I've been using SoundPool since Android v1.0 and am happy that some of
the problems were fixed, but I've noticed that it's still not entirely
stable. As far as I know, there are still 3 major bugs with it (2
dealing with looping sound):
1) SoundPool.stop() is unstable/unusable. To reproduce, ju
There are lots of optimizations but really at the end of the day you
will be fill-bound. Try playing Light Racer 3D (basic or normal) and
hit menu for settings, then turn off "advanced graphics". All that
does is turn off the skysphere, which is only 150 triangles or so, and
doesn't enable blend
Jni is not really a big factor in this. In my experience, if you use
vbos, you're not nearly as triangle bound as you are fill bound. If
you're only filling half the screen and you use vbos with no normals
and no index, I imagine you could get up there with vert count.
Here's a little test to se
gt; _configs = configs[0];
> _context = _EGL.eglCreateContext(_display, _configs,
> EGL10.EGL_NO_CONTEXT, null);
>
> _surface = null;
>
> But yeah, if anyone knows what's going on or knows what I'm doing
> wrong I'd be mighty grateful. I feel
Not to mention that it literally doubles the installed size of your
app.
On Nov 9, 9:33 am, niko20 wrote:
> I wouldn't bother turning copy protection on, all that does is prevent
> people that have developer phones from downloading the app. People
> that have rooted phones can still download it a
1) Don't override home. That key should always work to get the user
back home.
2) Make sure you're overriding onPause and onResume in your activity
and you have those calling pause and resume in GL. Normally I'd say
just have it call that on your GLSurfaceView but I'm not sure how the
configura
I had a problem with Ortho on my phone vs on the emulator at one point
as well. Could you post more of your GL initialization code? My
problem was something dumb like I was calling orthox using actual
screen dimensions when I needed to either use fixed point there or use
orthof.
On Nov 8, 3:34 p
Congratulations! Your application 'Light Racer 3D Trial' was selected
by Android users as one of the top 20 in the Arcade category!
I'm really happy about that. The updated version, 1.2, is sooo much
better than the ADC one, though. Oh well, time constraints are all a
part of the game :)
Good l
I also used cyrket almost daily to watch for comments. Androlib works
but seems to be behind in app versions and icons and such. I don't
trust it as much. I'd really like cyrket back. Using the device to
check 6 applications of comments daily isn't much fun.
On Nov 2, 8:18 pm, Brad Fullmer wr
I used to run Eclipse 3.4 / Java 1.6 / Android SDK 1.0,1.1,1.5,1.6 on
Vista 64 but recently did a clean install of Windows 7.
Now I'm running Eclipse 3.4 / Java 32 and 64 1.6 / Android SDK 1.5-2.0
on Windows 7 Professional x64 without any problems.
Windows 7 seems to handle everything exactly the
Droid.
>
> While playing with EGL config selection on CLIQ I've noticed a strange
> behavior. First config reported by eglChooseConfig is usually:
>
> red=5 green=6 blue=5 alpha=0 depth=0
>
> but sometimes, for no apparent reason, the first config is changed to:
>
>
.1 CL69164 release-keys
>
> On Fri, Oct 30, 2009 at 7:20 AM, Justin Giles wrote:
> > Installed, played 1 round, rebooted, icon & text looked fine. Game started
> > with no problems.
>
> > Justin
>
> > On Thu, Oct 29, 2009 at 11:35 PM, Robert Green wrote:
>
Oct 29, 9:25 pm, Dianne Hackborn wrote:
> There is -no- cached data for applications, at least in the standard
> platform. We rescan and collect all of this data at each boot.
>
>
>
> On Thu, Oct 29, 2009 at 6:58 PM, Robert Green wrote:
>
> > Justin,
>
> > Did t
with the versions I've seen it break on before.
Thanks!
On Oct 29, 9:28 pm, Justin Giles wrote:
> It says "Light Racer". Cacheit's good if it's in your wallet...not so
> good when it causes bugs.
