[android-developers] currentTimeMillis() doesnt match on two concurrent emulators

2010-03-10 Thread Samsyn
so... I am testing my multiplayer game by running several instances of the emulator (which is, sadly, extremely slow and dis-satisfying). I depend on a little trick using currentTimeMillis() to keep a synchronized clock between the players (but NOT the absolute value of currentTimeMillis() since n

[android-developers] Re: currentTimeMillis() doesnt match on two concurrent emulators

2010-03-10 Thread Samsyn
ddicted to having eclipse actually install the apks :-) On Mar 10, 5:36 pm, Samsyn wrote: > so... I am testing my multiplayer game by running several instances of > the emulator (which is, sadly, extremely slow and dis-satisfying). > > I depend on a little trick using currentTimeMillis() to

[android-developers] Re: currentTimeMillis() doesnt match on two concurrent emulators

2010-03-10 Thread Samsyn
I shouldn't be so demanding. I love you, Eclipse, I really do, except when you crash or that time you deleted every source file in my project with nary a warning. Thanks again! - Dan On Mar 10, 5:53 pm, Robert Green wrote: > Samsyn, > > For multiplayer synchronization, you absolutel

[android-developers] Re: currentTimeMillis() doesnt match on two concurrent emulators

2010-03-12 Thread Samsyn
I admit I have pretty much given up on all the android string formatting, as just being too painfully slow to use during the game itself. I'm actually not using many views any more either, though that's probably just an overreaction on my part. I basically have one view (once the game starts) and

[android-developers] phone-as-client Socket connections time out in 3GS mode, but work fine in wifi

2010-03-12 Thread Samsyn
I'm sorry for what must be a really dumb question... my app is a client, the server is a linux box in a colo. I use android Sockets to connect to the server. It works great. that is, it works great when the phone is on wifi. But when the phone is on 3G, the socket connection times out. --- Th

[android-developers] Re: phone-as-client Socket connections time out in 3GS mode, but work fine in wifi

2010-03-14 Thread Samsyn
gs (bind to a nic?) That UrlCconnection is smartly doing, but I am dumbly not. On Mar 12, 11:42 pm, Samsyn wrote: > I'm sorry for what must be a really dumb question... my app is a > client, the server is a linux box in a colo.  I use android Sockets to > connect to the server.  It works

[android-developers] Re: phone-as-client Socket connections time out in 3GS mode, but work fine in wifi

2010-03-15 Thread Samsyn
fruit. But maybe I should also look at the firewall logs on that server to see what it says (I am of the opinion that it will accept connections from anyone, but opinion is often not fact) - Dan On Mar 15, 10:37 am, Michael MacDonald wrote: > On 03/14/10 21:03, Samsyn wrote: > > > >

[android-developers] Re: phone-as-client Socket connections time out in 3GS mode, but work fine in wifi

2010-03-17 Thread Samsyn
the off chance that some logging would actually tell me what it was complaining about. On Mar 15, 9:26 pm, Samsyn wrote: > Thanks for the suggestion Michael, I'll give that a try. > > I went through some abortive experiments with > requestHostForConnection() (man that turned

[android-developers] Re: phone-as-client Socket connections time out in 3GS mode, but work fine in wifi

2010-03-18 Thread Samsyn
Dan On Mar 17, 5:13 pm, Samsyn wrote: > Sadly, no joy.  I get the same behaviour trying to connect to three > different non-port-80 servers. > > Recapping > > * using Socket, TCP connection, originated by phone > * Have the "INTERNET" privilege > &

[android-developers] Re: phone-as-client Socket connections time out in 3GS mode, but work fine in wifi

2010-03-19 Thread Samsyn
On Mar 18, 8:11 pm, Samsyn wrote: > OK, some success, as it were. > > Let the wookiie win > OK OK, apparently I just picked the world's worst port number () and was SO SURE that was an innocent number that I didn't even try any others. Well, is apparently bloc

[android-developers] Re: currentTimeMillis() doesnt match on two concurrent emulators

2010-03-29 Thread Samsyn
d it's > not pretty.  I've switched everything to nanoTime / 100 since then > (which gives milliseconds) and all seems to be well. > > On Mar 10, 10:01 pm, Samsyn wrote: > > > > > Thanks, Robert! > > > yes, don't worry, I wasn't doing t

[android-developers] drawing word-wrapped text at arbitrary position on a canvas

2010-01-17 Thread Samsyn
Sorry if this has been covered, but I have been googling for 3 hours with no success, so here goes. Please assume that while being new to android, I believe I know the basics and have successfully published a nice graphical game (Tairu). I know about inflating an xml layout and instantiating views

