The java on Android is pretty much j2se. Some other mobile platforms
use j2me. The popularity of j2me seems to be on the down swing.
Broadly speaking, the difference is that j2se is a super set of j2me.
The biggest difference that I have found is that j2me doesn't have
generics and also does
At the very least I will give you my findings when I get around to
writing it. I just did a release today and people get annoyed with to
many releases. So it will likely be next week.
On 06/01/2012 12:55 PM, Mark Murphy wrote:
On Fri, Jan 6, 2012 at 12:47 PM, Leigh McRae
wrote:
It'
is flaky it
could still install and fail later.
You think this is overkill? I have a game engine so it could be done
once in my tools.
On 06/01/2012 12:34 PM, Mark Murphy wrote:
On Fri, Jan 6, 2012 at 12:28 PM, Leigh McRae
wrote:
Thanks. The calm part made me laugh. I have 500 reports in 4
filter it
somewhat.
Thanks for the help.
On 06/01/2012 12:17 PM, Mark Murphy wrote:
On Fri, Jan 6, 2012 at 12:00 PM, Leigh McRae
wrote:
So what would you do?
All I know is that you have identified a pattern of sporadic crashes
due to loading resources and assets (and perhaps that NDK library --
49 AM, Leigh McRae
wrote:
Here is one example. My fonts have a binary and an texture. The binary is
6,763 bytes and I am getting a file not found and it reports 63852544 bytes
free.
Yeah, that doesn't sound like a memory fragmentation issue.
Here is my free memory function.
p
return mi.availMem;
}
On 06/01/2012 11:29 AM, Mark Murphy wrote:
On Fri, Jan 6, 2012 at 11:18 AM, Leigh McRae
wrote:
I added
dumping the free memory when I get an out of memory error and I have
seen>16M free and none of my files are over 700k.
Bear in mind that Andro
I was wondering how likely it is that there are a problems with
installations being corrupt or becoming corrupt do to maybe a bad SD
card.
Right now the only errors I ever see reported for my app are file not
found or out of memory loading a resource from a file. I added
dumping the free memory w
Both 320 and 200 aren't powers of two. Your maybe confusing it with
being divisible by two. Power of 2 textures are 1, 2, 4, 8, 16, 32, 64,
128, 256, 512 etc
This could be the problem but since I never use non-power-of-two
textures I can't be 100% sure. Unless you have a REALLY compelling
That is a GL_INVALID_VALUE error. If it's glTexImage2D that is causing
it then maybe you're using a non-power-of-two texture on a devices that
doesn't support it. Make sure you know which function is causing the
error then look it up in the man and see what conditions cause the error.
http:/
I'm one of the people that felt that having a preprocessor in Java is
fine. I actually fine with any tool that helps you just get something
done. Also just for the record Sun added support for a preprocessor in
NetBeans and C# has support for a kind of conditional compile.
First you should t
I use SurfaceView and handle all the threading myself. From reading
some of the docs in the Nvidia SDK, which are very good, I see that you
should be able to retain your OGL context even if your surface gets
destroyed. I'm not sure if GLSurfaceView handles it this way but IIRC
some people wer
Can someone share how they handle determining when they need to reduce
VRAM at runtime? Right now I'm getting emails from some people saying
they're seeing white objects. So I would have to assume they don't
have enough VRAM to fit a frame into memory. I added support for
pvrtc and s3tc texture
I don't think there is anything. Best solution is to measure the sound
clip duration (likely off line) and then poll or make a timer.
Leigh
On 7/20/2011 6:08 AM, Tim wrote:
Guys,
Just want to got callback after SoundPool played a sound. But
unfortunately, I found the SoundPool.play() is asyn
even Replica Island. How sure are you of this? Keep in mind that
my game needs to run on older 2.0 that might suffer from this problem.
Leigh
Jeff.
On May 18, 8:40 am, Leigh McRae
wrote:
The blog
posthttp://android-developers.blogspot.com/2010/06/making-sense-of-multit...
was a good read
Hi,
My game isn't handling Honeycomb correctly it seems. I get the
DisplayMetrics in Activity.onCreate and setup my game expecting to be
able to use the full screen. So I'm guessing that I need to go
through the process of creating a View and getting it's size in order
for it to work on Honeycom
ually
pointer ids are handed out like 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.
sture. Views downstream may receive
weird sequences of events as a result.
Well then I'm crushed as I'm one of those apps :( I would expect most
games that are drawing their own native controls would do this. I'm
going to assume that if you don't have any child views then it
Fair enough. I'm just saying. I will put up a sample when the lone in
Lone Dwarf Games Inc becomes many, but for now I just can't.
