[android-developers] Beginning ADK

2012-12-28 Thread Deepak Mishra
I have an Arduino Uno, which I cannot connect to my Android phone because 
of lacking support. I would request for some help pointing me to a place I 
can buy an ADK kit, or any other board which can help me develop Android 
apps with ADK. I am surprised I have been unsuccessfully googling for last 
couple of hours to get this info !

Thanks,
Deepak

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[android-developers] Re: How to zoom VideoView

2012-12-28 Thread Dilip Kumar Chaudhary
Actually I want to zoom videoView like ImageView

On Thursday, 27 December 2012 19:52:36 UTC+5:30, bob wrote:

 You will want to play the video in a TextureView and set the matrix 
 accordingly.



 On Thursday, December 27, 2012 3:02:49 AM UTC-6, Dilip Kumar Chaudhary 
 wrote:

 Hi all,I want to zoom video view like image on pinch.I have already 
 worked on Image zoom and same logic using for videoView zoom but found that 
 there is not mothod for set matrix in videoview so i'm unable to zoom 
 this.If any know please suggest me how to solve this problem.

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 My Linkedin 
 Profilehttp://in.linkedin.com/pub/dilip-kumar-chaudhary/44/64/55b 
 My Development Blog http://dilipdevelopment.blogspot.com/
  


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[android-developers] CTS error - Invalid CTS build provided.

2012-12-28 Thread NimeshChanchani
 

I get the CTS window when run the batch file , but when try to enter the 
cts command “run cts” it shows. Any clues?

 

cts-tf  run cts

12-28 12:13:02 E/InvocationThread: Invalid CTS build provided.

java.lang.IllegalArgumentException: Invalid CTS build provided.

at 
com.android.cts.tradefed.build.CtsBuildHelper.createBuildHelper(CtsBuildH

elper.java:79)

at com.android.cts.tradefed.testtype.CtsTest.setBuild(CtsTest.java:303)

at 
com.android.tradefed.invoker.TestInvocation.injectBuild(TestInvocation.ja

va:155)

at 
com.android.tradefed.invoker.TestInvocation.invoke(TestInvocation.java:11

2)

at 
com.android.tradefed.command.CommandScheduler$InvocationThread.run(Comman

dScheduler.java:352)

Caused by: java.io.FileNotFoundException: CTS install folder 
D:\cts\android-cts

does not exist

at 
com.android.cts.tradefed.build.CtsBuildHelper.validateStructure(CtsBuildH

elper.java:158)

at 
com.android.cts.tradefed.build.CtsBuildHelper.createBuildHelper(CtsBuildH

elper.java:76)

... 4 more

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[android-developers] Info: Research notes on using GSON for Mobile App Storage

2012-12-28 Thread Satya Komatineni
Article: GSON for Mobile App Storage
http://satyakomatineni.com/item/4440

Here is an abstract:

You will be surprised how GSON can propel your mobile app productivity
especially release 1 candidates. In this approach you will represent
the persistent state of your apps as JSON. You will use the
Beautiful tool GSON from google to convert your application objects
to JSON and persist the resulting JSON string either in a shared
preference or on internal storage as files.

This article answers the following questions


What does Android recommend for data storage options? The Official line!
The JSON solution
What is GSON?
  What is GSON's homepage?
  Is there a user guide for GSON?
  Can I save nested objects?
  Can I save nested collections of objects?
  How are characters in strings escaped?
How do you add external jar files to Android APK file?
What are shared preferences?
Difference between getSharedPreferences and getPreferences?
How to get a context independent of an activity?
Where are shared preference files stored?
How do you save JSON to a shared preference file?
What does the saved preference file look like?
How do you read JSON from shared preferences back as Java Objects?
How does escape characters work in android preferences?
What is internal storage?
How do you save to internal storage?
How do you restore objects from internal storage?
Should you use external storage like the SD card?
What are the useful references while working with this approach?
How do you code such a way that you can migrate in the future to SqlLite?
What Next?

Thanks
Satya

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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-28 Thread Robert Green
Out of the box it supports OBJ for static geometry and Collada (DAE) for 
static and animated models.  We have a utility that will convert either of 
those to a binary format called BAI to go to production because it's 
smaller and loads faster.  The engine uses a library called Open Asset 
Import which supports 30+ formats, so if you want more formats supported, 
all you have to do is add in the format support files to either the engine 
or the BAI conversion utility.  I think the only format that isn't 
supported by Open Asset Importer is FBX, but autodesk has good FBX to DAE 
conversion utilities that work, so there is that option.

