[android-developers] Doubts about crash reporting on developer console

2017-09-11 Thread Fran



Hi there,

I've been using third party services for crash reporting so far, but for 
several reasons I've quit doing so. Among them, it seems the Google 
Developer console has improved a lot lately and seems reliable for this 
without needing of third party software.

Nonetheless, I released my first app version that does not use a third 
party crash reporting tool, but looking at the crash reports at the 
developer console things seem quite weird. 

For one part, there are these "or" there which meaning I don't understand. 
For example:





And on the other hand, exceptions does not include any description even 
when in the code it is set. For example, I get this crash report:



But in the referenced 
com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader method, such 
exception is accompanied with an explanation like these:

throw new GdxRuntimeException("Couldn't load dependencies of asset: " + 
> assetDesc.fileName, e);

throw new GdxRuntimeException("Couldn't load asset: " + assetDesc.fileName, 
> e);


Without that information it is really hard to know what's happening there.

BTW, I'm just adding Firebase crash to my app that I think it would help to 
get more detailed information, or at least I'll be able to put some log 
details with valuable information before the crash places. Nonetheless, I'm 
still curious about why these stacks are shown this way on Google Developer 
console.

Thanks in advance,

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[android-developers] Flagging user comments is useless, it seems.

2017-09-11 Thread Fran


Apparently "I don't get it its a retarded app!" is a constructive comment 
according to Google standards, and it's fine to use "retarded" as a 
derogatory word.


Seriously? 






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Re: [android-developers] Re: NullPointerException in java.io.File.fixSlashes?

2015-02-19 Thread Fran Marzoa
My app has about 20,000 boots a day, and every single crash like this one
is reported to be occurring exclusively with such 2.3.4 Android version.
Every single one, in spite such version represent less than 5% of the
devices were my app is installed. No other Android version is affected at
all. Thus the causal variable is clearly isolated and identified and it is
not within my code.

I am not sure if those users are using specifically that 2.3.4_r1 code
neither, but it doesn't matter anyway and investigating it further is
pointless since I cannot change the user's underlying OS version.

I will have to live with it, I guess. I googled such problem, find this
thread, and just wanted to point out that this bug is still around.

Bests,

On Thu, Feb 19, 2015, 13:00 Sérgio Faria  wrote:

> Well, either the stack trace is wrong or the source is not the one I
> linked to (android-2.3.4_r1) or you're doing new File((String) null)
>
> Let's see:
>
>
> 3 at java.io.File.(File.java:139)
>
> 138. public File(String path) {
> 139. init(path);
>
> 2 at java.io.File.init(File.java:189)
>
> 186. private void init(String dirtyPath) {
> 187. // Cache the path and the absolute path.
> 188. // We can't call isAbsolute() here (http://b/2486943).
> 189. String cleanPath = fixSlashes(dirtyPath);
>
> 1 at java.io.File.fixSlashes(File.java:205)
> 202. private String fixSlashes(String origPath) {
> 203. // Remove duplicate adjacent slashes.
> 204. boolean lastWasSlash = false;
> 205. char[] newPath = origPath.toCharArray();
>
> On Thursday, February 19, 2015 at 9:59:30 AM UTC, Fran wrote:
>
>> Except I am not doing it...
>>
>> On Wed, Feb 18, 2015, 15:26 Sérgio Faria  wrote:
>>
> Given the stack above, it seems you're doing new File(null)
>>>
>>> https://android.googlesource.com/platform/libcore/+/android-
>>> 2.3.4_r1/luni/src/main/java/java/io/File.java
>>>
>>> 2015-02-18 11:45 GMT+00:00 Fran :
>>> > It seems this problem persists more than three years after. I am
>>> > experiencing the same problem right now, all of them with Android 2.3.4
>>> >
>>> >
>>> > On Sunday, June 5, 2011 at 4:21:31 PM UTC+2, Derek wrote:
>>> >>
>>> >> Hi all,
>>> >>
>>> >> We get crash reports with the following error:
>>> >> java.lang.NullPointerException
>>> >> at java.io.File.fixSlashes(File.java:234)
>>> >>
>>> >> It appears on File file = new File("path/subfolder");
>>> >> on some devices only.
>>> >>
>>> >> We cannot reproduce it. Where could this problem from from?
>>> >>
>>> >> Cheers.
>>> >>
>>> >>
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Re: [android-developers] Re: NullPointerException in java.io.File.fixSlashes?