[android-developers] Re: drawing word-wrapped text at arbitrary position on a canvas

2010-01-17 Thread Samsyn
So, having spent the obligatory five hours trying to figure out how android wanted me to do it (other than just "don't do that!"), I ended up writing this bit of code to do what I actually WANTED. It's not too bad except for the one section which needs to be made a lot more efficient. In case it

[android-developers] Re: drawing word-wrapped text at arbitrary position on a canvas

2010-01-21 Thread Samsyn
On Jan 17, 2:29 am, skink wrote: > On Jan 17, 10:25 am, Samsyn wrote: > > > So, having spent the obligatory five hours trying to figure out how > > android wanted me to do it (other than just "don't do that!"), I ended > > up writing this bit of code t

[android-developers] ByteBuffers and GLES

2010-09-01 Thread Samsyn
So, I've been a good boy (I think) and used ByteBuffers (and ShortBuffers and IntBuffers etc) for all the vertex lists and textures I feed to GLES. But can someone point me to the basic architecture of the 'typical' mobile GPU (or, I guess, the OpenVR Droid GPU at least). For example, does a mobi

[android-developers] Re: ByteBuffers and GLES

2010-09-02 Thread Samsyn
you may have to look in a BREW oriented > document or two to find it. > > On Sep 1, 7:31 pm, Samsyn wrote: > > > > > So, I've been a good boy (I think) and used ByteBuffers (and > > ShortBuffers and IntBuffers etc) for all the vertex lists and textures > > I

[android-developers] how to set eglSwapInterval when using GLSurfaceView?

2010-09-03 Thread Samsyn
So I am a lazybones using GLSurfaceView and loving it. But now that my code is running too darn fast (heh), I would like to slow it down via setting eglSwapInterval to 2 or something. Just to be nice to the battery. But, being a lazybones, I can find no way of doing this when using GLSurfaceView

[android-developers] Fil-rate workaround with FBOs?

2010-09-12 Thread Samsyn
My apologies if this is a stupid question... Might I get a net frame rate improvement if I did something like this: * create an FBO of resolution less than the full phone screen dimensions (user-selected quality vs speed option) * do most of my scene rendering into that FBO * then the 'real' (ful

[android-developers] Re: any tool in android to find memory leak and code optimization

2010-09-12 Thread Samsyn
I believe DDMS has much of what you need. For code profiling, search for 'TraceView' * you will want to add some UI to your app to let you toggle tracing on and off, so you can capture samples while your code is doing the thing you're interested in improving. For memory leak checking, you need t

[android-developers] Re: Every few hours Eclipse + ADT runs out of resources...

2010-09-12 Thread Samsyn
I've been assuming this was due to my verbose logging... it certainly seems to happen more quickly when I am more verbose :-) - Dan On Sep 12, 2:38 pm, mmo wrote: > When I am developing for Android and repeatedly running and/or > debugging an Android app in the emulator then about every two hour

[android-developers] Re: Fil-rate workaround with FBOs?

2010-09-15 Thread Samsyn
s the feature. I'm pretty sure the fill rate I save with the smaller render target is lost with the render of the background quad with that texture on it. Perhaps if I had a clever way to jam the texture (and stretch it nicely) into the colorBuffer directly... On Sep 12, 1:12 pm, Samsyn w

[android-developers] SoundPool resume problem (after playing a second sound while looped sound is paused)

2011-01-20 Thread Samsyn
I've been using SoundPool for awhile now with no issues to speak of, but I recently added my first 'looped' sound, which led to the use of pause/resume. My problem is that while this works streamId = play(...) // loop = -1 ... pause( streamId ) .. resume( streamId )

[android-developers] Re: openGLES different behavior on different devices

2011-01-20 Thread Samsyn
Any chance this could be the result of the source texture not having power-of-two dimensions? I believe support for non-binary dimensions can vary from phone to phone. To be pedantic, I mean the source image for the texture should be 256x256, 512x256, 256x128, etc, and not 417x203 etc. On Jan 2

[android-developers] Re: Soundpool.play() fails, returns 0, Playing From Widget

2011-01-22 Thread Samsyn
This is probably not helpful, but: * did you mean to have the loop value of -1? (infinite looping sound) * can you try triggering the sound later, after the load has had a chance to complete (I believe the sound samples load asynchronously, but cannot be played until the samples are all squared a

[android-developers] Re: Fil-rate workaround with FBOs?

