Re: [android-developers] Any suggestions for Ad platform in addition to AdMob

2013-08-20 Thread Miguel Morales
I suggest you take a look at:
https://github.com/mopub/mopub-android-sdk/wiki/Getting-Started and
https://github.com/mopub/mopub-android-sdk/wiki/Banner-Integration

I'd probably stay away from low paying networks beside the ones stated
before.  Good luck.


On Mon, Aug 19, 2013 at 6:27 PM, limtc  wrote:

> Do you have experience with Inneractive or InMobi? I read from a web site
> that they are the big alternative to AdMob.
>
> Anyone can share with me some experience in integrating 2 ads services
> (says AdMob + Inneractive)? For example, how do you do it in XML when you
> have 2 ad banners sharing the same space? Or you do it one in XML and one
> in Java? Or this only works in full screen ads?
>
> Thanks!
>
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Re: [android-developers] Any suggestions for Ad platform in addition to AdMob

2013-08-19 Thread Miguel Morales
Nathan,

I think you may have to do less work if you use Burstly or Mopub as your
mediation platform and demote admob to a second class citizen.  The require
less SDK integrations.
You are right, the rich media ad units are the ones that will give you the
most bang per impression.  I'm not as familiar with Mopub, but i know
burstly can deliver rich media ad units from many 3rd party networks into
their SDKs.

I *believe* they built their system where it takes into account the
permissions available and delivers the appropriate ads.  At the very least
you could just have the INTERNET permission to be able to load most ad
units.
Doing s2s integrations would take some serious time and resources.  It
boils down to having your own server and support MRAIDv2 in your
application.  Mopub has open source MRAID compliant SDKs that you can drop
into your application.  This will take down bloat and give you full control
but it'll take a long time to develop.

A prepackaged solution like Burstly might be your best choice.  In which
case you could use something like Chartboost (static images, high cpm) and
supplement it with admob or something.
The highest paid networks, though, will have you install an SDK simply
because of the complexities of the ad unit.

There are a few choices and it depends on your scenario.



On Mon, Aug 19, 2013 at 9:58 AM, Nathan  wrote:

> Email updates to me  [image: Attach a file]  Attach a file
>  Edit subject  Quote original  Add Cc
>
>
>  Thanks, everyone, for the great discussion.
>
> I am just getting started in the advertising space.
> 1. Test and experiment
> 2. Watch out for SDK bloat. Don't ship your app with a gazillion SDKs.
>
> Unfortunately, these appear to be in direct conflict.
>
> Is mediation supposed to solve this?
> Well, if I look at this chart.
> https://developers.google.com/mobile-ads-sdk/docs/admob/mediation-networks
>
> It appears, if I'm not mistaken, that ALL of the networks mentioned
> require both an SDK and an adapter component.
> And the four that were listed by Miguel as the top four, weren't even on
> this list, which either means they can't be mediated or I get to write my
> own adapters.
>
> So no chance of trying out 20 ad networks without integrating 20 SDKs and
> 20 adapters. Any one of the SDKs or adapters could have some stupid bug and
> bring the whole app down. In the meantime, my APK is of abnormal size.
>
> If I look at MoPub, it advertises "Server to server" integration, which
> might mean you need less SDKs. IT does have some footnotes.
> "Note that in some cases, rich media and interstitial formats are only
> available through native SDK integrations."
>
> I don't know if, in practice, this works out to less SDKS. If it does,
> that is a desirable goal.
>
> And do most SDKs require the awful READ_PHONE_STATE permission?
>
> Nathan
>
>
> On Saturday, August 17, 2013 8:16:31 PM UTC-7, Miguel Morales wrote:
>
>> Hi,
>>
>> I work for an monetization startup so i think i can weigh in on this.
>> We're currently not on Android, so i think i can be fair.
>>
>> The networks beside us I can recommend are:
>>
>> Chartboost
>> AdColony
>> Burstly
>> Mopub
>>
>> Most Ad SDKs give you a no fill response so you can always build your own
>> waterfall or go for a mediation platform.
>>
>> Miguel.
>>
>>
>> On Sat, Aug 17, 2013 at 7:09 PM, limtc  wrote:
>>
>>> Thanks Kris!
>>>
>>> Now the problem is too many choices... anyone particularly good
>>> (especially work fine in additional to AdMob - means if AdMob has not
>>> enough ads, this takes over)?
>>>
>>>
>>>
>>>> http://appflood.com/blog/list-of-mobile-ad-networks-**february**
>>>> -2013<http://appflood.com/blog/list-of-mobile-ad-networks-february-2013>
>>>>
>>>> gives a pretty comprehensive list...
>>>>
>>>> Kris
>>>>
>>>>
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Re: [android-developers] Any suggestions for Ad platform in addition to AdMob

2013-08-17 Thread Miguel Morales
Oh, I forgot to mention that banners are probably one of the worst ad units.
Some of these networks have full screen interstitial that'll make you much
more money per impression.


On Sat, Aug 17, 2013 at 8:16 PM, Miguel Morales wrote:

> Hi,
>
> I work for an monetization startup so i think i can weigh in on this.
> We're currently not on Android, so i think i can be fair.
>
> The networks beside us I can recommend are:
>
> Chartboost
> AdColony
> Burstly
> Mopub
>
> Most Ad SDKs give you a no fill response so you can always build your own
> waterfall or go for a mediation platform.
>
> Miguel.
>
>
> On Sat, Aug 17, 2013 at 7:09 PM, limtc  wrote:
>
>> Thanks Kris!
>>
>> Now the problem is too many choices... anyone particularly good
>> (especially work fine in additional to AdMob - means if AdMob has not
>> enough ads, this takes over)?
>>
>>
>>
>>> http://appflood.com/blog/list-**of-mobile-ad-networks-**february-2013<http://appflood.com/blog/list-of-mobile-ad-networks-february-2013>
>>>
>>> gives a pretty comprehensive list...
>>>
>>> Kris
>>>
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>
>
>
> --
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> Android 2D MMORPG: http://solrpg.com/,
> http://www.youtube.com/user/revoltingx
>



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Re: [android-developers] Any suggestions for Ad platform in addition to AdMob

2013-08-17 Thread Miguel Morales
Hi,

I work for an monetization startup so i think i can weigh in on this.
We're currently not on Android, so i think i can be fair.

The networks beside us I can recommend are:

Chartboost
AdColony
Burstly
Mopub

Most Ad SDKs give you a no fill response so you can always build your own
waterfall or go for a mediation platform.

Miguel.


On Sat, Aug 17, 2013 at 7:09 PM, limtc  wrote:

> Thanks Kris!
>
> Now the problem is too many choices... anyone particularly good
> (especially work fine in additional to AdMob - means if AdMob has not
> enough ads, this takes over)?
>
>
>
>> http://appflood.com/blog/list-**of-mobile-ad-networks-**february-2013
>>
>> gives a pretty comprehensive list...
>>
>> Kris
>>
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Re: [android-developers] How do I write an equation in string format in Android?

2012-08-24 Thread Miguel Morales
yeah but good luck getting latex to render in a view.  You might just
transform it.
On Aug 24, 2012 4:53 PM, "Kristopher Micinski" 
wrote:

> Just FYI, among academics there has been a better standard (LaTeX) for
> around 30 years now, :-)
>
> kris
>
> On Fri, Aug 24, 2012 at 7:14 PM, gabi2i42 
> wrote:
> >> Thank you all for your suggestions.
> >
> > In the end I have decided to use WebView and HTML to create the desired
> > layout (page) using the code provided in this pages
> >
> >
> http://www.monocube.com/2011/02/08/android-tutorial-html-file-in-webview/
> >
> >>
> >>  A good html equation editor that I found is:
> >>
> >> http://people.hofstra.edu/Stefan_Waner/equation/codeindex.html
> >
> >
> > --
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Re: [android-developers] How do I write an equation in string format in Android?

2012-08-24 Thread Miguel Morales
I'm not sure if anyone else suggested this.  Why don't you just use a web
view and use HTML to render the formulas.
On Aug 23, 2012 11:50 PM, "gabi2i42"  wrote:
>
> Hello, I am creating an Android App and I do not know how to write an
equation which will be displayed to the user, an example could be y=x/2. I
am interested to put the x on the top and 2 on the bottom. I have tried to
write it as a string such as y=x2 (HTML) but Android or XML does
not recognise the function. I am using Java and XML. If this is not
possible in XML string format is there any other way to display complex
equations?
>
> Thank you
>
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Re: [android-developers] Regarding Freelancing

2012-06-14 Thread Miguel Morales
The best way to find a job is to show off your creations.
Employers value developers who take the time and program application on
their own.
Link to the applications you've developed and people will notice.

On Thu, Jun 14, 2012 at 8:44 AM, Justin Anderson wrote:

> Put your Android experience on LinkedIn...  I have gotten contacted a
> couple times for some contract Android work due to my LinkedIn Profile...
>
> Thanks,
> Justin Anderson
> MagouyaWare Developer
> http://sites.google.com/site/magouyaware
>
>
> On Thu, Jun 14, 2012 at 9:23 AM, yogendra G  wrote:
>
>> freelancer
>
>
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Re: [android-developers] Re: want to install a software .exe from my Android App

2012-05-31 Thread Miguel Morales
Doesn't android already have busybox installed via adb shell?

On Thu, May 31, 2012 at 4:59 PM, Meryeme  wrote:

> yes you are right Francisco we can not install .exe in our mobile
> phone directly. because I am trying to install busybox.exe but it did
> not work for me but when I pass via adb shell it does install it in a
> folder that I create called busybox in data folder. that is why I want
> to put it somewhere in my android application and then push it to the
> phone and install it using some linux commands. so I am wondering if
> that will work. and I agree for the part that the phone has to be
> rooted. for the moment I am working on emulator so I think no problem
> for that. but anybody have an idea how can I install busybox using my
> android application? thank you and I hope I was clear enough and I
> expressed myself in propor why. if not I will try to explain it more.
>
> On 30 mai, 18:59, "Francisco M. Marzoa Alonso" 
> wrote:
> > It looks, at least for me. May be my own ignorance, or perhaps that I
> > have not understood you very well.
> >
> > My point is that Android OS is a linux based system, where you cant exec
> > MS-DOS/WINDOWS binary executable files like those with .exe extension
> > (at least not directly, you can do it with some using WINE for example,
> > but thats another history...).
> >
> > Also if you develop your application the common way, i.e. in Java with
> > Android SDK, it will run on a sandbox within the system, on the Dalvik
> > VM, so your chances to execute native code are even less (though I think
> > you can use JNI for the task), and to be honest I do not know how to do
> > that and what issues you may found (may be you need even a "rooted"
> device).
> >
> > Anyway, the point is that you cannot execute a Micro$oft .exe binary
> > file within your Android device. And installing WINE or something for
> > the task seems to be too complicated for just considering it.
> >
> > Maybe I am wrong anyway.
> >
> > Regards,
> >
> > On 30/05/12 13:16, Anirudh Loya wrote:
> >
> >
> >
> >
> >
> >
> >
> > > Crazy ?
> >
> > > On Wed, May 30, 2012 at 6:56 AM, Francisco M. Marzoa Alonso <
> > > fmmar...@gmail.com> wrote:
> >
> > >> On 30/05/12 12:03, Meryeme Ayache wrote:
> > >>> I am trying to install a .exe softaware
> > >> WHAT???
> >
> > >> --
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Re: [android-developers] Techincal solution to develop an App in Android

2012-05-31 Thread Miguel Morales
You need to provide more details and possibly code and screenshots for us
to be able to help you.
Most likely when you are doing onItemSelected you are not mapping it to the
proper data item.
Again, screenshots would help.

On Thu, May 31, 2012 at 12:34 AM, Ibrahim Sada wrote:

> its better you show us  how you have intent
> its intent problm mostly
>
>
> On 31 May 2012 13:00, Ramya Vegesna  wrote:
>
>> I didnt get u. Can u say me how to pass position of the list view through
>> intent. Please.
>>
>>
>> On Thu, May 31, 2012 at 12:26 PM, mani kandan 
>> wrote:
>>
>>> After selection of theater u must pass position of the list view through
>>> intent...
>>>
>>>
>>> On Wed, May 30, 2012 at 5:08 PM, Ramya Vegesna <
>>> ramyavegesna...@gmail.com> wrote:
>>>
 Hi,

 In 1st screen i used RadioButtons and  2nd screen is in listview .

 regards,
 Ramya


 On Wed, May 30, 2012 at 3:44 PM, mani kandan 
 wrote:

> Hi,
>
>   1st screen and 2nd screen both are in listview?
>
> regards,
>
> M.G.M
>
> On Tue, May 29, 2012 at 5:36 PM, Ramya Vegesna <
> ramyavegesna...@gmail.com> wrote:
>
>> Hi,
>> Good Day!!
>>
>> I request a kind support from the group. I am unable to develop the
>> below requirement, can anyone post the solution:
>>
>> Requirement flow:
>> Step 1: Click the place name (radio button) Eg: Bowenpally, Sanath
>> Nagar, Kukatpally (Ref: Screen 1)
>> Step 2: it should display the Theaters under that area Ed: Srinivas,
>> Saiki etc., (Ref: Screen 2)
>> Step 3: After clicking the Theater name in step 2, it should display
>> the Theater details in below sequence:
>>Area name: Bowenpally
>>Theater Name : Srinivas
>>No of Shows: 04
>>Ticket Price: Rs.150
>>
>> My problem for the above is: Instead of selecting Bowenpally, if I
>> select any other location (Eg: Sanath Nagar/ Kukatpally) or any other
>> Theater apart from Srinivas, I am getting the same details of
>> Bowenpally & Srinivas for any option selected as mentioned in Step 3.
>>
>> Can you please provide me a technical solution on how to develop this.
>>
>> Thanks & Regards,
>> Ramya
>>
>> --
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>
>
>
> --
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> **
> *M.G.Manikandan*
> *9543972414*
> *mgmanikanda...@gmail.com* * *
>
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>>>
>>>
>>>
>>> --
>>> *With warm regards,*
>>> **
>>> *M.G.Manikandan*
>>> *9543972414*
>>> *mgmanikanda...@gmail.com* * *
>>>
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>>
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Re: [android-developers] Does Android supports UDP protocol??

2012-05-15 Thread Miguel Morales
Android does indeed support UDP but I've seen carriers that drop UDP
packets so I recommend you experiment and research first.

On Tue, May 15, 2012 at 1:32 PM, Kristopher Micinski  wrote:

> Android runs a Linux kernel (mostly..)
>
> Linux has UDP in its networking stack.
>
> So yes, Android supports UDP.
>
> Kris
>
> On Mon, May 14, 2012 at 6:46 AM, sunny  wrote:
> >
> > sir
> > I am making an application to play UDP stream in android...but the
> > results are abortive
> > I have an application which is able to play HTTP protocol and RTSP
> > protocol but not UDP why??
> > Is there any android API available which supports UDP?
> > if yes then please help me.
> > if possible plz help me with some peace of codes...
> > thanks.
> >
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Re: [android-developers] Re: Rendering off UI thread causes ANR on Samsung Note

2012-05-01 Thread Miguel Morales
Yeah that's really weird, good luck with your issue.  You may want to start
looking into work-arounds, but what a pain.
Ugh, this just adds to the fuel of the fragmentation flames.

Looking at this page:
http://developer.android.com/guide/topics/graphics/2d-graphics.html you'll
see what you're doing is actually encouraged.


On Tue, May 1, 2012 at 3:40 PM, Mark Murphy  wrote:

> On Tue, May 1, 2012 at 6:29 PM, Ab  wrote:
> > https://www.dropbox.com/s/5wg9src2n3ptv93/ANRTest.zip
> >
> > This includes the Thread.sleep(100); when included, it takes me about 30
> > seconds of button mashing to cause the ANR.  Usually occurs within 10
> > seconds or so if I exclude this.
>
> Yeah, I can't reproduce it here. I see that you already posted
> something to the one Samsung developer board -- at this junction, that
> is your best bet.
>
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Re: [android-developers] Re: Rendering off UI thread causes ANR on Samsung Note

2012-05-01 Thread Miguel Morales
Well, try adding a sleep first and then check your results again.  You can
then rule out the CPU consumption there and then.
Otherwise, it indeed may be a bug.  Perhaps that implementation creates a
lock or something and lets the UI thread from continuing.
That is the root of the issue, that the UI thread is not able to delegate
events and maybe stuck waiting for a lock or executing code.

