[android-developers] MediaPlayer failures on Android 2.1?

2010-03-15 Thread Marc Reichelt
Hi there!

I developed an audioplayer for Android for our new project which plays
local and online files. It works great on the G1, but somehow often
fails on the Nexus One when streaming MP3s from the Internet -
especially smaller files.

The problem is that I am using the prepareAsync() method and an
OnPreparedListener but somehow onPrepared() is not called sometimes -
especially when the network is slow. So I am creating a MediaPlayer
object, set the OnPreparedListener, call setDataSource() with an URL
in it and call prepareAsync() - but onPrepared() is not called,
leaving the MediaPlayer in the completely useless transient state
"Preparing". And there seems to be no way to catch this failure.

This is the code I used to track down this error:

--- file: TestMediaPlayer.java ---
package de.marcreichelt.android.testmediaplayer;

import android.app.Activity;
import android.media.MediaPlayer;
import android.media.MediaPlayer.OnPreparedListener;
import android.os.Bundle;
import android.util.Log;

public class TestMediaPlayer extends Activity implements
OnPreparedListener {

private static final String TAG =
TestMediaPlayer.class.getSimpleName();

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);

MediaPlayer mp = new MediaPlayer();
mp.setOnPreparedListener(this);

try {

// Music from World of Goo Soundtrack
// see http://kylegabler.com/WorldOfGooSoundtrack/ :-)

Log.d(TAG, "mp.setDataSource()");

mp.setDataSource("http://marcreichelt.de/misc/android/test.mp3";);
Log.d(TAG, "mp.prepareAsync()");
mp.prepareAsync();

} catch (Exception e) {
Log.e(TAG, "", e);
}

}

@Override
public void onPrepared(MediaPlayer mp) {
Log.d(TAG, "mp.start()");
mp.start();
}

}
--- end of file ---

To test this code I created a new AVD with Google 7 API / Android 2.1
and set the Emulator speed to "GPRS" (important!). I use the Android
1.6 SDK for compiling my project and minSdkVersion is 4.

This is what I get in Logcat:
03-15 20:31:21.354: INFO/ActivityManager(63): Starting activity:
Intent { act=android.intent.action.MAIN
cat=[android.intent.category.LAUNCHER] flg=0x1020
cmp=de.marcreichelt.android.testmediaplayer/.TestMediaPlayer
bnds=[125,446][235,564] }
03-15 20:31:21.424: DEBUG/TestMediaPlayer(213): mp.setDataSource()
03-15 20:31:21.563: DEBUG/TestMediaPlayer(213): mp.prepareAsync()
03-15 20:31:21.839: INFO/ActivityManager(63): Displayed activity
de.marcreichelt.android.testmediaplayer/.TestMediaPlayer: 440 ms
(total 440 ms)
03-15 20:31:21.946: INFO/PlayerDriver(31): buffering (1)

The method onPrepared() is not called, so I am not able to call
start() on the MediaPlayer object.


Can anyone confirm this problem? Is this a bug in the Android 2.1 SDK
(or maybe 2.0.1, too)? And what can I do to solve this?


Thanks in advance & regards
Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] Re: MediaPlayer failures on Android 2.1?

2010-03-15 Thread Marc Reichelt
No idea, anyone? This problem really is severe - if I can't fix this
all new devices like Nexus One, HTC Desire, Motorola Milestone etc.
will be affected...   :-(


Regards
Marc Reichelt   ||   http://www.marcreichelt.de/

On 15 Mrz., 20:55, Marc Reichelt  wrote:
> Hi there!
>
> I developed an audioplayer for Android for our new project which plays
> local and online files. It works great on the G1, but somehow often
> fails on the Nexus One when streaming MP3s from the Internet -
> especially smaller files.
>
> The problem is that I am using the prepareAsync() method and an
> OnPreparedListener but somehow onPrepared() is not called sometimes -
> especially when the network is slow. So I am creating a MediaPlayer
> object, set the OnPreparedListener, call setDataSource() with an URL
> in it and call prepareAsync() - but onPrepared() is not called,
> leaving the MediaPlayer in the completely useless transient state
> "Preparing". And there seems to be no way to catch this failure.
>
> This is the code I used to track down this error:
>
> --- file: TestMediaPlayer.java ---
> package de.marcreichelt.android.testmediaplayer;
>
> import android.app.Activity;
> import android.media.MediaPlayer;
> import android.media.MediaPlayer.OnPreparedListener;
> import android.os.Bundle;
> import android.util.Log;
>
> public class TestMediaPlayer extends Activity implements
> OnPreparedListener {
>
>         private static final String TAG =
> TestMediaPlayer.class.getSimpleName();
>
>         @Override
>         public void onCreate(Bundle savedInstanceState) {
>                 super.onCreate(savedInstanceState);
>                 setContentView(R.layout.main);
>
>                 MediaPlayer mp = new MediaPlayer();
>                 mp.setOnPreparedListener(this);
>
>                 try {
>
>                         // Music from World of Goo Soundtrack
>                         // seehttp://kylegabler.com/WorldOfGooSoundtrack/:-)
>
>                         Log.d(TAG, "mp.setDataSource()");
>                         
> mp.setDataSource("http://marcreichelt.de/misc/android/test.mp3";);
>                         Log.d(TAG, "mp.prepareAsync()");
>                         mp.prepareAsync();
>
>                 } catch (Exception e) {
>                         Log.e(TAG, "", e);
>                 }
>
>         }
>
>         @Override
>         public void onPrepared(MediaPlayer mp) {
>                 Log.d(TAG, "mp.start()");
>                 mp.start();
>         }
>
> }
>
> --- end of file ---
>
> To test this code I created a new AVD with Google 7 API / Android 2.1
> and set the Emulator speed to "GPRS" (important!). I use the Android
> 1.6 SDK for compiling my project and minSdkVersion is 4.
>
> This is what I get in Logcat:
> 03-15 20:31:21.354: INFO/ActivityManager(63): Starting activity:
> Intent { act=android.intent.action.MAIN
> cat=[android.intent.category.LAUNCHER] flg=0x1020
> cmp=de.marcreichelt.android.testmediaplayer/.TestMediaPlayer
> bnds=[125,446][235,564] }
> 03-15 20:31:21.424: DEBUG/TestMediaPlayer(213): mp.setDataSource()
> 03-15 20:31:21.563: DEBUG/TestMediaPlayer(213): mp.prepareAsync()
> 03-15 20:31:21.839: INFO/ActivityManager(63): Displayed activity
> de.marcreichelt.android.testmediaplayer/.TestMediaPlayer: 440 ms
> (total 440 ms)
> 03-15 20:31:21.946: INFO/PlayerDriver(31): buffering (1)
>
> The method onPrepared() is not called, so I am not able to call
> start() on the MediaPlayer object.
>
> Can anyone confirm this problem? Is this a bug in the Android 2.1 SDK
> (or maybe 2.0.1, too)? And what can I do to solve this?
>
> Thanks in advance & regards
> Marc Reichelt   ||  http://www.marcreichelt.de/

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[android-developers] Re: MediaPlayer failures on Android 2.1?