>
> On Thu, Oct 29, 2009 at 8:58 PM, Robert Green wrote
Are you using a logging or trace option for OpenGL? If so, you have
to turn it off. The log and trace wrappers for GL cause errors to be
thrown when using VBO extensions. I haven't tested on a Cliq but that
happened to me on my G1.
On Oct 29, 12:33 pm, Hexage wrote:
> I've been testing our ga
ood and the game loads. Swhat's amiss with
> the rest of us? Sheer dumb luck? Poorly coded apps?
>
> Justin
>
> On Thu, Oct 29, 2009 at 6:16 PM, Robert Green wrote:
>
> > Justin, would you be willing to install Light Racer, reboot and check
> > fo
Justin, would you be willing to install Light Racer, reboot and check
for me? That will show if I've figured out part of the problem or
not.
Thanks!
On Oct 29, 3:14 pm, Justin Giles wrote:
> I installed pandahome (assuming that's what you meant by installing a
> different home app) and I get t
Dianne, it's happening to me on 3 out of the 5 apps I have published.
All apps work fine on:
Emulator 1.1, 1.5, 1.6
G1 1.1, 1.5, 1.6
Mytouch 1.5, 1.6
Droid 2.0
The 3 apps have the issue on
Hero 1.5
I had originally assumed it had something to do with the manifest,
specifically the way the app l
olution than native for compatibility
> purposes. Maybe that's why you are seeing the lower resolution in your
> tests?
>
> Some examples in this
> thread:http://groups.google.com/group/android-developers/browse_thread/threa...
>
> On Oct 28, 11:35 pm, Robert Green wrot
I just got my hands on this phone. Here's my summary:
1) It's really fast. Runs all my games at max framerates.
2) The screen is 16:9 and will probably mess with your layouts and
games and stuff.
3) It has a PowerVR SGX530. That's right around iPhone 3GS's GPU
speed. Wow!!
I believe the h
MrChaz, the Verizon Droid has an OpenGL ES 2.0 PowerVR SGX530 chip in
it.
I just got my hands on one and put together a developer specs sheet
here - http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs
On Oct 28, 2:59 pm, MrChaz wrote:
> There's been no word on any hardware
ot;App
name/icon problems on Hero after reboot" ?
Thanks!
On Oct 26, 9:33 pm, Greg Donald wrote:
> On Mon, Oct 26, 2009 at 12:44 AM, Robert Green wrote:
>
> > I think this is related to the issue that I'm documenting here -
> >http://groups.google.com/group/android-developers
I think this is related to the issue that I'm documenting here -
http://groups.google.com/group/android-developers/browse_thread/thread/803414476a834dbc/4655823ff553daac?lnk=gst&q=hero#4655823ff553daac
I'm finding that it may have something to do with the use of a string
resource for the app labe
Steff,
If you want to ensure device compatibility going forward, I'd
recommend using the new GLSurfaceView class which was introduced in
Android 1.5. It cleared up issues for me and I have to imagine that
sticking to it will bring you the best results with new devices.
Do you need that pixel fo
On Oct 25, 2:16 am, Robert Green wrote:
> I originally titled this with the word "quirkiness" instead of "bugs"
> but after reading the android reference docs, I believe it's a bug.
>
> I'm having problems with the app icons and labels for the Light Racer
&
I originally titled this with the word "quirkiness" instead of "bugs"
but after reading the android reference docs, I believe it's a bug.
I'm having problems with the app icons and labels for the Light Racer
series of games I've released on Hero. The games seem to run fine but
for whatever reaso
The biggest thing for me that was added in 1.5 was the GLSurfaceView.
I had issues but after switching to that everything worked everywhere
like magic. Are you using that?
On Oct 23, 12:01 pm, Steff wrote:
> Hi
>
> I tried to remove all usage of texture in the app. That did not help.
