[android-developers] Is it possible to require a gamepad on Android TV, but not on other devices?

2015-07-21 Thread Jon Colverson
Hello.

I'm getting ready to release a game that's compatible with both touchscreen 
devices and Android TV devices. On Android TV, the gameplay isn't suitable 
for control with just a dpad, so I'd like to add uses-feature 
android:name=android.hardware.GAMEPAD / to my manifest so that buyers 
can see that up front and (presumably) will be stopped from buying it if 
they don't have the appropriate hardware.

But the problem is that the game also has touchscreen controls for phones 
and tablets, so on those devices the gamepad isn't required. What I'd 
really like to be able to do would be to say that *either* a gamepad or a 
touchscreen are required, but there doesn't seem to be a syntax for that.

I thought that using multiple APKs might do the trick, and I set up one 
with the Android TV LEANBACK_LAUNCHER intent filter and with gamepads set 
to required, and another without the Android TV intent filter and with 
gamepads set to optional. Unfortunately, though, when I uploaded them to my 
draft entry on Google Play, both APKs showed compatibility with the same 
number of devices, so it seems that the filtering doesn't currently work to 
separate an Android TV build from a build for other devices.

Is there any other way of achieving this, other than just being clear what 
the requirements are in the Play listing and hoping people read it? :)

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[android-developers] Re: Is it possible to require a gamepad on Android TV, but not on other devices?

2015-07-21 Thread Jon Colverson
I believe I've found a way of doing this via a Stack Overflow question from 
someone who wanted to restrict their app to only running on Android TV:
http://stackoverflow.com/questions/25152048/restrict-android-application-to-android-tv

The fix was to include:
uses-feature android:name=android.software.leanback 
android:required=true /

in the manifest of the Android TV version (and to set its versionCode 
higher than the other build). With that the Google Play Developer Console 
shows the TV build only being applicable to ~11 devices or so, which seems 
right. The TV devices are still eligible for the non-TV build too, but 
because the versionCode of the TV build is higher I believe that will make 
them download that one. I haven't published yet, so I can't say for sure if 
this will work properly, but everything looks good in the Developer Console.

On Tuesday, 21 July 2015 20:12:38 UTC+1, Jon Colverson wrote:

 Hello.

 I'm getting ready to release a game that's compatible with both 
 touchscreen devices and Android TV devices. On Android TV, the gameplay 
 isn't suitable for control with just a dpad, so I'd like to 
 add uses-feature android:name=android.hardware.GAMEPAD / to my manifest 
 so that buyers can see that up front and (presumably) will be stopped from 
 buying it if they don't have the appropriate hardware.

 But the problem is that the game also has touchscreen controls for phones 
 and tablets, so on those devices the gamepad isn't required. What I'd 
 really like to be able to do would be to say that *either* a gamepad or a 
 touchscreen are required, but there doesn't seem to be a syntax for that.

 I thought that using multiple APKs might do the trick, and I set up one 
 with the Android TV LEANBACK_LAUNCHER intent filter and with gamepads set 
 to required, and another without the Android TV intent filter and with 
 gamepads set to optional. Unfortunately, though, when I uploaded them to my 
 draft entry on Google Play, both APKs showed compatibility with the same 
 number of devices, so it seems that the filtering doesn't currently work to 
 separate an Android TV build from a build for other devices.

 Is there any other way of achieving this, other than just being clear what 
 the requirements are in the Play listing and hoping people read it? :)


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[android-developers] VideoView playback fails on 2.0.1? MediaPlayer warnings in logcat

2009-12-15 Thread Jon Colverson
Hello all.

I'm testing an app on the 2.0.1 emulator and video playback is not
working correctly. The VideoView is just showing a white rectangle,
although the audio is playing fine. I tested one of the video files in
the Gallery app and it showed the same results (white rectangle with
sound). A beta tester with the 2.0.1 Droid update has also reported
that playback isn't working; although in that case the This video
can't be played message is seen rather than the white rectangles.
Looking at logcat I see the following when video playback starts on
the emulator:

W/MediaPlayer(  524): info/warning (1, 44)
I/MediaPlayer(  524): Info (1,44)
D/MediaPlayer(  524): getMetadata
E/SurfaceFlinger(  372): layer 0x481238, texture=4, using format 87,
which is not supported by the GL
E/SurfaceFlinger(  372): layer 0x481238, texture=4, using format 0,
which is not supported by the GL
E/SurfaceFlinger(  372): layer 0x481238, texture=4, using format 87,
which is not supported by the GL
E/SurfaceFlinger(  372): layer 0x481238, texture=4, using format 114,
which is not supported by the GL

The SurfaceFlinger messages repeat for as long as the video is
playing, with formats 0, 87, 114 and 116.

These videos worked fine on Android 2.0 devices. I presume I'm going
to have to re-encode them, but I'm not sure what parameters to use.
The current videos are H.264 176x144 at 15 fps with 32kHz mono AAC
audio.

Can anyone shed some light on what the 1,44 warning means?

Thanks.

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[android-developers] Re: Multitouch support in Android 2.0

2009-10-27 Thread Jon Colverson

This is very exciting stuff! I have a couple of questions about how
multitouch support interacts with old devices and old apps:

Is there a way to query the device to see if it supports multitouch?

Is there anything would prevent me from getting this working via
reflection without increasing minSdkVersion? Are the multitouch events
delivered to apps with minSdkVersion  5?

Thank you!

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[android-developers] Re: Multitouch support in Android 2.0

2009-10-27 Thread Jon Colverson

On Oct 27, 9:29 pm, Dianne Hackborn hack...@android.com wrote:
 On Tue, Oct 27, 2009 at 2:12 PM, Jon Colverson jjc1...@gmail.com wrote:
  Is there a way to query the device to see if it supports multitouch?

 Not currently.

  Is there anything would prevent me from getting this working via
  reflection without increasing minSdkVersion? Are the multitouch events
  delivered to apps with minSdkVersion  5?

 That should work fine; multitouch events are always delivered.

Great! Thanks! I guess I'll implement an activity asking the user to
touch in two places to test for multitouch support.

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[android-developers] Re: SurfaceDestroyed and Game Thread Problem

2009-07-19 Thread Jon Colverson

On Jul 20, 4:06 am, Warren warrenba...@gmail.com wrote:
 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 stop my game thread in onPause() and then start a new one in onResume
(). I think that's the way it's done in the API samples as well. I
found managing the activity lifecycle quite delicate and it took me a
long time to get right. If you're using OpenGL you might like to have
at look at GLSurfaceView, because it looks like it simplifies things
significantly:
http://android-developers.blogspot.com/2009/04/introducing-glsurfaceview.html

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[android-developers] Re: Howto detect media actions

2009-07-12 Thread Jon Colverson

On Jul 2, 12:47 am, JayBird jayje...@gmail.com wrote:
 intent-filter
 action
 android:name=android.intent.action.ACTION_MEDIA_BAD_REMOVAL /
 action
 android:name=android.intent.action.ACTION_MEDIA_MEDIA_CHECKING /
...
 After doing this, I'm still not receiving the broadcast message.  What
 I'm doing wrong here?

You need to remove the ACTION_ part from the names.

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[android-developers] Re: ListView divider - which drawable?

2009-06-30 Thread Jon Colverson

On Jul 1, 2:53 am, gsmd gsm...@gmail.com wrote:
 Which drawable does the default ListView use as a divider?
 TIA.

?android:attr/listDivider in a view with layout_height of 1dp.

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[android-developers] Re: how to use jarsigner

2009-05-10 Thread Jon Colverson

On May 10, 2:09 pm, Nox v.beh...@googlemail.com wrote:
 If I tap this command in the command line:

  jarsigner -verbose -keystore my-release-key.keystore PhoneTester.apk
 alias_name

 then I have to enter the password but then there appears this error
 message:

 jarsigner error java.lang.RuntimeException: keystore load C:\Dokumente
 und Einstellungen\Administrator.BEHLAU\my-release-key.keystore Das
 System kann die angebene Datei nicht finden

Have you navigated (using the 'cd' command) to the directory that
contains your keystore file and apk?

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[android-developers] Re: Urgent! can't update apps in market. No error message

2009-05-09 Thread Jon Colverson

On May 7, 7:19 pm, android app codefan3...@gmail.com wrote:
 On my own device, I can uninstall the previous version and install the
 new version even signed with a different key.

As you say, you have to _uninstall_ the old version first, so your
users would have to do that as well.

 Does anyone know how to solve the problem or know who could help in
 the Google company?

I think that the OS would need to be changed to allow this, so I
expect you're out of luck, I'm afraid.

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[android-developers] Re: How Do I Compile in Release Mode?