2010-03-16 Thread Marc Reichelt
Hi Mark,

thanks for your answer! It really is helpful.
I tried to reproduce the problem by creating an MP3 file on my own,
but the problem did not occur again. So I used my original testfile
and filed a bug:
http://code.google.com/p/android/issues/detail?id=7186


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 16 Mrz., 00:31, Mark Murphy  wrote:
> Marc Reichelt wrote:
> > No idea, anyone? This problem really is severe - if I can't fix this
> > all new devices like Nexus One, HTC Desire, Motorola Milestone etc.
> > will be affected...   :-(
>
> Well, I can tell you that I can replicate your problem with your test
> MP3 file, even hosted from my Web server. I can replicate the problem on
> the Motorola DROID (Android 2.0.1) as well. And network speed doesn't
> seem to have an impact -- mine fails with a fairly snappy connection.
>
> OTOH, these Librivox poetry MP3 files work fine, and they are all
> shorter than your test file:
>
> http://www.archive.org/download/song_librivox/song_donne_mac_64kb.mp3http://www.archive.org/download/sonnet_23_librivox/sonnet_23_shakespe...http://www.archive.org/download/cow_stevenson3/cow_stevenson_ol_64kb.mp3
>
> So, file length is not the determining factor. In fact, I have not
> gotten a failure on anything other than your test file.
>
> So, while there certainly is a bug -- MediaPlayer shouldn't just quietly
> fail -- I do not think it is as widespread as you fear.
>
> If you can find a couple of legally-distributable files that exhibit the
> problem, package them and a sample project up and file an issue 
> onhttp://b.android.com.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://twitter.com/commonsguy
>
> Android Online Training: 26-30 April 2010:http://onlc.com

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[android-developers] Re: -http-proxy for emulator on Android 1.6?

2009-11-06 Thread Marc Reichelt
Hi duykham!

I just tried the solution you provide on your blog (Link again just
for the record):
http://duykham.blogspot.com/2009/11/setting-proxy-for-android-by-gui.html
But it seems this solution does not work for me, the emulator still is
not able to connect.

When will the -http-proxy option be finally fixed? It really is a
severe problem for us here because we do not have Internet connection
without it. :-(


Regards
Marc

On 3 Nov., 09:58, duykham  wrote:
> Hi Marc,
>
> Seems -http-proxy parameter does not work with emulator. In order to
> use proxy for emulator, you can follow the guideline I posted on my
> blog.
>
> This 
> link:http://duykham.blogspot.com/2009/11/setting-proxy-for-android-by-gui
>
> Hope this help.
>
> P/S: It works well with all versions from 1.6 to earlier. But, not
> work with Eclair (2.0), (I don't know the reason >"< )
>
> On Oct 23, 7:12 pm, Marc Reichelt  wrote:
>
> > Hi again,
>
> > is there anyone out there who at least has the same problem?
>
> > Regards
>
> > Marc Reichelt   ||  http://www.marcreichelt.de/
>
> > On 22 Okt., 20:54, Marc Reichelt  wrote:
>
> > > Hi there!
>
> > > I am developing applications for Android in a company where the
> > > Internet is accessable via aproxyserver only.
> > > I found out that the emulator of the 1.5 R3 SDK works well with the
> > > option -http-proxy, but the emulator of the 1.6 R1 SDK does not. Can
> > > anyone confirm this behaviour?
>
> > > Is this a bug in the 1.6 R1 SDK? And if so, is there a chance this
> > > gets fixed in - let's say - 1.6 R2?
>
> > > Or am I just doing something wrong, though providing the same options
> > > for the 2 different emulator versions?
>
> > > Many thanks in advance & regards
>
> > > Marc Reichelt   ||  http://www.marcreichelt.de/

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[android-developers] Creating mutable Bitmap directly from a File - performance?

2009-11-06 Thread Marc Reichelt
Hi there!

I am using the Canvas class to draw things onto existing images.
Right now I am using the following code:

---snip---
// File is a JPG file, e.g. "example.jpg"
Bitmap immutableBitmap = BitmapFactory.decodeFile(file.getAbsolutePath
());
Bitmap b = immutableBitmap.copy(Bitmap.Config.ARGB_, true);
immutableBitmap = null;

Canvas c = new Canvas(b);
Paint p = new Paint();
// drawing starts here
---snap---

As you can see I first read a bitmap from a file, just to create a
mutable copy of it in the next step. But isn't this a huge lack of
performance? Wouldn't it be better to create a mutable bitmap
directly? And how may I achieve this, if possible?


Thanks in advance & regards

Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] High performance access on static data: What is your approach?

2009-11-24 Thread Marc Reichelt
Hi!

I am writing a program where I have to access some static data, and
now I am looking for the best method of how to include them into the
project.

This is what I found out by now:

1. Reading in the data by parsing an XML is *slow* (even using the SAX
parser).
2. Reading the data by parsing a CSV file is faster than loading an
XML, but again is too slow.
3. Putting the data into a Java file directly (e.g. by defining an
array) fails because Dalvik says it is too large.
4. Reading in the data using serialization is slow. The funny thing
here is: It takes a bit longer than loading the XML file.
5. Reading in the data from a SQLite database is the fastest method
until now. But a bad workaround is needed: A SQLite DB can not yet be
read directly from the resources, but instead has to be copied to the
cache or to the SD card - even for read-only access.

Right now I am using method 5, but I would really like to use a more
simplified and faster solution.

What I found out: Unserialization in Java is *fast* (reading a HashMap
with 5000 integers and strings in 79ms on my PC), while the same
action on my G1 takes over 13500ms. I know that I can not compare a PC
to a mobile device. But still, there seems to be a big difference
here. I think that the JRE directly copies the serialized data to RAM,
while Dalvik seems to read every object step by step. Is this going to
change in the future?

And, most interestingly: what do you do to access lots of static
information?


Thanks in advance & happy hacking

Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] Re: High performance access on static data: What is your approach?

2009-11-25 Thread Marc Reichelt
Hi Jesse,

> I've filed an internal issue for us to investigate our serialization
> performance problems.

That would be great. The slow serialization really is a problem. Not
only for me, but for many others, too.
The advantage of serialization simply is that it is the most simple
way of writing and reading data. Of course there are disadvantages
like update inconsistency. But still there are use cases where these
do not occur, like with static data or cached data that is deleteted
on every update anyway.

> How are you parsing the CSV? Are you buffering the input? Any
> mechanism that generates many intermediate Strings will be inefficient
> on a device.

During my first test I used String.split(), which generates
intermediate Strings. So my solution was not as optimal as possible,
yet by means slower than reading all data from a SQLite database.

> > 4. Reading in the data using serialization is slow. The funny thing
> > here is: It takes a bit longer than loading the XML file.
>
> This is unfortunate, but not too unreasonable. Depending on what
> parser you use, XML might need to do as much work as serialization -
> reflectively inspecting types and doing proper serialization lifecycle
> requires a lot of complex code. I suspect there are still many
> opportunities to improve Java serialization here (caching reflected
> fields?); I'll investigate.

I would be very happy if the serialization (and unserialization) gets
faster in the future. I know this is not easy, but many applications
will profit from this.


Thanks & regards

Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] Re: High performance access on static data: What is your approach?

2009-11-25 Thread Marc Reichelt
Hi Dianne,

> If performance is your main goal, a binary data blob with your own defined
> structure is a likely candidate.  The current asset manager has a limit of
> 1MB for reading a compressed data stream; if you are wanting to do random
> access, you could store it uncompressed in the .apk and open a direct fd to
> it, but then you are facing the issue of creating an overly-large .apk.
>
> You haven't really specified enough about what you are trying to do to be
> able to offer a concrete solution.  How much data are you talking about?
>  How do you want to access it?  How often do you need it?

For my current application I have two different needs:

1. Some static data (~70k binary, ~1000 objects) that has to be
accessed at all time and is read in completely on startup. Currently I
am storing this data in a SQLite DB in the res/raw/ folder because any
other option (serialization or XML: >3000ms, CSV: >1000ms) was slower
than SQLite (~500ms). Yet the SQLite file has to be copied to the
cache directory in order to access it.

