[android-developers] Re: My appwidget broken Donut when keyboard slide out/in

2009-10-28 Thread Eong

Yeap. My users reported this to me today. The OTA release has the same
bug. They should push a fixed update right now.

On 10月28日, 下午1时58分, drasticp  wrote:
> I'm seeing the same issue. I've even tried commenting out all of the
> onUpdate code and the widget still crashes aCore. This problem only
> seems to occur with 1.6. Any ideas? Anyone else having the same issue?
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[android-developers] glTexImage2D gives gLError 1281 on real phone but not on emulator

2009-12-12 Thread Eong
I used a ndk library to decode the frames and update the ShortBuffer
with RGB565 format.
I allocate the buffer in the activity like below.

ShortBuffer m_byteCanvas = ShortBuffer.allocate(m_width * m_height);
...
And I use GLSurfaceView and set the renderer for it.

mGLSurfaceView = new GLSurfaceView(this);
mGLSurfaceView.setDebugFlags(GLSurfaceView.DEBUG_LOG_GL_CALLS);
mGLSurfaceView.setRenderer(new GRenderer());
setContentView(mGLSurfaceView);

In the GRenderer class, I just need to update the ShortBuffer to
screen.
.
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, m_width, m_height,
0, GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
l_gl.glTexParameteriv(GL10.GL_TEXTURE_2D,
GL11Ext.GL_TEXTURE_CROP_RECT_OES,
new int[] {0, 0, 480, 320}, 0);

public void onDrawFrame(GL10 gl) {
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, m_width, m_height,
0, GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
((GL11Ext)gl).glDrawTexiOES(0, 0, 0, 480, 320);
}

This works fine on the emulator (1.5 and 1.6), but when I tested it on
my G2 and G1, it gave me glError 1281 on glTexImage2D. If anybody can
help with this?

PS:
I tried Canvas and the performance is not good enough, it takes more
than 30ms to draw a frame.(480x320).

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[android-developers] Re: glTexImage2D gives gLError 1281 on real phone but not on emulator

2009-12-12 Thread Eong
Thanks!
You are right, the GL_INVALID_VALUE error is caused by the dimensions.
Now the glTexImage2D seems to be okay. But it only gives me a white
screen on my phone.(It works on the emulator)
Any idea?

On 12月13日, 上午9时57分, Jack Palevich  wrote:
> My guess is that your problem is that you are trying to create a non-
> power-of-two sized texture, which is not supported on the G1. Try
> using 512 x 512 as your texture dimensions. You can continue to use
> 480 x 320 for glDrawTexOES.
>
> Here's how you can debug problems like this by yourself in the future:
>
> First, convert the error code to its symbolic value:
>
> 1281 is GL_INVALID_VALUE
>
> Then, read the OpenGL ES docs for the function that failed. Look at
> the "ERRORS" section. Check each of the possible reasons for the error
> code that you received.
>
> In this case you'll see that for glTexImage2D, you will see that
> GL_INVALID_VALUE is generated for these reasons:
>
> If width or height is less than 0 or greater than 2 +
> GL_MAX_TEXTURE_SIZE.
>
> If level is less than 0.
>
> If level is greater than log 2 ⁡ max , where max is the returned value
> of GL_MAX_TEXTURE_SIZE.
>
> If internalFormat is not 1, 2, 3, 4, or one of the accepted resolution
> and format symbolic constants.
>
> If non-power-of-two textures are not supported and the width or height
> cannot be represented as 2 k + 2 ⁡ border for some integer value of k.
>
> If border is not 0 or 1.
>
> On Dec 13, 1:14 am, Eong  wrote:
>
> > I used a ndk library to decode the frames and update the ShortBuffer
> > with RGB565 format.
> > I allocate the buffer in the activity like below.
>
> > ShortBuffer m_byteCanvas = ShortBuffer.allocate(m_width * m_height);
> > ...
> > And I use GLSurfaceView and set the renderer for it.
>
> > mGLSurfaceView = new GLSurfaceView(this);
> >                 
> > mGLSurfaceView.setDebugFlags(GLSurfaceView.DEBUG_LOG_GL_CALLS);
> >                 mGLSurfaceView.setRenderer(new GRenderer());
> >                 setContentView(mGLSurfaceView);
>
> > In the GRenderer class, I just need to update the ShortBuffer to
> > screen.
> > .
> > gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
> > gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, m_width, m_height,
> > 0, GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
> >                         l_gl.glTexParameteriv(GL10.GL_TEXTURE_2D,
> >                     GL11Ext.GL_TEXTURE_CROP_RECT_OES,
> >                     new int[] {0, 0, 480, 320}, 0);
>
> > public void onDrawFrame(GL10 gl) {
> > gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, m_width, m_height,
> > 0, GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
> > ((GL11Ext)gl).glDrawTexiOES(0, 0, 0, 480, 320);
>
> > }
>
> > This works fine on the emulator (1.5 and 1.6), but when I tested it on
> > my G2 and G1, it gave me glError 1281 on glTexImage2D. If anybody can
> > help with this?
>
> > PS:
> > I tried Canvas and the performance is not good enough, it takes more
> > than 30ms to draw a frame.(480x320).

