[android-developers] Re: Highlight part of the text in a textview object

2010-04-18 Thread patbenatar
Sorry, bolding and italicizing is the extent of my text formatting
knowledge with Android.

Anyone else know more about this?






On Apr 17, 5:33 am, Sebastian Müller sebastia...@gmail.com wrote:
 Thanks a lot for your answer. This works great for the Bold thing, but
 background isnt changing...do you know why??

 my Code:

 if (index = 0) {
           Spannable str = (Spannable) chapterResult.getText();
            str.setSpan(new BackgroundColorSpan(0xFF), index, index +
 searchQuery.getAll().length(), Spannable.SPAN_EXCLUSIVE_EXCLUSIVE);
            str.setSpan(new StyleSpan(android.graphics.Typeface.BOLD), index,
 index + searchQuery.getAll().length(), Spannable.SPAN_EXCLUSIVE_EXCLUSIVE);

 }

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[android-developers] Re: Avoid restarting http request on orientation change

2010-04-18 Thread Michael Elsdörfer
Depending on your specific needs, a service might make sense, but for
simple cases, it's not strictly necessary. You can instead use
Activity.onRetainNonConfigurationInstance(), which allows you to pass
live Java objects to the new Activity instance - i.e., for example an
AsyncTask object. Just make sure you don't create leaks by keeping
references to old instances of your Activity around.

I've been using a custom ASyncTask child class for a while that allows
me to connect to the task from a new activity instance, and have the
proper callbacks be executed even if the tasked finished in-between
activities being available:

http://github.com/miracle2k/android-autostarts/blob/master/src/com/elsdoerfer/android/autostarts/ActivityAsyncTask.java

Note that while the docs say that onRetainNonConfigurationInstance is
only for optimization, it's not quite clear what that the official
contract is. Yes, it's possible that your activity needs to restore
itself without onRetainNonConfigurationInstance(). For example, if the
user leaves your application via HOME and then goes into the Settings
and changes the device language, your activity will be stopped and
restarted, presumably without onRetainNonConfigurationInstance() being
called.

However, it might be ok if in those cases your api request will indeed
need start again fresh, depending on it's duration, and maybe whether
it changes state on the server. But for your run of the mill
orientation change, onRetainNonConfigurationInstance() is apparently
being reliable called, and it has been suggested on this list a number
of times that it is intended to be used for objects that can't be
stored in a bundle, like for example sockets.

Michael

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[android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-18 Thread Robert Green
Great!  I'm glad you got it to work.

FYI - CopyTexImage2D is a pipeline stall so you will want to set up
your rendering order to account for that.  I'm not sure how to
optimize but I would try having it be as near to last as possible to
start with.

I don't know how to get the SubImage function to work.  As far as I
understand, you must start with an allocated texture space using
TexImage2D and then and only then after that can you use
SubTexImage2D.  Please correct me if I'm wrong.

I'd like to recommend checking for the FrameBufferObject (FBO)
extension and using that instead of this function when available.  I
think all of the ES2 chips support it.  It's much faster, but you'll
need to fallback to this when it's not supported.

On Apr 18, 12:30 am, Andres Colubri andres.colu...@gmail.com wrote:
 I finally got glCopyTexImage2D t work, using a power-of-two texture as
 you suggested, and GL_RGB as internal format passed to glCopyTexImage2D
 (the internal format of the texture is GL_RGBA).

 glCopyTexSubImage2D doesn't seem to work though. As far as I understand
 from reading the OpenGL ES documentation, this call:

 glCopyTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);

 should be equivalent to:

 glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0)

 if the internal format of the bound texture is RGB. Am I correct?

 Thanks for the feedback.





 Robert Green wrote:
  Have you tried copying it to a power of 2 texture instead of the
  viewport dimensions?  I'd test with 512x256 and see if that works.

  On Apr 16, 10:22 pm, Andres Colubri andres.colu...@gmail.com wrote:

  Any updates on this one? I have been trying to copy the contents of the
  back buffer into an opengl texture, but without success. I'm using the
  same method mentioned in the first post of this thread:

  gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0);

  where w and h are the current width and height of the screen,
  respectively. This works fine on the emulator, but it returns garbage
  back into the texture on the actual device.
  The phone is a Nexus One.

  On Dec 11 2009, 11:56 pm, scott19_68 sw.cop...@gmail.com wrote:
    Works for me on my HTC Hero - I too could only use RGB and not RGBA.
    Emulator flips the textures upside down though...

    Does anyone else have more information regarding other phones?  I have
    an app on the app store that uses this method and I am suspecting that
    it does not work for all current phones.  I get really useful comments
    like 'Does not work on Tattoo - nuff said'...

    Not sure if the forum rules prevent me from mentioning my app so PM me
    if you'd like to help out and test - I'd definitely appreciate it very
    much and would be willing to help you out in return regarding OpenGL
    development questions...

    On Nov 21, 4:45 pm, Ben Gotow bengo...@gmail.com wrote:

     Hey everyone,

     I'm porting anOpenGLapp from the iPhone to Android, and I need to
     renderOpenGLcontent to a texture. Since framebuffers are not
     available inOpenGL1.0 and the DROID is the only Android phone to
     support the framebuffer extension, I'm trying to draw usingOpenGLand
     then copy the result into a texture usingglCopyTexImage2D. However,
     my initial findings are not good:

     1.glCopyTexImage2Dworks in the Android emulator (OS v. 1.5), but
     only with GL10.GL_RGB, not GL_RGBA. If you try to copy the alpha data
     from the scene into the texture, you just get a completely white
     texture.

     2.glCopyTexImage2Ddoesn't seem to work _at all_ on the Android G1.
     It does not throw an UnsupportedOperationException but after calling
     it, the texture is completely white.

     Has anyone successfully usedglCopyTexImage2Don an actual device? If
     so, could you please post a bit of the code you're using? I suspect it
     works only with specific settings, if at all. Right now, I'm calling
     it like this:

     gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGBA, 0,0, 256,
     256, 0);

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To 

[android-developers] Re: requestLocationUpdates issue

2010-04-18 Thread Bob Kerns
Actually, just because something is a background service does NOT mean
it is running in a different thread.

Background services run in the main thread. I suspect that this point
of confusion may be involved in your problem, though I don't quite
spot the problem.

Also, you have a handler there that basically loops forever. That's
kind of an oxymoron. If you're going to do that, why involve a handler
at all? If I parse it correctly, it's not the main thread it'll be
blocking, but still... if something in that thread is posting via that
thread's looper rather than the context, that won't be processed.

Finally, never, ever, call getApplicationContext(). The return value
is not useful to us mortals. Supply the service itself as the context.
To make things maximally confusing, getApplicationContext() will
appear to work in most circumstances. But it's always the wrong way to
get a context to use.

On Apr 17, 2:05 pm, Tejas tej...@gmail.com wrote:
 Ah... I got this working. Still I'm not sure of the reason for this
 (some thread issue I suppose) It would be great if someone can throw
 some light on this.

 I was instantiating the sensor class in a background service.So the
 thread in which it was running was different than the main thread.
 I was doing something like this:

 public class ManagerService extends Service {

         private final String LTAG = this.getClass().getName();
         private volatile Looper mServiceLooper;
         private volatile ServiceHandler mServiceHandler;

         private final class ServiceHandler extends Handler{
                 public ServiceHandler(Looper myLooper) {
                         super(myLooper);
                 }

                 public void handleMessage(Message msg) {
                         Log.v(LTAG, handleMessage Called);
                         super.handleMessage(msg);

                         // Class Instantiation
                         GPSSensor gs = new GPSSensor();
                         gs.setContext(getApplicationContext());
                         gs.startSensing()

                         // Main service loop
                         while(CARuntimes.MainServiceRunFlag == true){
                                 Log.v(LTAG, In service Loop);
                                 // Do something

                                 SystemClock.sleep(6);

                         }//while

                 }
         }

         public void onCreate() {
                 super.onCreate();
                 HandlerThread myThread = new HandlerThread(Main Service 
 Thread);
                 myThread.start();

                 mServiceLooper = myThread.getLooper();
                 mServiceHandler = new ServiceHandler(mServiceLooper);
         }

         public void onStart(Intent intent, int startId) {
                 super.onStart(intent, startId);

                 Message msg = mServiceHandler.obtainMessage();
                 //msg.obj = blah blah
                 mServiceHandler.sendMessage(msg);

         }

         public void onDestroy() {
                 Log.v(LTAG, onDestroy called, quitting looper);
                 super.onDestroy();

                 mServiceLooper.quit();
         }

         public IBinder onBind(Intent arg0) {
                 return null;
         }

 }

 So, I was instantiating the GPSSensor in the handleMessage method. I
 moved this to the onStart method and it started working.
 I'm not sure why it wasn't working earlier and now has started working
 with this change.
 It will be great if anyone can explain this.

 Cheers,
 Tejas

 On Apr 17, 1:59 am, Tejas tej...@gmail.com wrote:





  Hi,

  My class listed below is not working. No idea whatsoever. The
  onLocationChanged method is never getting called !
  I checked the logs for any errors/exceptions. I have the required
  permissions set (fine and course locations).
  I doubt the Context I'm setting from the caller. I'm using
  getApplicationContext() to pass to the setContext method in this
  class.
  Can anyone please help ?

  public class GPSSensor implements CASensor {

          private String LTAG = this.getClass().getName();
          Context myContext;
          private String GPSData;
          public LocationManager lMgr;
          public LocationListener myLocListener = new LocationListener() {

                  public void onStatusChanged(String provider, int status, 
  Bundle
  extras) {
                          Log.v(LTAG, === Here 1 );
                  }

                  public void onProviderEnabled(String provider) {
                          Log.v(LTAG, === Here 2 );
                  }

                  public void onProviderDisabled(String provider) {
                          Log.v(LTAG, === Here 3 );
                  }

                  public void onLocationChanged(Location location) {
                          if (location != null){
                         

Re: [android-developers] Re: Selling outside the Android Market-- Use Google Checkout to sell direct from website??? SlideMe.Org??

2010-04-18 Thread Shane Isbell
On Sat, Apr 17, 2010 at 7:57 PM, George | SlideME
george.slid...@gmail.comwrote:


 Wish to also say thank you to Paul for uploading his application to
 SlideME, considering the negativity of this thread from an ex-partner. I am
 sure Paul and many others will be well looked after as best as we can and
 have their say one day.

I'd prefer if Paul could have his say right now. Paul, does this mean you
investigation turned up positive results for dev payments from SlideME?

According to a post by Koxx on androidforums (on April 3, 2010), payment
from SlideME was still in progress. George said SlideME already paid him.
What gives? Something really doesn't add up now.

Thanks,
Shane

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[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-18 Thread Eong
Thanks, Mario.
I think it's somewrong with the driver or the chip. It's not just a
bandwidth problem. If it's really a bandwidth problem, it only has 1/7
bandwidth of milestone? (150ms compare to 20ms with a full screen
tex).That's very funny.

I'm working on some libs, which will be used for our tools and games.
When a full screen update only takes 20+ms, it's usable in some
conditions as it already gets at least 40fps.


On 4月17日, 下午6时22分, Mario Zechner badlogicga...@gmail.com wrote:
 It seems that the msm chips are notorious for having a low bandwidth.
 There's really no solution to that problem other than

 1) lowering your texture size
 2) lowering the bit depth of the texture, e.g. instead of using
 RGBA use RGBA444 or RGB565
 2) uploading your texture in patches, e.g. split it up into 4 smaller
 parts and upload one part each frame. This will probably lead to
 artifacts if your frame rate is low but could work otherwise.

 Just out of curiousity: why do you have to upload such a big texture
 each frame? If you'd state your scenario in detail we might be able to
 suggest other solutions to the problem.

 On 17 Apr., 12:10, Eong eong.c...@gmail.com wrote:



  Robert,
     Sorry, it's not text, it's tex. I just use this to draw the
  background.
     I just want to know why nexus one is so slow with this. It takes
  20ms on my milestone but it takes at least 80ms on the nexus one, for
  one frame.

  On 4月17日, 上午2时08分, Robert Green rbgrn@gmail.com wrote:

   Eong,

   You said you are uploading every frame just to draw text?  There are
   much more efficient ways to do that.

   On Apr 16, 11:14 am, Eong eong.c...@gmail.com wrote:

I'm afraid it's not a same problem.
My problem only happenes on Snapdragon phones.
It's fine on Milestone or Droid. I found a few threads about this but
no solution.

On 4月16日, 下午9时15分, Felipe Silveira webfel...@gmail.com wrote:

 Just a guess: It can be the same error reported 
 here:http://code.google.com/p/android/issues/detail?id=7520

 Take a look...

 Felipe Silveirahttp://www.felipesilveira.com.br

 On Fri, Apr 16, 2010 at 8:40 AM, Eong eong.c...@gmail.com wrote:
  Hi,
  We are developing 2D games. And we found our game works fine except
  the snapdragon chips, like Nexus one and Liquid A1. It even runs 
  fine
  on G1.

  We use GLSurfaceView, and we useglTexImage2Dand glTexIsubmage2D to
  put on the text and then draw.
  TheglTexImage2Dclass take more than 100ms on Nexus one (1024x512 pix
  tex). It's very strange, G1 is even faster than this.
  If anyone know something about this?

  -Code
  snip---
                                         
  gl.glClear(GL10.GL_COLOR_BUFFER_BIT
  | GL10.GL_DEPTH_BUFFER_BIT);

   gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, m_width,
  m_height, GL10.GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);

                                         
  ((GL11Ext)gl).glDrawTexiOES(0, 0, 0,
  m_width, m_height);

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 --
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 Engenharia da Computação
 Universidade Federal de Itajubáhttp://www.felipesilveira.com.br
 MSN: felipeuni...@hotmail.com
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[android-developers] Socket + SurfaceView + multiplayer game problem. Need Help

2010-04-18 Thread croco
Hi all,

I'm developping a simple realtime action game 4 Android.
It works nice. but now i want deal with animation FPS and i'm facing a
big problem i can't solve since couple days now.

I started from the famous Lunar Android sample using facebook. got
55-60 frame per second on my G1.
it smelt good for my game i thought ... BUT when i plugged the surface
view in my game i got a poor 6-9 Frame per second making the game
unplayable.

After debugging removing all content of my doDraw used by the thread
controlling the surface view i found the problem.

The problem is not the quantity of sprites i displayed but the
concurrency between threads used for receiving my game data over TCP
and the UI thread i use to control surface view.

If when i start displaying the game i stop the my socket protocol
threads (reader, writer) the game is refreshed at 25 FPS which is not
50 FPS but large enought to make the game playable.

So my question is how in realtime game for android i can send /
received data (and not delayed of course) without killing the game
refresh rate.

Last thing i use canvas and not open gl but i don't need open gl and i
really see the problem comes from the multithreading

Thanks a Lot for your help.

Luc

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[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-18 Thread Robert Green
Eong,

All Mario and I are trying to say is that the thing you are trying to
do (upload textures every frame) is generally not considered a good
practice and workarounds usually exist that are more efficient,
especially if you can target higher levels of opengl or use extensions
like framebufferobjects.  If you would be willing to tell us something
a little bit more specific about what you're doing that requires a
texture update every frame, we could potentially offer some more
efficient ways of doing it.

