Re: [android-developers] Re: Meta: Changes to new-user moderation policy

2016-09-02 Thread jtoolsdev
This place is a mess anyway.  Like Trevor said Google+ developer groups 
didn't work out.  They became social networking brag stations.  An actual 
forum BBS would be better but perhaps Google doesn't have any such company 
written software and they tend to suffer from the NIH syndrome.  With a 
forum you could have sections for beginners, a section for each area of 
interest and yes a jobs posting section.  History has shown forums work 
better.

On Thursday, September 1, 2016 at 12:36:23 PM UTC-7, Steve Gabrilowitz 
wrote:
>
> Jason, the problem is that these scums keep changing their email - by the 
> time an admin can delete their account they have already abandoned it and 
> moved on to another!
>
> Only answer is to have active moderation where a moderator must approve 
> all posts from a new account until the owner has "proven themselves".  I 
> would also volunteer as a co-moderator, if we can get maybe half a dozen of 
> us splitting the task then new posts could be approved fairly quickly.
>
> On Sep 1, 2016 3:10 PM, "Jason Atwood"  > wrote:
>
>> How easy is it to delete a spam account from the admin console? Single 
>> button click? If it's easy, I'll volunteer to be an admin just to help with 
>> the spam. If a few other people did this too I bet we could have it down to 
>> zero in no time.
>>
>> On Wednesday, August 31, 2016 at 1:18:44 PM UTC-4, Streets Of Boston 
>> wrote:
>>>
>>> Please, make this group moderated again or figure something out to weed 
>>> out all the spam, rants and job-postings. 
>>>
>>> This group has been basically useless. 
>>> Finding actual questions to answer is near impossible.
>>> Posting your own question will get drowned out in a sea of spam a second 
>>> later.
>>>
>>> Thank you,
>>> --- Anton.
>>>
>>> On Monday, November 30, 2015 at 6:28:00 PM UTC-5, Trevor Johns wrote:

 *As of today, new members to this group are able to post immediately, 
 without being subject to moderator approval.*

 Previously, posts from new members to this group would be held for 
 moderation. However, with the addition of Stack Overflow and Google+ as 
 popular discussion mediums, it's been difficult to find volunteer 
 moderators. As a result, the moderation queue has been showing signs of 
 neglect -- which means that new posts just aren't getting through.

 To address this, effective immediately, I've removed the moderation 
 restriction for new members.

 While this means that some spam may get through, this is necessary in 
 order to keep this group functioning properly going forward. If you do see 
 spam, simply report it through the Google Groups web UI. (Click on "Report 
 Abuse" next to the "Reply" button.) For larger/urgent issues, you can also 
 contact the group owners via email: 
 https://groups.google.com/forum/#!contactowner/android-developers

 -- 
 Trevor Johns
 Google Developer Programs, Android
 http://developer.android.com

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Re: [android-developers] Re: Meta: Changes to new-user moderation policy

2016-08-26 Thread jtoolsdev
Google probably needs to bite the bullet and create a real forum.  The 
recruitment stuff could be in it's own section and topics specific to 
development areas.  The Google+ experiment didn't work out so well.  What 
does seem to work are actual forums but that would need to be budgeted and 
at least a small staff to oversee. Stackoverflow is good for certain things 
but I still think a real Android developer forum is needed. Stuff just gets 
too spread out.

On Thursday, August 25, 2016 at 1:24:26 PM UTC-7, Steve Gabrilowitz wrote:
>
> All the recruitment messages are  bad enough but these ALLCAPS rants in 
> some foreign language are beyond ridiculous
>
> On Aug 25, 2016 2:30 PM, "Mukherjee, Saurav"  > wrote:
>
>> I agree. There has to be some steps taken to stop all this spam.
>>
>>  
>>
>> *From: * on behalf of 
>> Andrey Prokopenko 
>> *Reply-To: *
>> *Date: *Thursday, August 25, 2016 at 10:26 AM
>> *To: *Android Developers 
>> *Subject: *[android-developers] Re: Meta: Changes to new-user moderation 
>> policy
>>
>>  
>>
>> Just came along this group and was literally appalled with loads of spam 
>> posts. Could you please revert to old policy to prevent this ? It's 
>> impossible to find any relevant messages/discussions, all is being buried 
>> under the spam.
>>
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>

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[android-developers] Re: Views vs Graphics

2016-08-19 Thread jtoolsdev
I'm not quite clear on why one would be concerned about performance on 
presenting a crossword page?  Even if it took a couple seconds I don't 
think users would be disappointed.  It's like psychologically it's thinking 
and doing something.  Devices though are getting faster and faster.  Even 
when I did my first Android app in 2009 I put up a progress bar while it 
was doing a lot of calculations.  You could see the bar on an emulator but 
it was a quick flash on an actual device.

On Wednesday, August 17, 2016 at 8:19:57 PM UTC-7, Aleksey Shurtygin wrote:
>
> Hi,
>
> I am long-time C# developer. I recently decided to play around with 
> Android and Java. My first project I am trying to do is to create Crossword 
> game. I have general idea on how to proceed but there is one thing that 
> still is not very clear. If anyone can provide any input I would appreciate 
> it.
>
> What would be the best way to build crossword board? I am considering 
> couple of ways:
>
> 1. Create a view/fragment for a single cell and dynamically build whole 
> board. With this approach I am concerned about performance. Considering I 
> will have a 12x12 board, that will create 124 view objects. Is that 
> considered to be heavy or it should be no big deal?
> 2. Draw the whole thing manually and catch user's clicks/touch to add 
> interactivity. This probably can avoid performance issues but feels like 
> too much manual work. 
>
> Do you think it makes sense to invest time into learning graphics or 
> creating basic GridLayout/GridView/TableLayout with 120 TextViews should do 
> it nicely? Or if there are any other suggestions feel free to jump in.
>
> Thanks!
>

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[android-developers] Dealing with the Marshmallow Memory Mess

2016-07-12 Thread jtoolsdev
We all know about the mess that Marshmallow brought with extended memory.  
I do have an occasional patient who complains that they can't access the 
database which is kept in an "extended memory" folder as it has been for 
years (and as many apps do).  The only way I can replicate their problem is 
to turn off the new memory permission setting in Settings for my app.  But 
the patient usually has that on (as it is usually on by default).   Code is 
exactly the Google recommended procedure for this.  Either something has 
corrupted their database though in the past when someone had this they sent 
me a copy of the database and it was okay.   Or something is blocking it.  
Or some manufacturers have messed this feature up on the phone.  My tests 
both with Android 6 emulators and a device show everything okay.

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Re: [android-developers] Why won't my app work on devices running 6.0?

2016-05-25 Thread jtoolsdev
I think we're expected to be psychic.  Just put our Android phone to our 
forehead and we'll immediately know the answers.  There are all kinds of 
reasons that apps break on new versions of Android.  One of the known 
reasons is that things don't work in the real world as they do in Mountain 
View. ;-)

On Wednesday, May 25, 2016 at 9:01:35 AM UTC-7, TreKing wrote:
>
>
> On Tue, May 24, 2016 at 10:14 AM,  
> wrote:
>
>> You are not here to help, nor understand. You are here to talk down on 
>> people to feel superior.
>
>
> You misunderstand my sense of humor. Not the first time. *shrugs*
>  
>
>> I will not list any problems becausethere is not any.
>
>
> There are no problems? Then why did you post "I have built an app using 
> the 5.1 SDK and it is having *problems* running on 6.0 devices." 
> (emphasis mine).
>  
>
>> TreKing, I am not at the doctor...
>
>
> It's called an analogy.
>  
>
>> I am in a discussion forum, trying to get people to talk about problems 
>> they are having so I can prepare my product for any problems it may 
>> encounter in the FUTURE!!!
>
>
> That is not what you posted. You said you were having problems running on 
> 6.0 and asked for suggestions on fixing these problems with no 
> clarification of what these problems were.
>  
>
>> I have posted the question and topic rephrased in multiple ways to draw 
>> out information, you actually replied to another one! 
>
>
> I don't see anywhere where you reposted or rephrased your question for 
> clarity. I still don't understand if you have a specific problem or are 
> just generically attempting to generically start a generic discussion about 
> generic issues, generically.
>
> Please re-read your own original post and realize you indicated you were 
> having some problems but provided zero indication of what said problems 
> were.
>
>
> -
> TreKing  - Chicago 
> transit tracking app for Android-powered devices
>

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[android-developers] Re: How to integrate in app billing in android

2016-01-31 Thread jtoolsdev
There are some good blog articles online with concise information.  You can 
fill in the rest by reading Google's documentation though I wouldn't say 
that documentation is Google's strong point.

On Sunday, January 31, 2016 at 8:38:48 AM UTC-8, Jin Cheng wrote:
>
> Hello, everybody.
> I am making a android app with in-app billing function.
> If you have some experience about it, please help me.
> Thank you for your attention.
>
> Regards
> Jin
>

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[android-developers] Re: My apk is pirated

2016-01-21 Thread jtoolsdev
Along with the suggestions from the are depending on your app when you 
check for those things maybe make the app seem it is running like normal 
but it isn't.  This is something I learned years ago when making Palm 
apps.  Hackers were proud about breaking the app but then were insulted by 
people who told them their version didn't work right.  So they never broke 
another of those apps again.

On Tuesday, January 19, 2016 at 7:25:15 AM UTC-8, WeiHung wrote:
>
> I have an paid app on google play. Unfortunately, I found the paid apk is 
> distributed over the internet. And the distributed apk is EXACTLY the same 
> as what I uploaded to google play.
>
>
> What method does the hacker take to get the apk?
>
>
> Is there any method to protect my effort?
>
> I found some suggestions here. 
> https://www.airpair.com/android/posts/adding-tampering-detection-to-your-android-app
>
>
> Is there any other suggestion?
>

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Re: [android-developers] Is this list dying?

2015-10-26 Thread jtoolsdev
And before they wanted developers to use StackOverflow they wanted us to 
use the Google+ developr groups which are kind of a mess to sort through.  
And then there was the Android Google group for those who were publishing 
apps on the "Android Market".  That was a fun group with many folks whose 
experience with software development way predated Android (or Palm for that 
matter).

On Friday, October 23, 2015 at 1:44:26 PM UTC-7, TreKing wrote:
>
>
> On Fri, Oct 23, 2015 at 1:09 PM, Tobiah  
> wrote:
>
>> Has the buzz moved to another forum?
>
>
> Google dropped official support for this forum quite some time ago, in 
> favor of StackOverflow. There was a post, either in this group or the dev 
> blog, or somewhere (can't find it now) announcing such. After that, 
> Googlers (D. Hackborn et al) and more prominent members like Mark Murphy 
> slowly stopped posting, and the traffic has been in perpetual decline.
>
> Shame - there have been some good times in this group.
>
>
> -
> TreKing  - Chicago 
> transit tracking app for Android-powered devices
>

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[android-developers] Re: will increasing the memory for android studio or the emulater make it faster?

2015-09-29 Thread jtoolsdev


On Tuesday, September 29, 2015 at 7:58:41 AM UTC-7, Ray Tayek wrote:
>
> i have 16g of ram. is there any reason to use more?
>
> if so, how do i do this?
>
> thanks
>

Sounds like you are running a virtualized emulator.  I can't on this Linux 
machine (it lacks 3 instructions on the AMD chip) so will upgrade it soon.  
I also have a Windows 7 machine but it is AMD too and Google only supports 
Intel on Windows for virtualized emulators.  However I have Xamarin on the 
Windows machine and they provide an emulator that runs on AMD.  Their 
emulator boots very fast and runs snappier than any Android device I have.

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[android-developers] Re: How to delete a cheat score in google play games Leaderboard?

2015-03-21 Thread jtoolsdev
Really?  If you know Android programming then HTML5 and Javascript should 
be a piece of cake.  And you probably don't need much knowledge of that to 
change the example for your app.  You can set up a server on your machine 
to test. There's this thing called Google where you can search for that 
info.  Maybe you can use Github too.  I think the example explains how to 
do that but I just used my own web site.

Just knowing Android programming is not going to help you survive in the 
tech world.

On Friday, March 20, 2015 at 4:23:01 AM UTC-7, saex wrote:

 I dont have a web server, so i can't install that web tools, also i dont 
 know anything about web programming, node.js etc... i'm just android 
 developer.

 How it is supossed android developers must be capable to do all that stuff 
 to delete a hack score on their leaderboards? i am just astonished 

 El miércoles, 18 de marzo de 2015, 19:47:28 (UTC+1), jtoolsdev escribió:

 And here's the web tools (I thought it was also in the prior package but 
 its not).
 https://github.com/playgameservices/management-tools

 On Wednesday, March 18, 2015 at 11:43:40 AM UTC-7, jtoolsdev wrote:

 Try here:
 https://github.com/playgameservices/android-basic-samples


 On Wednesday, March 18, 2015 at 6:57:45 AM UTC-7, saex wrote:

 emmm... what? a web app? test scores?

 I can't find any web app and also who has talked about test scores? i 
 am talking about a cheat score, the game is published for months and the 
 leaderboard too.

 El martes, 17 de marzo de 2015, 19:53:44 (UTC+1), jtoolsdev escribió:

 There's a web app that Google provides source for that will allow you 
 to delete the test scores.  Just look through the docs for the game 
 services and you'll find it.

 On Tuesday, March 17, 2015 at 8:04:15 AM UTC-7, saex wrote:

 I have a fake score in my leaderboard, exists a way to delete it? I 
 only can see how to delete the entire leaderboard, but i just want to 
 delete one score...

 how can this be achieved?

 tamper protection it's active but not hidding the fake score. 
 Normal top scores are over 300 points, and the fake score is 
 1.400.000.050 
 points or something like that

 thanks

 PD: exists a google groups forum for google play services problems? 
 or google play game services problems? i know that exists an official 
 google group for admob but can't find it for google play game services...



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[android-developers] Re: How to delete a cheat score in google play games Leaderboard?

2015-03-18 Thread jtoolsdev
Try here:
https://github.com/playgameservices/android-basic-samples


On Wednesday, March 18, 2015 at 6:57:45 AM UTC-7, saex wrote:

 emmm... what? a web app? test scores?

 I can't find any web app and also who has talked about test scores? i am 
 talking about a cheat score, the game is published for months and the 
 leaderboard too.

 El martes, 17 de marzo de 2015, 19:53:44 (UTC+1), jtoolsdev escribió:

 There's a web app that Google provides source for that will allow you to 
 delete the test scores.  Just look through the docs for the game services 
 and you'll find it.

 On Tuesday, March 17, 2015 at 8:04:15 AM UTC-7, saex wrote:

 I have a fake score in my leaderboard, exists a way to delete it? I only 
 can see how to delete the entire leaderboard, but i just want to delete one 
 score...

 how can this be achieved?

 tamper protection it's active but not hidding the fake score. Normal 
 top scores are over 300 points, and the fake score is 1.400.000.050 points 
 or something like that

 thanks

 PD: exists a google groups forum for google play services problems? or 
 google play game services problems? i know that exists an official google 
 group for admob but can't find it for google play game services...