>
> Now I
I feel like your numbers aren't right. If you want a sixteenth-screen
sized view (which it seems you do) in the upper right corner, Here's
my initial thought:
int left = surfaceWidth * .75f;
int bottom = surfaceHeight * .75f;
int width = surfaceWidth * .25f;
int height = surfaceHeight * .25f;
g
99% of the SoundPool bugs are worked out. It's great for games! I
use it in everything I do.
On Oct 9, 4:07 am, "yarik...@gmail.com" wrote:
> Hi all!
>
> I have pretty common question:
> is there any bug-free way to implement sound effects in a game?
>
> Or we only have unpredictable SoundPool
Can I guess that you're trying that on the emulator?
String extensions = gl.glGetString(GL10.GL_EXTENSIONS);
Log.i(TAG, "GL Extensions [" + extensions + "]");
Add that into your Renderer.onSurfaceCreated() so that you can see
what extensions are available on the platform you're developing for.
I
ntees about serving threads in the order they are waiting (though
> I believe many Java implementations do). Have you tried the Semaphore
> class? It allows you to specify whether it's fair or not in the
> constructor.
>
> On Oct 5, 12:10 pm, Robert Green wrote:
>
> > By
- I
>
> However, I don't think that helps much to explain the flickering. But
> I'll reserve judgement until I have a chance to try it :)
>
> Jeremy
>
> On Oct 5, 1:10 pm, Robert Green wrote:
>
> > I just thought of something. You said your logic thread sleep
eads
> }
> }
>
> When I have the notfyAll() call enabled, it flickers badly. Without
> it, I rarely see flickers (still some, though). That method is called
> from the UI thread, and should result in waking up the logic thread.
> Any ideas on how / why that affects th
Set a sound trigger schedule in milliseconds. There are many ways to
model it. Use whatever you're most comfortable with. The key
elements are "what sound to trigger" and "when to trigger it."
I wouldn't use absolute time. I'd make it relative to something so
that you can pause and resume and
The G1 reports 65536 for that parameter.
On Oct 4, 7:06 am, RichardC wrote:
> You could try
>
> glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &value);
>
> Have not tried this myself but found it in
>
> http://gpwiki.org/forums/viewtopic.php?t=8839
>
> On Oct 4, 7:36 am, Jeremy Slade wrote:
>
> > I di
There was a lot to write so I put it in an article here -
http://www.rbgrn.net/content/338-adc2-begins-potential-problems-with-game-judging
Here's the part I wrote specifically about games:
In my opinion:
No games are truly original.
Almost all games use the capabilities of the platform about e
You can skip ahead to creating them in a tool, exporting to obj and
importing the obj files into your app/game.
I did that for Light Racer 3D -
http://www.rbgrn.net/content/313-light-racer-3d-days-1-2-learning-opengl-es
There is a code snippet in that article which will import an OBJ file
into
I use JSON w/Ruby on Rails as my server. It works fairly well, though
I did have to do a little rigging to get errors handled nicely.
My vote is to keep going with JSON. All you really need to write is a
toJSON() on the server side and fromJSON(JSONObject obj) on the
client. It can get a littl
Yes, I have done plenty of this now. Here's how I do it:
My Parcelable is called an OnlineUser. Here's the important stuff:
private OnlineUser(Parcel in) {
readFromParcel(in);
}
public void writeToParcel(Parcel out, int arg1) {
writeToPa
:(
>
> anyway, thank you a lots for your answers.
>
> On 22 sep, 19:23, Robert Green wrote:
>
>
>
> > You can but you only need the callback information for knowing when
> > the surface has been created/modified or destroyed. The renderer will
> > get th
r.Callback to be notified when the surface is created and
> destroy ?
>
> On 21 sep, 23:15, Robert Green wrote:
>
> > Check to make sure that at the time of resume, you're not hanging on
> > to old surface holders or anything like that. I use GLSurfaceView
> > onP
Satish,
You're going to need to dig deeper and find a more technical problem
than, "The list feature doesn't work." You're posting about a library
that very likely no one on this list has tried to use on Android. Do
some more debugging and figure out exactly what isn't working. If you
do that
> * Is texSubImage2D broken, in which case I should report it?