2009-05-05 Thread Jon Colverson

On May 5, 1:38 am, hivebrain hivebr...@gmail.com wrote:
 I am following the instructions on code signing on the Android
 Developer site, and it mentions that if you specify that you want to
 compile in Debug mode, it automatically signs the resulting file with
 a debug key.  It also says that if you specify that Eclipse should
 compile in Release mode, that you can use the Export Wizard to
 generate a private key and handle the distribution signing.

 Can someone point me to the setting in Eclipse for Release vs. Debug
 compiling.  When I use the Export Wizard, I am only given the option
 to export unsigned.  I am pretty sure I am stuck in Debug mode, since
 my app has no problem running in the emulator or my tethered G1.

There isn't really a separate mode as such for release. When the
docs refer to release mode they are just talking about signing your
apk with your own private key (which is required for uploading to the
Market). The latest SDK has stuff in the export wizard to help with
that, but in the older releases you can only export unsigned and then
sign with the command-line tools.

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[android-developers] Re: SurfaceFlinger and permitions

2009-05-01 Thread Jon Colverson

On Apr 30, 2:09 pm, Guian guiandou...@gmail.com wrote:
 The error is a little bit different since I moved from OpenGL ES 1.1
 to OpenGL ES 1.0, but still here on the GPU surface request :

 E/SurfaceFlinger(   65): HW3D_REVOKE_GPU failed (Invalid argument),
 mFD=146, base=0x499f8000

 but only on the G1,  it works fine on the emulator

Have you tried stepping through your code (particularly your OpenGL
initialization stuff) to see which line is causing the process to die?
I expect that the HW3D_REVOKE_GPU error is just a symptom of the
sudden process death rather than the cause.

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[android-developers] Re: Basic HTTP authentication

2009-04-29 Thread Jon Colverson

On Apr 29, 6:06 pm, Wouter wouterg...@gmail.com wrote:
 I cannot access my page! How can I do this?

Can you post your code?

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[android-developers] Re: cupcake 1.5 r1 surfaceCreated is not called!!!

2009-04-28 Thread Jon Colverson

On Apr 28, 12:56 pm, ad avra...@gmail.com wrote:
 The problem is that surfaceCreated is not called :
                 SurfaceHolder mSurfaceHolder = getHolder();
                 mSurfaceHolder.addCallback(this);
                 setFocusable(true);

                 waitForScreen(); - here I untill surfaceCreated change 
 variable that
 it's ready,but it's never called.

surfaceCreated() is getting called for me in the 1.5r1 emulator. Can
you give a bit more detail about what you're doing? Does waitForScreen
() spawn another thread and return?

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[android-developers] Re: Basic HTTP authentication

2009-04-28 Thread Jon Colverson

On Apr 28, 11:26 pm, Wouter wouterg...@gmail.com wrote:
 How can i do the authentication? i have tried with a authscope and
 BasicCredentialsProvider but i think i am not doing it good!

I think this is all you need:

DefaultHttpClient client = new DefaultHttpClient();
client.getCredentialsProvider().setCredentials(
new AuthScope(HOST, PORT),
new UsernamePasswordCredentials(username, password));

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[android-developers] Re: Layout question - how to replicate what the iPhone does...

2009-04-27 Thread Jon Colverson

On Apr 27, 10:01 pm, Anna PS annapowellsm...@googlemail.com wrote:
 How would I even start to create a home screen that looks like this in
 Android? Essentially I need clickable areas with text and icons.
 Buttons can't have images attached, nor can they be greyed out.

Yes, they can have images: use the drawableLeft etc. attributes, or
setCompoundDrawables() method. They can also be grayed out by using
setEnabled().

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[android-developers] Re: opengl display issue when using g.getHolder().setFormat(PixelFormat.RGBA_8888);

2009-04-25 Thread Jon Colverson

On Apr 25, 9:54 pm, William william.caine...@gmail.com wrote:
 Ok, so I wanted to create a transparent activity where I draw some
 cubes on the screen.  Well I initially was developing with the default
 settings where
   g.getHolder().setFormat(PixelFormat.RGBA_);
 my view in a real narrow scope see below code for sample.

 when not setting a alpha channel. it works as expected.

As well as setting the SurfaceHolder format you need to tell EGL that
you want a matching config:
egl.eglChooseConfig(display, new int[] {
EGL10.EGL_RED_SIZE, 8,
EGL10.EGL_GREEN_SIZE, 8,
EGL10.EGL_BLUE_SIZE, 8,
EGL10.EGL_ALPHA_SIZE, 8,
// No depth buffer:
EGL10.EGL_DEPTH_SIZE, 0,
EGL10.EGL_NONE
}, configs, configs.length, new int[1]);

Unfortunately, when you done that you'll probably run into issue 1963:
http://code.google.com/p/android/issues/detail?id=1963

I don't have a solution for that one.

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[android-developers] Re: Shutdown notification?

2009-04-21 Thread Jon Colverson

On Mar 25, 2:26 pm, Cyril Jaquier cyril.jaqu...@jaqpot.net wrote:
 I would like to perform a task just before the phone is shut down. I
 thought that Application#onTerminate would be called but that does not
 seem to be the case. Is there a broadcast intent when the phone is going
 to shutdown? If not, how to run a task just before the phone is turned off?

There isn't a way of doing this at the moment:
http://groups.google.com/group/android-developers/browse_thread/thread/b964c4d9c7c67a79/304d710e9c4c0801?lnk=gstq=shutdown#efbd8f9398fdee16

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[android-developers] Re: Building different versions of an app -- best practice?

2009-04-21 Thread Jon Colverson

On Apr 20, 1:23 pm, Mariano Kamp mariano.k...@gmail.com wrote:
 But isn't the real problem that you would need a totally different
 package name to upload it to the Android Market?

I'd love to hear if anyone has an elegant solution for this. Mine is
very ugly:

I have one manifest file for my full version and one of the demo
version. The demo manifest has a different package name (just demo
appended to the main package name). When I want to build the demo for
release I replace the manifest with the demo version and then I have
to use Eclipse to rename my main Java package to match.

Anyone have a better way? I spent a day trying different ways of doing
this, with different projects using a common source directory, but the
insurmountable problem was that the R.java resource file was always
put in the package matching the manifest's package name.

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[android-developers] Re: User input in an AppWidget?

2009-04-16 Thread Jon Colverson

On Apr 16, 6:47 am, Jeff Sharkey jshar...@android.com wrote:
 The major reason for this is we don't have a good way of identifying
 how that text should be sent back across a PendingIntent.  To solve
 this from the framework side, one approach would to add the text to
 the extras bundle with the R.id of the EditText as the key, and using
 Intent.fillIn() when sending the PendingIntent.  But then we run into
 issues when there is a button that should also trigger an action: do
 we bundle any+all EditText values with that intent as well?

Thanks for the reply, Jeff.

I rather like the approach you described. It reminds me of an HTML
form: I'm thinking that perhaps there could be a RemoteViews method
called something like setOnClickSubmission(int, PendingIntent) that
would designate a view as a submit button, and then when that is
clicked it gathers up all the state from the others views in the
RemoteViews layout (EditTexts, Checkables, RadioGroups) and puts that
into the Intent.

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[android-developers] User input in an AppWidget?

2009-04-15 Thread Jon Colverson

Hello.

I've been looking at the new 1.5_pre SDK today, and the new AppWidget
API in particular. I was hoping to write a widget for posting to
Twitter as part of my nanoTweeter app. The interface I had in mind
would look very similar to the Google Search widget, with an EditText
and a submit Button, but as far as I can see there's no way to get at
user input in a RemoteViews. Is that right, or am I overlooking
something?

Thanks.

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[android-developers] Re: finish() not killing Activity

2009-04-12 Thread Jon Colverson

On Apr 12, 1:07 pm, Todd Sjolander guyfantas...@gmail.com wrote:
 hardware back button.  In the emulator, it takes two presses of the
 back button in order to close Activity C and come back to B.  On a G1,
 it takes 3 or 4 presses.

When you're testing, do you clear the activity history (by going back
to the home screen) before you install a new version? Things act
weirdly if you reinstall an app that is already running. I had huge
difficulty understanding the activity lifecycle stuff (I was confused
for months, literally) until I realized that.

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[android-developers] Re: Unable to download app on the dev phone from the android market...

2009-04-12 Thread Jon Colverson

On Apr 13, 4:02 am, havexz bali.param...@gmail.com wrote:
 I am unable to download my app from the android market. Is it because
 of some settings I have to do while publishing? What is the reason
 that dev phone is unable to download the app? The same app is
 downloadable on other normal android phones. Please help this is
 really bugging me.