2015-02-19 Thread Fran Marzoa
Except I am not doing it...

On Wed, Feb 18, 2015, 15:26 Sérgio Faria  wrote:

> Given the stack above, it seems you're doing new File(null)
>
> https://android.googlesource.com/platform/libcore/+/
> android-2.3.4_r1/luni/src/main/java/java/io/File.java
>
> 2015-02-18 11:45 GMT+00:00 Fran :
> > It seems this problem persists more than three years after. I am
> > experiencing the same problem right now, all of them with Android 2.3.4
> >
> >
> > On Sunday, June 5, 2011 at 4:21:31 PM UTC+2, Derek wrote:
> >>
> >> Hi all,
> >>
> >> We get crash reports with the following error:
> >> java.lang.NullPointerException
> >> at java.io.File.fixSlashes(File.java:234)
> >>
> >> It appears on File file = new File("path/subfolder");
> >> on some devices only.
> >>
> >> We cannot reproduce it. Where could this problem from from?
> >>
> >> Cheers.
> >>
> >>
> > --
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[android-developers] Re: NullPointerException in java.io.File.fixSlashes?

2015-02-18 Thread Fran
My stack dump, BTW:

0java.lang.NullPointerException1 at java.io.File.fixSlashes(File.java:205)2 
at java.io.File.init(File.java:189)3 at java.io.File.(File.java:139)4 
at com.splunk.mint.DataFlusher$1.void run()(Unknown Source)5 at 
java.lang.Thread.run(Thread.java:1019)6 at 
java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1088)
7 at 
java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:581)
8 at java.lang.Thread.run(Thread.java:1019)

On Sunday, June 5, 2011 at 4:21:31 PM UTC+2, Derek wrote:
>
> Hi all, 
>
> We get crash reports with the following error: 
> java.lang.NullPointerException 
> at java.io.File.fixSlashes(File.java:234) 
>
> It appears on File file = new File("path/subfolder"); 
> on some devices only. 
>
> We cannot reproduce it. Where could this problem from from? 
>
> Cheers. 
>
>
>

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[android-developers] Re: NullPointerException in java.io.File.fixSlashes?

2015-02-18 Thread Fran
It seems this problem persists more than three years after. I am 
experiencing the same problem right now, all of them with Android 2.3.4


On Sunday, June 5, 2011 at 4:21:31 PM UTC+2, Derek wrote:
>
> Hi all, 
>
> We get crash reports with the following error: 
> java.lang.NullPointerException 
> at java.io.File.fixSlashes(File.java:234) 
>
> It appears on File file = new File("path/subfolder"); 
> on some devices only. 
>
> We cannot reproduce it. Where could this problem from from? 
>
> Cheers. 
>
>
>

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[android-developers] NoClassDefFound happening randomly

2014-12-14 Thread Fran
Hi there,

I am receiving hundred of error reports of the type "
java.lang.NoClassDefFoundError" from my users that so far I have been 
unable to reproduce. These started to happen a couple of releases ago, with 
a change that is not relevant at all for the case because it is an update 
of a jar library that has nothing to see with that class. 

Also *I know positively that such class is in the apk*, because I have 
checked it by unzipping the apk and using dexdump to see what is inside 
classes.dex (unnecessary effort anyway, since if the class definition 
wasn't there, the crash would happen always).

It seems like *the older the Android version, the highest 
the possibility of crash*: 2.3.6 gets about 50% of all the crashes (I 
attach a screenshot with those). *But* I have tried it in a 2.3.6 Android 
emulator and it didn't crashed, so it seems version number is not 
sufficient condition by itself to reproduce the crash.

