[android-developers] Is there a difference between selecting 'Managed' or 'Unmanaged' in version 3 InApp purchase product creation
The documentation states: 'In Version 3, all in-app products are managed. This means that the user's ownership of all in-app item purchases is maintained by Google Play, and your application can query the user's purchase information when needed.' So why do you have to chose between 'managed', 'unmanaged', or 'subscription' when you create an inapp purchase item. Also, the example code for the 'trivial drive' example application has three separate handling tracks to chose from for each purchase, appearing to correspond to three types of products. -- 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/d/optout.
[android-developers] is there a way to get the prefrences file from one app to read the prefrences file of another app from the same developer.
*is there a way to get the prefrences file from one app to read the prefrences file of another app from the same developer.* i run a free game app and a paid game app and would like to be able to transfer character info from the free game to the paid game for the one percent or so of free game players who actually shell out for the paid game. -- 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/d/optout.
[android-developers] tutorial on unlocking app content through google play
is there a tutorial anywhere on locking app content through a google play purchase, such as a dungeon app where you let the player play the first level for free then they can buy a key to unlock the rest of the game. -- 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/d/optout.
[android-developers] application downloaded to phone but wont open
I have a friend who downloaded a couple of my apps, but they wont open, even though their icons are on the phone. I think the error message was 'not installed' although I'm not sure. I was able to open the apps by going to her google play store account, opening her 'my apps' tag, then hitting the open button. I should be able to open from her phone. now I'm getting some 1 star ratings from people saying the app won't open and it's killing me. any ideas? -- 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/d/optout.
[android-developers] html coding in aplication description in 'store listing' in developer console neccessary?
I found I have to use html coding in my game app descriptions in the 'store listing' area of the developer console to get paragraph breaks and italics to show in the app descriptions the google play pages. does everyone have to do this? I also found the /i tag is automatically being changed to /I now, with a capital I. to avoid this I have to add p and /p tags. I expect this has to do with html 5 where the i tag no longer necessarily means italic. I haven't found anywhere in android docs or tutorials mention of having to use html coding in the app description boxes for the 'store listing' area of the console, and I want to make sure this is something have to bother with. -- 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/d/optout.
[android-developers] What happened to the new game catagories for last febuary
Febuary was supposed to bring more game categories, up to 18 from the current 6. this is something that's been promised for a couple of years now, and crucial for independent developers to survive the biggest 'pay to play' companies taking over. my roleplay games are under arcade and action now, a catagory for which you'll never reach the listings without a 6 figure download count. they've also switched from a list of one or two hundred icons to showing just a 5 icons under various groups like 'recommended for you' or 'editor's choice'. Samsung's become more aggressive in getting their site independent developer friendly, including giving 90% instead of the %70 google gives, it may be time for independents to jump ship. anyone have any inside scoop on whether we will see new catagories at all? -- 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/d/optout.
[android-developers] forcing more GC_FOR_ALLOC
i'm recycling large bitmap files for my game in hopes of avoiding out of memory errors. however the system does not appear to be making the memory available for new bitmap allocation and no matter how many bitmaps I recycle it always appears to crashe at the same time as if I didn't recycle anything. I'm using system.gc to force garbage collection after every .recycle command, but it doesn't seem to make a difference. neither does view.getResources().flushLayoutCache(); or view.destroyDrawingCache();. here is the log: 02-12 16:24:45.006: D/dalvikvm(1627): GC_EXPLICIT freed 3113K, 20% free 25450K/31751K, paused 77ms+47ms 02-12 16:24:45.006: D/MainGamePanel(1627): in main after gc 02-12 16:24:46.966: D/dalvikvm(1627): GC_CONCURRENT freed 1K, 14% free 27403K/31751K, paused 35ms+140ms 02-12 16:24:52.975: D/dalvikvm(1627): GC_CONCURRENT freed 2546K, 16% free 26871K/31751K, paused 60ms+91ms 02-12 16:25:35.253: D/dalvikvm(1627): GC_CONCURRENT freed 1742K, 15% free 27138K/31751K, paused 51ms+44ms 02-12 16:26:38.351: D/dalvikvm(1627): GC_CONCURRENT freed 1923K, 15% free 27226K/31751K, paused 87ms+69ms 02-12 16:28:03.941: D/dalvikvm(1627): GC_CONCURRENT freed 3577K, 20% free 25696K/31751K, paused 26ms+57ms 02-12 16:28:08.879: D/Datapool(1627): recycle called 02-12 16:28:10.356: D/dalvikvm(1627): GC_EXPLICIT freed 934K, 20% free 25578K/31751K, paused 73ms+73ms 02-12 16:28:10.356: D/Datapool(1627): system.gc called 02-12 16:28:12.356: D/dalvikvm(1627): GC_EXPLICIT freed 732K, 22% free 24845K/31751K, paused 60ms+66ms 02-12 16:28:12.356: D/Datapool(1627): system.gc called 02-12 16:28:13.536: D/dalvikvm(1627): GC_FOR_ALLOC freed 85K, 23% free 24760K/31751K, paused 1128ms 02-12 16:28:13.756: I/dalvikvm-heap(1627): Grow heap (frag case) to 26.915MB for 2797584-byte allocation 02-12 16:28:15.486: D/dalvikvm(1627): GC_CONCURRENT freed 0K, 14% free 27492K/31751K, paused 79ms+114ms 02-12 16:28:17.428: D/dalvikvm(1627): GC_FOR_ALLOC freed 0K, 14% free 27492K/31751K, paused 649ms 02-12 16:28:17.428: I/dalvikvm-heap(1627): Forcing collection of SoftReferences for 1243076-byte allocation 02-12 16:28:18.715: D/dalvikvm(1627): GC_BEFORE_OOM freed 0K, 14% free 27492K/31751K, paused 1276ms 02-12 16:28:18.715: E/dalvikvm-heap(1627): Out of memory on a 1243076-byte allocation. -- 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] licensing - ServerManagedPolicy not caching
is licensing worth it for a paid game app? I have licensing added to my paid game, but I've found it goes online to check for a license every single time the app is run, instead of only occasionally doing it, as it's supposed to do with the 'servermanagedpolicy' as opposed to the 'strict policy'. there are no ads in my paid game and I don't want the user to always have to be online and wait for verification for every play. now I actually set a flag in the 'preferences' file the first time the license check succeeds, so it doesn't check for licensing at all after the first check, although I imagine this could be easy to hack for piraters. should the servermanagedpolicy' be cacheing something in the phone so it doesn't have to check every play? here is the policy in the docs: A flexible Policy that uses settings provided by the licensing server to manage response caching and access to the application while the device is offline (such as when the user is on an airplane). For most applications, the use of ServerManagedPolicy is highly recommended. Show trimmed content -- 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] what vm heap should we develop for?
my 3d game app is bitmap heavy, including several 1280x800 for 10 tablets. I use an intricate strategy of bitmap swapping and recycle commands.to avoid getting the dreaded out of memory error from breaking the virtual heap. I had to learn these techniques the hard way as it wasn't addressed in the dozens of heavy android texts and tutorials I've read. I can't find anywhere online a 'dashboard' of current phone vm heaps. it would be nice to know, for instance, what percentage of android 2.3 and up phones have a 48 or better vm heap. the virtual device manager starts heaps at 16, but from what I've researched, you could count on heaps of at least 24 for android version 2.3 devices. unfortunately it depends on the device besides the android version. it appears Samsung has the best vm heaps. my ancient version 2.3 Samsung exhipit actually has a vm heap of 64, found with the java.lang.Runtime.getRuntime().maxMemory()); command. I'm using bitmaps that won't break phones with vm heaps of at least 48, and my minimum sdk version declaration is 2.3. is that minimum high enough? I used to use a much lower minimum as my app uses no special features, and I wonder how many pre 2.3 version phones I unknowingly crashed the heaps on before I knew about all this. 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 --- 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: avoiding screenshot duplication on market: 10 tablet, 7 tablet and phone screenshots all show with phone and laotop access
yes. that way nobody misses an image in case they don't go through all the images for all three formats. the site shows tablet images first when accessed from the web, even from a phone, and those are hard for me to create as I have to use an emulator, which takes hours sometimes just to get going, much less get a good screenshot. I have to do a lot of special recoding for those shots as emulator screenshots tend to have odd artifacts otherwise, especially when using SurfaceView. I've since ended up recreating all the phone images on the tablet emulator anyway even though it took forever, as the code runs about 10 times slower on the emulator. On Wednesday, October 30, 2013 6:46:36 AM UTC-5, Jose_GD wrote: Are you using the same images in all categories? For example: Smartphones: image1.png / image2.png Tablet 7: image1.png / image2.png Tablet 10: image1.png / image2.png El martes, 29 de octubre de 2013 11:45:37 UTC-3, firebreather escribió: I added 10 and 7 screenshots as required to tablet optimization, but now I have duplicate screen shots that all show on the market. the market first shows the two 10 tablet shots, then the two 7 tablet shots, then all the phone shots. my tablet screenshots are the same as the first 2 phone shots and the 7 and 10 tablet shots are the same. since the screenshot window on the market goes through all the shots there is a lot of duplication. I notice the other apps that optimized for tablets don't have this issue. their tablet screenshots don't appear at all for me, i'm assuming because i'm not accessing from a tablet. how can I keep my tablet screenshots from showing for those accessing from phone or laptop, thus avoiding duplication. -- 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] getDensity returning 0 in attempt to create pixel density independant controls
