When I run 100% house ads (ie. admob doesn't pay me to display ads)
the number of requests double. How do I know the true number of
requests being made by my app users? This makes absolutely no sense.
anyone have an answer?
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Hi all,
I am wondering if anyone can answer this. I am going to contact admob
support but don't expect to hear from them anytime soon.
I have a popular android app which has been making decent monthly
revenue. I decided to run all house ads for a couple days instead of
actual ads and to my surpris
eference/android/os/AsyncTask.html
>
> On Mar 22, 9:34 pm, acr wrote:
>
> > Hi all,
> > I have an app that I set up to connect/parse json data/HttpPost to a
> > mysql server via php..
>
> > Everything works perfectly if there is a basic connection, and if
> >
Hi all,
I have an app that I set up to connect/parse json data/HttpPost to a
mysql server via php..
Everything works perfectly if there is a basic connection, and if
there is no connection my handlers work flawlessly.
The problem is when the server is slow to respond like 15-30+ seconds
the activi
Hi,
I have looked everywhere and feel like I am going in circles at this
point what I am trying to do seems simple enough.. I a, trying to take
json data parsed from my mysql server and send the info to an array
list in android.
I can return the json strings with no problem, eg.
json_data.getStrin
I just changed the min SDK version from 3 to 4, if someone has a
solution I'd love to still support android 1.5 like it did before.
On Mar 17, 6:39 pm, acr wrote:
> before my app update, i upgraded my eclipse sdk to android 2.2 (see
> article below) I was using drawable-hdpi dr
round without having to reintroduce the drawable
folder? thanks
http://androidforums.com/developer-101/146259-1-5-compatibility-issues-new-2-2-sdk.html
On Mar 17, 4:48 pm, acr wrote:
> Hi all, i am running into a problem where I am getting force closes on
> devices running android 1.5, it
Hi all, i am running into a problem where I am getting force closes on
devices running android 1.5, it used to run fine in 1.5 and I issued
an update which had nothing to do with the graphics (changed a few
menu setting within the app) now my application icon is the default
android icon(not my icon
Hi all,
I I'm trying to tackle a new area for me in the android dev which is
getting/posting data to a mySql database. I am good with php and MySql
just not sure how to tie in with android getting success/failure
results etc.
Basically what I am trying to accomplish is:
1: creating a new username
died.
On Mar 14, 1:45 am, acr wrote:
> makes perfect sense, thank you so much for the help
>
> On Mar 14, 1:41 am, Dianne Hackborn wrote:
>
> > Screen orientation is global; there can be various ways in which an activity
> > can run briefly in an orientation it doesn
that forces a particular orientation (it is common
> on phones to force portrait), then when the device locks that will take
> charge of the screen orientation and force it into the mode it wants despite
> your wishes.
>
>
>
> On Sun, Mar 13, 2011 at 9:49 PM, acr wrote:
>
every one will need that button, or you need to handle
> cases when it doesn't.
>
> - Brill Pappin
>
> On Mar 13, 11:40 pm, acr wrote:
>
> > sorry for got to add this..
>
> > 53: howtoplayButton.setOnClickListener(this);
>
> > this works on
t;
>
> On Sun, Mar 13, 2011 at 8:03 PM, acr wrote:
> > I have a relatively successful app in the android market that a very
> > small amount of users experience force close on start up of the app.
>
> > It is not happening on a specific device, im not sure if it's
&g
I have a relatively successful app in the android market that a very
small amount of users experience force close on start up of the app.
It is not happening on a specific device, im not sure if it's
something these users have installed that is interfering with the app.
I've tried to troubleshoot
s any. Neat game btw.
Ernest Woo
Woo Games
http://www.woogames.com
On Dec 21, 8:18 pm, ACR wrote:
Hey Damien,
Thanks for the quick reply. The game is "CandySwipe FREE" on the android
market and the user says they cannot open the game on the device. Thanks for
checking this
ne if you want me to test it for you.
