Re: [android-developers] Re: Is there any way to call start Main Activity from a Java program
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] 1024x1024 OpenGL Texture
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Getting Data off the Net
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 :) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Regarding SharedPreferences and my use-case.
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Cannot view saved image until reboot
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Controlling the current MediaPlayer
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] 1024x1024 OpenGL Texture
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Device coming back from sleep is effecting the UI
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Strange platform error in Droid(2.0.1), Hero(1.5)
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) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Settlement Structure
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[android-developers] Link Building Services| Link Building Company|Webs
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[android-developers] One Of The Easiest Ways To Promote Your Site!
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] FREE ADVERTISING WORK!-it's your Promotion
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Link Building Services| Link Building Company|Webs
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[android-developers] Broadcast Receiver not getting called when expected
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Strange platform error in Droid(2.0.1), Hero(1.5)
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) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Getting Data off the Net
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 :) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Manager http://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Force locale for an application, bug in 2.0?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: customer changes phone, wants app again but market doesn't show app as purchased
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Windows 7 Android development environment question
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: customer changes phone, wants app again but market doesn't show app as purchased
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Manager http://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Windows 7 Android development environment question
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Manager http://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Force locale for an application, bug in 2.0?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- 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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to
[android-developers] Re: Alternate app store
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Getting Data off the Net
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 :) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Managerhttp://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Texture compression
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Windows 7 Android development environment question
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Managerhttp://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Scroll a Gallery widget?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Birthday Calendar
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: 1024x1024 OpenGL Texture
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Question about 9 patch png
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: 1024x1024 OpenGL Texture
(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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en- Hide quoted text - - Show quoted text - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Google Marketplace Chargeback Fee
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Can I set IntentFilter android:priority by java code?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: 1024x1024 OpenGL Texture
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en- Hide quoted text - - Show quoted text - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Texture compression
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] custom keyboard
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Google Marketplace Chargeback Fee
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 - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] about TTS issue
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] getContextClassLoader() on Android
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en