i'm attempting to draw pixel density and resolution independent controls to the screen for my game. if I use screenWidth in declaring the size, the control's size will vary with resolution. if I just use a certain number of pixels, the control size will vary with pixel density. assume i need canvas.getDensity(), as there is no action like canvas.drawCircle(cx,cy,60di,paint). //di: density independent pixel canvas.getDensity() is returning 0, however. I saw on a different post a suggestion of disabling the GPU to fix this. I don't want to disable the GPU on my user's phones' though, even if I knew how. how do I get around this? -- 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] avoiding screenshot duplication on market: 10 tablet, 7 tablet and phone screenshots all show with phone and laotop access
I added 10 and 7 screenshots as required to tablet optimization, but now I have duplicate screen shots that all show on the market. the market first shows the two 10 tablet shots, then the two 7 tablet shots, then all the phone shots. my tablet screenshots are the same as the first 2 phone shots and the 7 and 10 tablet shots are the same. since the screenshot window on the market goes through all the shots there is a lot of duplication. I notice the other apps that optimized for tablets don't have this issue. their tablet screenshots don't appear at all for me, i'm assuming because i'm not accessing from a tablet. how can I keep my tablet screenshots from showing for those accessing from phone or laptop, thus avoiding duplication. -- 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: getDensity returning 0 in attempt to create pixel density independant controls
I found the answer to this on stack overflow here: *getting the screen density programmatically in android?*http://stackoverflow.com/questions/3166501/getting-the-screen-density-programmatically-in-android Use getResources().getDisplayMetrics().density or context.getResources().getDisplayMetrics().density to get: 0.75 - ldpi 1.0 - mdpi 1.5 - hdpi 2.0 - xhdpi 3.0 - xxhdpi 4.0 - xxxhdp On Tuesday, October 29, 2013 7:54:28 AM UTC-5, firebreather wrote: i'm attempting to draw pixel density and resolution independent controls to the screen for my game. if I use screenWidth in declaring the size, the control's size will vary with resolution. if I just use a certain number of pixels, the control size will vary with pixel density. assume i need canvas.getDensity(), as there is no action like canvas.drawCircle(cx,cy,60di,paint). //di: density independent pixel canvas.getDensity() is returning 0, however. I saw on a different post a suggestion of disabling the GPU to fix this. I don't want to disable the GPU on my user's phones' though, even if I knew how. how do I get around this? -- 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: developing with higer sdk than minimun target
how will it have a big impact?. will it make it run faster for the fewer phones it will work on? if there is a significant performance increase it would be worth it to abandon the version 10 users. why does it say I need minimum version 11 declared for tablets when, at least for my app, it seems this is not the case. my dashboard says most of my users are tablets. i'm not on the 'for tablets' list on the app site though. On Wednesday, October 23, 2013 2:07:25 AM UTC-5, Piren wrote: I think LINT has warnings now indicating use of API's higher than the minimum, but the best strategy is to revert back to the minimum SDK and see where the build fails and make sure that code is protected from running in that SDK version. P.S - Do notice that increasing the min api version to 11 will have a big impact on your app. On Wednesday, October 23, 2013 12:50:37 AM UTC+3, firebreather wrote: is there any significant risk in using a higher sdk to develop than the minsdkversion target declared in the manifest? in other words, if i'm developing on android 4.0.3 version 15 sdk/api will the app work correctly on an android 2.3.3 api phone. currently my app has been working on both tablets and version 2.3.3 phones with this strategy, although the console says I have to declare minimum target 11 or better for tablets. I've been asking this basic question for over a year in forums, stack overflow and support emails without a response. -- 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] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?
