[android-developers] Cannot add Google account after factory settings reset Moto E Android 5.1

2016-12-18 Thread Piotr Błachut
Hi, 

After reset to factory settings I`m not able to add any google account to 
enable Google Play store.

Scenario:
1. Open google play application (or any other which is connected with 
account, adding account from the settings gives the same result)
2. Put email
3. Put password
4. Put verification code (optional - I`ve tried account with 2 factor auth 
ant without it)
5. Accept privacy policy
6. Application crashes (Google Play has stopped working)

Device information:
Motorola Moto E
Android version: 5.1
Kernel version: 3.4.42-g70ad15f
hudsoncm@ilclbld36 #1
System version: 23.201.3.condor_reteu.reteuall.en.EU.reteu
Compilation number: LPCS23.13-34.8-3

Logs from crash:
12-18 12:34:24.206 13512-13512/? W/System.err: java.lang.
IllegalStateException: The specified child already has a parent. You must 
call removeView() on the child's parent first.
12-18 12:34:24.206 13512-13512/? W/System.err: at 
android.view.ViewGroup.addViewInner(ViewGroup.java:3938)
12-18 12:34:24.206 13512-13512/? W/System.err: at 
android.view.ViewGroup.addView(ViewGroup.java:3788)
12-18 12:34:24.206 13512-13512/? W/System.err: at 
android.view.ViewGroup.addView(ViewGroup.java:3729)
12-18 12:34:24.206 13512-13512/? W/System.err: at 
android.view.ViewGroup.addView(ViewGroup.java:3702)
12-18 12:34:24.206 13512-13512/? W/System.err: at 
com.google.android.gms.auth.login.BrowserActivity.c(SourceFile:936)
12-18 12:34:24.206 13512-13512/? W/System.err: at 
com.google.android.gms.auth.login.x.onPageFinished(SourceFile:882)
12-18 12:34:24.206 13512-13512/? W/System.err: at 
com.android.webview.chromium.WebViewContentsClientAdapter.onPageFinished(WebViewContentsClientAdapter.java:548)
12-18 12:34:24.206 13512-13512/? W/System.err: at 
org.chromium.android_webview.AwWebContentsObserver.didNavigateMainFrame(AwWebContentsObserver.java:67)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
org.chromium.content.browser.WebContentsObserver.didNavigateMainFrame(WebContentsObserver.java:89)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
org.chromium.base.SystemMessageHandler.nativeDoRunLoopOnce(Native Method)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
org.chromium.base.SystemMessageHandler.handleMessage(SystemMessageHandler.java:53)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
android.os.Handler.dispatchMessage(Handler.java:102)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
android.os.Looper.loop(Looper.java:135)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
android.app.ActivityThread.main(ActivityThread.java:5343)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
java.lang.reflect.Method.invoke(Native Method)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
java.lang.reflect.Method.invoke(Method.java:372)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:905)
12-18 12:34:24.207 13512-13512/? W/System.err: at 
com.android.internal.os.ZygoteInit.main(ZygoteInit.java:700)
12-18 12:34:24.212 13512-13512/? A/chromium: [FATAL:jni_android.cc(295)] 
Check failed: false. Please include Java exception stack in crash report
12-18 12:34:24.248 13997-13512/? W/google-breakpad: -BEGIN BREAKPAD 
MICRODUMP-
12-18 12:34:24.249 13997-13512/? W/google-breakpad: O A arm 02 armv7l 
3.4.42-g70ad15f #1 SMP PREEMPT Mon Feb 22 10:07:50 CST 2016
12-18 12:34:24.249 13997-13512/? W/google-breakpad: S 0 BEFAEA18 BEFAE000 
3000
12-18 12:34:24.268 13997-13512/? W/google-breakpad: S BEFAE000 
520302A0EC31E7B62A00010020003EE8FABEE91BE6B63CE6FABE44E1FABE08E1FABEDA0A3CA90400DA0A3CA908E1FABE030044E1FABEA0E1FABEC4E6FABEECFF6C0B3CA9ED2EE6B6803FD056F0B7803FE47DE8B6445D18B53CE6FABEDA0A3CA903E1FABE1E00803F04E1FABEBBC6BB9B00A0BBC6BB9BBBC6BB9B80FA4AA95CEAFABE34EBFABE27E927A824EBFABE74001B006C0080FA4AA980FA4AA93700E47DE8B65CEAFABEBBC6BB9B3CEBFABE5CEAFABE705079B80CE2FABE0CEBFABED4E1FABE01005CEAFABE705079B8010081FE27A83CEBFABE14EBFABE1CEBFABE13001B008A001B008A00
12-18 12:34:24.269 13997-13512/? W/google-breakpad: S BEFAE180 

[android-developers] Zmiana koloru tła dla komórki, rozna godzina <-- arkusze google

2016-09-19 Thread Piotr Mańkowski
Witam, 
Chcę dodać funkcję do swoich baz, że jeżeli jest napisane godzina 13:30 a w 
komórce mam wpisane 13:00 to żeby tak komórka zmieniała kolor tła powiedzmy 
na czerwony.

Na chwilę obecną zrobiłem funkcje =now() która mi wyswietla aktualna 
godzine, ale nie wiem jak zrobic w formatowaniu warunkowym by zmieniało 
kolor tła. Robiłem poprzez mniejsze niż, ale inny jest format godziny a 
inny format który wpisuje użytkownik.

Proszę ładnie o pomoc.

-- 
You received this message because you are subscribed to the Google Groups 
"Android Developers" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to android-developers+unsubscr...@googlegroups.com.
To post to this group, send email to android-developers@googlegroups.com.
Visit this group at https://groups.google.com/group/android-developers.
To view this discussion on the web visit 
https://groups.google.com/d/msgid/android-developers/9b542b6a-07e3-4b21-904e-d4b371105ac8%40googlegroups.com.
For more options, visit https://groups.google.com/d/optout.


Re: [android-developers] Two-way data binding not working

2016-05-11 Thread Piotr Błachut
Thank you for your response. Until today I haven`t heard about it. Its 
incredible that there is no public announcement about this. 

As far as I looked into it, there are a lot of problems with IDE and only 
some attributes are supported. Maybe that is the reason why they did not 
publish it :)

W dniu środa, 11 maja 2016 17:56:30 UTC+2 użytkownik TreKing napisał:
>
>
> On Wed, May 4, 2016 at 3:22 AM, Piotr Błachut <blachu...@gmail.com 
> > wrote:
>
>> Are there any plans that android databinding would officially support two 
>> way bindings? Do you now where can I find any updates regarding this?
>
>
> Apparently this is supported now, though I don't recall any kind of 
> official announcement, which is quite odd considering what a major addition 
> this is:
>
> https://halfthought.wordpress.com/2016/03/23/2-way-data-binding-on-android/
>
>
> -
> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago 
> transit tracking app for Android-powered devices
>

-- 
You received this message because you are subscribed to the Google Groups 
"Android Developers" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to android-developers+unsubscr...@googlegroups.com.
To post to this group, send email to android-developers@googlegroups.com.
Visit this group at https://groups.google.com/group/android-developers.
To view this discussion on the web visit 
https://groups.google.com/d/msgid/android-developers/a500a026-cf5a-431b-97e0-fc1172d7d439%40googlegroups.com.
For more options, visit https://groups.google.com/d/optout.


Re: [android-developers] Two-way data binding not working

2016-05-04 Thread Piotr Błachut
Are there any plans that android databinding would officially support two 
way bindings? Do you now where can I find any updates regarding this?


Currently two way databinding can be achieved only by creating custom 
binding adapters 
(see: 
https://github.com/pblachut/AndroidDatabinding/blob/master/Databinding/app/src/main/java/piotrek/databinding/EditTextBoxBinding.java).
 
Main disadvantage of this approach is that you have to wrap your type into 
observable object and you cannot use ObservableField<> which should done it 
for you. It is coused that observability of such objects are hidden 
intentionally 
see: https://code.google.com/p/android/issues/detail?id=187130.




W dniu czwartek, 10 marca 2016 21:30:38 UTC+1 użytkownik TreKing napisał:
>
>
> On Wed, Mar 9, 2016 at 9:43 AM, Krishna Sarma  > wrote:
>
>> I am trying to use two-way data binding for editing user data. I am able 
>> to show the POJO contents in the view but the changes made by user are not 
>> able to capture back through POJO.
>
>
> If you mean you expect your model object to update when the user changes a 
> UI field (like entering a text value in an EditText), that is not supported 
> by data binding, to my knowledge.
>
> The code you have set up is for one-way - modify your model and the 
> binding updates the relevant UI field.
>
>
> -
> TreKing  - Chicago 
> transit tracking app for Android-powered devices
>

-- 
You received this message because you are subscribed to the Google Groups 
"Android Developers" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to android-developers+unsubscr...@googlegroups.com.
To post to this group, send email to android-developers@googlegroups.com.
Visit this group at https://groups.google.com/group/android-developers.
To view this discussion on the web visit 
https://groups.google.com/d/msgid/android-developers/25d290a7-e6b1-47c9-8c67-7d4b5b6f3905%40googlegroups.com.
For more options, visit https://groups.google.com/d/optout.


[android-developers] Two players with the same socre on google game leaderboard

2016-03-10 Thread Piotr Majcher
Hi All,

What will happen if two players submit the same score to a leader board? Is 
there any second parameter that is used to order users with the same score? 

I'm going to carry out a competition with a gift for the player from the 
first place, so I must be clear on this.

I would be grateful for help. 

Piotrek.

-- 
You received this message because you are subscribed to the Google Groups 
"Android Developers" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to android-developers+unsubscr...@googlegroups.com.
To post to this group, send email to android-developers@googlegroups.com.
Visit this group at https://groups.google.com/group/android-developers.
To view this discussion on the web visit 
https://groups.google.com/d/msgid/android-developers/e69353e7-d469-43fd-a88f-2dde4f2ab0da%40googlegroups.com.
For more options, visit https://groups.google.com/d/optout.