I have come to the conclusion that there is nothing wrong in my code, what 
could seem convenient to exonerate myself but actually is quite 
inconvenient since I do not really know how to solve this. The answer to 
the question "why would a NoClassDefFound exception been thrown in presence 
of such class?" is still hidden to me. I have also investigated this until 
the edge of my knowledge, thus I need some help from some guru out there, 
if any. 

Thanks a million in advance,

ps. The stack dump, just in case:

0java.lang.NoClassDefFoundError: com.facebook.internal.Utility$11 at 
com.facebook.internal.Utility.void 
loadAppSettingsAsync(android.content.Context,java.lang.String)(Unknown 
Source)2 at com.facebook.Settings.void 
sdkInitialize(android.content.Context)(Unknown Source)3 at 
com.facebook.UiLifecycleHelper.(Unknown Source)4 at 
net.iberdroid.androidgames.framework.impl.AndroidGame.void 
onCreate(android.os.Bundle)(Unknown Source)5* at 
com.marzoa.ruletafree.RuletaAfortunadaGame.void 
onCreate(android.os.Bundle)(Unknown Source)*6 at 
android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047)7 
at 
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1623)8 
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1675)
9 at android.app.ActivityThread.access$1500(ActivityThread.java:121)10 at 
android.app.ActivityThread$H.handleMessage(ActivityThread.java:943)11 at 
android.os.Handler.dispatchMessage(Handler.java:99)12 at 
android.os.Looper.loop(Looper.java:130)13 at 
android.app.ActivityThread.main(ActivityThread.java:3768)14 at 
java.lang.reflect.Method.invokeNative(Native Method)15 at 
java.lang.reflect.Method.invoke(Method.java:507)16 at 
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:878)
17 at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:636)18 at 
dalvik.system.NativeStart.main(Native Method)19*Caused by: 
java.lang.ClassNotFoundException: com.facebook.internal.Utility$1 in loader 
dalvik.system.PathClassLoader[/data/app/com.marzoa.ruletafree-1.apk]*20 at 
dalvik.system.PathClassLoader.findClass(PathClassLoader.java:240)21 at 
java.lang.ClassLoader.loadClass(ClassLoader.java:551)22 at 
java.lang.ClassLoader.loadClass(ClassLoader.java:511)23 ... 18 more

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[android-developers] How to use google play services google plus sign in/out buttons in my own activity?

2013-05-30 Thread Fran
Hi!

I am trying to use the Google Plus sign in/out buttons in my own "Settings" 
activity within my app, but I have found no way to do it. I tried cutting 
and pasting the button from the example app layout to my own activity 
layout, but it raises the following error:

com.google.android.gms.common.SignInButton failed to instantiate.

Then, I tried to import such thing from my Settings Activity class, right 
like:

import com.google.android.gms.common.SignInButton;

and even:

com.google.android.gms.common.*;

also, but the same *failed to instantiate* error persists after that.

So, any ideas?

I know I could simply duplicate all these resources in my own app, but as 
far as the example app does not do that, there should be a better way...

Bests,

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[android-developers] About MotionEvent.getPressure()

2013-04-22 Thread Fran García
Hello,
Is there any way to know the true pressure range for a device? When using 
getMotionRange 
for
 
AXIS_PRESSURE 
I
 
always get 1 (getMax 
=
 
1 and 
getMin=
 0) while with some devices I get pressure values bigger than 1 and with 
other devices the pressure range seems to be 0-0.1. 

Thanks in advance.

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[android-developers] Re: Working sets in Eclipse?

2012-11-27 Thread Fran
Ok, I managed to solve it.

The working set selection option is on the "arrow" menu I have never used 
until today...

