I figured it out. Instead of UserDictionary.CONTENT_URI, you need to
use UserDictionary.Words.CONTENT_URI. Which makes me wonder why the
UserDictionary class exists at all, since the only genuine piece of
information it defines (the URI) isn't actually directly usable.
Peter
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You received th
I'm writing an InputMethod and trying to load the words from the user
dictionary:
Cursor cursor = getContentResolver().query(UserDictionary.CONTENT_URI,
null, null, null, null);
This line fails with the following exception:
java.lang.IllegalArgumentException: Unknown URI content://user_dictionar
I've been developing for Android for about a year and a half.
Whenever I encounter a problem, I dutifully file a bug report. I'm
now up to about a dozen.
Every single one of my reports is still listed as "New" in the bug
tracker, even the ones filed a full 18 months ago. Not a single one
of them
The Nexus One doesn't have a very good touch screen. It wasn't
designed for multitouch, by they (only partly successfully) hacked
multitouch support into it. I find that I have to be a little careful
how I hold the phone. If my hand touches the screen at the edge, that
can confuse it and prevent
Here's a recent thread that discussed 2D game engines:
http://groups.google.com/group/android-developers/browse_thread/thread/d54d5189309bf045/ad2513731f23aebe
And this one discussed 3D game engines:
http://groups.google.com/group/android-developers/browse_thread/thread/abafebc86bf44470/6c8df881
> As a note; The game was better than I expected to see :).
Thank you. :)
> You should consider using a different license though, LGPL and Android don't
> mix well due to the dex format
Yes, other people have mentioned that to me. I'm planning to switch
to BSD in the next version. And if you
Another engine to consider is Gamine (http://sourceforge.net/projects/
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
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How is low latency audio in Gingerbread supposed to work? It added
the android.hardware.audio.low_latency flag to the manifest with the
description, "The application uses a low-latency audio pipeline on the
device and is sensitive to delays or lag in sound input or output."
But how do I actually u
Now that the 3.0 SDK is out, I've read through the Renderscript
documentation. But it's pretty sketchy, and still doesn't answer most
of my questions.
Graphical scripts seem to consist of shader definitions and drawing
code. But I assume the shaders ultimately get compiled down to the
same machi
Non-power-of-2 textures became a standard feature in OpenGL ES 2.0, so
if you're using that, you can rely on them being supported.
Peter
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Is there any documentation available for Renderscript? I downloaded
the SDK docs, but aside from the Javadocs (which aren't very
enlightening), it doesn't seem to be mentioned at all. What are the
capabilities of Renderscript? When would it make sense to use it
instead of OpenGL?
Peter
--
You
That really depends on the type of game you're writing. I have an
open source engine I've been developing:
https://sourceforge.net/projects/gamine
It could be a good choice for small to medium size 3D games. But if
you want to write a 2D game, there's a completely different set of
engines that
I didn't have to reinstall Eclipse, and it worked fine for me.*
Peter
* The word "fine" must be interpreted very broadly, given that the
layout editor has actually managed to become even more buggy and
painful to use than it was before (and that's an accomplishment).
I've filed a bug report listi
I don't think Apache requires people to release their improvements to
the library? I'd prefer to have a license that does that. But if
people object seriously to LGPL, and if I can't find a different one
that does that, I'll probably just go to BSD, which imposes almost no
restrictions at all.
>
Do you have a suggestion for a different license? I don't want to
create any obstacles to using it in commercial games, but I do want to
make sure that if someone improves the library itself, those
improvements will be released as open source.
