Re: [android-developers] Is this list dying?

2015-10-26 Thread Daniele Segato
Oh!
I totally missed that!

someone at Google should also write this in capital letter and make a 
sticky post stay on the top and redirecting to stack overflow.


On Saturday, October 24, 2015 at 4:23:40 AM UTC+2, Mark Phillips wrote:
>
> TreKing - thanks for the clarification!
>
> Someone at Google should update https://developer.android.com/support.html 
> and remove the link to this group if they really want to kill it.
>
> I submitted a bug report - 
> https://code.google.com/p/android/issues/detail?id=191384. Not sure if it 
> will really bubble to the top of the stack anytime soon! ;)
>
> Mark
>
> On Fri, Oct 23, 2015 at 1:40 PM, TreKing 
> > wrote:
>
>>
>> On Fri, Oct 23, 2015 at 1:09 PM, Tobiah > 
>> wrote:
>>
>>> Has the buzz moved to another forum?
>>
>>
>> Google dropped official support for this forum quite some time ago, in 
>> favor of StackOverflow. There was a post, either in this group or the dev 
>> blog, or somewhere (can't find it now) announcing such. After that, 
>> Googlers (D. Hackborn et al) and more prominent members like Mark Murphy 
>> slowly stopped posting, and the traffic has been in perpetual decline.
>>
>> Shame - there have been some good times in this group.
>>
>>
>> -
>> TreKing  - Chicago 
>> transit tracking app for Android-powered devices
>>
>

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Re: [android-developers] Google AppInvites beta cause MissingTranslation Lint error compiling in Android

2015-10-23 Thread Daniele Segato
thanks, I had missed that, starred it now.

appinvite -> analytics-issue is not straight forward to me but ok.

still no one took the bug into account (stilll marked as new).

have a nice day

On Thursday, October 22, 2015 at 4:30:42 PM UTC+2, Gus wrote:
>
> Ok, that's related to Google Services API. 
>
> Not sure if you found it, but there's an issue open for that:
> https://code.google.com/p/analytics-issues/issues/detail?id=733
>
> No fix, but there are workarounds in the comments. I think it would help 
> to add your error there.
>
>
>
> On Thu, Oct 22, 2015 at 5:22 AM, Daniele Segato  > wrote:
>
>> Nope, that's not the right place too.
>>
>> https://code.google.com/p/android/issues/detail?id=189782
>>
>> quoting:
>>
>> "Sorry, this tracker is for issues with the Android OS only. Please use 
>> https://support.google.com/ to obtain support for Google products or 
>> services."
>>
>>
>> of course the support link have no trace of any bug tracker for app 
>> invision / play services or anything that look like it.
>>
>>
>>
>> On Wednesday, October 21, 2015 at 11:15:10 PM UTC+2, Gus wrote:
>>>
>>> This is a group for Android app developers (using the SDK, not 
>>> developing it). You can ask if anyone here has found the same problem and 
>>> how to work around it.
>>>
>>> Now if you want to file a bug report, the right place to do it is 
>>> https://code.google.com/p/android/issues
>>>
>>> Cheers,
>>> Gus
>>>
>>> On Wed, Oct 21, 2015 at 11:13 AM, Daniele Segato  
>>> wrote:
>>>
>>>> This is a bug report. Couldn't find a better place to file this too, if 
>>>> you have a reference to the right forum/bug tracking I'll happily use it.
>>>>
>>>> I wanted to try out Google AppInvites beta.
>>>>
>>>> Not sure if this is a tool (gradle) bug or a Google Play Service bug.
>>>>
>>>> I followed the steps here:
>>>> https://developers.google.com/app-invites/android/guides/app
>>>>
>>>> When I launch my release build lint fail with a MissingTranslation on a 
>>>> generated values string file
>>>>
>>>> The two strings causing the issue are:
>>>>
>>>> 
>>>> [censured]
>>>> [censured]
>>>> 
>>>>
>>>>
>>>> :app:lintVitalRelease
>>>> [censured]
>>>> ~~
>>>>
>>>> [censured]/app/build/generated/res/google-services/release/values/values.xml
>>>> Error:(3) Error: "gcm_defaultSenderId" is not translated in "it" 
>>>> (Italian) [MissingTranslation]
>>>> Error:(4) Error: "google_app_id" is not translated in "it" (Italian) 
>>>> [MissingTranslation]
>>>> [censured]
>>>> 
>>>>Explanation for issues of type "MissingTranslation":
>>>>If an application has more than one locale, then all the strings 
>>>> declared
>>>>in one language should also be translated in all other languages.
>>>>If the string should not be translated, you can add the attribute
>>>>translatable="false" on the  element, or you can define all 
>>>> your
>>>>non-translatable strings in a resource file called 
>>>> donottranslate.xml. Or,
>>>>you can ignore the issue with a tools:ignore="MissingTranslation"
>>>>attribute.
>>>>By default this detector allows regions of a language to just 
>>>> provide a
>>>>subset of the strings and fall back to the standard language 
>>>> strings. You
>>>>can require all regions to provide a full translation by setting the
>>>>environment variable ANDROID_LINT_COMPLETE_REGIONS.
>>>>You can tell lint (and other tools) which language is the default 
>>>> language
>>>>in your res/values/ folder by specifying tools:locale="languageCode" 
>>>> for
>>>>the root  element in your resource file. (The tools prefix
>>>>refers to the namespace declaration http://schemas.android.com/tools
>>>> .)
>>>> 2 errors, 0 warnings
>>>>
>>>>
>>>> In my build.gradle file I've set: 
>>>>
>>>> resConfigs "it"
>>>>
>>>> The only way I found to build for release has been to set
>>>>
>>>> lintOptions {
>>>> // google services plugin is causing missing translation issue
>>>> abortOnError false
>>>> }
>>>>
>>>> still pretty annoying.
>>>>
>>>> Please makes this bug report reach the right persons in Google or tell 
>>>> me how I can reach them properly.
>>>>
>>>> regards,
>>>> Daniele
>>>>
>>>

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Re: [android-developers] 2 Tasks are available after onRequestPermissionsResult().

2015-10-22 Thread Daniele Segato
I still don't understand your question.

You are mixing things you do in code with steps the user takes.

And you are not clearly stating what is the expected behavior you want and 
the behavior you get or what the problem is.

Regards,
Daniele

On Thursday, October 22, 2015 at 9:38:38 AM UTC+2, Hiko wrote:
>
> Dear TreKing,
>
> At first, i am sorry for late response.
>
> For instance,
> 1. "A" application is launched.
> 2. Alert dialog whether permission is allowed or not is display as soon as 
>  launching application.1
> 3. select "allow"
> 4. press the Task menu button.
>
> observed:
> 2 "A" applications are listed on Task menu.
>
> expected:
> "A" application is listed on Task menu as single task.
>
> Regards,
> Hiko
>
> 2015年10月17日土曜日 1時35分37秒 UTC+9 TreKing:
>>
>> You need to clarify your question. What "2 tasks" are you talking about?
>>
>> On Fri, Oct 16, 2015 at 5:03 AM Hiko  wrote:
>>
>>> Hi,
>>>
>>> Currently I develop the application concerned Camera function for 
>>> android 6.0.
>>>
>>> on Apps Setting, the permission for Camera is disabled.
>>>
>>> requestPermissions() is called on onCreate() on my application, i 
>>> implemented.
>>> of course, i also implemented onRequestPermissionsResult() as override.
>>>
>>> after launching my application, dialog is displayed(ask whether Camera 
>>> function
>>> is allowed permission or not)
>>> after allowing, the Task Menu is opened by selecting the bottom key.
>>> after that, the same 2 Tasks are available.
>>>
>>> Here is my question.
>>> IS IT POSSIBLE TO BE SINGLE TASK EVEN IF 2 TASKS ARE AVAILABLE?
>>>
>>> If yes, could you please let me know how to implement.
>>>
>>> Regards,
>>>
>>

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Re: [android-developers] Google AppInvites beta cause MissingTranslation Lint error compiling in Android

2015-10-22 Thread Daniele Segato
Nope, that's not the right place too.

https://code.google.com/p/android/issues/detail?id=189782

quoting:

"Sorry, this tracker is for issues with the Android OS only. Please use 
https://support.google.com/ to obtain support for Google products or 
services."


of course the support link have no trace of any bug tracker for app 
invision / play services or anything that look like it.