On Tue, May 1, 2012 at 1:52 PM, Mark Murphy  wrote:

> Redirecting this private reply back to the list, where it belongs:
>
> On Tue, May 1, 2012 at 4:46 PM, Ab  wrote:
> > My application renders some in a non-ui thread while the user continues
> to
> > interact with the UI.
>
> That's fine, so long as it does so in such a way as to not hammer the
> CPU into oblivion. This is why game developers take steps to manage
> their frame rate.
>
> > This simple test Activity mimics this behavior by
> > creating a thread which continually paints into a Canvas while the user
> > presses the buttons in the UI.
> >
> > This Activity gives an ANR on the Samsung Galaxy Note within 10-30
> seconds,
> > but gives no issues on the 6 other devices I tested it on.
>
> I find that difficult to believe.
>
> > Given that the ANR occurs so quickly, and doesn't occur on other
> devices, I
> > don't think the CPU usage is the cause.
>
> You are welcome to your opinion.
>
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Re: [android-developers] Re: Rendering off UI thread causes ANR on Samsung Note

2012-05-01 Thread Miguel Morales
Also, if you have a very tight infinite loop.  The scheduler won't know
that there's a break for the processor so that it can do other things.  You
may also want to add a Thread.sleep() call.

On Tue, May 1, 2012 at 1:43 PM, Miguel Morales wrote:

> You may want to try lowering the priority of the thread and seeing what
> happens.
>
>
>
> On Tue, May 1, 2012 at 1:33 PM, Justin Anderson wrote:
>
>> Because it demonstrates the issue.
>>>
>> I highly doubt it...  Your app creates a thread that runs forever and
>> doesn't do anything?  Sounds like you have a bug...
>>
>>
>> Thanks,
>> Justin Anderson
>> MagouyaWare Developer
>> http://sites.google.com/site/magouyaware
>>
>>
>> On Tue, May 1, 2012 at 2:27 PM, Ab  wrote:
>>
>>> Because it demonstrates the issue.
>>
>>
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Re: [android-developers] Re: Rendering off UI thread causes ANR on Samsung Note

2012-05-01 Thread Miguel Morales
You may want to try lowering the priority of the thread and seeing what
happens.



On Tue, May 1, 2012 at 1:33 PM, Justin Anderson wrote:

> Because it demonstrates the issue.
>>
> I highly doubt it...  Your app creates a thread that runs forever and
> doesn't do anything?  Sounds like you have a bug...
>
>
> Thanks,
> Justin Anderson
> MagouyaWare Developer
> http://sites.google.com/site/magouyaware
>
>
> On Tue, May 1, 2012 at 2:27 PM, Ab  wrote:
>
>> Because it demonstrates the issue.
>
>
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Re: [android-developers] Re: Canvas performance for games

2012-04-30 Thread Miguel Morales
I second the OpenGL route.  It's pretty much the only thing that'll give
you the performance you want.  You may also want to check:
http://www.youtube.com/watch?v=U4Bk5rmIpic
http://www.youtube.com/watch?v=7-62tRHLcHk

On Mon, Apr 30, 2012 at 4:54 PM, Adam Ratana  wrote:

> I think going with OpenGL is likely your best bet here.  Further in the
> book he will have the OpenGL implementation of the same.  There is also the
> excellent graphic library by the same, libgdx which you might also consider
> using.  Another place to look is the replica island source - a fully
> implemented 2d game, and also look for the "sprite method test" which
> compares different methods of drawing sprites.
>
> You can indeed choose to only render parts of the screen that you consider
> dirty, which can also help with your performance, but likely you should be
> able to get the performance you want with just openGL, a texture atlas and
> drawing it all at once.
>
>
>
> On Sunday, April 29, 2012 12:00:45 PM UTC-4, realh wrote:
>>
>> I'm new to Android and Java, learning by porting a game I wrote years
>> ago **. Based on the book "Beginning
>> Android
>> Games" by Mario Zechner, I'm using the technique of creating a fixed size
>> android.graphics.Bitmap (640x480) in RGB_565 format, rendering the game
>> tile by tile to its canvas with drawBitmap(bmp, srcRect, dstRect, 0),
>> then blitting the 640x480 bitmap to a SurfaceView's canvas, also using
>> drawBitmap().  AIUI drawBitmap() will scale if necessary, but I've only
>> tested with 1:1 scaling on an 800x480 device, leaving a gap on the side.
>> All the above is done in a separate thread, using a SurfaceHolder.
>>
>> It's too slow, even without the debugger attached. The test device is a
>> ZTE Blade. The original ran at 50fps and looked nice and smooth. I'll
>> probably run the Android version a bit slower to compensate for
>> controller difficulties, but I'd like to keep the same amount of
>> movement per frame. I could halve the framerate and double the movement
>> per frame, but I think I'd struggle to reach even 20fps, and dropping
>> the rate further would make it unpleasantly jerky.
>>
>> I've added some basic profiling and got some average times:
>>
>> Game logic: < 1ms, fine, but still a lot to be implemented
>> Rendering the game tile by tile: 46ms, too slow
>> "Blit": 8ms, not too bad but would need improving to allow time for
>> all the other stuff
>>
>> The core of the stage that's too slow consists of rendering tiles. Each
>> tile is 32x32 pixels and the game world is made up of 20x15 of them.
>> There's one source pixmap, also RGB_565, containing all the tiles, and
>> the correct 32x32 portion for each tile is obtained by the srcRect.
>>
>> I don't think I could significantly improve the logic of the loop that
>> does the tile rendering, but I could change the paradigm so that I only
>> render the tiles that have changed between frames. However, the draw the
>> whole world on each frame technique is nice and simple and used to work
>> even back in the days of Acorn computers with <100MHz ARMs, and I want
>> to progress to writing 4 way scrolling games, where the whole screen has
>> to be updated every frame. And even in this one I sometimes have to
>> update a whole load of tiles at once when there's a big explosion chain.
>>
>> So I think it's just too slow to use Canvases and Bitmaps this way. Is
>> the answer to my problem to use OpenGL?
>>
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Re: [android-developers] How to read the large sized text file

2012-03-15 Thread Miguel Morales
I think the problem is that you're reading the whole file into a byte
array.  This is bad.  Try using a buffered input stream.  In other words,
stream read the file.  You should also know that phones are very limited in
memory.  Loading more than a few MB into memory spells trouble.

On Mar 15, 2012 12:07 AM, "Narendra Singh Rathore" 
wrote:



On Thu, Mar 15, 2012 at 4:16 AM, 김유섭  wrote:
>
> I think you'd better use da...
Thanks for suggesting me, but I m actually having a large text file.
And thus it would be much difficult for me to fill database one by one a
lot of records.

Do you have any suggestion for filling my database using that text file?





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Re: [android-developers] How to store images in sdcard, at the time of downloading app.?

2012-01-12 Thread Miguel Morales
What?  How is this possible,  I work with the iphone sdk and I know of no
way to know when the application is first installed and run any code.

Please point to the documentation that describes this, otherwise I'm going
to have to call shenanigans.

On Wed, Jan 11, 2012 at 3:08 PM, Jatin D Patel  wrote:

> How come downloading images is possible in iphone during application
> installation, from server and not possible in android.
>
> Is it one of the limitation of Android?
>
> On Wed, Jan 11, 2012 at 2:53 PM, TreKing  wrote:
>
>> On Wed, Jan 11, 2012 at 1:34 PM, Jatin D Patel wrote:
>>
>>> How can we download images at the time of downloading app, in local
>>> drive.?
>>
>>
>> At time of downloading, you can't. At time of first run, detect if your
>> images are available, if so, use them, if not, download them.
>>
>>
>> -
>> TreKing  - Chicago
>> transit tracking app for Android-powered devices
>>
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>
>
>
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>
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Re: [android-developers] Re: Re: Re: Re: Packing data onto socket stream ?

2011-12-30 Thread Miguel Morales
If you're doing web dev and don't know about json, you're probably doing
something wrong.
Anyway, good luck with your odd approach.

On Fri, Dec 30, 2011 at 8:25 PM, SL@maxis  wrote:

>
>  If you have a background with php and javascript you should already know
>> about json.
>> What are you trying to do?  This sounds like something a simple webservice
>> with a fileserver could easily do.
>>
>
>
> I have heard about 'json' but never bother with it. Those web related
> things are done with PHP and javascript without 'json'.
>
> Recently while I was planning to FTP some files onto a webserver with java
> that I discovered java does not provide FTP features (quite a let-down
> really). Of course 3rd-party library like apache provides such a service,
> but I am a bit reluctant to use a 3rd-party tool, always fearing the
> possibilty of a back-door virus. It was only then I realised that a PHP
> script on a webserver would do the job.
>
>
>
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Re: [android-developers] Re: Re: Re: Packing data onto socket stream ?

2011-12-30 Thread Miguel Morales
If you have a background with php and javascript you should already know
about json.
What are you trying to do?  This sounds like something a simple webservice
with a fileserver could easily do.

On Fri, Dec 30, 2011 at 7:45 PM, SL@maxis  wrote:

>
>> These days, it's common to use text-based formats even if it's somewhat
>> less efficient -- to simplify development, debugging and later,
>> maintenance
>> and enhancements.
>>
>>
> I have not thought about this; anyway I have been more active with PHP,
> javascript intepreted languages (before C/C++, occassional cursory look at
> Java).
>
> By the way you mean the current thinking is to convert binary data into
> ASCII representation ?
>
> I think hexadecimal notation (correct me if I am wrong), something like in
> an RTF file.
>
>
>
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Re: [android-developers] Packing data onto socket stream ?

2011-12-29 Thread Miguel Morales
Just use a tcp socket and a bytebuffer.

On Thu, Dec 29, 2011 at 6:47 AM, SL@maxis  wrote:

>
> I am sorry, I think this is not strictly an android question.
>
> From an android device, I want to a message to a PC via a socket.
>
> I am going to pack my data as follows:
>
>  xxxThis is a greeting.
>
> where:
>
> xxx  - message type (3 bytes, text)
>  - integer, 4 bytes, length of text
> 'This is a greeting.' - the actual text
>
> The program at PC needs to decode the byte stream.
>
> I have done that in C/C++; not too sure with JAVA.
>
> I have searched for a while on net, now I have got headache (I am going to
> take a rest for a while). :-( :-(
>
> Java gurus please recommend. Thanks.
>
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Re: [android-developers] issue with conditionally choosing first activity to be displayed

2011-12-23 Thread Miguel Morales
Oh yes that's right.  You can simply have a splash screen launch activity
and have your logic there.  Or still have your own application subclass and
have your launch logic in the application onCreate.  Mostly a matter of
taste on how you do it though.

2011/12/23 Kostya Vasilyev 

> The application object is not an entry point into an Android package.
> There is no UI for the user to launch the application object.
>
> Activities is what users launch, and is that what they see in the launcher.
> 24.12.2011 3:49 пользователь "Miguel Morales" 
> написал:
>
> I haven't done this myself but I *think* you dont have to set a default
>> activity.
>> You might then be able to subclass the Application class and override
>> onStart() and launch an intent there.
>> Again, not even sure if this is possible but might be a bit cleaner.
>>
>> 2011/12/23 Kostya Vasilyev 
>>
>>> Set configuration activity as the launcher entry point in the manifest,
>>> check your flags, start the main activity, call finish. Do it all inside
>>> onCreate before setContentView.
>>>
>>> Method 2, exactly opposite: set main activity as the entry point, check
>>> flags, call startActivityForResult for the config activity.
>>>  24.12.2011 3:31 пользователь "John Goche" 
>>> написал:
>>>
>>>
>>>> Hello,
>>>>
>>>> I am having the following issue. In my application I need to display
>>>> activity A the first time the application is launched so that the user
>>>> can configure some parameters on a form. When the user completes
>>>> the form a preference is set so that every other time the user starts
>>>> the application the application starts directly with activity B.
>>>>
>>>> Now I am having some trouble coding this behavior because the
>>>> android manifest file does not seem to allow for this conditional
>>>> launching. It is always the same activity which seems must be
>>>> launched first.
>>>>
>>>> How can I solve this issue? I hope I have explained the problem
>>>> clearly. Any help would be sincerely appreciated.
>>>>
>>>> Thanks,
>>>>
>>>> John Goche
>>>>
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>>
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>>
>> --
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>> http://www.youtube.com/user/revoltingx
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Re: [android-developers] issue with conditionally choosing first activity to be displayed

2011-12-23 Thread Miguel Morales
I haven't done this myself but I *think* you dont have to set a default
activity.
You might then be able to subclass the Application class and override
onStart() and launch an intent there.
Again, not even sure if this is possible but might be a bit cleaner.

2011/12/23 Kostya Vasilyev 

> Set configuration activity as the launcher entry point in the manifest,
> check your flags, start the main activity, call finish. Do it all inside
> onCreate before setContentView.
>
> Method 2, exactly opposite: set main activity as the entry point, check
> flags, call startActivityForResult for the config activity.
>  24.12.2011 3:31 пользователь "John Goche" 
> написал:
>
>
>> Hello,
>>
>> I am having the following issue. In my application I need to display
>> activity A the first time the application is launched so that the user
>> can configure some parameters on a form. When the user completes
>> the form a preference is set so that every other time the user starts
>> the application the application starts directly with activity B.
>>
>> Now I am having some trouble coding this behavior because the
>> android manifest file does not seem to allow for this conditional
>> launching. It is always the same activity which seems must be
>> launched first.
>>
>> How can I solve this issue? I hope I have explained the problem
>> clearly. Any help would be sincerely appreciated.
>>
>> Thanks,
>>
>> John Goche
>>
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Re: [android-developers] Re: Memory leaks when using bitmaps in android

2011-12-22 Thread Miguel Morales
Working with bitmaps is a little hard on Android.
One thing to do is to resize or pack them so that they take up less memory.
Another thing you may want to look into is to reuse the bitmap
object/memory.  You may have to do this in native though.
As other have pointed out System.gc() just gives the system a hint that it
needs to run the garbage collector.

Good luck.

On Thu, Dec 22, 2011 at 12:11 AM, String wrote:

> When chasing a problem like this a couple of years ago, my testing seemed
> to indicate that setting a bitmap to null right after a call to recycle()
> was leaky. It was as though the recycle call needed some time to work, and
> setting null got in the way. I found it was better to just call recycle on
> its own, and then let the GC deal with the empty bitmap object in its own
> time.
>
> String
>
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Re: [android-developers] Re: Display many images into the Imageview in 3-4 seconds

2011-12-15 Thread Miguel Morales
Try the tutorial I sent.  Also, dont load the images into memory that's
your issue.
Save to memory cache, then read them from file right before you need to
draw them.

TimeTask already runs in a different thread, so seems like you're having a
memory issue.

On Thu, Dec 15, 2011 at 8:22 AM, Christian Bianchini wrote:

> Still give me the fatal error: excess VM
>
> On Dec 15, 8:57 am, Christian Bianchini  wrote:
> > Because is giong to alloc the memory and then display the image, this
> > process looks that the application is blocked.
> >
> > I tried to run the TimerTask into a new thread but anything is
> > changed.
> >
> > On Dec 15, 1:23 am, Miguel Morales  wrote:
> >
> >
> >
> >
> >
> >
> >
> > > Why is TimerTask too slow?  Just set the time lower?
> > > This might help:
> http://developingthedream.blogspot.com/2011/01/android-canvas-frame-b...
> >
> > > On Wed, Dec 14, 2011 at 5:13 PM, Christian Bianchini  >wrote:
> >
> > > > I have a problem with Android and the perfomance, I should display
> > > > around 20-30 images, like a gif, in 3-4 seconds.
> >
> > > > I tried to make a TimerTask but it's too slowly and I can see only
> 3-5
> > > > images.
> >
> > > > There is a solution to play 20-30 images like a gif image? I read
> that
> > > > I can do something with the spirte.
> >
> > > > --
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> >
> > > --
> > > ~ Jeremiah:9:23-24
> > > Android 2D MMORPG:
> http://solrpg.com/,http://www.youtube.com/user/revoltingx
>
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Re: [android-developers] Display many images into the Imageview in 3-4 seconds

2011-12-14 Thread Miguel Morales
Why is TimerTask too slow?  Just set the time lower?
This might help:
http://developingthedream.blogspot.com/2011/01/android-canvas-frame-by-frame-animation.html

On Wed, Dec 14, 2011 at 5:13 PM, Christian Bianchini wrote:

> I have a problem with Android and the perfomance, I should display
> around 20-30 images, like a gif, in 3-4 seconds.
>
> I tried to make a TimerTask but it's too slowly and I can see only 3-5
> images.
>
> There is a solution to play 20-30 images like a gif image? I read that
> I can do something with the spirte.
>
> --
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Re: [android-developers] OT How to Automate Build Tasks in Eclipse?

2011-12-14 Thread Miguel Morales
>
> Classy.


The only way I know how to keep it.

On Wed, Dec 14, 2011 at 8:15 AM, Nikolay Elenkov
wrote:

>
> On Dec 15, 2011 12:41 AM, "Miguel Morales" 
> 
> @ gmail.com > wrote:
> >
> > That's probably because you suck at writing readable Perl.
>
> Classy.
>
> *plonk*
>
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Re: [android-developers] OT How to Automate Build Tasks in Eclipse?

2011-12-14 Thread Miguel Morales
That's probably because you suck at writing readable Perl.
Perl is as readable as any other language.  Batch is next to useless.
I also use Perl for my iOS autobuild and its libraries made the build
system a breeze.

