Re: [android-developers] How to execute C binary file in Android

2014-05-21 Thread Max Lv
Try this lib: https://github.com/Chainfire/libsuperuser


On Tue, May 20, 2014 at 2:17 PM, praveen m bsmprav...@gmail.com wrote:

 Dear All


 Actually I am very new to Android. So anyone can tell, how can I include a
 'C' binary file into android code.
 I want to make an Android app which include  execute the 'C' binary file.


 Thanks in Advance
 --

 *M.Praveen*

 *Project Officer | CSE Dept, IIT-Madras9952864495*


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Re: [android-developers] Re: Alarm Intent not triggered

2014-05-21 Thread Sunil K
Raymond,
Any suggestions for me?

Problem is alarm is set from my Activity, and the alarm is received only if
Activity is currently running.  Otherwise it will not.

Regards,
   Sunil


On Fri, May 9, 2014 at 8:12 PM, Sunil K sunilchintu2...@gmail.com wrote:

 No, made it work.  But now the real problem is alarm is raised only when
 my activity is running, otherwise it will not.  Currently trying to make my
 alarm activity as background service but no luck still.
 Any suggestion?


 On Wed, Apr 23, 2014 at 10:57 PM, Raymond Rodgers raym...@badlucksoft.com
  wrote:

  Is the alarm working while the screen is on, but it's failing when the
 screen is off? If so, you may need to implement a wakelock or partial
 wakelock for it to work properly.

  On 04/19/2014 09:11 AM, Sunil.K wrote:

 Tried all possibilities, but no SUCCESS.  Experts, please point my
 mistake I'm kind of stuck here :(

 On Friday, 18 April 2014 18:16:30 UTC+5:30, Sunil.K wrote:

 Hello,

  I am developing an app related to alarm service and facing an issue of
 Intent not being called.
 I have registered for event in manifest file:

receiver android:name=com.example.myfirstapp.EventTriggerManager 
 /receiver

  And have implemented EventTriggerManager class extended from
 BroadcastReceiver:

  public class EventTriggerManager extends BroadcastReceiver
 {
   @Override
   public void onReceive(Context context, Intent intent)
   {
   System.out.println(Alarm raised);
   Toast.makeText(context, Don't panik You have an alarm.,
 Toast.LENGTH_LONG).show();
  }
 }

  Adding an alarm from the Activity class:
  Intent intent = new Intent(this,
 EventTriggerManager.class);
 PendingIntent pendingIntent = 
 PendingIntent.getBroadcast(this.getApplicationContext(),
 12345678, intent, 0);
 AlarmManager alarmManager = (AlarmManager) getSystemService(Context.
 ALARM_SERVICE);
 alarmManager.set(AlarmManager.RTC_WAKEUP, totalTime, pendingIntent);

  But alarm is not getting triggered when totalTime is reached in the
 system.

  Note: totalTime is absolute time used.

  Pls point my mistake why the expected output is not seen.

  Regards,
Sunil

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 Thanks  Regards
    Sunil *




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Thanks  Regards
   Sunil *

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[android-developers] Receiver when debugger is attached to an application

2014-05-21 Thread Bunty syed
Hi All,

Hoping doing well..

I have developed one app.
I want to stop memory dumping for my app by attaching a debugger to it on 
runtime..
I found one api  *android.os.Debug.isDebuggerConnected*
Above api will give true if sombody attached a debugger to my app.
But my question here is Can I get a callback or receiver when some hacker 
attaches a debugger  to my app..

Thanks  regards,
Bunty Syed
 


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[android-developers] Android ADT problem on eclipse

2014-05-21 Thread dashman

I updated to ADT 22.6.3  and having problems.

On Eclipse startup getting an error message to update ADT.

I read some other messages and went to eclipse install-new-software.

and tried to update from https://dl-ssl.google.com/android/eclipse/

When I try to update the ADT from there...

I get an error message about not being able to update.

 requires 'org.eclipse.ui 3.7.0' but it could not be found

I'm using Eclipse Helios.


Any way to undo the ADT update to 22.6.3

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Re: [android-developers] Android ADT problem on eclipse

2014-05-21 Thread Marina Cuello
On your Install new software screen, uncheck the Contact all update
sites during install to find required software and try again.

Marina


On Wed, May 21, 2014 at 11:37 AM, dashman erjdri...@gmail.com wrote:


 I updated to ADT 22.6.3  and having problems.

 On Eclipse startup getting an error message to update ADT.

 I read some other messages and went to eclipse install-new-software.

 and tried to update from https://dl-ssl.google.com/android/eclipse/

 When I try to update the ADT from there...

