[android-developers] Re: sdk setup.exe and windows 7
Run the SDK from a command line prompt that you have made yourself or type command in the start box on windows and CD to your sdk directory. Then the dos box does not vanish and you can read the error. On Jan 27, 12:03 am, Andrew Green greenie...@gmail.com wrote: Hi I have been unable to run the sdk setup.exe on windows 7. A black command line box appears for half a second then stops. No error message is in the console. I know the requirements do not mention windows 7. Though I'm hoping it works. So anyone have any idea how to get this to work? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL Fillrate Issues
@Kevin You might want to look at the rokon engine a good basis for doing a 2D game as it takes care of pretty much all the rendering work. @Mario I was hoping to avoid using the build number as that is a temporary fix only. @Ralf The accepted work around for the touch slow down issue is to put a Thread.sleep() in the event handler to stop it getting spammed with events. A delay for 16ms seems to work well for most people. On Jan 27, 1:00 am, Kevin Duffey andjar...@gmail.com wrote: Is there any good resources on tile based games.. like how to construct the game loop, keep it time based, update frames every 16ms or so while calling your physics, collision detection, movement, and redrawing routines in that time? I would love to develop some side scroller/top down tile based games with sprites, and yet I can't seem to find a good place to start. I saw this one google IO presentation, forget the guys name, that said on each iteration you pass the time delta and always keep it time based (as opposed to frame based I assume) and that while some basic puzzle games can get away with using a canvas (GLSurfaceView??), most games would require open GL to some extent. As well, I am interesting in knowing how to play background music and yet still play multiple sound FX on time with no delay so that when something collides, a sound plays at that exact moment, not a 1/2 second later. Is there any good resources on this? I don't need to make a perfect game my first time out.. just something to play with. I am also curious with regards to the 24MB ram limit per app, how you make larger levels without any potential delay in the game play. As the game scrolls one way or another (especially a top down with a large map), how do you avoid the GC while loading in new tiles for the map? One thought I had was the game goes online to get a map, storing it on the SD card, so as to avoid using precious on-board user/app ram. I've read from various posts from some of you about how you try to load everything in first, don't create any objects during the game loop, etc, but it seems games on the iPhone are quite impressive with smooth framerates, and I am aware that we're a bit limited as of yet on Android, especially with regards to the NDK layer being able to update video/audio buffers (or maybe I have that wrong?). As well, how important will a JIT play into games being better perofmant when we finally get a JIT (and anyone know when that might be by chance?). Along the same lines, can someone correct me regarding the info I think I have pulled from various posts about video/audio buffers/hardware access in the NDK layer? Do most of these opengl/better games require NDK C code to work well? Or are most of these games using pure Java code? I am thinking like Robert Green's game, and the air plane landing game (which seems like there are 5 or more on the market now of almost identical game..someone lifted the original code I guess?). Are they using NDK and thus I gotta get into that lower level to make a viable game... or is it possible to do a decent side scroll/top scroller game without going to that level. In a nutshell, I don't have the talent to build high end games like Assassins Creed, NBA hoops, etc form iPhone. I am not that skilled. However, I would love to learn, but think starting with a basic side scroller game with tiles and animted sprites is a great place to start. So, any references/urls/tutorials anyone can point to with some details on the whole game loop, how to scroll/draw tiles, update animations of sprites so they look fluid as they move, and how to mix music/sounds in there? Thank you. Loving this and other game posts btw. On Tue, Jan 26, 2010 at 4:20 PM, Mario Zechner badlogicga...@gmail.comwrote: I'm not Robert but I can at least confirm that a depth buffer with 24 bit is optimal for the Droid. I can also confimg that the GLSufraceView choses that depth by default when you don't set your own EGLConfigChoser. As a side note: from robert's and my experience achieving 60fps on the droid is near impossible for any sufficiently complex game. I don't know what the N1.sports as a gpu but I suspect it to be near the PowerVR in the droid,. Combined with the high res native resolution the results should be pretty similar for both the droid and the n1. That being said, there shouldn't be any problems with touch events on devices running android = 2.0 as they fixed the event flood problem in that version. I couldn't see any problem in my projects that make heavy use of the touch screen on my droid. There seems to be a small memory leak in the onTouch method if you don't call event.recycle before exiting the onTouch method. Hth On 27 Jan., 00:27, Ralf Schneider li...@gestaltgeber.com wrote. : Thanks Robert! These are good news. Since you are testing on a Droid. Can you confirm a 24 bit depth buffer is best for the
[android-developers] Re: adb doesn't see Nexus on XP-64
No one has any thoughts on this? Anyone else using XP-64 for Android development? On Jan 25, 10:06 pm, DonFrench dcfre...@gmail.com wrote: I can't get adb to see my Nexus on XP-64. That is, when I run adb devices it lists only the open emulators and not the Nexus. Likewise, Eclipse does not show the Nexus as an available deployment target. Yes, I have the latest USB driver for Nexus. The driver appears to have installed correctly. The device manager shows Android phone Composite Android Interface, as expected. And yes, USB debugging is turned on on the Nexus. My Windows 7 Netbook does not have this problem but I need to use the XP-64 system for development. Please help if you know the solution to this 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 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
[android-developers] Re: OpenGL Fillrate Issues
@Kevin - I've written lots about this and posted code to use. Check out the following links: http://www.rbgrn.net/content/54-getting-started-android-game-development http://www.rbgrn.net/content/215-light-racer-3d-development-journal @MrChaz From my tests on 1.5 and 1.6, Thread.sleep() does not even come close to adequately fixing the problem. I have tried ranges from 16-1000 and touch'n'hold still causes my game to drop from 30FPS down to 15FPS or lower on the G1. The game suffers no such problems on the Droid and Nexus One. I've also taken out everything but the call to sleep (so onTouchEvent ONLY sleeps and returns) and I STILL see that slowdown, so it's not my handling code. Also, I bound keyboard keys to do the same things and wouldn't you know, it works perfectly, thus proving that it's simple low-level touch code sucking up the CPU and killing my framerate. If you don't use a sleep, it's even worse but even with one, games will suffer. The more CPU intense your game is, the more the frame rate will drop from touching. Like I said, I haven't experienced any issues with framerate drop on any 2.0/2.1 device. Only on 1.5/1.6. My new game, a FPS, will be requiring 2.0. It runs in 1.5 but the user experience is bad because of that touch bug. Also, I can take advantage of multitouch and provide a better control system this way, further enhancing user experience. I just hope that most or all of the existing phones get upgraded at some point in the next 2 months. On Jan 27, 2:26 am, MrChaz mrchazmob...@googlemail.com wrote: @Kevin You might want to look at the rokon engine a good basis for doing a 2D game as it takes care of pretty much all the rendering work. @Mario I was hoping to avoid using the build number as that is a temporary fix only. @Ralf The accepted work around for the touch slow down issue is to put a Thread.sleep() in the event handler to stop it getting spammed with events. A delay for 16ms seems to work well for most people. On Jan 27, 1:00 am, Kevin Duffey andjar...@gmail.com wrote: Is there any good resources on tile based games.. like how to construct the game loop, keep it time based, update frames every 16ms or so while calling your physics, collision detection, movement, and redrawing routines in that time? I would love to develop some side scroller/top down tile based games with sprites, and yet I can't seem to find a good place to start. I saw this one google IO presentation, forget the guys name, that said on each iteration you pass the time delta and always keep it time based (as opposed to frame based I assume) and that while some basic puzzle games can get away with using a canvas (GLSurfaceView??), most games would require open GL to some extent. As well, I am interesting in knowing how to play background music and yet still play multiple sound FX on time with no delay so that when something collides, a sound plays at that exact moment, not a 1/2 second later. Is there any good resources on this? I don't need to make a perfect game my first time out.. just something to play with. I am also curious with regards to the 24MB ram limit per app, how you make larger levels without any potential delay in the game play. As the game scrolls one way or another (especially a top down with a large map), how do you avoid the GC while loading in new tiles for the map? One thought I had was the game goes online to get a map, storing it on the SD card, so as to avoid using precious on-board user/app ram. I've read from various posts from some of you about how you try to load everything in first, don't create any objects during the game loop, etc, but it seems games on the iPhone are quite impressive with smooth framerates, and I am aware that we're a bit limited as of yet on Android, especially with regards to the NDK layer being able to update video/audio buffers (or maybe I have that wrong?). As well, how important will a JIT play into games being better perofmant when we finally get a JIT (and anyone know when that might be by chance?). Along the same lines, can someone correct me regarding the info I think I have pulled from various posts about video/audio buffers/hardware access in the NDK layer? Do most of these opengl/better games require NDK C code to work well? Or are most of these games using pure Java code? I am thinking like Robert Green's game, and the air plane landing game (which seems like there are 5 or more on the market now of almost identical game..someone lifted the original code I guess?). Are they using NDK and thus I gotta get into that lower level to make a viable game... or is it possible to do a decent side scroll/top scroller game without going to that level. In a nutshell, I don't have the talent to build high end games like Assassins Creed, NBA hoops, etc form iPhone. I am not that skilled. However, I would love to learn, but think starting with a basic
[android-developers] Re: Android Emulator Stop Working in Eclipse
This looks perfectly normal and correct to me. The application is already up-to-date on the device, and you already have the activity running, so it just brings it to the front. If you kill the task, using some task manager app, or rebooting your phone, or just wait for Android to get rid of the task, and then try it, it will then create a completely new activity. But what I usually do is even simpler -- I insert a space somewhere in a source file, save it, delete the space, and save again. Now it doesn't see the version on the phone as up-to-date, and it will redeploy, and then, necessarily, start a fresh activity. While sometimes I wish the debugger would automatically restart the task, that's not what happens when the user invokes your program in this circumstance, so I don't think it would be a good idea as a default action for a debugger. But it does occasionally confuse me, if I'm expecting a breakpoint in an onCreate(Bundle) method to trigger. On Jan 26, 7:16 pm, apregister08 apregiste...@gmail.com wrote: I am not sure what's happening but whenever I try to run the project, I get the following in the console: [2010-01-26 22:13:37 - TestProject1.0]-- [2010-01-26 22:13:37 - TestProject1.0]Android Launch! [2010-01-26 22:13:37 - TestProject1.0]adb is running normally. [2010-01-26 22:13:37 - TestProject1.0]Performing com.testproject.Home activity launch [2010-01-26 22:13:39 - TestProject1.0]Application already deployed. No need to reinstall. [2010-01-26 22:13:39 - TestProject1.0]Starting activity com.greekrow.Home on device [2010-01-26 22:13:40 - TestProject1.0]ActivityManager: Starting: Intent { cmp=com.testproject/.Home } [2010-01-26 22:13:40 - TestProject1.0]ActivityManager: Warning: Activity not started, its current task has been brought to the front -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Edit Text Objects
There's a property for all the View classes, called, Visibility It has three states, 1. VISIBLE 2. INVISIBLE 3. GONE I think, you are looking for GONE state. Kumar Bibek On Jan 26, 6:11 pm, Uzair uskele...@gmail.com wrote: Hi, ne1 knw how to create the edit text view without help from xml ... Wat m trying to do is that i have created 2 buttons (say btn1 and btn2).. Now wat i want is that when i click 'btn1' it show me 1 edit text object and if i click 'btn2' 2 edit boxes are shown. the problem is that using xml i am able to create text boxes but they appear even before i click on the buttons (i.e. at the start of activity)... Regards, Uzair -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] How to programmatically install an APK file ?
Hi, How can I programmatically install an apk file ? I've foud that the PackageManager.installPackage(...) method was used to do that, but is no longer supported (http://developer.android.com/ sdk/api_diff/4/changes/android.content.pm.PackageManager.html) How can I do then ? Thanks for your help ColletJb -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: help for custom spinner..
Sorry Mate, this is not customer support. Very rarely you will find a member, actually, creating an example for you, zipping it, and sending it to your mail. You will only get tips, links and links to tutorials, and links to more links. Please read up the docs, and other examples already available. As requested, I haven't given you any links. Kumar Bibek On Jan 25, 6:48 pm, chiru.. chiru.v...@gmail.com wrote: hi frnz.. pls help to design a custom spinner.I need to use that in my other application.Pls send the complete project for custom spinner.pls.. dont send the links and suggest the sites.Be specific.tnq n sry for my language. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: sdk setup.exe and windows 7
A coworker told me that he had to create a symlink from the adk folder on C: to D: or vice versa before he got the sdk to work on windows 7. On Jan 27, 9:01 am, Droidy billr...@gmail.com wrote: Run the SDK from a command line prompt that you have made yourself or type command in the start box on windows and CD to your sdk directory. Then the dos box does not vanish and you can read the error. On Jan 27, 12:03 am, Andrew Green greenie...@gmail.com wrote: Hi I have been unable to run the sdk setup.exe on windows 7. A black command line box appears for half a second then stops. No error message is in the console. I know the requirements do not mention windows 7. Though I'm hoping it works. So anyone have any idea how to get this to work? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Gallery view not working well
I am facing a problem in scrolling in Gallery view. When i scroll slowly it works fine but when i scroll fast the it shows jerks as it takes time to create objects to display. Can anybody tell how can i implement this in separate thread to load images in gallery so that it would not affect the scrolling. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Update SQLite Database from other app
You can surely do it, if you write your ContentProvider specifically for this situation. Have a look at some examples. Kumar Bibek On Jan 26, 11:23 pm, Charlie Collins charlie.coll...@gmail.com wrote: The applications are in different processes, with different permissions (by default, you can work around that but you don't want to). So the answer is no, not directly, but as the other post here stated, that is exactly what a ContentProvider is for. http://developer.android.com/guide/topics/providers/content-providers... On Jan 25, 10:17 pm, David Toledo dtole...@gmail.com wrote: Hi All Is possible update the records from SQLite from my Android Application1 from other Application2 Android Thanks David -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: [android-beginners] Book for learning Android
I want useful links, requried to learn android Help me out -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Using webservice through Android
I want to call a webservice through android. How do i do that?? -- Warm Regards, Chirayu Dalwadi Pain is temporary. Quitting lasts forever. -- Lance Armstrong -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Guide Me Right Way
Hi Kevin, Thanks for your input. That kinda puts the kibosch on the whole idea as I have major problems with my eyes anyway (losing them completely, but slowly). So it is back to being awkwardly sat up in bed with the laptop, or fork out quite a bit for a flexible e-book reader like the Kindle :) On Jan 26, 11:55 pm, Kevin Duffey andjar...@gmail.com wrote: I thought the same thing Anthoni.. I tried a PDF viewer for my moto droid. Don't like it so much. It's much harder to work with than on a laptop screen. It's much smaller of course, and you end up with a lot less realestate, so you continually have to scroll left/right. I suppose you can zoom out more, but then it's too small for my older eyes to read. On Tue, Jan 26, 2010 at 3:03 PM, Anthoni anthoni.gard...@gmail.com wrote: Hi all, Kinda a bit off topic, but I am looking into getting the HTC Hero as my mobile (don't currently have an android phone yet). What I wanted to know is what are these new Android phones like for viewing PDF files? Are they pretty clear etc. I was looking into getting a Kindle, as it's a pain to view my PDF files (and now especially the ones from Mark) on my laptop as it's quite bulky. So was thinking maybe use the SmartPhone etc. Either thinking of getting the HTC Hero or waiting (impatiently lol) for the HTC Bravo. I live in the UK and there is no release date on the Bravo as yet. Regards Anthoni -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Nexus one reporting 533 as Height!?!
On Jan 20, 2:26 pm, Loki117 thomas.sheppar...@gmail.com wrote: Hey guys yeah I understand getting the app onto larger screens with resource packs etc I just found it curious that when an app is not marked as supporting a screen size that it reported a different screensize than it actually has... Are you developing with 1.5? For me I got the full 480x800 default by moving to 1.6. Is it possible that 1.5 doesn't support higher resolutions? If you dump the OpenGL framebuffer on 1.5, you get a raster of 320x533 pixels, the same aspect ratio as 480x800. Paul. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Using webservice through Android
Android supports REST services but if u want to use SOAP calls ,then look out for ksoap2 library.(google for ksoap2 android) On Jan 27, 2:27 pm, Chirayu Dalwadi chirayu.dalw...@gmail.com wrote: I want to call a webservice through android. How do i do that?? -- Warm Regards, Chirayu Dalwadi Pain is temporary. Quitting lasts forever. -- Lance Armstrong -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: How to programmatically install an APK file ?