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[android-developers] Re: glTexImage2D gives gLError 1281 on real phone but not on emulator

2009-12-12 Thread Eong
I get it. I forget this lines.
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);

Thanks again. It works fine now. It only takes 15-20ms to draw one
frame. lol.

On 12月13日, 下午12时04分, Eong  wrote:
> Thanks!
> You are right, the GL_INVALID_VALUE error is caused by the dimensions.
> Now the glTexImage2D seems to be okay. But it only gives me a white
> screen on my phone.(It works on the emulator)
> Any idea?
>
> On 12月13日, 上午9时57分, Jack Palevich  wrote:
>
> > My guess is that your problem is that you are trying to create a non-
> > power-of-two sized texture, which is not supported on the G1. Try
> > using 512 x 512 as your texture dimensions. You can continue to use
> > 480 x 320 for glDrawTexOES.
>
> > Here's how you can debug problems like this by yourself in the future:
>
> > First, convert the error code to its symbolic value:
>
> > 1281 is GL_INVALID_VALUE
>
> > Then, read the OpenGL ES docs for the function that failed. Look at
> > the "ERRORS" section. Check each of the possible reasons for the error
> > code that you received.
>
> > In this case you'll see that for glTexImage2D, you will see that
> > GL_INVALID_VALUE is generated for these reasons:
>
> > If width or height is less than 0 or greater than 2 +
> > GL_MAX_TEXTURE_SIZE.
>
> > If level is less than 0.
>
> > If level is greater than log 2 ⁡ max , where max is the returned value
> > of GL_MAX_TEXTURE_SIZE.
>
> > If internalFormat is not 1, 2, 3, 4, or one of the accepted resolution
> > and format symbolic constants.
>
> > If non-power-of-two textures are not supported and the width or height
> > cannot be represented as 2 k + 2 ⁡ border for some integer value of k.
>
> > If border is not 0 or 1.
>
> > On Dec 13, 1:14 am, Eong  wrote:
>
> > > I used a ndk library to decode the frames and update the ShortBuffer
> > > with RGB565 format.
> > > I allocate the buffer in the activity like below.
>
> > > ShortBuffer m_byteCanvas = ShortBuffer.allocate(m_width * m_height);
> > > ...
> > > And I use GLSurfaceView and set the renderer for it.
>
> > > mGLSurfaceView = new GLSurfaceView(this);
> > >                 
> > > mGLSurfaceView.setDebugFlags(GLSurfaceView.DEBUG_LOG_GL_CALLS);
> > >                 mGLSurfaceView.setRenderer(new GRenderer());
> > >                 setContentView(mGLSurfaceView);
>
> > > In the GRenderer class, I just need to update the ShortBuffer to
> > > screen.
> > > .
> > > gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
> > > gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, m_width, m_height,
> > > 0, GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
> > >                         l_gl.glTexParameteriv(GL10.GL_TEXTURE_2D,
> > >                     GL11Ext.GL_TEXTURE_CROP_RECT_OES,
> > >                     new int[] {0, 0, 480, 320}, 0);
>
> > > public void onDrawFrame(GL10 gl) {
> > > gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, m_width, m_height,
> > > 0, GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
> > > ((GL11Ext)gl).glDrawTexiOES(0, 0, 0, 480, 320);
>
> > > }
>
> > > This works fine on the emulator (1.5 and 1.6), but when I tested it on
> > > my G2 and G1, it gave me glError 1281 on glTexImage2D. If anybody can
> > > help with this?
>
> > > PS:
> > > I tried Canvas and the performance is not good enough, it takes more
> > > than 30ms to draw a frame.(480x320).

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[android-developers] Re: How to make the video file private to app only, I mean no one should not access video from the sdcard, no one should not able to download it

2009-12-23 Thread Eong
Try to encrypt your content when you need to cache it in the sdcard.

On 12月23日, 下午2时35分, manoj  wrote:
> Hi all,
>
> I have some new requirement. I have to write a video player which
> plays the content from the net.
>
> Some times the app downloads the video content, and this downloaded
> data should be private to only my app. No one should not access it .
> Simply saying providing security to my own content (though the content
> is taken from the sdcard, it should not be playable).
>
> How to do it?
>
> Thanks,
> Manoj.

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[android-developers] Virtual keypad and ListView OnItemClick conflicts

2009-06-18 Thread Eong

I add a ListView and register a OnItemClickListener for it in my app.
When  the virtual keypad is showed, the Virutal keypad is just on the
above of my ListView.
Then, if I click on the keys of the virtual keypad, the ListView will
get a click event too.
This will only happen when you are using the Google input method. It's
really strange.

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[android-developers] Input keyboard and ListView onItemClick

2009-06-18 Thread Eong

hi,
I'm writing my first Android app. I use a ListView to load data and
onItemClick to trigger something.
But when I want to input something into the EditText located in the
top, and press the keyboard on the screen, the onItemClick will be
triggered, as the keyboard is just on the above of ListView.
This will only happen when you are not using the default input method,
for example, Google Pinyin Input Method.
I do not want the items of ListView to be clicked when the keyboard is
on the above, what should I do?

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[android-developers] Re: OpenGL and the use of ByteBuffers

2010-04-16 Thread Eong
If glTexImage2D is more than 100ms, glTexSubImage2D doesn't make any
sense.
I found that this will only happen on phones with snapDragon chips,
like Nexus one, Liquid and so on.
I tried a lot, can't solve it yet.