 I get an error message about not being able to update.

  requires 'org.eclipse.ui 3.7.0' but it could not be found

 I'm using Eclipse Helios.


 Any way to undo the ADT update to 22.6.3

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[android-developers] Re: WrongThread exception - how to analyze/debug?

2014-05-21 Thread plnelson
On Tuesday, May 20, 2014 11:51:35 PM UTC-4, Jonathan S wrote:

 Can you copy and paste code in the *MyRemoteActivity class?*


 It's 700 lines of (mostly proprietary) code, so no I don't think that 
would be practical.Anyway,* my questions are generic Android questions*; 
they're not specific to the code:   I'm not asking for anyone to debug this 
for me; I'm just trying to understand more so I can debug it myself.

1. * If it's the wrong thread then why does the stack trace show the same 
thread in the cases where it crashes and where it doesn't?* 
...in other words what does Android mean by wrong thread?  If the 
debugger shows it executing in the same thread when it's not crashing as 
when it lands in the catch block with the wrong thread then what exactly 
do they mean by wrong thread?

*And what does the Eclipse debugger thread nomenclature ( Thread x[ 
Thread-y] ) mean?*
The Eclipse debugger seems to refer to a thread 9 and a thread 10.   What 
does the debugger mean when it displays it that way?

*What are some good strategies for analyzing wrong thread bugs? *  
Just that -  what tools or strategies are recommended to see what code is 
executing in which threads - how do experienced Android programmers debug 
these kinds of exceptions?

 

 On Tuesday, May 20, 2014 4:17:16 PM UTC-4, plnelson wrote:

 I have a multi-threaded Android app. One thread wakes up periodically on 
 a timer and exchanges information over WiFi with a remote device and the 
 other one is the main thread that handles all the usual View stuff.

 Lately I've been getting a Called from Wrong Thread Exception in a 
 catch block in the remote handler thread.

 If I set a breakpoint in the remote handler code, when it's NOT crashing, 
 the stack trace in the Eclipse debugger says

 *Thread[ 9 Thread-10] (Suspended breakpoint at line 600 in 
 MyRemoteActivity)*

 But if I set a breakpoint in my catch-block when it crashes it names the 
 same threads, i.e.,

 *Thread[ 9 Thread-10] (Suspended breakpoint at line 605 in 
 MyRemoteActivity)*

 (... different line number because it's the catch-block which is a few 
 lines down.)

 My question: If it's the wrong thread then why does the stack trace show 
 the same thread in the cases where it crashes and where it doesn't? And 
 what does the Eclipse debugger thread nomenclature ( Thread x[ Thread-y] 
 ) mean? What are some good strategies for analyzing wrong thread bugs?   
 
 Thanks in advance!




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Re: [android-developers] Re: WrongThread exception - how to analyze/debug?

2014-05-21 Thread Kostya Vasilyev
2014-05-21 20:02 GMT+04:00 plnelson pna...@gmail.com:

 On Tuesday, May 20, 2014 11:51:35 PM UTC-4, Jonathan S wrote:

 Can you copy and paste code in the *MyRemoteActivity class?*


 It's 700 lines of (mostly proprietary) code, so no I don't think that
 would be practical.Anyway,* my questions are generic Android
 questions*; they're not specific to the code:   I'm not asking for anyone
 to debug this for me; I'm just trying to understand more so I can debug it
 myself.

 1. * If it's the wrong thread then why does the stack trace show the same
 thread in the cases where it crashes and where it doesn't?*
 ...in other words what does Android mean by wrong thread?  If the
 debugger shows it executing in the same thread when it's not crashing as
 when it lands in the catch block with the wrong thread then what exactly
 do they mean by wrong thread?


Is there more to the message? I grepped the base framework, and came up
with these:

./core/tests/coretests/src/android/widget/focus/RequestFocusTest.java:
 // Test that a requestFocus from the wrong thread fails.
./core/tests/coretests/src/android/widget/focus/RequestFocusTest.java:
   fail(requestFocus from wrong thread should raise exception.);
./opengl/java/android/opengl/ManagedEGLContext.java:throw new
IllegalStateException(Called on wrong thread);
./opengl/java/android/opengl/GLErrorWrapper.java:
 OpenGL method called from wrong thread.);

Two of these are in tests.




 *And what does the Eclipse debugger thread nomenclature ( Thread x[
 Thread-y] ) mean?*
 The Eclipse debugger seems to refer to a thread 9 and a thread 10.   What
 does the debugger mean when it displays it that way?


They're just thread ids (the x) and auto-generated thread names.

