[android-developers] SAP EWM Consultant / Portland, OR / GC & citizen Preferred

2018-05-10 Thread Warren Ge


Hi ,

Please find below the job description I am currently working on

Req : *SAP EWM Consultant / Portland, OR / GC & citizen Preferred*

*SAP EWM Consultant* for a contract opportunity that will go until *August 
3rd.* The project is based in Portland, OR.

This will be for hyper-care and go-live support activities.

Must Have : *5+ Years* of *SAP EWM* experience.

At least *1 full implementation* in EWM

Experience training end users and participating in hyper-care activities

 

*Immediate need is necessary. The client is unable to consider resources 
with 2 weeks’ notice and more.*

 

 
--

 

Thanks and regards.

 

*W**arren **M**ason.*

Manager - Talent Acquisition.
[image: http://gointellects.com/images/logo.png]

80 M Street SE, Unit 02-239, Washington DC 20003.

*war...@gointellects.com* <war...@gointellects.com> / Web: 
*http://gointellects.com* <http://gointellects.com/>

<https://www.linkedin.com/in/warren-mason-97b51149/>

 

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[android-developers] SAP EWM @Portland,OR ***Immediate start date

2018-05-09 Thread Warren Ge


Req : *SAP EWM Consultant / Portland, OR / GC & citizen Preferred*

*SAP EWM Consultant* for a contract opportunity that will go until *August 
3rd.* The project is based in Portland, OR. 

This will be for hyper-care and go-live support activities.

Must Have : *5+ Years* of *SAP EWM* experience.

At least *1 full implementation* in EWM

Experience training end users and participating in hyper-care activities


*Immediate need is necessary. The client is unable to consider resources 
with 2 weeks’ notice and more.*


*Kindly send me your updated resume and the details required below too.*

Full Name:

 

Contact Number:

 

Date of Birth (Month & Date)

 

E-Mail:

 

Education Details( Year of Graduation):

 

LinkedIn:

 

Current Location:

 

Salary/Rate :

 
--

 

Thanks and regards.

 

*W**arren **M**ason.*

Manager - Talent Acquisition.

Go Intellects
80 M Street SE, Unit 02-239, Washington DC 20003.

*war...@gointellects.com*  / Web: 
*http://gointellects.com* 


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[android-developers] SAP EWM @Portland,OR ***Immediate start date immediate

2018-05-09 Thread Warren Ge


Req : *SAP EWM Consultant / Portland, OR / GC & citizen Preferred*


*SAP EWM Consultant* for a contract opportunity that will go until *August 
3rd.* The project is based in Portland, OR.

This will be for hyper-care and go-live support activities.


Must Have : *5+ Years* of *SAP EWM* experience.

At least *1 full implementation* in EWM

Experience training end users and participating in hyper-care activities


*Immediate need is necessary. The client is unable to consider resources 
with 2 weeks’ notice and more.*


*Kindly send me your updated resume and the details required below too.*

Full Name:

 

Contact Number:

 

Date of Birth (Month & Date)

 

E-Mail:

 

Education Details( Year of Graduation):

 

LinkedIn:

 

Current Location:

 

Salary/Rate :

 
--

 

Thanks and regards.

 

*W**arren **M**ason.*

Manager - Talent Acquisition.
Go Intellects

80 M Street SE, Unit 02-239, Washington DC 20003.

 *war...@gointellects.com*  / Web: 
*http://gointellects.com 
*

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[android-developers] Only GC/ Citizens - SAP FSCM Role @ NJ. C2C

2018-05-09 Thread Warren Ge


Hi All,

 

Please find below the detailed job description.

 

We are looking for *FSCM consultant* for one of preferred partner , please 
share your resume if interested . It’s an immediate role.

*Responsibilities*
Perform required configuration changes in the areas of SAP AR and FSCM 
Architect-level experience in designing solution, implementation and roll 
out.
Implement FIORI apps, Custom Business Rules, Workflow for Dispute 
Management and set up Business Partner Master Data.
Understand the current system design and landscape quickly and start 
working on building and modifying the functional specifications for complex 
interfaces.
Actively participate in design discussions and work with multiple teams to 
get the optimum possible technical solution.
Lead the implementation of FSCM-Collection Management, Dispute Management 
and Credit Management through various phases like Development, Testing, 
Deployment and hyper care.
Work closely with Development and Basis team in Installation of FIORI apps 
and custom developments.
Assume responsibility for the deliverables and meet the target dates.


*Qualifications*
Bachelor's Degree or above in Computer Science, Business, Accounting, or 
other related area.
Very strong experience in SAP FSCM and AR.
End to end SAP FSCM implementations experience.
Experience in SAP S/4 Hana with FIORI implementation.
Should have a thorough knowledge in the areas of FSCM-Collection 
Management, Dispute Management and Credit Management. Should have 
implementation in the areas of General Ledger, Accounts Receivable, 
Business partner master data and workflow.
Should be very well experienced in design and deployment of SAP FSCM.
Should have thorough knowledge in AR and Customer Service process of 
handling collections and disputes.


Kindly send your consultants profiles to *war...@gointellects.com 
<war...@gointellects.com>.*


Thanks and regards.

Warren.

*war...@gointellects.com <war...@gointellects.com>.*

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[android-developers] Urgent Requirement - Tester Denver,CO

2018-05-07 Thread Warren Ge


Hi,

Please find below the job description of an urgent requirement I am working 
on.

Kindly go through the requirement and send me the updated resumes of your 
consultants. (war...@gointellects.com)


Req : *Tester  / **Denver, Colorado / 6+months*


The must have tools and hands on experience required for the job are : 

*AWS, Kubernetes & Docker Containers experience is primary.*

 

   - Experience with virtual environments (V*MWare, Amazon AMIs, Kubernetes 
   & Docker Containers*) 
   - Experience with containerization and orchestration tools (*Docker, 
   Chef*, etc.) 


   - Test Experience with containerization and tools (*Docker, Kubernetes*). 


   - Experience with scripted/interpreted languages such as *Perl, 
   Ruby/JRuby, Lua * (including Lua C API) 
   - Experience with *Go, Python*, or other OO languages 
   - Must have strong hands on experience in relational and non-relational 
   databases (Ideally *NoSQL* based systems like *Cassandra/MongoDB*) 
   - Experience with *AWS* *testing* (Amazon Web Services), T*omcat and 
   Linux *environments 
   - Ability to make decisions and solve problems while working under 
   pressure 
   - Ability to prioritize and organize effectively 
   - Knowledge of Git/GitHub or similar. 
   - Excellent written and verbal communication skills. 
   - Excellent analytical and troubleshooting abilities. 

Thanks and regards,

*W**arren **M**ason.*

Manager - Talent Acquisition.
80 M Street SE, Unit 02-239, Washington DC 20003.

*war...@gointellects.com*  / Web: 
*http://gointellects.com 
*

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[android-developers] High Priority Requirements.

2018-05-02 Thread Warren Ge
 (Is face to face required?)
Yes

 

*Additional Skills:*

1.Requirement Analysis and Estimation 2.Defining Test Strategy and Test 
Planning3.Test Execution and defect tracking4.Onsite offshore coordination

 

Req: 20276

*Job Title: Technical Test Lead | Data Services Testing | Data Warehouse 
Testing*

Work Location: Smithfield, RI - 02917
Contract duration (in months): 12 Months
Target Start Date: 07 May 2018

Job Details: 

Must Have Skills (Top 3 technical skills only) :
1. Oracle
2. ETL
3. Teradata

Nice to have skills (Top 2 only)
1. Java

Detailed Job Description:
The resource should be involved at every stage of the software development 
cycle and would be managing the data warehouse projects from Infosys’s 
side. Below are the key responsibilities for managing the projects for 
Client
1. Requirement Analysis and Estimation 
2. Defining Test Strategy and Test Planning
3. Test Execution and defect tracking
4. Onsite offshore coordination
Resource should have strong experience in Oracle, ETL testing, Teradata

Minimum years of experience: 
5+

Certifications Needed: No

Top 3 responsibilities you would expect to shoulder and execute:
1. Test Planning and Execution
2. Client interactions
3. onsite offshore coordination

Interview Process (Is face to face required?) 
Yes


*Additional*

* Skills:*

The resource should be involved at every stage of the software development 
cycle and would be managing the data warehouse projects. Below are the key 
responsibilities for managing the projects.Requirement Analysis and 
Estimation 2.Defining Test Strategy and Test Planning3.Test Execution and 
defect tracking4.Onsite offshore coordination. Resource should have strong 
experience in Oracle, ETL testing, Teradata





Warren.

war...@gointellects.com

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[android-developers] High Priority requirements. Interview and start date within this week.

2018-04-30 Thread Warren Ge
 Process (Is face to face required?)
Yes 

 

*Additional Skills:*

1.Requirement Analysis and Estimation 2.Defining Test Strategy and Test 
Planning3.Test Execution and defect tracking4.Onsite offshore coordination

 

Req: 20276

*Job Title: Technical Test Lead | Data Services Testing | Data Warehouse 
Testing*

Work Location: Smithfield, RI - 02917
Contract duration (in months): 12 Months
Target Start Date: 07 May 2018

Job Details: 

Must Have Skills (Top 3 technical skills only) :
1. Oracle
2. ETL
3. Teradata

Nice to have skills (Top 2 only)
1. Java

Detailed Job Description:
The resource should be involved at every stage of the software development 
cycle and would be managing the data warehouse projects from Infosys’s 
side. Below are the key responsibilities for managing the projects for 
Client
1. Requirement Analysis and Estimation 
2. Defining Test Strategy and Test Planning
3. Test Execution and defect tracking
4. Onsite offshore coordination
Resource should have strong experience in Oracle, ETL testing, Teradata

Minimum years of experience: 
5+

Certifications Needed: No

Top 3 responsibilities you would expect to shoulder and execute:
1. Test Planning and Execution
2. Client interactions
3. onsite offshore coordination

Interview Process (Is face to face required?) 
Yes 


*Additional*

* Skills:*

The resource should be involved at every stage of the software development 
cycle and would be managing the data warehouse projects. Below are the key 
responsibilities for managing the projects.Requirement Analysis and 
Estimation 2.Defining Test Strategy and Test Planning3.Test Execution and 
defect tracking4.Onsite offshore coordination. Resource should have strong 
experience in Oracle, ETL testing, Teradata







Thanks and regards.

Warren.

*war...@gointellcts.com.*



 

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[android-developers] Urgent requirement @ Denver, CO and San Francisco,CA.

2018-04-26 Thread Warren Ge


Hi All,


Kindly find the job description below and send suitable profiles to 
*war...@gointellects.com*.


• Experience with REST API – hands-on experience with REST API test 
tools like SoapUI, Postman or Jmeter.

• Ability to build automation suites for REST API. Will require 
core Java skills.

• Ability to write unit tests or expand on existing unit tests. 

• Ability to setup mock services and run through isolated 
functional tests.  

• Hands on experience with dockerized environments 

• Ability to partner with Developers and influence design and 
implementation to ensure that we are building systems that can be tested 
through automation. 

• Strong experience writing and maintaining automated test cases

• Proficiency with SQL for data integrity testing. 

• Experience with LINUX environments, build deployments (Jenkins), 
debugging & installation 

·Having experience with bash scripts/shell scripts will be 
extremely useful. 

• Strong experience with working with dispersed teams and managing 
timely communication.

• Strong team collaboration, strong written and verbal 
communication skills. Can resolve issues collaboratively without 
escalations.

• Deep understanding of SDLC processes and agile, experience in 
applying test methodologies, creating test plans, test reports, test cases, 
use cases and relevant tools and technologies

• Must have great analytical and troubleshooting skills

 

*Mandatory Skills :*

*• REST API tools*: Jmeter/SoapUI/Postman – At least strong in one. 

·*Programming:* Strong core/basic Java/Python/Shell programming 
experience.

·*SQL –* Ability to write joins to extract and validate data. 
Knowledge of SQL functions is a plus.  

· *   UI Automation* : Experience in Selenium automation

• *Junit *– Ability to read through developers developed Junit 
tests and enhance coverage if required. 

• *Others:* Git, Jira, Jenkins, Gradle 

*• Domain:* E-commerce domain experience

 

*Nice to have skills :*

· Advanced Selenium Automation

· NOSE Testing

· PIE testing

· JANKO


Thanks and regards.

Warren.

Go Intellects

http://gointellects.com

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[android-developers] Requirement - Full-Stack Developers / 12+ years of experience / Piscataway, NJ

2018-04-25 Thread Warren Ge


*Requirement - Full-**Stack Developers 
/* *12+ years* of experience / *Piscataway, NJ *



  Please send profiles to *war...@gointellects.com 
.*


Hi All,

 

We are looking for an experienced, innovative and highly motivated *Full-*
*Stack Developers *with expertise in *AngularJS/Java* with *12+ years* of 
experience. The candidate will focus on developing and supporting solutions.

The ideal candidate will have extensive hands-on experience designing, 
building and integrating and supporting systems in a multi-tier environment 
including cloud computing. Strong Java/J2EE, Database, Web Services and UI 
development experience is essential. The candidate should have good 
understanding of object oriented principles and design patterns. 

The candidate should be able to manage off-shore team (including 
consultants). Candidate must be able to work collaboratively with the 
extended teams (located in USA/Canada), take the initiative and come up 
with solutions. Candidate should also have aptitude to learn new 
technologies and come up with innovative solutions. Candidate should have 
strong communication skills, ability to multi-task and quickly respond to 
critical issues.

 
QUALIFICATIONS

Skills Required:
- Strong Java/J2EE programming skills (including Spring and Hibernate) 
- Experience building SOAP and RESTful web services. 
- Database (Sybase/DB2) design and development skills 
- Front end development using HTML5, JSP and AJAX and Flex

Skills desired:
- Perl, Unix/Linux scripting 
- Informatica
- JavaScript libraries (EXTJS, Angular JS)
- Good understanding of cloud computing.




Thanks and regards. 

 

*W**arren **M**ason.*

Manager - Talent Acquisition.

Email: *war...@gointellects.com * 

80 M Street SE, Unit 02-239, Washington DC 20003 

.

Web: *http://gointellects.com* 

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[android-developers] Mac OSX Java error: java.security.ProviderException: java.security.NoSuchAlgorithmException: SunTls12MasterSecret KeyGenerator not available

2017-01-11 Thread Warren Adams-Ockrassa
Boy, I'm pulling out what's left of my hair. One of my Macs has the latest 
Android Studio installed with no trouble, and everything works as expected.

The other Mac has been nothing but frustration and exasperation.

It began with Studio not finding its SDK, and never actually having done 
anything to download or install it to the ~/Library/Android/sdk directory. 
This was silently noted as an error in the initial setup run, but not 
highlighted as a critical-stop issue, until of course I tried to actually 
*do* anything.

So I copied the working sdk contents from the Mac that had a functioning 
install. Success!

No.

Now, whenever I try to load an existing project, or download source sample 
files, or even do a clean build on anything, I keep getting whacked with a 
trail of errors that *always ends with this*:

*java.security.ProviderException: java.security.NoSuchAlgorithmException: 
SunTls12MasterSecret KeyGenerator not available*

A typical console dump on a clean or build is this:

*FAILURE: Build failed with an exception.*

** What went wrong:*
*A problem occurred configuring project ':app'.*
*> Could not resolve all dependencies for configuration 
':app:_debugUnitTestApkCopy'.*
*   > Could not resolve junit:junit:4.12.*
* Required by:*
* porting_test:app:unspecified*
*  > Could not resolve junit:junit:4.12.*
* > Could not get resource 
'https://jcenter.bintray.com/junit/junit/4.12/junit-4.12.pom'.*
*> Could not GET 
'https://jcenter.bintray.com/junit/junit/4.12/junit-4.12.pom'.*
*   > java.security.ProviderException: 
java.security.NoSuchAlgorithmException: SunTls12MasterSecret KeyGenerator 
not available*

Both machines are running OSX 10.12.2. Both machines are running the latest 
Android Studio. Both machines have Java installed.

In my Studio settings, I even tried checking the 'Force HTTP instead of 
HTTPS' option, and that didn't yield any positive results either.

I changed my HTTP settings from 'no proxy' (which is correct) to 
'auto-detect' (which, as you might guess, accomplished nothing).

Also, I can't seem to connect to the Android Repository (screenshot 
attached, with popup showing the error I keep seeing).

I don't have any idea where to go to solve this problem, and the fact that 
it's consistent would seem to indicate either a fault in a configuration 
file somewhere in Studio, or in the OSX install itself — but in neither 
case do I know where to look next.