On 2月24日, 下午5时19分, Ralf Schneider  wrote:
> 2010/2/24 Jonathan 
>
> > It's a 2D application, and the contents of the "screen" (as
> > represented by this internal array I'm passing around) can change at
> > any given time.  I'm think I may have to use some combination of sub
> > texture updates in order to get what want and have it be smooth.
> > Uploading a 512x256 texture each frame may be too much.
>
> > Any other ideas how I can speed this up?
>
> You can try: glTexSubImage2D
> instead
> of glTexImage2D. Usually this function is the right choice to update
> textures frequently.
>
> glTexSubImage2D may have the advantage to not require the OpenGL Es memory
> management system, because an existing texture (memory area) gets updated.
>
> Furthermore some OpenGL ES implementation implicit convert textures to one
> of its internal formats. For example the implementation may convert all
> textures to 565 or  regardless of the format you provide.
> Thus, if you provide textures in an native format the implementation could
> do a plain copy of the data, instead of a more expensive conversion.
>
> ... But i have no real data available. These are just general advices
> floating in the intertubes.
>
> Regards,
> Ralf

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[android-developers] glTexImage2D very slow on phones like Nexus one

2010-04-16 Thread Eong
Hi,
We are developing 2D games. And we found our game works fine except
the snapdragon chips, like Nexus one and Liquid A1. It even runs fine
on G1.

We use GLSurfaceView, and we use glTexImage2D and glTexIsubmage2D to
put on the text and then draw.
The glTexImage2D class take more than 100ms on Nexus one (1024x512 pix
tex). It's very strange, G1 is even faster than this.
If anyone know something about this?

-Code
snip---
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | 
GL10.GL_DEPTH_BUFFER_BIT);

gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 
0, 0, 0, m_width,
m_height, GL10.GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);

((GL11Ext)gl).glDrawTexiOES(0, 0, 0, 
m_width, m_height);

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[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-16 Thread Eong
I'm afraid it's not a same problem.
My problem only happenes on Snapdragon phones.
It's fine on Milestone or Droid. I found a few threads about this but
no solution.

On 4月16日, 下午9时15分, Felipe Silveira  wrote:
> Just a guess: It can be the same error reported 
> here:http://code.google.com/p/android/issues/detail?id=7520
>
> Take a look...
>
> Felipe Silveirahttp://www.felipesilveira.com.br
>
>
>
> On Fri, Apr 16, 2010 at 8:40 AM, Eong  wrote:
> > Hi,
> > We are developing 2D games. And we found our game works fine except
> > the snapdragon chips, like Nexus one and Liquid A1. It even runs fine
> > on G1.
>
> > We use GLSurfaceView, and we use glTexImage2D and glTexIsubmage2D to
> > put on the text and then draw.
> > The glTexImage2D class take more than 100ms on Nexus one (1024x512 pix
> > tex). It's very strange, G1 is even faster than this.
> > If anyone know something about this?
>
> > -Code
> > snip---
> >                                        gl.glClear(GL10.GL_COLOR_BUFFER_BIT
> > | GL10.GL_DEPTH_BUFFER_BIT);
>
> >  gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, m_width,
> > m_height, GL10.GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
>
> >                                        ((GL11Ext)gl).glDrawTexiOES(0, 0, 0,
> > m_width, m_height);
>
> > --
> > You received this message because you are subscribed to the Google
> > Groups "Android Developers" group.
> > To post to this group, send email to android-developers@googlegroups.com
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>
> --
> Felipe Silveira
> Engenharia da Computação
> Universidade Federal de Itajubáhttp://www.felipesilveira.com.br
> MSN: felipeuni...@hotmail.com
> -
>
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[android-developers] Re: OpenGL and the use of ByteBuffers

2010-04-16 Thread Eong
I use glTexImage2D and glTexSubImage2D, it's okay on Droid/Milestone.
20ms for 854*480.
But on Nexus one, it takes 150ms to draw a full screen.(800*480)