Did you switch on the Copy Protection option when you uploaded your
app? Copy protected apps can't be downloaded on ADP1s. If you're
thinking about switching off the protection option look at this bug
first, because changing the setting can cause some severe problems:
http://code.google.com/p/android/issues/detail?id=2047

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[android-developers] Re: How to display a horizontal bar

2009-03-31 Thread Jon Colverson

On Mar 31, 11:25 am, Jiang webs...@yahoo.cn wrote:
 I want to display a horizontal bar in the view, just like the separator of 
 ListView, in other words, the left/right of the bar is fading

This is how it's done in the Contacts app:

View
android:layout_width=fill_parent
android:layout_height=1dp
android:background=?android:attr/listDivider
/

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[android-developers] Re: DDMS not listing applications

2009-03-26 Thread Jon Colverson

On Mar 26, 5:33 pm, Ivan Soto ivanso...@gmail.com wrote:
 Does anybody knows what could be the cause that it's not listing
 applications? It works fine on the emulator but not on my G1.

DDMS only shows applications that are marked as debuggable in their
manifests on the G1, whereas it shows all applications on the
emulator.

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[android-developers] Re: Touch screen slowdown

2009-03-26 Thread Jon Colverson

On Mar 26, 1:29 pm, Jonathan Fisher jonathan.fis...@runestone-
games.com wrote:
 I am having a problem with the touch screen in that whenever the screen is  
 touched, it causes significant slowdown because of the large number of  
 callbacks that are being made.  I have read in this group about throttling  
 the UI thread, but this does not seem a good solution and i can't believe  
 there isn't a better approach?

What is your application? In my game I wanted one touch event per
frame and I got good results by synchronizing the game thread with the
UI thread:
http://groups.google.com/group/android-developers/browse_thread/thread/39eea4d7f6e6dfca/b50e9be8f47db505?q=#b50e9be8f47db505

(Apologies if you've seen that post already.)

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[android-developers] Re: Is there a large efficiency difference between Canvas.drawBitmap or OpenGL?

2009-03-17 Thread Jon Colverson

On Mar 17, 7:27 pm, William william.caine...@gmail.com wrote:
 Do I have to convert all that to GL textures or can I keep all the
 bitmap work and convert the final image to a texture to be drawn to
 the GL surface.  If I have to convert it all to the textures and draw
 to the textures, will there be any performance gain by just drawing
 the final image to the GL surface but to the rest using Canvas?

Not in this case, no. The way to think about it is in terms of the
amount of data going from main (CPU) memory to graphics (GPU) memory.
If you do all the compositing in software then you have to send a full
frame's worth of data to the GPU every frame. Using OpenGL to then
draw it would provide no benefit over just sending it straight to the
screen (it would almost certainly be slower, in fact).

The case where using OpenGL provides a benefit is when you have a lot
of bitmap data that doesn't change. That can be just be sent to the
GPU once as textures and then you can draw using those textures and
the compositing will be done quickly by the GPU.

If you have some bitmap data that is static, and some which changes
then it is harder to predict the performance. Trying both ways is
probably the only way to get a definitive answer.

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[android-developers] Re: Is there a large efficiency difference between Canvas.drawBitmap or OpenGL?

2009-03-15 Thread Jon Colverson

On Mar 11, 3:31 pm, William william.caine...@gmail.com wrote:
 Is there a large efficiency difference between Canvas.drawBitmap or
 OpenGL.  I am drawing using Canvas.drawBitmap and running slowing FPS,
 would openGL speed that up a lot you think?

In short, yes. I was initially trying to use Canvas for my game, but
the performance on the G1 wasn't good enough because Canvas is not
currently hardware accelerated. Switching to OpenGL provided a
significant boost (I'm sorry I don't have specific benchmark numbers).
Interestingly, the emulator is slower than the G1 when using OpenGL
because the emulator uses a (emulated) software OpenGL implementation.

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[android-developers] Re: Using the word Android in a market developer name

2009-03-15 Thread Jon Colverson

On Mar 12, 12:50 am, Hayden hayden.stew...@gmail.com wrote:
 Is it against Google's rules to use the word Android in a developer
 name?  I'm leaning towards no.  While it is the name of the OS, Google
 didn't invent the word.

It is a registered trademark though. We're allowed to use it under the
brand guidelines that are here:
http://www.android.com/branding.html

 For example, could I make my developer name bobTheAndroid?

Nope (see section 4 of the guidelines).

 (I'm asking before I make my developer account so I don't somehow lose
 my $25)

You can change the name on the account whenever you like, so you
should be okay.

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[android-developers] Re: png + opengl

2009-03-15 Thread Jon Colverson

On Mar 14, 2:10 pm, borghild.hedda borghild.he...@gmail.com wrote:
 Is it possible to draw a png image and then to run opengl operations
 on it with android?

What do you mean by run opengl operations on it? You can certainly
use a PNG bitmap as a background and then do 3D stuff on top of it.

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[android-developers] Re: Current Percentage of Refunds on Android Market?

2009-03-13 Thread Jon Colverson

On Feb 23, 2:13 am, Jon Colverson jjc1...@gmail.com wrote:
 On Feb 23, 1:04 am, Shane Isbell shane.isb...@gmail.com wrote:

  What kind of current percentage of refunds are developers typically seeing
  on the market? More than a 5%?

 For my $0.99 game (which does not have a free demo version available
 yet), the current refund rate for orders that are passed the refund
 deadline (so they have either been charged or refunded) is 43%.

 Obviously there have been major reliability problems with the Market
 this weekend and many of those people may have requested a refund
 because their download failed, so it's too early to draw any
 conclusions.

I just wanted to update this thread in case someone reads this old
message in the archives and is scared away from the platform by the
43% figure. In the last week my return rate has been around 11%. I
have added a demo version now, so presumably that accounts for some of
the difference.

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[android-developers] Re: access parent's protected variable when extend a android class!

2009-03-10 Thread Jon Colverson

On Mar 10, 8:48 am, jusun...@gmail.com jusun...@gmail.com wrote:
 the result log mean that I can't accessed the protected variable
 mInLayout from outside package. I think I can access a parent's
 protected variable when extending class in Object oriented
 programming theory. am I wrong? and is there a good solution to access
 a parent's protected variable?

You're correct that a subclass can access its parent's protected
variables, but if you look at the AdapterView source:
http://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=core/java/android/widget/AdapterView.java;h=173e80f54f75ee3051ac8e774ce18b4c9338eea8;hb=HEAD

you can see that mInLayout isn't actually protected, it has default
(package) visibility. I'm not sure what the solution is for your
particular problem.

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[android-developers] Does this group need renaming?

2009-03-07 Thread Jon Colverson

Hello.

I notice that there's been a bit of controversy in the last couple of
days about off-topic posting on this list. As the list home page says,
it is intended to be a place to Discuss developing Android
applications using the Android framework. While I find the talk about
the Market and wider issues very interesting, I do think it would be
better placed on the -discuss list, so that this list can be more
focussed on technical issues to do with developing using the SDK.

I wonder if the reason why this list attracts a lot of off-topic stuff
is the name? I suspect many people don't see the description and just
interpret android-developers to be for discussion of issues
affecting developers. Perhaps if it was named android-sdk (to match
the new android-ndk list), that would improve things?

Apologies for the fact that this post itself is off-topic. :-)

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[android-developers] Re: how to connect to pc through wifi directly

2009-03-06 Thread Jon Colverson

On Mar 6, 6:51 am, Lei poohd...@gmail.com wrote:
 I want to know how to connect G1 to pc directly through wifi.
 The pc has a wireless network card.
 I know how to connect between 2 pcs. But I need to set up the ip
 address of them.
 Since I can not do that on android, I've no idea.
 And it seems that the G1 cannot find my pc's signal.

It sounds like you're talking about doing ad-hoc Wi-Fi. That isn't
supported by Android at the moment, unfortunately, so the PC and the
phone would have to be connected to the same Wi-Fi access point.

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[android-developers] Re: OpenGL ES problem: Trouble loading a bitmap texture (comes out blue)

2009-03-04 Thread Jon Colverson

I don't understand why you're trying to copy the texture from a Bitmap
into an IntBuffer before setting it. Why not use GLUtils.texImage2D to
load the Bitmap directly?

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[android-developers] Re: Diplay a Euro sign for the currency

2009-03-04 Thread Jon Colverson

On Mar 3, 9:34 am, arjanDOTTYbroerATgmailDOTTYcom
arjan.br...@gmail.com wrote:
 Then when i use the DecimalFormat.getCurrencyInstance(new Local(nl-
 NL)) or DecimalFormat.getCurrencyInstance(Local.GERMAN) it should use
 the euro sign. The formatted has a strange block character though.

German is a language, not a country, so it doesn't have a currency.
If you use Locale.GERMANY then it works. Also, in the Locale
constructor you have to specify the language and country separately,
so new Locale(nl, NL) will also work.

I noticed that when I set the locale to German on the Android
emulator and on my UK G1, the Locale.getDefault() Locale did not have
a country, and so no currency was available. It seems to me that there
should be German (Germany), German (Austria) etc. Is this an
oversight, or a deliberate design choice?