[android-developers] Need help with simple script

2013-04-23 Thread Piotr Wasilewski
Hello, I`ve got a usb modem trouble, so I need to run everytime a terminal 
session with command:

echo 12d1 1506  /sys/bus/usb-serial/drivers/option1/new_id
usb_modeswitch -v 12d1 -p 14fe -V 12d1 -P 1506 -M 
55534243123456780011062001


I`ve got root permissions on the device and a busybox installed.
Can someone help me to set this on system start ... or howto make an `click 
script` with root permissions.

-- 
-- 
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
--- 
You received this message because you are subscribed to the Google Groups 
Android Developers group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to android-developers+unsubscr...@googlegroups.com.
For more options, visit https://groups.google.com/groups/opt_out.




[android-developers] Re: It seems easy to get rid of a competitor’s app

2012-10-16 Thread Piotr Buła


On Sunday, October 14, 2012 10:51:49 AM UTC+2, Terry wrote:

 Two of my apps have been removed from the Google Play Store, (a free/trial 
 version and a pro version of the same app).

 A developer of a similar app asked for them to be removed. The reason for 
 removal was given as “Alleged copyright infringement (according to the 
 terms of the Digital Millenium Copyright Act).

 Can it really be THIS easy to remove a competitor’s apps?


Yes.
 

 Without any consequences?


Yes
 

 Or is there something I have misunderstood?


No, apparently it's how these things work. 

Consider this:
1. Some chinese dude snatches open source app from Google Play and 
repackages it with ads
2. Dude publishes this repackaged app on Google Play
3. Dude sends fake DMCA takedown notice against original developer
4. Original application gets taken down by Google
5. Profit for the chinese dude
6. Original author can't do anything, tries to republish his app, gets 
permanently banned from Play Store by Google

I'm guessing this happens all the time. So it looks like abusing DMCA is 
perfectly valid and profitable business model. 

Any reason you have not issued fake DMCA takedown notice against your 
oppressor?

Hope you'll somehow be able to get your apps back. Wish you luck.

-- 
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

[android-developers] Re: It seems easy to get rid of a competitor’s app

2012-10-16 Thread Piotr Buła
This maybe?
http://support.google.com/bin/static.py?hl=ents=1114905page=ts.cs

Now, theoretically, issuing fake/unsubstantiated take-down notice can get 
you in legal trouble. In practice, I have never ever heard of any troll 
being held responsible for that kind of unfair behaviour (doesn't mean you 
won't be if you try). But DMCA is a double edged sword. In the case I 
mentioned, the original developer did repeatedly file take-down notices 
against the chinese faker (who used few accounts to repost his counterfeit 
app after the previous one got removed). You can read up on the tales of 
Mupen64 for android for more details on this story.

If both you and your competitor are based in US, you could theoretically 
try to sue him for damages, as he apparently failed to comply with DMCA 
(did not file a lawsuit against you). But really, if you want to go legal 
on him, you should just see a lawyer. Researching your oppressor would be 
wise as well. You probably don't want to pick a fight with someone who can 
pay for a pack of lawyers dragging you through the mud. So it's either 
legal (and probably costly) battle or guerilla warfare I think. I don't 
think Google will do anything about it, but you can always try to get their 
attention (media coverage might help).

Have you read the DMCA faq on the chillingeffects.org? Maybe there's 
something useful that applies to your situation? 

On Tuesday, October 16, 2012 3:15:53 PM UTC+2, Terry wrote:

 Thank you, Piotr, for an extremely interesting - but shocking comment.

 You wrote: Any reason you have not issued fake DMCA takedown notice 
 against your oppressor?

 My answer to that is that I do not know (yet).

 HOW do you issue a  fake DMCA takedown notice - and to WHOM?

 Terry


 kl. 10:51:49 UTC+2 søndag 14. oktober 2012 skrev Terry følgende:

 Two of my apps have been removed from the Google Play Store, (a 
 free/trial version and a pro version of the same app).

 A developer of a similar app asked for them to be removed. The reason for 
 removal was given as “Alleged copyright infringement (according to the 
 terms of the Digital Millenium Copyright Act).”

 As I could not understand that my apps had violated any of his 
 copyrights, I sent a DMCA counter notification to Google.

 After a few weeks, Google replied:If we do not receive notice that the 
 complainant has brought a court action within 10 to 14 days, we will 
 reinstate the material in question.

 This made me full of hope. I assumed that it meant that Google had not 
 accepted the request for removal, and I did not think that the meager 
 economy associated with an app could be the reason to start a costly legal 
 action.

 After another few weeks, I received the following email from Google: “We 
 are in receipt of your attached counter notification letter. Upon presenting 
 the complainant with your counter notification letter, they responded 
 stating their intention to take the matter to court. We will await your 
 correspondence regarding the results of the court order before taking 
 any further action.”

 I sent them another email, pointing out that I had had no information as 
 to a court action, to which they replied: “Unfortunately we are unable 
 to assist you any further regarding this issue at this point.”

 I still have heard nothing as to a legal action, neither from Google, 
 nor the complainant or any court.

 So, the conclusion of this unhappy affair seems to be the following:

 if you want to remove some bothersome apps, you just have to complain to 
 Google that your copyrights have been violated. If they do not agree, you 
 just have to tell them that you intend to take the matter to court. (You 
 don’t have to carry it through.) Then they will remove the apps you are 
 asking for.

 Can it really be THIS easy to remove a competitor’s apps?

 Without any consequences?

 Or is there something I have misunderstood?

 In case anyone inside Google would care to take a closer look at this 
 case, the reference numbers (for removals) are *[#1121348892]  and **
 [#1121348892]** *.

 Regards, Terry




-- 
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

[android-developers] New Google Play Developer Program Policy Update

2012-08-02 Thread Piotr Klimko
Hello, 

I have a question concerning new Google Play Developer Program Policy 
Update. I have developed a series of more than 10 apps. These apps are the 
traditional Hangman guessing game. Each app features a different language 
and is intended to entertain users from different countries. There are also 
some differences concerning the categories of words to guess. I believe 
that this way is better for users as updates (e.g. new word categories) 
concern only users in particular country. This way is also better for me to 
manage the series of apps. But I am afraid whether this violates the do 
not send repetitive content rule? Can somebody confirm please? 

-- 
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

[android-developers] New Google Play Developer policy

2012-08-02 Thread Piotr Klimko
Hi,

I wanted to ask whether it is ok to develop separate apps with language 
versions of the same app? Or would that fall into repetitive content 
category?

-- 
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

[android-developers] Access to accounts and user authorization

2012-07-12 Thread Piotr Buda
Hi,
I have an app that uses accounts stored on device. When I want to access 
account (I need to retrieve some auth tokens) from an activity, user is 
presented with a screen that will allow him to grant access for application 
to said account. I have another problem though - sometimes I need to access 
accounts from a) service, b) loader. There is another method to obtain auth 
token that does not accept activity as parameter, instead it will post 
notification that user needs to authorize access to account.

While this second method sounds reasonable for use in service, I can't use 
this in loader. When said authorization screen needs to be displayed, the 
resulting AccountManagerFutureBundle from getAuthToken() call contains 
Intent that should be triggered. I don't know, however, how to handle such 
situations properly. Should I stop loader and restart it sometime later? 
Are there any strategies that apply in such situations?

Thanks for any info.

-- 
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

[android-developers] LiveWallpaper SurfaceHolder.lockCanvas(Rect dirty)

2011-03-07 Thread Piotr Gawron

Dear All,

I would like to ask about a problem that has been addressed here once or 
twice, but none of information I found could help me overcome the 
problem I faced a few days ago.


I want to make a live wallpaper for android using canvases - it is not 
graphically complicated enough to require OpenGL. For simplicity assume 
it consists of solid background and two smaller rectangles.

Drawing consists of three separate stages:

  1. backgroundDraw() requests entire canvas lock and draws on it solid
 color
  2. draw1() requests partial (Rect r1) lock and draws only on locked
 rectangle
  3. draw2() requests partial (Rect r2) lock and draws only on locked
 rectangle

I tested it on multiple Android versions (both emulators and devices): 
2.1, 2.2, 2.3.3. It seems to be working properly only on the latter one 
(attached android_233.jpg). On previous Android versions 
SurfaceHolder.lockCanvas(Rect dirty) resizes(!) /dirty /passed as 
parameter to size of the full screen and further drawing using it 
results drawing on the whole screen (attached android_22.jpg). I can in 
fact see how each rectangle is being ill-drawn (full-screen): whole 
screen changes it's color very quickly.


Unluckily google could not find for me any proper example of 
lockCanvas(Rect dirty) usage. Below I attach my complete and only class 
used for testing purposes. If attaching (graphical) files is against 
netiquette I apologize, but it really illustrates the problem. Full 
eclipse project is accessible at: 
http://home.elka.pw.edu.pl/~pgawron/include/Android/Test.zip


I would be extremely grateful if somebody could finally help me and 
correct my code (if only the problem is in my code). I really wasted too 
much time on it.

BR,
petrelli

package sec.polishcode.test;

import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.os.SystemClock;
import android.service.wallpaper.WallpaperService;
import android.util.Log;
import android.view.SurfaceHolder;

public class TestLiveWallpaper extends WallpaperService{

@Override
public Engine onCreateEngine() {
return new MyEngine();
}

class MyEngine extends Engine implements SurfaceHolder.Callback {

private final String LOGTAG = MyEngine.class.getSimpleName();
private Paint backgroundPaint = new Paint();
private Paint mPaint1 = new Paint();
private Paint mPaint2 = new Paint();
private long lastVisibilityOnChange;

private final Rect r1 = new Rect(20, 20, 60, 280);
private final Rect r2 = new Rect(70, 20, 110, 280);

public MyEngine() {

getSurfaceHolder().addCallback(this);

backgroundPaint.setColor(Color.YELLOW);
mPaint1.setColor(Color.LTGRAY);
mPaint2.setColor(Color.MAGENTA);
}

@Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2,
int arg3) {
drawSurface();
}

@Override
public void surfaceCreated(SurfaceHolder arg0) {
Log.i(LOGTAG, surfaceCreated);
}

@Override
public void surfaceDestroyed(SurfaceHolder arg0) {
Log.i(LOGTAG, surfaceDestroyed);
}

@Override
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);

setTouchEventsEnabled(true);
}

@Override
public void onVisibilityChanged(boolean visible) {
if (!visible)
return;

lastVisibilityOnChange = SystemClock.elapsedRealtime();
drawSurface();
}

@Override
public void onOffsetsChanged(float xOffset, float yOffset, 
float xStep,

float yStep, int xPixels, int yPixels) {

if (SystemClock.elapsedRealtime() - lastVisibilityOnChange 
 30)

return;

Log.i(LOGTAG, onOffsetsChanged filtered);
drawSurface();
}

private void drawSurface() {
backgroundDraw();
draw1();
draw2();
}

private void backgroundDraw() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
c.drawRect(holder.getSurfaceFrame(), backgroundPaint);
}
} finally {
if (c != null)
holder.unlockCanvasAndPost(c);
}
}

private void draw1() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas(r1);
if (c != null) {
c.drawRect(r1, mPaint1);
}
} finally {
if (c != null)

[android-developers] LiveWallpaper SurfaceHolder.lockCanvas(Rect dirty)

2011-03-07 Thread Piotr Gawron

Dear All,

I would like to ask about a problem that has been addressed here once or 
twice, but none of information I found could help me overcome the 
problem I faced a few days ago.