On 4/15/2011 3:01 PM, Mark Murphy wrote:
On Fri, Apr 15, 2011 at 2:55 PM, Leigh McRae
wrote:
This problem has been brought up before and I know at
ou, your app, and
your device, and you should take this up with Jetbrains.
--
Leigh McRae
http://www.lonedwarfgames.com/
--
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@googleg
gamine). I have some experience with it since, well, I wrote it. :)
And I wrote Losing Your Marbles with it, if you want to see it in
action.
Peter
--
Leigh McRae
http://www.lonedwarfgames.com/
--
You received this message because you are subscribed to the Google
Groups "Android Developers&quo
27;ve listed. But, I'm sure somebody on this forum does.
Nick
--
Leigh McRae
http://www.lonedwarfgames.com/
--
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@googlegroup
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
--
Leigh McRae
htt
essage 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
he toolbar above.
-- Kostya
02.12.2010 18:41, Leigh McRae пишет:
When I use eclipse to launch a debug session on my device it takes 2-3
minutes just to load the game. I would like to be able to run my
game, get to the point I'm interested in and then attach the
debugger. Is this possible?
When I use eclipse to launch a debug session on my device it takes 2-3
minutes just to load the game. I would like to be able to run my
game, get to the point I'm interested in and then attach the
debugger. Is this possible?
--
You received this message because you are subscribed to the Google
ky feeling (to me, at least) to not know why
a line of code is there.
On Nov 2, 7:53 pm, Leigh McRae wrote:
Do you have any 3d experience?
On 11/2/2010 7:28 PM, Matt Quigley wrote:
I'm looking for a good book to buy to help me with OpenGL ES. This is
obviously going to be for Android, but I
don't target ES (embedded systems,
like Android).
Thanks,
-Matt
--
Leigh McRae
www.lonedwarfgames.com
--
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 un
eGrid1.get(0).setMV(i+10);
_toAdd.remove(_toAdd.get(0));
}
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to andr
round is pretty much the same problem.
On 10/26/2010 5:01 PM, gambiting wrote:
Anybody could help please?
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send em
ay hundreds of objects at once(plus
they do lots of computations behind the scenes) and they run super-
smooth on my nexus one. What am I doing wrong? Could somebody help me
please
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
G
evelopers@googlegroups.com
To unsubscribe from this group, send email to
android-developers+unsubscr...@googlegroups.comcr...@googlegroups.com>
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=e
--
Leigh McRae
www.lonedwarfgames.com
--
You recei
Ext and GL11Ext.
-Mike
On Oct 18, 2:15 pm, Leigh McRae
wrote:
That tells you which extensions exist which is pretty 101. I'm talking
about extensions that introduce a new function such as the VBO extension
would require glBufferData if running on OGL ES 1.0
On 10/18/2010 5:11 PM, EboMike wr
sions = gl.glGetString(GL10.GL_EXTENSIONS);
-Mike
On Oct 18, 2:07 pm, Leigh McRae
wrote:
Somewhat off topic, but is there a means to an extension from java?
How would you get the interface for the function?
On 10/18/2010 3:21 PM, Robert Green wrote:
FYI:
Extensions are only listed if t
ing use of shaders in a character detailed 3D
video game
with lots of particle effects. What sort of pain would I get myself
into if I bought thatphone?
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers"
cause 'problems' as once users install data
and then uninstall your APK no updates will appear for them in Market.
Plus, they may complain on APK size anyway. I'd go for one of
former ideas. Or think or any other approach
--
Leigh McRae
www.lonedwarfgames.com
--
You received this m
I want to do an update for my game that adds more missions and hence a
fair amount of new data (2-4Megs). I already have have people
complaining about the space asking me to support install to SD. So
far I have resisted the install to SD since the game doesn't have the
new licensing support. Als
basically a fifo (actually an Arraylist) where new ones are added and
old ones are removed. Would openGL help?
Thanks in advance.
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this
m NDK.
Thanks.
--
Leigh McRae
www.lonedwarfgames.com
--
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-deve
.
Any other ideas?
On Oct 1, 7:43 pm, Robert Green wrote:
I'm not mixing native with my context, but I get lots of reports of
freezing and have seen it on my Nexus One running both 2.1 and 2.2.
I'm just trying to find a solution to it.