Damien
On 22/12/2010, at 10:37 AM, acr wrote:
> Hi,
> My game has been on the market for a week now with no major issues.
> However
> I got an email from 2 people yesterday saying that they are having
> problems with the game on their Samsung Ga
Hi,
My game has been on the market for a week now with no major issues.
However
I got an email from 2 people yesterday saying that they are having
problems with the game on their Samsung Galaxy Tab
If someone has a Samsung Galaxy Tab and are willing to test this
for me, please send me a message. I
return true;
}
On Dec 11, 12:49 pm, acr wrote:
> Hi,
> Anyone know of a way to prevent the search key from canceling an alert
> dialog? I have alert.setCancelable(false); and it works fine for the
> back button, but when i hit the search key it goes to
Hi,
Anyone know of a way to prevent the search key from canceling an alert
dialog? I have alert.setCancelable(false); and it works fine for the
back button, but when i hit the search key it goes to search.. and
when I close the search my NON-Cancelable dialog is gone. any way to
fix this. Please he
Hi,
My game has been on the market for a week now with no issues. However
I got an email from 2 people yesterday saying that they are having
problems with the game on their LG Ally and Motorola Devour
If someone has any one of these phones and are willing to test this
for me, please send me a mess
and bad runs. Please help.
Thanks
On Nov 27, 12:01 pm, acr wrote:
> Hi,
> I have a game with a thread that updates physics and draws in a
> surface view. everything runs smooth and "snappy" 95 percent of the
> time. However sometimes when I start a new game the animations a
Hi,
I have a game with a thread that updates physics and draws in a
surface view. everything runs smooth and "snappy" 95 percent of the
time. However sometimes when I start a new game the animations are
sluggish and only when I hit the home button and the return to the
same game it gets back its "s
Hi,
My game has been on the market for 2 weeks now with no issues. However
I got an email from someone yesterday saying that they cannot install
it on their my touch.
If you arw willing to test this for me please send me a message. I
don't want to spam the boards.
It would be greatly appreciated.
like
>
> if ( g1Left > 2 )
> g1Left = g1Left; // add break point here.
>
> On 10/30/2010 9:50 PM, acr wrote:
>
>
>
> > Anyone have any idea why when i run this forloopto add a graphic to
> > my screen, the first iteration coordinate get discarded if the
the complexity of the app, and
> > how persistent the state is supposed to be.
>
> This smells like persistent storage to me:
>
> On Fri, Nov 12, 2010 at 10:29 AM, acr wrote:
> > For example when someone exits I want them to be able to save and exit,
> > then come back a
Hi everyone, I have a puzzle game with a 7x7 grid of graphics, and a
timer, its just about ready to go. But I am stuck on how to go about
saving/continuing game.
For example when someone exits I want them to be able to save and
exit, then come back and click continue to pick up where they left off
ernal/alsa-lib/src/pcm/
pcm.c:7231:(snd_pcm_recover) underrun occured
On Nov 4, 10:40 pm, acr wrote:
> I have a timer thread setup to play a loop using soundpool, but for
> some reason I cannot get _soundPool.stop(_playbackTimer); to stop
> the loop. even if I exit the application
I have a timer thread setup to play a loop using soundpool, but for
some reason I cannot get _soundPool.stop(_playbackTimer); to stop
the loop. even if I exit the application the loop keeps running. I
have to physically power off the phone to get it to stop. am I missing
something here? Does anyo
I ended up going the thread route and it is doing what I need, thanks
for the reply
On Nov 4, 10:59 am, TreKing wrote:
> On Wed, Nov 3, 2010 at 9:18 PM, acr wrote:
> > I'm just looking for the most efficient way to accomplish this. it only
> > needs to be every second or
Hi,
I'm looking for the best way to setup a timer for a game. For example
I want the timer to tick down, but I want to be able to add to the
timer when certain levels are reached etc. I'm just looking for the
most efficient way to accomplish this. it only needs to be every
second or so.