I want to make a live wallpaper for android using canvases - it is not 
graphically complicated enough to require OpenGL. For simplicity assume 
it consists of solid background and two smaller rectangles.

Drawing consists of three separate stages:

  1. backgroundDraw() requests entire canvas lock and draws on it solid
 color
  2. draw1() requests partial (Rect r1) lock and draws only on locked
 rectangle
  3. draw2() requests partial (Rect r2) lock and draws only on locked
 rectangle

I tested it on multiple Android versions (both emulators and devices): 
2.1, 2.2, 2.3.3. It seems to be working properly only on the latter one 
(attached android_233.jpg). On previous Android versions 
SurfaceHolder.lockCanvas(Rect dirty) resizes(!) /dirty /passed as 
parameter to size of the full screen and further drawing using it 
results drawing on the whole screen (attached android_22.jpg). I can in 
fact see how each rectangle is being ill-drawn (full-screen): whole 
screen changes it's color very quickly.


Unluckily google could not find for me any proper example of 
lockCanvas(Rect dirty) usage. Below I attach my complete and only class 
used for testing purposes. If attaching (graphical) files is against 
netiquette I apologize, but it really illustrates the problem. Full 
eclipse project is accessible at: 
http://home.elka.pw.edu.pl/~pgawron/include/Android/Test.zip


I would be extremely grateful if somebody could finally help me and 
correct my code (if only the problem is in my code). I really wasted too 
much time on it.

BR,
petrelli

package sec.polishcode.test;

import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.os.SystemClock;
import android.service.wallpaper.WallpaperService;
import android.util.Log;
import android.view.SurfaceHolder;

public class TestLiveWallpaper extends WallpaperService{

@Override
public Engine onCreateEngine() {
return new MyEngine();
}

class MyEngine extends Engine implements SurfaceHolder.Callback {

private final String LOGTAG = MyEngine.class.getSimpleName();
private Paint backgroundPaint = new Paint();
private Paint mPaint1 = new Paint();
private Paint mPaint2 = new Paint();
private long lastVisibilityOnChange;

private final Rect r1 = new Rect(20, 20, 60, 280);
private final Rect r2 = new Rect(70, 20, 110, 280);

public MyEngine() {

getSurfaceHolder().addCallback(this);

backgroundPaint.setColor(Color.YELLOW);
mPaint1.setColor(Color.LTGRAY);
mPaint2.setColor(Color.MAGENTA);
}

@Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2,
int arg3) {
drawSurface();
}

@Override
public void surfaceCreated(SurfaceHolder arg0) {
Log.i(LOGTAG, surfaceCreated);
}

@Override
public void surfaceDestroyed(SurfaceHolder arg0) {
Log.i(LOGTAG, surfaceDestroyed);
}

@Override
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);

setTouchEventsEnabled(true);
}

@Override
public void onVisibilityChanged(boolean visible) {
if (!visible)
return;

lastVisibilityOnChange = SystemClock.elapsedRealtime();
drawSurface();
}

@Override
public void onOffsetsChanged(float xOffset, float yOffset, 
float xStep,

float yStep, int xPixels, int yPixels) {

if (SystemClock.elapsedRealtime() - lastVisibilityOnChange 
 30)

return;

Log.i(LOGTAG, onOffsetsChanged filtered);
drawSurface();
}

private void drawSurface() {
backgroundDraw();
draw1();
draw2();
}

private void backgroundDraw() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
c.drawRect(holder.getSurfaceFrame(), backgroundPaint);
}
} finally {
if (c != null)
holder.unlockCanvasAndPost(c);
}
}

private void draw1() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas(r1);
if (c != null) {
c.drawRect(r1, mPaint1);
}
} finally {
if (c != null)

[android-developers] LiveWallpaper with SurfaceHolder.lockCanvas(Rect dirty)

2011-03-07 Thread Piotr Gawron

Dear All,

(sorry if that message is published for the third time, but I am writing 
for the first time and am not sure about some formatting rules)
I would like to ask about a problem that has been addressed here once or 
twice, but none of information I found could help me overcome the 
problem I faced a few days ago.


I want to make a live wallpaper for android using canvases - it is not 
graphically complicated enough to require OpenGL. For simplicity assume 
it consists of solid background and two smaller rectangles.

Drawing consists of three separate stages:

  1. backgroundDraw() requests entire canvas lock and draws on it solid
 color
  2. draw1() requests partial (Rect r1) lock and draws only on locked
 rectangle
  3. draw2() requests partial (Rect r2) lock and draws only on locked
 rectangle

I tested it on multiple Android versions (both emulators and devices): 
2.1, 2.2, 2.3.3. It seems to be working properly only on the latter one 
(here: 
http://home.elka.pw.edu.pl/~pgawron/include/Android/android_233.jpg). On 
previous Android versions SurfaceHolder.lockCanvas(Rect dirty) 
resizes(!) /dirty /passed as parameter to size of the full screen and 
further drawing using it results drawing on the whole screen (here: 
http://home.elka.pw.edu.pl/~pgawron/include/Android/android_22.jpg). I 
can in fact see how each rectangle is being ill-drawn (full-screen): 
whole screen changes it's color very quickly.


Unluckily google could not find for me any proper example of 
lockCanvas(Rect dirty) usage. Below I attach my complete and only class 
used for testing purposes. Full eclipse project is accessible at: 
http://home.elka.pw.edu.pl/~pgawron/include/Android/Test.zip


I would be extremely grateful if somebody could finally help me and 
correct my code (if only the problem is in my code). I really wasted too 
much time on it.

BR,
petrelli

package sec.polishcode.test;

import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.os.SystemClock;
import android.service.wallpaper.WallpaperService;
import android.util.Log;
import android.view.SurfaceHolder;

public class TestLiveWallpaper extends WallpaperService{

@Override
public Engine onCreateEngine() {
return new MyEngine();
}

class MyEngine extends Engine implements SurfaceHolder.Callback {

private final String LOGTAG = MyEngine.class.getSimpleName();
private Paint backgroundPaint = new Paint();
private Paint mPaint1 = new Paint();
private Paint mPaint2 = new Paint();
private long lastVisibilityOnChange;

private final Rect r1 = new Rect(20, 20, 60, 280);
private final Rect r2 = new Rect(70, 20, 110, 280);

public MyEngine() {

getSurfaceHolder().addCallback(this);

backgroundPaint.setColor(Color.YELLOW);
mPaint1.setColor(Color.LTGRAY);
mPaint2.setColor(Color.MAGENTA);
}

@Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2,
int arg3) {
drawSurface();
}

@Override
public void surfaceCreated(SurfaceHolder arg0) {
Log.i(LOGTAG, surfaceCreated);
}

@Override
public void surfaceDestroyed(SurfaceHolder arg0) {
Log.i(LOGTAG, surfaceDestroyed);
}

@Override
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);

setTouchEventsEnabled(true);
}

@Override
public void onVisibilityChanged(boolean visible) {
if (!visible)
return;

lastVisibilityOnChange = SystemClock.elapsedRealtime();
drawSurface();
}

@Override
public void onOffsetsChanged(float xOffset, float yOffset, 
float xStep,

float yStep, int xPixels, int yPixels) {

if (SystemClock.elapsedRealtime() - lastVisibilityOnChange 
 30)

return;

Log.i(LOGTAG, onOffsetsChanged filtered);
drawSurface();
}

private void drawSurface() {
backgroundDraw();
draw1();
draw2();
}

private void backgroundDraw() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
c.drawRect(holder.getSurfaceFrame(), backgroundPaint);
}
} finally {
if (c != null)
holder.unlockCanvasAndPost(c);
}
}

private void draw1() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas(r1);
if (c != null) {
  

[android-developers] LiveWallpaper with SurfaceHolder.lockCanvas(Rect dirty)

2011-03-07 Thread Piotr Gawron

Hi everyone,

I would like to ask about a problem that has been addressed here once or 
twice, but none of information I found could help me overcome it.


I want to make a live wallpaper for android using canvases - it is not 
graphically complicated enough to require OpenGL. For simplicity assume 
it consists of solid background and two smaller rectangles.

Drawing consists of three separate stages:

  1. backgroundDraw() requests entire canvas lock and draws on it solid
 color
  2. draw1() requests partial (Rect r1) lock and draws only on locked
 rectangle
  3. draw2() requests partial (Rect r2) lock and draws only on locked
 rectangle

I tested it on multiple Android versions (both emulators and devices): 
2.1, 2.2, 2.3.3. It seems to be working properly only on the latter one. 
On previous Android versions SurfaceHolder.lockCanvas(Rect dirty) 
resizes(!) /dirty /passed as parameter to size of the full screen and 
further drawing using it results drawing on the whole screen. I can in 
fact see how each rectangle is being ill-drawn (full-screen): whole 
screen changes it's color very quickly.


Unluckily google could not find for me any proper example of 
lockCanvas(Rect dirty) usage. Below I attach my complete and only class 
used for testing purposes.


