[android-developers] The new recommendations for preview assets on Google Play

2021-11-03 Thread MobileVisuals
I want to discuss the new recommendations for screenshots, short 
description and other preview assets on Google Play! I am especially 
interested in finding out exactly what the guidelines for "highly 
recommended" means. I refer to what is described here:
https://support.google.com/googleplay/android-developer/answer/9866151

I have asked Google developer support about this, but they replied that 
they don't have any support team for policy compliance. The apps that 
fulfill the requirements for "highly recommended" will be recommended and 
promoted throughout Google Play. So those are the only apps, which have any 
chance of being popular. That is why it is so important to know what 
"highly recommended" means. I have come to my own conclusions, which I can 
share. So I am searching for other developers, who want to discuss this.

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[android-developers] Re: In-app billing upgrade to full version is not reliable for customers

2016-10-24 Thread MobileVisuals
I have confirmed that In-app billing is not reliable for other Android 
developers either. 0,5% of all In-app purchases just get lost for them too. 
Another developer has researched this and come to these conclusions: 
1) There are issues with GPS caching of Play servers response, which causes 
IAB to return outdated response.
2) There are issues with multi-account if the user has more than one 
account configured in Google Play. One account used for purchase has to be 
set as default at least once. This is probably a common cause of issues 
when the user is reinstalling an app or installing an app on  or a 
secondary device. 
3) There are other issues, which we don't know the cause of. In some cases 
IAB simply refuses to work. Another developer was able to confirm that with 
one user who installed an APK with some additional debugs and collected 
logs. Managed in-app item wasn't in list returned by getPurchases although 
he clearly owned it. The developer could confirm this in 
payments.google.com console.

I think that this is a very serious issue. Imagine a bank where 0,5% of all 
transactions get lost and those customers loose their money. That is how 
serious this problem is. It makes customers not want to buy apps on Google 
play, because the purchasing process is not reliable. 

On Wednesday, September 21, 2016 at 11:18:04 AM UTC+2, MobileVisuals wrote:
>
> We use managed In-app billing (IAB) in 3 apps. Sometimes there are reports 
> from customers that they don't get the upgrade to full version, eventhough 
> the apps are carefully tested on our test devices on Android 6 and 4.4.4. 
> We test through alpha testing and we have not found any problems with 
> upgrading. 2 of the apps have IAB version 3 and 1 have IAB version 5. It is 
> the same problem. The apps are developed according to IAB guidelines. 
>
> Why does this happen? Is there some problem with Google's servers, which 
> causes these IAB errors, which prevents some customers from getting the 
> upgrade? Has anyone else encountered the same issue?
>
> This is a very serious issue for my company, since it results in bad 
> reviews and lower rankings for the IAB apps. We can not use IAB in the 
> upcoming apps, since it seems to be too unreliable. It is also very 
> annoying that IAB seems to be more reliable on iOS. These are 2 other 
> issues with IAB, which we still haven't found any solution to:
>
>
> http://stackoverflow.com/questions/38481125/consume-purchase-for-in-app-billing-does-not-work-on-android-6
>
> http://stackoverflow.com/questions/38460219/in-app-purchases-are-lost-after-uninstall-on-managed-purchase-type
>
> Here are the statistics about this issue:
>
> app 1: 1215 sold upgrades, 2 complaints from customers who did not get the 
> upgrade
>
> app 2: 94 sold upgrades, 2 complaints from customers who did not get the 
> upgrade
>
> app 3: 122 sold upgrades, 4 complaints from customers who did not get the 
> upgrade
>
> There could be more customers, who did not get the upgrade. The statistics 
> are only for those who complained. 
>

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[android-developers] In-app billing upgrade to full version is not reliable for customers

2016-09-21 Thread MobileVisuals
We use managed In-app billing (IAB) in 3 apps. Sometimes there are reports 
from customers that they don't get the upgrade to full version, eventhough 
the apps are carefully tested on our test devices on Android 6 and 4.4.4. 
We test through alpha testing and we have not found any problems with 
upgrading. 2 of the apps have IAB version 3 and 1 have IAB version 5. It is 
the same problem. The apps are developed according to IAB guidelines. 

Why does this happen? Is there some problem with Google's servers, which 
causes these IAB errors, which prevents some customers from getting the 
upgrade? Has anyone else encountered the same issue?

This is a very serious issue for my company, since it results in bad 
reviews and lower rankings for the IAB apps. We can not use IAB in the 
upcoming apps, since it seems to be too unreliable. It is also very 
annoying that IAB seems to be more reliable on iOS. These are 2 other 
issues with IAB, which we still haven't found any solution to:

http://stackoverflow.com/questions/38481125/consume-purchase-for-in-app-billing-does-not-work-on-android-6
http://stackoverflow.com/questions/38460219/in-app-purchases-are-lost-after-uninstall-on-managed-purchase-type

Here are the statistics about this issue:

app 1: 1215 sold upgrades, 2 complaints from customers who did not get the 
upgrade

app 2: 94 sold upgrades, 2 complaints from customers who did not get the 
upgrade

app 3: 122 sold upgrades, 4 complaints from customers who did not get the 
upgrade

There could be more customers, who did not get the upgrade. The statistics 
are only for those who complained. 

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[android-developers] Re: How to implement crossfade texture effect in Opengl?

2014-12-30 Thread MobileVisuals
This seems useful, but it is difficult for me to follow the code. Are the 
shaders "gles_simple_p_shader" and "gles_simple_v_shader" written i GLSL 
and the rest of it written i C?

On Wednesday, December 24, 2014 1:23:22 PM UTC+1, MobileVisuals wrote:
>
> I want to switch from the first texture to the other one with a gradual 
> fading effect. How can I do that?
>

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[android-developers] Re: How to implement crossfade texture effect in Opengl?

2014-12-29 Thread MobileVisuals
I see, I will try to implement that with the mix command. So how do I 
connect the texture objects in GLSL  and OpenGL ES, representing
the first and second texture? They are for instance textures[0] and 
textures[1] in OpenGL ES and texA and texB in Nobu Games' example.

On Wednesday, December 24, 2014 1:23:22 PM UTC+1, MobileVisuals wrote:
>
> I want to switch from the first texture to the other one with a gradual 
> fading effect. How can I do that?
>

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[android-developers] Re: How to implement crossfade texture effect in Opengl?

2014-12-29 Thread MobileVisuals
That sounds promising! I have released 15 apps with OpenGL ES on Google 
play, so I am already familiar with binding textures and vertex data. I 
have however never worked with GLSL before.  I plan to add the crossfade 
effect to the next version of my app "Morphing tunnels". 

The code example on 
http://androidblog.reindustries.com/opengl-es-2-0-2d-shaders-series-001-basic-shaders/
 

 is 
in regular OpenGL ES, but they write the GLSL code for the fragment shader 
as a String variable in the riGraphicTools class. You wrote "you probably 
won't get around coding shaders". Do you mean that I don't have to code the 
shader in GLSL?

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[android-developers] Re: How to implement crossfade texture effect in Opengl?

2014-12-28 Thread MobileVisuals
Thanks, I understood what you mean after reading this article:

http://androidblog.reindustries.com/opengl-es-2-0-2d-shaders-series-001-basic-shaders/

I am on the case now and I will try to implement it. I assume that texA and 
texB are some sort of GLSL texture objects, representing
the first and second texture? How do I connect them to the regular texture 
objects textures[0] and textures[1]?

I found an article, which says that implementing your own shaders will not 
work well on a lot of devices:

http://bitiotic.com/blog/2013/09/24/opengl-es-shading-language-potholes-and-problems/

They write:

"In my experience OpenGL ES shaders are the real fragmentation pain point 
of OpenGL game development on Android.
there are a diversity of hardware implementations of the OpenGL ES 2.0 API."

Maybe it is the same problem as with light effects, that it only works on 
some devices?

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[android-developers] How to implement crossfade texture effect in Opengl?

2014-12-24 Thread MobileVisuals
I want to switch from the first texture to the other one with a gradual 
fading effect. How can I do that?

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[android-developers] Wrong pictures are always shown when posting links to apps on Google play

2014-03-01 Thread MobileVisuals
The wrong pictures are shown when I post the link to apps on Google play. 
Here is an example:

www.mobile-visuals.com/pw.png

This picture shows that screenshot number 5 for the app is shown along with 
the link. Why isn't the icon or screenshot nr 1 shown instead?

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Re: [android-developers] How to open Google play from a shared link on Facebook?

2014-01-18 Thread MobileVisuals
I have researched this more and the best option is to share a link to the 
Google play website. It is explained more here:

http://stackoverflow.com/questions/21115881/how-to-open-the-google-play-app-from-a-shared-facebook-link

On Monday, January 13, 2014 3:09:32 PM UTC+1, TreKing wrote:
>
> I think I may have misunderstood your original question. I don't use 
> Facebook so I'm not familiar with the flow of sharing with it, so I'm not 
> sure I can be of much help. I'm surprised, though, that opening the http:// 
> link does not give you option to open the app in the Google Play app.
>
>
> On Mon, Jan 13, 2014 at 4:07 AM, MobileVisuals 
> 
> > wrote:
>
>> Yes.I am the programmer here and it is my own app. The devices that I am 
>> testing on have Play store installed. I assume that the correct intent has 
>> to be created with 
>>
>>   Intent sharingIntent = new Intent(android.content.Intent.ACTION_SEND);
>>  sharingIntent.setType("text/plain");
>>
>> It has to be started with 
>>
>>   startActivity(Intent.createChooser(sharingIntent, "Share via"));
>>
>> The problem is how to set the information in the intent(the code between 
>> creating the intent and starting it).I used this code before and it started 
>> the web page for the app without problems:
>>
>>   sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "Product 
>> name");
>>   sharingIntent.putExtra(android.content.Intent.EXTRA_TEXT, "
>> https://play.google.com/store/apps/details?id=example.package";);
>>
>> I try to replace this with the following code, which should start Google 
>> play:
>>
>>   sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "Product 
>> name");
>>   sharingIntent.putExtra(android.content.Intent.EXTRA_TEXT, 
>> Uri.parse("market://details?id=example.package"));
>>
>>
>> This results in that the link to the appstore is not included when I try 
>> to share the link from Facebook. I test with 2 different devices, which 
>> both have Google play. I also try with 
>>
>>   sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "Product 
>> name");
>> sharingIntent.setData(Uri.parse("market://details?id=example.package"));
>>
>> This resulted in the error message "can not find the application to 
>> perform this action". Do you know how I can solve this problem? I have 
>> replaced the package name of my app with an example package in this thread, 
>> but I am using the correct package name when I am testing.
>>
>>
>>
>>
>> On Sunday, January 12, 2014 6:40:17 PM UTC+1, TreKing wrote:
>>
>>>
>>> On Sun, Jan 12, 2014 at 5:48 AM, MobileVisuals >> > wrote:
>>>
>>>> I tried to implement according to their advice, but the link to the 
>>>> appstore is not included when the user tries to share the link now. I 
>>>> tested from a Facebook test account. Do you know how I can fix this?
>>>
>>>
>>> I'm not entirely sure what you're referring to. Aren't you writing code 
>>> for your own app? So you control the code? You just have to create the 
>>> correct intent and start it, the system will do the rest (assuming the 
>>> device has the Play store installed, of course).
>>>
>>> 
>>> -
>>> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago 
>>> transit tracking app for Android-powered devices
>>>  
>>  -- 
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>>
>
>
>
> -- 
>
>
> -
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Re: [android-developers] How to open Google play from a shared link on Facebook?

2014-01-13 Thread MobileVisuals
Yes.I am the programmer here and it is my own app. The devices that I am 
testing on have Play store installed. I assume that the correct intent has 
to be created with 

  Intent sharingIntent = new Intent(android.content.Intent.ACTION_SEND);
 sharingIntent.setType("text/plain");

It has to be started with 

  startActivity(Intent.createChooser(sharingIntent, "Share via"));

The problem is how to set the information in the intent(the code between 
creating the intent and starting it).I used this code before and it started 
the web page for the app without problems:

  sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "Product 
name");
  sharingIntent.putExtra(android.content.Intent.EXTRA_TEXT, 
"https://play.google.com/store/apps/details?id=example.package";);

I try to replace this with the following code, which should start Google 
play:

  sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "Product 
name");
  sharingIntent.putExtra(android.content.Intent.EXTRA_TEXT, 
Uri.parse("market://details?id=example.package"));


This results in that the link to the appstore is not included when I try to 
share the link from Facebook. I test with 2 different devices, which both 
have Google play. I also try with 

  sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "Product 
name");
sharingIntent.setData(Uri.parse("market://details?id=example.package"));

This resulted in the error message "can not find the application to perform 
this action". Do you know how I can solve this problem? I have replaced the 
package name of my app with an example package in this thread, but I am 
using the correct package name when I am testing.




On Sunday, January 12, 2014 6:40:17 PM UTC+1, TreKing wrote:
>
>
> On Sun, Jan 12, 2014 at 5:48 AM, MobileVisuals 
> 
> > wrote:
>
>> I tried to implement according to their advice, but the link to the 
>> appstore is not included when the user tries to share the link now. I 
>> tested from a Facebook test account. Do you know how I can fix this?
>
>
> I'm not entirely sure what you're referring to. Aren't you writing code 
> for your own app? So you control the code? You just have to create the 
> correct intent and start it, the system will do the rest (assuming the 
> device has the Play store installed, of course).
>
>
> -
> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago 
> transit tracking app for Android-powered devices
>  

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Re: [android-developers] How to open Google play from a shared link on Facebook?

2014-01-12 Thread MobileVisuals

>
> Sorry, I missed your link in the previous thread before, but now I found 
> it. I tried to implement according to their advice, but the link to the 
> appstore is not included when the user tries to share the link now. I 
> tested from a Facebook test account. Do you know how I can fix this?
>

They are using ACTION_VIEW, but I have to use ACTION_SEND to be able to 
share the link. This is my code:

  Intent sharingIntent = new Intent(android.content.Intent.ACTION_SEND);
  sharingIntent.setType("text/plain");
  sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "Product 
name");
  sharingIntent.putExtra(android.content.Intent.EXTRA_TEXT, 
Uri.parse("market://details?id=example.package"));
  startActivity(Intent.createChooser(sharingIntent, "Share via"));  

I also tried with this code:

  Intent sharingIntent = new Intent(android.content.Intent.ACTION_SEND);
  sharingIntent.setType("text/plain");
  sharingIntent.setData(Uri.parse("market://details?id=morph.galaxytt"));
  startActivity(Intent.createChooser(sharingIntent, "Share via"));

This resulted in the error message "can not find the application to perform 
this action".

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[android-developers] How to open Google play from a shared link on Facebook?

2014-01-11 Thread MobileVisuals
My app can share a link on Facebook, but the shared link opens Google 
play on the browser, not the Google play app directly. This get more 
difficult for the user and will  not generate much downloads. How can I get 
the shared link to open the Google play app instead of the browser? This is 
my code:

private void shareIt() {
  Intent sharingIntent = new Intent(android.content.Intent.ACTION_SEND);
  sharingIntent.setType("text/plain");
  sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "The app");
  sharingIntent.putExtra(android.content.Intent.EXTRA_TEXT, "
https://play.google.com/store/apps/details?id=morph.galaxytt";);
  startActivity(Intent.createChooser(sharingIntent, "Share via"));

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[android-developers] Re: How to implement sharing the app on Facebook?

2014-01-07 Thread MobileVisuals
I got this to work, but the shared link opens Google play on the browser, 
not the Google play app directly. This get more difficult for the user and 
will probably not generate much downloads. How can I get the shared link to 
open the Google play app instead of the browser? This is my code:

private void shareIt() {
  Intent sharingIntent = new Intent(android.content.Intent.ACTION_SEND);
  sharingIntent.setType("text/plain");
  sharingIntent.putExtra(android.content.Intent.EXTRA_SUBJECT, "The app");
  sharingIntent.putExtra(android.content.Intent.EXTRA_TEXT, 
"https://play.google.com/store/apps/details?id=morph.galaxytt";);
  startActivity(Intent.createChooser(sharingIntent, "Share via"));  
}


On Tuesday, December 31, 2013 4:50:37 PM UTC+1, MobileVisuals wrote:
>
> Thanks for that useful information! I found this guide on how to implement 
> a share intent:
>
>
> http://mobile.tutsplus.com/tutorials/android/android-sdk-implement-a-share-intent/
>
> On Monday, December 30, 2013 6:16:47 PM UTC+1, Parikshit Tomar wrote:
>>
>> What I understand from that you need a button by which you can share some 
>> info to their facebook friends. 
>>
>> For that you have three options 1. Use share intent to share any thing on 
>> social sites. you can also filter these intents.
>> 2. use a third party library which will provide not facebook but also 
>> another social site sdk integration such as till I remember is social auth.
>> 3. Use facebook sdk for better and best approach and you can TAGs friends.
>>
>> I apply all three options as i need.
>>
>> On Saturday, 28 December 2013 21:51:08 UTC+5:30, MobileVisuals wrote:
>>>
>>> I want to add a button, where people can share the link of the app on 
>>> Google play to their Facebook friends. How can I implement the "share 
>>> on Facebook" feature?  Nebula galaxy live wallpaper is an app, which 
>>> already have implemented this.
>>>
>>

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[android-developers] Re: How to implement sharing the app on Facebook?

2013-12-31 Thread MobileVisuals
Thanks for that useful information! I found this guide on how to implement 
a share intent:

http://mobile.tutsplus.com/tutorials/android/android-sdk-implement-a-share-intent/

On Monday, December 30, 2013 6:16:47 PM UTC+1, Parikshit Tomar wrote:
>
> What I understand from that you need a button by which you can share some 
> info to their facebook friends. 
>
> For that you have three options 1. Use share intent to share any thing on 
> social sites. you can also filter these intents.
> 2. use a third party library which will provide not facebook but also 
> another social site sdk integration such as till I remember is social auth.
> 3. Use facebook sdk for better and best approach and you can TAGs friends.
>
> I apply all three options as i need.
>
> On Saturday, 28 December 2013 21:51:08 UTC+5:30, MobileVisuals wrote:
>>
>> I want to add a button, where people can share the link of the app on 
>> Google play to their Facebook friends. How can I implement the "share 
>> on Facebook" feature?  Nebula galaxy live wallpaper is an app, which 
>> already have implemented this.
>>
>

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Re: [android-developers] How to implement sharing the app on Facebook?