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[android-developers] Re: Dev Phone and RC33 update

2009-03-03 Thread Jon Colverson

On Mar 3, 5:57 am, John Gruenenfelder jo...@as.arizona.edu wrote:
 However, I plan to purchase an ADP1
 very soon.  My plan has always been to have this be my primary device.  Like
 many of the other hobbyists here on the list, I can little afford two
 devices.  I was very much hoping that the ADP1 would serve all of my
 development needs and allow me to download free apps and purchase paid apps
 that caught my fancy.

Just as a matter of pragmatism, if you haven't bought a device yet
then it would seem like the G1 would be the better choice for your
purposes.

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[android-developers] Re: How to avoid my background thread been killed ??

2009-03-02 Thread Jon Colverson

On Mar 2, 4:47 am, Ashrotronics 030440...@163.com wrote:
 First thanks for your response.Ye,I start my new Thread from my
 activity, But the new thread does sth very important,and it should
 never be killed by the System as long as my activity is alive ,Any way
 i can get the message when the system killed my thread ??

I'm not quite sure what you mean by the activity being alive. Do you
need the thread to be running only while the activity is active and
visible to the user, or do you need it to keep running when the user
navigates away to other apps?

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[android-developers] Re: Assuming Developers are Pirates

2009-03-02 Thread Jon Colverson

On Mar 2, 6:27 am, Luke Hutchison luke.hu...@gmail.com wrote:
 Does Google have any plans to support security based on phone number,
 Android ID, gmail address or similar?  (Do developers get a list of these
 details for all paid-up users, for example? -- I think not, currently?)  If
 that sort of security system is intentionally not planned, is there a reason
 for it?  Every protection system can be circumvented (hence the
 near-uselessness of DRM) but if any protection at all is to be put in place,
 I'd feel more comfortable with not tying it to root for my own apps.

Would a more elaborate DRM system really make a practical difference
to you? In the context of the Asian retail piracy that you mentioned,
any DRM system would seem completely irrelevant to me.

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[android-developers] Re: Problems with background activities or partial locks or something completely altogether?!

2009-03-02 Thread Jon Colverson

On Mar 2, 9:42 am, Mariano Kamp mariano.k...@gmail.com wrote:
 So how does that work?

Here's how nanoTweeter works (slightly abbreviated):

The alarm BroadcastReceiver's onReceive() acquires a WakeLock and
stores it in a static field so that the Service can access it later.
It then starts a Service using Context.startService().

The Service's onStart() creates a Handler for the main thread and then
creates and runs a new Thread. That Thread does the important work
then releases the WakeLock and calls Service.stopSelf() on the main
thread via the Handler that was set up earlier.


I pretty much copied the model that the built-in Alarm app uses:
http://android.git.kernel.org/?p=platform/packages/apps/AlarmClock.git;a=tree;h=refs/heads/release-1.0;hb=release-1.0

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[android-developers] Re: Problems with background activities or partial locks or something completely altogether?!

2009-03-02 Thread Jon Colverson

On Mar 2, 8:11 pm, Mariano Kamp mariano.k...@gmail.com wrote:
 And why do you use startService instead of binding to it, get the interface,
 calls something, and get rid of the binding? I was under the impression that
 startService would be for something that runs in the background like playing
 an audio file.

You need to use startService any time you want the lifetime of the
Service to be longer than the lifetime of whatever is starting it. As
Marco mentioned, BroadcastReceivers are always supposed to be short-
lived.

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[android-developers] Re: Dev Phone and RC33 update

2009-03-01 Thread Jon Colverson

On Mar 1, 9:17 am, Al Sutton a...@funkyandroid.com wrote:
 I think we're going to have to agree to disagree.

 As I see it you're not willing to factor in the difficulty level in
 cracking the system and implementing a generic method as a
 differentiating factor between the protection methods, whereas my
 viewpoint is based on the level of effort needed to break the
 AndAppStore licensing system being sufficiently high to ensure that it's
 not worth doing (part of the reason the source code for licensing checks
 is available 
 fromhttp://andappstore.com/AndroidPhoneApplications/licensing.jspis so that
 developers can vary how it's included in their code and thus eliminate
 the possibility of attackers scanning for a constant class name or byte
 code pattern).

That's a fair summary of my position. I still don't think that the
AndAppStore system would be particularly difficult to break, and I've
e-mailed you off-list about the specifics.

 Thanks for putting the effort in to continue the conversation to this point.

Yes, you too. It was an interesting debate.

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[android-developers] Re: Problems with background activities or partial locks or something completely altogether?!

2009-03-01 Thread Jon Colverson

I don't think it's valid to start a Thread in a BroadcastReceiver. The
system doesn't know anything about that thread, so it wouldn't know
that it's supposed to keep the process hosting it around. My app
nanoTweeter does similar background polling and I acquire the WakeLock
in the BroadcastReceiver and then start a Service. That service
releases the lock when it's done.

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[android-developers] Re: How to avoid my background thread been killed ??

2009-03-01 Thread Jon Colverson

On Mar 2, 3:32 am, Ashrotronics 030440...@163.com wrote:
    As is mentioned above,What i'm trying is to protect a sub-
 thread,and keep it going on as long as the App that starts it is still
 alive.In other words,If the system need more resources,Let it kill
 both the App main thread and the sub-thread started from it,Instead of
 just kill the sub-thread.Is there any way i can do this ??
   And another question here,The android system seems to be rude,As
 it killed my thread without telling me,even in the logs,Is this the
 case ?

Are you starting the thread from an Activity? If you need a thread
that continues to run when the Activity is no longer visible, then you
should create it from a running Service.

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[android-developers] Re: Dev Phone and RC33 update

2009-02-28 Thread Jon Colverson

On Feb 28, 7:06 am, Al Sutton a...@funkyandroid.com wrote:
 This
 isn't neccessarily about encrypting applications, in fact the system at
 AndAppStore[1] doesn't rely on encrypting the application, it purely
 relies on using an encrypted piece of data which thae application uses
 to determine what rights a user has available to them.

Can you not see the flaw here?

 DRM can't stop a determined attacker, but good DRM makes the content
 worthless by the time it's been cracked, and the current Android Copy
 Protection system isn't a good DRM implementation because a casual
 attacker can follow a simple set of instructions to by-pass it.

The AndAppStore DRM is no better.

 To crack the AndAppStore uses 1024 RSA encryption which is considered
 secure, and even if a cracker got the public key used to decrypt the
 license information in the application that would only show them what's
 in the license, it wouldn't allow them to create their own licenses, and
 so it works on all Android platforms.

The encryption of the license files has nothing to do with it.

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[android-developers] Re: Dev Phone and RC33 update

2009-02-28 Thread Jon Colverson

On Feb 28, 6:09 pm, Al Sutton a...@funkyandroid.com wrote:
 If you're talking about modifying the binary to remove the license
 checking,

Yes, that's what I was getting at. I didn't want to simply say it
because talking about ways of circumventing DRM is legally shaky
ground.

 well, if someone is willing to do that for every single update
 of an application, then they are certainly determined enough to do a one
 off rooting of their 'phone and get past the Android Copy Protection
 mechanism, so again.

My point is that the effectiveness of both systems is equivalent, so
why should Google go to the effort of implementing an elaborate system
when the simple system works just as well and is already implemented?
You might say that removing the checks from the binary is difficult,
but the problem is that only one person needs to figure out how to do
it and release an automated tool to do so and then the floodgates are
open and anyone can do it.

Anyway, I apologize for getting a little flame-y in my previous posts.
Did I mention that I dislike DRM? It tends to get me a tad riled up.

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[android-developers] Re: Dev Phone and RC33 update

2009-02-28 Thread Jon Colverson

On Feb 28, 6:46 pm, Al Sutton a...@funkyandroid.com wrote:
 method), and, as far as I'm aware, there isn't a method circulating
 which can be applied to any and every protected application to get a
 protection free copy by following a simple set of instructions (if there
 is I'd  welcome information on it so we can work on fixing the flaw it
 uses).

I'm not aware of one either, but I expect that a tool would emerge
very quickly if the AndAppStore takes off when it starts being
distributed with handsets and such. You could then tweak the system to
stop the tool from working, but then the attacker would release a new
version, and you'd be in an arms race.

The reason why I say they're equivalent is that while the steps along
the way may be different, the end result is the same: people who don't
want to pay will get the apps for free. In my opinion adding extra
hurdles just wastes the developers' time and provides a juicier
intellectual challenge for those who are inclined to try to defeat the
system.

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[android-developers] Re: Dev Phone and RC33 update

2009-02-27 Thread Jon Colverson

On Feb 27, 5:58 pm, Jean-Baptiste Queru j...@android.com wrote:
 It would make more sense to not rely on forward-locking for
 copyright-related restrictions. It all boils down to finding time to
 implement it.

All DRM is breakable. I would strongly urge you not to invest any
developer time in making your system more elaborate. The current
scheme achieves one thing: it prevents an unmotivated non-technical
consumer from being able to share the applications they've paid for
with their friends. That is the most that DRM can ever achieve.