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[android-developers] Re: How to delete a cheat score in google play games Leaderboard?

2015-03-18 Thread jtoolsdev
And here's the web tools (I thought it was also in the prior package but 
its not).
https://github.com/playgameservices/management-tools

On Wednesday, March 18, 2015 at 11:43:40 AM UTC-7, jtoolsdev wrote:

 Try here:
 https://github.com/playgameservices/android-basic-samples


 On Wednesday, March 18, 2015 at 6:57:45 AM UTC-7, saex wrote:

 emmm... what? a web app? test scores?

 I can't find any web app and also who has talked about test scores? i am 
 talking about a cheat score, the game is published for months and the 
 leaderboard too.

 El martes, 17 de marzo de 2015, 19:53:44 (UTC+1), jtoolsdev escribió:

 There's a web app that Google provides source for that will allow you to 
 delete the test scores.  Just look through the docs for the game services 
 and you'll find it.

 On Tuesday, March 17, 2015 at 8:04:15 AM UTC-7, saex wrote:

 I have a fake score in my leaderboard, exists a way to delete it? I 
 only can see how to delete the entire leaderboard, but i just want to 
 delete one score...

 how can this be achieved?

 tamper protection it's active but not hidding the fake score. 
 Normal top scores are over 300 points, and the fake score is 1.400.000.050 
 points or something like that

 thanks

 PD: exists a google groups forum for google play services problems? or 
 google play game services problems? i know that exists an official google 
 group for admob but can't find it for google play game services...



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[android-developers] Re: How to delete a cheat score in google play games Leaderboard?

2015-03-17 Thread jtoolsdev
There's a web app that Google provides source for that will allow you to 
delete the test scores.  Just look through the docs for the game services 
and you'll find it.

On Tuesday, March 17, 2015 at 8:04:15 AM UTC-7, saex wrote:

 I have a fake score in my leaderboard, exists a way to delete it? I only 
 can see how to delete the entire leaderboard, but i just want to delete one 
 score...

 how can this be achieved?

 tamper protection it's active but not hidding the fake score. Normal 
 top scores are over 300 points, and the fake score is 1.400.000.050 points 
 or something like that

 thanks

 PD: exists a google groups forum for google play services problems? or 
 google play game services problems? i know that exists an official google 
 group for admob but can't find it for google play game services...


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[android-developers] Re: Phasing out a subscription

2015-01-07 Thread jtoolsdev
Sounds like a design oversight.  File it as an issue if it hasn't been 
already.

On Wednesday, January 7, 2015 12:55:31 PM UTC-8, Nathan wrote:

 Due to changes in business conditions and agreements with third parties, I 
 need to phase out a yearly subscription. 

 That is, no new people will be allowed to buy. No one will be allowed to 
 renew. A year from now, zero people will own the subscription. 

 I would think I could do this by going to the developer console and 
 marking the subscription sku as Inactive, Deprecated, or something of that 
 nature. 

 But come to find out I can't modify a subscription item in any way. A year 
 from now, therefore, these people will still autorenew.  

 Therefore, no matter how strongly I get the word out, there will *never* 
 be zero subscribers. Even if my app were no longer on Google Play, I think 
 Google would still automatically charge people a year from now. And the 
 terms for subscription require that I support them as long as there is at 
 least one subscriber or my developer account will be suspended. 

 If I have to, I will find all 300 subscribers and manually cancel their 
 subscription so it won't renew. 

 Beware, developers. Do not start any subscription that you cannot support 
 for the rest of *eternity*. Be prepared, even if there is one person left 
 and it will cost you $10,000 a year to maintain. Think twice about any 
 subscription that has dependencies on a third party, however reputable or 
 trustable. In fact, make sure that all subscriptions cost you nothing and 
 are as meaningless as possible. 

 Nathan



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[android-developers] Re: Migrating Android Library projects to Android Studio

2014-12-22 Thread jtoolsdev
I ran into a similar problem but it turned out that just using Organize 
Imports on each of those files did the trick.  And doing so just 
eliminated the .R reference altogether in each file.  Then it built.  Isn't 
changing development environments fun!

On Thursday, December 18, 2014 9:59:58 PM UTC-8, Nathan wrote:

 Okay, well maybe the rest of you have been able to just push a button and 
 your projects build in Android Studio instead of Eclipse. Hasn't happened 
 for me. 

 I think I'm having an extra amount of trouble because I've used an Android 
 Library project, with two other projects that depend on it. 
 Android Studio doesn't seem to handle this well, at least not the same. 

 The latest problem is that the library can't have the same package name as 
 a project that includes it. That seems fair. 

 So I went into the manifest of the library files and changed

 *com.company.product*to
 com.company.product.library 

 Fine so far. 

 Of course I got a gazillion errors

 I couldn't find any way to do this in refactoring tool, so I went through 
 every single affected source file and 
 changed 
 *import com.company.product*.R;
 to 
 *import com.company.product*.library.R;

 I figured that would do the trick. 
 Nope. 

 I still have 103 errors stating. 


 * error: package R does not exist*Now I am not sure why R does not exist. 
 Won't they generate it in library projects?

 Nathan


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Re: [android-developers] Experienced Android developer needed

2014-11-09 Thread jtoolsdev
The proper way to do a contract is to have a signing fee which is very 
standard in the industry.  That way you are always ahead moneywise in the 
game.  If they won't do a signing fee that then you don't want to work for 
them.

On Thursday, November 6, 2014 3:16:34 AM UTC-8, vonguyen wrote:

 Hi Guys, 

 I have worked for this guys in last year. I completed the projects for him 
 but he didn't pay for me. 

 It is a worst guy that I work. 

 Regards,

 O



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Re: [android-developers] Physical address is required for paid apps or in-app purchases

2014-10-07 Thread jtoolsdev
I don't recall that last week it said postal address.   It looks like 
they updated it and added more language to that section in Settings.  AND 
it mentions the address requirement that is in the developer terms so I 
clicked on that link and did search on address and that word is not even in 
the document which still mentions a 48 hour return period too.

On Monday, October 6, 2014 10:19:27 PM UTC-7, Spooky wrote:

 On Fri, Sep 19, 2014 at 05:31:46PM -0400, Dallas Singletary wrote: 
  It has to be a PHYSICAL ADDRESS no PO BOXES 

 I just now saw this thread (haven't been active here for a while) and 
 updated my info.  It specifically says a current valid postal address. 

 If I were to use my physical (home) address, it would NOT be a valid 
 postal address (shipping, yes, USPS, no).  So they got my valid postal 
 address, which is a PO box.  If they insist on my home address, they will 
 be limited to shipping (e.g., FedEx, UPS, etc.). 

 Later, 
--jim 

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Re: [android-developers] Re: Physical address is required for paid apps or in-app purchases

2014-10-02 Thread jtoolsdev
Now says two hours:
https://support.google.com/googleplay/answer/134336

On Wednesday, October 1, 2014 3:18:45 PM UTC-7, Kostya Vasilyev wrote:

 2014-10-02 0:07 GMT+04:00 jtoolsdev brian...@gmail.com javascript:: 
  I still want to know what EU laws they are complying with?  I don't see 
  anything about developer addresses in the letter the EU sent to them. 
  
  Also if you read the new agreement, section 3.7 shows the refund period 
 as 
  48 hours instead of the NEW refund period of 2 hours.  It apparently was 
  left at 48 hours even when it was only 15 minutes (from reviewing the 
  archive). 

 The web version of Play store still shows this after a purchase -- 15 
 minutes. 

  
 If you are not satisfied with this app, it can be returned from your 
 device up to 15 minutes after installation. Refund policy 
 OK 
  


  Kinda sloppy.  Are the Google attorneys fresh out of law school 
  too? 

 48 hours, 15 minutes, pretty close anyway? :) 

 -- K 


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Re: [android-developers] Re: Physical address is required for paid apps or in-app purchases

2014-10-02 Thread jtoolsdev
I'm not an attorney but it looks to me that the section (4.3.2.4) of the EU 
guidelines linked in that issue is only asking to know the place of 
origin.  Hence city, state or country might indeed suffice especially if 
you look at the section preceding.  There is an inference that email might 
do but I don't think that would help much establish place of origin.  
Besides like many other developers I've always listed a support email 
address not only in the listing but in the app itself.

On Thursday, October 2, 2014 12:09:54 AM UTC-7, H wrote:

 I still want to know what EU laws they are complying with?

 Have a look at 
 https://code.google.com/p/android-developer-preview/issues/detail?id=1340#c22


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Re: [android-developers] Re: Physical address is required for paid apps or in-app purchases

2014-10-01 Thread jtoolsdev
I still want to know what EU laws they are complying with?  I don't see 
anything about developer addresses in the letter the EU sent to them.

Also if you read the new agreement, section 3.7 shows the refund period as 
48 hours instead of the NEW refund period of 2 hours.  It apparently was 
left at 48 hours even when it was only 15 minutes (from reviewing the 
archive).  Kinda sloppy.  Are the Google attorneys fresh out of law school 
too?

On Tuesday, September 30, 2014 6:39:26 AM UTC-7, Kostya Vasilyev wrote:

 It looks like the wording conflates two addresses into one --

 -- The address that will be displayed to everyone, even on the Google Play 
 web site, even to users who've not installed your apps... just anyone, I 
 presume.

 -- The address that Google will use for contact, and which won't be shown 
 to random strangers on the web

 Also I am unable to find anything about addresses in the linked Developer 
 Terms either (checked the current US English version).

 Fortunately, Google Wallet / Merchant settings are still separate.

 Don't think there is anything to be done here -- Google is being forced by 
 the EU to comply with its laws.

 The execution is pretty terrible, in my opinion, but I just don't see 
 Google or the EU backtracking on the requirement itself.

 -- K


 2014-09-30 16:58 GMT+04:00 Jose_GD jose.go...@gmail.com javascript::

 Ok, the day arrived. The Physical address field is live in the 
 developer console.

 Below the field you'll find this:

 *Please provide a current, valid postal address where you may be 
 contacted. If you offer apps or in-app items for sale, you are required to 
 provide a postal address under our developer terms 
 https://play.google.com/about/developer-distribution-agreement.html and 
 consumer protection laws; failure to do so may result in the suspension of 
 your account and/or sales of your apps. Please ensure that you keep these 
 details up to date if they change. By providing your email or postal 
 address information, you confirm that you consent to Google publicly 
 displaying or disclosing that information in connection with your apps. *


 You are required to provide a postal address under our developer 
 terms Alright, the terms DON'T mention this nonsense at all! At least 
 in the Spanish version.

 I think I'll put something there, not sure what... Time to start a 
 change.org petition or something like that?


 El lunes, 29 de septiembre de 2014 09:50:34 UTC-3, Jose_GD escribió:

 Ha, I've seen those awesome news too. Answering what I guess:

 1. Email, because Google encourages users to use comments in Play Store 
 alongside ratings and email to ask for support
 2. Google will examine support inquires after users complaining of an 
 unsatisfactory answer. If they think it was urgent, they will email the dev 
 with this: Hey, this was an urgent matter, please answer now to not risk a 
 dev account cancellation


 El viernes, 26 de septiembre de 2014 10:14:36 UTC-3, Kostya Vasilyev 
 escribió:

 But wait, there is more.

 New developer policy -- from September 25 -- has this (new):

 For paid Products or in-app transactions, you must respond to customer 
 support inquiries within three (3) business days, and within 24 hours to 
 any support or Product concerns stated to be urgent by Google. 

 Does anyone know if:

 1 - They mean Google Play comments or email?

 2 - How will the developer know that a particular support request was 
 stated to be urgent by Google?

 -- K




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Re: [android-developers] Re: Physical address is required for paid apps or in-app purchases

2014-09-26 Thread jtoolsdev
There's an article on CNET today about the demands that the EU has made on 
Google.  I've downloaded the PDF of the formal demands and will scrutinize 
it. I'm not sure if the news of these a couple weeks back is why some 
developer's think the physical address has something to do with the EU.  In 
the US, in many locations it's fine to run a side business out of your home 
and have a physical location elsewhere like a mail drop.  Technically a 
mail drop is a physical location since it is where physical 
communications (mail) is available.  Another option if one has friends or 
relatives with an office is to see if you can use that.  If there is a 
inquiry they can say he works at home. 

We used to have some good discussions about these kinds of issues on the 
Android Discuss group which has been dead for two years.  I think we were 
herded over to Groups.  Many who hung out there had long careers in 
software and we frequently criticized Google policies.

On Thursday, September 25, 2014 12:42:47 PM UTC-7, Kostya Vasilyev wrote:

 Yes, Google's communication could be better here. I guess they just don't 
 really care about explaining.

 The reason still looks ridiculous to me -- but dura lex, sed lex, and 
 Google has to comply, and then so do we.

 But it makes me curious -- should I now expect users from Denmark or 
 Greece to show on my doorstep, with their phones in hand, see, this button 
 doesn't work? It's a long trip from there to Russia, and there are bears 
 in the streets, dangerous :)

 It's not clear if Google will accept PO boxes here -- they don't for 
 merchant account addresses -- so we'll see when there actually is a way to 
 enter the address. Right now, it seems like there isn't, and my request for 
 a clarification has not been answered (so far).

 -- K


 2014-09-25 22:55 GMT+04:00 jtoolsdev brian...@gmail.com javascript::

 So if it has to do with European customer protection laws why don't they 
 just say so in the notification AND put a link the law?  Or is that too 
 much work for them?  There seems to be an attitude against people being 
 able to make money on their own and that you MUST work with a big company 
 in the 21st century.  If you have to rent a mailbox then raise your prices 
 to pay for it and let the users know why.  Everyone else is raising their 
 prices including your local sandwich shop.  Yesterday's 99 cent app should 
 be $1.25 by now.

 On Wednesday, September 24, 2014 1:29:33 PM UTC-7, Kostya Vasilyev wrote:

 @Jose - I contacted Play support about it and they explained that it has 
 to do with European customer protection laws, and there is no way they will 
 make any exceptions. So I think you can forget about reverted too.

 @Noby - do you know if it should be under Business Information - Public 
 Profile - Address, or under Legal profile - Payee profile - Address? 
 I'll need to use different addresses there, for personal safety.

 -- K

 2014-09-24 23:45 GMT+04:00 Nobu Games dev.nob...@gmail.com:

 As far as I know, the physical address has to be specified in your Google 
 Wallet Merchant https://wallet.google.com/merchant/ account, that 
 you use for receiving payments from Google Play.


 On Wednesday, September 24, 2014 2:38:24 PM UTC-5, Jose_GD wrote:

 I thinks this is another sign of the insanity a company can get when 
 it grows too big...
 We are less than a week from the deadline and still it isn't possible 
 to find the dreaded Physical address field in the already painful 
 Developer Console (too be fair it got better in some aspects lately)

 Hope this crazy decision gets reverted in the following days

 Cheers

 José
 https://play.google.com/store/apps/developer?id=Jos%C3%A9+Go
 nz%C3%A1lez+D%27Amico


 El jueves, 18 de septiembre de 2014 03:13:56 UTC-3, nagamatu escribió:

 Dear Android Developers,

 I got the following notification at Google play Developer Console.

 | Add a physical contact address Beginning September 30, 2014, you 
 need to add a physical address
 | to your Settings page. After you've added an address, it will be 
 available on your app's detail page to
 | all users on Google Play. If your physical address changes, make 
 sure to update your information on
 | your Settings page. 

 | If you have paid apps or apps with in-app purchases, it's mandatory 
 to provide a physical address 
 | where you can be contacted. If you don't provide a physical address 
 on your account, it may result in
 | your apps being removed from the Play Store.