2013-12-29 Thread MobileVisuals
Yes, I have searched on the net and also in this forum before posting. I 
didn't find any answer, that is why I posted this thread.

On Sunday, December 29, 2013 2:28:43 AM UTC+1, TreKing wrote:
>
>
> On Sat, Dec 28, 2013 at 11:21 AM, MobileVisuals 
> 
> > wrote:
>
>> How can I implement the "share on Facebook" feature?
>
>
> Have you tried using Google? This seems like something that would have a 
> ton of information available.
>
>
> -
> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago 
> transit tracking app for Android-powered devices
>  

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[android-developers] How to implement sharing the app on Facebook?

2013-12-28 Thread MobileVisuals
I want to add a button, where people can share the link of the app on 
Google play to their Facebook friends. How can I implement the "share 
on Facebook" feature?  Nebula galaxy live wallpaper is an app, which 
already have implemented this.

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[android-developers] Fog color does not work in Jellybean!

2013-11-23 Thread MobileVisuals
It was possible to use fog color according to the OpenGL standard in the 
previous Android versions, but it no longer works in Jellybean. The color 
of the fog is no longer seen, all fog just becomes black. What can I do to 
get the fog colors shown on Jellybean? This is my code:

float[] fogColorsVfa;
FloatBuffer fogColorsBuffer;

fogColorsBuffer = FloatBuffer.allocate(4 * 4); 
fogColorsVfa = new float[4];
fogColorsVfa[0] = 0.5f;//yellow with some alpha
fogColorsVfa[1] = 1f;
fogColorsVfa[2] = 1f;
fogColorsVfa[3] = 0f; 
fogColorsBuffer.put(fogColorsVfa);


gl.glEnable(GL10.GL_FOG);
gl.glFogx(GL10.GL_FOG_MODE, GL10.GL_EXP);
gl.glFogfv(GL10.GL_FOG_COLOR, fogColorsBuffer);


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[android-developers] Re: In-app gives "This version of the application is not configured for billing through Google Play" - But it shouldn't

2013-11-14 Thread MobileVisuals
Have you got it to work now?

On Thursday, November 14, 2013 3:02:31 PM UTC+1, MobileVisuals wrote:
>
> I have the same problem. This process is extremely messy!
>
> On Friday, January 25, 2013 5:44:19 PM UTC+1, Paulo Cesar wrote:
>>
>> Ok, I'm having the "This version of the application is not configured for 
>> billing through Google Play" on one of our apps. Sorry to ask this again, 
>> but I read more then 20 answers about this, and they always say the same 
>> things that I already checked:
>>
>> - The apk installed is signed with the correct key
>> - The version code of the installed app is the same of the published 
>> version on Google Play
>> - There are no test users
>> - The license key is correctly set
>> - The app is published for weeks, so it's not a delay problem
>>
>> So far, I tried the whole process of compiling, signing, sending to 
>> google play and republishing it, but without success.
>>
>> Should I fill a bug report? Should I update the In App Purchases api to 
>> version 3?
>>
>

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[android-developers] Re: In-app gives "This version of the application is not configured for billing through Google Play" - But it shouldn't

2013-11-14 Thread MobileVisuals
I have the same problem. This process is extremely messy!

On Friday, January 25, 2013 5:44:19 PM UTC+1, Paulo Cesar wrote:
>
> Ok, I'm having the "This version of the application is not configured for 
> billing through Google Play" on one of our apps. Sorry to ask this again, 
> but I read more then 20 answers about this, and they always say the same 
> things that I already checked:
>
> - The apk installed is signed with the correct key
> - The version code of the installed app is the same of the published 
> version on Google Play
> - There are no test users
> - The license key is correctly set
> - The app is published for weeks, so it's not a delay problem
>
> So far, I tried the whole process of compiling, signing, sending to google 
> play and republishing it, but without success.
>
> Should I fill a bug report? Should I update the In App Purchases api to 
> version 3?
>

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[android-developers] Re: Sample project for "In app billing" does not work.

2013-11-12 Thread MobileVisuals
I fixed this by changing the Java compiler level from 1.5 to 1.6.

On Monday, November 11, 2013 8:21:00 PM UTC+1, MobileVisuals wrote:
>
> TrivialDrive is the official sample project for "In app billing". I can’t 
> get the IInAppBillingService class from that project to work. I have 
> imported it into the src directory of my project along with the other utils 
> classes. I have done this with the correct project name. I get a lot of 
> “must override a superclass method” errors in IInAppBillingService. One of 
> the messages is
>
> Multiple markers at this line
> - The method consumePurchase(int, String, String) of type 
> IInAppBillingService.Stub.Proxy must override a superclass method
> - implements 
> com.android.vending.billing.IInAppBillingService.consumePurchase
>
> The other messages says similar things. I didn’t copy 
> “IInAppBillingService.java”, only “IInAppBillingService.aidl”. Here is a 
> screenshot of how my project looks like:
>
> http://www.mobile-visuals.com/inapp.png
>

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[android-developers] Sample project for "In app billing" does not work.

2013-11-11 Thread MobileVisuals


TrivialDrive is the official sample project for "In app billing". I can’t 
get the IInAppBillingService class from that project to work. I have 
imported it into the src directory of my project along with the other utils 
classes. I have done this with the correct project name. I get a lot of 
“must override a superclass method” errors in IInAppBillingService. One of 
the messages is

Multiple markers at this line
- The method consumePurchase(int, String, String) of type 
IInAppBillingService.Stub.Proxy must override a superclass method
- implements 
com.android.vending.billing.IInAppBillingService.consumePurchase

The other messages says similar things. I didn’t copy 
“IInAppBillingService.java”, only “IInAppBillingService.aidl”. Here is a 
screenshot of how my project looks like:

http://www.mobile-visuals.com/inapp.png

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[android-developers] How to get Live wallpapers to handle rotation on all devices?

2013-10-05 Thread MobileVisuals
I submitted my live wallpapers to Samsung apps and they discovered rotation 
problems. I corrected these problems and the apps got approved by them. I 
then submitted the same apps to Mobiroo for testing. They found rotation 
problems on Motorola Xoom, LG Nexus 4 and Acer A500. I pasted the log print 
out below. I wonder if there is any guide or template code, which I can use 
to make the live wallpapers handle rotation on all devices? 

I have never had any rotation problems with my 3D live wallpapers, only 
with the 2D live wallpapers. The 3D live wallpapers are based on Robert 
Green's code(
http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live-wallpapers), 
which seem to handle this problem well.



08-14 19:09:50.960: W/WindowManager(270): Force-removing child win 
Window{416f67a8 mobile.visuals.hypnotic.mandalaf.LiveWallpaperService 
paused=false} from container Window{41942860 
com.android.wallpaper.livepicker/com.android.wallpaper.livepicker.LiveWallpaperPreview
 
paused=false}
08-14 19:09:50.960: W/WindowManager(270): Force-removing child win 
Window{418129e8 
Media:com.android.wallpaper.livepicker/com.android.wallpaper.livepicker.LiveWallpaperPreview
 
paused=false} from container Window{41942860 
com.android.wallpaper.livepicker/com.android.wallpaper.livepicker.LiveWallpaperPreview
 
paused=false}
08-14 19:09:50.980: E/BufferQueue(90): 
[mobile.visuals.hypnotic.mandalaf.LiveWallpaperService] queueBuffer: 
SurfaceTexture has been abandoned!
08-14 19:09:50.980: E/SurfaceTextureClient(6129): queueBuffer: error 
queuing buffer to SurfaceTexture, -19
08-14 19:09:50.980: E/SurfaceTextureClient(6129): queueBuffer 
(handle=0x5bc86748) failed (No such device)
08-14 19:09:50.980: W/dalvikvm(6129): threadid=10: thread exiting with 
uncaught exception (group=0x40df3300)
08-14 19:09:50.990: E/AndroidRuntime(6129): FATAL EXCEPTION: Thread-222
08-14 19:09:50.990: E/AndroidRuntime(6129): 
java.lang.IllegalArgumentException
08-14 19:09:50.990: E/AndroidRuntime(6129): at 
android.view.Surface.unlockCanvasAndPost(Native Method)
08-14 19:09:50.990: E/AndroidRuntime(6129): at 
com.android.internal.view.BaseSurfaceHolder.unlockCanvasAndPost(BaseSurfaceHolder.java:215)
08-14 19:09:50.990: E/AndroidRuntime(6129): at 
mobile.visuals.hypnotic.mandalaf.LiveWallpaperPainting.run(LiveWallpaperPainting.java:263)
08-14 19:09:50.990: E/InputEventReceiver(5587): channel '418129e8 
Media:com.android.wallpaper.livepicker/com.android.wallpaper.livepicker.LiveWallpaperPreview
 
(client)' ~ Publisher closed input channel or an error occurred.  events=0x9
08-14 19:09:50.990: W/WindowManager(270): Failed looking up window
08-14 19:09:50.990: W/WindowManager(270): 
java.lang.IllegalArgumentException: Requested window 
android.os.BinderProxy@418276c8 does not exist
08-14 19:09:50.990: W/WindowManager(270): at 
com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:7640)
08-14 19:09:50.990: W/WindowManager(270): at 
com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:7631)
08-14 19:09:50.990: W/WindowManager(270): at 
com.android.server.wm.WindowManagerService.removeWindow(WindowManagerService.java:2377)
08-14 19:09:50.990: W/WindowManager(270): at 
com.android.server.wm.Session.remove(Session.java:149)
08-14 19:09:50.990: W/WindowManager(270): at 
android.view.IWindowSession$Stub.onTransact(IWindowSession.java:124)
08-14 19:09:50.990: W/WindowManager(270): at 
com.android.server.wm.Session.onTransact(Session.java:111)
08-14 19:09:50.990: W/WindowManager(270): at 
android.os.Binder.execTransact(Binder.java:367)
08-14 19:09:50.990: W/WindowManager(270): at 
dalvik.system.NativeStart.run(Native Method)

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[android-developers] Re: No sound card access on Jelly bean?

2013-08-24 Thread MobileVisuals


I have some music visualizer apps. They have internal players, where the 
music visualization still works. The apps also  use the sound for external 
players, like Spotify and Winamp. The apps could visualize the sound from 
these before, but it does not work on Jelly bean. 


I have played music with external players, while debugging the apps. The 
bytes in the updateVisualizerFFT method of OnDataCaptureListener are always 
0 for external players, when a visualizer is created with 0 as an argument:

new Visualizer(0);

Creating a Visualizer with 0 as an argument means that the visualizer will 
be attached to the MediaPlayer or AudioTrack in the same audio session:

http://developer.android.com/reference/android/media/audiofx/Visualizer.html#Visualizer(int)


The bytes in the updateVisualizerFFT method are 0 and this results in no 
visualization, since there is no signal to use for visualization. No error 
message or any other information that I can use is generated from logCat.

On Friday, August 23, 2013 5:55:03 PM UTC+2, MobileVisuals wrote:
>
> My apps can not get access to sounds from other apps on Jelly bean. The 
> sound value that I get is always 0. I have added every possible permission. 
> What can I do to fix this?
>
>
>
>

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[android-developers] No sound card access on Jelly bean?

2013-08-23 Thread MobileVisuals


My apps can not get access to sounds from other apps on Jelly bean. The 
sound value that I get is always 0. I have added every possible permission. 
What can I do to fix this?



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[android-developers] Re: Black screen on Samsung Galaxy S4 mini

2013-08-23 Thread MobileVisuals
Thanks, I found the cause of the black screen after checking the GL error 
codes. It was a missing  gl.glTexCoordPointer call, which caused it. It 
worked when I added the  gl.glTexCoordPointer call.

On Wednesday, August 21, 2013 8:43:32 PM UTC+2, MobileVisuals wrote:
>
> One of my live wallpaper shows  a black screen on Samsung Galaxy S4 mini. 
> It works on other devices and I try to debug S4 mini.There are no error 
> messages, which I can use as a clue. Does anyone have an idea what can 
> cause this?
>

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[android-developers] Black screen on Samsung Galaxy S4 mini

2013-08-21 Thread MobileVisuals
One of my live wallpaper shows  a black screen on Samsung Galaxy S4 mini. 
It works on other devices and I try to debug S4 mini.There are no error 
messages, which I can use as a clue. Does anyone have an idea what can 
cause this?

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[android-developers] Why doesn't music visualization work on Jelly Bean?

2013-08-20 Thread MobileVisuals


Visualization for external players worked before, but it does not work on 
Jelly bean. I have played music with external players, like Spotify and 
Winamp, while debugging the apps. The bytes in the updateVisualizerFFT 
method are always 0 for external players, when a visualizer is created with 
0 as an argument:

new Visualizer(0);


This results in no visualization, since there is no signal to use for 
visualization. Do you know why this happens and how this can be fixed?


 It still works for internal players. I mean when the app has its own built 
in player. The bytes in the updateVisualizerFFT are not 0 then, so the app 
has something to use for visualization, even when the visualizer is created 
with 0 as an argument.

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[android-developers] Re: Can not debug Galaxy s4 mini

2013-08-19 Thread MobileVisuals
You are right, Nobu! The information on the link that you provided says "If 
your development device appears in "offline" state, you may need to update 
ADB. I followed the information in

http://stackoverflow.com/questions/17916966/missing-sdk-platform-android-api-18

It worked then.

On Monday, August 19, 2013 10:14:29 AM UTC+2, MobileVisuals wrote:
>
> I can not debug my Galaxy s4 mini. "Android device chooser" starts, but 
> the OK button is greyed out. This makes it impossible to proceed. It looks 
> like the screenshot here:
>
> http://www.mobile-visuals.com/deb.jpg
>
> How should I proceed to get this working?  Does this happen because the 
> target has the "unknown" status on the device? I followed this guide to set 
> the debugging on the device:
>
> http://www.youtube.com/watch?v=W4geZOSXzO8
>

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[android-developers] Re: Can not debug Galaxy s4 mini

2013-08-19 Thread MobileVisuals
I  did as Mukesh wrote, but it is still the same problem. I am using the 
original USB cable.  Isn't the ADB server running on the mobile device? If 
so, do I have to unroot the mobile to execute the "adb kill-server" 
command? 


On Monday, August 19, 2013 10:14:29 AM UTC+2, MobileVisuals wrote:
>
> I can not debug my Galaxy s4 mini. "Android device chooser" starts, but 
> the OK button is greyed out. This makes it impossible to proceed. It looks 
> like the screenshot here:
>
> http://www.mobile-visuals.com/deb.jpg
>
> How should I proceed to get this working?  Does this happen because the 
> target has the "unknown" status on the device? I followed this guide to set 
> the debugging on the device:
>
> http://www.youtube.com/watch?v=W4geZOSXzO8
>

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[android-developers] Re: Can not debug Galaxy s4 mini

2013-08-19 Thread MobileVisuals
It says target "unknown" and state "offline". I currently don't have a SIM 
card or a internet connection in the mobile. Is that why it doesn't work? I 
am waiting to get the SIM card from the operator in my mail.

On Monday, August 19, 2013 10:14:29 AM UTC+2, MobileVisuals wrote:
>
> I can not debug my Galaxy s4 mini. "Android device chooser" starts, but 
> the OK button is greyed out. This makes it impossible to proceed. It looks 
> like the screenshot here:
>
> http://www.mobile-visuals.com/deb.jpg
>
> How should I proceed to get this working?  Does this happen because the 
> target has the "unknown" status on the device? I followed this guide to set 
> the debugging on the device:
>
> http://www.youtube.com/watch?v=W4geZOSXzO8
>

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[android-developers] Re: Can not debug Galaxy s4 mini

2013-08-19 Thread MobileVisuals
I have restarted the device several times and I have tried every USB port 
on the PC. It is still the same problem. Do you know how I can proceed to 
get this fixed?

On Monday, August 19, 2013 10:14:29 AM UTC+2, MobileVisuals wrote:
>
> I can not debug my Galaxy s4 mini. "Android device chooser" starts, but 
> the OK button is greyed out. This makes it impossible to proceed. It looks 
> like the screenshot here:
>
> http://www.mobile-visuals.com/deb.jpg
>
> How should I proceed to get this working?  Does this happen because the 
> target has the "unknown" status on the device? I followed this guide to set 
> the debugging on the device:
>
> http://www.youtube.com/watch?v=W4geZOSXzO8
>

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[android-developers] Can not debug Galaxy s4 mini

2013-08-19 Thread MobileVisuals
I can not debug my Galaxy s4 mini. "Android device chooser" starts, but the 
OK button is greyed out. This makes it impossible to proceed. It looks like 
the screenshot here:

http://www.mobile-visuals.com/deb.jpg

How should I proceed to get this working?  Does this happen because the 
target has the "unknown" status on the device? I followed this guide to set 
the debugging on the device:

http://www.youtube.com/watch?v=W4geZOSXzO8

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[android-developers] Re: "Designed for tablets" with both minSdkVersion and targetSdkVersion tags?

2013-08-19 Thread MobileVisuals
So is there any way to keep an app tab compatible, while using both the 
targetSdkVersion and minSdkVersion tags?

On Tuesday, August 13, 2013 10:11:50 AM UTC+2, MobileVisuals wrote:
>
> I am implementing the new "Designed for tablets" specification on GP. It 
> is easy to implement and get it to work for live wallpapers. I replace 
>  with  android:targetSdkVersion="11" /> in the manifest. I wonder if there is any 
> way of having both of the minSdkVersion and targetSdkVersion tags in the 
> manifest? I get a message that the app is not "Designed for tablets" when I 
> try to include both of these tags.
>

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[android-developers] Re: "Designed for tablets" with both minSdkVersion and targetSdkVersion tags?

2013-08-14 Thread MobileVisuals
I agree that we can't just ignore the older OS versions. I think they mean 
targetSdkVersion is declared with value 11 or higher  or
minSdkVersion is declared with value 11 or higher.
So minSdkVersion is declared with value 11 or higher is not required, but 
if you for instance add minSdkVersion = 9, the app won't be approved 
for"Designed for tablets".

So what am I supposed to do? If I remove minSdkVersion, there will be no 
filtering our of devices with uncompatible OS's.
People can then download the app without getting it to work on their 
device. Is this the price I have to pay to get approved for "Designed for 
tablets"?
Or is there any way to have both minSdkVersion = 9 and targetSdkVersion=11 
in the manifest?


