Re: [android-developers] Re: Is there any way to call start Main Activity from a Java program

2009-12-27 Thread Le Tuan Anh
Thanks Murphy.

I understand your ideas. But the lower level code is not actually by Java.
It's written by a reflective language...base on Java for concurrent research
purpose. It's quite big like a framework. To write a Android GUI with some
information exchange between Activities is quite easy, but my problem is how
I can plug that GUI into the existing framework, not to re-work everything.


Anyway, thanks for your answer. Hope to get idea from any one.

Le Tuan Anh


2009/12/26 Mark Murphy mmur...@commonsware.com

 Le Tuan Anh wrote:
  Thanks Murphy. But that answer is too easy to say.
 
  Sometimes, we still need to spend much time and get helps from answer,
  and must find out the solution for any problem. I still wait the
  answer from any expert here.

 You cannot simply change AWT layer into Android widgets any more than
 you can convert your application to an AJAX Web application by change
 AWT layer into...ummm...HTML tables, or something.

 You cannot simply start an Activity (not from another Activity), but
 from a Thread..(for example) or a normal Java application any more than
 you can start a Web page (not from another Web page), but from a
 Thread..(for example) or a normal Java application in a Web application.

 There may be elements of your existing Java code that will be usable.
 That depends on how you wrote that code.

 However, you should be focusing on how to create a robust Android
 application that provides a quality user experience, leveraging what
 existing code assets you can, rather than attempting to hammer Android
 into a contorted shape in an attempt to have it work like an existing
 AWT application.

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

 _Android Programming Tutorials_ Version 1.0 In Print!

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[android-developers] 1024x1024 OpenGL Texture

2009-12-27 Thread Richard
Hi,



I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
this with

Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);

But I can't actually create a 1024x1024 Bitmap - I get an out of
memory exception.




I want to generate the texture, then use texSubImage2D to copy on
various smaller bitmaps, but it seems that I need to somehow define
that the texture is 1024x1024 before I can do that. Is there a
function that lets me define the size/argb settings without just
copying in a blank bitmap?

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Re: [android-developers] Getting Data off the Net

2009-12-27 Thread Yves Glodt
I suggest using JSON instead of XML. One reason would be that tt is more
lightweight than XML.

Doing JSON in PHP is easy, basically try to get your query result as a
two-dimensional array, and use json_encode to transform it to JSON.

On the Android side, you can use org.json (which is part of the Android
platform) to parse the JSON-response and use the data in your app.

best regards,
Yves

2009/12/24 Skid nski...@googlemail.com

 I have no experience in this sort of thing which is why I'm asking for
 advise, I need to pull data off a MySQL database on my server, the
 data doesn't need to be updated contently just ever minute at the very
 least. I want to do it by sending a http request to a php page and
 have that php page create xml page that the android app would read and
 then work with.

 The reason I would like to do it that way is just because I know php
 better then I know java and its something I've done before when
 working with AJAX. However I don't know how to go about doing this, or
 even if this would be a good way to do it in the first place, so I
 could use some advise on the matter.

 If someone could point me to a code snippit I could play around with
 to do this I would appreciate it.

 Thanks,
 :) Skid :)

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Re: [android-developers] Regarding SharedPreferences and my use-case.

2009-12-27 Thread Android Development
Thanks for the clarifications Dianne.


On Sat, Dec 26, 2009 at 11:56 PM, Dianne Hackborn hack...@android.comwrote:

 On Fri, Dec 25, 2009 at 10:14 PM, Android Development indodr...@gmail.com
  wrote:

 1. Are these preferences shared across android applications or only within
 the given application ? I saw a note in the documentation that read:
 Note: currently this class does not support use across multiple processes.
 This will be added later.


 It is entirely per-application.  This comment is in reference to accessing
 it from multiple processes in your application, if you do that.

 So i assume that this is not possible (across application interaction) but
 might be made possible in future releases ?


 Shared preferences are entirely by definition owned by the application, and
 will never be available to other applications.


 2. Are there any best practices on what should be inserted in the
 SharedPreferences (if any) from a performance perspective (fast lookups) ?


 As little as possible?  Not sure what else you are looking for here.  The
 less there is, the faster it will be.


 3. Is the data stored in SharedPreferences secure ? Can I store passwords,
 license keys etc in it ?


 They are stored on disk without encryption, but under your uid.  You can
 decide how comfortable you are with the things you are storing.


 4. Shared Preferences data becomes persistent once committed. What is the
 persistence scope ? Is the data persistent across application re-start ?


 It is persistent until the application's persistent data is erased -- i.e.,
 device wiped, or app and data uninstalled.

 --
 Dianne Hackborn
 Android framework engineer
 hack...@android.com

 Note: please don't send private questions to me, as I don't have time to
 provide private support, and so won't reply to such e-mails.  All such
 questions should be posted on public forums, where I and others can see and
 answer them.

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[android-developers] Re: Cannot view saved image until reboot

2009-12-27 Thread davemac
After you have your new image file on the sdcard you need to use a
MediaScannerConnection to make it known to the Gallery. The method is
scanFile. It's best for your activity to implement the
MediaScannerConnectionClient interface, and the two callbacks to
coordinate the addition of your new image file.

- dave

On Dec 26, 10:50 pm, Mike M mike.mos...@gmail.com wrote:
 Hey all,

 I am saving an image taken by the camera to a unique folder on the
 sdcard.  The image saves fine, but I cannot view it in the Gallery.  I
 can see it in the file system, but I cannot view the image in the
 Gallery app until I reboot the phone or mount the sdcard, and then
 umount.