On Wed, Dec 14, 2011 at 7:36 AM, Nikolay Elenkov
wrote:

> On Thu, Dec 15, 2011 at 12:15 AM, Miguel Morales
>  wrote:
> > Simply combine ant with a script.  I use Perl for my build scripts
> because
> > Ant can be tedious to work with.  However, use Ant as a base to compile
> your
> > projects.
> >
>
> Perl may be more concise, but is not really more readable than XML :)
>
> Seriously though, getting the whole build chain right might be tricky
> with just a build script, so starting with Ant is a good idea. That
> said, I know some people run the whole build from a Windows
> batch file.
>
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Re: [android-developers] OT How to Automate Build Tasks in Eclipse?

2011-12-14 Thread Miguel Morales
Simply combine ant with a script.  I use Perl for my build scripts because
Ant can be tedious to work with.  However, use Ant as a base to compile
your projects.

On Wed, Dec 14, 2011 at 7:02 AM, Nikolay Elenkov
wrote:

> On Wed, Dec 14, 2011 at 11:34 PM, Mark Phillips
>  wrote:
>
> >
> > I googled for some answers, and found references to Monkey, which is no
> > longer available, and Ant. However, I am not sure if Ant is what I need,
> and
> > I have not found a good tutorial that helps with this problem.
>
> Ant *is* what you need. What you have described is pretty easy to do in
> Ant: it has both tasks for your steps and supports dependencies. It might
> take you some time to get comfortable with it, but it will most probably be
> worth your while. Capturing clicks and running a script is definitely not
> the
> way to create a build system. Of course, one can argue that XML is not
> the best way to write build scripts either, but it is way better than
> recording
> clicks.
>
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Re: [android-developers] Android web development guide..(beginner question..)

2011-12-13 Thread Miguel Morales
http://developer.android.com/guide/webapps/index.html

On Tue, Dec 13, 2011 at 4:54 AM, Yang Bo  wrote:

> If you are developing web app,it will run in browser installed in user
> phone. Why do you care Android SDK api ?
> 在 2011-12-13 下午7:43,"sathyashrayan" 写道:
>
> Developers,
>>  I have been in web developments with php/mysql.. Now a days learning
>> the basics of android developments. My requirements is to develop
>> android web apps.. I got a book called pro android 3 and pro android
>> web apps.. I have run all those examples from the two books. I also
>> have samples from android sdk. My doubt is, where these two types
>> development gets integrated? I mean when are these  android sdk
>> functions and classes used in android web development?
>>
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Re: [android-developers] Porting Application

2011-12-12 Thread Miguel Morales
3D image galleries?  I don't think those are standard in iOS are they?
 IIRC, the iOS default gallery is very similar to the Android gallery.
If you want to make 3d gallery for Android you'll probably have to find an
opensource implementation or program your own.

On Mon, Dec 12, 2011 at 12:52 AM, Moeen Zamani
wrote:

> *Hey There :)*
> *
> *
> *I am porting an application from iPhone to Android, and i made some UIs
> in iPhone app, that i cant figure it out that how can i make*
> *corresponding UI to android, such as 3D image galleries. ( I don't
> intend to use cross-platform development environments. )*
> *
> *
> *I would appreciate your consultancy guys :)*
> *Thanks.*
>
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Re: [android-developers] Re: splash screen

2011-12-10 Thread Miguel Morales
BTW, I misplaced a }

That's all in the same onCreate() method.

On Sat, Dec 10, 2011 at 3:00 PM, Miguel Morales wrote:

> Well, to be honest you don't really need a splash screen.
> What is taking so long is that you are loading the images in the same
> thread as the UI thread.
> This makes it hang while you load your bitmaps.  I'm surprised you're not
> getting an application not responding alert.
>
> What I do in my game is load bitmaps in a background thread.
> Simply show a progress dialog while the background thread loads the
> bitmaps.  Then tell the UI thread that all the resources are ready to go.
>
> Something like:
>
> void onCreate() {
> Handler callbackHandler = new Handler() {
>  @Override
>  public void handleMessage(Message msg) {
>//all resources have been loaded...
>  }
> }
>
> class MyThread extends Thread {
> Handler handler;
> MyThread(Handler cbHandler) {
> handler = cbHandler;
> }
> @Override
> public void run() {
> //load all the images here...
> handler.sendEmptyMessage();//let the UI thread know we're
> done.
> }
> }
>
> //show progress dialog here...
> new MyThread(callbackHandler).start();
> }
>
> On Sat, Dec 10, 2011 at 11:57 AM, John Goche 
> wrote:
>
>>
>> At last I was able to find this example...
>>
>> http://www.wglxy.com/android-tutorials/splash-screen-demo-app-for-android
>>
>> and code the following, which seems to work for a splash screen with
>> AsyncTask:
>>
>> public class GameActivity extends Activity {
>>
>>   private Panel panel = null;
>>
>>   class SplashTask extends AsyncTask {
>>
>> GameActivity gameActivity;
>>
>> SplashTask(GameActivity gameActivity) {
>>
>>   this.gameActivity = gameActivity;
>>
>> }
>>
>> @Override
>> protected Void doInBackground(Void... params) {
>>
>>   Looper.prepare();
>>
>>   this.gameActivity.panel = new Panel(gameActivity);
>>
>>   return null;
>>
>> }
>>
>> @Override
>> protected void onPostExecute(Void params) {
>>
>>   setContentView(this.gameActivity.panel);
>>
>> }
>>
>>   }
>>
>>   class Panel extends SurfaceView implements SurfaceHolder.Callback {
>>
>> Context context;
>>
>> public Panel(Context context) {
>>
>>   super(context);
>>
>>   this.context = context;
>>
>> [...snip...]
>>
>>
>>   @Override
>>   public void onCreate(Bundle savedInstanceState) {
>>
>> super.onCreate(savedInstanceState);
>>
>> setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
>>
>> requestWindowFeature(Window.FEATURE_NO_TITLE);
>>
>> getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
>> WindowManager.LayoutParams.FLAG_FULLSCREEN);
>>
>> setVolumeControlStream(AudioManager.STREAM_MUSIC);
>>
>> // panel = new Panel(this);
>>
>> // setContentView(panel);
>>
>> setContentView(R.layout.splash);
>>
>> new SplashTask(this).execute();
>>
>> PowerManager powerManager = (PowerManager)
>> getSystemService(Context.POWER_SERVICE);
>> wakeLock = powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, TAG);
>>
>> wakeLock.acquire();
>>
>>   }
>>
>> And yes, also in my manifest file:
>>
>> >   android:name=".GameActivity"
>>   android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
>> ...
>>
>> Thank you for all your kind replies,
>>
>> As always, feedback welcome,
>>
>> Regards,
>>
>>
>> John Goche
>>
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>
>
>
> --
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> Android 2D MMORPG: http://solrpg.com/,
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>



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Re: [android-developers] Re: splash screen

2011-12-10 Thread Miguel Morales
Well, to be honest you don't really need a splash screen.
What is taking so long is that you are loading the images in the same
thread as the UI thread.
This makes it hang while you load your bitmaps.  I'm surprised you're not
getting an application not responding alert.

What I do in my game is load bitmaps in a background thread.
Simply show a progress dialog while the background thread loads the
bitmaps.  Then tell the UI thread that all the resources are ready to go.

Something like:

void onCreate() {
Handler callbackHandler = new Handler() {
 @Override
 public void handleMessage(Message msg) {
   //all resources have been loaded...
 }
}

class MyThread extends Thread {
Handler handler;
MyThread(Handler cbHandler) {
handler = cbHandler;
}
@Override
public void run() {
//load all the images here...
handler.sendEmptyMessage();//let the UI thread know we're
done.
}
}

//show progress dialog here...
new MyThread(callbackHandler).start();
}

On Sat, Dec 10, 2011 at 11:57 AM, John Goche wrote:

>
> At last I was able to find this example...
>
> http://www.wglxy.com/android-tutorials/splash-screen-demo-app-for-android
>
> and code the following, which seems to work for a splash screen with
> AsyncTask:
>
> public class GameActivity extends Activity {
>
>   private Panel panel = null;
>
>   class SplashTask extends AsyncTask {
>
> GameActivity gameActivity;
>
> SplashTask(GameActivity gameActivity) {
>
>   this.gameActivity = gameActivity;
>
> }
>
> @Override
> protected Void doInBackground(Void... params) {
>
>   Looper.prepare();
>
>   this.gameActivity.panel = new Panel(gameActivity);
>
>   return null;
>
> }
>
> @Override
> protected void onPostExecute(Void params) {
>
>   setContentView(this.gameActivity.panel);
>
> }
>
>   }
>
>   class Panel extends SurfaceView implements SurfaceHolder.Callback {
>
> Context context;
>
> public Panel(Context context) {
>
>   super(context);
>
>   this.context = context;
>
> [...snip...]
>
>
>   @Override
>   public void onCreate(Bundle savedInstanceState) {
>
> super.onCreate(savedInstanceState);
>
> setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
>
> requestWindowFeature(Window.FEATURE_NO_TITLE);
>
> getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
> WindowManager.LayoutParams.FLAG_FULLSCREEN);
>
> setVolumeControlStream(AudioManager.STREAM_MUSIC);
>
> // panel = new Panel(this);
>
> // setContentView(panel);
>
> setContentView(R.layout.splash);
>
> new SplashTask(this).execute();
>
> PowerManager powerManager = (PowerManager)
> getSystemService(Context.POWER_SERVICE);
> wakeLock = powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, TAG);
>
> wakeLock.acquire();
>
>   }
>
> And yes, also in my manifest file:
>
>android:name=".GameActivity"
>   android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
> ...
>
> Thank you for all your kind replies,
>
> As always, feedback welcome,
>
> Regards,
>
>
> John Goche
>
> --
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Re: [android-developers] Re: Suspended app

2011-12-09 Thread Miguel Morales
Haha, nothing in this world is fair.  Come on now, you just got unlucky
that you got caught.
Next time try creating something more original and stop trying to leech off
other companies.

BTW, you should really consult your lawyer.  I'm sure you consulted him/her
before uploading the app.

On Fri, Dec 9, 2011 at 8:06 PM, Bryan Stinchfield wrote:

> You're an asshole and missing the point of the topic. If my app is
> getting pulled then why aren't the hundreds of others. Equality is all
> I'm talking about. How many "unofficial guides" are relased every year
> in the USA and not pulled? What if the application was about aviary
> birds that get upset over things and they used angry and birds int he
> title? Would they not be allowed to use it? There is a free app, angry
> birds walkthrough, 2 of them infact, neither has been pulled. Nor have
> the other 50+ walkthrough apps for angry birds, all using angry birds
> in their title. It would be a fair argument is no other app could have
> angry birds in the title, but this isn't the case. If you go look at
> my app on appbrain you'll see that I copied NOTHING from the angry
> birds app, don't accuse me of copyright infringement when it didn't
> happen. if you search angry birds you'll see hundreds of results, its
> a moot point that my app has angry birds in the title when so many
> others are using it as well.
> The reason of pointing out what other people are doing is simply that
> their apps are not suspended and mine is. If mine was suspended then
> why are their still up? If there is a speed trap and they are pulling
> over people who are causing infractions and an infraction is anything
> above the speed limit then why would someone doing 1mph over the limit
> get pulled over while others who are going 20 miles over the speed
> limit are not? Everyone did somethign wrong but some people more than
> others and they get away with it.
> Please, don't bother responding, I could care less what you think.
> Looking for help, not an asshole.
>
>
> On Dec 9, 8:20 pm, TreKing  wrote:
> > On Fri, Dec 9, 2011 at 1:04 PM, Bryan Stinchfield  >wrote:
> >
> > >  Any ideas what they are referring to?
> >
> > Probably this:
> >
> > > My app, *Angry Birds Walkthrough Portal* [...] please see the
> > > * Intellectual Property and Impersonation* ... sections of our Content
> > > Policy. Please also be advised that *your application’s
> > > title, description, and screenshots* are also subject to the above
> Terms.
> >
> > I don't suppose you got permission from Rovio to use "Angry Birds" in
> your
> > title and description, and to use their artwork?
> >
> > Yes, i did use keywords in the description, but so does google and
> >
> > > numerous other extremely popular apps - xconstructions for instance,
> > > the lite version has been downloaded over 5 million times and they are
> > > an editor of choice ... yet they use keywords.
> >
> > You're comparing your app that uses Angry Birds' popularity to sell
> itself
> > to *this <
> https://market.android.com/details?id=de.hms.xconstruction&hl=en>*?
> > Seriously?
> > You will note that there are a total of 6 keywords and none of them are
> the
> > names of popular apps used as a cheap ploy to bottom feed off their
> search
> > hits.
> >
> > > My keywords did include angry birds, but that being used as a keyword
> is
> > > completely related to my app.
> >
> > Your title also included "Angry Birds", and your icon includes their
> > copyrighted image.
> >
> > The only other infraction I see is one that hundreds of other developers
> >
> > > did, they used artwork from the app.
> >
> > "Officer, why are you arresting just *me*? I was just looting with the
> rest
> > of the mob. Surely that's OK?"
> >
> > > Actually though, the image i used for my icon wasn't even from a
> > > screenshot of the game or their website (Rovio's) it was from somewhere
> > > else, I can't even remember now it was last year.
> >
> > So let's say you're a photographer. You take a picture and post it in
> your
> > online resume. It becomes famous.
> > Someone takes that picture, copies it, and posts it elsewhere.
> > I take that copy of the picture, forget where I got it, and then bundle
> it
> > with my own work, to help it sell and thus profit from it, without your
> > permission.
> > But it's OK because I forgot where I got your clearly identifiable image
> > from?
> >
> > Dude ... come on ... you can't be serious ...
> >
> > > Has ANYONE had any success at contacting google, disputing the
> > > alleged infractions and getting their app reposted?
> >
> > There was a recent thread of someone getting banned due to DMCA notice
> and
> > they got it resolved. They never heard from Google though.
> > In your case, it seems pretty obvious that you'll not get re-instated.
> >
> > > Yes, I can retool the artowrk, I already did that and I re-released it
> >
> > Wow. That's priceless.
> >
> > > I had the best placement possible, int he top 4 most viewed and
> downl

Re: [android-developers] How to monitor screen touch event in service

2011-12-08 Thread Miguel Morales
Or steal any phone numbers I dial?

On Thu, Dec 8, 2011 at 1:48 AM, Yang Bo  wrote:

> Because that may be very useful,if you want implement a system wide
> gesture, or do something interesting accounting like how many times you hit
> the phone screen every day 
> 在 2011-12-8 下午5:29,"Oli Wright" 写道:
>
> The first question you're likely to get from anyone is "why". Smells of
>> malice.
>>
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Re: [android-developers] Re: splash screen

2011-12-07 Thread Miguel Morales
How about placing a layout or something on top of your surface view and
place a progress control there or something.
That would be the least intrusive i think.

On Wed, Dec 7, 2011 at 6:17 PM, Kristopher Micinski
wrote:

> On Wed, Dec 7, 2011 at 9:11 PM, Christopher Van Kirk
>  wrote:
> > Does this preserve your GL context? I thought GL context goes away when
> its
> > parent activity does.
> >
>
> Maybe not?  I don't know anything about GL, I'm the completely wrong
> person to ask on that one, but if it's just a splash screen you throw
> up while loading stuff, then you switch to the "main" activity, why
> does it matter?  (Maybe it does, I just don't see why.)
>
> kris
>
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Re: [android-developers] How to hooking Android WebView with anytools(WebKit, etc.....)

2011-12-02 Thread Miguel Morales
You use the Android WebView with the Android SDK.
Now you dont have to wonder.

On Thu, Dec 1, 2011 at 10:59 PM, Chae-Hoon Lim  wrote:

> Hello.
>
> how to hooking Android WebView with andorid API or tools??
>
> i wonder about it
>
> --
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Re: [android-developers] please give me solution

2011-12-02 Thread Miguel Morales
This is a terrible question.
What the hell do you mean: but it is not
accepting dynamic values.. ???

Post a better description and a log.

Also, make sure you spend more than a minute typing up your question and
try really hard to use proper English.

On Thu, Dec 1, 2011 at 11:11 PM, sunkuru abhishek  wrote:

> hello,
>  i am developing application,i am using CountDownTimer .
>
> new CountDownTimer(a, 1000) {
>
>public void onTick(long millisUntilFinished) {
>edt5.setText("left: " + millisUntilFinished /
> 1000);
>}
>
>public void onFinish() {
>edt5.setText("done!");
>}
> }.start();
>
>
> where a is the variable calculated dynamincally.but it is not
> accepting dynamic values..
> can anyone help me...?
>
> --
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Re: [android-developers] viewing source code

2011-12-02 Thread Miguel Morales
Unless the app is open source, you can't.
Otherwise it would be illegal and stealing.

In some countries they cut off your hands for stealing.  So, don't steal
someone's hard work.