On Tuesday, August 13, 2013 10:11:50 AM UTC+2, MobileVisuals wrote:
>
> I am implementing the new "Designed for tablets" specification on GP. It 
> is easy to implement and get it to work for live wallpapers. I replace 
>  with  android:targetSdkVersion="11" /> in the manifest. I wonder if there is any 
> way of having both of the minSdkVersion and targetSdkVersion tags in the 
> manifest? I get a message that the app is not "Designed for tablets" when I 
> try to include both of these tags.
>

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[android-developers] "Designed for tablets" with both minSdkVersion and targetSdkVersion tags?

2013-08-13 Thread MobileVisuals
I am implementing the new "Designed for tablets" specification on GP. It is 
easy to implement and get it to work for live wallpapers. I replace 
 with  in the manifest. I wonder if there is any 
way of having both of the minSdkVersion and targetSdkVersion tags in the 
manifest? I get a message that the app is not "Designed for tablets" when I 
try to include both of these tags.

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[android-developers] Re: How to detect if music is playing?

2013-04-25 Thread MobileVisuals
THanks, it worked!

On Saturday, April 13, 2013 2:11:53 PM UTC+2, MobileVisuals wrote:
>
> Is there any way to detect if music is playing from players like Spotify 
> and Winamp?

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[android-developers] How to detect if music is playing?

2013-04-13 Thread MobileVisuals
Is there any way to detect if music is playing from players like Spotify 
and Winamp?

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[android-developers] Is there any music player module available, which we can reuse?

2013-01-23 Thread MobileVisuals
It seems like all developers, who want to make a music visualizer need 
their own music player for their app. It seems like a waste of time that 
all developers should program their own music player, since they all do the 
same thing. So is there any music player module available, which we can 
reuse?

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[android-developers] How to make a music visualizer?

2013-01-17 Thread MobileVisuals
I have made a music visualizer with the standard classes, but I don't know 
how to connect it to the music players. How do I connect the music 
visualizer to the common music players like Spotify and Winamp, so I can 
visualize the music, which comes from these players?

As it is now, I can only visualize the music from a MP3 file, which is 
included in the Eclipse project.

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Re: [android-developers] How to switch between 2 renderers?

2013-01-16 Thread MobileVisuals
Thanks, it worked! It was very easy to implement.

On Monday, January 14, 2013 12:52:43 PM UTC+1, Harri Smått wrote:
>
> Hi, 
>
> Yes, using one renderer only which delegates commands further. 
>
> -- 
> H 
>
> On Mon, Jan 14, 2013 at 1:47 PM, MobileVisuals 
> > 
> wrote: 
> > I see, do you mean using the "proxy renderer" as the only renderer? 
> > 
> > 
> > On Monday, January 14, 2013 12:30:50 PM UTC+1, Harri Smått wrote: 
> >> 
> >> Hi, 
> >> 
> >> AFAIK, only way around the problem is to introduce a "proxy renderer". 
> >> Meaning you install this "proxy" as renderer and its only purpose is 
> >> to delegate rendering calls to actual implementation classes. 
> >> 
> >> -- 
> >> H 
> >> 
> >> On Mon, Jan 14, 2013 at 12:11 PM, MobileVisuals 
> >>  wrote: 
> >> > I have 2 renderers in my live wallpaper, quadRenderer and renderer. I 
> >> > try to 
> >> > switch between them with 
> >> > 
> >> > setRenderer(quadRenderer); 
> >> > 
> >> > This results in this error: 
> >> > 
> >> > setRenderer has already been called for this instance. 
> >> > 
> >> > What can I do to avoid this? 
> > 
> > -- 
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Re: [android-developers] How to switch between 2 renderers?

2013-01-14 Thread MobileVisuals
I see, do you mean using the "proxy renderer" as the only renderer?

On Monday, January 14, 2013 12:30:50 PM UTC+1, Harri Smått wrote:
>
> Hi, 
>
> AFAIK, only way around the problem is to introduce a "proxy renderer". 
> Meaning you install this "proxy" as renderer and its only purpose is 
> to delegate rendering calls to actual implementation classes. 
>
> -- 
> H 
>
> On Mon, Jan 14, 2013 at 12:11 PM, MobileVisuals 
> > wrote: 
> > I have 2 renderers in my live wallpaper, quadRenderer and renderer. I 
> try to 
> > switch between them with 
> > 
> > setRenderer(quadRenderer); 
> > 
> > This results in this error: 
> > 
> > setRenderer has already been called for this instance. 
> > 
> > What can I do to avoid this? 
>

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[android-developers] How to switch between 2 renderers?

2013-01-14 Thread MobileVisuals
I have 2 renderers in my live wallpaper, quadRenderer and renderer. I try 
to switch between them with 

setRenderer(quadRenderer);

This results in this error:

setRenderer has already been called for this instance.

What can I do to avoid this?

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[android-developers] Best way to integrate G+ reviewing for an app?

2012-12-12 Thread MobileVisuals
I want to add a button in my live wallpapers and apps, so the usera  easily 
can G+ the app and write a review. Which is the best way to do that?

Which text is most suitable for the button? "G+ this app", "Rate this app" 
or "Write a review for this app"?

I assume that this would be a good way of getting more reviews for the app 
and improve its rank on G play?

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Re: [android-developers] How to put ads in live wallpapers?

2012-11-20 Thread MobileVisuals
I tried with different notification durations, but it didn't make any 
difference. People still complained about the notifications. I have now 
implemented ad solutions from startapp and appbrain. I am using their 
solutions in some of my live wallpapers. These get around 1500 downloads 
each day. I am only getting about 8$  from startapp and 2$ from appbrain 
for all of these downloads. This is far too small, I got 300% better with 
notification commercials.

But I can't use push ads, cause they cause bad reviews and decrease the 
ratings. Does someone know a more effective way of monetizing live 
wallpapers? Please contact me about this in that case, I want to cooperate 
with a companies who have good solutions for this.



On Sunday, November 18, 2012 12:26:09 PM UTC+1, jitendra shah wrote:
>
>
>
>  what was the notification duration(or how many notification does your app 
> pushes around in a day) you used in your wallpaper?
> I added 2 notification a day and 1 for every reboot of phone.It worked but 
> still got some bad reviews...
>

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Re: [android-developers] Is is possible to have 2 settings files in a live wallpaper?

2012-11-12 Thread MobileVisuals
So it is not possible to have 2 settings files in a live wallpaper?

On Saturday, November 10, 2012 1:34:23 PM UTC+1, 庞绪瑞 wrote:
>
>
>
> 2012/11/10 MobileVisuals >
>
>> Is there any way to have 2 settings.xml files in a live wallpaper? Is it 
>> then possible to switch between these settings files in any way?
>>
>>  -- sorry i don't have idea!
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>
>
>

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[android-developers] Is is possible to have 2 settings files in a live wallpaper?

2012-11-10 Thread MobileVisuals
Is there any way to have 2 settings.xml files in a live wallpaper? Is it 
then possible to switch between these settings files in any way?

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Re: [android-developers] How to put ads in live wallpapers?

2012-10-30 Thread MobileVisuals
I have researched this during the previous months, but I can't find any 
profitable advertising solutions for live wallpapers.

Push ads and app icons are no longer allowed by Google, so they are not an 
option anymore.

The only available place to put ads in live wallpapers seem to be the 
settings screen. I have talked to several companies like Adsmobi, Tapit, 
Inneractive and Appbrain. They only have ad solutions for the settings 
screen. These are probably never profitable, since the settings screen is 
not used that much in a free live wallpaper. Our free live wallpapers have 
the options in the settings screen disabled and the users can buy the full 
versions to enable these options. I have implemented Appbrains solution, 
but it generated very small revenue, eventhough the downloads numbers were 
high. 

Does anyone know a profitable ad solution for live wallpapers? 




On Thursday, August 16, 2012 4:39:45 PM UTC+2, MobileVisuals wrote:
>
> I have researched this now and banner ads will not work for our live 
> wallpapers. All of our live wallpapers are hypnotic. The purpose of them is 
> to meditate while looking at the hypnotic animations. It would ruin the 
> whole purpose of them, to force people to look at banner ads at the same 
> time.  
>
> Notification ads would work, since they don't disturb the visual 
> experience of the live wallpapers. But they cause so many bad reviews, that 
> they decrease and damage the ratings. So we can't use notification ads.
>
> The only option left is the app icon ad format. I have tried this, but it 
> is not that profitable. It only generates  25% of the revenue that 
> notification ads generate. But they don't cause any bad reviews, so they 
> don't seem to disturb people that much.
>
> Does anyone know any other ad format that works for live wallpapers? I 
> mentioned Fireflies live wallpaper before, but I mistook this one for 
> another live wallpaper. So I have not seen any live wallpapers, which have 
> implemented banner ads in a succesful way.
>
>
>
> Den måndagen den 30:e juli 2012 kl. 15:19:29 UTC+2 skrev FiltrSoft:
>>
>> That's probably a better question for a marketing forum than a developer 
>> forum.
>>
>> On Monday, July 30, 2012 6:48:10 AM UTC-4, MobileVisuals wrote:
>>>
>>> I see, we plan to implement the same solution that Fireflies uses with a 
>>> transparent banner. Or do you think live wallpapers without ads will have 
>>> better chances at getting lots of downloads and being selected for the 
>>> "best new free apps" section?
>>>
>>> I just wonder, because our live wallpapers have performed much better on 
>>> SlideME than on Google play. One of our apps have been the most downloaded 
>>> live wallpaper on SlideME, but not of them have ever reached the top40 most 
>>> downloaded live wallpapers on Google Play, only the top100:(
>>>
>>> Den måndagen den 30:e juli 2012 kl. 01:17:50 UTC+2 skrev FiltrSoft:
>>>>
>>>> lol, I can just see the headlines now, "Google says apps with ads are 
>>>> bad idea".
>>>>
>>>> I take back what I said about not building a business around live 
>>>> wallpapers.  I didn't think people could make money with blogs when they 
>>>> first started and a couple people got rich starting some highly successful 
>>>> blogs, so anything is possible in this industry.
>>>>
>>>> MobileVisuals, it does sound like you answered your own question, 
>>>> though.
>>>>
>>>> On Sunday, July 29, 2012 2:56:14 PM UTC-4, Dianne Hackborn wrote:
>>>>>
>>>>> This isn't Google's opinion, it is my opinion.
>>>>>
>>>>> If other people have found ways to do ads that work, then great.  As I 
>>>>> said, I am not morally opposed to it, this just isn't a design goal for 
>>>>> them.
>>>>>
>>>>> And it sounds like you see ways to do things that you think are 
>>>>> acceptable, so what are you looking for in your original question...?
>>>>>
>>>>> On Sun, Jul 29, 2012 at 10:05 AM, MobileVisuals <
>>>>> eyv...@astralvisuals.com> wrote:
>>>>>
>>>>>> Thanks for explaining Google's opinion on this! The free version of 
>>>>>> Fireflies live wallpaper seems to have an ad solution, which works well.
>>>>>> A transparent banner is shown at the top of the main screen for the 
>>>>>> live wallpaper. The reviews for the app are good and I don't see 

[android-developers] Re: Will all notification ads and app icons be forbidden?

2012-08-31 Thread MobileVisuals
Maybe we should ask why developers have been using notification ads instead 
of blaming them for it. The purchase rate is still very low on Google play 
compared with Apple appstore. Everyone that I talked to last year said that 
the only way of getting any real revenue from Android apps is advertising. 
Some content types, like Live wallpapers are not suitable for banner ads. 
This left the developers with no other monetizing options than notification 
ads and app icons. 

It seems however that push ads and app icons will not be allowed after 
31/8, so we will see what happens then. You should however not blame the 
developers for notification ads!

Den onsdagen den 29:e augusti 2012 kl. 20:55:42 UTC+2 skrev John Coryat:
>
> Notification ads SHOULD be forbidden. Any developer who knowingly includes 
> such content in their app is being disrespectful of their user base.
>
> -John Coryat
>

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[android-developers] Will all notification ads and app icons be forbidden?

2012-08-29 Thread MobileVisuals
The new policies from Google says “Ads must not make changes to the 
functioning of the user’s device outside the ad by doing things such as 
installing shortcuts, bookmarks or icons or changing default settings. Ads 
must not simulate or impersonate system notifications or warnings.”

Does this mean that all app icons and notification ads will be forbidden? 
Or can they be allowed if they include user advisory features, ad pause and 
resume features and a user optin (EULA) function?

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Re: [android-developers] How to put ads in live wallpapers?

2012-08-16 Thread MobileVisuals
I have researched this now and banner ads will not work for our live 
wallpapers. All of our live wallpapers are hypnotic. The purpose of them is 
to meditate while looking at the hypnotic animations. It would ruin the 
whole purpose of them, to force people to look at banner ads at the same 
time.  

Notification ads would work, since they don't disturb the visual experience 
of the live wallpapers. But they cause so many bad reviews, that they 
decrease and damage the ratings. So we can't use notification ads.

The only option left is the app icon ad format. I have tried this, but it 
is not that profitable. It only generates  25% of the revenue that 
notification ads generate. But they don't cause any bad reviews, so they 
don't seem to disturb people that much.

Does anyone know any other ad format that works for live wallpapers? I 
mentioned Fireflies live wallpaper before, but I mistook this one for 
another live wallpaper. So I have not seen any live wallpapers, which have 
implemented banner ads in a succesful way.



Den måndagen den 30:e juli 2012 kl. 15:19:29 UTC+2 skrev FiltrSoft:
>
> That's probably a better question for a marketing forum than a developer 
> forum.
>
> On Monday, July 30, 2012 6:48:10 AM UTC-4, MobileVisuals wrote:
>>
>> I see, we plan to implement the same solution that Fireflies uses with a 
>> transparent banner. Or do you think live wallpapers without ads will have 
>> better chances at getting lots of downloads and being selected for the 
>> "best new free apps" section?
>>
>> I just wonder, because our live wallpapers have performed much better on 
>> SlideME than on Google play. One of our apps have been the most downloaded 
>> live wallpaper on SlideME, but not of them have ever reached the top40 most 
>> downloaded live wallpapers on Google Play, only the top100:(
>>
>> Den måndagen den 30:e juli 2012 kl. 01:17:50 UTC+2 skrev FiltrSoft:
>>>
>>> lol, I can just see the headlines now, "Google says apps with ads are 
>>> bad idea".
>>>
>>> I take back what I said about not building a business around live 
>>> wallpapers.  I didn't think people could make money with blogs when they 
>>> first started and a couple people got rich starting some highly successful 
>>> blogs, so anything is possible in this industry.
>>>
>>> MobileVisuals, it does sound like you answered your own question, though.
>>>
>>> On Sunday, July 29, 2012 2:56:14 PM UTC-4, Dianne Hackborn wrote:
>>>>
>>>> This isn't Google's opinion, it is my opinion.
>>>>
>>>> If other people have found ways to do ads that work, then great.  As I 
>>>> said, I am not morally opposed to it, this just isn't a design goal for 
>>>> them.
>>>>
>>>> And it sounds like you see ways to do things that you think are 
>>>> acceptable, so what are you looking for in your original question...?
>>>>
>>>> On Sun, Jul 29, 2012 at 10:05 AM, MobileVisuals <
>>>> eyv...@astralvisuals.com > wrote:
>>>>
>>>>> Thanks for explaining Google's opinion on this! The free version of 
>>>>> Fireflies live wallpaper seems to have an ad solution, which works well.
>>>>> A transparent banner is shown at the top of the main screen for the 
>>>>> live wallpaper. The reviews for the app are good and I don't see any 
>>>>> complaints about the ad. I think it has been among the top40 most 
>>>>> downloaded live wallapers.
>>>>>
>>>>> SlideME is the other big android appstore. The purchase to download 
>>>>> rate here is almost 0%, so ad based free versions are the only solution 
>>>>> for 
>>>>> this appstore. One option is to have one free version without ads for 
>>>>> Google play and and one version with ads for SlideME,but this would be 
>>>>> time 
>>>>> consuming.
>>>>>
>>>>> A purchase to download rate of 1% can be realistic on Google play. A 
>>>>> company would get about 1$ if we the price is 1,5$. 100 000 free 
>>>>> downloads 
>>>>> each month on Google play would then be required to earn 1000$. Much less 
>>>>> downloads would be required to
>>>>> get as much revenue if the free versions has ads.
>>>>>
>>>>> Could really a business model of only purchases generate as much 
>>>>> revenue as purchases+ads? Maybe if removing the ads generated much more 
>>

Re: [android-developers] How to put ads in live wallpapers?

2012-07-30 Thread MobileVisuals
I see, we plan to implement the same solution that Fireflies uses with a 
transparent banner. Or do you think live wallpapers without ads will have 
better chances at getting lots of downloads and being selected for the 
"best new free apps" section?