Hi, Use this: intent.setAction(android.content.Intent.ACTION_VIEW); intent.setDataAndType(Uri.parse(file:/// sdcard/.sampleapk), application/vnd.android.package-archive); startActivity(intent); Where Sample.apk is the apk you need to install. On Jan 27, 1:54 pm, ColletJb collet...@gmail.com wrote: Hi, How can I programmatically install an apk file ? I've foud that the PackageManager.installPackage(...) method was used to do that, but is no longer supported (http://developer.android.com/ sdk/api_diff/4/changes/android.content.pm.PackageManager.html) How can I do then ? Thanks for your help ColletJb -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Using webservice through Android
Does anyone has ksoap library? How to implement it? On Wed, Jan 27, 2010 at 3:12 PM, Sudeep sudeep.neti...@gmail.com wrote: Android supports REST services but if u want to use SOAP calls ,then look out for ksoap2 library.(google for ksoap2 android) On Jan 27, 2:27 pm, Chirayu Dalwadi chirayu.dalw...@gmail.com wrote: I want to call a webservice through android. How do i do that?? -- Warm Regards, Chirayu Dalwadi Pain is temporary. Quitting lasts forever. -- Lance Armstrong -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Warm Regards, Chirayu Dalwadi Cell Number: +91-997-470-4341 Email: chirayu.dalw...@gmail.com Profile: http://www.google.com/profiles/chirayu.dalwadi Pain is temporary. Quitting lasts forever. -- Lance Armstrong -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Using webservice through Android
Does anyone has ksoap library? How to implement it? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Issue with WindowManager showing UI
Hi, I have just created this small application which shows simple textview on receiving incoming call. This app works perfectly on emulator. Also it works very well when I launch main activity of application and I receive incoming call. But now if I restart phone and if I receive incoming call, the TextView UI won't show up. If I check debug log everything seems working fine i.e. my broadcast receiver receives event and invokes function to show UI. But actual UI never shows up. Now if I again launch application main activity and receive incoming call, UI shows up properly. Below is the code snippet: --- public class IncomingCallReceiver extends BroadcastReceiver { @Override public void onReceive(Context context, Intent arg1) { TelephonyManager telephony = (TelephonyManager) context .getSystemService(Context.TELEPHONY_SERVICE); int callState = telephony.getCallState(); switch (callState) { case TelephonyManager.CALL_STATE_IDLE: { Log.d(MainActivity.TAG, CALL_STATE_IDLE); hideUI(context) ; } break; case TelephonyManager.CALL_STATE_OFFHOOK: { Log.d(MainActivity.TAG, CALL_STATE_OFFHOOK); hideUI(context) ; } break; case TelephonyManager.CALL_STATE_RINGING: { Log.d(MainActivity.TAG, CALL_STATE_RINGING); showUI(context) ; } break; } } private WindowManager mWindowManager; static View mainView ; private void showUI(Context context) { mWindowManager = (WindowManager) context .getSystemService(Context.WINDOW_SERVICE); WindowManager.LayoutParams lp = new WindowManager.LayoutParams( LayoutParams.FILL_PARENT, LayoutParams.WRAP_CONTENT, WindowManager.LayoutParams.TYPE_TOAST, WindowManager.LayoutParams.FLAG_NOT_TOUCHABLE | WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE, PixelFormat.OPAQUE); TextView view = new TextView(context); view.setText(This is text view do you see it ?); mainView = view; mWindowManager.addView(view, lp); Log.d(MainActivity.TAG, showUI done); } } -- Not sure what could be the cause of behavior . Any clues ? --Tushar -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: first frame of a video file
Finally found another thread that does this. Maybe it's going to help someone. http://groups.google.com/group/android-developers/browse_thread/thread/11ffb41e7ad7f92c/e915c32d1df29460?lnk=gstq=first+frame#e915c32d1df29460 On Jan 18, 2:49 pm, Daniel danil...@gmail.com wrote: I want to get this on 1.5, so i cannot use MediaStore.Video.Thumbnails. Any hint is greatly appreciated. On Jan 18, 9:43 am, Daniel danil...@gmail.com wrote: Can anybody help me with getting thefirstframeof a video file taken with the camera? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Problem in sending sms
but it also happens when I use another constructor of intent.Here is my code: PendingIntent pi = PendingIntent.getActivity(this, 0, new Intent(), 0); SmsManager sms = SmsManager.getDefault(); sms.sendTextMessage(9001100444, null, This is test message, pi, null); Thanks Nemat On Jan 21, 4:31 pm, Nikhil Agarwal nikhil.dontpa...@gmail.com wrote: Probably your SMSSender.class also sends aSMS. OnceSMSis sent, it will pass an intent to the SMSSender activity. On Jan 21, 5:02 pm, Nemat nemate...@gmail.com wrote: Hi. I am trying to sendsmsusing SmsManager class.Here is my code: PendingIntent pi = PendingIntent.getActivity(this, 0, new Intent(this, SMSSender.class), 0); SmsManagersms= SmsManager.getDefault(); sms.sendTextMessage(9001100444, null, This is test message, pi, null); SMSis sent successfully but it is sent two times on the same phone- number and aving same content. I dont get theproblem.Can anyone describe me the reason of this problem.?? Thanks in Advance Nemat- Hide quoted text - - Show quoted text - -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Launching the correct activity on resume
Hello, I have a similar problem when I open the application from the Market. if I go from Activity A (LAUNCHER) to B, press Home key and re open the application from the Home screen icon it come back to Activity B (the last Activity) as it should. but, if I open the application from the Market application, it open Activity A. what is the difference between these two and how can it always open from the last Activity no mater how I open the application? Thanks ayanir On Jan 26, 8:07 am, jotobjects jotobje...@gmail.com wrote: Yes it looks like we have got confused here about what happens when returning to the Home screen (perhaps your issue was the Eclipse feature mentioned in the thread?). In the interests of clearing up quite a bit of misinformation in this thread, this is the what actually happens: Re-launching the Activity from the Home screen returns to the same Task that initially started that Activity (the one where action=MAIN and category=LAUNCHER). But whatever Activity was on top of that old Task is again the foreground Activity (unless clearTaskOnLaunch is set). The Activity listed in the Manifest with category LAUNCHER is NOT the Activity that is active and setting singleTop is not necessary to get this standard behavior. Here is one place that this behavior is outlined - http://developer.android.com/intl/fr/guide/topics/manifest/activity-e... On Jan 25, 1:08 pm, Josh Hoffman keshis...@gmail.com wrote: Thank you all for your help. I've tried some of the suggestions posted here and it seems like the main thing that was stopping me was not doing a full .apk build prior to each test. I implemented the android:launchMode=singleTop manifest flag, but that didn't actually seem to get me my desired functionality. The only time I ever hit the onNewIntent() execution block was if I hit home from Activity1 and relaunched. Hitting home from Activity2 simply resulted in returning to Activity1 on relaunch. When I tested my app via adb install -l -r myApp.apk, the Android application stack seemed to finally behave itself. If I hit home from Activity2 and relaunch, I return to Activity2 exactly as I left it (thanks largely to Matthias Kaeppler's Droid-Fu and BetterAsyncTask, I might add). Just wanted to post and say that my issues seem to be resolved thanks to this new (if a bit cumbersome) development process of doing a full apk build. Thanks again for all the help! On Jan 24, 10:58 pm, String sterling.ud...@googlemail.com wrote: On Jan 25, 12:54 am, jotobjects jotobje...@gmail.com wrote: If Activity1 and Activity2 are part of the same task and Activity2 is foreground when pressing the Home key, then I thought that choosing that app on the Home screen would return you to Activity2. Something to remember is that choosing that app on the Home screen (or in the Launcher drawer) is really clicking on a shortcut, and that shortcut is specifically to the activity with this in your manifest: intent-filter action android:name=android.intent.action.MAIN / category android:name=android.intent.category.LAUNCHER / /intent-filter It's also true (as another poster said) that installing your app from Eclipse can change what its default activity is. If you want to accurately simulate the behavior that your users will see, you need to build an APK as you would for release, install it through the command line, and see what that does. String -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Launching the correct activity on resume
Hello, I have a similar problem when I open the application from the Market. if I go from Activity A (LAUNCHER) to B, press Home key and re open the application from the Home screen icon it come back to Activity B (the last Activity) as it should. but, if I open the application from the Market application, it open Activity A. what is the difference between these two and how can it always open from the last Activity no mater how I open the application? Thanks ayanir On Jan 26, 8:07 am, jotobjects jotobje...@gmail.com wrote: Yes it looks like we have got confused here about what happens when returning to the Home screen (perhaps your issue was the Eclipse feature mentioned in the thread?). In the interests of clearing up quite a bit of misinformation in this thread, this is the what actually happens: Re-launching the Activity from the Home screen returns to the same Task that initially started that Activity (the one where action=MAIN and category=LAUNCHER). But whatever Activity was on top of that old Task is again the foreground Activity (unless clearTaskOnLaunch is set). The Activity listed in the Manifest with category LAUNCHER is NOT the Activity that is active and setting singleTop is not necessary to get this standard behavior. Here is one place that this behavior is outlined - http://developer.android.com/intl/fr/guide/topics/manifest/activity-e... On Jan 25, 1:08 pm, Josh Hoffman keshis...@gmail.com wrote: Thank you all for your help. I've tried some of the suggestions posted here and it seems like the main thing that was stopping me was not doing a full .apk build prior to each test. I implemented the android:launchMode=singleTop manifest flag, but that didn't actually seem to get me my desired functionality. The only time I ever hit the onNewIntent() execution block was if I hit home from Activity1 and relaunched. Hitting home from Activity2 simply resulted in returning to Activity1 on relaunch. When I tested my app via adb install -l -r myApp.apk, the Android application stack seemed to finally behave itself. If I hit home from Activity2 and relaunch, I return to Activity2 exactly as I left it (thanks largely to Matthias Kaeppler's Droid-Fu and BetterAsyncTask, I might add). Just wanted to post and say that my issues seem to be resolved thanks to this new (if a bit cumbersome) development process of doing a full apk build. Thanks again for all the help! On Jan 24, 10:58 pm, String sterling.ud...@googlemail.com wrote: On Jan 25, 12:54 am, jotobjects jotobje...@gmail.com wrote: If Activity1 and Activity2 are part of the same task and Activity2 is foreground when pressing the Home key, then I thought that choosing that app on the Home screen would return you to Activity2. Something to remember is that choosing that app on the Home screen (or in the Launcher drawer) is really clicking on a shortcut, and that shortcut is specifically to the activity with this in your manifest: intent-filter action android:name=android.intent.action.MAIN / category android:name=android.intent.category.LAUNCHER / /intent-filter It's also true (as another poster said) that installing your app from Eclipse can change what its default activity is. If you want to accurately simulate the behavior that your users will see, you need to build an APK as you would for release, install it through the command line, and see what that does. String -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: How to programmatically install an APK file ?