On Wednesday, October 21, 2015 at 11:15:10 PM UTC+2, Gus wrote:
>
> This is a group for Android app developers (using the SDK, not developing 
> it). You can ask if anyone here has found the same problem and how to work 
> around it.
>
> Now if you want to file a bug report, the right place to do it is 
> https://code.google.com/p/android/issues
>
> Cheers,
> Gus
>
> On Wed, Oct 21, 2015 at 11:13 AM, Daniele Segato  > wrote:
>
>> This is a bug report. Couldn't find a better place to file this too, if 
>> you have a reference to the right forum/bug tracking I'll happily use it.
>>
>> I wanted to try out Google AppInvites beta.
>>
>> Not sure if this is a tool (gradle) bug or a Google Play Service bug.
>>
>> I followed the steps here:
>> https://developers.google.com/app-invites/android/guides/app
>>
>> When I launch my release build lint fail with a MissingTranslation on a 
>> generated values string file
>>
>> The two strings causing the issue are:
>>
>> 
>> [censured]
>> [censured]
>> 
>>
>>
>> :app:lintVitalRelease
>> [censured]
>> ~~
>>
>> [censured]/app/build/generated/res/google-services/release/values/values.xml
>> Error:(3) Error: "gcm_defaultSenderId" is not translated in "it" 
>> (Italian) [MissingTranslation]
>> Error:(4) Error: "google_app_id" is not translated in "it" (Italian) 
>> [MissingTranslation]
>> [censured]
>> 
>>Explanation for issues of type "MissingTranslation":
>>If an application has more than one locale, then all the strings 
>> declared
>>in one language should also be translated in all other languages.
>>If the string should not be translated, you can add the attribute
>>translatable="false" on the  element, or you can define all 
>> your
>>non-translatable strings in a resource file called donottranslate.xml. 
>> Or,
>>you can ignore the issue with a tools:ignore="MissingTranslation"
>>attribute.
>>By default this detector allows regions of a language to just provide a
>>subset of the strings and fall back to the standard language strings. 
>> You
>>can require all regions to provide a full translation by setting the
>>environment variable ANDROID_LINT_COMPLETE_REGIONS.
>>You can tell lint (and other tools) which language is the default 
>> language
>>in your res/values/ folder by specifying tools:locale="languageCode" 
>> for
>>the root  element in your resource file. (The tools prefix
>>refers to the namespace declaration http://schemas.android.com/tools.)
>> 2 errors, 0 warnings
>>
>>
>> In my build.gradle file I've set: 
>>
>> resConfigs "it"
>>
>> The only way I found to build for release has been to set
>>
>> lintOptions {
>> // google services plugin is causing missing translation issue
>> abortOnError false
>> }
>>
>> still pretty annoying.
>>
>> Please makes this bug report reach the right persons in Google or tell me 
>> how I can reach them properly.
>>
>> regards,
>> Daniele
>>
>

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[android-developers] Google AppInvites beta cause MissingTranslation Lint error compiling in Android

2015-10-21 Thread Daniele Segato
This is a bug report. Couldn't find a better place to file this too, if you 
have a reference to the right forum/bug tracking I'll happily use it.

I wanted to try out Google AppInvites beta.

Not sure if this is a tool (gradle) bug or a Google Play Service bug.

I followed the steps here:
https://developers.google.com/app-invites/android/guides/app

When I launch my release build lint fail with a MissingTranslation on a 
generated values string file

The two strings causing the issue are:


[censured]
[censured]



:app:lintVitalRelease
[censured]
~~
[censured]/app/build/generated/res/google-services/release/values/values.xml
Error:(3) Error: "gcm_defaultSenderId" is not translated in "it" (Italian) 
[MissingTranslation]
Error:(4) Error: "google_app_id" is not translated in "it" (Italian) 
[MissingTranslation]
[censured]

   Explanation for issues of type "MissingTranslation":
   If an application has more than one locale, then all the strings declared
   in one language should also be translated in all other languages.
   If the string should not be translated, you can add the attribute
   translatable="false" on the  element, or you can define all your
   non-translatable strings in a resource file called donottranslate.xml. 
Or,
   you can ignore the issue with a tools:ignore="MissingTranslation"
   attribute.
   By default this detector allows regions of a language to just provide a
   subset of the strings and fall back to the standard language strings. You
   can require all regions to provide a full translation by setting the
   environment variable ANDROID_LINT_COMPLETE_REGIONS.
   You can tell lint (and other tools) which language is the default 
language
   in your res/values/ folder by specifying tools:locale="languageCode" for
   the root  element in your resource file. (The tools prefix
   refers to the namespace declaration http://schemas.android.com/tools.)
2 errors, 0 warnings


In my build.gradle file I've set: 

resConfigs "it"

The only way I found to build for release has been to set

lintOptions {
// google services plugin is causing missing translation issue
abortOnError false
}

still pretty annoying.

Please makes this bug report reach the right persons in Google or tell me 
how I can reach them properly.

regards,
Daniele

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[android-developers] How to get Google Play Services currently connected account?

2015-10-12 Thread Daniele Segato
Hi,

Many Google Applications allow you to switch between Google Accounts and 
show you the currently connected account.

For example Google Fit, Gmail, Google+, etc...


>From the perspective of the code I call .connect() on the Google Client and 
enter a loop of
- connection failed
- launch automatic resolution
- get activity result
- retry connect

until I finally connect.
This is documented in many places, here for example: 
https://developers.google.com/android/guides/api-client

On the UX side what happens is that the user is presented with multiple 
dialogs asking every time something different.

One of the dialog ask to chose an Account between the ones available on the 
phone (it probably automatically resolve without user interaction if 
there's only one account configured).

How do you query the Google Client to know which account is currently 
connected?

I found no documentation about it anywhere.

The closest thing I found is this:
https://developers.google.com/android/reference/com/google/android/gms/common/AccountPicker

but I do not create the picker, it's something completely handled by the 
Play Services in the procedure I described above.

Thank you,
Daniele

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[android-developers] Any Android M Preview official forum?

2015-06-04 Thread Daniele Segato
Hi,

I was looking for an Android M Preview forum: an official place to ask 
question on the new OS versions / user suggestions / user feedback.

Is there anything like it anywhere? (couldn't find)
I don't want to pollute this forum with that stuff.

Thanks,
Daniele

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[android-developers] Re: android character set

2014-05-21 Thread Daniele Segato
I also want to know this.

Roboto apparently do not support Chinese and Japanese (Hirigana, Katawana).

So which is  the list of supported character sets? (unicode group, scripts, 
whatever you want to call them).

And if Chinese/Japanese are actually supported: which font is used?


On Tuesday, November 20, 2007 4:37:42 AM UTC+1, m.za...@gmail.com wrote:
>
> what character sets supported by android platform ?

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Re: [android-developers] Using the Expansion Pack for optional data

2014-01-10 Thread Daniele Segato
Hi Jeremy,

no. The expansion pack (either the main one or the patch one) is usually
downloaded with your application when the user install from market.

It can happen that is NOT downloaded but there's no option to tell the
market not to download it with your app.


On Tue, Dec 10, 2013 at 8:18 PM, Jeremy Villalobos <
jeremyvillalo...@gmail.com> wrote:

> It is somewhat clear from reading the documentation about apk expansion
> files that these files are not intended to be optional files but essential
> files for the app to function.
>
> However, the documentation does not explicitly say that the service should
> not be used for optional data.
>
> http://developer.android.com/google/play/expansion-files.html
>
> Can the apk expansion files feature be used for optional data ?
>
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Re: [android-developers] Criteria for .obb files download (GooglePlay vs manual)

2014-01-10 Thread Daniele Segato
There are probably many.

I can tell you one: network connection failure / disconnection while
downloading the obb file. The app installs anyway. The obb file has to be
manually downloaded.

Very slow connection detected etc... Behavior can change since the Google
Play app upgrades itself on its own.
So stop asking yourself if that can happen in your app and just implement
it properly.

regards,
Daniele




On Tue, Jan 7, 2014 at 12:08 PM, reaand  wrote:

> Hi,
>
> my app is published with a main "Expansion file", to overcome to 50MB APK
> size limit on Google Play.
>
> On every phones i tried so far, the .obb expansion file is downloaded by
> Google Play itself, on installation.
> This happens whatever i am on WIFI or 3G.
>
> Still, the Android APK Expansion file documentation states for the .obb
> files the following:
>
> *In some cases, however, your application must download the files from
> Google Play when your application starts.*
>
> see : http://developer.android.com/google/play/expansion-files.html
>
> Does anybody know what is exactly the criteria that determines if Google
> Play handles it or not ?
>
>
> Thanks!
> Andrea
>
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Re: [android-developers] developing with higer sdk than minimun target

2013-10-23 Thread Daniele Segato
On Tue, Oct 22, 2013 at 11:50 PM, firebreather  wrote:

> is there any significant risk in using a higher sdk to develop than the
> minsdkversion target declared in the manifest? in other words, if i'm
> developing on android 4.0.3 version 15  sdk/api will the app work correctly
> on an android 2.3.3 api phone.
>


Changing the Target API may change some default.

But it is best practice to set the target API to the last (more recent) API
you are working with and avoid specifying a max API

the min API can be, and usually is, lower then the target API.

The javadoc, and lint tool will tell you when you use API that are not
available in lower API.

Since Android 2.2 Dalvik evaluate the existance of a method when it reach
it in it's execution the first time.

Meaning that you can do things like this:

if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {
// use the new API
} else {
// fallback for the old API
}

If you go back before 2.2 you'll have to use Java Reflection to achieve the
same result.