I just wonder, because our live wallpapers have performed much better on 
SlideME than on Google play. One of our apps have been the most downloaded 
live wallpaper on SlideME, but not of them have ever reached the top40 most 
downloaded live wallpapers on Google Play, only the top100:(

Den måndagen den 30:e juli 2012 kl. 01:17:50 UTC+2 skrev FiltrSoft:
>
> lol, I can just see the headlines now, "Google says apps with ads are bad 
> idea".
>
> I take back what I said about not building a business around live 
> wallpapers.  I didn't think people could make money with blogs when they 
> first started and a couple people got rich starting some highly successful 
> blogs, so anything is possible in this industry.
>
> MobileVisuals, it does sound like you answered your own question, though.
>
> On Sunday, July 29, 2012 2:56:14 PM UTC-4, Dianne Hackborn wrote:
>>
>> This isn't Google's opinion, it is my opinion.
>>
>> If other people have found ways to do ads that work, then great.  As I 
>> said, I am not morally opposed to it, this just isn't a design goal for 
>> them.
>>
>> And it sounds like you see ways to do things that you think are 
>> acceptable, so what are you looking for in your original question...?
>>
>> On Sun, Jul 29, 2012 at 10:05 AM, MobileVisuals > > wrote:
>>
>>> Thanks for explaining Google's opinion on this! The free version of 
>>> Fireflies live wallpaper seems to have an ad solution, which works well.
>>> A transparent banner is shown at the top of the main screen for the live 
>>> wallpaper. The reviews for the app are good and I don't see any complaints 
>>> about the ad. I think it has been among the top40 most downloaded live 
>>> wallapers.
>>>
>>> SlideME is the other big android appstore. The purchase to download rate 
>>> here is almost 0%, so ad based free versions are the only solution for this 
>>> appstore. One option is to have one free version without ads for Google 
>>> play and and one version with ads for SlideME,but this would be time 
>>> consuming.
>>>
>>> A purchase to download rate of 1% can be realistic on Google play. A 
>>> company would get about 1$ if we the price is 1,5$. 100 000 free downloads 
>>> each month on Google play would then be required to earn 1000$. Much less 
>>> downloads would be required to
>>> get as much revenue if the free versions has ads.
>>>
>>> Could really a business model of only purchases generate as much revenue 
>>> as purchases+ads? Maybe if removing the ads generated much more downloads. 
>>> But there are a lot of live wallpapers with ads, which are getting lots of 
>>> downloads, like Fireflies live wallpaper.
>>>
>>>
>>>
>>> Den fredagen den 27:e juli 2012 kl. 23:39:20 UTC+2 skrev FiltrSoft:
>>>
>>>> Yea, I don't think live wallpapers were meant as a thing to build a 
>>>> business around, unless you can sell a whole lot of them for $.99, which 
>>>> you might on iOS (if they had the functionality).
>>>>
>>>> www.filtrsoft.com
>>>>
>>>> On Friday, July 27, 2012 6:22:39 AM UTC-4, MobileVisuals wrote:
>>>>>
>>>>> Could you please explain why you think it is a terrible idea to mix 
>>>>> live wallpapers with advertising? 
>>>>>
>>>>> I have talked to several mobile advertising companies now and now one 
>>>>> has any other advertising solution for live wallpapers than push 
>>>>> notifications. Is any one else here developing live wallpapers? If so, 
>>>>> how 
>>>>> are you managing the advertising in the live wallpapers?
>>>>>
>>>>> Den onsdagen den 25:e juli 2012 kl. 19:10:12 UTC+2 skrev Dianne 
>>>>> Hackborn:
>>>>>>
>>>>>> Mixing live wallpapers with attempts at advertising seems like a 
>>>>>> terrible idea to me.  Have you considering instead trying something like 
>>>>>> in-app billing to allow users to unlock features in your app?
>>>>>>
>>>>>> On Wed, Jul 25, 2012 at 6:12 AM, MobileVisuals <
>>>>>> eyv...@astralvisuals.com> wrote:
>>>>>>

Re: [android-developers] How to put ads in live wallpapers?

2012-07-29 Thread MobileVisuals
Thanks for explaining Google's opinion on this! The free version of 
Fireflies live wallpaper seems to have an ad solution, which works well.
A transparent banner is shown at the top of the main screen for the live 
wallpaper. The reviews for the app are good and I don't see any complaints 
about the ad. I think it has been among the top40 most downloaded live 
wallapers.

SlideME is the other big android appstore. The purchase to download rate 
here is almost 0%, so ad based free versions are the only solution for this 
appstore. One option is to have one free version without ads for Google 
play and and one version with ads for SlideME,but this would be time 
consuming.

A purchase to download rate of 1% can be realistic on Google play. A 
company would get about 1$ if we the price is 1,5$. 100 000 free downloads 
each month on Google play would then be required to earn 1000$. Much less 
downloads would be required to
get as much revenue if the free versions has ads.

Could really a business model of only purchases generate as much revenue as 
purchases+ads? Maybe if removing the ads generated much more downloads. But 
there are a lot of live wallpapers with ads, which are getting lots of 
downloads, like Fireflies live wallpaper.



Den fredagen den 27:e juli 2012 kl. 23:39:20 UTC+2 skrev FiltrSoft:
>
> Yea, I don't think live wallpapers were meant as a thing to build a 
> business around, unless you can sell a whole lot of them for $.99, which 
> you might on iOS (if they had the functionality).
>
> www.filtrsoft.com
>
> On Friday, July 27, 2012 6:22:39 AM UTC-4, MobileVisuals wrote:
>>
>> Could you please explain why you think it is a terrible idea to mix live 
>> wallpapers with advertising? 
>>
>> I have talked to several mobile advertising companies now and now one has 
>> any other advertising solution for live wallpapers than push notifications. 
>> Is any one else here developing live wallpapers? If so, how are you 
>> managing the advertising in the live wallpapers?
>>
>> Den onsdagen den 25:e juli 2012 kl. 19:10:12 UTC+2 skrev Dianne Hackborn:
>>>
>>> Mixing live wallpapers with attempts at advertising seems like a 
>>> terrible idea to me.  Have you considering instead trying something like 
>>> in-app billing to allow users to unlock features in your app?
>>>
>>> On Wed, Jul 25, 2012 at 6:12 AM, MobileVisuals >> > wrote:
>>>
>>>> Is there any other way to advertise in live wallpapers than push 
>>>> notifications? My company is using push notifications. This pays off well, 
>>>> but it also results in some bad reviews.I got this suggestion from another 
>>>> company:
>>>>
>>>> o Create a welcome page (name of the company, some app’s information)
>>>>
>>>> o Call for a Full screen ad with go and skip button
>>>>
>>>> o The go button will generate a click and transfer the user to the add
>>>>
>>>> o The skip button will transfer the user to your app to continue the 
>>>> app experience.
>>>>
>>>> Would this really work when the wallpaper is set as the current live 
>>>> wallpaper? The user doesn't want to press a button every time the screen 
>>>> is 
>>>> woken up?
>>>>
>>>> Does anyone have any other idea of how to put ads in live wallpapers? 
>>>>  
>>>> -- 
>>>> 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
>>>
>>>
>>>
>>>
>>> -- 
>>> Dianne Hackborn
>>> Android framework engineer
>>> hack...@android.com
>>>
>>> Note: please don't send private questions to me, as I don't have time to 
>>> provide private support, and so won't reply to such e-mails.  All such 
>>> questions should be posted on public forums, where I and others can see and 
>>> answer them.
>>>
>>>  
Den fredagen den 27:e juli 2012 kl. 23:39:20 UTC+2 skrev FiltrSoft:
>
> Yea, I don't think live wallpapers were meant as a thing to build a 
> business around, unless you can sell a whole lot of them for $.99, which 
> you might on iOS (if they had the functionality).
>
> www

Re: [android-developers] How to put ads in live wallpapers?

2012-07-27 Thread MobileVisuals
Could you please explain why you think it is a terrible idea to mix live 
wallpapers with advertising? 

I have talked to several mobile advertising companies now and now one has 
any other advertising solution for live wallpapers than push notifications. 
Is any one else here developing live wallpapers? If so, how are you 
managing the advertising in the live wallpapers?

Den onsdagen den 25:e juli 2012 kl. 19:10:12 UTC+2 skrev Dianne Hackborn:
>
> Mixing live wallpapers with attempts at advertising seems like a terrible 
> idea to me.  Have you considering instead trying something like in-app 
> billing to allow users to unlock features in your app?
>
> On Wed, Jul 25, 2012 at 6:12 AM, MobileVisuals 
> wrote:
>
>> Is there any other way to advertise in live wallpapers than push 
>> notifications? My company is using push notifications. This pays off well, 
>> but it also results in some bad reviews.I got this suggestion from another 
>> company:
>>
>> o Create a welcome page (name of the company, some app’s information)
>>
>> o Call for a Full screen ad with go and skip button
>>
>> o The go button will generate a click and transfer the user to the add
>>
>> o The skip button will transfer the user to your app to continue the app 
>> experience.
>>
>> Would this really work when the wallpaper is set as the current live 
>> wallpaper? The user doesn't want to press a button every time the screen is 
>> woken up?
>>
>> Does anyone have any other idea of how to put ads in live wallpapers? 
>>  
>> -- 
>> 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
>
>
>
>
> -- 
> Dianne Hackborn
> Android framework engineer
> hack...@android.com
>
> Note: please don't send private questions to me, as I don't have time to 
> provide private support, and so won't reply to such e-mails.  All such 
> questions should be posted on public forums, where I and others can see and 
> answer them.
>
> 

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Re: [android-developers] How to put ads in live wallpapers?

2012-07-26 Thread MobileVisuals
I agree with what you are saying! I see that your company FiltrSoft has 18 
apps on Android market. Do you also get much more revenue from advertising 
than sales on Android market?

Den torsdagen den 26:e juli 2012 kl. 15:22:46 UTC+2 skrev FiltrSoft:
>
> On Thursday, July 26, 2012 4:43:40 AM UTC-4, MobileVisuals wrote:
>  
>
>> Why is it a terrible idea to put ads in live wallpapers? Everyone I have 
>> talked to says that the only way to make money on Android market is through 
>> advertising, since the downloads to purchase ratio is too low.
>>
>>  
> I agree with this.  I wish Google would put more resources into upgrading 
> the Play Store.  The categorization is so basic, your app get buried.  For 
> example, they have one big "News & Magazines" category, while Amazon has a 
> "Newsstand" category, which has subcategories for "Entertainment", 
> "Business", "Health", etc.  Little things like that make it easier to find 
> apps.
>
> There's also no gift cards and no way to gift apps to others, so 
> purchasing options are limited.  You're basically required to use a credit 
> card to buy apps.
>
> Sorry for hijacking the thread.
>  
>

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Re: [android-developers] How to put ads in live wallpapers?

2012-07-26 Thread MobileVisuals
Thanks for the advice! The best thing would be to use in-app billing 
without commercials if this generated enough revenue. We tried this last 
year, but it didn't pay off enough. We then added notification commercials 
from Leadbolt to our live wallpapers in February. This increased the 
revenue by 500%. This means that we get 5 times as much revenue from 
advertising than from the Android market sales.

Which type of  in-app billing do you mean? We now have a "buy the full 
version" button on each of the free versions of our live wallpapers.
So we have a ad free full version for each one of our free live wallpapers 
with commercials. Some of the free versions also have greyed out settings, 
which are enabled in the full version.

Why is it a terrible idea to put ads in live wallpapers? Everyone I have 
talked to says that the only way to make money on Android market is through 
advertising, since the downloads to purchase ratio is too low.

Or have the downloads to purchase ratio improved since last year on Android 
market? I can see on sale reports from other appstores, like
Sony Playnow, T-mobile and Vodafone that Android apps are now selling 
better than Java apps.

Den onsdagen den 25:e juli 2012 kl. 19:20:15 UTC+2 skrev FiltrSoft:
>
> Yea, but what if the live wallpaper is nothing but a big rotating ad?  
> That's gold!
>
> http://www.filtrsoft.com/
>
> On Wednesday, July 25, 2012 1:10:12 PM UTC-4, Dianne Hackborn wrote:
>>
>> Mixing live wallpapers with attempts at advertising seems like a terrible 
>> idea to me.  Have you considering instead trying something like in-app 
>> billing to allow users to unlock features in your app?
>>
>> On Wed, Jul 25, 2012 at 6:12 AM, MobileVisuals 
>> wrote:
>>
>>> Is there any other way to advertise in live wallpapers than push 
>>> notifications? My company is using push notifications. This pays off well, 
>>> but it also results in some bad reviews.I got this suggestion from another 
>>> company:
>>>
>>> o Create a welcome page (name of the company, some app’s information)
>>>
>>> o Call for a Full screen ad with go and skip button
>>>
>>> o The go button will generate a click and transfer the user to the add
>>>
>>> o The skip button will transfer the user to your app to continue the app 
>>> experience.
>>>
>>> Would this really work when the wallpaper is set as the current live 
>>> wallpaper? The user doesn't want to press a button every time the screen is 
>>> woken up?
>>>
>>> Does anyone have any other idea of how to put ads in live wallpapers? 
>>>  
>>> -- 
>>> 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
>>
>>
>>
>>
>> -- 
>> Dianne Hackborn
>> Android framework engineer
>> hack...@android.com
>>
>> Note: please don't send private questions to me, as I don't have time to 
>> provide private support, and so won't reply to such e-mails.  All such 
>> questions should be posted on public forums, where I and others can see and 
>> answer them.
>>
>> 

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[android-developers] How to put ads in live wallpapers?

2012-07-25 Thread MobileVisuals
Is there any other way to advertise in live wallpapers than push 
notifications? My company is using push notifications. This pays off well, 
but it also results in some bad reviews.I got this suggestion from another 
company:

o Create a welcome page (name of the company, some app’s information)

o Call for a Full screen ad with go and skip button

o The go button will generate a click and transfer the user to the add

o The skip button will transfer the user to your app to continue the app 
experience.

Would this really work when the wallpaper is set as the current live 
wallpaper? The user doesn't want to press a button every time the screen is 
woken up?

Does anyone have any other idea of how to put ads in live wallpapers? 

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[android-developers] Why is it so difficult for the customers to buy products on Android market?

2012-05-29 Thread MobileVisuals
I get about 10 mails every day, which says "The order with ordernumber
XXX through Google has been cancelled, since operator billing is not
aproved for your customer". Why is it so difficult for the customers
to buy products on Android market?

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[android-developers] Re: Why are new apps not featured on Android market anymore?

2012-02-14 Thread MobileVisuals
Jim, I agree with what you are saying. Why is it ridiculous that he
wrote that the Market is being limited to major developers? That is
what has happened now when the "new" section has been dropped. My
company can afford to advertise, but those who don't, will have very
small opportunities on Android market.

My experience from several appstores is that if the apps never get
featured, they get few downloads. I think it will be hard to promote
apps on announcenment forums, because most people who download don't
write reviews. You have to have at least a few hundred downloads to
get a good rating. I also used to stroll through the "Just In" looking
for new stuff. I really miss that now.

Ian, I don't agree that an app could be lucky to get even a couple of
extra hits out of
being published on the "new" section. Our apps used to get a few
hundred downloads from this, which was necessary to boost further
downloads and get reviews.

On Feb 14, 9:10 am, Adam Ratana  wrote:
> On Monday, February 13, 2012 4:12:17 PM UTC-5, Spooky wrote:
>
> > Aside from that, though, you're right...if you don't have the advertising
>
> > budget, can't get it reviewed (I have *NO* idea what it takes to get that
> > done), and the new app announcement forums don't get you anywhere, your
> > apps will go unnoticed (like my more recent ones have) and, if it's a
> > paid app that you've spent a lot of time on, well, you probably wasted
> > that time.  Yeah, it sucks...massively.  And from what I've heard, that
> > was the intention behind google's doing that---to limit the Market to the
> > major devs (no indies) with massive budgets.
>
> I have to disagree with this, speaking just for myself.  I am an "indie"
> developer who does Android stuff mainly for fun, and in my spare time.
>  It's been profitable beyond my modest expectations, and I have zero
> marketing budget.  I truly feel that the market is democratic and a
> meritocracy based on my limited experience.    When I have launched apps
> that in my estimation have a broader appeal than others, they have done
> better and have placed higher in the ranks, than ones that I felt would be
> more limited in appeal.  The stats seem to bear it out.  It has taken a
> while sometimes for an app to gain critical mass (and sometimes blogs have
> picked them up eventually... I did try to tell blogs about my first app
> when I launched it to no effect...), but I think if you create something
> that people will enjoy and there is a need for it in the marketplace,
> people will find it, and it will eventually do well, and then tail off at
> some point perhaps.  I've seen a few of my apps go from page 2 or 3 of
> certain keyword searches to the top spot over time, without my
> intervention, just based on downloads/purchases/ratings over time.  I'd
> like to think that that's because of the work I put in to make a good
> product, and word of mouth at play, rather than random chance.
>
> If you create something compelling and unique, I truly believe that people
> will find it eventually, whether it be a smaller or larger niche of the
> marketplace.  Again, I'm just one of the little guys, but I have to say
> I've been enjoying the ride.  Some things have been frustrating, but
> they're the same things that everyone gets frustrated about, I don't feel
> the "deck is stacked."  Large developers with big marketing budgets (and
> development budgets) will dominate the featured section, but I expect that,
> typically their products have a mass appeal and are quite polished.

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[android-developers] Re: Why are new apps not featured on Android market anymore?

2012-02-13 Thread MobileVisuals
I agree, this is really bad. You wrote "If your app is one of the
*TOP*downloaded apps when you put it online, it will go in Top [Free/
Paid] New."
But a new app can't be one of the top downloaded apps when it gets
online. It always has 0 downloads first.

So the only possibility to get good downlods for new apps is to launch
massive advertising campaigns for them, am I right?

On Feb 13, 1:29 pm, Jim Graham  wrote:
> On Mon, Feb 13, 2012 at 04:15:16AM -0800, MobileVisuals wrote:
> > I have mailed market.android.com/support about this now. It seems like
> > there is no special way for publishers to contact the support.
>
> Well, there is, because I was able to back when google first removed the
> "Just In" category...and I did get a response
>
> > The same apps are still shown on the "new section".
>
> And here is a summary of what their response was:  There IS NO SECTION
> for ALL new apps now.  It's gone.  Period.  Now there are "Top New Free",
> "Top New Paid", and "Top Grossing New" (not sure on the exact wording of
> that last one, but that's the point).  If your app is one of the *TOP*
> downloaded apps when you put it online, it will go in Top [Free/Paid]
> New.  If not, people will have to find it by searching for it directly or
> by keywords (which you aren't allowed to bulk your app's Market page up
> with, as it'll get pulled if you do).
>
> Welcome to the new google market.  The above is not an exact quote,
> but it is what they said.  And I asked for clarification at least
> once or twice, and they were VERY clear on every point above.  I,
> personally, think it sucks.  But my opinion doesn't matter (nor does
> that of anyone else).  That's just how it is now.
>
> Later,
>    --jim
>
> --
> THE SCORE:  ME:  2  CANCER:  0
> 73 DE N5IAL (/4)                  |        |\      _,,,---,,_
> < Running FreeBSD 7.0 >           | ZZZzz  /,`.-'`'    -.  ;-;;,_
> spooky1...@gmail.com              |       |,4-  ) )-,_. ,\ (  `'-'
> ICBM/Hurr.:  30.44406N 86.59909W  |      '---''(_/--'  `-'\_)
>
> Android Apps Listing athttp://www.jstrack.org/barcodes.html

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[android-developers] Re: Why are new apps not featured on Android market anymore?

2012-02-13 Thread MobileVisuals
I have mailed market.android.com/support about this now. It seems like
there is no special way for publishers to contact the support. I have
to use the same contact page as the customers. This seems very
strange. All other big appstores either have Partner managers of
Developer support.

The same apps are still shown on the "new section".: "Dark theme",
"Radiant Walls HD","Don't touch my phone".  As it is now, there is no
way for new apps to get any attention, so the only possibility to get
good downlods for new apps seems to be to launch massive advertising
campaigns for them. We get good download numbers for our older apps,
but not for the new ones, which haven't got the possibility to be
featured on the "new apps" section.

On Feb 12, 10:04 pm, Ian Ni-Lewis  wrote:
> Do ask via market.android.com/support, and be very specific about what
> you're seeing. If you can provide screenshots showing at least several
> days' worth of incorrect behavior, that would help.

