[android-developers] Problems simulating multi-touch on emulator

2013-01-06 Thread SChaser
I'm trying to simulate multi-touch on the emulator, but am unable to set the hardware option on the AVD manager to multi-touch. Instructions which seem to be out of date imply that this can be done in eclipse when setting up (or editing) an AVD. I have the latest version of the SDK and ADT

[android-developers] Problems simulating multi-touch on emulator

2013-01-06 Thread SChaser
I'm trying to simulate multi-touch on the emulator, but am unable to set the hardware option on the AVD manager to multi-touch. Instructions which seem to be out of date imply that this can be done in eclipse when setting up (or editing) an AVD. I have the latest version of the SDK and ADT

[android-developers] Re: Using eclipse with the NDK?

2012-07-28 Thread SChaser
sabato 28 luglio 2012 01:59:13 UTC+2, SChaser ha scritto: Does anyone know where to find instructions for using Eclipse for generation of code and debugging the native part of a mixed Java/C project? I didn't see it in the r8b docs, which appear to be totally command line oriented. Googling

[android-developers] Using eclipse with the NDK?

2012-07-27 Thread SChaser
Does anyone know where to find instructions for using Eclipse for generation of code and debugging the native part of a mixed Java/C project? I didn't see it in the r8b docs, which appear to be totally command line oriented. Googling so far hasn't turned up anything that works for me (Windows,

[android-developers] Re: OEM-Official ADB USB Driver support (rant)

2012-07-25 Thread SChaser
Same problem. I got the Nexus 7 to test my app on it. I'm running Windows 7 (64 bit). The devices shows up in Windows device manager, but with no driver. So I told Windows 7 to update the driver and pointed it at the \extras\google\usb_driver\i386 directory. Nothing found. Other than

[android-developers] Re: OEM-Official ADB USB Driver support (rant)

2012-07-25 Thread SChaser
UTC-7, SChaser wrote: Same problem. I got the Nexus 7 to test my app on it. I'm running Windows 7 (64 bit). The devices shows up in Windows device manager, but with no driver. So I told Windows 7 to update the driver and pointed it at the \extras\google\usb_driver\i386 directory. Nothing

[android-developers] Re: Eclipse dev/debug on different machine than where Android device is connected?

2012-06-09 Thread SChaser
the shell is baffling. It would appear that adbd is not switching to TCPIP. On Jun 8, 11:06 am, JJ senat...@gmail.com wrote: This should help http://stackoverflow.com/questions/2604727/how-can-i-connect-to-andro... On Thursday, June 7, 2012 10:01:31 PM UTC-4, SChaser wrote: Good. But how

[android-developers] Re: Eclipse dev/debug on different machine than where Android device is connected?

2012-06-09 Thread SChaser
the shell is baffling. It would appear that adbd is not switching to TCPIP. On Jun 8, 11:06 am, JJ senat...@gmail.com wrote: This should help http://stackoverflow.com/questions/2604727/how-can-i-connect-to-andro... On Thursday, June 7, 2012 10:01:31 PM UTC-4, SChaser wrote: Good. But how

[android-developers] Re: Eclipse dev/debug on different machine than where Android device is connected?

2012-06-09 Thread SChaser
Another clue: The procedure works with everything the same except using a Xoom rather than a Droid-X! Anyone have an idea why my Droid-X is being piggy? Droid-X info: System 4.5.621.MB810 Verizon Android 2.3.4 Kernel 2.6.32.9-g1282440 Build 4.5.1_57_DX8-5.1 On Jun 9, 2:56 pm, SChaser

[android-developers] Eclipse dev/debug on different machine than where Android device is connected?

2012-06-07 Thread SChaser
I would like to be able to debug (using Eclipse) an Android app when the device is USB connected to a different machine. Is this possible, and if so, how? Reason: I'd like to have a single machine that contains my Android development environment, but be able to access it (via Remote Desktop

[android-developers] Re: Eclipse dev/debug on different machine than where Android device is connected?