On Thursday, December 27, 2012 10:54:07 PM UTC-6, bob wrote:

 Looks interesting.  What 3d model formats does it support?


 On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green wrote:

 Hi All,

 I'm a long time contributor of this group (over 400 posts I think), 
 developer of Deadly Chambers, Antigen and several other Android games and 
 just wanted to, in good will, let you know about the game engine that we've 
 been developing for the past 2 years.  It's called BatteryTech Engine and 
 is available at http://www.batterytechsdk.com .  It's full OpenGL ES 2.0 
 and was designed around Android so that it would work really well across 
 over 1000 devices, maybe more.  It's free to develop but does require a 
 license to deploy.  The license gets you full engine source code which is 
 something you don't see often from comparable engines.  We completely 
 integrated Box2D and everything is bound to Lua to make it really easy to 
 script out game logic.  You can also deploy on other platforms, but it 
 works great specifically for Android too.

 Please let me know what you think, either here, privately or otherwise. 
  Would love feedback and am always happy to support.

 Thanks everyone!!



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Re: [android-developers] How to make Text unselectable in EditText

2012-12-28 Thread TreKing
On Thu, Dec 27, 2012 at 9:38 PM, monty mca.himanshusha...@gmail.com wrote:

 my means is that no one can select the text which is inside the
 edittext..but user can edit it...
 example: I have field USER NAME - india ,if user double click or long
 press in edittext to select this text india,he should not able to do
 that..but he wants to change USER NAME i.e HelloUser..he can do..so
 edittext can be edited but no selectable.


Again, I ask, what's the point of this? Why would you allow the user to
change text but not select what is already there? That makes no sense.

-
TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
transit tracking app for Android-powered devices

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Re: [android-developers] Games and their data

2012-12-28 Thread TreKing
On Fri, Dec 28, 2012 at 1:06 AM, Pranav pranavraul...@gmail.com wrote:

 So where and how do games on Android store their data, and yet make sure
 that the game-play is smooth.


Load into memory?

-
TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
transit tracking app for Android-powered devices

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Re: [android-developers] Beginning ADK

2012-12-28 Thread Todd Grigsby
Google IOIO boards.
On Dec 28, 2012 3:01 AM, Deepak Mishra dux.dee...@gmail.com wrote:

 I have an Arduino Uno, which I cannot connect to my Android phone because
 of lacking support. I would request for some help pointing me to a place I
 can buy an ADK kit, or any other board which can help me develop Android
 apps with ADK. I am surprised I have been unsuccessfully googling for last
 couple of hours to get this info !

 Thanks,
 Deepak

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Re: [android-developers] Games and their data

2012-12-28 Thread Kristopher Micinski
Have you tried these to be certain they are unacceptable? These are both
cached and buffered, which is part of that loading screen built into most
games.

Kris
On Dec 28, 2012 2:07 AM, Pranav pranavraul...@gmail.com wrote:

 Hi,

 I am starting on my first game on Android and would like to know about
 where do games like Angry Birds, Temple Run, etc... store their data. For
 high scores and similar data I guess SQLite is OK  but what if I want to
 store and fetch data constantly during game-play? SQLite and File IO are
 out of picture because of their overhead. So where and how do games on
 Android store their data, and yet make sure that the game-play is smooth.

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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-28 Thread bob
 

Thanks.


Also,


Does it support texture-mapped models?


And, is the BAI format your own invention?



On Friday, December 28, 2012 11:28:48 AM UTC-6, Robert Green wrote:

 Out of the box it supports OBJ for static geometry and Collada (DAE) for 
 static and animated models.  We have a utility that will convert either of 
 those to a binary format called BAI to go to production because it's 
 smaller and loads faster.  The engine uses a library called Open Asset 
 Import which supports 30+ formats, so if you want more formats supported, 
 all you have to do is add in the format support files to either the engine 
 or the BAI conversion utility.  I think the only format that isn't 
 supported by Open Asset Importer is FBX, but autodesk has good FBX to DAE 
 conversion utilities that work, so there is that option.

 On Thursday, December 27, 2012 10:54:07 PM UTC-6, bob wrote:

 Looks interesting.  What 3d model formats does it support?