Pointers and *useful* feedback would be appreciated. Thanks!


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Re: [android-developers] Re: Android Virtual Device

2016-10-03 Thread warren nazareno
Thanks man.

On Monday, October 3, 2016 at 1:51:43 PM UTC+8, sardar khan wrote:
>
> You can use third party emulator like bluestack and genymotion.
>
> On Mon, Oct 3, 2016 at 8:31 AM, warren nazareno  wrote:
>
>> Or is it okay to start coding without configuring first the AVD?
>> or AVD is necessary to test?
>> Thanks in advance.
>>
>> On Monday, October 3, 2016 at 11:24:40 AM UTC+8, warren nazareno wrote:
>>>
>>> Hi guys.
>>>
>>> I'm new to android.
>>>
>>> I'm trying to configure the AVD.
>>> But it says my CPU don't support.
>>> So what are ways to fix this?
>>>
>>> Thanks in advance
>>>
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>> .
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>>  
>> <https://groups.google.com/d/msgid/android-developers/6c769d9d-8860-4ed8-a7b8-f24687976df3%40googlegroups.com?utm_medium=email_source=footer>
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>>
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>>
>
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[android-developers] Re: Android Virtual Device

2016-10-02 Thread warren nazareno
Or is it okay to start coding without configuring first the AVD?
or AVD is necessary to test?
Thanks in advance.

On Monday, October 3, 2016 at 11:24:40 AM UTC+8, warren nazareno wrote:
>
> Hi guys.
>
> I'm new to android.
>
> I'm trying to configure the AVD.
> But it says my CPU don't support.
> So what are ways to fix this?
>
> Thanks in advance
>

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[android-developers] Android Virtual Device

2016-10-02 Thread warren nazareno
Hi guys.

I'm new to android.

I'm trying to configure the AVD.
But it says my CPU don't support.
So what are ways to fix this?

Thanks in advance

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[android-developers] Android Studio 2.0 support for AMD-V on Windows (allows built in AVDs on AMD Windows boxes)

2015-12-09 Thread Warren Bare
Hi Folks,

Does anyone know if Android Studio 2.0 will extend support for AMD-V beyond 
Linux to Windows so that a Windows/AMD user will be able to use the Android 
Studio build in AVDs???

Or for that matter, does anyone know if this is slated somewhere in the 
development plans?

I'm using Genymotion, but would much rather use be able to use the Android 
Studio built in AVDs.

Thanks,
Warren



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[android-developers] Looking for Developer to take over my app

2011-02-08 Thread Warren
I created an app for posting pictures to Craigslist, called Craigslist
Picture Poster. It's doing alright, but it needs some updates and
maintenance. I just got a new job and don't have the time for it.

Is anyone interested it buying it from me and taking over? There is a
paid version and an ad supported version. You could take it and do
what you please.

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[android-developers] Game Development Contract

2011-01-18 Thread Warren
I am working on several programs and I need some help. I am looking
for a game programmer who is experienced using OpenGL and multiple
threads effectively within Android.

Please do not contact me if you are not already proficient. I need
someone who already has these skills.

Please do not apply unless you can legally do contract work in the
U.S.

If you have these skills and you're interested, please contact me:

warrenb at phantomefx  com

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[android-developers] How to access mail ?

2011-01-05 Thread Warren
First, I want to get the new mail notification
I used
getContentResolver().registerContentObserver(Uri.parsecontent://
com.android.email.provider), true, service)

when new mail coming the ContentObserver will catch event onChange()

Then, i want to get this new mail content
I used
final String URI = content://com.android.email.provider/message;
Uri uri = Uri.parse(URI);
Cursor c = this.getContentResolver().query(uri, null, null ,
null ,null);

Always have a java.lang.SecurityException:
Permission Denial: reading com.android.email.provider.EmailProvider
uri content://com.android.email.provider/message from pid=429,
uid=10023 requires com.android.email.permission.ACCESS_PROVIDER.

this Permission is define in packages/app/Email/AndroidManefest.xml
and the level is android:protectionLevel=signatureOrSystem

can any 3rd party app access mail content or other way to get content?

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[android-developers] Re: force resolution be be higher than 800*480

2010-12-20 Thread Warren
I'm really surprised this hasn't been added to the manifest as an
option.

Physical screen size, size in pixels, and density all seem like
reasonable options for limiting supported screens.

Warren


On Nov 15, 11:24 pm, billconan billco...@gmail.com wrote:
 thank you.

 guess i will have to detect the screen size in the program and pop
 some warning.

 On Nov 15, 12:38 pm, Mark Murphy mmur...@commonsware.com wrote:







  On Mon, Nov 15, 2010 at 3:34 PM, billconan billco...@gmail.com wrote:
   I'm working on a game application and because the testing phones i use
   have 800*480 and 854*480 resolutions, I created my game assets based
   on 800*480 resolutions. supporting low resolution will result in
   changing lots of my code. and the game experience on low resolution
  screenswill be bad.

   therefore I want to force the screen resolution of the phones that can
   run my application to be at least 800*480, otherwise installation and
   searching are forbidden by the market. I have heard of someway to do
   this by setting the AndroidManifest.xml

   I checked the document about supports-screens, but it seems that
   both 480*320 and 800*480screensare considered as normalScreens. I
   cannot let my application to support 800*480 and higher screen only.

   Do you know how to do this?

  What you want is not possible, AFAIK. You can restrict the Market
  based on physical screen size, but not some arbitrary pixel
  resolution.

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

  Warescription: Three Android Books, Plus Updates, One Low Price!

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[android-developers] Re: strange behavior getting content from Gallery on Droid X - sets wallpaper when it shouldn't

2010-12-05 Thread Warren
Any ideas about this? I got a comment from another person who is
apparently having the same issue, but I don't know what kind of phone
he has.

Has anyone else experienced this?

Warren


On Dec 2, 8:01 am, Warren warrenba...@gmail.com wrote:
 I had a user report this issue.  The app is designed to have the user
 pick an image from the Gallery that gets put on the SD card for later
 use.

 However, the user reported that the app instead sets the picture as
 the wallpaper! Any ideas why this might happen?

 The code for calling the gallery is below:

     void galleryCapture(){
         Intent intent = new Intent(Intent.ACTION_GET_CONTENT, null);
         intent.setType(image/*);
         intent.putExtra(crop, true);

         intent.putExtra(aspectX, 4);
         intent.putExtra(aspectY, 3);

         // We should always get back an image that is no larger than
 these dimensions
         intent.putExtra(outputX, 480);
         intent.putExtra(outputY, 360);

         // Scale the image down to 480 x 360
         intent.putExtra(scale, true);

         // Tell the picker to write its output to this URI
         //SD_CARD_FILE_PATH is the full path to a file on the SD card
         intent.putExtra(output, Uri.fromFile(new
 File(SD_CARD_FILE_PATH)));
         intent.putExtra(outputFormat, JPEG);

         intent.putExtra(noFaceDetection, true);

         startActivityForResult(intent, RESULT_GALLERY_CAPTURE);
     }

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[android-developers] strange behavior getting content from Gallery on Droid X - sets wallpaper when it shouldn't

2010-12-02 Thread Warren
I had a user report this issue.  The app is designed to have the user
pick an image from the Gallery that gets put on the SD card for later
use.

However, the user reported that the app instead sets the picture as
the wallpaper! Any ideas why this might happen?



The code for calling the gallery is below:

void galleryCapture(){
Intent intent = new Intent(Intent.ACTION_GET_CONTENT, null);
intent.setType(image/*);
intent.putExtra(crop, true);

intent.putExtra(aspectX, 4);
intent.putExtra(aspectY, 3);

// We should always get back an image that is no larger than
these dimensions
intent.putExtra(outputX, 480);
intent.putExtra(outputY, 360);

// Scale the image down to 480 x 360
intent.putExtra(scale, true);

// Tell the picker to write its output to this URI
//SD_CARD_FILE_PATH is the full path to a file on the SD card
intent.putExtra(output, Uri.fromFile(new
File(SD_CARD_FILE_PATH)));
intent.putExtra(outputFormat, JPEG);

intent.putExtra(noFaceDetection, true);

startActivityForResult(intent, RESULT_GALLERY_CAPTURE);
}

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[android-developers] Re: Pubish: Target phones with fast hardware.

2010-11-23 Thread Warren
This is not a direct answer to your question, but have you tried
altering your models and images for less capable phones?

I've tried something like this with acceptable results. Probe the
screen size or do a CPU calculation check at startup, then reduce your
texture sizes or model detail accordingly.  Not ideal, but it works.

Warren


On Nov 20, 4:06 pm, Dutch Android Guru dutchandroidg...@gmail.com
wrote:
 What i need is target hardware like Memory, CPU, and OpenGL 2.

 I read a comment on this 
 articlehttp://androinica.com/2010/05/12/dear-google-please-let-android-devel...

 I really like this comment:

 *The problem here is not (and should never be) fixed by blocking specific
 devices. If anything, because the list of devices will soon be too large for
 a single person to handle. *
 *
 It should be handled by requiring the correct hardware, if the Market
 doesn't already support that. Barcode Scanner, for example, could require
 auto-focus camera (there are already means for requiring a camera, for
 example; we just need a requirement for auto-focus). Raging Thunder 2 should
 ask for OpenGL ES 2, or a certain amount of VRAM, or whatever.

 *
 *tl;dr the Market needs many improvements, but blacklisting or whitelisting
 devices is a horrible solution. Check for hardware capabilities.***
 *
 *
 Basically android already supports this partially with the uses-feature in
 the xml manifest. However there should be more support for the hardware
 types i mentioned.

 So: How should i do it now? And how is this going to be supported in the
 future?
 My only option now is to detect it on startup and give an alert box to the
 user that it doesnt work on their phone.
 However then my whole sale-model is ruined.

 2010/11/20 DutchAndroidGuru dutchandroidg...@gmail.com







  I have an application that loads a 3dmodel and renders it. These
  models are rather big and i can only get it to work fast on faster
  hardware phones such as the Nexus One. However there is no way to
  target faster hardware phones.
  Now i get very good ratings (on phones where it work) and very bad
  rating (on slow phones).

  Also: i would like to know the phone type when a user comments. In
  this way i can test it and check whether the user had a valid point or
  not.
  Could you please add this? Same for error reports.

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[android-developers] Re: 512x512 high res icon required?

2010-11-18 Thread Warren
There wasn't much notice, but there was an email that came from
Android Market Support that gave a maintenance window and a list of
changes to the market. I was also lucky enough to have designed my
icon at 1024x1024, which I then downsize for antialiasing. As for my
other apps, I guess I'll have to redo them. Slightly annoying, sure.
But then, they are doing this to help us market our apps, so I can't
complain too much ;)

Warren


On Nov 18, 4:35 am, Daniel Drozdzewski daniel.drozdzew...@gmail.com
wrote:
 On Thu, Nov 18, 2010 at 9:16 AM, MrChaz mrchazmob...@gmail.com wrote:
  You forgot to mention the required 1024 'feature' image as well,
  whatever the hell that is!

 The featured 1024 is in case your app gets featured, obviously...
 you are right, I am guessing.
 The whole thing must be a quiet (half of the internet is talking about
 it) move to enable existing apps for Google TV.

 Polishing things is a worthy cause - just look how focused and
 successful Apple is with such strategy.

 Daniel

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[android-developers] reading sound stream to speakers

2010-11-18 Thread Warren
Is there a way to  read the signal being sent to the speakers /
headphones?

I would like to perform actions based on the music playing through the
speakers.  I could write my own media player so that I have direct
access to the sound stream, but that seams like overkill. It would be
much better if I could allow the user to choose any media player and
have my app use the audio output as it's input.

Is this possible? I haven't found anything about it so far.


Thanks,

Warren

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[android-developers] Re: OpenGL glScissor not working on HTC phones

2010-11-11 Thread Warren
I also tested this on an HTC Droid Incredible with the same bad result
there.

Also, I tested by only drawing over part of the background instead of
using glScissor(). Same result again. It would appear that the OpenGl
library on HTC phones fills the color buffer with garbage on each
swap. Why would this happen?  Does anyone know if HTC changed the
OpenGl library on its phones?  Is there a place to file a bug report
just for HTC versions of Android?

Warren



On Nov 10, 4:25 pm, Warren warrenba...@gmail.com wrote:
 I am optimizing a game for performance. A large part of the screen
 remains the same from frame to frame and it takes a while to render,
 so I intend to use glScissor() to limit new drawing to only certain
 parts of the screen. I do not do a
 gl.glClear(GL10.GL_COLOR_BUFFER_BIT); so the bits that were drawn
 previously should remain.

 This provides a large speed increase and works very well on the Droid
 and on the emulator. However, it is not working on the G1 or Droid
 Eris, both made by HTC. The areas outside the scissor region are still
 being drawn over in a strange way. It's as if what's being drawn
 inside the scissor region is being wrapped outside the region. There
 is a large rectangle in the middle of the screen that has the correct
 contents. This is the defined scissor region. Immediately below the
 scissor region is a row, maybe 150-200 pixels high that looks like an
 exact copy of the bottom of the scissor region.

 Again, this only is happening on the HTC phones.

 I believe that unless I specifically clear the color bits, they should
 remain from frame to frame. Is this correct? Any ideas? Is this an HTC
 OpenGL library bug?

 Thank you,
 Warren

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[android-developers] OpenGL glScissor not working on HTC phones

2010-11-10 Thread Warren
I am optimizing a game for performance. A large part of the screen
remains the same from frame to frame and it takes a while to render,
so I intend to use glScissor() to limit new drawing to only certain
parts of the screen. I do not do a
gl.glClear(GL10.GL_COLOR_BUFFER_BIT); so the bits that were drawn
previously should remain.

This provides a large speed increase and works very well on the Droid
and on the emulator. However, it is not working on the G1 or Droid
Eris, both made by HTC. The areas outside the scissor region are still
being drawn over in a strange way. It's as if what's being drawn
inside the scissor region is being wrapped outside the region. There
is a large rectangle in the middle of the screen that has the correct
contents. This is the defined scissor region. Immediately below the
scissor region is a row, maybe 150-200 pixels high that looks like an
exact copy of the bottom of the scissor region.

Again, this only is happening on the HTC phones.

I believe that unless I specifically clear the color bits, they should
remain from frame to frame. Is this correct? Any ideas? Is this an HTC
OpenGL library bug?

Thank you,
Warren

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[android-developers] Re: Gifting paid market apps

2010-10-06 Thread Warren
It sure would be great to have an API to give away apps. You could
supply the gmail address tied to an account and the application ID and
then when that user visited the market they could download the
specified app for free as though they had already purchased it.  This
would be very helpful to a client of mine.


Warren


On Oct 6, 3:20 am, Adam Hammer adamhamm...@gmail.com wrote:
 Well, the Apks are just content providers, no activities or
 interactive services (other then the ContentResolver interfaces). So
 no place for a splash screen in them.

 I have a ContentProvider that supplies information about resources in
 the apk file that can be accessed, each package inherits this class
 and exposes a new authority with access to new resources.

 My first purchase turned into a return 4 hours later. I'm sure it's
 just a pirate and my stuff is already leaked to the real world.
 Luckily I didn't publish anything of great value to the market. I
 emailed the 1st purchaser a few hours after purchase to make sure
 everything went ok, and then again after the refund. No response to
 either email.

 I'm attempting to integrate market licensing to this, that way I can
 prevent cheap bastards from doing a purchase  return and keeping the
 item and then giving it away for free. With Market Licensing I can
 also put my friends on test accounts for the time being.

 I am thinking you might be able to let them put the purchase through
 and then give them a refund without deactivation, but I dunno yet
 because the one guy who bought it already got a refund.

 No

 On Oct 5, 9:09 pm, Chris Stratton cs07...@gmail.com wrote:



  Why don't you just put the giftee's name on a splash screen?  (and
  maybe also somewhere else, not in plaintext)

  On Oct 5, 9:52 pm, Adam Hammer adamhamm...@gmail.com wrote:

   Is there a way to gift a paid app if you are the developer?

   I want to gift VIA the android market. I don't want to give apk's in
   the wild, and I might want to use Market Authorization on the gifted
   apk's (although I suppose if I can just handle market authorization I
   can send the secure apk, I just don't want to mail insecure ones out).

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[android-developers] Receive SMS on a specific port

2010-10-06 Thread Warren
Is it possible to receive SMS on a specific port on my HTC Desire?
My development enviroment:Android 2.1

This is the configuration of my Receive program
AndroidManifest.xml:

receiver android:name=.Receive
  intent-filter
   action android:name=android.provider.Telephony.SMS_RECEIVED/
data android:scheme=sms /
data android:host=localhost/
data android:port=5/
  /intent-filter
/receiver

I used the NOWSMS tool to send a SMS message with a port, but my
program not work.
Can anyone help me?