2012-06-07 Thread SChaser
Eclipse to do this via TCP/IP? Thanks! On Jun 7, 5:52 pm, lbendlin l...@bendlin.us wrote: you can do debugging via TCP/IP, no need for a USB connection. On Thursday, June 7, 2012 4:23:28 PM UTC-4, SChaser wrote: I would like to be able to debug (using Eclipse) an Android app when

[android-developers] Re: License validation fails with ATT hotspot

2011-08-18 Thread SChaser
That's probably what it was. I'll have to use WireShark and see what it's up to. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send

[android-developers] License validation fails with ATT hotspot

2011-08-13 Thread SChaser
A customer reports (and I verified) that when the internet connectivity is provided by an ATT iPhone hotspot, the license validation fails (not licensed). The same device through a residential DSL hotspot has not problems. Any idea what's going on? Workarounds? -- You received this message

[android-developers] Re: eclipse HELIOS (3.6) Code Assist very slow

2010-10-16 Thread SChaser
If you are using the JEE edition of HELIOS, the assists can be speeded up by turning off JAX-WS assist in the edit/advanced preference (Window-Preferences-Java-Editor-Content Assist-Advanced. It also appears that the assists cycle through a list of suggestion sources, starting with a different

[android-developers] Re: problem with updating of TextView from different thread

2010-10-16 Thread SChaser
(UI) thread. There are several ways to post UI operations to the UI thread. This one is probably the easiest: Activity.runOnUIThread(Runnable action) [SChaser] This requires a reference to the activity, as it is not a static method. http://developer.android.com/reference/android/app

[android-developers] How to disable asset compression in eclipse builds?

2010-09-12 Thread SChaser
Does anyone know how to disable asset compression in eclipse builds? In other words, how to cause the -0 flag to be set on aapt? This is in order to put in a 1MB asset file, which requires compression to be turned off. -- You received this message because you are subscribed to the Google Groups

[android-developers] Re: How to disable asset compression in eclipse builds?

2010-09-12 Thread SChaser
of the extensions that isn't compressed by default? .mp3, for example? On Sep 12, 7:51 pm, SChaser crotalistig...@gmail.com wrote: Does anyone know how to disable asset compression in eclipse builds? In other words, how to cause the -0 flag to be set on aapt? This is in order to put in a 1MB asset file

[android-developers] Re: How to disable asset compression in eclipse builds?

2010-09-12 Thread SChaser
Well, storing as .png does indeed keep it from being compressed, although it is indeed a kludge. I haven't had time to see if I can read the thing on the android. On Sep 12, 7:50 pm, SChaser crotalistig...@gmail.com wrote: Tks On an earlier thread, someone had tried that with no luck

[android-developers] Re: How to disable asset compression in eclipse builds?

2010-09-12 Thread SChaser
Well, I tried making it a png, and successfully put a 3MB file into assets, and read it okay in a test app in the emulator. On Sep 12, 7:50 pm, SChaser crotalistig...@gmail.com wrote: Tks On an earlier thread, someone had tried that with no luck...But there may be something in that direction

[android-developers] Re: Reading precomputed vertex arrays in application?

2010-09-07 Thread SChaser
the useful texture coordinate sets for it, and constants for the offset into the array to use to get them for a particular graphic. On Sep 6, 7:33 pm, SChaser crotalistig...@gmail.com wrote: My app has large vertex arrays that are pre-computed before I even build the app for distribution. I'd

[android-developers] Reading precomputed vertex arrays in application?

2010-09-06 Thread SChaser
My app has large vertex arrays that are pre-computed before I even build the app for distribution. I'd like to store these in assets (recognizing the size limits of asset files) and read them in with minimal computation. Can I store them in binary, and just read them into an NIO buffer, and then

[android-developers] Re: Emulator bug drawing lines on GLSurfaceView

2010-08-15 Thread SChaser
IV - thanks for your response. You are correct that if LINE_SMOOTH is disabled, the bug does not show up. An important point is the all the lines in this example have the same slope (0) and yet their width varies - with the position of the X coordinates. That is a very odd result, that I don't

[android-developers] Emulator bug drawing lines on GLSurfaceView

2010-08-13 Thread SChaser
The Emulator draws line widths VERY incorrectly in OpenGL (GLSurfaceView). See http://www.flickr.com/photos/53002...@n03 for a comparison of the lines drawn correctly (in JOGL) and incorrectly in the emulator. The code also draws correctly on a real device (G1) - looks just like the JOGL screen

[android-developers] Re: How to test OpenGL?

2010-08-13 Thread SChaser
I created a new thread for this topic, with better examples and screen shots. It is at http://groups.google.com/group/android-developers/browse_thread/thread/42efe5ae8acbc308 On Aug 4, 10:50 am, SChaser crotalistig...@gmail.com wrote: On Aug 3, 10:06 pm, Robert Green rbgrn@gmail.com wrote

[android-developers] Re: How to test OpenGL?

