Any idea? Any thoughts?
2014. július 27., vasárnap 17:43:38 UTC+2 időpontban Tamás Kovács a
következőt írta:
Hello,
Are there any restrictions for Game Services in terms IAB/paid apps?
I can't find anything in any Terms of Use about this. For example, Game
Services states that each
Hello,
Are there any restrictions for Game Services in terms IAB/paid apps?
I can't find anything in any Terms of Use about this. For example, Game
Services states that each Achievement must be achievable by the player, but
it doesn't state whether this is allowed to require any In-app
Hello,
Something isn't clear to me. The In-App Billing Pricing says:
At this time, you will be able to sell in-app items in your home currency,
which is generally the currency of the country registered on your Google
Play account.
(Source:
Hello,
getExternalStorageState() and getExternalFilesDir(null) try to access the
external SD card on HTC One V.
But external SD card is not always given when you buy a phone.
Is this standard? Doesn't google make it mandatory that external storage
must be accessible on every Android phone?
Please, even if someone has One V and does NOT encounter this problem (i.e.
internal storage is assigned to getExternalFilesDir), let me know.
2013. június 22., szombat 22:43:04 UTC+2 időpontban Tamás Kovács a
következőt írta:
Hello,
getExternalStorageState() and getExternalFilesDir(null
to discover the path to microSD.
https://groups.google.com/d/msg/android-developers/R4ymtcFu0O4/zxaVgnypKdwJ
( and many more messages if you search the group's archives )
-- K
On Sunday, June 23, 2013 12:43:04 AM UTC+4, Tamás Kovács wrote:
Hello,
getExternalStorageState
could install there. They return the optional CD card slot on HTC One V.
2013. június 23., vasárnap 0:32:40 UTC+2 időpontban TreKing a következőt
írta:
On Sat, Jun 22, 2013 at 5:25 PM, Tamás Kovács
falcon.f...@gmail.comjavascript:
wrote:
And since SD card is not mandatory
.
On Saturday, June 22, 2013 11:55:14 PM UTC+1, Tamás Kovács wrote:
Of course I do. My problem is that if the user has no SD card put to the
optional slot, my app will not install (it needs APK Expansion from Google
Play). This is because getExternalStorageState() and getExternalFilesDir
Quoting
thishttp://developer.android.com/google/play/filters.html#other-filtersofficial
Android page:
Not all users can see paid apps. To show paid apps, a device must have a
SIM card and be running Android 1.1 or later, and it must be in a country
(as determined by SIM carrier) in which
The official documentation about pause():
pause()
Valid states: {Started, Paused}
Invalid states: {Idle, Initialized, Prepared, Stopped,
PlaybackCompleted, Error}
Calling this method in an invalid state transfers the object to the
Error state.
How can I be safe when doing this:
if
Hello,
Usually, Java virtual machines are known for using int-sized width for
short fields as well. Only the arrays (short[]) are exception. What
about Dalvik?
E.g. I have a class which contains 50 fields of type short.
Sometimes in my application, 1 of these classes exist. This means
that
Anyone? (to the last but one question, even)
Thanks in advance
On Sep 7, 2:55 am, Tamás Kovács falcon.firebre...@gmail.com wrote:
And what about e.g. setStereoVolume() ?
It sounds a bit strange that the current write() operation must finish
before setStereoVolume() can be called, but if you
The documentation says that AudioTrack.write() is thread-safe in terms of
stop().
What about the other operations? As far as I can see, e.g. play() and
pause() should also be callable from another thread.
write() is blocking, so it does not make much sense to call pause() from
the same
. Is this correct?
On Sep 7, 2:05 am, Lew lewbl...@gmail.com wrote:
Tamás Kovács wrote:
The documentation says that AudioTrack.write() is thread-safe in terms of
stop().
What about the other operations? As far as I can see, e.g. play() and
pause() should also be callable from another thread
And what about e.g. setStereoVolume() ?
It sounds a bit strange that the current write() operation must finish
before setStereoVolume() can be called, but if you say so.
On Sep 7, 2:44 am, Tamás Kovács falcon.firebre...@gmail.com wrote:
OK, thanks. So you're basically saying that if I want
Hello,
I have a custom file format in res/raw, which means it will get
compressed in APK.
Question:
Assume my application is installed on the device. When I open a file
via openRawResource(), does it completely uncompress the file in the
memory?
E.g. if it's a 3MB file, will it uncompress it
1MB) above which the
open would fail. On current versions of the platform it uncompression is
streamed as you read it with no limit on size.
On Tue, Aug 21, 2012 at 1:25 PM, Tamás Kovács
falcon.firebre...@gmail.comwrote:
Hello,
I have a custom file format in res/raw, which means
Anyone?
It happens on ICS, Samsung Galaxy S3. The ScaleAnimation stutters when I
get it.
On Thursday, July 26, 2012 2:09:51 AM UTC+2, Tamás Kovács wrote:
My app keeps gets this error message often in logcat under the SKIA
tag:
FimgApiStretch:stretch failed
On some screens
My app keeps gets this error message often in logcat under the SKIA
tag:
FimgApiStretch:stretch failed
On some screens, it is contionously being logged, all the time.
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I know that System.gc() is needless and discouraged, and I don't try
to suggest otherwise, but the point is that it shouldn't cause issues
either (i.e. it should be useless at most).
If I add the following code to my Activity.onPause(), then my
application will be slow after the second start of
22, 2012 5:41:55 PM UTC+1, Tamás Kovács wrote:
I know that System.gc() is needless and discouraged, and I don't try
to suggest otherwise, but the point is that it shouldn't cause issues
either (i.e. it should be useless at most).