Thank you, I will try this this afternoon. On 27 jan, 10:45, kirti kaul kirti.k...@wipro.com wrote: Hi, Use this: intent.setAction(android.content.Intent.ACTION_VIEW); intent.setDataAndType(Uri.parse(file:/// sdcard/.sampleapk), application/vnd.android.package-archive); startActivity(intent); Where Sample.apk is the apk you need to install. On Jan 27, 1:54 pm, ColletJb collet...@gmail.com wrote: Hi, How can I programmatically install an apk file ? I've foud that the PackageManager.installPackage(...) method was used to do that, but is no longer supported (http://developer.android.com/ sdk/api_diff/4/changes/android.content.pm.PackageManager.html) How can I do then ? Thanks for your help ColletJb -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL Fillrate Issues
@Kevin i wrote a small tutorial on android game dev which is available here http://www.androidpit.de/android/de/de/wiki/view/Spieleentwicklung_101. You can find the accompanying code here http://code.google.com/p/android-gamedev/. Currently there's only a german version of the tutorial, i'm working on the translation to english. The code itself of course uses english for naming stuff so you should be able to follow it. It shows how to play music/sound effects, use the accelerometer and touch screen, use assets to store your game resources and how to setup a proper game loop for a small Space Invaders clone. For more game dev related info i suggest you take a look at http://www.gamedev.net, http://www.flipcode.com and http://www.gamasutra.com. Especially gamedev.net has a load of articles on various topics ranging back to 1999, so a lot of it is usefull for game dev on android. I would not reload parts of the map during runtime. I can easily cram a 512x512 tiles big map into ram for the racer i talked about above. It's actually two layers of tiles, one for the background and one for the foreground. That should be more than enough for any kind of tile based game (yes i remember bill gates famous quote...). However, you have to split up that map into smaller chunks, say 8x8 tiles each and figure out which chunks are currently visible on screen based on the location of the camera. You only want to render those. The same is true for objects in the game. This process is called culling and it is essential to keep things smooth. As tile-based games are most often 2D you can get away with simple forms of culling, i.e. you know the size of a tile chunk on screen in pixels and simply calculated the distance to the camera to figure out if it's visible. For more elaborate maps you might have to look into frustum culling which is a bit more involved. You can find information on all relevant techiques on the sites i mentioned above. The 24mb limit was not a show stopper for me yet. 512x512 tiles can be easily stored in 512x512 bytes in a byte array. This array keeps the information on which graphical tile is used at what position, e.g. a grass tile, a stone tile and so on. You just give each tile a number and store that number for each tile in the byte array. The graphical tiles themselves should be stored in a single texture atlas (another bunch of keywords you can google for). When you construct your OpenGL geometry you do so for each chunk (8x8 tiles). You basically create 2 triangles for each tile in a chunk that form a quad. You give that two triangles texture coordinates that map to the proper graphical tile in the texture atlas. Each graphical tile in the texture atlas should be given a number. That number is stored in the byte array mentioned above. Once you are done with creating all meshes (again, look that word up if you don't know it, it's basically the geometry for the tiles) you work out the culling of each tile chunk and only draw the meshes for the chunks that are visible. tada, tile-based map rendering is done :). There's a couple of tricks you can use to speed up the culling process, e.g. quadtree (which might be a bit of overkill here). Use your favorite search engine to find out more. @MrChaz, i can confirm the problem Robert has. No matter how much i sleep in the onTouch method, the slow down is always noticeable. Other games on the market also suffer from this problem. If you take a look at Radiant for example you will notice that the bullets slow down a tiny bit when you touch the screen. The system get's flooded with touch events on 1.5/1.6. Calling MotionEvent.recycle() at the end of the onTouch method helps at least with fixing the small memory leak that occurs as a MotionEvent instance with a float array is created each time the method is called. On 27 Jan., 09:41, Robert Green rbgrn@gmail.com wrote: @Kevin - I've written lots about this and posted code to use. Check out the following links:http://www.rbgrn.net/content/54-getting-started-android-game-developmenthttp://www.rbgrn.net/content/215-light-racer-3d-development-journal @MrChaz From my tests on 1.5 and 1.6, Thread.sleep() does not even come close to adequately fixing the problem. I have tried ranges from 16-1000 and touch'n'hold still causes my game to drop from 30FPS down to 15FPS or lower on the G1. The game suffers no such problems on the Droid and Nexus One. I've also taken out everything but the call to sleep (so onTouchEvent ONLY sleeps and returns) and I STILL see that slowdown, so it's not my handling code. Also, I bound keyboard keys to do the same things and wouldn't you know, it works perfectly, thus proving that it's simple low-level touch code sucking up the CPU and killing my framerate. If you don't use a sleep, it's even worse but even with one, games will suffer. The more CPU intense your game is, the more the frame rate will drop from touching. Like I said, I haven't experienced any
Re: [android-developers] How to select an item in a listview by code
On Wed, Jan 27, 2010 at 5:11 AM, Michael J McLean m...@mmc2.com.au wrote: Mark, Thank you for taking the time to reply. There are a lot of restrictions placed on developers trying to provide a quality user interface. I can live with this particular restriction but I would appreciate help on one other issue. If I use the navigation buttons to highlight and select an item in my listview, and then press MENU, the first menu item is highlighted, where if I hadn't previously navigated to one of the items on my list view, and press MENU, the menu item would not be highlighted.. I would like to prevent this from happening for the sake of consistency. There are two different modes of navigation. Touch mode and button mode (can't remember the real name). Basically if you press a navigation button like the d-pad it will switch out of touch mode. This means you will see items highlighted so you can tell where you are. If you're in touch mode you wont see this highlighting because there's no need to know where you are and you can touch anywhere on the screen. I's therefore a user aid to have this highlighting turned on where you activate the menu button and isn't really something you should be messing with. I'm sure it's possible to, however it would likely confuse users as it goes away from what normally happens on all other apps, and keeping things consistent means much happier users. Only change this if you really have to, not just because it looks better. I wonder why the programmer doesn't just simply have the ability to highlight or de-highlight an item with one command. But then I also wonder why the programmer cannot simply call or hide the virtual keyboard with one command each. Getting rid of the virtual keyboard proved to be a messy affair with unwanted side effects. Even now, when doing a text entry, I find that if I hold down some characters, such as e, g, and r, unwanted options appear on the screen. I presume you've disabled the virtual keyboard and have the app in a portrait orientation. If you do it wont matter too much what you press on the emulators keyboard as only devices with a hardware keyboard (G1 and droid for example) will be able to press these keys, and even then only with the slider open. What was the reason for disabling the virtual keyboard? Surely if you have a text area you want people to be able to type into it on devices without a keybaord. I would really appreciate help on getting rid of that. I have purchsed two books including yours, enrolled in a University course ( to withdraw after 3 weeks when I realised their lack of their ability to help), and yet I find most knowledge comes from trial and error, constantly reinventing the wheel, and the occasional tip from the forums, if your lucky. I would love to know where I can find systematic introductions and explanations for these basic Android features. The Android documentation seems to be written as a reference source for people who already understand it. Seeing links being given to the Android documentation as an 'answer' to forum questions, is frustrating and annoying. People are asking for help and examples. The existence of, and size of the forums, is testament to the Android documentation not giving us developers what we need. Much of my programming time and efforts seems to be in developing ad hoc workarounds, to situations that prevent me from achieving the standard of user interface that I require. That's how development works for me as well. The books and documentation can only take you so far. Most of the experience comes from actually doing it. If you want to be able to read a book and then be able to go straight out to making a really complicated application you're going about it the wrong way. Treat the books and documentation as a reference and use your own project as a way of actually learning how to develop for android. Two features that led me to invest most of last year into learning Android, were 1) the fact that it was claimed that you didn't even need a handset. If it worked on the emulator you could rely that it would work on the phone, and 2) the App store. 1) Technically true but it's always good practice to test the application on a real device. It also helps to know how other applications on the device function so you can keep it consistent with that (like the touch mode example i gave above). 2) Gotta love open app stores :) Both of these advantages are seriously eroded by the fragmentation of Android. And it doesn't help to read of Android engineers expressing their anger in forum replies to reference being made to the fragmentation issues. The fragmentation is an issue and Google does need to answer it seriously and soon I think. All of the above strengthens the case for me to not merely rethink your user interface to avoid the question as advised by you, but to rethink the ultimate question of
[android-developers] Re: OpenGL Fillrate Issues
@robert. i'm curios wheter you succeeded in implementing proper multitouch controls. I planned on going the 2.0 root myself for the racer, having all controls on screen but that didn't work out as expected. see this thread http://groups.google.com/group/android-developers/browse_thread/thread/be4151b4bc769a0/d5ec6cdfce2025be?lnk=gstq=multitouch#d5ec6cdfce2025be and the videos linked to in there for more information. All multitouch capable apps on the market suffer from this problem. I'd be very interested in your onTouch handler in case that worked out for you. On 27 Jan., 09:41, Robert Green rbgrn@gmail.com wrote: @Kevin - I've written lots about this and posted code to use. Check out the following links:http://www.rbgrn.net/content/54-getting-started-android-game-developmenthttp://www.rbgrn.net/content/215-light-racer-3d-development-journal @MrChaz From my tests on 1.5 and 1.6, Thread.sleep() does not even come close to adequately fixing the problem. I have tried ranges from 16-1000 and touch'n'hold still causes my game to drop from 30FPS down to 15FPS or lower on the G1. The game suffers no such problems on the Droid and Nexus One. I've also taken out everything but the call to sleep (so onTouchEvent ONLY sleeps and returns) and I STILL see that slowdown, so it's not my handling code. Also, I bound keyboard keys to do the same things and wouldn't you know, it works perfectly, thus proving that it's simple low-level touch code sucking up the CPU and killing my framerate. If you don't use a sleep, it's even worse but even with one, games will suffer. The more CPU intense your game is, the more the frame rate will drop from touching. Like I said, I haven't experienced any issues with framerate drop on any 2.0/2.1 device. Only on 1.5/1.6. My new game, a FPS, will be requiring 2.0. It runs in 1.5 but the user experience is bad because of that touch bug. Also, I can take advantage of multitouch and provide a better control system this way, further enhancing user experience. I just hope that most or all of the existing phones get upgraded at some point in the next 2 months. On Jan 27, 2:26 am, MrChaz mrchazmob...@googlemail.com wrote: @Kevin You might want to look at the rokon engine a good basis for doing a 2D game as it takes care of pretty much all the rendering work. @Mario I was hoping to avoid using the build number as that is a temporary fix only. @Ralf The accepted work around for the touch slow down issue is to put a Thread.sleep() in the event handler to stop it getting spammed with events. A delay for 16ms seems to work well for most people. On Jan 27, 1:00 am, Kevin Duffey andjar...@gmail.com wrote: Is there any good resources on tile based games.. like how to construct the game loop, keep it time based, update frames every 16ms or so while calling your physics, collision detection, movement, and redrawing routines in that time? I would love to develop some side scroller/top down tile based games with sprites, and yet I can't seem to find a good place to start. I saw this one google IO presentation, forget the guys name, that said on each iteration you pass the time delta and always keep it time based (as opposed to frame based I assume) and that while some basic puzzle games can get away with using a canvas (GLSurfaceView??), most games would require open GL to some extent. As well, I am interesting in knowing how to play background music and yet still play multiple sound FX on time with no delay so that when something collides, a sound plays at that exact moment, not a 1/2 second later. Is there any good resources on this? I don't need to make a perfect game my first time out.. just something to play with. I am also curious with regards to the 24MB ram limit per app, how you make larger levels without any potential delay in the game play. As the game scrolls one way or another (especially a top down with a large map), how do you avoid the GC while loading in new tiles for the map? One thought I had was the game goes online to get a map, storing it on the SD card, so as to avoid using precious on-board user/app ram. I've read from various posts from some of you about how you try to load everything in first, don't create any objects during the game loop, etc, but it seems games on the iPhone are quite impressive with smooth framerates, and I am aware that we're a bit limited as of yet on Android, especially with regards to the NDK layer being able to update video/audio buffers (or maybe I have that wrong?). As well, how important will a JIT play into games being better perofmant when we finally get a JIT (and anyone know when that might be by chance?). Along the same lines, can someone correct me regarding the info I think I have pulled from various posts about video/audio buffers/hardware access in
[android-developers] Re: OpenGL Fillrate Issues
@kevin wheter your game needs native code or not depends on the type of game. If you are doing animated 3D meshes, like using md2 meshes (quake 2 format) you need to write the vertex interpolation code in c if you have more than a few (==2-3 from my experience) meshes displayed. As for the overhead of calling JNI functions i'd say it's neglectable in most cases. The space invaders clone above performs a lot of calls to OpenGL matrix functions as well as mesh rendering functions and that didn't seem to bog it down the least ( a lot ~= (32+15+1)*(4+7) = 528 ) on the hero as well as on the droid. On 27 Jan., 11:33, Mario Zechner badlogicga...@gmail.com wrote: @robert. i'm curios wheter you succeeded in implementing proper multitouch controls. I planned on going the 2.0 root myself for the racer, having all controls on screen but that didn't work out as expected. see this threadhttp://groups.google.com/group/android-developers/browse_thread/threa... and the videos linked to in there for more information. All multitouch capable apps on the market suffer from this problem. I'd be very interested in your onTouch handler in case that worked out for you. On 27 Jan., 09:41, Robert Green rbgrn@gmail.com wrote: @Kevin - I've written lots about this and posted code to use. Check out the following links:http://www.rbgrn.net/content/54-getting-started-android-game-developm... @MrChaz From my tests on 1.5 and 1.6, Thread.sleep() does not even come close to adequately fixing the problem. I have tried ranges from 16-1000 and touch'n'hold still causes my game to drop from 30FPS down to 15FPS or lower on the G1. The game suffers no such problems on the Droid and Nexus One. I've also taken out everything but the call to sleep (so onTouchEvent ONLY sleeps and returns) and I STILL see that slowdown, so it's not my handling code. Also, I bound keyboard keys to do the same things and wouldn't you know, it works perfectly, thus proving that it's simple low-level touch code sucking up the CPU and killing my framerate. If you don't use a sleep, it's even worse but even with one, games will suffer. The more CPU intense your game is, the more the frame rate will drop from touching. Like I said, I haven't experienced any issues with framerate drop on any 2.0/2.1 device. Only on 1.5/1.6. My new game, a FPS, will be requiring 2.0. It runs in 1.5 but the user experience is bad because of that touch bug. Also, I can take advantage of multitouch and provide a better control system this way, further enhancing user experience. I just hope that most or all of the existing phones get upgraded at some point in the next 2 months. On Jan 27, 2:26 am, MrChaz mrchazmob...@googlemail.com wrote: @Kevin You might want to look at the rokon engine a good basis for doing a 2D game as it takes care of pretty much all the rendering work. @Mario I was hoping to avoid using the build number as that is a temporary fix only. @Ralf The accepted work around for the touch slow down issue is to put a Thread.sleep() in the event handler to stop it getting spammed with events. A delay for 16ms seems to work well for most people. On Jan 27, 1:00 am, Kevin Duffey andjar...@gmail.com wrote: Is there any good resources on tile based games.. like how to construct the game loop, keep it time based, update frames every 16ms or so while calling your physics, collision detection, movement, and redrawing routines in that time? I would love to develop some side scroller/top down tile based games with sprites, and yet I can't seem to find a good place to start. I saw this one google IO presentation, forget the guys name, that said on each iteration you pass the time delta and always keep it time based (as opposed to frame based I assume) and that while some basic puzzle games can get away with using a canvas (GLSurfaceView??), most games would require open GL to some extent. As well, I am interesting in knowing how to play background music and yet still play multiple sound FX on time with no delay so that when something collides, a sound plays at that exact moment, not a 1/2 second later. Is there any good resources on this? I don't need to make a perfect game my first time out.. just something to play with. I am also curious with regards to the 24MB ram limit per app, how you make larger levels without any potential delay in the game play. As the game scrolls one way or another (especially a top down with a large map), how do you avoid the GC while loading in new tiles for the map? One thought I had was the game goes online to get a map, storing it on the SD card, so as to avoid using precious on-board user/app ram. I've read from various posts from some of you about how you try to load everything in first, don't
[android-developers] Re: Orientation Change effect on Spinner control
Did anyone figure this out? I have the same issue. Additionally, I have a spinner backed by a cursor and its not guaranteed that the selected item is still in the database when restoring. I've been thinking along the lines of scanning the cursor to find the previous selected item, but haven't found a nice way to do it yet. On Dec 28 2009, 11:18 pm, Arif arifeq...@gmail.com wrote: I was trying the API Demos that come along with Android SDK v1.5 If you select an item in a spinner widget and change the orientation of the phone twice the selection goes. I am having similar problem in my app, I just checked the Demo app and the behaviour appears to be same. When you change the orientation say from Portrait to Landscape the text you selected is there, do it once more and the first item in the list appears as selected option. Is it a bug or is it that we explicitly need to maintain state with a spinner control? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Calling activities inside the tabs and also to retain main tabs.
Hi All, Please suggest me how to overcome this problem? Thanks, Suda On Tue, Jan 26, 2010 at 10:26 AM, suda murali murali.s...@gmail.com wrote: Hi All, Can anyone suggest me how to call activities inside the tabs. I have implemented four tabs(one,two,three,four). In tab one i am having button, when onclick will call another activity, which will also has another button and so on . I want to retain the main tabs and tab one should be selected. Similar case with tabs two, three and four I was able to call the activities retaining the tabs. But when i click emulator back button i am not able to restore the previous activity. llowing the code i have used for calling activities: public class SpinnerClass1 extends ActivityGroup{ /** Called when the activity is first created. */ LocalActivityManager m; �...@override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); m= getLocalActivityManager(); setContentView(R.layout.main); Button next = (Button) findViewById (com.enlume.R.id.ButtonTabTest); next.setOnClickListener(new View.OnClickListener(){ public void onClick(View view) { Intent intent = new Intent(SpinnerClass1.this, ActivityTabStateRetain1.class); Window window = m.startActivity(favourite shop,intent); setContentView(window.getDecorView()); overridePendingTransition(com.enlume.R.layout.fade, com.enlume.R.layout.hold); } }); } } Please suggest me in the right direction. Thanks in Advance, Suda. -- suda -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: urgent help Integrating code with Android home screen code.
Hi satish, What Darshana means is that you need to put you aplication inside the source code of Android. You need to donwload the source code of Android and put your application inside it. The file that he told you is the file: android_source_code_root/build/target/product/generic.mk inside this file, are the sources of the applications that are compiled with the code of Android. Regards, Rogerio 2010/1/27 satish bhoyar getsatonl...@gmail.com Hi darshana, thanks for the reply. I am still stuck. can u guide me where i can find this file? do u mean it is Android.mk or anything else? Thanks, satish On Fri, Jan 22, 2010 at 9:47 PM, deeMurthy darshana.mur...@wipro.comwrote: Hi Satish, If m not wrong, you are playing around with cupcake/donut or eclair code directly. In that case you will have to build your app into the system for your homescreen code to recognise it. Include your application into the generic.mk and rebuild the code. This should work. Cheers! On Jan 22, 2:00 pm, satish bhoyar getsatonl...@gmail.com wrote: Hi all, I am trying to integrate my code to the android Home Screen code. I want to launch my activity frm the HomeScreen by click of a button. I Did the code then build it but when i click the button i m getting error as Application not installed on phone. please help Thanks, satish -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: urgent help Integrating code with Android home screen code.
Thanks.. I will look in to it.. thanks, satish 2010/1/27 Rogério de Souza Moraes rogerio.so...@gmail.com Hi satish, What Darshana means is that you need to put you aplication inside the source code of Android. You need to donwload the source code of Android and put your application inside it. The file that he told you is the file: android_source_code_root/build/target/product/generic.mk inside this file, are the sources of the applications that are compiled with the code of Android. Regards, Rogerio 2010/1/27 satish bhoyar getsatonl...@gmail.com Hi darshana, thanks for the reply. I am still stuck. can u guide me where i can find this file? do u mean it is Android.mk or anything else? Thanks, satish On Fri, Jan 22, 2010 at 9:47 PM, deeMurthy darshana.mur...@wipro.comwrote: Hi Satish, If m not wrong, you are playing around with cupcake/donut or eclair code directly. In that case you will have to build your app into the system for your homescreen code to recognise it. Include your application into the generic.mk and rebuild the code. This should work. Cheers! On Jan 22, 2:00 pm, satish bhoyar getsatonl...@gmail.com wrote: Hi all, I am trying to integrate my code to the android Home Screen code. I want to launch my activity frm the HomeScreen by click of a button. I Did the code then build it but when i click the button i m getting error as Application not installed on phone. please help Thanks, satish -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] android milestone text size small
My application works fine on G1/Hero and emulators, but on Milestone text size is tiny. I have list box and text items are very small on Milestone device. What can be the cause of 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: urgent help Integrating code with Android home screen code.