If someone could spell out one real-world scenario where restricting
DRM-ed apps on the ADP1 provides *any* benefit to *anyone*, then I
would be very interested to hear it.

(BTW, I would just like to mention that I'm not an ADP1 owner myself,
so I'm not motivated by self-interest here. I just _*/HATE/*_ DRM, and
all the pain that it causes.)

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[android-developers] Re: Dev Phone and RC33 update

2009-02-27 Thread Jon Colverson

On Feb 27, 10:12 pm, Al Sutton a...@funkyandroid.com wrote:
 DRM tends to be based on Cryptography and yes, all cryptography is
 breakable

NO, NO, NO, NO, NO, NO, NO!

Cryptography is intended to be used for, and effective at,
transmitting a message secretly between two parties (A - B) without a
third-party (E, for eavesdropper) being able to intercept it. The goal
of DRM is transmit a message (in this case, the application) to the
user's device, without the user being able to get access to it.
Unfortunately the user owns the device and can do whatever they like
with it, so B is the same person as E, and cryptography cannot solve
this problem. If you encrypt the software then you simply move the
problem. You can then put the encrypted software in plain sight, but
you have to hide the keys and the temporarily unencrypted software on
the device. You can try and make it difficult to find the keys, but
major players have spent millions of dollars trying to do this and
failed. It may take a substantial amount of effort and/or special
equipment to break the DRM, but once it is broken the unencrypted
software can be as freely distributed as anything else and the whole
system is worthless.

Also, the statement all cryptography is breakable is false. One-time
pad cryptography is provably unbreakable and quantum cryptography is
provably unbreakable according to known physics. More practically, RSA
cryptography is effective and not proven to be breakable unless you
have a quantum computer lying around or you're sitting on a proof of
P=NP that you haven't gotten around to publishing yet.

All DRM is breakable, and not because of the strength of any
cryptography used with it.

 Most DRM doesn't cause anyone any pain when the content is used in the
 manner for which a license has been purchased, the pain tends to come
 when people want to use content in ways they may not have a license for
 (e.g. ripping a movie to a hard disk in a different format, moving
 software between machines).

Or, Fair use as it is referred to in some jurisdictions.

 I'd happily accept measures to allow content
 providers (such as developers) to protect themselves against the
 minority of users who rip them off by freely handing out copies of
 applications because at the level we're dealing with sales of 10 or 20

No DRM can stop a determined attacker. The Android DRM stops the un-
determined one. Therefore the Android DRM is as good as any DRM can
be. Stop complaining about it as if Google engineers are all amateurs
and you're the world's greatest computer security expert. The
AndAppStore DRM is as trivial to break as any other. It wouldn't even
require an unlocked device or an ADP1 to break it.

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[android-developers] Re: SoundPool working correctly yet?

2009-02-26 Thread Jon Colverson

On Feb 26, 8:22 am, Dave Sparks davidspa...@android.com wrote:
 Other have had success with SoundPool by setting the maxStreams to a
 large value. This avoids the most egregious deadlock issue, although
 there are other issues that may result in ANR's depending on your use
 case. It also requires that you do your own stream management.

Would you mind summarizing the other situations that can cause ANRs
with 1.1's SoundPool?

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[android-developers] Re: Launching Market to Specific App from Dialog

2009-02-26 Thread Jon Colverson

On Feb 26, 2:09 am, Steve Ingram steveing...@gmail.com wrote:
 1. How can I test this using the Emulator or Browser (I don't have a
 phone)?

You can't. It only works when the Market app is installed and AFAIK no
one has figured out how to get it onto the emulator.

 2. Can someone provide me with some sample code or verify that the
 below will work?  I currently have:

 Intent intent = new Intent(Intent.ACTION_VIEW);
                                 intent.setData(Uri.parse(market://search?
 q=pname:com.mydomain.myapp));
 startActivity(intent);

The (tested) code I use is equivalent:
startActivity(new Intent(Intent.ACTION_VIEW, Uri.parse(market://
search?q=pname:com.example.package)));

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[android-developers] Re: OpenGL: how to use gluUnProject on Android?

2009-02-26 Thread Jon Colverson

On Feb 25, 1:10 am, focuser linto...@gmail.com wrote:
 My question is how to get those matrices?  I tried gl.glGetIntegerv
 (GL11.GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES, model, 0); and
 ((GL11) gl).glGetFloatv(GL11.GL_MODELVIEW_MATRIX, modelf, 0);

 but the first one returns an array of zeros, and the other one just
 shows an method not implemented error.

I think the second error should probably be taken at face value.

 Is gluUnProject the correct method for this purpose (i.e. window
 coordinates -- object coordinates) ?

Yes, that is the correct method. I think you might have to keep local
copies of your modelview and projection matrices as you modify them
and use the local copies in the calculations (a pain, I know).

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[android-developers] Re: SoundPool working correctly yet?

2009-02-26 Thread Jon Colverson

On Feb 26, 6:04 pm, clark clarkd...@gmail.com wrote:
  SoundPoolhas been reliable for me, and I've not had any reports of
  crashes. What are you using for the maxStreams constructor argument?

 I originally started out by using 20 for the maxStreams argument,
 although I only have two wav files to load into the pool at this
 time.  I was just planning for future use.

Are you playing back the sounds multiple times simultaneously?
maxStreams refers to the number of streams that can be playing
concurrently, not the number of different sounds loaded.

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[android-developers] Re: Where can i see the Android applications and its price

2009-02-26 Thread Jon Colverson

On Feb 26, 7:06 pm, kamaraj subramanian itkama...@gmail.com wrote:
 But i dont have G1 Phone. Is that possible to see what are the applications
 available in market and how much cost it. ( through any website )

There is an unofficial Market browser here:
http://www.cyrket.com/

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[android-developers] Re: Dev Phone and RC33 update

2009-02-26 Thread Jon Colverson

On Feb 26, 10:17 pm, Jean-Baptiste Queru j...@android.com wrote:
 I'd say that the current design would make this hard, but I have no
 visibility over what the future plans might be.

I think the decision to restrict copy-protected apps on the ADP1 is
very unfortunate. It's trivial to break the protection on a retail
G1, so I can't imagine that restricting ADP1s will have *any* positive
effect on infringement. Of course, it may have the opposite effect and
encourage developers to seek out alternative ways of getting the apps
that they're not allowed to legitimately purchase.

Who is this restriction supposed to help? Android application
developers. And who does it hurt? Android application developers. How
about polling all the registered developers to ask whether they
support it?

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[android-developers] Re: Can I pull a paid app from the Android Market?

2009-02-26 Thread Jon Colverson

On Feb 26, 10:29 pm, Mattaku Betsujin mattaku.betsu...@gmail.com
wrote:
 I wonder about that too. If I purchased an app, and then delete it due to
 lack of space, I suppose I can come back later and reinstall it for free.
 But if the publisher pulls the app, I will be out of luck?

From the Developer Distribution Agreement:

3.6 Reinstalls. Users are allowed unlimited reinstalls of each
application distributed via the Market.

[...]

7.1 Your Takedowns. You may remove your Products from future
distribution via the Market at any time, but you must comply with this
Agreement and the Payment Processor’s Payment Account terms of service
for any Products distributed through the Market, including but not
limited to refund requirements. Removing your Products from future
distribution via the Market does not (a) affect the license rights of
users who have previously purchased or downloaded your Products, (b)
remove your Products from Devices or from any part of the Market where
previously purchased or downloaded applications are stored on behalf
of users, or (c) change your obligation to deliver or support Products
or services that have been previously purchased or downloaded by
users.

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[android-developers] Re: paid app update problem

2009-02-26 Thread Jon Colverson

On Feb 26, 8:05 pm, sagesmith sagesm...@gmail.com wrote:
 If this is a market issue we are f*#%ed.

http://www.google.com/support/forum/p/Android+Market/thread?tid=3649cbfff80c65behl=en

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[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread Jon Colverson

On Feb 25, 11:39 am, quakeboy prasna...@gmail.com wrote:
 More info:-
 I tested by rendering on the touch event only.. frame rate drops only
 when u touch and drag
 and here I have just tested by tapping and releasing gently on the
 emulator and on the device

As I said before, this is a very unusual way of doing things. Have you
tried drawing continuously in a separate thread as in the API demos?

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[android-developers] Re: SoundPool working correctly yet?

2009-02-25 Thread Jon Colverson

On Feb 25, 5:11 am, clark clarkd...@gmail.com wrote:
 I've recently started working with the SoundPool class in SDK 1.1R1,
 and noticed that my app deadlocks from time to time, or sounds are not
 loaded.

SoundPool has been reliable for me, and I've not had any reports of
crashes. What are you using for the maxStreams constructor argument?