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[android-developers] Receive SMS on a specific port

2010-10-01 Thread Warren
Is it possible to receive SMS on a specific port on my HTC Desire?
My development enviroment:Android 2.1

This is the configuration of my Receive program
AndroidManifest.xml:

receiver android:name=.Receive
  intent-filter
   action android:name=android.provider.Telephony.SMS_RECEIVED/
data android:scheme=sms /
data android:host=localhost/
data android:port=5/
  /intent-filter
/receiver

I used the NOWSMS tool to send a SMS message with a port, but my
program not work.
Can anyone help me?

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[android-developers] Re: Sharing code between apps as in Eclipse

2010-08-27 Thread Warren
Gentlemen you are amazing. Thank you. I am currently reading about and
testing the Library Project approach outlined in the link. You are
right, this is designed exactly for my use case.

Warren



On Aug 26, 10:54 am, Juhani pleafh...@gmail.com wrote:
 You will have to use Android library projects instead of simply
 referring to the other project in Eclipse. That will create the R
 class to both projects.
 Follow instructions 
 here:http://developer.android.com/guide/developing/eclipse-adt.html#librar...
 to get it going.

 On Aug 26, 4:39 pm, Warren warrenba...@gmail.com wrote:



  I have ten, possibly more, apps I'm developing that all share logic.
  50-75% of the logic is the same - perfect for some time of library or
  code sharing. However, after reading the posts here and trying to
  share code in Eclipse, I'm not sure that's going to work. I tried
  going to project - properties - build path - link source and adding
  the src and gen folders of the project with the shared code and then
  importing the classes I need. That seems to work in the IDE, but gives
  an error during runtime: class not found. This seems to be a common
  error for people attempting this.

  I am slowly deciding that shared code is not the best approach in this
  scenario. Android doesn't seem to work well with this type of code
  sharing. For one thing resources are not packed in libraries, but
  references (R.whatever) must exist so as not to create errors. This
  can be designed around, but the effort and headache is probably worse
  than simply creating multiple copies.

  What are you thoughts on the topic?  My experience seems typical,
  based on what I've read. Is it? Have you experienced success or
  failure with sharing code and/or custom libraries?  Am I off-base in
  thinking that multiple code copies will be smoother sailing than
  fighting the shared code approach?

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[android-developers] Sharing code between apps as in Eclipse

2010-08-26 Thread Warren
I have ten, possibly more, apps I'm developing that all share logic.
50-75% of the logic is the same - perfect for some time of library or
code sharing. However, after reading the posts here and trying to
share code in Eclipse, I'm not sure that's going to work. I tried
going to project - properties - build path - link source and adding
the src and gen folders of the project with the shared code and then
importing the classes I need. That seems to work in the IDE, but gives
an error during runtime: class not found. This seems to be a common
error for people attempting this.

I am slowly deciding that shared code is not the best approach in this
scenario. Android doesn't seem to work well with this type of code
sharing. For one thing resources are not packed in libraries, but
references (R.whatever) must exist so as not to create errors. This
can be designed around, but the effort and headache is probably worse
than simply creating multiple copies.

What are you thoughts on the topic?  My experience seems typical,
based on what I've read. Is it? Have you experienced success or
failure with sharing code and/or custom libraries?  Am I off-base in
thinking that multiple code copies will be smoother sailing than
fighting the shared code approach?

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[android-developers] Re: For a published application if I upgrade minSdk requirement to higher level what will happen?

2010-08-23 Thread Warren
I have a similar situation and would like to know. I have posted a
similar question in this group and gotten the answer, use reflection
instead.  That may be useful in many situations, and I always
appreciate suggestions, but it is not always feasible. It's good to
know so as not to leave existing users with a bad experience.



On Aug 22, 10:54 pm, scadaguru scadag...@gmail.com wrote:
 Hi All,
 I have a published application now if I upgrade minSdk requirement to
 higher level what will happen?
 1. Published application has minSdk set to 3 that is OS V1.5
 2. Now if I increase it to 5 (OS v2.0) and republish (upload upgrade)
 people using older OS than 2.0 who already have installed my
 application I believe will not see in the market but still will be
 able to run from the phone. And once they uninstall it will be gone
 for ever. Is that right?
 3. What is good practice? What should I do? Have another application
 published with higher OS version requirement or upgrade original. My
 application is free app so no money is involve. 4
 4. If I publish new application while keeping old one with lower OS
 version in the market intact, how the people will know that they have
 update available who already have installed my applicaiton but has the
 phone with higher OS and could run my second application?

 Please advice.
 Thanks,
 JP

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[android-developers] Sharing a SQLite database between apps with shareduserid

2010-08-18 Thread Warren
Apparently you can share permission to system resources like protected
database files by using the sharedUserId attribute in manifest files.
Here are manifests from two apps that I have that are intented to
share access to a common database.

manifest xmlns:android=http://schemas.android.com/apk/res/android;
  package=com.my.appA
  android:sharedUserId=com.my.sharedid
  android:versionCode=1
  android:versionName=1.0


manifest xmlns:android=http://schemas.android.com/apk/res/android;
  package=com.my.appB
  android:sharedUserId=com.my.sharedid
  android:versionCode=1
  android:versionName=1.0


The database code is slightly different in each app. The database
properly belongs to appA, so it uses the standard conventions for
creating and opening the database. But appB must do something
different. It looks in the absolute path where the database file
should be:

db = SQLiteDatabase.openDatabase(/data/data/com.my.appA/databases/
mydatabase, null, 0);


I have tried this with success in the emulator, but it fails on a
physical device with
ERROR/AndroidRuntime(17235): Caused by:
android.database.sqlite.SQLiteException: unable to open database file

I am using the debug key to sign the packages, but from what I
understand that shouldn't matter because the keys for both apps still
match.

Is there something I'm missing? Why does this work on the emulator but
not on a Droid?

Thanks for any advice,
Warren

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[android-developers] Re: OpenGL dropping triangles

2010-08-09 Thread Warren
I apologize for this thread. I have been having trouble with Google
Groups. I meant to post more but couldn't.

Had I posted the full code someone would have pointed out that my
index array was 1-based when it should have been 0-based.

I think that the openGL rendering code is unmanaged C, so I was
picking up an extra address that had garbage in it. That's why
sometimes the triangles rendered and sometimes they didn't.



On Aug 8, 11:27 am, Indicator Veritatis mej1...@yahoo.com wrote:
 What do you get with no texturing?

 On Aug 7, 7:53 am, Warren warrenba...@gmail.com wrote:



  I am doing some very basic drawing of triangles in OpenGL, but I am
  seeing strange rendering errors. When I draw a textured square (two
  triangles) part of the square is missing or the texture is stretched
  or corrupted. When I draw a square with no texture, part of the square
  is missing sometimes.

  I do not see a pattern to when it works and when it doesn't. It might
  be broken one run, then after a back button and rerun, it works the
  next.

  The triangle that's missing is not one of the triangles used to draw
  the square. Rather it is part of the first triangle and part of the
  second triangle. The triangles are the bottom right half and the top
  left half of the square, but the part missing is the bottom left half
  of the square.

  The problem occurs on both the Droid and on the emulator.

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[android-developers] Re: Rendering artifacts in OpenGL

2010-08-09 Thread Warren
I apologize for this thread. I have been having trouble with Google
Groups. I meant to post more but couldn't.

Had I posted the full code someone would have pointed out that my
index array was 1-based when it should have been 0-based.

I think that the openGL rendering code is unmanaged C, so I was
picking up an extra address that had garbage in it. That's why
sometimes the triangles rendered and sometimes they didn't.

On Aug 9, 3:40 am, jojoma thanat...@gmail.com wrote:
 please post some of your code so we can check thoroughly what is
 really going on :)
 it might be some wrong parameter passed to the gl drawing functions.

 On Aug 8, 1:34 pm, Warren warrenba...@gmail.com wrote:



  I am doing some very basic drawing of triangles in OpenGL, but I am
  seeing strange rendering errors. When I draw a textured square (two
  triangles) part of the square is missing or the texture is stretched
  or corrupted. When I draw a square with no texture, part of the square
  is missing sometimes.

  I do not see a pattern to when it works and when it doesn't. It might
  be broken one run, then after a back button and rerun, it works the
  next.

  The triangle that's missing is not one of the triangles used to draw
  the square. Rather it is part of the first triangle and part of the
  second triangle. The triangles are the bottom right half and the top
  left half of the square, but the part missing is the bottom left half
  of the square.

  The problem occurs on both the Droid and on the emulator.

  --due to Google Groups Error, I can't post any more. I'll try to add
  the details in another post--

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[android-developers] Rendering artifacts in OpenGL

2010-08-08 Thread Warren
I am doing some very basic drawing of triangles in OpenGL, but I am
seeing strange rendering errors. When I draw a textured square (two
triangles) part of the square is missing or the texture is stretched
or corrupted. When I draw a square with no texture, part of the square
is missing sometimes.

I do not see a pattern to when it works and when it doesn't. It might
be broken one run, then after a back button and rerun, it works the
next.

The triangle that's missing is not one of the triangles used to draw
the square. Rather it is part of the first triangle and part of the
second triangle. The triangles are the bottom right half and the top
left half of the square, but the part missing is the bottom left half
of the square.

The problem occurs on both the Droid and on the emulator.

--due to Google Groups Error, I can't post any more. I'll try to add
the details in another post--

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[android-developers] OpenGL dropping triangles

2010-08-07 Thread Warren
I am doing some very basic drawing of triangles in OpenGL, but I am
seeing strange rendering errors. When I draw a textured square (two
triangles) part of the square is missing or the texture is stretched
or corrupted. When I draw a square with no texture, part of the square
is missing sometimes.

I do not see a pattern to when it works and when it doesn't. It might
be broken one run, then after a back button and rerun, it works the
next.

The triangle that's missing is not one of the triangles used to draw
the square. Rather it is part of the first triangle and part of the
second triangle. The triangles are the bottom right half and the top
left half of the square, but the part missing is the bottom left half
of the square.

The problem occurs on both the Droid and on the emulator.

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[android-developers] Best practice for changing min SDK

2010-08-02 Thread Warren
I have a sizable install base already on some apps with Android 1.5
set as the minimum version.  I want to update the apps to take
advantage of some of the newer features offered in Android 2.0 and
greater. What is the best way forward so I don't break things for my
current 1.5 and 1.6 users?

If I simply update the application with a new min SDK version, will
1.5 and 1.6 users be prompted to uninstall? Or will they just not see
the update?

What about future development that I want to apply for everyone, say a
bugfix. Will I have painted myself into a corner?

Another solution would be to fork and create a new app for 2.0 users,
but that is undesirable for several reasons.

This must be a somewhat common problem. Have you seen any good ways to
handle it?

Warren

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[android-developers] Re: Best practice for changing min SDK

2010-08-02 Thread Warren
Thanks.

I found this post for others who are looking:

http://android-developers.blogspot.com/2009/04/backward-compatibility-for-android.html

Warren


On Aug 2, 12:42 pm, TreKing treking...@gmail.com wrote:
 On Mon, Aug 2, 2010 at 12:23 PM, Warren warrenba...@gmail.com wrote:
  I want to update the apps to take advantage of some of the newer features
  offered in Android 2.0 and greater. What is the best way forward so I don't
  break things for my
  current 1.5 and 1.6 users?

 Use reflection or check the build version to determine if you can use newer
 APIs.

   If I simply update the application with a new min SDK version, will
  1.5 and 1.6 users be prompted to uninstall? Or will they just not see
  the update?

 I assume they will not see the update. There's no reason to do this though.

   What about future development that I want to apply for everyone, say a
  bugfix. Will I have painted myself into a corner?

 Not if you do it correctly.

  Another solution would be to fork and create a new app for 2.0 users,
  but that is undesirable for several reasons.

 Yeah, don't do that.

  This must be a somewhat common problem. Have you seen any good ways to
  handle it?

 Repeat: use reflection or check the build version to determine if you can
 use newer APIs.

 There's a blog post on this subject. Go find it =)

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

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[android-developers] Re: MobClix revenue drop

2010-08-01 Thread Warren
I had two days drop more than $5. I don't know what's going on.

My guess is that they found and fixed a bug, or they are dealing with
some type of fraud.

The days that were reduced were higher than average. I had hoped they
were simply good days, but maybe not.

Warren


On Jul 31, 8:01 pm, Loki117 thomas.sheppar...@gmail.com wrote:
 Anyone else on here use Mobclix for Ad serving? I have seen my revenue
 drop from $15 to $9 as in they have removed $6 of revenue! Also they
 are not giving impression counts for Ads which I know are being
 displayed! Is anyone else seeing these issues with Mobclix?

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[android-developers] Re: Android market link in SMS

2010-07-30 Thread Warren
No answers to his question? I also tried doing this with no success on
a Droid. I tried  market://details?id=com.my.package  and  a
href='market://details?id=com.my.package'link/a

Links with http://  need no special markup, they just work. For
instance, including http://www.google.com in a text message results in
the url being shaded blue. And when you click the link it opens the
browser as expected.



On Jul 7, 2:44 am, Nishant nishant.s...@indianic.com wrote:
 Hi,

 I have tried via a href=market://search?
 q=pname:com.google.zxing.client.android/a but it is not working.

 I have also checked in T-mobile G1 but it does not show melink.

 How to set androidmarketlinkinsms?

 Regards,
 Nishant Shah

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[android-developers] Re: Android market link in SMS

2010-07-30 Thread Warren
I've got a partial solution to this.  If you use
http://market.android.com/search?q=pname:com.my.package  the url
works, but it does not automatically open with the market since other
applications, like the browser are also registered to handle http://
intents. Instead, the user has to know to choose the market.


On Jul 30, 10:01 pm, Warren warrenba...@gmail.com wrote:
 No answers to his question? I also tried doing this with no success on
 a Droid. I tried  market://details?id=com.my.package  and  a
 href='market://details?id=com.my.package'link/a

 Links with http://  need no special markup, they just work. For
 instance, includinghttp://www.google.comin a text message results in
 the url being shaded blue. And when you click thelinkit opens the
 browser as expected.

 On Jul 7, 2:44 am, Nishant nishant.s...@indianic.com wrote:



  Hi,

  I have tried via a href=market://search?
  q=pname:com.google.zxing.client.android/a but it is not working.

  I have also checked in T-mobile G1 but it does not show melink.

  How to set androidmarketlinkinsms?

  Regards,
  Nishant Shah

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[android-developers] Semitransparent text over VideoView doesn't seem to render properly

2010-05-25 Thread Warren
I have a TextView with partial opacity (textColor=#55ff) over a
VideoView, all within a relative layout. I expect the text to be a
light white shading over the video. However, once the video starts
playing, the text looks a dark, dull gray. If I set the text to full
opacity, there is no issue and the text appears solid white.

My guess is that this is some type of optimization to prevent having
to re-alpha blend after every frame update, but I'm not sure. If so,
is there a way to disable it?

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[android-developers] Re: Unit Testing : Who uses it ?

2010-04-21 Thread Warren
Writing unit tests first to define exactly how a program will work is
nice if you have the luxury of knowing exactly how the program will
work ahead of time!

I often have a general structure for a program (game) but I don't have
all the little details figured out because things don't always go as
planned. What if I write all my tests for a quadtree data structure
and put in weeks of development only to find out that the quadtree is
not fast enough or eats too much memory?

Instead, I take the approach of working on the features that commit me
the least to a certain way of doing things. And I only write parts of
an application when I need them, not before. This eliminates much of
the waste that happens when you do an about face in terms of the way
your app works.

Front loaded unit testing violates my rule, so I don't do it.


On Apr 21, 2:27 pm, Matt Kanninen mathias...@gmail.com wrote:
 I find that most of my problems are device or user specific issues.
 So to be useful, the unit tests would have to run on the actual
 hardware used by consumers, and would have to emulate the behavior of
 real users.

 Years ago, when I had to write a small bit of generic java code for
 server side logging, reporting, and metrics, that was going to be used
 for lots of different purposes, we used test driven development, and I
 was glad for the experience.

 So basically, I suggest you use the right tool to ensure the right
 level of quality for each specific project.

 On Mar 11, 1:36 pm, DulcetTone dulcett...@gmail.com wrote:

  I routinely find a disproportionate number of my bugs and crashes
  reside in the code set up for the purpose of testing and evaluation of
  the program rather in the function of the program itself.