On Thu, Dec 1, 2011 at 10:40 PM, newtoandroid  wrote:

> hii
> how could i view the sourcecode of an application
>
> --
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Re: [android-developers] Re: About Phone GAP

2011-12-02 Thread Miguel Morales
It's ok for what it is.
But, it's just all the layers of abstraction in HTML/JS that make it really
slow.
I doubt they will gain much more speed on mobile devices, perhaps by using
hardware acceleartion.

In either case, it's slow and it looks and feels like crap.
But it's perfect for simple apps, users just want things that work.
 Although they prefer things that work well.

On Fri, Dec 2, 2011 at 1:42 AM, ghenne  wrote:

> For an alternative to working with HTML/CSS/JS, have a look at NS
> Basic/App Studio . It's got a drag and drop
> interface for creating forms and lets you code in a subset of VB or in
> JavaScript. The projects can be deployed as web apps or through a built in
> interface to PhoneGap.
>
> It makes life much easier for people coming from VB like environments.
>
> --
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Re: [android-developers] pausing games: dealing with Handler Messages timers

2011-12-02 Thread Miguel Morales
Well, having neat code is pretty useless in a game is you are going have
sync issues.
Furthermore, it's standard to have a game loop and a draw loop.

Plus, you are adding the overhead of using message queues.  Also, if you
are launching or using a thread for each sprite the game is going to slow
down significantly from all the overhead.

On Fri, Dec 2, 2011 at 10:20 AM, John Goche wrote:

>
> Well, my code uses handlers, which are specific to android, so at least I
> thought I'd post my code,
> so anyone with any comments on this android-specific code feel free to
> drop me a line.
>
> John Goche
>
> class TimeStampedMessage {
>
>   TimeStampedMessage(Handler handler, long when, int what) {
>
> this.handler = handler;
>
> this.when = when;
>
> this.what = what;
>
> this.timeStamp = System.nanoTime();
>
>   }
>
>   static void pauseTimers() {
>
> for (int k = 0; k < TimeStampedMessage.timeStampedMessages.size();
> k++) {
>
>   TimeStampedMessage timeStampedMessage =
> TimeStampedMessage.timeStampedMessages.get(k);
>
>   long oldTimeStamp = timeStampedMessage.timeStamp;
>
>   long newTimeStamp = System.nanoTime();
>
>   System.out.println("When1: " + timeStampedMessage.when);
>
>   System.out.println(oldTimeStamp);
>
>   System.out.println(newTimeStamp);
>
>   timeStampedMessage.when -= (newTimeStamp - oldTimeStamp) / 100L;
>
>   System.out.println("When2: " + timeStampedMessage.when);
>
>   timeStampedMessage.handler.removeMessages(timeStampedMessage.what);
>
> }
>
>   }
>
>   static void resumeTimers() {
>
> for (int k = 0; k < TimeStampedMessage.timeStampedMessages.size();
> k++) {
>
>   Handler handler =
> TimeStampedMessage.timeStampedMessages.get(k).handler;
>
>   long when = TimeStampedMessage.timeStampedMessages.get(k).when;
>
>   int what = TimeStampedMessage.timeStampedMessages.get(k).what;
>
>   TimeStampedMessage.timeStampedMessages.get(k).timeStamp =
> System.nanoTime();
>
>   Message message = handler.obtainMessage(what);
>
>   handler.sendMessageDelayed(message, when);
>
>   System.out.println("resuming: when:" + when);
>
> }
>
>   }
>
>   static void unloadMessages(Handler handler, int what) {
>
> for (int k = 0; k < TimeStampedMessage.timeStampedMessages.size(); k++)
>
>   if (TimeStampedMessage.timeStampedMessages.get(k).handler == handler
> &&
>   TimeStampedMessage.timeStampedMessages.get(k).what == what)
>
> TimeStampedMessage.timeStampedMessages.remove(k);
>
>   }
>
>   Handler handler;
>
>   long timeStamp;
>
>   long when;
>
>   int what;
>
>   static List timeStampedMessages = new
> ArrayList();
>
> }
>
> abstract class WorldState {
>
>   public abstract void enter(World world);
>
>   public abstract void timerExpired(World world, Message msg);
>
>   public abstract void update(World world, float deltaTime);
>
>   public abstract void exit(World world);
>
>   public void sendMessage(World world, long numMillis, int what) {
>
> Message message = world.worldHandler.obtainMessage(what);
>
> world.worldHandler.sendMessageDelayed(message, numMillis);
>
> TimeStampedMessage timeStampedMessage = new
> TimeStampedMessage(world.worldHandler, numMillis, what);
>
> TimeStampedMessage.timeStampedMessages.add(timeStampedMessage);
>
>   }
>
>   public void removeMessages(World world, int what) {
>
> TimeStampedMessage.unloadMessages(world.worldHandler, what);
>
>
> world.worldHandler.removeMessages(World.WorldHandler.MESSAGE_WHAT_PRESENTATION_GHOST_ESCAPE);
>
>   }
>
> }
>
> Regards,
>
>
> John Goche
>
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Re: [android-developers] pausing games: dealing with Handler Messages timers

2011-12-02 Thread Miguel Morales
Why are you using timers?  That seems needlessly complicated.
Use a game loop that keeps a constant frame rate.
Maintain state in your sprite objects, use the game loop to update this
state.
Then on a separate draw loop draw the sprite according to its state.

Then you dont have to worry about weird sync issues.

On Fri, Dec 2, 2011 at 5:45 AM, John Goche wrote:

>
> Hello,
>
> I have an android game which uses timers to update the screen sprites.
> When the user wishes to pause the screen I have to know which timers
> are pending and how long is missing before their expiration time. So this
> means I have to maintain separate data structures for each Handler to
> keep track of:
>
> A. when the timer is set (timerSetTime) with System.nanoTime() and
> B. how long before it expires (timerExpirationLength) so that
>
> when the user pauses the game screen I cancel all timers
> and then when the user unpauses for each paused timer I compute
>
> unpauseTime = System.nanoTime()
>
> and then reset each timer to timerExpirationLength - unpauseTime +
> timerSetTime
>
> and then when each timer expires unload the corresponding (timerSetTime
> and timerExpirationLength)
> data structure entry in the Handler subclass.
>
> OK, I have described my solution to the problem. The android Handler
> system does not seem
> to provide a custom solution to this problem so I had to implement my own
> code. If anyone has
> a better solution to the problem of dealing with game state timers when
> the game is paused (so
> that they are saved as part of the game state) I'd like to hear your
> alternative solutions.
>
> Thanks,
>
> John Goche
>
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Re: [android-developers] Re: how do i know if i am on road between two points in android

2011-12-02 Thread Miguel Morales
This is really easy if you use your own server.
Simply store lat/long values for the points you'd like.
To get points near another point construct a lat/long perimeter around it.
Basically, like a rectangle you'll have a start x,y lat/long pair and an
end lat/long pair.
You can then query your database to pull points within that perimeter.

I suck at math so I used:
http://search.cpan.org/~asp/Geo-Calc-0.04/lib/Geo/Calc.pm
Some APIs may offer something like this.

FYI, as other have pointed out.  This has little to nothing to do with
Android.  Everyone has given you good tips, but come back with Android
specific questions plz.


On Fri, Dec 2, 2011 at 4:53 AM, cellurl  wrote:

> some api's return the accuracy, closeness to the point.
> I would dig in google-map-api or ask on their group.
>
> -cellurl
> Speederaser: No more tickets
> http://goo.gl/iIKqD
>
>
>
> On Dec 2, 3:00 am, PaulH  wrote:
> > Roads don't necessarily travel in a straight line between two points.
> >
> > On Dec 2, 1:10 am, TreKing  wrote:
> >
> >
> >
> >
> >
> >
> >
> > > On Thu, Dec 1, 2011 at 5:49 AM, PaulH  wrote:
> > > > how can I check if my current location is in the zone if I have only
> the
> > > > start point and end point?
> >
> > > If you're saying you have a set of points that define these "zoned
> roads",
> > > than some basic math will allow you to find the nearest points to your
> > > location and the distance to the line formed by those points. This of
> > > course has nothing to do with Android specifically.
> >
> > >
> ---
> --
> > > TreKing  - Chicago
> > > transit tracking app for Android-powered devices
>
> --
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http://www.youtube.com/user/revoltingx

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Re: [android-developers] good videos

2011-11-26 Thread Miguel Morales
I believe tablets like the Xoom have HDMI out.  Use that.

On Sat, Nov 26, 2011 at 6:58 PM, bob  wrote:

> What can I use to make good videos of my Android games?
>
> I tried filming my tablet, but those videos are kind of low quality.
>
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Re: [android-developers] Re: Urgent help required

2011-11-11 Thread Miguel Morales
They sure are.

On Fri, Nov 11, 2011 at 3:14 AM, Sunil Mishra wrote:

> The images are in res->raw->images->css
>
> On Nov 11, 3:38 pm, Miguel Morales  wrote:
> > That's better, most likely you'll want to put your html/images in the res
> > folder and then user the following path:
> >
> > file://android_asset/file_path.png
> >
> > If you are downloading these files dynamically, then simply change the
> > file:// path.
> >
> > On Fri, Nov 11, 2011 at 2:30 AM, Sunil Mishra  >wrote:
> >
> >
> >
> >
> >
> >
> >
> > > home.html
> >
> > >  > >www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
> >
> > > http://www.w3.org/1999/xhtml"; xml:lang="en">
> > >  
> > >ODMS
> > >
> > > 
> > > html {
> > >background: #d2d2d2;
> > >margin:0 0 0 -1px;
> > >padding:0;
> > >overflow-Y: scroll;
> > > }
> >
> > > body {
> > >padding:0;
> > >margin :0;
> > >display:table;
> > >width:100%;
> > > }
> >
> > > body {
> > >color:#606060;
> > >font-family: 'Trebuchet MS', sans-serif;
> > >font-size: 13px;
> > >font-style: normal;
> > >font-weight: normal;
> > >text-transform: normal;
> > > }
> >
> > > p {
> > >letter-spacing: normal;
> > >line-height: 1.7em;
> > > }
> >
> > > h1 {
> > >color:#505050;
> > >font-size:22px;
> > >margin:25px 0 10px 0;
> > >clear:both;
> > > }
> >
> > > h2 {
> > >color:#505050;
> > >font-size:20px;
> > >margin:20px 0 10px 0;
> > >clear:both;
> > > }
> >
> > > h3 {
> > >color:#505050;
> > >font-size:18px;
> > >margin:20px 0 5px 0;
> > >clear:both;
> > > }
> >
> > > a:link, a:visited {
> > >color:#9B251B;
> > >text-decoration:none;
> > > }
> >
> > > a:hover {
> > >color:#fa720a;
> > >text-decoration:underline;
> > > }
> >
> > > #wrapper {
> > >background: transparent url( images/css/page-vbg.jpg ) repeat-y
> > > scroll 50% 0px;
> > >margin:0 auto ;
> > >width:100%;
> > > }
> >
> > > body {
> > >background-color:#d2d2d2;
> > > }
> >
> > > #wrapper {
> > >border-top: 1px solid #ff;
> > > }
> >
> > > #topWrapper {
> > >width:100%;
> > >height:240px;
> > >background-color:${topWrapper.bg.color};
> > >background-image:url(images/css/topWrapper-bg.jpg);
> > >background-position:center top ;
> > >background-repeat:repeat-x;
> > > }
> >
> > > #topBanner {
> > >width:960px;
> > >margin:0 auto;
> > >height:240px;
> > >background-image:url('images/css/topBanner.jpg');
> > >background-repeat:no-repeat;
> > > }
> >
> > > #topnav {
> > >background:transparent url('images/css/hmenu.jpg') repeat-x top
> > > left;
> > > }
> >
> > > #topnav {
> > >height:40px;
> > >margin:0 auto ;
> > >text-align:center;
> > > }
> >
> > > #topnav ul {
> > >display:table;
> > >margin:0 auto;
> > >padding:0;
> > >list-style-type:none;
> > >position:relative;
> > >height:40px;
> > >text-transform:uppercase;
> > >font-size:12px;
> > >font-family:Arial,sans-serif;
> > > }
> >
> > > #topnav ul li {
> > >display:block;
> > >float:left;
> > >margin:0;
> > >padding:0;
> > >background:transparent url('images/css/hmenu.jpg') repeat-x top
> > > left;
> >
> > > }
> >
> > > #topnav ul li a {
> > >display:block;
> > >float:left;
> > >color:#

Re: [android-developers] Re: Urgent help required

2011-11-11 Thread Miguel Morales
images/css/footerWrapper-bg.jpg ) no-
> repeat scroll center top;
> }
>
>
> #footer {
>margin:0 auto;
>padding:0;
>width:960px;
>height:100px;
> }
>
>
>#footer {
>color:#CC;
>text-align:center;
> }
>
> #footer a:link, #footer a:visited {
>color:#EE;
> }
>
>
> #footer a:hover{
>color:#FF;
>text-decoration:none;
> }
>
>
>
>
> #right {
>width:200px;
>padding:10px 20px 20px 20px;
>float:left;
> }
>
>
> #center {
>width:660px;
>padding:10px 20px 20px 20px;
>float:left;
> }
>
>
> #content p {
>margin-top:10px;
>text-align:justify;
> }
>
>
>
> #sidebar ul.vmenu {
>list-style: none;
>text-align: left;
>margin: 7px 0px 8px 0px;
>padding: 0;
>text-decoration: none;
>border-top: 1px solid #ee;
> }
>
>
> #sidebar ul.vmenu li {
>list-style: none;
>padding: 4px 0 4px 0px;
>margin: 0 2px;
>border-bottom: 1px solid #ee;
> }
>
>
>
> #sidebar ul.vmenu li a {
>text-decoration: none;
>color:#9B251B;
> }
>
>
> #sidebar ul.vmenu li a:hover {
>color:#d8d8f0;
> }
>
>
> #sidebar ul.vmenu ul { margin: 0 0 0 5px; padding: 0; }
> #sidebar ul.vmenu ul li { border: none; }
>
>
>
>
>
> a img {
>border:none;
> }
>
>
> .clear {
>clear: both;
>display: block;
>    overflow: hidden;
>visibility: hidden;
>width: 0;
>height: 0;
> }
>
>
>  
>
>
>  
>  
>
>
>  
>
>
>  
>
>  Home
>
>
>  About
>
>
>  Browse Content
>
>  
>
>
>
>  
>
>
>  
>  
>    
>
>  
>
>  Welcome
>  Some Text Some Text Some Text Some Text Some Text
> Some Text Some Text Some Text Some Text Some Text
>  Some Text Some Text Some Text Some Text Some Text
> Some Text Some Text Some Text Some Text Some Text
>  
>
>
>  
>
>
>
>  
>  
>
>
>  
>
>
>
>  
>
>  
>
>  
> 
>
> In the above file i am using url('images/css/topBanner.jpg'); where
> the image is in the "raw->images->css" folder. I am unable to load
> this file.
>
>
> On Nov 11, 1:34 pm, Miguel Morales  wrote:
> > That's not detailed at all, very bad explanation.
> > Again, you'll have to post code, logs, etc.
> >
> > On Fri, Nov 11, 2011 at 12:28 AM, Sunil Mishra  >wrote:
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > > Because i want the contents of my phone to be shared, i am able to do
> > > that. Only thing i need is to design the html page that i am sending
> > > with css. I am unable to use any images in the html page.
> >
> > > On Nov 11, 12:12 pm, Miguel Morales  wrote:
> > > > Why not have the HTTP server on the PC and use the Android device as
> a
> > > > client?
> >
> > > > You'll probably have to post code, logs, etc to get better help.  At
> > > least
> > > > explain, in much better detail, your issue.
> >
> > > > On Thu, Nov 10, 2011 at 10:56 PM, Sunil Mishra <
> suniljmis...@gmail.com
> > > >wrote:
> >
> > > > > I want to share the contents across the network, so i developed the
> > > > > server. Any clue on how to fix my problem?
> >
> > > > > On Nov 11, 9:38 am, Zsolt Vasvari  wrote:
> > > > > > You have developed your own web server?  Why?
> >
> > > > > > On Nov 11, 12:32 pm, Sunil Mishra 
> wrote:
> >
> > > > > > > @TreKing - I have developed the server in Android itself. And
> i am
> > > > > > > accessing that via PC's Web browser.
> >
> > > > > > > On Nov 11, 12:39 am, TreKing  wrote:
> >
> > > > > > > > On Thu, Nov 10, 2011 at 7:24 AM, Sunil Mishra <
> > > > > suniljmis...@gmail.com>

Re: [android-developers] Re: Urgent help required

2011-11-11 Thread Miguel Morales
That's not detailed at all, very bad explanation.
Again, you'll have to post code, logs, etc.