 On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green wrote:

 Hi All,

 I'm a long time contributor of this group (over 400 posts I think), 
 developer of Deadly Chambers, Antigen and several other Android games and 
 just wanted to, in good will, let you know about the game engine that we've 
 been developing for the past 2 years.  It's called BatteryTech Engine and 
 is available at http://www.batterytechsdk.com .  It's full OpenGL ES 
 2.0 and was designed around Android so that it would work really well 
 across over 1000 devices, maybe more.  It's free to develop but does 
 require a license to deploy.  The license gets you full engine source code 
 which is something you don't see often from comparable engines.  We 
 completely integrated Box2D and everything is bound to Lua to make it 
 really easy to script out game logic.  You can also deploy on other 
 platforms, but it works great specifically for Android too.

 Please let me know what you think, either here, privately or otherwise. 
  Would love feedback and am always happy to support.

 Thanks everyone!!



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Re: [android-developers] How to make Text unselectable in EditText

2012-12-28 Thread Lew
monty wrote:

 my means is that no one can select the text which is inside the edittext 
 [sic] ..but user can edit it...
 example: I have field USER NAME - india ,if user double click or long 
 press in edittext to select this text india,he should not able to do 
 that..but he wants to change USER NAME i.e HelloUser..he can do..so 
 edittext can be edited but no selectable.

 TreKing wrote:

 monty wrote:

 example:- in my EditText there is a Text HelloAndroid,so i want no 
 one can select this text. only the user can edit it.


 What's the point of this?


monty, what you describe, insofar as I can make sense of it, comprises two 
widgets, not one EditText. 

Abut an editable widget with USER NAME to the non-editable widget with 
india.

-- 
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Re: [android-developers] Beginning ADK

2012-12-28 Thread Lew
Todd wrote:

 Google IOIO boards.

 (Sung falsetto:) AWE-soome!

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[android-developers] Re: TV broadcast signal on android app

2012-12-28 Thread bob
It sounds like this is what you are looking for:

http://www.geniatech.com/tv-tuner-for-android-tablet.asp



On Thursday, December 27, 2012 5:36:28 PM UTC-6, Paulo Coutinho wrote:

 Hello, I'm new on android and I'm checking if I can do what I want on 
 android. I'm looking for any way to get the TV broadcast signal into my 
 app. I saw that android has a Camera api to access device cams and I'd like 
 to know if it's possible to open a external USB TV Tuner or Video Capture 
 Device by using the Camera API. I'm asking that because I'm also evaluating 
 the Adobe Flash as another option to do what I want and in Flash you can 
 access video capturing devices with its Camera API (of course you have to 
 install its drivers on windows).

 Are there drivers of such devices for android?
 Is there any way to show video from any capturing device?
 Is there any way to plug a AV output to a android device?
 Is there any other way to do what I want?

 Thanks a lot


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[android-developers] Re: android drag and drop gridview ordering using OnDragListener

2012-12-28 Thread Nobu Games
Have you tried setting your OnTouchEventListener on each grid item view 
created by your adapter, instead of setting it on your gridview? You would 
only need to recognize the enter and leave events for each item and change 
your adapter accordingly by adding / removing a blank view at that item's 
position.

I did not try that approach yet. Let me know if it works

On Wednesday, December 19, 2012 3:23:49 AM UTC-6, Frank wrote:

 I created a drag and drop gridview (using an 'OnDragListener'). Grid items 
 can be dropped upon one another. However, I also want to be able to 
 re-order them. I implemented this, but there is a major issue left standing:

 When I drag around my shadow object I want the items to make space for my 
 dragged object while I am dragging it around. I already implemented the 
 moving of the other items, but I cannot seem to figure out a way to find 
 out IF/WHEN I am in between two items. I get drag events when I hoover 
 ABOVE an item, but not in between then. The gridview does not get any 
 'onTouchEvent' calls when I am dragging, not even 'onInterceptTouchEvent' 
 calls.

 Does anyone know a way in which I can implement this? 

 I already tried:

 1. Implementing 'onTouchEvent' and 'onInterceptTouchEvent' in the 
 gridview. Problem: 
 The gridview does not get any 'onTouchEvent' calls when I am dragging an 
 item, not even 'onInterceptTouchEvent' calls.

 2. Setting another 'draglistener' on the whole gridview. Problem: 
 'ACTION_DRAG_LOCATION' gets only called a few times, not on every move 
 (location change), as is documented (!!).

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Re: [android-developers] Emulators limited to 1280x800?

2012-12-28 Thread jtoolsdev
Theres another bug in the SDK as now my custom devices aren't showing up 
the one I created for Nexus 10 is shown as broken.  I'll report on issues.  
That is QUITE annoying.  I don't know why all of a sudden my custom Device 
Definitions have disappeared?  They used to stick around.