On Oct 1, 7:04 pm, Leigh McRae wrote:
I w
glWaitGL() or glFinish() in the renderloop
*before* the eglSwapBuffers() appears to have fixed this issue in many
(if not all) cases. I still have users reporting to me that their
phonesfreezingeven with the latest update, albeit much less
frequently.
Let's hope for Google to fix this once and for all
t when I
synchronized some code which re-generates geometry within my OpenGL
model. I added semaphores to ensure that textures, geometry, and
rendering never happened concurrently. There's no way to know that was
the end problem, but that SEEMED to be it. If that helps anyone
android_v0_0_3.apk
.
.
.
.
And so on.
How do I achieve these results.
Please help in achieving this.
Thanks and Regards,
Mahesh Patil.
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are
feedbacks.
Thanks and Regards,
Mahesh Patil.
--
Leigh McRae
www.lonedwarfgames.com
--
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
visit this group at
http://groups.google.com/group/android-developers?hl=en
--
Leigh McRae
www.lonedwarfgames.com
--
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
I was wondering if using the option in the Android manifest to install
to SD would make a game any easier to pirate. I really don't know how
hard it is to pirate an app on Android Market as it is actually. I am
assuming someone with some knowledge can do it but can the average
consumer? Would mo
ck for the same amount of time
even after I use the progress dialog.
Thank you in advance!
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to android-develop
Alright. Thanks.
On 9/21/2010 2:27 PM, fadden wrote:
On Sep 21, 6:56 am, Leigh McRae
wrote:
Thank you all for the very detailed responses. The game is all Java
and the .so isn't mine so I would have to have the source for the driver
I am guessing. Also I can't get it to c
have been updated past it.
On Tue, Sep 21, 2010 at 6:47 AM, Leigh McRae
<mailto:leigh.mc...@lonedwarfgames.com>> wrote:
I have updated my tools to revision 7 and now I can't do a build as it
says the API level is obsolete. I can understand warning but it won't
t; unpark it and cause it to produce the bug, the strace output
will show
> a chronological trace of the system calls that led up to the crash.
>
> On Sep 20, 12:42 pm, Leigh McRae mailto:leigh.mc...@lonedwarfgames.com>>
> wrote:
>
>
>
Thanks but it's 2.0.1. Tank Recon 3D
On 9/21/2010 12:27 AM, Nightwolf wrote:
What is your game? I could try it on G1 with 1.6.
On Sep 20, 9:42 pm, Leigh McRae
wrote:
My game is crashing on the HTC Hero and I have managed to get a user
to send me their log. I don't see a Java s
I have updated my tools to revision 7 and now I can't do a build as it
says the API level is obsolete. I can understand warning but it won't
build at all. I am using android.bat to generate a build.xml for
release versions. So the build.xml gets made from scratch each time.
If I switch to --targ
My game is crashing on the HTC Hero and I have managed to get a user
to send me their log. I don't see a Java stack trace at all. It
looks like it's crashing in the OpenGL driver. I was wondering how I
could go about trying to determine the problem. I was thinking of
adding that acra project th
mer if you
don't write code that handles things such as different screen sizes
automatically.
No need to throw stones :) I have worked on many games thank you, 8 of
which shipped. Screen size isn't the issue.
People, this is just a request. It would only make the platform better.
On Sat, S
ould be posted on public forums, where I and others
can see and answer them.
--
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, sen
e clearly under
estimating the time invloved. I have done both BTW.
On Sat, Sep 18, 2010 at 11:55 AM, Leigh McRae
wrote:
On 9/18/2010 2:23 PM, Dianne Hackborn wrote:
On Fri, Sep 17, 2010 at 7:54 PM, Leigh McRae
mailto:leigh.mc...@lonedwarfgames.com>>
wrote:
Making a few fast paths for dr
k.
I think the original point was that it would be nice if you could do a
simple bitblt that was hardware accelerated using the 2D API.
On Sep 18, 1:55 pm, Leigh McRae
wrote:
On 9/18/2010 2:23 PM, Dianne Hackborn wrote:> On Fri, Sep 17, 2010 at 7:54
PM, Leigh McRae
mailto:leigh.mc...
On 9/18/2010 2:23 PM, Dianne Hackborn wrote:
On Fri, Sep 17, 2010 at 7:54 PM, Leigh McRae
<mailto:leigh.mc...@lonedwarfgames.com>> wrote:
Making a few fast paths for drawing bitmaps (BitBlt) would be
huge for game developers. I know that 3 of my games I have made
a
scr...@googlegroups.com
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send
;s more like a fifth date kind of question.