  I'm sure this is a measure of my unfamiliarity with best practices,
  but I find it more beneficial to try to write crash-detection-and-
  reporting code rather than explore testing.  That said, I am not
  inspired to look at junit.org

  tone

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[android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-04-02 Thread Warren
I've only had a few minutes to play it, but it looks cool. Did you do
all your own graphics and programming?

On Apr 1, 11:03 pm, ZeroCool zero...@gmail.com wrote:
 Big thanks to Android Team.
 I couldn't have done it without the help of you guys.
 If anyone is interested, search 'pocket empires' or 'pe' in Android
 Market.

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[android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-31 Thread Warren
Got a Droid from FedEx near Des Moines Iowa today.

Thanks Google.

Curiously, when I called FedEx last week trying to track the package
(as many of us did) they said they didn't have a package for me.


On Mar 30, 5:14 pm, Andrei gml...@gmail.com wrote:
 got Droid in FL today
 Thank you Google

 On Mar 30, 5:47 pm, Breezy mbre...@gmail.com wrote:

  Received my Droid in Alabama today.

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[android-developers] Re: Ads in apps... How to successfully generate a larger revenue?

2010-03-31 Thread Warren
Just for clarification, did you really intend to type $150, or did you
mean $1.50? If you really meant $150, great! But since other people
report incomes in the single-digit dollar range, I thought perhaps it
was a typo. Either way, it would be good to know.


On Mar 31, 1:10 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
 It is income, so you ought to report it to the IRS. The fact Google
 doesn't send your income-details to the IRS (and it doesn't send you a
 1099), doesn't mean it's exempt from taxes... we can wish, though. And
 who knows, the IRS may be able to figure it out when you get an audit.
 And i think there's a $600 minimum limit before you need to report it.

 However, i think that for most of us, this is just a hobby. This means
 that you can directly deduct expenses (e.g. computer, phone, etc).
 However, for hobby-income, you can't deduct more than your income on
 your hobby (e.g. for a photography hobby: deduct all of the costs of
 your expensive DSLR and your nice lenses and selling just one picture,
 that's not possible)

 BTW, i'm not a tax-man :)

 On Mar 31, 12:18 pm, Kevin Duffey andjar...@gmail.com wrote:

  Wayne et all,...

  read more »

  I agree.. it would look strange that they are giving that much money in
  transactions to individuals, but where do we find out about this? Some of
  you are selling apps... what are you doing to deal with income taxes? When
  you signed up to publish your app, were you required to give some sort of
  business tax id, or your social and some other info so that they know who
  you are and can send info to IRS? Where is the info that explains this? I
  want to be legit, but hey, if there is no process I don't mind not losing
  half of that 70% to the IRS. :D I already pay way too much in taxes.

  On Wed, Mar 31, 2010 at 7:42 AM, Wayne Wenthin wa...@fuligin.com wrote:
   I include both Jars and query my server on which ads to show.  I default 
   to
   Admob = false.  This way if my query fails I get Mobclix.   The key is to
   place both ads in the same location and use the enabled and visible 
   methods.

   As for the accounting I'm sure they have to show who they are transferring
   the cash to.  I don't think the IRS would let them use any blatant methods
   that look like money laundering.    I'm not an accountant but I do run my
   own business's  and that method of accounting would trigger an audit 
   really
   quick for a company the size of google.

   On Wed, Mar 31, 2010 at 2:35 AM, Abdul Mateen abmat...@gmail.com wrote:

   I think I should also do this, i.e switch from Admob --- QW or Mobclix.
   If even I made 50 per day it would be enough...but yes how to force user 
   to
   update ? I have more than 10k active installs.

   On Wed, Mar 31, 2010 at 11:32 AM, Dan Sherman impact...@gmail.comwrote:

   I would imagine their tax lines look something like this:

   Client -- Google :: $1.00
   Google -- Developer :: $0.70

   Google's taxable income: $0.30

   Note that they don't explicitly tell the government We paid XXX to
   developer Y, they just note that the money left their hands, and that 
   they
   shouldn't be taxed on it.  Essentially, its your responsibility to 
   mention
   that you received the money.  If they wanted to track that cash, should 
   be
   very easy to see :)

   - Dan

   On Wed, Mar 31, 2010 at 12:16 AM, Kevin Duffey 
   andjar...@gmail.comwrote:

   I would think the same thing. Maybe it's the google market that doesn't
   report it? I had asked about this some time ago, for those selling 
   apps and
   making their 70%, at tax time do they get some 1099 or something, and
   several said no. So I am unclear as to how the market handles taxes... 
   as
   well, if you do micro transactions in your app, where you charge $1 
   for some
   virtual item, using paypal/google, who take a cut, how is that 
   handled? Does
   google/paypal send in info on how much was paid to you.. that is not 
   clear
   to me at all.

   On Tue, Mar 30, 2010 at 11:06 PM, Dan Sherman 
   impact...@gmail.comwrote:

   I would very seriously suspect that they report it.  I remember having
   to give a social-security/tax-id to Adsense when signing up.  And just
   thinking through their tax predicament (bringing in tons of money, and
   seeing a lot of it go straight back out), they're going to need to 
   keep
   records, and report as to where that money went out to.  Mostly so 
   they
   don't have to pay taxes on it (was your profits, not theirs).

   - Dan

   On Tue, Mar 30, 2010 at 10:54 PM, Kevin Duffey 
   andjar...@gmail.comwrote:

   Well, yes, you *should* report it.. but if google and admob and so
   forth don't report anything to the IRS, then it's basically on good 
   faith.
   There isn't presently any way for them to track how much you make. I 
   would
   imagine eventually something will come into play.

   On Tue, Mar 30, 2010 at 7:00 PM, Wayne Wenthin 
   wa...@fuligin.comwrote:

   I'll 

[android-developers] Re: what's the best 2d engine and what's the tools I need to create a game?

2010-03-30 Thread Warren
I've written a couple 2D games and the biggest problem is performance.
Drawing bitmaps on a canvas works alright, and it does the job, but
you will not be getting 60 frames per second, or anything close for
that matter. I had to resort to performance tricks that mostly haven't
been used since the 80's and 90's to get my games to be just barely
fast enough to enjoy.

My future development will be using OpenGL, even for 2D drawing, which
is considerably more complicated and may be too much to bite off for a
newbie.


On Mar 30, 12:53 pm, Kevin Duffey andjar...@gmail.com wrote:
 Whitemice.. did you create replica island? It looks great. Downloading it
 now.

 I gotta be honest.. given the various threads on this forum and the beginner
 forum about the lacking capabilities of android, be it low latency sound,
 better 3D performance, native layer issues, etc etc.. and honestly the only
 kind of games I would consider working on are 2D side scroller or top-down
 games, and puzzle games. First off, they sell. There are a crap load of us
 from the 80s/90s before 3D games became big that still love 2D side
 scrollers. They are fun, and as far as I can tell, are not terribly hard to
 write and often are smooth playing with little in the way of hiccups causing
 problems. The sound requirements are generally minimal and controls are
 generally not too demanding. I admire, praise even those of you that develop
 more difficult 3D like games! It's a ton of work. Reading Robert Green's
 blog about what he did.. man! You really gotta have a passion for the amount
 of work that goes into it and possibly with little to no return.

 Puzzle games seem to do well, especially over seas, although I still haven't
 figured out how difficult it is to post games/apps from USA to other markets
 in other countries. I would have hoped it was one big centralized market,
 and there would be some way to configure it on each device to look at other
 markets/languages/locales if possible, but I am not entirely sure..haven't
 looked into it yet.

 Anyway, for the OP, do a search in this forum. A few days ago there was a
 thread that brought up a couple 2D engines, including Rokon which is pretty
 nice. But there were a couple others that were also available and included
 native code and such for performance gains. You'll find a couple threads on
 the subject for sure.

 On Tue, Mar 30, 2010 at 8:21 AM, Emmanuel emmanuel.ast...@gmail.com wrote:
  There are some existing 2D engines, that you can find by googling.
  The most famous is, I think Rokon, that is quite complete ( with one
  successful game, and that deal with 2D, Sound, TouchPad,
  Accelerometer, etc... )

  hope it helps,

  Emmanuel
 http://androidblogger.blogspot.com/
 http://www.alocaly.com/

  On Mar 30, 9:24 am, jProg bk.1...@gmail.com wrote:
   Hi, I'm a newbie to android and I want to develop my first 2d game..:)
   I read about engines ..but what do you advice me to go with--for 2d
   game
   and what is the best tools I need to create the sprites or characters
   in addition to the map or the background?
   Thank you in advance..:)

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[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-25 Thread Warren
Chris,

I see some potential problems with that approach. I think you need to
think out the process and make sure you have accounted for all the
details.

For instance, you can't charge a different amount for an app based on
what the user wants - can't charge twice as much for two characters.

You can't buy the same app multiple times.


A few points to think about:

Where does the data/logic lie... in the main app or in the add on app?

How would a user specify what character they chose?

How would the process differ for 1 character or 3 characters? What if
the user first buys one, but then decides he wants to buy two more
after the initial purchase?

What if the user uninstalls the app within the free trial period?


All these nagging little questions can trip up the process. Please let
us know if you come up with good solutions to them.


On Mar 25, 12:20 pm, chris harper ch393...@gmail.com wrote:
 Frank

 Yes it was me that had the payment web page into your app but I am about
 90% sure I am going to change to somehow use Market place.
 For the main reason that I don't think I will get near as many people buying
 my characters for my app if they have to enter their payment info into my
 app at my website.

 I think I need to find a way to make my characters available via market
 place so I can use the market place payment. Like I said I am trying to
 design an install app to work with my main app.

 Maybe they buy the install app, download it and the install app knows how to
 download and install my characters from my site based on what the user
 picked within the main app?

 There has to be a way to do this.

 I am good at digging until I find it.

 -Chris

 On Thu, Mar 25, 2010 at 10:59 AM, Kevin Duffey andjar...@gmail.com wrote:
  Like Chris said, the main thing is the user experience. We all know a user
  after 3 seconds of waiting for a page to show up, often goes somewhere else.
  Most people are impatient. Having them fill in all that info they've already
  filled out for their google checkout or paypal account, in a game or other
  app, in my opinion is asking for too much. You don't want to have a game or
  app require personal info to be entered. It's just not going to go over
  well. I honestly don't trust any app out there that asks for my info and
  uninstall it. There is just WAY too much identity theft, stolen cards being
  charged, etc. Most users, I am pretty sure will think along these lines.

  What we need is some sort of Paypal, google checkout or other known vendor
  (not sure how many others are out there) that people are familiar with, and
  are asked for basically a pin or login or something that allows them to pay
  for something without the game/app knowing any of that info. There should be
  no way for any game/app to store their info they enter to access the
  account.

  Games like World of Warcraft, or Xbox 360 where you enter your info already
  when you sign up for something like xbox live, or in WOW you sign up to get
  charged monthly/quarterly.. they have that info already and to play a mega
  game like wow, you must do this, or to access xbox live, you must do this.
  Because that info is already there, in-game purchases, like upgrading xbox
  live, buying xbox money to buy expansion packs to games, etc.. is all done
  very easily.

  To me, there are really only two good ways to do this. One is google
  provides every android device an SDK they can use to do in-app charging,
  that ties to their google account. To use it, a user of an android device
  would do a one time setup of google checkout. Once done, the android device
  can log in automatically and allow one click charging/approval in any app
  on the device that uses the SDK. However, I don't see this being something
  very viable anytime soon.

  The other way that makes the most sense to me and is available sort of
  right now, is using a service like ScoreLoop, OpenFeint, etc, that provide a
  user profile setup..where the user can fill in info including credit
  card/pay pal info at the service site when setting up their profile. Once
  set up, any game/app using that service allows the user to log in to their
  profile. It adds the advantage of storing high scores, achievements, levels,
  etc and you gain the social aspect of things like being able to publish your
  new high score on some game you play to twitter/facebook, and possibly draw
  in other players, etc. The main benefit tho is that the end user signs up
  just once and any game/app using the service is able to allow for micro
  transactions like in-game purchases with one-click approvals.

  Short of those, I don't see any good alternative that will make end users
  of games feel comfortable. I forget Chris if it was you that embedded a
  payment web page into your app... but I don't know how else you'll get
  people to fill in private info like that to buy stuff in game. If the game
  is really good, I can see some players willing to go 

[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-25 Thread Warren
*So I think I am in the ballpark, unless anyone sees anything I have
overlooked?*


I think you overlooked something big. You plan to leave the data on
the phone and uninstall the app. That works. But suppose I download
the a character app, install the character, then immediately refund?
Wouldn't I keep the character data?

Also, if you auto-uninstall within the refund period, will that
trigger a refund?

If so, you guarantee 0 revenue.



On Mar 25, 3:14 pm, chris harper ch393...@gmail.com wrote:
 Thank you for all the interest guys. Really it helps and it can help feature
 developers down the road.

 Shane it is tricky and I don't want to do against Googles blessing but their
 lack of direction (or more like NO direction) on what developers should do
 for virtual content has kind of backed us into this corner of how can I
 provide virtual content for my app?.

 I THINK I am close.

 The instructions for the characters are stored in the sqlite database. Where
 the instructions for each character contain how to move, what images to use,
 what sounds to play, different animation characteristics for each etc... but
 the logic to RUN the instructions are in the main app. Hince the characters
 are modules that my app uses.

 Now to do this via Market place I am thinking that I have to create a
 different apk intall file for each character.

 Where in my main app I am using webview to go to my site to view additoinal
 characters but once they select a character from my website then actual
 checkout can be linked to  the Market and to the .apk “installer” for just
 that character.
 They select the ok, they download the .apk for that character. Then the
 user (or maybe my main app can run the .apk  installer pragmatically) runs  
 the
 install .apk. That  runs which populates the database (which is used buy
 the main app) with the character instructions and the installer places the
 images and sounds on the phone for the main program to access for that
 character. Now the character is installed.

 Now that would create a ton of .apk install app's on the phone (one for
 each character). But  I did find where a .apk can uninstall itself via:

 *Uri packageURI = Uri.parse(package:com.android.myapp);
 Intent uninstallIntent = new Intent(Intent.ACTION_DELETE, packageURI);* *
 * *startActivity(uninstallIntent);*

 * *

 *So after each install runs and installs the character then the installer
 for that character can then remove itself. *

 *Where I don’t need the installer to uninstall the character. The Main App
 has that functionality.*

 * *

 *The problem I have is when the install app uninstall’s itself  it asks for
 permission (which it should), but that can be confusing for the user who
 JUST download it (and now it’s asking to be uninstalled??)*

 * *

 *So I think I am in the ballpark, unless anyone sees anything I have
 overlooked?*

 **

 **

 *-Chris
 *

 On Thu, Mar 25, 2010 at 12:56 PM, Shane Isbell shane.isb...@gmail.comwrote:



  On Thu, Mar 25, 2010 at 11:29 AM, Disconnect dc.disconn...@gmail.comwrote:

  Sure there is - when you load the saved game (or the app, or whatever)
  check the content (characters, etc) against the installed applications.

  Then you are back to the case of having a bunch of apks installed on the
  user's device, which I believe was the issue Chris was trying to avoid. In
  any case, it looks like a tricky problem to get this to work in Android
  Market without Google's blessing.

  On Thu, Mar 25, 2010 at 2:14 PM, Shane Isbell 
  shane.isb...@gmail.comwrote:

  Hi Chris,

  One other problem that may occur is that users purchase additional APKs
  (or virtual goods) and then after receiving them, simply ask for a refund 
  on
  the APK. This allows them to keep your installer and main app and get as
  many add-ons and additional content as they want for free. There is no way
  to revoke the content once a refund has been issued.

  Shane

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[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-25 Thread Warren
This is part of the problem that I originally outlined when I started
this thread. The Market policy allows refunds within the first so many
hours after installing. I can't remember if it's 24 or 48 hours.

I believe if a user uninstalls the app within that time frame the
charge is automatically refunded. So my best guess is that if you auto
uninstall, then you trigger the refund.

Maybe someone could verify this. My little G1 doesn't actually have
service, so I don't/can't buy any apps.


On Mar 25, 3:36 pm, chris harper ch393...@gmail.com wrote:
 Will an uninstall trigger a refund? If so maybe I just don't do a refund? I
 don't deal with it?

 Is that an option? Can we do that?

 I plan on only charging .99 for a character.

 My main free app will contain two default characters (to get the user
 hooked).

 So if they really likes the app and they think the characters are funny (I
 have spent a lot of time on them) then they are more likely to still buy
 another one if there is no refund...because it's ONLY  .99 after all??