>
> Regards, Mark Gjøl
>
> On Sep 21, 2:32 am, Robert Green wrote:
>
> > I'm a little confused by what you're doing.
>
> > You're first calling texImage2D, which uploads mImg to vram as y
Check to make sure that at the time of resume, you're not hanging on
to old surface holders or anything like that. I use GLSurfaceView
onPause and onResume and they work correctly for me on the G1 and
Emulator.
On Sep 21, 8:18 am, Guian wrote:
> well, I did put those lines in the onPause/onResu
If you want to pick a rendered object, just check for collisions with
a primitive bounding box and a casted ray.
1) Keep a copy of the matrix you use for the projection.
2) Implement this, using that matrix that you kept.
For iPhone but easily portable to Android, so long as you know that
you
I'm a little confused by what you're doing.
You're first calling texImage2D, which uploads mImg to vram as your
texture.
The very next call you make is texSubImage2D with an offset of 0 and
0, which uploads "texture" to vram, overwriting mImg.
I'm assuming that:
1) mImg is 128x128
2) You firs
Yeah. It's easy.
Override onCreateDialog() - have it create your dialog.
Override onResume() - call showDialog(id).
It's the same as any creation of a dialog.
I like to declare a constant for each dialog id. The ID you pass from
showDialog gets passed into onCreateDialog(int id). So just make
Oh I'm certainly crazy. :)
On Sep 16, 12:07 pm, Mark Murphy wrote:
> Xavier Ducrohet wrote:
> > That's a really stupid bug...
> > *sigh*
>
> On the plus side, it means Mr. Green and I aren't crazy.
>
> Well, OK, it means Mr. Green isn't crazy, a
Is this a bug or do you think it was intentional? It's just strange
because I'm hitting left/right to go up/down in menus when in
landscape. I guess that's not a huge deal but it's really
disorienting when trying to develop and test games :/
On Sep 16, 11:28 am, Romain Guy wrote:
> >> The devi
You need to cast a ray from that 2D point in the viewport through the
center of the frustum and do a collision check on the bounds of your
"clickable" objects. The highest Z object in camera-space would be
the closest.
On Sep 16, 9:52 am, Great wrote:
> I use perspective projection, and paralle
Surely I'm not the only one that has noticed this?
On Sep 16, 12:44 am, Robert Green wrote:
> Just started testing my games in 1.6 and the first thing I notice is
> that on the landscape ones, the dpad up/down/left/right orientation
> doesn't switch 90 degrees like it d
I was wondering the same thing.
On Sep 16, 11:21 am, nuno wrote:
> Hi all,
>
> Great that the SDK is released.
>
> My question is:
> - Will Donut be dumped on the phones before or after the user testing
> of the ADC apps finish? Because I can see that some apps may crash and
> be penalise withou
Just started testing my games in 1.6 and the first thing I notice is
that on the landscape ones, the dpad up/down/left/right orientation
doesn't switch 90 degrees like it did on all emulators before.
The device trackball/dpad will still change with orientation (right
becomes up on landscape, etc.
I've been using SoundPool since Android 1.0 and have always used
workarounds to keep it from crashing. In 1.5 it became officially
supported so I stopped using my hacks and instead used proper
playSound and stop() for loops.
As it turns out, when the number of streams is less than or equal to
th
2 Things that could seriously benefit Android market users:
1) "Hot" this week or month
- Like mcgowen said - this would allow for new apps being launched to
actually be able to stand out if they're really good.