> Ps: by the way I tried you game : it's nice but I t
It doesn't require you to release your source code. It just requires
that you provide your application "as object code and/or source code,
so that the user can modify the Library and then relink to produce a
modified executable containing the modified Library." (That quote is
from section 6a of v
Gamine is an open source 3D game engine for Android. I've just
released version 0.3, which incorporates lots of new features and bug
fixes, and represents a large step forward in the overall maturity and
robustness of the engine:
http://sourceforge.net/projects/gamine
Gamine has now been used in
Looking over the API change log for Gingerbread, it looks like it's
moved from being based on Java 5 to Java 6. Anyway, I see lots of new
classes and methods in the java.* packages that correspond to Java 6
features. There's no mention of this in the platform highlights
document, though, and I wo
How can I detect when the screen is locked? I'm writing a game, and
have found that sometimes users will pause the game by just hitting
the power button to turn off the screen. onPause() gets called then
as expected. But onResume() gets called as soon as they turn the
screen back on, causing my
As discussed in another thread (http://groups.google.com/group/android-
developers/browse_thread/thread/d79bfa05528cbbee/2b08822eeb767b7b), my
program allows users to export data by email. I do this by writing
the data to a temporary file, then attaching it to an Intent:
startActivity(new Intent(
What type of file is it?
I just tried to open a .mpg file both with the stock browser and with
xScope. With xScope, it gave me the choice to play or download, but
if I selected play, it gave me a message that no viewer was
available. The stock browser didn't give me an option to play it, but
was
I've been pushing ahead on this project. I'd like to report my
progress for the benefit of anyone who comes across this thread. And
perhaps someone can tell me if there's a better solution than what I'm
doing.
I'm trying to export data from my program in a way that users can
easily share: emaili
I'm writing a game that includes an editor for users to create their
own levels. I'd like players to be able to share the levels they've
created with other players. I'm trying to figure out the best way of
implementing that, and hoping for any advice on the subject.
One obvious option is to set
Yes, this is on 2.2. I'll file a bug. Thanks.
Peter
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Thanks. With that change it's better, but still not quite right. Let
me try to describe exactly what I'm seeing.
My layout consists of a GLSurfaceView that fills most of the screen,
and some buttons at the bottom. The hierarchy is as follows:
LinearLayout1
GLSurfaceView
LinearLayout2
B
I'm writing an Activity that should take up the entire screen. I
therefore call
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
at the beginning of onCreate(). But it doesn't work correc
Thanks. Putting it in libs also seems to work.
Peter
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Thanks, that worked. It appears that the developer documentation page
cited above is incorrect. It explicitly says, "It is not necessary to
put external JARs in the assets folder."
Peter
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To
I'm clearly missing something simple, but after nearly an hour of
trying to figure it out, I'm still stuck.
I have an external jar file containing classes I want to use in my
project. No problem, right? I just followed the instructions at
http://developer.android.com/guide/appendix/faq/commonta
You're right, my fault. Because I had Eclipse set to 1.6, I missed
the fact that I was calling an API that didn't exist in 1.5.
Thanks!
Peter
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I'm stuck on a problem that I'm sure has a very simple answer, but I
haven't been able to figure it out.
I have a program that should work on Android 1.5, but when it's run on
newer devices with higher resolution screens, it should support the
full resolution and not emulate a lower resolution scr
I've also seen this sort of stuttering, which in my case is clearly
related to gc, since a message appears in the log saying that a gc was
just done whenever it happens. I've used DDMS to identify where
garbage is being produced, and have completely eliminated all
allocations in my own code. By I
The number of seconds elapsed is just timePassed/1000. You're trying
to make it more complicated than it really is.
Peter
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Looks like this is already a well known issue with a lot of people
complaining about it:
http://code.google.com/p/android/issues/detail?id=3708
Peter
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Thanks. It's good to know this works on at least some phones. So I
guess I'll just provide a user setting for whether to turn the screen
off or not, so those whose phones don't have this problem can still
save power. And I'll file a bug report.
Now I'm running into the problem that even SCREEN_
After investigating this a bit further, I've determined that the
program is still running. For example, if I set a Timer, that keeps
getting invoked. It's just SensorEventListeners that don't get
invoked when the screen is turned off. That's good to know, but
doesn't get me any closer to a solut
I'm writing a program that processes SensorEvents. It needs to keep
running and keep processing events even when the user isn't directly
working with their phone (i.e. when it's just sitting in their
pocket). To make that work, I need to prevent the phone from turning
off. On the other hand, I d
On Apr 29, 3:01 pm, AS wrote:
> how long has gamine been around?
