[android-developers] Is there a difference between selecting 'Managed' or 'Unmanaged' in version 3 InApp purchase product creation

2014-07-04 Thread firebreather


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.

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[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.

2014-04-11 Thread firebreather
*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.

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[android-developers] tutorial on unlocking app content through google play

2014-04-11 Thread firebreather
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.

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[android-developers] application downloaded to phone but wont open

2014-04-07 Thread firebreather
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?

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[android-developers] html coding in aplication description in 'store listing' in developer console neccessary?

2014-03-19 Thread firebreather
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.

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[android-developers] What happened to the new game catagories for last febuary

2014-03-17 Thread firebreather
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?

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[android-developers] forcing more GC_FOR_ALLOC

2014-02-12 Thread firebreather


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.



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[android-developers] licensing - ServerManagedPolicy not caching

2014-02-02 Thread firebreather
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 

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[android-developers] what vm heap should we develop for?

2014-02-02 Thread firebreather
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



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[android-developers] Re: avoiding screenshot duplication on market: 10 tablet, 7 tablet and phone screenshots all show with phone and laotop access

2013-11-05 Thread firebreather
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.



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[android-developers] getDensity returning 0 in attempt to create pixel density independant controls

2013-10-29 Thread firebreather
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?

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[android-developers] avoiding screenshot duplication on market: 10 tablet, 7 tablet and phone screenshots all show with phone and laotop access

2013-10-29 Thread firebreather
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.

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[android-developers] Re: getDensity returning 0 in attempt to create pixel density independant controls

2013-10-29 Thread firebreather


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?


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[android-developers] Re: developing with higer sdk than minimun target

2013-10-28 Thread firebreather
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.



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[android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?

2013-10-28 Thread firebreather
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.

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[android-developers] Re: developing with higer sdk than minimun target

2013-10-28 Thread firebreather
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.



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Re: [android-developers] developing with higer sdk than minimun target

2013-10-28 Thread firebreather

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
  

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Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?

2013-10-28 Thread firebreather
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
  

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Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?

2013-10-28 Thread firebreather
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 


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Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?

2013-10-28 Thread firebreather
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 


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Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?

2013-10-28 Thread firebreather
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 


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Re: [android-developers] does executable code change (improve) with increase in minSdkVersion declaration in manifest? is minsdk 11 declaration really needed for tablets?

2013-10-28 Thread firebreather

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 



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[android-developers] developing with higer sdk than minimun target

2013-10-22 Thread firebreather
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.

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[android-developers] Re: How can we get the width and height of a android.graphics.Path object

2012-09-20 Thread firebreather
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();*
** 
 
 

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[android-developers] Re: Add a progressbar to notification without a layout file for RemoteViews ?

2012-07-14 Thread firebreather


 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.

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[android-developers] creating a progressbar programmatically

2012-07-14 Thread firebreather
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.

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[android-developers] R cannot be resolved to a variable error in intro example code

2012-03-22 Thread firebreather
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.

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[android-developers] Re: R cannot be resolved to a variable error in intro example code

2012-03-22 Thread firebreather
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.

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[android-developers] Re: R cannot be resolved to a variable error in intro example code

2012-03-22 Thread firebreather
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


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[android-developers] Re: R cannot be resolved to a variable error in intro example code

2012-03-22 Thread firebreather
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.

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[android-developers] error when downloading Platform Android 4.0.3, API 15

2012-03-12 Thread firebreather
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)

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[android-developers] last lines of log in download attempt

2012-03-11 Thread firebreather
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.

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[android-developers] File not found: C:\Program Files\Android\android-sdk\temp\android-15_r02.zip (Access is denied)

2012-03-11 Thread firebreather
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.

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[android-developers] finding the java sdk

2012-03-11 Thread firebreather
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.

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