2. Some cached data (up to ~50k) with up to 75 objects for each data
unit. The serialization of each data unit takes between 50 and 200 ms.
But for me it is much easier to serialize these objects and put them
into a SQLite DB as BLOB than to create a complex SQL structure for
it. Nevertheless: The unserialization process takes up to 5 seconds,
which is way too long.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] Re: High performance access on static data: What is your approach?

2009-11-27 Thread Marc Reichelt
Hi there,

I have an additional cache where images are stored on the SD card.
These are loaded pretty fast.
But my data right now consists of many objects with many fields. This
is a totally different use case.

Of course I would not use serialization for images. ;-)


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 25 Nov., 20:21, Streets Of Boston  wrote:
> I use a RandomAccessFile for a thumbnail database. Works pretty fast
> (i haven't done any exact benchmarking).
>
> On Nov 24, 3:09 am, Marc Reichelt  wrote:
>
> > Hi!
>
> > I am writing a program where I have to access some static data, and
> > now I am looking for the best method of how to include them into the
> > project.
>
> > This is what I found out by now:
>
> > 1. Reading in the data by parsing an XML is *slow* (even using the SAX
> > parser).
> > 2. Reading the data by parsing a CSV file is faster than loading an
> > XML, but again is too slow.
> > 3. Putting the data into a Java file directly (e.g. by defining an
> > array) fails because Dalvik says it is too large.
> > 4. Reading in the data using serialization is slow. The funny thing
> > here is: It takes a bit longer than loading the XML file.
> > 5. Reading in the data from a SQLite database is the fastest method
> > until now. But a bad workaround is needed: A SQLite DB can not yet be
> > read directly from the resources, but instead has to be copied to the
> > cache or to the SD card - even for read-only access.
>
> > Right now I am using method 5, but I would really like to use a more
> > simplified and faster solution.
>
> > What I found out: Unserialization in Java is *fast* (reading a HashMap
> > with 5000 integers and strings in 79ms on my PC), while the same
> > action on my G1 takes over 13500ms. I know that I can not compare a PC
> > to a mobile device. But still, there seems to be a big difference
> > here. I think that the JRE directly copies the serialized data to RAM,
> > while Dalvik seems to read every object step by step. Is this going to
> > change in the future?
>
> > And, most interestingly: what do you do to access lots of static
> > information?
>
> > Thanks in advance & happy hacking
>
> > Marc Reichelt   ||  http://www.marcreichelt.de/

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[android-developers] Re: High performance access on static data: What is your approach?

2009-11-30 Thread Marc Reichelt
Hi Timothy,

I don't know if this would help a lot.
Still the unserialization of the data will take a huge amount of time.
I already tested copying the whole file content to RAM, but the time
needed to read the data was nearly the same.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/


On 30 Nov., 15:15, Timothy F  wrote:
> A combination of res/raw and java.nio.channels.FileChannel.map() are
> likely to give you the best performance.  If you know your maximum
> record size, then using get on the Buffer into a byte array, b, then
> wrapping that in a new DataInputStream(new ByteArrayInputStrea(b))
> will make it easy to read.
>
> On Nov 27, 6:17 am, Rockthesmurf  wrote:
>
> > I package up all my files in to a single file - rename it to mp3 and
> > put it in res/raw. I then get get file descriptor/offset/size and pass
> > it over JNI to C code which I can then access the files data at an
> > acceptable speed. My APK is around 10MB.
>
> > Steve
>
> > On Nov 24, 8:09 am, Marc Reichelt  wrote:
>
> > > Hi!
>
> > > I am writing a program where I have to access some static data, and
> > > now I am looking for the best method of how to include them into the
> > > project.
>
> > > This is what I found out by now:
>
> > > 1. Reading in the data by parsing an XML is *slow* (even using the SAX
> > > parser).
> > > 2. Reading the data by parsing a CSV file is faster than loading an
> > > XML, but again is too slow.
> > > 3. Putting the data into a Java file directly (e.g. by defining an
> > > array) fails because Dalvik says it is too large.
> > > 4. Reading in the data using serialization is slow. The funny thing
> > > here is: It takes a bit longer than loading the XML file.
> > > 5. Reading in the data from a SQLite database is the fastest method
> > > until now. But a bad workaround is needed: A SQLite DB can not yet be
> > > read directly from the resources, but instead has to be copied to the
> > > cache or to the SD card - even for read-only access.
>
> > > Right now I am using method 5, but I would really like to use a more
> > > simplified and faster solution.
>
> > > What I found out: Unserialization in Java is *fast* (reading a HashMap
> > > with 5000 integers and strings in 79ms on my PC), while the same
> > > action on my G1 takes over 13500ms. I know that I can not compare a PC
> > > to a mobile device. But still, there seems to be a big difference
> > > here. I think that the JRE directly copies the serialized data to RAM,
> > > while Dalvik seems to read every object step by step. Is this going to
> > > change in the future?
>
> > > And, most interestingly: what do you do to access lots of static
> > > information?
>
> > > Thanks in advance & happy hacking
>
> > > Marc Reichelt   ||  http://www.marcreichelt.de/

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[android-developers] Re: High performance access on static data: What is your approach?

2009-11-30 Thread Marc Reichelt
Hi Steve,

of course the parsing of the data with C code would be much faster.
But this only is a workaround and therefore is not acceptable if
compatibility is important. And like with SQLite the Java data
structure has to be copied into another format, which means additional
work if the data structure is modified.

Take, for example, the following data structure:

class A {
  int a;
  double b;
  int[] c;
  B[] refs;
}

class B {
  double a;
  double b;
  String s;
  int i;
  C[] refs;
}

class C {
  /* ... */
}


The data structure is really simple, but there are references. If I
know create my own SQLite structure I have to create a table for every
class, update references on my own (because FOREIGN KEY does not work
here), handle special values like null references etc. The procedure
is at least comparable to other formats.
Using serialization, I just store an instance of A to a file and my
complete data structure is saved. It just is much too slow in Dalvik
right now.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 27 Nov., 12:17, Rockthesmurf  wrote:
> I package up all my files in to a single file - rename it to mp3 and
> put it in res/raw. I then get get file descriptor/offset/size and pass
> it over JNI to C code which I can then access the files data at an
> acceptable speed. My APK is around 10MB.
>
> Steve
>
> On Nov 24, 8:09 am, Marc Reichelt  wrote:
>
> > Hi!
>
> > I am writing a program where I have to access some static data, and
> > now I am looking for the best method of how to include them into the
> > project.
>
> > This is what I found out by now:
>
> > 1. Reading in the data by parsing an XML is *slow* (even using the SAX
> > parser).
> > 2. Reading the data by parsing a CSV file is faster than loading an
> > XML, but again is too slow.
> > 3. Putting the data into a Java file directly (e.g. by defining an
> > array) fails because Dalvik says it is too large.
> > 4. Reading in the data using serialization is slow. The funny thing
> > here is: It takes a bit longer than loading the XML file.
> > 5. Reading in the data from a SQLite database is the fastest method
> > until now. But a bad workaround is needed: A SQLite DB can not yet be
> > read directly from the resources, but instead has to be copied to the
> > cache or to the SD card - even for read-only access.
>
> > Right now I am using method 5, but I would really like to use a more
> > simplified and faster solution.
>
> > What I found out: Unserialization in Java is *fast* (reading a HashMap
> > with 5000 integers and strings in 79ms on my PC), while the same
> > action on my G1 takes over 13500ms. I know that I can not compare a PC
> > to a mobile device. But still, there seems to be a big difference
> > here. I think that the JRE directly copies the serialized data to RAM,
> > while Dalvik seems to read every object step by step. Is this going to
> > change in the future?
>
> > And, most interestingly: what do you do to access lots of static
> > information?
>
> > Thanks in advance & happy hacking
>
> > Marc Reichelt   ||  http://www.marcreichelt.de/