 I do not want to disclose my home address in public, because I am an 
 individual developer.
 This is privacy issue. I don't understand why Google requires my 
 physical address.

 I disclose my e-mail address and users can contact me. Also I can 
 reply to messages that is written
 in review at Google Play.

 If I am working for a company and office address is disclosed in 
 public, I do not care for it.
 But do you want to know your home address in public?

 # I sent a feedback

Re: [android-developers] Re: Physical address is required for paid apps or in-app purchases

2014-09-25 Thread jtoolsdev
So if it has to do with European customer protection laws why don't they 
just say so in the notification AND put a link the law?  Or is that too 
much work for them?  There seems to be an attitude against people being 
able to make money on their own and that you MUST work with a big company 
in the 21st century.  If you have to rent a mailbox then raise your prices 
to pay for it and let the users know why.  Everyone else is raising their 
prices including your local sandwich shop.  Yesterday's 99 cent app should 
be $1.25 by now.

On Wednesday, September 24, 2014 1:29:33 PM UTC-7, Kostya Vasilyev wrote:

 @Jose - I contacted Play support about it and they explained that it has 
 to do with European customer protection laws, and there is no way they will 
 make any exceptions. So I think you can forget about reverted too.

 @Noby - do you know if it should be under Business Information - Public 
 Profile - Address, or under Legal profile - Payee profile - Address? 
 I'll need to use different addresses there, for personal safety.

 -- K

 2014-09-24 23:45 GMT+04:00 Nobu Games dev.nob...@gmail.com javascript:
 :

 As far as I know, the physical address has to be specified in your Google 
 Wallet Merchant https://wallet.google.com/merchant/ account, that you 
 use for receiving payments from Google Play.


 On Wednesday, September 24, 2014 2:38:24 PM UTC-5, Jose_GD wrote:

 I thinks this is another sign of the insanity a company can get when it 
 grows too big...
 We are less than a week from the deadline and still it isn't possible to 
 find the dreaded Physical address field in the already painful Developer 
 Console (too be fair it got better in some aspects lately)

 Hope this crazy decision gets reverted in the following days

 Cheers

 José
 https://play.google.com/store/apps/developer?id=Jos%C3%A9+
 Gonz%C3%A1lez+D%27Amico


 El jueves, 18 de septiembre de 2014 03:13:56 UTC-3, nagamatu escribió:

 Dear Android Developers,

 I got the following notification at Google play Developer Console.

 | Add a physical contact address Beginning September 30, 2014, you need 
 to add a physical address
 | to your Settings page. After you've added an address, it will be 
 available on your app's detail page to
 | all users on Google Play. If your physical address changes, make sure 
 to update your information on
 | your Settings page. 

 | If you have paid apps or apps with in-app purchases, it's mandatory 
 to provide a physical address 
 | where you can be contacted. If you don't provide a physical address 
 on your account, it may result in
 | your apps being removed from the Play Store.

 I do not want to disclose my home address in public, because I am an 
 individual developer.
 This is privacy issue. I don't understand why Google requires my 
 physical address.

 I disclose my e-mail address and users can contact me. Also I can reply 
 to messages that is written
 in review at Google Play.

 If I am working for a company and office address is disclosed in 
 public, I do not care for it.
 But do you want to know your home address in public?

 # I sent a feedback about objection for this requirement. 

 --
 nagamatu




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Re: [android-developers] Physical address is required for paid apps or in-app purchases

2014-09-20 Thread jtoolsdev
As one of the developers whose software was pirated a couple years back 
(wondered where all those millions of dollars went) Google provided my 
address to the FBI who sent the same letter than they emailed me and a 
pamphlet about their anti-piracy activities.  DHS should  have no problem 
getting your home address.  There is really no need to post the developer's 
physical address because Google already has it.  This is probably a 
mis-management issue (as if Google doesn't have a lot of those).

On Friday, September 19, 2014 4:58:57 PM UTC-7, Mark Phillips wrote:

 Dallas,

 I completely agree. 

 The only reason I can think they want this information is for Homeland 
 Security or something related. When one rents a box at MBE or the PO, one 
 has to show valid id like driver's license or passport or something with a 
 photo. If you app incites riots or takes over an airplane and holds the 
 passengers for ransom, then they know where you live and how to find you. 
 It can't be to send you a monthly check.;)

 Mark

 On Fri, Sep 19, 2014 at 4:12 PM, Dallas Singletary devd...@gmail.com 
 javascript: wrote:

 Completely understand what your are saying Mark. Sorry I misunderstood, I 
 was just stating that per Google(Via Email), I could not use my PO Box I 
 would need to add a home/business address with a street number and name. 
 For me, I will just use my local post offices' address and put C/O General 
 Delivery and just go pick the mil up from the post office so I don't have 
 to expose my home address. I am a Google  Android Enthusiast but,this is 
 kinda an unnessery pain for Developers.

 Best Regards,
 Dallas 
 On Sep 19, 2014 6:35 PM, Mark Phillips ma...@phillipsmarketing.biz 
 javascript: wrote:

 The PO Box I meant has a physical address. For example, Mailboxes Etc 
 and many other similar places offer a real street address and suite number. 
 No different than any other business address. I did not mean a box at the 
 Post Office. MBE charges about $13/month for the smallest personal box. 
 There are other similar stores that cost less. And you can call to see if 
 you have any mail, so you don't have to go there until someone sends you a 
 letter bomb...;)

 I totally understand that this is an onerous pain-in-the*** hoop that we 
 have to jump through. Just one more reason to dislike Google. However, as I 
 have seen over the years on this list, it is VERY hard to argue with 
 Google, let alone find a way to start a discussion. So, I was just trying 
 to provide a helpful suggestion to meet the requirements of the new rule.

 Mark

 On Fri, Sep 19, 2014 at 2:31 PM, Dallas Singletary devd...@gmail.com 
 javascript: wrote:

 It has to be a PHYSICAL ADDRESS no PO BOXES  and I can't find out were 
 to add the address I don't see a place in settings to add an address. Of 
 course you could use your local post offices address and just put C/O 
 General Delivery 
 On Sep 19, 2014 5:21 PM, Kostya Vasilyev kman...@gmail.com 
 javascript: wrote:

 Not just a blatant privacy violation.

 They're putting developers' lives at risk.

 Not every developer lives in relatively safe place like the US, or 
 Western Europe. The world is larger than that, and there are places where 
 criminal activity is relatively high.

 It's quite easy for someone to do the math, multiplying an app's price 
 by its install count, and then to pay a visit to the developer -- with 
 the 
 intent of extortion, racket, theft, or other criminal activity.

 A PO box won't work for me personally, and Google may not accept them 
 either.

 -- K


 2014-09-20 1:00 GMT+04:00 Mark Phillips ma...@phillipsmarketing.biz 
 javascript::

 Rent a post office box near where you live. Then call it a suite in 
 your address. You can pick up the mail once a week. Not a big deal.

 I completely agree about the privacy issue with using your home 
 address. I wouldn't use my home address, nor my private email address. 

 Mark
 On Sep 17, 2014 11:24 PM, nagamatu naga...@gmail.com javascript: 
 wrote:

 Dear Android Developers,

 I got the following notification at Google play Developer Console.

 | Add a physical contact address Beginning September 30, 2014, you 
 need to add a physical address
 | to your Settings page. After you've added an address, it will be 
 available on your app's detail page to
 | all users on Google Play. If your physical address changes, make 
 sure to update your information on
 | your Settings page. 

 | If you have paid apps or apps with in-app purchases, it's 
 mandatory to provide a physical address 
 | where you can be contacted. If you don't provide a physical 
 address on your account, it may result in
 | your apps being removed from the Play Store.

 I do not want to disclose my home address in public, because I am an 
 individual developer.
 This is privacy issue. I don't understand why Google requires my 
 physical address.

 I disclose my e-mail address and users can contact me. Also I can 
 reply to messages 

[android-developers] Re: Google Cancelled this Order. Reason: Other

2013-07-09 Thread jtoolsdev
Looks to me that most of these I've had are due to using a credit card that 
had expired, incorrectly entered or maybe even stolen.

- Brian

On Friday, July 5, 2013 9:48:24 AM UTC-7, Nathan wrote:

 I've always gotten a few of these orders. I have never known what the heck 
 that means or what kind of confusing message the end user gets in that 
 situation 

 However, yesterday, July 4th, I have over a hundred in one day. Many of 
 them are the same unlucky people trying up to ten times. They outnumbered 
 the successful orders. 

 Maybe other means our guy who usually approves such orders is out buying 
 fireworks

 I wanted to check here to see if anyone is seeing the same pattern.

 I believe there was a rash of them last fall and a number of us saw them 
 in big numbers. 

 Nathan


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[android-developers] Re: Some tablets marked as Incompatible in Play Store, but not in Developer Console

2013-05-23 Thread jtoolsdev
For one app I have two APKs, one for 10 tablets and another for everything 
else.  To get that working properly I uploaded a draft hello world app 
testing two different manifest settings to see the supported devices.  Now 
they have implemented  BETA and ALPHA version APKs you can test that way 
too.  For the two APKs to work properly I had to do things just a little 
differently than described in the documentation due to higher density 
smaller tablets.  Then I had a customer with a 10 tablet with too low a 
resolution.  Turns out this tablet though it came with Play isn't even 
listed as a supported device.

On Thursday, May 23, 2013 9:07:40 AM UTC-7, jjbunn wrote:



 On Thursday, May 23, 2013 2:52:26 AM UTC-7, al wrote:

 Funny, you seem to ask for help but don't want to try the suggestions 
 insisting it's Googles problem and thinking they would solve it...


 I'm not insisting on anything, I'm just trying to find out what has 
 changed. Uninformed speculative suggestions are not super helpful since 
 implementing them risks screwing up things for many users.
  


 Looking at your manifest, I think there may be problems regarding screen 
 compatibility mode. See 
 http://developer.android.com/guide/practices/screen-compat-mode.html and 
 http://android-developers.blogspot.de/2011/07/new-mode-for-apps-on-large-screens.html
 .


 Thanks for the links.
  


 Now, why does the problem occur without changes to the manifest? Yes, 
 there may have been changes made by Google. However, I would not wait until 
 Google fixes the problem. That's not necessarily Googles strength. It may 
 even be the case that Google does not think it does something wrong.


 By definition, Google can not do anything wrong since it's their system 
 - I'm just trying to work with it. All I need to know is what to change to 
 comply with whatever is new. I'm certainly not going to wait for them to 
 revert back.
  


 Instead, I would add a supports-screens element and set 
 android:targetSdkVersionhttp://developer.android.com/guide/topics/manifest/uses-sdk-element.html#target.
  
 The values you should use depend on your app. I also would use a current 
 sdk version to build the app.

 Achim


 Thanks for the advice - I think what I may do is try your suggestion with 
 one of my other less well used apps, to see if it fixes the problem for 
 that app.

 Julian
  


 Am Mittwoch, 22. Mai 2013 17:56:30 UTC+2 schrieb Julian Bunn:

 Hi Bob ... thanks for the input. I really don't want to set such a high 
 minSdk as then I would lose many of my 10,000 customers, who are running 
 older versions of the OS.

 It's been a few days since this tablet problem appeared so I'm going to 
 check back with those customers to see if the app availability in the Play 
 Store has changed in the meantime. 



 On Tuesday, May 21, 2013 7:39:58 AM UTC-7, bob wrote:

 I agree that *it probably does not have to do with the 2.2 build*.

 I was having the same problem and was using the 2.2 build.

 However, I switched from 2.2 to 4.2 SDK, and this did not remedy the 
 problem.

 However, I was able to sort of remedy the problem by setting

 minSdkVersion=15
 targetSdkVersion=15

 You might want to try that as an experiment.

 Thanks.


 On Monday, May 20, 2013 2:15:43 PM UTC-5, jjbunn wrote:

 I don't think it has anything to do with the 2.2 build (what makes you 
 think it does?) as I already tried a version targeting 4.0 and the result 
 was the same.

 My users report that there are several other apps in the Play Store 
 that are now marked as incompatible for their tablets, which were 
 compatible a few days ago.

 So, my impression is that the problem is in the Play Store, but I'd 
 love to be wrong, because then I could fix it myself!

 Julian


 On Monday, May 20, 2013 10:41:46 AM UTC-7, Jonathan S wrote:

 Problem is Android 2.2 SDK build. You can built it on 4.0 and keep 
 minimum API level. Just be very careful.

 On Monday, May 20, 2013 12:50:39 PM UTC-4, jjbunn wrote:

 I uploaded a new APK for one of my apps on Friday. There was no 
 change 
 to the manifest or build settings for the app, but some of my 
 customers using tablets like the Note 10 and Nexus 10 tell me that 
 the 
 new APK is marked as incompatible in the Google Play store, whereas 
 they were happily using the previous version on those devices. 

 In my Android Developer Console, the APK is marked as being 
 compatible 
 with those tablets (in fact it is marked as compatible with over 
 2000 
 devices, and incompatible with 0 (zero)). 

 So I am very puzzled what has happened, and would really appreciate 
 some help :-) 

 Here is the Manifest. I build with the Android 2.2 SDK. 

 ?xml version=1.0 encoding=utf-8? 
 manifest xmlns:android=http://schemas.android.com/apk/res/android; 

   package=com.xxx.xxx.xxx 
   android:installLocation=auto 
   android:versionCode=76 android:versionName=5.9.2 
uses-permission 
 

Re: [android-developers] Re: Error installing Android Studio Preview version

2013-05-18 Thread jtoolsdev
Yes I saw the reply to yourself however the posts on Google+ mentioned that 
the Oracle version needed to be installed.  Also the Android developer site 
has been ambivalent about upgrading Ubuntu probably due to Unity.  I have 
looked at other versions. 

On Saturday, May 18, 2013 8:17:46 AM UTC-7, Matt Kevins wrote:

 I'm not sure you saw my reply to myself.. but I did get it working on 
 Ubuntu 12.10. I didn't realize that I didn't have OpenJDK installed. I had 
 thought I did because the JRE package name had the letters JDK (OpenJDK). 
 Once I installed the actual OpenJDK from the repos, Android Studio 
 installed and worked, despite the warning message about using the OpenJDK 
 in place of Oracle's.

 As a side note, I am 12.10 Ubuntu Studio (which uses XFCE instead of 
 Unity). I highly recommend it if you don't like the direction that they're 
 going with Unity.