Best regards,

On Tuesday, November 27, 2012 4:00:48 PM UTC+1, Fran wrote:
>
> Hi there, 
>
> I do not know if I have very clear the concept of Working Set on 
> Eclipse, and if they work with Android projects. 
>
> I am working right now in two different apps, but each one has several 
> Android projects: first a library with common things, and then free and 
> pay versions different for Amazon and Google Play. So for each app, I 
> have five Eclipse projects. 
>
> I rather like to work with these isolated, while keeping them in the 
> same workspace, so I tried creating a Working Set, but I cannot see it 
> neither on the Project Explorer, Package Explorer or Navigator views, so 
> I do not know from where I can select that Working Set. I have checked 
> that, in fact, it has been created trying to recreate it again which 
> raises an Eclipse error about a Working Set with that name yet exits. 
>
> So... where can I select it? 
>
> Best regards, 
>

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[android-developers] Re: android.database.sqlite.SQLiteDiskIOException: disk I/O error: COMMIT;

2012-11-24 Thread Fran
No way at all to gather more information on this exception? O_o

On Friday, November 23, 2012 8:56:19 PM UTC+1, Fran wrote:
>
>  Hi,
>
> I am experimenting some crashes with this exception:
>
> android.database.sqlite.SQLiteDiskIOException: disk I/O error: COMMIT;
>
> I think it may occur by several reasons, including low storage for 
> example, or a broken sd card, or so... but there may be another reasons.
>
> The question is:
>
> Is there any manner of obtaining more detailed information about WHY this 
> exception was raised exactly? 
>
> Best regards,
>
>
>  

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[android-developers] Re: Reusing gradients in different places

2012-10-18 Thread Fran
I answer to myself, JFTR:

Use GradientDrawable instead of LinearGradient, so you can move the same 
gradient object to different places just assigning different bounds.

Best regards,

El miércoles, 17 de octubre de 2012 17:52:42 UTC+2, Fran escribió:
>
> Hi there, 
>
> I draw a grid on a surface, and each cell of the grid is filled with a 
> gradient, so what I do is to create a LinearGradient for each cell, then 
> set as a shader for a Paint, and finally create a Rect using that Paint. 
>
> Something in the way of: 
>
> Paint cellPaint = new Paint(); 
> ... 
> for (i=0; i  LinearGradient gradient = new LinearGradient(cell[i].left, 
> cell[i].top, 80, 80, Color.BLACK, Color.WHITE, Shader.TileMode.CLAMP); 
>  cellPaint.setShader(cellGradient); 
>  canvas.drawRect(cell[i].left, cell[i].top, cell[i].left+79, 
> cell[i].top+79, cellPaint); 
> } 
>
>
> The problem is that I need to create a lot of LinearGradient objects, 
> one for each cell, even when they use the same colors, size, etc. and 
> just changes the coordinates because each one is drawn on a different 
> place. 
>
> But LinearGradient constructor seems to use "absolute" coordinates, I 
> mean relatives to the whole screen, so a LinearGradient created on x and 
> y coordinates, cannot be reused on x2 and y2 (where x2 and y2 are 
> different from x and y, of course). 
>
> Does someone knows a more or less straight forward manner to solve this 
> problem creating just one LinearGradient and then "moving" it to 
> different places as needed? 
>
> Best regards, 
>
>

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[android-developers] Re: Changing application name for the launcher

2012-05-13 Thread Fran
One question more:

There is an string resource called "hello" there also that I do not
need for nothing. Can I remove it without problems?

Thanks a lot,

On May 13, 3:18 pm, Mark Murphy  wrote:
> Try the app_name string resource, in res/values/strings.xml.
>
> On Sun, May 13, 2012 at 9:05 AM, Francisco M. Marzoa Alonso
>
>
>
>
>
>
>
>
>
>  wrote:
> > Hi there,
>
> > I have created a game with an Eclipse project called "AwesomeGame", and
> > the problem is that when installing it on the device it is also called
> > "AwesomeGame", but I rather like to change it to "Awesome Game" with an
> > space between words.
>
> > Where is the right place to change this???
>
> > Thanks a lot in advance,
>
> > --
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> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> Warescription: Three Android Books, Plus Updates, One Low Price!

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[android-developers] Re: Changing application name for the launcher

2012-05-13 Thread Fran
Thanks a lot Mark.That's what I though, but I want to be sure before
breaking something...