On Fri, Nov 11, 2011 at 12:28 AM, Sunil Mishra wrote:

> Because i want the contents of my phone to be shared, i am able to do
> that. Only thing i need is to design the html page that i am sending
> with css. I am unable to use any images in the html page.
>
> On Nov 11, 12:12 pm, Miguel Morales  wrote:
> > Why not have the HTTP server on the PC and use the Android device as a
> > client?
> >
> > You'll probably have to post code, logs, etc to get better help.  At
> least
> > explain, in much better detail, your issue.
> >
> > On Thu, Nov 10, 2011 at 10:56 PM, Sunil Mishra  >wrote:
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > > I want to share the contents across the network, so i developed the
> > > server. Any clue on how to fix my problem?
> >
> > > On Nov 11, 9:38 am, Zsolt Vasvari  wrote:
> > > > You have developed your own web server?  Why?
> >
> > > > On Nov 11, 12:32 pm, Sunil Mishra  wrote:
> >
> > > > > @TreKing - I have developed the server in Android itself. And i am
> > > > > accessing that via PC's Web browser.
> >
> > > > > On Nov 11, 12:39 am, TreKing  wrote:
> >
> > > > > > On Thu, Nov 10, 2011 at 7:24 AM, Sunil Mishra <
> > > suniljmis...@gmail.com>wrote:
> >
> > > > > > > I have developed a HTTP web server and sending HTML files. But
> now
> > > i
> > > > > > > am trying to use images for background in the html page. But
> it is
> > > not
> > > > > > > able to load the html file with proper background image.
> >
> > > > > > > Any idea how to resolve this?
> >
> > > > > > What does this have to do with Android?
> >
> > >
> ---­--
> > > > > > TreKing <http://sites.google.com/site/rezmobileapps/treking> -
> > > Chicago
> > > > > > transit tracking app for Android-powered devices- Hide quoted
> text -
> >
> > > > > - Show quoted text -
> >
> > > --
> > > You received this message because you are subscribed to the Google
> > > Groups "Android Developers" group.
> > > To post to this group, send email to
> android-developers@googlegroups.com
> > > To unsubscribe from this group, send email to
> > > android-developers+unsubscr...@googlegroups.com
> > > For more options, visit this group at
> > >http://groups.google.com/group/android-developers?hl=en
> >
> > --
> > ~ Jeremiah:9:23-24
> > Android 2D MMORPG:
> http://solrpg.com/,http://www.youtube.com/user/revoltingx
>
> --
> You received this message because you are subscribed to the Google
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Android 2D MMORPG: http://solrpg.com/,
http://www.youtube.com/user/revoltingx

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Re: [android-developers] Re: Urgent help required

2011-11-10 Thread Miguel Morales
Why not have the HTTP server on the PC and use the Android device as a
client?

You'll probably have to post code, logs, etc to get better help.  At least
explain, in much better detail, your issue.

On Thu, Nov 10, 2011 at 10:56 PM, Sunil Mishra wrote:

> I want to share the contents across the network, so i developed the
> server. Any clue on how to fix my problem?
>
> On Nov 11, 9:38 am, Zsolt Vasvari  wrote:
> > You have developed your own web server?  Why?
> >
> > On Nov 11, 12:32 pm, Sunil Mishra  wrote:
> >
> >
> >
> >
> >
> >
> >
> > > @TreKing - I have developed the server in Android itself. And i am
> > > accessing that via PC's Web browser.
> >
> > > On Nov 11, 12:39 am, TreKing  wrote:
> >
> > > > On Thu, Nov 10, 2011 at 7:24 AM, Sunil Mishra <
> suniljmis...@gmail.com>wrote:
> >
> > > > > I have developed a HTTP web server and sending HTML files. But now
> i
> > > > > am trying to use images for background in the html page. But it is
> not
> > > > > able to load the html file with proper background image.
> >
> > > > > Any idea how to resolve this?
> >
> > > > What does this have to do with Android?
> >
> > > >
> ---­--
> > > > TreKing  -
> Chicago
> > > > transit tracking app for Android-powered devices- Hide quoted text -
> >
> > > - Show quoted text -
>
> --
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Android 2D MMORPG: http://solrpg.com/,
http://www.youtube.com/user/revoltingx

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Re: [android-developers] How do LBS apps get information?

2011-11-10 Thread Miguel Morales
Probably from google places and other apis like it.

On Wed, Nov 9, 2011 at 7:54 PM, Cristiano wrote:

> Hi All,
> Now there are many LBS apps,which can show user the information around
> his location,such as restaurants,hotels,metro stations and so on,so how do
> these apps get their needed information,thanks!
>
> --
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Android 2D MMORPG: http://solrpg.com/,
http://www.youtube.com/user/revoltingx

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Re: [android-developers] UIActionSheet Android counterpart

2011-11-08 Thread Miguel Morales
AlertDialogBuilder.

You're welcome.

On Tue, Nov 8, 2011 at 1:53 PM, bob  wrote:

> I'm converting an app from iPhone to android.  On iPhone, there's a UI
> element called a UIActionSheet that slides up from the bottom.
>
> Here's an example:
>
> http://www.youtube.com/watch?v=tDHaQoApgxw
>
> Anyone know what the Android counterpart is?
>
> Thanks.
>
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http://www.youtube.com/user/revoltingx

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Re: [android-developers] point me in the right direction?

2011-11-06 Thread Miguel Morales
Those aren't really built in, they're just images.  So use images in your
android app too.

On Sun, Nov 6, 2011 at 3:09 PM, bob  wrote:

> I'm working on converting an app from iPhone to Android.
>
> Here's a screenshot of the UITableView I'm working on:
>
> http://i1190.photobucket.com/albums/z449/m75214/e.png
>
> I think those arrows on the right are built into iPhone.  Anyone know
> the Android counterpart for those arrows?
>
> --
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http://www.youtube.com/user/revoltingx

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Re: [android-developers] Icon Sets

2011-11-03 Thread Miguel Morales
It depends on the license of the artwork I believe.
If you're going to purchase art, it's always good to retain the copyright
so that you can use it as you wish.
That's why sometimes it might be better to pay an artist for a custom set
than using licensed images.

On Thu, Nov 3, 2011 at 11:13 PM, Michael Leung wrote:

> That is free for personal use only.
> I am looking a icon set for my company.
>
> On Fri, Nov 4, 2011 at 4:09 PM, s.rawat  wrote:
>
>> you can try icons from www.softicons.com to avoid this.Sorry for not
>> giving you the expected answer.
>> "..pain is temporary.quitting lasts forever.."
>>
>>
>>
>> On Fri, Nov 4, 2011 at 11:20 AM, Michael Leung 
>> wrote:
>>
>>>
>>> Hi all,
>>> Does anyone know if I buy a Royalty-free icon set, can I use them in a
>>> paid app? That sounds like a kind of redistribution.
>>>
>>> --
>>> Regards,
>>> Michael Leung
>>> http://www.itblogs.info
>>> http://www.michaelleung.info
>>>
>>> --
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>>> Groups "Android Developers" group.
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>>> android-developers+unsubscr...@googlegroups.com
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>>
>>
>>  --
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>> Groups "Android Developers" group.
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>> android-developers+unsubscr...@googlegroups.com
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>
>
>
>
> --
> Regards,
> Michael Leung
> http://www.itblogs.info
> http://www.michaelleung.info
>
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http://www.youtube.com/user/revoltingx

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Re: [android-developers] Re: TextView -- text transformation

2011-11-01 Thread Miguel Morales
Make it a custom webview and use html?
There's also spannable which lets you define things like clickable links in
text.  I believe it also supports html formatting.

On Tue, Nov 1, 2011 at 5:13 AM, TreKing  wrote:

> On Mon, Oct 31, 2011 at 11:08 PM, Zsolt Vasvari wrote:
>
>> Maybe you misunderstood me.  I am looking for a way for the TextView
>> to draw the text differently based on my markups.
>>
>
> Ohhh - Yeah, my idea won't work then =P . And I haven't tried
> anything like that so IDK.
>
>
> -
> TreKing  - Chicago
> transit tracking app for Android-powered devices
>
>
>  --
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Re: [android-developers] eBook publishing

2011-10-26 Thread Miguel Morales
Maybe try:
http://books.google.com/support/bin/answer.py?answer=185615&ctx=tspromo

On Tue, Oct 25, 2011 at 2:09 PM, NwSkipper  wrote:

> I'm a small publisher that would like to distribute my books via the
> Android market... I've searched and searched and can't find out how to
> do this.
>
> How do I publish book on the Android eBook store?
>
> If this is the wrong place to ask, my sincerest apologies...
>
>
> Skipper
>
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Re: [android-developers] Apple plist files

2011-10-21 Thread Miguel Morales
Try looking for a simple java library that deals with plists.
It's funny because I've been researching this myself but for Perl.

On Fri, Oct 21, 2011 at 3:34 PM, bob  wrote:

> I've been commissioned to convert an iphone app to Android.
>
> However, the app makes extensive use of Apple plist files, which are
> described here:
>
> http://en.wikipedia.org/wiki/Property_list
>
> I had to deal with these things before in another Android project, and
> it was a huge pain.  Anyone know of anything that makes dealing with
> plists on Android easier?
>
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Re: [android-developers] Bad performance in communication over TCP-Socket

2011-10-04 Thread Miguel Morales
That seems overly complicated, what are you trying to do?
I *think* your bottle neck is that you're reading 1 byte at a time.
You need to read more, if you simply expand your buffer your code may
work.

The way I've done is is to have a separate thread that's strictly for
TCP communication.  There is no reason to have delays in your code
unless you're trying to throttle it, and even then it's just better to
do it inside a read loop in a separate thread.
So, after reading some bytes in this thread, I simply send these using
a Handler/Message object.
However, at this points the bytes are indeed copied if I'm correct.
If you want to avoid that overhead, you can just use a lock around
your data buffer.

On Tue, Oct 4, 2011 at 7:21 AM, simon  wrote:
> Hi,
>
> in my application I need to send and receive data bytewise over TCP.
> At the beginning of development I tried to implement that
> functionality as resource-efficient as possible.
> So I finally decided to use messages (android.os.Message) to
> cyclically initiate reading bytes from socket.
> After establishing the connection I assign Input- and OutputStream and
> order Android to execute the runnable "readFromSocket" after 100ms:
>
>  OutputStream out = null;
>  InputStream in = null;
>  Handler readInputHandler;
>
>  Socket gateway = new Socket();
>  gateway.connect(new InetSocketAddress(address, port), 2);
>
>  if (gateway.isConnected()) {
>    in = gateway.getInputStream();
>    out = gateway.getOutputStream();
>
>    readInputHandler.postDelayed(readFromSocket, 100);
>  }
>
> The runnable reads one byte after another and passes it to a parser
> that tries to assemble the single bytes to an instruction (on success,
> I send it encapsulated in a Message to a Controller-Object). Finally
> the runnable orders its own execution after another 100ms.
>
>  private Runnable readFromSocket = new Runnable() {
>    byte[] input = new byte[1];
>
>    @Override
>    public void run() {
>      try {
>        while (in.available() > 0) {
>          in.read(input);
>          parser.parse(input[0]);
>        }
>      } catch (IOException e) {
>        e.printStackTrace();
>      }
>
>      // Initiate reading after 100 ms
>      readInputHandler.postDelayed(this, 100);
>    }
>  };
>
> After testing my app on two different devices (Sony Ericsson Xperia
> neo and Acer Iconia Tab) I currently hesitate whether my
> implementation is the best solution...
> When sending many bytes to the Xperia neo, seconds elapse between
> sending and receiving/processing those data.
> In comparison, on the Iconia Tab there arent't such big delays but the
> performance also isn't very good.
>
> How would you implement that functionality?
>
> Thanks in advance.
>
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Re: [android-developers] Re: How do I report a bug to htc?

2011-10-01 Thread Miguel Morales
You need to use a Lock such as:
http://developer.android.com/reference/java/util/concurrent/locks/ReentrantLock.html
This sounds like a race conditions, as others have pointed out.  These
are usually the hardest to narrow down.

Static variables are not a good idea in general unless you know
exactly what you're doing.

Try adding a lock around your static object, like:

private static Object mMyProtectedVar;
private final Lock mLock = new ReentrantLock();

Then before touching the variable, ALWAYS use the lock like so:

mLock.lock();
mMyProtectedVar.something = something;
mLock.unlock();

Java provides some keywords for making variables and methods thread
safe, although I find a lock to be really clear as to its intended
purpose.


On Sat, Oct 1, 2011 at 6:42 PM, Doug  wrote:
> On Sep 27, 4:23 pm, sebastian_bugiu
>  wrote:
>> I have an application in android market that does not work on htc
>> desire and I am positive the issue is not in my code. Basically I have
>> a private static final field that is initialized to a reference to an
>> object and yet whenever I access that object from another thread it
>> throws a NullPointerException even though it is initialized.
>
> Are you sure you were really using private static final?  Static
> finals are initialized when the class loads and will never change as
> long as that class remains loaded.  All threads would be seeing the
> same value the entire time.
>
> The other code you showed can have a race condition in that first
> thread that assigns status may not have reconciled its local copy of
> the new Status object by the time the second thread tries to access
> it.  You would need to synchronize both accesses or use volatile to
> keep them in sync.
>
> You are almost certainly not running into an HTC error.
>
> Doug
>
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Re: [android-developers] DrawTextOnPath advice needed.

2011-09-30 Thread Miguel Morales
About your second question,
Try enabling anti-alias on your paint object

On Fri, Sep 30, 2011 at 1:56 PM, Nathan  wrote:

> Hi,
>
> I'm using DrawtextOnPath.
>
> My first question is what does hOffset really mean? It says the distance
> along the path to add to the text's starting position. Is this Euclidean
> distance in pixels or what?
>
> There is no Canvas.measurePath() command that I can tell, so I have
> estimated the total length of the path by summing the length of its line
> segments.
>
> lengthsquared+=(x-lastx)*(x-lastx) + (y-lasty)*(y-lasty);
>
> totallength = Math.sqrt(lengthsquared)
>
> I think, using my excellent math skills, that I should then be able to
> divide totallength by canvas.measureText() to get a number of times I should
> repeat the text along the path, evenly spaced.
>
> But I am find that the totallength in most cases is smaller than it should
> be. So what should the true range of hOffset be?
> public void drawTextOnPath 
> (String
>  text, 
> Path path,
> float hOffset, float vOffset, 
> Paint
>  paint)
> Since: API Level 
> 1
>
> Draw the text, with origin at (x,y), using the specified paint, along the
> specified path. The paint's Align setting determins where along the path to
> start the text.
> ParameterstextThe text to be drawnpathThe path the text should follow for
> its baselinehOffsetThe distance along the path to add to the text's
> starting positionvOffsetThe distance above(-) or below(+) the path to
> position the textpaintThe paint used for the text (e.g. color, size,
> style)
> Second Question.
> The other problem is that it doesn't look so great.
> It does look okay in APIDemos where you know both the size of the text and
> have control over the path.
> But when you are data driven and you are using the Path to draw a, well,
> path, as in walking path and trying to stretch a label on it, it tends to
> look like graffiti rather easily. When going around a convex curve or
> corner, it stretches letters as if there were an ink spill. When going
> around a concave curve, words overlap like a broken typewriter.
>
> Has anyone done something to make it look better?
> I know some of this is art more than science.
>
> Nathan
>
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Re: [android-developers] Problem with Exceptions that are thrown deep in the System of my app

2011-09-20 Thread Miguel Morales
That's the thing.  You don't show any dialogs outside of an activity.
This is not good practice, log the trace.
If you want to be messy, you can have a singleton to which activities
register to.
Then call functions in that singleton.

On Mon, Sep 19, 2011 at 3:33 AM, JoachimG  wrote:
> Hi ppl!
>
> Is there a way to show a error dialog deep within the system of my
> app?
>
> Because only an activity is able to call showdialog i have to throw
> all excetions out until i can use a try catch with showdialog in an
> activity. Is there a way to call showdialog deeper in the system of an
> application. For example in a class that is not extended by activity.
>
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Re: [android-developers] Re: Android development Online course at UCI

2011-09-16 Thread Miguel Morales
You typically include links to completed apps on your resume.
This way employers know you can complete an application and that
they're not paying for you to learn.