 What do you think? Great point though. Thank you.

 On Thu, Mar 25, 2010 at 2:22 PM, Warren warrenba...@gmail.com wrote:
  *So I think I am in the ballpark, unless anyone sees anything I have
  overlooked?*

  I think you overlooked something big. You plan to leave the data on
  the phone and uninstall the app. That works. But suppose I download
  the a character app, install the character, then immediately refund?
  Wouldn't I keep the character data?

  Also, if you auto-uninstall within the refund period, will that
  trigger a refund?

  If so, you guarantee 0 revenue.

  On Mar 25, 3:14 pm, chris harper ch393...@gmail.com wrote:
   Thank you for all the interest guys. Really it helps and it can help
  feature
   developers down the road.

   Shane it is tricky and I don't want to do against Googles blessing but
  their
   lack of direction (or more like NO direction) on what developers should
  do
   for virtual content has kind of backed us into this corner of how can I
   provide virtual content for my app?.

   I THINK I am close.

   The instructions for the characters are stored in the sqlite database.
  Where
   the instructions for each character contain how to move, what images to
  use,
   what sounds to play, different animation characteristics for each etc...
  but
   the logic to RUN the instructions are in the main app. Hince the
  characters
   are modules that my app uses.

   Now to do this via Market place I am thinking that I have to create a
   different apk intall file for each character.

   Where in my main app I am using webview to go to my site to view
  additoinal
   characters but once they select a character from my website then actual
   checkout can be linked to  the Market and to the .apk “installer” for
  just
   that character.
   They select the ok, they download the .apk for that character. Then the
   user (or maybe my main app can run the .apk  installer pragmatically)
  runs  the
   install .apk. That  runs which populates the database (which is used
  buy
   the main app) with the character instructions and the installer places
  the
   images and sounds on the phone for the main program to access for that
   character. Now the character is installed.

   Now that would create a ton of .apk install app's on the phone (one for
   each character). But  I did find where a .apk can uninstall itself via:

   *Uri packageURI = Uri.parse(package:com.android.myapp);
   Intent uninstallIntent = new Intent(Intent.ACTION_DELETE, packageURI);* *
   * *startActivity(uninstallIntent);*

   * *

   *So after each install runs and installs the character then the installer
   for that character can then remove itself. *

   *Where I don’t need the installer to uninstall the character. The Main
  App
   has that functionality.*

   * *

   *The problem I have is when the install app uninstall’s itself  it asks
  for
   permission (which it should), but that can be confusing for the user who
   JUST download it (and now it’s asking to be uninstalled??)*

   * *

   *So I think I am in the ballpark, unless anyone sees anything I have
   overlooked?*

   **

   **

   *-Chris
   *

   On Thu, Mar 25, 2010 at 12:56 PM, Shane Isbell shane.isb...@gmail.com
  wrote:

On Thu, Mar 25, 2010 at 11:29 AM, Disconnect dc.disconn...@gmail.com
  wrote:

Sure there is - when you load the saved game (or the app, or whatever)
check the content (characters, etc) against the installed
  applications.

Then you are back to the case of having a bunch of apks installed on
  the
user's device, which I believe was the issue Chris was trying to avoid.
  In
any case, it looks like a tricky problem to get this to work in Android
Market without Google's blessing.

On Thu, Mar 25, 2010 at 2:14 PM, Shane Isbell shane.isb...@gmail.com
  wrote:

Hi Chris,

One other problem that may occur is that users purchase additional
  APKs
(or virtual goods

[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-25 Thread Warren
  they can safely uninstall.

  On Mar 25, 5:11 pm, chris harper ch393...@gmail.com wrote:
   Warren

   I think you are right. I think if I do an uninstall on the app before
  the 24
   hour period then it refunds. Thanks for catching that.

   Which leaves only one option.

   The install app can have two buttons on it.
   One to: Remove just the Install app
   and another to: Remove the install app AND the Character

   So the USER has the option of removing either just the install app (so
  the
   phone doesn't get cluttered with apk install files) OR removing the
  install
   app AND the character.

   If they select EITHER button before the the 24 hour period for a refund
  then
   both the install app and the character are removed.

   Which this can all be explained to the user within the install app.

   That should work. I would think?

   Rob
   I just took a look at them. The MAIN thing I am trying to accomplish is
  to
   make my characters available without requiring the user to enter finical
   information again.

    I really believe if they don't have to do that and instead they just
  click
   on submit to buy another character that will make a HUGE difference in
  the
   amount of people that will buy my characters because its a two second
  thing
   for them.

   They are at the DMV for example and board and like the characters in my
  app
   (which they downloaded because it was free), so why not try another
   character for .99 if they just have to click ok??

   If I can just make it as seem-less as possible for an install apk to
  work
   with my main app this would be a great thing (as well as other
  developers
   like Warren).

   -Chris

   On Thu, Mar 25, 2010 at 2:58 PM, Rob Mazur r...@mobalyze.net wrote:
Chris, have you tried creating an account on ScoreLoop? Once logged in
they have a note at the bottom about their Android SDK. They are
making it available to a few developers and you can email them if you
are interested.

IMO, until Google builds an in-app payment system, the best bet is to
go with a company like ScoreLoop. I did read somewhere that they take
a pretty hefty cut, but I don't know of any other options out there. I
checked out OpenFeint but didn't see anything about Android. Plus this
should only be temporary cuz it just wouldn't make sense for Google to
miss out on the potential revenue available.

On Mar 25, 4:36 pm, chris harper ch393...@gmail.com wrote:
 Will an uninstall trigger a refund? If so maybe I just don't do a
  refund?
I
 don't deal with it?

 Is that an option? Can we do that?

 I plan on only charging .99 for a character.

 My main free app will contain two default characters (to get the
  user
 hooked).

 So if they really likes the app and they think the characters are
  funny
(I
 have spent a lot of time on them) then they are more likely to still
  buy
 another one if there is no refund...because it's ONLY  .99 after
  all??

 What do you think? Great point though. Thank you.

 On Thu, Mar 25, 2010 at 2:22 PM, Warren warrenba...@gmail.com
  wrote:
  *So I think I am in the ballpark, unless anyone sees anything I
  have
  overlooked?*

  I think you overlooked something big. You plan to leave the data
  on
  the phone and uninstall the app. That works. But suppose I
  download
  the a character app, install the character, then immediately
  refund?
  Wouldn't I keep the character data?

  Also, if you auto-uninstall within the refund period, will that
  trigger a refund?

  If so, you guarantee 0 revenue.

  On Mar 25, 3:14 pm, chris harper ch393...@gmail.com wrote:
   Thank you for all the interest guys. Really it helps and it can
  help
  feature
   developers down the road.

   Shane it is tricky and I don't want to do against Googles
  blessing
but
  their
   lack of direction (or more like NO direction) on what developers
should
  do
   for virtual content has kind of backed us into this corner of
  how
can I
   provide virtual content for my app?.

   I THINK I am close.

   The instructions for the characters are stored in the sqlite
database.
  Where
   the instructions for each character contain how to move, what
  images
to
  use,
   what sounds to play, different animation characteristics for
  each
etc...
  but
   the logic to RUN the instructions are in the main app. Hince the
  characters
   are modules that my app uses.

   Now to do this via Market place I am thinking that I have to
  create a
   different apk intall file for each character.

   Where in my main app I am using webview to go to my site to view
  additoinal
   characters but once they select a character from my website then
actual
   checkout can be linked to  the Market and to the .apk
  “installer

[android-developers] Re: What's The Typical Hourly Rate for Freelance Work?

2010-03-24 Thread Warren
I'm also interested to hear what people are thinking. I have a similar
situation and was planning to ask for $50 per hour. Does that seem too
low?


On Mar 24, 3:24 am, MobDev developm...@mobilaria.com wrote:
 mostly it's also based on experience and knowledge of the developer...
 As in a Junior programmer ( 2 years experience) will be asking less
 than a Medior or Senior programmer..
 Also I guess you could first determine how complex of an architecture
 (if any) should be implemented, and how modulare/expandable the
 software should become... It will take more time but because the
 software will be more structured you also might get a higher fee per
 hour...
 If the contractor is some Indian/Chinese company then they aree most
 probably used to a much lower fee per hour than for example in
 Europe... But even in Europe nowadays there are big differences
 (Romania vs Germany for example)...
 So as mentioned by ko5tik it depends on where you and your contractor
 are located...

 On 24 mrt, 06:01, Matt mattsjor...@gmail.com wrote:

  I've recently been contacted about doing some freelance Android app
  development via the email developer button on an app I have in the
  Market.  It's my first freelance opportunity and I'm not really sure
  what I should charge - what's the typical hourly rate you guys have
  charged/seen?  Thanks

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[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-24 Thread Warren
I want to point out, because this has been part of the confusion the
whole time, that he says, No you should not currently offer in app
features that you charge for.

Did you get that? The you should not charge for features.

So suppose, as in Chris' case, you want to load extra character
models. Well, one of the features of your app is the ability to load
external models. They could be from the original developer, or I
suppose someone else could design one and send it to you as well. Even
if you don't have any characters installed/loaded, the feature to load
them is still there and it is free.

This is not that different from the mp3 comparison made earlier. The
application offers a feature, the ability to play songs, no matter
where the song files came from. Adding or removing mp3 files does not
change the features of the music app.






On Mar 24, 1:02 pm, chris harper ch393...@gmail.com wrote:
 jfarringdon has posted an answer to the question In-App Purchasing for
 Applications:

 No you should not currently offer in app features that you charge for. It is
 against the distribution agreement.

 You could offer separate paid apps, and have your main app share these
 resources (if you take good care to share, normally apps do not share).
 Post back with your solution, it is an interesting question for a number of
 people. Good luck, J.

 http://www.android.com/us/developer-distribution-agreement.html

 View this question at the Google Help Forum
 Unsubscribe from answers to this question

 jfarringdon

 Thank you for the response and exactly what I am designing.

 My main app uses Characters where the information about each character are
 stored via the sqlite database and the images that make up the character are
 stored on phone which my main app uses to load a character when needed.

 I will create an installer app for EACH character. The installer app will
 contain the information for each new character and the images (which are
 under /assets in the apk) and when the user buys an installer app for a
 character it will download, run, read in the images from /assets, write them
 to the phone and populate the sqlite database with the the character
 information.  The installer for each character will also uninstall a
 character by reversing the process.

 So when an installer for character is purchased (though marketplace) and run
 to install the character, then my main app can read the database, read the
 images and run the character.

 I downside is a user can then have accumulate installer apps for each
 character on their phone. So I am applying an option to remove the installer
 app for each character once the character is installed or they can either
 remove it or leave it on their phone.

 The characters can be uninstalled from the installer OR from the main
 program.
 So they don't need the installer app to remove a character.

 That is the ONLY way I can think to abide by the Market rules as they stand.

 -Chris

 On Wed, Mar 24, 2010 at 11:34 AM, chris harper ch393...@gmail.com wrote:
  I see your point. I can be read either way. The android tech guys on here
  won't comment because it is a legal matter but it would be really really
  great if they could at least point us in the direction of WHERE to ask this
  question???

  There is not a legal discussion forum to ask these things.
  *
  Please.  To the Google engineers reading this. *

  You guys really might want to bring up at your next weekly working meeting
  (if you have those) that with all these developers creating everything from
  X to Z for applications there WILL be many legal questions like this one
  that will need to be answered.
  So the developers will know what direction to go in on different issues.

  We don't want to skirt around anything legal, we just need a place to go
  for direction.

  So you guys REALLY might want to set up a place where we can go to get
  these legal questions answered.

  Instead of waiting until they do all the work of developing their app and
  getting it out there and THEN telling them oh you can't do this for legal
  reason ..whatever.

  Just trying to help. I guess I will just send search around to see if I can
  find a general android support email and I will send the question there.

  For anyone wondering what the question is go up to my last email on this
  post about how to do in-app purchasing and the Market Agreement.

  -Chris

  On Wed, Mar 24, 2010 at 10:44 AM, Yahel kaye...@gmail.com wrote:

   3.3 *All fees received* by Developers for Products *distributed* via the
   Market must be processed by the Market’s Payment Processor.

   To me that means any additional money that you make from any product
  (i.e.
   app) that you distribute from the Market must go though the Market's
  Payment
   Processor.

  Say I sell gold point, or tickets through my app, then it doesn't fit
  into  *distributed* via the Market , since it is not distributed
  through the Market at all, but 

[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-24 Thread Warren
Here is where the discussion landed on the Market support forum.

http://www.google.com/support/forum/p/Android+Market/thread?tid=3c47284987b99696hl=en


On Mar 24, 1:41 pm, Warren warrenba...@gmail.com wrote:
 I want to point out, because this has been part of the confusion the
 whole time, that he says, No you should not currently offer in app
 features that you charge for.

 Did you get that? The you should not charge for features.

 So suppose, as in Chris' case, you want to load extra character
 models. Well, one of the features of your app is the ability to load
 external models. They could be from the original developer, or I
 suppose someone else could design one and send it to you as well. Even
 if you don't have any characters installed/loaded, the feature to load
 them is still there and it is free.

 This is not that different from the mp3 comparison made earlier. The
 application offers a feature, the ability to play songs, no matter
 where the song files came from. Adding or removing mp3 files does not
 change the features of the music app.

 On Mar 24, 1:02 pm, chris harper ch393...@gmail.com wrote:

  jfarringdon has posted an answer to the question In-App Purchasing for
  Applications:

  No you should not currently offer in app features that you charge for. It is
  against the distribution agreement.

  You could offer separate paid apps, and have your main app share these
  resources (if you take good care to share, normally apps do not share).
  Post back with your solution, it is an interesting question for a number of
  people. Good luck, J.

 http://www.android.com/us/developer-distribution-agreement.html

  View this question at the Google Help Forum
  Unsubscribe from answers to this question

  jfarringdon

  Thank you for the response and exactly what I am designing.

  My main app uses Characters where the information about each character are
  stored via the sqlite database and the images that make up the character are
  stored on phone which my main app uses to load a character when needed.

  I will create an installer app for EACH character. The installer app will
  contain the information for each new character and the images (which are
  under /assets in the apk) and when the user buys an installer app for a
  character it will download, run, read in the images from /assets, write them
  to the phone and populate the sqlite database with the the character
  information.  The installer for each character will also uninstall a
  character by reversing the process.

  So when an installer for character is purchased (though marketplace) and run
  to install the character, then my main app can read the database, read the
  images and run the character.

  I downside is a user can then have accumulate installer apps for each
  character on their phone. So I am applying an option to remove the installer
  app for each character once the character is installed or they can either
  remove it or leave it on their phone.

  The characters can be uninstalled from the installer OR from the main
  program.
  So they don't need the installer app to remove a character.

  That is the ONLY way I can think to abide by the Market rules as they stand.

  -Chris

  On Wed, Mar 24, 2010 at 11:34 AM, chris harper ch393...@gmail.com wrote:
   I see your point. I can be read either way. The android tech guys on here
   won't comment because it is a legal matter but it would be really really
   great if they could at least point us in the direction of WHERE to ask 
   this
   question???

   There is not a legal discussion forum to ask these things.
   *
   Please.  To the Google engineers reading this. *

   You guys really might want to bring up at your next weekly working meeting
   (if you have those) that with all these developers creating everything 
   from
   X to Z for applications there WILL be many legal questions like this one
   that will need to be answered.
   So the developers will know what direction to go in on different issues.

   We don't want to skirt around anything legal, we just need a place to go
   for direction.

   So you guys REALLY might want to set up a place where we can go to get
   these legal questions answered.

   Instead of waiting until they do all the work of developing their app and
   getting it out there and THEN telling them oh you can't do this for legal
   reason ..whatever.

   Just trying to help. I guess I will just send search around to see if I 
   can
   find a general android support email and I will send the question there.

   For anyone wondering what the question is go up to my last email on this
   post about how to do in-app purchasing and the Market Agreement.

   -Chris

   On Wed, Mar 24, 2010 at 10:44 AM, Yahel kaye...@gmail.com wrote:

3.3 *All fees received* by Developers for Products *distributed* via 
the
Market must be processed by the Market’s Payment Processor.

To me that means any additional money that you

[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-23 Thread Warren
No response from Google yet. I'm still hoping to get one.

Are Kevin Duffey and I the only ones interested in this? Does this
affect anyone else out there?