Best regards,


On May 13, 3:18 pm, Mark Murphy  wrote:
> Try the app_name string resource, in res/values/strings.xml.
>
> On Sun, May 13, 2012 at 9:05 AM, Francisco M. Marzoa Alonso
>
>
>
>
>
>
>
>
>
>  wrote:
> > Hi there,
>
> > I have created a game with an Eclipse project called "AwesomeGame", and
> > the problem is that when installing it on the device it is also called
> > "AwesomeGame", but I rather like to change it to "Awesome Game" with an
> > space between words.
>
> > Where is the right place to change this???
>
> > Thanks a lot in advance,
>
> > --
> > You received this message because you are subscribed to the Google
> > Groups "Android Developers" group.
> > To post to this group, send email to android-developers@googlegroups.com
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> > android-developers+unsubscr...@googlegroups.com
> > For more options, visit this group at
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>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> Warescription: Three Android Books, Plus Updates, One Low Price!

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[android-developers] Re: Confirmation with pressing back button

2012-05-10 Thread Fran
Hi again, Justin

Thanks for that GREAT link. There is no case for spending time
breaking my head to solve problems that only occurs on 1.6 and below.

Thanks a million,


On May 10, 6:20 am, Justin Anderson  wrote:
> > May be I will nd up using API level 5... is there any place with stats
> > about SDK usage to know how many market I will lost in that case?
>
> According to this link, you will hit 99% of the devices out there if you
> target Android 2.1 or 
> newer...http://developer.android.com/resources/dashboard/platform-versions.html
>
> Thanks,
> Justin Anderson
> MagouyaWare Developerhttp://sites.google.com/site/magouyaware
>
>
>
>
>
>
>
> On Wed, May 9, 2012 at 1:14 PM, Fran  wrote:
> > Hi Justin,
>
> > Nice to read you again. I think you have miss understood me, probably
> > cause I did not explain myself right neither: my English is not the
> > best one exactly...
>
> > The method linked by Jason uses onBackPressed() ONLY, so what I meant
> > is that I cannot use that method if I want to kept backward
> > compatibility, so I need to use the other one proposed by you that
> > relies on onKeyDown. Yes, it also uses onBackPressed, but I though it
> > was clear what i wanted to say just pasting the first lines of code of
> > each proposed solution.
>
> > Anyway It works fine in my Samsung GS2, and also in a 2.1 emulator,
> > but it does not on a 1.6 emulator. At least not with my code.
>
> > Both versions calls to onBackPressed as expected, but while on 2.1+
> > Android does not close the application after that call, in 1.6 it does
> > it.
>
> > I have also additional problems with this: when I try to get back from
> > pause on 1.6, the application crashes, but it still works fine in
> > 2.1+.
>
> > May be I will nd up using API level 5... is there any place with stats
> > about SDK usage to know how many market I will lost in that case?
>
> > Best regards and thanks again by your help,
>
> > On May 8, 5:12 pm, Justin Anderson  wrote:
> > > > Thanks a lot Jason and Justin. My game works fine on 1.6+, at least on
> > > > simulator. AFAIK that's API level 4, so I cannot use this method if I
> > > > wan to keep that compatibility:
>
> > > > @Override
> > > > public void onBackPressed() {
> > > >   return;
> > > > }
>
> > > That's not true... Set your target API level to something high enough
> > that
> > > you can use the onBackPressed.  Did you read the link I gave you?  It
> > > specifically addresses this and tells you how to use both depending on
> > the
> > > API level.
>
> > > Thanks,
> > > Justin Anderson
> > > MagouyaWare Developerhttp://sites.google.com/site/magouyaware
>
> > > On Tue, May 8, 2012 at 7:01 AM, Fran  wrote:
> > > > Thanks a lot Jason and Justin. My game works fine on 1.6+, at least on
> > > > simulator. AFAIK that's API level 4, so I cannot use this method if I
> > > > wan to keep that compatibility:
>
> > > > @Override
> > > > public void onBackPressed() {
> > > >   return;
> > > > }
>
> > --
> > You received this message because you are subscribed to the Google
> > Groups "Android Developers" group.
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> > To unsubscribe from this group, send email to
> > android-developers+unsubscr...@googlegroups.com
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[android-developers] Re: Confirmation with pressing back button

2012-05-09 Thread Fran
Hi Justin,

Nice to read you again. I think you have miss understood me, probably
cause I did not explain myself right neither: my English is not the
best one exactly...