On Apr 18, 2:44 am, Eong eong.c...@gmail.com wrote:
 Thanks, Mario.
 I think it's somewrong with the driver or the chip. It's not just a
 bandwidth problem. If it's really a bandwidth problem, it only has 1/7
 bandwidth of milestone? (150ms compare to 20ms with a full screen
 tex).That's very funny.

 I'm working on some libs, which will be used for our tools and games.
 When a full screen update only takes 20+ms, it's usable in some
 conditions as it already gets at least 40fps.

 On 4月17日, 下午6时22分, Mario Zechner badlogicga...@gmail.com wrote:





  It seems that the msm chips are notorious for having a low bandwidth.
  There's really no solution to that problem other than

  1) lowering your texture size
  2) lowering the bit depth of the texture, e.g. instead of using
  RGBA use RGBA444 or RGB565
  2) uploading your texture in patches, e.g. split it up into 4 smaller
  parts and upload one part each frame. This will probably lead to
  artifacts if your frame rate is low but could work otherwise.

  Just out of curiousity: why do you have to upload such a big texture
  each frame? If you'd state your scenario in detail we might be able to
  suggest other solutions to the problem.

  On 17 Apr., 12:10, Eong eong.c...@gmail.com wrote:

   Robert,
      Sorry, it's not text, it's tex. I just use this to draw the
   background.
      I just want to know why nexus one is so slow with this. It takes
   20ms on my milestone but it takes at least 80ms on the nexus one, for
   one frame.

   On 4月17日, 上午2时08分, Robert Green rbgrn@gmail.com wrote:

Eong,

You said you are uploading every frame just to draw text?  There are
much more efficient ways to do that.

On Apr 16, 11:14 am, Eong eong.c...@gmail.com wrote:

 I'm afraid it's not a same problem.
 My problem only happenes on Snapdragon phones.
 It's fine on Milestone or Droid. I found a few threads about this but
 no solution.

 On 4月16日, 下午9时15分, Felipe Silveira webfel...@gmail.com wrote:

  Just a guess: It can be the same error reported 
  here:http://code.google.com/p/android/issues/detail?id=7520

  Take a look...

  Felipe Silveirahttp://www.felipesilveira.com.br

  On Fri, Apr 16, 2010 at 8:40 AM, Eong eong.c...@gmail.com wrote:
   Hi,
   We are developing 2D games. And we found our game works fine 
   except
   the snapdragon chips, like Nexus one and Liquid A1. It even runs 
   fine
   on G1.

   We use GLSurfaceView, and we useglTexImage2Dand glTexIsubmage2D to
   put on the text and then draw.
   TheglTexImage2Dclass take more than 100ms on Nexus one (1024x512 
   pix
   tex). It's very strange, G1 is even faster than this.
   If anyone know something about this?

   -Code
   snip---
                                          
   gl.glClear(GL10.GL_COLOR_BUFFER_BIT
   | GL10.GL_DEPTH_BUFFER_BIT);

    gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, m_width,
   m_height, GL10.GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_byteCanvas);

                                          
   ((GL11Ext)gl).glDrawTexiOES(0, 0, 0,
   m_width, m_height);

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  --
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  Engenharia da Computação
  Universidade Federal de Itajubáhttp://www.felipesilveira.com.br
  MSN: felipeuni...@hotmail.com
  -

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[android-developers] Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
Just wondering if anyone can speak on this yet.  I'd really like to
know what the state of that fix is as 2.1 is rolled out onto first
generation (MSM7200-based) devices.  As it stands, I don't see much of
a problem with touch eating up CPU on the Droid and N1 but those are
much faster phones so I don't think it would be quite as pronounced on
them.  My current 1.6 devices (G1 and Tattoo) cut my framerates in
half during any touch (with the sleep hack, even).  I optimized my new
games so that they would run well-enough (25-40fps) on that hardware
but they have very touch-centric interfaces so won't work well with
that bug.  I talked to a few people who run 2.0/2.1 mods on their G1s
and they said the problem isn't any better.  They still see the big
slowdown.  I tested on my 1.6 emulator vs a 2.1 emulator and there is
a huge improvement.  The 1.6 emulator slows down just like my G1 does
and the 2.1 emulator shows only a tiny bit of slowdown, which is what
I was hoping for.  That's encouraging, but I have yet to see a real
2.1 MSM7200 update in the field so I don't know what to think yet.

Anyone got anything concrete on this?

Thanks!

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[android-developers] Re: memory problem with image... but strange...

2010-04-18 Thread Kofa
It wasn't solved, now it ask for less memory but still outOfMemory
sometimes. I really don't know what to do if anyone knows how to
solve it, please tell me!!!

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[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
Actually I take it back about the emulators.  I just tested again in
the 2.1 emulator and realized that in my first test, I was holding the
finger down on the screen but unlike a device, it doesn't send
constant motion events if you hold the cursor still.  Moving the
cursor (touch) around caused the same problem as on 1.6!  Now I'm a
little worried.  Is this problem really still not fixed?

On Apr 18, 4:30 am, Robert Green rbgrn@gmail.com wrote:
 Just wondering if anyone can speak on this yet.  I'd really like to
 know what the state of that fix is as 2.1 is rolled out onto first
 generation (MSM7200-based) devices.  As it stands, I don't see much of
 a problem with touch eating up CPU on the Droid and N1 but those are
 much faster phones so I don't think it would be quite as pronounced on
 them.  My current 1.6 devices (G1 and Tattoo) cut my framerates in
 half during any touch (with the sleep hack, even).  I optimized my new
 games so that they would run well-enough (25-40fps) on that hardware
 but they have very touch-centric interfaces so won't work well with
 that bug.  I talked to a few people who run 2.0/2.1 mods on their G1s
 and they said the problem isn't any better.  They still see the big
 slowdown.  I tested on my 1.6 emulator vs a 2.1 emulator and there is
 a huge improvement.  The 1.6 emulator slows down just like my G1 does
 and the 2.1 emulator shows only a tiny bit of slowdown, which is what
 I was hoping for.  That's encouraging, but I have yet to see a real
 2.1 MSM7200 update in the field so I don't know what to think yet.

 Anyone got anything concrete on this?

 Thanks!

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[android-developers] OutOfMemory problem

2010-04-18 Thread Kofa
I really don't know why it's giving me this error...
I load an ImageView with an image of 692kb .jpg, using scroll options,
so you can scroll it around... the strange it's that when the mobile
it's connected to the VM it's less possible to happen.
So...how can I prevent this? is there anyway that I can free memory
when starting the app? can I tell the system to free memory before
loading the image? please show me the path =Pthx a lot!

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Re: [android-developers] Socket + SurfaceView + multiplayer game problem. Need Help

2010-04-18 Thread satish bhoyar
Hi,

I am not big Android programmer .. I cant solve this problem ...  but wish
to learn this cocept like u have ,Socket + surfaceView is there any
specific link that u have through which i can learn abt this ..?

please send me if u can ...

thanks,
satish
On Sun, Apr 18, 2010 at 1:48 PM, croco zeug...@gmail.com wrote:

 Hi all,

 I'm developping a simple realtime action game 4 Android.
 It works nice. but now i want deal with animation FPS and i'm facing a
 big problem i can't solve since couple days now.

 I started from the famous Lunar Android sample using facebook. got
 55-60 frame per second on my G1.
 it smelt good for my game i thought ... BUT when i plugged the surface
 view in my game i got a poor 6-9 Frame per second making the game
 unplayable.

 After debugging removing all content of my doDraw used by the thread
 controlling the surface view i found the problem.

 The problem is not the quantity of sprites i displayed but the
 concurrency between threads used for receiving my game data over TCP
 and the UI thread i use to control surface view.

 If when i start displaying the game i stop the my socket protocol
 threads (reader, writer) the game is refreshed at 25 FPS which is not
 50 FPS but large enought to make the game playable.

 So my question is how in realtime game for android i can send /
 received data (and not delayed of course) without killing the game
 refresh rate.

 Last thing i use canvas and not open gl but i don't need open gl and i
 really see the problem comes from the multithreading

 Thanks a Lot for your help.

 Luc

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[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Mario Zechner
I can confirm that the issue is still there in Android 2.0.1 on my
Milestone as well (and more pronounced) on my HTC Hero which still
runs 1.5. I put together a quick test that you can download from
http://file-pasta.com/file/0/touchflood.apk (Note: it's 300kb because
i used a game dev framework to put that together which features a bit
more than is needed).

Observations on 2.0.1:
- Touching alone decreases the performance a bit, around 2-4 frames
are lost
- Touching and moving the finger around makes things works, the frame
rate drops by up to 8fps
- The slow down is not constant but fluctuates a lot.
- Sleeping in onTouch does not solve the problem at all (sleep times
from 16 to 40ms) but only increases the lag in user input

At least there's no garbage collection in 2.0.1 anymore due to touch
events.

On 18 Apr., 11:46, Robert Green rbgrn@gmail.com wrote:
 Actually I take it back about the emulators.  I just tested again in
 the 2.1 emulator and realized that in my first test, I was holding the
 finger down on the screen but unlike a device, it doesn't send
 constant motion events if you hold the cursor still.  Moving the
 cursor (touch) around caused the same problem as on 1.6!  Now I'm a
 little worried.  Is this problem really still not fixed?

 On Apr 18, 4:30 am, Robert Green rbgrn@gmail.com wrote:



  Just wondering if anyone can speak on this yet.  I'd really like to
  know what the state of that fix is as 2.1 is rolled out onto first
  generation (MSM7200-based) devices.  As it stands, I don't see much of
  a problem with touch eating up CPU on the Droid and N1 but those are
  much faster phones so I don't think it would be quite as pronounced on
  them.  My current 1.6 devices (G1 and Tattoo) cut my framerates in
  half during any touch (with the sleep hack, even).  I optimized my new
  games so that they would run well-enough (25-40fps) on that hardware
  but they have very touch-centric interfaces so won't work well with
  that bug.  I talked to a few people who run 2.0/2.1 mods on their G1s
  and they said the problem isn't any better.  They still see the big
  slowdown.  I tested on my 1.6 emulator vs a 2.1 emulator and there is
  a huge improvement.  The 1.6 emulator slows down just like my G1 does
  and the 2.1 emulator shows only a tiny bit of slowdown, which is what
  I was hoping for.  That's encouraging, but I have yet to see a real
  2.1 MSM7200 update in the field so I don't know what to think yet.

  Anyone got anything concrete on this?

  Thanks!

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[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
I've tried sleep() and have switched to wait(1000), notify() / yield()
as outlined by some other devs.  I have no empirical evidence that one
works any better than the other.  Both consume a range between 25-36%
of the CPU by system_process while touching.  That's a full third of
the CPU of the device just to give me coordinates off the touch
screen.  No one has a good workaround for this it seems and seeing the
problem on the 2.1 emulator makes me think that Google Android devs
have swept it aside with a casual It's good enough.  Let's see
replica island switch to constant-touch controls (virtual joystick or
virtual dpad) and retain framerates over 20 with that input scheme on
any MSM7200-based device.

I'm a little frustrated.  I've spent the last 6 months writing two
really nice games (Best work I've ever done in my 11 year programming
career, in fact) and this is their main issue now.  They run fantastic
on the Droid and N1, of course, and even get solid framerates on the
MSM7200 up until you touch the screen... Then it's lag-city all the
way home.

I'm ready to put up a decent cash bounty for someone that can provide
a reliable solution to this that doesn't involve me taking away the
constant-touch controls.  Contact me if you have experience fixing
this problem and are sure you can do it.

On Apr 18, 5:41 am, Mario Zechner badlogicga...@gmail.com wrote:
 I can confirm that the issue is still there in Android 2.0.1 on my
 Milestone as well (and more pronounced) on my HTC Hero which still
 runs 1.5. I put together a quick test that you can download 
 fromhttp://file-pasta.com/file/0/touchflood.apk(Note: it's 300kb because
 i used a game dev framework to put that together which features a bit
 more than is needed).

 Observations on 2.0.1:
 - Touching alone decreases the performance a bit, around 2-4 frames
 are lost
 - Touching and moving the finger around makes things works, the frame
 rate drops by up to 8fps
 - The slow down is not constant but fluctuates a lot.
 - Sleeping in onTouch does not solve the problem at all (sleep times
 from 16 to 40ms) but only increases the lag in user input

 At least there's no garbage collection in 2.0.1 anymore due to touch
 events.

 On 18 Apr., 11:46, Robert Green rbgrn@gmail.com wrote:





  Actually I take it back about the emulators.  I just tested again in
  the 2.1 emulator and realized that in my first test, I was holding the
  finger down on the screen but unlike a device, it doesn't send
  constant motion events if you hold the cursor still.  Moving the
  cursor (touch) around caused the same problem as on 1.6!  Now I'm a
  little worried.  Is this problem really still not fixed?

  On Apr 18, 4:30 am, Robert Green rbgrn@gmail.com wrote:

   Just wondering if anyone can speak on this yet.  I'd really like to
   know what the state of that fix is as 2.1 is rolled out onto first
   generation (MSM7200-based) devices.  As it stands, I don't see much of
   a problem with touch eating up CPU on the Droid and N1 but those are
   much faster phones so I don't think it would be quite as pronounced on
   them.  My current 1.6 devices (G1 and Tattoo) cut my framerates in
   half during any touch (with the sleep hack, even).  I optimized my new
   games so that they would run well-enough (25-40fps) on that hardware
   but they have very touch-centric interfaces so won't work well with
   that bug.  I talked to a few people who run 2.0/2.1 mods on their G1s
   and they said the problem isn't any better.  They still see the big
   slowdown.  I tested on my 1.6 emulator vs a 2.1 emulator and there is
   a huge improvement.  The 1.6 emulator slows down just like my G1 does
   and the 2.1 emulator shows only a tiny bit of slowdown, which is what
   I was hoping for.  That's encouraging, but I have yet to see a real
   2.1 MSM7200 update in the field so I don't know what to think yet.

   Anyone got anything concrete on this?

   Thanks!

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[android-developers] Disable or Override the Car Dock App

2010-04-18 Thread shookie10
Is there any way to disable or override the car dock app?  I want the
application that I am writing to be able to launch when the device is
placed into the car dock.  I have created a BroadcastReceiver for my
app but the standard car dock app displays, not my app.  I know that
my broadcast receiver is working because when I click the back button
on the device from the car dock app it shows my app.  How do I get it
to not show the car dock app?  There is no listing for the car dock
app in the list of installed apps on the phone.  The only solution I
have found on the web is to root your phone and change the .apk file
name.  I can't expect my users to do that.  Any help greatly
appreciated.

Thanks

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Re: [android-developers] Disable or Override the Car Dock App

2010-04-18 Thread Mark Murphy
shookie10 wrote:
 Is there any way to disable or override the car dock app? 

You should be able to provide an alternative to the car dock app by
having an activity with an intent-filter with the CATEGORY_CAR_DOCK
category.

I would expect the user to then get a choice of what activity to start
when they dock their phone, just as there is with a replacement home screen.

However, I don't have a car dock and so have not experimented with this
category.

 I have created a BroadcastReceiver for my
 app but the standard car dock app displays, not my app.

To quote the documentation:

To launch an activity from a dock state change, use CATEGORY_CAR_DOCK
or CATEGORY_DESK_DOCK instead. 