Let's see... I came up with the idea on Dec. 25. (I had lots of time
for thinking about it while sitting in the car on the way to and from
Christmas dinner.) So I started reading Android developer
documentation, downloaded the S
I've just released version 0.2 of Gamine, an open source 3D game
engine for Android devices:
https://sourceforge.net/projects/gamine
This release adds lots of major features, including particle effects,
OBJ file import, picking, text rendering, transparent rendering, and
more. Although it's stil
Gamine is an open source 3D game engine for Android devices. I've
just released version 0.1. This is still a very early version, so you
probably won't be creating any masterpieces with it just yet, but I'd
very much appreciate any feedback on the overall design and
architecture.
https://sourcefo
I was wondering if anyone has experience with the relative performance
of vertex arrays vs. vertex buffer objects? On a desktop computer,
you expect VBOs to be much faster since the data can be stored in
video memory. But hand held devices don't usually have separate video
memory, so I'd expect l
Got it! In the process of messing around with this, I think I had
actually done all things I needed to, just never in the right
combination. For the record, the essential elements were:
1. Call setFocusable(true) on the View
2. Call setFocusableInTouchMode(true) on the View
3. Return false from
Here is where I create and add the listener:
http://gamine.svn.sourceforge.net/viewvc/gamine/trunk/src/net/sf/gamine/common/InputStage.java?revision=8&view=markup
It gets added in onStart(), which is called from the start() method of
http://gamine.svn.sourceforge.net/viewvc/gamine/trunk/src/net/
On Jan 16, 1:19 pm, Philip wrote:
> Not sure why this would happen but if you want to take a look at the
> cocos2d for Android code I released last night, there are a few
> examples on how it works.
Thanks, that was really helpful. After looking through your code for
a while and comparing it to
On Jan 16, 1:40 pm, Lance Nanek wrote:
> Do you have a phone? Just log the values and look at them as you move
> the phone.
Yes I've done that, but it's not obvious from that which of the 24
possible rotation sequences it's using (six possible axis orders, and
the second and third rotations can e
On Jan 16, 3:27 pm, Robert Green wrote:
> Remember to call setFocusableInTouchMode(true); in the view if you
> want to receive focus and key/touch events.
I wasn't doing that. I just tried it though, and it didn't fix the
problem. Instead, it disabled the Back and Menu keys...
Peter
--
You re
I'm trying to figure out exactly how to interpret the rotation angles
produced by a SensorEvent for Sensor.TYPE_ORIENTATION. Unfortunately,
the documentation (http://developer.android.com/reference/android/
hardware/SensorEvent.html#values) doesn't give a complete definition
of it. It defines wha
I'm having trouble getting a GLSurfaceView to respond to key and touch
events. My entire UI consists of just the GLSurfaceView, which is set
as the content view for the activity. I then call setOnKeyListener()
and setOnTouchListener() on it, but neither listener ever gets
called. I've tested bot
> Just render a small object using identical code except one is float and one
> is int, then time them.
Unless a garbage collection happens to kick in during one of those
tests, or the OS decides to timeslice to another process, or the JIT
decides to recompile some code with better optimization,
> First you need to find exactly what kind of CPU it has. Then go to the
> manufactures web site and download the docs on programming there 3d
Well, yes, but I didn't mean manually. What I meant is, is there an
API by which I can determine whether the device my program is running
on has hardware
That looks like a lot of interesting and useful performance
information, but I didn't actually see any answers to my questions
there. In fact, the only discussion of fixed point versus floating
point was in relation to a physics algorithm. I don't have questions
about my physics code, because I'l
OpenGL ES allows values to be specified in either fixed point or
floating point format, but I haven't been able to find any information
about how this is actually implemented on Android devices. Are there
actually two different pipelines, one for fixed point and one for
floating point? If so, wha
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