Furthermore the support library greatly helps in dealing with older API and
I also use it with min version 15 cause many libraries works only with the
"support" Fragments etc.

Another way is to define different classes (fragment, activities, ...) and
play with the layout / values sdk modifier to use completely different code
for newer and older API

layout/ (default layout, compatible with min SDK)
layout-v11/ (layout used from SDK 11 and above)

as TreKing already told you you should read this link

http://android-developers.blogspot.com/2009/04/backward-compatibility-for-android.html



>
> currently my app has been working on both tablets and version 2.3.3
> phones with this strategy, although the console says I have to declare
> minimum target 11 or better for tablets. I've been asking this basic
> question for over a year in forums, stack overflow and support emails
> without a response.
>
>
I don't believe you here.
This is basic.

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Re: [android-developers] Are Encrypt Opaque Binary Blobs (OBBS) supported?

2013-10-22 Thread Daniele Segato
Did you have any luck?

I created a bug here:
https://code.google.com/p/android/issues/detail?id=53039

I get this in the log when trying to mount the obb file:
10-22 17:12:56.755  166-252/? E/Vold﹕ Error loading mapping table 
(Invalid argument)
10-22 17:12:56.755  166-252/? E/Vold﹕ ASEC device mapping failed 
(Invalid argument)
10-22 17:12:56.755  166-252/? W/Vold﹕ Returning OperationFailed - no 
handler for errno 22
10-22 17:12:56.755  529-599/? E/MountService﹕ Couldn't mount OBB file: 
-1


the -dump doesn't work either as stated in the bug I created.

Anyone managed to mount an obb file?
possibly encrypted, but at present I'd be happy with an unencrypted file 
too.

Thanks
Daniele


On Sunday, September 2, 2012 12:12:11 AM UTC+2, JCEDDY wrote:
>
> I've read through the StorageManager docs pretty thoroughly and browsed 
> through mkobb, obbtool, pbkf2gen, and vold code. I'm at the point now where 
> I'll have to really dissect the processes both in the command line creation 
> and how mounting the filesystem on the device works, which I think will 
> take a bit of time (not sure that I want to invest this time at this 
> point). Anyways, thanks for the response.
>
>
>
>
>
>
> On Friday, August 31, 2012 2:27:26 AM UTC-7, Nikolay Elenkov wrote:
>>
>> On Fri, Aug 31, 2012 at 9:42 AM, JCEDDY  wrote: 
>> > 
>> > I'm wondering if anyone else has this working? Since I can't find any 
>> > documentation about the mkobb.sh and obbtool it's hard to know if there 
>> is 
>> > something wrong in with my process of creating OBB files, if there's 
>> > something in my environment that's not right, if its a bug in Android 
>> or 
>> > encrypted OBBs are just not supported at this time. 
>> > 
>>
>> I think this was never officially announced and as such is not supported. 
>> Last I checked though (a while ago), relevant code seemed complete, so 
>> it might work. Check vold and StorageManager for details and (maybe) 
>> hints as to what the problem is. 
>>
>

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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-08-09 Thread Daniele Segato
Apparently my question has been already replied:

http://www.batterytechsdk.com/content/1089-official-linux-support
You should upgrade the homepage / doc ;)


So I move to the next question: is it compatible with Gradle and Android 
Studio?

Still there's a problem of not being able to evaluate it from Linux :) and 
probably for this reason I'll not be able to use it for the project I'm 
working on ;)

Regards,
Daniele Segato

On Friday, August 9, 2013 11:43:26 AM UTC+2, Daniele Segato wrote:
>
> Hi,
>
> your SDK seems interesting but I don't see support for developing in Linux.
>
> Seems weird to me since it's easier to compile with NDK on Linux then in 
> Windows (for example).
>
> Is there a way to develop for Android on Linux using your SDK?
>
> Regards,
> Daniele
>
> On Friday, December 28, 2012 12:24:59 AM UTC+1, Robert Green wrote:
>>
>> Hi All,
>>
>> I'm a long time contributor of this group (over 400 posts I think), 
>> developer of Deadly Chambers, Antigen and several other Android games and 
>> just wanted to, in good will, let you know about the game engine that we've 
>> been developing for the past 2 years.  It's called BatteryTech Engine and 
>> is available at http://www.batterytechsdk.com .  It's full OpenGL ES 2.0 
>> and was designed around Android so that it would work really well across 
>> over 1000 devices, maybe more.  It's free to develop but does require a 
>> license to deploy.  The license gets you full engine source code which is 
>> something you don't see often from comparable engines.  We completely 
>> integrated Box2D and everything is bound to Lua to make it really easy to 
>> script out game logic.  You can also deploy on other platforms, but it 
>> works great specifically for Android too.
>>
>> Please let me know what you think, either here, privately or otherwise. 
>>  Would love feedback and am always happy to support.
>>
>> Thanks everyone!!
>>
>

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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-08-09 Thread Daniele Segato
Hi,

your SDK seems interesting but I don't see support for developing in Linux.

Seems weird to me since it's easier to compile with NDK on Linux then in 
Windows (for example).

Is there a way to develop for Android on Linux using your SDK?

Regards,
Daniele

On Friday, December 28, 2012 12:24:59 AM UTC+1, Robert Green wrote:
>
> Hi All,
>
> I'm a long time contributor of this group (over 400 posts I think), 
> developer of Deadly Chambers, Antigen and several other Android games and 
> just wanted to, in good will, let you know about the game engine that we've 
> been developing for the past 2 years.  It's called BatteryTech Engine and 
> is available at http://www.batterytechsdk.com .  It's full OpenGL ES 2.0 
> and was designed around Android so that it would work really well across 
> over 1000 devices, maybe more.  It's free to develop but does require a 
> license to deploy.  The license gets you full engine source code which is 
> something you don't see often from comparable engines.  We completely 
> integrated Box2D and everything is bound to Lua to make it really easy to 
> script out game logic.  You can also deploy on other platforms, but it 
> works great specifically for Android too.
>
> Please let me know what you think, either here, privately or otherwise. 
>  Would love feedback and am always happy to support.
>
> Thanks everyone!!
>

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Re: [android-developers] What is the use of services in Android?

2013-08-09 Thread Daniele Segato

Hi,

I think you should tell to us what you are trying to do cause repeating 
that you do startService the second time and it "does not work" doesn't 
mean a thing if we don't know what you want to do and what your service 
does.


Regards,
Daniele Segato

On 08/08/2013 08:32 PM, ashish wrote:

Hi,
if one service is working in the background and we again start the
service then onstart method for second time does not work until first
one finish execution

On Thursday, August 8, 2013 10:08:54 AM UTC-8, Streets Of Boston wrote:

Send another Intent (different action) to the IntentService.
Override the onStartCommand to catch this Intent and this could
allow you to stop/interrupt the ongoing process in the
IntentService's background thread.

On Thursday, August 8, 2013 2:04:33 PM UTC-4, ashish wrote:

Hi,

if a service starts a  new thread then how i can stop the
service from the other class.

On Thursday, August 8, 2013 3:51:19 AM UTC-8, Kristopher
Micinski wrote:

Usually you use a service to coordinate a thread.

FYI most of the time you don't want to outright kill a
thread (e.g., if it's about to return from a download
operation), you want to periodically check a flag.

You probably don't want to use threads in their raw fashion
(from activities) for a few reasons, one of which being that
with configuration changes they're trickier to get right.
  Instead if you need background work that fits the model,
an AsyncTask is an appropriate design.

Kris


On Thu, Aug 8, 2013 at 7:40 AM, ashish 
wrote:

I read about services in Android very carefully, but I
didn't find any valid reasons to use it. E.g.

 1.

By default services run in the main thread, which
most of the applications don't want.

 2.

A service can run on a seperate thread if it spawns
it own thread. But if a service runs on a seprate
thread, then the method |stopService(new
Intent(getApplicationContext(),
MyService.class));| does not stop the running
service. Again this is a problem.

If we want to do some background operations, then I
think threads are better than services. Am I right?

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Re: [android-developers] Re: 3D model importer / engine for Android / Android NDK for use with Vuforia - what do you use?

2013-08-09 Thread Daniele Segato

Thank you very much gjs!

That's seems very interesting reading the first few comments.

Apparently it use assimp below.

I'll look into it and be back to say what I think.
In the meanwhile thanks for the suggestion.

Regards,
Daniele Segato

On 08/09/2013 10:27 AM, gjs wrote:

Hi,

Ok maybe take a look through
https://groups.google.com/forum/#!topic/android-developers/cna_Ljg0v4Q

Regards

On Friday, August 9, 2013 5:45:01 PM UTC+10, Daniele Segato wrote:

Hi,

I know how to google, thanks.

And I've already scouted and dropped both of the link you gave me.