On 4月16日, 下午7时39分, Mario Zechner  wrote:
> From my experience this also happens with the PowerVR chips in the
> Droid/Milestone
>
> On 16 Apr., 13:07, Eong  wrote:
>
>
>
> > IfglTexImage2Dis more than 100ms, glTexSubImage2D doesn't make any
> > sense.
> > I found that this will only happen on phones with snapDragon chips,
> > like Nexus one, Liquid and so on.
> > I tried a lot, can't solve it yet.
>
> > On 2月24日, 下午5时19分, Ralf Schneider  wrote:
>
> > > 2010/2/24 Jonathan 
>
> > > > It's a 2D application, and the contents of the "screen" (as
> > > > represented by this internal array I'm passing around) can change at
> > > > any given time.  I'm think I may have to use some combination of sub
> > > > texture updates in order to get what want and have it be smooth.
> > > > Uploading a 512x256 texture each frame may be too much.
>
> > > > Any other ideas how I can speed this up?
>
> > > You can try: glTexSubImage2D
> > > <http://www.khronos.org/opengles/documentation/opengles1_0/html/glTexS...>instead
> > > ofglTexImage2D. Usually this function is the right choice to update
> > > textures frequently.
>
> > > glTexSubImage2D may have the advantage to not require the OpenGL Es memory
> > > management system, because an existing texture (memory area) gets updated.
>
> > > Furthermore some OpenGL ES implementation implicit convert textures to one
> > > of its internal formats. For example the implementation may convert all
> > > textures to 565 or  regardless of the format you provide.
> > > Thus, if you provide textures in an native format the implementation could
> > > do a plain copy of the data, instead of a more expensive conversion.
>
> > > ... But i have no real data available. These are just general advices
> > > floating in the intertubes.
>
> > > Regards,
> > > Ralf
>
> > --
> > You received this message because you are subscribed to the Google
> > Groups "Android Developers" group.
> > To post to this group, send email to android-developers@googlegroups.com
> > To unsubscribe from this group, send email to
> > android-developers+unsubscr...@googlegroups.com
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> > athttp://groups.google.com/group/android-developers?hl=en
>
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[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-17 Thread Eong
Robert,
   Sorry, it's not text, it's tex. I just use this to draw the
background.
   I just want to know why nexus one is so slow with this. It takes
20ms on my milestone but it takes at least 80ms on the nexus one, for
one frame.

On 4月17日, 上午2时08分, Robert Green  wrote:
> Eong,
>
> You said you are uploading every frame just to draw text?  There are
> much more efficient ways to do that.
>
> On Apr 16, 11:14 am, Eong  wrote:
>
>
>
> > I'm afraid it's not a same problem.
> > My problem only happenes on Snapdragon phones.
> > It's fine on Milestone or Droid. I found a few threads about this but
> > no solution.
>
> > On 4月16日, 下午9时15分, Felipe Silveira  wrote:
>
> > > Just a guess: It can be the same error reported 
> > > here:http://code.google.com/p/android/issues/detail?id=7520
>
> > > Take a look...
>
> > > Felipe Silveirahttp://www.felipesilveira.com.br
>
> > > On Fri, Apr 16, 2010 at 8:40 AM, Eong  wrote:
> > > > Hi,
> > > > We are developing 2D games. And we found our game works fine except
> > > > the snapdragon chips, like Nexus one and Liquid A1. It even runs fine
> > > > on G1.
>
> > > > We use GLSurfaceView, and we useglTexImage2Dand glTexIsubmage2D to
> > > > put on the text and then draw.
> > > > TheglTexImage2Dclass take more than 100ms on Nexus one (1024x512 pix
> > > > tex). It's very strange, G1 is even faster than this.
> > > > If anyone know something about this?
>
> > > > -Code
> > > > snip---
> > > >                                        
> > > > gl.glClear(GL10.GL_COLOR_BUFFER_BIT
> > > > | GL10.GL_DEPTH_BUFFER_BIT);
>
> > > >  gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, m_width,
> > > > m_height, GL10.GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
>
> > > >                                        ((GL11Ext)gl).glDrawTexiOES(0, 
> > > > 0, 0,
> > > > m_width, m_height);
>
> > > > --
> > > > You received this message because you are subscribed to the Google
> > > > Groups "Android Developers" group.
> > > > To post to this group, send email to android-developers@googlegroups.com
> > > > To unsubscribe from this group, send email to
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> > > > For more options, visit this group at
> > > >http://groups.google.com/group/android-developers?hl=en
>
> > > --
> > > Felipe Silveira
> > > Engenharia da Computação
> > > Universidade Federal de Itajubáhttp://www.felipesilveira.com.br
> > > MSN: felipeuni...@hotmail.com
> > > -
>
> > > --
> > > You received this message because you are subscribed to the Google
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>
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[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-18 Thread Eong
Thanks, Mario.
I think it's somewrong with the driver or the chip. It's not just a
bandwidth problem. If it's really a bandwidth problem, it only has 1/7
bandwidth of milestone? (150ms compare to 20ms with a full screen
tex).That's very funny.

I'm working on some libs, which will be used for our tools and games.
When a full screen update only takes 20+ms, it's usable in some
conditions as it already gets at least 40fps.