I would be extremely grateful if somebody could finally help me and 
correct my code (if only the problem is in my code).

BR,
petrelli

package sec.polishcode.test;

import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.os.SystemClock;
import android.service.wallpaper.WallpaperService;
import android.util.Log;
import android.view.SurfaceHolder;

public class TestLiveWallpaper extends WallpaperService{

@Override
public Engine onCreateEngine() {
return new MyEngine();
}

class MyEngine extends Engine implements SurfaceHolder.Callback {

private final String LOGTAG = MyEngine.class.getSimpleName();
private Paint backgroundPaint = new Paint();
private Paint mPaint1 = new Paint();
private Paint mPaint2 = new Paint();
private long lastVisibilityOnChange;

private final Rect r1 = new Rect(20, 20, 60, 280);
private final Rect r2 = new Rect(70, 20, 110, 280);

public MyEngine() {

getSurfaceHolder().addCallback(this);

backgroundPaint.setColor(Color.YELLOW);
mPaint1.setColor(Color.LTGRAY);
mPaint2.setColor(Color.MAGENTA);
}

@Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2,
int arg3) {
drawSurface();
}

@Override
public void surfaceCreated(SurfaceHolder arg0) {
Log.i(LOGTAG, surfaceCreated);
}

@Override
public void surfaceDestroyed(SurfaceHolder arg0) {
Log.i(LOGTAG, surfaceDestroyed);
}

@Override
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);

setTouchEventsEnabled(true);
}

@Override
public void onVisibilityChanged(boolean visible) {
if (!visible)
return;

lastVisibilityOnChange = SystemClock.elapsedRealtime();
drawSurface();
}

@Override
public void onOffsetsChanged(float xOffset, float yOffset, 
float xStep,

float yStep, int xPixels, int yPixels) {

if (SystemClock.elapsedRealtime() - lastVisibilityOnChange 
 30)

return;

Log.i(LOGTAG, onOffsetsChanged filtered);
drawSurface();
}

private void drawSurface() {
backgroundDraw();
draw1();
draw2();
}

private void backgroundDraw() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
c.drawRect(holder.getSurfaceFrame(), backgroundPaint);
}
} finally {
if (c != null)
holder.unlockCanvasAndPost(c);
}
}

private void draw1() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas(r1);
if (c != null) {
c.drawRect(r1, mPaint1);
}
} finally {
if (c != null)
holder.unlockCanvasAndPost(c);
}
}

private void draw2() {
final SurfaceHolder holder = getSurfaceHolder();

Canvas c = null;
try {
c = holder.lockCanvas(r2);
if (c != null) {
c.drawRect(r2, mPaint2);
}
  

[android-developers] Remember my whines about lack of Android Game Framework ?

2010-08-17 Thread Piotr
Windows Phone and XNA. Nightmare is real. What we do with that ?

http://groups.google.com/group/android-developers/browse_thread/thread/4654534f0ce7348f/67fb58ca9d7582c7#67fb58ca9d7582c7

M$ just yesterday announced over 50 games for his Windows Phone 7
platform:

http://www.engadget.com/2010/08/16/xbox-live-launch-titles-for-windows-phone-7-finally-revealed-we/

Till this day, I was convinced, WP7 will die. But now, with Xbox Live
network and really serious and great developers game support, I can
tell, Android with its crappy games is going DOWN on this field.

Some of you have say, that real android gaming framework is not
necessary. I think, in 3 - 5 months, M$'s WP7 will beat Android in
gaming.

This is the price for ignorance of your enemy potential.

I'm afraid, Google will create gaming framework, when it will be just
too late. Games ARE so important. Windows wins all battles, mainly
becuase of games. Every osx/linux fan can tell you this.

Regards

-- 
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


[android-developers] Re: Filter for crapps (crap apps)

2010-07-13 Thread Piotr Buła
You don't have to pay 10 bucks, there is a free app that does that,
it's called AppBrain, and it also lets you do web installs and
syncing.

On Jun 22, 4:16 pm, McDanish bennymcandr...@gmail.com wrote:
 Does anyone know if there is some sort of filter funktion, either in
 Andoid Market itself or in/as an app? I am SO tired of flipping
 through all those weird and for me totally useless View pictures when
 you end a call and others telling me that those jap girls are so cute
 and for real men. I am too old to change horse in the middle of
 the stream ;=) So a filter would be nice, either by the name of the
 app (JOON APPS, sowallpaper or the likes) or by the website of the
 origin. If it is not possible, I would be willing to pay 10 bucks for
 a filter like that on Android Market - are you listening,
 developers???  ;=)

-- 
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


[android-developers] Re: IP infringements on the Market

2010-07-13 Thread Piotr Buła
It doesn't matter if the patent could stand up in court or not.
Defending would cost you thousands of dollars. And if you're an indie
dev, you're pretty much defenseless. Patents (and especially software
patents) have long lost their original purpose of protecting inventors
and became a tool for destroying your competition (and preventing any
to grow). Not to mention many cases of obvious blackmail.

But back to the topic. If you're bothered by all the crap apps
infringing copyrights of others, then why not send an email to IP
holder (eg. Disney) to let them know about it? It's not that big of an
effort and maybe it would work.

Cheers

On Jul 13, 1:56 am, Indicator Veritatis mej1...@yahoo.com wrote:
 I can understand his reluctance to face a lawsuit, but I cannot
 believe that patent could stand a court challenge. The feature is too
 obvious: the only way they could have met the requirement for non-
 obviousness would be if they had a particular WAY to display it, and
 that was was novel and non-obvious. But then all the developer you
 mentioned has to do is show that his way is different enough.

 On Jul 12, 12:29 pm, Gene R. gurur...@gmail.com wrote:

  There have been instances of the rights holder threatening the
  developer directly (ie. bypassing Google entirely).

  About 3-4 months ago, some patent IP company notified one of the
  developers of a caller ID app that they had a patent on displaying
  location information of the caller id.  The developer was forced to
  pull his app or face a lawsuit.

  While this is an extreme case, as Mark suggested earlier, it is more
  than likely up to the rights holder to assert their rights.  Those
  developers that knowingly infringe are playing a game of russian
  roulette; however, I have noticed most of the infringing apps appear
  to be out of China or some other asian country... that alone may
  dissuade the rights holder from pursing it.

  Gene

  On Jul 10, 6:23 am, michael michael.d.peder...@googlemail.com wrote:

   Hi again,

Doing so may well violate their DMCA safe harbor provisions and open
them up to big-ticket lawsuits. I suspect that they are best served by
following the DMCA rules, which requires takedown notices by the
rights holders (e.g., Disney).

   I didn't think of that but good point.

   I agree that probably the best way to act against infringement
   problems is to notify copyright holders. Speaking for myself, the
   problem is not big enough for me to go through all that trouble. I
   guess it is just a downside of a free market that we will have to live
   with.

   Cheers,
   Michael.

-- 
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


[android-developers] Re: Focus problem in GridView inside Dialog

2010-07-07 Thread Piotr Buła
Sorry, your question slipped under my radar, but here goes the (late)
answer.



First, let me explain what I wanted to achieve. The list I was going
to present in the dialog could potentially contain a lot of images, so
loading them all and keeping in memory was not a good idea. So I
decided that I'll keep a list of assets that the images are loaded
from, and the images will be loaded as needed and kept handy using
WeakReferences. The class that kept that list had a get() method for
loading the image.



So, my ListAdapter used this get() method, that would load the image
if necessary. As it was loaded, it was also added to internal cache.
And at this point, notifyChanged() was called on my ListAdapter. And
this was my problem, because whenever you would scroll the list, it
would result in something like that:



listAdapter.getItem();

  get(); // this loads the image

addToCache(); // keep the image using WeakReference

  listAdapter.notifyChanged(); // BAD



I'm actually surprised this did not result in infinite loop and a
force close. But it did do some bad things to the List.



My solution was to move the call to notifyChanged() somewhere else. It
didn't make sense to call it when adding images to cache in the first
place.

So I suggest you take a look at your ListAdapter implementation, trace
all the calls that are made and see if you don't end up calling
notifyChanged() at some point (or maybe doing something to the
ListView that would force it to do bad things).



Hope this helps.



Cheers,

Piotr

On Jul 1, 4:17 pm, Jalal jalalso...@gmail.com wrote:
 Hi Piotr,

 I'm facing exactly the sameproblem: untouchableGridViewitemsinside
 aDialog, they can only be clicked after gainfocuswith the
 TrackBall. Can you explain me better the solution you found? I didn't
 understand it. Thanks,

 Jalal

 On 9 jun, 19:09, Piotr Buła piotr.b...@gmail.com wrote:

  Just for the record, I resolved theproblem. Theproblemwas in
  ListAdapter, or rather, the way it interacted with the rest of the
  program. As a result, call to getItem() triggered unnecessary list
  change notification, which caused this weird behavior.

  Cheers,
  Piotr

  On 7 Cze, 19:44, Piotr Buła piotr.b...@gmail.com wrote:

   H there,

   I have a littleproblemwith selecting items that are insideGridView
   that is displayedinsideadialog.

   What I want to achieve is adialogwindow that shows a grid of images
   that user can select (click on them) and some action is executed. I
   figured I'd just create aGridViewbacked by ListAdapter and set that
   on theDialog. But that causes some problems. Once you scroll the list
   of images, they becomeunselectable. Using trackball brings the
   selection back to the items and they become clickable again, until you
   scroll the list. This really gives me a headache.

   Below is the code I use to create mydialog:

   GridViewmyView = newGridView(MyActivity.this);
   myView.setNumColumns(2);
   myView.setAdapter(myImages.getListAdapter());
   myView.setOnItemClickListener(new AdapterView.OnItemClickListener() {
       @Override
       public void onItemClick(AdapterView? parent, View view,
               int position, long id) {
           Log.i(TAG, onItemClick: );
       }

   });

   DialogmyDialog = newDialog(MyActivity.this);
   myDialog.setTitle(My Cool Images);
   myDialog.setContentView(myView);

   return myDialog;

   Am I missing something here? The sample code from ApiDemos is not much
   different, except that it does not involve Dialogs, so I'm thinking it
   might be something related toDialogstuff.