 On Friday, May 17, 2013 3:31:23 PM UTC-4, jtoolsdev wrote:

 On Ubuntu it's the .sh but I hadn't tried any troubleshooting.  Just 
 wanted to see if it worked out of the box.  The .sh file warns about using 
 OpenJDK.  I have Oracle installed but probably not the version it is 
 looking for (upgrading Java 64-bit can be a pain).I'm still using 10.04 
 Ubuntu since Unity is not a developer's GUI.  Looks like the .sh file needs 
 some mods to give the correct error message.  More on this over on the 
 Google+ comments to the blog article.


 On Thursday, May 16, 2013 6:05:22 PM UTC-7, Paul-Peter Tournaris wrote:

 Basically it's the bat configuration that they use on Android Studio. If 
 you check it (inside the bin folder of Android Studio) you will see where 
 it checks for JDKs and you will be able to solve the problem!


 On Fri, May 17, 2013 at 3:56 AM, jtoolsdev brian...@gmail.com wrote:

 So what might break if the Java configuration is changed?  Changing 
 Java configurations is not something that developers do everyday.  There 
 probably needs to be more complete instructions.  Eclipse works fine with 
 my current configuration.  I may wait on Studio until I see what problems 
 and solutions others have.


 On Thursday, May 16, 2013 12:50:29 PM UTC-7, Matt Kevins wrote:

 I am following the instructions for installing Android Studio Preview 
 on Linux. I am running Ubuntu 12.10 64 bit. This is the specific message 
 I 
 got:

 'tools.jar' is not in the Android Studio classpath.
 Please ensure JAVA_HOME points to JDK rather than JRE.


 I then tried:

 export JAVA_HOME=/usr/lib/jvm/**default-java


 based on advice on askubuntu.com, to no avail. Does anyone know what 
 the issue might be, or how I can go resolving this? I would really like 
 to 
 try out Android Studio, since it looks really cool based on the 
 presentation during the IO keynote.

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[android-developers] Re: App not compatible on Samsung GT-P3110

2013-05-17 Thread jtoolsdev
Though that device is only 1024x600 maybe Play sees it as an xlargeScreen.  
I've found much of the recommendations and settings not to work as the docs 
advertise.  I would suggest creating a draft application so you can play 
with manifest settings to get a list of compatible devices. 

On Thursday, May 16, 2013 12:23:45 AM UTC-7, Avinhood wrote:

 Hi,

 Please help me on this. I have an app on Play which is not compatible on a 
 this specific device Samsung  GT-P3110, a 7tab.

 Its compatible on other tabs and devices and on Samsung devices too.

 I know that we have to include this code in the Manifest.
 supports-screens
 android:anyDensity=true
 android:largeScreens=true
 android:normalScreens=true
 android:resizeable=true
 android:smallScreens=true 
 /supports-screens
 I have not used this code in the manifest yet but doubt if the problem due 
 to this.

 Please help or throw some light on this issue.



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Re: [android-developers] Re: Error installing Android Studio Preview version

2013-05-17 Thread jtoolsdev
On Ubuntu it's the .sh but I hadn't tried any troubleshooting.  Just wanted 
to see if it worked out of the box.  The .sh file warns about using 
OpenJDK.  I have Oracle installed but probably not the version it is 
looking for (upgrading Java 64-bit can be a pain).I'm still using 10.04 
Ubuntu since Unity is not a developer's GUI.  Looks like the .sh file needs 
some mods to give the correct error message.  More on this over on the 
Google+ comments to the blog article.


On Thursday, May 16, 2013 6:05:22 PM UTC-7, Paul-Peter Tournaris wrote:

 Basically it's the bat configuration that they use on Android Studio. If 
 you check it (inside the bin folder of Android Studio) you will see where 
 it checks for JDKs and you will be able to solve the problem!


 On Fri, May 17, 2013 at 3:56 AM, jtoolsdev brian...@gmail.comjavascript:
  wrote:

 So what might break if the Java configuration is changed?  Changing Java 
 configurations is not something that developers do everyday.  There 
 probably needs to be more complete instructions.  Eclipse works fine with 
 my current configuration.  I may wait on Studio until I see what problems 
 and solutions others have.


 On Thursday, May 16, 2013 12:50:29 PM UTC-7, Matt Kevins wrote:

 I am following the instructions for installing Android Studio Preview on 
 Linux. I am running Ubuntu 12.10 64 bit. This is the specific message I got:

 'tools.jar' is not in the Android Studio classpath.
 Please ensure JAVA_HOME points to JDK rather than JRE.


 I then tried:

 export JAVA_HOME=/usr/lib/jvm/**default-java


 based on advice on askubuntu.com, to no avail. Does anyone know what 
 the issue might be, or how I can go resolving this? I would really like to 
 try out Android Studio, since it looks really cool based on the 
 presentation during the IO keynote.

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[android-developers] Re: Error installing Android Studio Preview version

2013-05-16 Thread jtoolsdev
So what might break if the Java configuration is changed?  Changing Java 
configurations is not something that developers do everyday.  There 
probably needs to be more complete instructions.  Eclipse works fine with 
my current configuration.  I may wait on Studio until I see what problems 
and solutions others have.

On Thursday, May 16, 2013 12:50:29 PM UTC-7, Matt Kevins wrote:

 I am following the instructions for installing Android Studio Preview on 
 Linux. I am running Ubuntu 12.10 64 bit. This is the specific message I got:

 'tools.jar' is not in the Android Studio classpath.
 Please ensure JAVA_HOME points to JDK rather than JRE.


 I then tried:

 export JAVA_HOME=/usr/lib/jvm/default-java


 based on advice on askubuntu.com, to no avail. Does anyone know what the 
 issue might be, or how I can go resolving this? I would really like to try 
 out Android Studio, since it looks really cool based on the presentation 
 during the IO keynote.


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[android-developers] Re: Total User Installs decreasing

2013-01-12 Thread jtoolsdev
Kinda bad for a company famous for its Internet services.  I'm seeing it 
too.

On Saturday, January 12, 2013 12:59:55 PM UTC-8, Iain King wrote:

 My total user installs on an app has gone down by 2 over the last couple 
 of weeks.  I have no cancelled orders or anything like that; anyone know 
 how this is possible?


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

2012-12-29 Thread jtoolsdev
Of course that tuner is DVB which will work in Europe but they don't have 
an ATSC Android tuner which one would need in the US.  They do have one for 
laptops.

On Friday, December 28, 2012 2:08:31 PM UTC-8, bob 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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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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[android-developers] Emulators limited to 1280x800?

2012-12-27 Thread jtoolsdev
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] Emulators limited to 1280x800?

2012-12-27 Thread jtoolsdev
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.comjavascript: 
 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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[android-developers] Re: android emulator

2012-12-22 Thread jtoolsdev
Do you mean an emulator that does not require someone to download the whole 
SDK just to test or review your app?  A reviewer used the Bluestacks beta 
last year to review one of my apps and I provided him a review copy of the 
app and instructions on how to install it using Bluestacks.

On Tuesday, December 18, 2012 7:18:27 AM UTC-8, bharani wrote:

 Hi,

 For android application testing is there any free open source emulators .

 -- 
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[android-developers] Nexus 10 and screen size qualifiers

2012-12-17 Thread jtoolsdev
We really need a tool determine how Google Play will filter our screen size 
qualifiers before we update our APKs.  I have two APKs for an app.  One is 
for devices with screens less than 10 in size and one for those of 10 or 
larger.  This has worked fine for a year but now I'm learning that the 
Nexus 10 is excluded due to it's higher density.  If I add two extra 
qualifiers for the higher density xlarge then 7 devices may get this APK 
(they did before I solve this a year ago) and and the user gets a cropped 
display.  The APK for smaller screens uses page view displays and the 
xlarge APK has everything on one landscape screens using fragments.  I 
would like to know in advance if adding the two extra qualifiers are going 
to break my 7 users.  Note that the Supporting Multiple Screens 
documentation shows 7 to 10 screens overlapping.  This was not a problem 
until these higher density 10 for some reason started appearing even 
though they only have 1280x800 displays (which should be 160dpi for 10 
device).

So a tool to help would be much appreciated rather than making our users 
guinea pigs.

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[android-developers] Re: Wrong resolution ???

2012-11-23 Thread jtoolsdev
Probably confusion.  It's kind of hard to sort out information from those 
documents.  In fact I found that emulators and real devices were picking up 
different dimens.xml files I was using for setting font sizes than what the 
documentation claimed.  Fortunately this had also been discovered by other 
developers on Stackoverflow and with provided solutions.

Samsung seems to be a major culprit in designing devices that are tricky to 
create emulators for.  They really need to supply emulator images for the 
devices that don't fall in line with Android standard pixel densities.  
However as I read recently Google is changing the licensing to prevent 
this.  If you are familiar with the hardware industry they do this to 
differentiate their different models which benefits marketing but not 
developers or consumers.

On Friday, November 23, 2012 10:37:30 AM UTC-8, RichardC wrote:

 What does android.util.DisplayMetrics:
 http://developer.android.com/reference/android/util/DisplayMetrics.html

 give you?


 On Friday, November 23, 2012 6:04:50 PM UTC, Fran wrote:

 Hi there, 

 I have an emulator instance that seems to be reporting wrong resolution, 
 but I am not sure if it is a problem of the emulator or may be also a 
 problem in an actual device with same setup since I have no one. I use 
 this code to get the resolution: 

 getWindowManager().getDefaultDisplay().getWidth() 
 getWindowManager().getDefaultDisplay().getHeight() 

 The emulator tries to be like a Samsung Galaxy Tablet with 10'1 inches 
 screen and 1280x800 resolution, with software buttons. The problem is 
 that putting it on landscape mode (pressing ctrl+f12, you know), and 
 executing my app, it reports following resolution: 

 1238x752 

 I would understand that 752 due these 48 pixels being reserved for the 
 software buttons, but the 1238 has no sense at all: software buttons are 
 put just in one position depending on device orientation, not both... 

 Do you think it is just an emulator bug or may I found this situation on 
 actual devices? 

 Thanks a lot in advance, 





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[android-developers] Emulator for Samsung GT-P3100 7

2012-11-23 Thread jtoolsdev
I have a customer who reports that with my recent update the menu icon has 
disappeared.  I'm assuming the whole bottom bar has disappeared.  However 
my update took that into account and the target SDK is set at 11 and the 
build SDK for 9.  I'm using the support-4 jar.  The configuration for this 
device (some places referred to as the Galaxy 2 7 ) seems about the same 
as a Nexus 7.  However the Nexus 7 emulator does not replicate this 
problem.  I'm assuming that the device is picking up the wrong dimens.xml  
and thus actually pushing off the entire bottom bar.   Some what is the 
oddity about the GT-P3100?  

It took a bit of experimentation to get emulators to select the proper 
dimens.xml folder as they apparently don't work the way the documentation 
say they do.  For instance my Galaxy Nexus phone needed a values-sw360p 
folder not a 320p as suggested in the docs.

I'm also hoping that the new licensing for manufacturers that Google 
announced the other day put an end to these wildass pixel densities that 
give developers headaches.

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Re: [android-developers] Re: In search of Nexus 10 ADB drivers

2012-11-23 Thread jtoolsdev
What do we do for Linux?  I get the Camera folder for a Galaxy Nexus 
opening on Ubuntu 10.04 but with my other devices I could get the whole SD 
card.  It also refuses to copy the JPG picture files though it will copy 
the video files.  I read this has something to do with MTP.

On Friday, November 23, 2012 9:50:15 AM UTC-8, Romain Guy (Google) wrote:

 MTP should work. All my devices are set to MTP and work just fine with adb.


 On Fri, Nov 23, 2012 at 8:46 AM, b0b pujos@gmail.com javascript:wrote:

 Fixed: after 1h of uncessuful googling and WTFs, ADB finally recognized 
 the device I change Settings  Stogae  Menu  USB Computer connection to 
 Camera (PTP).

 The default is Media Device (MTP) and prevent ADB to find the dvice...

 WTF.

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Re: [android-developers] Re: Wrong resolution ???

2012-11-23 Thread jtoolsdev
I was looking for it earlier but haven't found it yet.  I don't know if you 
are declaring any dimens.xml but do you have a navigation bar on right when 
landscape?  That would account for the 1238 resolution.  Then the top is 
for the status bar or whatever it is being called these days.  And 160 dpi 
is correct.  In my case I need for the app to use the correct dimens.xml 
file but it wasn't working as advertised.

On Friday, November 23, 2012 11:46:12 AM UTC-8, Fran wrote:

  On 11/23/2012 07:52 PM, jtoolsdev wrote:
  
 Probably confusion.  It's kind of hard to sort out information from those 
 documents.  In fact I found that emulators and real devices were picking up 
 different dimens.xml files I was using for setting font sizes than what the 
 documentation claimed.  Fortunately this had also been discovered by other 
 developers on Stackoverflow and with provided solutions.

 Erm... do yo think that any of those may be useful for my case? have you 
 got any links?

 Thanks in advance,


 Samsung seems to be a major culprit in designing devices that are tricky 
 to create emulators for.  They really need to supply emulator images for 
 the devices that don't fall in line with Android standard pixel densities.  
 However as I read recently Google is changing the licensing to prevent 
 this.  If you are familiar with the hardware industry they do this to 
 differentiate their different models which benefits marketing but not 
 developers or consumers.

 On Friday, November 23, 2012 10:37:30 AM UTC-8, RichardC wrote: 

 What does android.util.DisplayMetrics: 
 http://developer.android.com/reference/android/util/DisplayMetrics.html

  give you?


 On Friday, November 23, 2012 6:04:50 PM UTC, Fran wrote: 

 Hi there, 

 I have an emulator instance that seems to be reporting wrong resolution, 
 but I am not sure if it is a problem of the emulator or may be also a 
 problem in an actual device with same setup since I have no one. I use 
 this code to get the resolution: 

 getWindowManager().getDefaultDisplay().getWidth() 
 getWindowManager().getDefaultDisplay().getHeight() 

 The emulator tries to be like a Samsung Galaxy Tablet with 10'1 inches 
 screen and 1280x800 resolution, with software buttons. The problem is 
 that putting it on landscape mode (pressing ctrl+f12, you know), and 
 executing my app, it reports following resolution: 

 1238x752 

 I would understand that 752 due these 48 pixels being reserved for the 
 software buttons, but the 1238 has no sense at all: software buttons are 
 put just in one position depending on device orientation, not both... 

 Do you think it is just an emulator bug or may I found this situation on 
 actual devices? 

 Thanks a lot in advance, 



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[android-developers] Re: Emulator for Samsung GT-P3100 7

2012-11-23 Thread jtoolsdev
Solved.  I was able to replicate the problem using the 7 WSVGA tablet 
image under the Device Definitions.  Interesting thing and possibly a bug 
in the image is that I couldn't even get a navigation bar with version 
4.0.3 which is what the user has and that was on any app including the 
built in ones.  With 4.2 installed the navigation bar came back and the 
menu overflow displayed.  

The blog item Say Goodbye to the Menu Button could use a rewrite.  Even 
the writer admits the whole thing is a bit confusing.  For my app I had set 
the targetSDK in the manifest to 11 and setting it back to 9 solved the 
problem.  This needs to be sorted out and made clearer in the docs.