 Here's the code:

      public static void saveImageToCard (Bitmap bm, String title,
 String description, Context context) {

             //replace and append the title with the correct extension
             title = title.replace( , _) + .jpg;

             File Directory = new File(Environment.getExternalStorageDirectory
 () + /myFolder);
                 File file = new File(Directory.getAbsoluteFile() + / + 
 title);

                 if (!Directory.exists()) {
                         Directory.mkdirs();
                 }

                 try {
                         FileOutputStream fos = new FileOutputStream(file);
                         bm.compress(Bitmap.CompressFormat.JPEG, 100, fos);
                         fos.close();
                 } catch (IOException e) {
                         e.printStackTrace();
                 }

         }

 As I said, the file is saved fine, I can see it in the FS, and I can
 view it after the card has been umounted/mounted or rebooted.   Is it
 an issue that I'm not correctly closing the file??  I don't think
 that's it, but I'm not sure why I can't view the image.  I believe I
 tried saving the file using getContentResolver().insert() and didn't
 have this issue, but I want to save the images to a specific folder
 that I create.

 Any ideas?

 Thanks in advance,

 Mike

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[android-developers] Re: Controlling the current MediaPlayer

2009-12-27 Thread davemac
Alex,

Can you be more specific on what you truly want to do? Are you trying
to write an activity that offers a higher level of control over the
playing of media on the device? Or are you concerned about a
MediaPlayer already running on the device when your activity starts?
If the latter, then I think an already-running, well-behaved
application that uses MediaPlayer should stop, or offer some sort of
option, when its onPause() is called. That ought to stop the playing
of media when your app is being launched. If the former, then I don't
think it's possible (yet at least).

You really don't want to be integrating with every possible media
application the user could install. At the same time, I'm not sure
that Android has enough capabilities to manage the interaction of apps
on a mobile device. I can imagine situations where I'm okay with my
music player to keep playing while I do something else (doing email,
surfing the web), and other situations where I'm not okay with it
(taking a phone call). It's a difficult problem to solve given all of
the combinations of apps and what they might do with the playing of
media.

- dave

On Dec 24, 7:16 am, Mark Murphy mmur...@commonsware.com wrote:
 Alex Corbi wrote:
  Thanks for the tipp moneytoo, i will check that out.

  Mark, is it allowed to use the method that moneytoo suggests?

 I misunderstood your question -- I thought you were looking to play back
 media, not just stop and start an existing player.

 That being said, please understand that:

 1. The broadcast Intents that moneytoo refers to, for the built-in
 Android media player, are undocumented and not part of the SDK, so you
 should not use them:

 http://www.androidguys.com/2009/12/14/code-pollution-reaching-past-th...

 2. This only affects the built-in Android media player (and, perhaps,
 the HTC modified player). Any other media player -- StreamFurious,
 Pandora, etc. -- will not honor them and probably does not offer its own
 equivalents.

  is it at least possible to know whether some media is currently being
  played? a isPlaying() method or something?

 No, because there is an infinite number of possible media players.

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

 _Beginning Android_ from Apress Now Available!

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Re: [android-developers] 1024x1024 OpenGL Texture

2009-12-27 Thread Dan Sherman
Just load fewer other textures when making your atlas.

A 1024x1024 image is going to eat up somewhere around 4mb of space, and on
the G1 (and others) you're limited to 16mb.

So it should be just fine, the issue probably is that you have all of your
other resources loaded, and are already taking up the other 12mb.  Instead,
load your other resources one at a time, copy to the atlas, and release the
resource.  You should have enough space without much of a problem..

- Dan

On Sun, Dec 27, 2009 at 6:35 AM, Richard rtaylor...@googlemail.com wrote:

 Hi,



 I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
 this with

 Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_);
 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);

 But I can't actually create a 1024x1024 Bitmap - I get an out of
 memory exception.




 I want to generate the texture, then use texSubImage2D to copy on
 various smaller bitmaps, but it seems that I need to somehow define
 that the texture is 1024x1024 before I can do that. Is there a
 function that lets me define the size/argb settings without just
 copying in a blank bitmap?

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[android-developers] Device coming back from sleep is effecting the UI

2009-12-27 Thread Business Talk
My buttons stop reacting to the mouse clicks after the device comes
back from sleep. The buttons receive the the click events since
actions associated with the buttons are executed but visually they do
not appear to be pressed when being clicked. I am using selector to
define the drawables for the button's states.

The same happens when switching from portrait to landscape, or vice
versa. My application is configured for a sensor. Any ideas?

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[android-developers] Strange platform error in Droid(2.0.1), Hero(1.5)

2009-12-27 Thread Abdul Mateen
Hi,
I have been running into strange problems. here is the stacktrace it seems ,
there is nowhere the error is in my application, I donot know why this
exception/error is comming..

java.lang.NullPointerException at
android.widget.ArrayAdapter.createViewFromResource(ArrayAdapter.java:355) at
android.widget.ArrayAdapter.getView(ArrayAdapter.java:323) at
android.widget.AbsListView.obtainView(AbsListView.java:1274) at
android.widget.ListView.makeAndAddView(ListView.java:1668) at
android.widget.ListView.fillDown(ListView.java:637) at
android.widget.ListView.fillFromTop(ListView.java:694) at
android.widget.ListView.layoutChildren(ListView.java:1521) at
android.widget.AbsListView.onLayout(AbsListView.java:1113) at
android.view.View.layout(View.java:6831) at
android.widget.FrameLayout.onLayout(FrameLayout.java:333) at
android.view.View.layout(View.java:6831) at
android.widget.FrameLayout.onLayout(FrameLayout.java:333) at
android.view.View.layout(View.java:6831) at
android.view.ViewRoot.performTraversals(ViewRoot.java:996) at
android.view.ViewRoot.handleMessage(ViewRoot.java:1633) at
android.os.Handler.dispatchMessage(Handler.java:99) at
android.os.Looper.loop(Looper.java:123) at
android.app.ActivityThread.main(ActivityThread.java:4338) at
java.lang.reflect.Method.invokeNative(Native Method) at
java.lang.reflect.Method.invoke(Method.java:521) at
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) at
dalvik.system.NativeStart.main(Native Method)

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[android-developers] Settlement Structure

2009-12-27 Thread Abrahim
view this page : http://structuredsettlement12.blogspot.com/

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[android-developers] Link Building Services| Link Building Company|Webs

2009-12-27 Thread Abrahim
jobs, service, automotive, pets, community everything is here. Visit
this site and place an ad. http://www.adplacebd.com  your trusted
partner.