2010-08-04 Thread SChaser
On Aug 3, 10:06 pm, Robert Green rbgrn@gmail.com wrote: Have you tried different values of gl.glLineWidthx()?  0x1 is 1 in hex, which, given in fixed converted to float = 0.1 = super, super, super tiny.  I'd start with 65536 (0x if you really like using hex to represent FP) and see

[android-developers] Re: How to test OpenGL?

2010-08-03 Thread SChaser
Robert Green, thanks again for your informative answer. I added the MODELVIEW mode right after setting the viewport, and did a loadIdentity after that. No change, but I agree its the correct thing to do. Still zero lines visible on the emulator (even when I scale up its display). Looks fine on

[android-developers] Re: How to test OpenGL?

2010-08-03 Thread SChaser
On Aug 3, 4:33 pm, Indicator Veritatis mej1...@yahoo.com wrote: But I am surprised no one has mentioned: your settings for glOrtho's near_val and far_val are odd, to say the least. The default is exactly the other way around with near_val=-1.0 and far_val=+1.0. Your values put the near plane

[android-developers] Re: How to test OpenGL?

2010-08-02 Thread SChaser
It is entirely possible that I am doing something confused (not being that much of an OGL person), but even then, I would expect to see the same results on the emulator and the G1. In answer to another question, the demos work fine on the emulator. Is it possible that disappearing lines are

[android-developers] Re: How to test OpenGL?

2010-08-02 Thread SChaser
Source code is below. Robert Green provides some helpful information, for which I am thankful. However, I am not clear on two of the points. I currently have the situation where no lines at all show on the emulator (the background color does) and things work perfectly on the G1. On Aug 2,

[android-developers] Re: OpenGL missing pixels?

2010-08-01 Thread SChaser
I have tried setting the line size to 1 using glLineWidthf and also glLineWidthx. Other attempts (see below) use glLineWidthx value of 0x1 (1 in Android GL fixed point) Some lines simply do not render, others blow up really big on larger scales. It is clearly scaling the lines. I put all the

[android-developers] Re: OpenGL missing pixels?

2010-08-01 Thread SChaser
DISCOVERY: The same code, run on my G1, does exactly what I want it to do! Apparently the emulator is buggy (Mine was set up as a simple 1.6 device) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to

[android-developers] How to test OpenGL?

2010-08-01 Thread SChaser
After a frustrating day of having the Emulator render lines strangely, and then discovering that my G1 renders them exactly as I expect, I am left to wonder how to test OpenGL (using GLSurfaceView). Is the emulator sufficient to test code for correctness? I ask because I experienced the following

[android-developers] OpenGL missing pixels?

2010-07-29 Thread SChaser
I am drawing lines in OpenGL on an app that will zoom way in and out on the surface. I would like the lines to always be visible. Currently, when the line widths are small, at certain angles, the lines don't render. Specifically, I have a case where diagonal lines show but a horizontal one does

[android-developers] Re: NDK OpenGL - Mixing Java and Native (C) calls to OpenGL API?

2010-07-26 Thread SChaser
On Jul 25, 4:25 pm, Indicator Veritatis mej1...@yahoo.com wrote: Although I think there is a way of making this work, I have to question why you would want to do this. It is the Java interface (including JSR-239)that is well tested in Android.

[android-developers] NDK OpenGL - Mixing Java and Native (C) calls to OpenGL API?

2010-07-24 Thread SChaser
I would like to be able to use the OpenGL API from both Java and C (via NDK). In Java, there is a GL object passed, which has all GL methods on it. In C, you just talk to the native library. In a single onDrawFrame callback (for which Java is passed a GL), can I use methods on the GL object,

[android-developers] Re: Android SDK and Helios - compatibility problems?

2010-07-14 Thread SChaser
you had Contact all update sites during install to find required software checked in when you installed them. I would delete the workspace (or try with a different one) to see if that helps. On Sun, Jun 27, 2010 at 8:04 PM, SChaser crotalistig...@gmail.com wrote: Are folks having success

[android-developers] Re: Android SDK and Helios - compatibility problems?

2010-07-14 Thread SChaser
BTW... just checked - I have the latest plugins in helios. On Jul 14, 8:14 pm, SChaser crotalistig...@gmail.com wrote: I have experienced the sameproblems. Deleting the workspace is not an option. Is there a way to reset it? I'd hate to have to back up an eclipse version just

[android-developers] Android SDK and Helios - compatibility problems?