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[android-developers] Re: Why are new apps not featured on Android market anymore?

2012-02-12 Thread MobileVisuals
So where can I get an answer? Have you also noticed the change in the
"new applications" list that I described?

On Feb 11, 10:00 pm, TreKing  wrote:
> On Sat, Feb 11, 2012 at 8:11 AM, MobileVisuals 
> wrote:
>
> > I just want to know why the new and updated apps are not featured anymore?
>
> You're not going to get an answer to that questions.
> The people that can answer that neither participate in this list nor would
> answer you if they did.
>
> -
> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago
> transit tracking app for Android-powered devices

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[android-developers] Why are new apps not featured on Android market anymore?

2012-02-11 Thread MobileVisuals
New and updated apps were always featured before. You could go to Live
wallpapers, then choose "new". You would then see all the apps, which
were new and recently updated. The "new" section were updated several
times each day.

 This is not the case now. The same apps are shown. I see the same
apps today as I saw yesterday: "Dark theme", "Radiant Walls HD",
"Don't touch my phone".

This has resulted in that new apps don't get much attention anymore.
Below are the download statistics for some of our new live wallpapers
from SlideME compared with Android market, for last week. The apps
were published on SlideME and Android market on the same day.

live wallpaper1:SlideME:1345 Android market:93
live wallpaper2:SlideME:960 Android market:24

The new apps got much more downloads on Android market than SlideME
before. I am not just talking about our company's apps. I just want to
know why the new and updated apps are not featured anymore?

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[android-developers] How to show only approved adds?

2012-01-08 Thread MobileVisuals
I don't want to advertise McDonalds or any other products or companies
that I don’t like. Is there any advertising solution available, where
I can remove these types of adds, so I only show adds that I have
approved?

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[android-developers] Re: Is it possible to advertise payed apps on Android market?

2011-10-26 Thread MobileVisuals
This is the information that I got from Android market support:

Thank you for your note. We're happy to help you, but we don't have
any information to share regarding this matter. If any such
information is published in the future, you'll find it in our Help
Center at https://market.android.com/support/developer/

Unfortunately, we cannot assist you further with your request.

On Oct 22, 8:20 pm, TreKing  wrote:
> On Sat, Oct 22, 2011 at 3:16 AM, MobileVisuals 
> wrote:
>
> > I asked them about it and I waiting for their reply. Do you also want to
> > advertise payed apps?
>
> Not immediately, but it would be nice to have the option or at least
> understand why this isn't possible. When this "advertise" feature was first
> released, it was definitely an option, then it was removed. I'm mostly
> curious why.
>
> -
> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago
> transit tracking app for Android-powered devices

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-24 Thread MobileVisuals
No, I didn't get the sample project, but it would be interested to see
it, so could you send it again? Have you tested it on HTC devices?

I don't get any black squares around the particles with my Quad
approach either.

On Oct 22, 12:59 pm, Nightwolf  wrote:
> Did you get a sample project I sent you earlier? It uses point sprites
> and has no black squares around particles.
>
> On 21 ÏËÔ, 15:20, MobileVisuals  wrote:
>
> > I solved this problem now for the morphed animation. I used a TreSet
> > for the sorting. I made a Quad class and and added the quads to the
> > treeset for each draw. The TreeSet šthen sorts them in an automatic
> > way.
>
> > It's not as fast as with real Point sprites and size attenuation, but
> > the speed is OK. This really took a long time to fix. I am still going
> > to write to the HTC support, just to let them know that they haven't
> > implemented Android in the right way.
>
> > On Oct 14, 10:39šam, MobileVisuals  wrote:
>
> > > The morphed positions for the stars are calculated from some
> > > precalculated 3d arrays, one 3d array for each single galaxy shape,
> > > like below.
> > > positionsM1 and positionsM2 are the two 3d arrays, which get morphed
> > > for this frame. The result is the new morphedPositions array, which is
> > > drawn later. I can't find any frame-to-frame coherency here. I am
> > > considering to start with another 3d animation instead, which doesn't
> > > use morphing, because I don't have a clue how to make an effective and
> > > fast sorting algorithm for this:
>
> > > for (int i = 0; i < morphedPositions.length; i++) {
> > > š š š š š š š š š š š š morphedPositions[i] = (morphcount * 
> > > positionsM1[i]) * mlInv
> > > š š š š š š š š š š š š š š š š š š š š + ((morphLength - morphcount) * 
> > > positionsM2[i]) * mlInv;
> > > š š š š š š š š }
>
> > > On Oct 14, 10:17šam, Latimerius  wrote:
>
> > > > On Wed, Oct 12, 2011 at 7:09 PM, MobileVisuals 
> > > >  wrote:
> > > > > Thanks a lot for the info! The problem is that the positions for the
> > > > > stars change for each new frame. This happens because the positions
> > > > > are morphed.Wouldn't it be very slow to sort all the positions
> > > > > according to their z-value for every frame?
>
> > > > I'd take a close look at my positions morphing algorithm. šHow does
> > > > the z-order change frame-to-frame? šI doubt it can change randomly,
> > > > there will be some kind of frame-to-frame coherency - perhaps just a
> > > > bunch of fix-ups are needed from the previous frame? šI'd try to take
> > > > advantage of that, it should reduce your problem from a general full
> > > > sorting one to something possibly way smaller.
>
> > > > > Wouldn't I have to make one drawElements call for each quad if I 
> > > > > sorted them?
>
> > > > Not necessarily. šTry keeping vertex positions data in system memory
> > > > (i.e. in normal Java objects). šBefore rendering each frame you
> > > > recompute positions, reshuffle the data to restore back-to-front order
> > > > and make a single VBO out of that. šYou could check glBufferSubData()
> > > > and similar to avoid transferring all of the data over the bus into
> > > > VRAM each frame. šYou can then issue a single glDrawElements() to
> > > > render the whole thing.
>
> > > > How exactly to do that depends on your particular algorithm but it
> > > > should be possible.
>
> > > > > I assume that would be a lot slower than one drawElements call for 
> > > > > all of the quads,
> > > > > as it is now.
>
> > > > I understand your worries, they are well grounded. šTrying to do a
> > > > more complex thing will usually mean your performance takes a hit.
> > > > However, I found out in a surprising amount of cases that a thing I
> > > > would have expected to be prohibitively slow performed very well. GPUs
> > > > are complex beasts, they can parallelise, hide latencies and all kinds
> > > > of stuff. šYou never know until you try.
>
> > > > And, above all, remember that you can hardly make your renders look
> > > > right if you use translucency with depth-buffering but don't sort
> > > > back-to-front. šSo my strategy would be implement the sorting to make
> > > > stuff look right, then look into how to restore plausible performance
> > > > if needed.

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[android-developers] Re: How to get the brand and name of the device

2011-10-23 Thread MobileVisuals
I will release the 3d app with one APK for all devices, since it seems
like I can detect the manufacturer on all devices with
Build.MANUFACTURER.
But thanks for the link, it will useful for other apps.

I will release one space live wallpaper app which uses my Point
attenuation approach, which works on all devices:

https://groups.google.com/group/android-developers/browse_thread/thread/102b39d4cabce1fe#

In that way, there will be no problems with standard Point attenuation
not working on some devices. Because I'm not using standard Point
attenuation
in this app, I'm using my own approach. It is a bit slower than
standard Point attenuation, but the speed is OK. I also noticed that
this type of space animation actually looks better when it's slower
than before.

On Oct 22, 4:01 pm, Mark Murphy  wrote:
> On Sat, Oct 22, 2011 at 9:35 AM, MobileVisuals  
> wrote:
> > You suggested 3 strategies. The first one seemed to be the best
> > strategy for  me , but is there a way to change the Android Market
> > settings to control which
> > device gets which APK? I find no way of uploading different APK's for
> > a product.
>
> http://developer.android.com/guide/market/publishing/multiple-apks.html
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> Android Training in NYC:http://marakana.com/training/android/

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[android-developers] Re: How to get the brand and name of the device

2011-10-23 Thread MobileVisuals
I will use Build.MANUFACTURER, since it seems to work on all devices.
I mailed you a free download of my 3d app as thanks for the help on
the forum.

On Oct 22, 10:37 am, Kostya Vasilyev  wrote:
> Build.MANUFACTURER is available starting with API level 4 (Android 1.6),
> so check your build settings.
>
> 22.10.2011 12:14, MobileVisuals пишет:
>
> > I meant that I can't get access to Build.MANUFACTURER. I get
> > "MANUFACTURER cannot be resolved or is not a field"
> > I have the latest Eclipse IDE with the latest Android installed.This
> > is very strange, you can use Build.MANUFACTURER, but I don't have
> > access to it.
>
> > I see your point, but I can't have a checkbox like that. My app has 11
> > visual effects, and only 2 of those use point attenuation.
> > It would complicate the GUI and mess up the user experience for the 9
> > visual effects, that don't use point attentuation.
> > I think the consumers would dislike this solution.
>
> > Samsung supports point attenuation. It is HTC,Huawei and SE who don't
> > support it. I have also got reports from LG users, where point
> > attenuation works, so it must work on most LG devices.
>
> --
> Kostya Vasilyev

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[android-developers] Re: How to get the brand and name of the device

2011-10-22 Thread MobileVisuals
Yes, you are right it is more complicated than that "it works on all
other devices than HTC and SE". But it seems from the comments from
the users on my wallpaper "Morphing galaxy" that point attentuation
don't work on any HTC devices. I removed SE and HTC devices from the
compatibility list now and I don't get much of these reviews saying
that it doesn't look like it should anymore. I know that point
attenuation works on most of the devices from other brands than HTC
and SE, because otherwise I would be flooded with bad reviews. A lot
of people that I know have tested it on Samsung devices and it has
always worked there.

You suggested 3 strategies. The first one seemed to be the best
strategy for  me , but is there a way to change the Android Market
settings to control which
device gets which APK? I find no way of uploading different APK's for
a product.

The second strategy would be very smart if my company had more
employees, but it would be too time consuming as the situation is now.

 I have already adopted the third strategy and found an alternative,
but this isn't as fast as real point attenuation:

https://groups.google.com/group/android-developers/browse_thread/thread/102b39d4cabce1fe#

I know that Xperia Play has impressive 3d graphics, but I can't target
just one device. Maybe it has some special solution, but one user
with  Xperia Play tested "Morphing galaxy" and it didn't look like it
should there. So I don't think it supports standard point attenuation.







On Oct 22, 12:34 pm, Mark Murphy  wrote:
> On Sat, Oct 22, 2011 at 4:14 AM, MobileVisuals  
> wrote:
> > Samsung supports point attenuation. It is HTC,Huawei and SE who don't
> > support it.
>
> This may be a flawed assessment. The most you can say is that
> some/many/most/all of the current devices with current firmware from
> those manufacturers do not support point attenuation. Also, current
> devices' status may change with firmware updates (e.g., upgrades to
> ICS), and, with respect to upcoming devices, "past performance is no
> guarantee of future results".
>
> Some alternatives to your current plan:
>
> -- Have two APKs and use Android Market settings to control which
> device gets what, so you can tinker with those settings as reports
> come in. I don't know what happens with existing installed copies,
> though, if you change these settings.
>
> -- Rather than baking the rules in the APK, if your app needs Internet
> access anyway, is to send the contents of android.os.Build to a Web
> service that makes the decision and returns "use the feature", "try
> the feature but keep asking me" (the default), or "don't use the
> feature". For the first and last, cache the result and only hit your
> server if the android.os.Build configuration changes (e.g., firmware
> update). On the server, you'd maintain a database or configuration
> file or something with your rules, which you can update as confirmed
> results arrive. You might seed the configuration file based on output
> from testing your app on services like LessPainful, TestDroid Cloud,
> etc.
>
> -- Figure out why all the developers for the Xperia Play managed to
> create first-rate games without this feature (since you indicate that
> SonyEricsson doesn't support it) and adopt their techniques. Or
> perhaps the Play does support it while other SonyEricsson devices
> don't, or something.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> Android Training in NYC:http://marakana.com/training/android/

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[android-developers] Re: Is it possible to advertise payed apps on Android market?

2011-10-22 Thread MobileVisuals
I asked them about it and I waiting for their reply. Do you also want
to advertise payed apps?

On Oct 21, 7:35 pm, TreKing  wrote:
> On Fri, Oct 21, 2011 at 12:26 PM, MobileVisuals 
> wrote:
>
> > It seems that it is not possible to advertise the payed apps
>
> Did they care to explain why not?
>
> -
> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago
> transit tracking app for Android-powered devices

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[android-developers] Re: How to get the brand and name of the device

2011-10-22 Thread MobileVisuals
I meant that I can't get access to Build.MANUFACTURER. I get
"MANUFACTURER cannot be resolved or is not a field"
I have the latest Eclipse IDE with the latest Android installed.This
is very strange, you can use Build.MANUFACTURER, but I don't have
access to it.

I see your point, but I can't have a checkbox like that. My app has 11
visual effects, and only 2 of those use point attenuation.
It would complicate the GUI and mess up the user experience for the 9
visual effects, that don't use point attentuation.
I think the consumers would dislike this solution.

Samsung supports point attenuation. It is HTC,Huawei and SE who don't
support it. I have also got reports from LG users, where point
attenuation works, so it must work on most LG devices.

On Oct 21, 9:28 pm, Kostya Vasilyev  wrote:
> 21.10.2011 22:59, MobileVisuals пишет:
>
> > Sure, I can package all the code in one APK file, but I need to be
> > certain of the brand name. I can't access Build.BRAND, I get
> > "MANUFACTURER cannot be resolved or is not a field"
>
> I meant Build.MANUFACTURER:
>
> http://developer.android.com/reference/android/os/Build.html#MANUFACT...
>
>
>
> > I am not sure what you mean with "have code that picks one at runtime,
> > and provide a way
> > for the user to override in the UI", I assume I have to know the brand
> > name to do that?
>
> I meant - have code that tries to automatically make the right decision
> without the user's involvement, but just in case that field is not set
> correctly on a particular device / firmware, provide a way for the user
> to override it.
>
> > I can't force the user to choose the right
> > implementation.
>
> Agreed. A checkbox labeled "Do not use point sprite attenuation, use
> texture mapped sprites" is going to be meaningless for most users -- but
> something like "Click here to enable compatibility mode (needed for
> Samsung and HTC Devices)" should be simple enough. Again, this is just
> in case that there are devices / firmwares where that field is not set
> correctly.
>
> --
> Kostya Vasilyev

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[android-developers] Re: How to get the brand and name of the device

2011-10-22 Thread MobileVisuals
I can unfortunally not use  Build.Model, because it returns "GT-I900"
on my Galaxy S.I can't get access to Build.MANUFACTURER. I get
"MANUFACTURER cannot be resolved or is not a field"

On Oct 21, 9:26 pm, lbendlin  wrote:
> on the Nexus One Build.MANUFACTURER returns "HTC".
>
> You should be able to use Build.Model across all devices.

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[android-developers] Re: How to get the brand and name of the device

2011-10-21 Thread MobileVisuals
Sure, I can package all the code in one APK file, but I need to be
certain of the brand name. I can't access Build.BRAND, I get
"MANUFACTURER cannot be resolved or is not a field"

I am not sure what you mean with "have code that picks one at runtime,
and provide a way
for the user to override in the UI", I assume I have to know the brand
name to do that? I can't force the user to choose the right
implementation.


On Oct 21, 8:10 pm, Kostya Vasilyev  wrote:
> On my Incredible S, BRAND is "htc_wwe", while MANUFACTURER is "HTC". I
> wonder what it returns on the Nexus One (manufactured by HTC, sold by
> Google?)
>
> I don't know how reliable this is, but.  since this is provided by
> manufacturer, I'd operate under the assumption that it can and will be
> broken on some devices / firmwares.
>
> Can you package both algorithms (point attentuation and sprites) into a
> single APK? Then have code that picks one at runtime, and provide a way
> for the user to override in the UI.
>
> -- Kostya
>
> 21.10.2011 21:53, MobileVisuals пишет:
>
>
>
> > Thanks, the Build class seems very useful! Build.BRAND returned
> > Samsung on my Samsung Galaxy S. Can I rely on that Build.BRAND returns
> > the right brand name on all devices?
>
> > One of my apps uses point attenuation, which is not not supported on
> > HTC and SE devices. So different code needs to be executed on these
> > devices. If I can use Build.BRAND, I could use the same APK file for
> > all of these devices. If now, I have to make one APK file for HTC and
> > SE and another APK file for the rest of the devices.
>
> > On Oct 21, 4:50 pm, Kostya Vasilyev  wrote:
> >> Not quite like this, but take a look at:
>
> >>http://developer.android.com/reference/android/os/Build.html
>
> >> 21.10.2011 18:40, MobileVisuals пишет:
>
> >>> Is there any method that returns the brand and the name of the device?
> >>>    I mean for instance
> >>> String brand= getBrand();
> >>> String name= getDeviceName();
> >>> This could for instance result in brand =Samsung and name ="Galaxy S".
> >> --
> >> Kostya Vasilyev
>
> --
> Kostya Vasilyev

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[android-developers] Re: How to get the brand and name of the device

2011-10-21 Thread MobileVisuals
Thanks, the Build class seems very useful! Build.BRAND returned
Samsung on my Samsung Galaxy S. Can I rely on that Build.BRAND returns
the right brand name on all devices?

One of my apps uses point attenuation, which is not not supported on
HTC and SE devices. So different code needs to be executed on these
devices. If I can use Build.BRAND, I could use the same APK file for
all of these devices. If now, I have to make one APK file for HTC and
SE and another APK file for the rest of the devices.

On Oct 21, 4:50 pm, Kostya Vasilyev  wrote:
> Not quite like this, but take a look at:
>
> http://developer.android.com/reference/android/os/Build.html
>
> 21.10.2011 18:40, MobileVisuals пишет:
>
> > Is there any method that returns the brand and the name of the device?
> >   I mean for instance
>
> > String brand= getBrand();
> > String name= getDeviceName();
>
> > This could for instance result in brand =Samsung and name ="Galaxy S".
>
> --
> Kostya Vasilyev

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[android-developers] Re: Is it possible to advertise payed apps on Android market?

2011-10-21 Thread MobileVisuals
I got an answer from the android market support now. It is really good
that I got an answer from them, but very strange that admob doesn't
answer. It seems that it is not possible to advertise the payed apps.

