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seem to be out of date imply that this can be done in eclipse when setting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
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Instructions which seem to be out of date imply that this can be done in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
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
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,
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
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
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
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
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
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
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
That's probably what it was. I'll have to use WireShark and see what it's up
to.
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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?
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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
(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
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.
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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
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
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
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
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
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
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
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
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
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
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
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
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,
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
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)
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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
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
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.
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,
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
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
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
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
, 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
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
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
, 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
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?
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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
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
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
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
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
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
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
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 =
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).
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
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,
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
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
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
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
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
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
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
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