  //convert long to integer to
display conversion results
final int smillis2 = (int) (millis2);

 new CountDownTimer(millisset, 1000) {
 public void onTick(long millisUntilFinished) {

 // decompose difference into days, hours, minutes and
seconds parts
 int weeks   = (int) ((millisUntilFinished / 1000) /
604800);
 int days= (int) ((millisUntilFinished / 1000) / 
86400);
 int hours   = (int) (((millisUntilFinished / 1000) - 
(days
* 86400)) / 3600);
 int minutes = (int) (((millisUntilFinished / 1000) - 
((days
* 86400) + (hours * 3600))) / 60);
 int seconds = (int) ((millisUntilFinished / 1000) % 
60);
 int millicn = (int) (millisUntilFinished / 1000);

 //write the data: future time, current time, remaining
time, then human readable

 mTextField.setText(smillis + " " + smillis2 + " 
" +
millicn + "Time remaining: " + weeks + " " + days + " " + hours + " "
+ minutes + " " + seconds);
  }

  public void onFinish() {
  mTextField.setText("done!");
  }
   }.start();
 }
}



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Re: [android-developers] Can't respond to user comments

2011-10-15 Thread Christopher Van Kirk

Just put a disclaimer in your product description.

On 10/16/2011 9:43 AM, Kostya Vasilyev wrote:


It might (probably less than it seems now), and yes, you can't
respond and can't figure out who it was.

If the comment is factually untrue, you can contact Google and ask for 
it to be removed, but don't expect that it will be done quickly or at all.


--
Kostya Vasilyev

16.10.2011 4:51 пользователь "rastyrori" > написал:


Today a user posted a comment about my app claiming that it accesses
the user's phone numbers and calling history, which is completely
untrue! Unfortunately, from the posted name, I cannot figure out who
this person is to clear this up. This will possible hurt my sales and
I have no way to respond!

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Re: [android-developers] Re: Soft Home Button Makes Games Suck on Android

2011-10-13 Thread Christopher Van Kirk
You can. It's very simple to apply a uniform rotation to your models. It 
would be strange for the user though, I think. A better approach is 
simply to capture the button event and handle it yourself.


On 10/14/2011 8:43 AM, Darren K wrote:
Here's a weird idea... if you need controls at the bottom of your 
screen, can you set up the game to be displayed upside down?  Could be 
a pain to develop it that way, though...

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Re: [android-developers] normals

2011-10-13 Thread Christopher Van Kirk

On 10/14/2011 2:50 AM, bob wrote:

Is there any way to specify normals in OpenGL on Android 1.6?

I want to do shading, but I don't want to abandon the 1.6ers.


.

Bind the normals to an array whose elements match your vertices, then 
use glAttribArray to load them.


Or you can use a buffer.


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[android-developers] Google AdMob, Navigation and Galaxy S2

2011-10-12 Thread Christopher Van Kirk

Has anyone come across this yet?

On my SGS2, every minute or so my app cycles through its 
onPause/onResume states, and I see the following line come up in the log 
right in the middle of it:


10-13 04:36:02.270: INFO/ActivityManager(2707): Starting: Intent { 
flg=0x1000 
cmp=com.google.android.apps.maps/com.google.googlenav.android.login.AndroidLoginActivitySdk5 
(has extras) } from pid 19817


This only happens while I'm using an activity with AdMob hooks in it, 
but the cycling is forcing my GL context to die and have to be rebuilt, 
so I'd like to stop it somehow.


I've only seen this on the Galaxy S 2, my older Desire doesn't do this. 
Anyone know what this is, or how to stop it?


Cheers!


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Re: [android-developers] SQLite slow

2011-10-12 Thread Christopher Van Kirk

You haven't provided enough information to help you.

The question you need to ask is why is it slow? Are you opening and 
closing the connection many time? Too many records? Complex joins? 
Inefficient query? Lack of indexing? Unintentionally cartesianing?


Only once you have established that all of the above are not the case 
should you consider relegating to a separate thread. Moving something 
that's slow to a separate thread without first establishing that it's 
efficient is like sweeping the dust under the rug. It can work now and 
then, but the results are temporary, and eventually that dust finds its 
way back into the room somehow.