On 4月17日, 下午6时22分, Mario Zechner  wrote:
> It seems that the msm chips are notorious for having a low bandwidth.
> There's really no solution to that problem other than
>
> 1) lowering your texture size
> 2) lowering the bit depth of the texture, e.g. instead of using
> RGBA use RGBA444 or RGB565
> 2) uploading your texture in patches, e.g. split it up into 4 smaller
> parts and upload one part each frame. This will probably lead to
> artifacts if your frame rate is low but could work otherwise.
>
> Just out of curiousity: why do you have to upload such a big texture
> each frame? If you'd state your scenario in detail we might be able to
> suggest other solutions to the problem.
>
> On 17 Apr., 12:10, Eong  wrote:
>
>
>
> > Robert,
> >    Sorry, it's not text, it's tex. I just use this to draw the
> > background.
> >    I just want to know why nexus one is so slow with this. It takes
> > 20ms on my milestone but it takes at least 80ms on the nexus one, for
> > one frame.
>
> > On 4月17日, 上午2时08分, Robert Green  wrote:
>
> > > Eong,
>
> > > You said you are uploading every frame just to draw text?  There are
> > > much more efficient ways to do that.
>
> > > On Apr 16, 11:14 am, Eong  wrote:
>
> > > > I'm afraid it's not a same problem.
> > > > My problem only happenes on Snapdragon phones.
> > > > It's fine on Milestone or Droid. I found a few threads about this but
> > > > no solution.
>
> > > > On 4月16日, 下午9时15分, Felipe Silveira  wrote:
>
> > > > > Just a guess: It can be the same error reported 
> > > > > here:http://code.google.com/p/android/issues/detail?id=7520
>
> > > > > Take a look...
>
> > > > > Felipe Silveirahttp://www.felipesilveira.com.br
>
> > > > > On Fri, Apr 16, 2010 at 8:40 AM, Eong  wrote:
> > > > > > Hi,
> > > > > > We are developing 2D games. And we found our game works fine except
> > > > > > the snapdragon chips, like Nexus one and Liquid A1. It even runs 
> > > > > > fine
> > > > > > on G1.
>
> > > > > > We use GLSurfaceView, and we useglTexImage2Dand glTexIsubmage2D to
> > > > > > put on the text and then draw.
> > > > > > TheglTexImage2Dclass take more than 100ms on Nexus one (1024x512 pix
> > > > > > tex). It's very strange, G1 is even faster than this.
> > > > > > If anyone know something about this?
>
> > > > > > -Code
> > > > > > snip---
> > > > > >                                        
> > > > > > gl.glClear(GL10.GL_COLOR_BUFFER_BIT
> > > > > > | GL10.GL_DEPTH_BUFFER_BIT);
>
> > > > > >  gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, m_width,
> > > > > > m_height, GL10.GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);
>
> > > > > >                                        
> > > > > > ((GL11Ext)gl).glDrawTexiOES(0, 0, 0,
> > > > > > m_width, m_height);
>
> > > > > > --
> > > > > > You received this message because you are subscribed to the Google
> > > > > > Groups "Android Developers" group.
> > > > > > To post to this group, send email to 
> > > > > > android-developers@googlegroups.com
> > > > > > To unsubscribe from this group, send email to
> > > > > > android-developers+unsubscr...@googlegroups.com > > > > >  cr...@googlegroups.com>
> > > > > > For more options, visit this group at
> > > > > >http://groups.google.com/group/android-developers?hl=en
>
> > > > > --
> > > > > Felipe Silveira
> > > > > Engenharia da Computação
> > > > > Universidade Federal de Itajubáhttp://www.felipesilveira.com.br
> > > > > MSN: felipeuni...@hotmail.com
> > > > > 

[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-18 Thread Eong
Hi,
  I'm writing this part for video output.
  This is for video output at most of the time. Our decoder write the
screen to a pixel buffer. And then I need to draw it to the screen.
So, you mean, I can use FBO to do this? I'm not very familiar with fbo
stuffs. Could you give more hint?
  Thank you!


On 4月18日, 下午5时18分, Robert Green  wrote:
> Eong,
>
> All Mario and I are trying to say is that the thing you are trying to
> do (upload textures every frame) is generally not considered a good
> practice and workarounds usually exist that are more efficient,
> especially if you can target higher levels of opengl or use extensions
> like framebufferobjects.  If you would be willing to tell us something
> a little bit more specific about what you're doing that requires a
> texture update every frame, we could potentially offer some more
> efficient ways of doing it.
>
> On Apr 18, 2:44 am, Eong  wrote:
>
>
>
> > Thanks, Mario.
> > I think it's somewrong with the driver or the chip. It's not just a
> > bandwidth problem. If it's really a bandwidth problem, it only has 1/7
> > bandwidth of milestone? (150ms compare to 20ms with a full screen
> > tex).That's very funny.
>
> > I'm working on some libs, which will be used for our tools and games.
> > When a full screen update only takes 20+ms, it's usable in some
> > conditions as it already gets at least 40fps.
>
> > On 4月17日, 下午6时22分, Mario Zechner  wrote:
>
> > > It seems that the msm chips are notorious for having a low bandwidth.
> > > There's really no solution to that problem other than
>
> > > 1) lowering your texture size
> > > 2) lowering the bit depth of the texture, e.g. instead of using
> > > RGBA use RGBA444 or RGB565
> > > 2) uploading your texture in patches, e.g. split it up into 4 smaller
> > > parts and upload one part each frame. This will probably lead to
> > > artifacts if your frame rate is low but could work otherwise.
>
> > > Just out of curiousity: why do you have to upload such a big texture
> > > each frame? If you'd state your scenario in detail we might be able to
> > > suggest other solutions to the problem.
>
> > > On 17 Apr., 12:10, Eong  wrote:
>
> > > > Robert,
> > > >    Sorry, it's not text, it's tex. I just use this to draw the
> > > > background.
> > > >    I just want to know why nexus one is so slow with this. It takes
> > > > 20ms on my milestone but it takes at least 80ms on the nexus one, for
> > > > one frame.
>
> > > > On 4月17日, 上午2时08分, Robert Green  wrote:
>
> > > > > Eong,
>
> > > > > You said you are uploading every frame just to draw text?  There are
> > > > > much more efficient ways to do that.
>
> > > > > On Apr 16, 11:14 am, Eong  wrote:
>
> > > > > > I'm afraid it's not a same problem.
> > > > > > My problem only happenes on Snapdragon phones.
> > > > > > It's fine on Milestone or Droid. I found a few threads about this 
> > > > > > but
> > > > > > no solution.
>
> > > > > > On 4月16日, 下午9时15分, Felipe Silveira  wrote:
>
> > > > > > > Just a guess: It can be the same error reported 
> > > > > > > here:http://code.google.com/p/android/issues/detail?id=7520
>
> > > > > > > Take a look...
>
> > > > > > > Felipe Silveirahttp://www.felipesilveira.com.br
>
> > > > > > > On Fri, Apr 16, 2010 at 8:40 AM, Eong  wrote:
> > > > > > > > Hi,
> > > > > > > > We are developing 2D games. And we found our game works fine 
> > > > > > > > except
> > > > > > > > the snapdragon chips, like Nexus one and Liquid A1. It even 
> > > > > > > > runs fine
> > > > > > > > on G1.
>
> > > > > > > > We use GLSurfaceView, and we useglTexImage2Dand glTexIsubmage2D 
> > > > > > > > to
> > > > > > > > put on the text and then draw.
> > > > > > > > TheglTexImage2Dclass take more than 100ms on Nexus one 
> > > > > > > > (1024x512 pix
> > > > > > > > tex). It's very strange, G1 is even faster than this.
> > > > > > > > If anyone know something about this?
>
> > > > > > > > -Code
> > > > >

