[android-developers] Re: Is it possible to rotate screen by program code but not accelerometer sensor?

2010-09-19 Thread HaMMeReD
You can set the orientation of the app in your manifest using
android:screenOrientation on your activity element.

That will hard-code it to rotate to landscape or portrait by default,
then just use SENSOR_DELAY_UI when creating the handler as I think
that's the slowest and uses the least battery.

Maybe you can switch between landscape and portrait by modifying the
activity since it's exposed in the xml it is probably exposed in the
api too.

Adam

On Sep 18, 10:59 pm, San Zhang  wrote:
> I known it can be disabled by Settings. My meaning is if there are APIs to
> manage rotate screen on system level but not my app only.
>
> 2010/9/19 Dianne Hackborn 
>
> > On Fri, Sep 17, 2010 at 5:17 PM, San Zhang  wrote:
>
> >> 2. Accelerometer consumed power greatly.
>
> > The power needed for the accelerometer is trivial next to the power needed
> > for the screen.
>
> > --
> > Dianne Hackborn
> > Android framework engineer
> > hack...@android.com
>
> > Note: please don't send private questions to me, as I don't have time to
> > provide private support, and so won't reply to such e-mails.  All such
> > questions should be posted on public forums, where I and others can see and
> > answer them.
>
> > --
> > You received this message because you are subscribed to the Google
> > Groups "Android Developers" group.
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[android-developers] Live Wallpaper Preview/Real Conflict

2010-09-18 Thread HaMMeReD
I've made a LWP, and it seemingly runs perfectly, but the problem
seems to lie in the fact that when you set the wallpaper, after the
preview has loaded, it gets a out-of-memory.

It seems that since all the engines are in the same VM I don't have
enough memory to start it a second time. How can I tell if the preview
is dead and freed?

I've done what I could to ensure that as much is shared between the
engines as possible, yet still out-of-memory on setting after the
preview is loaded?

Any thoughts would be great.

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[android-developers] Re: Easiest way to know if SD card has been prepared?

2010-09-15 Thread HaMMeReD
Perfect, the getExternalStorageState tells me everything I need to fix
my bug, thanks.

Adam

On Sep 15, 7:51 am, Kumar Bibek  wrote:
> I guess, you can also check for Broadcasts, if you mount-remount your
> sdcard frequently when your application/service is running.
>
> But, checking for the storage state is the surest way.
>
> -Kumar Bibekhttp://techdroid.kbeanie.com
>
> On Sep 15, 4:51 pm, Mark Murphy  wrote:
>
> > On Wed, Sep 15, 2010 at 7:46 AM, HaMMeReD  wrote:
> > > How would one know if the SD card has been mounted at startup.
>
> > Environment.getExternalStorageState().
>
> > > Perhaps some sort of callback/event/message that I can grab that tells
> > > me when SD has been mounted/unmounted?
>
> > See the ACTION_MEDIA_* broadcast Intents, documented on the Intent class:
>
> >http://developer.android.com/reference/android/content/Intent.html
>
> > --
> > Mark Murphy (a Commons 
> > Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy

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[android-developers] Easiest way to know if SD card has been prepared?

2010-09-15 Thread HaMMeReD
How would one know if the SD card has been mounted at startup.

Perhaps some sort of callback/event/message that I can grab that tells
me when SD has been mounted/unmounted?

My LWP starts before SD is available, but can check for add-ons that
are on the SD card. I need to delay load until after it is ready when
there is a dependency.

Thanks in advance,
 Adam

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[android-developers] Re: Live Wallpaper WIN DEATH upon restart

2010-09-13 Thread HaMMeReD
I should say my solution to this problem was to create a new project
and move the code into it. I didn't change any code at all, I just
moved it all into another project and there is no more crash at
shutdown.

The only thing that has changed slightly is the manifest and
wallpaper.xml which I changed so there would be no name collision on
the phone.

I don't really like solutions that don't make sense, but it works now
and the bug seems to be gone.