When you debug in Eclipse, you should see other threads with more
meaningful names, e.g. main, Binder_x, etc.

You can assign names to your threads by calling Thread.setName. Personally,
I find it very useful for debugging and postmortem crash reports:

http://developer.android.com/reference/java/lang/Thread.html#setName(java.lang.String)




 *What are some good strategies for analyzing wrong thread bugs? *
 Just that -  what tools or strategies are recommended to see what code is
 executing in which threads - how do experienced Android programmers debug
 these kinds of exceptions?


Not sure I qualify as an experienced Android programmer, but...

...

From your original description (I snipped it, it was below), it seems you
have some code that runs on a worker thread, and yet is placed in a file
called MyRemoteActivity.

There is nothing wrong with naming source files anything you wish, but ---
is that actually an Android activity?

Are you sure the code in that file, that runs on a non-main thread, does
not make any calls to Android UI code?

Conversely, your code should not be making networking calls on the main
thread. You can use StrictMode to log such events:

http://developer.android.com/reference/android/os/StrictMode.html

And going back to your original message again:

the other one is the main thread that handles all the usual View stuff

Do you mean the main Android thread that get pre-created for you, or do
you mean there is a different thread that your code creates (and which
you're calling main) that interacts with the Android UI framework?

You should only call Android UI framework methods from the main thread
that gets pre-created for you by Android, that's the thread on which all
component callbacks are called (onCreate, etc.).

-- K

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[android-developers] Re: android character set

2014-05-21 Thread Daniele Segato
I also want to know this.

Roboto apparently do not support Chinese and Japanese (Hirigana, Katawana).

So which is  the list of supported character sets? (unicode group, scripts, 
whatever you want to call them).

And if Chinese/Japanese are actually supported: which font is used?


On Tuesday, November 20, 2007 4:37:42 AM UTC+1, m.za...@gmail.com wrote:

 what character sets supported by android platform ?

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Re: [android-developers] Android ADT problem on eclipse

2014-05-21 Thread dashman

I was using HELIOS version of eclipse.

Looks like this ADT requires a more updated version.

I upgraded to Kepler and then it worked.



On Wednesday, May 21, 2014 10:54:58 AM UTC-4, Marina Cuello wrote:

 On your Install new software screen, uncheck the Contact all update 
 sites during install to find required software and try again.

 Marina


 On Wed, May 21, 2014 at 11:37 AM, dashman erjd...@gmail.com javascript:
  wrote:


 I updated to ADT 22.6.3  and having problems.

 On Eclipse startup getting an error message to update ADT.

 I read some other messages and went to eclipse install-new-software.

 and tried to update from https://dl-ssl.google.com/android/eclipse/

 When I try to update the ADT from there...

 I get an error message about not being able to update.

  requires 'org.eclipse.ui 3.7.0' but it could not be found

 I'm using Eclipse Helios.


 Any way to undo the ADT update to 22.6.3

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[android-developers] Re: Choreographer regularly skipping frames during OpenGL Render

2014-05-21 Thread Tobias
Are you using TextureView? Do you see the same issue with a GLSurfaceView?
You could also try 
using http://developer.android.com/tools/debugging/systrace.html to see if 
anything strange is going on in the system when you drop frames.
OpenGL-wise it looks pretty simple.

Tobias

Den tisdagen den 15:e april 2014 kl. 06:00:24 UTC+2 skrev Dave Smith:

 Thanks for the response, Doug, but we're talking about two different 
 things.  I'm not referring to the errors that show up the log tagged 
 Choreographer when the frame warning limit is triggered on the main thread. 
  I'm talking about actually using the Choreographer API to render OpenGL 
 content locked to VSYNC.  These delays are on the rendering threads.  While 
 I understand frames dropping periodically when the system is servicing 
 other work, the inability to manage even a few second without skipping 
 several VSYNC intervals indicates to me that something else is wrong with 
 the GL code.

 Thanks again,
 Dave Smith, PE
 Double Encore, Inc.

 On Sunday, April 13, 2014 12:51:07 PM UTC-6, Doug wrote:

 Bear in mind that anything could be causing main thread delays.  It could 
 be your code.  It could be other threads in your app's process.  It could 
 be other apps running on the device.  It could be Android itself.  It could 
 be any combination of these things.  This is to be expected with 
 multitasking multiuser operating systems and the wide variety of devices 
 out there and their hardware capabilities.

 The Choreographer itself doesn't start complaining about skipped frames 
 in logcat until after 30 frames have been skipped:

 private static final int SKIPPED_FRAME_WARNING_LIMIT = 
 SystemProperties.getInt(
 debug.choreographer.skipwarning, 30);

 So maybe you can lighten up your own acceptable threshold for frames 
 skipped (unless you're actually observing the jank that you're trying to 
 avoid)?