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[android-developers] Re: Uninstalling Trial app when installing Paid app

2009-02-25 Thread Jon Colverson

On Feb 25, 6:18 pm, Jay-andro jayan...@gmail.com wrote:
 Is there a way to detect upon install or first use, if another app (in
 this case, the trial version of the same app from the same developer
 with the same key but different package name) is still installed? If
 yes, then the next question is can one app uninstall another with the
 same key, if the user gives the go ahead?

You can use PackageManager.getPackageInfo() to see if a package is
installed. Looking at the source code of GroupHome, it appears that
you can invoke the uninstaller with in an ACTION_DELETE Intent:

http://code.google.com/p/android-cookbook/source/browse/trunk/GroupHome/src/org/jsharkey/grouphome/LauncherActivity.java

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[android-developers] Re: OPEN Gl application

2009-02-24 Thread Jon Colverson

On Feb 24, 2:51 pm, Honest honestsucc...@gmail.com wrote:
 I have one application which is based on OPEN GL in java. Now i want
 to make same application in android then i just need to port this code
 to android or i will have to make whole android application from
 scratch. Any suggestion will be appreciated.

Android uses the standard Java OpenGL bindings, so much of your code
should be easily portable, but you'll have to add a fair amount of
Android-specific scaffolding to get the application set up. I'd
suggest you look at the Android Developer's Guide to find out about
the basic structure of Android apps:
http://developer.android.com/guide/index.html

and then move on to the API demos for the OpenGL stuff:
http://developer.android.com/guide/samples/ApiDemos/src/com/example/android/apis/graphics/index.html

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[android-developers] Re: remote service process persists (i.e. won't disappear from process table)

2009-02-24 Thread Jon Colverson

On Feb 22, 12:13 am, Alex B alexba...@gmail.com wrote:
 At this point I expect the process to disappear from the process
 table. Yet it remains indefinitely. But why?

 Also, the process is so persistent that I can bind to it again, and I
 see that it is the same exact process responding because the PID
 (process ID) is the same!

This is by design. Inactive processes are kept around as a caching
mechanism. They're killed off as needed to reclaim memory:
http://developer.android.com/guide/topics/fundamentals.html#proclife

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[android-developers] Re: TERRIBLE BUG IN MARKET APPLICATION (was Re: Paid apps related questions discussion list?)

2009-02-23 Thread Jon Colverson

On Feb 23, 11:33 pm, Stoyan Damov stoyan.da...@gmail.com wrote:
 Or at least say *anything* [...]

We have a We're looking into it over on the Market Help forum:
http://www.google.com/support/forum/p/Android+Market/thread?tid=3649cbfff80c65behl=en

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[android-developers] Re: Linking Directly To An App In The Market?

2009-02-23 Thread Jon Colverson

On Feb 24, 5:26 am, Peter Sankauskas pas...@gmail.com wrote:
 I have been researching the same thing and have not yet found an
 answer. Has anyone else discovered how to write a link that goes to an
 app in the android market?

If you do a link like this:
market://search?q=pname:com.example.package

then it doesn't take you straight to the app listing, but it shows you
a search list with just one result.

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[android-developers] Re: Why can't my update be installed by users?

2009-02-22 Thread Jon Colverson

On Feb 22, 7:27 am, Yan Shi shiyansu...@gmail.com wrote:
 I did an app called Hello Yahoo and today I made an update. But
 users said it can't be installed because the package is not signed
 correctly. And after that the old version can't even be uninstalled
 because the device thinks it is uninstalled already.. I never
 experience that, but it is reported by many users.

I've experienced this while changing between a development version of
my app signed with the test key and the release version signed with my
own key. Unfortunately your users will need to reinstall the old
version, and then uninstall it. Then they can install the new version.

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[android-developers] Re: Paid apps related questions discussion list?

2009-02-22 Thread Jon Colverson

On Feb 22, 8:37 am, ellipsoidmob...@googlemail.com
ellipsoidmob...@googlemail.com wrote:
 I've had a couple of cancellations but I have no idea why!! Does
 anyone know a way for UK developers to see the feedback that users
 have given their applications?

You can read your feedback on the unofficial Market browser Cyrket:
http://www.cyrket.com/

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[android-developers] Re: Signing an application on Linux

2009-02-22 Thread Jon Colverson

On Feb 22, 8:42 am, Nox v.beh...@googlemail.com wrote:
 I've tried it with Linux and Windows, but I don't know how to sign
 it!!!
 I have exported it to my desktop but what do I have to do now?!
 All these instructions I've read aren't working!
 And if can't sign it I can't publish it!!!

Follow these instructions:
http://developer.android.com/guide/publishing/app-signing.html#releasemode

and let us know exactly which part fails and how it fails (what the
error message is, for example).

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[android-developers] Re: Can't see comments in my app?

2009-02-22 Thread Jon Colverson

On Feb 21, 8:12 pm, g1bb corymgibb...@gmail.com wrote:
 Actually, 100% correct. I just turned off protection andCyrket
 updated immediately.

I mentioned this to Jay (saurik) at Cyrket, and now he's updated it so
that it shows protected apps too.

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[android-developers] Re: Customers Unable to Download Upgrades

2009-02-22 Thread Jon Colverson

On Feb 22, 8:27 pm, Stoyan Damov stoyan.da...@gmail.com wrote:
 Ask the users to reinstall. This always works - for hanging downloads,
 hanging installs, crashes on startup.
 I don't know if a re-install equals uninstall, cancel, install though
 - because if it does, you might quickly start losing money because of
 the chargeback feeds, especially if your app is less than $3, which is
 the chargeback fee.

Have you actually had one of these chargeback fees? I've had many
canceled orders, but haven't had any fees as far as I can tell.

FWIW, when I get an e-mail about a failing upgrade I'm directing the
customer to an APK of the latest version that I'm hosting myself. That
seems to be working, although I don't know if it will cause problems
with getting further upgrades through the Market later.

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[android-developers] Re: Current Percentage of Refunds on Android Market?

2009-02-22 Thread Jon Colverson

On Feb 23, 1:04 am, Shane Isbell shane.isb...@gmail.com wrote:
 What kind of current percentage of refunds are developers typically seeing
 on the market? More than a 5%?

For my $0.99 game (which does not have a free demo version available
yet), the current refund rate for orders that are passed the refund
deadline (so they have either been charged or refunded) is 43%.

Obviously there have been major reliability problems with the Market
this weekend and many of those people may have requested a refund
because their download failed, so it's too early to draw any
conclusions.

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[android-developers] Re: Signing an application on Linux

2009-02-21 Thread Jon Colverson

On Feb 21, 11:50 am, Nox v.beh...@googlemail.com wrote:
 Can anyone sign my application for me?
 I could send it to you and you sign it and send it to me back.

It would really be best if you worked out how to do it for yourself.
Which part of the instructions is giving you trouble?

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[android-developers] Re: Market for paid Apps - Identifying customers

2009-02-21 Thread Jon Colverson

On Jan 20, 9:54 pm, deepdr...@googlemail.com
deepdr...@googlemail.com wrote:
 Once the market opens for paid apps - will we developers be able to
 see email addresses of paying customers?
 Or, will there be some other way to identify legit purchases, so, if
 we receive support requests via email,
 will there be a way to tell whether the request comes from a paying
 customer?

You get to see the customer's full name and postal address. Checkout
uses an e-mail forwarding system so that the address you see is
something like jon-c9jd94wj...@checkout.google.com and when you send
mail to that it gets forwarded to the customer. So far I've had a
couple of support requests and I was able to find the user easily by
searching for their name in the Checkout records.

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[android-developers] Re: Paid apps related questions discussion list?

2009-02-21 Thread Jon Colverson

On Feb 21, 3:24 pm, Stoyan Damov stoyan.da...@gmail.com wrote:
 Is there a dedicated list for developers who have paid apps in Android
 Market? It would be best if that list has at least 1 *Google* (not
 Android, i.e. I don't need it to be technically savvy) employee able
 to give sensible answers to WTF questions related to the Market and
 paid apps?

This would seem to be the official place:
http://www.google.com/support/forum/p/Android+Market

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[android-developers] Re: UK developers listing currency?

2009-02-20 Thread Jon Colverson

Ok. Let's see if we can de-FUDify this thread with some facts:

Yes, the Market only allows UK sellers to list in GBP. Apparently the
Market shows the end user an estimated conversion in their local
currency, but I don't know if it shows that on the listing itself, or
only on the checkout page (hopefully both). This is a limitation in
Google Checkout, which currently only allows users to sell using their
own currency.

Google Checkout does have full support for EU VAT (do you really think
they would launch a service that couldn't be used legally?) VAT is
listed as a separate item on the receipts, as required. In the Tax
setup section of the Checkout settings you set the VAT rate for each
EU country individually (to allow for the situation where you are
registered in more than more country). The buyer's address is shown on
the receipt.

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[android-developers] Re: When will Android support Multiple PDP?