(that's from the docs for ACTION_DOCK_EVENT, which is what your
BroadcastReceiver presumably listens for)

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

Android 2.x Programming Books: http://commonsware.com/books

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[android-developers] Re: Socket + SurfaceView + multiplayer game problem. Need Help

2010-04-18 Thread croco
FYI,

I've raised to 18 FPS by using LinkedBlockingQueue instead of 8FPS
with while design in Socket writer.
But we are far from 60FPS per second.

Any help?

Thanks

Luc

On 18 avr, 10:18, croco zeug...@gmail.com wrote:
 Hi all,

 I'm developping a simple realtime action game 4 Android.
 It works nice. but now i want deal with animation FPS and i'm facing a
 big problem i can't solve since couple days now.

 I started from the famous Lunar Android sample using facebook. got
 55-60 frame per second on my G1.
 it smelt good for my game i thought ... BUT when i plugged the surface
 view in my game i got a poor 6-9 Frame per second making the game
 unplayable.

 After debugging removing all content of my doDraw used by the thread
 controlling the surface view i found the problem.

 The problem is not the quantity of sprites i displayed but the
 concurrency between threads used for receiving my game data over TCP
 and the UI thread i use to control surface view.

 If when i start displaying the game i stop the my socket protocol
 threads (reader, writer) the game is refreshed at 25 FPS which is not
 50 FPS but large enought to make the game playable.

 So my question is how in realtime game for android i can send /
 received data (and not delayed of course) without killing the game
 refresh rate.

 Last thing i use canvas and not open gl but i don't need open gl and i
 really see the problem comes from the multithreading

 Thanks a Lot for your help.

 Luc

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[android-developers] Re: Clear defaults programmatically

2010-04-18 Thread Menion
I'm using this code ... hope it helps

PreferenceManager.getDefaultSharedPreferences(context).edit().clear().commit();

On Apr 16, 11:09 am, Bonifaz bonifaz.kaufm...@gmail.com wrote:
 Does anyone know
 how to clear defaults of my own app by code.

 I know that a user can always go to Manage Applications, find my app
 and click the button there to clear previously assigned default
 actions. But for most users this isn't intuitive at all.

 I would like to offer my customers a solution to clear defaults within
 my own app if they don't like to use my app as a replacement for a
 specific action anymore.

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[android-developers] Disabling records in a List View

2010-04-18 Thread Prathamesh Shetye
I have a list view which is populated via records from the database.
Now i have to make some records visible but unavailable for selection,
how can i achieve that?

here's my code

public class SomeClass extends ListActivity {

private static ListString products;

private DataHelper dh;

public void onCreate(Bundle savedInstanceState) {

dh = new DataHelper(this);

products = dh.GetMyProducts();  /* Returns a ListString*/

super.onCreate(savedInstanceState);

setListAdapter(new ArrayAdapterString(this, 
R.layout.myproducts,
products));

ListView lv = getListView();
lv.setTextFilterEnabled(true);

lv.setOnItemClickListener(
new OnItemClickListener() {
@Override
public void onItemClick(AdapterView? arg0, 
View arg1, int arg2,
long arg3) {
// TODO Auto-generated method stub
Toast.makeText(getApplicationContext(), 
((TextView)
arg1).getText(),
  Toast.LENGTH_SHORT).show();
}
}
);
}
}


The layout file myproducts.xml is as follows

?xml version=1.0 encoding=utf-8?
TextView   xmlns:android=http://schemas.android.com/apk/res/android;
android:layout_width=fill_parent
android:layout_height=wrap_content
android:padding=10dp
android:textSize=16sp
/TextView

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Re: [android-developers] Disabling records in a List View

2010-04-18 Thread Mark Murphy
Prathamesh Shetye wrote:
 I have a list view which is populated via records from the database.
 Now i have to make some records visible but unavailable for selection,
 how can i achieve that?

Step #1: Create your own subclass of ArrayAdapter

Step #2: Override areAllItemsEnabled() in that subclass to return false

Step #3: Override isItemEnabled() in that subclass to return true for
the enabled positions and false for the disabled positions

Note that disabled rows do not get dividers around them. Dividers only
separate a pair of enabled rows.

-- 
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http://commonsware.com | http://twitter.com/commonsguy

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

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[android-developers] Re: Disabling records in a List View

2010-04-18 Thread Prathamesh Shetye
Thanks Mark, I'll try it out.

Cheers!

On Apr 18, 6:20 pm, Mark Murphy mmur...@commonsware.com wrote:
 Prathamesh Shetye wrote:
  I have a list view which is populated via records from the database.
  Now i have to make some records visible but unavailable for selection,
  how can i achieve that?

 Step #1: Create your own subclass of ArrayAdapter

 Step #2: Override areAllItemsEnabled() in that subclass to return false

 Step #3: Override isItemEnabled() in that subclass to return true for
 the enabled positions and false for the disabled positions

 Note that disabled rows do not get dividers around them. Dividers only
 separate a pair of enabled rows.

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

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

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[android-developers] Re: HTC Desire keyboard problem

2010-04-18 Thread jamesc
Hi Michael

It'll be the Sense UI's IME which has different behaviour to the stock
Android IME. Sadly, I'd suggest that you get your hands on a Sense UI-
equipped device (even a Hero, which whilst it has 1.5 on it, may help
you track that issues).

When you say that ACTION_UP doesn't work, is this for all key presses,
or just some in particular?  A bit more information on what you're
attempting to capture with ACTION_UP would be helpful in order to
allow to to get some useful debug prints out.

On Apr 17, 8:46 am, Michael Rueger mike.rue...@gmail.com wrote:
 Hi all,

 a day away from deployment...
 Our application which we had tested on a G1 with 1.6 and a Nexus with
 2.1 suddenly has unexpected problems on a HTC desire (German version)
 with 2.1.

 It seems that the keyboard behaves differently:

 - event.getAction() == KeyEvent.ACTION_UP
 doesn't work/fire

 - android:imeOptions=actionNext
 doesn't seem to be honored by the keyboard (it keeps the return button)

 Unfortunately I don't have access to the phone (a user did some testing)
 so I can't debug.

 Any ideas?

 Michael

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Re: [android-developers] Re: What's wrong with this location code?

2010-04-18 Thread Michael Thomas

patbenatar wrote:

Perhaps you are forgetting about the chain and theodolite provider.



Mike-

What are those? The LocationManager class only has these two provider
constants: GPS_PROVIDER, NETWORK_PROVIDER.
  


I was just making a funny, but the larger point is to not code things as 
if these are
the only two forever more, (think ultimately Galileo as an example), and 
certainly
don't make assumptions about the accuracy of resolution (Galileo is 
supposed to be

quite a bit more accurate once its constellation is up).

Mike


Thanks!
Nick




On Apr 17, 2:57 am, Michael Thomas enervat...@gmail.com wrote:
  

patbenatar wrote:


You really have no reason to have a LocationListener[10] array...
There are really only two location providers, Network and GPS. So all
you need are two LocationListeners: fineLocationListener and
coarseLocationListener.
  

Perhaps you are forgetting about the chain and theodolite provider.

Mike ;-)

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[android-developers] Using Selector to change ImageButton's background while keeping the content image

2010-04-18 Thread Sebastian Mauer
Hi there,

I am currently trying to customize ImageButton to show different
draweables as background of the Button while keeping
the image set via the src attribute.

That's my custom_button.xml:

?xml version=1.0 encoding=utf-8?
selector xmlns:android=http://schemas.android.com/apk/res/android;
 item android:state_pressed=true
   android:drawable=@drawable/round_list_item / !--
pressed --
 item android:state_focused=true
   android:drawable=@drawable/round_list_item / !--
focused --
 item android:drawable=@drawable/transparent / !-- default --

/selector

And this is the actual definition of the ImageButton:
ImageButton android:background=@drawable/custom_button
android:src=@drawable/attach_icon android:id=@+id/test_button
android:layout_height=35dip android:layout_width=35dip/
ImageButton

Unfortunately all I get is the background from the selector xml
(whichs is btw working as expected) but not the image I have set via
the src attribute.
So basically all I want is to replace the standard state background
drawables while keeping the ability to set a foreground/content image.

Am I doing something wrong here?

Greetings,

maui

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[android-developers] Re: Disabling records in a List View

2010-04-18 Thread Prathamesh Shetye
Hi Mark, Here's what I did

My Existing Class extending ListActivity

/
***/
public class LifeProducts extends ListActivity {

private static ListString products;
private static ListString actives;

private DataHelper dh;
private ListMyProducts ips;

public void onCreate(Bundle savedInstanceState) {

dh = new DataHelper(this);
ips = dh.GetMyProducts();

products = new ArrayListString();
actives = new ArrayListString();

for(MyProducts ip : ips){
products.add(ip.name);

if (ip.active == 0)
actives.add(N);
else
actives.add(Y);
}

super.onCreate(savedInstanceState);

ProductAdapterString pas = new ProductAdapterString(this,
R.layout.life_products, products);
pas.setActiveList(actives);
setListAdapter(pas);

ListView lv = getListView();
lv.setTextFilterEnabled(true);

lv.setOnItemClickListener(
new OnItemClickListener() {
@Override
public void onItemClick(AdapterView? arg0, 
View arg1, int arg2,
long arg3) {
// TODO Auto-generated method stub
Toast.makeText(getApplicationContext(), 
((TextView)
arg1).getText(),
  Toast.LENGTH_SHORT).show();
}
}
);
}
}

and here's how i overloaded the ArrayAdapter
/
***/
@SuppressWarnings({ unchecked, hiding })
public class ProductAdapterString extends ArrayAdapter{

public ProductAdapter(Context context, int textViewResourceId, List
objects) {
super(context, textViewResourceId, objects);
// TODO Auto-generated constructor stub
}

public ListString actives;

public void setActiveList(ListString act){
actives = act;
}

@Override
public boolean areAllItemsEnabled(){
return false;
}

@Override
public boolean isEnabled(int position){
for (String s : actives){
if (s == Y)
return true;
else
return false;
}
return true;
}
}
/
***/
Now my Database has 8 records, which are to be displayed
I am not getting any error but the my output just contains the last
records displayed 8 times

what am i doing wrong??

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Re: [android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Ralf Schneider
I have already talked a lot about the touch slow down in this forum.
There is another observation I would like to add, may be this can help to
track the problem down.

One of my projects is an Argumented Reality Game.
Of course this kind of App eats energy (CPU cycles) like crazy:

In my app I process:
The camare, OpenGL graphics, Pseudo-3D-Sound mixing (8 simultaneous samples
+ ogg-music), 2 constant sensor imputs (acceleration, magnetic) and
additional input from trackball, hardware keys and the touch screen.

The largest slow down occurs with the touch-events.

But the next big slow down occurs with the accleration and magnetic events!
I gained up to 4 FPS on a N1 by switching from SENSOR_DELAY_FASTEST to
SENSOR_DELAY_GAME.

= So I just wonder: May be the slow down is in no way specific to touch
events! Instead the whole input-queue-event handling is just horribly slow.
As everyonw has observed: Touching the screen will trigger (flood) lots of
events - This is similar as enabling input from other sensors - which can
slow down the app in a compareable way, too!
The main differences is only: Touching the screen will still trigger more
event than using a sesnor in *SENSOR_DELAY_FASTEST*. So the slow down
appears as less drastically...

After working a while with Android, I must say:
The design and architecture of the Java-API seems to be nice and well done
most of the time.
But the execution and implementation of the software stack as a whole seems
to be just slow, slow, slow, slow,  All this doesn't matter if you have
lots of servers with many cores (ENTERPRISE!) but for an
embedded-soft-realtime-device I expect more!

IMHO the OS on an embedded device with a 1 GHZ CPU should not use more than
1% of the CPU to process around thousand events per seconds - and even this
i would consider slow.
Anyway, this time I resist to go into a deeper rant.

Kind Regards,
Ralf



2010/4/18 Robert Green rbgrn@gmail.com

 I've tried sleep() and have switched to wait(1000), notify() / yield()
 as outlined by some other devs.  I have no empirical evidence that one
 works any better than the other.  Both consume a range between 25-36%
 of the CPU by system_process while touching.  That's a full third of
 the CPU of the device just to give me coordinates off the touch
 screen.  No one has a good workaround for this it seems and seeing the
 problem on the 2.1 emulator makes me think that Google Android devs
 have swept it aside with a casual It's good enough.  Let's see
 replica island switch to constant-touch controls (virtual joystick or
 virtual dpad) and retain framerates over 20 with that input scheme on
 any MSM7200-based device.

 I'm a little frustrated.  I've spent the last 6 months writing two
 really nice games (Best work I've ever done in my 11 year programming
 career, in fact) and this is their main issue now.  They run fantastic
 on the Droid and N1, of course, and even get solid framerates on the
 MSM7200 up until you touch the screen... Then it's lag-city all the
 way home.

 I'm ready to put up a decent cash bounty for someone that can provide
 a reliable solution to this that doesn't involve me taking away the
 constant-touch controls.  Contact me if you have experience fixing
 this problem and are sure you can do it.

 On Apr 18, 5:41 am, Mario Zechner badlogicga...@gmail.com wrote:
  I can confirm that the issue is still there in Android 2.0.1 on my
  Milestone as well (and more pronounced) on my HTC Hero which still
  runs 1.5. I put together a quick test that you can download fromhttp://
 file-pasta.com/file/0/touchflood.apk(Notehttp://file-pasta.com/file/0/touchflood.apk%28Note:
 it's 300kb because
  i used a game dev framework to put that together which features a bit
  more than is needed).
 
  Observations on 2.0.1:
  - Touching alone decreases the performance a bit, around 2-4 frames
  are lost
  - Touching and moving the finger around makes things works, the frame
  rate drops by up to 8fps
  - The slow down is not constant but fluctuates a lot.
  - Sleeping in onTouch does not solve the problem at all (sleep times
  from 16 to 40ms) but only increases the lag in user input
 
  At least there's no garbage collection in 2.0.1 anymore due to touch
  events.
 
  On 18 Apr., 11:46, Robert Green rbgrn@gmail.com wrote:
 
 
 
 
 
   Actually I take it back about the emulators.  I just tested again in
   the 2.1 emulator and realized that in my first test, I was holding the
   finger down on the screen but unlike a device, it doesn't send
   constant motion events if you hold the cursor still.  Moving the
   cursor (touch) around caused the same problem as on 1.6!  Now I'm a
   little worried.  Is this problem really still not fixed?
 
   On Apr 18, 4:30 am, Robert Green rbgrn@gmail.com wrote:
 
Just wondering if anyone can speak on this yet.  I'd really like to
know what the state of that fix is as 2.1 is rolled out onto first
generation (MSM7200-based) devices.  As it stands, 

[android-developers] Need some knowledge on android emulator | Please Help

2010-04-18 Thread Thisara Rupasinghe
Hi All,

I'm interested in doing some enhancements to android emulator (implement
webcam on emulator). Therefore I'm following the android source and
emulators source to get basic understanding   the connection between
modules. But its really hard to understand it for someone who is new to
android. Therefore can anyone please direct me to some resource to
understand this. May be some proper documentation, tutorials or anything
that i can understand this.

And since i'm interested in emulator if i change the code of emulator with
in external\qemu , then build it using m emulator and run using
emulator , will those changes effect or apply onto the started emulator.

And if anyone know please let me know that, what is the sdk it uses when it
run as emulator from the build android source code. Cos if i want to
install some application to that emulator how can i do that?

Please help if anyone know...

-- 
Thanks  Regards,
Thisara.