2) A recommender. Did you enjoy this app/game? Try this other app/
game! Users a
51 pm, Robert Green wrote:
> I've been on this list for about a year and just noticed the obvious
> forwarding through Pedro today. I'm all for moderating to avoid spam,
> flaming and other problems, but I don't believe that this method is
> working. The list is now
I've been on this list for about a year and just noticed the obvious
forwarding through Pedro today. I'm all for moderating to avoid spam,
flaming and other problems, but I don't believe that this method is
working. The list is now very difficult to read with the forwards and
replied from forwar
o/blog/2009/09/new_android_app_radar_now.html
> > Transport Finderhttp://www.dka-edv.net/android/
> > TripComputerhttp://www.tripcomputer.pl/
> > WorldTimehttp://www.lysesoft.com/products/worldtime/index.html
>
> > Category?
> > Aah - share
or reload of the textures. This works ok (Ie: If a phone
> call occurs during the game, the user can continue after the call),
> however, I have a noticed a lower FPS when it does reload the
> textures.
>
> On Sep 13, 2:28 pm, Robert Green wrote:
>
> > On my G1 running s
On my G1 running standard 1.5.
I'm using an activity with the content view being a GLSurfaceView.
When the activity onPause is called, it calls onPause on the
glsurfaceview
When the activity onResume is called, it calls onResume on the
glsurfaceview
When the renderer's onSurfaceChanged is calle
ck for glErrors in a few key spots.
On Sep 12, 10:34 pm, Robert Green wrote:
> I'm confused by this. I turned on DEBUG_CHECK_GL_ERROR for my
> GLSurfaceView to try to figure out why I'm having a problem on pause/
> resume/reload everything, and when I turned it on, I got an
&g
I'm confused by this. I turned on DEBUG_CHECK_GL_ERROR for my
GLSurfaceView to try to figure out why I'm having a problem on pause/
resume/reload everything, and when I turned it on, I got an
UnsupportedOperationException when calling GL11.glGenBuffers() (for
creating Vertex Buffer Objects).
Why
Same here. I had problems until I put orientation in the
configuration changes field of the manifest for the 3D activity. My
app is also landscape.
On Sep 12, 11:27 am, David Minor wrote:
> What do you mean by "stops working"?
>
> I had a problem with coming back from sleeping where my app was
I'm in the same camp. I was just happy to get a 3D multiplayer game
working correctly by the deadline. I spent the next week polishing it
up and man have I found a ton of things that I wish I had gotten done
in time for the contest. Obvious stuff like VBOs, mipmaps, better
orientation handling,
x27;m not allocating either :)
On Sep 11, 5:01 am, Robert Green wrote:
> Thanks for replying quickly but I'm asking about key and motion events
> (touch), not sensor events. Also the problem I was having was that
> for whatever reason, the UI thread was having problems acquiring the
&
hich is why I'm asking the question,
"Is it safe to queue MotionEvents and KeyEvents for deferred
processing?"
On Sep 11, 4:42 am, XingChao Wang wrote:
> 2009/9/11 Robert Green
>
>
>
> > I decided to start pipelining input to increase responsiveness in my
>
I decided to start pipelining input to increase responsiveness in my
games. Basically what I do is when the activity receives a Key or
Motion event, it sends it to a feed method in the game, which
encapsulates it with a time and whatever else I need and puts it in a
queue then immediately returns
Now this is good humor.
On Sep 11, 4:19 am, Anthony Bisong wrote:
> LinkedIn
>
>
> Anthony Bisong requested to add you as a connection on LinkedIn:
> --
>
> Michele,
>
> I'd like to add you to my professional network on LinkedIn.
>
> - Anthony
st
against the extensions list to see if I need to do them manually or
can use the GL11 tex param.
On Sep 10, 1:53 pm, Robert Green wrote:
> I'd like to add that both the emulator and the G1's GL instances are
> GL11, but the automatic generation works correctly in the emulator but
&
lementation, if it's got any GL11 at all. Why isn't it just an
instance of GL10?