2009-02-20 Thread Jon Colverson

On Feb 20, 9:13 am, David Hu vistoda...@gmail.com wrote:
     More specifically, as I know, Symbian 7.0s  higher support Multiple
 PDP, that's mean you can create multiple, for example, GPRS context  use it
 simultaniously(such as MMS  WAP  Inet context)...
 Does Android support this feature? If not, when will it support?  Please
 help me.

The Android roadmap mentions upcoming support for multiple APNs:
http://source.android.com/roadmap

Is that the same thing?

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[android-developers] Re: When will Android support Multiple PDP?

2009-02-20 Thread Jon Colverson

On Feb 20, 9:06 pm, David Hu vistoda...@gmail.com wrote:
 Thanks, Jon. It seems the same, but why I can't open this 
 pagehttp://source.android.com/roadmap, which always report can't find the
 server?  Is it public acess?  Would you please tell me when and which
 release will support this feature? Thanks again.

Yes, it is a public server. It's working for me. Perhaps it's a
geographic problem. Anyway, here's what the page says:

Support for multiple APNs - This feature will enable the different
applications to connect to different Access Point Nodes (APNs). For
example, a web browser can connect to an Internet APN connection while
the MMS can connect to a separate MMS APN.

That's listed under the section for Q4 2008, so obviously that's
already passed. Does anyone know if this feature has made it into the
open source project yet?

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[android-developers] Re: Google Checkout - Any way to manage customer relation / Checkout also putting multiple holds on txns.

2009-02-20 Thread Jon Colverson

The multiple holds are described on the Checkout help here:

https://checkout.google.com/support/bin/answer.py?answer=105940
(You might want to forward that to your users.)

I presume the reason for doing it is so that Google can combine
multiple purchases from a user into one charge on their card, so as to
avoid incurring multiple fixed per-charge fees if the user purchases
many apps in a short time. It's mildly annoying for the users, but I
think it makes sense overall. I've noticed that iTunes does the same
thing.

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[android-developers] Re: How to tame CPU usage?

2009-02-19 Thread Jon Colverson

On Feb 19, 8:21 am, Mariano Kamp mariano.k...@gmail.com wrote:
 Ok, now the guesstimeasurement I do is that I look at the time the
 background is yellow. This time is very brief, when the background thread is
 not running and went to 4 seconds when the background thread is running and
 half of that when the background thread is running with the background prio.

 Maybe that is already what can be achieved? I was expecting that the
 foreground activity (the db update etc.) with a running background activity
 would be almost as fast as without a background activity when using the low
 prio.

It seems to me that your problem is less to do with CPU usage and
scheduling than it is to do with contention on the database.
Presumably the background thread is also updating the database as it
downloads new articles. Does it hold locks on the database for a long
time while it is doing that? If you yield or sleep that thread while
it holds a lock then it will still not let the other thread update the
database.

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[android-developers] Re: Remove time field of notification shown in the expanded status bar

2009-02-19 Thread Jon Colverson

On Feb 19, 4:13 am, elvisw elvise...@gmail.com wrote:
     The notification in the expanded status bar has time field.
     How can I set the time invisible or remove it??

If you use a RemoteView then you can put whatever you want in the
notification:
http://developer.android.com/reference/android/widget/RemoteViews.html

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[android-developers] Re: Touch *extremely* expensive performance-wise

2009-02-19 Thread Jon Colverson

On Feb 19, 7:00 am, Zombies and Robots caecus...@gmail.com wrote:
 I've been trying to follow everything you guys have been talking
 about, but I must admit that after trying several ways of implementing
 what you suggest, I still haven't been able to achieve any positive
 results.  Could one of you provide some example code?  Specifically,
 I'd like to know how to go about making the main/UI thread sleep.  If
 it's applicable to my games, it would also be nice to know how to set
 up a polling model like Jon implemented.

Here's what my code looks like. On the UI thread:

public boolean onTouchEvent(MotionEvent event) {
// Store event somewhere the game thread can see it:
// ...

synchronized (someObject) {
try {
someObject.wait(1000L);
} catch (InterruptedException e) {
}
}

return true;
}

and on the Game thread:

void myGame() {
while (!stopping) {
// ...

// Get a touch event:
synchronized (someObject) {
someObject.notify();
}
Thread.yield();

// ...
}
}

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[android-developers] Re: backgroung setting in OpenGLES

2009-02-19 Thread Jon Colverson

On Feb 19, 1:29 pm, and.pradeep and.prad...@gmail.com wrote:
     I am writting opengl app using GLSurgfaceView given in API demos.
 I create a rectangle and added texture but then drawframe in renderer
 is called in a loop i,e it is redrawing it even if there is no
 changes. so what should i do to? how to set background

It is normal when using OpenGL to draw the background every frame,
because you have to redraw the whole screen every frame. If you want
to skip drawing a frame because nothing has changed then you would
need to modify GLSurfaceView. Perhaps you could could change the
Renderer interface so that drawFrame returns a boolean, and if it
returns false then skip the mEglHelper.swap() call.

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[android-developers] Re: How to tame CPU usage?

2009-02-19 Thread Jon Colverson

On Feb 19, 1:36 pm, Mariano Kamp mariano.k...@gmail.com wrote:
 Anyway, how to proceed from here? Do you know how the actual locking
 mechanism works? It seems (http://www.sqlite.org/lockingv3.html) that they
 use page level locking. I assume the list adapter's getCount() uses all
 records, so probably also the last page where new inserts are added!?

I'm afraid I haven't the Android SQLite stuff at all yet, so I'm way
out of my depth here. What I had in mind was something like closing
the database in the download thread while you're doing the actual
downloading and parsing and such, and then just opening it when you
have a record to insert (or perhaps storing the records in a local
data structure and then waiting until you have a batch of them to
insert at once).

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[android-developers] Re: Paid applications - are they downloadable now? By Al Sutton

2009-02-19 Thread Jon Colverson

On Feb 19, 7:59 pm, Stoyan Damov stoyan.da...@gmail.com wrote:
 Hang on, how did you find out that they will be available today? Where
 did you hear it from, or you're guessing by Google's mid next week
 estimate?

JBQ's message earlier in this thread would be an odd thing to say if
they aren't planning to release today. You have to between the
lines. ;-)

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[android-developers] Re: Paid applications - are they downloadable now? By Al Sutton

2009-02-19 Thread Jon Colverson

On Feb 19, 9:03 pm, Stoyan Damov stoyan.da...@gmail.com wrote:
 It is the message below?

 Actually, it's really mid-week on the US west coast, it's thursday
 morning (before people start to work) on a 4-day week (monday was a
 holiday)

Yes. I figure he wouldn't bother pointing out that the target hasn't
passed yet if he thought they were going to miss the target.

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[android-developers] Re: Help! Market ratings for my app have disappeared!

2009-02-18 Thread Jon Colverson

On Feb 18, 7:14 am, Teo teomina...@gmail.com wrote:
 Has this happened to anyone else? I now have a 0 star rating with 0
 people having rated it...

This happened to my listings on the Developer Console last night, but
the listings on the phone still showed the correct ratings. Now it's
back to normal and the ratings are showing up on the Developer Console
too.

Google just fixed the bug of listings being reverted to a previous
state:
http://www.google.com/support/forum/p/Android+Market/thread?tid=38bb8135ba96af2ehl=en
so I expect the missing ratings were related.

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[android-developers] Re: opengl es texture created from bitmap is all white?

2009-02-18 Thread Jon Colverson

On Feb 18, 6:03 am, Rye ryeterr...@gmail.com wrote:
 mOverlay = Bitmap.createBitmap((int)mWidth, (int)mHeight,
 ...
 c.drawCircle(160, 240, 10, p);

Are mWidth and mHeight powers of two? Non-power of two textures are
supported on the emulator but not on the accelerated GL driver on the
Dream (G1 etc.)

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[android-developers] Re: A thread useful for whole community - Reply with all working OpenGL ES Extension functions

2009-02-18 Thread Jon Colverson

On Feb 18, 4:38 pm, shaun shashepp...@gmail.com wrote:
 Basically, the following calls failed (gl was already type casted to
 GL11):
     -gl.glGetString(GL11.GL_EXTENSIONS)
     -gl.glBufferData(GL11.GL_ARRAY_BUFFER, 4 * squareFX.length,
 vertexBufferData, GL11.GL_STATIC_DRAW);

The first one is issue 1804 and will apparently be fixed in a future
release:
http://code.google.com/p/android/issues/detail?id=1804

I haven't tried using VBO yet so I can't comment on the other.

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[android-developers] Re: Android Market broken? Can't see the new release of my app in the Android Market?!

2009-02-17 Thread Jon Colverson

On Feb 17, 6:06 pm, kolby kolbys...@gmail.com wrote:
 Is there a discussion group for market related problems?

http://www.google.com/support/forum/p/Android+Market/thread?tid=38bb8135ba96af2ehl=en

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[android-developers] Re: A safer way of using SoundPool?