On Mar 17, 3:17 pm, Kevin Duffey andjar...@gmail.com wrote:
 I am curious about this to, as micro transactions allow for addictive games
 that can draw in players.. thus make it more lucrative for the game
 developers. I can't imagine that google would restrict the ability of a game
 to work with say a service that offers these abilities.. in game. Once a
 game is installed on the device, the game code accessing a service across
 the network that provides support to charge for in-game things like gold,
 items, etc should not be blocked by google. As far as I know, they want to
 expand developer support for the Android platform. This is a great way to
 gain more developers. I can't see any reason for them to not allow a game to
 do this. If a game does this, does google take it off the market like Apple
 does?

 On Wed, Mar 17, 2010 at 12:06 PM, Warren warrenba...@gmail.com wrote:
  I have still not seen an acceptable solution for in-app purchasing,
  and I was hoping for an official response from Google.

  This has been discussed in other threads, but there is still no good
  solution.

 http://groups.google.com/group/android-developers/browse_thread/threa...

  Collecting a fee to unlock functionality or to buy virtual items is
  not a technical problem. It is straightforward.

  However, the Market Agreement severely limits developers' ability to
  collect such a fee. It says all fees collected for the app must go
  through the Market payment processor.

 http://www.android.com/us/developer-distribution-agreement.html

  Buying another app from the Market seems the only clearly acceptable
  solution. But that is not ideal. It perverts the definition of an
  app and causes problems because of the refund policy.

  Google, how are developers supposed to handle this situation? Or is
  your intention that we simply not do this?

  While lawyers may quarrel over the actual document, what is your
  intent as it pertains to buying virtual items? For example, charging
  $1 real money for 10 in-game gold?

  What if only the front end of the game is distributed on the market,
  and the features of the front end (the app) do not change with
  additional fees? This may be splitting hairs but that's what happens
  with legal documents, I suppose.

  So what is the intention of the Market Agreement here? Did you intend
  to prevent buying virtual items or not?

  I would appreciate some clarification so I can proceed knowing the
  spirit of the law, so to speak.

  Thank you

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[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-23 Thread Warren
Disconnect, I don't think the market agreement is clear on this.

It is clear that if you charge for apps, the payment has to go through
the Market processor.

I'm talking about something different. In this scenario, the app
doesn't change and all functionality is still available to all users.
However, users can purchase virtual goods for use in the game (which
may also be attainable without purchase).

The reason I am asking is not to skirt the rules without being caught.
Just the opposite, I'm seeking clarification up front to avoid
misunderstanding. That is why I'm looking for Google's input on how to
proceed. This has got to be a very common issue. And clearing this up
would help a lot of developers.

I believe that selling virtual goods that can be used in an online
game app does not violate the agreement. I just want to get Google's
take.



On Mar 23, 8:37 am, Disconnect dc.disconn...@gmail.com wrote:
 Too bad for you that the market agreement is -very- clear about it and
 you've just publicly admitted any violation is willful and intentional. ISTR
 the agreement says they can pull every dime you made from market if you do
 that sort of thing...

 Good luck though.

 On Tue, Mar 23, 2010 at 9:25 AM, Yahel kaye...@gmail.com wrote:
  Hi,

  I'm actually very interested as well.
  I think if the Android Team doesn't answer it's just that it's not an
  issue for them.

  And as we say in France Qui ne dit mot, consent :D

  I'm going to implement an in-app purchase in my next game.
  I'm going to try to make it use Google checkout, this way if this is
  infringing enough to get a cease an desist letter, at least, I will
  always be able to claim they made money too ;D

  I'll publish my cease and desist letter here if I get one :D

  Yahel

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[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-23 Thread Warren
A technical fix in the Market would be wonderful!


There are a few problems with the way Gang Wars, et al do app
purchasing.

First, users can uninstall within 24 hours. That means you have to
prevent the app from using any new features until that time has
expired and you know it won't be refunded.

Since an app is unique, you don't buy the same app from the market
over and over. So if you want to by $2.00 worth of credits multiple
times, there have to be multiple tag-along apps for $2.00 for you to
purchase - one app for every time you make a purchase.

Also, this really screws with the idea of an app. Google, users,
developers... we all benefit from having a clean, easy-to-use market.
When you dump a bunch of apps on the Market that don't do anything,
you clog up the works and create obstacles for users. Not only are you
adding a bunch of junk apps that don't do anything, you are also
expecting users to understand the difference along with all these
technical details.

Have you ever developed a program and used some class or data
structure it wasn't meant for? I have. I kept thinking it would be
simpler and faster, but in the long run it always ends up biting me.
Yet that seems to be the only clear and safe option here.

It would be much better to offer some technical solution in the Market
for transactions. It would make this whole issue go away. A Market
transaction could be a purchase that is non-unique (you could
purchase the same thing multiple times) and be non-refundable.




On Mar 23, 10:47 am, Disconnect dc.disconn...@gmail.com wrote:
 http://www.cyrket.com/p/android/com.geniteam.gangwars.paidrp20/(use
 market:// urls. Some googling will turn up specific examples.)

 Unfortunately, that is the state of things right now. (And ISTR some of the
 googs saying it was unfortunate and so forth, but that was a long time ago.
 These days it seems like they mostly just say move the discussion over
 there or answer arcane technical questions.)

 On Tue, Mar 23, 2010 at 11:40 AM, chris harper ch393...@gmail.com wrote:
  Ok.

  I am REALLY trying to play ball here.

  I will then ask a technical question on this issue.

  If we have to go though the Android Market for people to purchase virtual
  items though our app's (like a movie, or music) from a site then how do we
  do that within our application technically - using the Android Market?

  We want a user to go to a site using our app's and buy something and
  download it and us it within our app.
  If we have to go though the Android Market to do that then...how???
  If the items can be anything from a movie to music to additional characters
  for a game? How do we technically do that using the Android market within
  our application if that is the ONLY choice we have for our users to purchase
  a virtual item?

  That is a technical question.

  :-)

  Thank you
  -Chris

  On Tue, Mar 23, 2010 at 9:32 AM, Disconnect dc.disconn...@gmail.comwrote:

  On Tue, Mar 23, 2010 at 11:24 AM, polyclefsoftware dja...@gmail.comwrote:

  Disconnect wrote:
  At first glance, section 3.3:
  All fees received by Developers for Products distributed via the
  Market must
  be processed by the Market’s Payment Processor.
  All fees. (And unless you have a weird contract with google
  checkout, your
  standard account is unlikely to do that 70/30 split, pay the carriers,
  etc -
  so its not the -market- payment processor.)

  So all those fees I and other developers receive for in-app ads from
  various providers are in violation of the Market Agreement?
  Free, ad-supported apps are *products distributed via the Market*. And
  all fees from ads do not flow through Google Checkout. You saying
  all apps with ads need to be yanked?

  Nice try, but you need to read the -whole- agreement:

  Payment Processor(s): Any party authorized by Google to provide payment
  processing services that enable Developers with optional Payment Accounts 
  to
  charge Device users for Products distributed via the Market.
  Ad revenue isn't a fee. If nobody clicks your ads, the app doesn't
  disappear. You aren't charging the users -a fee- for the app any more than
  gmail is when they show ads there..

  Mark Murphy wrote:
  That is legal or business advice compared to technical QA, which
  is
  the purpose of this list and the role of the Googlers on it.

  The very fact that he has to resort to asking here should demonstrate
  the need for a business contact to handle non-technical issues related
  to the development and distribution of apps via the Android Market. I
  have a contact I work with at Google on the AdSense team that I can
  ask about questions related to whether or not specific implementations
  are acceptable or whether they violate terms of service.

  Check the group charter:
  *Discuss developing Android applications using the Android framework. Get
  help with troubleshooting apps, advice on implementation, and strategies 
  for
  improving your app's speed and user 

[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-23 Thread Warren
 If you then
 used your app to allow the user to buy stuff from your website, those fees
 would not be for products distributed via the Market, they would be for
 products distributed via your website and would not be subject to being
 processed by the Payment Processor.

 Thoughts?

This is exactly what I'm thinking. And I think this would be allowable
under the agreement.



On Mar 23, 10:53 am, TreKing treking...@gmail.com wrote:
 Interesting discussion.

 3.3 - All fees received by Developers for Products distributed via the
 Market must be processed by the Market’s Payment Processor.

 One could argue that fees received by Developers for Products distributed
 via the Market only applies to apps sold through the market. If you then
 used your app to allow the user to buy stuff from your website, those fees
 would not be for products distributed via the Market, they would be for
 products distributed via your website and would not be subject to being
 processed by the Payment Processor.

 Thoughts?

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

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[android-developers] Re: In-App Purchasing and the Market Agreement

2010-03-23 Thread Warren
An in-app purchase API would be ideal for many reasons. It would spare
users from having to enter credit card information repeatedly. It
could also take advantage of carrier billing where it is available. It
could also provide more revenue for Google.

The question was asked about how else to do credit card charges.

Without an API option, I would likely send the user to a payment
processor like Amazon or PayPal. That way the user deals directly with
a proven system and I don't have the liability of handling credit card
data. Then the processor sends my server a notification of successful
payment. I checked and both of Amazon and PayPal have micro
transaction rates that are far better than the standard $.30 + 3% for
small values.

This is just on the technical end, assuming you have met the Market
Agreement details.


On Mar 23, 12:29 pm, Kevin Duffey andjar...@gmail.com wrote:
 I dont know that I agree Chris.. this issue is not resolved in my opinion.
 There needs to be a definitive response from google, maybe not here, but
 perhaps from a developer that has dealt with this issue.

 The problem with using the market for updates.. is that it's going to flood
 the market with items that end users have to scroll thru to find other apps,
 and they are updates. How the heck is that any good? What google should do
 is provide an update section to the market, so that developers can put
 game expansions, in-game items, etc in that section and NOT pollute the main
 apps/games section of the market. A user will stay on a web page for about 3
 seconds on average before they get bored and leave if it takes too long to
 load. How long will end users scroll through a list of mostly
 add-ons/in-game updates if they are intermixed with all the other apps. I
 know I don't spend that much time, at most I load more a couple of times.
 If the market doesn't get cleaned up, it's going to deter more and more
 users and degrade the overall android experience. I am baffled as to why the
 market doesn't get some sort of regular updates that make it better. As far
 as I can tell, it's a locked app on our devices, but it's an app. Is there
 nobody at google hearing all the negative feedback on how it works and
 looking to better it?

 Like I said above, this is a VERY good opportunity for Google to offer a
 built-in API (or an add-on SDK api so that 1.5+ android apps can take
 advantage of it, not just 2.2+ when it could come out) that provides a
 single sign-on device form.. the device owner only has to fill in their
 paypal/google checkout info once, and all apps can make use of it for
 in-game purchases. Google takes a cut, and makes money. Apple is freaking
 huge due to iTunes.. this would be the same thing for google. Provide us
 with the checkout/purchase API, and take a cut, 25%, 30%, whatever.

 It's evident a LOT of game developers, and even app developers, want to have
 a way to make some money. Microtransactions has been reported on as being
 one of the biggest things coming up for making money. Developers may not
 make much on their games alone, but if their game offers simple in-game
 purchases of some sort, the developer has another avenue of making some
 money. The end result is more developers work this in to their apps/games,
 providing more/longer lasting games, and Android benefits, and google
 benefits too by actually making some money. I see nothing wrong with this at
 all, I think it's fair if google put the leg work into the purchasing api
 that we can all use, they get a cut.

 On Tue, Mar 23, 2010 at 10:20 AM, chris harper ch393...@gmail.com wrote:
  Ok... Ok.

  Guys.

  I didn't realize that Google does not allow In-App Purchasing.
  After searching around the internet I see that Apple just allowed their
  developers this option but we do not have the same ability.

  That kind of sucks but that's how it is. I currently have a little rain
  cloud above me and my PC as I write this.

  I am ready to move on now.

  I have to do some redesign on my app. I see am now going to go the same
  route that this application is doing:
 http://phandroid.com/2009/11/23/android-in-app-purchases-breached-by-...

  Where they just make updates to there app available on the Market for
  additional features that they want their users to buy.

  So my simple question is does anyone have any examples (or threads) that
  show or talk about how to update your app with another updated apk WITHOUT
  reinstalling the whole app again?
  So just to add updated features?
  This way I can put my app out there and put my updates in additional apk
  files on the market which users can buy.

  Does anyone have any examples how the best practice is to do this?
  It involves app keys and all that I presume.

  Thank you

  On Tue, Mar 23, 2010 at 11:14 AM, polyclefsoftware dja...@gmail.comwrote:

  Disconnect wrote:
   Ad revenue is a fee charged to the user fails the 'reasonable
   person/common man' test.

  And what about the 

[android-developers] In-App Purchasing and the Market Agreement

2010-03-17 Thread Warren
I have still not seen an acceptable solution for in-app purchasing,
and I was hoping for an official response from Google.

This has been discussed in other threads, but there is still no good
solution.
http://groups.google.com/group/android-developers/browse_thread/thread/bfe16bac7144b7d5/f93d3510b8c96903


Collecting a fee to unlock functionality or to buy virtual items is
not a technical problem. It is straightforward.

However, the Market Agreement severely limits developers' ability to
collect such a fee. It says all fees collected for the app must go
through the Market payment processor.

http://www.android.com/us/developer-distribution-agreement.html

Buying another app from the Market seems the only clearly acceptable
solution. But that is not ideal. It perverts the definition of an
app and causes problems because of the refund policy.


Google, how are developers supposed to handle this situation? Or is
your intention that we simply not do this?

While lawyers may quarrel over the actual document, what is your
intent as it pertains to buying virtual items? For example, charging
$1 real money for 10 in-game gold?

What if only the front end of the game is distributed on the market,
and the features of the front end (the app) do not change with
additional fees? This may be splitting hairs but that's what happens
with legal documents, I suppose.

So what is the intention of the Market Agreement here? Did you intend
to prevent buying virtual items or not?

I would appreciate some clarification so I can proceed knowing the
spirit of the law, so to speak.

Thank you

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[android-developers] Re: How to merge two bitmap into one

2010-03-17 Thread Warren
If you follow my example you can add the colors by adding the
components and then recombining them into a color int.

int r = Color.red(bitmap1) + Color.red(bitmap2);
int g = Color.green(bitmap1) + Color.green(bitmap2);
int b = Color.blue(bitmap1) + Color.blue(bitmap2);

int newPixel = Color.argb( 1, r, g, b);


I think one of the PorterDuffXfermodes is for adding also. That would
probably be faster.



On Mar 16, 11:26 pm, Nithin nithin.war...@gmail.com wrote:
 Thanks for all replies.. By merge I mean adding, one image with
 another.

 Nithin

 On Mar 16, 6:28 pm, Warren warrenba...@gmail.com wrote:

  I use something like the following function. It really depends what
  you mean by merge. Do you mean average, alpha over, multiply, add,
  etc.?
  Anyway, you can change the arithmetic here to suit your needs. The
  important parts are that you copy the bitmap you wish to change so
  that you have a mutable/changeable bitmap, and that you call
  setPixel() to change the bitmap pixels to their new color.

  In this example, I'm looping over all the pixels and assuming both
  bitmaps are the same size.

  You can also do this with a canvas, but this approach is the most
  flexible. It is not terribly fast. I only use it at the startup of my
  program. But unless you are calling it repeatedly, it shouldn't slow
  you down too much.

          private static Bitmap applyMask(Bitmap tileBitmap, Bitmap 
  maskBitmap)
  {
                  Bitmap workingBitmap = tileBitmap.copy(bitmapConfig, true); 
  //
  IMPORTANT
                  int width = tileBitmap.getWidth();
                  int height = tileBitmap.getHeight();
                  for(int x=0; xwidth; x++){
                          for(int y=0; yheight; y++){
                                  int maskPixel = maskBitmap.getPixel(x, y);
                                  int tilePixel = tileBitmap.getPixel(x, y);

                                  //change this line for different color
  mixing types
                                  int newPixel = Color.argb( 
  Color.red(maskPixel),
  Color.red(tilePixel), Color.green(tilePixel), Color.blue(tilePixel));

                                  workingBitmap.setPixel(x, y, newPixel); 
  //IMPORTANT
                          }
                  }
                  return workingBitmap;
          }

  On Mar 16, 1:08 am, NapoleonLiu liuwa...@neusoft.com wrote:

   I am a new one in UI coding. So may be my way is not the best..

   Panit mPaint = new Paint();
   mPaint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
   mPaint.setAlpha(XX);
   notice that Mode.DST_IN is important(Better to see it's api-doc.)
   Use this paint to draw a ALPHA_8 bitmap on your org bitmap ,then you can
   get a Bitmap which have special alpha.
   So you can get two special alpha bitmap ,then draw them with Mode.DST_IN.
   I think you will get you want.
   But there must be a nice way, to do a calculation on the alpha area of  
   bitmap.
   hope it can help you.

