Hi, we're trying to build our app with the new 2.3 toolset via the ant
build.xml. The compile completes successfully, but fails to run in the
emulator or device saying it's missing classes contained in a jar
file. So it's compiling with the libs folder, but then not bundling
those libs in the APK.
For anyone else who ends up here, it appears that it was an Ant
version dependency. We were still using v1.7.1 and there was a problem
resolving a conditional setting. Upgrading to 1.8.1 seems to have
fixed it.
On Dec 6, 2:10 pm, Matt Hall matt.h...@gmail.com wrote:
Hi, we're trying to build our
the right thing.
I'll do some checks but in the mean time, we'll update the system
requirements.
On Mon, Dec 6, 2010 at 2:11 PM, Matt Hall matt.h...@gmail.com wrote:
For anyone else who ends up here, it appears that it was an Ant
version dependency. We were still using v1.7.1
I am having the same problem - did you ever figure out a resolution to
this? Or did you file a bug? Seems like a bug since you can reproduce
it with this example you've provided.
Thanks,
Matt
On Jan 7, 8:36 am, Marc Reichelt mcreich...@googlemail.com wrote:
Hi there!
I am using the fullscreen
);
Thanks,
Philip
On Jan 14, 2:50 pm, Matt Hall matt.h...@gmail.com wrote:
Our problem is occurring on a devices running both 1.6 and 2.0
(haven't tried it on others). We've got a pretty complicated view
system though so it still could definitely be our fault, the end
result
We're using a HandlerThread in the following manner:
HandlerThread updateThreadRemote = new HandlerThread(Update
Thread);
updateThreadRemote.start();
Process.setThreadPriority(updateThreadRemote.getThreadId(),
Process.THREAD_PRIORITY_BACKGROUND);
Handler
it be that the Hero build of the OS doesn't
include the bug fix? I'm not sure, I'll update here if I figure
anything out.
On Nov 25, 1:09 pm, Matt Hall matt.h...@gmail.com wrote:
A further update: We've removed the copy protection on an existing
game, and done a new release and no one has reported any
How big (dimensions) are the graphics Matt? If they're not very big
then I'm guessing you have bitmap memory used elsewhere in the app
that's putting you close to the max. Bitmap memory is different than
your heap memory, so it's management is hidden from you a little more
but basically this error
the final remaining game
we have with copy protection is still invisible to them.
On Nov 20, 6:57 pm, Matt Hall matt.h...@gmail.com wrote:
Just a note to say that the two bugs mentioned in this thread were
marked by an Android engineer as fixed in 1.5, so we've turned off
copy protection and so far so
in
a thread that only does that.
Is anyone else seeing and working around issues like these? I could
use some advice.
-Matt K
On Nov 25, 10:07 am, Matt Hall matt.h...@gmail.com wrote:
How big (dimensions) are the graphics Matt? If they're not very big
then I'm guessing you have bitmap memory
Hi,
I see that the x and y coords are floats in one of the drawText calls,
but when I try to specify a non-integer position it just seems to
round to the nearest integer pixel position. Does the drawText system
support rendering to sub-pixel precision, or is it just rounding as it
seems?
Thanks,
out.
On Nov 17, 4:17 pm, Matt Hall matt.h...@gmail.com wrote:
I would also love to hear anyone's experience on 1.5+ handsets.
What I would really love though is a definitive answer from Google on
this issue. I don't know why this can't be addressed officially, we're
not asking for secret
Just a note to say that I've opened a bug for this issue:
http://code.google.com/p/android/issues/detail?id=4968
On Nov 17, 6:12 pm, Protuhj brent.me...@gmail.com wrote:
In the future -- please search the forum first before posting a new
topic... I asked the same question last
).
Tauno
On Thu, Nov 12, 2009 at 10:28 PM, Matt Hall matt.h...@gmail.com wrote:
So can I take that to mean that that the bug exists in all current
releases including 2.0? I could really use some concrete info on this
particular issue as it affects most of our apps and the enlarged
Hi Everyone,
We're interested in animating the bounds of children in a ViewGroup.