[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-18 Thread Eong
Sorry, I mean write the frame to a pixel buffer.
I think fbo is a ES2 feature, right? What about the other ES1 phones?
As a developer, you can't just give up the 75% users.

On 4月19日, 下午2时20分, Eong  wrote:
> Hi,
>   I'm writing this part for video output.
>   This is for video output at most of the time. Our decoder write the
> screen to a pixel buffer. And then I need to draw it to the screen.
> So, you mean, I can use FBO to do this? I'm not very familiar with fbo
> stuffs. Could you give more hint?
>   Thank you!
>
> On 4月18日, 下午5时18分, Robert Green  wrote:
>
>
>
> > Eong,
>
> > All Mario and I are trying to say is that the thing you are trying to
> > do (upload textures every frame) is generally not considered a good
> > practice and workarounds usually exist that are more efficient,
> > especially if you can target higher levels of opengl or use extensions
> > like framebufferobjects.  If you would be willing to tell us something
> > a little bit more specific about what you're doing that requires a
> > texture update every frame, we could potentially offer some more
> > efficient ways of doing it.
>
> > On Apr 18, 2:44 am, Eong  wrote:
>
> > > Thanks, Mario.
> > > I think it's somewrong with the driver or the chip. It's not just a
> > > bandwidth problem. If it's really a bandwidth problem, it only has 1/7
> > > bandwidth of milestone? (150ms compare to 20ms with a full screen
> > > tex).That's very funny.
>
> > > I'm working on some libs, which will be used for our tools and games.
> > > When a full screen update only takes 20+ms, it's usable in some
> > > conditions as it already gets at least 40fps.
>
> > > On 4月17日, 下午6时22分, Mario Zechner  wrote:
>
> > > > It seems that the msm chips are notorious for having a low bandwidth.
> > > > There's really no solution to that problem other than
>
> > > > 1) lowering your texture size
> > > > 2) lowering the bit depth of the texture, e.g. instead of using
> > > > RGBA use RGBA444 or RGB565
> > > > 2) uploading your texture in patches, e.g. split it up into 4 smaller
> > > > parts and upload one part each frame. This will probably lead to
> > > > artifacts if your frame rate is low but could work otherwise.
>
> > > > Just out of curiousity: why do you have to upload such a big texture
> > > > each frame? If you'd state your scenario in detail we might be able to
> > > > suggest other solutions to the problem.
>
> > > > On 17 Apr., 12:10, Eong  wrote:
>
> > > > > Robert,
> > > > >    Sorry, it's not text, it's tex. I just use this to draw the
> > > > > background.
> > > > >    I just want to know why nexus one is so slow with this. It takes
> > > > > 20ms on my milestone but it takes at least 80ms on the nexus one, for
> > > > > one frame.
>
> > > > > On 4月17日, 上午2时08分, Robert Green  wrote:
>
> > > > > > Eong,
>
> > > > > > You said you are uploading every frame just to draw text?  There are
> > > > > > much more efficient ways to do that.
>
> > > > > > On Apr 16, 11:14 am, Eong  wrote:
>
> > > > > > > I'm afraid it's not a same problem.
> > > > > > > My problem only happenes on Snapdragon phones.
> > > > > > > It's fine on Milestone or Droid. I found a few threads about this 
> > > > > > > but
> > > > > > > no solution.
>
> > > > > > > On 4月16日, 下午9时15分, Felipe Silveira  wrote:
>
> > > > > > > > Just a guess: It can be the same error reported 
> > > > > > > > here:http://code.google.com/p/android/issues/detail?id=7520
>
> > > > > > > > Take a look...
>
> > > > > > > > Felipe Silveirahttp://www.felipesilveira.com.br
>
> > > > > > > > On Fri, Apr 16, 2010 at 8:40 AM, Eong  
> > > > > > > > wrote:
> > > > > > > > > Hi,
> > > > > > > > > We are developing 2D games. And we found our game works fine 
> > > > > > > > > except
> > > > > > > > > the snapdragon chips, like Nexus one and Liquid A1. It even 
> > > > > > > > > runs fine
> > > > > > > > > on G1.
>
> > > > > > > > > W

[android-developers] Re: UI Builder in 2.3

2010-12-19 Thread Eong
Yes, a lot of improvments, but also a lot of missing functions...
Where are the arrows in outline? Sometimes dragging doesn't work well
and many xmls in my project doesn't show correctly any more.