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[android-developers] Re: Push technique in android

2009-12-02 Thread Marc Reichelt
Hi Veradis,

you may open a HTTP connection from your client. The server itself
should not close the connection, but send data over it if available.
Warning: This certainly will decrease battery power because the mobile
phone will not activate power saving for WIFI etc. while the
connection is still open.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 2 Dez., 07:59, veradis  wrote:
> Hi,
>
>  I want to implement push technology  from my tomcat server to my
> android app. Can this be implemented. I can contact server by using
> web service from app and retrieve data, but can data be send from
> server to all installed running apps without apps requesting it.
>
> Thanks in advance
> Veradis

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[android-developers] Re: Push technique in android

2009-12-03 Thread Marc Reichelt
Hi veradis,

of course, here you are:
http://www.google.com/custom?hl=en&client=pub-6001183370374757&cof=FORID%3A1%3BGL%3A1%3BLBGC%3A336699%3BLC%3A%23ff%3BVLC%3A%23663399%3BGFNT%3A%23ff%3BGIMP%3A%23ff%3BDIV%3A%23336699%3B&domains=exampledepot.com&ie=ISO-8859-1&oe=ISO-8859-1&q=http+connection&btnG=Search&sitesearch=exampledepot.com


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 2 Dez., 13:01, veradis  wrote:
> Thanks Marc Reichelt,
>
> can u provide me some examples for HTTP connection.
>
> On Dec 2, 4:07 pm, Marc Reichelt  wrote:
>
> > Hi Veradis,
>
> > you may open a HTTP connection from your client. The server itself
> > should not close the connection, but send data over it if available.
> > Warning: This certainly will decrease battery power because the mobile
> > phone will not activate power saving for WIFI etc. while the
> > connection is still open.
>
> > Regards
>
> > Marc Reichelt   ||  http://www.marcreichelt.de/
>
> > On 2 Dez., 07:59, veradis  wrote:
>
> > > Hi,
>
> > >  I want to implement push technology  from my tomcat server to my
> > > android app. Can this be implemented. I can contact server by using
> > > web service from app and retrieve data, but can data be send from
> > > server to all installed running apps without apps requesting it.
>
> > > Thanks in advance
> > > Veradis

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[android-developers] Gestures and ListView (as seen in a keynote of Google I/O)

2009-10-01 Thread Marc Reichelt

Hi there!

I have seen a small scene from http://www.youtube.com/watch?v=S5aJAaGZIvk
at timecode 1:23:30 - letters are recognized by being drawn on the
screen. Does anybody know how this works, or where I can find an easy
example?


Great thanks in advance & regards

Marc Reichelt   ||   http://www.marcreichelt.de/
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[android-developers] Re: Gestures and ListView (as seen in a keynote of Google I/O)

2009-10-05 Thread Marc Reichelt

Hi again,

if anyone has the same question like I had:
http://android-developers.blogspot.com/2009/10/gestures-on-android-16.html
answers it. Great thanks to Romain Guy!


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/


On 1 Okt., 15:32, Marc Reichelt  wrote:
> Hi there!
>
> I have seen a small scene fromhttp://www.youtube.com/watch?v=S5aJAaGZIvk
> at timecode 1:23:30 - letters are recognized by being drawn on the
> screen. Does anybody know how this works, or where I can find an easy
> example?
>
> Great thanks in advance & regards
>
> Marc Reichelt   ||  http://www.marcreichelt.de/
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[android-developers] What about examples and comments in the Android reference?

2009-10-06 Thread Marc Reichelt

Hi there!

I have been using the Android documentation for a few days now, and it
is quite good and easy to read.
Apart from that I noticed that I missed something, and now I found out
what it is:
Examples and comments.

If you look at the PHP documentation (e.g. 
http://www.php.net/manual/en/function.substr.php
for the PHP substr() function) you will see many syntax-highlighted
examples and comments by users.

Of course there are examples in the Android documentation, especially
in the Dev Guide category - they just are not at the right place if
one searches the reference for a specific method or functionality.
What do you think about this?

@Google Team: I believe this means more work, but I also believe that
it would improve the reference by all means. Maybe there is a
compromise: The offline reference just contains the examples and
hyperlinks guide to the online documentation for those who are looking
for user comments.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/
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[android-developers] Re: What about examples and comments in the Android reference?

2009-10-07 Thread Marc Reichelt

Thanks for the tip, Yusuf!

The examples are nice! But as I said - they aren't at the right place
when one searches the reference.
I have not found these examples until you sent me the link. And again,
if one finds a specific method in the reference he is left alone with
the API reference, and he has to find examples in the Internet on his
own.

Anyway - I hope that the documentation will improve as the SDK does. I
also think there is a way to integrate Android developers, e.g. by
using a Wiki-like system.

Regards

Marc Reichelt   ||   http://www.marcreichelt.de/


On 6 Okt., 23:01, "Yusuf Saib (T-Mobile USA)"  wrote:
> Good point. FWIW, many people find the API demos 
> useful:http://developer.android.com/guide/samples/ApiDemos/index.html
>
> Yusuf Saib
> Android
> ·T· · ·Mobile· stick together
> The views, opinions and statements in this email are those of the
> author solely in their individual capacity, and do not necessarily
> represent those of T-Mobile USA, Inc.
>
> On Oct 6, 6:07 am, Marc Reichelt  wrote:
>
> > Hi there!
>
> > I have been using the Android documentation for a few days now, and it
> > is quite good and easy to read.
> > Apart from that I noticed that I missed something, and now I found out
> > what it is:
> >     Examples and comments.
>
> > If you look at the PHP documentation 
> > (e.g.http://www.php.net/manual/en/function.substr.php
> > for the PHP substr() function) you will see many syntax-highlighted
> > examples and comments by users.
>
> > Of course there are examples in the Android documentation, especially
> > in the Dev Guide category - they just are not at the right place if
> > one searches the reference for a specific method or functionality.
> > What do you think about this?
>
> > @Google Team: I believe this means more work, but I also believe that
> > it would improve the reference by all means. Maybe there is a
> > compromise: The offline reference just contains the examples and
> > hyperlinks guide to the online documentation for those who are looking
> > for user comments.
>
> > Regards
>
> > Marc Reichelt   ||  http://www.marcreichelt.de/
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[android-developers] Multiple screens in one activity (like home screen)

2009-10-09 Thread Marc Reichelt

Hi there!

I am working on an application where I wish to have multiple screens
(each of full display size) attached to each other horizontally, and
switch between them by using the finger (swipe right / swipe left).
The home screen does exactly what I want, but its implementation seems
to be more complex than I thought.

What would be your preferred way to achieve this functionality? Is
there any Layout or View that I could reuse?
More generally, it should work with the 1.5 SDK, so the gesture
interface is not available. :-/


Great thanks in advance

Marc Reichelt   ||   http://www.marcreichelt.de/
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[android-developers] Animation between 2 activities?

2009-10-16 Thread Marc Reichelt

Hi there!

I program on an application where different views are arranged
horizontally, each view of screen size. The user should be able to
switch between these views using his finger. I first used the
ViewFlipper, which was great for simple layouts, but which is *way*
too slow if the layouts of the views are more complex, because all
Views are drawn.

A much better method would be to place one layout per activity and
switch between these activities using the slide in / slide out
animations.
Is something in this direction possible with Android right now? Any
recommendations or best practices?


Regards & great thanks in advance

Marc Reichelt   ||   http://www.marcreichelt.de/
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[android-developers] ViewFlipper with clickable items

2009-10-16 Thread Marc Reichelt

Hi!

I am using the ViewFlipper to switch between different views by
implementing a swing (mouse down, move and release). This works great
with non-clickable items, e.g. a TextView.