If anyone h
rom another thread.
>
> On Oct 31, 2010 11:07 AM, "acr" wrote:
>
> So, It has nothing to do with the loop if I add the images manually I
> get the very same result
> the first graphic is being drawn to x0 y0 in my code. what I have is
> a column of 7 graphics(_theGrid
running in OnDraw(Canvas canvas) non stop
bitmap = _theGrid.get(0).getBitmap();
gridcoords = _theGrid.get(0).getGridCoordinates();
canvas.drawBitmap(bitmap, gridcoords.getGrid1X(),
gridcoords.getGrid1Y(), null);
On Oct 31, 8:16 am, acr wrote:
> Now I even tried to cha
=temp1Y*-63;
graphic.getGridCoordinates().setGrid1X(x1);
graphic.getGridCoordinates().setGrid1Y(y1);
}
_toAdd1.removeAll(_toAdd1);
temp1Y=0;
On Oct 31, 7:22 am, acr wrote
e. I
> know that feeling.
>
> Have you tried calling .invalidate to force a redraw between steps, so
> the display and your code stay in sync?
>
> On Oct 31, 4:43 pm, acr wrote:
>
> > I am totally stumped here, any insight from anyone would be greatly
> > appreciate
I am totally stumped here, any insight from anyone would be greatly
appreciated. I hit a wall and am not sure what else to do.
On Oct 31, 12:00 am, acr wrote:
> Thanks for the reply, I've done this and it looks like the loop is
> moving faster than the canvas can draw to the surface.
Thanks for the reply, I've done this and it looks like the loop is
moving faster than the canvas can draw to the surface. which would
explain why I get a positive result when there is only one to loop
through and a positive result for the last in the loop. I even
attempted to put a Thread.sleep in
Anyone have any idea why when i run this for loop to add a graphic to
my screen, the first iteration coordinate get discarded if the loop
runs more than once?
For Example, I have a column of 7 graphics in a graphic array list,
when I remove a graphic the code below runs to insert a new graphic,
a
i got it, thanks, I think this may be what i'm looking for
On Oct 29, 12:45 pm, Sebastián Treu wrote:
> On Fri, Oct 29, 2010 at 1:44 PM, Sebastián Treu
>
> wrote:
> > How about a boolean matrix?
>
> Sry, I meant int matrix (i came from C).
>
> --
> If you want freedom, compile the source.
>
> Se
ill be much less frustrating for you.
>
> On Oct 29, 10:55 am, acr wrote:
>
> > Hi all, Im new to android and java but moving along at full speed. My
> > lack of experience is making some elementary tasks too repetitive.
>
> > For example I want to be able to loop t
2m1+=1;
g2m2+=1;
g2m3+=1;
}else if(grap.getCol()==2 && grap.getRow()==5){
g2m0+=1;
g2m1+=1;
On Oct 29, 12:12 pm, TreKing wrote:
> On Fri, Oct 29, 2010
Hi all, Im new to android and java but moving along at full speed. My
lack of experience is making some elementary tasks too repetitive.
For example I want to be able to loop through the following snipit of
code.. the problem is I want "i" replace the number "1" in g1m0+=1;
so through each iterat
Hi,
I'm looking to mimic the swipe effect like the one used for unlocking
an android phone in security settings. I have a grid of objects and I
would like the straight bar to appear as I touch/move across the
screen. Anyone know ho to accomplish this?
Thanks
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You received this message because
I'm in the beginning process of creating my first 2d game and it's a
puzzle game (sort of
like bejeweled) where I would have 7 different images randomly spread
out across in a 7x7 grid
totaling 49 images total.
Basically there would be a way to match pieces and make them
disappear, then the pieces
Hello,
I am in the beginning stages of developing my first 2d puzzle game
(7x7 grid kind of like bejeweled), and looking for the best method to
implement the following:
draw 49 random pieces(from 7 original pngs) on the board that can be
moved around without redrawing the whole board. I can get th
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