On Sep 10, 1:46 pm, Robert Green wrote:
> I've finally got around to mipmapping a bunch of my textures and
> decided to make a fail-safe for GL10/GL11. My code manually generates
> mipmaps if th
I've finally got around to mipmapping a bunch of my textures and
decided to make a fail-safe for GL10/GL11. My code manually generates
mipmaps if the GL instance is only GL10, but if it's GL11, it sets
gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP,
GL11.GL_TRUE);
The next line I
Mike, here's something to try:
When handling motion events, process all of the historical data in
order as if it's receiving those events like normal,
then: Sleep 16 or 32 ms or so. You'll still receive all of the
important stuff as historical data but you won't be flooded with
events. You'll
If they don't update the market app, how will users gain the ADC2
judging feature?
Would anyone from google care to chime in here?
On Sep 7, 4:16 pm, Cédric Berger wrote:
> On Mon, Sep 7, 2009 at 22:42, Robert Green wrote:
>
> > It just occured to me today that while w
It just occured to me today that while we targeted 1.5 as the platform
for your ADC2 apps, they may be running on 1.6. That led me to wonder
about this situation:
What if there is a critical bug in the game/app that didn't exist in
1.5 but does on 1.6? Is that fair to judge without being able t
I submitted:
Category: Action/Arcade
Name: Light Racer 3D Trial
Description: Futuristic 3D Arena Racer
Features:
Trial is limited to 5 speed & levels but contains:
Full multiplayer (Real-Time 3-way WiFi racing with configurable
levels)
Easy, Medium, Hard AI
Endless play, Speed trials, Campaign
I submitted a trial version of Light Racer 3D. It's full LAN
multiplayer + 5 levels of the full game, which I also released on to
the market yesterday. I think I put in 110 hours in the past week to
get it done on time. It's submitted to the action category as well.
There are dev videos on you
Light Racer 3D uses dynamic text by drawing to a HUD canvas and then
uploading that texture for each update. It did work to upload the new
texture every frame (score changing every tick) but it did have a
slight impact on performance. I ended up just updating every 10
frames. For my next game I
I wrote a utility to import OBJ files from Max and I've found that
things look nearly identical in the game as they did in the app. Are
you doing a lot of dynamic geometry and effects? If not, I'd
recommend using a modeling tool and developing a process to import.
In my experience, the best too
Ah yes, there it is. Thanks, Mark!
On Aug 30, 2:35 pm, "Mark Murphy" wrote:
> > The rules just say Aug 31, but what does that mean?
>
> You must be reading the wrong rules.
>
> "5. CHALLENGE TIMELINE: All Entries must be submitted before the end of
> the Submission Period. The Submission Period
The rules just say Aug 31, but what does that mean? Tonight (Aug 30)
at 12am PST? Does it mean through Aug 31, so Aug 31, 12am in some
timezone?
Can we get a more specific time here?
Thanks!
--~--~-~--~~~---~--~~
You received this message because you are subscri
g 28, 7:56 pm, Chris Stratton wrote:
> On Aug 28, 7:39 pm, Robert Green wrote:
>
> > It's no secret that both the HTC Dream and HTC Magic have problems
> > with sound from the built-in speaker interfering with the
> > accelerometer. I'm currently having the problem
It's no secret that both the HTC Dream and HTC Magic have problems
with sound from the built-in speaker interfering with the
accelerometer. I'm currently having the problem with my new game and
am not sure how I'm supposed to work around it. Quite frankly, the
sound is a big part of the game and
try
>
> On 21 авг, 00:50, Robert Green wrote:
>
> > I found the problem with the orthographic projection and documented it
> > here
> > -http://groups.google.com/group/android-developers/browse_thread/threa...
>
> > Emulator performance is still really bad, th
Hackborn wrote:
> For this kind of stuff, you should probably focus mostly on real devices.
> Fwiw, the emulator is a software OpenGL implementation written in arm code,
> with the arm code being emulated.
>
>
>
> On Thu, Aug 20, 2009 at 10:50 AM, Robert Green wrote:
>
> &
"Dmitry.Skiba" wrote:
>
> > Hmm, it works for me, both with textured quad (VBO and not) and with
> > draw_texture extension.