2010-06-27 Thread SChaser
Are folks having success with Helios (Eclipse 3.6) and the latest SDK (r_06)? I am having problems getting the Eclipse DDMS to work;. It is missing most of its views (such as logcat) and complained about that the first time I ran it (but not since, so I don't have a list of what is going on. I

[android-developers] Can I use OpenGL to make Bitmap without GLSurfaceView

2010-05-02 Thread SChaser
I would like to be able to use OpenGL in the Android to render into a bitmap (or any other sort of buffer I can turn into one), without actually displaying a GLSurfaceView. The purpose is to dynamically create very complex images using OpenGL, and then drawing those images on the canvas of a

[android-developers] Re: onActivityResult not being called in Activity that uses GLSurfaceView

2010-04-26 Thread SChaser
, how do you set something singleTask or singleInstance? I don't have a setting like either. Thanks for your response! SChaser On Apr 26, 6:59 am, Streets Of Boston flyingdutc...@gmail.com wrote: What are the launch-properties of your sub-activity? Is it a 'singleTask' or 'singleInstance'? If so

[android-developers] onActivityResult not being called in Activity that uses GLSurfaceView

2010-04-25 Thread SChaser
Help! I have an activity that, instead of getting a response back from a startActivityForResult, is destroyed (with no callbacks) when the responding activity finishes! The activity (call it GL) subclasses Activity and sets its contentView to be a GLSurfaceView. This Activity overlays a MapView

[android-developers] Google Map drawing stops when GLSurfaceVIew overlay started

2010-04-23 Thread SChaser
I have an application that uses a the Google Maps API to create a map in a MapView. It then uses an intent to start an activity which uses a transparent GLSurfaceView as its content - to overlay OGL content on the map. When the GLSurfaceView activity is started, the map stops fetching and

[android-developers] Re: How do I overlaying transparent gifs

2010-01-10 Thread SChaser
, new Paint()); } if ( bm2 != null ) { canvas.drawBitmap(bm2, (Rect)null, r, new Paint()); } } On Jan 9, 3:19 pm, SChaser crotalistig...@gmail.com wrote: I have an app that downloads several gifs and then needs to overlay them (not all centered at the same point

[android-developers] How do I overlaying transparent gifs

2010-01-09 Thread SChaser
I have an app that downloads several gifs and then needs to overlay them (not all centered at the same point), honoring the transparency of the images. I am currently planning to subclass ImageView. What is an efficient way to do the overlay/merge? -- You received this message because you are

[android-developers] Re: Overlaying graphics on a camera preview?

2009-10-06 Thread SChaser
Thank you. I shall have to try that. On Oct 4, 5:52 am, Mark Murphy mmur...@commonsware.com wrote: 1) draw graphics over a camerapreviewwhen it is the whole view for the activity? 2)do the same thing with a camerapreviewin a layout shared with other (small) views? Step #1: Put the

[android-developers] Overlaying graphics on a camera preview?

2009-10-03 Thread SChaser
I am interested in putting some simple graphics (lines, a bit of text, etc) over a live camera preview. I've looked at the examples, and fiddled around a bunch, but just don't see how to do it. The examples use a GLSurfaceView as a camera preview surface, but in that mode the view apparently

[android-developers] Re: Two SurfaceViews in a FrameLayout

2009-09-20 Thread SChaser
How would one render the overlay in the main window while the other views are active (or at all, for that matter)? I am interesting in overlaying OpenGL over a camera preview. What is the way to get the GLSurfaceView object when it is an overlay? On Jul 30, 6:40 am, Dianne Hackborn

[android-developers] Re: Two SurfaceViews in a FrameLayout

2009-09-20 Thread SChaser
to luck -- the view hierarchy does not define the Z-ordering of those surfaces, nor try to ensure they are Z-ordered in any particular way, so this may change for whatever reason. On Sun, Sep 20, 2009 at 6:14 PM, SChaser crotalistig...@gmail.com wrote: How would one render the overlay in the main

[android-developers] Re: Trouble with GLSurfaceView

2009-09-12 Thread SChaser
On Sep 12, 9:27 am, David Minor davemi...@gmail.com wrote: What do you mean by stops working? When the application becomes visible again, everything is okay except that the GLSurfaceVIew is invisible. It's normal red background doesn't show, and none of the graphics objects are visible. Even

[android-developers] 1.5 Example GLSurfaceViewActivity.java fails after stop/resume

2009-09-12 Thread SChaser
I am having trouble with the example for use of GLSurfaceView (see http://developer.android.com/guide/samples/ApiDemos/src/com/example/android/apis/graphics/GLSurfaceViewActivity.html ). I created a normal Android project in the Eclipse IDE, added the GLSurfaceViewActivity class and related from