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[android-developers] One Of The Easiest Ways To Promote Your Site!

2009-12-27 Thread Abrahim
According to me sales and business increase by marketing.So market
place need to be clean and powerful.Take a step for clear business.
place ad @ http://www.adplacebd.com  your trustful partner.visit
http://www.adplacebd.com

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[android-developers] FREE ADVERTISING WORK!-it's your Promotion

2009-12-27 Thread Abrahim
Market place in the important think of merketing. So increase your
sales, be a great business man.place an ad. please visti 
http://www.adplacebd.com
- advance classified of bangladesh.

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[android-developers] Link Building Services| Link Building Company|Webs

2009-12-27 Thread Abrahim
jobs, service, automotive, pets, community everything is here. Visit
this site and place an ad. http://www.adplacebd.com  your trusted
partner.

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[android-developers] Broadcast Receiver not getting called when expected

2009-12-27 Thread Albert
Hi everyone,

I have a service that gets updated every x minutes depending on the
user preferences. This service connects to a web service and pulls
some data. If during an update the user has no connection I register
my receiver and start listening for changes
(ConnectivityManager.CONNECTIVITY_ACTION), the thing is that onReceive
() only gets called on every update instead of firing onReceived as
soon as I plug the connection back in. Have I understood the concept
of Broadcast Receiver wrong? Is it not suppose to send a notification
as soon as it detetcs a change in the connection?

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Re: [android-developers] Strange platform error in Droid(2.0.1), Hero(1.5)

2009-12-27 Thread Frank Weiss
I've run into similar stack traces. Prime cause in my case was my code was
manipulating the UI from a non-UI thread.

On Dec 27, 2009 9:29 AM, Abdul Mateen abmat...@gmail.com wrote:

Hi,
I have been running into strange problems. here is the stacktrace it seems ,
there is nowhere the error is in my application, I donot know why this
exception/error is comming..

java.lang.NullPointerException at
android.widget.ArrayAdapter.createViewFromResource(ArrayAdapter.java:355) at
android.widget.ArrayAdapter.getView(ArrayAdapter.java:323) at
android.widget.AbsListView.obtainView(AbsListView.java:1274) at
android.widget.ListView.makeAndAddView(ListView.java:1668) at
android.widget.ListView.fillDown(ListView.java:637) at
android.widget.ListView.fillFromTop(ListView.java:694) at
android.widget.ListView.layoutChildren(ListView.java:1521) at
android.widget.AbsListView.onLayout(AbsListView.java:1113) at
android.view.View.layout(View.java:6831) at
android.widget.FrameLayout.onLayout(FrameLayout.java:333) at
android.view.View.layout(View.java:6831) at
android.widget.FrameLayout.onLayout(FrameLayout.java:333) at
android.view.View.layout(View.java:6831) at
android.view.ViewRoot.performTraversals(ViewRoot.java:996) at
android.view.ViewRoot.handleMessage(ViewRoot.java:1633) at
android.os.Handler.dispatchMessage(Handler.java:99) at
android.os.Looper.loop(Looper.java:123) at
android.app.ActivityThread.main(ActivityThread.java:4338) at
java.lang.reflect.Method.invokeNative(Native Method) at
java.lang.reflect.Method.invoke(Method.java:521) at
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) at
dalvik.system.NativeStart.main(Native Method)

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Re: [android-developers] Getting Data off the Net

2009-12-27 Thread Wayne Wenthin
I'll second the JSON idea.   I didn't know about it until about 9 months ago
and now I couldn't see doing what I do without it.

On Sun, Dec 27, 2009 at 3:53 AM, Yves Glodt y...@mind.lu wrote:

 I suggest using JSON instead of XML. One reason would be that tt is more
 lightweight than XML.

 Doing JSON in PHP is easy, basically try to get your query result as a
 two-dimensional array, and use json_encode to transform it to JSON.

 On the Android side, you can use org.json (which is part of the Android
 platform) to parse the JSON-response and use the data in your app.

 best regards,
 Yves

 2009/12/24 Skid nski...@googlemail.com

 I have no experience in this sort of thing which is why I'm asking for
 advise, I need to pull data off a MySQL database on my server, the
 data doesn't need to be updated contently just ever minute at the very
 least. I want to do it by sending a http request to a php page and
 have that php page create xml page that the android app would read and
 then work with.

 The reason I would like to do it that way is just because I know php
 better then I know java and its something I've done before when
 working with AJAX. However I don't know how to go about doing this, or
 even if this would be a good way to do it in the first place, so I
 could use some advise on the matter.

 If someone could point me to a code snippit I could play around with
 to do this I would appreciate it.

 Thanks,
 :) Skid :)

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-- 
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[android-developers] Re: Force locale for an application, bug in 2.0?

2009-12-27 Thread shomari
I've been looking for a long time at a solution to this problem (ever
since 2.0 was released).
I can confirm that by adding locale to configChanges fixes the
problem.