 Doug

 On Friday, April 11, 2014 10:37:39 AM UTC-7, Dave Smith wrote:

 Hello all -

 I am working on an application that is using Choreographer and OpenGL to 
 render flash patterns on the display.  Our GL calls are quite simple, 
 simply toggling the display back and forth between white and black using 
 glClearColor() based on the frame time and status of the pattern we want to 
 apply.  The timing of this pattern if very critical, and I am having severe 
 issues getting consistent behavior out of the timing pulses we received 
 from Choreographer to do the rendering.

 For simplicity sake, I have basically copied the Basic Dream application 
 in AOSP, so 95% of my code looks exactly like this sample:

 https://android.googlesource.com/platform/packages/screensavers/Basic/+/master

 Our only change is that, where they call mSquare.draw() inside of 
 doFrame(), we have another method called drawFrame() that does the 
 following:

 private void drawFrame() {
 final boolean nextBit = mPattern[mIndex];

 if (nextBit) {
 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
 } else {
 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 }
 glClear(GL_COLOR_BUFFER_BIT);

 return true;
 }

 However, for the purposes of this discussion, you can see the *exact 
 same behavior* by simply running the AOSP sample as an application 
 (i.e. changing the Colors class from a DreamService to a launcher Activity).

 The problem is that on a regular basis (at least once per second, often 
 many times), the debug logging returns that the frame callback took 33ms 
 (instead of 16ms), and in many cases 50ms+!  I can understand skipping a 
 rare frame here or there, but skipping 3-4 frames at once seems like I'm 
 missing something big here.  Not all devices do this, but high-end devices 
 like the Nexus 5 and GS4 do.  Devices we've tested like the Note 3, GS3, 
 and Moto X don't seem to do so nearly as often.  Example typical logcat 
 over a period of 30 seconds:

 04-11 11:35:43.918  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (49865722 ms) frame 2
 04-11 11:35:43.948  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (33264161 ms) frame 3
 04-11 11:35:43.988  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (33233641 ms) frame 4
 04-11 11:35:44.018  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (33233644 ms) frame 5
 04-11 11:35:45.860  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (33264161 ms) frame 115
 04-11 11:35:46.881  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (33233641 ms) frame 175
 04-11 11:35:47.692  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (33233642 ms) frame 222
 04-11 11:35:48.242  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (33264160 ms) frame 255
 04-11 11:35:49.373  10441-10455/com.android.dreams.basicgl 
 V/ColorsGLRenderer﹕ JANK! (33233643 ms) frame 322
 04-11 11:35:53.908  

Re: [android-developers] Re: How to calculate a tablets resolution before purchasing the tablet

2014-05-21 Thread Tobias
I found this dpi/ppi calculator to be useful: http://www.sven.de/dpi/
It will give you the actual physical dpi. Taking this value and then 
rounding it to the closet dpi bucket 
(http://developer.android.com/reference/android/util/DisplayMetrics.html) 
would be a good bet, even though the manufacturer could choose a different 
bucket.

Tobias

Den onsdagen den 16:e april 2014 kl. 09:14:48 UTC+2 skrev Simon Giddings:

 Thank you Marina for your reply which is much more useful.

 Even if it means that I am stuck at this point.  After all, as independent 
 developers, we are not all sufficiently rich to be able to purchase a 
 number of tablet devices to be able to run our tests.

 Thank you again Marina, I won't be wasting my time searching further.

 On Tuesday, 15 April 2014 15:27:10 UTC+2, Marina Cuello wrote:

 You can search for/make an app that detects the bucket and install it, if 
 you have access to the device. A quick search gives me 
 https://play.google.com/store/apps/details?id=com.pmc.android.checkscreensize,
  
 but there are plenty.
 Otherwise, as far as I can recall it depends on the manufacturer's 
 decision which bucket it takes. So no, you can't calculate the bucket 
 given the physical screen size and dpi specs.

 Marina


 On Tue, Apr 15, 2014 at 4:06 AM, Simon Giddings mr.s.g...@gmail.comwrote:

 The effort I made did not reveal this result and it certainly does not 
 answer the question !