On 12月7日, 上午7时55分, vogella  wrote:
> The new UI Builder is an improved version of the old one. For a
> screenshot please see 
> here:http://www.vogella.de/articles/Android/article.html#first_views

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[android-developers] Re: layout editor in 2.3 SDK sucks! Sorry but it does.

2010-12-19 Thread Eong
You shouldn't remove the up/down add/remove buttons from outline, it's
very usefull, much more than the dragging style. Now I have to edit
the xml myself! Dragging really sucks in my workspace, text view
without text will not show up correctly and a lot of views are missing
in merge block. And I need to drag 10 times to make a view in a right
position. And we have no choice if we need the 2.3 SDK, it's a force
update. It really slows my development a lot! I even prefer xml editor
than this dragging editor. You need to fixing it!!!

Best regards,
Eong

On 12月18日, 下午9时01分, Xavier Ducrohet  wrote:
> Hi Tim,
>
> yes we would like to do full refactoring support across XML and Java
> (for android XML files).
>
>
>
> On Fri, Dec 17, 2010 at 12:32 PM, Tim H.  wrote:
> > Hi Xavier,
>
> > r9 is much improved! I am still seeing some glitches, such as if you
> > drag something onto a supposedly invalid area, it still makes changes
> > and/or makes the view disappear!
>
> > What I would love to see make the next version is correcting
> > references to alignments when a view is renamed, i.e. if I rename a
> > view that is in a RelativeLayout, other views that refer to that view
> > are also corrected. This would be a godsend!
>
> > Thanks,
> > Tim
>
> > On Dec 15, 7:47 pm, Xavier Ducrohet  wrote:
> >> Hey everyone,
>
> >> we just released a preview of ADT 9.0.0 that fixes some of the issues
> >> you all have.
>
> >> Seehttp://tools.android.com/download.
>
> >> Make sure you know this is dev version, not a final, fully-tested,
> >> public release.
>
> >> Hope this helps.
>
> >> Xav
>
> >> On Mon, Dec 13, 2010 at 3:24 PM, XanXa  wrote:
> >> > 1. I have moved a TextView with Style into a linearLayout and the
> >> > TextView loosed the style.
> >> > 2. When I try to use an empty LinearLayout I can't add any child (I
> >> > have to put Layout width and heigth).
> >> > 3. It's so difficult put the view where you want using only the editor
> >> > and always modify the rest of views.
> >> > 4. The ctrl+z work bad and strange, sometimes do things I didn't.
>
> >> > I didn't like the up and down arrows and neither the + and - buttons
> >> > but they made their job, Why not keep them until the drag is ready?.
> >> > Finally I think I'll going to use the XML editor for a while.
>
> >> > Nevertheless, I know the old editor was awfull and slow to use and we
> >> > needed a new Layout Editor powerfull and easier to use. We must work
> >> > hard to make this new Android Layout Editor more stable and usable.
>
> >> > (Sorry about my English)
>
> >> > On 13 dic, 16:35, Julie Andrews  wrote:
> >> >> On Sat, Dec 11, 2010 at 8:41 PM, niko20  wrote:
> >> >> > Ok, the new layout editor is fancier and all but no more properties
> >> >> > window? I have to right click to set properties now? And many times
> >> >> > the right click menu does not function correctly either, like it will
> >> >> > be missing sub menus, etc. I want my properties list back!
>
> >> >> > -niko
>
> >> >> > --
> >> >> > You received this message because you are subscribed to the Google
> >> >> > Groups "Android Developers" group.
> >> >> > To post to this group, send email to 
> >> >> > android-developers@googlegroups.com
> >> >> > To unsubscribe from this group, send email to
> >> >> > android-developers+unsubscr...@googlegroups.com >> >> >  cr...@googlegroups.com>
> >> >> > For more options, visit this group at
> >> >> >http://groups.google.com/group/android-developers?hl=en
>
> >> >> --
> >> >> Juliehttp://www.sirsainfo.in/http://tradinglogically.blogspot.com<http://tradinglogically.blogspot.com>http://vikitionary.blogspot.comhttp://gandhi-the-man-of-millenium.blo...
>
> >> > --
> >> > You received this message because you are subscribed to the Google
> >> > Groups "Android Developers" group.
> >> > To post to this group, send email to android-developers@googlegroups.com
> >> > To unsubscribe from this group, send email to
> >> > android-developers+unsubscr...@googlegroups.com
> >> > For more options, visit this group at
> >> >http://groups.google.com/group/android-developers?hl=en
>
> 

[android-developers] Re: layout editor in 2.3 SDK sucks! Sorry but it does.

2010-12-19 Thread Eong
Text view in merge block are still missing.