Chris...

On 10/12/2011 6:14 PM, John Goche wrote:


Hello,

I would like to know whether there is any way to speed up my SQLite 
queries.
Every time I press a button on my UI that needs database access it 
stalls for

half a second or so. What should I do?

Thanks,

John Goche
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Re: [android-developers] Re: OpenGL lockups in 2.2

2011-10-11 Thread Christopher Van Kirk

It's insane to throw away months of work.

Are you seeing this behavior in other 2 or 3d games running on that 
device? If so, it's probably a device fault that you simply can't get 
around, and should just be ignored. There are other devices in the world 
that, in theory, it should work on. In your market publish, just mention 
that you had problems with that device and that it's not recommended to 
be run there, then move on.


If you aren't seeing the behavior elsewhere, then what you have is an 
application problem. Have you considered that plugging and unplugging 
the USB cable is introducing thread locking that is absent in your code? 
When you connect the USB cable, if you have development enabled, you 
instantly start reading out logging info, which may have locking in 
there that's fixing some problem you have.


Anyway, giving up smacks of throwing the baby out with the bath water 
because of difficulties with one device. I wouldn't do it.




On 10/12/2011 12:02 AM, calderwa wrote:

Nope, 'fraid not. That code seems if anything to makes things a little
worse for me = intermittent screen glitches, with rectangular areas
garbled, and the less frequesnt hangup for a second or so, with the
even less frequent reboot. I am using Samsung Galaxy S, 2.3.3, so
clearly not restricted to HTC. All hangs seem to be locking problems
in SharedBufferStack.
glFlush calls have no effect on my problem. Switching from
glDrawArrays to VBOs and glDrawElements had no effect.

This bug is SO bad and i have spent SO long on it now that I am pretty
much at the stage of junking many months of work and not publishing
the openGL version of my app.

This comes on top of unacknowledged problems in java 2d drawing
routines, the ridiculous DirectBuffer problem in 3.0+ where it
allocates 4* as much memory as you ask for. The list is nearly
endless.

Apple, here I come?


On Aug 13, 8:18 am, Herko Lategan  wrote:

Guys! *SOLUTION*

I finally *found the solution* while watching one of the Google IO talks! I
have been struggling with this problem for over 2 months now, while
developing on my HTC Desire, and it made me so demotivated knowing my
application will freeze randomly for some users! But after hours of
searching I found a solution done by a Google Developer!

*solution*:

Here is the link to the solution for 
GLSurfaceView,http://replicaisland.googlecode.com/svn/trunk/src/com/replica/replica...
Search for *mSafeMode, **check all the results*, he gives a description as
to why the error occurs (it is because of broken drivers for certain
chipsets).

I have downloaded the source for this game, so if the links disappear you
can email me and I'll be happy to share.

Good luck to everyone!


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Re: [android-developers] How to store cookies in an application for future use?

2011-10-11 Thread Christopher Van Kirk
Hmm. Still sounds a bit dodgy. One wonders why  this guy's use case 
necessitates him building a new browser, and whether a well placed 
intent would achieve his goal with a lot less effort.


On 10/11/2011 11:21 PM, Daniel Drozdzewski wrote:

On 11 October 2011 16:06, Christopher Van Kirk
  wrote:

Isn't the point of cookies that all this sort of work is done for you? If
not, then perhaps you should consider storing (and accessing) the data in an
alternative way.

That is true... a web browser has to confirm to cookie contract,
whereby it has a global cookie storage and attaches cookie to each
request to the domain that cookie originated from.

In Shruthi's case it is his application that has to fulfil this
contract, in case he is using web view.

As Mark suggested, retrieve and save to a file or a DB all cookies
from a session upon exit and revert the process upon re-entry to the
application.