So to be clear, not quite how layout animations are set up now with
scale or translation animation of children - but with the bounds of
the children changing and recalculating the contents of the views at
each point
Can anyone from Google comment on the status of the following copy
protection related bugs:
http://code.google.com/p/android/issues/detail?id=2047
http://code.google.com/p/android/issues/detail?id=2263
They're marked fixed in a future release, but I don't know what
release (if any) that means.
android but more specificly G1 users
On Thu, Nov 12, 2009 at 12:02 PM, Matt Hall matt.h...@gmail.com wrote:
Can anyone from Google comment on the status of the following copy
protection related bugs:
http://code.google.com/p/android/issues/detail?id=2047
http://code.google.com/p/android
We're having the same issues but are wary of turning copy protection
off due to previous bugs that caused crashing (see here:
http://groups.google.com/group/android-developers/browse_frm/thread/9b1a68aa25e4d711/dbc9ffb7975c0900?lnk=gstq=copy+protection#dbc9ffb7975c0900).
Were you able to remove
are seeing is worse than the rest of the UI, it most likely
is an issue in your app, unrelated to the simple dispatching code here.
Perhaps some part of the drawing is very slow, etc. You could try
profiling it to see what is going on.
On Sat, Oct 17, 2009 at 8:04 PM, Matt Hall matt.h
Hi everyone,
I noticed when developing on an HTC Magic (G2) that when moving your
finger on the screen the location of the touch events trail your
finger pretty significantly. To test this I wrote a very simple app
that just draws a rectangle where you're touching. Even in this simple
case the
Is there a list of Intents supported by the GMail app included with
official Google phones? I can look at the source of the other apps to
see what's available, but the GMail app is closed source so I'm not
able to go that route. I have the basic MAIN intent running fine, but
would love to be able
, Matt Hall matt.h...@gmail.com wrote:
Is there a list of Intents supported by the GMail app included with
official Google phones? I can look at the source of the other apps to
see what's available, but the GMail app is closed source so I'm not
able to go that route. I have the basic MAIN
Hi everyone,
When we're in inPause() in our games we do a few things like stop
animations, which normally works perfectly. However, when an app is
installed on the phone that causes an intent popup, like a home screen
replacement (aHome is what I'm using to test), then in the onPause()
suddenly
the problem somehow. We still should be
receiving a proper onPause() before being killed, but maybe because
we've requested a permanent landscape mode these events aren't being
triggered properly.
Matt
On Mar 10, 3:22 pm, Matt Hall matt.h...@gmail.com wrote:
Hi everyone,
When we're in inPause
I'm struggling with the same problem, but aren't able to fix things
like the previous poster. When I switched to reusing views as
previously suggested I seem to have delayed the crash, but it still
happens. I am drawing a custom bitmap as part of my list items and
have tried to keep their
android:name=android.permission.RECEIVE_SMS /
On Jan 6, 9:38 pm, Matt Hall matt.h...@gmail.com wrote:
Hi All,
I'm looking for a permission or something similar to the SMS
equivalent java.lang.String RECEIVE_SMS. I'd like to be able to
process incoming emails in my app and am
Hi All,
I'm looking for a permission or something similar to the SMS
equivalent java.lang.String RECEIVE_SMS. I'd like to be able to
process incoming emails in my app and am wondering if there's a way to
do that.
Thanks very much,
Matt
--~--~-~--~~~---~--~~
You
tried profiling your app to see what takes so long? Have a
look
athttp://code.google.com/android/reference/android/os/Debug.html#startM...)
On Jan 3, 6:49 pm, Matt Hall matt.h...@gmail.com wrote:
Hi everyone,
I have an app that is around 3.8 megs, with a lot of that size being
png
Hi everyone,
I have an app that is around 3.8 megs, with a lot of that size being
png graphics. When I install the apk on the device the first run of
the app takes a very long time, around 30 seconds. After that first
run the startup is nearly instant. Is there something I can do to
speed that
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