On 12月16日, 上午8时47分, Xavier Ducrohet  wrote:
> Hey everyone,
>
> we just released a preview of ADT 9.0.0 that fixes some of the issues
> you all have.
>
> Seehttp://tools.android.com/download.
>
> Make sure you know this is dev version, not a final, fully-tested,
> public release.
>
> Hope this helps.
>
> Xav
>
>
>
> On Mon, Dec 13, 2010 at 3:24 PM, XanXa  wrote:
> > 1. I have moved a TextView with Style into a linearLayout and the
> > TextView loosed the style.
> > 2. When I try to use an empty LinearLayout I can't add any child (I
> > have to put Layout width and heigth).
> > 3. It's so difficult put the view where you want using only the editor
> > and always modify the rest of views.
> > 4. The ctrl+z work bad and strange, sometimes do things I didn't.
>
> > I didn't like the up and down arrows and neither the + and - buttons
> > but they made their job, Why not keep them until the drag is ready?.
> > Finally I think I'll going to use the XML editor for a while.
>
> > Nevertheless, I know the old editor was awfull and slow to use and we
> > needed a new Layout Editor powerfull and easier to use. We must work
> > hard to make this new Android Layout Editor more stable and usable.
>
> > (Sorry about my English)
>
> > On 13 dic, 16:35, Julie Andrews  wrote:
> >> On Sat, Dec 11, 2010 at 8:41 PM, niko20  wrote:
> >> > Ok, the new layout editor is fancier and all but no more properties
> >> > window? I have to right click to set properties now? And many times
> >> > the right click menu does not function correctly either, like it will
> >> > be missing sub menus, etc. I want my properties list back!
>
> >> > -niko
>
> >> > --
> >> > You received this message because you are subscribed to the Google
> >> > Groups "Android Developers" group.
> >> > To post to this group, send email to android-developers@googlegroups.com
> >> > To unsubscribe from this group, send email to
> >> > android-developers+unsubscr...@googlegroups.com >> >  cr...@googlegroups.com>
> >> > For more options, visit this group at
> >> >http://groups.google.com/group/android-developers?hl=en
>
> >> --
> >> Juliehttp://www.sirsainfo.in/http://tradinglogically.blogspot.comhttp://vikitionary.blogspot.comhttp://gandhi-the-man-of-millenium.blo...
>
> > --
> > You received this message because you are subscribed to the Google
> > Groups "Android Developers" group.
> > To post to this group, send email to android-developers@googlegroups.com
> > To unsubscribe from this group, send email to
> > android-developers+unsubscr...@googlegroups.com
> > For more options, visit this group at
> >http://groups.google.com/group/android-developers?hl=en
>
> --
> Xavier Ducrohet
> Android SDK Tech Lead
> Google Inc.
>
> Please do not send me questions directly. Thanks!

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[android-developers] Re: Market 15min refund period -- and a problem

2010-12-19 Thread Eong
I prefer 5 secs.

On 12月20日, 上午6时35分, Zsolt Vasvari  wrote:
> The 15 min period has now started, people seeing that on their
> receipts.
>
> I have decided to still honor the previous 24hr period as my app is
> impossible to evalute in 15 mins.
>
> That said, the Market team decided, in their infinite wisdom, that
> orders still don't get finalized for 24 hrs, so what happens is that I
> cannot issue a refund until the 24 hrs is up.

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[android-developers] Market console doesn't support Chrome

2011-01-09 Thread Eong
Hi, I installed Firefox and Chrome on my computer. I used to use FF to
upload new apps into market. But I'm using Chrome to upload a new app
today. I found the upload page doesn't work well in Chrome. I uploaded
everything needed, but the page said no screenshots..etc.. Then I just
open firefox and upload the same things, it works well.
I don't know where I should report to, Market or Chrome? But I think
both of them are from Google, right? They don't work well together?
This is really unbelievable.

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[android-developers] Screen lock problem in SurfaceView

2010-05-20 Thread Eong
Hi,
   I need some help on SurfaceView for games. I use a SurfaceView in
my game and set a render for it. In the render I use some native call
from my native lib to draw the screen using opengl. This game uses
landscape mode and I lock the mode in my manifest.
   But ifI press powerbutton on my phone when I was in the game, the
phone will shut off the screen and get into the locked mode. So I
active it again, the screen will be back in portrait mode and locked.
If I press menu to unlock, only part of the screen will be rendered,
and the other part is dark.
   This happenes when I was testing on G2, but G1 seems to be working
fine.
   If anyone has idea about this?

Thank you.

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[android-developers] Re: Many apps disappeared in Android Market this morning

2011-05-23 Thread Eong
The Simplified Chinese option also disapeared from the description
part.  It seems it's not just a bug.

On 5月18日, 下午2时57分, feng  wrote:
> I found the same issue.
>
> On May 17, 9:19 am, john huang  wrote:
>
>
>
>
>
>
>
> > I have try clear everything I can clear, and reboot several times, no luck 
> > :(
>
> > On Tue, May 17, 2011 at 9:14 AM, Maps.Huge.Info  wrote:
> > > No need to panic!
> > > I see all the apps you mentioned including something like 13 of your ones.
> > > Try clearing the cache for the market on your device.
>
> > > -John Coryat
>
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