My exact xml entry is:
android:configChanges=orientation|keyboardHidden|locale

I've actually added the locale parameter to each of my Manfiest
activities (to be safe), however, it did seem to fix the problem just
by adding into the Launcher as mentioned before.

So relieved to see this fixed :)

S.

On Nov 12, 2:31 pm, monmonja almondmend...@gmail.com wrote:
 Add android:configChanges=locale to your activity nodes on the
 manifest file
 activity android:name=.Main android:configChanges=locale
 android:label=@string/app_name /

 Update the post 
 onhttp://almondmendoza.com/2009/01/28/force-localize-an-application-on-...
 :)

 monmonja

 On Nov 10, 3:43 pm, Kaj Bjurman kaj.bjur...@gmail.com wrote:

  I don't think that the process is crashing, at least not in the
  emulator since I can see all these logging messages:

  11-07 23:11:33.849: WARN/UsageStats(61): Something wrong here, didn't
  expect mypackagename to be resumed

  There are lots of them. It looks like it gets stuck in some kind of
  loop.

  Btw. It used to work, and I think it is great that it used to work.
  There are lots of people in the world who speak more than one
  language, where none of the languages are English, or they might
  understand English but have two other languages as preferred
  languages.

  Setting the OS locale to Swedish would make the application display
  the English resources if Swedish isn't available, but an application
  that I have installed might support e.g .Spanish, and that could be
  preferred over English.

  On 9 Nov, 22:15, Dianne Hackborn hack...@android.com wrote:

   No, changing the application's locale like this is not supported, and will
   not entirely work.  It shouldn't cause an activity to restart though...
   actually I can't imagine how this would cause an activity to restart, 
   since
   this method is much lower-level than the activity.  Maybe the process is
   crashing for some reason in this call?

   2009/11/9 Bahadır Yağan bahadir.ya...@gmail.com

Does anyone know if this method of changing Locale just for one 
application
is a supported functionality?

--
Bahadır Yağan

On Mon, Nov 9, 2009 at 12:18 PM, ydario mc6...@mclink.it wrote:

Hi,

found the same problem here. Even this kind of code fails:

       Configuration config = 
context.getResources().getConfiguration();
       config.locale = newLocale;
        context.getResources().updateConfiguration(config,
                       context.getResources().getDisplayMetrics());

where newLocale is a properly created locale instance.

The strange thing is that I can get the above code to work when my
wizard library is running; the library code does not implement a new
activity, but simply uses the existing one. I compared code, but I
cannot find other real differences.

And I'm getting the resume problem also when I start an activity from
a non-GUI class, this worked from 1.1 to 1.6 :-(

Yuri

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[android-developers] Re: customer changes phone, wants app again but market doesn't show app as purchased

2009-12-27 Thread Matt
My G1 died about 6 months ago, and when I received the new phone, all
of my apps were gone.

Personally, I just give them the latest version.  It's not ideal, but
it's better than the trouble of seventy cents.

Matt

On Dec 27, 12:56 am, alanshore martin.hu...@gmail.com wrote:
 I understand that after a factory reset or even by buying a new phone,
 any purchased app *SHOULD* be still available to the customer and
 usually they are. But some customers claim they can't see the app
 anymore. I tell them to reset and sign in with the same google
 account, but they still can't see it.

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[android-developers] Re: Windows 7 Android development environment question

2009-12-27 Thread abowman
Windows 7 32 bit is working for me.


On Dec 26, 4:52 pm, EvgenyV evgen...@gmail.com wrote:
 Hi all,

 Can you please advise if development tools Eclipse, Android sdk, usb
 driver etc. are working properly under Windows 7 32 and 64 bit?

 Thanks,
 Evgeny

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Re: [android-developers] Re: customer changes phone, wants app again but market doesn't show app as purchased

2009-12-27 Thread Wayne Wenthin
I've said this before but people keep saying its tied to googleid but I'm
pretty positive its some sort of combo.   I have also went through 3 phones
and each time I've had to redownload apps.

On Sat, Dec 26, 2009 at 11:56 PM, alanshore martin.hu...@gmail.com wrote:

 I understand that after a factory reset or even by buying a new phone,
 any purchased app *SHOULD* be still available to the customer and
 usually they are. But some customers claim they can't see the app
 anymore. I tell them to reset and sign in with the same google
 account, but they still can't see it.

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Re: [android-developers] Windows 7 Android development environment question

2009-12-27 Thread Wayne Wenthin
It works fine under each.  I think the only caveat that I remember is that
you need the 32 bit java to do any development on a 64 bit system.   But I
may be wrong and it may have changed.

On Sat, Dec 26, 2009 at 1:52 PM, EvgenyV evgen...@gmail.com wrote:

 Hi all,

 Can you please advise if development tools Eclipse, Android sdk, usb
 driver etc. are working properly under Windows 7 32 and 64 bit?

 Thanks,
 Evgeny

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Re: [android-developers] Re: Force locale for an application, bug in 2.0?

2009-12-27 Thread Evgeny V
Yes. I added to each activity too after more tests!

On Sun, Dec 27, 2009 at 9:47 PM, shomari nyuster...@gmail.com wrote:

 I've been looking for a long time at a solution to this problem (ever
 since 2.0 was released).
 I can confirm that by adding locale to configChanges fixes the
 problem.

 My exact xml entry is:
 android:configChanges=orientation|keyboardHidden|locale

 I've actually added the locale parameter to each of my Manfiest
 activities (to be safe), however, it did seem to fix the problem just
 by adding into the Launcher as mentioned before.

 So relieved to see this fixed :)

 S.