On Fri, Sep 16, 2011 at 4:18 PM, Nency Robert  wrote:
> HI all thanks for the reply.
>
> I hv already read some books and learning android. Yes you all are
> right, java knowledge is must. I also have 1 yr working exp on java
> development.
>
> But the pt is, how can I show the android knowledge in my resume? How
> can a recruiter believe from looking at my resume that I will be able
> to do coding on android, if I keep reading from the books and
> internet, and even if I am capable of doing good programming of
> android?
>
>
>
> --Riddhi
>
> On Thu, Sep 15, 2011 at 11:22 PM, jayaram p  wrote:
>> Personally feel that http://developer.android.com is the best source of
>> information to learn or to teach android.
>>  Spend some time in going through the site and also you can learn the
>> examples listed @
>> http://developer.android.com/resources/browser.html?tag=sample
>>
>> On Thu, Sep 15, 2011 at 7:13 PM, Mike 
>> wrote:
>>>
>>> I completely agree with Kris.  A million years ago I taught for
>>> another very well known university's extension program.  Some of my
>>> students went on to be very highly skilled programmers.  I like to
>>> think my courses contributed at least a little to that, but it was
>>> nowhere close to the same as a CS degree from our parent university.
>>> On the other hand, it was a lot better than our students could get
>>> during their remote military assignments otherwise.  So take the
>>> course for what it is worth and then keep learning.
>>>
>>> Mike
>>>
>>> On Sep 15, 2:24 am, Kristopher Micinski 
>>> wrote:
>>> > On Wed, Sep 14, 2011 at 4:48 PM, Nency Robert 
>>> > wrote:
>>> > > HI All,
>>> >
>>> > > I am new to android development. As I am still in learning phase, I
>>> > > have searched so many courses and materials on google for it.
>>> >
>>> > Online materials are good, especially the android site and related
>>> > books, but you'll want some good experience with Java first.  Also a
>>> > CS background (systems, especially) may help you understand the design
>>> > decisions in android, etc...
>>> >
>>> > > I found one interesting course which is online. It is held at
>>> > > University of California, Irvine Extension. I am planning to enroll
>>> > > for this course.
>>> >
>>> > > So anyone have any idea about how the course is, please let me know.
>>> > > This course costs about, $650. So before I enroll for it I want to
>>> > > know how useful it will be for me to get job after completion of it.
>>> >
>>> > I would say that you would almost have zero probability of getting a
>>> > job because you took a course in Android development.  However, if you
>>> > aren't at a point where you can figure at least a little of it out
>>> > without instruction, you might want to look at Java development (and
>>> > traditional CS in general).  I.e., no single course is going to make
>>> > you become a good programmer (who train for years to be proficient)
>>> > and get a job.
>>> >
>>> > This isn't to say that the course has no merit:  surely they point
>>> > things out to you that you might not have figured as quickly alone,
>>> > and the extra pressure of a course forcing you to do assignments on a
>>> > regular basis changes things as well.
>>> >
>>> > > I also want to know if anyone has any idea about it, what is the
>>> > > difference between University of California Irvine and University or
>>> > > California Irvine Extension degree. Are these both same collage or
>>> > > different?
>>> >
>>> > Completely separate entities, UC Irvine is an internationally
>>> > recognized institution, an extension degree would a) take much more
>>> > than one class, and b) is not held to as high a standard as a
>>> > traditional CS degree from the actual institution.
>>> >
>>> > Kris
>>>
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Re: [android-developers] Dialog dismiss()

2011-09-13 Thread Miguel Morales
It really isn't that hard.  I went ahead and created a test project to
show the way I'm doing it.
I'll probably write a blog post about it.  See:
https://github.com/therevoltingx/android_orientation_test/blob/master/src/com/solrpg/orientation_test/DefaultActivity.java

On Tue, Sep 13, 2011 at 9:50 AM, Greg Donald  wrote:
>
>
>
> On Friday, September 9, 2011 10:44:24 PM UTC-5, TreKing wrote:
>>>
>>> At this point I'm going with
>>>
>>> setRequestedOrientation( ActivityInfo.SCREEN_ORIENTATION_PORTRAIT );
>>>
>>>
>>>
>>> It's a sure thing.
>>
>> It's not
>
> Yup, it's not.
> I have crash logs (many of them, and for multiple resolutions) with devices
> having width > height when I explicitly call setRequestedOrientation(
> ActivityInfo.SCREEN_ORIENTATION_PORTRAIT ); in my onCreate().   WTF?  How is
> this even possible?
> This is a nightmare.
>
> --
> Greg Donald
>
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Re: [android-developers] HTML table width

2011-09-12 Thread Miguel Morales
I've used tables with width=100% just fine.
You're probably doing something wrong.

On Mon, Sep 12, 2011 at 11:49 AM, bob  wrote:
> Whenever I set the width of a table to 100% using HTML in an Android
> WebView, Android makes a mess of the page.  Anyone know about this?
>
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Re: [android-developers] Re: character replace

2011-09-11 Thread Miguel Morales
Right, this should be fairly automatic.  Read the file in as a utf-8
stream and output as ascii.
Post some code, and what you're trying to do.

On Sat, Sep 10, 2011 at 11:55 PM, Zsolt Vasvari  wrote:
> How are you trying to do this conversion?
>
> On Sep 11, 11:37 am, bob  wrote:
>> How do I tell Java what to replace a special UTF-8 character with when
>> converting to US-ASCII?
>
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Re: [android-developers] Re: java Thread class vs Android HanderThread: which is better?

2011-09-09 Thread Miguel Morales
Also, and correct me if I'm wrong.

AsyncTask uses an internal threadpool to balance background requests.
This is really useful if you making many network calls at once but
don't want to start a new thread for each one.
Also, you do get slightly better performance because with AsyncTask
the threads are already running.  If you implement your own thread you
have the overhead of starting the thread.

On Fri, Sep 9, 2011 at 12:50 PM, Pratik Prajapati
 wrote:
> yup. got it. Thanks
>
> On Fri, Sep 9, 2011 at 11:12 AM, Doug  wrote:
>>
>> On Sep 7, 8:52 pm, Pratik Prajapati 
>> wrote:
>> > Android documentation says that "consider
>> >
>> > usingAsyncTask
>> >  or
>> > HandlerThread,
>> > instead of the traditional
>> > Thread
>> >  class"
>> >
>> > Any specific reason for this? Is it like " HanderThread" is just
>> > simpler implantation or also provides better performance?
>>
>> HandlerThread is (surprise) a thread with a Handler attached to it to
>> process the messages in the thread's Looper.  If you don't need or use
>> a Handler for processing messages, then you don't need HandlerThread.
>>
>> Doug
>>
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>
> --
> Kind Regards,
> Pratik Prajapati
>
>
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Re: [android-developers] dialog

2011-09-08 Thread Miguel Morales
Override the dialog class and set your own layout.
I *think* dialog builder also has a method for setting your own layout.

On Thu, Sep 8, 2011 at 3:09 PM, bob  wrote:
> Can someone tell me how to pop up a dialog with two buttons on it that
> say Facebook and Twitter?
>
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Re: [android-developers] Dialog dismiss()

2011-09-08 Thread Miguel Morales
> dismiss() can be called from any
> thread: http://developer.android.com/reference/android/app/Dialog.html#dismiss()
> It just queues the dialog up for cleanup - or something along those lines.

Hmm, I see.  I would argue it shouldn't be thread safe, since it
violates the don't touch the UI rule.
But yeah, I highly recommend using showDialog/removeDialog and don't
bother holding an instance of the progress dialog yourself.
This, along with the static activity should work ok if you want a
quick fix.  Or, you'll have to use saveinstance to save status of your
app and handle it accordingly in onCreate().



> This is why Greg's code path is not in the stacktrace.
> -
> TreKing - Chicago transit tracking app for Android-powered devices
>
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Re: [android-developers] Dialog dismiss()

2011-09-08 Thread Miguel Morales
Actually, don't use a ProgressDialog, use Activity.showDialog()
instead.  This handles device orientation.

On Thu, Sep 8, 2011 at 2:41 PM, Miguel Morales  wrote:
> The problem is that you are attempting to update the UI in a foreign thread.
> This line: progressDialog.dismiss();
>
> You seem to be using a handler, so just change it to:
> handler.postRunnable(new Runnable() {
>    @Override
>    public void run() {
>        progressDialog.dismiss();
>    });
>
> Don't ever touch the UI outside of the UI thread.
>
> To handle rotation, save a static instance of your activity in your
> onCreate() method and remove it on onDestroy();
> So, something like:
>
> static MyActivity mStaticSelf = null;
>
> onCreate() {
>    mStaticSelf = this;
> }
>
> Then change your handler code to:
> @Override
>    public void run() {
>        mStaticSelf.progressDialog.dismiss();
>    });
>
> On Thu, Sep 8, 2011 at 2:30 PM, Greg Donald  wrote:
>> On Thu, Sep 8, 2011 at 2:29 PM, TreKing  wrote:
>>> On Thu, Sep 8, 2011 at 2:14 PM, Greg Donald  wrote:
>>>>
>>>> How can I keep my dismiss() calls from blowing up?
>>>
>>> Keep a class-level reference to the dialog and dismiss it if you're being
>>> destroyed.
>>
>> Well, I just have the one instance I reuse everywhere already.  And if
>> what you said below about it being asynchronous is true, then my other
>> checks to see if it's still around could still pass later.
>>
>> I don't get why if( this != null ) evaluates to true when the stack
>> trace seems to imply the Activity is gone already.
>>
>>> 2 - You rotate device while it's still showing.
>>
>> Exactly what I'm hearing.  Rotate, boom.
>>
>>>>  Why doesn't try/catch work?
>>>
>>> I *think* because dismiss is asynchronous - calling dismiss just puts the
>>> dialog in the queue for cleanup. I think.
>>
>> Geez..  I'm thinking I might just lock it in to landscape mode and
>> forgo the grief.
>>
>>
>> --
>> Greg Donald
>>
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>
>
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Re: [android-developers] Dialog dismiss()

2011-09-08 Thread Miguel Morales
The problem is that you are attempting to update the UI in a foreign thread.
This line: progressDialog.dismiss();

You seem to be using a handler, so just change it to:
handler.postRunnable(new Runnable() {
@Override
public void run() {
progressDialog.dismiss();
});

Don't ever touch the UI outside of the UI thread.

To handle rotation, save a static instance of your activity in your
onCreate() method and remove it on onDestroy();
So, something like:

static MyActivity mStaticSelf = null;

onCreate() {
mStaticSelf = this;
}

Then change your handler code to:
@Override
public void run() {
mStaticSelf.progressDialog.dismiss();
});

On Thu, Sep 8, 2011 at 2:30 PM, Greg Donald  wrote:
> On Thu, Sep 8, 2011 at 2:29 PM, TreKing  wrote:
>> On Thu, Sep 8, 2011 at 2:14 PM, Greg Donald  wrote:
>>>
>>> How can I keep my dismiss() calls from blowing up?
>>
>> Keep a class-level reference to the dialog and dismiss it if you're being
>> destroyed.
>
> Well, I just have the one instance I reuse everywhere already.  And if
> what you said below about it being asynchronous is true, then my other
> checks to see if it's still around could still pass later.
>
> I don't get why if( this != null ) evaluates to true when the stack
> trace seems to imply the Activity is gone already.
>
>> 2 - You rotate device while it's still showing.
>
> Exactly what I'm hearing.  Rotate, boom.
>
>>>  Why doesn't try/catch work?
>>
>> I *think* because dismiss is asynchronous - calling dismiss just puts the
>> dialog in the queue for cleanup. I think.
>
> Geez..  I'm thinking I might just lock it in to landscape mode and
> forgo the grief.
>
>
> --
> Greg Donald
>
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Re: [android-developers] Activity GUI updated by thread data: implementation error?

2011-09-08 Thread Miguel Morales
BTW, this line seems strange:

Message msg = Message.obtain(hRefresh, 1, i1, i2);

The way I do it is by using a bundle with the message and putting
whatever data in the bundle.

On Thu, Sep 8, 2011 at 10:14 AM, Kostya Vasilyev  wrote:
> signal 11 is a segmentation fault, probably in native code.
>
> 08.09.2011 10:52, giangiammy пишет:
>>
>> D/Zygote ( 529): Process 650 terminated by signal (11)
>
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Re: [android-developers] Activity GUI updated by thread data: implementation error?

2011-09-08 Thread Miguel Morales
That looks correct, your issue may lie somewhere else.

On Thu, Sep 8, 2011 at 9:52 AM, Rafael Maas  wrote:
> Try using a async thread  to run the "update socket method"  and
> update your interface using
>
> http://developer.android.com/reference/android/app/Activity.html#runOnUiThread(java.lang.Runnable)
>
> 2011/9/8 giangiammy :
>> Hi all,
>>
>> I have an activity updating the GUI with data coming from a socket.
>>
>> In my activity I implemented an Handler:
>>
>>     int REFRESH = 1;
>>     final Handler hRefresh = new Handler(){
>>     @Override
>>     public void handleMessage(Message msg) {
>>         Integer i1;
>>         Integer i2;
>>         i1 = msg.arg1;
>>         i2 = msg.arg2;
>>
>>         ... update a widget (in my example a button background)
>>
>>     }
>>     };
>>
>>
>> Then I start a thread polling the socket for new data and I define a Map
>> with some function, which are called depending on the incoming data:
>>
>>            allServerActions.put(
>>                         ami.serverId,
>>                         new IntIntFunction() {
>>                             public int function(int i1, int i2) {
>>
>>                                 Message msg = Message.obtain(hRefresh, 1,
>> i1, i2);
>>                                 hRefresh.sendMessage(msg);
>>
>>                                 return 0;
>>                             } // end function
>>                         } // end new
>>                     ); // end put
>>
>> Where IntIntFunction is:
>>
>> interface IntIntFunction {
>>       int function(int i1, int i2);
>> }
>>
>> The socket thread works correctly, but after 1/2 minutes the main activity
>> dies,
>> with the followin logging:
>>
>> I/ActivityManager(  555): Process my.test.testxml1 (pid 650) has died.
>> D/Zygote  (  529): Process 650 terminated by signal (11)
>> I/WindowManager(  555): WIN DEATH: Window{522dbc30
>> my.test.testxml1/my.test.testxml1.Testxml1 paused=false}
>> W/UsageStats(  555): Unexpected resume of com.android.launcher while already
>> resumed in my.test.testxml1
>> I/asset   (  555): Creating Asset 0x10279a90 #5
>> W/InputManagerService(  555): Got RemoteException sending setActive(false)
>> notification to pid 650 uid 10020
>>
>> I suppose I'm doing something wrong in the interazione between the 2
>> threads: from the documentation
>> I read I understood that the correct way is to use Handlers for such a task.
>>
>> Am I correct? do you see any error in my implementation?
>> Is there any other way to implement an activity whose interface is updated
>> by data coming from a socket?
>>
>> thanks
>> giammy
>>
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Re: [android-developers] Re: How to obtain the tweets of a programatically given Twitter user without registering my app on dev.twitter.com?

2011-09-07 Thread Miguel Morales
That's pretty much what I suggested.

Anyway, parsing html with java is really easy.  Take a look at
WebHarvest, and libraries like xlst and xpath.
It'll be great programming experience and you'll be able to build all
kinds of scrape services.  But, again, this may not be legal unless
you get permission from the site.

On Wed, Sep 7, 2011 at 1:02 PM, saex  wrote:
> that sound's affordable, the problem is that i dnt have any skills
> about parsing HTML with java
>
> did you know a easy way to do this?
>
> code examples are welcome
>
> and thanks a lot for help me
>
> On 7 sep, 21:00, Michael Banzon  wrote:
>> On Wed, Sep 7, 2011 at 7:46 PM, saex  wrote:
>> > Hi
>>
>> > i need to achieve that, show the last tweets of a programatically
>> > given user.
>>
>> > But i need to do it without login on twitter, without using Oauth, and
>> > without registering my app on dev.twitter.com
>>
>> > It is possible? i can't find the way to do it :S
>>
>> You could write some code to parse the HTML manually - it's never
>> going to be good though.
>>
>> If you choose this path I'd recommend writing a webservice to parse
>> the HTML on your request - updating the webservice whenever twitter
>> update their HTML is so much easier than updating the Android app.
>>
>> --
>> Michael Banzonhttp://michaelbanzon.com/
>
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Re: [android-developers] Re: How to obtain the tweets of a programatically given Twitter user without registering my app on dev.twitter.com?

2011-09-07 Thread Miguel Morales
Why not?  Can't give you solutions if you can't properly explain yourself.

On Wed, Sep 7, 2011 at 11:49 AM, saex  wrote:
> this can't be applyed to my needs, i need another kind of solution
>
> On 7 sep, 20:41, Miguel Morales  wrote:
>> I would say, simply have a backend that scrapes the website.
>> When the user signs up or whatever, scrape their twitter page.
>> Then query this backend database from your mobile device.
>> Probably not very legal though.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> On Wed, Sep 7, 2011 at 11:39 AM, saex  wrote:
>> > oh, can you give me a little more info about why isn't possible to do
>> > it?
>>
>> > thanks
>>
>> > On 7 sep, 19:57, Appaholics  wrote:
>> >> You can't, thankfully.
>>
>> >> On Wed, Sep 7, 2011 at 11:16 PM, saex  wrote:
>> >> > Hi
>>
>> >> > i need to achieve that, show the last tweets of a programatically
>> >> > given user.
>>
>> >> > But i need to do it without login on twitter, without using Oauth, and
>> >> > without registering my app on dev.twitter.com
>>
>> >> > It is possible? i can't find the way to do it :S
>>
>> >> > --
>> >> > You received this message because you are subscribed to the Google
>> >> > Groups "Android Developers" group.
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>> >> > To unsubscribe from this group, send email to
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>>
>> >> --
>> >> --
>> >> Raghav Sood
>> >> CEO/Founder/Owner/Dictator/Tyrant at Appaholics (Basically all titles
>> >> required to have complete 
>> >> control)http://www.raghavsood.com/https://market.android.com/developer?pub=Ap...
>>
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>> --
>> ~ Jeremiah:9:23-24
>> Android 2D MMORPG:http://solrpg.com/, http://www.youtube.com/user/revoltingx
>
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Re: [android-developers] Re: How to obtain the tweets of a programatically given Twitter user without registering my app on dev.twitter.com?