On Friday, November 23, 2012 11:26:53 AM UTC-8, jtoolsdev wrote:

 I have a customer who reports that with my recent update the menu icon has 
 disappeared.  I'm assuming the whole bottom bar has disappeared.  However 
 my update took that into account and the target SDK is set at 11 and the 
 build SDK for 9.  I'm using the support-4 jar.  The configuration for this 
 device (some places referred to as the Galaxy 2 7 ) seems about the same 
 as a Nexus 7.  However the Nexus 7 emulator does not replicate this 
 problem.  I'm assuming that the device is picking up the wrong dimens.xml  
 and thus actually pushing off the entire bottom bar.   Some what is the 
 oddity about the GT-P3100?  

 It took a bit of experimentation to get emulators to select the proper 
 dimens.xml folder as they apparently don't work the way the documentation 
 say they do.  For instance my Galaxy Nexus phone needed a values-sw360p 
 folder not a 320p as suggested in the docs.

 I'm also hoping that the new licensing for manufacturers that Google 
 announced the other day put an end to these wildass pixel densities that 
 give developers headaches.



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[android-developers] Re: New Proguard scheme breaks Log message removal

2012-08-27 Thread jtoolsdev
It gets broken again if you use the support libraries.  Those don't seem to 
like proguard-android-optimize.txt and Proguard fails thought it won't with 
the proguard-android.txt file used.  But the latter will leave the Log 
calls in.  We need a way to make it work when we use the support libraries.

On Monday, April 23, 2012 12:33:17 PM UTC-7, jtoolsdev wrote:

 One of the techniques that I have been using to remove Log messages is to 
 use:

 -assumenosideeffects class android.util.Log {
 public static int v(...);
 public static int i(...);
 public static int w(...);
 public static int d(...);
 }

 This is a very useful way of leaving Log messages intact until you ship.   
 So according to the instructions for the new way of using Proguard I put 
 the above in the proguard-project.txt file.  For some reason it no longer 
 removes the calls to Log.  To be sure that the proguard-project.txt 
 commands got processed I added a line of junk afterwards and indeed 
 Proguard stopped on that line issuing an error.  So why isn't this working 
 any more?



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[android-developers] Re: Top Developer?

2012-06-27 Thread jtoolsdev
It wouldn't surprise me if the qualification went first to companies that 
have a tech support division.  IOW, larger companies.  Probably later for 
smaller developers.  Correct me if you know of any bedroom developers who 
are top developers.  There might be  a tendency for less experienced 
developers to flame those who post negative comments causing an experience 
Google doesn't want.

On Friday, June 22, 2012 1:34:48 PM UTC-7, Robert Nekic wrote:

 Is there a process for being considered for the Top Developer designation 
 on Google Play?   The only reference to it that I can find is here (
 http://support.google.com/googleplay/android-developer/bin/answer.py?hl=enanswer=1295940)
  and 
 all it says on the matter is they are chosen by the Google Play team.   
 Does one simply hope to accidentally catch the eye of someone on the team 
 or is there a nomination process or what?






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[android-developers] Re: Problem stripping Log calls with ProGuard

2012-04-24 Thread jtoolsdev
BTW, this method no longer works with the new scheme of using Proguard.  
Anyone  know why?

On Wednesday, March 9, 2011 5:29:50 AM UTC-8, Marcin Orlowski wrote:

 Hi,

 I try to strip all log calls from release app using proguard
 (-assumenosideeffects) i noticed not all is removed. Some cases are
 clearly understandable to left some traces i.e. Log.i(foo + bar());
 one, but I wonder what I can do (except manually comenting it out)
 this:

 if( ... )
 {
   ... some code ...
 } else {
   Log.d(foo);
 }

 To my understanding there's no reason to not remove Log call, but it
 remains there. My first thought was PG got some sort of problems
 stripping the only code from the else cause, but I spotted it happened
 sometimes when I got some code (method call) around too. For smaller
 apps I can track these left-overs down by hand but for bigger is pure
 time consuming process to reverse own app and go thru smali code.
 Anyone got idea what could I can do to get above sorted

 -- 
 Regards,
 Marcin Orlowski


On Wednesday, March 9, 2011 5:29:50 AM UTC-8, Marcin Orlowski wrote:

 Hi,

 I try to strip all log calls from release app using proguard
 (-assumenosideeffects) i noticed not all is removed. Some cases are
 clearly understandable to left some traces i.e. Log.i(foo + bar());
 one, but I wonder what I can do (except manually comenting it out)
 this:

 if( ... )
 {
   ... some code ...
 } else {
   Log.d(foo);
 }

 To my understanding there's no reason to not remove Log call, but it
 remains there. My first thought was PG got some sort of problems
 stripping the only code from the else cause, but I spotted it happened
 sometimes when I got some code (method call) around too. For smaller
 apps I can track these left-overs down by hand but for bigger is pure
 time consuming process to reverse own app and go thru smali code.
 Anyone got idea what could I can do to get above sorted

 -- 
 Regards,
 Marcin Orlowski



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Re: [android-developers] Re: Supporting Galaxy Note Issues Due To It Displaying Itself as a LARGE screen layout.

2012-03-15 Thread jtoolsdev
It would be nice to have a tool that we can confirm how these display 
qualifiers will show up on Play before we actually upload.  Otherwise it 
could be trial and error.  I recently had someone get the Honeycomb version 
I created for 10 and larger minimum 720p screens who has a 1024x600 7 and 
of course that version crops the right side and bottom of the screen.  He 
should have gotten the other version that is tabbed and will work fine with 
smaller screens.  The qualifier didn't filter.

On Tuesday, February 7, 2012 4:33:37 PM UTC-8, Dianne Hackborn wrote:

 On Sun, Feb 5, 2012 at 5:42 AM, albnok  wrote:

 Er... since when could we do that? As far as I know the exact
 qualifiers only came about in Android 3.2.

 layout-large-port-xhdpi-1280x800

 I am thinking layout-large-port-xhdpi would make sense, though.


 You should never, ever see a resource qualifier like that.  That is, 
 frankly, insane.

 Also mixing density with screen size almost certainly means you are doing 
 something on.  I can guarantee that you that there will be device 
 configurations in the future that break with such things, because density 
 has *nothing* to do with screen size.

 The first this is please, please read the documentation and my blog post 
 here: 
 http://android-developers.blogspot.com/2011/07/new-tools-for-managing-screen-sizes.html

 The blog post includes examples of how to use the new selectors in a 
 compatible way with older devices.

 Also, yes, the large size bucket is problematic, as the blog post 
 discusses.  There isn't anything we can do to help this for older versions 
 of the platform. My suggestion if you need to deal with this is to just 
 fall back on doing it programmatically -- define two layouts that are not 
 qualified by screen size, and when your code runs look at the actual screen 
 size (converted to dp units) and pick the one to use based on that.

 Or alternatively, just forget about large, code against xlarge and the new 
 -sw qualifier, and make sure your normal layout resizes reasonably when 
 running on a larger screen.

 -- 
 Dianne Hackborn
 Android framework engineer

 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.



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Re: [android-developers] Re: What to use for supports-screens so that only 10 screens an alternatate APK?

2012-03-11 Thread jtoolsdev
All the support article says is that Play isn't currently supporting the dp 
based attribute.  It hasn't been deprecated.  Neither does it support what 
appears to be the shorthand qualifiers.  It does suggest that I should 
have the screen size qualifiers for this situation.  Again at least a 
utility that will report how this will work on Play would be much 
appreciated rather that trial and error.

On Saturday, March 10, 2012 2:35:47 PM UTC-8, Kostya Vasilyev wrote:

 Those are very good questions for the Play team, unfortunately, there 
 seems to be no good place to get them answered.

 Other than that, looking at your manifest snippet:

 The dp based attribute:

 Unsupported, and is documented as such.

 The large vs. extra large:

 Is the typical 7 1024 by 600 mdpi screen really just large, without the 
 extra, which is my understanding from reading the docs? Have you tried to 
 verify it?

 Is the particular user's device just large, without the extra? Have you 
 tried to find out?

 Have you ruled out the possibility of custom firmware with bugs or an 
 unnatural density setting?
 11.03.2012 2:21 пользователь jtoolsdev написал:

 Problem is that you don't know whether they will actually work or not?  
 And why even announce new qualifiers unless they've been activated in the 
 market?  Why not add the checks to the emulators?  That's actually what I 
 expected to happen but soon learned it didn't work.  Here's what I did and 
 doesn't work:
supports-screens
 android:largeScreens=false
 android:normalScreens=false
 android:requiresSmallestWidthDp=720
 android:smallScreens=false
 android:xlargeScreens=true /

 On Thursday, March 8, 2012 7:28:19 PM UTC-8, jtoolsdev wrote:

 I have now had a report that someone with the 1024x600 Samsung 6200 got 
 the APK intended for the 10 and larger size screens.  With that APK the 
 layout uses Fragments to put all the display elements on one page and on a 
 1024x600 screen the display gets cropped on the right and bottom.  The 
 other APK for smaller screens uses a tabbed layout to access the different 
 elements.  So the current set of supports-screens setting aren't keeping 
 the 6200 from getting the Honeycomb APK.

 What I would like to do is change the manifest for both versions so that 
 1) only 10 or larger screens on devices using Honeycomb and up will get 
 the APK using Fragments and 2) everything else should get the tabbed 
 display APK.  There is also the problem of the devices now appearing that 
 are 7 but 1280x800 and there the whole layout using Fragments will be 
 complete but a bit hard to navigate at that size and they should have the 
 tabbed display instead.  I would also like the tabbed version handle up to 
 Ice Cream Sandwich (and beyond).   So what exactly should the 
 supports-screens elements be for the 10 version to make sure ONLY 10 
 displays or larger (such as Google TV) get that APK? 

 Thanks,
 Brian


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[android-developers] Re: What to use for supports-screens so that only 10 screens an alternatate APK?

2012-03-10 Thread jtoolsdev
Problem is that you don't know whether they will actually work or not?  And 
why even announce new qualifiers unless they've been activated in the 
market?  Why not add the checks to the emulators?  That's actually what I 
expected to happen but soon learned it didn't work.  Here's what I did and 
doesn't work:
   supports-screens
android:largeScreens=false
android:normalScreens=false
android:requiresSmallestWidthDp=720
android:smallScreens=false
android:xlargeScreens=true /

On Thursday, March 8, 2012 7:28:19 PM UTC-8, jtoolsdev wrote:

 I have now had a report that someone with the 1024x600 Samsung 6200 got 
 the APK intended for the 10 and larger size screens.  With that APK the 
 layout uses Fragments to put all the display elements on one page and on a 
 1024x600 screen the display gets cropped on the right and bottom.  The 
 other APK for smaller screens uses a tabbed layout to access the different 
 elements.  So the current set of supports-screens setting aren't keeping 
 the 6200 from getting the Honeycomb APK.

 What I would like to do is change the manifest for both versions so that 
 1) only 10 or larger screens on devices using Honeycomb and up will get 
 the APK using Fragments and 2) everything else should get the tabbed 
 display APK.  There is also the problem of the devices now appearing that 
 are 7 but 1280x800 and there the whole layout using Fragments will be 
 complete but a bit hard to navigate at that size and they should have the 
 tabbed display instead.  I would also like the tabbed version handle up to 
 Ice Cream Sandwich (and beyond).   So what exactly should the 
 supports-screens elements be for the 10 version to make sure ONLY 10 
 displays or larger (such as Google TV) get that APK? 

 Thanks,
 Brian




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Re: [android-developers] What to use for supports-screens so that only 10 screens an alternatate APK?

2012-03-09 Thread jtoolsdev
I tested the app on a 1024x600 emulator running Honeycomb before release 
and was aware of the cropping.  The emulators however ignore the 
qualifiers.  So it doesn't surprise me that someone ran into the problem 
with the 6200.  Probably other folks did but canceled the order in the 
first 15 minutes after noticing the problem. I also had a old customer for 
desktop and PDA products inquire about that device and he went to Amazon to 
purchase the app because the only the tabbed version is available there.

I probably need to continue the thread where this was discussed back at the 
start of February.  I'm certainly not the only one who is confused about 
how the supports-screens qualifiers work.  I would also ask a way that we 
can test them before we actually release an APK.  This only effects the 
filtering on the Market (or Play) so you don't really know for sure if 
the qualifiers are working properly.  Or maybe a tool could be released so 
we can check locally before release.  And since I created the app there 
have been more qualifiers added.  To put it simply I want the users with 
screens less than 10 to get the tabbed version even if they have a higher 
density screen.

On Friday, March 9, 2012 5:33:41 AM UTC-8, Mark Murphy (a Commons Guy) 
wrote:

 On Thu, Mar 8, 2012 at 10:28 PM, jtoolsdev brianjto...@gmail.com wrote:
  I have now had a report that someone with the 1024x600 Samsung 6200 got 
 the
  APK intended for the 10 and larger size screens.

 I'd try to validate the claim. Pirates probably don't have the
 sophisticated based on device, we'll give you a different APK logic
 that the Market does.

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

 Android 4.0 Programming Books: http://commonsware.com/books



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[android-developers] What to use for supports-screens so that only 10 screens an alternatate APK?

2012-03-08 Thread jtoolsdev
I have now had a report that someone with the 1024x600 Samsung 6200 got the 
APK intended for the 10 and larger size screens.  With that APK the layout 
uses Fragments to put all the display elements on one page and on a 
1024x600 screen the display gets cropped on the right and bottom.  The 
other APK for smaller screens uses a tabbed layout to access the different 
elements.  So the current set of supports-screens setting aren't keeping 
the 6200 from getting the Honeycomb APK.

What I would like to do is change the manifest for both versions so that 1) 
only 10 or larger screens on devices using Honeycomb and up will get the 
APK using Fragments and 2) everything else should get the tabbed display 
APK.  There is also the problem of the devices now appearing that are 7 
but 1280x800 and there the whole layout using Fragments will be complete 
but a bit hard to navigate at that size and they should have the tabbed 
display instead.  I would also like the tabbed version handle up to Ice 
Cream Sandwich (and beyond).   So what exactly should the supports-screens 
elements be for the 10 version to make sure ONLY 10 displays or larger 
(such as Google TV) get that APK? 

Thanks,
Brian


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[android-developers] Re: Kindle Fire and Permissions

2012-02-02 Thread jtoolsdev
Does the app use the Google API instead of the Android API?  The Kindle 
Fire only has the Android API so if you built with the Google API it won't 
run or even install on a Kindle Fire or other tablets and devices that have 
on the Android API.

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[android-developers] Re: Supporting Galaxy Note Issues Due To It Displaying Itself as a LARGE screen layout.

2012-01-20 Thread jtoolsdev
I have a similar problem with one of my apps where I created a special 
version (same app different APK) for 10 Honeycomb tablets.  If a 7 
Honeycomb tablet (1024x600) tries to run the app the screen will get 
cropped and if a 7 tablet with 1280x720 runs it the widgets will be 
difficult to use.   The layout for small, normal and large will work fine 
on 7 screens even with 1280x720 resolution.  So there needs to be a way to 
handle an overlap.  I agree this was all not thought out very well.