The first one glTF is a software in javascript, probably nodejs or
something like that, I have no use for it in Android

The second one doesn't give much more of Assimp library author compiled
it with Visual Studio only and require GLEW and GLUT, how am I supposed
to install those in an Android device?
It's OpenGL ES not OpenGL.

thanks anyway,
Regards,
Daniele Segato

On 08/09/2013 08:57 AM, gjs wrote:
 > Hi,
 >
 > http://lmgtfy.com/?q=convert+collada+to+opengl
<http://lmgtfy.com/?q=convert+collada+to+opengl>
 >
 > Maybe have a look at https://github.com/KhronosGroup/glTF
<https://github.com/KhronosGroup/glTF>
 > and http://sourceforge.net/projects/colladaloader/
<http://sourceforge.net/projects/colladaloader/>
 >
 > Regards
     >
 > On Thursday, August 8, 2013 9:15:51 PM UTC+10, Daniele Segato wrote:
 >
 > Hi,
 >
 > I'm scouting for a 3D model importer library.
 > I'd like it to have support for COLLADA and FBX format.
 >
 > Our iOS team is using NinevehGL engine: http://nineveh.gl/
 > which is just perfect... but for iOS only.
 >
 > Do you know of something similar for Android?
 >
 > I want to add a quote from /Diney Bomfim/, the author of
NinevehGL:
 >
 > If you choose a 3D engine, like PowerVR, SIO2,
Oolong, UDK,
 > Ogre and many others, you�ll be stuck inside their
APIs and
 > their implementation of OpenGL. If you choose a third
party
 > API just to load a 3D file, you will need to
integrate the
 > third party class to your own implementation of OpenGL.
 >
 >
 > Another choice is to search a plugin to your 3D
software to
 > export your objects as a .h file. The .h is just a
header
 > file containing your 3D objects in the OpenGL array
format.
 > Unfortunately, until today I just saw 2 plugins to do
this:
 > One to Blender made with Phyton and another made with
Pearl
 > and both was horribles. I never seen plugins to Maya,
3DS
 > Max, Cinema 4D, LightWave, XSI, ZBrush or Modo.
 >
 > /took from
 > http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/
<http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/>
 >
<http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/
<http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/>> /
 >
 > Which I think is true for Android too.
 > iOS developers has the option to solve those issues by using
NinevehGL.
 > Do we have some option like that for Android?
 >
 > *My specific need* is a library that interact well with
Vuforia -
 > http://www.qualcomm.com/solutions/augmented-reality
<http://www.qualcomm.com/solutions/augmented-reality>
 > <http://www.qualcomm.com/solutions/augmented-reality
<http://www.qualcomm.com/solutions/augmented-reality>>
 > which is a library for Augmented reality using NDK and a C++
 > library. Vuforia examples show, via OpenGL, the camera and
overlay
 > upon it a very simple 3D model defined in .h files.
 > I need something to keep all that and just change the model /
 > underling database of features detections.
 >
 > My scouting results until now:
 >
 >   * JOGL - https://jogamp.org/jogl/www/ - this is a Java library
 > that just act as a bind to OpenGL�, OpenCL�, OpenAL
and OpenMAX
 > APIs inside Java - to my needs it's not that much of an
help, I
 > only need OpenGL to show a 3D model and this library doesn't
 > provide a way to import one - nor has anything more then
what I
 > can already use with NDK
 >   * Min3D - http://code.google.com/p/min3d/
<http://code.google.com/p/min3d/>
 >  

Re: [android-developers] What is the use of services in Android?

2013-08-09 Thread Daniele Segato

Hi,

It is Upon to you to decide if you want to do startService() or 
bindService()


The meaning of startService is: wake up the service (create it if 
doesn't exist) and give it this command.


The service should know what's doing and, if the command is already 
running should just discard the new request (or whatever logic fit your 
app).


BindService say: give me a binder object to the service so that I can 
ask it directly for information.


Usually you send command with startService() and then forgot you asked 
for them.


If you want to know the state of a Service instead you bind to it.

A good practice I use when I have to show the state of some operation 
going on in background is binding to a service in the activity 
onCreate() and unbinding in onDestroy().


I define my service with a binder interface to let binded activities ask 
for informations about the state of the service (how many task are 
running, how many are pending, the progress of each one for example) and 
when I need (or when the user ask) I start a command with 
startService(). I develop the service so that it know what it is doing 
(which threads are running and doing what) so I know when to call 
stopSelf() when no more threads / operations are running.


I think Google Play app is doing something similar when showing if you 
are installing / upgrading an application.


This works very well because even if your activity die, is rotated or 
you need to know what's going on from different activities you just have 
to bind to it and ask.


Said so if you need to sync data remotely when opening your activity you 
should be using SyncAdapters

http://developer.android.com/training/sync-adapters/index.html

Regards,
Daniele Segato


On 08/08/2013 08:02 PM, ashish wrote:

Hi,

suppose an activity start a background service in the oncreate method
and now user switch to other activity and when my app is working in the
background then system kill my activity life-cycle but when i return to
my activity then system call the oncreate method of  my application and
then android system again start a new service again even the last one
working in the background..

On Thursday, August 8, 2013 4:53:27 AM UTC-8, Daniele Segato wrote:

On 08/08/2013 01:40 PM, ashish wrote:
 > I read about services in Android very carefully, but I didn't
find any
 > valid reasons to use it. E.g.
 >
 >  1.
 >
 > By default services run in the main thread, which most of the
 > applications don't want.
 >
 >  2.
 >
 > A service can run on a seperate thread if it spawns it own
thread.
 > But if a service runs on a seprate thread, then the method
 > |stopService(new Intent(getApplicationContext(),
 > MyService.class));| does not stop the running service. Again
this is
 > a problem.
 >
 > If we want to do some background operations, then I think threads
are
 > better than services. Am I right?

You've been already told by others that Services should be used to
MANAGE separate thread(s).

The important part is that while an application is used to interact
with
the user a Service has no UI and can run in background.

And with "background" I don't necessary mean off-the-main-thread.
I mean that they can run even if the application (activities) is not
used at the time.

Services have a simpler life cycle in respect to activities and they
are
not influenced or killed by the framework by changes in configurations.

Furthermore the framework will kill activities before starting to kill
services. And if the framework decide to kill your service you can
specify what you want to do with the request you received (drop it, ask
the framework to re-do it, etc...)

Services are a main component of the system and it is good practice to,
for example, use them to update underling data (better if using a
SyncAdapter) and manage remote calls.

regards,
Daniele Segato

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Re: [android-developers] Re: Gradle build is screwing up in weird ways on 5% of devices when used with Proguard -- same config and source works fine in Eclipse build

2013-08-09 Thread Daniele Segato

I would write at
https://groups.google.com/forum/#!forum/adt-dev

in addition to the bug report

On 08/07/2013 07:02 PM, Digipom wrote:

I figured it out -- I seem to have run into some sort of an obscure
floating-point optimization bug that occurs on certain devices. I
opened https://code.google.com/p/android/issues/detail?id=58698 to track
the issue. I haven't found a workaround yet aside from exporting from
Eclipse for now, but I'm trying different things like replacing floats
with doubles to see if that makes a difference. It's slow-going since I
can't reproduce the issue locally and rely on remote debugging. ;)

On Sunday, August 4, 2013 3:42:52 PM UTC-4, Digipom wrote:

Hello,

I recently moved to Gradle from Eclipse so that I could have an easy
time of building from the command line, and at first I was very
happy with the Gradle build, until about 5% of the customers started
emailing me and complaining that the app was behaving strangely and
not working correctly. No crashes, just... behaving oddly, and only
on 5% of the devices. The code & Proguard config is identical, so it
seems something bad is happening with the way that the code is being
generated. I haven't figured it out yet, but I'm digging into things
with apktool and I'm seeing a lot of differences with the generated
classes from the same class files, which I find strange because the
Proguard config that I'm feeding in is the same. Unfortunately, I
have to go back to manual builds with Eclipse for now due to this issue.

Does anyone else have any similar experiences or insight into this?
Are the Eclipse / Gradle builds using different build tools behind
the scenes which could lead to differences in the generated code and
cause some files to be mis-generated? Thank you!

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Re: [android-developers] Re: 3D model importer / engine for Android / Android NDK for use with Vuforia - what do you use?

2013-08-09 Thread Daniele Segato

Hi,

I know how to google, thanks.

And I've already scouted and dropped both of the link you gave me.

The first one glTF is a software in javascript, probably nodejs or 
something like that, I have no use for it in Android


The second one doesn't give much more of Assimp library author compiled 
it with Visual Studio only and require GLEW and GLUT, how am I supposed 
to install those in an Android device?

It's OpenGL ES not OpenGL.

thanks anyway,
Regards,
Daniele Segato

On 08/09/2013 08:57 AM, gjs wrote:

Hi,

http://lmgtfy.com/?q=convert+collada+to+opengl

Maybe have a look at https://github.com/KhronosGroup/glTF
and http://sourceforge.net/projects/colladaloader/

Regards

On Thursday, August 8, 2013 9:15:51 PM UTC+10, Daniele Segato wrote:

Hi,

I'm scouting for a 3D model importer library.
I'd like it to have support for COLLADA and FBX format.