Hi, in the file generic.mk there are all the separate application are there. but i want my files to be part of the android code. Cant it be possible that i will just add my file in the directory where the launcher code for android sits , i will add just files (xml java), then as we call our activity in the normal program i will call my activity from home screen? thanks, satish 2010/1/27 Rogério de Souza Moraes rogerio.so...@gmail.com Hi satish, What Darshana means is that you need to put you aplication inside the source code of Android. You need to donwload the source code of Android and put your application inside it. The file that he told you is the file: android_source_code_root/build/target/product/generic.mk inside this file, are the sources of the applications that are compiled with the code of Android. Regards, Rogerio 2010/1/27 satish bhoyar getsatonl...@gmail.com Hi darshana, thanks for the reply. I am still stuck. can u guide me where i can find this file? do u mean it is Android.mk or anything else? Thanks, satish On Fri, Jan 22, 2010 at 9:47 PM, deeMurthy darshana.mur...@wipro.comwrote: Hi Satish, If m not wrong, you are playing around with cupcake/donut or eclair code directly. In that case you will have to build your app into the system for your homescreen code to recognise it. Include your application into the generic.mk and rebuild the code. This should work. Cheers! On Jan 22, 2:00 pm, satish bhoyar getsatonl...@gmail.com wrote: Hi all, I am trying to integrate my code to the android Home Screen code. I want to launch my activity frm the HomeScreen by click of a button. I Did the code then build it but when i click the button i m getting error as Application not installed on phone. please help Thanks, satish -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: What keycode is the HTC Hero 'Hide Keyboard' button?
Sorry, yes, Mark is quite right; it's the soft key on the IME. Thanks. On Jan 27, 1:55 am, Dianne Hackborn hack...@android.com wrote: On Mon, Jan 25, 2010 at 10:15 AM, Mark Murphy mmur...@commonsware.comwrote: The HTC Hero does not have a Hide Keyboard hardware button. I am assuming the OP is referring to the button in the lower-left of the Hero IME, which hides the keyboard. Oh if that's the case, it is entirely internal to the IME and nothing you can catch. -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should 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, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] android milestone text size small
It might be something to do with the display density. Maybe you have defined the size of the text in px (absolute pixels) which on a device with a higher density makes the text smaller. You could try changing to a density independent unit to see if that helps. Matt On Wed, Jan 27, 2010 at 11:02 AM, extrapedestrian extra.pedestr...@gmail.com wrote: My application works fine on G1/Hero and emulators, but on Milestone text size is tiny. I have list box and text items are very small on Milestone device. What can be the cause of 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: android milestone text size small
I defined it in pt. It should be bound to size of inch. On Jan 27, 12:13 pm, Matt Oakes m...@matto1990.com wrote: It might be something to do with the display density. Maybe you have defined the size of the text in px (absolute pixels) which on a device with a higher density makes the text smaller. You could try changing to a density independent unit to see if that helps. Matt On Wed, Jan 27, 2010 at 11:02 AM, extrapedestrian extra.pedestr...@gmail.com wrote: My application works fine on G1/Hero and emulators, but on Milestone text size is tiny. I have list box and text items are very small on Milestone device. What can be the cause of 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL Fillrate Issues
I definitely have this problem on the Nexus One. My OpenGL performance test (using JNI/NDK pumped by java GLSurfaceView) is drawing 3 rotating Quads(8-8-8 texture) - all covering the whole screen - with blending. And I get very constant 60 FPS. As soon as I touch the screen: Frame rate drops to 43 FPS until i release the finger, than it gets back to 60 FPS. I think the garbage collection is the remaining reason for the slow down on Android 2.0. The problem is less visible in a more complex scene where the initial frame rate is around 35 FPS. Touching the screen in this case does not change the frame rate significantly. 2010/1/27 Robert Green rbgrn@gmail.com @MrChaz From my tests on 1.5 and 1.6, Thread.sleep() does not even come close to adequately fixing the problem. I have tried ranges from 16-1000 and touch'n'hold still causes my game to drop from 30FPS down to 15FPS or lower on the G1. *The game suffers no such problems on the Droid and Nexus One*. I've also taken out everything but the call to sleep -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Regarding ContactsContract
Hello, I wanted to inquire about the ContactsContract API family. I have one requirement: 1. I wish to store the Presence Status of the user which i receive over a custom protocol. I wish to re-use these APIs for this purpose: http://developer.android.com/reference/android/provider/ContactsContract.StatusUpdates.html and http://d.android.com/reference/android/provider/ContactsContract.StatusColumns.html Will i be able to see the updated presence status for a given user when i launch the contacts application in android after updating the user's status? Or will I need to write my own GUI to display it? Best Regards Indodroid. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Crop a Picture after Using Camera to Take It
Hi, I'm testing this code on Motorola Milestone (2.0). And I get an exception when trying to launch the Cropper: 01-27 14:29:24.210: ERROR/AndroidRuntime(1895): Caused by: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.camera/com.android.camera.CropImage}; have you declared this activity in your AndroidManifest.xml? When trying the same intent without the setClassName call I get this error: 01-27 14:15:46.483: ERROR/AndroidRuntime(1813): Caused by: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=com.android.camera.action.CROP dat=file:///sdcard/ tmp_contact_1264594532122.jpg (has extras) } Anyone? Also, there is no Constant for the Crop image intent. Can anyone from the Google/Android Framework team explain? It seems like it is there to be used but someone forgot to create the constant. Thanks On Dec 29 2009, 8:30 pm, Wysie sohyuanc...@gmail.com wrote: Hi all, After doing some reading, I realized it can't be done so simply. My modded Contacts source is athttp://github.com/Wysie, you can take a look if you're interested. Also, here's what I did to get it working: private void doTakePhotoAction() { //http://2009.hfoss.org/Tutorial:Camera_and_Gallery_Demo //http://stackoverflow.com/questions/1050297/how-to-get-the-url-of-the-... //http://www.damonkohler.com/2009/02/android-recipes.html //http://www.firstclown.us/tag/android/ // The one I used to get everything working:http://groups.google.com/group/android-developers/msg/2ab62c12ee99ba30 Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); //Wysie_Soh: Create path for temp file mImageCaptureUri = Uri.fromFile(new File (Environment.getExternalStorageDirectory(), tmp_contact_ + String.valueOf (System.currentTimeMillis()) + .jpg)); intent.putExtra(android.provider.MediaStore.EXTRA_OUTPUT, mImageCaptureUri); try { intent.putExtra(return-data, true); startActivityForResult(intent, PICK_FROM_CAMERA); } catch (ActivityNotFoundException e) { //Do nothing for now } } protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (resultCode != RESULT_OK) { return; } switch (requestCode) { case CROP_FROM_CAMERA: { //Wysie_Soh: After a picture is taken, it will go to PICK_FROM_CAMERA, which will then come here //after the image is cropped. final Bundle extras = data.getExtras(); if (extras != null) { Bitmap photo = extras.getParcelable(data); mPhoto = photo; mPhotoChanged = true; mPhotoImageView.setImageBitmap(photo); setPhotoPresent(true); } //Wysie_Soh: Delete the temporary file File f = new File(mImageCaptureUri.getPath()); if (f.exists()) { f.delete(); } InputMethodManager mgr = (InputMethodManager) getSystemService(Context.INPUT_METHOD_SERVICE); mgr.showSoftInput(mPhotoImageView, InputMethodManager.SHOW_IMPLICIT); break; } case PICK_FROM_CAMERA: { //Wysie_Soh: After an image is taken and saved to the location of mImageCaptureUri, come here //and load thecropeditor, with the necessary parameters (96x96, 1:1 ratio) Intent intent = new Intent (com.android.camera.action.CROP); intent.setClassName(com.android.camera, com.android.camera.CropImage); intent.setData(mImageCaptureUri); intent.putExtra(outputX, 96); intent.putExtra(outputY, 96); intent.putExtra(aspectX, 1); intent.putExtra(aspectY, 1); intent.putExtra(scale, true); intent.putExtra(return-data, true); startActivityForResult(intent, CROP_FROM_CAMERA); break; } } } Hope it helps :) -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Using webservice through Android
If I'm not mistaken, there are many resources you can search for on the web via google (as Sudeep suggested) that provide examples of SOAP clients written in Java. Please learn some basics before asking such a broad question on a forum that is specifically for Android development. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Picking up a PhoneBook entry under Android 2.0 !!!
I know this is a bit of an old thread, but I implemented the workaround above to get my 1.5 emulator to launch and now my code crashes when I try to run it in the 1.5 emulator. The error is an InvocationTargetException with a cause of VerifyError. I'm currently searching for answers on the web but I'm not finding anything. Any ideas? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL Fillrate Issues
@Ralf that is very strange behaviour i wouldn't expect from a Nexus One. I have to admit that i only own a Droid so i can't confirm it for the N1. Would you mind putting an apk with your test application up somewhere, for example at http://www.file-pasta.com, and add log cat output so we can observe the behaviour of your app on our devices? Additionally, if it's not to much of a hazzle you could also share the source code so we can have a look at it. On 27 Jan., 12:42, Ralf Schneider li...@gestaltgeber.com wrote: I definitely have this problem on the Nexus One. My OpenGL performance test (using JNI/NDK pumped by java GLSurfaceView) is drawing 3 rotating Quads(8-8-8 texture) - all covering the whole screen - with blending. And I get very constant 60 FPS. As soon as I touch the screen: Frame rate drops to 43 FPS until i release the finger, than it gets back to 60 FPS. I think the garbage collection is the remaining reason for the slow down on Android 2.0. The problem is less visible in a more complex scene where the initial frame rate is around 35 FPS. Touching the screen in this case does not change the frame rate significantly. 2010/1/27 Robert Green rbgrn@gmail.com @MrChaz From my tests on 1.5 and 1.6, Thread.sleep() does not even come close to adequately fixing the problem. I have tried ranges from 16-1000 and touch'n'hold still causes my game to drop from 30FPS down to 15FPS or lower on the G1. *The game suffers no such problems on the Droid and Nexus One*. I've also taken out everything but the call to sleep -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Data list for Autocompletion
I'm looking for how i can have an acess to a data list for autocompetion TextView ? or where could i find a word data list ? For example the list of the HERO device or the way to have it, i see a few apps which use Hero autocompletetextView. Thanks for help -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Crop a Picture after Using Camera to Take It
the activity is not present on all systems under that explicit package name. try calling it with just the action, leaving out package and classname in the intent On Jan 27, 1:31 pm, GDroid baron...@gmail.com wrote: Hi, I'm testing this code on Motorola Milestone (2.0). And I get an exception when trying to launch the Cropper: 01-27 14:29:24.210: ERROR/AndroidRuntime(1895): Caused by: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.camera/com.android.camera.CropImage}; have you declared this activity in your AndroidManifest.xml? When trying the same intent without the setClassName call I get this error: 01-27 14:15:46.483: ERROR/AndroidRuntime(1813): Caused by: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=com.android.camera.action.CROP dat=file:///sdcard/ tmp_contact_1264594532122.jpg (has extras) } Anyone? Also, there is no Constant for the Crop image intent. Can anyone from the Google/Android Framework team explain? It seems like it is there to be used but someone forgot to create the constant. Thanks On Dec 29 2009, 8:30 pm, Wysie sohyuanc...@gmail.com wrote: Hi all, After doing some reading, I realized it can't be done so simply. My modded Contacts source is athttp://github.com/Wysie, you can take a look if you're interested. Also, here's what I did to get it working: private void doTakePhotoAction() { //http://2009.hfoss.org/Tutorial:Camera_and_Gallery_Demo //http://stackoverflow.com/questions/1050297/how-to-get-the-url-of-the-... //http://www.damonkohler.com/2009/02/android-recipes.html //http://www.firstclown.us/tag/android/ // The one I used to get everything working:http://groups.google.com/group/android-developers/msg/2ab62c12ee99ba30 Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); //Wysie_Soh: Create path for temp file mImageCaptureUri = Uri.fromFile(new File (Environment.getExternalStorageDirectory(), tmp_contact_ + String.valueOf (System.currentTimeMillis()) + .jpg)); intent.putExtra(android.provider.MediaStore.EXTRA_OUTPUT, mImageCaptureUri); try { intent.putExtra(return-data, true); startActivityForResult(intent, PICK_FROM_CAMERA); } catch (ActivityNotFoundException e) { //Do nothing for now } } protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (resultCode != RESULT_OK) { return; } switch (requestCode) { case CROP_FROM_CAMERA: { //Wysie_Soh: After a picture is taken, it will go to PICK_FROM_CAMERA, which will then come here //after the image is cropped. final Bundle extras = data.getExtras(); if (extras != null) { Bitmap photo = extras.getParcelable(data); mPhoto = photo; mPhotoChanged = true; mPhotoImageView.setImageBitmap(photo); setPhotoPresent(true); } //Wysie_Soh: Delete the temporary file File f = new File(mImageCaptureUri.getPath()); if (f.exists()) { f.delete(); } InputMethodManager mgr = (InputMethodManager) getSystemService(Context.INPUT_METHOD_SERVICE); mgr.showSoftInput(mPhotoImageView, InputMethodManager.SHOW_IMPLICIT); break; } case PICK_FROM_CAMERA: { //Wysie_Soh: After an image is taken and saved to the location of mImageCaptureUri, come here //and load thecropeditor, with the necessary parameters (96x96, 1:1 ratio) Intent intent = new Intent (com.android.camera.action.CROP); intent.setClassName(com.android.camera, com.android.camera.CropImage); intent.setData(mImageCaptureUri); intent.putExtra(outputX, 96); intent.putExtra(outputY, 96); intent.putExtra(aspectX, 1); intent.putExtra(aspectY, 1); intent.putExtra(scale, true); intent.putExtra(return-data, true); startActivityForResult(intent, CROP_FROM_CAMERA); break; } } } Hope it helps :) -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] EditTexts and Handles
On Tue, Jan 26, 2010 at 9:36 PM, Aaron Rudolph aanrudol...@gmail.comwrote: How do I get the user-inputted data out of these EditText's after they have been created? http://developer.android.com/intl/zh-CN/reference/android/widget/EditText.html#getText() http://developer.android.com/intl/zh-CN/reference/android/widget/EditText.html#getText() - TreKing - Chicago transit tracking app for Android-powered devices http://sites.google.com/site/rezmobileapps/treking -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Picking up a PhoneBook entry under Android 2.0 !!!