2011-09-07 Thread Miguel Morales
I would say, simply have a backend that scrapes the website.
When the user signs up or whatever, scrape their twitter page.
Then query this backend database from your mobile device.
Probably not very legal though.

On Wed, Sep 7, 2011 at 11:39 AM, saex  wrote:
> oh, can you give me a little more info about why isn't possible to do
> it?
>
> thanks
>
> On 7 sep, 19:57, Appaholics  wrote:
>> You can't, thankfully.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> On Wed, Sep 7, 2011 at 11:16 PM, saex  wrote:
>> > Hi
>>
>> > i need to achieve that, show the last tweets of a programatically
>> > given user.
>>
>> > But i need to do it without login on twitter, without using Oauth, and
>> > without registering my app on dev.twitter.com
>>
>> > It is possible? i can't find the way to do it :S
>>
>> > --
>> > You received this message because you are subscribed to the Google
>> > Groups "Android Developers" group.
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>> > To unsubscribe from this group, send email to
>> > android-developers+unsubscr...@googlegroups.com
>> > For more options, visit this group at
>> >http://groups.google.com/group/android-developers?hl=en
>>
>> --
>> --
>> Raghav Sood
>> CEO/Founder/Owner/Dictator/Tyrant at Appaholics (Basically all titles
>> required to have complete 
>> control)http://www.raghavsood.com/https://market.android.com/developer?pub=Appaholicshttp://www.appaholics.in/
>
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Re: [android-developers] Accessing activity implementing methods in another class

2011-09-06 Thread Miguel Morales
If the class only lives as long as the activity does, then you can
probably get away with passing around the activity.
However, for some basic network code, you might as well just keep it
on your activity class.
For example, you can use AsyncTask or just declare a handler and thread.

On Tue, Sep 6, 2011 at 4:12 PM, TreKing  wrote:
> On Tue, Sep 6, 2011 at 12:37 AM, krishna chaitanya
>  wrote:
>>
>> So, my question is how do call the methods in activity. Is it just
>> by passing the "this pointer" ?
>
> In Java it's a reference, not a pointer, but yes, that could work. In
> general I'd advise against passing around an Activity instance, but I guess
> it's up to you.
>
>>
>> Is it a good programming logic to pass activity's "this" across different
>> class?
>
> That's very hard to answer in absolute terms with no context.
>
> -
> TreKing - Chicago transit tracking app for Android-powered devices
>
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Re: [android-developers] Re: [ASK] HOW TO SEND LONGITUDE & LATITUDE TO ANOTHER ANDROID PHONE VIA INTERNET..

2011-09-06 Thread Miguel Morales
Depending on the specs, and if it doesn't need to be realtime you can
just use http and serialize your data with xml or json.

Ultimately, these are skills any good developer should have and as
such you should try really hard to build it yourself and come back
when you have any relevant android questions.

On Tue, Sep 6, 2011 at 6:39 PM, Kristopher Micinski
 wrote:
> On Tue, Sep 6, 2011 at 9:33 PM, Jim Graham  wrote:
>> On Tue, Sep 06, 2011 at 08:43:00PM -0400, Kristopher Micinski wrote:
>>> You mean that you can't do it using socket programming because you
>>> don't know the IP?  That's true, I spose...
>>
>> I think what he was saying is that he doesn't understand how to use
>> socket programming.  My response to that is, simply, LEARN.  Unless
>> you're getting down to layer one or two, it's not that difficult.
>> And even I know that java (and no doubt Android) has library code to
>> handle the lower layers  A simple data exchange between two
>> clients is all it would take.  Something like:
>>
>
> ..., ah...
>
> Google "beej."
>
> Kris...
>
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Re: [android-developers] Andriod Developers

2011-09-06 Thread Miguel Morales
You don't need to go to an university to learn to program.
Just read the google sdk documents and practice a lot.

On Mon, Sep 5, 2011 at 7:59 PM, emil_bar...@yahoo.com
 wrote:
> I am seeking for some help in developing android games. I am willing
> to learn a lot of things as a java programmer. I can't afford to study
> in Universities but I am willing be one of you. I want to be a future
> developer.
>
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Re: [android-developers] loadData on a WebView

2011-09-05 Thread Miguel Morales
No, it's never ok to touch any views outside of the UI thread.

On Mon, Sep 5, 2011 at 9:52 PM, bob  wrote:
> Is it ok if I call loadData on a WebView from a background thread?
>
>        wv.loadData(html, "text/html", "utf-8");
>
> It seems to work, but it feels naughty.
>
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Re: [android-developers] Re: Combining Canvas with OpenGL

2011-09-05 Thread Miguel Morales
the simple way is to use a relativelayout as a base, add the
glsurfaceview, and the regular canvas surfaceview on top of that.
the only thing is that opengl uses a different coordinate system than
the canvas, so you'll have to adjust your math accordingly.

On Mon, Sep 5, 2011 at 11:35 PM, Indicator Veritatis  wrote:
> If that were a good thing to do, then why do you think the online
> Javadocs for Android recommend using GLSurfaceView or SurfaceView?
>
> It really is much simpler if you do not try to mix the APIs. The two
> classes above help you keep track of a lot of OpenGL details, so you
> should use them; but if you then mix them with the
> android.graphics.Canvas API, then how will the two APIs keep track of
> what the other does to the Canvas?
>
> Somewhere I think the Javadocs specifically warn against trying this,
> but I can't remember where it is now.
>
> On Sep 5, 7:19 pm, Dancing Fingers  wrote:
>> Does any one know if you can map a View canvas onto an OpenGL surface
>> in Android?
>>
>> Just curious.
>>
>> Chris
>
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Re: [android-developers] remarkable slowness

2011-09-04 Thread Miguel Morales
Are you building this in a tight loop or something?  What's slow about
it, how long does that single line take?

On Sun, Sep 4, 2011 at 5:02 PM, bob  wrote:
> I am seeing some remarkable slowness in code like this:
>
>        String html = "tr:nth-child(odd)
> { background-color: rgba(0, 0, 0, 1.0); }"
>                                + " tr:nth-child(even) { background-color: 
> rgba(0, 0, 0, 1.0); }
> td { padding: 4px; font-size: 13px; } "
>                                + "body { color: white; font-family: 
> \"Helvetica Neue\"; padding:
> 0; border: 0; margin: 0;"
>                                + "}" +
>
>                                " width=320 border=0>";
>
>                String dotline = " color=#aed136
> size=3px>· · · · · ·
> · · · · · · ·
> · · · · · · ·
> · · · · · · ·
> · · · ·";
>                html += dotline;
>                html += " color=#aed136>TEAMS td>TIME\n";
>
>
> The only thing I can think of is that I ought to use a StringBuffer to
> build the HTML.  Can a mistake like that really cause so much
> slowness?
>
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Re: [android-developers] Re: Please see this example when i am taking small file then it works but when taking large video size with 1gb approx then outofmemory error

2011-09-02 Thread Miguel Morales
I don't know what a perfect url is, just look up examples on streaming
a file using java.
There's hundreds of examples.

On Fri, Sep 2, 2011 at 12:17 AM, skink  wrote:
>
>
> On Sep 2, 8:58 am, NaveenShrivastva 
> wrote:
>> Yes i understanding this issue large byte array size overflow how
>> handle here.give me way please or perfect url
>>
>>
>>
>
> You *cannot* allocate one gigabyte of memory in small mobile devices.
> Period.
>
> pskink
>
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Re: [android-developers] Please see this example when i am taking small file then it works but when taking large video size with 1gb approx then outofmemory error

2011-09-01 Thread Miguel Morales
Look up examples on stream reading a file for java.
The problem is you are allocating an extremely large byte array.

On Thu, Sep 1, 2011 at 11:51 PM, NaveenShrivastva
 wrote:
> here i am taking video file for read byte the error byte arry outofmemory
>
> On Fri, Sep 2, 2011 at 12:13 PM, Naveen  wrote:
>> Please see this example when i am taking small file then it works but
>> when taking large video size with 1gb approx then outofmemory error
>>
>>
>> import java.io.*;
>>
>> public class ReadFileByteArray {
>>
>> public static void main(String[] args) {
>>
>> //create file object
>> File file = new File("C://FileIO//video.mp4");
>>
>> try
>> {
>> //create FileInputStream object
>> FileInputStream fin = new FileInputStream(file);
>>
>> /*
>>  * Create byte array large enough to hold the content of the file.
>>  * Use File.length to determine size of the file in bytes.
>>  */
>>
>>
>> byte fileContent[] = new byte[(int)file.length()];
>>
>> /*
>>  * To read content of the file in byte array, use
>>  * int read(byte[] byteArray) method of java FileInputStream class.
>>  *
>>  */
>> fin.read(fileContent);
>>
>> //create string from byte array
>> String strFileContent = new String(fileContent);
>>
>> System.out.println("File content : ");
>> System.out.println(strFileContent);
>>
>> }
>> catch(FileNotFoundException e)
>> {
>> System.out.println("File not found" + e);
>> }
>> catch(IOException ioe)
>> {
>> System.out.println("Exception while reading the file " + ioe);
>> }
>> }
>> }
>>
>>
>> /*
>> Output would be
>> File content :
>> This file is for demonstration of how to read file in byte array
>> using Java FileInputStream.
>> */
>>
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Re: [android-developers] Re: Showing moving images

2011-08-28 Thread Miguel Morales
I have written a small tutorial for this and have been told it's helpful:
http://developingthedream.blogspot.com/2011/01/android-canvas-frame-by-frame-animation.html

On Sun, Aug 28, 2011 at 8:38 AM, blake  wrote:
> Have a look at android.graphics.drawable.AnimationDrawable.  You might
> be able to use it... though it's a bit limited.
>
> It isn't clear what you are actually trying to accomplish.  I suspect
> that you are trying to optimize repainting the screen.  Is this just a
> vague worry or is there something, in particular, that is running to
> slowly?
>
> The answer to your question is that it is always the onDraw method
> that gets called, when you need to redraw the view.  I'd guess that
> you will set up an animation thread to redraw the view.  That thread
> will, probably, update the position of the 2nd image but not the
> first, and then request a repaint.  That will generate a call to
> onDraw.
>
> You can make onDraw as clever is is necessary.  If your scene is
> expensive to compute and only the 2nd image moves, you might be able
> to cache the first as a bitMap.  From what I've been hearing, though,
> that won't necessarily speed things up, post Honeycomb, because of the
> way it optimizes drawing.
>
> ... and, of course, there's OpenGL.
>
> -blake
>
>
>
>  if not, though, you'll probably need to spawn an animator thread,
> that redraws your view after
>
> On Aug 28, 6:31 am, "A. Purohit"  wrote:
>> Hi,
>>      How do we display a moving image in Android?
>> For example, I have 2 images, first one covers the full screen, 2nd one
>> which is transparent and small will be moving.
>>
>> So, first I show bigger one to cover complete screen then show 2nd one but
>> now I want to move 2nd one so that it shows moving thing.
>>
>> I am reading docs on this but couldn't control my self!
>>
>> Do we have option to keep first one as it is and some move option for 2nd
>> bitmap? Or we display both once again with just changing x,y for 2nd one?
>>
>> Do we have the first option?
>>
>> Thanks,
>> -A
>
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Re: [android-developers] news app

2011-08-22 Thread Miguel Morales
Seems like editing the item should be an activity.

On Mon, Aug 22, 2011 at 2:30 PM, bob  wrote:
> Ok, let's say you are working on a news app.
>
> So, you have a ListView with some article titles.
>
> Then, when an article is clicked you have a TextView that replaces the
> ListView.
>
> What is the best way to do this?
>
> I'm thinking of having the ListView and TextView on top of each other
> in an AbsoluteLayout and showing/hiding as needed.
>
> Or, I can create two XML files and using setContentView as needed.
>
> Any ideas?
>
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Re: [android-developers] Re: Downloading Files Directly in Webview without it opening the browser

2011-08-22 Thread Miguel Morales
Also, there are many other mistakes in your code.
Don't download the file in the UI thread, see:
http://developer.android.com/resources/articles/painless-threading.html
Also, don't hardcode paths:
http://developer.android.com/guide/topics/data/data-storage.html

On Mon, Aug 22, 2011 at 1:26 PM, Miguel Morales  wrote:
> Actually, it's the other way.  You should return true on
> shouldOverride, but only when you've detected that your video link was
> clicked.
> At the moment, you are returning true, but loading the url to the
> webview yourself which defeats the purpose.
>
> On Mon, Aug 22, 2011 at 1:21 PM, Miguel Morales  
> wrote:
>> You have to return false on shouldOverrideUrlLoading.
>> That will prevent the browser from initiating the download.
>> You have to move the code from onLoadResource there, and return false
>> if you detect the video link.
>> The onDownloadStart() is irrelevant if you are going to be handling
>> the downloading of the file yourself.
>>
>> On Mon, Aug 22, 2011 at 1:05 PM, Nick Risaro  wrote:
>>>
>>>
>>> On Mon, Aug 22, 2011 at 4:48 PM, Raziel23x  wrote:
>>>>
>>>> The files on on a webpage that I want the applcation to handle not it
>>>> launching the web browser
>>>
>>> The files are on a FTP server or on a HTTP server?
>>>
>>> If the server is an FTP server you can connect to the server, list the files
>>> using some API, then show the files in a listView or something like that and
>>> download it with the same API. You don't need a browser at all.
>>>
>>>>
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>>>
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>>
>>
>>
>> --
>> ~ Jeremiah:9:23-24
>> Android 2D MMORPG: http://solrpg.com/, http://www.youtube.com/user/revoltingx
>>
>
>
>
> --
> ~ Jeremiah:9:23-24
> Android 2D MMORPG: http://solrpg.com/, http://www.youtube.com/user/revoltingx
>



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Re: [android-developers] Re: Downloading Files Directly in Webview without it opening the browser

2011-08-22 Thread Miguel Morales
Actually, it's the other way.  You should return true on
shouldOverride, but only when you've detected that your video link was
clicked.
At the moment, you are returning true, but loading the url to the
webview yourself which defeats the purpose.

On Mon, Aug 22, 2011 at 1:21 PM, Miguel Morales  wrote:
> You have to return false on shouldOverrideUrlLoading.
> That will prevent the browser from initiating the download.
> You have to move the code from onLoadResource there, and return false
> if you detect the video link.
> The onDownloadStart() is irrelevant if you are going to be handling
> the downloading of the file yourself.
>
> On Mon, Aug 22, 2011 at 1:05 PM, Nick Risaro  wrote:
>>
>>
>> On Mon, Aug 22, 2011 at 4:48 PM, Raziel23x  wrote:
>>>
>>> The files on on a webpage that I want the applcation to handle not it
>>> launching the web browser
>>
>> The files are on a FTP server or on a HTTP server?
>>
>> If the server is an FTP server you can connect to the server, list the files
>> using some API, then show the files in a listView or something like that and
>> download it with the same API. You don't need a browser at all.
>>
>>>
>>> --
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>>
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>
>
>
> --
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> Android 2D MMORPG: http://solrpg.com/, http://www.youtube.com/user/revoltingx
>



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Re: [android-developers] Re: Downloading Files Directly in Webview without it opening the browser

2011-08-22 Thread Miguel Morales
You have to return false on shouldOverrideUrlLoading.
That will prevent the browser from initiating the download.
You have to move the code from onLoadResource there, and return false
if you detect the video link.
The onDownloadStart() is irrelevant if you are going to be handling
the downloading of the file yourself.

On Mon, Aug 22, 2011 at 1:05 PM, Nick Risaro  wrote:
>
>
> On Mon, Aug 22, 2011 at 4:48 PM, Raziel23x  wrote:
>>
>> The files on on a webpage that I want the applcation to handle not it
>> launching the web browser
>
> The files are on a FTP server or on a HTTP server?
>
> If the server is an FTP server you can connect to the server, list the files
> using some API, then show the files in a listView or something like that and
> download it with the same API. You don't need a browser at all.
>
>>
>> --
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>
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Re: [android-developers] Android development is very bad

2011-08-21 Thread Miguel Morales
xcode sucks

On Sun, Aug 21, 2011 at 11:44 PM, Simon Platten
 wrote:
> Whos "him"?
>
> On Mon, Aug 22, 2011 at 7:22 AM, Naveen  wrote:
>>
>> i think android development is very bad for android developer compare
>> to xcode.
>>
>> xcode giving framework for each and every ap implementation.
>>
>>
>> here i want to generate a codec interface facing issue, post to
>> android community but not getting any response back by him.
>>
>>
>>
>> Thanks,
>>
>> --
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>
>
> --
> Regards,
> Sy
>
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Re: [android-developers] Re: unicode stuff

2011-08-19 Thread Miguel Morales
You have to make sure you read the data in utf-8 and then set that as
the encoding type.  Should take care of it.