On Oct 21, 2:53 pm, MobileVisuals  wrote:
> I want to advertise my apps on Android market, but the "Advertise this
> app" is only available on the free apps from the Android market
> developer console. Isn't it possible to advertise the payed apps? What
> is the point of advertising a free app? I want to advertise something
> that give me revenue, that is why I want to advertise the payed apps.
>
> I have mailed all the contacts on  Admob about this without getting an
> answer. I have also mailedwww.google.com/support/androidmarket
> and they haven't answered either. That is why I'm posting this thread
> on the forum.

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[android-developers] How to get the brand and name of the device

2011-10-21 Thread MobileVisuals
Is there any method that returns the brand and the name of the device?
 I mean for instance

String brand= getBrand();
String name= getDeviceName();

This could for instance result in brand =Samsung and name ="Galaxy S".

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[android-developers] Is it possible to advertise payed apps on Android market?

2011-10-21 Thread MobileVisuals
I want to advertise my apps on Android market, but the "Advertise this
app" is only available on the free apps from the Android market
developer console. Isn't it possible to advertise the payed apps? What
is the point of advertising a free app? I want to advertise something
that give me revenue, that is why I want to advertise the payed apps.

I have mailed all the contacts on  Admob about this without getting an
answer. I have also mailed
www.google.com/support/androidmarket
and they haven't answered either. That is why I'm posting this thread
on the forum.

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-21 Thread MobileVisuals
I solved this problem now for the morphed animation. I used a TreSet
for the sorting. I made a Quad class and and added the quads to the
treeset for each draw. The TreeSet  then sorts them in an automatic
way.

It's not as fast as with real Point sprites and size attenuation, but
the speed is OK. This really took a long time to fix. I am still going
to write to the HTC support, just to let them know that they haven't
implemented Android in the right way.

On Oct 14, 10:39 am, MobileVisuals  wrote:
> The morphed positions for the stars are calculated from some
> precalculated 3d arrays, one 3d array for each single galaxy shape,
> like below.
> positionsM1 and positionsM2 are the two 3d arrays, which get morphed
> for this frame. The result is the new morphedPositions array, which is
> drawn later. I can't find any frame-to-frame coherency here. I am
> considering to start with another 3d animation instead, which doesn't
> use morphing, because I don't have a clue how to make an effective and
> fast sorting algorithm for this:
>
> for (int i = 0; i < morphedPositions.length; i++) {
>                         morphedPositions[i] = (morphcount * positionsM1[i]) * 
> mlInv
>                                         + ((morphLength - morphcount) * 
> positionsM2[i]) * mlInv;
>                 }
>
> On Oct 14, 10:17 am, Latimerius  wrote:
>
> > On Wed, Oct 12, 2011 at 7:09 PM, MobileVisuals  
> > wrote:
> > > Thanks a lot for the info! The problem is that the positions for the
> > > stars change for each new frame. This happens because the positions
> > > are morphed.Wouldn't it be very slow to sort all the positions
> > > according to their z-value for every frame?
>
> > I'd take a close look at my positions morphing algorithm.  How does
> > the z-order change frame-to-frame?  I doubt it can change randomly,
> > there will be some kind of frame-to-frame coherency - perhaps just a
> > bunch of fix-ups are needed from the previous frame?  I'd try to take
> > advantage of that, it should reduce your problem from a general full
> > sorting one to something possibly way smaller.
>
> > > Wouldn't I have to make one drawElements call for each quad if I sorted 
> > > them?
>
> > Not necessarily.  Try keeping vertex positions data in system memory
> > (i.e. in normal Java objects).  Before rendering each frame you
> > recompute positions, reshuffle the data to restore back-to-front order
> > and make a single VBO out of that.  You could check glBufferSubData()
> > and similar to avoid transferring all of the data over the bus into
> > VRAM each frame.  You can then issue a single glDrawElements() to
> > render the whole thing.
>
> > How exactly to do that depends on your particular algorithm but it
> > should be possible.
>
> > > I assume that would be a lot slower than one drawElements call for all of 
> > > the quads,
> > > as it is now.
>
> > I understand your worries, they are well grounded.  Trying to do a
> > more complex thing will usually mean your performance takes a hit.
> > However, I found out in a surprising amount of cases that a thing I
> > would have expected to be prohibitively slow performed very well. GPUs
> > are complex beasts, they can parallelise, hide latencies and all kinds
> > of stuff.  You never know until you try.
>
> > And, above all, remember that you can hardly make your renders look
> > right if you use translucency with depth-buffering but don't sort
> > back-to-front.  So my strategy would be implement the sorting to make
> > stuff look right, then look into how to restore plausible performance
> > if needed.

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[android-developers] Re: APK must be signed with the same certificates as the previous version

2011-10-15 Thread MobileVisuals
So they can have any type of file ending?

On Oct 14, 3:21 pm, TreKing  wrote:
> On Fri, Oct 14, 2011 at 8:18 AM, MobileVisuals 
> wrote:
>
> > I thought that keystores are .ks files?
>
> http://developer.android.com/guide/publishing/app-signing.html#signapp
>
> The docs sample use ".keystore". It's really irrelevant. It's just a file.
>
> -
> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago
> transit tracking app for Android-powered devices

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[android-developers] Re: APK must be signed with the same certificates as the previous version

2011-10-14 Thread MobileVisuals
I thought that keystores are .ks files?

On Oct 14, 1:22 pm, Mark Murphy  wrote:
> On Fri, Oct 14, 2011 at 4:32 AM, MobileVisuals  
> wrote:
> > I will try to find the old keystore file. It is somewhere on the PC,
> > but I don't know where, because I can't start the old installation of
> > Eclipse. What file type can it be? Can it be only .ks files?
>
> You supplied the name and location of the production keystore when you
> created it. There are no rules, AFAIK.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> _The Busy Coder's Guide to Android Development_ Version 3.6 Available!

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-14 Thread MobileVisuals
The morphed positions for the stars are calculated from some
precalculated 3d arrays, one 3d array for each single galaxy shape,
like below.
positionsM1 and positionsM2 are the two 3d arrays, which get morphed
for this frame. The result is the new morphedPositions array, which is
drawn later. I can't find any frame-to-frame coherency here. I am
considering to start with another 3d animation instead, which doesn't
use morphing, because I don't have a clue how to make an effective and
fast sorting algorithm for this:

for (int i = 0; i < morphedPositions.length; i++) {
morphedPositions[i] = (morphcount * positionsM1[i]) * 
mlInv
+ ((morphLength - morphcount) * 
positionsM2[i]) * mlInv;
}

On Oct 14, 10:17 am, Latimerius  wrote:
> On Wed, Oct 12, 2011 at 7:09 PM, MobileVisuals  
> wrote:
> > Thanks a lot for the info! The problem is that the positions for the
> > stars change for each new frame. This happens because the positions
> > are morphed.Wouldn't it be very slow to sort all the positions
> > according to their z-value for every frame?
>
> I'd take a close look at my positions morphing algorithm.  How does
> the z-order change frame-to-frame?  I doubt it can change randomly,
> there will be some kind of frame-to-frame coherency - perhaps just a
> bunch of fix-ups are needed from the previous frame?  I'd try to take
> advantage of that, it should reduce your problem from a general full
> sorting one to something possibly way smaller.
>
> > Wouldn't I have to make one drawElements call for each quad if I sorted 
> > them?
>
> Not necessarily.  Try keeping vertex positions data in system memory
> (i.e. in normal Java objects).  Before rendering each frame you
> recompute positions, reshuffle the data to restore back-to-front order
> and make a single VBO out of that.  You could check glBufferSubData()
> and similar to avoid transferring all of the data over the bus into
> VRAM each frame.  You can then issue a single glDrawElements() to
> render the whole thing.
>
> How exactly to do that depends on your particular algorithm but it
> should be possible.
>
> > I assume that would be a lot slower than one drawElements call for all of 
> > the quads,
> > as it is now.
>
> I understand your worries, they are well grounded.  Trying to do a
> more complex thing will usually mean your performance takes a hit.
> However, I found out in a surprising amount of cases that a thing I
> would have expected to be prohibitively slow performed very well. GPUs
> are complex beasts, they can parallelise, hide latencies and all kinds
> of stuff.  You never know until you try.
>
> And, above all, remember that you can hardly make your renders look
> right if you use translucency with depth-buffering but don't sort
> back-to-front.  So my strategy would be implement the sorting to make
> stuff look right, then look into how to restore plausible performance
> if needed.

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[android-developers] Re: APK must be signed with the same certificates as the previous version

2011-10-14 Thread MobileVisuals
I will try to find the old keystore file. It is somewhere on the PC,
but I don't know where, because I can't start the old installation of
Eclipse. What file type can it be? Can it be only .ks files?

On Oct 13, 4:10 pm, Mark Murphy  wrote:
> On Thu, Oct 13, 2011 at 10:07 AM, MobileVisuals
>
>  wrote:
> > I try to upload new versions of 2 of my apps on Android market,but I
> > get the message "apk must be signed with the same certificates as the
> > previous version". My old development environment crashed and I can't
> > find the certificate that I used before. How can I solve this problem?
>
> Restore your keystore from your backup. If you do not have a backup of
> your keystore, AFAIK you are permanently screwed.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> _Android Programming Tutorials_ Version 4.0 Available!

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[android-developers] APK must be signed with the same certificates as the previous version

2011-10-13 Thread MobileVisuals
I try to upload new versions of 2 of my apps on Android market,but I
get the message "apk must be signed with the same certificates as the
previous version". My old development environment crashed and I can't
find the certificate that I used before. How can I solve this problem?
Is there no possibility to update these apps now?

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-12 Thread MobileVisuals
Thanks a lot for the info! The problem is that the positions for the
stars change for each new frame. This happens because the positions
are morphed.Wouldn't it be very slow to sort all the positions
according to their z-value for every frame? Wouldn't I have to make
one drawElements call for each quad if I sorted them? I assume that
would be a lot slower than one drawElements call for all of the quads,
as it is now.

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-11 Thread MobileVisuals
I see, now I understand the color4f method. I can't sort the
transparent sprites back-to-front,because they are all in one vertex
array. It would be much slower if I had one vertex array for each
quad, because it would be so many drawArray calls.

I will only use one layer of quads from now on. But the particles in
the animation are morphed, so one particle will sometimes be placed
above another.
Do you mean that this will always result in black quads?

I will only use star1.png for testing,since you said that image was
correct. I used this guide to add the alpha channel:
http://fabiovisentin.com/tutorial/gimp_transparent_image/gimp_how_to_make_transparent_image.asp

On Oct 11, 4:22 pm, Latimerius  wrote:
> Hello, my guess would be you don't sort your transparent sprites
> back-to-front, do you?
>
> For a couple more comments please see inline:
>
> On Tue, Oct 11, 2011 at 11:51 AM, MobileVisuals
>
>
>
>  wrote:
> > before. I tried to remove the gl.glColor4f calls, but that made the
> > black square quads much more visible. This is how it looks like now,
> > with gl.glColor4f(1f, 1f, 1f, 0.4f);
>
> >http://www.mobile-visuals.com/color4f04.png
>
> > with gl.glColor4f(1f, 1f, 1f, 0.8f);
>
> >http://www.mobile-visuals.com/color4f08.png
>
> > with no with gl.glColor4f calls:
>
> >http://www.mobile-visuals.com/noColor4f.png
>
> > This shows that with higher alpha value in glColor4f, the more black
> > square quads. It also shows that the
> > smaller alpha value in glColor4f, the more dull result.
>
> glColor() used with texturing simply modulates the texel colours in
> your case.  By specifying (1,1,1, <1) you leave the hue alone but add
> 0.4f or 0.8f transparency.  Smaller alpha means dull because whatever
> you draw becomes almost transparent.  Similarly, higher alpha means
> what you draw is more visible, including the black artifacts.
>
> > This how the
> > source textures looks like now:
>
> >http://www.mobile-visuals.com/trance1.png
> >http://www.mobile-visuals.com/star1.png
> >http://www.mobile-visuals.com/star2.png
>
> BTW apart from star1.png these assets don't look correctly authored to
> me.  I don't know exactly what you're trying to achieve but I believe
> trance1.png and star2.png wouldn't work on a non-black background.
>
> > I have used 2 quads for each star, placed on each other here.
>
> This is where the above might bite you.  If you draw say star2.png
> over trance1.png the black component in star2.png's pixels will start
> to show.  I don't know if that's a problem for you, depends on what
> your objectives are.
>
> > gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
>
> Make sure your art *doesn't* have premultiplied alpha.  If it does
> then specifying GL_SRC_ALPHA would apply the alpha once more causing
> transparent pixels to darken.  You'd need GL_ONE in that case.
>
> > gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
> >                                GL10.GL_MODULATE);
>
> I believe this is the default so you could just as well leave it out.

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-11 Thread MobileVisuals
Thanks, it looks better when I added an alpha channel to the textures.
But I don't see that glBlendFunc(GL_SRC_ALPHA, GL_ONE)
made any difference. There are still black square quads, but less than
before. I tried to remove the gl.glColor4f calls, but that made the
black square quads much more visible. This is how it looks like now,
with gl.glColor4f(1f, 1f, 1f, 0.4f);

http://www.mobile-visuals.com/color4f04.png

with gl.glColor4f(1f, 1f, 1f, 0.8f);

http://www.mobile-visuals.com/color4f08.png

with no with gl.glColor4f calls:

http://www.mobile-visuals.com/noColor4f.png

This shows that with higher alpha value in glColor4f, the more black
square quads. It also shows that the
smaller alpha value in glColor4f, the more dull result. This how the
source textures looks like now:

http://www.mobile-visuals.com/trance1.png
http://www.mobile-visuals.com/star1.png
http://www.mobile-visuals.com/star2.png

I have used 2 quads for each star, placed on each other here. I tried
to only use one quad for each star. This improved the situation, but
the black squares quads are still visible:

http://www.mobile-visuals.com/onelayer.png

I tested with another texture and got better result, but there are
still black quads. They cover some of the stars, which makes these
stars not visible:

http://www.mobile-visuals.com/other.png

Is there something more that I can do to get as good result as with
Point sprites and size attenuation? I pasted my relevant code below.

draw method:

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
gl.glEnable(GL10.GL_ALPHA_TEST);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBufferS);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBufferLT);
gl.glColor4f(1f, 1f, 1f, 0.8f);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[1]);
gl.glDrawElements(GL10.GL_TRIANGLES, vertices*2,
GL10.GL_UNSIGNED_SHORT,
indiceBuffer);

gl.glDisable(GL10.GL_TEXTURE_2D);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_ALPHA_TEST);

surfaceCreated method:

gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glClear(GL10.GL_DEPTH_BUFFER_BIT);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

loadGLTexture method:

gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
GL10.GL_MODULATE);

bitmap1 = BitmapFactory.decodeResource(context.getResources(),
R.drawable.trance1);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, 
GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, 
GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap1, 0);

On Oct 10, 10:50 am, bdk  wrote:
> for a brighter result, try to use use additive blending:
>
>  glBlendFunc(GL_SRC_ALPHA, GL_ONE)
>
> e.g.http://stackoverflow.com/questions/393785/how-to-setup-blending-for-a...
>
> and yes, alpha should be in the png -> texture.
>
> best
>
> --
> Mathieu
>
> On Oct 8, 11:08 am, MobileVisuals  wrote:
>
> > How do you mean that I should put brightness level in the textures? I
> > have already enabled transparency with
>
> > gl.glEnable(GL10.GL_BLEND);
> > gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
> > gl.glColor4f(1f, 1f, 1f, 0.25f);
>
> > I see that the transparency have effect, but it doesn't work as well
> > as it should. I have also noticed that the black square quads are
> > visible. Do you know what I can do to get rid of the black square
> > quads? Is there any way to make it as shiny and smooth as it was with
> > point sprites?
>
> > I use this call to draw the quads:
>
> > gl.glDrawElements(GL10.GL_TRIANGLES, vertices*2,
> > GL10.GL_UNSIGNED_SHORT,indiceBuffer);
>
> > I don't think that I can use glDrawArrays,because that is for
> > TriangleStripArrays. I have 1200 particles, which makes it 4800
> > vertices in the array for the quads. The positions are morphed for
> > each repaint. Maybe that is what is making it slow,but it was fast
> > with point sprites.
>
> > Each star particle consists of 2 quads. The star particle in the
> > middle is smaller quad.  The transparent blueish blur around that
> > particle is another quad. These are drawn with 2  arrays. I draw the
> > 

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-08 Thread MobileVisuals
How do you mean that I should put brightness level in the textures? I
have already enabled transparency with

gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4f(1f, 1f, 1f, 0.25f);

I see that the transparency have effect, but it doesn't work as well
as it should. I have also noticed that the black square quads are
visible. Do you know what I can do to get rid of the black square
quads? Is there any way to make it as shiny and smooth as it was with
point sprites?

I use this call to draw the quads:

gl.glDrawElements(GL10.GL_TRIANGLES, vertices*2,
GL10.GL_UNSIGNED_SHORT,indiceBuffer);

I don't think that I can use glDrawArrays,because that is for
TriangleStripArrays. I have 1200 particles, which makes it 4800
vertices in the array for the quads. The positions are morphed for
each repaint. Maybe that is what is making it slow,but it was fast
with point sprites.

Each star particle consists of 2 quads. The star particle in the
middle is smaller quad.  The transparent blueish blur around that
particle is another quad. These are drawn with 2  arrays. I draw the
most opaque array first (the star particle in the middle) and then the
more transparent array later. This approach worked very well with
point sprites and size attenuation, but maybe this doesn't work with
texture mapped quads. Maye there are simply too much quads for the
system to take care off, which messes up the Depth Testing and the z
buffer. Maybe this is the reason that the transparency is not working
like it should, which causes the visible black square quads?