2010-09-16 Thread Samsyn
nations I can think of feel like they should be equally true of the other texture. I guess I should try it in the emulator On Sep 15, 1:30 am, Samsyn wrote: > Well, I ran the experiement... > > 1.) it does work, though apparently the FBO texture ends up upside > down with relation to

[android-developers] Re: any tool in android to find memory leak and code optimization

2010-09-26 Thread Samsyn
Just wanted to add my vote for MAT being a life-saver. but hmm, I still don't see allocation tracker in the Eclipse DDMS plugin... and I *feeel* like I have the latest version.. but obviously I must not. Or I'm looking in the wrong place... or both.. :-) On Sep 13, 10:54 am, Xavier Ducrohet

[android-developers] Re: glGenTextures going crazy on actual device

2010-06-03 Thread Samsyn
For what it's worth, I started having the identical problem this evening, after changing my app to use API4 instead of API3 (where the glGenTextures() was working fine) Now I get the exact same list of goofy texture Ids when I use my phone (Droid 2.1), but it's fine in the emulator. At first I th

[android-developers] Re: glGenTextures going crazy on actual device

2010-06-04 Thread Samsyn
frustrated enough to return to api 3, I imagine. But it's got to be something extremely simple. - Dan On Jun 3, 9:51 pm, Samsyn wrote: > For what it's worth, I started having the identical problem this > evening, after changing my app to use API4 instead of API3 (where th

[android-developers] Re: glGenTextures going crazy on actual device

2010-06-04 Thread Samsyn
and yes, if I regress to api 3, the problem goes away, but apis 4 and 5 both have the 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

[android-developers] Re: glGenTextures going crazy on actual device

2010-06-04 Thread Samsyn
using > Android to resize them. Textures have to have power of 2 size > dimensions, so this resize can make an image that can be used as a > texture into an image that can't be used. It's pretty easy to prevent > the resizing, there are previous threads on that. > > On

[android-developers] Re: glGenTextures going crazy on actual device

2010-06-04 Thread Samsyn
; are using for your textures, changing the API level may be causing > Android to resize them. Textures have to have power of 2 size > dimensions, so this resize can make an image that can be used as a > texture into an image that can't be used. It's pretty easy to prevent > the resizin

[android-developers] Re: glGenTextures going crazy on actual device

2010-06-04 Thread Samsyn
t; http://blog.tomgibara.com/post/190539066/android-unscaled-bitmaps > > -- > Tom Gibara > email: m...@tomgibara.com > web:http://www.tomgibara.com > blog:http://blog.tomgibara.com > twitter: tomgibara > > On 4 June 2010 17:47, Samsyn wrote: > > > > > Lance, (

[android-developers] GLES/IntBuffer/?? Mis-placed verts?

2010-06-13 Thread Samsyn
so... I have a simple terrain mesh which, generally speaking, works fine. But as I walk around, occasionally, from some camera angles, a triangle of that mesh is clearly being rendered incorrectly. As if one of its verts has moved (considerably). But the vertex IntBuffer has not changed. (nor an

[android-developers] Re: GLES/IntBuffer/?? Mis-placed verts?

2010-06-13 Thread Samsyn
Well, with that special hubris that comes just before you realize you did something super stupid: "no, the code is PERFECT!" :-) For some reason, I found some other threads talking about this (sort of) AFTER making my post (I looked first, honest!), but I guess those were sort of off-topic comme

[android-developers] Re: GLES/IntBuffer/?? Mis-placed verts?

2010-06-13 Thread Samsyn
efinitely a bug, just only 99% sure it's not mine :-) ON another note, I think this game just started to be fun today. Which is to say, it's now possible to get killed if you're not careful. Plus the code is still young enough that's it's all pretty and organized and easy to

[android-developers] Re: app can't run in full screen mode with avd 800*480 (skin wvga800)

2010-06-13 Thread Samsyn
Any chance you declared something like this in your manifest? the described outcome of such a setting is something like what you describe, with your app displayed as a postage stamp with black borders on sides and bottom (but not top?) On Jun 13, 1:43 am, "xuxiake2...@gmail.com" wrote: > I cre

[android-developers] Re: GLES/IntBuffer/?? Mis-placed verts?

2010-06-14 Thread Samsyn
efinitely a bug, just only 99% sure it's not mine :-) > > > ON another note, I think this game just started to be fun today. > > Which is to say, it's now possible to get killed if you're not > > careful.  Plus the code is still young enough that's it's all pr