 On Nov 12, 2:31 pm, monmonja almondmend...@gmail.com wrote:
  Add android:configChanges=locale to your activity nodes on the
  manifest file
  activity android:name=.Main android:configChanges=locale
  android:label=@string/app_name /
 
  Update the post onhttp://
 almondmendoza.com/2009/01/28/force-localize-an-application-on-...
   :)
 
  monmonja
 
  On Nov 10, 3:43 pm, Kaj Bjurman kaj.bjur...@gmail.com wrote:
 
   I don't think that the process is crashing, at least not in the
   emulator since I can see all these logging messages:
 
   11-07 23:11:33.849: WARN/UsageStats(61): Something wrong here, didn't
   expect mypackagename to be resumed
 
   There are lots of them. It looks like it gets stuck in some kind of
   loop.
 
   Btw. It used to work, and I think it is great that it used to work.
   There are lots of people in the world who speak more than one
   language, where none of the languages are English, or they might
   understand English but have two other languages as preferred
   languages.
 
   Setting the OS locale to Swedish would make the application display
   the English resources if Swedish isn't available, but an application
   that I have installed might support e.g .Spanish, and that could be
   preferred over English.
 
   On 9 Nov, 22:15, Dianne Hackborn hack...@android.com wrote:
 
No, changing the application's locale like this is not supported, and
 will
not entirely work.  It shouldn't cause an activity to restart
 though...
actually I can't imagine how this would cause an activity to restart,
 since
this method is much lower-level than the activity.  Maybe the process
 is
crashing for some reason in this call?
 
2009/11/9 Bahadır Yağan bahadir.ya...@gmail.com
 
 Does anyone know if this method of changing Locale just for one
 application
 is a supported functionality?
 
 --
 Bahadır Yağan
 
 On Mon, Nov 9, 2009 at 12:18 PM, ydario mc6...@mclink.it wrote:
 
 Hi,
 
 found the same problem here. Even this kind of code fails:
 
Configuration config =
 context.getResources().getConfiguration();
config.locale = newLocale;
 context.getResources().updateConfiguration(config,

  context.getResources().getDisplayMetrics());
 
 where newLocale is a properly created locale instance.
 
 The strange thing is that I can get the above code to work when my
 wizard library is running; the library code does not implement a
 new
 activity, but simply uses the existing one. I compared code, but I
 cannot find other real differences.
 
 And I'm getting the resume problem also when I start an activity
 from
 a non-GUI class, this worked from 1.1 to 1.6 :-(
 
 Yuri
 
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hack...@android.com
 
Note: please don't send private questions to me, as I don't have time
 to
provide private support, and so won't reply to such e-mails.  All
 such
questions should be posted on public forums, where I and others can
 see and
answer them.

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[android-developers] Re: Alternate app store

2009-12-27 Thread Vladimir
I can share my experience with AndAppStore and SlideMe if that helps.
Feature-wise both are good, but each of them barely made 1% of total
downloads over the last month. According to AAS stats, most of the
traffic comes from Archos devices running Cupcake and non-android
users (35% and 28% in my case).
AFAIK Handango and Mobango accept Android apps as well, but haven't
tried these two yet.

On Dec 26, 7:41 pm, karthikr karthik.scintill...@gmail.com wrote:
 Hi Guys,

 Can someone please suggest some alternate market for android?

 Which of them is good and will have more registered users?

 Can i see the statistics of these store anywhere?

 Regards,
 R.Karthik

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[android-developers] Re: Getting Data off the Net

2009-12-27 Thread jotobjects
I agree that JSON is sweet for packaging messages since XML's
verbosity takes unnecessary bandwidth and CPU cycles.

Still wondering if anybody has an alternative to polling the server,
such as a server push approach?

On Dec 27, 11:33 am, Wayne Wenthin wa...@fuligin.com wrote:
 I'll second the JSON idea.   I didn't know about it until about 9 months ago
 and now I couldn't see doing what I do without it.



 On Sun, Dec 27, 2009 at 3:53 AM, Yves Glodt y...@mind.lu wrote:
  I suggest using JSON instead of XML. One reason would be that tt is more
  lightweight than XML.

  Doing JSON in PHP is easy, basically try to get your query result as a
  two-dimensional array, and use json_encode to transform it to JSON.

  On the Android side, you can use org.json (which is part of the Android
  platform) to parse the JSON-response and use the data in your app.

  best regards,
  Yves

  2009/12/24 Skid nski...@googlemail.com

  I have no experience in this sort of thing which is why I'm asking for
  advise, I need to pull data off a MySQL database on my server, the
  data doesn't need to be updated contently just ever minute at the very
  least. I want to do it by sending a http request to a php page and
  have that php page create xml page that the android app would read and
  then work with.

  The reason I would like to do it that way is just because I know php
  better then I know java and its something I've done before when
  working with AJAX. However I don't know how to go about doing this, or
  even if this would be a good way to do it in the first place, so I
  could use some advise on the matter.

  If someone could point me to a code snippit I could play around with
  to do this I would appreciate it.

  Thanks,
  :) Skid :)

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[android-developers] Texture compression

2009-12-27 Thread Steve
Hi there,

I am looking to improve performance of my OpenGL engine (for games),
and something that has come up a few times is texture compression, the
problem is when it 'comes up' there only seems to be vague details -
so I spent some time tonight trying to get to the bottom of it, and
failed. So I hoped someone here might know more specifically:

What is the best texture compression format to use for Android? It
appears to me that this varies per device, with the main (only?) two
being ATITC and PVRTC. I am able to dig up reasonable details on PVRTC
(as it is used on iPhone), but as of yet I am yet to find out exactly
how to create an ATITC texture and load it on Android (I've been lead
towards 'The Compressonator' tool from ATI/AMD, but there is no
'ATITC' compression option). The method I have seen mentioned is some
form of palletised textures, does anyone know if this is a feature
supported on all Android implementations (guaranteed by the OpenGL:ES
1.0 spec) or once again, or just supported on certain devices?