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Re: [android-developers] Re: Disabling records in a List View

2010-04-18 Thread Mark Murphy
Prathamesh Shetye wrote:
 Hi Mark, Here's what I did
 
 My Existing Class extending ListActivity
 
 /
 ***/
 public class LifeProducts extends ListActivity {
 
   private static ListString products;
   private static ListString actives;
 
   private DataHelper dh;
   private ListMyProducts ips;
 
   public void onCreate(Bundle savedInstanceState) {
 
   dh = new DataHelper(this);
   ips = dh.GetMyProducts();
 
   products = new ArrayListString();
   actives = new ArrayListString();
 
   for(MyProducts ip : ips){
   products.add(ip.name);
 
   if (ip.active == 0)
   actives.add(N);
   else
   actives.add(Y);
   }
 
   super.onCreate(savedInstanceState);
 
   ProductAdapterString pas = new ProductAdapterString(this,
 R.layout.life_products, products);
   pas.setActiveList(actives);
   setListAdapter(pas);
 
   ListView lv = getListView();
   lv.setTextFilterEnabled(true);
 
   lv.setOnItemClickListener(
   new OnItemClickListener() {
   @Override
   public void onItemClick(AdapterView? arg0, 
 View arg1, int arg2,
   long arg3) {
   // TODO Auto-generated method stub
   Toast.makeText(getApplicationContext(), 
 ((TextView)
 arg1).getText(),
 Toast.LENGTH_SHORT).show();
   }
   }
   );
   }
 }
 
 and here's how i overloaded the ArrayAdapter
 /
 ***/
 @SuppressWarnings({ unchecked, hiding })
 public class ProductAdapterString extends ArrayAdapter{
 
   public ProductAdapter(Context context, int textViewResourceId, List
 objects) {
   super(context, textViewResourceId, objects);
   // TODO Auto-generated constructor stub
   }
 
   public ListString actives;
 
   public void setActiveList(ListString act){
   actives = act;
   }
 
   @Override
   public boolean areAllItemsEnabled(){
   return false;
   }
 
   @Override
   public boolean isEnabled(int position){
   for (String s : actives){
   if (s == Y)
   return true;
   else
   return false;
   }
   return true;
   }
 }
 /
 ***/
 Now my Database has 8 records, which are to be displayed
 I am not getting any error but the my output just contains the last
 records displayed 8 times
 
 what am i doing wrong??

Get rid of @SuppressWarnings({ unchecked, hiding }) and fix whatever
warnings you're getting.

Your isEnabled() implementation is not using the position parameter.
That would seem to be an error, since the whole *point* of isEnabled()
is to indicate if the row at a certain position in your adapter is or is
not enabled.

Beyond that, I have no suggestions.

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

_Android Programming Tutorials_ Version 2.0 Available!

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[android-developers] Re: Disabling records in a List View

2010-04-18 Thread Prathamesh Shetye
never mind, solved it, cheers mate!

On Apr 18, 8:26 pm, Prathamesh Shetye prathamesh.she...@gmail.com
wrote:
 Hi Mark, Here's what I did

 My Existing Class extending ListActivity

 /
 *** 
 /
 public class LifeProducts extends ListActivity {

         private static ListString products;
         private static ListString actives;

         private DataHelper dh;
         private ListMyProducts ips;

         public void onCreate(Bundle savedInstanceState) {

                 dh = new DataHelper(this);
                 ips = dh.GetMyProducts();

                 products = new ArrayListString();
                 actives = new ArrayListString();

                 for(MyProducts ip : ips){
                         products.add(ip.name);

                         if (ip.active == 0)
                                 actives.add(N);
                         else
                                 actives.add(Y);
                 }

                 super.onCreate(savedInstanceState);

                 ProductAdapterString pas = new ProductAdapterString(this,
 R.layout.life_products, products);
                 pas.setActiveList(actives);
                 setListAdapter(pas);

                 ListView lv = getListView();
                 lv.setTextFilterEnabled(true);

                 lv.setOnItemClickListener(
                         new OnItemClickListener() {
                                 @Override
                                 public void onItemClick(AdapterView? arg0, 
 View arg1, int arg2,
                                                 long arg3) {
                                         // TODO Auto-generated method stub
                                         
 Toast.makeText(getApplicationContext(), ((TextView)
 arg1).getText(),
                                                   Toast.LENGTH_SHORT).show();
                                 }
                         }
                 );
         }

 }

 and here's how i overloaded the ArrayAdapter
 /
 *** 
 /
 @SuppressWarnings({ unchecked, hiding })
 public class ProductAdapterString extends ArrayAdapter{

         public ProductAdapter(Context context, int textViewResourceId, List
 objects) {
                 super(context, textViewResourceId, objects);
                 // TODO Auto-generated constructor stub
         }

         public ListString actives;

         public void setActiveList(ListString act){
                 actives = act;
         }

         @Override
         public boolean areAllItemsEnabled(){
                 return false;
         }

         @Override
         public boolean isEnabled(int position){
                 for (String s : actives){
                         if (s == Y)
                                 return true;
                         else
                                 return false;
                 }
                 return true;
         }}

 /
 *** 
 /
 Now my Database has 8 records, which are to be displayed
 I am not getting any error but the my output just contains the last
 records displayed 8 times

 what am i doing wrong??

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[android-developers] Re: OutOfMemory problem

2010-04-18 Thread Streets Of Boston
How big, in pixels, is the image?

On Apr 18, 5:50 am, Kofa elk...@gmail.com wrote:
 I really don't know why it's giving me this error...
 I load an ImageView with an image of 692kb .jpg, using scroll options,
 so you can scroll it around... the strange it's that when the mobile
 it's connected to the VM it's less possible to happen.
 So...how can I prevent this? is there anyway that I can free memory
 when starting the app? can I tell the system to free memory before
 loading the image? please show me the path =Pthx a lot!

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Re: [android-developers] Re: glCopyTexImage2D - Success anyone?

2010-04-18 Thread Andres Colubri


FYI - CopyTexImage2D is a pipeline stall so you will want to set up
your rendering order to account for that.  I'm not sure how to
optimize but I would try having it be as near to last as possible to
start with.
Thanks for the recommendation. In fact, I'm using it as the very last 
function in the rendering sequence. The effect on the performance is 
quite noticeable: the framerate goes from 60 down to 20 when doing 
copying a 256x512 texture.



I don't know how to get the SubImage function to work.  As far as I
understand, you must start with an allocated texture space using
TexImage2D and then and only then after that can you use
SubTexImage2D.  Please correct me if I'm wrong.
  
I have a suspicion as for the reason why CopyTexSubImage2D doesn't work. 
First of all, CopyTexImage2D only accepts GL_RGB as the internal format. 
GL_RGBA won't work, which seems to indicate that only RGB textures can 
be used as destination. I don't know the reason for this. Now, if you 
read the documentation for CopyTexSubImage2D:


glCopyTexSubImage2D requires that the internal format of the currently 
bound texture is such that color buffer components can be dropped during 
conversion to the internal format, but new components cannot be added. 
For example, an RGB color buffer can be used to create LUMINANCE or RGB 
textures, but not ALPHA, LUMINANCE_ALPHA or RGBA textures.


Since the color buffer seems to provide only RGB components, according 
to what we observed with CopyTexSubImage2D, then we should bound an RGB 
texture to use with CopyTexSubImage2D. But RGB textures allocated with 
TexImage2D are not functional at all. Every time I try to render an 
RGB texture, I get just a white rectangle irrespective of the color 
buffer I use to initialize the texture.


Robert Green wrote:

Great!  I'm glad you got it to work.




I'd like to recommend checking for the FrameBufferObject (FBO)
extension and using that instead of this function when available.  I
think all of the ES2 chips support it.  It's much faster, but you'll
need to fallback to this when it's not supported.

On Apr 18, 12:30 am, Andres Colubri andres.colu...@gmail.com wrote:
  

I finally got glCopyTexImage2D t work, using a power-of-two texture as
you suggested, and GL_RGB as internal format passed to glCopyTexImage2D
(the internal format of the texture is GL_RGBA).

glCopyTexSubImage2D doesn't seem to work though. As far as I understand
from reading the OpenGL ES documentation, this call:

glCopyTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);

should be equivalent to:

glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0)

if the internal format of the bound texture is RGB. Am I correct?

Thanks for the feedback.





Robert Green wrote:


Have you tried copying it to a power of 2 texture instead of the
viewport dimensions?  I'd test with 512x256 and see if that works.
  
On Apr 16, 10:22 pm, Andres Colubri andres.colu...@gmail.com wrote:
  

Any updates on this one? I have been trying to copy the contents of the
back buffer into an opengl texture, but without success. I'm using the
same method mentioned in the first post of this thread:

gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0);

where w and h are the current width and height of the screen,

respectively. This works fine on the emulator, but it returns garbage
back into the texture on the actual device.
The phone is a Nexus One.

On Dec 11 2009, 11:56 pm, scott19_68 sw.cop...@gmail.com wrote:

  Works for me on my HTC Hero - I too could only use RGB and not RGBA.
  Emulator flips the textures upside down though...

  Does anyone else have more information regarding other phones?  I have

  an app on the app store that uses this method and I am suspecting that
  it does not work for all current phones.  I get really useful comments
  like 'Does not work on Tattoo - nuff said'...

  Not sure if the forum rules prevent me from mentioning my app so PM me

  if you'd like to help out and test - I'd definitely appreciate it very
  much and would be willing to help you out in return regarding OpenGL
  development questions...

  On Nov 21, 4:45 pm, Ben Gotow bengo...@gmail.com wrote:

   Hey everyone,

   I'm porting anOpenGLapp from the iPhone to Android, and I need to

   renderOpenGLcontent to a texture. Since framebuffers are not
   available inOpenGL1.0 and the DROID is the only Android phone to
   support the framebuffer extension, I'm trying to draw usingOpenGLand
   then copy the result into a texture usingglCopyTexImage2D. However,
   my initial findings are not good:

   1.glCopyTexImage2Dworks in the Android emulator (OS v. 1.5), but

   only with GL10.GL_RGB, not GL_RGBA. If you try to copy the alpha data
   from the scene into the texture, you just get a completely white
   texture.

   2.glCopyTexImage2Ddoesn't seem to work _at all_ on the Android G1.

   

[android-developers] Re: What's wrong with this location code?

2010-04-18 Thread Maps.Huge.Info (Maps API Guru)
Personally, I wouldn't be making any coding plans for using the
Galileo system for location handling any time this decade. It will be
amazing if the EU manages to organize it into a working system in any
lifetime of current OS's or apps for that matter. Think of how long it
took to get a working engine for their A400 program, nearly 20 years
and the darn thing still isn't anything but a test program. The
Galileo system currently has no in operation date and only two test
satellites have been launched, none of them will be used in an
operational program. A functional system is at least a decade away
optimistically. I think you can safely ignore that possibility as a
means of location detection on current Android devices.

-John Coryat

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Re: [android-developers] Re: Selling outside the Android Market-- Use Google Checkout to sell direct from website??? SlideMe.Org??

2010-04-18 Thread Shane Isbell
On Sun, Apr 18, 2010 at 12:04 AM, Shane Isbell shane.isb...@gmail.comwrote:



 On Sat, Apr 17, 2010 at 7:57 PM, George | SlideME 
 george.slid...@gmail.com wrote:


 Wish to also say thank you to Paul for uploading his application to
 SlideME, considering the negativity of this thread from an ex-partner. I am
 sure Paul and many others will be well looked after as best as we can and
 have their say one day.

 I'd prefer if Paul could have his say right now. Paul, does this mean you
 investigation turned up positive results for dev payments from SlideME?

 According to a post by Koxx on androidforums (on April 3, 2010), payment
 from SlideME was still in progress. George said SlideME already paid him.
 What gives? Something really doesn't add up now.

This question is really simple, does SlideME handle it's obligation of
paying out developers? SlideME says that it does. This is simple to verify.
I've e-mailed Koxx(Francois) so I hope to have a response regarding this
soon. I'll also e-mail out to other developers as well and will report back
to this group, hopefully within the next week or two, so we can put this
issue to rest one way or another.

Shane

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[android-developers] Re: SlidingDrawer handle

2010-04-18 Thread Pinheiro
 Thanks, Bob!

 Unfortunately, it seems Launcher's handle is not accessible (at least
it's not in the SDK).
 Bummer, will have to reinvent the wheel and make my own :-(

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[android-developers] Re: Problems with big buttons using android:duplicateParentState

2010-04-18 Thread marco.alexander.schmitz
is there nobody who can help me?

2010/4/17 Marco Alexander Schmitz marco.alexander.schm...@googlemail.com

 Hi you all,

 today I've got a silly little problem and I hope you can help me out.

 I want to create a big button that contains a bitmap and some text.

 So I created a container (LinearLayout) with clickable=true.

 Inside this container there is an ImageButton with
 duplicateParentState=true and a TextView.

 The problem is that I can click everywhere in this container except on
 the ImageButton.


 In order to show that something is clicked I use an xml (with selector
 and items) as background for the ImageView.


 If you remove the clickable=true and duplicateParentState=true
 only the the ImageButton is clickable.

 How can I create such a big button as I want to?


 Here comes some code:

 First of all the button_green.xml with 2 different bitmaps:

 ?xml version=1.0 encoding=utf-8?
 selector xmlns:android=http://schemas.android.com/apk/res/android;

item android:state_focused=false android:state_pressed=false
android:drawable=@drawable/button_green_normal /

item android:state_focused=true  android:state_pressed=false
android:drawable=@drawable/button_green_normal /

item android:state_focused=false android:state_pressed=true
android:drawable=@drawable/button_green_hover /

item android:state_focused=true android:state_pressed=true
android:drawable=@drawable/button_green_hover /

 /selector

 And then the main.xml with a top image and two big buttons:

 ?xml version=1.0 encoding=utf-8?
 RelativeLayout xmlns:android=http://schemas.android.com/apk/res/
 android
 android:layout_width=fill_parent
 android:layout_height=fill_parent
 android:background=#141414

 ImageView android:id=@+id/top
 android:layout_width=wrap_content
  android:layout_height=wrap_content android:src=@drawable/
 top
  android:layout_alignParentTop=true /

 !-- important here: android:clickable=true --
 LinearLayout android:id=@+id/bigbutton_1
  android:layout_below=@+id/top
 android:layout_width=250dip
  android:layout_height=100dip android:background=@drawable/
 bigbutton
  android:layout_centerHorizontal=true
 android:layout_marginTop=25dip
  android:clickable=true

  !-- important here: android:duplicateParentState=true --
  ImageButton android:id=@+id/green_button
   android:layout_width=wrap_content
 android:layout_height=wrap_content
   android:background=@drawable/button_green
 android:layout_gravity=center_vertical
   android:duplicateParentState=true /

  TextView android:layout_width=wrap_content
   android:layout_height=wrap_content android:text=You
 can click me !
   android:layout_gravity=center_vertical
 android:textColor=#BBB5A5
   android:textSize=18dip /
 /LinearLayout

 !-- important here: android:clickable=true --
 LinearLayout android:id=@+id/bigbutton_2
  android:layout_below=@+id/bigbutton_1
 android:layout_width=250dip
  android:layout_height=100dip android:background=@drawable/
 bigbutton
  android:layout_centerHorizontal=true
 android:layout_marginTop=25dip
  android:clickable=true

  !-- important here: android:duplicateParentState=true --
  ImageButton android:id=@+id/green_button
   android:layout_width=wrap_content
 android:layout_height=wrap_content
   android:background=@drawable/button_red
 android:layout_gravity=center_vertical
   android:textColor=#BBB5A5 android:textSize=18dip
   android:duplicateParentState=true /

  TextView android:layout_width=wrap_content
   android:layout_height=wrap_content
 android:text=Click me, too !
   android:layout_gravity=center_vertical
 android:textColor=#BBB5A5
   android:textSize=18dip /
 /LinearLayout

 /RelativeLayout

 Thanks for your help.