   Cheers,
   Piotr

-- 
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


[android-developers] Re: Best way to determine device capabilities, chipset, etc

2010-06-22 Thread Piotr Buła
On Jun 19, 9:18 am, Robert Green rbgrn@gmail.com wrote:
 3)  Pull some raw info out of linux and use that.
 Pros - Most detailed info available
 Cons - Can't find things like raw CPU Mhz, OpenGL version support,
 etc..

This seems like the best approach. As for the cons, you can do this
stuff too. Check out /sys/devices/system/cpu/cpu0/cpufreq/ directory.
There are all kinds of information there regarding CPU (frequency
scaling, min/max freq). And I'm pretty sure you can query OpenGL for
all kinds of stuff without the need for any hacks.

Hope that helps.

-- 
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


[android-developers] Re: Focus problem in GridView inside Dialog

2010-06-09 Thread Piotr Buła
Just for the record, I resolved the problem. The problem was in
ListAdapter, or rather, the way it interacted with the rest of the
program. As a result, call to getItem() triggered unnecessary list
change notification, which caused this weird behavior.

Cheers,
Piotr

On 7 Cze, 19:44, Piotr Buła piotr.b...@gmail.com wrote:
 H there,

 I have a little problem with selecting items that are insideGridView
 that is displayed inside adialog.

 What I want to achieve is adialogwindow that shows a grid of images
 that user can select (click on them) and some action is executed. I
 figured I'd just create aGridViewbacked by ListAdapter and set that
 on theDialog. But that causes some problems. Once you scroll the list
 of images, they become unselectable. Using trackball brings the
 selection back to the items and they become clickable again, until you
 scroll the list. This really gives me a headache.

 Below is the code I use to create mydialog:

 GridViewmyView = newGridView(MyActivity.this);
 myView.setNumColumns(2);
 myView.setAdapter(myImages.getListAdapter());
 myView.setOnItemClickListener(new AdapterView.OnItemClickListener() {
     @Override
     public void onItemClick(AdapterView? parent, View view,
             int position, long id) {
         Log.i(TAG, onItemClick: );
     }

 });

 DialogmyDialog = newDialog(MyActivity.this);
 myDialog.setTitle(My Cool Images);
 myDialog.setContentView(myView);

 return myDialog;

 Am I missing something here? The sample code from ApiDemos is not much
 different, except that it does not involve Dialogs, so I'm thinking it
 might be something related toDialogstuff.

 Cheers,
 Piotr

-- 
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


[android-developers] Focus problem in GridView inside Dialog

2010-06-07 Thread Piotr Buła
H there,

I have a little problem with selecting items that are inside GridView
that is displayed inside a dialog.

What I want to achieve is a dialog window that shows a grid of images
that user can select (click on them) and some action is executed. I
figured I'd just create a GridView backed by ListAdapter and set that
on the Dialog. But that causes some problems. Once you scroll the list
of images, they become unselectable. Using trackball brings the
selection back to the items and they become clickable again, until you
scroll the list. This really gives me a headache.

Below is the code I use to create my dialog:

GridView myView = new GridView(MyActivity.this);
myView.setNumColumns(2);
myView.setAdapter(myImages.getListAdapter());
myView.setOnItemClickListener(new AdapterView.OnItemClickListener() {
@Override
public void onItemClick(AdapterView? parent, View view,
int position, long id) {
Log.i(TAG, onItemClick: );
}
});

Dialog myDialog = new Dialog(MyActivity.this);
myDialog.setTitle(My Cool Images);
myDialog.setContentView(myView);

return myDialog;

Am I missing something here? The sample code from ApiDemos is not much
different, except that it does not involve Dialogs, so I'm thinking it
might be something related to Dialog stuff.

Cheers,
Piotr

-- 
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


[android-developers] Re: samsung app store

2010-05-21 Thread Piotr Buła
Why would users need another Android app store? Let's see:
- paid apps (for users)
- paid apps (for developers)
- browsing through a website
- buying through a website
- payment methods different then Google Checkout
- no trash apps (some form of quality standards)
- and all of this in their native language

Those are just a few reasons that immediately come to mind (and there
are plenty more if you think about it). Where I live, Android Market
does not offer any of the above. And this is true for ~90% of the
countries where Android devices are officially available.

Cheers

On May 20, 6:40 pm, Gabriel Simões gsim...@gmail.com wrote:
 . something to think about ...

 Why would users need another App Store for the same plataform if it
 doesn´t add anything better than the ones we have already?

 - cut --

 --
 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 
 athttp://groups.google.com/group/android-developers?hl=en

-- 
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


[android-developers] Re: Participate in app promotion experiment

2010-05-19 Thread Piotr Buła
Great idea. I was thinking of similar approach with my upcoming apps.
I was planning on banding with few fellas for implementing cross-
promotion (ie. I would promote my other apps and those of others and
same on their side).

Nice to see that your initiative is so open, It could be very useful
for others to see results of this experiment.

Cheers

On May 15, 3:38 am, Maps.Huge.Info (Maps API Guru)
cor...@gmail.com wrote:
 Here's the deal.

 I have an app called Radar Now! that has over 320,000 downloads, and
 is used about 100,000 times a day on average. In the last version, I
 added code that would allow an advertisement for an app to bring up
 the market directly when the ad is touched.

 What I would like is for those who would like their app promoted to
 provide a banner image 320x50 that I can display on my app.

 Here are the requirements:

 Less than 1000 downloads for free and less than 100 downloads for paid
 apps
 Be willing to provide daily download numbers in this thread once the
 experiment starts
 Be willing to track your popularity index for your category and report
 in this thread
 Contain NO COPYRIGHT violations and be useful to the average device
 owner
 Not contain anything objectionable to the average family type user
 Be compatible with the Droid device

 If you're willing to participate, send me your 320x50 banner and
 details (including market link with package name) via private e-mail.
 I will have the say as to what apps are allowed and what apps can't.

 In theory, an app fitting the above requirements that is publicized by
 our app could zoom into the top 20 for their category rapidly, once
 there, if the app is worth anything, it should stay. That's the theory
 anyway.

 Thanks!

 -John Coryat

 --
 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 
 athttp://groups.google.com/group/android-developers?hl=en

-- 
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


[android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-04-19 Thread Piotr

 This is pure speculation, you understand, but it fits the facts as
 we've been given them. Surface mail from the US to Europe usually
 takes 6-8 weeks,

So, how you explain that. 5 months ago I have bought e-ink reader from
U.S. Arrived to Poland after 10 (ten) days.

Mountain View, we have a problem.

-- 
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


[android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-04-14 Thread Piotr
 So, before posting up more No change here or Why haven't I got my
 'phone posts, stop and think;

I can read these complaints and none of them hurts me.

 - When someone posts a Got one email in your region don't expect
 yours to have been delivered on the same day. Wait a couple of weeks.
 They're probably shipped in batches.

of course they will. But why not wait month or eight ? Relax people,
you get your phone on Christmas for sure :D

The deadline has passed week ago. Some people just want to know, what
is going on, especially, when you hear about getting empty box or some
other potato in it ;)

 - If you get one be grateful. Don't post a Finally, I got my freebie
 message because, after all, it's cost you absolutely nothing,

Nothing is for free in this world.

As someone said earlier, it is not for free. It's for our hard work to
make Android platform better for users and whole mobile market.

We spend thousands of hours working on projects, often giving them for
free (because paid Google Market availability fault), so Google just
thanks for our support this way.

Besides, if you do not like this thread, you can just stop read it.
Simple as that.

Regards

-- 
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

To unsubscribe, reply using remove me as the subject.


[android-developers] Re: what's the best 2d engine and what's the tools I need to create a game?

2010-03-30 Thread Piotr
Hi,

I'm sorry, but there is no official 2d game support, and none of
available 2d engine is even close to XNA from M$'s.

The only way to get decent performance is to use OpenGL with 2d
projection mode.

So, prepare for hard work, because 2d game support is weak, besides,
platform has some performance issues (touch screen msg flood and gc
slowdowns).

If you just want to focus on your game creation, instead on Android
issues, save yourself tons of work and go to XNA.

I like Android, but at this time it is still not a good game
machine.

Really even my 5 years old Gameboy Advance with 16Mhz CPU has a
way better, smoother, dynamic and fun 2d games.

On 30 Mar, 09:24, jProg bk.1...@gmail.com wrote:
 Hi, I'm a newbie to android and I want to develop my first 2d game..:)
 I read about engines ..but what do you advice me to go with--for 2d
 game
 and what is the best tools I need to create the sprites or characters
 in addition to the map or the background?
 Thank you in advance..:)

-- 
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to this group, send email to android-developers@googlegroups.com
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

To unsubscribe from this group, send email to 
android-developers+unsubscribegooglegroups.com or reply to this email with the 
words REMOVE ME as the subject.


[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-18 Thread Piotr

On 18 Mar, 05:18, Kevin Duffey andjar...@gmail.com wrote:
 [...]The screen touch issue
 that is causing massive lag on input and slowing games down greatly, and the
 buggy multi-touch capabilities...

yes, this event-driven approach is not good for games, and even for
most applications with their own graphics, where smooth animation is
required. I think, game low level framework should allow simple and
quick testing screen touch position or control keys in a game loop.

Eh.. even old j2me phones with a much slower cpus and less resources
are running great games with smooth animation, that I still never seen
on Android.

-- 
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


[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-17 Thread Piotr
, Piotr piotr.zag...@gmail.com wrote:

   Both these frameworks are interesting, but as I mentioned before; it
   could be better, to create low-level, native NDKgameframework
   library. Java is just too slow to handle thousands opengl calls per
   second for anygamemore complex than falling bricks or sth.

   Such framework could loadgameelements (maps, tiles, sprites, bkgs,
   sounds), giving developer control interface set to call high level
   methods like setSpriteSpeed, setBackgroundScroll, manageSpritePhysics,
   etc..

-- 
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


[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-11 Thread Piotr
Looks great !

I hope, Google will work on native NDK framework like XNA, because
even for 2d games, java implementation is too slow.

Such framework could help in development beginners and others, who
don't want to create advanced 3d games.