-
TreKing<http://sites.google.com/site/rezmobileapps/treking> - Chicago
transit tracking app for Android-powered devices
--
Leigh McRae
www.lonedwarf
, and
rendering never happened concurrently. There's no way to know that was
the end problem, but that SEEMED to be it. If that helps anyone.
Just to reiterate, I agree that this is a serious platform-level bug
that needs to be fixed by Google. And it has gotten worse since 2.2,
although I
ent by breaking some huge triangles into smaller
ones. I have some (water layer, in particular) that are so large they
probably get processed by every tile of the screen.
Thanks for any insights,
- Dan
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to t
.
regards
--
Leigh McRae
www.lonedwarfgames.com
--
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-
ird device. And there I get my problem. This device works
on Android 2.2 but don’t support OpenGL 1.1?
I think that this must be a hardware problem, but I’m not sure. Does
anyone know a solution, or does anyone had the same problem?
Greetings,
D
--
Leigh McRae
www.lonedwarfgames.com
--
You rec
pers+unsubscr...@googlegroups.com
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this
g else I can do? Any ideas please?
--
Leigh McRae
www.lonedwarfgames.com
--
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 gro
to use multiple activities. The one activity
application is much simpler and more straightforward.
What advantages of multiple activities am I missing?
Thanks
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers&quo
number in the AndroidManifest.xml file ?
--
Leigh McRae
www.lonedwarfgames.com
--
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 g
Mine is long and grey. Oddly, my ponytail is not. And I'm taller; that
gives me more authority.
Nice. You make very valid points and I can see you clearly know your
stuff but I think at this point we should just agree to disagree.
Nothing is going to get changed anyway.
--
Le
On 8/3/2010 11:23 PM, Bob Kerns wrote:
You have a very limited view of the techniques available.
For Java that could be true but my C/C++ fu is just fine thank you.
On Aug 3, 10:39 am, Leigh McRae
wrote:
On 8/2/2010 10:49 PM, Bob Kerns wrote:> First of all -- if you want to l
cific files.
Some of that is personal preference but my team found it much easier
to maintain.
On Aug 3, 1:39 pm, Leigh McRae wrote:
On 8/2/2010 10:49 PM, Bob Kerns wrote:> First of all -- if you want to list
the faults of the C language, the
preprocess
ic files.
Some of that is personal preference but my team found it much easier
to maintain.
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to android-develop
lly laying down some surgical preprocess strikes within my code has
allowed me to finish the project without having to create more code that
I would have to manage and pay for at run-time.
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Goog
lets you modify the
Jira and Confluence source code!
My $0.02 is that even if javac did have a preprocessor, few "real"
Java programmers would deign to use it. Nonetheless, I'm sure there
are a few cases where a preprocessor is Just The Right Way To Program.
--
Leigh McRae
www.l
d
it's certainly an overstatement to say (or imply) that Android is a
complete disaster to develop for because there is no Java preprocessing.
-- Kostya
01.08.2010 18:40, Leigh McRae пишет:
What I don't understand is why so many people are against it. It's
just a tool and one that ca
nd one that can get you out of a tight spot. Give people the
tools and let them cut their own toes or feet off. Oh and yes I know
what the reply will be. Write it yourself, it's open source... We
aren't Java or we are Java depending on what we are debating...
--
Leigh McRae
www.l
ul 29, 12:14 am, Leigh McRae
wrote:
Hello,
I am finding the Android Market crash reports to be an unbelievably
useful tool! Unfortunately I am having issues with exceptions that
happen off the main thread. Since I am a C programmer, I dropped an
assert down to get the game to stop. Clearly
Hello,
I am finding the Android Market crash reports to be an unbelievably
useful tool! Unfortunately I am having issues with exceptions that
happen off the main thread. Since I am a C programmer, I dropped an
assert down to get the game to stop. Clearly I am not a Java expert.
Is there some wa
t take a few seconds on real device take
more than 5 minutes on emulator.
Its reproducible on both linux and windows.
I have taught hundreds of students with hands-on Android training,
with a wide range of hardware. None have experienced this problem to
the best of my knowledge.
--
Lei
nt solution?
Thanks!
PS: If you have an example of limiting or creating constant FPS that
would be helpful. I've tried it before but never got it quite right.
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscri
it this group at
http://groups.google.com/group/android-developers?hl=en
--http://diastrofunk.com,http://developingthedream.blogspot.com/,http:/...,
~Isaiah 55:8-9- Hide quoted text -
- Show quoted text -- Hide quoted text -
- Show q
. This one draws.