But if the views are clickable items (such as buttons), the onTouch()
method of the ViewFlipper is not called. :-(
Does anyone know why this is so and how I can implement this "pseudo
gesture"?

I know that I could do this easily by using the 1.6 SDK and the new
gesture support, but my application is limited to 1.5.


Thanks in advance & regards

Marc Reichelt   ||   http://www.marcreichelt.de/


PS: I developed a simple example so that you can see what I mean.



- Content of TestFlipper.java -
package com.example.test;

import android.app.Activity;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
import android.widget.ViewFlipper;

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

final ViewFlipper flipper = (ViewFlipper) findViewById
(R.id.flipper);
flipper.setOnTouchListener(new OnTouchListener() {

private float oldX;

@Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
// save start X location
oldX = event.getX();
return true;

case MotionEvent.ACTION_UP:
// get old X location where the user 
started the move
float currentX = event.getX();

// do not consume event if it is not 
clear enough
if (Math.abs(currentX - oldX) < 25.0f)
return false;

// show previous view
if (oldX < currentX) {
flipper.showPrevious();
return true;
}

// show next view
if (oldX > currentX) {
flipper.showNext();
return true;
}
}

// do not consume this event by default
return false;
}
});

}
}
- End -



- Content of main.xml -

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








- End -
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[android-developers] Re: Animation between 2 activities?

2009-10-16 Thread Marc Reichelt

Hi Mark,

thanks for your help!
By the way: I now found out why my views took so long to load. An odd
combination of an Adapter and layouting led to many useless getView()
calls. Now even 10 views are fast enough for the view flipper.
Anyway: I think I will use your information to make the ViewFlipper
fast even if devices are slow. :-)


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/


On 16 Okt., 13:59, Mark Murphy  wrote:
> Marc Reichelt wrote:
> > I program on an application where different views are arranged
> > horizontally, each view of screen size. The user should be able to
> > switch between these views using his finger. I first used the
> > ViewFlipper, which was great for simple layouts, but which is *way*
> > too slow if the layouts of the views are more complex, because all
> > Views are drawn.
>
> Step #1: Put only the first screen's worth of content into the
> ViewFlipper in your layout upon creation of your activity.
>
> Step #2: On the first swipe/tap/gesture/whatever to a never-before-seen
> "page", inflate the content, add it to the ViewFlipper, and make it the
> displayed child.
>
> Step #3: On the second and subsequent moves to the page, just make it
> the displayed child.
>
> > A much better method would be to place one layout per activity and
> > switch between these activities using the slide in / slide out
> > animations.
> > Is something in this direction possible with Android right now? Any
> > recommendations or best practices?
>
> Users control the animations between activities (Settings > Sound &
> display > Animation), not developers. You are welcome to use a
> swipe/tap/gesture/whatever to elect to start or finish an activity, but
> the user will control whether or not there are animations between them.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://twitter.com/commonsguy
>
> _Beginning Android_ from Apress Now Available!
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[android-developers] -http-proxy for emulator on Android 1.6?

2009-10-22 Thread Marc Reichelt

Hi there!

I am developing applications for Android in a company where the
Internet is accessable via a proxy server only.
I found out that the emulator of the 1.5 R3 SDK works well with the
option -http-proxy, but the emulator of the 1.6 R1 SDK does not. Can
anyone confirm this behaviour?

Is this a bug in the 1.6 R1 SDK? And if so, is there a chance this
gets fixed in - let's say - 1.6 R2?

Or am I just doing something wrong, though providing the same options
for the 2 different emulator versions?


Many thanks in advance & regards

Marc Reichelt   ||   http://www.marcreichelt.de/
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[android-developers] Re: -http-proxy for emulator on Android 1.6?

2009-10-23 Thread Marc Reichelt

Hi again,

is there anyone out there who at least has the same problem?


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/


On 22 Okt., 20:54, Marc Reichelt  wrote:
> Hi there!
>
> I am developing applications for Android in a company where the
> Internet is accessable via a proxy server only.
> I found out that the emulator of the 1.5 R3 SDK works well with the
> option -http-proxy, but the emulator of the 1.6 R1 SDK does not. Can
> anyone confirm this behaviour?
>
> Is this a bug in the 1.6 R1 SDK? And if so, is there a chance this
> gets fixed in - let's say - 1.6 R2?
>
> Or am I just doing something wrong, though providing the same options
> for the 2 different emulator versions?
>
> Many thanks in advance & regards
>
> Marc Reichelt   ||  http://www.marcreichelt.de/
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[android-developers] Your best practices: Taking photos via Intent

2010-02-16 Thread Marc Reichelt
Hi there!

Currently I am working on an application where the user should be able
to take photos. Right now I am using a self-made Activity for this,
but this is far from being optimal - it works on the G1, but fails on
the Nexus One.

Is there any way how I can call a native camera app to take the photo,
and get the JPG data, e.g. via onActivityResult?
But there is a catch in it: The code should work on all devices. And
as far as I know, some devices bring there own camera apps. This is ok
as long as all camera apps share the same API, but this does not seem
to be the case.

What are your best practices to solve this problem? Or do you write
your own activities, too?


Thanks in advance & regards

Marc Reichelt   ||   http://marcreichelt.de/

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[android-developers] Re: Is the SQLiteDatabase thread-safe?

2009-12-17 Thread Marc Reichelt
[x] You want to read the JavaDoc at
http://developer.android.com/reference/android/database/sqlite/SQLiteDatabase.html
and search for the keyword "thread".


Regards
Marc

On 17 Dez., 07:20, Agus  wrote:
> Is the SQLiteDatabase thread-safe?

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[android-developers] Fullscreen (no title & no status bar) - UI bug in Android?

2010-01-07 Thread Marc Reichelt
Hi there!

I am using the fullscreen mode in my application and noticed a small,
but very annoying bug. After hours of testing I tracked it down to a
very simple piece of code (see below).

This is how the UI looks like after running it:
http://i47.tinypic.com/2jfac6v.png

The problem: As soon as the button is selected, a header in the size
of the status bar will appear and all views will be scrolled down by
the appropriate height.

My code looks like this:

-snip-

package com.example.android.test;

import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
import android.widget.Button;
import android.widget.LinearLayout;

public class FullscreenTest extends Activity {

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);

// set background color to white to see what is going on

getWindow().setBackgroundDrawableResource(android.R.color.white);

// hide title and status bar
getWindow().requestFeature(Window.FEATURE_NO_TITLE);
this.getWindow().setFlags
(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN );


// create a simple layout with a button
LinearLayout contentView = new LinearLayout(this);

Button button = new Button(this);
button.setText("Look above!   WTF?");

contentView.addView(button);

setContentView(contentView);
}

}

-snap-

The problem does not occur if the status bar or the title bar is
shown. As far as I tested, all SDK versions 1.5, 1.6 and 2.0.1 are
affected.

Can anyone verify this problem? Is this fixed in feature versions of
the Android SDK (e.g. 2.1)?


Thanks in advance & regards

Marc Reichelt   ||   http://www.marcreichelt.de/
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[android-developers] Re: How to increase FPS (now ~20, desired ~40-50)

2010-01-18 Thread Marc Reichelt
Hi Andre,

you should definitely read the "Designing for Performance" document
from:
http://developer.android.com/guide/practices/design/performance.html

I think you might speed up your onDraw() method a little bit this way,
though I think you might not reach more than 30 or 35 FPS.
At first you should eliminate all function calls in your onDraw()
method. I know this is bad code style, but it really is faster. I am
drawing some bitmaps for a project here this way.
Second, you should create local variables for all attributes you use
more than once.
Third and most importantly: Remove unnecessary code. For example, you
call System.currentTimeMillis() relatively often (I think you used
this code for performance measuring, but anyway).