It is still problem, because if you want to create rpg or 2d
platformer, you can't get smooth animation in Java. So, you must use
OpenGL calls.

But when you start using OpenGL in Java, you realize, that you can get
more performance in game engine parts, when you go with lowlevel NDK.
So, you are starting to reinvent circle over and over. You must write
basic engine parts. Resource manager, drawing, animation, colission,
controls, data exchange layer, etc..

Maybe I'm wrong, but why just not to create expandable NDK game
framework library with these parts ready to RESUING for all
developers ? I do not have enough knowledge and experience to work on
that, but it seems right way to improve Android as gaming platform.

I'm just surprised, that such framework from Google still does not
exist.

On 11 Mar, 03:20, Carlo ca...@hyperdevbox.com wrote:
 c# and .net will be like having java, nothing can beat native code, so
 the NDK is the way to go, soon the debugging features will be
 implemented and that will boost original game development, if you look
 at ExZeus arcade built upon NDK, we are already far from the logical
 bricks/ball/falling diamonds games  on the android device.

 On Mar 10, 9:03 pm, Mario Zechner badlogicga...@gmail.com wrote:

  I concur with this statement. I did a lot of benchmarking and the JNI
  bridge crossing of OpenGL methods is not a problem, I can happily
  render hundreds of objects. Also, for performance hungry things like
  MP3 decoding (to get PCM data which is not possible at the moment with
  the mediaframework), physics and so on there's a native library in the
  background of libgdx which does just that. The physics library is
  something i'm currently implementing on top of bullet. These native
  components have a JNI bridge as you suggested. I however carefully
  chose what's going to be included in the native library part of libgdx
  to reduce the pain of coding C++.

  What also speaks against a pure NDK solution is the missing debugging
  features which slows down development immenseley.

  On 10 Mrz., 11:35, Piotr piotr.zag...@gmail.com wrote:

   Both these frameworks are interesting, but as I mentioned before; it
   could be better, to create low-level, native NDK game framework
   library. Java is just too slow to handle thousands opengl calls per
   second for any game more complex than falling bricks or sth.

   Such framework could load game elements (maps, tiles, sprites, bkgs,
   sounds), giving developer control interface set to call high level
   methods like setSpriteSpeed, setBackgroundScroll, manageSpritePhysics,
   etc..

   On 10 Mar, 11:00, Mario Zechner badlogicga...@gmail.com wrote:

Very cool! didn't know about that. I try to get in contact with the
author.

On 10 Mrz., 02:31, Lance Nanek lna...@gmail.com wrote:

  It allows you to develop your games mostly
  on the desktop and deploying it to your Android device

 Neat project. Have you seen this one for the same 
 purpose?http://code.google.com/p/skorpios/

 Might be neat to cooperate or share techniques or something.

 On Mar 9, 7:11 pm, Mario Zechner badlogicga...@gmail.com wrote:

  While it's not nearly as full featured as XNA i started working on
  something similar to XNA. It allows you to develop your games mostly
  on the desktop and deploying it to your Android device with just a
  couple of lines that instantiate a special Activity subclass. It's
  based on OpenGL and allows developing 2D and 3D games. I just 
  finished
  writting all the java doc for it and am constantly adding new 
  features
  to it. It's called libgdx and can be found 
  athttp://code.google.com/p/libgdx/.
  I also started blogging about it lately and will continue so adding
  sample codes for specific problems. You can find that blog 
  athttp://www.badlogicgames.com. An introduction to it can be found 
  athttp://apistudios.com/hosted/marzec/badlogic/wordpress/?p=274. A
  series of small tutorials wil follow this week and next week.

   The whole thing is LGPL so that there's no problem including it in
  commercial apps. It's far from being perfect of course but i think 
  the
  base functionality and ease of use can kill some of the burden a 
  fresh
  android game developer has to overcome.

  I'm open for suggestions and features you want to see in there!

  On 9 Mrz., 22:35, Piotr piotr.zag...@gmail.com wrote:

   Hello,

   At my daily job I work as WinMo C++ developer, so I had enough 
   time to
   become hater of that platform ;)

   But now, M$ is coming with new Windows Phone. As I suspected, they
   will abandon awful

[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-10 Thread Piotr
Both these frameworks are interesting, but as I mentioned before; it
could be better, to create low-level, native NDK game framework
library. Java is just too slow to handle thousands opengl calls per
second for any game more complex than falling bricks or sth.

Such framework could load game elements (maps, tiles, sprites, bkgs,
sounds), giving developer control interface set to call high level
methods like setSpriteSpeed, setBackgroundScroll, manageSpritePhysics,
etc..


On 10 Mar, 11:00, Mario Zechner badlogicga...@gmail.com wrote:
 Very cool! didn't know about that. I try to get in contact with the
 author.

 On 10 Mrz., 02:31, Lance Nanek lna...@gmail.com wrote:

   It allows you to develop your games mostly
   on the desktop and deploying it to your Android device

  Neat project. Have you seen this one for the same 
  purpose?http://code.google.com/p/skorpios/

  Might be neat to cooperate or share techniques or something.

  On Mar 9, 7:11 pm, Mario Zechner badlogicga...@gmail.com wrote:

   While it's not nearly as full featured as XNA i started working on
   something similar to XNA. It allows you to develop your games mostly
   on the desktop and deploying it to your Android device with just a
   couple of lines that instantiate a special Activity subclass. It's
   based on OpenGL and allows developing 2D and 3D games. I just finished
   writting all the java doc for it and am constantly adding new features
   to it. It's called libgdx and can be found 
   athttp://code.google.com/p/libgdx/.
   I also started blogging about it lately and will continue so adding
   sample codes for specific problems. You can find that blog 
   athttp://www.badlogicgames.com. An introduction to it can be found 
   athttp://apistudios.com/hosted/marzec/badlogic/wordpress/?p=274. A
   series of small tutorials wil follow this week and next week.

    The whole thing is LGPL so that there's no problem including it in
   commercial apps. It's far from being perfect of course but i think the
   base functionality and ease of use can kill some of the burden a fresh
   android game developer has to overcome.

   I'm open for suggestions and features you want to see in there!

   On 9 Mrz., 22:35, Piotr piotr.zag...@gmail.com wrote:

Hello,

At my daily job I work as WinMo C++ developer, so I had enough time to
become hater of that platform ;)

But now, M$ is coming with new Windows Phone. As I suspected, they
will abandon awful Win32/MFC native coding and all applications, will
be now managed - run in CLR sandboxes on top of 15 years old Win32
kernel.

Main coding language will be C#  with .NET framework - Java rival.

WinMo always was terrible phone OS, but now, more interesting is, that
Windows Phone will support XNA framework:

   http://www.youtube.com/watch?v=LQv_3fwopo8

This is full gaming framework with C# interfaces and support for 2D/3D
graphics, animation, sprites, net play, game sound, controllers, etc..
XNA greatly improves creating games, because it gives a developer an
ready to use game abstraction layer.

To the point; Android needs game framework, like XNA. Maybe it should
be written as NDK library, ready to link with your own application.
This library could load, manage and draw sprites, backgrounds, make
simple physics, etc..

Why ? To create games faster, easier. At this time, you must be very
skilled to create simple platformer with 2 bkgs and 5 sprites. Our
devices have even 1GHz CPU's and animation can be STILL too slow ! I'm
tired of the same logical bricks/ball/falling diamonds games over and
over.

What do you think ?

Is there any chance, that Google will work on something like that ?

-- 
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


[android-developers] Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-09 Thread Piotr
Hello,

At my daily job I work as WinMo C++ developer, so I had enough time to
become hater of that platform ;)

But now, M$ is coming with new Windows Phone. As I suspected, they
will abandon awful Win32/MFC native coding and all applications, will
be now managed - run in CLR sandboxes on top of 15 years old Win32
kernel.

Main coding language will be C#  with .NET framework - Java rival.

WinMo always was terrible phone OS, but now, more interesting is, that
Windows Phone will support XNA framework:

http://www.youtube.com/watch?v=LQv_3fwopo8

This is full gaming framework with C# interfaces and support for 2D/3D
graphics, animation, sprites, net play, game sound, controllers, etc..
XNA greatly improves creating games, because it gives a developer an
ready to use game abstraction layer.

To the point; Android needs game framework, like XNA. Maybe it should
be written as NDK library, ready to link with your own application.
This library could load, manage and draw sprites, backgrounds, make
simple physics, etc..

Why ? To create games faster, easier. At this time, you must be very
skilled to create simple platformer with 2 bkgs and 5 sprites. Our
devices have even 1GHz CPU's and animation can be STILL too slow ! I'm
tired of the same logical bricks/ball/falling diamonds games over and
over.

What do you think ?

Is there any chance, that Google will work on something like that ?

-- 
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


[android-developers] Re: TextToSpeech.synthesizeToFile, save wav to internal memory?

2010-03-01 Thread Piotr Wieczorek
The only way to achieve this I now is to create a world writable
directory in the internal memory like this:
context.getDir(soundfiles, Context.MODE_WORLD_WRITEABLE);
And then write to this dir.

Best,
Piotr

On Feb 28, 5:29 pm, Dimitry Hristov dima.hris...@gmail.com wrote:
 I'm looking for a way of making TextToSpeech.synthesizeToFile  save
 output to internal memoryl instead of /sdcard. I've read the 
 docs:http://developer.android.com/intl/fr/resources/articles/tts.html, then
 had a quick look at the SDK source code. Found out that SDK TTS
 functions are using the PICO Text to Speech from libttsespeak.so,
 didn't go any further yet.

 Anyone ever synthesized a text to a File and did it to internal memory,
 (like a FileOutputStream), not to /sdcard?

 I want to be able to publish the saved wav through a Content Provider.
 And being dependent on the presence of /sdcard does not seem the
 ''proper'' way to me. Or am I wrong?

-- 
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


[android-developers] Re: ATTENTION ANDROID TEAM: Take back control of Android.

2010-01-19 Thread Piotr
That's what I'm talking about !

We do not know, where problems are, when software works on clean
Android and do not works on some devices.

For example: Hero's UI's is BUGGY as hell (for example, keyboard
events are not fired correctly).