I have been trying to keep things simple by having one package for my
entire game, and have tried to keep it under 10 MB (which is hard, as
it is a rather large game), but if in order to get best performance/
lowest memory foot print, I need to store the textures in multiple
formats, I think I am going to be out of luck, and instead will need
to investigate having a downloader built in to the game, to download a
texture pack suitable for the device (which to me doesn't feel like a
nice setup). Am I going to end up needing separate texture files,
audio files, native libs, higher/lower resolution files, to support a
good chunk of platforms?

So I guess in short I am hoping someone might be able to tell me what
compression method(s) are best to support, whether multiple methods
should be supported (ideally), and what sort of performance/memory win
can be had from implementing them. Finally some source code/links to
tools to do all this would be handy.

Can anyone help? Has anyone actually managed to do any of this?

Steve

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[android-developers] Re: Windows 7 Android development environment question

2009-12-27 Thread schwiz
been using eclipse and the various android sdks since RC and all the
way through the current release using 64 bit, never had problems.

On Dec 27, 4:11 pm, Wayne Wenthin wa...@fuligin.com wrote:
 It works fine under each.  I think the only caveat that I remember is that
 you need the 32 bit java to do any development on a 64 bit system.   But I
 may be wrong and it may have changed.





 On Sat, Dec 26, 2009 at 1:52 PM, EvgenyV evgen...@gmail.com wrote:
  Hi all,

  Can you please advise if development tools Eclipse, Android sdk, usb
  driver etc. are working properly under Windows 7 32 and 64 bit?

  Thanks,
  Evgeny

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[android-developers] Scroll a Gallery widget?

2009-12-27 Thread Mark Wyszomierski
Hi,

Is it possible to scroll a Gallery widget programatically? I see
Gallery inherits scrollTo() and scrollBy(), but that scrolls the
entire widget itself, not its content.

Is there some obvious way to do this that I'm missing, my searches are
coming up empty? I don't want to have to do a copy/paste/hack from git
hub if possible...

Thanks

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[android-developers] Birthday Calendar

2009-12-27 Thread Ken Mages
Hi

I am creating a birthday calendar of all my friends and family.  Can you please 
click on the link below to enter your birthday for me?

http://www.birthdayalarm.com/bd2/86125582a847663211b1492115643c178809922d1386

Thanks,
Ken

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[android-developers] Re: 1024x1024 OpenGL Texture

2009-12-27 Thread Emmanuel
Hum...

I think a 1024x1024 image in 32 bits ( ARGB_ ) is 32 Mb, not
around 4 Mb !
So such a image can't fit in for mobile development.

Such a big texture is way too big, cut it into pieces if you really
want it.
Another thing to consider is : is there any need for a texture that
big on a 480x800 screen ?

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


On Dec 27, 4:48 pm, Dan Sherman impact...@gmail.com wrote:
 Just load fewer other textures when making your atlas.

 A 1024x1024 image is going to eat up somewhere around 4mb of space, and on
 the G1 (and others) you're limited to 16mb.

 So it should be just fine, the issue probably is that you have all of your
 other resources loaded, and are already taking up the other 12mb.  Instead,
 load your other resources one at a time, copy to the atlas, and release the
 resource.  You should have enough space without much of a problem..

 - Dan



 On Sun, Dec 27, 2009 at 6:35 AM, Richard rtaylor...@googlemail.com wrote:
  Hi,

  I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
  this with

  Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_);
  GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);

  But I can't actually create a 1024x1024 Bitmap - I get an out of
  memory exception.

  I want to generate the texture, then use texSubImage2D to copy on
  various smaller bitmaps, but it seems that I need to somehow define
  that the texture is 1024x1024 before I can do that. Is there a
  function that lets me define the size/argb settings without just
  copying in a blank bitmap?

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[android-developers] Question about 9 patch png

2009-12-27 Thread NY
public View getView(int position, View convertView, ViewGroup parent)
{
...
Drawable d = getResources().getDrawable(R.drawable.icon);
ImageView iv = (ImageView) findViewById(R.id.icon);
iv.setImageDrawable(d)   // will throw java.lang.NullPointerExcepiton
...
return convertView
}

the icon is a 9 patch png
every time run it, will throw java.lang.NullPointerExcepiton

if use a normal png, work fine, and the 9 patch png is from android
demo source, so it is right

Who knows, thank you

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[android-developers] Re: 1024x1024 OpenGL Texture

2009-12-27 Thread Streets Of Boston
(1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte

On Dec 27, 9:17 pm, Emmanuel emmanuel.ast...@gmail.com wrote:
 Hum...

 I think a 1024x1024 image in 32 bits ( ARGB_ ) is 32 Mb, not
 around 4 Mb !
 So such a image can't fit in for mobile development.

 Such a big texture is way too big, cut it into pieces if you really
 want it.
 Another thing to consider is : is there any need for a texture that
 big on a 480x800 screen ?

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

 On Dec 27, 4:48 pm, Dan Sherman impact...@gmail.com wrote:



  Just load fewer other textures when making your atlas.

  A 1024x1024 image is going to eat up somewhere around 4mb of space, and on
  the G1 (and others) you're limited to 16mb.

  So it should be just fine, the issue probably is that you have all of your
  other resources loaded, and are already taking up the other 12mb.  Instead,
  load your other resources one at a time, copy to the atlas, and release the
  resource.  You should have enough space without much of a problem..

  - Dan

  On Sun, Dec 27, 2009 at 6:35 AM, Richard rtaylor...@googlemail.com wrote:
   Hi,

   I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
   this with

   Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_);
   GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);

   But I can't actually create a 1024x1024 Bitmap - I get an out of
   memory exception.