I figured it out from a combination of the info on these two pages: http://www.higherpass.com/Android/Tutorials/Working-With-Android-Contacts/1/ http://android-developers.blogspot.com/2009/04/backward-compatibility-for-android.html I needed to write an abstract wrapper class that generates a concrete class depending on the SDK version. Then I had to implement different concrete classes for each set of code I needed and generate them on the fly depending on the SDK version. Weird stuff! PS. I know it's likely that the people on this thread knew that already or didn't need to know it, but I'm posting this to help anyone who may find this thread on Google. On Jan 27, 8:17 am, Mike Olson mish.ol...@gmail.com wrote: I know this is a bit of an old thread, but I implemented the workaround above to get my 1.5 emulator to launch and now my code crashes when I try to run it in the 1.5 emulator. The error is an InvocationTargetException with a cause of VerifyError. I'm currently searching for answers on the web but I'm not finding anything. Any ideas? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL Fillrate Issues
I did some more testing and am now calculating mean delta times for each second as well as the standard deviation of the delta times. Here's what i get for the space racer above: 01-27 15:11:42.274: DEBUG/AFX(2504): fps: 56.82312, delta: 0.016143799, mean delta: 0.01756897, stddev. delta: 0.0026706476, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:43.274: DEBUG/AFX(2504): fps: 54.986576, delta: 0.016479492, mean delta: 0.018019613, stddev. delta: 0.0038374658, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:44.290: DEBUG/AFX(2504): fps: 50.92457, delta: 0.03729248, mean delta: 0.019476827, stddev. delta: 0.0064565083, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:45.298: DEBUG/AFX(2504): fps: 53.9243, delta: 0.015136719, mean delta: 0.019114176, stddev. delta: 0.00692833, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:46.306: DEBUG/AFX(2504): fps: 52.600296, delta: 0.012298585, mean delta: 0.018918864, stddev. delta: 0.0053105806, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:47.306: DEBUG/AFX(2504): fps: 52.914413, delta: 0.01171875, mean delta: 0.018682353, stddev. delta: 0.005447507, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:48.337: DEBUG/AFX(2504): fps: 51.17586, delta: 0.030395508, mean delta: 0.019417318, stddev. delta: 0.0067782626, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:49.337: DEBUG/AFX(2504): fps: 53.930874, delta: 0.031311035, mean delta: 0.019150289, stddev. delta: 0.0061283736, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:50.345: DEBUG/AFX(2504): fps: 54.986576, delta: 0.017272947, mean delta: 0.01829478, stddev. delta: 0.0044108317, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:51.360: DEBUG/AFX(2504): fps: 55.01943, delta: 0.026489256, mean delta: 0.018075053, stddev. delta: 0.0037128378, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:52.376: DEBUG/AFX(2504): fps: 55.93651, delta: 0.026336668, mean delta: 0.017899577, stddev. delta: 0.003501554, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:53.384: DEBUG/AFX(2504): fps: 56.657646, delta: 0.016845703, mean delta: 0.017754618, stddev. delta: 0.0029748674, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:54.384: DEBUG/AFX(2504): fps: 55.919792, delta: 0.016937256, mean delta: 0.017803447, stddev. delta: 0.002930975, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:55.391: DEBUG/AFX(2504): fps: 54.774338, delta: 0.016662598, mean delta: 0.018299866, stddev. delta: 0.0052955016, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:56.407: DEBUG/AFX(2504): fps: 51.882175, delta: 0.016479492, mean delta: 0.018996684, stddev. delta: 0.005628621, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:57.415: DEBUG/AFX(2504): fps: 55.93684, delta: 0.0223999, mean delta: 0.018104045, stddev. delta: 0.0036228807, #listeners: 1, #meshes: 35, #textures: 2 01-27 15:11:58.415: DEBUG/AFX(2504): fps: 51.946102, delta: 0.011444091, mean delta: 0.019133504, stddev. delta: 0.0067592976, #listeners: 1, #meshes: 35, #textures: 2 The delta time varries between 3-6ms from frame to frame! That explains the stuttering pretty well. Now i wonder why i get such inconsistent delta times. I removed rendering the background tiles so i only render the ship which is a lousy 50 triangles big, no textures or lighting. Very strange indeed. On 27 Jan., 14:23, Mario Zechner badlogicga...@gmail.com wrote: @Ralf that is very strange behaviour i wouldn't expect from a Nexus One. I have to admit that i only own a Droid so i can't confirm it for the N1. Would you mind putting an apk with your test application up somewhere, for example athttp://www.file-pasta.com, and add log cat output so we can observe the behaviour of your app on our devices? Additionally, if it's not to much of a hazzle you could also share the source code so we can have a look at it. On 27 Jan., 12:42, Ralf Schneider li...@gestaltgeber.com wrote: I definitely have this problem on the Nexus One. MyOpenGLperformance test (using JNI/NDK pumped by java GLSurfaceView) is drawing 3 rotating Quads(8-8-8 texture) - all covering the whole screen - with blending. And I get very constant 60 FPS. As soon as I touch the screen: Frame rate drops to 43 FPS until i release the finger, than it gets back to 60 FPS. I think the garbage collection is the remaining reason for the slow down on Android 2.0. The problem is less visible in a more complex scene where the initial frame rate is around 35 FPS. Touching the screen in this case does not change the frame rate significantly. 2010/1/27 Robert Green rbgrn@gmail.com @MrChaz From my tests on 1.5 and 1.6, Thread.sleep() does not even come close to adequately fixing the problem. I have tried ranges from 16-1000 and touch'n'hold still causes my game to drop from 30FPS down to 15FPS or lower on the G1. *The game suffers no such problems on the Droid and Nexus One*. I've also taken out everything but the call to sleep -- You
Re: [android-developers] Re: How to set a default item in a spinner drop down list
Is this any help? http://thinkandroid.wordpress.com/2010/01/13/retrieving-spinner-values/?utm_source=feedburnerutm_medium=feedutm_campaign=Feed%3A+PlanetAndroidCom+%28Planet+Android%29 Jiri Sasikumar S wrote: See this link http://www.androidpeople.com/android-spinner-default-value/ you will get the answer. On Jan 26, 6:09 pm, MMC2 m...@mmc2.com.au wrote: How can I use code to set a default item in a spinner drop down list -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: android milestone text size small
Isn't there some sort of density calculation bug that results in small text sizes on the Droid? Maybe you're running into the same thing on the Milestone? On Jan 27, 6:40 am, extrapedestrian extra.pedestr...@gmail.com wrote: I defined it in pt. It should be bound to size of inch. On Jan 27, 12:13 pm, Matt Oakes m...@matto1990.com wrote: It might be something to do with the display density. Maybe you have defined the size of the text in px (absolute pixels) which on a device with a higher density makes the text smaller. You could try changing to a density independent unit to see if that helps. Matt On Wed, Jan 27, 2010 at 11:02 AM, extrapedestrian extra.pedestr...@gmail.com wrote: My application works fine on G1/Hero and emulators, but on Milestone text size is tiny. I have list box and text items are very small on Milestone device. What can be the cause of 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Google vs Flurry
I want to start tracking usage of my apps. I need to decide on who to use Google Mobile Analytics or Flurry. Does anyone have an opinion? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] How to build library with my code?
Hi, Sir: I can build a daemon with my algorithm code and main function. I put all files in one folder under /development and make This executable file works successfully Now I want to separate my algorithm code and main function code. I hope to build a binary library with my algorithm code and main function will link this binary library to use. Where to put my algorithm code to create binary library and how to link this binary library in main function code? Thanks for your great help! Best Regards, Alan -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] How to build library with my code?
Hi, Sir: I can build a daemon with my algorithm code and main function. I put all files in one folder under /development and make This executable file works successfully Now I want to separate my algorithm code and main function code. I hope to build a binary library with my algorithm code and main function will link this binary library to use. Where to put my algorithm code to create binary library and how to link this binary library in main function code? Thanks for your great help! I do this by creating a separate project for the library that builds a JAR, then use that JAR in the main project. So long as the library does not rely much upon resources, this technique works fairly well. You can see many examples of this with my CommonsWare Android Components, which are all set up using this model: http://commonsware.com/cwac -- Mark Murphy (a Commons Guy) http://commonsware.com Android App Developer Books: http://commonsware.com/books.html -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Crop a Picture after Using Camera to Take It
That's what I did in the second try. As I mentioned I commented out the the setClassName method and got the second exception: 01-27 14:15:46.483: ERROR/AndroidRuntime(1813): Caused by: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=com.android.camera.action.CROP dat=file:///sdcard/ tmp_contact_1264594532122.jpg (has extras) } BTW - Thanks for the quick response. On Jan 27, 4:03 pm, zero zeroo...@googlemail.com wrote: the activity is not present on all systems under that explicit package name. try calling it with just the action, leaving out package and classname in the intent On Jan 27, 1:31 pm, GDroid baron...@gmail.com wrote: Hi, I'm testing this code on Motorola Milestone (2.0). And I get an exception when trying to launch the Cropper: 01-27 14:29:24.210: ERROR/AndroidRuntime(1895): Caused by: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.camera/com.android.camera.CropImage}; have you declared this activity in your AndroidManifest.xml? When trying the same intent without the setClassName call I get this error: 01-27 14:15:46.483: ERROR/AndroidRuntime(1813): Caused by: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=com.android.camera.action.CROP dat=file:///sdcard/ tmp_contact_1264594532122.jpg (has extras) } Anyone? Also, there is no Constant for the Crop image intent. Can anyone from the Google/Android Framework team explain? It seems like it is there to be used but someone forgot to create the constant. Thanks On Dec 29 2009, 8:30 pm, Wysie sohyuanc...@gmail.com wrote: Hi all, After doing some reading, I realized it can't be done so simply. My modded Contacts source is athttp://github.com/Wysie, you can take a look if you're interested. Also, here's what I did to get it working: private void doTakePhotoAction() { //http://2009.hfoss.org/Tutorial:Camera_and_Gallery_Demo //http://stackoverflow.com/questions/1050297/how-to-get-the-url-of-the-... //http://www.damonkohler.com/2009/02/android-recipes.html //http://www.firstclown.us/tag/android/ // The one I used to get everything working:http://groups.google.com/group/android-developers/msg/2ab62c12ee99ba30 Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); //Wysie_Soh: Create path for temp file mImageCaptureUri = Uri.fromFile(new File (Environment.getExternalStorageDirectory(), tmp_contact_ + String.valueOf (System.currentTimeMillis()) + .jpg)); intent.putExtra(android.provider.MediaStore.EXTRA_OUTPUT, mImageCaptureUri); try { intent.putExtra(return-data, true); startActivityForResult(intent, PICK_FROM_CAMERA); } catch (ActivityNotFoundException e) { //Do nothing for now } } protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (resultCode != RESULT_OK) { return; } switch (requestCode) { case CROP_FROM_CAMERA: { //Wysie_Soh: After a picture is taken, it will go to PICK_FROM_CAMERA, which will then come here //after the image is cropped. final Bundle extras = data.getExtras(); if (extras != null) { Bitmap photo = extras.getParcelable(data); mPhoto = photo; mPhotoChanged = true; mPhotoImageView.setImageBitmap(photo); setPhotoPresent(true); } //Wysie_Soh: Delete the temporary file File f = new File(mImageCaptureUri.getPath()); if (f.exists()) { f.delete(); } InputMethodManager mgr = (InputMethodManager) getSystemService(Context.INPUT_METHOD_SERVICE); mgr.showSoftInput(mPhotoImageView, InputMethodManager.SHOW_IMPLICIT); break; } case PICK_FROM_CAMERA: { //Wysie_Soh: After an image is taken and saved to the location of mImageCaptureUri, come here //and load thecropeditor, with the necessary parameters (96x96, 1:1 ratio) Intent intent = new Intent (com.android.camera.action.CROP); intent.setClassName(com.android.camera, com.android.camera.CropImage); intent.setData(mImageCaptureUri); intent.putExtra(outputX, 96); intent.putExtra(outputY, 96); intent.putExtra(aspectX, 1); intent.putExtra(aspectY, 1); intent.putExtra(scale, true); intent.putExtra(return-data, true); startActivityForResult(intent,
[android-developers] Re: Crop a Picture after Using Camera to Take It
... The name of the action looks good... In my app, the image-Uri in the setData is different. You use a 'file:' uri. In my app, I use a 'content:' uri. Maybe the CROP action cannot handle 'file:' uris and can only handle images that are inserted into the Images content-provider. On Jan 27, 9:57 am, GDroid baron...@gmail.com wrote: That's what I did in the second try. As I mentioned I commented out the the setClassName method and got the second exception: 01-27 14:15:46.483: ERROR/AndroidRuntime(1813): Caused by: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=com.android.camera.action.CROP dat=file:///sdcard/ tmp_contact_1264594532122.jpg (has extras) } BTW - Thanks for the quick response. On Jan 27, 4:03 pm, zero zeroo...@googlemail.com wrote: the activity is not present on all systems under that explicit package name. try calling it with just the action, leaving out package and classname in the intent On Jan 27, 1:31 pm, GDroid baron...@gmail.com wrote: Hi, I'm testing this code on Motorola Milestone (2.0). And I get an exception when trying to launch the Cropper: 01-27 14:29:24.210: ERROR/AndroidRuntime(1895): Caused by: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.camera/com.android.camera.CropImage}; have you declared this activity in your AndroidManifest.xml? When trying the same intent without the setClassName call I get this error: 01-27 14:15:46.483: ERROR/AndroidRuntime(1813): Caused by: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=com.android.camera.action.CROP dat=file:///sdcard/ tmp_contact_1264594532122.jpg (has extras) } Anyone? Also, there is no Constant for the Crop image intent. Can anyone from the Google/Android Framework team explain? It seems like it is there to be used but someone forgot to create the constant. Thanks On Dec 29 2009, 8:30 pm, Wysie sohyuanc...@gmail.com wrote: Hi all, After doing some reading, I realized it can't be done so simply. My modded Contacts source is athttp://github.com/Wysie, you can take a look if you're interested. Also, here's what I did to get it working: private void doTakePhotoAction() { //http://2009.hfoss.org/Tutorial:Camera_and_Gallery_Demo //http://stackoverflow.com/questions/1050297/how-to-get-the-url-of-the-... //http://www.damonkohler.com/2009/02/android-recipes.html //http://www.firstclown.us/tag/android/ // The one I used to get everything working:http://groups.google.com/group/android-developers/msg/2ab62c12ee99ba30 Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); //Wysie_Soh: Create path for temp file mImageCaptureUri = Uri.fromFile(new File (Environment.getExternalStorageDirectory(), tmp_contact_ + String.valueOf (System.currentTimeMillis()) + .jpg)); intent.putExtra(android.provider.MediaStore.EXTRA_OUTPUT, mImageCaptureUri); try { intent.putExtra(return-data, true); startActivityForResult(intent, PICK_FROM_CAMERA); } catch (ActivityNotFoundException e) { //Do nothing for now } } protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (resultCode != RESULT_OK) { return; } switch (requestCode) { case CROP_FROM_CAMERA: { //Wysie_Soh: After a picture is taken, it will go to PICK_FROM_CAMERA, which will then come here //after the image is cropped. final Bundle extras = data.getExtras(); if (extras != null) { Bitmap photo = extras.getParcelable(data); mPhoto = photo; mPhotoChanged = true; mPhotoImageView.setImageBitmap(photo); setPhotoPresent(true); } //Wysie_Soh: Delete the temporary file File f = new File(mImageCaptureUri.getPath()); if (f.exists()) { f.delete(); } InputMethodManager mgr = (InputMethodManager) getSystemService(Context.INPUT_METHOD_SERVICE); mgr.showSoftInput(mPhotoImageView, InputMethodManager.SHOW_IMPLICIT); break; } case PICK_FROM_CAMERA: { //Wysie_Soh: After an image is taken and saved to the location of mImageCaptureUri, come here //and load thecropeditor, with the necessary parameters (96x96, 1:1 ratio) Intent intent = new Intent (com.android.camera.action.CROP);
[android-developers] Re: US Taxes: Does Google send a 1099 tax form?