 I'll attach the project so you can play around...

 Greetings,
 Marco

 Screenshot: http://www.anddev.org/files/screenshot_652.png
 Project: http://www.anddev.org/download.php?id=2058


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[android-developers] aidl.exe is missing from tool directory

2010-04-18 Thread Anurag Singh
Hello All

I had install SDK 2.0. I am not able to locate aidl.exe in tool directory.

Please help to locate. Is there any location from where I can download?

Thanks In  Advance.

Anurag

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Re: [android-developers] aidl.exe is missing from tool directory

2010-04-18 Thread Mark Murphy
Anurag Singh wrote:
 I had install SDK 2.0. I am not able to locate aidl.exe in tool directory.

It will not be in the top-level tools directory, but in a
platform-specific tools directory. For example, if you have installed
the SDK in C:\SDK, you will find the Android 2.1 version of aidl.exe in
C:\SDK\platforms\android-2.1\tools.

Ant and Eclipse should each find it without issue, if you have
everything configured properly.

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

Android Consulting: http://commonsware.com/consulting

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Re: [android-developers] aidl.exe is missing from tool directory

2010-04-18 Thread Anurag Singh
Thanks a lot, I got the same.

 I had install SDK 2.0. I am not able to locate aidl.exe in tool directory.

 It will not be in the top-level tools directory, but in a
 platform-specific tools directory. For example, if you have installed
 the SDK in C:\SDK, you will find the Android 2.1 version of aidl.exe in
 C:\SDK\platforms\android-2.1\tools.

 Ant and Eclipse should each find it without issue, if you have
 everything configured properly.

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

 Android Consulting: http://commonsware.com/consulting

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[android-developers] Can i get this layout with List view??

2010-04-18 Thread SheikhAman
Hi. please find the link to attached file, i need to have this kinda
layout.
is it possible??
well perhaps it is, but im not getting it how to do it.
i want to specify the whole layout in the xml, but it gives runtime
error

here's the link to the blue print of desired layout:
http://lh6.ggpht.com/_o9EYB0b5APY/S8s-coQE-KI/CrA/KJUl5ANBi88/desired%20layout.jpg

here's my main.xml-

?xml version=1.0 encoding=utf-8?
LinearLayout xmlns:android=http://schemas.android.com/apk/res/
android
android:orientation=vertical
android:layout_width=fill_parent
android:layout_height=fill_parent

RelativeLayout
android:id=@+id/widget28
android:layout_width=wrap_content
android:layout_height=wrap_content
android:layout_x=17px
android:layout_y=10px

Button
android:id=@+id/widget40
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=Button
android:layout_alignTop=@+id/widget39
android:layout_toRightOf=@+id/widget38

/Button
TextView
android:id=@+id/widget39
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=TextView
android:layout_alignParentBottom=true
android:layout_alignParentLeft=true

Button
android:id=@+id/widget38
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=Button
android:layout_alignParentTop=true
android:layout_alignParentRight=true

/Button
/TextView
/RelativeLayout
ListView
android:id=@+id/tweetList
android:layout_width=wrap_content
android:layout_height=wrap_content
/
/LinearLayout

is anything wrong??

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[android-developers] Handling Orientation Changes in AppWidgets

2010-04-18 Thread Adam Brookman
We have created an AppWidget that takes user inputted text into an
EditText and displays a calculated amount of text inside a TextView on
the Home Screen. We calculate the amount of text based on the
AppWidgetInfo.minWidth, minHeight attributes. We do this to simulate
scrolling; we cut up the user-inputted text into chunks that will fit
into the widget and swap them based on button clicks.

When we save the widget with the device in Landscape mode, it
calculates the appropriate amount of text for Landscape mode and
displays it in the widget. The problem is when the user changes
orientation of the device to Portrait mode (without opening the widget
and resaving the text), the calculated amount of text for Landscape
mode is still displayed. This also happens in the vice versa case (the
user is in Portrait and saves, etc.)

How can we tell our AppWidget to recalculate the amount of text
displayed on screen orientation change? Is this possible? How would
you solve this problem?

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[android-developers] Re: requestLocationUpdates issue

2010-04-18 Thread Tejas
 If you're going to do that, why involve a handler
 at all?

Now suppose, I use any other function in my service class instead of
handler and say I'm performing a time consuming task in that function.
If the onDestroy method of the service is called, I assume that it
will terminate my function abruptly. I'm not sure of this, but I
thought so and hence used the Handler thread to have a proper
shutdown. please correct me if I'm wrong. Also let me know the right
way to stop the service.

 Finally, never, ever, call getApplicationContext(). The return value
 is not useful to us mortals. Supply the service itself as the context.
I'm still not sure what are you saying. How will you supply the
service as the context ? Can you provide an example ?



On Apr 18, 2:56 am, Bob Kerns r...@acm.org wrote:
 Actually, just because something is a background service does NOT mean
 it is running in a different thread.

 Background services run in the main thread. I suspect that this point
 of confusion may be involved in your problem, though I don't quite
 spot the problem.

 Also, you have a handler there that basically loops forever. That's
 kind of an oxymoron. If you're going to do that, why involve a handler
 at all? If I parse it correctly, it's not the main thread it'll be
 blocking, but still... if something in that thread is posting via that
 thread's looper rather than the context, that won't be processed.

 Finally, never, ever, call getApplicationContext(). The return value
 is not useful to us mortals. Supply the service itself as the context.
 To make things maximally confusing, getApplicationContext() will
 appear to work in most circumstances. But it's always the wrong way to
 get a context to use.

 On Apr 17, 2:05 pm, Tejas tej...@gmail.com wrote:





  Ah... I got this working. Still I'm not sure of the reason for this
  (some thread issue I suppose) It would be great if someone can throw
  some light on this.

  I was instantiating the sensor class in a background service.So the
  thread in which it was running was different than the main thread.
  I was doing something like this:

  public class ManagerService extends Service {

          private final String LTAG = this.getClass().getName();
          private volatile Looper mServiceLooper;
          private volatile ServiceHandler mServiceHandler;

          private final class ServiceHandler extends Handler{
                  public ServiceHandler(Looper myLooper) {
                          super(myLooper);
                  }

                  public void handleMessage(Message msg) {
                          Log.v(LTAG, handleMessage Called);
                          super.handleMessage(msg);

                          // Class Instantiation
                          GPSSensor gs = new GPSSensor();
                          gs.setContext(getApplicationContext());
                          gs.startSensing()

                          // Main service loop
                          while(CARuntimes.MainServiceRunFlag == true){
                                  Log.v(LTAG, In service Loop);
                                  // Do something

                                  SystemClock.sleep(6);

                          }//while

                  }
          }

          public void onCreate() {
                  super.onCreate();
                  HandlerThread myThread = new HandlerThread(Main Service 
  Thread);
                  myThread.start();

                  mServiceLooper = myThread.getLooper();
                  mServiceHandler = new ServiceHandler(mServiceLooper);
          }

          public void onStart(Intent intent, int startId) {
                  super.onStart(intent, startId);

                  Message msg = mServiceHandler.obtainMessage();
                  //msg.obj = blah blah
                  mServiceHandler.sendMessage(msg);

          }

          public void onDestroy() {
                  Log.v(LTAG, onDestroy called, quitting looper);
                  super.onDestroy();

                  mServiceLooper.quit();
          }

          public IBinder onBind(Intent arg0) {
                  return null;
          }

  }

  So, I was instantiating the GPSSensor in the handleMessage method. I
  moved this to the onStart method and it started working.
  I'm not sure why it wasn't working earlier and now has started working
  with this change.
  It will be great if anyone can explain this.

  Cheers,
  Tejas

  On Apr 17, 1:59 am, Tejas tej...@gmail.com wrote:

   Hi,

   My class listed below is not working. No idea whatsoever. The
   onLocationChanged method is never getting called !
   I checked the logs for any errors/exceptions. I have the required
   permissions set (fine and course locations).
   I doubt the Context I'm setting from the caller. I'm using
   getApplicationContext() to pass to the setContext method in this
   class.
   Can anyone please help ?

   public class GPSSensor implements CASensor {

 

[android-developers] Portrait/landscape question

2010-04-18 Thread Isaac Wagner
I've got an app that I don't want to auto-rotate.  Currently, I've got
it set up so that it is always in portrait mode.  However, I'd like to
add a setting to my preferences where the user can choose either
portrait or landscape mode.  Is there a way to force screen rotation?
Or, could I perhaps make two different layout XML files, one for
portrait and one for landscape, and programmatically choose which to
use?

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Re: [android-developers] Can i get this layout with List view??

2010-04-18 Thread Anurag Singh
I think, it's not right way.

TextView
android:id=@+id/widget39
android:layout_width=wrap_
content
android:layout_height=wrap_content
android:text=TextView
android:layout_alignParentBottom=true
android:layout_alignParentLeft=true

Button
android:id=@+id/widget38
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=Button
android:layout_alignParentTop=true
android:layout_alignParentRight=true

/Button
/TextView
 You have mention Button in a TextView.

- Anurag Singh

Hi. please find the link to attached file, i need to have this kinda
 layout.
 is it possible??
 well perhaps it is, but im not getting it how to do it.
 i want to specify the whole layout in the xml, but it gives runtime
 error

 here's the link to the blue print of desired layout:

 http://lh6.ggpht.com/_o9EYB0b5APY/S8s-coQE-KI/CrA/KJUl5ANBi88/desired%20layout.jpg

 here's my main.xml-

 ?xml version=1.0 encoding=utf-8?
 LinearLayout xmlns:android=http://schemas.android.com/apk/res/
 android
android:orientation=vertical
android:layout_width=fill_parent
android:layout_height=fill_parent

 RelativeLayout
 android:id=@+id/widget28
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:layout_x=17px
 android:layout_y=10px
 
 Button
 android:id=@+id/widget40
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:text=Button
 android:layout_alignTop=@+id/widget39
 android:layout_toRightOf=@+id/widget38
 
 /Button
 TextView
 android:id=@+id/widget39
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:text=TextView
 android:layout_alignParentBottom=true
 android:layout_alignParentLeft=true
 
 Button
 android:id=@+id/widget38
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:text=Button
 android:layout_alignParentTop=true
 android:layout_alignParentRight=true
 
 /Button
 /TextView
 /RelativeLayout
 ListView
android:id=@+id/tweetList
android:layout_width=wrap_content
android:layout_height=wrap_content
/
 /LinearLayout

 is anything wrong??

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Re: [android-developers] Portrait/landscape question

2010-04-18 Thread Anurag Singh
Specify in your manifest file into Activity block as
android:ScreenOrientation=portrait

I've got an app that I don't want to auto-rotate.  Currently, I've got
 it set up so that it is always in portrait mode.  However, I'd like to
 add a setting to my preferences where the user can choose either
 portrait or landscape mode.  Is there a way to force screen rotation?
 Or, could I perhaps make two different layout XML files, one for
 portrait and one for landscape, and programmatically choose which to
 use?

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Re: [android-developers] Handling Orientation Changes in AppWidgets

2010-04-18 Thread Anurag Singh
Implement OnConfigurationChanged() function of your Activity and also
mention in your manifest as
android:configChanged=s=orientation


 How can we tell our AppWidget to recalculate the amount of text
 displayed on screen orientation change? Is this possible? How would
 you solve this problem?




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Re: [android-developers] Handling Orientation Changes in AppWidgets

2010-04-18 Thread Anurag Singh
 Implement OnConfigurationChanged() function of your Activity and also
mention in your manifest as
  android:configChanges=orientation

How can we tell our AppWidget to recalculate the amount of text
 displayed on screen orientation change? Is this possible? How would
 you solve this problem?



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Re: [android-developers] Portrait/landscape question

2010-04-18 Thread Isaac Wagner
On Sun, Apr 18, 2010 at 2:24 PM, Anurag Singh anusingh...@gmail.com wrote:

 Specify in your manifest file into Activity block as
 android:ScreenOrientation=portrait


My question is, how do I change the orientation through my program?  I
want the user, through a settings option, to be able to change the
orientation.

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Re: [android-developers] Portrait/landscape question

2010-04-18 Thread Justin Giles
Why would you want to allow them to set it in settings when Android handles
the rotation automagically?  All you have to do is have a xml file in your
layout directory, then for landscape have a xml file (with the same name)
in your layout-land directory.  When in portrait mode Android looks to the
layout directory.  When the phone is flipped to its side for landscape,
Android looks to the layout-land directory.

Justin


On Sun, Apr 18, 2010 at 1:35 PM, Isaac Wagner isaacewag...@gmail.comwrote:

 On Sun, Apr 18, 2010 at 2:24 PM, Anurag Singh anusingh...@gmail.com
 wrote:
 
  Specify in your manifest file into Activity block as
  android:ScreenOrientation=portrait
 

 My question is, how do I change the orientation through my program?  I
 want the user, through a settings option, to be able to change the
 orientation.

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[android-developers] Do the USB drivers work on XP64?

2010-04-18 Thread ThomasWrobel
I have two machines, one a WindowsXP32, and one 64. Both with AMD64
chips.
I have eclipse on both, and the SDK on both.
I'm using the usb drivers with the HTC Legend (http://
groups.google.com/group/android-developers/browse_thread/thread/
2b54d2ce1202b04b/dd6f9152cd50d64b?lnk=gstq=usb+#dd6f9152cd50d64b).

On the 32bit one things work just peachy. Device recognised, and
debugging working fine.
However, the 64bit one doesn't seem to recognise the device.
Windows recognise's the device, and windows device manage shows it,
but adb devices lists nothing, and nothing shows up when trying to
manually launch from eclipse.

Any ideas?

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[android-developers] Defining an XML vertical line drawable

2010-04-18 Thread Caspa
Hello,

I'm trying to figure out how to define a verical line (1px thick) to
be used as a drawable.

to make a horizontal one, it's pretty straightforward:

shape xmlns:android=http://schemas.android.com/apk/res/android;
android:shape=line
stroke android:width=1dp android:color=#FF/
size android:height=50dp /
/shape

The question is, how to make this line vertical?

Yes, there are workarounds, such as drawing a rectangle shape 1px
thick, but that complicates the drawable xml, if it consists of
multiple item elements.

Anyone had any chance with this?

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Re: [android-developers] Portrait/landscape question

2010-04-18 Thread Isaac Wagner
On Sun, Apr 18, 2010 at 3:25 PM, Justin Giles jtgi...@gmail.com wrote:
 Why would you want to allow them to set it in settings when Android handles
 the rotation automagically?  All you have to do is have a xml file in your
 layout directory, then for landscape have a xml file (with the same name)
 in your layout-land directory.  When in portrait mode Android looks to the
 layout directory.  When the phone is flipped to its side for landscape,
 Android looks to the layout-land directory.
 Justin


sigh why is it that when I ask a simple question I get harassed?  I
didn't want to get into a big long discussion of why something makes
sense or doesn't.  I understand my problem domain and have a specific
portion of that domain that I am solving right now.