>
> > Dmitry
>
> > On 20 авг, 10:58, Robert Green wrote:
>
> > > What's everyone's experience with this?
&
lt; 16, 480
<< 16) works on both emulator and device
I think it's a bug that the first method doesn't work, but I'll just
convert everything to FP and forget about it.
On Aug 19, 11:44 pm, Robert Green wrote:
> I'm learning that I should be doing all OpenGL work on a
I'm learning that I should be doing all OpenGL work on a real device,
but I thought I'd throw this out there to see if I'm just doing
something wrong or if anyone else has experienced this.
I'm targeting 1.5 as the platform so I'm using a GLSurfaceView. In my
renderer:
public void onSur
your findings.
>
>
>
> On Wed, Aug 19, 2009 at 8:58 PM, Robert Green wrote:
>
> > What's everyone's experience with this?
>
> > I'm developing a new game and have been having inconsistencies between
> > the device and emulator. The biggest one
What's everyone's experience with this?
I'm developing a new game and have been having inconsistencies between
the device and emulator. The biggest one for me right now is that the
elements I draw with an orthographic projection work correctly on the
device, but are 1/2 the size on the emulator.
I'm well aware of onSaveInstanceState(Bundle b) and the corresponding
onCreate and onRestore...
What I want to do is persist the bundle somewhere simple where I'll
only ever have one at a time. The functionality is to be able to
resume a game from its previously stored state - not to be confused
it is exactly the same.
On Jul 24, 5:56 am, Christian
wrote:
> Maybe your .project has not the nature or the entry for the builder
> anymore?
>
> On Jul 23, 7:23 pm, Daniel Green wrote:
>
>
>
> > I've been working on a project for several weeks now, and just t
I've been working on a project for several weeks now, and just tonight
I started having a problem. The R.java file is no longer being
generated. I've attempted to clean the project (the first time I do
this it removes the R.java file but doesn't regenerate it) and have
tried uninstalling and reins
I've been working on a project for several weeks now, and just tonight
I started having a problem. The R.java file is no longer being
generated. I've attempted to clean the project (the first time I do
this it removes the R.java file but doesn't regenerate it) and have
tried uninstalling and reins
I ended up setting the Theme in the constructor for my dialogs. This
isn't my favorite solution but I haven't seen a better one yet. It
seems to be either that or have the invoking method pass in the theme
on the constructor, which I really don't care for.
On Jul 16, 12:10 p
Surely there is a good solution for this. Anyone?
On Jul 15, 1:10 pm, Robert Green wrote:
> I use themes in my apps, which generally just extend android:Theme and
> then set a bunch of styles.
>
> I use dialogs made from layouts, but since I set the theme for the
> applica
I use themes in my apps, which generally just extend android:Theme and
then set a bunch of styles.
I use dialogs made from layouts, but since I set the theme for the
application, they have inherited all of the regular styles and no
longer carry a border, etc.
My question is: How do I say, "I wa
Hi, Can I use Eclipse TPTP (Test and Performance Tools Platform) to
profile android applications? Thanks.
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I'm seeing 9fps on your app. That's way too slow. I have 2 full
screen layers, many sprites, full sound and 2 A* algorithms running at
45 FPS. There are many things you must know to do efficiently. I'm
not going to list everything I've done here because it would fill up
pages but if you take a
Btw, when I said HostAddress, I just meant DatagramPacket.getAddress
().getHostAddress(), so really I'm talking about its address. I just
use getHostAddress() because I don't need anything more than the IP.
On Jun 10, 9:35 pm, Robert Green wrote:
> So here's what I'm
So here's what I'm trying to do:
Real device at 192.168.1.102 sends UDP broadcasts to
255.255.255.255:31071
Emulator:
redir add udp:31071:31071
Emulator receives UDP broadcasts on 0.0.0.0:31071.
This all works correctly, and I'm happy about it.
The next step is for the emulator to find out wher
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