info seems fuzzy on the impact of changing minsdkversion declaration, particularly in the android docs, where it appears to just limit the number of phones the app site will allow to download your app. if that was the case then you'd think everyone would just declare minsdk of 1. i'm developing on version 14 with minsdk declared of 10 (recently up from 8). my biggest user categories are tablets according to my dashboard. according to the docs, I need minsdk declaration of 11, among several other things, for tablets to use my apps. is this bad information? why can tablets use my app now if 11 is really needed? will raising the min to 11 change the executable code, improving the run time for my games on version 11 and up phones and tablets? thank you. -- 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: developing with higer sdk than minimun target
if you don't believe me take a look on my post on stack overflow any risk in using a higher sdk to develop than the minsdkversion target in manifest.. it still has 0 responses. i've posted similar questions over the last year, including whether the executable changes or improves with higher minsdkversion declaration, also with 0 responses. On Monday, October 28, 2013 9:10:57 AM UTC-5, firebreather wrote: how will it have a big impact?. will it make it run faster for the fewer phones it will work on? if there is a significant performance increase it would be worth it to abandon the version 10 users. why does it say I need minimum version 11 declared for tablets when, at least for my app, it seems this is not the case. my dashboard says most of my users are tablets. i'm not on the 'for tablets' list on the app site though. On Wednesday, October 23, 2013 2:07:25 AM UTC-5, Piren wrote: I think LINT has warnings now indicating use of API's higher than the minimum, but the best strategy is to revert back to the minimum SDK and see where the build fails and make sure that code is protected from running in that SDK version. P.S - Do notice that increasing the min api version to 11 will have a big impact on your app. On Wednesday, October 23, 2013 12:50:37 AM UTC+3, firebreather wrote: is there any significant risk in using a higher sdk to develop than the minsdkversion target declared in the manifest? in other words, if i'm developing on android 4.0.3 version 15 sdk/api will the app work correctly on an android 2.3.3 api phone. currently my app has been working on both tablets and version 2.3.3 phones with this strategy, although the console says I have to declare minimum target 11 or better for tablets. I've been asking this basic question for over a year in forums, stack overflow and support emails without a response. -- 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.
Re: [android-developers] developing with higer sdk than minimun target
On Tuesday, October 22, 2013 5:40:48 PM UTC-5, TreKing wrote: On Tue, Oct 22, 2013 at 4:50 PM, firebreather michaelir...@gmail.comjavascript: wrote: is there any significant risk in using a higher sdk to develop than the minsdkversion target declared in the manifest? You run the risk of using new APIs that won't exist on older versions. in other words, if i'm developing on android 4.0.3 version 15 sdk/api will the app work correctly on an android 2.3.3 api phone. If coded correctly it will. See this old but relevant blog post: http://android-developers.blogspot.com/2009/04/backward-compatibility-for-android.html currently my app has been working on both tablets and version 2.3.3 phones with this strategy, although the console says I have to declare minimum target 11 or better for tablets. I've been asking this basic question for over a year in forums, stack overflow and support emails without a response. Really? yes, really. if you don't believe me take a look on my post on stack overflow any risk in using a higher sdk to develop than the minsdkversion target in manifest.. it still has 0 responses. i've posted similar questions over the last year, including whether the executable changes or improves with higher minsdkversion declaration, also with 0 responses. - 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 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.
Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?
i'm developing on version 14 with minsdk declared of 10 (recently up from 8). my biggest user categories are tablets according to my dashboard. according to the docs, I need minsdk declaration of 11, among several other things, for tablets to use my apps. in response to Can you site where this is specified?: my development console keeps alerting me to increase my minsdk to 11 and directing me to this page for what I need to fix: https://play.google.com/apps/publish/?dev_acc=15292212472185785944#OptimizationsPlace:p=com.ogradythemaze which then directs me to this page for: *Design your app for tablets **Show details* javascript:void(0):-The minimum Android version and target Android version need to support tablets (check targetSdkVersion and minSdkVersion). *Learn more*http://developer.android.com/distribute/googleplay/quality/tablet.html#android-versions : http://developer.android.com/distribute/googleplay/quality/tablet.html#android-versions which has a long detailed list of 12 things needed for tablet support, including in Part 8; At a minimum, check the *uses-sdk*http://developer.android.com/guide/topics/manifest/uses-sdk-element.htmlelement to make sure that: 1. targetSdkVersion is declared with value 11 or higher (14 or higher is recommended), OR 2. minSdkVersion is declared with value 11 or higher. 3. If a maxSdkVersion attribute is declared, it must have a value of 11 or higher. Note that, in general, the use of maxSdkVersion is *not recommended* *I cannot afford a actual tablet to test on, so I use the emulator which worked for my 3D surfaceveiw, layout free, game. also I see most of my users are tablets. from this I figure my code works even though initially I had done none of the 12 steps for tablets. I dont' think i'm using any special features unique to high versions. i'm still curious as to whether the executable is different for different minimumsdk when developed on the same skd (14 at the moment).* On Monday, October 28, 2013 10:27:49 AM UTC-5, TreKing wrote: On Mon, Oct 28, 2013 at 9:26 AM, firebreather michaelir...@gmail.comjavascript: wrote: info seems fuzzy on the impact of changing minsdkversion declaration, particularly in the android docs, where it appears to just limit the number of phones the app site will allow to download your app. if that was the case then you'd think everyone would just declare minsdk of 1. That would mean having to account for a huge number of API changes throughout the Android lifetime, and having to test a massive list of devices and configurations, which is bad enough already. i'm developing on version 14 with minsdk declared of 10 (recently up from 8). my biggest user categories are tablets according to my dashboard. according to the docs, I need minsdk declaration of 11, among several other things, for tablets to use my apps. Can you site where this is specified? Tablet support was introduced in Android 3.0. By support, this means official APIs designed to take advantage of the larger screen space (i.e, Fragments and more resource qualifiers). That DOES not mean that tablets can't run older apps. They run just fine - they just end up looking like really huge phones. is this bad information? why can tablets use my app now if 11 is really needed? In short, it's needed for the newer APIs that facilitate tablet development. They are not needed to just run the apps period. Moreover, with the Support Library, you can use many of those new APIs as far back as Android 1.6. So you need to target 11 if you're targeting tablets and are not using the support library. will raising the min to 11 change the executable code, improving the run time for my games on version 11 and up phones and tablets? The target SDK tells the system what is the highest level you've confidently developed and tested on (usually based on your own device(s)). If you target something smaller, but run on something larger, the system runs in a compatibility mode that makes sure the app runs correctly on the newer platform. This might, and probably does, incur some overhead, though I'm not really sure about the specific details. - 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 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
Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?
I've never declared a target sdk, I figure that's safer. my android phone is version 10 so I can't increase my minimum or i'd be stuck with the increadibly slow emulator. it took hours to get a screenshot off it for the tablet google play image. it will be some time before I can afford a version 11+ phone or i'd just change my minimum to 11 so I wouldn't have to worry about it. testing on the emulator takes literally hours for each run so i'll never be able to compare different phones:minsdk:targetsdk:development skd permutations. On Monday, October 28, 2013 4:38:59 PM UTC-5, Kostya Vasilyev wrote: Firebreather: 2013/10/29 firebreather michaelir...@gmail.com javascript:: i'm developing on version 14 with minsdk declared of 10 (recently up from 8). [snip] http://developer.android.com/distribute/googleplay/quality/tablet.html#android-versions which has a long detailed list of 12 things needed for tablet support, including in Part 8; At a minimum, check the uses-sdk element to make sure that: targetSdkVersion is declared with value 11 or higher (14 or higher is recommended), OR minSdkVersion is declared with value 11 or higher. If a maxSdkVersion attribute is declared, it must have a value of 11 or higher. Note that, in general, the use of maxSdkVersion is not recommended I take this to mean at least one of: *either* targetSdkVerison = 11 *or* minSdkVersion = 11 (which implies target = 11) FWIW, an app of mine passed the designed for tablets checks (last time I was uploading a release to Play: it just needed 10 screenshots too). Oh, and as already stated by others: do test the hell out of your app after changing the targetSdk. -- K -- 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.
Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?
also, thanks for pointing out K that this doesn't actually mean I have to use minsdk 11 like I assumed. i'll try just targeting for sdk 11 instead of not declaring a target at all. if it still works on my android 2.6.35.7 phone (version 10), i'll upload the target skd 11 declaration code. On Monday, October 28, 2013 4:38:59 PM UTC-5, Kostya Vasilyev wrote: Firebreather: 2013/10/29 firebreather michaelir...@gmail.com javascript:: i'm developing on version 14 with minsdk declared of 10 (recently up from 8). [snip] http://developer.android.com/distribute/googleplay/quality/tablet.html#android-versions which has a long detailed list of 12 things needed for tablet support, including in Part 8; At a minimum, check the uses-sdk element to make sure that: targetSdkVersion is declared with value 11 or higher (14 or higher is recommended), OR minSdkVersion is declared with value 11 or higher. If a maxSdkVersion attribute is declared, it must have a value of 11 or higher. Note that, in general, the use of maxSdkVersion is not recommended I take this to mean at least one of: *either* targetSdkVerison = 11 *or* minSdkVersion = 11 (which implies target = 11) FWIW, an app of mine passed the designed for tablets checks (last time I was uploading a release to Play: it just needed 10 screenshots too). Oh, and as already stated by others: do test the hell out of your app after changing the targetSdk. -- K -- 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.
Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?
well it won't work on my version 10 phone with a version 11 target (no compatible device error), so i'll have to leave it with no target declared. On Monday, October 28, 2013 4:38:59 PM UTC-5, Kostya Vasilyev wrote: Firebreather: 2013/10/29 firebreather michaelir...@gmail.com javascript:: i'm developing on version 14 with minsdk declared of 10 (recently up from 8). [snip] http://developer.android.com/distribute/googleplay/quality/tablet.html#android-versions which has a long detailed list of 12 things needed for tablet support, including in Part 8; At a minimum, check the uses-sdk element to make sure that: targetSdkVersion is declared with value 11 or higher (14 or higher is recommended), OR minSdkVersion is declared with value 11 or higher. If a maxSdkVersion attribute is declared, it must have a value of 11 or higher. Note that, in general, the use of maxSdkVersion is not recommended I take this to mean at least one of: *either* targetSdkVerison = 11 *or* minSdkVersion = 11 (which implies target = 11) FWIW, an app of mine passed the designed for tablets checks (last time I was uploading a release to Play: it just needed 10 screenshots too). Oh, and as already stated by others: do test the hell out of your app after changing the targetSdk. -- K -- 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.
Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?
it does appear to be working with now with version 11 targeted, so i'll upload that. it recommends version 14 targeted. any opinions on whether I should target 10 or 14? thanks for the responces. if you answer my identical question on stack overflow you'll get star and check attack overflow points from me as no one answered there, On Monday, October 28, 2013 4:38:59 PM UTC-5, Kostya Vasilyev wrote: Firebreather: 2013/10/29 firebreather michaelir...@gmail.com: i'm developing on version 14 with minsdk declared of 10 (recently up from 8). [snip] http://developer.android.com/distribute/googleplay/quality/tablet.html#android-versions which has a long detailed list of 12 things needed for tablet support, including in Part 8; At a minimum, check the uses-sdk element to make sure that: targetSdkVersion is declared with value 11 or higher (14 or higher is recommended), OR minSdkVersion is declared with value 11 or higher. If a maxSdkVersion attribute is declared, it must have a value of 11 or higher. Note that, in general, the use of maxSdkVersion is not recommended I take this to mean at least one of: *either* targetSdkVerison = 11 *or* minSdkVersion = 11 (which implies target = 11) FWIW, an app of mine passed the designed for tablets checks (last time I was uploading a release to Play: it just needed 10 screenshots too). Oh, and as already stated by others: do test the hell out of your app after changing the targetSdk. -- K -- 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] developing with higer sdk than minimun target
is there any significant risk in using a higher sdk to develop than the minsdkversion target declared in the manifest? in other words, if i'm developing on android 4.0.3 version 15 sdk/api will the app work correctly on an android 2.3.3 api phone. currently my app has been working on both tablets and version 2.3.3 phones with this strategy, although the console says I have to declare minimum target 11 or better for tablets. I've been asking this basic question for over a year in forums, stack overflow and support emails without a response. -- 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: How can we get the width and height of a android.graphics.Path object
use the following actions: from the android docs for Path: *computeBounds*http://developer.android.com/reference/android/graphics/Path.html#computeBounds(android.graphics.RectF, boolean)(*RectF*http://developer.android.com/reference/android/graphics/RectF.htmlbounds, boolean exact) from the android docs for RectF: *width*http://developer.android.com/reference/android/graphics/RectF.html#width()() and *height*http://developer.android.com/reference/android/graphics/RectF.html#height()() for example: RectF *pathrectanglebounds = new RectF();* float pathwidth float pathheight; testPath.*computeBounds*http://developer.android.com/reference/android/graphics/Path.html#computeBounds(android.graphics.RectF, boolean)(*pathrectanglebounds*,true); //this sets the dimensions of *pathrectanglebounds to the rectangular bounds of the path, the exact parameter is no longer used according to docs, so i just set it to true* pathwidth=*pathrectanglebounds.width();* pathheight=*pathrectanglebounds.height();* ** -- 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: Add a progressbar to notification without a layout file for RemoteViews ?