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[android-developers] Supports screens value for 7 3.2+ tablet

2012-01-09 Thread jtoolsdev
Currently I have an app that supports any size screen up to Android 3.0.  
For 3.0 and above I have a 10 version using fragments.  Now customers are 
inquiring about 7 Honeycomb tablet support and the 10 version would be 
cropped on those and unusable.  I have created a 3.2 version which uses the 
tabbed layout for previous version (and looks fine on a 7 tablet).  What 
is difficult to discern from the documentation is, will using:

supports-screens android:compatibleWidthLimitDp=600/

distinguish it from the 3.2 10 version?  This will be the third APK for 
this app that will be on the Market.  It appears that this is the only 
supports-screens tag needed. Correct?  However when I launch a 10 
Honeycomb emulator the app still loads and I don't think it should or has 
that ability not been added to the emulator skins yet?



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[android-developers] Re: Android paid technical support

2011-11-26 Thread jtoolsdev
For users Google could do a lot better job about being in the face of new 
users to understand how the Market works.  I occasionally get those if I 
get a new phone can I move your app on it emails which are NOT for the 
developer to actually answer.   I point them to the Market Help and at the 
same time tell them sure, as long as you don't change your email 
associated with the Market.

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Re: [android-developers] Re: Obsoleting 1.5

2011-11-12 Thread jtoolsdev
Because on a 7 the older tabbed system looks and works just fine.  10 and 
larger it is absurd so using the different layout worked.

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[android-developers] Re: Obsoleting 1.5

2011-11-11 Thread jtoolsdev
One might wonder how many of those 1.5 devices listed in statistic are 
really still active?  I have a smattering of those but my apps don't do 
anything currently that would cut them out anyway.  I do have an different 
APK for 10 tablets where I can use a full layout with fragments rather 
than the tabbed display in the usual version.  The tabbed version was large 
and absurd looking on a 10 tablet.  However someone with a 7 Honeycomb 
will get that display cropped which I don't want.  So far the 
requiresSmallestWidthDp=720 doesn't filter at least on the Market.  So I 
guess I need to do yet another APK for the 7 Honeycomb tablets that 
would be tabbed.  Then we have the Ice Cream Sandwich issues.  It seems 
like multiple APKs need a bit more thought put into support.

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[android-developers] Re: No APK file or DEX files are created - with no warning or Error whatsoever

2011-11-07 Thread jtoolsdev
I also found that selecting Run As-Android Application would trigger a 
build if nothing else would.



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[android-developers] Re: Android Launch Error - Your project contains error(s) please fix before running your application

2011-11-03 Thread jtoolsdev
Look at the errors and the problems logs.  They may provide a clue.  
Granted some build problems don't provide enough clues which indeed can be 
frustrating.

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[android-developers] Re: Several issues after upgrading ADT to v14

2011-10-27 Thread jtoolsdev
Yes, lots of developers are having issues with r14.  You might want to go 
to the issues board to see what ones they are including yours.  Xavier also 
posted a link to an r14 issues article there and on a couple of other posts 
here.  They were planning a migration article but it didn't make it in time.

On the positive side a couple problems I ran into in the past that I 
thought were system bugs seemed to have been fixed.

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[android-developers] Re: Problem with ADT14

2011-10-20 Thread jtoolsdev
It's bit a number of developers:
http://code.google.com/p/android/issues/detail?id=20398

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[android-developers] Re: Problem with ADT14

2011-10-20 Thread jtoolsdev
In the update notes they mention that the library build method has changed.  
Then they detail a little more on the link to what has changed.  What they 
need is a blog article on what steps you need to update an old project to 
the new system.  That's the problem developers are having.   I kinda caught 
on to a solution that someone found that is on the issues list but it seemed 
like a lot of work.  They need to make a migration plugin that does this all 
for you.

Software development is supposed to be for writing adventure games and not 
that software development is supposed to be an adventure game.

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[android-developers] SDK 14 Logcat doesn't work

2011-10-20 Thread jtoolsdev
The new LogCat doesn't show anything at all.  Is there some undocumented 
voodoo one must do?  There's nothing about any setting in the docs.  I'm 
running Eclipse Helios on 64-bit Ubuntu 10.04.

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[android-developers] Re: SDK 14 Logcat doesn't work

2011-10-20 Thread jtoolsdev
Works after I restarted Eclipse, but I don't think that should be necessary.

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[android-developers] SDK 14: Libraries no longer showing in existing projects

2011-10-19 Thread jtoolsdev
Both SDK 14 and ADT 14 installed in Eclipse and my existing projects that 
depend on libraries are no longer showing.  Instead I'm showing  
com.android.ide.eclipse.adt.LIBRARIES
which was never included before. What's that about?  My library is included 
in the build path however.  Removing and adding it doesn't fix it.  Clean 
Project didn't fix it either.


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[android-developers] Re: BitmapFactory.decodeResource returning null sometimes for local resource

2011-09-29 Thread jtoolsdev
I got a null pointer when my PNG file was incorrectly saved.   Since I was 
developing on Linux, I loaded it into GIMP and saved it back out and it 
loaded.  So you might check using one of the image files supplied in the 
SDK. 

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[android-developers] Emulator and the requiresSmallestWidthDp declaration

2011-09-29 Thread jtoolsdev
If one has created a Android 3.2 virtual device with a 7 1024x600 screen 
and your app has android:requiresSmallestWidthDp=720 declared (for 10 or 
greater screens) shouldn't the emulator refuse to load the app?  Currently 
it loads it.  Or is this declaration only good for the Market?

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Re: [android-developers] How to long-press on emulator ?

2011-08-29 Thread jtoolsdev
Yup, just select whatever widget needs a long click and hold down the mouse 
button longer (as if it were a finger).

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Re: [android-developers] Convert C++ command line tool to Android app?

2011-08-29 Thread jtoolsdev
Depends on how complicated your C/C++ code is.  For me it was fairly easy to 
do a search/replace for some elements and change the function calls a little 
on a fairly complicated C++ library.  Tangible Software makes commercial C++ 
to Java tool.  I considered it for doing projects where a lot of code needed 
conversion.  Java is fairly easy to dive into sideways.

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[android-developers] Re: Preferences Activity leaves black region on exit

2011-08-19 Thread jtoolsdev
I may have stumbled into a system bug.  I had a multi line TextView in the 
Fragment to the left of the Fragment with a ListView.  When I replaced the 
TextView with a non-editable EditText instead the region filling with black 
went away.  However the TextView label above the EditView if I touch above 
the EditText when displaying text the label TextView goes black.  If I can 
create a small demo that does this I will post it as an issue.

As for the PreferenceFragment it must be intended to be run from an Activity 
with no layout.  Other than new features available not really much of an 
advantage over a PreferenceActivity.  This needs clarification in the docs.

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[android-developers] Preferences Activity leaves black region on exit

2011-08-18 Thread jtoolsdev
This is occurring with Honeycomb (Android 11) OS.  On exit the left edge 
outside of a ListView in a Fragment is left black when exiting my Preference 
Activity.  This strip runs the height of the ListView and overlaps into a 
little of the Fragments to the left.  Any other dialog that is opened does 
not do this.  As I select one of the ListView items the regions fills down 
to the level of the selected item.  The background is a Drawable but this 
also occurs if  I just use a color for the background.  The theme is 
Theme.Holo which is black so if I didn't set the background it wouldn't be 
noticeable.  I also use a custom theme but it only sets the ActionBar color.

Now I also tried a PerferenceFragment but that class is a bit under 
documented.  It does not cause this problem but the layout is transparent 
(because it is Theme.Holo) so I can't use it.  We probably need some better 
examples as the ApiDemo of the PreferenceFragment only works because the 
background for the example is black.  We need more details on how to use 
this class and what else can be used for content in the add or even 
replace call.

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Re: [android-developers] Re: SDK Tools r12 causing aapt to fail

2011-08-16 Thread jtoolsdev
Then this blog article needs to be rewritten:
http://android-developers.blogspot.com/2011/04/customizing-action-bar.html

Because it references style elements that don't work.

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[android-developers] Re: how to use common baseadapter class for all listviews?

2011-08-11 Thread jtoolsdev
There are some examples in the samples.  But it depends how complicated your 
BaseAdapter becomes.  There are some good posts on StackOverflow too about 
implementing them.  You may want to look at custom adapter examples which 
are built with the BaseAdapter class.
 

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[android-developers] IllegalStateException only happens with Monkey

2011-08-09 Thread jtoolsdev
I've been testing an Android 3.0 SDK 11 version of one of my apps.  When 
testing with Monkey I occasionally get an IllegalStateException when my data 
form dialog closes and a ListView is refreshed.  I cannot replicate this 
doing the same thing manually with the emulator nor on my tablet.  And yes 
ListView is only updated on the UI thread.  The original code updated on a 
Handler and that has always worked fine for two years in my apps with no 
crashes.  I also implemented a version with an AsyncTask and it still does 
the same thing.

Monkey also does some impossible things during its testing such as opening 
the Menu while a dialog is up.  Doing that manually will cancel the dialog.  
I'm beginning to think I'm wasting time on a bug that Monkey might be 
creating.

A couple other thoughts: this implementation uses DialogFragment.  Any 
gochas that haven't been discussed with that?  Also in the data form dialog 
I'm using the new DatePicker.  The most numerous error I'm seeing is an 
IllegalStateException with ListView connected with Calendar.  The only thing 
I can think of is the new DatePicker is using a ListView to display those 
flingable number lists.  In that case the bug would would be an internal OS 
bug.

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Re: [android-developers] Google Maps API Key no map shown in app

2011-08-04 Thread jtoolsdev
And if running the release key in an emulator or device the app will have to 
be signed.  That might be the step skipped.


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[android-developers] Yet Another IllegalStateException Weirdness

2011-08-04 Thread jtoolsdev
I'm getting this crash when I'm running my app with monkey.  The crash is 
not seen when just running the app on the emulator nor on a device.  This is 
a revision of an app I've had out for over a year and modified for tablets 
using the Google 3.0 API.

java.lang.IllegalStateException: The content of the adapter has changed but 
ListView did not receive a notification. Make sure the content of your 
adapter is not modified from a background thread, but only from the UI 
thread. [in ListView(16908298, class android.widget.ListView) with 
Adapter(class android.widget.CalendarView$WeeksAdapter)]

Thing is there is no ListView in my code that does this.  And what adapter 
mods are made in my ListViews are in a Handler not in a background thread.  
Calendar is called to get date information but not in a ListView.   Running 
the original app (for 1.5 and above) does not throw this error.

Here is the rest of the trace if it suggests anything:

// at android.widget.ListView.layoutChildren(ListView.java:1522)
// at 
android.widget.AbsListView.onWindowFocusChanged(AbsListView.java:2392)
// at android.view.View.dispatchWindowFocusChanged(View.java:4691)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:752)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at 
android.view.ViewGroup.dispatchWindowFocusChanged(ViewGroup.java:756)
// at android.view.ViewRoot.handleMessage(ViewRoot.java:2102)
// at android.os.Handler.dispatchMessage(Handler.java:99)
// at android.os.Looper.loop(Looper.java:132)
// at android.app.ActivityThread.main(ActivityThread.java:4025)
// at java.lang.reflect.Method.invokeNative(Native Method)
// at java.lang.reflect.Method.invoke(Method.java:491)
// at 
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:841)
// at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:599)
// at dalvik.system.NativeStart.main(Native Method)
// 

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[android-developers] Re: Film Use of Android Device

2011-08-04 Thread jtoolsdev
I've used CamStudio to record demo videos on an emulator.  I haven't tried 
it with a tablet image yet.  It would require a fast machine (I'm running a 
4 core 64-bit machine when I use CamStudio).   It's free so you might give 
it a try to see if it fits your needs:
http://camstudio.org/


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[android-developers] Re: DBAdapter crash when using DialogFragment

2011-07-30 Thread jtoolsdev
Follow up for those who might run into the same problem.  The original code 
was just moved from an Activity into a 
DialogFragment modified for a fragment. Deep in the onCreateView code 
checked to see if the database existed or had any entries.  If it didn't it 
popped up a Toast message that no entries were found.   Problem is the View 
for Toast to use hadn't been created yet.  So the workaround turns out to be 
the correct way to handle it and just avoid opening the dialog if no 
database entries exist.


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[android-developers] DBAdapter crash when using DialogFragment

2011-07-28 Thread jtoolsdev
The same code that worked in an Activity when put into a DialogFragment for 
accessing a new instance of a DBAdapter crashes if the database doesn't 
exist or has no entries.  It will work if there is at least one entry in the 
database and generates a NullPointerException.   My workaround  is since an 
activity calls the DialogFragment is to check the database before running 
the dialog.  No entries, don't run the dialog.  This is under 3.1 and 3.2 
(haven't run a 3.0 emulator with it).  Also occurred on my Acer a500.  

Anyone else find this?  Is this a known issue?  I couldn't find anything 
like this on the issues list.  There are similar problems reported on 
StackOverflow but not quite the same thing.  I want to test with just a 
Fragment to see if it happens and will then submit a bug report along with 
the stack info.  The DBAdapter code is very straightforward as with the 
examples in the SDK.

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[android-developers] Re: Strange emulator behaviour after installing 3.1 rev 2

2011-07-13 Thread jtoolsdev
Just a follow up but on the discussion group I was informed by Android 
support that it is a known issue with the new emulator.

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[android-developers] Strange emulator behaviour after installing 3.1 rev 2

2011-07-11 Thread jtoolsdev
I updated to everything new which included Android 3.1 revision 2 and the 
latest 12.0 SDK tools and ADT Plugin up to date.  If I resize a 3.0 or 3.1 
emulator the display is screwed up as if it is hatched 16 color.  The 
emulator display is correct if I don't set a resize. Anyone else seeing 
this?  I'm running Ubuntu 10.04 64 bit, Eclipse Helios Service Release 2.   
Prior to the updates I could resize tablet sized emulators and still have 
normal displays.

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[android-developers] Re: Fragments

2011-07-01 Thread jtoolsdev
I would highly recommend the article on fragments here:
http://www.developer.com/ws/create-flexible-android-uis-with-fragments.html

It is lean and to the point.  Google tends to overload their
documentation and it becomes difficult to sort out the essentials.
But you also might want to look at the fragments samples in the SDK.


On Jul 1, 7:08 am, Jayanthi jaia...@gmail.com wrote:
 Hi All,
           I am doing application in Honeycomb but i am not clear with
 Fragments
 1.How Fragments is used
 2. When the activity call fragments

 refered lots of  article yet not clear all the article have same
 listview as example can you please few more example like button with
 onclickListener

 Thanks in Advance

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[android-developers] Re: I am unable to play MP4, MPG or MOV file on Gingerbread emulator

2011-06-22 Thread jtoolsdev
You need to run the emulator on a fast machine to even get MP4 files
to play.  MPG and MOV are not supported.  MP4 files play fine on my 64-
bit multicore machines (Windows 7 and Ubuntu 10.04).