OK, since it appears I can't get a simple answer without a long
explanation My application is one such that the user moves their
phone around a lot.  During this movement I want to keep the
orientation constant -- I DON'T WANT ANDROID TO HANDLE THE ROTATION.
So, in my manifest I set the orientation to portrait to prevent
Android from mucking with the orientation.  However, I am now making
some additions and would like the user to be able to choose portrait
or landscape mode, but whatever they choose needs to stick.  Again, I
don't want Android to handle the rotation.  As the phone is moved
around I want whichever orientation they chose to stick.

Does that make sense?  Now, how do I do this?  How do I force the
orientation to my preference?

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[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
The fundamental issue is that there are too many instructions per
event being executed.  There is no way around it other than optimizing
the event handling code in KeyInputQueue.  No amount of waiting or
sleeping will fix that because those events must run through that code
and that code appears to be very slow.  It surprises me because it's
truly performance critical code and this issue has been known since
1.1/1.5 and it still doesn't appear to be fixed in master.  I'm
looking at it now and the author(s) didn't even follow Android's best
optimization practices.  Simple things like declaring virtuals with
local variables aren't done.

For a moment today I was considering taking the input stack (EventHub,
KeyInputQueue and InputDevice) and hacking it into my own input stack
which reads off the event devices much more efficiently but I can't
find any way to stop the system stack from running and consuming CPU,
so that hack is out (and probably good because I really didn't want to
go there - waste of time and probably wouldn't work right anyway).

In my activity:
public boolean onTouchEvent(MotionEvent e) {
  return false;
}

And system_server still consumes about 36% of the CPU while moving my
finger around.  That proves there is nothing a developer can do to
work around this.  I think I'll take this issue to the platform group
now and try to file more specific bugs.

On Apr 18, 10:38 am, Ralf Schneider li...@gestaltgeber.com wrote:
 I have already talked a lot about the touch slow down in this forum.
 There is another observation I would like to add, may be this can help to
 track the problem down.

 One of my projects is an Argumented Reality Game.
 Of course this kind of App eats energy (CPU cycles) like crazy:

 In my app I process:
 The camare, OpenGL graphics, Pseudo-3D-Sound mixing (8 simultaneous samples
 + ogg-music), 2 constant sensor imputs (acceleration, magnetic) and
 additional input from trackball, hardware keys and the touch screen.

 The largest slow down occurs with the touch-events.

 But the next big slow down occurs with the accleration and magnetic events!
 I gained up to 4 FPS on a N1 by switching from SENSOR_DELAY_FASTEST to
 SENSOR_DELAY_GAME.

 = So I just wonder: May be the slow down is in no way specific to touch
 events! Instead the whole input-queue-event handling is just horribly slow.
 As everyonw has observed: Touching the screen will trigger (flood) lots of
 events - This is similar as enabling input from other sensors - which can
 slow down the app in a compareable way, too!
 The main differences is only: Touching the screen will still trigger more
 event than using a sesnor in *SENSOR_DELAY_FASTEST*. So the slow down
 appears as less drastically...

 After working a while with Android, I must say:
 The design and architecture of the Java-API seems to be nice and well done
 most of the time.
 But the execution and implementation of the software stack as a whole seems
 to be just slow, slow, slow, slow,  All this doesn't matter if you have
 lots of servers with many cores (ENTERPRISE!) but for an
 embedded-soft-realtime-device I expect more!

 IMHO the OS on an embedded device with a 1 GHZ CPU should not use more than
 1% of the CPU to process around thousand events per seconds - and even this
 i would consider slow.
 Anyway, this time I resist to go into a deeper rant.

 Kind Regards,
 Ralf

 2010/4/18 Robert Green rbgrn@gmail.com





  I've tried sleep() and have switched to wait(1000), notify() / yield()
  as outlined by some other devs.  I have no empirical evidence that one
  works any better than the other.  Both consume a range between 25-36%
  of the CPU by system_process while touching.  That's a full third of
  the CPU of the device just to give me coordinates off the touch
  screen.  No one has a good workaround for this it seems and seeing the
  problem on the 2.1 emulator makes me think that Google Android devs
  have swept it aside with a casual It's good enough.  Let's see
  replica island switch to constant-touch controls (virtual joystick or
  virtual dpad) and retain framerates over 20 with that input scheme on
  any MSM7200-based device.

  I'm a little frustrated.  I've spent the last 6 months writing two
  really nice games (Best work I've ever done in my 11 year programming
  career, in fact) and this is their main issue now.  They run fantastic
  on the Droid and N1, of course, and even get solid framerates on the
  MSM7200 up until you touch the screen... Then it's lag-city all the
  way home.

  I'm ready to put up a decent cash bounty for someone that can provide
  a reliable solution to this that doesn't involve me taking away the
  constant-touch controls.  Contact me if you have experience fixing
  this problem and are sure you can do it.

  On Apr 18, 5:41 am, Mario Zechner badlogicga...@gmail.com wrote:
   I can confirm that the issue is still there in Android 2.0.1 on my
   Milestone as well (and more pronounced) on my HTC Hero 

Re: [android-developers] Portrait/landscape question

2010-04-18 Thread Mark Murphy
Isaac Wagner wrote:
 On Sun, Apr 18, 2010 at 3:25 PM, Justin Giles jtgi...@gmail.com wrote:
 Why would you want to allow them to set it in settings when Android handles
 the rotation automagically?  All you have to do is have a xml file in your
 layout directory, then for landscape have a xml file (with the same name)
 in your layout-land directory.  When in portrait mode Android looks to the
 layout directory.  When the phone is flipped to its side for landscape,
 Android looks to the layout-land directory.
 Justin

 
 sigh why is it that when I ask a simple question I get harassed? 

This discussion list gets a lot of people asking questions where they
are barking up the wrong tree. It is commonplace to inquire about their
rationale for barking up that tree and steer them in the direction of
more common patterns. Sometimes, the barking is indeed up the correct
tree, but that may not always be obvious from the question.

If you consider that to be harassment, you may wish to choose a
different means of getting Android developer support.

 OK, since it appears I can't get a simple answer without a long
 explanation My application is one such that the user moves their
 phone around a lot.  During this movement I want to keep the
 orientation constant -- I DON'T WANT ANDROID TO HANDLE THE ROTATION.
 So, in my manifest I set the orientation to portrait to prevent
 Android from mucking with the orientation.  However, I am now making
 some additions and would like the user to be able to choose portrait
 or landscape mode, but whatever they choose needs to stick.  Again, I
 don't want Android to handle the rotation.  As the phone is moved
 around I want whichever orientation they chose to stick.
 
 Does that make sense?  Now, how do I do this?  How do I force the
 orientation to my preference?

You can try the combination of setRequestedOrientation() in onCreate()
(and from the menu or wherever the user chooses their preference) and
android:configChanges=keyboardHidden|orientation in your manifest. I
have not used setRequestedOrientation() personally.

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

Android Training in NYC: 30 April-2 May 2010: http://guruloft.com

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[android-developers] Re: Bluetooth pairing request

2010-04-18 Thread Rafał Grzybowski
But when the devices are paired using Settings/Wireless  networks/Wi-
Fi then the notification is skipped and the dialog is shown
immediately. I need the same...

On Apr 14, 11:15 am, VovaN vladimir.nedashkivs...@gmail.com wrote:
 If you click on notification dialog'll  appear. It's Android behavior.

 On Mar 30, 11:02 am, Rafał Grzybowski aguyngue...@gmail.com wrote:



  Hello there

  When myBluetoothapplication is about to create SPP connection to the
  unpaired remote device, pairing notification is displayed.
  From the documentation I can see that pairing request can display a
  dialog or sent notification. I'd like to know what logic causes my app
  to sent notification than display a regular pairing dialog. Maybe I'm
  blind but the problem is I were not aware of that notification and was
  fighting with pairing problem for few hours :) And I'd really would
  prefer my app to trigger dialog display.

  Thank you,

  Best regards
      Rafa³ Grzybowski

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Re: [android-developers] Re: Performance comparison NDK vs SDK

2010-04-18 Thread Ralf Schneider
Pre-scale the background image to match the device resolution.
Split the background image in texture tiles like 256x256, 128x128, 
Blitt the tiles separately.


2010/4/8 lixin China smallli...@gmail.com

 Hi Schneider:
 As you said avoid scale the texture. Could you tell me the solution
 how to render background texture(480x320 to full screen) without
 scale.

 On Apr 7, 5:28 am, Ralf Schneider li...@gestaltgeber.com wrote:
  If your performance problem is only related to putting sprites on the
  screen, don't expect an improvement by witching to the NDK.
 
  I don't know how you are currently doint it, but these are some general
  remarks:
 
  Use OpenGL ES to draw the sprites.
  Limit your textures to 256x256. 512x512 seems to be slower on some
 devices.
  Use texture atlases for smaller sprites - To avoid state changes in
 OpenGL
  Use VBOs
  Avoid textures with alpha channels on slower devices.
  Don't scale or rotate your sprites on slower devices. Slower devices
 often
  have a fast path for simple blitt operations. = Check if point sprites
  are available on the device. If yes, use them.
  Use 16 Bit (565) textures.
  Watch the video I have posted in the previous post. The speaker has some
  valuable tips for performance improvements.
 
  Anyway, 100 Sprites is not very much if you are already using OpenGL...
  So may be you are right and the only solution is to target high end
 devices
  for your next project.
 
  2010/4/6 MrChaz mrchazmob...@googlemail.com
 
 
 
   I was hoping that someone had tried a little test app with a simple
   scene.  I think I've pretty much reached the limits in terms of get
   sprites on the screen at an acceptable frame rate (at least on G1 type
   hardware).
   It seems, at least for what I'm doing, the limit is about 100 sprites
   but for my next project I'd like a bit more.
   Maybe I'll just stop making games for 'old' hardware and concentrate
   on the Droid and N1.  I can't say I like the idea of ignoring half the
   market :(

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Re: [android-developers] Portrait/landscape question

2010-04-18 Thread Isaac Wagner
 This discussion list gets a lot of people asking questions where they
 are barking up the wrong tree. It is commonplace to inquire about their
 rationale for barking up that tree and steer them in the direction of
 more common patterns. Sometimes, the barking is indeed up the correct
 tree, but that may not always be obvious from the question.

 If you consider that to be harassment, you may wish to choose a
 different means of getting Android developer support.

My apologies.  I agree and do appreciate the support I've received
from this list.


 You can try the combination of setRequestedOrientation() in onCreate()
 (and from the menu or wherever the user chooses their preference) and
 android:configChanges=keyboardHidden|orientation in your manifest. I
 have not used setRequestedOrientation() personally.

I'll take a look at that.  Thanks.

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[android-developers] Native Bluetooth programming

2010-04-18 Thread Rafał Grzybowski
I'd like to create native library for Java (using Android NDK) for
Bluetooth. I have read a sample from
http://blog.bruary.net/2009/07/android-bluetooth-hacking-using-ndk.html
but I cannot get hci_get_route working on my HTC Legend. It returns
ENODEV, Bluetooth is enabled and appropriate permissions are in the
application manifest.

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[android-developers] app that 'animates' drawing

2010-04-18 Thread Rob Y.
I'm trying to learn about Android programming by rewriting a C app
I've moved from DOS to X-windows to Windows as a learning tool.  It's
just a silly little app that draws symmetrical 'game of life' patterns
on the screen in a kaleidoscopic fashion.  It's structured so that the
patterns do their own animations.  I.e. there's a 'Life' class that
produces the next generation and redraws itself from the center
outward, inserting delays to produce a kaleidoscopic effect.

I've got it so that the patterns draw - I took the LunarLander sample
as a starting point, and an drawing on a SurfaceView.  But my problem
is with timing the 'animations'.  I'm not doing traditional animation,
where I build a whole frame and then draw it, but  the surface seems
to want to draw itself completely on each iteration of my loop, so my
inserted sleep's don't insert delay in the right places.

So my questions:

1. Is there a more direct way to write to the screen than via a
SurfaceView?  If I did that, would the various steps of my 'animation'
occur as I drew them, producing the desired effect.
2. If such a drawing method exists, would I be wasting my time
learning how to use it?
3. What's the 'standard' way to do this kind of animation?

Thanks.

By the way, my main loop (lifted from the LunarLandar example) looks
like:

public void run() {
while (mRun) {
mCanvas = null;
try {
mCanvas = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder) {
if (mMode == STATE_RUNNING)
doUpdate();
doDraw();
}
} finally {
if (mCanvas != null) {
mSurfaceHolder.unlockCanvasAndPost(mCanvas);
mCanvas = null;
}
}
}
}


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Re: [android-developers] Re: SlidingDrawer handle

2010-04-18 Thread Chris Eby
It looks like you have to dig a little deeper. The images and the
layout referencing them are in the Launcher package, which is open
source.

http://android.git.kernel.org/?p=platform/packages/apps/Launcher.git;a=blob;f=res/layout-land/launcher.xml

On Sun, Apr 18, 2010 at 12:04 PM, Pinheiro rui.c.pinhe...@gmail.com wrote:
  Thanks, Bob!

  Unfortunately, it seems Launcher's handle is not accessible (at least
 it's not in the SDK).
  Bummer, will have to reinvent the wheel and make my own :-(

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[android-developers] Re: Do the USB drivers work on XP64?

2010-04-18 Thread DonFrench
Nope, they don't work on XP-64.

On Apr 18, 12:28 pm, ThomasWrobel darkfl...@gmail.com wrote:
 I have two machines, one a WindowsXP32, and one 64. Both with AMD64
 chips.
 I have eclipse on both, and the SDK on both.
 I'm using the usb drivers with the HTC Legend (http://
 groups.google.com/group/android-developers/browse_thread/thread/
 2b54d2ce1202b04b/dd6f9152cd50d64b?lnk=gstq=usb+#dd6f9152cd50d64b).

 On the 32bit one things work just peachy. Device recognised, and
 debugging working fine.
 However, the 64bit one doesn't seem to recognise the device.
 Windows recognise's the device, and windows device manage shows it,
 but adb devices lists nothing, and nothing shows up when trying to
 manually launch from eclipse.

 Any ideas?

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[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Mario Zechner
For fun i extended the example i posted earlier. It now feature cpu
usage output derrived from /proc/stat which should be enough to given
an indication of the slow down occuring due to touch events.

The setup:

- A GLSurfaceView
- An OnTouchListener that does nothing but return true
- A simple renderer thread which is throttled via a Thread.sleep(200)
to 5 frames per second which outputs the frames per second as well as
the cpu usage

Observation on Milestone with 2.0.1:
- load without touching the screen - 4%-12%
- load with touching the screen - 24%-44%

due to the way i measure the cpu usage it of course fluctuates quiet a
bit, the overall tendency can be easily derrived though.

You can find the apk at http://www.file-pasta.com/file/1/touchflood.apk,
the Eclipse project with all the source can be found at
http://www.file-pasta.com/file/0/touchflood.zip.