Although the third approach is the closest I got to a solution, my
intentions are that a true identity projection matrix will implicitly
spare the unneeded projection transformation altogehter.
I hope this clarifies the problem.
--
Leigh McRae
www.lonedwarfgames.com
--
You
.x if it matters.
Any ideas why is that so?
--
Leigh McRae
www.lonedwarfgames.com
--
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
gl.glPopMatrix();
gl.glMatrixMode(GL10.GL_MODELVIEW);
...
}
Since I don't like it one bit, is there a more efficent (and elegant)
way to do it?
Thanks
Simone
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developer
.s. if you prefer I can post my code
On 18 Giu, 18:45, Leigh McRae wrote:
I am not exactly sure what you're saying actually. At any rate, I
noticed that you're translating along the z-axis. If you're rotating
around the z-axis you don't need to translate along z. Also it co
l? is there something wrong?
On 18 Giu, 18:21, Leigh McRae wrote:
OpenGL applies it's transforms in reverse so maybe swap the two
translates. Sounds lame but this is the sort of thing you get right
once and don't look at again for sometime.Also make sure your matrix
mode is GL_MO
GL10.GL_VERTEX_ARRAY);
gl.glPopMatrix();
}
On 18 Giu, 17:31, Leigh McRae wrote:
Translate the quad to the origin, rotate, translate back.
Leigh
On 6/18/2010 11:12 AM, Paolo wrote:
Hi guys!
I'm a newbie in OpenGL. :D
I'm trying to r
nt to rotate of 45 degrees around its
center, without move it from its position, not around the origin of
the aces.
I hope you are able to understand my english... :)
How can I do that?
Thanks
Paolo
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are su
W=w;
H=h;
rect = new Rectangle();
}
I should see a rectangle, but I only see a white screen.
Any help?
Simone
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" gr
the render happens soon afterwards.
--
Leigh McRae
www.lonedwarfgames.com
--
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 gro
the normal OnTouchEvent doesn't apply, as far as I can tell.
What's the usual procedure for this?
Thanks.
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to thi
same verts and render fine,
and if I move an inch this triangle will render fine, as well.
Let's see if these links work:
http://www.synthetic-reality.com/hole1.jpg
http://www.synthetic-reality.com/hole2.jpg
Again, don't be shocked by the art :-) It's a little creepy.
- Dan
On
ld not be flakily changing. If I had bad numbers in the buffers,
I would expect the problem to be pretty constant.
- Dan
On Jun 13, 1:21 pm, Frank Weiss wrote:
I'm no GL expert by far, but is there possibly a debug or logging mode
which might expose a calculation or data error?- Hide
ir own MySQL/Oracle DBMS servers (supplied by
Oracle), or via an Oracle cloud.
Any votes for an Oracle Android App Store?
Any votes for a Yahoo! Android App Store?
or
What other major ICT/media company could pull off such a marketing
coup?
--
Leigh McRae
www.lonedwarfgames.com
--
You received t
On 6/8/2010 10:48 AM, Sean Hodges wrote:
On Tue, Jun 8, 2010 at 3:17 PM, Leigh McRae
wrote:
Well this really depends on the game. For smaller scale games the time to
load from scratch is so short you might not realize that the game is
actually being restarted.
Some examples of
ing to take a long time to
complete, then you need to reduce the amount of data you are trying to
store. Perhaps if you describe the kind of content you are dealing
with (e.g. textures, 3D map data, etc), you might get some suggestions
on how to handle them more efficiently within Android.
On Tue,
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
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are s
ibe 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
--
Leigh McRae
www.lonedwarfgames.com
--
You received this message because you are subscribed to the Google
Groups "
10 9:30 PM, Daniel M. Drummond wrote:
On Sun, 2010-06-06 at 18:18 -0700, Leigh McRae wrote:
I am having a really hard time grokking the Activity life cycle
concept. The main issue is with onStop() and onDestory() not being
guaranteed to be called before the process is killed. I though I had
it fi
First I would like to thank you for your hand holding.
On 6/7/2010 10:45 AM, Mark Murphy wrote:
Leigh McRae wrote:
At this point
as far as I can tell that onSaveInstance() must always be called before
onStop() for this case (being put into the background) as I don't see
how it can
On 6/7/2010 9:43 AM, Mark Murphy wrote:
Leigh McRae wrote:
So are you saying that onSaveInstanceState() is always called before the
system needs to kill an activity?
I am saying:
1. onSaveInstanceState() is always called before onStop(), as that is
something both our docs
1 - 100 of 137 matches
Mail list logo