Another example: why Samsung's GPS is working not the same as in SDK,
G1, Magic and Hero ? Why it does not fires all GPS events properly ?

These small differences often make our apps unusable.

Besides, (Dianne), just look at Market ! Read comments of users of
Google Maps or other Google apps. There ARE a lot of users reporting
FORCE CLOSE for some Google Apps.

It is not just a my app problem. It is a whole Android platform
problem. I do not know, maybe some bad design, or just maybe platform
is too open for every stupid mutha.. sorry, phone manufacturer. I
know, they are not interested in creating really nice working, 100%
Android compatbile device. They just want to grab our money.

So, if Google's applications are force closing.. how the hell, my app
could be better ?

It could not.

Programming Android is funny, but testing your code, making it run on
every device available, is going to be MISSION IMPOSSIBLE, especially
for small developers.

Waste of time.

On 19 Sty, 09:32, String sterling.ud...@googlemail.com wrote:
 Problem is, half the time we don't know. Users post 1* Market comments
 saying Force closes on Droid or Doesn't work on Samsung Moment,
 and unless you have that specific handset to test on, you're SOL. You
 sanity check on an emulator instance of the same resolution and OS
 version, and nothing is obviously broken, so where do you go?
-- 
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

[android-developers] Re: ATTENTION ANDROID TEAM: Take back control of Android.

2010-01-18 Thread Piotr
You are f** right. And I'm just ungry.

Android is going stright forward J2ME way - milions of devices,
thousands profiles, screen sizes, controls, etc..

I think, the biggest Java/Android advantage - one code for all devices
is slowly vanishing.

I tried to fix some problems with my app on new devices. But you can't
bugfix, without real device, when your app works on all emu possible
SDK's without problems.

I'm tired of that shit.


So, small developers like me, that do not own thousand devices to
test, are wasting more and more our time for testing, tuning, special
custom design, bugfixing for new devices each day.

The problem is growing and I'm sure, that future testing costs will be
BIG.

I'm jumping out of that train to nowhere..


On 17 Sty, 05:06, Alberto albertovi...@gmail.com wrote:
 UPDATE: At first this was going to be just a call to fix the updating
 process, but I've realized is not just the updates Google needs to
 take control of.

 Now is the time to address the fragmentation issue that's starting to
 plague the platform, before there are hundred of handsets and the
 whole thing spins out of control. I believe we've seen enough evidence
 that the updating process through the carriers doesn't work, many
 phones are left behind and the whole thing is a mess, today we're
 already talking about the next update (2.5 Froyo?) while there are
 phones out there stuck on 1.5, the fragmentation is only going to get
 worse as we move on.

 Imagine when 3.0 gets here, and we have hundreds of handsets with 1.5,
 1.6, 2.1, 2.5, 2.7, 3.0 some with Sense UI, MotoBLUR, etc. It's going
 to be hell for developers and even more confusing for consumers,
 driving everybody away from the platform. You guys need to take
 control of this at least for the Google Experience phones. I'm not
 sure if Google updating the handsets directly would bring legal issues
 with the carriers/manufacturers, if it would, please enlighten me.

 So how do we fix this? I'm pretty sure you guys have already thought
 about this and I wouldn't be surprised if a solution was coming soon,
 since it''s such an obvious problem. However, here's my two cents, the
 solution is very simple, a desktop application for syncing/updating/
 media playback/android market/amazon mp3, lets call it Android HQ or
 Android Home for the sake of argument.

 The updates would be available to consumers as soon as they're
 released, instead of months, years, or never depending on carriers.
 This way most users would've the latest version as well as the
 developers would have the latest SDK, developers would be able to take
 advantage of the new APIs each updates bring and innovate faster,
 instead of spending time supporting older versions.

 Android HQ would also address the next two biggest problems with the
 platform, they're: media ecosystem and media syncing/backing. Also,
 the Android Market badly needs a desktop client.

 The fragmentation issue is the biggest obstacle the platform is facing
 today and it will most likely decide its success, I've sensed a couple
 of times that Google stance on these issues is to let manufactures/
 carriers make the decisions on a phone to phone basis (multi-touch
 anyone?) but that won't work, it'll eventually slow the momentum we
 have now and kill the platform (WinMo?) Google needs to have a more
 hands-on approach to Android if it wants it succeed.

 Anyway, the guys/gals in the Android Team want the platform to succeed
 as much as me, I'm sure they've given this a lot of thought, and a
 solution is probably on the works.
-- 
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

[android-developers] Re: Emulator error after upgrade to win7

2010-01-06 Thread Piotr Buła
Did some googling and found a solution.

Looks like the problem is with the emulated SD card. In my case, the
1.5 AVD that failed had a virtual SD card defined when it was created
with old SDK. Deleting the AVD and creating it again solved the
problem. Also, create SD card images larger then 8 megs, or you'll get
the same error.

Hope this helps.

On 5 Sty, 10:36, Piotr Buła piotr.b...@gmail.com wrote:
 I'm having the same problem, I recently updated SDK to the newest
 version and I get the same error. I'm using Ubuntu 9.10 (64-bit) and I
 get that error for 1.5 sdk. 1.6 and 2.0 work fine. Any ideas?

 On 4 Sty, 13:53, Tim Ellison t.p.elli...@gmail.com wrote:



  I have the same issue Mark.  Did you figure out a solution?

  On Dec 9 2009, 8:23 pm, mh haye...@gmail.com wrote:

   After reinstalling Eclipse and the Android development components I am
   getting the following error upon running the emulator on a virtual
   device:

   qemu: fatal: exponent 255 too big

   R00=0002 R01=e118 R02=fe005000 R03=2209
   R04=c594bfa0 R05=c5863e94 R06=c5863e5c R07=c5863e5c
   R08=c5863e94 R09= R10= R11=c5863e0c
   R12=0009 R13=c5863df8 R14=c018786c R15=c0187614
   PSR=6013 -ZC- A svc32

   I suspect that some configuration file in the project is hosed but
   cannot figure out which.  Ideas are ever appreciated.

   Thanks

   Mark
-- 
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

[android-developers] Re: Emulator error after upgrade to win7

2010-01-05 Thread Piotr Buła
I'm having the same problem, I recently updated SDK to the newest
version and I get the same error. I'm using Ubuntu 9.10 (64-bit) and I
get that error for 1.5 sdk. 1.6 and 2.0 work fine. Any ideas?

On 4 Sty, 13:53, Tim Ellison t.p.elli...@gmail.com wrote:
 I have the same issue Mark.  Did you figure out a solution?

 On Dec 9 2009, 8:23 pm, mh haye...@gmail.com wrote:

  After reinstalling Eclipse and the Android development components I am
  getting the following error upon running the emulator on a virtual
  device:

  qemu: fatal: exponent 255 too big

  R00=0002 R01=e118 R02=fe005000 R03=2209
  R04=c594bfa0 R05=c5863e94 R06=c5863e5c R07=c5863e5c
  R08=c5863e94 R09= R10= R11=c5863e0c
  R12=0009 R13=c5863df8 R14=c018786c R15=c0187614
  PSR=6013 -ZC- A svc32

  I suspect that some configuration file in the project is hosed but
  cannot figure out which.  Ideas are ever appreciated.

  Thanks

  Mark
-- 
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

[android-developers] Re: open GL ES Games on Android

2009-12-04 Thread Piotr
You got the fastest one.

I really do not believe, that good 3d games on Android are possible.
Java is too slow for that, especially that it has garbage collector,
that can slow down your loop a few times in a second.

To get decent framerate, you must use a lot of tricks, for example
allocating everything before loop start.

Imo it is not worth it. Besides, no one knows even one example of
game, that makes money on market. You can't even get your money back
for development time.

Android is more business, than entertaining device. Graphics support
in terms of features is strong, but performance is very low.

For example. I have tested Canvas performance on WinMo lately to draw
2d polygons (C++) for GPS map view purposes.

On Asus P535 I can get 5000 areas drawn / sec. Similar code on HTC
Magic, and I barely get 10 / sec.

If I'd like to create a game, then I could look for better platform
for that: iPhone or Zune HD.


On 4 Gru, 05:13, Ian Dunlop iandaviddun...@gmail.com wrote:
 Can anyone offer any advice?

-- 
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


[android-developers] Still waiting. Where is new 2.0 Icon Design Guidelines document ?

2009-12-03 Thread Piotr
Is it so f** hard for Google, to create new 2-pages html document with
new guidelines ?

Especially, that new design is 100 times simpler than the old one, and
people are asking over and over for this ?

Really suprised, that people at Big G could be so lazy. Almost as lazy
as these at M$.

-- 
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


[android-developers] Re: How to install my app and keep an icon from showing up in the application tray

2009-12-03 Thread Piotr
No offence, but ideas like this, are destroying platform consistency,
resulting in software, that is working BAD, giving bad experience to
users, and hanging out the phone at least.

I hate that style of coding.

Focus rather on giving great user experience than making user's live
harder.

To the point. Think out a better idea. Think how to create your
upgrade in any other way, without any platform hacks.

It is possible.

On 3 Gru, 18:51, Mike michaeldouglaskra...@gmail.com wrote:
 Here's my use case that will hopefully explain why I even want to do
 this:

 1) I have a free app
 2) I wrote another app that serves strictly as a token which the user
 can purchase to upgrade features in the free app
 3) When they purchase the upgrade app, I want to give them the
 impression they actually downloaded it and it installed correctly.
 Simply having it install without any confirmation will, I assure you,
 result in countless emails to me.
 4) I really don't want to have to show the upgrade app in their app
 tray since they now would have two icons.

 So, with all that's been discussed, let me ask a different question.
 Is there a way to programmatically remove an icon from the tray after
 the activity has been shown and still keep the app installed on the
 phone?

 - Mike

 On Dec 3, 10:44 am, Mark Murphy mmur...@commonsware.com wrote:

   Thanks.  That works.

   BUT... I should have clarified myself a little bit.  Not only do I
   want to prevent the icon from getting placed in the app tray, but I
   still need the main activity to run and display a message to the
   user.

  Fortunately, that's not possible. The only way the user will be able to
  launch your application is if you put an icon in the launcher.

