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

2010-03-24 Thread Jeremy Slade
My interpretation, not to be confused with legal advice: Add-on products purchased via an app do not qualify as products distributed via the Market. However, something like a pro version of an app, purchased via a lite version that was distributed via the Market, would be subject to this part of

[android-developers] Re: Android Market Anti-Piracy

2009-11-16 Thread Jeremy Slade
Presumably all these apps are just 'phoning home' for tracking usage stats and such - nothing malicious (whether it's a good ideas is another question). Couldn't the same thing be done by an open intent that is called by all of these apps? Then the apps themselves don't need to request internet

[android-developers] Re: Real Poly/sec on ADP1?

2009-11-09 Thread Jeremy Slade
4-5k polys per frame seems about right from my experience on a G1 On Nov 9, 1:42 pm, Patrick nemon...@gmail.com wrote: Well I've been searching for this information for a while and can't find any resent real world numbers, the         Qualcomm® MSM7200A™, 528 MHz is said to be able to produce

[android-developers] DDMS doesn't show process list on device

2009-10-15 Thread Jeremy Slade
I have two phones, one running 1.5 and the other on 1.6. When I connect the 1.6 device via usb, DDMS recognizes it and in the top-left pane shows: HT842... | Online | 1.6, debug It then lists the individual processes, I can select them and use various tools like allocation tracker. But

[android-developers] Re: DDMS doesn't show process list on device

2009-10-15 Thread Jeremy Slade
on your 1.6-debug build device. Xav On Wed, Oct 14, 2009 at 11:14 PM, Jeremy Slade jeremy.g.sl...@gmail.comwrote: I have two phones, one running 1.5 and the other on 1.6.  When I connect the 1.6 device via usb, DDMS recognizes it and in the top-left pane shows:    HT842

[android-developers] Re: OpenGL ES fixed/floating point

2009-10-13 Thread Jeremy Slade
You have to do the floating point - fixed point conversion yourself, then pass the fixed-point values to opengl. Something like: IntBuffer vertexBuffer = ; loadVertexData(vertexBuffer); gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer); On Oct 13, 9:57 am, Doodler

[android-developers] Identifying phone hardware

2009-10-10 Thread Jeremy Slade
With all the new Android devices around the corner -- how do we identify what hardware the app is running on? Specifically for game development, I want to find out what input devices might be available (keyboard, trackball, dpad, etc), and possibly even how things are layed out -- dpad on the

[android-developers] Re: Identifying phone hardware

2009-10-10 Thread Jeremy Slade
Thanks much for the tips. It does indeed seem a bit scattered. On Oct 10, 1:19 pm, Mark Murphy mmur...@commonsware.com wrote: Dan Sherman wrote: Slightly better answer than mine :) Heh, actually, I was thinking the reverse -- I keep forgetting about Configuration. For things

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

2009-10-06 Thread Jeremy Slade
expert judging is a good idea when the judging can be detailed and specific. When judging is limited to 1-4 stars over 4 vague categories, large numbers are best. On Oct 6, 2:37 am, walthes andreas.walt...@googlemail.com wrote: the more voters, the better for the contest. I don't believe

[android-developers] Re: ADC2 First Round Complete?

2009-10-06 Thread Jeremy Slade
I would be extremely happy to have the chance to submit an updated app, but I agree that it is most fair overall to stick to the original rules -- no updates. Seems like Google screwed up quite a bit on this -- either that or it was a conscious choice to focus on moving forward to 1.6 in

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-05 Thread Jeremy Slade
On Oct 4, 7:36 am, Jeremy Slade jeremy.g.sl...@gmail.com wrote: I did wonder about the OpenGL command buffer limit -- any way to verify for sure that I am hitting it? I would be surprised if that's the case, though -- it's not a real complex scene, maybe 3000-4000 textured

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-05 Thread Jeremy Slade
with it not giving up the lock to another thread.  I wrote an article just now that you can take a look at if you're interested in switching -http://www.rbgrn.net/content/342-using-input-pipelines-your-android-game On Oct 5, 9:27 am, Jeremy Slade jeremy.g.sl...@gmail.com wrote: I'm

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-05 Thread Jeremy Slade
that you can take a look at if you're interested in switching -http://www.rbgrn.net/content/342-using-input-pipelines-your-android-game On Oct 5, 9:27 am, Jeremy Slade jeremy.g.sl...@gmail.com wrote: I'm definitely not getting anywhere close to that limit (GL_MAX_ELEMENTS_VERTICES). I'm

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-05 Thread Jeremy Slade
, there is a case where you're not clearing and not drawing sometimes when a frame is drawn?  I'm just imagining a piece of code that says, Did anything change?  No?  Then just return.  That would causeflicker. On Oct 5, 3:17 pm, Jeremy Slade jeremy.g.sl...@gmail.com wrote: I'm trying

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-05 Thread Jeremy Slade
?  There is a known issue with the GUI thread being bombarded with touch events when the user touches the screen.  The effect of these events can be to starve your other threads of CPU time. On Oct 5, 3:27 pm, Jeremy Slade jeremy.g.sl...@gmail.com wrote: I'm definitely not getting anywhere close

[android-developers] Re: OpenGL ES flickering problems - double buffered?

2009-10-04 Thread Jeremy Slade
.  To achieve this it flips the buffers and draws the remaining items on the live screen. If I am remembering correcly this could explain what you are seeing. -- Ruchard On Oct 3, 8:08 pm, Jeremy Slade jeremy.g.sl...@gmail.com wrote: I'm trying to clean up some rendering issues for a 3D

[android-developers] OpenGL ES flickering problems - double buffered?

2009-10-03 Thread Jeremy Slade
I'm trying to clean up some rendering issues for a 3D game -- CowPotato (http://www.cyrket.com/package/ com.froogloid.android.cowpotato). I could use some help on one issue. Basically I'm seeing some flickering, like the next frame is getting flushed before everything is drawn. It is

[android-developers] Re: Hmm... at last ADC2 is out of our way ... tell about your app and experience

2009-09-04 Thread Jeremy Slade
Just wanted to share a bit more on CowPotato I did all the gameplay, which first meant building a 3D game engine. I'm new to Java and Android, only dabbled in OpenGL, etc -- there was a bit of a learning curve. It felt like quite an achievment to have spinning triangles on screen after only a

[android-developers] Unit testing with test-only assets

2009-07-06 Thread Jeremy Slade
I my main app and tests are organized like this (standard from android create project ...): AndroidManifest.xml assets/ -- main app asset files src/ tests/ AndroidManifest.xml -- uses instrumentation to point to the main app assets/ -- test-specific asset files