Our iOS team is using NinevehGL engine: http://nineveh.gl/
which is just perfect... but for iOS only.

Do you know of something similar for Android?

I want to add a quote from /Diney Bomfim/, the author of NinevehGL:

If you choose a 3D engine, like PowerVR, SIO2, Oolong, UDK,
Ogre and many others, you’ll be stuck inside their APIs and
their implementation of OpenGL. If you choose a third party
API just to load a 3D file, you will need to integrate the
third party class to your own implementation of OpenGL.


Another choice is to search a plugin to your 3D software to
export your objects as a .h file. The .h is just a header
file containing your 3D objects in the OpenGL array format.
Unfortunately, until today I just saw 2 plugins to do this:
One to Blender made with Phyton and another made with Pearl
and both was horribles. I never seen plugins to Maya, 3DS
Max, Cinema 4D, LightWave, XSI, ZBrush or Modo.

/took from
http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/
<http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/> /

Which I think is true for Android too.
iOS developers has the option to solve those issues by using NinevehGL.
Do we have some option like that for Android?

*My specific need* is a library that interact well with Vuforia -
http://www.qualcomm.com/solutions/augmented-reality
<http://www.qualcomm.com/solutions/augmented-reality>
which is a library for Augmented reality using NDK and a C++
library. Vuforia examples show, via OpenGL, the camera and overlay
upon it a very simple 3D model defined in .h files.
I need something to keep all that and just change the model /
underling database of features detections.

My scouting results until now:

  * JOGL - https://jogamp.org/jogl/www/ - this is a Java library
that just act as a bind to OpenGL®, OpenCL™, OpenAL and OpenMAX
APIs inside Java - to my needs it's not that much of an help, I
only need OpenGL to show a 3D model and this library doesn't
provide a way to import one - nor has anything more then what I
can already use with NDK
  * Min3D - http://code.google.com/p/min3d/
<http://code.google.com/p/min3d/> - this is a Java library to
import OBJ, 3DS and D2D models, many guide talks about it but it
seems pretty dead project, no commit since 2011 and it use a
Scene object which somewhat collide with the way Vuforia use OpenGL
  * JPCT-AE http://www.jpct.net/jpct-ae/index.html
<http://www.jpct.net/jpct-ae/index.html> - this is another java
library which expose a very simple 3d engine and import for 3DS,
OBJ, MD2, ASC which is horribly written (IMHO) for Android
  * Assimp (Open Asset Import Library) -
http://assimp.sourceforge.net/
<http://assimp.sourceforge.net/> - this is a C/C++ library for
importing almost any 3D model around (including COLLADA and
FBX), it "just" provide methods to import the models and should
work very well - but that's no version for Android even if some
folks actually managed to use it with Android
(http://jazzyjester.wordpress.com/2013/02/02/test/
<http://jazzyjester.wordpress.com/2013/02/02/test/>)
  * Unity3D - http://unity3d.com/ - Very complete 3D crossplatform
framework, in my company we already use it, too bad you can't
integrate it very nicely with a native application that just use
3D with Vuforia in a fragment.

My current effort is aimed at trying to integrate Assimp into a
Vuforia Sample and I'll then write plain OpenGL commands to render it.

I had to study NDK, C++, OpenGL all together and this is taking a
while.[1]

I hope you have other suggestions and that this discussion may prov

Re: [android-developers] Augmented Reality frameworks - what your choice?

2013-08-08 Thread Daniele Segato

On 08/08/2013 12:07 AM, Nathan wrote:

 From your experience, what is the best option for an Augmented reality
framework?
If you have developed one or developed with one, please comment.

There isn't a lack of options - just looking for feedback on which ones
actually work.
The largest list I could find on this topic is this:

http://socialcompare.com/en/comparison/augmented-reality-sdks

I probably need:

  * GPS and sensors use
  * Placement of markers, icons, and some vectors (lines or shapes) in
the 3D world.
  * Should work without internet or data. Shouldn't be a problem since I
am not counting on an online feed.
  * Non GPL.

I may need ( in the dream future):

  * more complex 3d rendering with meshes and dynamically loaded
textures. Nothing too major, just maybe like overlaying a Google
Earth like image with the camera. ;)

I probably don't need:

  * Data for the Points of Interest, I'll provide my own and they'll be
small in number.
  * Computer Vision based reality. That eliminates quite a few.
  * Object manipulation - I don't need to design cities or anything like
that.

I'm looking for more of the viewfinder sort of thing.

I prefer buy over build, I think because I don't want to start from
scratch on working around the bugs on every single device. Of course, I
don't want to buy and still have to fix all the bugs myself.

So here are some I'm considering.

  * ARLab.com. As described on their website at least, it sounds like
the ArBrowser


don't know anything about this, can't comment on it


  * Wikitude. A bit more expensive, but possibly more established and
mature. Since their sample app has a million downloads.


this one sucks in my opinion.
It use a webview for an HTML5 app.
HTML5 app sucks for many reasons. Performance is one of them.
I would stay away from it.


  * http://www.chupamobile.com/products/details/296/Augmented+Reality+Toolkit/.
Probably made by a guy in his basement, but if it does work, it is
only $20. Probably worth buying just to prototype something before
going full scale.


As for ARLab, don't know, can't comment

Reading seems like Metaio http://www.metaio.com/ is the most complete 
(cross platform) Augmented Reality framework.
But you can't develop for it on Linux which makes no sense at all in my 
opinion.



In my company we use Vuforia 
http://www.qualcomm.com/solutions/augmented-reality for natural features 
and markers tracking.

It's unbelievably fast and reliable.
We haven't much experience with it on Android yet (we are starting now 
on the platform) - but I personally tried the examples and it works 
pretty well, fail to run only on very old devices or low end devices, I 
also tried with a RAZR with x86 processor and it works... MIPS devices 
will not work.
it doesn't provide a 3D engine tough (see my other post in this ml) so 
you'll have to find one on your own.


Regards,
Daniele Segato

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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread Daniele Segato

On 08/08/2013 01:40 PM, ashish wrote:

I read about services in Android very carefully, but I didn't find any
valid reasons to use it. E.g.

 1.

By default services run in the main thread, which most of the
applications don't want.

 2.

A service can run on a seperate thread if it spawns it own thread.
But if a service runs on a seprate thread, then the method
|stopService(new Intent(getApplicationContext(),
MyService.class));| does not stop the running service. Again this is
a problem.

If we want to do some background operations, then I think threads are
better than services. Am I right?


You've been already told by others that Services should be used to 
MANAGE separate thread(s).


The important part is that while an application is used to interact with 
the user a Service has no UI and can run in background.


And with "background" I don't necessary mean off-the-main-thread.
I mean that they can run even if the application (activities) is not 
used at the time.


Services have a simpler life cycle in respect to activities and they are 
not influenced or killed by the framework by changes in configurations.


Furthermore the framework will kill activities before starting to kill 
services. And if the framework decide to kill your service you can 
specify what you want to do with the request you received (drop it, ask 
the framework to re-do it, etc...)


Services are a main component of the system and it is good practice to, 
for example, use them to update underling data (better if using a 
SyncAdapter) and manage remote calls.


regards,
Daniele Segato

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[android-developers] 3D model importer / engine for Android / Android NDK for use with Vuforia - what do you use?

2013-08-08 Thread Daniele Segato
Hi,

I'm scouting for a 3D model importer library.
I'd like it to have support for COLLADA and FBX format.

Our iOS team is using NinevehGL engine: http://nineveh.gl/
which is just perfect... but for iOS only.

Do you know of something similar for Android?

I want to add a quote from *Diney Bomfim*, the author of NinevehGL:

> If you choose a 3D engine, like PowerVR, SIO2, Oolong, UDK, Ogre and many 
>> others, you’ll be stuck inside their APIs and their implementation of 
>> OpenGL. If you choose a third party API just to load a 3D file, you will 
>> need to integrate the third party class to your own implementation of 
>> OpenGL.
>
>
>> Another choice is to search a plugin to your 3D software to export your 
>> objects as a .h file. The .h is just a header file containing your 3D 
>> objects in the OpenGL array format. Unfortunately, until today I just saw 2 
>> plugins to do this: One to Blender made with Phyton and another made with 
>> Pearl and both was horribles. I never seen plugins to Maya, 3DS Max, Cinema 
>> 4D, LightWave, XSI, ZBrush or Modo.
>
> *took from http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/ 
*

Which I think is true for Android too.
iOS developers has the option to solve those issues by using NinevehGL.
Do we have some option like that for Android?
 

*My specific need* is a library that interact well with Vuforia - 
http://www.qualcomm.com/solutions/augmented-reality
which is a library for Augmented reality using NDK and a C++ library. 
Vuforia examples show, via OpenGL, the camera and overlay upon it a very 
simple 3D model defined in .h files.
I need something to keep all that and just change the model / underling 
database of features detections.