You could integrate it even more, by implementing your own CookieStore
interface, that automatically uses storage or DB behind the scenes.
Have a look at the following point:

http://hc.apache.org/httpcomponents-client-ga/tutorial/html/statemgmt.html#d4e816




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Re: [android-developers] HorizontalListView inside a VerticalListView

2011-10-11 Thread Christopher Van Kirk
My guess is that the reason you're seeing that effect is that your 
vertical list view comes before the horizontal one in the touch event 
sink chain. I think that once a touch event handler returns "true" no 
further processing on that event happens. Try making your primary view 
horizontal, and your secondary view vertical and see if that helps.


Failing that, you'll probably have to handle the touch events yourself.


On 10/11/2011 11:01 PM, Marcos Paulo wrote:

Hi guys,

I need to do a HorizontalScrollView inside a listview like we have
in pulse app.

I found this guy that made an implementation of a horizontal listview 
-> http://www.dev-smart.com/archives/34
So I took his HorizontalListView and added it to a ListView, and it 
worked, I could do something like pulse app but
there is a problem. When I am scrolling horizontally, when I 
accidentally scroll vertically, the HorizontalListView stops
scrolling and the VerticalListView takes place... I need to block the 
VerticalListView when I am scrolling horizontally and

vice-versa.

Can someone help me please? Pulse app works like that so I know it's 
possible.


Many Thanks,
--
*Marcos Paulo Damasceno *
Software Developer.
@_marcospaulo _
http://devforfun.com/
http://github.com/marcospaulo


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Re: [android-developers] How to store cookies in an application for future use?

2011-10-11 Thread Christopher Van Kirk
Isn't the point of cookies that all this sort of work is done for you? 
If not, then perhaps you should consider storing (and accessing) the 
data in an alternative way.


On 10/11/2011 10:46 PM, Shruthi Varma wrote:

Hi All,

In my application, I get all the cookies from the post requests with
the HttClient.getCookieStore method.

I want to save these cookies so the next time the app is started, the
user don't have to log in.

I don't know how to save the cookies in an application.

Because in the shared preferences, only primitive types (strings,
integers, boolean values) can be stored.

If I store the cookie value in the form of a string. I don't know how
to set it to HttClient.setCookieStore(CookieStore); when the
aplication starts again

Please help me.

Thanks and Regards,
Shruthi.



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Re: [android-developers] Re: SQLite concurrency

2011-10-11 Thread Christopher Van Kirk
It would be odd to add a close method to a system that wasn't needed for 
some reason.


On 10/11/2011 8:28 PM, Zsolt Vasvari wrote:

No, I am not worried about the database not closed.  I don't think it
can lead to data corruption.

On Oct 11, 6:55 pm, Mark Murphy  wrote:

On Tue, Oct 11, 2011 at 6:13 AM, Zsolt Vasvari  wrote:

The only problem is that the datrabase is never closed.  But this is
more of a pedentic observation as there seems to be no real side
effects.

Yeah, content providers suffer from the same issue. I fought and
fought against singleton databases and content providers, trying to
find a way to close the database, and eventually surrendered.

If you're really paranoid about it, you might rig up some sort of
inactivity timer that closes the database, and organize your singleton
to lazy-open the database if needed. This isn't a guarantee that it'll
get closed, though, as Android could terminate the process first.

Having multiple SQLiteDatabase objects is fine if (and only if) you're
only using them from one thread at a time via your own
synchronization. Or if you're accessing the databases on the main
application thread, like some balding guy I know has in one of his
books that's scheduled for an overhaul in 2012... :-)


I do wish there were a onDestory() on the Application object
so I could close the databases before Android terminates my app, but
alas, there isn't.

Well, there is onTerminate(), but it's never used.

--
Mark Murphy (a Commons 
Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy

Android Training...At Your Office:http://commonsware.com/training


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Re: [android-developers] Avoiding POT rule for Opengl Textures: Overlapp a transparent POT bitmap with non POT bitmap?

2011-10-08 Thread Christopher Van Kirk

Have you consulted with the KETTLE on this?


On 10/7/2011 6:37 PM, saex wrote:

i need to load non POT bitmaps into my opengl es app for android.

What i need is to overlap my non POT bitmap into another bitmap with
POT size. I need to overlap the non POT bitmap in the center of the
POT bitmap.

How can i do it?

i tryed with createScaledBitmap but it stretches the image and i dont
want that.

Thanks



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