   I want to generate the texture, then use texSubImage2D to copy on
   various smaller bitmaps, but it seems that I need to somehow define
   that the texture is 1024x1024 before I can do that. Is there a
   function that lets me define the size/argb settings without just
   copying in a blank bitmap?

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[android-developers] Re: Google Marketplace Chargeback Fee

2009-12-27 Thread Craigo
Surely it isn't a fine?

Why would the I (the developer) be fined for a customer complaining
that the Google Marketplace incorrectly charged them?  I have nothing
to do with charging, AFAIK, I haven't done anything wrong (I didn't
request any charging or refund, the Marketplace just did it upon the
customers request)?


On Dec 27, 5:43 pm, André andre.rab...@googlemail.com wrote:
 I don't complain because I didn't care yet. Refunding within the first
 24h after purchase is free of charge and the user can do this on his
 own. Sometimes I get mails about refunds and I redirect the customer
 to the official Google Checkout website. Never got any complaints
 after that.

 After the 24h have passed there's a fine if you're refunding a
 customer's purchase. This is called the chargeback fee you're speaking
 about.

 Best,

 -- Andréhttp://android.rabold.org

 On 27 Dez., 00:47, Craigo craig...@gmail.com wrote:

  Hi,

  I'm trying to understand the Google Marketplace Chargeback Fee.

  A customer complained they did not authorize a charge from the Google
  Marketplace for my app, and they got a refund.  I have no problem with
  this.

  However, Google then stings me with a $3 Chargeback Fee.  I don't
  understand why?  Has the $3 fee come from the credit card company, and
  Google are just passing it on to me?

  Note:  There is a closed post on this, but I didn't see anyone explain
  the 
  fee:http://groups.google.com.au/group/android-developers/browse_thread/th...

  Cheers.



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[android-developers] Can I set IntentFilter android:priority by java code?

2009-12-27 Thread NY
in AndroidManifest.xml

activity
android:name=MyActivity
android:label=@string/name
intent-filter android:priority=1
action android:name=android.intent.action.MAIN /
category android:name=android.intent.category.LAUNCHER /
/intent-filter
/activity

Is it possible to change the android:priority by java code?
I find a method IntentFilter setPriority(), how get the Activity
intentFilter?

Thank you

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Re: [android-developers] Re: 1024x1024 OpenGL Texture

2009-12-27 Thread Dan Sherman
Yep, should be 4mb, I do it in a few games (notably LightUp), for texture
mapping.. Works fine :)

- Dan

On Sun, Dec 27, 2009 at 9:50 PM, Streets Of Boston
flyingdutc...@gmail.comwrote:

 (1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte

 On Dec 27, 9:17 pm, Emmanuel emmanuel.ast...@gmail.com wrote:
  Hum...
 
  I think a 1024x1024 image in 32 bits ( ARGB_ ) is 32 Mb, not
  around 4 Mb !
  So such a image can't fit in for mobile development.
 
  Such a big texture is way too big, cut it into pieces if you really
  want it.
  Another thing to consider is : is there any need for a texture that
  big on a 480x800 screen ?
 
  Emmanuel / Alocalyhttp://
 androidblogger.blogspot.com/http://www.alocaly.com
 
  On Dec 27, 4:48 pm, Dan Sherman impact...@gmail.com wrote:
 
 
 
   Just load fewer other textures when making your atlas.
 
   A 1024x1024 image is going to eat up somewhere around 4mb of space, and
 on
   the G1 (and others) you're limited to 16mb.
 
   So it should be just fine, the issue probably is that you have all of
 your
   other resources loaded, and are already taking up the other 12mb.
  Instead,
   load your other resources one at a time, copy to the atlas, and release
 the
   resource.  You should have enough space without much of a problem..
 
   - Dan
 
   On Sun, Dec 27, 2009 at 6:35 AM, Richard rtaylor...@googlemail.com
 wrote:
Hi,
 
I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
this with
 
Bitmap bmp = Bitmap.createBitmap(1024, 1024,
 Bitmap.Config.ARGB_);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
 
But I can't actually create a 1024x1024 Bitmap - I get an out of
memory exception.
 
I want to generate the texture, then use texSubImage2D to copy on
various smaller bitmaps, but it seems that I need to somehow define
that the texture is 1024x1024 before I can do that. Is there a
function that lets me define the size/argb settings without just
copying in a blank bitmap?
 
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[android-developers] Re: Texture compression

2009-12-27 Thread Lance Nanek
Hmm, the OpenGL ES 1.0 spec says OES_compressed_paletted_texture is a
required extension in both Common and Common-Lite profiles:
https://www.khronos.org/registry/gles/specs/1.0/opengles_spec_1_0.pdf

Looks like the method/constants are there too:
http://www.khronos.org/opengles/documentation/opengles1_0/html/glCompressedTexImage2D.html

http://developer.android.com/reference/android/opengl/GLES10.html#glCompressedTexImage2D%28int,%20int,%20int,%20int,%20int,%20int,%20int,%20java.nio.Buffer%29
http://developer.android.com/reference/android/opengl/GLES10.html#GL_PALETTE4_R5_G6_B5_OES

Haven't tried them myself, though.

On Dec 27, 7:19 pm, Steve rockthesm...@gmail.com wrote:
 Hi there,

 I am looking to improve performance of my OpenGL engine (for games),
 and something that has come up a few times is texture compression, the
 problem is when it 'comes up' there only seems to be vague details -
 so I spent some time tonight trying to get to the bottom of it, and
 failed. So I hoped someone here might know more specifically:

 What is the best texture compression format to use for Android? It
 appears to me that this varies per device, with the main (only?) two
 being ATITC and PVRTC. I am able to dig up reasonable details on PVRTC
 (as it is used on iPhone), but as of yet I am yet to find out exactly
 how to create an ATITC texture and load it on Android (I've been lead
 towards 'The Compressonator' tool from ATI/AMD, but there is no
 'ATITC' compression option). The method I have seen mentioned is some
 form of palletised textures, does anyone know if this is a feature
 supported on all Android implementations (guaranteed by the OpenGL:ES
 1.0 spec) or once again, or just supported on certain devices?