Adam

On Sep 13, 3:09 pm, HaMMeReD  wrote:
> I pulled the logs during a logcat during the shutdown half of a
> reboot. My wallpapers that do not uninstall on reboot do not show
> those exact log records.
>
> It's the force close though, I'm not entirely sure why this wallpaper
> isn't gracefully shutting down when earlier versions did.
>
> I'll probably have to use git-bisect to narrow it down to the commit
> that the bug got introduced.
>
> Adam
>
> On Sep 13, 12:15 pm, Dianne Hackborn  wrote:
>
>
>
> > That log isn't from a shutdown, it is from the app either being
> > re-installed, uninstalled, or force stopped...  and it is a pretty typical
> > log for that case.
>
> > On Mon, Sep 13, 2010 at 2:02 AM, HaMMeReD  wrote:
> > > I'm getting a WIN DEATH message on shutdown from one of my live
> > > wallpapers. Since this occurs at shutdown the user doesn't really
> > > notice, it does however reset the lwp to the default paper upon the
> > > next restart.
>
> > > Pertinent log message afaik follows.
>
> > > I/PackageManager(  120): Removing non-system
> > > package:Hammer.App.VirtualWorld2^M
> > > I/Process (  120): Sending signal. PID: 692 SIG: 9^M
> > > I/ActivityManager(  120): Force stopping package
> > > Hammer.App.VirtualWorld2 uid=10111^M
> > > W/ActivityManager(  120): Scheduling restart of crashed service
> > > Hammer.App.VirtualWorld2/.GlDynamicBackground2 in 5000ms^M
> > > I/ActivityManager(  120):   Force stopping service
> > > ServiceRecord{4429a6c8 Hammer.App.VirtualWorld2/.GlDynamicBackground2}
> > > ^M
> > > W/WallpaperService(  120): Wallpaper service gone:
> > > ComponentInfo{Hammer.App.VirtualWorld2/
> > > Hammer.App.VirtualWorld2.GlDynamicBackground2}^M
> > > I/WindowManager(  120): WIN DEATH: Window{44249828
> > > Hammer.App.VirtualWorld2.GlDynamicBackground2 paused=false}^M
>
> > > As far as I can tell the lwp isn't being destroyed via
> > > Engine.onDestroy() on shutdown, I'm not entirely sure what else I need
> > > to take care of so that the system can destroy it cleanly at shutdown?
>
> > > --
> > > You received this message because you are subscribed to the Google
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>
> > --
> > Dianne Hackborn
> > Android framework engineer
> > hack...@android.com
>
> > Note: please don't send private questions to me, as I don't have time to
> > provide private support, and so won't reply to such e-mails.  All such
> > questions should be posted on public forums, where I and others can see and
> > answer them.

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[android-developers] Re: Live Wallpaper WIN DEATH upon restart

2010-09-13 Thread HaMMeReD
I pulled the logs during a logcat during the shutdown half of a
reboot. My wallpapers that do not uninstall on reboot do not show
those exact log records.

It's the force close though, I'm not entirely sure why this wallpaper
isn't gracefully shutting down when earlier versions did.

I'll probably have to use git-bisect to narrow it down to the commit
that the bug got introduced.

Adam

On Sep 13, 12:15 pm, Dianne Hackborn  wrote:
> That log isn't from a shutdown, it is from the app either being
> re-installed, uninstalled, or force stopped...  and it is a pretty typical
> log for that case.
>
>
>
> On Mon, Sep 13, 2010 at 2:02 AM, HaMMeReD  wrote:
> > I'm getting a WIN DEATH message on shutdown from one of my live
> > wallpapers. Since this occurs at shutdown the user doesn't really
> > notice, it does however reset the lwp to the default paper upon the
> > next restart.
>
> > Pertinent log message afaik follows.
>
> > I/PackageManager(  120): Removing non-system
> > package:Hammer.App.VirtualWorld2^M
> > I/Process (  120): Sending signal. PID: 692 SIG: 9^M
> > I/ActivityManager(  120): Force stopping package
> > Hammer.App.VirtualWorld2 uid=10111^M
> > W/ActivityManager(  120): Scheduling restart of crashed service
> > Hammer.App.VirtualWorld2/.GlDynamicBackground2 in 5000ms^M
> > I/ActivityManager(  120):   Force stopping service
> > ServiceRecord{4429a6c8 Hammer.App.VirtualWorld2/.GlDynamicBackground2}
> > ^M
> > W/WallpaperService(  120): Wallpaper service gone:
> > ComponentInfo{Hammer.App.VirtualWorld2/
> > Hammer.App.VirtualWorld2.GlDynamicBackground2}^M
> > I/WindowManager(  120): WIN DEATH: Window{44249828
> > Hammer.App.VirtualWorld2.GlDynamicBackground2 paused=false}^M
>
> > As far as I can tell the lwp isn't being destroyed via
> > Engine.onDestroy() on shutdown, I'm not entirely sure what else I need
> > to take care of so that the system can destroy it cleanly at shutdown?
>
> > --
> > You received this message because you are subscribed to the Google
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>
> --
> Dianne Hackborn
> Android framework engineer
> hack...@android.com
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support, and so won't reply to such e-mails.  All such
> questions should be posted on public forums, where I and others can see and
> answer them.