And last but not least: Android comes with a profiler. Try to use
it. :-)


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 18 Jan., 10:16, Andre  wrote:
> Hello to all developers!
>
> First I want to say that I have read many articles on this subject in
> this forum and on some external resources(very helpful was Robert
> Green's diary atwww.rbgrn.netandwww.droidnova.com).
>
> However, despite all of this I want to start topic regarding FPS, and
> ask for advice from experienced game developers on Android platform.
>
> My main question is "How to improve FPS when draw on Canvas?"
>
> I have implemented simple 2D arcade game skeleton for testing purpose.
> Now I have ~20 FPS and want to increase this value to 40-50 FPS, if
> this is possible of course. I know about Open GL ES, but so far I am
> interested in Canvas.
>
> In every frame I draw following stuff on the screen:
>   - Canvas.drawColor(Color.BLACK) - to clear the screen
>   - 1 spaceship PNG 24x24 image 1.25 kb
>   - 5 asteroids PNG 64x64 image ~8 kb each
>   - from 1 to 30 bullets PNG 8x8 image 299 b
>   - 4 30x30 Rectangles - to control objects on the screen
>
> After running my app, in logcat I can see following output data:
>   - Average FPS: 20 (Total frames drawn: 1945 in 97 seconds)
>   - Average onDraw: 32 ms (clear canvas: 3, draw game stuff: 26, draw
> controls: 1)
>   - Average updatePhysics: 1 ms
>
> From this output I can assume, that my main problem here is "draw game
> stuff" wich includes:
>   - draw 1 spaceship
>   - draw 5 asteroids
>   - draw from 1 to 30 bullets
>
> Thanks in advance
> Best Regards, Andre
>
> P.S.: sorry for my English
>
> Here is my code:
>
> --GAME
> VIEW--
>
> package com.example.game.asteroids;
>
> import java.util.Random;
>
> import android.content.Context;
> import android.graphics.BitmapFactory;
> import android.graphics.Canvas;
> import android.graphics.Color;
> import android.graphics.Paint;
> import android.graphics.Rect;
> import android.util.Log;
> import android.view.MotionEvent;
> import android.view.SurfaceHolder;
> import android.view.SurfaceView;
>
> public class GameView extends SurfaceView implements
> SurfaceHolder.Callback {
>         private static final String TAG = "Asteroids";
>         private static final float MAX_VELOCITY = 3.0f;
>         private static final int MAX_ASTEROIDS = 5;
>         private static final int MAX_BULLETS = 30;
>         private static final int[] ASTEROID_IMG_RES =
>                 {R.drawable.asteroid1, R.drawable.asteroid2, 
> R.drawable.asteroid3,
> R.drawable.asteroid4, R.drawable.asteroid5};
>         //private static final Bitmap.Config BITMAP_CONFIG =
> Bitmap.Config.ARGB_;
>         private GameLoop mGameLoop;
>         private GameEntity mSpaceship;
>         private GameEntity[] mAsteroids;
>         private GameEntity[] mBullets;
>         private int mCurrentBullet;
>         private boolean mRight;
>         private boolean mLeft;
>         private boolean mUp;
>         private boolean mFire;
>         private long mFireTime;
>         private Rect mVelocityControl;
>         private Paint mVelocityControlPaint;
>         private Rect mLeftControl;
>         private Paint mLeftControlPaint;
>         private Rect mRightControl;
>         private Paint mRightControlPaint;
>         private Rect mFireControl;
>         private Paint mFireControlPaint;
>         private Random mRandom;
>
>         private long mStartMillis;
>         private int mFrameCounter;
>         private int mFps;
>         private int mOverallSeconds;
>         private int mOverallFrameCounter;
>         private long mOnDrawTimer;
>         private int mOnDrawCounter;
>         private long mDrawColorTimer;
>         private long mDrawStuffTimer;
>         private long mDrawControlsTim

[android-developers] Re: question on reading from socket in android ...

2010-01-18 Thread Marc Reichelt
Hi Antonio,

it would be much easier if you would provide a small piece of example
code. Otherwise we can only guess what your problem is.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 18 Jan., 09:16, Antonio Si  wrote:
> Hi,
>
> I have a background thread in my android client which sends a request
> to a server using a
> socket and then tries to read the data back from the socket.
>
> The data sending part works fine, but when I try to read from the
> inputStream of the socket,
> I am getting a EOFException.
>
> Any suggestions or advice would be highly appreciated.
>
> Thanks very much.
>
> Antonio.
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[android-developers] Re: memory problem with image... but strange...

2010-04-15 Thread Marc Reichelt
Hi Kofa,

I guess you have a memory leak here. Please make sure that all your
data is cleaned up, i.e. no hard references are left.
Try to call the GC manually and see how much it cleans up.

Tip: Override the finalize() method of your activity and print out a
log message there to see if the activity really is cleaned up later.

Regards
Marc Reichelt   ||   http://www.marcreichelt.de/

On 15 Apr., 16:51, Kofa  wrote:
> Hi, I have some headache with an error about the system going out of
> memory.
> When I run the game fo first time there's no problem, but when i quit -
> with finish();- and then start the app again, it gives me an error.
>
> The LogCat error says:
>
> VM won't let us allocate 5529600 bytes
> 
> Caused by: android.view.InflateException: Binary XML file line #14:
> Error inflating class java.lang.reflect.Constructor
> 
> Caused by: java.lang.reflect.InvocationTargetException
> 
> Caused by: java.lang.OutOfMemoryError: bitmap size exceeds VM budget.
>
> it's strange because if I finish the activity and start it again
> without exiting the app then it's everything OKbut when i finish
> the app and push the button to load that activity... it crashes with
> this error and come back to the main menu... please any help will help
> =P. thx in advance!

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[android-developers] HTTP Live Streaming / playing .M3U8 or .TS files on Android

2010-07-23 Thread Marc Reichelt
Hi!

Does anybody know if and how it is possible to play .M3U8 video
content on Android devices? According to the documentation at
http://developer.apple.com/iphone/library/documentation/NetworkingInternet/Conceptual/StreamingMediaGuide/HTTPStreamingArchitecture/HTTPStreamingArchitecture.html#//apple_ref/doc/uid/TP40008332-CH101-SW2
the video files usually contain H264 and AAC content, and both are
supported by Android - but I don't get the samples on
http://developer.apple.com/iphone/library/documentation/NetworkingInternet/Conceptual/StreamingMediaGuide/UsingHTTPLiveStreaming/UsingHTTPLiveStreaming.html#//apple_ref/doc/uid/TP40008332-CH102-DontLinkElementID_22
to run.

Do you have an idea?

Thanks in advance
Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] Flipping views (or: the magic behind onInterceptTouchEvent)

2010-12-19 Thread Marc Reichelt
Hi!

I want to create a new widget for Android developers which allows to
use the same functionality as seen on the home screen (flipping
between different screens), the calendar (flipping between days) or
TweetDeck (flipping through Twitter columns). The source for the
launcher is there, so I thought this might not take so long:
http://android.git.kernel.org/?p=platform/packages/apps/Launcher.git;a=blob;f=src/com/android/launcher/Workspace.java;h=2e04311f530003dbd76695f46876a785164acb99;hb=HEAD#l572

It seems that the two methods onInterceptTouchEvent() and
onTouchEvent() do all the things that are needed for getting the
events, so I copied them to a new class and removed functionality that
is for the Workspace only. You can see my work-in-progress here:
http://pastebin.com/8p8GCEZK

My problem now is: onInterceptTouchEvent() is always only called once
with the MotionEvent.ACTION_DOWN action so I never get into the
ACTION_MOVE case - where the actual fling would be initiated. I played
around with the return values of onInterceptTouchEvent() (true means
to steal events from children) and the return values of onTouchEvent()
(true means to consume the event), but I didn't get any further.