   I suppose I can write my own class that extends Application and
   create an Intent that shows this Activity in onCreate?

  Except that your Application will never run unless it is launched, and the
  first launch has to be by the user.

  --
  Mark Murphy (a Commons Guy)http://commonsware.com
  Android App Developer Books:http://commonsware.com/books.html



-- 
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


[android-developers] Re: ADC2 Results?

2009-12-01 Thread Piotr
Look at Market, on ADC2 app comments.

If MOST of commenting users do not even knew WHERE the MENU button is
(how to skip an app ? issue), then you already know, how highly
proffesional the judgement process was.

On 1 Gru, 16:17, Rmac ry...@me.com wrote:
 So ADC2 was more of a publicity effort than true determination of high
 quality apps.  The losers in the contest may have been winners given a
 different random group of judges, and the winners may have lost given
 a different judging process.

-- 
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


[android-developers] Re: ADC2 Results?

2009-11-30 Thread Piotr

Tested some of them. All removed. Low quality, bugs, slowdowns and and
no real usability.

If these are The Best Of Android, I really start worrying about this
platform future.


On 30 Lis, 23:59, ander...@phdgaming.com ander...@phdgaming.com
wrote:
 Or were posted - seems the site keeps going up and down. From a copy +
 paste of what I have open,

-- 
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


[android-developers] Re: ADC2 - Market Conflicting Names. GOOGLE, READ IT

2009-11-16 Thread Piotr
Ok, it is working now. I have set original name for my software. At
least.

THANKS.

Regards.
Piotr


On 13 Lis, 00:06, James Yum j...@google.com wrote:
 Hi,

 You should now be able to reuse the same name. As far as package name, that
 must be different as we've mentioned since the beginning.

 Thanks,
 James

 On Wed, Nov 11, 2009 at 10:56 AM, James Yum j...@google.com wrote:
  Hi,

  We are working on a fix for this, so stay tuned. I'll try to update this
  thread when it's done.

  In the meantime, you can choose a slightly different name and plan on
  renaming it later.

  Cheers,
  James

  On Wed, Nov 11, 2009 at 3:01 AM, Piotr piotr.zag...@gmail.com wrote:

  I already done that, and my software is on public part of Market.

  The problem is, a name of application, that is CONFLICTING with NAME
  in ADC2 Market part.

  This is stupid GOOGLE bug, because APP NAME can't be a KEY in non-
  public AND public part of Market together. Some smart developer of
  Market, runs existence query on both, when you submit your app, so you
  can't have two same names on two areas.

  So, my app has two different names: one for ADC2 and one for Market.

  Because I set right name in ADC2 - AND GOOGLE DOES NOT MENTIONED about
  conflicting names in future, now I can not have right name in public
  Market.

  On 11 Lis, 11:46, Vytautas Vaitukaitis
  vaitukaitis.vytau...@googlemail.com wrote:
   It might be a good idea to rename the package name of your application
   (it's a 2-click operation in Eclipse) rather than waiting for Google
   people to remove your app from ADC2 version of Market as I think it is
   probably the reason why you can't submit your app to the normal
   Android Market.

   Hope this helps.

   Vytautas

   On Nov 11, 10:37 am, Piotr piotr.zag...@gmail.com wrote:

I'm tired waiting 3 months for reply from Google Market. I requested
them to help - no help, no explanation, so I hope, somebody will read
at least this.

I need to my software be removed from ADC2 part of Market, because for
last 3 months, I CAN NOT set right name for my software in public
Market. Do not direct me to Market groups - their support is dead.

How long I must wait ?

Piotr

  --
  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.comandroid-developers%2bunsubscr...@googlegroups.com
  For more options, visit this group at
 http://groups.google.com/group/android-developers?hl=en

-- 
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


[android-developers] ADC2 - Market Conflicting Names. GOOGLE, READ IT

2009-11-11 Thread Piotr
I'm tired waiting 3 months for reply from Google Market. I requested
them to help - no help, no explanation, so I hope, somebody will read
at least this.

I need to my software be removed from ADC2 part of Market, because for
last 3 months, I CAN NOT set right name for my software in public
Market. Do not direct me to Market groups - their support is dead.

How long I must wait ?

Piotr

-- 
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


[android-developers] Re: ADC2 - Market Conflicting Names. GOOGLE, READ IT

2009-11-11 Thread Piotr
I already done that, and my software is on public part of Market.

The problem is, a name of application, that is CONFLICTING with NAME
in ADC2 Market part.

This is stupid GOOGLE bug, because APP NAME can't be a KEY in non-
public AND public part of Market together. Some smart developer of
Market, runs existence query on both, when you submit your app, so you
can't have two same names on two areas.

So, my app has two different names: one for ADC2 and one for Market.

Because I set right name in ADC2 - AND GOOGLE DOES NOT MENTIONED about
conflicting names in future, now I can not have right name in public
Market.


On 11 Lis, 11:46, Vytautas Vaitukaitis
vaitukaitis.vytau...@googlemail.com wrote:
 It might be a good idea to rename the package name of your application
 (it's a 2-click operation in Eclipse) rather than waiting for Google
 people to remove your app from ADC2 version of Market as I think it is
 probably the reason why you can't submit your app to the normal
 Android Market.

 Hope this helps.

 Vytautas

 On Nov 11, 10:37 am, Piotr piotr.zag...@gmail.com wrote:

  I'm tired waiting 3 months for reply from Google Market. I requested
  them to help - no help, no explanation, so I hope, somebody will read
  at least this.

  I need to my software be removed from ADC2 part of Market, because for
  last 3 months, I CAN NOT set right name for my software in public
  Market. Do not direct me to Market groups - their support is dead.

  How long I must wait ?

  Piotr

-- 
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


[android-developers] Re: ADC2 Results Post

2009-11-05 Thread Piotr
According to the scores submitted by users, your application
'TripComputer' ranked in the top 50% of all applications submitted. We
appreciate your taking the time to develop and enter your
application...

And like in ADC1 - again the same thing: no real ranking, no real
numbers, only percentable scores.

Liars.

I do not believe you anymore, Google.

http://www.tripcomputer.pl/

-- 
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


[android-developers] Re: How to disable touch event on listView

2009-10-29 Thread Piotr

If you want to disable something, that intent was to be enabled,
rethink your idea.

Use access mutex, message to user, or threads.

On 29 Paź, 15:52, jax jackma...@gmail.com wrote:
 I have a ListView with a setOnItemClickListener.  I am trying to
 prevent the user from pressing an item repeatedly but can't seem to
 get it to work.  I have tried the following.

                                 mAvailableOptionsListView.setClickable(false);
                                 mAvailableOptionsListView.setEnabled(false);

 and then a little time later in a TimerTask enabling them again

                                 mAvailableOptionsListView.setClickable(true);
                                 mAvailableOptionsListView.setEnabled(true);

 This does not seem to work
--~--~-~--~~~---~--~~
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
-~--~~~~--~~--~--~---



[android-developers] Free, OpenSource Android project for all: AnCal

2009-10-29 Thread Piotr

Hi,

At least, I had some free time for publishing my project. It was done
in dark days, totally with emulator, so, it needs some improvements
for devices. Besides, this was my first Android project, so please, be
understaing for my rubbish code :D

AnCal - Android Calendar.

Some years ago, I used Palm devices with PalmOS and great PIM's.
That's why I created AnCal - there are best ideas form Palm's.

Information page:
http://vetch.magot.pl/pages/ancal.html

Code page:
http://code.google.com/p/ancal/

Contact me, if you want to develop this project under AnCal name.

Have fun :)

--~--~-~--~~~---~--~~
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
-~--~~~~--~~--~--~---



[android-developers] Re: How to hide activity on BACK key without onDestroy?

2009-10-28 Thread Piotr

If you think how to get around application lifecycle, then you
project design is TOTALLY BAD. Really.

Redesign project.

On 28 Paź, 08:26, tomei.ninge...@gmail.com
tomei.ninge...@gmail.com wrote:
 When user presses BACK key, my activity's onDestroy is called and then
 it is killed. Is there a way (by overridding Activity.onKeyDown??) to
 simply put the activity into background without killing it?

 I want the BACK key to act like the HOME key (which doesn't kill my
 app), except I want to show the activity immediately below my
 activity.

 Thanks!
--~--~-~--~~~---~--~~
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
-~--~~~~--~~--~--~---



[android-developers] Re: Hmm... at last ADC2 is out of our way ... tell about your app and experience

2009-09-02 Thread Piotr

My app: TripComputer

TripComputer is a personal off-road navigation utility software for
Google Android phone, that has been created for active people, who
love travel by hike or bike.

Application does not use Internet connection or Google Maps.

http://www.tripcomputer.pl/

Regards
Piotr

--~--~-~--~~~---~--~~
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
-~--~~~~--~~--~--~---



[android-developers] Re: ADC 2 Submission Site -- Now live

2009-08-26 Thread Piotr



 Business submissions unfortunately may not happen at weekends. For
 contingency another week would be very useful.

I really do not understand what are you talking about. What weekends ?

Do you have time to post on this group ? So, instead wasting your time
for whining, finish your app.

--~--~-~--~~~---~--~~
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
-~--~~~~--~~--~--~---



[android-developers] Can't display MyLocationOverlay

2009-06-01 Thread Piotr Sarnacki

Hi,

I've build simple app on android and would like to test
MyLocationOverlay, but overlay is not displayed. Here is the code:

public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
linearLayout = (LinearLayout) findViewById(R.id.zoomview);
mapView = (MapView) findViewById(R.id.mapview);
mapController = mapView.getController();
mapOverlays = mapView.getOverlays();
mapView.setBuiltInZoomControls(true);

myLocation = new MyLocationOverlay(this, mapView);

myLocation.enableMyLocation();
mapOverlays.add(myLocation);

//myLocation.enableCompass();

myLocation.runOnFirstFix(new Runnable() {
public void run() {
mapController.animateTo(myLocation.getMyLocation());
}
});

Is something wrong with it? Sorry for such a lame question but I can't
figure it out (seems like some stupid mistake).

--~--~-~--~~~---~--~~
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
-~--~~~~--~~--~--~---