[android-developers] Re: 1.5 Example GLSurfaceViewActivity.java fails after stop/resume

2009-09-12 Thread SChaser
I take it back! Now it works (but my app doesn't - it has a big difference - see the discussion at http://groups.google.com/group/android-developers/browse_thread/thread/b1b97aa8e18e6b04. Go figure. I'd delete the thread if I could :-( On Sep 12, 3:08 pm, SChaser crotalistig...@gmail.com wrote

[android-developers] Re: Trouble with GLSurfaceView (more info: works if only view, but not as one of several)

2009-09-12 Thread SChaser
More information: It works if it is the ONLY view on the page, as done by _surfaceView = new GLSurfaceView(this); setContentView(_surfaceView); However, if I make it part of the app framework, it fails as described above in this discussion: setContentView(R.layout.main); _surfaceView =

[android-developers] Trouble with GLSurfaceView

2009-09-11 Thread SChaser
I've been messing around with GLSurfaceView, first with just my own code, and then with the demo framework from Pro Android. In both cases, the view stops working after the application has been paused (say, by bringing up the home screen, and then selecting the application and running it again).

[android-developers] Re: Testing OpenGL rendering in Java outside of Android?

2009-08-30 Thread SChaser
I took a look at that. I am not sure of all incompatibilities, but it does not provide the GL10 object, which I believe is required for Android JOGL apps. Ideas? On Aug 29, 9:33 pm, Romain Guy romain...@google.com wrote: I think thatJOGL2 supports OpenGL ES 1.0 and 2.0. You could try with

[android-developers] Testing OpenGL rendering in Java outside of Android?

2009-08-29 Thread SChaser
I would like to write OpenGL classes and test them in java outside of an Android device or emulator, and then use these in the Android. Has anybody done this?: If so, are there JOGL implementations that are directly compatible? I tried doing this on Windows using JOGL and writing wrappers, etc,

[android-developers] Re: Keeping graphics running through orientation change

2009-08-19 Thread SChaser
On Aug 19, 3:11 am, String sterling.ud...@googlemail.com wrote: On Aug 19, 2:59 am, Dianne Hackborn hack...@android.com wrote: And is the status bar actually changing orientation when this happens?  My guess would be that they force the screen into one orientation, and just rotate their

[android-developers] Re: Keeping graphics running through orientation change

2009-08-18 Thread SChaser
On Aug 18, 9:35 am, Dianne Hackborn hack...@android.com wrote: You can't stop the screen from dimming/blurring.  This is always done I downloaded an application which never dims/blurs, so they must have figured out how. It is called Bubble and is a simple level. It has three orientations

[android-developers] Re: Keeping graphics running through orientation change

2009-08-17 Thread SChaser
I forgot to add the log showing three of these events: I/WindowManager( 60): Setting rotation to 1, animFlags=1 I/WindowManager( 60): Config changed: { scale=1.0 imsi=0/0 locale=en_US touch=3 key=2/1/1 nav=3 orien=2 } D/===jrm (16551): MainActivity.onConfigurationChanged - orientation:2

[android-developers] Re: Keeping graphics running through orientation change

2009-08-17 Thread SChaser
On Aug 3, 11:29 am, Mark Murphy mmur...@commonsware.com wrote: http://wiki.andmob.org/samplecode Look in there for the links to the Rotational Forces series of blog posts. This one covers what you need: http://androidguys.com/?p=2723 In your case, you would detect the rotation and

[android-developers] SurfaceView behavior - what gives?

2009-08-09 Thread SChaser
I wrote a little test program that has a custom SurfaceView class and some buttons to let me cause various operations on them (draw bitmap over all of it - white or black, draw a circle on it, draw blue bitmap and circle). In each case, the drawing is done on a canvas obtained with

[android-developers] Keeping graphics running through orientation change

2009-08-03 Thread SChaser
How does one create a graphics canvas that is visible by the user through orientation (port-land-port) changes? If one defines layout land and port, there is a noticeable pause during the switch. Yet, I downloaded a bubble level application that never pauses as orientation changes - even when it

[android-developers] Apparent Eclipse/SDK error

2009-08-02 Thread SChaser
I created an android project in eclipse that had a custom MySurfaceView object that was a subclass of SurfaceView and was declared in the layout. I refactored this project several times. When I tried to run it, it blew up immediately. I used adb.exe logcat to look at the logs and it was having