On 18 Apr., 22:18, Robert Green rbgrn@gmail.com wrote:
 The fundamental issue is that there are too many instructions per
 event being executed.  There is no way around it other than optimizing
 the event handling code in KeyInputQueue.  No amount of waiting or
 sleeping will fix that because those events must run through that code
 and that code appears to be very slow.  It surprises me because it's
 truly performance critical code and this issue has been known since
 1.1/1.5 and it still doesn't appear to be fixed in master.  I'm
 looking at it now and the author(s) didn't even follow Android's best
 optimization practices.  Simple things like declaring virtuals with
 local variables aren't done.

 For a moment today I was considering taking the input stack (EventHub,
 KeyInputQueue and InputDevice) and hacking it into my own input stack
 which reads off the event devices much more efficiently but I can't
 find any way to stop the system stack from running and consuming CPU,
 so that hack is out (and probably good because I really didn't want to
 go there - waste of time and probably wouldn't work right anyway).

 In my activity:
 public boolean onTouchEvent(MotionEvent e) {
   return false;

 }

 And system_server still consumes about 36% of the CPU while moving my
 finger around.  That proves there is nothing a developer can do to
 work around this.  I think I'll take this issue to the platform group
 now and try to file more specific bugs.

 On Apr 18, 10:38 am, Ralf Schneider li...@gestaltgeber.com wrote:

  I have already talked a lot about the touch slow down in this forum.
  There is another observation I would like to add, may be this can help to
  track the problem down.

  One of my projects is an Argumented Reality Game.
  Of course this kind of App eats energy (CPU cycles) like crazy:

  In my app I process:
  The camare, OpenGL graphics, Pseudo-3D-Sound mixing (8 simultaneous samples
  + ogg-music), 2 constant sensor imputs (acceleration, magnetic) and
  additional input from trackball, hardware keys and the touch screen.

  The largest slow down occurs with the touch-events.

  But the next big slow down occurs with the accleration and magnetic events!
  I gained up to 4 FPS on a N1 by switching from SENSOR_DELAY_FASTEST to
  SENSOR_DELAY_GAME.

  = So I just wonder: May be the slow down is in no way specific to touch
  events! Instead the whole input-queue-event handling is just horribly slow.
  As everyonw has observed: Touching the screen will trigger (flood) lots of
  events - This is similar as enabling input from other sensors - which can
  slow down the app in a compareable way, too!
  The main differences is only: Touching the screen will still trigger more
  event than using a sesnor in *SENSOR_DELAY_FASTEST*. So the slow down
  appears as less drastically...

  After working a while with Android, I must say:
  The design and architecture of the Java-API seems to be nice and well done
  most of the time.
  But the execution and implementation of the software stack as a whole seems
  to be just slow, slow, slow, slow,  All this doesn't matter if you have
  lots of servers with many cores (ENTERPRISE!) but for an
  embedded-soft-realtime-device I expect more!

  IMHO the OS on an embedded device with a 1 GHZ CPU should not use more than
  1% of the CPU to process around thousand events per seconds - and even this
  i would consider slow.
  Anyway, this time I resist to go into a deeper rant.

  Kind Regards,
  Ralf

  2010/4/18 Robert Green rbgrn@gmail.com

   I've tried sleep() and have switched to wait(1000), notify() / yield()
   as outlined by some other devs.  I have no empirical evidence that one
   works any better than the other.  Both consume a range between 25-36%
   of the CPU by system_process while touching.  That's a full third of
   the CPU of the device just to give me coordinates off the touch
   screen.  No one has a good workaround for this it seems and seeing the
   problem on the 2.1 emulator makes me think that Google Android devs
   have swept it aside with a casual It's good enough.  Let's 

[android-developers] Re: app that 'animates' drawing

2010-04-18 Thread Rob Y.
Poking around here some more, it seems like the problem is the way
SurfaceView double-buffers output.  You kind of have to draw the
entire surface every time.  I had tried unlocking and relocking on
every 'delay' call, but that didn't work either, presumably because
the relock produced an incomplete buffer, and adding more data to that
and posting it didn't draw the whole picture.

I guess the only mechanism that would work is to maintain a bitmap of
the whole Surface and draw *that* incrementally.  Then on each 'delay'
request, lock the Surface and copy the entire bitmap in to draw the
next 'frame'.  Ouch.

Does this sound 'right'?  Or is there a better way?

Thanks,
Rob

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[android-developers] Re: Selling outside the Android Market-- Use Google Checkout to sell direct from website??? SlideMe.Org??

2010-04-18 Thread Koxx
Hi,

after a long talk with George and some 'lost' emails, I finally
managed to be paid few days ago (April 8).
The main problem was with invoice.
It is very difficult to know what is needed by SlideMe to get your
payout.
You need to request payout balance (we should receive a summary each
month ? I never received them), then edit yourself the invoice with
all sales keys (!!!), print it, sign it, scan it, and sent it !!!
ouch !
I had to request their help for this (thanks George for your help on
this).
The fact is here : it's difficult and not clear.

I'll may give a shot to AndAppStore.

ciao,
Francois @ Koxx

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[android-developers] Transfer List of specific objects across intents

2010-04-18 Thread raqz
Hi,

I wish to send a list of type MyFriend from one activity to another.
I dont find a bundle.put.. for such an requirement in the api's.
Is there a way somebody could suggest through which I could transfer
different kinds of data.
Thanks,
Raqeeb

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[android-developers] Compiling FFMpeg as NDK Shared library

2010-04-18 Thread sfomra
Has any one successfully compiled ffmpeg for use as a shared library??

I tried  the doing what 
http://oo-androidnews.blogspot.com/2010/02/ffmpeg-and-androidmk.html
says but i keep getting
the following message on compile

Android NDK: Building for application 'ffmpeg-org'
make: *** No rule to make target `ffmpeg-org', needed by `ndk-app-
ffmpeg-org'.  Stop.

Has any one encountered this???

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Re: [android-developers] Re: Selling outside the Android Market-- Use Google Checkout to sell direct from website??? SlideMe.Org??

2010-04-18 Thread Shane Isbell
Cool, at least something is coming out of SlideME.

George,

I have a general policy of not attacking people personally, but in this
case, I'll make an exception because I think it is warranted. You are a
dishonest individual. You came on this list and publicly accused me of being
the reason developers did not get paid. And yet, it took 5 months after I
left SlideME for you to resolve and pay a simple invoice. Yet you gave a
completely (dishonest) impression on this list that it was my fault. You
also blamed your recently botched rollout of SAM on me (4 months after I
left). In addition, you were dishonest in regards to your replies to Martin
on this list.

SlideME needs to take responsibility for its actions. Stop pointing fingers
to others. Stop spinning things. Just cleanup the payout mess. Developers
are saying it's not working for them and is likely the cause of all these
angry posts from developers. Deleting these posts from SlideME forums raises
a lot of eyebrows and was no small factor in why I brought these issues
forward.

And for god's sake, stop blaming me for all SlideME's problems. I left 5
months ago.

Shane

On Sun, Apr 18, 2010 at 2:47 PM, Koxx kox...@gmail.com wrote:

 Hi,

 after a long talk with George and some 'lost' emails, I finally
 managed to be paid few days ago (April 8).
 The main problem was with invoice.
 It is very difficult to know what is needed by SlideMe to get your
 payout.
 You need to request payout balance (we should receive a summary each
 month ? I never received them), then edit yourself the invoice with
 all sales keys (!!!), print it, sign it, scan it, and sent it !!!
 ouch !
 I had to request their help for this (thanks George for your help on
 this).
 The fact is here : it's difficult and not clear.

 I'll may give a shot to AndAppStore.

 ciao,
 Francois @ Koxx

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[android-developers] Re: requestLocationUpdates issue

2010-04-18 Thread Bob Kerns
OK, I understand your thinking a bit better, so hopefully I can
explain a bit better.

onDestroy() is only called when your application is idle. The system
will NEVER directly call a lifecycle method except when the main
thread is idle If you are running some long-lived function from, say,
onStart(), or a handler in the main thread.  All of these are handled
one at a time by the main thread's Looper.

So there will be no abrupt termination of your function when
onDestroy() is called. That only happens if it kills off the process.
Which is a lot more likely to happen if you block the main thread --
after a while, the user will get a dialog offering to kill or wait for
the busy process!

Java used to support interrupting and abruptly terminating threads.
However, there is absolutely NO way to make this a safe operation.
Android does kill off processes, which can leave things outside the
process in an inconsistent state, but that's not as bad as having your
application still running, but in an inconsistent state internally! So
abruptly force-quitting a method is not part of the model of any Java
system. (But you can still check, and throw an exception to get out of
a loop -- that will properly invoke all finally() clauses on the way
out, etc.).

It's hard for me to tell you the proper way to stop your service,
because it depends on just what you're doing. You have part of the
idea, by checking for a termination flag in your loop. You can set
that in your onDestroy() method -- akin to what you're trying to do
with your call to the undocumented Looper.quit() method.  But what you
want to do is to set your CARuntimes.MainServiceRunFlag  instead.
(Except I'd make that an instance member of your Service class, rather
than a static of some other class. Better modularity, though you can
make it work this way).

It looks to me like what you're really trying to do, is what the
system already provides for you better -- IntentService. I really
don't know what their intent was, calling it this -- I think I'd call
it ThreadedService, since the relevant point is that it runs your code
in a separate thread. Or maybe HandlerThreadService, since it uses a
handler to serialize the requests for work. You still have to be
careful about things that queue up things to the current thread's
looper -- like Toast, for example. Any deferred processing you want to
queue up to a handler you set up in the IntentService's onCreate
method (i.e. on the main thread).

Anyway, the purpose of HandlerThread's and Handler's is not clean
shutdown, but rather the queuing of messages via a Looper and
associated MessageQueue.  If you're only handling one message, ever,
then creating your own thread would make sense. An AsyncTask would be
a good choice if you're only running for a short time (but too long
for the main thread). But if this is something that runs for an
extended period of time, it would potentially block other uses of
AsyncTask, so your own thread is a better choice.

So anyway, to summarize -- Handler's, HandlerThread's, and
IntentService give you a way to do one thing at a time in another
thread. AsyncTasks give you a way to do a small number of small things
in parallel (in some versions of the system, one thing at a time).
Long-lived things need their own threads -- HandlerThread and
IntentService can provide this. You stop a thread by testing for some
condition in the loop in the thread. If the thread needs to wait, use
wait(), and use notifyAll() to wake it up after you set the flag. Be
sure to use the synchronized keyword to coordinate in this case! And
if you loop within a handler, you're basically occupying that thread
while you're looping. So be careful not to queue up any additional
work to that thread's looper. (And often it needs to go to the main
thread anyway -- for example, all GUI operations need to be run
there).

Sorry I can't make all that simple! Threading is never really simple.
But there are simple patterns, and if you carefully stay within those
simple patterns, you can avoid most of the complexity.

Finally, about getApplicationContext() -- unfortunately, in the
released versions of the documentation, there are some bad examples
around this. I understand they've been fixed for the next release of
the SDK. But if you're in an Activity or a Service, you just supply
that activity or service, via the this pseudo-variable. However, in
your case, your use isn't directly in the service, but in your nested
ServiceHandler class, so this will refer to that instance instead.
But you can still refer to the outer instance's this, by writing
ManagerService.this. You could also arrange to pass the context in
ass a parameter when you create your ManagerService -- but since the
system already does that work for you with a nested class, there's no
reason. Just replace getApplicationContext() with ManagerService.this,
and you're set.

.
On Apr 18, 11:08 am, Tejas tej...@gmail.com wrote:
  If you're going to do that, why involve a 

[android-developers] Re: app that 'animates' drawing

2010-04-18 Thread Rob Y.
 I guess the only mechanism that would work is to maintain a bitmap of
 the whole Surface and draw *that* incrementally.  Then on each 'delay'
 request, lock the Surface and copy the entire bitmap in to draw the
 next 'frame'.  Ouch.

Tried this, and it seems to work.  Still eager for suggestions if this
seems as awkward to you as it does to me.

Thanks,
Rob

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[android-developers] Re: onSharedPreferenceChanged() Not Called in Live Wallpaper (WallpaperService) Engine

2010-04-18 Thread shaun
Operator head spacing

I just looked at AndroidManifest.xml again and I noticed I
accidentally left the configuration for the service to run in a new
process each time instantiated (via android:process=:myprocessname.
I was experimenting with this at one point during another debugging
session.  If it starts with a colon, a new process is given each time
and that would explain why I was getting different SharedPreferences
instances...they were different PIDs, which I did not notice at first
either.

The SharedPreferences API docs state Note: currently this class does
not support use across multiple processes. This will be added later.

So, I just removed the android:process configuration from
AndroidManifest.xml and things are working as expected.

On Apr 16, 3:39 pm, shaun shashepp...@gmail.com wrote:
 Well, I tested one of the sample applications (http://code.google.com/
 p/androgames-sample/) and both the Engine's and Settings'
 onSharedPreferenceChanged() methods are called and with the same
 instance ofSharedPreferencesobject.  So, apparently something is
 different in myLiveWallpaper.

 I went through everything top to bottom and made some small (I'd say
 very minor) tweaks to my code/config to further match the example and
 still the same results - the Engine's onSharedPreferenceChanged()
 method is not called while the Settings' is.

 I also noticed thatSharedPreferencesinstance returned in the Engine
 constructor (via prefs =
 LiveWallpaperService.this.getSharedPreferences(PREFS_NAME,
 0)) is a different object instance than that passed in to
 onSharedPreferenceChanged() of the Settings class.  Nowhere do I
 create a new instance ofSharedPreferencesnor do I have any other
 code related to shared preferences outside of what is being discussed
 here.  So, Android is serving up 2 separate instances ofSharedPreferencesfor 
 some reason Why?

 I am boggled.  Please help me think.

 On Apr 16, 11:45 am, shaun shashepp...@gmail.com wrote:





  I am experiencing something strange with aLiveWallpaper.  I very
  closely followed several examples out there onLiveWallpapers in
  regards to shared preference settings (e.g. Android sample app Cube
 LiveWallpaper).

  The Engine implements
 SharedPreferences.OnSharedPreferenceChangeListener and the pertienent
  code in Engine looks like this:

  public static final String PREFS_NAME = some-name;

  Engine() {
      prefs = LiveWallpaperService.this.getSharedPreferences(PREFS_NAME,
  0);
      prefs.registerOnSharedPreferenceChangeListener(this);

  }

  public void onSharedPreferenceChanged(SharedPreferences
 sharedPreferences, String key) {
            Log.e(getClass().getSimpleName(), on shared preference
  changed);

  }

  NOTE: I never unregister the Engine instance as a shared prefs
  listener.  Although, I did move some things around to onCreate and
  onDestroy (added the unregister there) and had no impact as far as I
  could tell.

  The Settings class extends PreferenceActivity and implements
 SharedPreferences.OnSharedPreferenceChangeListener as well.  And since
  that class has little code here is the body:

      @Override
       protected void onCreate(Bundle icicle) {
           super.onCreate(icicle);

  getPreferenceManager().setSharedPreferencesName(Engine.PREFS_NAME);
           addPreferencesFromResource(R.xml.settings);

  getPreferenceManager().getSharedPreferences().registerOnSharedPreferenceCha 
  ­ngeListener(this);
       }

      �...@override
       protected void onDestroy() {

  getPreferenceManager().getSharedPreferences().unregisterOnSharedPreferenceC 
  ­hangeListener(this);
           super.onDestroy();
       }

       public void onSharedPreferenceChanged(SharedPreferences
 sharedPreferences, String key) {
            Log.e(getClass().getSimpleName(), on shared preference
  changed);
       }

  The only thing coming out in the log is from the Settings class for on
  shared pref change.  Anyone have any idea why?