On Oct 7, 4:58 pm, Kostya Vasilyev  wrote:
> Looking at the "dull" screenshot, I can see that your sprites are wrong
> - they don't have transparency around the "point" itself.
>
> The black square quads are clearly visible, and they shouldn't be.
>
> The brightness level is what you put in the textures, you should be able
> to make them as bright as you want.
>
> As for performance, I haven't done any 3D work specifically on Android
> devices, so can't say for sure. Using glDrawArrays should help, does it not?
>
> -- Kostya
>
> 07.10.2011 17:44, MobileVisuals пишет:
>
>
>
> > I have implemented this according to your approach now. I replaced
> > attenuated points with texture mapped quads.  I implemented bilinear
> > filtering and alpha test.
> > It works, but the visual quality is not good. It doesn't look at all
> > as good as with Point sprites and size attenuation. It looked shiny
> > and smooth when I used Point sprites and size attenuation and it was
> > fast:
> >http://www.mobile-visuals.com/mgw.php
>
> > Now it is just rough and dull and it is slow:
> >http://www.mobile-visuals.com/dull.png
>
> > Are you really sure that is possible to get good visual quality with
> > your approach?
>
> > On Sep 29, 9:26 pm, Kostya Vasilyev  wrote:
> >> 29.09.2011 23:01, MobileVisuals ?:
>
> >>> I claim that HTC HD doesn't support OpenGL ES 2.0, because size
> >>> attenuation is a part of OpenGL ES 1.1 and it is not supported.
> >> Quite possibly, you're right...
>
> >>> So HTC hasn't implemented the things that they say in the
> >>> specification, but why not?
> >> Who knows?
>
> >> You could contact their support, but even if they provide a plausible
> >> answer (and that's a big "if"), it's not going to magically fix all the
> >> HTC devices out there...
>
> >>> Thanks for the idea, do you mean like this?
> >>> Scale to small size if the sprite is far away.
> >>> Scale to medium size if the sprite is medium distance.
> >>> Scale to big size if the sprite is close.
> >> More or less - you are currently doing continuous range scaling of your
> >> sprites (I presume). If you replace them with texture mapped quads, you
> >> could always use the same image, or pick one of the ones predefined at
> >> various scale factors, to improve the image quality and performance.
> >> Sort of like mip-mapping.
>
> >> But that's not the core idea - the main thing is to replace attenuated
> >> points with texture mapped quads.
>
> >>> That could work for other animations, but it would be very slow for my
> >>> star cluster animations. There are hundreds of stars in each cluster.
> >>> As it is now, I draw each star cluster in one single glDrawArrays
> >>> call. That makes it fast.
> >> Hundreds doesn't sound too bad - at those poly counts, it's the fill
> >> rate (overdraw) that can kill performance. But since sprites 

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-07 Thread MobileVisuals
The default Galaxy doesn't use Point sprites with size attenuation. It
looks like it is just using plain points with spinning textures in the
background. It looks like all the points have the same size.

Galactic Core  doesn't use Point sprites either. It looks like it is
just using spinning textures. I can't find Galaxy Live Wallpaper on
the market.

I removed all HTC devices from the compatibility list for my Morphing
galaxy live wallpaper, because the HTC users complained that it didn't
look like it should. Here are some screenshots, which shows how it
looks like:

http://www.mobile-visuals.com/mgw.php

On Sep 28, 9:54 am, Dusk Jockeys Android Apps 
wrote:
> What is the Morphing Galaxy Live Wallpaper? I cant see that on the
> Market.
>
> The default Galaxy, Galactic Core and Galaxy Live Wallpaper all work
> perfectly well on my HTC Desire HD, with no blurring, so they are
> probably not doing things the same way as you are.
>
> On Sep 28, 2:36šam, MobileVisuals  wrote:
>
> > Yes, that is exactly what I am doing. I am using point sprites with
> > size attenuation for my space animations, like the Morphing Galaxy
> > live wallpaper.
> > But what is the use of point sprites if the size attenuation do not
> > work?
>
> > The size attenuation is not supported on devices from HTC and LG. This
> > is what I mean with size attenuation:
>
> >http://www.opengl.org/sdk/docs/man/xhtml/glPointSize.xml
>
> > All the point sprites get the same size if the size attenuation do not
> > work, which results in a blurry mess.
>
> > It looks like it should on most Android devices, but not those from
> > HTC and LG.
>
> > On Sep 27, 7:11špm, Nightwolf  wrote:
>
> > > Point sprites can be used to display stars in space.
>
> > > On 27 ÓÅÎ, 11:26, MobileVisuals  wrote:
>
> > > > I need Point attenuation to produce space animations with shining
> > > > particles, which look like stars. How can I achieve that effect
> > > > without using Point attenuation?
> > > > Do you mean that I should make small rectangular polygons with
> > > > transparent textures instead? I have tried that before on M3G and it
> > > > didn't look as good as Point attenuation.
>
> > > > Anti-Aliasing is a method of fooling the eye that a jagged edge is
> > > > really smooth.Will that really be enough to get the same effect as
> > > > Point attenuation? Could you please be more specific in which OpenGL
> > > > technique I should use to make it work on HTC and LG?
>
> > > > Isn't Point attenuation a part of the Android OpenGL standard?
> > > > Shouldn't HTC and LG support it in that case?
>
> > > > On Sep 27, 3:34šam, Indicator Veritatis  wrote:
>
> > > > > Short answer: no. Longer: why do you need point attenuation? There are
> > > > > other ways to do anti-aliasing, and some really cool graphics have
> > > > > been done for Android phones using that instead of point attenuation.
>
> > > > > On Sep 26, 6:26šam, MobileVisuals  wrote:
>
> > > > > > I have found that everything implemented with Point attenuation will
> > > > > > look like a blurry mess on devices from HTC and šLG. This happens on
> > > > > > even the newest devices from HTC, like HTC Desire HD. Why is it like
> > > > > > this? Haven't they implemented Android in the right way?
>
> > > > > > Point attenuation works like it should on most Android devices, like
> > > > > > those from Samsung. I have implemented Point attenuation according 
> > > > > > to
> > > > > > the Android specification in two of my company's apps.I have worked
> > > > > > with Point attenuation on Symbian and C++ before, so I am quite sure
> > > > > > that I have implemented it the right way. It is about the same code
> > > > > > implementation in all OpenGL.
>
> > > > > > Shouldn't all new Android devices support Point attenuation? It 
> > > > > > works
> > > > > > on IPhone, so I think Point attenuation should work on all new 
> > > > > > Android
> > > > > > devices too.- Hide quoted text -
>
> > - Show quoted text -

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-07 Thread MobileVisuals
I have implemented this according to your approach now. I replaced
attenuated points with texture mapped quads.  I implemented bilinear
filtering and alpha test.
It works, but the visual quality is not good. It doesn't look at all
as good as with Point sprites and size attenuation. It looked shiny
and smooth when I used Point sprites and size attenuation and it was
fast:
http://www.mobile-visuals.com/mgw.php

Now it is just rough and dull and it is slow:
http://www.mobile-visuals.com/dull.png

Are you really sure that is possible to get good visual quality with
your approach?

On Sep 29, 9:26 pm, Kostya Vasilyev  wrote:
> 29.09.2011 23:01, MobileVisuals ?:
>
> > I claim that HTC HD doesn't support OpenGL ES 2.0, because size
> > attenuation is a part of OpenGL ES 1.1 and it is not supported.
>
> Quite possibly, you're right...
>
> > So HTC hasn't implemented the things that they say in the
> > specification, but why not?
>
> Who knows?
>
> You could contact their support, but even if they provide a plausible
> answer (and that's a big "if"), it's not going to magically fix all the
> HTC devices out there...
>
> > Thanks for the idea, do you mean like this?
>
> > Scale to small size if the sprite is far away.
> > Scale to medium size if the sprite is medium distance.
> > Scale to big size if the sprite is close.
>
> More or less - you are currently doing continuous range scaling of your
> sprites (I presume). If you replace them with texture mapped quads, you
> could always use the same image, or pick one of the ones predefined at
> various scale factors, to improve the image quality and performance.
> Sort of like mip-mapping.
>
> But that's not the core idea - the main thing is to replace attenuated
> points with texture mapped quads.
>
> > That could work for other animations, but it would be very slow for my
> > star cluster animations. There are hundreds of stars in each cluster.
> > As it is now, I draw each star cluster in one single glDrawArrays
> > call. That makes it fast.
>
> Hundreds doesn't sound too bad - at those poly counts, it's the fill
> rate (overdraw) that can kill performance. But since sprites are
> typically small, it probably won't be an issue.
>
> > Wouldn't I have to make one glDrawArrays call for each one of the
> > stars if I had to scale them in different sizes? That would mean
> > hundreds of glDrawArrays calls instead of one.
>
> Not the way I'm reading the docs (mind you, my GL is more than a little
> rusty - last time I worked with 3D was more than 10 years ago)
>
> But it seems like you should be able to draw all quads that use the same
> texture in one call, using GL_TRIANGLES or GL_QUADS (not _STRIP or _FAN,
> because those are always joined). This can product transparency
> artifacts depending on their z-order, so you'd need to sort the quads
> according to their texture and z-order both.
>
> Or just forgo the mipmapping for initial tests, then there's be one less
> thing to worry about with respect to sorting.
>
> > A point sprite is a screen-aligned element of variable size that is
> > defined by a single point. Would it really be a sprite if it was
> > mapped to a quad polygon?
>
> If it looks like a sprite, and quacks like a sprite...
>
> --
> Kostya Vasilyev

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-30 Thread MobileVisuals
I set up the attenuation exatly like this. It works prefectly on
Samsung and most other devices, but not on HTC.

Kostya and Nightwolf, thanks for the algorithm ideas. I am trying to
implement it now.

On Sep 30, 10:01 am, a1  wrote:
> And did you correctly setup attenuation equation? Attenuation is controlled
> by glPointParameter function 
> (http://www.khronos.org/opengles/sdk/1.1/docs/man/) with pname
> GL_POINT_DISTANCE_ATTENUATION, where you suppose to provide array of 3
> floats with attenuation equation coeffs (a, b and c).
>
> This equation is:
>
> 1 / (1 + b * D + c * D^2)
>
> where D is point sprite distance. Initial value for this coeffs is 1, 0, 0 -
> that is attenuation is disabled.

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread MobileVisuals
It says in the HTC HD specification that it supports OpenGL ES 2.0:

http://www.mobiletechworld.com/2010/04/23/htc-hd-mini-review-is-it-worth-it/

I claim that HTC HD doesn't support OpenGL ES 2.0, because size
attenuation is a part of OpenGL ES 1.1 and it is not supported.

So HTC hasn't implemented the things that they say in the
specification, but why not?

On Sep 29, 8:54 pm, MobileVisuals  wrote:
> Thanks for the idea, do you mean like this?
>
> Scale to small size if the sprite is far away.
> Scale to medium size if the sprite is medium distance.
> Scale to big size if the sprite is close.
>
> That could work for other animations, but it would be very slow for my
> star cluster animations. There are hundreds of stars in each cluster.
> As it is now, I draw each star cluster in one single glDrawArrays
> call. That makes it fast.
>
> Wouldn't I have to make one glDrawArrays call for each one of the
> stars if I had to scale them in different sizes? That would mean
> hundreds of glDrawArrays calls instead of one.
>
> A point sprite is a screen-aligned element of variable size that is
> defined by a single point. Would it really be a sprite if it was
> mapped to a quad polygon?
>
> I removed all HTC devices from the compatibility list for my Morphing
> galaxy live wallpaper, because the HTC users complained that it didn't
> look like it should. Lots of HTC users said the same thing, so I am
> sure that it doesn't work on any of the HTC's. My other LW's seem to
> work well on the HTC's, but they don't use any point sprites.
>
> On Sep 29, 11:16 am, Kostya Vasilyev  wrote:
>
> > Bitmap sprites, mapped to a quad, perhaps of a few predefined sizes, picking
> > up the closest match and scaling to exact desired size You could then
> > distort the quad to provide a kind of hyperspeed blur effect near the edges
> > of the screen
>
> > BTW, I wanted to check out your wallpaper on my HTC Incredible S, but Market
> > won't let me install, reporting it as not compatible with the device.
>
> > -- Kostya
>
> > 2011/9/29 MobileVisuals 
>
> > > Does anyone know if there is any other way to make space animations
> > > with
> > > shining star objects on HTC devices, where size attenuation don't
> > > work?
>
> > > On Sep 28, 10:29 am, MobileVisuals  wrote:
> > > > Yes, it is in the OpenGL ES standard according to the book "Mobile 3D
> > > > Graphics with OpenGL ES and M3G" by Morgan Kaufmann. Here are 3 quotes
> > > > from that book:
> > > > --
> > > > "OpenGL ES 1.0 supports the geometric primitives shown in Figure 3.3:
> > > > points, lines, and
> > > > triangles. OpenGL ES 1.1 amends this list with point sprites."
>
> > > > "OpenGL ES 1.1 provides features for points that are especially useful
> > > > for particle effects:
> > > > point sprites, point size arrays, and point size attenuation."
>
> > > > "When points are defined by an array, in OpenGL ES 1.0 they all have
> > > > the same size, defined by glPointSize{fx}. In OpenGL ES 1.1 it is
> > > > possible to give each point its own size (see Section 8.1.2), and the
> > > > point sizes may be attenuated by the distance between each
> > > > point and the camera."
> > > > -
> > > > Could it be that the new HTC and LG devices only have OpenGL ES 1.0?
> > > > Devices with names like HTC HD and LG Optimus. I don't see anything HD
> > > > or optimus about them if they support an old OpenGL ES standard.
>
> > > > I don't have any HTC or LG devices, so I can't test
> > > > glGet(GL_POINT_SIZE_RANGE), but it would be interesting to so.
>
> > > > Do you know if there is any other way to make space animations with
> > > > shining star objects on LG and HTC devices? I have produced 2 apps
> > > > with 3D space effects, but I can't release them for LG and HTC. It is
> > > > the same thing for SonyEricsson, by the way. My space apps work
> > > > exactly like they should on Samsung and most other Android devices,
> > > > but I would really like to release them for LG, HTC and SonyEricsson
> > > > also.
>
> > > > On Sep 28, 1:03 am, Indicator Veritatis  wrote:
>
> > > > > Now that I know what you are doing with the point attentuation, I see
> > > > > that you are not using it for anti-aliasing, so 

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread MobileVisuals
Thanks for the idea, do you mean like this?

Scale to small size if the sprite is far away.
Scale to medium size if the sprite is medium distance.
Scale to big size if the sprite is close.

That could work for other animations, but it would be very slow for my
star cluster animations. There are hundreds of stars in each cluster.
As it is now, I draw each star cluster in one single glDrawArrays
call. That makes it fast.

Wouldn't I have to make one glDrawArrays call for each one of the
stars if I had to scale them in different sizes? That would mean
hundreds of glDrawArrays calls instead of one.

A point sprite is a screen-aligned element of variable size that is
defined by a single point. Would it really be a sprite if it was
mapped to a quad polygon?

I removed all HTC devices from the compatibility list for my Morphing
galaxy live wallpaper, because the HTC users complained that it didn't
look like it should. Lots of HTC users said the same thing, so I am
sure that it doesn't work on any of the HTC's. My other LW's seem to
work well on the HTC's, but they don't use any point sprites.


On Sep 29, 11:16 am, Kostya Vasilyev  wrote:
> Bitmap sprites, mapped to a quad, perhaps of a few predefined sizes, picking
> up the closest match and scaling to exact desired size You could then
> distort the quad to provide a kind of hyperspeed blur effect near the edges
> of the screen
>
> BTW, I wanted to check out your wallpaper on my HTC Incredible S, but Market
> won't let me install, reporting it as not compatible with the device.
>
> -- Kostya
>
> 2011/9/29 MobileVisuals 
>
> > Does anyone know if there is any other way to make space animations
> > with
> > shining star objects on HTC devices, where size attenuation don't
> > work?
>
> > On Sep 28, 10:29 am, MobileVisuals  wrote:
> > > Yes, it is in the OpenGL ES standard according to the book "Mobile 3D
> > > Graphics with OpenGL ES and M3G" by Morgan Kaufmann. Here are 3 quotes
> > > from that book:
> > > --
> > > "OpenGL ES 1.0 supports the geometric primitives shown in Figure 3.3:
> > > points, lines, and
> > > triangles. OpenGL ES 1.1 amends this list with point sprites."
>
> > > "OpenGL ES 1.1 provides features for points that are especially useful
> > > for particle effects:
> > > point sprites, point size arrays, and point size attenuation."
>
> > > "When points are defined by an array, in OpenGL ES 1.0 they all have
> > > the same size, defined by glPointSize{fx}. In OpenGL ES 1.1 it is
> > > possible to give each point its own size (see Section 8.1.2), and the
> > > point sizes may be attenuated by the distance between each
> > > point and the camera."
> > > -
> > > Could it be that the new HTC and LG devices only have OpenGL ES 1.0?
> > > Devices with names like HTC HD and LG Optimus. I don't see anything HD
> > > or optimus about them if they support an old OpenGL ES standard.
>
> > > I don't have any HTC or LG devices, so I can't test
> > > glGet(GL_POINT_SIZE_RANGE), but it would be interesting to so.
>
> > > Do you know if there is any other way to make space animations with
> > > shining star objects on LG and HTC devices? I have produced 2 apps
> > > with 3D space effects, but I can't release them for LG and HTC. It is
> > > the same thing for SonyEricsson, by the way. My space apps work
> > > exactly like they should on Samsung and most other Android devices,
> > > but I would really like to release them for LG, HTC and SonyEricsson
> > > also.
>
> > > On Sep 28, 1:03 am, Indicator Veritatis  wrote:
>
> > > > Now that I know what you are doing with the point attentuation, I see
> > > > that you are not using it for anti-aliasing, so that comment turned
> > > > out to lead to a dead end. As for why it is not supported, yes, it is
> > > > in the Open GL standard, but is it in ES? ES doesn't support
> > > > everything. And what do you get on those phones when you query
> > > > glGet(GL_POINT_SIZE_RANGE) and glGet(GL_POINT_SIZE_GRANULARITY) or
> > > > GL_SMOOTH_POINT_SIZE_RANGE and GL_SMOOTH_POINT_SIZE_GRANULARITY?
>
> > > > On Sep 27, 12:26 am, MobileVisuals  wrote:
>
> > > > > I need Point attenuation to produce space animations with shining
> > > > > particles, which look like stars. How can I achieve that effect
> > > > > without using Point attenuation?
>

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread MobileVisuals
Does anyone know if there is any other way to make space animations
with
shining star objects on HTC devices, where size attenuation don't
work?