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[android-developers] Re: how to know an opengl method is implemented?

2010-09-13 Thread HaMMeReD
Use glGetString and then search the resulting string to see if your
extension exists.

http://www.opengl.org/sdk/docs/man/xhtml/glGetString.xml

Adam

On Sep 13, 3:44 am, luma  wrote:
> I mean in runtime.
>
> Sometimes I get "called unimplemented OpenGL ES API" error but it can not be
> catched.
> Is there a way to figure out what function is implemented or not, in
> runtime?

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[android-developers] Live Wallpaper WIN DEATH upon restart

2010-09-13 Thread HaMMeReD
I'm getting a WIN DEATH message on shutdown from one of my live
wallpapers. Since this occurs at shutdown the user doesn't really
notice, it does however reset the lwp to the default paper upon the
next restart.

Pertinent log message afaik follows.

I/PackageManager(  120): Removing non-system
package:Hammer.App.VirtualWorld2^M
I/Process (  120): Sending signal. PID: 692 SIG: 9^M
I/ActivityManager(  120): Force stopping package
Hammer.App.VirtualWorld2 uid=10111^M
W/ActivityManager(  120): Scheduling restart of crashed service
Hammer.App.VirtualWorld2/.GlDynamicBackground2 in 5000ms^M
I/ActivityManager(  120):   Force stopping service
ServiceRecord{4429a6c8 Hammer.App.VirtualWorld2/.GlDynamicBackground2}
^M
W/WallpaperService(  120): Wallpaper service gone:
ComponentInfo{Hammer.App.VirtualWorld2/
Hammer.App.VirtualWorld2.GlDynamicBackground2}^M
I/WindowManager(  120): WIN DEATH: Window{44249828
Hammer.App.VirtualWorld2.GlDynamicBackground2 paused=false}^M

As far as I can tell the lwp isn't being destroyed via
Engine.onDestroy() on shutdown, I'm not entirely sure what else I need
to take care of so that the system can destroy it cleanly at shutdown?

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[android-developers] Re: Opengl visual artifacts on droid

2010-08-24 Thread HaMMeReD
Still have this outstanding issue I think. Can't recreate because I
don't make enough money to buy all the phones that my app fucks up on.

It might be solved, but I did it using a solution I'd prefer to do
better. Basically I'm assuming that it's texture corruption, because
the OS isn't guaranteed to keep things in texture memory around. Right
now I reload textures on every onSurfaceChanged() call which puts a
delay in there, but should ensure free textures whenever it's
visible.

Basically what I'm trying to figure out is how do I quickly test if a
texture needs to be reloaded. I can easily adapt this for all textures
used in my app, I just need to know how do I ask the question "Is
opengl texture id #x still valid?" I don't want to force reloads
everytime they might be corrupt, I'd rather do it on a texture by
texture basis and test only in the situations where they might have
gone corrupt, to minimize any user delays.

Adam



On Aug 14, 3:41 pm, HaMMeReD  wrote:
> A user sent me a screenshot of visual artifacting on droid. Apparently
> it only happens with multi-texturing enabled.
> --> Screenshot:http://adamhammer.ca/images/stories/cap201008140037.jpg
>
> If I understand correctly though the GPU in the Droid 1 is ES2.0
> Compliant, so it should have at least 2 texture units, any idea why
> I'm getting this weird look in my app on the Droid 1?
>
> Adam

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[android-developers] Opengl visual artifacts on droid

2010-08-14 Thread HaMMeReD
A user sent me a screenshot of visual artifacting on droid. Apparently
it only happens with multi-texturing enabled.
--> Screenshot: http://adamhammer.ca/images/stories/cap201008140037.jpg

If I understand correctly though the GPU in the Droid 1 is ES2.0
Compliant, so it should have at least 2 texture units, any idea why
I'm getting this weird look in my app on the Droid 1?