On Jun 21, 10:00 pm, rinks24583 rinks24...@gmail.com wrote:
 Hi,

 I am trying to play media file on Gingerbread emulator. I tried
 playing MP4, MPG and MOV files. But emulator is not supporting any of
 this format. The MP4 files that I am using are played properly on my
 Android 2.2(Froyo) based phone.

 I am new to android. I have successfully compiled complete Gingerbread
 package. I have also generated SDK out of Gingerbread folder that is
 available on git.

 Please guide me how can I debug this issue.

 Regards,
 Rinkal

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[android-developers] Re: LVL and WIFI-only tablets

2011-06-19 Thread jtoolsdev
Tailor your LVL code to deal with it.  You can let the app run but
check the next time it is run with wifi available and then maybe stop
checking altogether after a while.

On Jun 18, 4:31 pm, Zsolt Vasvari zvasv...@gmail.com wrote:
 This has become an issue recently for me -- no doubt because of the
 rise in the number of WIFI-only devices:

 I am using the Google LVL to do license checking.  I am taking the
 license validity time stamp in the extras and using that or the 2
 days, whichever is less.  (I think Google only gives 24 hrs.)

 But what happens after 2 days is my user is out using her WIFI-only
 device out of WIFI range and the license validity period expires and
 they are denied access and they are pissed.  I do pop up a message to
 enable the Internet, but if they cannot, they cannot.

 I think this will become a more serious issue over time -- how do you
 guys deal with this, if at all?

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[android-developers] Re: latitude and longitude

2011-06-14 Thread jtoolsdev
Depends on what you mean by easy.  You can get the last known
location without waiting using GPS but it if is out of date may
return nothing.  You can get the coarse location or the longitude and
latitude of the cell tower quickly too.  GPS to update and synchronize
can take a while so it is good to run it on a thread.  So whatever you
use depends on the granularity and how long you want to work.  None of
the APIs for this are all that daunting.

On Jun 14, 12:55 pm, bob b...@coolgroups.com wrote:
 is there any easy way I can get the latitude and longitude from my
 phone?

 I want to get it and plug it into Google maps on my PC.

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[android-developers] Re: Amazon AppStore, are you earning something from there?

2011-06-04 Thread jtoolsdev
Most of my apps require the Google API and I was thinking of making
some special editions that don't because Amazon sells a number of
devices such as tablets that only come with the Android API.  That
might be a good use of Amazon store whereas if a device has licensed
the Google API it should come with the Android Market though in some
areas not paid apps (also another reason to sell on third party
markets).

On Jun 4, 10:02 am, Mystic Prowler coolmar...@gmail.com wrote:
 That's one of the reasons why I switched from Att to Verizon.



  Android Market coming pre-installed on most devices, Amazon's app having to
  be manually installed, and sideloading disabled on ATT devices are also
  major factors.



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[android-developers] Re: Android emulator bottleneck

2011-06-01 Thread jtoolsdev
The docs are a little vague about any ARM emulation.  It says the SDK
contains ARM machine code for the Android Linux kernel.  Would it use
that on Windows?  And then it wouldn't be the first time the docs are
left vague as we all know.  Seems to me if you are running Java byte
code then all you need is a layer for that but maybe not.  I don't
have to time to play systems engineer on top of application
developer.  That will make you a jack of all trades and master of
none in today's tech world. :D

But I do know that I read a response on this group from support that
the problem had to do with not being able to use the graphics card
acceleration on the PCs.  Someone will probably figure that one out
though.

On May 31, 1:13 pm, Chris Stratton cs07...@gmail.com wrote:
 On Tuesday, May 31, 2011 3:30:39 PM UTC-4, jtoolsdev wrote:

 Ah, the emulator isn't running ARM code just the Dalvik engine.

 Really?   There's an x86 build of honeycomb?  And an x86 toolchain in the
 NDK?

 I don't believe that is the case... unfortunately.

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[android-developers] Re: Android emulator bottleneck

2011-05-31 Thread jtoolsdev
Ah, the emulator isn't running ARM code just the Dalvik engine.  The
problem has been addressed elsewhere by developer supprot that it is
not possible to build an emulator so far that can take advantage of
the graphics acceleration on your PC.

On May 31, 12:25 pm, String sterling.ud...@googlemail.com wrote:
 The bottleneck is the emulation of ARM on x86, compounded by the number of 
 pixels it needs to push around to emulate modern devices. There is no PC on 
 which it has usable performance.

 String

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[android-developers] Re: Career as an Andoid developer. Is there any point?

2011-05-26 Thread jtoolsdev
Yes, it's definitely luck. If there were a formula we'd all be doing
it.  You have to be the right person with the right idea in the right
place at the right time to have a big winner on the Market or in
business in general.  When SimCity came out on the Mac and I was
finishing the Amiga version a Newsweek reporter on vacation picked up
the Mac version and decided to do a full page article about it in
Newsweek. That was advertising that Maxis could never have afforded as
a fledgling startup and who knows if the game would have been a
success without that boost.

On May 26, 12:09 pm, DanH danhi...@ieee.org wrote:
 Yeah, that's more or less what I said first, and the legs comment
 was just an aside.  To be successful as an independent developer,
 selling your own stuff (even if you have Android and Amazon markets)
 it a one in a million shot (literally).  To put food on the table and
 the kids through college you should either work for some company or
 work as a contractor for other companies.  (And for the latter you
 need to be a pretty good salesman, with good people skills.)

 On May 26, 12:12 pm, Kristopher Micinski krismicin...@gmail.com
 wrote:

  I think one point still stands, however. If you're looking for a Career
  (I.e. need to support family, kids, on a regular basis) doing anything
  speculative will probably end up being harder (or perhaps more stressful)
  than working at a firm and making a solid ~70-100k a year. To duplicate that
  you'd need to make ~$6k a month from the Android marker. Obviously this
  isn't undoable, there are very talented people working very hard and doing
  this. But if I had to take my bet solely on what would be more stable income
  wise, I'd have to say working at a firm might be better.

  Now the exception: if you work developing multiple apps at once for several
  local companies you might be able to sustain this. I can imagine a local
  health care provider, cab coompany, etc would pay big bucks for applications
  that would make them more efficient or help them deliver better services,
  especially in mertopolitan areas. However, this is really more
  entreprenurship than some people like. Owning your own business like this
  takes time, and you don't spend nearly as much on development as if you work
  in a typical 9 to 5 software job (although those are becoming increasingly
  rare, schedules are flexible, and work isn't always at work).

  So can you make money as an Android developer? Of course... if you work hard
  you can do a lot! But, is it as feasible or stable as a typical software dev
  job? That depends on the type of person you are (static, dynamic, dependent,
  universally quantified, etc...), your mileage may vary...

  Kris

  On May 26, 2011 12:04 PM, niko20 nikolatesl...@yahoo.com wrote:

  I've been with Android since around April 2009. And I can tell you
  that the first year *was* painful. Especially the first six months
  (April to September ish). However, it has matured to totally awesome
  now. I mean c'mon, OpenGL ES 2.0, NDK C++ support including STL, this
  list of great things you can do now is long, and it keeps growing. I
  think the android team has responded well to challenges, such as the
  issues with apps on sdcard, and now the coming 2Gb download for market
  assets. They continue to improve. I also make good money right now
  from my apps. If you aren't willing to put in the time, then yes, you
  aren't going to get much back out. Simple as that. You've been in the
  industry too long pretty much. Time to let go of some things. 40+
  years of experience has made you stale, not hey now I can predict the
  future. Nobody can predict the future, we work with what we have
  *right now*. Sounds to me like you are afraid to invest any time or
  energy into android. Well, that's your choice. Me, I think it's
  awesome that I can write apps that run on *my* phone. Before android
  such a thing was almost impossible for an indie developer to get into.

  -nik

  On May 25, 5:26 pm, Ali Chousein ali.chous...@gmail.com wrote:

   Dan, you are looking from a very...



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[android-developers] Re: Career as an Andoid developer. Is there any point?

2011-05-25 Thread jtoolsdev
And it's probably a good idea to acknowledge that we have an Android
gold rush going on at the moment so the market will be flooded with
Android developers.  And it will be difficult for those in the
position of hiring to sort out who knows what they are doing and those
who don't.

As far as how long the gold rush will last is another issue. I
suspect it will simmer down in a year or two.  But as far as Android
having legs in my opinion it is a winning idea so will be around for
years.

We had a gold rush in multimedia in the early 1990s and then a gold
rush in games in the late 90s.  Part of the problem in the early 90s
when I was in the position to hire people for a game company was the
lack of the programming skills of programmer graduating from colleges
because colleges often were behind the curve in their training.  I was
more likely to hire someone who learned programming out a book and
could show me a bunch of programs they had written.  Eventually the
colleges got their act together.

As someone mentioned just be good at your skills and I would add don't
put all your eggs in one basket.  Be aware that their are software
engineers and application developers and what the difference is
(though this can often start quite a religious war among programmers).

On May 24, 7:11 pm, Brian Gupta brian.gu...@gmail.com wrote:
 Imran115,

 Like almost anything in technology that has commercial value, highly
 skilled specialists will always be in demand. While the ability to
 make a living selling individual apps can be a bit hit or miss, if you
 are a solid Android programmer, you can easily get a job. I don't
 think App Builder will do anything to change this.

 For the foreseeable future there will be demand for skilled folks that
 can program Android app using the SDK, and more and more NDK apps.
 (Plus alternate frameworks).

 If fear of App Builder is the only thing holding you back, I would say
 go for it. If there are other concerns, like you aren't sure you would
 enjoy programming, or don't think it's something that fits your
 personality, then maybe you should reconsider.

 I would also suggest that you spend the 30 mins it takes to install
 and configure AppBuilder, and you'll see it isn't the panacea you
 fear. You still have to be able to design solid interfaces, and you
 still need to have Computational Thinking skills. IE: It's not
 magically writing apps for people.

 - Brian Gupta

 New York City user groups calendar:http://nyc.brandorr.com/

 On Mon, May 23, 2011 at 2:11 PM, imran115 imran.hyd...@yahoo.co.uk wrote:
  Hi everyone,

  I was wondering what peoples thoughts maybe on the application that
  Android are developing, that allows people with no programming
  experience to create apps. I am currently learning the basics in
  Android development and wanted to pursue it as a career. Is there any
  point, as just about anyone will soon be able to create an app?

  The link below shows what I am talking about.

 http://appinventor.googlelabs.com/about/

  Will programming for Android apps no longer be a specialist skill,
  hence not much of a career?

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[android-developers] Re: AVD Emulator Opens Wrong Dpi

2011-05-13 Thread jtoolsdev
Look at the note under Table 2:
http://developer.android.com/guide/practices/screens_support.html


On May 12, 3:07 pm, canalrun canalr...@gmail.com wrote:
 Thanks. Even if the device is actually a high density display device
 (240)?
 I will have to search through the docs to see how I missed this.
 Thanks.

 Barry.

 On May 12, 4:46 pm, jtoolsdev brianjto...@gmail.com wrote:

  In the developer docs they mention to get the emulator to display
  properly you have to set the density to 160 not 240.  I found that
  true when using WVGA emulators.

  On May 11, 6:55 am, canalrun canalr...@gmail.com wrote:

   Hello,
   I have created an AVD virtual device representing the Samsung Vibrant.
   I choose all the default settings: Target Android-2.1-update 1 level
   7, 16 MB SD, WXVGA, and I accept 240 density and 24 MB heap.

   About half the time when I start the virtual device via AVD it comes
   up in the wrong density. The icons are too small, etc. I close the
   emulator and restart via AVD. I may have to do this two or three times
   before it comes up with the right density.

   I have deleted and re-created the virtual device in AVD several times.
   Each time it works once or twice, then reverts to this mode of coming
   up with the wrong density.

   What am I doing wrong?

   Thanks,
   Barry.



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[android-developers] Re: AVD Emulator Opens Wrong Dpi

2011-05-12 Thread jtoolsdev
In the developer docs they mention to get the emulator to display
properly you have to set the density to 160 not 240.  I found that
true when using WVGA emulators.

On May 11, 6:55 am, canalrun canalr...@gmail.com wrote:
 Hello,
 I have created an AVD virtual device representing the Samsung Vibrant.
 I choose all the default settings: Target Android-2.1-update 1 level
 7, 16 MB SD, WXVGA, and I accept 240 density and 24 MB heap.

 About half the time when I start the virtual device via AVD it comes
 up in the wrong density. The icons are too small, etc. I close the
 emulator and restart via AVD. I may have to do this two or three times
 before it comes up with the right density.

 I have deleted and re-created the virtual device in AVD several times.
 Each time it works once or twice, then reverts to this mode of coming
 up with the wrong density.

 What am I doing wrong?

 Thanks,
 Barry.

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[android-developers] Re: SDCard installs - auto or preferExternal?

2011-05-05 Thread jtoolsdev
The manifest display in Eclipse defaults to auto.  On a recent release
I set it to preferExternal and there seemed to be some reports of
difficulty.  Problem is the docs say the same thing for both settings
and that the user can move the installation.  I don't have a device
that is 2.2 or better so I've never seen any ability to move the
installation and it doesn't show on the emulators either (2.2 or
better).

On May 4, 10:59 am, Seni Sangrujee s...@wombatmobile.com wrote:
 I lean towards auto as well.  I tried preferExternal at first and
 several users reported errors, so I switched to auto, and the
 complaints went away.

 On May 4, 5:15 am, Droid rod...@gmail.com wrote:

  Yes, maybe 'auto' better, I read somewhere that a few models will fail
  to install at all if install location is set to preferExternal.



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[android-developers] Re: Running application in Portrait mode on HoneyComb

2011-04-15 Thread jtoolsdev
I'm seeing that too and there are other posts on the forum reporting
it.  It is either a bug or we need something extra in the layout
declarations or manifest. But screens that size aren't really
documented yet.  My splash screen is fine and when I select the button
to take me to the next one the entire screen, not just my app screen,
is upside down (including the title bar, icons, etc).

I'm running a 64-bit AMD three core machine with Ubuntu 10.04 64-bit,
4 GB memory.  The emulator comes up fairly fast (1-2 minutes) and is
responsive.

On Apr 15, 12:55 pm, Manish Garg mannishga...@gmail.com wrote:
 Hi All,

 My system has 2GB ram but it becomes unresponsive when I run Table 3.0
 emulator. Can someone suggest sd card size, ram and vm setting.

 On Apr 4, 3:46 pm, Manish Garg mannishga...@gmail.com wrote:

  Hi,

  Mh application runs in portrait mode. when i am trying to run
  application on honeycomb it is coming as up side down. Can some one
  help me on that.

  Is there some way to launch emulator directly in the portrait mode.



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[android-developers] Re: Emulator is crashing a lot

2011-04-11 Thread jtoolsdev
They would often take 3-4 retries on my 2.4 Ghz Ubuntu installation.
So on Friday I built a 64-bit 3 core Ubuntu machine and now they all
boot perfectly in 1 minute. Haven't run a 3.0 emulator on it yet.

On Apr 11, 9:21 am, Andrew andrew.g.crich...@gmail.com wrote:
 I have also been experiencing issues with the honeycomb emulator (Ubuntu
 10.10). I am just hoping that the source gets released soon so I can build
 it from scratch and load that image into the emulator...