On Thursday, December 27, 2012 1:22:01 PM UTC-8, jtoolsdev wrote:

 Of course after I posted the topic I remembered I wanted to try launching 
 the emulator with with Use Host GPU checked and the Nexus 10 emulator 
 launched.  Same with the 1080p (probably should be 1200p or double 
 960x600).  

 On Thursday, December 27, 2012 1:03:31 PM UTC-8, Mark Murphy (a Commons 
 Guy) wrote:

 The last time I tried, I ran into much the same trouble. I just tried 
 it again with a 1080p resolution, and it seems stuck. I've been 
 assuming the emulator cannot handle those resolutions. 

 CC'ing adt-dev on this in case somebody over there can confirm our 
 theory or provide instructions for high-resolution emulator images. 

 On Thu, Dec 27, 2012 at 3:50 PM, jtoolsdev brian...@gmail.com wrote: 
  I've tried to create an emulator device definition for the Nexus 10 
 which 
  double 1280x800 or 2560x1600.  It won't run and logcat seems to show it 
 in a 
  loop.  I tried a 1920x1080 device and it did the same thing.  I need to 
 test 
  some bitmap scaling for my tablet app but am not able to do so with the 
  emulator.  In fact when reloading virtual device manager it shows these 
 AVDs 
  created from the definitions as broken.  Is the emulator limited to 
 just 
  1280x800 as maximum screen size? 
  
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Re: [android-developers] Re: TV broadcast signal on android app

2012-12-28 Thread pcmnac++
Yes bob, I had found that these days... but I`m not pretty sure if using a
device like that I'd be able to get the tv image inside my app... today I
realized that Google TV provides what I want... I think. I'm going to study
it more to find out if it really does what I expect.

anyway, thanks for help.


On Fri, Dec 28, 2012 at 7:08 PM, bob b...@coolfone.comze.com wrote:

 It sounds like this is what you are looking for:

 http://www.geniatech.com/tv-tuner-for-android-tablet.asp



 On Thursday, December 27, 2012 5:36:28 PM UTC-6, Paulo Coutinho wrote:

 Hello, I'm new on android and I'm checking if I can do what I want on
 android. I'm looking for any way to get the TV broadcast signal into my
 app. I saw that android has a Camera api to access device cams and I'd like
 to know if it's possible to open a external USB TV Tuner or Video Capture
 Device by using the Camera API. I'm asking that because I'm also evaluating
 the Adobe Flash as another option to do what I want and in Flash you can
 access video capturing devices with its Camera API (of course you have to
 install its drivers on windows).

 Are there drivers of such devices for android?
 Is there any way to show video from any capturing device?
 Is there any way to plug a AV output to a android device?
 Is there any other way to do what I want?

 Thanks a lot

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[android-developers] How can an app cause a hard freeze?

2012-12-28 Thread Nathan
This is a topic that is on my mind once in a while. 

What could an app do that would cause a hard freeze on an Android device? 
Obviously something really bad. 
BY a hard freeze, I mean one where the user claims to have to change the 
battery or use an advanced keystroke to restart the device. 

Theoretically nothing, right? After four seconds of not responding, the 
Force Close dialog should appear, letting them close the program and report 
through the market. 

But in the real world, I do believe it happens. I get a few reports of it 
every month or so. Fortunately, not often, but I would like to keep it so. 
My app doesn't use any native or OpenGL calls. Most recently, a user says 
he can get a consistent freeze by panning the view. 
Panning a view is a simple operation for the user, (though it is rather 
complicated in my custom view code), but there are 4000 other users doing 
it on the same device without complaint. 

I have very little to go on in these reports. After a full reboot, there is 
little chance the logcat still has useful information. Since 4.1, we can't 
use any external programs to collect the log. I aim for prevention instead. 

Anyway, please just post your best theories.

Here are a few things I suspect might cause these things:
Firmware/hardware errors in the device: 
Some users complain about random freezes and reboots on particular devices 
that seem independent. 
It is certainly possible that an app developer could just be hitting a path 
that freezes the device. 
Example: HTC Droid Incredible, June 2010. The phone would spontaneously 
report if you updated an ongoing notification more than a few hundred 
times. Never found out why. To this day, I only update progress when it 
moves a full percentage point. 

Runs out of memory:
Getting repeated outofmemory errors on background threads may not cause a 
crash, but I think that eventually the main thread would get some errors 
too. I think the Force Close should happen then too. 