i've been trying to find out how to do a progressbar programmatically for months. no help on stack overview, all the answers involve a layout file. my game uses no layout files, in fact i deleted the folder. i tried creating an xml file just to declair the bar, but android erases the file on compilation, probobly because my app doesn't reference it. -- 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] creating a progressbar programmatically
i'd like to create a progressbar programmatically, that is not using a layout file. my app uses no layout files and runs with the layout folder deleted. all the progressbar examples i've seen involve a layout file, including responces to this question by others on stack overflow? i don't think the answerers knew what programatically meant. it means no layout files. -- 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] R cannot be resolved to a variable error in intro example code
when i try to run the intro example hello world code i get the error message R cannot be resolved to a variable, for the setContentView(R.layout.main) line of the intro code. since this bug is the the android adt's own intro example code everyone would encounter this error starting out, and when i do i google search of R cannot be resolved to a variable error i get 61,600,000 results of newbies running into the same bug as me starting out. there havent been many anwers though. one suggestion was: While going through the Android sample tutorials, I would often use the Ctrl + Shift + O command to Organize Imports and generate any missing import statements. Sometimes this would generate the incorrect import statement which would hide the R.java class that is automatically generated when you build. typing Ctrl + Shift + O does indeed make a hidden import android.R; command suddenly appear in the example hello world code. however, just commenting this out doesnt solve anything, it still gives the R cannot be resolved to a variable message and wont compile. typing Ctrl + Shift + O again just makes the hidden import android.R; message appear again. youd think since this is there own hello world example code they'd have this bug fixed or addressed. -- 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: R cannot be resolved to a variable error in intro example code
yes, the res/layout/main.xml file in the hello world example code in the android adt reads as follows in eclipse for me: ?xml version=1.0 encoding=utf-8? LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:layout_width=fill_parent android:layout_height=fill_parent android:orientation=vertical TextView android:layout_width=fill_parent android:layout_height=wrap_content android:text=@string/hello / /LinearLayout michael brown On Mar 22, 12:02 pm, Justin Anderson magouyaw...@gmail.com wrote: Do you have a file called res/layout/main.xml in your project? Thanks, Justin Anderson MagouyaWare Developerhttp://sites.google.com/site/magouyaware On Thu, Mar 22, 2012 at 11:00 AM, firebreather michaelirvingbr...@gmail.com wrote: when i try to run the intro example hello world code i get the error message R cannot be resolved to a variable, for the setContentView(R.layout.main) line of the intro code. since this bug is the the android adt's own intro example code everyone would encounter this error starting out, and when i do i google search of R cannot be resolved to a variable error i get 61,600,000 results of newbies running into the same bug as me starting out. there havent been many anwers though. one suggestion was: While going through the Android sample tutorials, I would often use the Ctrl + Shift + O command to Organize Imports and generate any missing import statements. Sometimes this would generate the incorrect import statement which would hide the R.java class that is automatically generated when you build. typing Ctrl + Shift + O does indeed make a hidden import android.R; command suddenly appear in the example hello world code. however, just commenting this out doesnt solve anything, it still gives the R cannot be resolved to a variable message and wont compile. typing Ctrl + Shift + O again just makes the hidden import android.R; message appear again. youd think since this is there own hello world example code they'd have this bug fixed or addressed. -- 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 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: R cannot be resolved to a variable error in intro example code