The method linked by Jason uses onBackPressed() ONLY, so what I meant
is that I cannot use that method if I want to kept backward
compatibility, so I need to use the other one proposed by you that
relies on onKeyDown. Yes, it also uses onBackPressed, but I though it
was clear what i wanted to say just pasting the first lines of code of
each proposed solution.

Anyway It works fine in my Samsung GS2, and also in a 2.1 emulator,
but it does not on a 1.6 emulator. At least not with my code.

Both versions calls to onBackPressed as expected, but while on 2.1+
Android does not close the application after that call, in 1.6 it does
it.

I have also additional problems with this: when I try to get back from
pause on 1.6, the application crashes, but it still works fine in
2.1+.

May be I will nd up using API level 5... is there any place with stats
about SDK usage to know how many market I will lost in that case?

Best regards and thanks again by your help,


On May 8, 5:12 pm, Justin Anderson  wrote:
> > Thanks a lot Jason and Justin. My game works fine on 1.6+, at least on
> > simulator. AFAIK that's API level 4, so I cannot use this method if I
> > wan to keep that compatibility:
>
> > @Override
> > public void onBackPressed() {
> >   return;
> > }
>
> That's not true... Set your target API level to something high enough that
> you can use the onBackPressed.  Did you read the link I gave you?  It
> specifically addresses this and tells you how to use both depending on the
> API level.
>
> Thanks,
> Justin Anderson
> MagouyaWare Developerhttp://sites.google.com/site/magouyaware
>
>
>
>
>
>
>
> On Tue, May 8, 2012 at 7:01 AM, Fran  wrote:
> > Thanks a lot Jason and Justin. My game works fine on 1.6+, at least on
> > simulator. AFAIK that's API level 4, so I cannot use this method if I
> > wan to keep that compatibility:
>
> > @Override
> > public void onBackPressed() {
> >   return;
> > }

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[android-developers] Re: Confirmation with pressing back button

2012-05-08 Thread Fran
Thanks a lot Jason and Justin. My game works fine on 1.6+, at least on
simulator. AFAIK that's API level 4, so I cannot use this method if I
wan to keep that compatibility:

@Override
public void onBackPressed() {
   return;
}

So I will use the keyevent based method (JFTR again):

@Override
public boolean onKeyDown(int keyCode, KeyEvent event)  {
if (keyCode == KeyEvent.KEYCODE_BACK && event.getRepeatCount() ==
0) {
// do something on back.
return true;
}

return super.onKeyDown(keyCode, event);
}


On 7 mayo, 18:46, Justin Anderson  wrote:
> Depending on the version of Android you are targeting, this will also be
> very 
> helpful:http://android-developers.blogspot.com/2009/12/back-and-other-hard-ke...
>
> Thanks,
> Justin Anderson
> MagouyaWare Developerhttp://sites.google.com/site/magouyaware
>
>
>
>
>
>
>
> On Mon, May 7, 2012 at 7:28 AM, Jason Teagle  wrote:
> >  One of these is that when the user press the back button of the phone -
> >> I mean that with a curved arrow-, the application is closed, so I want
> >> to ask for confirmation or something similar so, is there anyway to
> >> easy control this?
>
> > I believe this link will help you considerably:http://stackoverflow.com/*
> > *questions/4779954/disable-**back-button-in-android
>
> > --
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[android-developers] Confirmation with pressing back button

2012-05-07 Thread Fran
Hi there,

I am writing my first Android game. I have following the Mario
Zechner's book "Begining Android Games" that I have found very useful
to quick introduce in this world. In the first middle of his book his
proposes a basic framework that I am using, that uses just one
activity for all the game. This approach is perfect for my needs in
this first game, and everything is working fine but some little
problems.