Event loop gets full:
If, for example, onDraw takes .2 seconds but is called every .1 seconds, 
you will eventually get behind and the user input would not be processed 
and the system would appear frozen to an average observer.  The same could 
happen if a Handler message queue got really full. I would expect this to 
cause a Force Close, but you never know. Maybe the CPU overloads too fast. 

Device or storage overheats:
I have found where the device gets physically hot, they have been 
manifested as SQLiteIOExceptions, indicating the file doesn't exist when it 
does. 

Case in point:
I have done a stress test where I have done the following:
GPS Locationlistener on service at 1 second intervals. 
Do some computation in the listener
Insert or update up to 800 bytes of data to an SQLiteDatabase on storage in 
this listener. 
(The above two items in main thread). 

I did this driving at 45 mph with a Droid 1. 
Did great for a while. 
After an hour I observed behavior where it appeared unresponsive. No Force 
Close dialog. Phone was measurably warmer than normal. I could even see it 
happening in degrees, where it might take two seconds to respond to a 
touch, then ten seconds, then a minute or two. If the above stress was 
removed, it might eventually get back to normal where it was caught up. But 
an average user would of course think it completely frozen and pull the 
battery. I suspect the full event loop from above, possibly causing or 
being caused by IO errors. 

Anyway, your thoughts are welcome. 
Any sure fire technique you have found for freezing an Android, let me know 
and I will try to *not* do it. 

Nathan
 

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Re: [android-developers] How can an app cause a hard freeze?

2012-12-28 Thread Mark Murphy
On Fri, Dec 28, 2012 at 7:34 PM, Nathan nathan.d.mel...@gmail.com wrote:
 Here are a few things I suspect might cause these things:
 Firmware/hardware errors in the device:

Device or storage overheats is a duplicate of this, IMHO. This
category should cover 100% of device-freeze situations, at least if
OS bugs are considered firmware errors. There's nothing an SDK app
should be able to do in its own process that can lock up the device
that isn't some sort of low-level issue, AFAIK.

While most of these will be problems originating from the device
manufacturer, modded ROMs can also introduce firmware errors or
trigger hardware problems (e.g., overclocking and runaway heat
buildup).

 Runs out of memory:

Event loop gets full is a duplicate of this, IMHO -- leastways, I am
unaware of another bound on the queue used by Looper and kin. I don't
think that this will cause a device freeze, though I could certainly
be wrong about that.

 Any sure fire technique you have found for freezing an Android, let me know
 and I will try to *not* do it.

I'd stay away from the liquid nitrogen. :-)

--
Mark Murphy (a Commons Guy)
http://commonsware.com | http://github.com/commonsguy
http://commonsware.com/blog | http://twitter.com/commonsguy

Aqui estão alguns sites onde você pode perguntar ou responder dúvidas
sobre desenvolvimento de aplicações para Android:
http://www.andglobe.com

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[android-developers] Emulator 4.0.3 calendar create event not shown

2012-12-28 Thread Greenhand
I followed the steps in 
http://mavenlog.wordpress.com/2012/01/22/how-to-adding-a-calendar-in-the-android-ics-emulator/
 to 
add my Gmail account to the built in Calendar app in Android 4.0.3 emulator.
Then, I adpated the code snippet in 
http://developer.android.com/guide/topics/providers/calendar-provider.html to 
create a calendar event in onCreate() of my Activity(with uses-permission 
android:name=android.permission.READ_CALENDAR / and  uses-permission 
android:name=android.permission.WRITE_CALENDAR / permissions).
 
long calID = 1;
long startMillis = 0; 
long endMillis = 0; 
Calendar beginTime = Calendar.getInstance();
beginTime.set(2012, 12, 29, 14, 30);
startMillis = beginTime.getTimeInMillis();
Calendar endTime = Calendar.getInstance();
endTime.set(2012, 12, 29, 15, 30);
endMillis = endTime.getTimeInMillis();

ContentResolver cr = getContentResolver();
ContentValues values = new ContentValues();
values.put(Events.DTSTART, startMillis);
values.put(Events.DTEND, endMillis);
values.put(Events.TITLE, Jazzercise);
values.put(Events.DESCRIPTION, Group workout);
values.put(Events.CALENDAR_ID, calID);
values.put(Events.EVENT_TIMEZONE, GMT);
Uri uri = cr.insert(Events.CONTENT_URI, values);
System.out.println(uri);
 
The uri I got is like content://com.android.calendar/events/6 so the 
creation is successful. 
However, the created event is not visible in the built-in Calendar app. Why?

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http://groups.google.com/group/android-developers?hl=enattachment: builtincalendar.png