About reporting a loss at tax time: You can't if you only make a few hundred bucks or so. It's considered a hobby and you cannot deduct more than your income on that hobby. E.g. i have a photography hobby as well. It would be nice to deduct all the costs of my camera and lenses if i just would sell one picture :-). But the IRS don't swing that way :) If it's your principal income than the story becomes much different. On Jan 27, 12:37 am, Nathan nathan.d.mel...@gmail.com wrote: On Jan 26, 3:46 pm, Kevin Duffey andjar...@gmail.com wrote: I don't want to sound like I am going to cheat the system and not pay taxes.. Well, that is what you sound like. The point is, and I know this is at the discretion of each developer, but if I only make a few hundred bucks over the course of a year, it hardly seems like it's worth while for the IRS to even follow up on.. It probably is worth it to you to track your expenses that went into making those few hundred bucks. You'll probably come out ahead and report a loss at tax time. if I ever get around to an app that makes money tho, is it any different than if I were making tips as a bartender? Yes. Consult your tax advisor, they are not on the same line. might just ignore the tax thing altogether if there is no way for them to be caught. The IRS can find everything if they do an audit, which you can be chosen for randomly. Nathan -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL Fillrate Issues
2010/1/27 Mario Zechner badlogicga...@gmail.com @Ralf that is very strange behaviour i wouldn't expect from a Nexus One. I have to admit that i only own a Droid so i can't confirm it for the N1. Would you mind putting an apk with your test application up somewhere, for example at http://www.file-pasta.com, and add log cat output so we can observe the behaviour of your app on our devices? Additionally, if it's not to much of a hazzle you could also share the source code so we can have a look at it. Sorry, unfortunately I can not upload a test app at this point. I just checked it again: - The 60 FPS I reported for 3 textured full screen quads was to high. It is more around 40 FPS (if not touching the screen). It goes down to 35 FPS as long as I touch the screen. - The 60 FPS I reported was from a simple colored triangle. During touching the screen it is ca. 48 FPS. Sorry, for the wrong numbers in my previous post. There is a very simple test you can perform by yourself: - On every frame [*public void onDrawFrame(GL10 gl) *] just do a glClear like: *gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);* - Measure FPS - Touch the screen - Measure FPS This simple test on the N1 shows a frame rate drop while touching the screen: 01-27 16:01:20.920: DEBUG/GGTest(21690): FPS: 60.92 01-27 16:01:21.920: DEBUG/GGTest(21690): FPS: 60.73 01-27 16:01:22.921: DEBUG/GGTest(21690): FPS: 60.83 01-27 16:01:23.930: DEBUG/GGTest(21690): FPS: 60.65 01-27 16:01:24.951: DEBUG/GGTest(21690): FPS: 43.25 # Touch Screen 01-27 16:01:25.960: DEBUG/GGTest(21690): FPS: 48.48 01-27 16:01:26.960: DEBUG/GGTest(21690): FPS: 53.60 01-27 16:01:27.980: DEBUG/GGTest(21690): FPS: 49.22 01-27 16:01:28.980: DEBUG/GGTest(21690): FPS: 46.83 01-27 16:01:29.991: DEBUG/GGTest(21690): FPS: 44.65 01-27 16:01:30.991: DEBUG/GGTest(21690): FPS: 52.82 01-27 16:01:32.000: DEBUG/GGTest(21690): FPS: 60.89 # Release Finger 01-27 16:01:33.000: DEBUG/GGTest(21690): FPS: 60.64 01-27 16:01:34.010: DEBUG/GGTest(21690): FPS: 60.71 01-27 16:01:35.011: DEBUG/GGTest(21690): FPS: 60.70 01-27 16:01:36.020: DEBUG/GGTest(21690): FPS: 60.73 ..Btw: I tried a: event.recycle(); try { Thread.sleep(18); } catch (InterruptedException e) { } ... this helps nothing on the N1. So, (in this case) the problem might not be a garbage collection issue. May be the the whole input flow is just to bloated with to many abstraction layers. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Reposition views att runtime
How do I reposition views at runtime? In activity onCreate when all views are set all views sizes are 0. If I could somehow subclass activity view loaded from resources I could probably override view's onFinishInflate() and reposition all views after they all have been set and inflated. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Reposition views att runtime
How do I reposition views at runtime? The same way you position them in the first place -- by manipulating their layout rules (e.g., android:layout_centerInParent). You do this via calling getLayoutParams() on your View, casting it to an appropriate type (e.g., RelativeLayout.LayoutParams), making the desired changes, and calling setLayoutParams() to affect those changes. Note that I haven't done this in quite some time, so the above recipe is from memory and may be a bit off, though I'm pretty sure it is mostly correct. -- Mark Murphy (a Commons Guy) http://commonsware.com Android App Developer Books: http://commonsware.com/books.html -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Reposition views att runtime
You're trying to reposition your view right after inflating them ... ? Why not just set them up in XML the way you actually want them to begin with ...? - TreKing - Chicago transit tracking app for Android-powered devices http://sites.google.com/site/rezmobileapps/treking -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] What About Oversize Apps?
My almost compled app has a couple of hundred images and tips the scales at a (bloated) 11 mb. But I'd rather leave it that size. So I'm trying to figure out what this would mean to a user. Could the app still be installed OK if their phone wasn't already crowded with other large apps? Will more memory likely become available soon? Do the Droid and Nexus have more than the old HTC phones? Any opinions/insights would be appreciated. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] What About Oversize Apps?
Could the app still be installed OK if their phone wasn't already crowded with other large apps? Your application will take 22-44MB to install, depending on whether or not you use the Android Market copy protection. Will more memory likely become available soon? That is impossible to predict. Do the Droid and Nexus have more than the old HTC phones? Yes, but still only around 200MB. My DROID clocks in at 240MB free with some apps installed; my Nexus One has 175MB free with some apps installed. You may wish to consider downloading your images on first run and storing them on the SD card. -- Mark Murphy (a Commons Guy) http://commonsware.com Android App Developer Books: http://commonsware.com/books.html -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] virtual hard key icon
Hi, Are the nexus virtual hard key icons (home, back, etc...) modifiable ? Vicente -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Crop a Picture after Using Camera to Take It
I've tried testing it with the code from the 1st post. Looks like: Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); intent.putExtra(MediaStore.EXTRA_OUTPUT, MediaStore.Images.Media.EXTERNAL_CONTENT_URI.toString()); intent.putExtra(crop, true); .. .. If i'm not wrong, this tells the Camera activity to call the crop activity right after (I also looked at the sources). It returns the same exception. Which is very odd. It means that the Camera activity failed to launch the crop activity ?! BTW - A simple test of trying to set an image to a contact in my contact list works just fine (with croping). According to the Android sources, the contacts application is doing the same thing as me example. So now I call to Motorola developers, what's your 5-cents? Thanks On Jan 27, 5:20 pm, Streets Of Boston flyingdutc...@gmail.com wrote: ... The name of the action looks good... In my app, the image-Uri in the setData is different. You use a 'file:' uri. In my app, I use a 'content:' uri. Maybe the CROP action cannot handle 'file:' uris and can only handle images that are inserted into the Images content-provider. On Jan 27, 9:57 am, GDroid baron...@gmail.com wrote: That's what I did in the second try. As I mentioned I commented out the the setClassName method and got the second exception: 01-27 14:15:46.483: ERROR/AndroidRuntime(1813): Caused by: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=com.android.camera.action.CROP dat=file:///sdcard/ tmp_contact_1264594532122.jpg (has extras) } BTW - Thanks for the quick response. On Jan 27, 4:03 pm, zero zeroo...@googlemail.com wrote: the activity is not present on all systems under that explicit package name. try calling it with just the action, leaving out package and classname in the intent On Jan 27, 1:31 pm, GDroid baron...@gmail.com wrote: Hi, I'm testing this code on Motorola Milestone (2.0). And I get an exception when trying to launch the Cropper: 01-27 14:29:24.210: ERROR/AndroidRuntime(1895): Caused by: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.camera/com.android.camera.CropImage}; have you declared this activity in your AndroidManifest.xml? When trying the same intent without the setClassName call I get this error: 01-27 14:15:46.483: ERROR/AndroidRuntime(1813): Caused by: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=com.android.camera.action.CROP dat=file:///sdcard/ tmp_contact_1264594532122.jpg (has extras) } Anyone? Also, there is no Constant for the Crop image intent. Can anyone from the Google/Android Framework team explain? It seems like it is there to be used but someone forgot to create the constant. Thanks On Dec 29 2009, 8:30 pm, Wysie sohyuanc...@gmail.com wrote: Hi all, After doing some reading, I realized it can't be done so simply. My modded Contacts source is athttp://github.com/Wysie, you can take a look if you're interested. Also, here's what I did to get it working: private void doTakePhotoAction() { //http://2009.hfoss.org/Tutorial:Camera_and_Gallery_Demo //http://stackoverflow.com/questions/1050297/how-to-get-the-url-of-the-... //http://www.damonkohler.com/2009/02/android-recipes.html //http://www.firstclown.us/tag/android/ // The one I used to get everything working:http://groups.google.com/group/android-developers/msg/2ab62c12ee99ba30 Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); //Wysie_Soh: Create path for temp file mImageCaptureUri = Uri.fromFile(new File (Environment.getExternalStorageDirectory(), tmp_contact_ + String.valueOf (System.currentTimeMillis()) + .jpg)); intent.putExtra(android.provider.MediaStore.EXTRA_OUTPUT, mImageCaptureUri); try { intent.putExtra(return-data, true); startActivityForResult(intent, PICK_FROM_CAMERA); } catch (ActivityNotFoundException e) { //Do nothing for now } } protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (resultCode != RESULT_OK) { return; } switch (requestCode) { case CROP_FROM_CAMERA: { //Wysie_Soh: After a picture is taken, it will go to PICK_FROM_CAMERA, which will then come here //after the image is cropped. final Bundle extras = data.getExtras(); if (extras != null) { Bitmap photo = extras.getParcelable(data); mPhoto = photo;
Re: [android-developers] What About Oversize Apps?
On Wed, Jan 27, 2010 at 9:58 AM, Mark Murphy mmur...@commonsware.com wrote: Will more memory likely become available soon? It's highly likely. That is impossible to predict. Is it really? Every new computer I've built or bought in the last 20 years had more memory than it's predecessor. Knowing the specs of my last several phones, I predict my next phone will indeed have more ram than the one I have now. -- Greg Donald destiney.com | gregdonald.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-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] What About Oversize Apps?
On Wed, Jan 27, 2010 at 9:49 AM, ian stilbit...@gmail.com wrote: My almost compled app has a couple of hundred images and tips the scales at a (bloated) 11 mb. But I'd rather leave it that size. Why? So I'm trying to figure out what this would mean to a user. For me, personally, this would mean that unless your app was the most awesomest thing ever on my phone and completely indispensable, it would be the first to go when I needed to clear space for something new. And I would probably never re-install it knowing how much space it took up. I'd second Mark's suggestion to cache to the SD what you need as you need it. Will the user really need a couple of hundred images at any given time? - TreKing - Chicago transit tracking app for Android-powered devices http://sites.google.com/site/rezmobileapps/treking -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: trying to launch Android 2's Gallery .. security exception
Understood. I'm trying to invoke this class because it was programmatically found to exist previously. On Jan 23, 5:57 pm, dan raaka danra...@gmail.com wrote: on the tangential topic .. it is harmful to assume that the classname you are using will exist on ALL andorid devices. -Dan -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Who wants Multi-touch in all Android versions?
Hi, Sorry that I missed the continuation of this thread, and only noticed it now as I got a Google Alert for our app name. @Dianne, that's not quite true (that all MT data is lost). The coordinates of the additional points are removed from the event data, but the size and pressure values change predictably as additional fingers are added. We have been swamped with work on our products and have not published the solution. But, in a nut shell, our solution is a simulated multi-touch that lets you zoom easily using either pinch/stretch or paw gestures. If you're curious how well it works, download PhoneMyPC or Imagine Multi-touch and give it a try. Here's how it works: * When an additional finger touches the screen, the size and pressure ([MotionEvent].getSize() and [MotionEvent].getPressure()) change in fairly predictable ways. * When that change is detected, track the one point (x,y) that you get to determine whether it's moving towards, or away from the center of screen. * If it's moving towards, zoom in. If it's moving away, zoom out. Some things to consider are: 1) HTC devices work best when both pressure and size are used 2) On Samsung devices, size is always zero, but pressure changes predictably 3) The Motorola Cliq is the only phone we've found on which this will not work. Both size and pressure are constant. Both values can be a bit neurotic and require some denouncing, but if you try the software, you'll see this method works well enough to give a good user experience. And, in the interest of time, here are some more details copied from an email I recently sent someone who asked about this: First, we no longer override onTouchEvent because it's simpler to provide support for all API versions using view.setOnTouchListener(...). We use one OnTouchListener implementer for pre-2.0 devices, and a different one for 2.0+ devices. Determine this with (Integer.parseInt( android.os.Build.VERSION.SDK )). This value is 4 for 2.0+ devices. Next, in our implementation for 2.0 devices, we grab three important values: float size = event.getSize(); float pressure = event.getPressure(); float total = size * pressure; We use the total to help us detect the device type. In our code for handling events when the action is MotionEvent.ACTION_MOVE, we're always watching to see if the values indicate we should switch to zoom mode (an extra finger down). Note, we never worry about this when action is ACTION_DOWN, because you just can't get two fingers on the screen at the same time, and even if you could, we'd pick it up int he fist ACTION_MOVE. We check as follows: if( (total .1f) || (size == 0f pressure .15f ) ) { ... The first subexpression indicates a non-Samsung device, and that a second finger is down. The second subexpression is for Samsung, where size is always 0, and pressure will drop below .15 when a second finger goes down. Note, there is something wrong with this approach because we've now got two reports (out of many thousand users) that they are unable to pan. One is using a G1 (this MUST be a strange device calibration issue, because I personally have ran this code on MANY G1's); one is a Cliq. Ironically now that we've added support for Samsung, they are the only users with zero reports of issues (and of course Droid and Nexus One users don't count because they are using different code that supports true multi-touch). Warm regards, Scott SoftwareForMe.com On Thu, Jan 7, 2010 at 10:49 AM, theSmith chris.smith...@gmail.com wrote: Scott, Please publish your code, I would love to take a look at it :-) -theSmith On Jan 7, 12:48 pm, Dan Sherman impact...@gmail.com wrote: I'd love to see this as well :) On Thu, Jan 7, 2010 at 9:30 AM, Dianne Hackborn hack...@android.com wrote: Well I would really like to see this, given that prior to 2.0 there was no multitouch information propagated through the framework at all, and applications do not have permission to open the raw driver. On Thu, Nov 12, 2009 at 11:03 PM, SoftwareForMe.com SoftwareForMe.com softwareforme@gmail.com wrote: Our solution is software only, works on production phones (i.e., no rooting or modding required). Scott SoftwareForMe.com Makers of PhoneMyPC On Thu, Nov 12, 2009 at 11:02 PM, Nathan nathan.d.mel...@gmail.com wrote: I'm curious about this. Does multi-touch require hardware changes? Or am I reading this right that it can all be done through software? Nathan -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this
[android-developers] Re: uses-library
Many thanks. tone -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: trying to launch Android 2's Gallery .. security exception
Understood. I'm trying to invoke this class because it was programmatically found to exist previously. I seem to recall a related case (trying to launch a video into Gallery) being asked a month or so ago on this list. The upshot was that just because an activity exists does not mean you can launch it directly using the component name anymore. -- Mark Murphy (a Commons Guy) http://commonsware.com Android App Developer Books: http://commonsware.com/books.html -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: How to select an item in a listview by code
I agree with the below statement. I am experienced mobile app developer in BREW, J2ME. But Android documentation when compared with them is so bad. Doesn't help developers much. Much of it is being learned from forums, Example apps provided by others and by trail and error. The Android documentation seems to be written as a reference source for people who already understand it. Seeing links being given to the Android documentation as an 'answer' to forum questions, is frustrating and annoying. People are asking for help and examples. The existence of, and size of the forums, is testament to the Android documentation not giving us developers what we need. Much of my programming time and efforts seems to be in developing ad hoc workarounds, to situations that prevent me from achieving the standard of user interface that I require. On Jan 27, 12:11 am, Michael J McLean m...@mmc2.com.au wrote: Mark, Thank you for taking the time to reply. There are a lot of restrictions placed on developers trying to provide a quality user interface. I can live with this particular restriction but I would appreciate help on one other issue. If I use the navigation buttons to highlight and select an item in my listview, and then press MENU, the first menu item is highlighted, where if I hadn't previously navigated to one of the items on my list view, and press MENU, the menu item would not be highlighted.. I would like to prevent this from happening for the sake of consistency. I wonder why the programmer doesn't just simply have the ability to highlight or de-highlight an item with one command. But then I also wonder why the programmer cannot simply call or hide the virtual keyboard with one command each. Getting rid of the virtual keyboard proved to be a messy affair with unwanted side effects. Even now, when doing a text entry, I find that if I hold down some characters, such as e, g, and r, unwanted options appear on the screen. I would really appreciate help on getting rid of that. I have purchsed two books including yours, enrolled in a University course ( to withdraw after 3 weeks when I realised their lack of their ability to help), and yet I find most knowledge comes from trial and error, constantly reinventing the wheel, and the occasional tip from the forums, if your lucky. I would love to know where I can find systematic introductions and explanations for these basic Android features. The Android documentation seems to be written as a reference source for people who already understand it. Seeing links being given to the Android documentation as an 'answer' to forum questions, is frustrating and annoying. People are asking for help and examples. The existence of, and size of the forums, is testament to the Android documentation not giving us developers what we need. Much of my programming time and efforts seems to be in developing ad hoc workarounds, to situations that prevent me from achieving the standard of user interface that I require. Two features that led me to invest most of last year into learning Android, were 1) the fact that it was claimed that you didn't even need a handset. If it worked on the emulator you could rely that it would work on the phone, and 2) the App store. Both of these advantages are seriously eroded by the fragmentation of Android. And it doesn't help to read of Android engineers expressing their anger in forum replies to reference being made to the fragmentation issues. All of the above strengthens the case for me to not merely rethink your user interface to avoid the question as advised by you, but to rethink the ultimate question of does Android offer enough to developers to be worthwhile. I hope that you are able to take these criticisms as being offered constuctively. Michael McLean Also when entering text into a EditText- Original Message - From: Mark Murphy mmur...@commonsware.com To: android-developers@googlegroups.com Sent: Wednesday, January 27, 2010 12:11 AM Subject: Re: [android-developers] How to select an item in a listview by code Michael J McLean wrote: Thank you for that, but how can I show that the item has been selected? You rethink your user interface to avoid the question. Do not use ListView with a selection mindset. Think of ListView as being more akin to a rolling roster of buttons, not something that has a persistent selection. -- Mark Murphy (a Commons Guy) http://commonsware.com|http://twitter.com/commonsguy Android Training in US: 22-26 February 2010:http://onlc.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-developers+unsubscr...@googlegroups.com For more options, visit this group at
[android-developers] Re: How can I enable assert statement on Android?