One of these is that when the user press the back button of the phone -
I mean that with a curved arrow-, the application is closed, so I want
to ask for confirmation or something similar so, is there anyway to
easy control this?

Thanks a lot in advance,

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[android-developers] Re: Sound problems when trying to play same sound very fast

2012-05-04 Thread Fran
Hi,

Thanks a lot by your help. By now I find a good solution for my case,
just using a shorter wav audio file so, when a new click comes, the
old one has yet stopped. It has made not too much difference on sound
quality, and with this approach at maximum rotation speed is working
fine, and I think that for the first release of the game is good
enough.

Best regards,

On 4 mayo, 09:41, "Jason Teagle"  wrote:
> >the point it should, and further sounds twice or even three times at
> >"same" time. At fastest speed it sounds three or four times fast at
> >the start, and then it does not sound anymore.
>
> Have you tried increasing the number of streams, in case you are queuing too
> many occurrences of the same sound and it is dumping older ones because of
> the limit on the number of streams?
>
> If that doesn't seem to help or you already have a high number of streams,
> it might be worth keeping track of the stream IDs you get back and manually
> stopping older ones yourself to ensure there is always room for newer ones
> to play properly. You may simply be overloading the media player with too
> many requests.

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[android-developers] Problems with Rect.intersects

2012-05-04 Thread Fran
Hi there,

I am facing problems with Rect.intersects method. I have a rectangle
called rect with these values:

rect.left = 307
rect.top = 237
rect.right = 437
rect.bottom = 397

Now, I have the following coordinates:

left = 381
top = 255
right = 411
bottom = 306

It is pretty clear than the second rectangle fits within the first
one, but when I do:

rect.intersects(left, top, right, bottom)

I get true as return value, as expected, but rect should be also
changed to the intersection rectangle, that is one with the same
coordinates as the SMALL rectangle (so 381,255 - 411,306) but rect IS
NOT CHANGED, and continues having his own boundaries (307,237 -
437,397).

Is this the normal behaviour? I am misunderstanding the "intersection"
concept below this method? Is this a bug on Android's Rect
implementation?

Thanks a lot in advance,

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[android-developers] Sound problems when trying to play same sound very fast

2012-05-03 Thread Fran
Hi there,

I am developing a game that among other things uses one gear wheel.
When the wheel rotate, every 15 deegres, it should made a click sound.
So I am using the SoundPool.play for making a tiny click.wav to sound
at those points.

It works fine at slow speed, but when the gear goes faster, it fails.
At some speeds it stops to sound sometimes, often it does not sound at
the point it should, and further sounds twice or even three times at
"same" time. At fastest speed it sounds three or four times fast at
the start, and then it does not sound anymore.

I am a begginer in Android development, also I have never had similar
problem. Perhaps I need a different aproach by design, and not just
help with Android's framework.

Thanks a lot in advance.

Best regards,

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[android-developers] [SOLVED] Re: Translate and rotate at once with canvas.drawBitmap

2012-05-03 Thread Fran
Well, I answer to myself just for the record:

Use pre[Translate|Rotate] methods instead of set[Translate|Rotate]
ones.

Regards,


On 2 mayo, 18:06, Fran  wrote:
> Hi there,
>
> I need to draw a pixmap rotated and translated into a Canvas object.
> For that, I use the canvas.drawBitmap method with matrix parameter
> this way:
>
>         matrix.setTranslate(x, y);
>         matrix.setRotate(rotation, px, py);
>         canvas.drawBitmap(bitmap, matrix, null);
>
> The problem is that only the last matrix.set... method works. So with
> previous code the bitmap is rotated, but not translated. If I do this
> instead:
>
>         matrix.setRotate(rotation, px, py);
>         matrix.setTranslate(x, y);
>         canvas.drawBitmap(bitmap, matrix, null);
>
> Then the bitmap is translated but not rotated.
>
> Is there anyway to perform both operations in the same call to
> canvas.drawBitmap?
>
> Thanks a lot in advance,