Adam

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[android-developers] Re: Opengl Direct/NonDirect Buffer

2010-08-04 Thread HaMMeReD
Fixed, problem was that I forget the
"bb.order(ByteOrder.nativeOrder())" so that the memory was in the
correct format.

On Aug 4, 5:40 pm, HaMMeReD  wrote:
> Been getting a headache with some 2d Opengl coordinates and putting
> them in a direct buffer.
>
> I have a basic square defined as such
>
>         static float[] Coords = new float[] {
>                 -0.5f,-0.5f,
>                 0.5f,-0.5f,
>                 0.5f,0.5f,
>                 -0.5f,0.5f,
>         };
>         static FloatBuffer VertexBuffer;
>
> This Works, but no guarantee of direct buffer, exception thrown when
> indirect buffer is used
>         static {
>                 VertexBuffer = FloatBuffer.wrap(Coords);
>         }
>
> This runs, no segfault or anything, and when I iterate through the
> buffer the size and values seem exactly the same (8 elements, ordered
> just as the array). What happens though is that my draw() function
> draws nothing, it works one way, but doesn't work the other way. I use
> Direct Buffers in a lot of my other geometry. I have to get direct
> buffers working or I know that my software might not be reliable.
>
>      static {
>                 ByteBuffer bb = 
> ByteBuffer.allocateDirect(Coords.length*(Float.SIZE/
> Byte.SIZE));
>                 VertexBuffer = bb.asFloatBuffer();
>                 for (int i=0; i< Coords.length; i++) {
>                         VertexBuffer.put(i, Coords[i]);
>                 }
>      }
>
> My Drawing function is as follows, if it helps.
>
>         public void draw (GL10 gl) {
>                 gl.glPushMatrix();
>                 gl.glTranslatef(x,y,0);
>                 gl.glScalef(width,height,0);
>                 gl.glEnable(GL10.GL_VERTEX_ARRAY);
>                 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
>                 gl.glTexCoordPointer(2,GL10.GL_FLOAT,0, MapBuffer);
>                 gl.glFrontFace(GL10.GL_CW);
>                 gl.glVertexPointer(2,GL10.GL_FLOAT, 0, VertexBuffer);
>                 gl.glBindTexture(GL10.GL_TEXTURE_2D, Textures[0]);
>                 gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);
>                 gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
>                 gl.glDisable(GL10.GL_VERTEX_ARRAY);
>                 gl.glDisable(GL10.GL_COLOR_ARRAY);
>                 gl.glPopMatrix();
>         }

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[android-developers] Opengl Direct/NonDirect Buffer

2010-08-04 Thread HaMMeReD
Been getting a headache with some 2d Opengl coordinates and putting
them in a direct buffer.

I have a basic square defined as such

static float[] Coords = new float[] {
-0.5f,-0.5f,
0.5f,-0.5f,
0.5f,0.5f,
-0.5f,0.5f,
};
static FloatBuffer VertexBuffer;

This Works, but no guarantee of direct buffer, exception thrown when
indirect buffer is used
static {
VertexBuffer = FloatBuffer.wrap(Coords);
}


This runs, no segfault or anything, and when I iterate through the
buffer the size and values seem exactly the same (8 elements, ordered
just as the array). What happens though is that my draw() function
draws nothing, it works one way, but doesn't work the other way. I use
Direct Buffers in a lot of my other geometry. I have to get direct
buffers working or I know that my software might not be reliable.

 static {
ByteBuffer bb = 
ByteBuffer.allocateDirect(Coords.length*(Float.SIZE/
Byte.SIZE));
VertexBuffer = bb.asFloatBuffer();
for (int i=0; i< Coords.length; i++) {
VertexBuffer.put(i, Coords[i]);
}
 }


My Drawing function is as follows, if it helps.

public void draw (GL10 gl) {
gl.glPushMatrix();
gl.glTranslatef(x,y,0);
gl.glScalef(width,height,0);
gl.glEnable(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2,GL10.GL_FLOAT,0, MapBuffer);
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(2,GL10.GL_FLOAT, 0, VertexBuffer);
gl.glBindTexture(GL10.GL_TEXTURE_2D, Textures[0]);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
gl.glDisable(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_COLOR_ARRAY);
gl.glPopMatrix();
}

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[android-developers] Re: EglSwapBuffers

2010-07-15 Thread HaMMeReD
Thanks for the response, It just takes a huge block in the profiler,
but I do understand that the JNI calls are like a black hole to the
profiler and I can't see what's happening inside them, nor do I
understand the inner working mechanics of opengl all that well.