Did you look at that link? That is the class that let's you do assertions. If you try: Assert.assertEquals(yes, no); // you will get an assertion failed exception Assert.assertTrue(1 == 2); // you will get an assertion failed exception Assert.assertTrue(1 == 1); // you will not get an exception On Jan 26, 8:34 pm, EricWang whaom...@gmail.com wrote: so, you mean Android does not support assert currently? On Jan 27, 11:21 am, Brion Emde brione2...@gmail.com wrote: Take a look at theAssertclass, here:http://developer.android.com/intl/de/reference/junit/framework/Assert... On Jan 26, 8:11 pm, EricWang whaom...@gmail.com wrote: How can I enableassertstatement on Android? I have referred to a url:http://android.git.kernel.org/?p=platform/dalvik.git;a=blob_plain;f=d... and done what it said: adb shell setprop dalvik.vm.enableassertions all but nothing happen! The test code is: Log.v(assert1,1); assertfalse; Log.v(assert2,2); No matter what I did, assert2 will be printed, which means assert false does nothing! What should I do? BTW, I use eclipse as IDE. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Guide Me Right Way
I'd hold off on a Kindle until you check out the Android readers coming out. I am sure apple will be releasing their table info sometime today.. but I suspect that one will be pricey. There will probably be netbook with twistable screens to make them tablets.. or complete tablets, with Android on them, for a lot less. That is what I am waiting for. On Wed, Jan 27, 2010 at 1:32 AM, Anthoni anthoni.gard...@gmail.com wrote: Hi Kevin, Thanks for your input. That kinda puts the kibosch on the whole idea as I have major problems with my eyes anyway (losing them completely, but slowly). So it is back to being awkwardly sat up in bed with the laptop, or fork out quite a bit for a flexible e-book reader like the Kindle :) On Jan 26, 11:55 pm, Kevin Duffey andjar...@gmail.com wrote: I thought the same thing Anthoni.. I tried a PDF viewer for my moto droid. Don't like it so much. It's much harder to work with than on a laptop screen. It's much smaller of course, and you end up with a lot less realestate, so you continually have to scroll left/right. I suppose you can zoom out more, but then it's too small for my older eyes to read. On Tue, Jan 26, 2010 at 3:03 PM, Anthoni anthoni.gard...@gmail.com wrote: Hi all, Kinda a bit off topic, but I am looking into getting the HTC Hero as my mobile (don't currently have an android phone yet). What I wanted to know is what are these new Android phones like for viewing PDF files? Are they pretty clear etc. I was looking into getting a Kindle, as it's a pain to view my PDF files (and now especially the ones from Mark) on my laptop as it's quite bulky. So was thinking maybe use the SmartPhone etc. Either thinking of getting the HTC Hero or waiting (impatiently lol) for the HTC Bravo. I live in the UK and there is no release date on the Bravo as yet. Regards Anthoni -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Movies
Iswarya rai - wallpapers, photos and iswarya rai videos, songs ... MORE info : http://123maza.com/50/rashers/ -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Who wants Multi-touch in all Android versions?
On Jan 27, 8:14 am, SoftwareForMe.com SoftwareForMe.com softwareforme@gmail.com wrote: Hi, Sorry that I missed the continuation of this thread, and only noticed it now as I got a Google Alert for our app name. @Dianne, that's not quite true (that all MT data is lost). The coordinates of the additional points are removed from the event data, but the size and pressure values change predictably as additional fingers are added. Yeah, I remember having seen proof-of-concepts prior to 2.0 But back to the original question. I would highly welcome pinch-and- zoom, supported on the platform level, across apps Wait, it *is* supported, at least somewhat, assuming you get a Milestone. From an engineering perspective, the sensible thing appears to be to wait until pinch-and-zoom is supported on the platform level, across the entire user interface of the phone, East and West. Lacking a Milestone to test this, and motivation, I am not going down the path to try to figure out how an app that implements pinch-and-zoom on the app level will fare when same functionality is also implemented on the platform level. Could work out of the box, could be ugly. JP -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Reposition views att runtime
The problem is that in onCreate where all views are set all views sizes are 0. I have to dynamically create image depending on sizes of some views that are also dynamic depending on their content set at runtime. I didn''t dind any overridable in activity that is called AFTER all views are set and inflated and their runtime sizes and positions are valid. On Jan 27, 10:48 am, Mark Murphy mmur...@commonsware.com wrote: How do I reposition views at runtime? The same way you position them in the first place -- by manipulating their layout rules (e.g., android:layout_centerInParent). You do this via calling getLayoutParams() on your View, casting it to an appropriate type (e.g., RelativeLayout.LayoutParams), making the desired changes, and calling setLayoutParams() to affect those changes. Note that I haven't done this in quite some time, so the above recipe is from memory and may be a bit off, though I'm pretty sure it is mostly correct. -- Mark Murphy (a Commons Guy)http://commonsware.com Android App Developer Books:http://commonsware.com/books.html -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Reposition views att runtime
In activity onCreate where all views are set all views sizes are still 0. I need to create an image that depends on sizes on some views. These views sizes depend on content set at runtime. I didn't find any overridable in activity that is called AFTER all views have been set and inflated and their inflated runtime sizes are valid. On Jan 27, 10:48 am, Mark Murphy mmur...@commonsware.com wrote: How do I reposition views at runtime? The same way you position them in the first place -- by manipulating their layout rules (e.g., android:layout_centerInParent). You do this via calling getLayoutParams() on your View, casting it to an appropriate type (e.g., RelativeLayout.LayoutParams), making the desired changes, and calling setLayoutParams() to affect those changes. Note that I haven't done this in quite some time, so the above recipe is from memory and may be a bit off, though I'm pretty sure it is mostly correct. -- Mark Murphy (a Commons Guy)http://commonsware.com Android App Developer Books:http://commonsware.com/books.html -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Launching the correct activity on resume
Hey guys, Funny I find this thread this morning.. I just posted to Mark Murphy's forum a similar question regarding multi-activity apps and how the life cycle is handled. My question was a little bit different, but similar to this. My main question was how do we handle the various life cycle methods in each activity. If I have a game with a splash screen, main menu, game screen, and high score screen.. at any one of those screens a call can come in, the user can hit back, hit home, etc. My understanding of what you say in this thread, and how I thought it would work is.. no matter WHAT button was pressed (or call come in, etc), the activity on top is PAUSED. When you come back to your app by any means, the paused activity regains control via onResume and such, and you continue where you left off. The exception is.. that Android itself might shut down your app for other apps if it needs to regain the memory your app is using. Therefore, it is up to the app to save it's state info, so that WHEN the user either uses the task list OR the icon in the drawer (or home screen) to launch your app, you can load that state and put the app back into the last place it was at when the PAUSE condition occurred. Is this not the case? So my main problem with all this.. I understand for the most part how the methods are called and when.. but what I am having a problem with is how to save state and restore it... primarily because, in 2+ activity apps, it seems you have to duplicate all those methods in every activity. See, I love how Android works.. I think it's great..makes sense.. one foreground app runs, the rest sit their paused. Saves battery and makes sense. What I don't get is this notion of life cycle events for every single activity. It seems to me most OS/platforms have a single point of entry life cycle class.. where you would handle any life cycle event in one place. Sort of like a game loop in a game, where you handle all the things in one place to make the game go. I am trying to figure out.. if in my game, at the main menu the user hits BACK, does it go back to the splash screen.. or to the home/drawer and out of my app? Do I exit my game completely if they hit back, or does the user assume that hitting back or home does NOT exit the app, but simply pauses it so they can do something else? I've read two different methodologies regarding this. It seems that some people exit their app completely if you leave it... but you still don't have total control over that because if a call comes in, your app gets paused. You can at least detect home/back pushes and exit your app completely if you want. The other notion is to never exit your app. It stays running forever until Android shuts it down due to memory needs, or a user runs a Task killer to kill it. This seems so odd to me that this is the way to do things. In between that we seem to have some games or apps that actually provide an exit option, either by catching the back button at the main screen and offering the option to exit, or providing an exit/quit menu item that ends the app. To me this last one seems the right way to go for any app. Somehow, you should have an exit/quit, just like a real desktop app. This notion of letting it run forever and Android will manage all the app resources as needed.. I don't know.. I don't like it. What happens if you go to play a game that needs more resources..but Android in shutting down some apps, causes the game to hiccup? Not sure if Android would actually do that right in the middle of a running app or not, but I am curious what happens? The other dilemma to me is.. do we have to actually implement each activity with all those life cycle methods? Or do we put the process of saving state into a single say, static helper class, and in all the activites.. in their onSaveStateInstance and such, we refer to the same one helper method so that we're not duplicating code in various activities? I ask this also because I am wondering.. if I make a dialog activity, and the user hits back/home, call comes in, screen orientation changes, etc.. I need to save my state, then when the app starts.. in case say they changed screen rotation, it restarts the app. Where does it start from? The activity that was on top? Do I then have to reload all the state? Or do I just reload state for that one activity that is on top? If only the one on top (the dialog.. if it has any state)... when it's done and closes (or user hits back), does the underlying activity then get called to load it's state before it goes back to executing whatever method it would? I so far haven't found any info that explains how this multi activity/life cycle process works. I did ask Mark Murphy on his forum so Mark, if you're reading this, I apologize for a double post. I think it would be good for other developers to know in both places. :) Thanks all. On Wed, Jan 27, 2010 at 2:13 AM, ayanir ayanir...@gmail.com wrote: Hello, I have a similar problem when I
[android-developers] Re: What About Oversize Apps?
On Jan 27, 9:58 am, Mark Murphy mmur...@commonsware.com wrote: You may wish to consider downloading your images on first run and storing them on the SD card. Does anyone have a good working example of how to do that? It seems that this is a recurring issue here. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: ViewAnimator?
You can see the examples of ViewFlipper or ViewSwitcher in ApiDemos. On Jan 24, 5:46 am, Duey Oxburger cg-art...@hotmail.com wrote: Lads, When my game fires up I'm trying to fade from my company logo to my splash page... basically fade from one image to the other. I'm trying to use ViewAnimator to do this, but I'm confused about how to properly hook this up to my main.xml file. I've enclosed my main.xml file and my .java file as well. If some of you more experienced guru's have a moment and wouldn't mind having a quick peak, it'd be much appreciated!: --- main.xml: ?xml version=1.0 encoding=utf-8? LinearLayout xmlns:android=http://schemas.android.com/apk/res/ android android:orientation=vertical android:layout_width=fill_parent android:layout_height=fill_parent ViewAnimator android:layout_width=wrap_content android:layout_height=wrap_content android:inAnimation=@drawable/ti_splash_logo / ViewAnimator android:layout_width=wrap_content android:layout_height=wrap_content android:outAnimation=@drawable/ti_presents / /LinearLayout --- .java: package com.tybon.fe; import android.app.Activity; import android.content.Context; import android.os.Bundle; import android.view.View; import android.widget.ViewAnimator; import android.widget.FrameLayout; import android.view.ViewGroup; import android.widget.ViewSwitcher.ViewFactory ; public class AMBUSH extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); } } -- thx, D -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: What About Oversize Apps?
Thanks for the info guys. I suppose the SD card approach is the way to go. It sounds a bit complicated but it makes more sense because my app doesn't really need the pics in memory, they are mostly just for occasional reference. On Jan 27, 12:10 pm, TreKing treking...@gmail.com wrote: On Wed, Jan 27, 2010 at 9:49 AM, ian stilbit...@gmail.com wrote: My almost compled app has a couple of hundred images and tips the scales at a (bloated) 11 mb. But I'd rather leave it that size. Why? So I'm trying to figure out what this would mean to a user. For me, personally, this would mean that unless your app was the most awesomest thing ever on my phone and completely indispensable, it would be the first to go when I needed to clear space for something new. And I would probably never re-install it knowing how much space it took up. I'd second Mark's suggestion to cache to the SD what you need as you need it. Will the user really need a couple of hundred images at any given time? - TreKing - Chicago transit tracking app for Android-powered deviceshttp://sites.google.com/site/rezmobileapps/treking -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Record raw Audio, process audio and save as ogg or another compressed format
Push. Does no one have any suggestions? regards Maecky On 17 Jan., 21:24, maecky markus.feuerst...@gmail.com wrote: Hi, I have searched the whole group but wasn't able to find a answer for my problem. I want to record audio from the microphone, apply some audio signal processing and than save the processed audio data in a compressed format. I figured out, how to record audio uncompressed but now I wonder if I can use some api functions to store this data in a supported compressed format. Has anyone some suggestions? Thanks for your help regards Maecky -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: What About Oversize Apps?