   On Tue, 16 Mar 2010 13:20:01 +0800, BobG bobgard...@aol.com wrote:
How about set the Alpha channel in each one to 50% so they are both
half see through?

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[android-developers] Re: How to merge two bitmap into one

2010-03-16 Thread Warren
I use something like the following function. It really depends what
you mean by merge. Do you mean average, alpha over, multiply, add,
etc.?
Anyway, you can change the arithmetic here to suit your needs. The
important parts are that you copy the bitmap you wish to change so
that you have a mutable/changeable bitmap, and that you call
setPixel() to change the bitmap pixels to their new color.

In this example, I'm looping over all the pixels and assuming both
bitmaps are the same size.

You can also do this with a canvas, but this approach is the most
flexible. It is not terribly fast. I only use it at the startup of my
program. But unless you are calling it repeatedly, it shouldn't slow
you down too much.


private static Bitmap applyMask(Bitmap tileBitmap, Bitmap maskBitmap)
{
Bitmap workingBitmap = tileBitmap.copy(bitmapConfig, true); //
IMPORTANT
int width = tileBitmap.getWidth();
int height = tileBitmap.getHeight();
for(int x=0; xwidth; x++){
for(int y=0; yheight; y++){
int maskPixel = maskBitmap.getPixel(x, y);
int tilePixel = tileBitmap.getPixel(x, y);

//change this line for different color
mixing types
int newPixel = Color.argb( Color.red(maskPixel),
Color.red(tilePixel), Color.green(tilePixel), Color.blue(tilePixel));

workingBitmap.setPixel(x, y, newPixel); 
//IMPORTANT
}
}
return workingBitmap;
}


On Mar 16, 1:08 am, NapoleonLiu liuwa...@neusoft.com wrote:
 I am a new one in UI coding. So may be my way is not the best..

 Panit mPaint = new Paint();
 mPaint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
 mPaint.setAlpha(XX);
 notice that Mode.DST_IN is important(Better to see it's api-doc.)
 Use this paint to draw a ALPHA_8 bitmap on your org bitmap ,then you can
 get a Bitmap which have special alpha.
 So you can get two special alpha bitmap ,then draw them with Mode.DST_IN.
 I think you will get you want.
 But there must be a nice way, to do a calculation on the alpha area of  
 bitmap.
 hope it can help you.

 On Tue, 16 Mar 2010 13:20:01 +0800, BobG bobgard...@aol.com wrote:
  How about set the Alpha channel in each one to 50% so they are both
  half see through?

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[android-developers] Re: Using ListView without ListActivity

2010-01-14 Thread Warren
Thanks for the reply,

No, I hadn't considered that. Could you please expand a bit on how
that might work? Wouldn't I still have to use either a plain listview
(without on item selected handlers) or start a new activity? Perhaps
I'm not understanding what you mean.

Warren


On Jan 13, 12:43 pm, Frank Weiss fewe...@gmail.com wrote:
 Have you considered using AlertDialog?

 On Jan 13, 2010 10:34 AM, Warren warrenba...@gmail.com wrote:

 I want to create a custom list view in my application. I want it to
 lay over the top of the application screen, with portions of the
 screen not filled by the listview showing the underlying application.

 I've been reading about ListActivity, how it can be started to handle
 item selected callbacks. I've also read about people simply inserting
 onClick handlers into the listview as it is drawn.

 I'm trying to decide the best way to proceed. Is it dirty to attach
 onClick handlers to the rows of a listview?  It doesn't seem like the
 best approach, for instance, it only handles Touch Mode, not the DPAD
 clicks. This approach doesn't seem like what the architects had in
 mind.

 On the other hand, I don't see a good way that I can start a list
 activity and still have access to all the application variables I
 need.  Do I pass the application in the context and refer back to it
 from even handlers after casting the context back to it's original
 class?

 Any advice on best practices would be appreciated, thanks.

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[android-developers] Using ListView without ListActivity

2010-01-13 Thread Warren
I want to create a custom list view in my application. I want it to
lay over the top of the application screen, with portions of the
screen not filled by the listview showing the underlying application.

I've been reading about ListActivity, how it can be started to handle
item selected callbacks. I've also read about people simply inserting
onClick handlers into the listview as it is drawn.

I'm trying to decide the best way to proceed. Is it dirty to attach
onClick handlers to the rows of a listview?  It doesn't seem like the
best approach, for instance, it only handles Touch Mode, not the DPAD
clicks. This approach doesn't seem like what the architects had in
mind.

On the other hand, I don't see a good way that I can start a list
activity and still have access to all the application variables I
need.  Do I pass the application in the context and refer back to it
from even handlers after casting the context back to it's original
class?

Any advice on best practices would be appreciated, thanks.
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[android-developers] DroidFanz offering unauthorized paid apps - check yours

2009-12-22 Thread Warren
The droidfanz website offers a download section full of unauthorized
paid app downloads. I found my app there along with about 300 others.
If you have a popular paid app, you may want to check if yours is
listed. You can't see inside the site until you register.


I'm seeing a lot of posts with cracked apps being wrongfully offered
for free or for sale. It is frustrating as a developer because I don't
want to impose cumbersome anti-theft systems on users. I've always
taken the approach that it's better not to annoy real, paying users to
avoid a small amount of theft. But with the amount of similar posts
lately, it seems that the problem may be worse than what I assumed.

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[android-developers] Re: this is just too much

2009-12-18 Thread Warren
Have you contacted law enforcement? You might have a hard time getting
their attention for something small but it is their job to
investigate and prosecute these things. When someone downloads
something they don't have the rights to, that is wrong, but it gets
much more serious when someone is profiting from their copyright
infringement.



On Dec 18, 5:01 pm, David Overcash funnylookin...@gmail.com wrote:
 Send him a CD for fun.  Then tell Paypal he's selling illegally pirated
 goods, they'll probably freeze his account.  At the least you can stop him
 for a while.

 On Fri, Dec 18, 2009 at 12:28 PM, Andrei gml...@gmail.com wrote:
  Somebody on Craigslist selling our apps half price

 http://knoxville.craigslist.org/mob/1515792578.html

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[android-developers] Re: Market Support Questions From Users/Buyers

2009-12-15 Thread Warren
No one else has gotten help emails from customers about the market?

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[android-developers] Hiding Controls on VideoView using MediaController

2009-12-15 Thread Warren
I am attempting to hide the playback controls of a video view. Can
this be done?

I am developing an application that plays a brief video one time, then
stops. The playback is beyond the control of the user, who should not
see play or pause buttons. I have not been able to achieve this. If
the screen is clicked, the playback controls appear on the screen. I
tried setting the videoview's clickable attribute to false, but that
didn't help. And I don't see any properties to disable the controls.

Any other ideas how to hide the controls?

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[android-developers] Market Support Questions From Users/Buyers

2009-12-07 Thread Warren
I get a slow but steady stream of users who have purchased or tried to
purchase my app but have trouble with the market. Typically it's
because the app won't download, or didn't install properly. This is
not the norm. The vast majority of downloads work properly, so it is
not a broken .apk file or anything like that. They seem to be problems
directly related to the market and/or the phone.

I help when I can, but most of issues are beyond my control. Is this
common for other developers?  Do you get support questions related to
the market?  What do you do about it?

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[android-developers] Re: How to create Add On Packages

2009-11-28 Thread Warren
No answers in a month. Doesn't anyone know something about how these
apps work?

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[android-developers] Approaches to Security for Web Backed Applications

2009-11-02 Thread Warren
What is the best way to ensure people don't cheat when you use a web
server (or something similar) to handle some of your application
logic?

A good example is a high score board. People play a game and when they
are done, the application sends the score to the server to be
recorded.  However, if someone knows what your server is expecting,
they can craft their own high score and post it to the server
without having earned that score.  There are many similar situations
in which a person could potentially ruin an application by
communicating with the server in ways they shouldn't.

As a developer with a web-backed application, what are the best ways
to prevent this?  Putting a key in the application and encrypting the
message is one option. But it would not be ridiculously hard to crack
even this system because the compiled application is available with
the key. This would stop amateur hackers, but not persistent,
experienced hackers.

What about all you developers out there?  How do you make sure that
web server requests were properly generated from your android
application? Or do you just assume it will be OK and that no one has
time to try to break your cell phone app? Is there a better system I'm
not thinking of?

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[android-developers] How to create Add On Packages

2009-10-23 Thread Warren

I have seen several applications that are free, but allow for add on
packages to be installed.

Gang Wars sells Respect Points
Mafia sells Favors
Dungeon Quest sells Gems

The central game is a free app, but you purchase these add on apps for
in-game benefit.

Has anyone purchased one of these add on apps?  What is the experience
like?  Do you have to leave the add on installed on your phone?

How does this work technically?  Do you think they set shared
preferences?  How would you handle the 24 hour uninstall rule?



I am considering releasing a free game with 10 levels, but offering a
full set of levels (say 25) as a separate paid app.  I'm looking for
the best way to accomplish this and thought the above might have some
bearing.

Thanks for your time,
Warren
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[android-developers] Can You Query Package Manager Star Rating Information

2009-10-19 Thread Warren

I want to determine what star rating (if any) the user has given to
the apps on his phone. Is there a way to do this? I looked through the
Package Manager, where I would expect to find such features if they
exist, but didn't find anything.

I basically want to find the list of installed apps along with their
star ratings as given by the owner of the phone:

Application A: 4/5
Application B: 1/5 (uninstalled)
Application C: 5/5
Application D: not rated

Thanks,
Warren
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[android-developers] ADC2 Round One Judging Complete

2009-10-06 Thread Warren

Round one judging is complete.  I can't wait to hear the results!  I
hope they announce them soon, my nerves won't last long.


http://android-developers.blogspot.com/2009/10/adc-2-round-1-scoring-complete.html
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[android-developers] WVGA800 and WVGA854 for games

2009-10-02 Thread Warren

I have developed a game for android that really needs to have a
480x320 resolution.  I have considered trying to alter the game to
work with different resolutions, but this would be very difficult if
even feasible. I know of at least one phone from Motorola that will
have a WVGA screen. I loaded my game in the new 1.6 emulator with a
WVGA screen and the game was scaled up to fill the screen with a black
bar of unfilled space on the right.

I'm happy to see that the application scaled up, but I wish it didn't
have a black bar on the side. I am also anxious to see how the scaling
performs. My game needs every bit of CPU it can get.

I assume others of you have apps that rely on 320x480 screens. They
might rely on them for a reason, like mine, or it may be that you
haven't gotten around to designing for multiple screens yet.  At any
rate, how do you plan to deal with other screen sizes? (There are QVGA
phones coming soon too.)  I'm trying to decide the best way forward.

Thanks,
Warren
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[android-developers] Re: ADC2 submissions and Android 1.6 (Donut)

2009-09-30 Thread Warren

The second round of judging also includes user judging - 40% of the
outcome if I remember correctly. So the likelihood that a significant
number of judges will be running 1.6 before all judging ends is quite
high in my opinion.

Warren


On Sep 30, 6:54 am, Cédric Berger cedric.berge...@gmail.com wrote:
 On Wed, Sep 30, 2009 at 01:58, b2amedina b2amed...@gmail.com wrote:
  If the rumors are true and Donut does become available next week won't
  that make judging unfair since some judges may be using 1.6

  The 1.6 SDK was made available on Sept 15 and the ADC2 submissions
  closed Aug 30th.

 Donut is already available for developer phones ADP1 and Ion.
 I hope developers making the update and judging apps are wise enough
 to skip voting for apps crashing, since they can't tell if it would
 have worked on cupcake.

 But for other phones I have not seen yet real rumors for a release
 next week. I doubt an OTA update will be rolled out before the end of
 this judging round.
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[android-developers] Re: ADC2: Low volume of judges

2009-09-28 Thread Warren

It's true that some apps will be rated lower because they don't apply
to the user doing the judging. For instance I judged an app that was
designed specifically for users in Paris. It was low for me on the
indispensability scale as it would be for most people not in Paris.

BUT if it is clear from the outset that the app does not apply to you,
then you might skip it. This could lead to higher concentration of
judges who say, Ahh, an app that serves my niche! actually scoring
the app. For instance, an app named, Find the Closest Bathroom in
Paris would probably be skipped quite a bit by people not in Paris.
You might end up with 75% of the judges for that app actually being
from Paris. But if the app is called Bathroom Finder and gives no
hint that it is geographically limited, you'd get no such effect.

 Who knows? This is all just conjecture and guessing.  The effects
might balance each other out. They might not. There won't be a clear
picture until Google releases some results... maybe not even then.


On Sep 28, 12:12 pm, ander...@phdgaming.com ander...@phdgaming.com
wrote:
  I have really tested maybe a dozen apps for the moment, and most of
  them did not reach more than 2 stars in every line, because they are
  not working, are one version of a concept among a hundred similar
  implementations, or because they don't answer MY needs. This is true
  for every other revewers, and it has to be like this if we really want
  to see emerging the real best apps. There is no place for poor apps,
  this is a contest for really outstanding apps that will show all the
  power of the android platform against the others.

 I don't really agree with the MY needs line personally. We are
 acting as judges - and therefore should also take into consideration
 how an application would be useful to others. For example, I
 personally dislike most social networking applications, and do not
 even bother to use twitter or facebook outside of Android. Rating most
 social network application badly and giving them 1s in
 indispensability due to my personal preference would not be right, in
 my opinion. Of course, I do skip most of those related to this
 category, just saying I think there might sometimes be more to it than
 what does this app do for me.
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[android-developers] Re: Hmm... at last ADC2 is out of our way ... tell about your app and experience

2009-09-02 Thread Warren

Game Casual: Goobers Vs. Boogers
http://goobersvsboogers.blogspot.com/
A Cartoon Styled Turn based Artillery Game
Developer: Warren Baltz

ADC2 Feedback: Making a fast game on a phone running a virtual machine
was the challenge! I spent more time on performance than on features.

I did not find the August 1st constraint to be a problem. I am
continually adding features to my game, and will be for some time. So
when the deadline came, I submitted what I had, fully intending to
continue developing.

There is a sense of relief when you submit your game... followed by a
mild sense of panic: Did I submit it correctly? Did I get the right
file?  Did I forget anything?

I am expecting stiff competition. But the whole process is enjoyable.
It's great to hear from people who enjoy the application you wrote.
Stiff competition means better apps for our phones. And we all want
better apps for our phones.


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[android-developers] Re: Listing Console does not update applicaitons statistics

2009-08-14 Thread Warren

I have been watching my Developer Console also. They seem to update a
couple times a day. So if yours hasn't updated in a couple days
something might be wrong. Or there might just be fluctuations in the
number of applications to process vs the computer power available to
process them.



On Aug 6, 5:04 am, DKIT dag.kristian...@gmail.com wrote:
 Still no update.

 On Aug 4, 7:40 pm, DKIT dag.kristian...@gmail.com wrote:

  Anyone?

  On Aug 4, 4:18 pm, DKIT dag.kristian...@gmail.com wrote:

   My Android Market listing console (developer console) has not updatet
   applicaiton statistics for several days.

   Why?

   Does it hurt my popularity ratings that my statistics are not updated?

   When will this be fixed? It is very annoying!
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[android-developers] SurfaceDestroyed and Game Thread Problem

2009-07-19 Thread Warren

I am having trouble with the order of function callbacks in a game. I
create and start a game thread in the onCreate() of my activity.  In
the onPause() of the activity, I pause the thread. And in
surfaceDestroyed() I stop the thread entirely. I have tried several
other configurations, but I always run into one of two scenarios: I
either try to start a thread that already exists, or my activity
resumes without restarting the game thread.

I'm wondering if there is a best practice or accepted way to start,
pause, and resume the game thread.

Has anyone else had a similar problem. How did you resolve it?


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[android-developers] Re: Black Screen problem with graphics update using unlockCanvasAndPost()

2009-04-16 Thread Warren

Sarnoth, that's great to know.  I'll undo the changes I made (that I
thought would simply for testing it appears to have made the situation
worse) then test to see if the game loop is indeed running in its own
thread.



On Apr 16, 12:28 pm, Sarnoth jesse.st...@gmail.com wrote:
 You definitely need to do your game loop on a different thread. If
 your game loop is running in the main UI thread then while it is
 running thescreencan't update and you can't get input events. The UI
 thread is what does these things.

 On Apr 15, 10:25 pm, Warren warrenba...@gmail.com wrote:

  Sarnoth, I appreciate you taking the time to comment.