My scouting results until now:

   - JOGL - https://jogamp.org/jogl/www/ - this is a Java library that just 
   act as a bind to OpenGL®, OpenCL™, OpenAL and OpenMAX APIs inside Java - 
   to my needs it's not that much of an help, I only need OpenGL to show a 3D 
   model and this library doesn't provide a way to import one - nor has 
   anything more then what I can already use with NDK
   - Min3D - http://code.google.com/p/min3d/ - this is a Java library to 
   import OBJ, 3DS and D2D models, many guide talks about it but it seems 
   pretty dead project, no commit since 2011 and it use a Scene object which 
   somewhat collide with the way Vuforia use OpenGL
   - JPCT-AE http://www.jpct.net/jpct-ae/index.html - this is another java 
   library which expose a very simple 3d engine and import for 3DS, OBJ, 
   MD2, ASC which is horribly written (IMHO) for Android
   - Assimp (Open Asset Import Library) - http://assimp.sourceforge.net/ - 
   this is a C/C++ library for importing almost any 3D model around (including 
   COLLADA and FBX), it "just" provide methods to import the models and should 
   work very well - but that's no version for Android even if some folks 
   actually managed to use it with Android (
   http://jazzyjester.wordpress.com/2013/02/02/test/)
   - Unity3D - http://unity3d.com/ - Very complete 3D crossplatform 
   framework, in my company we already use it, too bad you can't integrate it 
   very nicely with a native application that just use 3D with Vuforia in a 
   fragment.

My current effort is aimed at trying to integrate Assimp into a Vuforia 
Sample and I'll then write plain OpenGL commands to render it.

I had to study NDK, C++, OpenGL all together and this is taking a while.[1]

I hope you have other suggestions and that this discussion may prove 
helpful to others.

Regards,
Daniele Segato

[1]  Furthermore I'm encountering issues with the pre-compiled libassimp.so 
library provided at the link above by jazzyjester which apparently doesn't 
have the symbol for a aiScene de-constructor - and when I compile it own my 
own for some reason it say the target missmatch. But that's little 
off-topic right now

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Re: [android-developers] Re: Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato

On 07/31/2013 05:17 PM, Kristopher Micinski wrote:

Yes.  To install Google Play or Google apps, you absolutely are
required to pass the CTS.

But, from your discussion, the CTS obviously doesn't test all parts of
the  Android platform: it's just a test suite.


Yes, and never will.

It may be a good idea to contact them and ask if they can help in 
setting up a bug database for incompatibilities between different 
android versions.


No idea on how to contact them.

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Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato

Hi Thomas,

The bug trackers I proposed are all free to use and cloud bug trackers 
(meaning no one has to maintain a server or something).


What's needed are admins for that bug tracker.
Categories can be created when needed.

If there are enough maintainers I think it can be done, the community is 
big and if people really care about this issue I don't think it should 
be a problem to find some.


If they don't really care so much then we will see no one stepping in, 
that's for sure.


regards,
Daniele Segato

On 07/31/2013 06:30 PM, Nobu Games wrote:

Oops, I sent my reply just to you, so here again for all to see:

on the one hand that's a good idea. On the other hand we would need
someone who is willing to host and maintain that bug tracker. Setting up
products, versions etc. is a lot of work in a bug tracking system.
That's why I think that a wiki has more chances to "take off" with the
majority of Android developers as users. There are 10.000-something
different Android devices out there. It's not much of a problem to
introduce new devices in a wiki. But it takes a whole deal of dedication
for doing that in a bug tracking system

On Wednesday, July 31, 2013 11:17:48 AM UTC-5, Daniele Segato wrote:

On 07/31/2013 05:58 PM, Nobu Games wrote:
 > I think a central website for collecting known issues and
workarounds
 > would be a great idea. There are free wiki hosting services that
could
 > be used for that:
 > https://en.wikipedia.org/wiki/Comparison_of_wiki_hosting_services
<https://en.wikipedia.org/wiki/Comparison_of_wiki_hosting_services>

I think a wiki is not a good idea for something like this.

More like this:
http://en.wikipedia.org/wiki/Comparison_of_issue-tracking_systems
<http://en.wikipedia.org/wiki/Comparison_of_issue-tracking_systems>


I think we need a bug tracker that allow tagging by vendor, devices,
device variant, android version and let the user combine those when
searching.
It would also be good to have some statistics on those tags/categories.

Jira would be perfect, but it's not free.


I can list some, but do not know them well enough to compare or to know
if they fit:

- Google Code: https://code.google.com/
- GitHub - the repository can just be a readme - https://github.com/
- SourceForge - http://sourceforge.net/


I'm sure there are others.


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Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato

On 07/31/2013 05:58 PM, Nobu Games wrote:

I think a central website for collecting known issues and workarounds
would be a great idea. There are free wiki hosting services that could
be used for that:
https://en.wikipedia.org/wiki/Comparison_of_wiki_hosting_services


I think a wiki is not a good idea for something like this.

More like this:
http://en.wikipedia.org/wiki/Comparison_of_issue-tracking_systems


I think we need a bug tracker that allow tagging by vendor, devices, 
device variant, android version and let the user combine those when 
searching.

It would also be good to have some statistics on those tags/categories.

Jira would be perfect, but it's not free.


I can list some, but do not know them well enough to compare or to know 
if they fit:


- Google Code: https://code.google.com/
- GitHub - the repository can just be a readme - https://github.com/
- SourceForge - http://sourceforge.net/


I'm sure there are others.

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Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato

On 07/31/2013 03:36 PM, Παύλος-Πέτρος Τουρνάρης wrote:

I really dont get any of your points Daniele!


I can see that ;)


Every developer that till
now sent an email in this discussion has already stated his/her opinion
in order to answer at Omer's first question...


I'm asking you all to think and propose what can be done BY US (not 
Google) to ease up the issue.

That's it.

And I made a proposal.



We can bring Google's attetntion at this problem but we should be
focused on it! If you don't create any workarounds for the buggy devices
and just ban them from your app, imagine what could happen for those
devices..They would only be able to download 4-5 apps (just saying...)...



That would be absolutely perfect.
What do you think an user able to download 4-5 apps of that device?
--> This device sucks
What will the reviews say about it?
--> don't buy it
What will the vendor producing that device do with next devices?
--> be more complain to the standards.

But hey, that's was just a suggestion on what one can do knowing the 
devices causing more issues.


The main proposal was to put up a bug database for this kind of issues.

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Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato
 use a bug tracker to grow a bug database about 
android personalizations from different vendors
- create a Google+ Community dedicated to this to have a single place to 
report issues you found out



What we need are some people willing to maintain those.
The more the better.

I've not much experience with these kind of issue, I fear I'll not be 
someone in the right position to do so.


But I'd love to have something like that.

Regards,
Daniele Segato

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Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato

On 07/31/2013 03:10 PM, Kristopher Micinski wrote:

I think various people outlined possible solutions if you'd read the
previous messages. One possible solution is stricter certification
requirements.


That's something Google can do, and is probably doing.

I asked what WE can do. If we don't talk about this this whole 
discussion can be trashed, will not be of any help to anyone.


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Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato

On 07/31/2013 02:40 PM, Kristopher Micinski wrote:

You're wrong about calling it fragmentation: fragmentation means there
are n versions of Android, and you have to consider that.

What Omer is saying is that there are actually x >> n "versions" of
Android, when you take into account all of the vendor ROMs, with their
long list of bugs.


I know, I just used the term Fragmentation because that's the term Omer 
used ("unofficial" fragmentation) in the first message.




So it's not about fragmentation, except for in the latter sense.

I also disagree that starting an issue database will help anyone.
Telling developers to worry about 900 bugs their app may need to worry
about when they can't test on the individual devices isn't really a
solution.



Ok, then what you suggest?

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Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato

On 07/31/2013 01:47 PM, Omer Gilad wrote:

No problem - you want practical examples, I have literally an endless
amount...
I will try not to collapse Google servers or something, so I'll post
just a few.


Thanks for that.



By the way - read the original post - I am NOT talking about official
fragmentation.
Not screen sizes, API levels features and so on.
I'm talking about BUGS.


I got it.
I'm just saying I never hit one.
I wrote that message with the specific intent of moving this discussion 
on facts in opposition to "my opinion VS your opinion"


I never said the API are flawless (as Piren pointed out in the other 
response to my message). It's their implementation that may be buggy.


I said my perceiving of the issue is not so bad as you pictured it. 
Maybe 20% of the time for a project may go for fragmentation (both bugs 
and handling API changes, screen sizes etc.).
I do not often write with native code, Graphics, Bluetooth, Sensors etc. 
Sure, my user bay may not be so big too, sure.


But you know what? I think it's more constructive to list issues and 
try, together as a community, to route them out instead of just wining 
about fragmentation.
Complaining with Google doesn't help either, because they can't do 
anything about a bug created by someone else.


The only thing you, and all the other hitting this kind of issues can do 
is find a way to list them out. If you really care about the issue you 
should discuss that and put facts (as this list) in front of claims 
(fragmentation sucks).