I'll just forget about it for now and call my code optimized for now.

Adam

On Jul 15, 3:39 am, Alexey Kryshen  wrote:
> Hello!
>
> 5% for the SwapBuffer is not a big deal. It is possible it took the
> 90% of frame time under some circumstances.
>
> Please note following:
> 1) SwapBuffer has implicit glFinish() semantic. All the GL commands
> issued prior the SwapBuffer will be completed before actual swap is
> occur. And it is can take the time.
> 2) eglSwapBuffer also involve something similar to the "VSync" and it
> can take the time too.Please see the eglSwapInterval() in the EGL
> specification for details
> 3) If you have issued extremely small number of GL commands per frame
> then it can be just that they really executed faster compared to
> SwapBuffer in respect to (1) and (2)
>
> But in my opinion 5% is not the value to be bothered with.
>
> Best regards, Alexey
>
> On Jul 15, 12:17 pm, HaMMeReD  wrote:
>
>
>
> > I noticed in the profiler that eglSwapBuffers is taking up about 5% of
> > my time each frame in some opengl code I'm writing. It seems like
> > quite a heavy for something that should just be a blit, is there
> > anything in my egl setup I can do to optimize this more?

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[android-developers] EglSwapBuffers

2010-07-15 Thread HaMMeReD
I noticed in the profiler that eglSwapBuffers is taking up about 5% of
my time each frame in some opengl code I'm writing. It seems like
quite a heavy for something that should just be a blit, is there
anything in my egl setup I can do to optimize this more?

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[android-developers] Re: Bitmap GetPixel broken??

2010-07-11 Thread HaMMeReD
Thanks Romain, solved my problem quickly.

Adam

On Jul 11, 12:36 pm, Romain Guy  wrote:
> When an image is opaque, it is dithered at loading time. You can use
> BitmapFactory.Options to disable dithering. You can also force
> BitmapFactory to load the image in ARGB_ format to avoid
> dithering.
>
>
>
>
>
> On Sun, Jul 11, 2010 at 12:31 PM, HaMMeReD  wrote:
> > I'm trying to load a image, for the purpose of debugging I've made the
> > image a solid grey #494949.
>
> > I load it with the following code
>
> > inputstream =
> > context.getResources().openRawResource(R.drawable.level1_heightmap);
> > level1_heightmap = BitmapFactory.decodeStream(inputstream);
>
> > Although when I run getpixel on the image it does not give a uniform
> > value, I put this debugging code in to confirm
> > for (int i=0;i<100;i++)
> > {
> >                        Log.d("Debug", 
> > "COLOR"+level1_heightmap.getPixel((int)
> > (Math.random()*level1_heightmap.getWidth()),(int)
> > (Math.random()*level1_heightmap.getWidth(;
> > }
>
> > Which outputs the following colors
> > COLOR-11908790 and COLOR 11383470
>
> > Considering the image is a solid grey, shouldn't it just be outputting
> > one number? Is there 2 levels of loading for BitmapFactory and how do
> > I ensure that the image is fully loaded before working with it?
>
> > --
> > You received this message because you are subscribed to the Google
> > Groups "Android Developers" group.
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>
> --
> Romain Guy
> Android framework engineer
> romain...@android.com
>
> Note: please don't send private questions to me, as I don't have time
> to provide private support.  All such questions should be posted on
> public forums, where I and others can see and answer them

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[android-developers] Bitmap GetPixel broken??

2010-07-11 Thread HaMMeReD
I'm trying to load a image, for the purpose of debugging I've made the
image a solid grey #494949.

I load it with the following code

inputstream =
context.getResources().openRawResource(R.drawable.level1_heightmap);
level1_heightmap = BitmapFactory.decodeStream(inputstream);


Although when I run getpixel on the image it does not give a uniform
value, I put this debugging code in to confirm
for (int i=0;i<100;i++)
{
Log.d("Debug", "COLOR"+level1_heightmap.getPixel((int)
(Math.random()*level1_heightmap.getWidth()),(int)
(Math.random()*level1_heightmap.getWidth(;
}


Which outputs the following colors
COLOR-11908790 and COLOR 11383470

Considering the image is a solid grey, shouldn't it just be outputting
one number? Is there 2 levels of loading for BitmapFactory and how do
I ensure that the image is fully loaded before working with it?