On Wed, Jan 27, 2010 at 10:54 AM, Terry Stone noidfou...@gmail.com wrote: Does anyone have a good working example of how to do that? It seems that this is a recurring issue here. I don't but this shouldn't be that difficult. Assuming there are existing functions for loading an image from a file: 1 - Check if file to image on SD card exists 2 - If so, load it, done. 3 - If not, download from your server, cache to SD card where you checked previously so it'll be there next time 4 - Profit Of course you will want to let the user know that you're downloading stuff somehow, especially if they're large images that will take some time. - TreKing - Chicago transit tracking app for Android-powered devices http://sites.google.com/site/rezmobileapps/treking -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Record raw Audio, process audio and save as ogg or another compressed format
Have you looked at the MediaRecorder class? As far as I know it allows some encoding and compression On Wed, Jan 27, 2010 at 5:04 PM, maecky markus.feuerst...@gmail.com wrote: Push. Does no one have any suggestions? regards Maecky On 17 Jan., 21:24, maecky markus.feuerst...@gmail.com wrote: Hi, I have searched the whole group but wasn't able to find a answer for my problem. I want to record audio from the microphone, apply some audio signal processing and than save the processed audio data in a compressed format. I figured out, how to record audio uncompressed but now I wonder if I can use some api functions to store this data in a supported compressed format. Has anyone some suggestions? Thanks for your help regards Maecky -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: simple web search based on location
Adding to my email below, let me share with you what I am trying to do and the results I get:- ListAddress wfList = gc.getFromLocationName(sb.toString(),5 ) where sb contains the address Whole Foods, Los Gatos, CA. what I was expecting from above was a list of address of whole food locations in this area. However the wfList returns a size 0. This is a well formed address and I was expecting it to work. Examples given for this method ( getFromLocationName) gives the impression that partial address like the above should work -like Dalvik, Iceland, an address such as 1600 Amphitheatre Parkway, Mountain View, CA, an airport code such as SFO, etc.. but it is not the case :-(. Maybe I am doing something wrong and I need to get out of the woods !. Any clues !! On Jan 21, 5:00 pm, Sunny menon1...@gmail.com wrote: Thanks Jeff, john. I tried with Geocoder getFromLocationName - it does not return business based results unless you have the complete address. I would greatly appreciate if you have a code piece written that works. I am using android 2.1. thanks Sunil. On Jan 20, 11:15 am, jeffro j...@trackaroo.com wrote: Check out the GeoCoder class and the getFromLocationName methods. You can input a search string like whole foods, los gatos, CA and it will return a list of Address results. You can also specify a bounding box if you want to limit your results to your current map. http://developer.android.com/reference/android/location/Geocoder.html Jeff ---- Trackaroo Trackmaster - Motorsports Lap Timer (http://trackmaster.trackaroo.com) Dynomaster - Performance Dyno (http://dynomaster.trackaroo.com) On Jan 19, 10:41 am, John jcarp...@gmail.com wrote: Google provides a fairly simple interface for local searches. http://code.google.com/apis/ajaxsearch/documentation/#fonje In the search request you can specify a latitude and longitude with the text to get a reference to those nearby businesses. Here is the reference to the parameters for the search. http://code.google.com/apis/ajaxsearch/documentation/reference.html#_... You can simply make a http call and parse the json response when it comes back. It should be straight forward from there. Thanks, John On Jan 17, 8:00 pm, sunny menon1...@gmail.com wrote: Hi Folks, wondering if any of you can help. This is what I am trying to do: simple app to get list of addresses I am interested in based on my current location. I get the current location using location services. Now, based on this current location I want to do a search on business places without really using the SearchManager's triggerSearch. The problem with the triggerSearch is that it launches the googlemap and show the business address I am looking for and it is blocked. I want to get the control back. I do not want to launch the map with the listing. all I want to do is the get the Geopoint of the business address I am interested in using a simple web search. I tried reverseGeocoding , but it is does not work with business address. It needs full address. any suggestion?. Simply put, all I want to do is a simple websearch , say query=whole foods, los gatos, CA to get its full address. and then use it to get the GeoPoint. I am stuck and wondering if anyone can give me some pointers. thanks a ton in advance. Sunny.- Hide quoted text - - Show quoted text -- Hide quoted text - - Show quoted text - -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] JDK dynamic proxy : it works on Android :-)
Hi all ! This message is not a help request neither another complaint post... I just wanted to say that I'm happy to see that Android seems to perfectly implement the JDK Proxy/InvocationHandler API... And that's great ! Ok, maybe some people already knew this. But I didn't, so I'm glad to share ;-) . For those wondering what the hell is he talking about ?, quick usage example : public interface IUserService { void getSomeData(String param); } [...] ClassLoader cl = IUserService.class.getClassLoader(); InvocationHandler h = new InvocationHandler() { public Object invoke(Object proxy, Method m, Object[] args) throws Throwable { System.out.println(m); System.out.println(args[0]); return null; } }; IUserService service = (IUserService) Proxy.newProxyInstance(cl, new Class[] {IUserService.class}, h); Calling : service.getSomeData(yeah!); will print the method signature and the argument... I now use interfaces + annotations to define my JSON client services, no more boiler plate code, I love it :-) . Who said AOP is not for Android ? :-) . Of course, there is still no dynamic byte-code creation, but that's cool enough. And I don't wanna hear about any performance concern :-) . It all depends on what you're doing. For instance, when dealing with getting data from the internet, what is the relative cost of a proxy ? Not much... Of course, one should not use this in the graphical components of a 3D game... Cheers, Piwai -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Using Gmail content provider
i'm also interesting about using Gmail APK (maybe lauching activity with parameter... or to access to Gmail and Google login service with some API or class... any idea? On Jan 22, 4:55 am, Alberto afonsec...@gmail.com wrote: Hello, I was wondering if anyone has any information on accessing theGmailcontent provider. It doesn't seem to be officially supported in the API but it looks like people are able to do this regardless. See the SlideScreen app which notifies you of new e-mail and even shows you info (sender, title). http://gizmodo.com/5453321/slidescreen-android-app-replaces-homescree... It would be great to know how this is accomplished, for example we could create a home screen widget that shows you your last few e- mails, etc. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: GMail unread mail count
i'm also interesting about using Gmail APK (maybe lauching activity with parameter...) or to access to Gmail and Google login service with some API or class... any idea? On Dec 9 2009, 12:51 pm, Christoph chris.schue...@googlemail.com wrote: Hello Forum, most other smart phones display the unread email count as a small number in the lower right hand corner of the email application icon. I like that. After realizing that this is not supported by theGMail app, I started looking around the market for a widget that achieves this. All I found was a commercial widget, which did not satisfy me (the count did not get instantly updated when the unread mail count changed). Therefore I want to develop a widget, which accomplishes exactly that. Many of you probably have more experience in android development than I do, so I would be happy to hear your opinions. I see two ways to realize this: 1) Somehow hook into a content provider of theGMailapp and extract the unread mail count directly from there. Unfortunately theGMailapp is not part of the SDK and closed source. Therefore I have no idea how to find out about the internal workings of the app and how to extract the unread mail count directly from there. 2) The second approach is much more indirect and has more overhead, but it will work nevertheless. I will let the user provide google username and password and log into the google imap server directly and find out how many unread mail there are. A port of the JavaMail library for the android OS should make this quite simple. The question remains when to update the mail count. What should trigger the update? A periodic time-out? Well, my first idea would be to update it when the widget is first started and then every time a new mail notification comes in. However I don't know whether this is possible. Can I tell my application to react to notifications, which where produced by another application (GMailapp in our case) ? I really think there should be a free unreadgmailwidget, which accomplishes this! I would be happy to receive feedback. Cheers, Christoph -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Who wants Multi-touch in all Android versions?
I'm not clear what you mean by: I am not going down the path to try to figure out how an app that implements pinch-and-zoom on the app level will fare when same functionality is also implemented on the platform level. Could work out of the box, could be ugly. I mean, Multi-touch is fully implemented and available in the platform since 2.0. Google's applications (browser, gallery, maps) don't use it, but any other applications wishing to use it can do so. The issue in this thread was that it is possible to simulate it on all but one [known] Android device from 1.0 though 1.6. As I said above, our software uses a different code path on 2.0 and later devices, so there are no ill side effects when placed on new devices. Scott SoftwareForMe.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-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Dynamic views removed when switching to landscape
Hello, I thought I already posted this question but I can't find it so I ask again :-) I add dynamically some views to my main view with addView(). When the phone goes to landscape mode, these views are no longer on the screen. I believe that's because the main.xml file is reloaded so all the views that are not described in the xml are gone. Is there a nice way to keep the same view hierarchy when going to landscape mode and not lose the views added dynamically? Thanks -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Google vs Flurry
I use Flurry and have been mostly content with it. The event tracking is very nice, and allows up to 10 custom parameters for each event (Ie. event:move disc, old position :1, new pos. : 5, queuetype: disc, etc, etc) The downside is that they lack some detail in error reporting (like class, device, framework) that would be very useful in troubleshooting. On Jan 27, 9:33 am, Joshua Frank frankjos...@gmail.com wrote: I want to start tracking usage of my apps. I need to decide on who to use Google Mobile Analytics or Flurry. Does anyone have an opinion? -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL Fillrate Issues
How does your onTouch method look like? Are you synchronizing on som object instance? On 27 Jan., 16:28, Ralf Schneider li...@gestaltgeber.com wrote: 2010/1/27 Mario Zechner badlogicga...@gmail.com @Ralf that is very strange behaviour i wouldn't expect from a Nexus One. I have to admit that i only own a Droid so i can't confirm it for the N1. Would you mind putting an apk with your test application up somewhere, for example athttp://www.file-pasta.com, and add log cat output so we can observe the behaviour of your app on our devices? Additionally, if it's not to much of a hazzle you could also share the source code so we can have a look at it. Sorry, unfortunately I can not upload a test app at this point. I just checked it again: - The 60 FPS I reported for 3 textured full screen quads was to high. It is more around 40 FPS (if not touching the screen). It goes down to 35 FPS as long as I touch the screen. - The 60 FPS I reported was from a simple colored triangle. During touching the screen it is ca. 48 FPS. Sorry, for the wrong numbers in my previous post. There is a very simple test you can perform by yourself: - On every frame [*public void onDrawFrame(GL10 gl) *] just do a glClear like: *gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);* - Measure FPS - Touch the screen - Measure FPS This simple test on the N1 shows a frame rate drop while touching the screen: 01-27 16:01:20.920: DEBUG/GGTest(21690): FPS: 60.92 01-27 16:01:21.920: DEBUG/GGTest(21690): FPS: 60.73 01-27 16:01:22.921: DEBUG/GGTest(21690): FPS: 60.83 01-27 16:01:23.930: DEBUG/GGTest(21690): FPS: 60.65 01-27 16:01:24.951: DEBUG/GGTest(21690): FPS: 43.25 # Touch Screen 01-27 16:01:25.960: DEBUG/GGTest(21690): FPS: 48.48 01-27 16:01:26.960: DEBUG/GGTest(21690): FPS: 53.60 01-27 16:01:27.980: DEBUG/GGTest(21690): FPS: 49.22 01-27 16:01:28.980: DEBUG/GGTest(21690): FPS: 46.83 01-27 16:01:29.991: DEBUG/GGTest(21690): FPS: 44.65 01-27 16:01:30.991: DEBUG/GGTest(21690): FPS: 52.82 01-27 16:01:32.000: DEBUG/GGTest(21690): FPS: 60.89 # Release Finger 01-27 16:01:33.000: DEBUG/GGTest(21690): FPS: 60.64 01-27 16:01:34.010: DEBUG/GGTest(21690): FPS: 60.71 01-27 16:01:35.011: DEBUG/GGTest(21690): FPS: 60.70 01-27 16:01:36.020: DEBUG/GGTest(21690): FPS: 60.73 ..Btw: I tried a: event.recycle(); try { Thread.sleep(18); } catch (InterruptedException e) { } ... this helps nothing on the N1. So, (in this case) the problem might not be a garbage collection issue. May be the the whole input flow is just to bloated with to many abstraction layers. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Guide Me Right Way
The CommonsWare books read perfectly fine on the Droid. I keep a copy there so I can read on flights, etc. On Jan 27, 10:21 am, Kevin Duffey andjar...@gmail.com wrote: I'd hold off on a Kindle until you check out the Android readers coming out. I am sure apple will be releasing their table info sometime today.. but I suspect that one will be pricey. There will probably be netbook with twistable screens to make them tablets.. or complete tablets, with Android on them, for a lot less. That is what I am waiting for. On Wed, Jan 27, 2010 at 1:32 AM, Anthoni anthoni.gard...@gmail.com wrote: Hi Kevin, Thanks for your input. That kinda puts the kibosch on the whole idea as I have major problems with my eyes anyway (losing them completely, but slowly). So it is back to being awkwardly sat up in bed with the laptop, or fork out quite a bit for a flexible e-book reader like the Kindle :) On Jan 26, 11:55 pm, Kevin Duffey andjar...@gmail.com wrote: I thought the same thing Anthoni.. I tried a PDF viewer for my moto droid. Don't like it so much. It's much harder to work with than on a laptop screen. It's much smaller of course, and you end up with a lot less realestate, so you continually have to scroll left/right. I suppose you can zoom out more, but then it's too small for my older eyes to read. On Tue, Jan 26, 2010 at 3:03 PM, Anthoni anthoni.gard...@gmail.com wrote: Hi all, Kinda a bit off topic, but I am looking into getting the HTC Hero as my mobile (don't currently have an android phone yet). What I wanted to know is what are these new Android phones like for viewing PDF files? Are they pretty clear etc. I was looking into getting a Kindle, as it's a pain to view my PDF files (and now especially the ones from Mark) on my laptop as it's quite bulky. So was thinking maybe use the SmartPhone etc. Either thinking of getting the HTC Hero or waiting (impatiently lol) for the HTC Bravo. I live in the UK and there is no release date on the Bravo as yet. Regards Anthoni -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Dynamic views removed when switching to landscape
On Wed, Jan 27, 2010 at 11:36 AM, BobMorane tpi...@yahoo.fr wrote: I believe that's because the main.xml file is reloaded so all the views that are not described in the xml are gone. Yup Is there a nice way to keep the same view hierarchy when going to landscape mode and not lose the views added dynamically? Override onSaveInstanceState and onRestoreInstanceState to save / restore information about the dynamic views that need to be re-added. - TreKing - Chicago transit tracking app for Android-powered devices http://sites.google.com/site/rezmobileapps/treking -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] how to set a word in a TextView clickable
culd any1 plz tell me how to set a particular text in a TextView as clickable and not the entire text in TextView.At present clickable=true works for entire textview and not a particular text in textview. -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL Fillrate Issues
2010/1/27 Mario Zechner badlogicga...@gmail.com How does your onTouch method look like? Are you synchronizing on som object instance? class EngineGLSurfaceView extends GLSurfaceView { public EngineGLSurfaceView(Context context) { super(context); mRenderer = new EngineRenderer(); setRenderer(mRenderer); } public boolean onTouchEvent(final MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN) { } return true; } EngineRenderer mRenderer; } -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL Fillrate Issues
On Tue, Jan 26, 2010 at 4:20 PM, Mario Zechner badlogicga...@gmail.comwrote: That being said, there shouldn't be any problems with touch events on devices running android = 2.0 as they fixed the event flood problem in that version. I couldn't see any problem in my projects that make heavy use of the touch screen on my droid. There seems to be a small memory leak in the onTouch method if you don't call event.recycle before exiting the onTouch method. Oh my ghod... are you saying you are calling recycle() on the MotionEvent that is -given- to you in onMotionEvent()? Please please please do not do that, you do not own the event, and you are going to cause nasty problems if you recycle it from the caller that does own it. -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should 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, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Who wants Multi-touch in all Android versions?
On Wed, Jan 27, 2010 at 9:31 AM, SoftwareForMe.com SoftwareForMe.com softwareforme@gmail.com wrote: The issue in this thread was that it is possible to simulate it on all but one [known] Android device from 1.0 though 1.6. As I said above, our software uses a different code path on 2.0 and later devices, so there are no ill side effects when placed on new devices. Wow. Okay, all I have to say is this: please do not be one of the people who complains about fragmentation, and please provide HUGE CAVEATS to -anyone- who is giving any thought to using your code. You are entirely relying on certain behavior, of a certain vendor's certain screen, that will not happen on most other screens. You can guarantee that this code will not work or work poorly or various devices as they ship. It's a clever trick for the cases where it works, but relies on highly variable behavior between devices. -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should 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, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] mobile TV support for Nexus One
The Qualcomm CPU on the Nexus Ond claims to have support for mediaFlo which is Qualcomm's solution to mobile TV as well as DVB-H, which I believe is the most widely implemented standard. 1. What exactly is the support? I think (but would like confirmation) that this support is the ability for the chip to receive the broadcast signals. 2. If the chip has this ability, is there hardware that the phone manufacturers must add to access the received signal from the chip? 3. If not more hardware is needed, are there API's which I can use to access the signal from the chip Clearly there must also be a software solution to interpret/decode the signal. There is much 3rd party software which can be added, but if the hardware is not there, there is no point in pursuing this issue further. If anyone has this information available, I would appreciate a reply Cam -- 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...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en