All the issues below were tested with a device in front of me, these are
not just assumptions.
Ok, let's go:

1. On Samsung Galaxy S and most of its variants, when you use this
simple and documented intent:
http://developer.android.com/guide/topics/media/camera.html#intent-image

The camera app behaves completely differently, and will sometimes ignore
MediaStore.EXTRA_OUTPUT.
If you run the same code that would work on any other device, most
likely you'll crash on a NullPointer, unless you workaround for Samsung.
Tested with the device in

2. The API AudioManager.setMicrophoneMute
(http://developer.android.com/reference/android/media/AudioManager.html#setMicrophoneMute(boolean))
  doesn't work at all on some Motorola devices (Milestone variants).
It will literally do nothing, not mute the mic and even tell that you
DID mute the mic (isMicrophoneMute will return true after that).

3. Using a GLSL shader with 4x3 matrix multiplication containing some
0's on Galaxy S4 will miscalculate the result, and produce artifacts
because of that.
Every other device does the same calculation fine, except S4.

4. Using camera preview on some Sony Xperia variants
(http://developer.android.com/reference/android/hardware/Camera.html#setPreviewCallback(android.hardware.Camera.PreviewCallback))
will give you flipped or even cut preview frames - so it's completely
useless for implementing video calling on these devices.

5. Reading from the proximity sensor on Motorola Milestone variants
(http://developer.android.com/reference/android/hardware/Sensor.html#TYPE_PROXIMITY)
will give you completely unrelated values, different from every other
device and ignoring the sensor specification (getMaximumRange() and so on).

6. Running a GLSL shader with 8 varying vectors (the minimum of
available varying vectors according to the spec., that should be
available on every device), will cause some Galaxy S variants to reboot
instantly.

7. Using an Intent to pick an image from the gallery
(http://stackoverflow.com/questions/5309190/android-pick-images-from-gallery)
on some Galaxy S variants will cause the Gallery app to crash.


That's just the ones that came to my mind right now.
I'm sure this can turn into a whole book when other people contribute.


Thank you for this list.

I ask you to avoid the flame and start a constructive discussion instead 
about what we can do, as a community, to help other developers discover 
this kind of issues.


A issue database is what we need.

I don't have the resources to put one up. Probably none of you, alone, 
has them.


my 2 cent
Cheers,
Daniele Segato

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Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread Daniele Segato

On 07/26/2013 12:39 AM, Omer Gilad wrote:

.I am wondering how developers here are dealing with the fact that there
are 1000's of devices out there, some of them running your applications
in very broken ways
.I keep running into these kind of issues again and again for the past 3
years, and to be honest, I'm fed up with it
.I've decided to move to iOS development, and the only way to convince
me otherwise is to give me a decent, reliable way of dealing with
fragmentation


[snip]


To make it clear, I'm not talking about "official" fragmentation.
I don't talk about different screen sizes, densities, features, OS
versions and so on.
I talk about the "unofficial" fragmentation. The fact that most devices,
even the popular ones from the big companies like Samsung, HTC,
Motorola, LG and so on, contain tons of implementation bugs that prevent
apps from working correctly.
I'm talking about the fact that you can call a certain simple API, test
it on a stock Android ROM (like on Nexus 4), and then have your
application crash on some Samsung, that decided to break the
implementation because of some customization.

How can people stand that?
How is it possible to write code, when the machine that executes it is
completely broken in unexpected ways?


[snip]

I feel a little put off by this.

Never had issues like the one you describe when doing the things are 
they are supposed to be done (following the docs and guide lines).


When someone talk about fragmentation in Android I laugh. Seriously.
in iOS if you want to support different device you literary has to 
develop twice. True, they do not have has many devices. But Android is 
designed from the ground to support the fragmentation:
- you can address different API with just an if in your browser or using 
-v14 in your resources/layouts/values
- You have fragment and the support library bring backs most of the 
features you need for supporting old devices


Reading your message and the replies you get it seems like everybody is 
experiencing bug in how the API is implemented.


I don't trust you.
What I think is that either I am be always very lucky either you did 
something wrong.


I'm open to change my mind, but I'd like to have some practical example, 
you seems to have many since you spend most of the time fixing them.


Why don't you share what they are? Maybe you'll discover you are doing 
something you shouldn't or if you are right it could be a start for 
other developers to have a list of gotchas and issues you have to be 
aware off making life easier for everyone.



Regards,
Daniele Segato


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Re: [android-developers] android how to bring our application to foreground when it goes to background?

2013-07-30 Thread Daniele Segato

On 07/30/2013 11:05 AM, ashish wrote:

Hi,

i want to prevent the user to close my application with the
homebutton+applicationswipe.


If you ever find a way: you found a bug
and I really hope they'll fix it in that case.

Whatever you are doing: don't. You are doing it utterly wrong.

As I user, if I click home or the app switcher that's because I want to 
go home or switch app and thus want your app to go in background.


If I'll ever found an app that doesn't let me do that I'll uninstall it 
immediately and give it 1 star with comment: "this app deserve zero 
star, keep away from it"


We don't need your app on the market.

I guess don't use an Android phone and never tried to read the design 
and develop sections here: http://developer.android.com/index.html


Stop writing code and take your time to do that. Do it now before you 
waste any more of your (and users) time.




Hope I've been transparent enough to make you change your mind.
Regards,
Daniele Segato

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Re: [android-developers] ICC Profiles

2013-07-12 Thread Daniele Segato
https://code.google.com/p/android/issues/detail?id=57502
>
>

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Re: [android-developers] Why doesn't the ADT show me the javadoc for a class in android.jar when I have the javadoc path set for the jar?

2012-02-21 Thread Daniele Segato

On 01/02/2012 07:21 AM, David Karr wrote:

This may be completely Eclipse-specific, but perhaps not.

I find it's very inconsistent whether I can get Eclipse to show me the
Javadoc for an Android class or method, even when I appear to have valid
javadoc attached to the "android.jar" file.

For instance, right now I'm viewing a class in a sample application that
references SQLiteDatabase. There are no compile errors, so I have all of
my dependencies properly set. I hover on the class name reference and
force the javadoc to display, it prints the class name as
"android.database.sqlite.SQLiteDatabase", but it says "Note: This
element has no attached source and the Javadoc could not be found in the
attached Javadoc.".

I then went into the Project Explorer and expanded the "Android 2.3.3"
library, exposing the "android.jar" file. I right-clicked on that and
selected Properties. I clicked on "Javadoc Location". It's currently set
to "Javadoc URL" and the "Javadoc location path" was set to the path to
the "reference" directory in the android SDK. I clicked "Validate" and
it said "Location is likely valid".

Just in case, I verified that
"android/database/sqlite/SQLiteDatabase.html" exists at the root of the
javadoc tree.

So why is it not showing the javadoc for this class?


Hi,

I faced the exact same issue...

it comes down to the fact that Eclipse assume the sources will be always 
more reliable of the javadoc.


Actually I would think the opposite since the source may contain 
auto-generated content or, like in the android case, be integrated with 
additional metadata (the SDK version a function has been introduced).


Shame Eclipse for that.

I discussed a lot in the #eclipse channel on freenode (IRC).. They 
insist Google is doing something out of specification by adding data to 
the javadoc (that's the attitude they have).


I opened this bug:
https://bugs.eclipse.org/bugs/show_bug.cgi?id=366811

It has been closed after a short while by setting it duplicate of this one:
https://bugs.eclipse.org/bugs/show_bug.cgi?id=178071

it's opened since 2007 (sic!) and it's currently marked as "helpwanted"

I remember opening the same issue to android bug tracker but can't find 
it anymore :/



If you happen to have some news or workaround I'll be happy to know

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Re: [android-developers] Force close while opening an imageView from a bitmap

2012-02-13 Thread Daniele Segato

On 02/13/2012 05:51 AM, Jim Graham wrote:

Background:  what I'm trying to do here is create a bitmap with only one color
at a set alpha channel value (making the bitmap somewhat transparent) for
the entire bitmap.  Unfortunately, when the new bitmap (bmp) is passed to
an imageView, it's NULL (according to logcat).

The following code is from my app, and the error is somewhere in here:

Bitmap bmp = Bitmap.createBitmap(2048, 1536, Bitmap.Config.ARGB_);
Canvas mcanvas = new Canvas(bmp);
Paint paint = new Paint();
mcanvas.drawBitmap(bmp, 0, 0, paint);
paint.setARGB(10,28,0,0);
Matrix matrix = new Matrix();
matrix.setValues(new float[] {
1, 0, 0,
0, 1, 0,
0, 0, 1
});
mcanvas.drawBitmap(bmp, matrix, paint);

imageView.setImageBitmap(bmp);  // bmp is NULL --->  FORCE CLOSE

Can anyone help me spot where I went wrong?  I've been digging through
Bitmap, Bitmap.Config, Paint, Canvas, imageView, example SDK code, and
the book I'm working from, and am not seeing it.


why don't you just go into debug mode and see where the bmp goes null?