2009-02-16 Thread Jon Colverson

On Feb 16, 6:25 am, Marco Nelissen marc...@android.com wrote:
 Why do you say it's not a public API?

SoundPool is undocumented because it is not ready as a public API and
is subject to change.

http://groups.google.com/group/android-developers/msg/6c360f2d0662be0a

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-16 Thread Jon Colverson

On Feb 16, 12:57 pm, quakeboy prasna...@gmail.com wrote:
 but still my speed drops when I draw the background as a textured
 quad. and I am not able to get the drawtexfOES to work.

 @Jon
 Can you please help me by posting a sample code of what parameters to
 pass to

 1. glTexParameterfv
 2. glDrawTexfOES

 to get them to paint the texture properly. I get a red color only, and
 not the actual texture. I use a 2d ortho with 320,480 as extents..
 with ortho camera's bottom left at 0,0

This is what I'm doing:

gl.glBindTexture(GL10.GL_TEXTURE_2D, name);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0);
((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D,
GL11Ext.GL_TEXTURE_CROP_RECT_OES,
new int[] {0, 0, 320, 480}, 0);

((GL11Ext) gl).glDrawTexiOES(0, 0, 0, 320, 480);

Could the problem be not binding the texture before setting the
parameters?

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[android-developers] Re: Need some help at testing an Android game

2009-02-15 Thread Jon Colverson

I ran it a few times on my G1 and I got:
min: 15, 8, 15
max: 44, 44, 47
avg: 25, 24, 27

The animation is fairly smooth, but there is a brief delay (~100ms)
every few seconds caused by garbage collection.

On the G1 screen it often looks like there are two bullets in a row
when there is only really one, which is presumably because the bullets
are black and the screen's response time isn't high enough.

I also tried running the demo while moving my finger around on the
screen and the performance was much worse:
min: 5
max: 23
avg: 13

That's probably because of the issue described here:
http://groups.google.com/group/android-developers/browse_thread/thread/39eea4d7f6e6dfca
which is worth looking at if you're planning to use touchscreen
control in the game.

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[android-developers] Re: transparent textures...

2009-02-15 Thread Jon Colverson

On Feb 15, 2:23 pm, petunio juanjosegilmen...@hotmail.com wrote:
 Hi all
 I am using opengl for drawing 3d stuff, but so far I've been unable to
 use transparent textures...

You need at least:
gl.glEnable(GL10.GL_BLEND);

and probably also:
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
GL10.GL_REPLACE);

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[android-developers] Re: Android Market broken? Can't see the new release of my app in the Android Market?!

2009-02-15 Thread Jon Colverson

On Feb 15, 8:10 pm, Mariano Kamp mariano.k...@gmail.com wrote:
 And it's back to the old version of the description and the new
 version of the SW (1.3.0). Not sure what to do 

I just checked one of my app descriptions that I updated yesterday
(nanoTweeter), and it's back to the old version, so you're not the
only one affected.

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[android-developers] Re: Idea for non-US/UK developers with paid apps (was Setup Merchant Account link now available)

2009-02-14 Thread Jon Colverson

On Feb 14, 4:21 pm, Al Sutton a...@funkyandroid.com wrote:
 The first step is, of course, Google saying that they won't shut down
 the agents account as soon as they list someone elses app

I don't see why Google would have a problem with this, as long as the
agent is willing to accept legal responsibility for the app. What
you and Mark are talking about here really just boils down to a normal
software publishing arrangement, where the software is developed by
one business and then published by another.

At the minimum you would have to vet the applications to make sure
that they comply with the Market Distribution Agreement and Content
Policy. Then you would face the question of whether you want to
discriminate based on app quality, and there are arguments to be made
either way on that one. If you do discriminate on quality then you'd
basically be in a very similar position to that of Apple with its
iPhone App Store.

It's not a bad idea, but if I was doing it I'd probably want more than
2% of the revenue, and I'm not sure how long it would last, because I
presume that a squad of Google lawyers are working their dark magic as
quickly as possible to allow people from other countries to sell
directly on the Market.

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Jon

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-13 Thread Jon Colverson

On Feb 13, 8:21 am, Stoyan Damov stoyan.da...@gmail.com wrote:
 Jon, search my posts (I have a few on this list) for touch screen -
 Dianne explained pretty well why touch slows the game, and a
 workaround for that. In short, you need to put your main thread to
 sleep after you handle a touch event, otherwise Android will keep
 pushing touch events to it and the thread simply steals CPU from your
 game thread. In my game I sleep the main thread 100ms after a touch is
 handled, taking as much as 10 touch events/sec (which is quite
 enough). This has completely wiped out the touch handling in
 traceview's profiling output. I also override dispatchTouchEvent,
 which short-circuits a bit more Android code.

Thanks so much for the hint Stoyan! 10 events/sec wasn't appropriate
for my game so I used a slightly different technique, but it's made a
significant difference! I'll post in your thread about what I did so
that the relevant info is in the same place.

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[android-developers] Re: Touch *extremely* expensive performance-wise

2009-02-13 Thread Jon Colverson

On Jan 11, 2:25 am, Dianne Hackborn hack...@android.com wrote:
 Fwiw, you should generally avoid trying to directly control scheduling.  Let
 the kernel schedule the threads as needed; the only issue you had here was
 that your main thread was using as much CPU as it could get, since it was
 continually processing touch events, so the kernel would schedule 50/50
 between that and the game thread.  Simply reducing the work being done by
 the main thread (by our little hacky sleep solution) is probably the best
 way to fix things.

Thank you so much for this thread! It's very very helpful to me.

In my game I was getting 85 touch events per second, but I only use 1
per frame so what I've done is to synchronize my game thread with the
UI thread using Object.wait(1000L) at the end of my onTouchEvent().
The game thread uses notify() and then yields once per frame so that
the UI thread can fetch another event, so it effectively turns it into
a polling model. So now I'm getting 60 touch events per second, which
doesn't sound that different from 85, but the regularity does make a
substantial difference to the smoothness of my frame rate.

Thanks again!

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Jon

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-12 Thread Jon Colverson

On Feb 12, 2:50 pm, quakeboy prasna...@gmail.com wrote:
 I don't think OpenGL ES 1.0 is so incapable that it can't give me
 atleast 25-30 fps with just 12 triangles which you one 256x256 texture
 and one 64x64 textures (used by 5 quads)

My game does a very similar amount of drawing and I get ~60 fps if
sound is disabled and the touchscreen is not in use.

 Please help me by letting me know what my mistake is...
 BTW, if I comment out the background quad drawing alone, its fast
 enough...

I'm using the draw_texture extension to draw my background:
http://www.khronos.org/registry/gles/extensions/OES/OES_draw_texture.txt
but the speed improvement over drawing a quad isn't that dramatic, so
I don't know if that's your problem.

Can you post your code somewhere?

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[android-developers] Re: IP support?

2009-02-12 Thread Jon Colverson

On Feb 11, 7:46 pm, jski jchludzin...@gmail.com wrote:
 How does Android provide support for traditional TCP or UDP sockets?
 Is there a wireless IP protocol using just the cell phone?  If so, how
 does this work?  Or, do I need an 802.11 chipset in the handset
 (assuming this isn't standard)?  ---John

Android can use GPRS/EDGE/UMTS/HSPA for cellular Internet access, and
Android applications can access the network using regular Java TCP/IP
sockets. (Infrastructure-mode) 802.11 is also supported when
available. Is that what you had in mind, or were you asking about
wireless connectivity between two nearby handsets?

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Jon

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[android-developers] Re: directory of self-written programms

2009-02-12 Thread Jon Colverson

On Feb 12, 1:35 pm, mechatronicsStudent
filipp.mich...@googlemail.com wrote:
 I´ve written a programm helloWorld.apk and installed it with adb
 install on the phone.

 Were can I find this programm now in the file system?
 And how can I get this programm starting just by typing helloWorld in
 the shell?

The apk is installed in /data/app and files used by your application
are stored (normally) in /data/data/com.example.yourpackagename. The
apk files are not directly executable, but there is a command that you
can use to invoke an activity from the command-line:

am start -n com.example.yourpackagename/.YourActivity

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Jon

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[android-developers] Re: 2d background image on a 3d OpenGL game

2009-02-12 Thread Jon Colverson

On Feb 13, 5:06 am, quakeboy prasna...@gmail.com wrote:
 Thank you very much for your reply. I checked out the extension, I did
 not know I can add other extensions except the ones in GL10Ext..
 I read the jsr239 docs and found how to load it too.. Thanks a lot
 once again.

I didn't need to do anything unusual to load it; I just used GL11Ext.

 Yes I forgot to add that Opengl is NOT running in separate like in
 Android samples.
 I call the draw and render on the touch screen event.

Ahh, that's an unusual way of doing things. I'm not certain that's
what is causing the slowness, but it seems likely.

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