If I add the following code to my Activity.onPause
traceview already reduces FPS, so the
results are not credible as absolute values. And as percents, they are
the same.
On Jul 22, 7:29 pm, Tamás Kovács falcon.firebre...@gmail.com wrote:
Do you mean TraceView?
I tried with Debug.startAllocCounting, Debug.startMethodTracking(...),
made a lot
I have two activities: a Preload activity and the main activity. My
preload activity basically just spawns the main activity and then
exits.
My problem appears only on ZTE Skate (all other devices work fine).
When I start my application by tapping its icon, the logcat output of
my application
Hello,
Reproducing the bug: instantiate and add a GLSurface, then set the
interrupted status of your UI thread, and then use removeView to
detach the GLSurface.
To be brief, I think I found a bug, because GLSurfaceView.GLThread
uses the following pattern in its requestExitAndWait() method:
Actually, the situation is worse, because this bug appears when you
start your rendering, too.
Details here as well:
http://stackoverflow.com/questions/11220572/handling-interruptedexception-while-waiting-for-an-exit-signal-bug-in-android
On Jun 28, 1:16 pm, Tamás Kovács falcon.firebre
I know that the UI elements (View hierarchy) may only be manipulated
from the UI thread. For a background operation, the AsyncTask can be
used, which offers event handers to reach the UI thread.
To be brief, is it allowed to instantiate a View (tied to
getApplicationContext()) in a non-UI thread?
?
Thanks,
Justin Anderson
MagouyaWare Developerhttp://sites.google.com/site/magouyaware
On Tue, Jun 26, 2012 at 2:27 PM, Tamás Kovács
falcon.firebre...@gmail.comwrote:
I know that the UI elements (View hierarchy) may only be manipulated
from the UI thread. For a background operation
PM, Tamás Kovács
falcon.firebre...@gmail.comwrote:
I know that the UI elements (View hierarchy) may only be manipulated
from the UI thread. For a background operation, the AsyncTask can be
used, which offers event handers to reach the UI thread.
To be brief, is it allowed
, 2012 at 2:00 PM, Tamás Kovács
falcon.firebre...@gmail.comwrote:
It works seamlessly like a charm. It would be nice to know if this is
supported/acceptable generally.
I hope we'll get an answer from the Android guys/ladies.
On Jun 26, 10:53 pm, Justin Anderson magouyaw
of data in the background thread and
create the View in the UI thread after that, giving it the earlier computed
data.
On Tuesday, June 26, 2012 6:04:44 PM UTC-4, Tamás Kovács wrote:
OK I made additional research and source code exploring:
only *ViewGroup* and its descendants check
On a side note:
Note: The entire view tree is single threaded. You must always be on the
UI thread when calling any method on any view.
This wasn't written to mislead people [..]: it is because it is true
True, any method means the constructor too, since the constructor is
practically method
The official documentation about pause():
pause()
Valid states: {Started, Paused}
Invalid states: {Idle, Initialized, Prepared, Stopped,
PlaybackCompleted, Error}
Calling this method in an invalid state transfers the object to the
Error state.
In the practice, pause() works in the
Sorry I don't have time to read your code. But in the past, I also had
issues, when I needed to loop soundpool sounds that were stopped()
before they needed to play again (in looped mode).
If you can't find a solution, I can think of two alternatives:
1. Implement manual looping: not too elegant
Hello,
If I set the src attribute of an ImageView in the layout XML, it will
know the image *before* setContentView(R.layout.main) is called.
If I omit the src attribute, because the image is preloaded
programmatically, then I can only call
mImageViewDrawable.setImageDrawable or setImageBitmap
I know that RandomAccessFile does not use buffering (and unlike in
case of FileInputStream, it obviously cannot be combined with
BufferedInputStream).
I need to read many small chunks of data from random file positions
(which can't be sorted, as they arrive continously), so
RandomAccessFile
I'm developing a graphics-intensive application for Android 2.2 and
above.
I know that starting with Honeycomb, bitmaps are stored on VM_HEAP
instead of their native bitmap heap.
Does this influence the effective memory usage of my application? I
mean, e.g., if my app for pre-Honeycomb devices
Just for the information of readers here, the question was answered by
Romain Guy on the other mailing list. The answer is that the app will
use the same amount of memory both on pre-Honeycomb and on Honeycomb
and above.
On máj. 20, 20:10, Tamás Kovács falcon.firebre...@gmail.com wrote:
I'm
/l7ffpanbpozs6nu7
The only difference is that my GLSurfaceView is paused for a different
reason (which is irrelevant).
Can I ignore it?
On máj. 19, 06:32, Yan yinor...@gmail.com wrote:
At what exact points in your code does this happen?
On May 17, 9:55 pm, Tamás Kovács falcon.firebre...@gmail.com wrote
This is a logcat ERROR entry which I get in 3 (three) instance at the
same time, but the game I develop works fine. I'm just worried because
this is an error, not a warning. I get the 3 identical entries when my
game screen (GLSurface) is resumed due to Activity.onResume(). The
screen behavior is
I need to create a clipping mask with a shape of a circular sector.
I am able to draw one using the following:
paint.setColor(0x88FF);
paint.setStyle(Style.FILL);
canvas.drawArc(oval, 0, 30, true, paint);
I want to use it as a clipping path, so I've tried:
Path path = new Path();
I need to create a clipping mask with a shape of a circular sector.
I am able to draw one using the following:
paint.setColor(0x88FF);
paint.setStyle(Style.FILL);
canvas.drawArc(oval, 0, 30, true, paint);
I want to use it as a clipping path, so I've tried:
Path path = new Path();
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