 My question was more general, if you hadn't noticed.
 Given that most tablets will give a horizontal and vertical pixel size 
 as well as a diagonal size in inches, is it possible to determine the 
 density bucket (to use googles term) ie: MDPI or HDPI or XHDPI, etc

 From what you have managed to find, this device would appear to fall 
 between two buckets - HDPI and XHDPI because
 - HDPI screens are ~240dpi
 - XHDPI screens are ~320dpi
 (according to Supporting Multiple 
 Screenshttp://developer.android.com/guide/practices/screens_support.html
 )

 So the question remains open 


 On Monday, 14 April 2014 20:21:31 UTC+2, Chris wrote:

 Googling the exact phrase Toshiba eXcite Pro AT10LE-A-10D screen DPI 
 yields in the first result a screen DPI of 300.  

 At least give it an effort.

 - C

 On Tuesday, April 1, 2014 3:28:39 AM UTC-4, Simon Giddings wrote:

 I am looking at buying a Toshiba eXcite Pro AT10LE-A-10D, which boasts 
 a screen resolution of 2560 x 1600 pixels for a screen diagonal of 10.1.

 Is it possible to calculate the DP value - ie MDPI / HDPI / XHDPI etc ?

 I haven't been able to find any form of developer support on the 
 toshiba web site, which could have helped.
  
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[android-developers] Re: Dolby Audio API

2014-05-21 Thread Eric Ang
We definitely could and that is a discussion we are having for sure! 
Technically we can, but from a business standpoint the OEM actually 
licenses the solution. The API itself gives Android Developers access to 
that licensed solution.

I am trying to come up with an offering that we can definitely include as a 
service through Google Play. So we can broaden the playing field!


On Saturday, February 22, 2014 9:14:58 AM UTC-8, Ubuntu guy wrote:

 Thanks Eric. However, i still don't get as to why the service can't be 
 distributed through the play store. Even if its installed in unsupported 
 devices, the APIs like getDolbyAudioProcessing(...,...) could just return 
 null and applications would anyways be handling such cases, isn't it?

The pro being any quick fix to the service can be deployed quickly via 
 play store rather than being bottlenecked by OEM's update schedule, which 
 is often influenced by many factors and there by delaying the dolby's fix.

 On Thursday, February 20, 2014 1:41:24 PM UTC-8, Eric Ang wrote:

 Hey Ubuntu, the reason the API isn't bundled is because the API makes 
 callbacks to the underlying Dolby Tech built into supported Devices. The 
 Dolby Service is definitely in Amazon Devices, but also many other OEMS. 
 We're working to get ALL OEM partners to adopt the Dolby Solution 
 (including the Dolby decoder)

 So what does that means for App Developers? Instead of having to deal 
 with a whole SDK built into your app, you integrate a small jar file that's 
 tiny which can talk to the underlying Dolby tech found on supported devices.

 We are working all those companies ;) Amazon is definitely pushing for 
 this since all their Kindle Fire HD(X) devices have Dolby built in.


 http://developer.amazon.com/public/community/post/Tx1G2N72C7VKCTR/Dolby-Raises-the-Bar-Again-for-Audio-Standards-on-Kindle-Fire



 On Sunday, January 5, 2014 7:18:12 PM UTC-8, Ubuntu guy wrote:


   These new APIs seem to be fun to try but is there any reason as to why 
 the plug-in service is not distributed through play store just like google 
 play services?
 Based on what i read, any updates, bug fixes in the plug-in service 
 would be restricted by the OEM like amazon in this case, isn't it? This 
 isn't good for users and application developers.

   Besides, whats the idea behind the plug in service? Why not let the 
 linked jar to directly call upon Dolby's audio components? Is it because of 
 permissions?
 Finally, hope you guys work directly work with companies like Netflix, 
 Google, Amazon and popular games for quick adoption.

 On Thursday, January 2, 2014 2:17:40 PM UTC-8, Eric Ang wrote:

 Hey Everyone,

 I recently joined Dolby Laboratories and Dolby has an Android Audio API 
 which enhances Audio.

 Is this something you folks would be interested in?

 It's a Java Library with a few simple API calls.

 Anyways, I'd like to use this to get feedback as well.

 The API is available at http://developer.dolby.com

 Thanks!



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[android-developers] Emulator skin and hardware recent apps button...

2014-05-21 Thread Cyril
Hi there !

I've designed some realistic emulator skins for famous devices (Nexus 4, 
Galaxy S4, HTC One M8...), but now, I'm facing a problem.
In the skin's layout file, how to handle/describe the hardware recent 
apps button that comes with devices like HTC One or Galaxy S5 ?

I know home is for the home button, soft-left for the menu button, 
back for the back one... but what about recent/switch apps ?
Ok, I could disregard this feature as a long press on home button still 
does the trick but well, it would be more elegant if the emulator could act 
fully as the actual device.

Thank you ! 
:-)

Cyril

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