Is there some kind of magic behind onInterceptTouchEvent() or
onTouchEvent() which I didn't notice? Is my problem even solveable? I
hope so... :-)


Thanks in advance & merry christmas
Marc

PS: I also asked this question on StackOverflow, but didn't get any
answers yet:
http://stackoverflow.com/questions/4455891/android-use-realviewswitcher-to-switch-between-views-like-the-home-screen-does

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[android-developers] Add header/footer to ListView in XML?

2010-05-26 Thread Marc Reichelt
Hi!

Is it possible to add header or footer views to a ListView by just
defining them in the layout XML code? So without having to inflate the
views and call addFooterView() or addHeaderView() manually?


Thanks in advance

Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] Placing focusable & clickable views in a custom expanded view in the notification bar

2010-06-30 Thread Marc Reichelt
Hi!

Has anyone tried to put Views, e.g. Buttons, into a list item of the
notification bar?
In my opinion this would be really helpful for actions that should be
accessible in a very fast manner, like activating/deactivating WiFi or
the 3G network. In fact I saw something like this implementet on the
Samsung Galaxy S device, and now I am trying to achieve the same for
all devices.

I created a custom Notification using this guide:
http://developer.android.com/guide/topics/ui/notifiers/notifications.html#CustomExpandedView

Placing two buttons in my own layout was easy. But here is the
problem: The class RemoteViews ( 
http://developer.android.com/reference/android/widget/RemoteViews.html
) has a method called setOnClickPendingIntent(int viewId,
PendingIntent  pendingIntent), but it doesn't seem to work. The
buttons are not focusable nor clickable, only the whole list item as
such is clickable. And when it is clicked the PendingIntent of the
notification is executed, not the PendingIntent of one of my buttons.

Any suggestions?


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] In-app billing does not work - although everything has been checked

2011-03-26 Thread Marc Reichelt
Hi!

I am including In-app billing in a new Android application I am
currently working on. The project is nearly finished and it should go
live as soon as in-app billing goes live.

In this project I want that users can donate to support the
application. However, I can not get In-app billing to work, although I
think I did everything right. Every time it is showing me that the
product is unavailable. Here is the logcat shortly after clicking the
button to purchase the item (product ID "donate_1") and after closing
the Android Market dialog:
03-26 12:07:42.440: DEBUG/More(12297): buying: donate_1
03-26 12:07:42.440: DEBUG/BillingService(12297): RequestPurchase
03-26 12:07:42.450: DEBUG/BillingService(12297): request id:
8723043450188864909
03-26 12:07:42.450: INFO/ActivityManager(96): Starting: Intent
{ act=android.intent.action.VIEW
cmp=com.android.vending/.billing.InAppBuyPageActivity (has extras) }
from pid -1
03-26 12:07:42.770: INFO/ActivityManager(96): Displayed
com.android.vending/.billing.InAppBuyPageActivity: +313ms

03-26 12:12:28.500: INFO/BillingService(12297): handleCommand()
action: com.android.vending.billing.RESPONSE_CODE
03-26 12:12:28.500: DEBUG/BillingService(12297): RequestPurchase:
RESULT_ITEM_UNAVAILABLE
03-26 12:12:28.500: DEBUG/More(12297): donate_1:
RESULT_ITEM_UNAVAILABLE
03-26 12:12:28.500: INFO/More(12297): purchase failed

This is what I checked:
1) I correctly signed and uploaded my APK file to the developer
console and saved it as draft, and I installed it on my real device.
2) I ensured that my test account, e.g. example_t...@googlemail.com,
is listed as test account (the developer account is a different one,
let's say example_...@googlemail.com) and is the primary account on my
device.
3) The product "donate_1" (unmanaged because multiple donations should
be possible) is listed as "published" and has a price of 0.79 €.
4) All static responses triggered by "android.test.purchased" etc.
have been tested and work.
5) Of course the Android Market is checked to have the latest version
(2.3.4).

So I believe I checked all points from
http://developer.android.com/guide/market/billing/billing_testing.html#billing-testing-real
- and I have no idea why it still does not work. Maybe a bug? It
wouldn't be the first time that <...>@googlemail.com addresses make
problems, but <...>@gmail.com do not. But that is just my guess.


Thanks in advance & regards

Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] Re: In-app billing does not work - although everything has been checked

2011-03-26 Thread Marc Reichelt
Hi Kostya,

did you publish the In-app-items? Testing In-app payment will not work
if you do not publish the In-app-items. You don't have to publish your
app for testing it. In fact, you can not publish an application using
In-app billing right now.
My problem just is that I did everything the documentation says and
still can not test it successfully.

Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 26 Mrz., 13:14, Kostya Vasilyev  wrote:
> I am also getting ITEM_UNAVAILABLE for my own product item with both a
> test account and my developer's account. The application is uploaded but
> not published, and so it the item.
>
> In addition, purchasing authorization for "android.test*" items under
> the test account never completes.
>
> FWIW, the product list editing page says this:
>
> "An in-app product will appear UNPUBLISHED until the owning application
> is PUBLISHED, at which point the in-app product's publishing state
> applies. Please use the application editor to modify the application's
> publishing state."
>
> Not sure what this means for testing. Also, the "License Test Response"
> field in the profile page (where you set up test accounts) doesn't
> appear to have any codes specific to in-app billing, just codes for LVL.
>
> -- Kostya
>
> 26.03.2011 14:32, Marc Reichelt пишет:
>
>
>
>
>
>
>
>
>
> > Hi!
>
> > I am including In-app billing in a new Android application I am
> > currently working on. The project is nearly finished and it should go
> > live as soon as in-app billing goes live.
>
> > In this project I want that users can donate to support the
> > application. However, I can not get In-app billing to work, although I
> > think I did everything right. Every time it is showing me that the
> > product is unavailable. Here is the logcat shortly after clicking the
> > button to purchase the item (product ID "donate_1") and after closing
> > the Android Market dialog:
> > 03-26 12:07:42.440: DEBUG/More(12297): buying: donate_1
> > 03-26 12:07:42.440: DEBUG/BillingService(12297): RequestPurchase
> > 03-26 12:07:42.450: DEBUG/BillingService(12297): request id:
> > 8723043450188864909
> > 03-26 12:07:42.450: INFO/ActivityManager(96): Starting: Intent
> > { act=android.intent.action.VIEW
> > cmp=com.android.vending/.billing.InAppBuyPageActivity (has extras) }
> > from pid -1
> > 03-26 12:07:42.770: INFO/ActivityManager(96): Displayed
> > com.android.vending/.billing.InAppBuyPageActivity: +313ms
> > 
> > 03-26 12:12:28.500: INFO/BillingService(12297): handleCommand()
> > action: com.android.vending.billing.RESPONSE_CODE
> > 03-26 12:12:28.500: DEBUG/BillingService(12297): RequestPurchase:
> > RESULT_ITEM_UNAVAILABLE
> > 03-26 12:12:28.500: DEBUG/More(12297): donate_1:
> > RESULT_ITEM_UNAVAILABLE
> > 03-26 12:12:28.500: INFO/More(12297): purchase failed
>
> > This is what I checked:
> > 1) I correctly signed and uploaded my APK file to the developer
> > console and saved it as draft, and I installed it on my real device.
> > 2) I ensured that my test account, e.g. example_t...@googlemail.com,
> > is listed as test account (the developer account is a different one,
> > let's say example_...@googlemail.com) and is the primary account on my
> > device.
> > 3) The product "donate_1" (unmanaged because multiple donations should
> > be possible) is listed as "published" and has a price of 0.79 €.
> > 4) All static responses triggered by "android.test.purchased" etc.
> > have been tested and work.
> > 5) Of course the Android Market is checked to have the latest version
> > (2.3.4).
>
> > So I believe I checked all points from
> >http://developer.android.com/guide/market/billing/billing_testing.htm...
> > - and I have no idea why it still does not work. Maybe a bug? It
> > wouldn't be the first time that<...>@googlemail.com addresses make
> > problems, but<...>@gmail.com do not. But that is just my guess.
>
> > Thanks in advance&  regards
>
> > Marc Reichelt   ||  http://www.marcreichelt.de/
>
> --
> Kostya Vasilyev --http://kmansoft.wordpress.com

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[android-developers] Re: In-app billing does not work - although everything has been checked

2011-03-26 Thread Marc Reichelt
Hi Kostya,

of course they did charge your account for real - you _definitely_
should read the In-app documentation before doing anything else!
And as I pointed out I am using a correctly signed release build, not
the debug build. Still having problems.

Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 26 Mrz., 13:49, Kostya Vasilyev  wrote:
> 26.03.2011 15:25, Marc Reichelt пишет:
>
> > Hi Kostya,
>
> > did you publish the In-app-items? Testing In-app payment will not work
> > if you do not publish the In-app-items. You don't have to publish your
> > app for testing it. In fact, you can not publish an application using
> > In-app billing right now.
>
> Ah. Good point, thanks.
>
> Just published my test item, and tried to purchase it from the
> development phone.
>
> It short, it worked.
>
> However, even though my development phone is listed as a test account in
> the Developer Console profile, I still had to enter a real credit card
> number (no VISA--FAKE there), and they charged my card for real.
> Good thing I set the price to $0.99.
>
> After I submitted the purchase, the Checkout window didn't go away for a
> long time, then I got an error report in the logcat about the billing
> activity having leaked a window. A couple of minutes later the
> application showed that the item state changed to PURCHASED.
>
> Oh, I am using the actual release build, signed with a non-debug key,
> same .apk as I uploaded to Market. Are you perhaps using a debug build
> on your phone?
>
> -- Kostya
>
> > My problem just is that I did everything the documentation says and
> > still can not test it successfully.
>
> --
> Kostya Vasilyev --http://kmansoft.wordpress.com

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[android-developers] Re: In-app billing does not work - although everything has been checked

2011-03-26 Thread Marc Reichelt
Hi Kostya,

by the way: you can refund the payment you made from your Google
Merchant account.
Remember that you are testing the real system there, which means real
money is going to flow if you do not refund it shortly after.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 26 Mrz., 13:49, Kostya Vasilyev  wrote:
> 26.03.2011 15:25, Marc Reichelt пишет:
>
> > Hi Kostya,
>
> > did you publish the In-app-items? Testing In-app payment will not work
> > if you do not publish the In-app-items. You don't have to publish your
> > app for testing it. In fact, you can not publish an application using
> > In-app billing right now.
>
> Ah. Good point, thanks.
>
> Just published my test item, and tried to purchase it from the
> development phone.
>
> It short, it worked.
>
> However, even though my development phone is listed as a test account in
> the Developer Console profile, I still had to enter a real credit card
> number (no VISA--FAKE there), and they charged my card for real.
> Good thing I set the price to $0.99.
>
> After I submitted the purchase, the Checkout window didn't go away for a
> long time, then I got an error report in the logcat about the billing
> activity having leaked a window. A couple of minutes later the
> application showed that the item state changed to PURCHASED.
>
> Oh, I am using the actual release build, signed with a non-debug key,
> same .apk as I uploaded to Market. Are you perhaps using a debug build
> on your phone?
>
> -- Kostya
>
> > My problem just is that I did everything the documentation says and
> > still can not test it successfully.
>
> --
> Kostya Vasilyev --http://kmansoft.wordpress.com

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[android-developers] Re: In-app billing does not work - although everything has been checked

2011-03-26 Thread Marc Reichelt
OK, I solved it - it really was a @googlemail.com / @gmail.com
problem.
I entered the corresponding @gmail.com address as test account, and In-
app billing started to work. It seems to be an issue at Google, so I
entered a new issue here: 
http://code.google.com/p/marketbilling/issues/detail?id=4
I hope they will catch up and solve this problem before In-app billing
goes live - although it should only affect some users (e.g. Germany).
IMHO they really should stop to allow these @googlemail.com accounts.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 26 Mrz., 14:18, Kostya Vasilyev  wrote:
> 26.03.2011 15:57, Marc Reichelt пишет:
>
> > Hi Kostya,
>
> > of course they did charge your account for real
>
> Why the "of course"? I set this phone up as a test account in the Market
> console, and "the system" knows this.
>
> >   - you_definitely_
> > should read the In-app documentation before doing anything
>
> Yes, definitely plan to, when I actually start implementing it in my
> app. So far I've only had time for a first, cursory read.
>
> Anyway, it was only $0.99, less than half the price of a pack of
> cigarettes. And I can issue a refund to myself.
>
> > And as I pointed out I am using a correctly signed release build, not
> > the debug build. Still having problems.
>
> Weird. From your description, we have identical setups: release builds
> uploaded but not published, installed on the phone, item published in
> the console, Market 2.3.4. And yet it worked for me and didn't work for you.
>
> -- Kostya
>
> > Regards
>
> > Marc Reichelt   ||http://www.marcreichelt.de/
>
> --
> Kostya Vasilyev --http://kmansoft.wordpress.com

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[android-developers] Promotional Graphic in PNG gets converted to _very lossy_ JPEG in Android Market?

2011-04-05 Thread Marc Reichelt
Hi!

I have a problem with the Android Market. I uploaded a promotional
graphic (180w x 120h) as PNG. However, the Android Market seems to
apply a _very_ lossy JPEG compression on it - it just looks ugly.
Here is the image I uploaded to the Android Market:
  http://marcreichelt.de/misc/nichtlustig/before.png
It gets converted to this PNG image (which basically is a JPEG image,
but with .png extension):
  http://marcreichelt.de/misc/nichtlustig/after.png

Is this a bug in the Android Market, or am I doing something wrong? I
even tried to upload a JPEG image with not so high compression or as a
PNG image with an optimized 256 color palette (which is even smaller
than the resulting JPEG file of the market) - but he is still screwing
up the image. :-/


Thanks for your help & regards

Marc Reichelt   ||   http://www.marcreichelt.de/

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[android-developers] Re: Promotional Graphic in PNG gets converted to _very lossy_ JPEG in Android Market?

2011-04-05 Thread Marc Reichelt
Hi again,

by the way, the app (German language) can be viewed here:
https://market.android.com/details?id=de.nichtlustig.android
All other images apart from the Promotional Graphic look ok.


Regards

Marc Reichelt   ||   http://www.marcreichelt.de/

On 5 Apr., 22:31, Marc Reichelt  wrote:
> Hi!
>
> I have a problem with the Android Market. I uploaded a promotional
> graphic (180w x 120h) as PNG. However, the Android Market seems to
> apply a _very_ lossy JPEG compression on it - it just looks ugly.
> Here is the image I uploaded to the Android Market:
>  http://marcreichelt.de/misc/nichtlustig/before.png
> It gets converted to this PNG image (which basically is a JPEG image,
> but with .png extension):
>  http://marcreichelt.de/misc/nichtlustig/after.png
>
> Is this a bug in the Android Market, or am I doing something wrong? I
> even tried to upload a JPEG image with not so high compression or as a
> PNG image with an optimized 256 color palette (which is even smaller
> than the resulting JPEG file of the market) - but he is still screwing
> up the image. :-/
>
> Thanks for your help & regards
>
> Marc Reichelt   ||  http://www.marcreichelt.de/

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