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Re: [android-developers] Supporting Galaxy Note Issues Due To It Displaying Itself as a LARGE screen layout.

2012-02-05 Thread Daniele Segato

On 01/20/2012 02:40 PM, Chris wrote:

My app runs on Android 2.1+ , so I can't use the DPI based screen
differentiation ,


are you sure about this?

I never actually tried but I think that if you target a later version 
(say Android 4.0.3) you can define your resources, layouts and so on 
with the 4.0.3 specification, that allow you dpi differentiation.


Device that don't support it should just ignore them.

As I told you, I never tried but I would be surprised if it doesn't work 
this way.



and the Galaxy note is 2.3.5 I believe.


if my supposition is right the Galaxy note will ignore the dpi 
differentiation but you may be able to differentiate by using large + 
xlarge + dpi


let us know if you try it out,
bye

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[android-developers] Re: Multiple On-Going Notification with progress bar keep changing position

2011-12-21 Thread Daniele Segato

On 12/18/2011 01:04 PM, Daniele Segato wrote:

Hi,

I have this exact same problem:
http://stackoverflow.com/questions/6189817/pin-notification-to-top-of-notification-area



some (more) confirmation I'm not alone would be good even if you have no 
solution :)


thanks

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[android-developers] Multiple On-Going Notification with progress bar keep changing position

2011-12-18 Thread Daniele Segato

Hi,

I have this exact same problem: 
http://stackoverflow.com/questions/6189817/pin-notification-to-top-of-notification-area



The on-going notification shown the download progress..

I need to update those notifications periodically, every 3 seconds now: 
I upgrade the progress bar and text informations.


When more then one file is being downloaded every time I refresh the 
notifications they switch places for a split second.



I'm using an unique ID for each download when notifying.

Is there a way to tell Android "do NOT change position of my 
notification, just update it's content"?


a snipped of code

Notification notification = new Notification();
notification.icon = R.drawable.ic_menu_notification;

// I tried with same when for every notification, no luck
notification.when = when;
notification.contentView = new RemoteViews(context.getPackageName(),
R.layout.download_notification);
notification.flags |= Notification.FLAG_ONGOING_EVENT;

notification.contentView.setTextViewText(R.id.download_notification_status,
notificationStatusText);
notification.contentView.setProgressBar(R.id.download_notification_progress,
1, (int) (progress * 100.0f), false);

notificationManager.notify(downloadId, notification);



When I execute this for 2 download A and B I can see them switch 
position in the status bar, when it happen on 2 is annoying, when you 
are 3/4 download running it really sucks :/



I simplified the code for the sake of the example, I removed the Intent 
part which is not related I think.




Thanks,
Daniele

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Re: [android-developers] duplicate and rename package

2011-12-11 Thread Daniele Segato

On 12/08/2011 10:57 AM, Mukesh Srivastav wrote:

Pretty simple, if you use Eclipse as Development Enviorment.

You just have to select the project root in the Eclipse and  Rename
it,Eclipse will automatically update the reference of the package.


eclipse is not going to fix your package in layout files and/or class 
attribute when you use fragment in your layout files



I gave a way to do it which is independant of the development environment.

actually a single command could have been enough:

sed -i 's#old.package.name#new.package.name#g' `grep -Rl 
'old.package.name' *`



but if you have a very simple package or colliding packages that may 
have had issues.


Hopefully we are developer and are not scared of the command line and/or 
writing some regex.


Regards

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Re: [android-developers] Re: Notification status bar custom layout, guide lines are wrong?!? (primary color)

2011-12-08 Thread Daniele Segato

On 12/08/2011 09:49 AM, Daniele Segato wrote:

On 12/06/2011 01:41 PM, kilaka wrote:

Does NOT work for me as well. The text is white and looks bad on a
bright background.


I ended up using the guidelines for Android 2.3 and greater and set up
my custom colors for Android 2.2 and lower..

This is not the first time I found the Android documentation lacking or
wrong.

But the thing that most annoy me is the fact that lot of bugs are
completely ignored by Google even if lot of people vote for them.
But that's OT in this thread.


I opened a bug, if anyone interested to follow, hopefully google will 
give us feedback:

http://code.google.com/p/android/issues/detail?id=22692

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Re: [android-developers] duplicate and rename package

2011-12-08 Thread Daniele Segato

On 12/04/2011 05:43 AM, bob wrote:

Let's say you have an Android game.  You want to duplicate the project
and change the package name to make a new game.  Is there a simple 20-
second way of doing this?  I've tried many methods and somehow this
always takes about half an hour of fiddling for something that ought
to be trivial.



it should be easily done with some unix shell command:

1. copy the project

# now move the directory
2. mv src/old/package/position src/new/package/position

# change the "package" inside java sources
3. sed -i 's#^package old\.package\.position#package 
new.package.position#' `grep -Rl '^package old\.package\.position' src/*`


# change the imports inside java sources
4. sed -i 's#^import old\.package\.position#import 
new\.package\.position#' `grep -Rl '^package old\.package\.position' src/*`


# if you have defined custom view change the tags
5. sed -i 's#<\(\/?\)old\.package\.position#<\1new\.package\.position#g' 
`grep -Rl 'old\.package\.position' res/layout*/*`


6. finally manually fix your manifest, or using a command like the one above


I also suggest to use a versioning tool like git and check the diff at 
each step, committing if it's correct or resetting/cleaning if you did a 
mistake... at the end you can squash the commits to be a single one with 
rebase interactive or if you rename the package on a branch (suggested) 
just merge your branch with the --squash option back in mainline


if you still don't know them run learn regex and unix shell :)

on a mac (or bsd) the above sed commands should be rewritten with:

sed -i '' 's###'

note the double quote after -i

if you are on Windows well... :) enjoy doing it manually with Eclipse, 
it may help you a little but it will take you some time and probably 
some head ache ;)


cheers

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Re: [android-developers] Re: Notification status bar custom layout, guide lines are wrong?!? (primary color)

2011-12-08 Thread Daniele Segato

On 12/06/2011 01:41 PM, kilaka wrote:

Does NOT work for me as well. The text is white and looks bad on a
bright background.


I ended up using the guidelines for Android 2.3 and greater and set up 
my custom colors for Android 2.2 and lower..


This is not the first time I found the Android documentation lacking or 
wrong.


But the thing that most annoy me is the fact that lot of bugs are 
completely ignored by Google even if lot of people vote for them.

But that's OT in this thread.

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[android-developers] Notification status bar custom layout, guide lines are wrong?!? (primary color)

2011-11-25 Thread Daniele Segato

I was following this guide lines:

http://developer.android.com/guide/topics/ui/notifiers/notifications.html#CustomExpandedView


which states:


"[...] to use the standard text colors on versions of Android lower than 
2.3, you should use the following styles for res/values/styles.xml:"





  ?android:attr/textColorPrimary


  ?android:attr/textColorPrimary
  bold







Which produce a White color on a light gray background on the Android 
2.1 and Android 2.2 emulator... It's obviously very hard to read...


Should I ignore this guide lines?

anyone sharing experiences about this?


ps: The secondary color is fine, but I need the primary too...

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[android-developers] How do I preserve selection and/or checked items in a ListView after device rotation?

2011-11-21 Thread Daniele Segato
The ListView save in its internal state the checked items and restore
them.

It restore them after the device is rotated.

But then clear them out when I set it a new adapter (which, in my
case, extract exactly the same data).


I'm using a ListFragment with compatibility support package v4 and a
Loader to get a custom CursorAdapter.

When the loader give me the adapter I call setListAdapter that clear
out the checked, restored, state.

Thanks

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[android-developers] Re: How do I preserve selection and/or checked items in a ListView after device rotation?

2011-11-21 Thread Daniele Segato
On Fri, 2011-11-18 at 07:44 -0800, Daniele Segato wrote:
> The ListView save in its internal state the checked items and restore
> them.
> 
> It restore them after the device is rotated.
> 
> But then clear them out when I set it a new adapter (which, in my
> case, extract exactly the same data).
> 
> 
> I'm using a ListFragment with compatibility support package v4 and a
> Loader to get a custom CursorAdapter.
> 
> When the loader give me the adapter I call setListAdapter that clear
> out the checked, restored, state.


never mind...

I just had to set the adapter onCreate instead of setting it up on
loader complete.



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Re: [android-developers] Gesture help

2011-11-21 Thread Daniele Segato
On Sat, 2011-11-19 at 15:06 -0800, bt wrote:
> Hi,
> 
> I would like to switch screens by swiping left and right.
> I have a ScrollView inside a GestureOverlayView and everything is OK
> until I use a SeekBar.
> But there are SeekBars inside the scroll view and if I change the
> seekbar value with my finger by moving it to the left or right then
> the gesture view also detects swiping gestures and changes screens.
> 
> How can I stop delegating ontouch events when seekbar is changing? Or
> are there any other solution?


Use a ViewPager

if you need support for Android 2.x use the compatibility package

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