On Fri, Aug 19, 2011 at 5:21 PM, bob  wrote:
> Tried it, but it didn't work.  Still weird chars.
>
> On Aug 19, 12:36 pm, Mark Murphy  wrote:
>> On Fri, Aug 19, 2011 at 1:18 PM, bob  wrote:
>> >                webView.loadData(html, "text/html", "latin1");
>>
>> That may not be a valid encoding name. Try "ISO-8859-1".
>>
>> --
>> Mark Murphy (a Commons 
>> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>>
>> _Android Programming Tutorials_ Version 3.9 Available!
>
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Re: [android-developers] Re: App Crash during HTTP Post

2011-08-19 Thread Miguel Morales
Post the full logcat trace.
Make sure you're not doing any network operations in the UI thread.
Google 'java multi-part upload' for tips on how to chunk the upload.

On Fri, Aug 19, 2011 at 2:26 PM, Simon Platten
 wrote:
> 10mb? Have you tried zipping it before posting?  Depending on the content
> you could reduce the data size dramatically
>
> Regards,Sy
>
> On 19 Aug 2011 21:03, "Chris Stratton"  wrote:
>
> On Thursday, August 18, 2011 2:30:43 AM UTC-4, perumal316 wrote:
>
>>
>> I checked the logcat, it is showing:
>>
>> ERROR/AndroidRuntime(10335): FATAL EXCEPTION: main
>>...
>
> You need to look through the next series of lines for a "Caused by" after
> which there will be a second series of "at" lines.  Find the first one that
> refers to a file that is part of your project and look at what you are doing
> on that line number in the file.  Something on that line of source code is
> something that is unexpectedly null.  Figure out why it is null, and/or add
> a check to see if it is null, and if so handle that intelligently.
>
>
>
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Re: [android-developers] need thread on UI / lifecycle Gotchas

2011-08-19 Thread Miguel Morales
Well, if you use findViewById() in a thread, that's plain out wrong.
The function you posted seems wrong in that it first makes a UI call
in that thread context.
Then it attempts to use a queue to post a runnable to so that
setText() runs in the UI thread.
It's redundant if it's already in the UI thread, and broken if it's in
another thread.

On Fri, Aug 19, 2011 at 10:45 AM, cellurl  wrote:
> I keep getting told that my code violates the UI and lifecycle rules
> and I have no idea how to find/fix it.
>
> I first read this:
> http://developer.android.com/guide/topics/fundamentals/processes-and-threads.html
>
> Then, I figured I needed to replace things like this:
> (TextView)findViewById(R.id.definition).setText("Hello");
>
> to now read:
>
> TextView t=  (TextView)findViewById(R.id.definition);
> t.post(new Runnable() {
>     public void run() {
>          t.setText("Hello");
>     }
> });
>
> But I still get told that I am in violation.
>
> Q: Are there ways I can flush out these bugs? Are there tools people
> use, or ways to scrutinize the log? or must I just push-buttons real
> fast on a real device?
>
> Any help appreciated!
> -cellurl
>
>
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Re: [android-developers] Re: Updating UI from second thread

2011-08-19 Thread Miguel Morales
Yeah you should redesign your app.  Or, come up with some sort of
buffer solution.
Depends on how often your check function runs, and how critical it is
to the UI interaction.
Maybe setup event listeners for every checkbox so that it keeps track
of an internal structure what needs to be checked, and what doesn't.
Then tell your calculation thread to calculate what needs to be checked.
After the calculation is done, the thread tells the ui what to check.

This *might* work.  Where you avoid the thread/queue overhead and
manipulate the UI in batches.  (and really, you should only be
manipulating what's visible on the screen.)

On Fri, Aug 19, 2011 at 7:55 AM, David Turner  wrote:
>
>
> On Fri, Aug 19, 2011 at 1:35 PM, Snowak  wrote:
>>
>> What a wonderful answer. It's a great idea to answer everything with
>> "you don't know what you're doing" and tell me to do it using worst
>> possible method. Yeah, let's freeze the UI thread. It's gonna be cool.
>>
> You can't do the work on another thread, and the "work" is slow because each
> UI widget is actually a very sophisticated thing due to the way the
> framework works and the number of features it supports (think about layout
> recomputations, focus events, handling right-to-left and left-to-right
> layout, and more, much more things).
> Really, anyone using hundreds of widgets (checkboxes, or whatever) and
> complaining that the UI is too slow should really get a clue-stick and start
> re-designing their code.
>
>>
>> On 17 Sie, 23:17, Mark Murphy  wrote:
>> > On Wed, Aug 17, 2011 at 12:44 PM, Snowak  wrote:
>> > > I have hundreds of CheckBox widgets in my layout
>> >
>> > That is unlikely to be a good idea.
>> >
>> > > Obviously such heavy work should be done in separate thread,
>> >
>> > Not really.
>> >
>> > > The only thing that this thread actually can do is looping through the
>> > > list and posting the Runnable for every found checkbox. The problem is
>> > > that all those Runnables arrive in the UI thread almost at the same
>> > > time, thus they're all executed at once... The application behaves
>> > > exactly like I would run the above code in the UI thread - everything
>> > > freezes. A possible solution is sleeping for some miliseconds after
>> > > each checkbox so the Runnable can be executed and the UI will have
>> > > time to process the events... but it's more like a hack.
>> >
>> > > How can I solve this problem?
>> >
>> > Redesign your UI to not have "hundreds of CheckBox widgets" at once.
>> > Or, update them on the main application thread and hope for the best.
>> >
>> > --
>> > Mark Murphy (a Commons
>> > Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>> >
>> > _Android Programming Tutorials_ Version 3.9 Available!
>>
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Re: [android-developers] Re: Downloading Files Directly in Webview without it opening the browser

2011-08-18 Thread Miguel Morales
Simply set a custom webview client on your webview.
Then detect when your download link was clicked.
Then start a download thread to download your file.
Update the webview accordingly.

If you need any further help, consult the android webview documents.

On Thu, Aug 18, 2011 at 11:13 AM, Kristopher Micinski
 wrote:
> On Thu, Aug 18, 2011 at 9:53 AM, Raziel23x  wrote:
>> I do not want to hide it i want it to download inside the application
>> itself not have it when a link is clicked launch the web browser and
>> download the file off the browser
>>
>
> Ah, so your problem is that you need access to the files?  Yes, I
> think if I were you, I'd instead use something like a listview, then
> when someone clicks an object, in the handler download the object and
> store it somewhere (like the sd card.)
>
> Will that work?
>
> Kris
>
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Re: [android-developers] want some more information about ImageView

2011-08-16 Thread Miguel Morales
You're breaking a cardinal rule of Android programming.  That is,
don't ever modify the UI in another thread.
See: http://developer.android.com/resources/articles/painless-threading.html

On Tue, Aug 16, 2011 at 5:05 AM, TreKing  wrote:
> On Tue, Aug 16, 2011 at 6:35 AM, Nasreen  wrote:
>>
>> i want to show the images one after another on ImageView, but unable
>> to run successfully,
>
> Use an animation.
>
>>
>> plz if u hv some idea about this then reply me back, its urgent.
>
> They're spelled "please", "you", and "have" - and no, it's not urgent.
>
> -
> TreKing - Chicago transit tracking app for Android-powered devices
>
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Re: [android-developers] Re: What is the right way to get updates from REST service by timer in Android?

2011-08-09 Thread Miguel Morales
You may want to use a service:
http://developer.android.com/guide/topics/fundamentals/services.html

On Tue, Aug 9, 2011 at 9:26 PM, Alexey Zakharov
 wrote:
> UPDATE: I need to receive updates even if user has switched to another
> application or receive a call. UI also should be updated. So when user
> switch back to the application he should see updated view.
>
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Re: [android-developers] I can't show random images in the ImageView

2011-08-06 Thread Miguel Morales
Add some logging so that you can see what n is.
Then find out why it's not generating a random number.

On Sat, Aug 6, 2011 at 8:33 AM, Zwiebel  wrote:
> Nice day!
>
> I tried to show random images in my application in an ImageView. I
> tried this code:
>
> public class r extends Activity{
>
>        ImageView secret;
>        @Override
>        protected void onCreate(Bundle savedInstanceState) {
>                // TODO Auto-generated method stub
>                super.onCreate(savedInstanceState);
>                setContentView(R.layout.r);
>
>                TextView txt = (TextView) findViewById(R.id.txt);
>                secret = (ImageView) findViewById(R.id.secret);
>
>                Runnable r1 = new Runnable() {
>
>                        @Override
>                        public void run() {
>                                // TODO Auto-generated method stub
>                                int imageArr[] = new int[3];
>                                imageArr[0] = R.drawable.r1_mirror;
>                                imageArr[1] = R.drawable.s1_mirror;
>                                imageArr[2] = R.drawable.p2_mirror;
>                                int n = (int) Math.random()*3;
>                                secret.setImageResource(imageArr[n]);
>
>                        }
>        };
>
>                secret.postDelayed(r1, 5000);
>        }
> }
>
> But it only show the r1_mirror image, everytime, when I start my
> application in the emulator. What I made bad? I thought that it will
> working, but.
>
> Thanks for any helps
>
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Re: [android-developers] Re: onDraw() causing "flicker" when drawing new images

2011-08-06 Thread Miguel Morales
Perhaps you can try adding a synchronized lock that protects your data array.
Lock it before going into onDraw() and unlock it when finished, and do
the same when calculating your array data.
Do you have a separate thread that calculates positions?

On Fri, Aug 5, 2011 at 6:23 PM, niko20  wrote:
> Hm sounds like a refresh rate issue, with Surface view you probably
> can't sync to vertical refresh, so you get "tearing", where you see
> halfway animations for a second as the video buffer changes over to
> the next frame.
>
> -niko
>
> On Aug 5, 1:56 pm, Jeffrey  wrote:
>> I'm having an issue with drawing on my surface view. At one point I
>> was just replacing images with new ones in a grid, but the images
>> didn't all draw at the same time. I think that that may have had
>> something to do with modifying the array that it was using to
>> determine what to draw but I couldn't get it resolved even when
>> pausing the drawing. Now I have images that drop down and new ones
>> fall in (think slot machine reels) but the images will occasionally
>> flicker with what the new image is going to be before the old images
>> fall out.
>>
>> Basically I guess I'm asking what is a good way to either pause the
>> onDraw command while I can edit my arrays and get them all in place or
>> what is a good way to sync my array modifications to not take place
>> during an onDraw cycle? Or is onDraw just bad at drawing images
>> simultaneously and I should be using OpenGL or something?
>
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Re: [android-developers] Tips on how to start android development

2011-08-04 Thread Miguel Morales
It's easy.  Choose a project and start developing it.  There's no
better way of learning than getting your hands dirty.
You won't do everything right the first time, but you'll learn a lot.

On Thu, Aug 4, 2011 at 3:21 PM, Mark Murphy  wrote:
> On Thu, Aug 4, 2011 at 5:30 PM, mohammed.ezza...@gmail.com
>  wrote:
>> book recommendations would be stunning
>
> http://stackoverflow.com/questions/1114287/good-book-for-beginning-android-development
>
> In the interests of full disclosure, I wrote some of the books cited
> in that answer.
>
> --
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> http://commonsware.com | http://github.com/commonsguy
> http://commonsware.com/blog | http://twitter.com/commonsguy
>
> Android Training in NYC: http://marakana.com/training/android/
>
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Re: [android-developers] need source code

2011-08-04 Thread Miguel Morales
Is the app open source?  Is it a stock app?  Have you tried googling it?

On Thu, Aug 4, 2011 at 1:21 PM, vipin saroha <1989sar...@gmail.com> wrote:
> hiii everybody
>
> can anybody tell me how to download source code files of a free
> android app.
> plz send me the links...
> plz reply
>
> thank you
> vipin
>
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Re: [android-developers] Re: Android -- the forgotten "real" fragmentation

2011-08-04 Thread Miguel Morales
Ok, so this is weird.  It seems that WAL mode is being activated from
the java code.
I just opened the bad database file in 3.7x and ran the command:
PRAGMA journal_mode=DELETE
to disable WAL.  I was then able to open the database file in the 3.6x version.

On Wed, Aug 3, 2011 at 11:56 PM, Miguel Morales  wrote:
> Yeah, that's right.  That makes sense.  I was going to try to read the
> bytes in and display the version but I'm too tired.
> But seems like that's the culprit of the issue.
> There might be a way of turning that off.
>
> On Wed, Aug 3, 2011 at 11:31 PM, Zsolt Vasvari  wrote:
>> This is what the end of the article says:
>>
>> "To prevent older versions of SQLite from trying to recover a WAL-mode
>> database (and making matters worse) the database file format version
>> numbers (bytes 18 and 19 in the database header) are increased from 1
>> to 2 in WAL mode. Thus, if an older version of SQLite attempts to
>> connect to an SQLite database that is operating in WAL mode, it will
>> report an error along the lines of "file is encrypted or is not a
>> database".
>>
>> To me that means that they deliberately preventing the DB to be opened
>> in pre-WAL versions, regardless if it's crashed or not.
>>
>>
>>
>> On Aug 4, 2:22 pm, Miguel Morales  wrote:
>>> It's still possible despite that, read the link I posted.
>>> If the file was in some sort of unfinished operation where the write
>>> ahead log it will change the file format.
>>> The file would still be readable by 3.7 by not by anything below.
>>>
>>> Read the file to determine its version.  Or send it over to the sqlite
>>> people as this appears not to be the expected behavior.
>>> Also, how is this database populated?  Via java code or through the
>>> sqlite command line?
>>>
>>> On Wed, Aug 3, 2011 at 11:14 PM, Zsolt Vasvari  wrote:
>>> >> Seems that something happened with that file, or it was in the middle
>>> >> of an operation or something.
>>>
>>> > No, it wasn't.  This is reproducible 100% of the time and the file is
>>> > not corrupted as it's openable and readable by 3.7.
>>>
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>>
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> Android 2D MMORPG: http://solrpg.com/, http://www.youtube.com/user/revoltingx
>



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Re: [android-developers] Re: Android -- the forgotten "real" fragmentation

2011-08-03 Thread Miguel Morales
Yeah, that's right.  That makes sense.  I was going to try to read the
bytes in and display the version but I'm too tired.
But seems like that's the culprit of the issue.
There might be a way of turning that off.

On Wed, Aug 3, 2011 at 11:31 PM, Zsolt Vasvari  wrote:
> This is what the end of the article says:
>
> "To prevent older versions of SQLite from trying to recover a WAL-mode
> database (and making matters worse) the database file format version
> numbers (bytes 18 and 19 in the database header) are increased from 1
> to 2 in WAL mode. Thus, if an older version of SQLite attempts to
> connect to an SQLite database that is operating in WAL mode, it will
> report an error along the lines of "file is encrypted or is not a
> database".
>
> To me that means that they deliberately preventing the DB to be opened
> in pre-WAL versions, regardless if it's crashed or not.
>
>
>
> On Aug 4, 2:22 pm, Miguel Morales  wrote:
>> It's still possible despite that, read the link I posted.
>> If the file was in some sort of unfinished operation where the write
>> ahead log it will change the file format.
>> The file would still be readable by 3.7 by not by anything below.
>>
>> Read the file to determine its version.  Or send it over to the sqlite
>> people as this appears not to be the expected behavior.
>> Also, how is this database populated?  Via java code or through the
>> sqlite command line?
>>
>> On Wed, Aug 3, 2011 at 11:14 PM, Zsolt Vasvari  wrote:
>> >> Seems that something happened with that file, or it was in the middle
>> >> of an operation or something.
>>
>> > No, it wasn't.  This is reproducible 100% of the time and the file is
>> > not corrupted as it's openable and readable by 3.7.
>>
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>>
>> --
>> ~ Jeremiah:9:23-24
>> Android 2D MMORPG:http://solrpg.com/, http://www.youtube.com/user/revoltingx
>
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Re: [android-developers] Re: Android -- the forgotten "real" fragmentation

2011-08-03 Thread Miguel Morales
It's still possible despite that, read the link I posted.
If the file was in some sort of unfinished operation where the write
ahead log it will change the file format.
The file would still be readable by 3.7 by not by anything below.

Read the file to determine its version.  Or send it over to the sqlite
people as this appears not to be the expected behavior.
Also, how is this database populated?  Via java code or through the
sqlite command line?

On Wed, Aug 3, 2011 at 11:14 PM, Zsolt Vasvari  wrote:
>> Seems that something happened with that file, or it was in the middle
>> of an operation or something.
>
> No, it wasn't.  This is reproducible 100% of the time and the file is
> not corrupted as it's openable and readable by 3.7.
>
> --
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