 In the mean time, I suggest using 2.2 or 2.3 for developing, then move it
 over once the 3.0 emulator functions properly.

 Of course, if someone knows of a fix that would be awesome...

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[android-developers] Re: Emulator is crashing a lot

2011-04-11 Thread jtoolsdev
The 3.0 Emulator came up fast too.  Maps my splash screen right side
up but the main screen is upside down. In fact the whole screen
(icons, title bar are upside down). Been cruisin' looking for bug
reports and comments on that.  Though I would think my products would
do better on a tablet in landscape and not portrait mode so a little
remapping for tablets.

On Apr 11, 12:16 pm, Andrew Crichton andrew.g.crich...@gmail.com
wrote:
 Well, I don't have problems with any of the other emulators at all, so I
 can't think of a reason for my system to be the problem. I would be
 interested to hear how you fair running the 3.0 emulator.

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[android-developers] Re: LVL Retry Count

2011-04-10 Thread jtoolsdev
They need to provide several example Policy source files for different
setups.  The default has some disadvantages. It always shows
activating when the app was run rather than any cached policy.  Some
of my customers complained about it.  Other developers have modified
their policy file for more liberal activation and caching.  I've done
this too but you have to do quite a bit of experimentation and no one
is sure what the server is sending the customers if anything different
at all.

I think the Android team wanted to avoid discussing the LVL too much
as it would provide hints to pirates.  But the pirates have taken the
easy way out by hooking into the app and going around LVL all
together.

On Apr 10, 7:43 am, Nicholas Johnson metthejohn...@gmail.com wrote:
 I use the default implementation of the Server Managed Policy (read about it
 herehttp://developer.android.com/guide/publishing/licensing.html#ServerMa...)
 for a paid version of my app, and haven't had any problems of note. I
 haven't had any complaints about false-negatives, or the like -- however,
 this *doesn't* mean that it doesn't happen, it just means that if it does,
 then nobody has complained about it to me.

 As for you concerns:

 What problems with the grace period are you referring to? The grace period
 will actually help you out if the case of Retry responses from the server.

 As for the licensing implementation with no network access, you shouldn't
 worry too much about that either. Normally, you get about 10 retries before
 the 503 error occurs. However, if the user has already checked the license
 with a Server Managed Policy, then the license is cached on the phone for a
 period of time. So, if the user starts the app up while their device is in
 Airplane mode (let's say 10 hours into a 12 hour cross-oceanic flight), then
 the cached license could still give the user a valid response -- even with
 no network access. This all depends on the VT extra from the initial license
 response. I'm not sure what a typical value is, but I know it last at least
 several hours, if not a day or more (if you wanted you could check out the
 value yourself by setting a breakpoint in the default implementation). Now,
 if the user *hasn't ever* received a valid license check, then it will fail
 without network connection. At which point, in my app, I ask the user to
 check for network connectivity and retry.

 Something to note: I haven't verified this with anyone on the Android dev
 team, but I'm pretty sure that once you release your application with LVL
 enabled on your phone *and* you don't buy your own app (i.e. you have the
 release version installed on your device, but haven't actually bought it
 through the market), then the VT extra in the licensing response is not a
 date that a typical user will receive. That is, I've found that without
 actually purchasing the app, the licensing server gives me a validity time
 which basically disables any valid cached response. Again, I've only seen
 this once I actually release the app, and *have NOT *bought it myself.

 Nick

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[android-developers] Re: LVL does not work while testing

2011-04-08 Thread jtoolsdev
That should have read It doesn't work with other versions.

On Apr 7, 4:36 pm, jtoolsdev brianjto...@gmail.com wrote:
 I assume you are using a Froyo (Android 2.2) emulator?  It doesn't
 work with versions.  What Google should have done with LVL is also to
 have included a couple example Policy source files for the developers
 to examine and get hints from.

 On Apr 6, 1:56 pm, ted t...@filigreeinc.com wrote:

  I followed the developer.android.coml guidelines by  copying the LVL
  source into my
  project scr folder (it couldn't find the library.ask file if I
  installed lvl as a library) . I added the manifest attribute
  and much of the 'sample' code into my apps main activity.

  When I call this code in my app:

      mChecker.checkAccess(mLicenseCheckerCallback)

  it never returns to the MyLicenseCheckerCallback callback methods.
  Instead it returns to the next line after the
  'mChecker.checkAccess(mLicenseCheckerCallback)' statement in my app.

  When debugging thru the 'LicenseChecker.java', I can see that the
  'mService' variable == 'null' so it then goes on to bind and the
  'bindResult' variable becomes 'true'. It then runs the statement:

  mPendingChecks.offer(validator); and returns to my calling method,
  without going to the MyLicenseCheckerCallback method in my app. I
  can't find any documentation explaining the workings of the lvl code
  and its variables, so I am stumped as to why the lvl code is not
  working properly.



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[android-developers] Re: LVL does not work while testing

2011-04-07 Thread jtoolsdev
I assume you are using a Froyo (Android 2.2) emulator?  It doesn't
work with versions.  What Google should have done with LVL is also to
have included a couple example Policy source files for the developers
to examine and get hints from.

On Apr 6, 1:56 pm, ted t...@filigreeinc.com wrote:
 I followed the developer.android.coml guidelines by  copying the LVL
 source into my
 project scr folder (it couldn't find the library.ask file if I
 installed lvl as a library) . I added the manifest attribute
 and much of the 'sample' code into my apps main activity.

 When I call this code in my app:

     mChecker.checkAccess(mLicenseCheckerCallback)

 it never returns to the MyLicenseCheckerCallback callback methods.
 Instead it returns to the next line after the
 'mChecker.checkAccess(mLicenseCheckerCallback)' statement in my app.

 When debugging thru the 'LicenseChecker.java', I can see that the
 'mService' variable == 'null' so it then goes on to bind and the
 'bindResult' variable becomes 'true'. It then runs the statement:

 mPendingChecks.offer(validator); and returns to my calling method,
 without going to the MyLicenseCheckerCallback method in my app. I
 can't find any documentation explaining the workings of the lvl code
 and its variables, so I am stumped as to why the lvl code is not
 working properly.

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[android-developers] Re: ANR keyDispatchingTimedOut on android/com.android.internal.app.RingtonePickerActivity

2011-03-13 Thread jtoolsdev
I've seen these when running monkey when with the version of my app
that has market licensing.  Monkey would stop and dump reporting a
crash but nothing is showing on the emulator and the app continues to
run just fine.  What I've read but not dug into yet is that the thread
needs to be set up differently than the code in the market licensing
does.  Apparently they need to update it. Much more rarely I've seen
it without any licensing but ignored it since it didn't pop up a crash
dialog and the app continued to run fine.  In the dump above the stack
trace appears to be connected to the app code (unlike mine case) and
look up what is happening at that point in your code if you find
anything at all.

On Mar 13, 4:03 am, San Zhang dahua007...@gmail.com wrote:
 Today, I got a ANR error, too. I want to know how to read this error
 message.

 2011/3/1 Sven sirdarthna...@googlemail.com

  Hello!

  Today I got a error report in my market account for my application. It
  is listed under Freeze.
  I use the RingtonePicker in my preferences. Any chance I can do
  something on this error?
  Whats the reason for this?

  Following the stack trace:

  v1.5.3
  Mar 1, 2011 7:34:38 AM
  OTHER
  DALVIK THREADS:
  main prio=5 tid=1 NATIVE
   | group=main sCount=1 dsCount=0 s=N obj=0x40020ba0 self=0xcdd0
   | sysTid=24486 nice=0 sched=0/0 cgrp=unknown handle=-1345025984
   at android.graphics.Canvas.native_drawRect(Native Method)
   at android.graphics.Canvas.drawRect(Canvas.java:870)
   at android.view.View.draw(View.java:6866)
   at android.widget.AbsListView.draw(AbsListView.java:2257)
   at android.view.ViewGroup.drawChild(ViewGroup.java:1640)
   at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1367)
   at android.view.View.draw(View.java:6743)
   at android.view.ViewGroup.drawChild(ViewGroup.java:1640)
   at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1367)
   at android.view.ViewGroup.drawChild(ViewGroup.java:1638)
   at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1367)
   at android.view.ViewGroup.drawChild(ViewGroup.java:1638)
   at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1367)
   at android.view.View.draw(View.java:6743)
   at android.widget.FrameLayout.draw(FrameLayout.java:352)
   at com.android.internal.policy.impl.PhoneWindow
  $DecorView.draw(PhoneWindow.java:1846)
   at android.view.ViewRoot.draw(ViewRoot.java:1407)
   at android.view.ViewRoot.performTraversals(ViewRoot.java:1163)
   at android.view.ViewRoot.handleMessage(ViewRoot.java:1727)
   at android.os.Handler.dispatchMessage(Handler.java:99)
   at android.os.Looper.loop(Looper.java:123)
   at android.app.ActivityThread.main(ActivityThread.java:4627)
   at java.lang.reflect.Method.invokeNative(Native Method)
   at java.lang.reflect.Method.invoke(Method.java:521)
   at com.android.internal.os.ZygoteInit
  $MethodAndArgsCaller.run(ZygoteInit.java:860)
   at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618)
   at dalvik.system.NativeStart.main(Native Method)

  Binder Thread #2 prio=5 tid=6 NATIVE
   | group=main sCount=1 dsCount=0 s=N obj=0x44a4ee80 self=0x126178
   | sysTid=24491 nice=0 sched=0/0 cgrp=unknown handle=1234816
   at dalvik.system.NativeStart.run(Native Method)

  Binder Thread #1 prio=5 tid=5 NATIVE
   | group=main sCount=1 dsCount=0 s=N obj=0x44a4e840 self=0x139220
   | sysTid=24490 nice=0 sched=0/0 cgrp=unknown handle=1239728
   at dalvik.system.NativeStart.run(Native Method)

  Compiler daemon prio=5 tid=4 VMWAIT
   | group=system sCount=1 dsCount=0 s=N obj=0x44a482a0 self=0x12e938
   | sysTid=24489 nice=0 sched=0/0 cgrp=unknown handle=1183528
   at dalvik.system.NativeStart.run(Native Method)

  Signal Catcher daemon prio=5 tid=3 RUNNABLE
   | group=system sCount=0 dsCount=0 s=N obj=0x44a481e8 self=0x125dd8
   | sysTid=24488 nice=0 sched=0/0 cgrp=unknown handle=1203608
   at dalvik.system.NativeStart.run(Native Method)

  HeapWorker daemon prio=5 tid=2 VMWAIT
   | group=system sCount=1 dsCount=0 s=N obj=0x43347ce8 self=0x126938
   | sysTid=24487 nice=0 sched=0/0 cgrp=unknown handle=1206520
   at dalvik.system.NativeStart.run(Native Method)

  Thanks for your help!

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[android-developers] Re: Experiences with Application Licensing?

2011-03-09 Thread jtoolsdev
Support for it is rather vague too.  On my apps if I run monkey on the
app without the licensing I can do 50,000 events and no crashes.  The
app with LVL crashes on one of those APN keystroke things.  The LVL
team needs to update the source to prevent that.

I believe in using licensing if anything just to slow piracy down.
You'll have to make it an ongoing project though changing the code
with each release so they can't patch it.  Also make the app not work
right if the licensing is skipped.  The pirates will often miss that
and catch a lot of well deserved flack from users who have downloaded
the broken app.

On Mar 9, 10:58 am, Chris Stewart cstewart...@gmail.com wrote:
 Great thread, thanks for posting that.  I guess more than anything the false
 positives (or, negatives?) scare me the most.  Last thing I want to do is
 piss off a paid customer.  Maybe for now I'll just wait and see how LVL
 improves in the future and consider it in the future.

 --
 Chris Stewarthttp://chriswstewart.com

 On Wed, Mar 9, 2011 at 12:41 PM, TreKing treking...@gmail.com wrote:
  On Wed, Mar 9, 2011 at 11:33 AM, Chris Stewart cstewart...@gmail.comwrote:

  If you've evaluated application licensing and have thoughts on how it has
  worked out for you, or perhaps why you decided not to implement it, I'd
  appreciate hearing them.

 http://groups.google.com/group/android-discuss/browse_thread/thread/2...

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

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[android-developers] Re: Experiences with Application Licensing?

2011-03-09 Thread jtoolsdev
I'm speaking of something a little cleverer than that.  We're not
talking a crash bug.  The app will run but say with a game at the
second level will have the score wrong or even not play right.  Lots
of software companies have done this in the past.  If you make it
specific enough you know who is using the pirated version if they
contact you.

On Mar 9, 2:43 pm, Kevin TeslaCoil Software ke...@teslacoilsw.com
wrote:
  The pirates will often miss that
  and catch a lot of well deserved flack from users who have downloaded
  the broken app.

 Careful. You ARE going to get bug reports from pirates. And they will
 waste your time by leaving out the very important point that they
 downloaded some random apk from some random site. The bug could be a
 real bug that effects actual users. The bug could be a bug you fixed
 long ago, but the pirate is using a version from the stone age. The
 bug could be due to using a private beta that some asshole leaked. Or,
 the most frustrating to debug, is when the bug is because the pirate
 did a bad job attempting to crack your app. You'll be so confused how
 that bug could ever happen, until you eventually find the warez forum
 and download the cracked apk yourself to see that the pirate commented
 out too many lines of code when trying to bypass copy protection.

 You will also have people who claim to have bought your app and
 getting licensing denied and wondering how to fix the situation, who
 will never contact you again if you ask for an order number.

 Good luck,
 -Kevin

 On Mar 9, 3:02 pm, jtoolsdev brianjto...@gmail.com wrote:

  Support for it is rather vague too.  On my apps if I run monkey on the
  app without the licensing I can do 50,000 events and no crashes.  The
  app with LVL crashes on one of those APN keystroke things.  The LVL
  team needs to update the source to prevent that.

  I believe in using licensing if anything just to slow piracy down.
  You'll have to make it an ongoing project though changing the code
  with each release so they can't patch it.  Also make the app not work
  right if the licensing is skipped.  The pirates will often miss that
  and catch a lot of well deserved flack from users who have downloaded
  the broken app.

  On Mar 9, 10:58 am, Chris Stewart cstewart...@gmail.com wrote:

   Great thread, thanks for posting that.  I guess more than anything the 
   false
   positives (or, negatives?) scare me the most.  Last thing I want to do is
   piss off a paid customer.  Maybe for now I'll just wait and see how LVL
   improves in the future and consider it in the future.

   --
   Chris Stewarthttp://chriswstewart.com

   On Wed, Mar 9, 2011 at 12:41 PM, TreKing treking...@gmail.com wrote:
On Wed, Mar 9, 2011 at 11:33 AM, Chris Stewart 
cstewart...@gmail.comwrote:

If you've evaluated application licensing and have thoughts on how it 
has
worked out for you, or perhaps why you decided not to implement it, I'd
appreciate hearing them.

   http://groups.google.com/group/android-discuss/browse_thread/thread/2...

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

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