 I have been trying to keep things simple by having one package for my
 entire game, and have tried to keep it under 10 MB (which is hard, as
 it is a rather large game), but if in order to get best performance/
 lowest memory foot print, I need to store the textures in multiple
 formats, I think I am going to be out of luck, and instead will need
 to investigate having a downloader built in to the game, to download a
 texture pack suitable for the device (which to me doesn't feel like a
 nice setup). Am I going to end up needing separate texture files,
 audio files, native libs, higher/lower resolution files, to support a
 good chunk of platforms?

 So I guess in short I am hoping someone might be able to tell me what
 compression method(s) are best to support, whether multiple methods
 should be supported (ideally), and what sort of performance/memory win
 can be had from implementing them. Finally some source code/links to
 tools to do all this would be handy.

 Can anyone help? Has anyone actually managed to do any of this?

 Steve

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[android-developers] custom keyboard

2009-12-27 Thread schwiz
I am wanting to add a custom keyboard for my app, I was taking a look
at the softkeyboard example on the included sample code in the SDK.
When I install it in the emulator it isn't showing up though.  I try
to access it by longpressing an input box and then clicking select
input when the context menu pops up.  However, the latin keyboard made
in the example doesn't show up as one of the options.  Am I missing
something?  Anyone have advice or know of another example I can look
at?

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[android-developers] Re: Google Marketplace Chargeback Fee

2009-12-27 Thread Streets Of Boston
It a part of doing business using credit cards... usually these charge-
back fees are higher. Just do a google-search for chargeback fee to
see what it is and how much it usually costs.

For purchases under $10, Google automatically charges back the
customer's credit card in case of dispute. For purchases over $10,
Google does an 'investigation'.

When a 'charge back' fee is levied, it means that the customer
complained to his/her credit-card company that a purchase wasn't made
in his/her name and the purchase was fraudulent. There is nothing you
can do about it, except for terminating your Google Checkout account.

On Dec 27, 10:06 pm, Craigo craig...@gmail.com wrote:
 Surely it isn't a fine?

 Why would the I (the developer) be fined for a customer complaining
 that the Google Marketplace incorrectly charged them?  I have nothing
 to do with charging, AFAIK, I haven't done anything wrong (I didn't
 request any charging or refund, the Marketplace just did it upon the
 customers request)?

 On Dec 27, 5:43 pm, André andre.rab...@googlemail.com wrote:



  I don't complain because I didn't care yet. Refunding within the first
  24h after purchase is free of charge and the user can do this on his
  own. Sometimes I get mails about refunds and I redirect the customer
  to the official Google Checkout website. Never got any complaints
  after that.

  After the 24h have passed there's a fine if you're refunding a
  customer's purchase. This is called the chargeback fee you're speaking
  about.

  Best,

  -- Andréhttp://android.rabold.org

  On 27 Dez., 00:47, Craigo craig...@gmail.com wrote:

   Hi,

   I'm trying to understand the Google Marketplace Chargeback Fee.

   A customer complained they did not authorize a charge from the Google
   Marketplace for my app, and they got a refund.  I have no problem with
   this.

   However, Google then stings me with a $3 Chargeback Fee.  I don't
   understand why?  Has the $3 fee come from the credit card company, and
   Google are just passing it on to me?

   Note:  There is a closed post on this, but I didn't see anyone explain
   the 
   fee:http://groups.google.com.au/group/android-developers/browse_thread/th...

   Cheers.- Hide quoted text -

 - Show quoted text -

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[android-developers] about TTS issue

2009-12-27 Thread tstanly
hi all,

I have some questions about TTS(text-to-speech) lib,
1)
does sdk 1.5 support for TTS?
I download TTS application from market,
but can't work

2)
I develope the TTS app use third party TTS lib,
http://code.google.com/p/eyes-free/downloads/list
but according the tutorial,
the app can't work on my platform(x86+sdk 1.5  htc diamond+sdk1.5)
the error message is (eg: to speech hello)::

I/TTS received: ( 3020): hello
V/TtsService( 3020): TTS service received hello
I/TtsService( 3020): Stopping
I/TtsService( 3020): Stopped
V/TtsService( 3020): TTS processing: hello
V/TtsService( 3020): null synth, can't speak


can somebody give me the suggestion?
thanks

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[android-developers] getContextClassLoader() on Android

2009-12-27 Thread EricWang
I define my own class on an android program, say MyClass, but when I
use the following code to do forName, ClassNotFoundException is
thrown:

Class MyClass {

}

void doForname() {
Class.forName(com.sleepycat.je.Database, true,
Thread.currentThread().getContextClassLoader());

}

But, if I change doForname to

void doForname() {
/*do not use Thread.currentThread().getContextClassLoader()*/
Class.forName(com.sleepycat.je.Database);

}

The class of MyClass can be successfully fetched.

Further more, if I use getContextClassLoader() for other class
existing in android, e.g.,
Class.forName(android.app.Activity, true, Thread.currentThread
().getContextClassLoader());
or
Class.forName(java.io.File, true, Thread.currentThread
().getContextClassLoader());
foName can run successfully.

To sum up, using Thread.currentThread().getContextClassLoader() cannot
forName the customer-defined class.

Who can tell me why?
Thanks.

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