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[android-developers] Translate and rotate at once with canvas.drawBitmap

2012-05-02 Thread Fran
Hi there,

I need to draw a pixmap rotated and translated into a Canvas object.
For that, I use the canvas.drawBitmap method with matrix parameter
this way:

matrix.setTranslate(x, y);
matrix.setRotate(rotation, px, py);
canvas.drawBitmap(bitmap, matrix, null);

The problem is that only the last matrix.set... method works. So with
previous code the bitmap is rotated, but not translated. If I do this
instead:

matrix.setRotate(rotation, px, py);
matrix.setTranslate(x, y);
canvas.drawBitmap(bitmap, matrix, null);

Then the bitmap is translated but not rotated.

Is there anyway to perform both operations in the same call to
canvas.drawBitmap?

Thanks a lot in advance,

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[android-developers] Problems with Ubuntu 11.10 and Samsung Galaxy S2

2012-04-26 Thread Fran
Hi there,

I am trying to use my Samsung Galaxy S2 to debug Android applications
developed within Eclipse in an Ubuntu 11.10 Linux distribution.

I have installed the SDK and all needed Eclipse plugins, and they are
working fine. I have created some test programs and run them on the
emulator without problems.

But the emulator lacks some functionalities, like multitouch, so I
rather like to try them on a real device.

I have read several documents through the Web on this issue, but none
helps me. My device is detected by the underlying OS, since I can see
it with lsusb:

Bus 005 Device 002: ID 0a5c:2101 Broadcom Corp. Bluetooth Controller

But the adb devices command cannot:

$ ./adb devices
List of devices attached

It shows no device attached.

Following google instructions, I created a /etc/udev/rules.d/51-
android.rules file, and I tried with several different configurations
that I found on the web, but none of then works. The last contents I
have in that file are these:

SUBSYSTEM=="usb", ATTRS{idVendor}=="04e8", ATTRS{idProduct}="6860",
MODE="0666", GROUP="plugdev"

That seems to be right, so I think the problem is not on udev, but
probably on the Android SDK side that includes the adb command.

Following the advice of other guy, I also tried adding the device id
to ~/.android/adb_usb.ini, but it did not work neither, so I remove it
as the file comments says that it should not be edit by hand.

At this time I run out of ideas, so need help for this.

Thanks a lot in advance,

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[android-developers] Brightness Android 2.2 vs Android 2.1

2010-05-24 Thread Fran
I've just realised Android 2.2 has less brightness (max level) than
Android 2.1.
It's looks like less AMOLED :(

In Setting > Display > Brightness is on top.

Any reason? save battery?

Cheers

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[android-developers] Bluetooth UUID

2010-01-22 Thread Fran
Hi everyone :)

I've got a doubt with the uuid. The question is I've the uuid from a
J2ME app  with javax.bluetooth.uuid new UUID(19088743L); and I'd like
to convert it to java.util to port to Android using fromString(String
uuid) or something similar that let me make the same UUID on Android.

Cheers.

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[android-developers] Configuring APN's PAP authenticat ion / Habilitando la autenticación PAP para mi APN

2009-07-14 Thread Fran Sánchez

Buenos días.

Tengo la HTC Magic (con Android 1.5).
Para mi trabajo necesito configurar una APN que tenga autenticación
PAP, además necesito configurar mi propia IP y DNS.
Veo que es imposible hacerlo con mi versión actual. Mi pregunta es:
¿cambiará esto en próximas versiones? ¿Hay alguna aplicación de
terceros que lo haga?

Muchas gracias.

-

Good morning.

I'm not able to configure my HTC Magic (with Android 1.5) to make PAP
authentication (in APN settings).
In order to use my work's provider I would also need to configure my
IP and DNS (which are provided to me).

My question is: will it change in future versions? Is there any third
party app to make it?

Thank you very much.

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