this is the MainActivity.java file in the Hello Android example code: package com.dummies.android.helloandroid; import android.app.Activity; import android.os.Bundle; public class MainActivity extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); } } this is the error messages it generates: Description ResourcePathLocationType R cannot be resolved to a variable SilentmodetoggleActivity.java / silent mode toggle/src/com/dummies/android/silentmodetoggle line 11 Java Problem Description ResourcePathLocationType The method onAccuracyChanged(Sensor, int) of type AccelerometerPlayActivity.SimulationView must override a superclass method AccelerometerPlayActivity.java /AccelerometerPlayActivity/src/ com/example/android/accelerometerplay line 457Java Problem Description ResourcePathLocationType The method onSensorChanged(SensorEvent) of type AccelerometerPlayActivity.SimulationView must override a superclass method AccelerometerPlayActivity.java /AccelerometerPlayActivity/src/ com/example/android/accelerometerplay line 378Java 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: R cannot be resolved to a variable error in intro example code
i got an email which solved the first R cannot be resolved to a variable from Chuck Krutsinger, who has been very patient with this newbie: The import you refer to is not technically a bug. The compiler is looking for a file named R, which it will find in the gen directory if your IDE has generated it. So, follow these steps: 1) On the Project menu, make sure Build Automatically is NOT checked. 2) Clean the project in question, making sure that the build checkbox is NOT checked. 3) Remove the import for R.java 4) On the Project menu, select Build Automatically. At this point, you should not need the import because the file R.java should have been generated and placed in the gen directory. If at this point you do a Ctrl-Shift-O it should not put that import back. If you leave the Build Automatically selected, you should not see this problem at all any more. doing the clean command while build automatically was Not checked seems to have fixed the first error, although i still have 2 more, thank you Chuck. -- 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] error when downloading Platform Android 4.0.3, API 15
i seem to have gotton the android sdk tools and and adroid sdk platform tools installed, but when trying to install the Android 4.0.3, API 15 items i get the following: Fetching URL: http://innovator.samsungmobile.com/android/repository/repository.xml Validate XML: http://innovator.samsungmobile.com/android/repository/repository.xml Parse XML: http://innovator.samsungmobile.com/android/repository/repository.xml Found GALAXY Tab by Samsung Electronics., Android API 8, revision 1 Fetching URL: http://developer.sonyericsson.com/edk/android/repository.xml Validate XML: http://developer.sonyericsson.com/edk/android/repository.xml Parse XML:http://developer.sonyericsson.com/edk/android/repository.xml Found EDK 2.0 by Sony Ericsson Mobile Communications AB, Android API 10, revision 1 Done loading packages. Preparing to install archives Downloading SDK Platform Android 4.0.3, API 15, revision 2 File not found: C:\Program Files\Android\android-sdk\temp \android-15_r02.zip (Access is denied) -- 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] last lines of log in download attempt
Done loading packages. Preparing to install archives Downloading SDK Platform Android 4.0.3, API 15, revision 2 File not found: C:\Program Files\Android\android-sdk\temp \android-15_r02.zip (Access is denied) Downloading Sources for Android SDK, API 15, revision 1 File not found: C:\Program Files\Android\android-sdk\temp \sources-15_r01.zip (Access is denied) Done. Nothing was installed. -- 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] File not found: C:\Program Files\Android\android-sdk\temp\android-15_r02.zip (Access is denied)
i get the following error message when trying to download the SDK platform from the SDK manager: File not found: C:\Program Files\Android\android-sdk\temp \android-15_r02.zip (Access is denied) when i go to this temp file i see that it's empty. -- 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] finding the java sdk
i'm trying to download the android and java sdks so i can develop apps. besides the error i get in trying to download the android sdk mentioned previously. i dont seem to have a java sdk.exe file. in my oracle folder i have two other folders: javafx 2.0 runtime which contains a bin and lib file. javafx 2.0 sdk which contains bin, docs, rt, and tools, files. i dont see an application file to run the java 2.0 sdk anywhere. -- 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