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[android-developers] Re: Avoiding GPL

2010-06-22 Thread HaMMeReD
If you can use it without modifying the source then just do it, and
provide credit to the library creator clearly in your app.

If you need to modify the source, then you need to be able to provide
the modifications. If you need to integrate it with your app deeply so
that you can't use the modified version without your app, then you
need to open source the entire thing.

IANAL but using a open source library in a closed source project
without any modification should not provide any serious legal issues
as long as everyone is properly credited and there is no stipulations
in the license or on the creators website.

I wouldn't recommend doing complex workarounds, because it just
increases the amount of changes and dependencies between your app and
the open source app, and shows that you were trying to circumvent
things. Just do your best to not change it, and check the creators
site to see if they sell alternate licenses that might server your
needs better, if you do need to modify the source in certain ways.


Adam Hammer

On Jun 22, 12:10 am, Naveen  wrote:
> Hi!
> I need to use some open source code with GPL3.
>
> As usual I don't want to open source code for full application.
>
> Now what I understand is if I make two separate process one with my
> main application code and other as a service or something with Open
> source library  then in that case I have to open source code only for
> the other one.
>
> Now the question is what is the best way to do so in Android.
>
> Suppose
> My Main App  is  A
> Open Source code is  B
>
> So A will give some data to B. B will process this and sends data back
> to A. B may not need to have any UI.
>
> 1. Is it possible to install 2 seperate applications / processes from
> one APK?
> 2. What is the best way ?Should B be a service? How will be the
> communication between A and B ?
> 3. Is it possible to run/call B from A?
>
> Pls. advice
>
> Thanks

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[android-developers] Re: MusicVis live wallpaper

2010-05-31 Thread HaMMeReD
Thank you for your response.

Has this functionality been standardized or made available in froyo? I
can't seem to get it to work there either?

Just a bit annoying to have features I want to implement but nice to
know it isn't from lack of trying.

Was doing some development around that feature, while I can put it
aside for now it would be nice to know the roadmap for this since
eclair shipped with wallpapers that support this feature. I'll
sideline any attempts to use this feature in any of my apps for the
time being but it'd be nice to know I can infact make more music-vis
wallpapers, it's something I really like the idea of doing.

Adam

On May 28, 11:27 am, Romain Guy  wrote:
> Hi,
>
> The music live wallpapers rely on APIs that we have not made public in
> the SDK yet. These APIs were added very late in the development
> process and we haven't had the time to properly turn them into
> maintainable and documented APIs.
>
>
>
>
>
> On Fri, May 28, 2010 at 12:48 AM, HaMMeReD  wrote:
> > The live wallpapers that do music visualization rely on a function
> > MediaPlayer.snoop(shortarray, offset?) , but I can't seem to find
> > these static functions in the official api.
>
> > Eclipse doesn't seem to want to compile if I use the function in my
> > code.
>
> > Any idea's?
>
> > --
> > You received this message because you are subscribed to the Google
> > Groups "Android Developers" group.
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>
> --
> Romain Guy
> Android framework engineer
> romain...@android.com
>
> Note: please don't send private questions to me, as I don't have time
> to provide private support.  All such questions should be posted on
> public forums, where I and others can see and answer them

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[android-developers] MusicVis live wallpaper

2010-05-28 Thread HaMMeReD
The live wallpapers that do music visualization rely on a function
MediaPlayer.snoop(shortarray, offset?) , but I can't seem to find
these static functions in the official api.

Eclipse doesn't seem to want to compile if I use the function in my
code.

Any idea's?

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[android-developers] NDK / glsl / Es 2.0 advice please?

2010-04-16 Thread HaMMeReD
Working with NDK here.

How are perspective correct projection supposed to occur in es 2.0. I
can currently draw my geometry to the screen, but it is not getting
transformed to 2d.

Is there some sort of way of getting meaningful compiler errors out of
the shader compiler?

Is there a android specific reference to glsl support on it?

Am I even supposed to be doing projections in my glsl?

I was using "hello-gl2" as a baseline, and then modified it to load
additional geometry, which is rendering correctly although flat,
without any translation or projection. Any advice on translation/
projection is appreciated too, since it seems that all of that has
disappeared from es2.0.

I've got a opengl 1.1 live screensaver that I've developed that I want
to work on porting critical sections to NDK and es2.0, so any advice
on porting gl11 to gl20 is appreciated.

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