  Does that matter - if the thread isn't different?

  Just in case there were problems with the thread, I rewrote the
  program not to use a second thread and just execute the drawing loop
  in the view.

  In the code sample, I also changed draw() to drawSprites(), as I
  described in an earlier post. Neither of these things helped.

  == Begin Code ==

  package com.baltz.scorched;

  import android.content.Context;
  import android.content.res.Resources;
  import android.graphics.Bitmap;
  import android.graphics.BitmapFactory;
  import android.graphics.Canvas;
  import android.util.AttributeSet;
  import android.util.Log;
  import android.view.SurfaceHolder;
  import android.view.SurfaceView;

  class ScorchedView extends SurfaceView implements
  SurfaceHolder.Callback {

      private Context context;
      private SurfaceHolder holder;

      private Bitmap backgroundImage;
      private Bitmap foregroundImage;
      private Bitmap spriteImage;

      private Resources resources;
      private ScorchedTerrain terrain;
      private Engine engine;

      public ScorchedView(Context c, AttributeSet attrs) {
          super(c, attrs);
          // register our interest in hearing about changes to our
  surface
          holder = getHolder();
          holder.addCallback(this);

          context = c;

          resources = context.getResources();

          // load background image as a Bitmap instead of a Dable b/c
          // we don't need to transform it and it's faster to d this way
          backgroundImage = BitmapFactory.decodeResource(resources,
                  R.drawable.earthrise);

          foregroundImage = BitmapFactory.decodeResource(resources,
                  R.drawable.foreground1);

          spriteImage = BitmapFactory.decodeResource(resources,
                          R.drawable.sprite1);

          terrain = new ScorchedTerrain(foregroundImage);

          engine = new Engine();
          Body body;

          body = new Body(spriteImage);
          body.setLocation(50, 50);
          engine.addBody(body);

          body = new Body(spriteImage);
          body.setLocation(40, 100);
          engine.addBody(body);
      }

      /* Callback invoked when the surface dimensions change. */
      public void surfaceChanged(SurfaceHolder h, int format, int width,
  int height) {
          holder = h;
      }

      /*
       * Callback invoked when the Surface has been created and is ready
  to be
       * used.
       */
      public void surfaceCreated(SurfaceHolder h) {
          holder = h;
          gameLoop();
      }

      /*
       * Callback invoked when the Surface has been destroyed and must
  no longer
       * be touched. WARNING: after this method returns, the Surface/
  Canvas must
       * never be touched again!
       */
      public void surfaceDestroyed(SurfaceHolder holder) {
      }

      private void gameLoop(){

          Canvas canvas;

          int i=0;
          while(i30){
                  canvas = null;
                  try {
                      canvas = holder.lockCanvas(null);
                      engine.update();
                      drawSprites(canvas);
                  } finally {
                      // do this in a finally so that if an exception is 
  thrown
                      // during the above, we don't leave the Surface in an
                      // inconsistent state
                      if (canvas != null) {
                          Log.w(dbg, unlocking canvas + i);
                          holder.unlockCanvasAndPost(canvas);
                      }
                  }

                  try{
                    Thread.currentThread().sleep(300);
                  }
                  catch(Exception e){
                  }
                  i++;
          }
      }

      /**
       * Draws the sprites and background to the provided
       * Canvas.
       */
      public void drawSprites(Canvas canvas) {
          // Draw the background image. Operations on the Canvas
  accumulate
          // so this is like clearing thescreen.
          canvas.drawBitmap(backgroundImage, 0, 0, null);

          //draw the up-to-date, deformed foreground
          terrain.draw(canvas);

          //draw all bodies (players, projectiles, etc) on thescreen
          engine.drawAll(canvas

[android-developers] Re: Black Screen problem with graphics update using unlockCanvasAndPost()

2009-04-16 Thread Warren

Does that mean you're working on a scorched earth type game?

Maybe.  :)


On Apr 16, 8:53 am, john jbatk...@gmail.com wrote:
 Your package is package com.baltz.scorched;

 Does that mean you're working on a scorched earth type game? It would
 be really crazy if you were, because I just started work on the same
 game, and I'm using the LunarLander game as a template as well.

 It's also my first game - maybe we can help each other out!

 -Rick

 On Apr 15, 10:25 pm, Warren warrenba...@gmail.com wrote:

  Sarnoth, I appreciate you taking the time to comment.

  Does that matter - if the thread isn't different?

  Just in case there were problems with the thread, I rewrote the
  program not to use a second thread and just execute the drawing loop
  in the view.

  In the code sample, I also changed draw() to drawSprites(), as I
  described in an earlier post. Neither of these things helped.

  == Begin Code ==

  package com.baltz.scorched;

  import android.content.Context;
  import android.content.res.Resources;
  import android.graphics.Bitmap;
  import android.graphics.BitmapFactory;
  import android.graphics.Canvas;
  import android.util.AttributeSet;
  import android.util.Log;
  import android.view.SurfaceHolder;
  import android.view.SurfaceView;

  class ScorchedView extends SurfaceView implements
  SurfaceHolder.Callback {

      private Context context;
      private SurfaceHolder holder;

      private Bitmap backgroundImage;
      private Bitmap foregroundImage;
      private Bitmap spriteImage;

      private Resources resources;
      private ScorchedTerrain terrain;
      private Engine engine;

      public ScorchedView(Context c, AttributeSet attrs) {
          super(c, attrs);
          // register our interest in hearing about changes to our
  surface
          holder = getHolder();
          holder.addCallback(this);

          context = c;

          resources = context.getResources();

          // load background image as a Bitmap instead of a Dable b/c
          // we don't need to transform it and it's faster to d this way
          backgroundImage = BitmapFactory.decodeResource(resources,
                  R.drawable.earthrise);

          foregroundImage = BitmapFactory.decodeResource(resources,
                  R.drawable.foreground1);

          spriteImage = BitmapFactory.decodeResource(resources,
                          R.drawable.sprite1);

          terrain = new ScorchedTerrain(foregroundImage);

          engine = new Engine();
          Body body;

          body = new Body(spriteImage);
          body.setLocation(50, 50);
          engine.addBody(body);

          body = new Body(spriteImage);
          body.setLocation(40, 100);
          engine.addBody(body);
      }

      /* Callback invoked when the surface dimensions change. */
      public void surfaceChanged(SurfaceHolder h, int format, int width,
  int height) {
          holder = h;
      }

      /*
       * Callback invoked when the Surface has been created and is ready
  to be
       * used.
       */
      public void surfaceCreated(SurfaceHolder h) {
          holder = h;
          gameLoop();
      }

      /*
       * Callback invoked when the Surface has been destroyed and must
  no longer
       * be touched. WARNING: after this method returns, the Surface/
  Canvas must
       * never be touched again!
       */
      public void surfaceDestroyed(SurfaceHolder holder) {
      }

      private void gameLoop(){

          Canvas canvas;

          int i=0;
          while(i30){
                  canvas = null;
                  try {
                      canvas = holder.lockCanvas(null);
                      engine.update();
                      drawSprites(canvas);
                  } finally {
                      // do this in a finally so that if an exception is 
  thrown
                      // during the above, we don't leave the Surface in an
                      // inconsistent state
                      if (canvas != null) {
                          Log.w(dbg, unlocking canvas + i);
                          holder.unlockCanvasAndPost(canvas);
                      }
                  }

                  try{
                    Thread.currentThread().sleep(300);
                  }
                  catch(Exception e){
                  }
                  i++;
          }
      }

      /**
       * Draws the sprites and background to the provided
       * Canvas.
       */
      public void drawSprites(Canvas canvas) {
          // Draw the background image. Operations on the Canvas
  accumulate
          // so this is like clearing thescreen.
          canvas.drawBitmap(backgroundImage, 0, 0, null);

          //draw the up-to-date, deformed foreground
          terrain.draw(canvas);

          //draw all bodies (players, projectiles, etc) on thescreen
          engine.drawAll(canvas);
      }

  }

  On Apr 15, 4:47 pm, Sarnoth jesse.st...@gmail.com wrote:

   I

[android-developers] Re: Black Screen problem with graphics update using unlockCanvasAndPost()

2009-04-15 Thread Warren

Thanks for the comment ellipsoidmobile.

If I remove the sleep, I still don't see anything until the very end.
I don't need that sleep in there for the application. I only put it in
so that, hopefully, I could see what was happening a little better.

Also, I thought that the SurfaceView allowed you to write to the
screen at your own pace, whatever that may be. So in this case, there
would be nothing from the outside that's causing a screen refresh.
The screen should stay how I left it until I post a new canvas. Am I
misunderstanding this?

What really confuses me is why the last call to unlockCanvasAndPost()
does work.  It seems like if an error prevented the first calls from
functioning, then it would also prevent the last.



On Apr 15, 3:09 am, ellipsoidmob...@googlemail.com
ellipsoidmob...@googlemail.com wrote:
 The problem is your line Thread.currentThread().sleep(1000);//sleep
 for 1000 ms

 I believe with SurfaceView you have to draw your whole view on 
 everyscreenrefresh. You just need to loop as fast as possible and the
 system will throttle the speed in the calls to lockCanvas(). By
 sleeping for 1 second you are failing to provide a canvas for every
 refresh so thescreenappears blank.

 What I don't know is whether there is any guidance on how quickly you
 have to get through your loop, i.e. what the maximum refresh rate is
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[android-developers] Re: Black Screen problem with graphics update using unlockCanvasAndPost()

2009-04-15 Thread Warren

I may have found my problem.

The SurfaceView class implements a function called draw(Canvas).

I unwittingly created my own function draw() with the same signature,
overriding the original. I'm guessing that the SurfaceView probably
calls draw() during unlockCanvasAndPost(). But instead of executing
its original draw() method and doing what it is supposed to do, it
calls my function - simply overwriting the canvas buffer without
affecting the Surface at all... thus the black screen.  I'm still
confused about why it eventually shows. Perhaps some final cleanup
code...

I will test this tonight when I have access to my development computer
and post my findings.



On Apr 15, 8:48 am, Warren warrenba...@gmail.com wrote:
 Thanks for the comment ellipsoidmobile.

 If I remove the sleep, I still don't see anything until the very end.
 I don't need that sleep in there for the application. I only put it in
 so that, hopefully, I could see what was happening a little better.

 Also, I thought that the SurfaceView allowed you to write to the
 screen at your own pace, whatever that may be. So in this case, there
 would be nothing from the outside that's causing a screen refresh.
 The screen should stay how I left it until I post a new canvas. Am I
 misunderstanding this?

 What really confuses me is why the last call to unlockCanvasAndPost()
 does work.  It seems like if an error prevented the first calls from
 functioning, then it would also prevent the last.

 On Apr 15, 3:09 am, ellipsoidmob...@googlemail.com

 ellipsoidmob...@googlemail.com wrote:
  The problem is your line Thread.currentThread().sleep(1000);//sleep
  for 1000 ms

  I believe with SurfaceView you have to draw your whole view on 
  everyscreenrefresh. You just need to loop as fast as possible and the
  system will throttle the speed in the calls to lockCanvas(). By
  sleeping for 1 second you are failing to provide a canvas for every
  refresh so thescreenappears blank.

  What I don't know is whether there is any guidance on how quickly you
  have to get through your loop, i.e. what the maximum refresh rate is
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[android-developers] Re: Black Screen problem with graphics update using unlockCanvasAndPost()

2009-04-15 Thread Warren

Sarnoth, I appreciate you taking the time to comment.


Does that matter - if the thread isn't different?

Just in case there were problems with the thread, I rewrote the
program not to use a second thread and just execute the drawing loop
in the view.


In the code sample, I also changed draw() to drawSprites(), as I
described in an earlier post. Neither of these things helped.



== Begin Code ==

package com.baltz.scorched;

import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;



class ScorchedView extends SurfaceView implements
SurfaceHolder.Callback {

private Context context;
private SurfaceHolder holder;

private Bitmap backgroundImage;
private Bitmap foregroundImage;
private Bitmap spriteImage;

private Resources resources;
private ScorchedTerrain terrain;
private Engine engine;


public ScorchedView(Context c, AttributeSet attrs) {
super(c, attrs);
// register our interest in hearing about changes to our
surface
holder = getHolder();
holder.addCallback(this);

context = c;

resources = context.getResources();


// load background image as a Bitmap instead of a Dable b/c
// we don't need to transform it and it's faster to d this way
backgroundImage = BitmapFactory.decodeResource(resources,
R.drawable.earthrise);

foregroundImage = BitmapFactory.decodeResource(resources,
R.drawable.foreground1);

spriteImage = BitmapFactory.decodeResource(resources,
R.drawable.sprite1);

terrain = new ScorchedTerrain(foregroundImage);

engine = new Engine();
Body body;

body = new Body(spriteImage);
body.setLocation(50, 50);
engine.addBody(body);

body = new Body(spriteImage);
body.setLocation(40, 100);
engine.addBody(body);
}





/* Callback invoked when the surface dimensions change. */
public void surfaceChanged(SurfaceHolder h, int format, int width,
int height) {
holder = h;
}


/*
 * Callback invoked when the Surface has been created and is ready
to be
 * used.
 */
public void surfaceCreated(SurfaceHolder h) {
holder = h;
gameLoop();
}



/*
 * Callback invoked when the Surface has been destroyed and must
no longer
 * be touched. WARNING: after this method returns, the Surface/
Canvas must
 * never be touched again!
 */
public void surfaceDestroyed(SurfaceHolder holder) {
}



private void gameLoop(){

Canvas canvas;

int i=0;
while(i30){
canvas = null;
try {
canvas = holder.lockCanvas(null);
engine.update();
drawSprites(canvas);
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (canvas != null) {
Log.w(dbg, unlocking canvas + i);
holder.unlockCanvasAndPost(canvas);
}
}

try{
  Thread.currentThread().sleep(300);
}
catch(Exception e){
}
i++;
}
}


/**
 * Draws the sprites and background to the provided
 * Canvas.
 */
public void drawSprites(Canvas canvas) {
// Draw the background image. Operations on the Canvas
accumulate
// so this is like clearing the screen.
canvas.drawBitmap(backgroundImage, 0, 0, null);

//draw the up-to-date, deformed foreground
terrain.draw(canvas);

//draw all bodies (players, projectiles, etc) on the screen
engine.drawAll(canvas);
}

}







On Apr 15, 4:47 pm, Sarnoth jesse.st...@gmail.com wrote:
 I can't really say without seeing more of the code, but based on your
 description of the problem I wonder if your thread is in fact a
 separate thread or if the run method is simply being executed in the
 main UI thread. Something worth checking. You can log
 Thread.currentThread().getName() from inside your run method and from
 inside your activity's onCreate method to make sure they are
 different.

 On Apr 15, 9:57 am, Warren warrenba...@gmail.com wrote:

  I may have found my problem.

  The SurfaceView class implements a function called draw(Canvas).

  I unwittingly created my own function draw() with the same signature,
  overriding the original. I'm guessing that the SurfaceView probably
  calls draw

[android-developers] Black Screen problem with graphics update using unlockCanvasAndPost()

2009-04-14 Thread Warren

I am working on a game for Android. I'm following the general program
layout of Lunar Lander, where a SurfaceView has a worker thread that
runs the main game loop. That loop updates the physics and redraws the
screen by creating and drawing to a canvas.

From the thread class:

public void run() {
int i = 0;
while (i  10) {
Canvas canvas = null;
try {
canvas = surfaceHolder.lockCanvas(null);
synchronized (surfaceHolder) {
engine.update(); //physics calculations
draw(canvas); //draw various bitmaps to the
supplied canvas
}
} finally {
// do this in a finally so that if an exception is
thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (canvas != null) {
Log.w(dbg, unlocking and posting canvas  + i);
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
i++;

//delay for a second so I can see what's happening
try{
  Thread.currentThread().sleep(1000);//sleep for 1000 ms
}
catch(Exception e){
}

}
}




I believe
surfaceHolder.unlockCanvasAndPost(canvas);
is supposed to release the canvas and force the screen to redraw
correct? That's not what I'm seeing. I'm getting strange behavior
where the final draw works, but each previous draw only shows a black
screen.

For a better example, I draw a small character sprite at the left side
of the screen. Then, for each successive frame of 100 frames I
translate the image one to the right. So I expect to see the sprite
slide to the right as the program runs. Instead, the screen is black
the whole time until the end, when the sprite appears already on the
right side of the screen. It's as if the very last call to
unlockCanvasAndPost() is applied to the screen, but the others are
hidden or not drawn.  I've verified that they are, in deed, being
executed.

Any help would be appreciated.
Thank you.

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