On Sep 28, 10:29 am, MobileVisuals  wrote:
> Yes, it is in the OpenGL ES standard according to the book "Mobile 3D
> Graphics with OpenGL ES and M3G" by Morgan Kaufmann. Here are 3 quotes
> from that book:
> --
> "OpenGL ES 1.0 supports the geometric primitives shown in Figure 3.3:
> points, lines, and
> triangles. OpenGL ES 1.1 amends this list with point sprites."
>
> "OpenGL ES 1.1 provides features for points that are especially useful
> for particle effects:
> point sprites, point size arrays, and point size attenuation."
>
> "When points are defined by an array, in OpenGL ES 1.0 they all have
> the same size, defined by glPointSize{fx}. In OpenGL ES 1.1 it is
> possible to give each point its own size (see Section 8.1.2), and the
> point sizes may be attenuated by the distance between each
> point and the camera."
> -
> Could it be that the new HTC and LG devices only have OpenGL ES 1.0?
> Devices with names like HTC HD and LG Optimus. I don't see anything HD
> or optimus about them if they support an old OpenGL ES standard.
>
> I don't have any HTC or LG devices, so I can't test
> glGet(GL_POINT_SIZE_RANGE), but it would be interesting to so.
>
> Do you know if there is any other way to make space animations with
> shining star objects on LG and HTC devices? I have produced 2 apps
> with 3D space effects, but I can't release them for LG and HTC. It is
> the same thing for SonyEricsson, by the way. My space apps work
> exactly like they should on Samsung and most other Android devices,
> but I would really like to release them for LG, HTC and SonyEricsson
> also.
>
> On Sep 28, 1:03 am, Indicator Veritatis  wrote:
>
> > Now that I know what you are doing with the point attentuation, I see
> > that you are not using it for anti-aliasing, so that comment turned
> > out to lead to a dead end. As for why it is not supported, yes, it is
> > in the Open GL standard, but is it in ES? ES doesn't support
> > everything. And what do you get on those phones when you query
> > glGet(GL_POINT_SIZE_RANGE) and glGet(GL_POINT_SIZE_GRANULARITY) or
> > GL_SMOOTH_POINT_SIZE_RANGE and GL_SMOOTH_POINT_SIZE_GRANULARITY?
>
> > On Sep 27, 12:26 am, MobileVisuals  wrote:
>
> > > I need Point attenuation to produce space animations with shining
> > > particles, which look like stars. How can I achieve that effect
> > > without using Point attenuation?
> > > Do you mean that I should make small rectangular polygons with
> > > transparent textures instead? I have tried that before on M3G and it
> > > didn't look as good as Point attenuation.
>
> > > Anti-Aliasing is a method of fooling the eye that a jagged edge is
> > > really smooth.Will that really be enough to get the same effect as
> > > Point attenuation? Could you please be more specific in which OpenGL
> > > technique I should use to make it work on HTC and LG?
>
> > > Isn't Point attenuation a part of the Android OpenGL standard?
> > > Shouldn't HTC and LG support it in that case?
>
> > > On Sep 27, 3:34 am, Indicator Veritatis  wrote:
>
> > > > Short answer: no. Longer: why do you need point attenuation? There are
> > > > other ways to do anti-aliasing, and some really cool graphics have
> > > > been done for Android phones using that instead of point attenuation.
>
> > > > On Sep 26, 6:26 am, MobileVisuals  wrote:
>
> > > > > I have found that everything implemented with Point attenuation will
> > > > > look like a blurry mess on devices from HTC and  LG. This happens on
> > > > > even the newest devices from HTC, like HTC Desire HD. Why is it like
> > > > > this? Haven't they implemented Android in the right way?
>
> > > > > Point attenuation works like it should on most Android devices, like
> > > > > those from Samsung. I have implemented Point attenuation according to
> > > > > the Android specification in two of my company's apps.I have worked
> > > > > with Point attenuation on Symbian and C++ before, so I am quite sure
> > > > > that I have implemented it the right way. It is about the same code
> > > > > implementation in all OpenGL.
>
> > > > > Shouldn't all new Android devices support Point attenuation? It works
> > > > > on IPhone, so I think Point attenuation should work on all new Android
> > > > > devices too.

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-28 Thread MobileVisuals
Yes, it is in the OpenGL ES standard according to the book "Mobile 3D
Graphics with OpenGL ES and M3G" by Morgan Kaufmann. Here are 3 quotes
from that book:
--
"OpenGL ES 1.0 supports the geometric primitives shown in Figure 3.3:
points, lines, and
triangles. OpenGL ES 1.1 amends this list with point sprites."

"OpenGL ES 1.1 provides features for points that are especially useful
for particle effects:
point sprites, point size arrays, and point size attenuation."

"When points are defined by an array, in OpenGL ES 1.0 they all have
the same size, defined by glPointSize{fx}. In OpenGL ES 1.1 it is
possible to give each point its own size (see Section 8.1.2), and the
point sizes may be attenuated by the distance between each
point and the camera."
-
Could it be that the new HTC and LG devices only have OpenGL ES 1.0?
Devices with names like HTC HD and LG Optimus. I don't see anything HD
or optimus about them if they support an old OpenGL ES standard.

I don't have any HTC or LG devices, so I can't test
glGet(GL_POINT_SIZE_RANGE), but it would be interesting to so.

Do you know if there is any other way to make space animations with
shining star objects on LG and HTC devices? I have produced 2 apps
with 3D space effects, but I can't release them for LG and HTC. It is
the same thing for SonyEricsson, by the way. My space apps work
exactly like they should on Samsung and most other Android devices,
but I would really like to release them for LG, HTC and SonyEricsson
also.

On Sep 28, 1:03 am, Indicator Veritatis  wrote:
> Now that I know what you are doing with the point attentuation, I see
> that you are not using it for anti-aliasing, so that comment turned
> out to lead to a dead end. As for why it is not supported, yes, it is
> in the Open GL standard, but is it in ES? ES doesn't support
> everything. And what do you get on those phones when you query
> glGet(GL_POINT_SIZE_RANGE) and glGet(GL_POINT_SIZE_GRANULARITY) or
> GL_SMOOTH_POINT_SIZE_RANGE and GL_SMOOTH_POINT_SIZE_GRANULARITY?
>
> On Sep 27, 12:26 am, MobileVisuals  wrote:
>
> > I need Point attenuation to produce space animations with shining
> > particles, which look like stars. How can I achieve that effect
> > without using Point attenuation?
> > Do you mean that I should make small rectangular polygons with
> > transparent textures instead? I have tried that before on M3G and it
> > didn't look as good as Point attenuation.
>
> > Anti-Aliasing is a method of fooling the eye that a jagged edge is
> > really smooth.Will that really be enough to get the same effect as
> > Point attenuation? Could you please be more specific in which OpenGL
> > technique I should use to make it work on HTC and LG?
>
> > Isn't Point attenuation a part of the Android OpenGL standard?
> > Shouldn't HTC and LG support it in that case?
>
> > On Sep 27, 3:34 am, Indicator Veritatis  wrote:
>
> > > Short answer: no. Longer: why do you need point attenuation? There are
> > > other ways to do anti-aliasing, and some really cool graphics have
> > > been done for Android phones using that instead of point attenuation.
>
> > > On Sep 26, 6:26 am, MobileVisuals  wrote:
>
> > > > I have found that everything implemented with Point attenuation will
> > > > look like a blurry mess on devices from HTC and  LG. This happens on
> > > > even the newest devices from HTC, like HTC Desire HD. Why is it like
> > > > this? Haven't they implemented Android in the right way?
>
> > > > Point attenuation works like it should on most Android devices, like
> > > > those from Samsung. I have implemented Point attenuation according to
> > > > the Android specification in two of my company's apps.I have worked
> > > > with Point attenuation on Symbian and C++ before, so I am quite sure
> > > > that I have implemented it the right way. It is about the same code
> > > > implementation in all OpenGL.
>
> > > > Shouldn't all new Android devices support Point attenuation? It works
> > > > on IPhone, so I think Point attenuation should work on all new Android
> > > > devices too.

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-27 Thread MobileVisuals
Yes, that is exactly what I am doing. I am using point sprites with
size attenuation for my space animations, like the Morphing Galaxy
live wallpaper.
But what is the use of point sprites if the size attenuation do not
work?

The size attenuation is not supported on devices from HTC and LG. This
is what I mean with size attenuation:

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

All the point sprites get the same size if the size attenuation do not
work, which results in a blurry mess.

It looks like it should on most Android devices, but not those from
HTC and LG.



On Sep 27, 7:11 pm, Nightwolf  wrote:
> Point sprites can be used to display stars in space.
>
> On 27 сен, 11:26, MobileVisuals  wrote:
>
> > I need Point attenuation to produce space animations with shining
> > particles, which look like stars. How can I achieve that effect
> > without using Point attenuation?
> > Do you mean that I should make small rectangular polygons with
> > transparent textures instead? I have tried that before on M3G and it
> > didn't look as good as Point attenuation.
>
> > Anti-Aliasing is a method of fooling the eye that a jagged edge is
> > really smooth.Will that really be enough to get the same effect as
> > Point attenuation? Could you please be more specific in which OpenGL
> > technique I should use to make it work on HTC and LG?
>
> > Isn't Point attenuation a part of the Android OpenGL standard?
> > Shouldn't HTC and LG support it in that case?
>
> > On Sep 27, 3:34 am, Indicator Veritatis  wrote:
>
> > > Short answer: no. Longer: why do you need point attenuation? There are
> > > other ways to do anti-aliasing, and some really cool graphics have
> > > been done for Android phones using that instead of point attenuation.
>
> > > On Sep 26, 6:26 am, MobileVisuals  wrote:
>
> > > > I have found that everything implemented with Point attenuation will
> > > > look like a blurry mess on devices from HTC and  LG. This happens on
> > > > even the newest devices from HTC, like HTC Desire HD. Why is it like
> > > > this? Haven't they implemented Android in the right way?
>
> > > > Point attenuation works like it should on most Android devices, like
> > > > those from Samsung. I have implemented Point attenuation according to
> > > > the Android specification in two of my company's apps.I have worked
> > > > with Point attenuation on Symbian and C++ before, so I am quite sure
> > > > that I have implemented it the right way. It is about the same code
> > > > implementation in all OpenGL.
>
> > > > Shouldn't all new Android devices support Point attenuation? It works
> > > > on IPhone, so I think Point attenuation should work on all new Android
> > > > devices too.

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[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-27 Thread MobileVisuals
I need Point attenuation to produce space animations with shining
particles, which look like stars. How can I achieve that effect
without using Point attenuation?
Do you mean that I should make small rectangular polygons with
transparent textures instead? I have tried that before on M3G and it
didn't look as good as Point attenuation.

Anti-Aliasing is a method of fooling the eye that a jagged edge is
really smooth.Will that really be enough to get the same effect as
Point attenuation? Could you please be more specific in which OpenGL
technique I should use to make it work on HTC and LG?

Isn't Point attenuation a part of the Android OpenGL standard?
Shouldn't HTC and LG support it in that case?

On Sep 27, 3:34 am, Indicator Veritatis  wrote:
> Short answer: no. Longer: why do you need point attenuation? There are
> other ways to do anti-aliasing, and some really cool graphics have
> been done for Android phones using that instead of point attenuation.
>
> On Sep 26, 6:26 am, MobileVisuals  wrote:
>
> > I have found that everything implemented with Point attenuation will
> > look like a blurry mess on devices from HTC and  LG. This happens on
> > even the newest devices from HTC, like HTC Desire HD. Why is it like
> > this? Haven't they implemented Android in the right way?
>
> > Point attenuation works like it should on most Android devices, like
> > those from Samsung. I have implemented Point attenuation according to
> > the Android specification in two of my company's apps.I have worked
> > with Point attenuation on Symbian and C++ before, so I am quite sure
> > that I have implemented it the right way. It is about the same code
> > implementation in all OpenGL.
>
> > Shouldn't all new Android devices support Point attenuation? It works
> > on IPhone, so I think Point attenuation should work on all new Android
> > devices too.

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[android-developers] HTC and LG haven't implemented Android in the right way

2011-09-26 Thread MobileVisuals
I have found that everything implemented with Point attenuation will
look like a blurry mess on devices from HTC and  LG. This happens on
even the newest devices from HTC, like HTC Desire HD. Why is it like
this? Haven't they implemented Android in the right way?

Point attenuation works like it should on most Android devices, like
those from Samsung. I have implemented Point attenuation according to
the Android specification in two of my company's apps.I have worked
with Point attenuation on Symbian and C++ before, so I am quite sure
that I have implemented it the right way. It is about the same code
implementation in all OpenGL.

Shouldn't all new Android devices support Point attenuation? It works
on IPhone, so I think Point attenuation should work on all new Android
devices too.

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[android-developers] Re: Why doesn't HTC devices support Point attenuation?

2011-09-23 Thread MobileVisuals
I noticed that a lot of other new devices from LG and SonyEricsson
don't support point attenuation either. Why is this the case?
Shohuldn't they follow the Android standard?

On Sep 20, 2:27 pm, MobileVisuals  wrote:
> I have implementedPointattenuationaccording to the Android
> specification in two of my company's apps. I have found that it works
> like it should on most devices, like those from Samsung. I have
> implementedPointattenuationon Symbian and C++ before, so I am quite
> sure that I have implemented it the right way. It is about the same
> code implementation in all OpenGL.
>
> The problem is that everything implemented withPointattenuationwill
> look like a blurry mess on devices fromHTCand some from LG. This
> happens on even the newest devices fromHTC, likeHTCDesire HD. Why
> is it like this?
>
> These devices should supportPointattenuationaccording to their
> specifications, but why don't they?

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[android-developers] Re: How to add a ViewFlipper to the layout?

2011-09-23 Thread MobileVisuals
Thanks, it got stable when I removed the finish() calls and added this
code to the 2d view class:

@Override
public void onWindowFocusChanged(boolean hasWindowFocus) {

if (!hasWindowFocus) {
thread.setRunning(false);
thread.yield();
} else {
thread.setRunning(true);
thread.yield();
}



}

On Sep 23, 12:42 pm, Mark Murphy  wrote:
> On Fri, Sep 23, 2011 at 4:11 AM, MobileVisuals  
> wrote:
> > How can I make use of adb logcat, DDMS, or the DDMS perspective in
> > Eclipse if I can't reproduce the error in the emulator? It doesn't
> > crash there.
>
> adb logcat, DDMS, and the DDMS perspective of Eclipse are perfectly
> capable of examining LogCat on your phone.
>
> > I also call on finish() on the current activity after every call to
> > startActivity. The app seems to run slower after starting the 3d
> > activity several times.
>
> Well, sure. Don't do that. The whole point behind
> FLAG_ACTIVITY_REORDER_TO_FRONT was to reuse the existing activity
> instances.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> Android Training...At Your Office:http://commonsware.com/training

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[android-developers] Re: How to add a ViewFlipper to the layout?

2011-09-23 Thread MobileVisuals
Or maybe the objects in the 3d activity are not garbage collected when
I switch to the 2d activity? Maybe I should set the objects in the 3d
activity to null, when it switches to the 2d activity?

On Sep 22, 9:11 pm, Mark Murphy  wrote:
> Use adb logcat, DDMS, or the DDMS perspective in Eclipse to examine
> LogCat and figure out what the crashes are.
>
>
>
> On Thu, Sep 22, 2011 at 2:43 PM, MobileVisuals  
> wrote:
> > Does anyone have an idea what I can do to improve the stability of
> > this 3d app, which has 2 activities? I want to avoid the crashes.
>
> > On Sep 22, 1:14 pm, MobileVisuals  wrote:
> >> I thought that it worked like it should,but I noticed that this is not
> >> the case. This version crashes sometimes, often when onResume() is
> >> called on any of the activities. It crashes on my Samsung Galaxy
> >> device. I have tried to reproduce this on the emulator, but it doesn't
> >> crashes there. The previous version based on ViewFlipper never
> >> crashed, even on the Samsung device.
>
> >> Maybe the crashes are caused by the threads? I have set the priorities
> >> to MIN_PRIORITY. I call on yield() on the 2d thread for every
> >> onResume() and onPause() call to the 2d activity.   I call on yield()
> >> on the 3d thread for every onResume() and onPause() call to the 3d
> >> activity. Should I implement another approach for the threading? Or do
> >> think that something else causes the crashes?
>
> >> On Sep 21, 8:10 pm, MobileVisuals  wrote:
>
> >> > Thanks for the info. I have redesigned the app now and it worked.
>
> >> > On Sep 20, 6:37 pm, Mark Murphy  wrote:
>
> >> > > Use startActivity(), with FLAG_ACTIVITY_REORDER_TO_FRONT, to bring an
> >> > > existing activity back into the foreground (or create it if it does
> >> > > not exist).
>
> >> > > On Tue, Sep 20, 2011 at 12:32 PM, MobileVisuals
>
> >> > >  wrote:
> >> > > > I see, then I would have to use one SurfaceView for the first 
> >> > > > activity
> >> > > > and a GLSurfaceView for the other activity. I searched for 
> >> > > > information
> >> > > > about how to switch between 2 activities on the forum and found one 
> >> > > > of
> >> > > > your threads:
>
> >> > > >http://groups.google.com/group/android-developers/browse_thread/threa...
>
> >> > > > You recommend using a viewflipper here, so I can not use that
> >> > > > approach. I found another thread
>
> >> > > >http://groups.google.com/group/android-developers/browse_thread/threa...
>
> >> > > >  where they used the StartActivityForResult method. How would you
> >> > > > recommend that I should swith between the activites without using a
> >> > > > ViewFlipper?
>
> >> > > > On Sep 20, 4:43 pm, Mark Murphy  wrote:
> >> > > >> Use two activities.
>
> >> > > >> On Tue, Sep 20, 2011 at 9:54 AM, MobileVisuals 
> >> > > >>  wrote:
> >> > > >> > I got the viewflipper to work, but I found that it is not 
> >> > > >> > possible to
> >> > > >> > use a GLSurfaceView in a viewflipper, like this thread describes:
>
> >> > > >> >http://groups.google.com/group/android-developers/browse_thread/threa...
>
> >> > > >> > How can I then switch between 2d and 3d rendering?
>
> >> > > >> > On Jul 27, 2:53 pm, Mark Murphy  wrote:
> >> > > >> >> On Wed, Jul 27, 2011 at 8:49 AM, MobileVisuals 
> >> > > >> >>  wrote:
> >> > > >> >> > I try to add 2 views to a Viewflipper, but I get
>
> >> > > >> >> > "java.lang.IllegalStateException: The specified child already 
> >> > > >> >> > has a
> >> > > >> >> > parent.
> >> > > >> >> > You must call removeView() on the child's parent first."
>
> >> > > >> >> > when I try to add the view. I don't know why this happens. I 
> >> > > >> >> > try to
> >> > > >> >> > remove the view from the ViewFlipper, but I still get the same
> >> > > >> >> > message. How can I add a ViewFlipper to the layout? You can 
> >> > > >> &

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