  In the implementations I've found forLiveWallpapershared prefs
  settings, the Engine constructor either uses the shared preferences or
  calls to onSharedPreferenceChanged() directly.  It seems like those
  other examples may be experiencing the same thing I described above,
  and they worked around it!?!?

  I do admit I have not taken the example code from others and tried it
  out to see if the Engine onSharedPreferenceChanged() gets called.  I
  will do that tonight or this weekend.

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[android-developers] Re: Clear defaults programmatically

2010-04-18 Thread Bonifaz
This clears the preferences, but not the default flag set by a user
when a Intent Chooser is shown to him/her.
Am I right?

How can I get back the Intent Chooser Dialog when a user previously
set my app as default. I know you can go to Manage Applications and
click clear defaults but how do I do this in code?

On Apr 18, 3:01 pm, Menion menion.as...@gmail.com wrote:
 I'm using this code ... hope it helps

 PreferenceManager.getDefaultSharedPreferences(context).edit().clear().commi 
 t();

 On Apr 16, 11:09 am,Bonifazbonifaz.kaufm...@gmail.com wrote:





  Does anyone know
  how to clear defaults of my own app by code.

  I know that a user can always go to Manage Applications, find my app
  and click the button there to clear previously assigned default
  actions. But for most users this isn't intuitive at all.

  I would like to offer my customers a solution to clear defaults within
  my own app if they don't like to use my app as a replacement for a
  specific action anymore.

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[android-developers] Re: Can i get this layout with List view??

2010-04-18 Thread SheikhAman
Oops!
Sorry..
here is the correct one-

?xml version=1.0 encoding=utf-8?
LinearLayout xmlns:android=http://schemas.android.com/apk/res/
android
android:orientation=vertical
android:layout_width=fill_parent
android:layout_height=fill_parent

RelativeLayout
android:id=@+id/widget28
android:layout_width=wrap_content
android:layout_height=wrap_content
android:layout_x=17px
android:layout_y=10px

Button
android:id=@+id/widget40
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=Button
android:layout_alignTop=@+id/widget39
android:layout_toRightOf=@+id/widget38

/Button
TextView
android:id=@+id/widget39
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=TextView
android:layout_alignParentBottom=true
android:layout_alignParentLeft=true
/TextView

Button
android:id=@+id/widget38
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=Button
android:layout_alignParentTop=true
android:layout_alignParentRight=true
/Button

/RelativeLayout
ListView
android:id=@+id/tweetList
android:layout_width=wrap_content
android:layout_height=wrap_content
/
/LinearLayout



Please tell.





On Apr 18, 11:11 pm, Anurag Singh anusingh...@gmail.com wrote:
 I think, it's not right way.

 TextView
 android:id=@+id/widget39
 android:layout_width=wrap_
 content
 android:layout_height=wrap_content
 android:text=TextView
 android:layout_alignParentBottom=true
 android:layout_alignParentLeft=true

 Button
 android:id=@+id/widget38
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:text=Button
 android:layout_alignParentTop=true
 android:layout_alignParentRight=true

 /Button
 /TextView
  You have mention Button in a TextView.

 - Anurag Singh

 Hi. please find the link to attached file, i need to have this kinda



  layout.
  is it possible??
  well perhaps it is, but im not getting it how to do it.
  i want to specify the whole layout in the xml, but it gives runtime
  error

  here's the link to the blue print of desired layout:

 http://lh6.ggpht.com/_o9EYB0b5APY/S8s-coQE-KI/CrA/KJUl5ANBi88...

  here's my main.xml-

  ?xml version=1.0 encoding=utf-8?
  LinearLayout xmlns:android=http://schemas.android.com/apk/res/
  android
     android:orientation=vertical
     android:layout_width=fill_parent
     android:layout_height=fill_parent

  RelativeLayout
  android:id=@+id/widget28
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:layout_x=17px
  android:layout_y=10px

  Button
  android:id=@+id/widget40
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:text=Button
  android:layout_alignTop=@+id/widget39
  android:layout_toRightOf=@+id/widget38

  /Button
  TextView
  android:id=@+id/widget39
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:text=TextView
  android:layout_alignParentBottom=true
  android:layout_alignParentLeft=true

  Button
  android:id=@+id/widget38
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:text=Button
  android:layout_alignParentTop=true
  android:layout_alignParentRight=true

  /Button
  /TextView
  /RelativeLayout
  ListView
         android:id=@+id/tweetList
         android:layout_width=wrap_content
         android:layout_height=wrap_content
     /
  /LinearLayout

  is anything wrong??

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[android-developers] Re: Can i get this layout with List view??

2010-04-18 Thread SheikhAman
ohh, all of the tags didnt have '' with them.
I have already added them but they weren't copied dont know why, so
thats not a problem.

On Apr 19, 6:12 am, SheikhAman shekh.a...@gmail.com wrote:
 Oops!
 Sorry..
 here is the correct one-

 ?xml version=1.0 encoding=utf-8?
 LinearLayout xmlns:android=http://schemas.android.com/apk/res/
 android
     android:orientation=vertical
     android:layout_width=fill_parent
     android:layout_height=fill_parent
     
 RelativeLayout
 android:id=@+id/widget28
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:layout_x=17px
 android:layout_y=10px

 Button
 android:id=@+id/widget40
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:text=Button
 android:layout_alignTop=@+id/widget39
 android:layout_toRightOf=@+id/widget38

 /Button
 TextView
 android:id=@+id/widget39
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:text=TextView
 android:layout_alignParentBottom=true
 android:layout_alignParentLeft=true
 /TextView

 Button
 android:id=@+id/widget38
 android:layout_width=wrap_content
 android:layout_height=wrap_content
 android:text=Button
 android:layout_alignParentTop=true
 android:layout_alignParentRight=true
 /Button

 /RelativeLayout
 ListView
         android:id=@+id/tweetList
         android:layout_width=wrap_content
         android:layout_height=wrap_content
     /
 /LinearLayout

 Please tell.

 On Apr 18, 11:11 pm, Anurag Singh anusingh...@gmail.com wrote:



  I think, it's not right way.

  TextView
  android:id=@+id/widget39
  android:layout_width=wrap_
  content
  android:layout_height=wrap_content
  android:text=TextView
  android:layout_alignParentBottom=true
  android:layout_alignParentLeft=true

  Button
  android:id=@+id/widget38
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:text=Button
  android:layout_alignParentTop=true
  android:layout_alignParentRight=true

  /Button
  /TextView
   You have mention Button in a TextView.

  - Anurag Singh

  Hi. please find the link to attached file, i need to have this kinda

   layout.
   is it possible??
   well perhaps it is, but im not getting it how to do it.
   i want to specify the whole layout in the xml, but it gives runtime
   error

   here's the link to the blue print of desired layout:

  http://lh6.ggpht.com/_o9EYB0b5APY/S8s-coQE-KI/CrA/KJUl5ANBi88...

   here's my main.xml-

   ?xml version=1.0 encoding=utf-8?
   LinearLayout xmlns:android=http://schemas.android.com/apk/res/
   android
      android:orientation=vertical
      android:layout_width=fill_parent
      android:layout_height=fill_parent

   RelativeLayout
   android:id=@+id/widget28
   android:layout_width=wrap_content
   android:layout_height=wrap_content
   android:layout_x=17px
   android:layout_y=10px

   Button
   android:id=@+id/widget40
   android:layout_width=wrap_content
   android:layout_height=wrap_content
   android:text=Button
   android:layout_alignTop=@+id/widget39
   android:layout_toRightOf=@+id/widget38

   /Button
   TextView
   android:id=@+id/widget39
   android:layout_width=wrap_content
   android:layout_height=wrap_content
   android:text=TextView
   android:layout_alignParentBottom=true
   android:layout_alignParentLeft=true

   Button
   android:id=@+id/widget38
   android:layout_width=wrap_content
   android:layout_height=wrap_content
   android:text=Button
   android:layout_alignParentTop=true
   android:layout_alignParentRight=true

   /Button
   /TextView
   /RelativeLayout
   ListView
          android:id=@+id/tweetList
          android:layout_width=wrap_content
          android:layout_height=wrap_content
      /
   /LinearLayout

   is anything wrong??

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[android-developers] spinner question: how to detect the selection of an already selected item?

2010-04-18 Thread greg
I have an activity with a ListView check list and a spinner that
controls the sort order of the items in that check list.  One of the
sort options is to move the checked items to the beginning of the
list.  I would like to allow users to check some items in the list,
select the 'sort by checks' option, check some more items in the list,
and select the 'sort by checks' option again.  However, I don't see
how to detect that second selection of the spinner's 'sort by checks'
option.

I've tried using setOnItemSelectedListener, but it doesn't call the
onItemSelected handler unless a different item is selected.  And I've
tried using setOnItemClickListener, but it seems that listener cannot
be used with a spinner according to following run-time exception from
logcat:

- - -
D/AndroidRuntime(  987): Shutting down VM
W/dalvikvm(  987): threadid=3: thread exiting with uncaught exception
(group=0x4000fe70)
E/AndroidRuntime(  987): Uncaught handler: thread main exiting due to
uncaught exception
E/AndroidRuntime(  987): java.lang.RuntimeException: Unable to start
activity ComponentInfo{com.test.spinner/com.test.spinner.check_list}:
java.lang.RuntimeException: setOnItemClickListener cannot be used with
a spinner.
E/AndroidRuntime(  987):at
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
2268)
- - -

Any tips on how to detect the selection of an already selected item in
a spinner?

Thanks,
Greg

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[android-developers] Re: Audio Mixing

2010-04-18 Thread ani
I found the solution to my problem: Service.startForeground. This call
makes sure my background service will keeps its priority when its
running in the background.
The SDK has a nice example that works across all API levels:
http://developer.android.com/intl/de/resources/samples/ApiDemos/src/com/example/android/apis/app/ForegroundService.html

 Jesper Hansen

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Re: [android-developers] Re: A problem about -rpath-link

2010-04-18 Thread kerl.d.w
Thanks a lot.
I think this problem maybe could not be solved. I just use relative path to
do the link.

2010/4/16 andrej sarkic andrej.sar...@gmail.com

 You should read this first:

 http://developer.android.com/sdk/ndk/index.html

 On Apr 15, 9:45 pm, Ke Wu kerl@gmail.com wrote:
  Hi all,
  I got a new clue, in the rpath-link option, could be several paths, and
 use
  colon to separate these paths.
  So, if I want to use windows driver path, I must find out a way to
 transfer
  colon, But HOW COULD I ??
 
  Any suggestion would be greatly appreciated! Thanks in advance
  GOD SAVE ME! T_T
 
  2010/4/15 KerlW kerl@gmail.com
 
 
 
   I am learning Anroid development, trying to write native C program.
   I am using code sourcery g++ lite to compile and link my program, When
   I tried to link my program dynamically, I met a problem.
 
   I've pulled /system/lib from android emulator to my PC c:\androidlib
   when link , I need to pass this path to -L and -rpath-link option.
   -L c:\androidlib works.
   but
   -rpath-link c:\androidlib didn't work!!
 
   I've tried in many forms such as:
   -rpath-link c:/androidlib
   -rpath-link \c\androidlib
   -rpath-link \driver\c\androidlib
   None of above makes the linker know the correct path. How could I
   solve this problem??
 
   Any suggestion would be greatly appreciated(aside using -static to
   avoid dynamic link).
 
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[android-developers] How to get wifi account and password in code?

2010-04-18 Thread Levi
How to get wifi account and password in code?
Please tell me if you know ,thanks.

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[android-developers] Android Appending Values Received From Server

2010-04-18 Thread raqz
Hi,

I am trying to receive some data from a servlet on to android. It
works fine for the first run but if in case I happen to use the same
activity again, the previous data is  getting appended to the new
data.
Could some one please tell me what is wrong. Why dont the variables
get re initialized in the activity on the second usage of the same

Thanks,
Raqeeb

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[android-developers] Re: Can i get this layout with List view??

2010-04-18 Thread SheikhAman
Ohk,
Things went fine, and i was able to design a new layout like this-
?xml version=1.0 encoding=utf-8?
RelativeLayout
android:id=@+id/widget101
android:layout_width=fill_parent
android:layout_height=fill_parent
xmlns:android=http://schemas.android.com/apk/res/android;


RelativeLayout
android:id=@+id/widget110
android:layout_width=fill_parent
android:layout_height=wrap_content
android:layout_alignParentTop=true
android:layout_alignParentLeft=true

TextView
android:id=@+id/widget112
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=TextView
android:layout_centerVertical=true
android:layout_centerHorizontal=true

/TextView
Button
android:id=@+id/widget111
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=Button
android:layout_alignParentTop=true
android:layout_alignParentLeft=true

/Button
Button
android:id=@+id/widget113
android:layout_width=wrap_content
android:layout_height=wrap_content
android:text=Button
android:layout_alignParentTop=true
android:layout_alignParentRight=true

/Button
/RelativeLayout
ListView
android:id=@+id/widget114
android:layout_width=fill_parent
android:layout_height=wrap_content
android:layout_below=@+id/tweetList
android:layout_alignParentLeft=true

/ListView
/RelativeLayout



Things stay fine until i assign the adapter to the list i have
created-

public class MainActivity extends Activity {
/** Called when the activity is first created. */
String[] data={1,2,3};
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
ListView tweetList = (ListView) findViewById(R.id.tweetList);
tweetList.setAdapter(new
ArrayAdapterString(this,R.id.tweetList,data));
}
}

as soon as i add the last line, problems start.

whats wrong?



On Apr 19, 6:24 am, SheikhAman shekh.a...@gmail.com wrote:
 ohh, all of the tags didnt have '' with them.
 I have already added them but they weren't copied dont know why, so
 thats not a problem.

 On Apr 19, 6:12 am, SheikhAman shekh.a...@gmail.com wrote:



  Oops!
  Sorry..
  here is the correct one-

  ?xml version=1.0 encoding=utf-8?
  LinearLayout xmlns:android=http://schemas.android.com/apk/res/
  android
      android:orientation=vertical
      android:layout_width=fill_parent
      android:layout_height=fill_parent
      
  RelativeLayout
  android:id=@+id/widget28
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:layout_x=17px
  android:layout_y=10px

  Button
  android:id=@+id/widget40
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:text=Button
  android:layout_alignTop=@+id/widget39
  android:layout_toRightOf=@+id/widget38

  /Button
  TextView
  android:id=@+id/widget39
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:text=TextView
  android:layout_alignParentBottom=true
  android:layout_alignParentLeft=true
  /TextView

  Button
  android:id=@+id/widget38
  android:layout_width=wrap_content
  android:layout_height=wrap_content
  android:text=Button
  android:layout_alignParentTop=true
  android:layout_alignParentRight=true
  /Button

  /RelativeLayout
  ListView
          android:id=@+id/tweetList
          android:layout_width=wrap_content
          android:layout_height=wrap_content
      /
  /LinearLayout

  Please tell.

  On Apr 18, 11:11 pm, Anurag Singh anusingh...@gmail.com wrote:

   I think, it's not right way.

   TextView
   android:id=@+id/widget39
   android:layout_width=wrap_
   content
   android:layout_height=wrap_content
   android:text=TextView
   android:layout_alignParentBottom=true
   android:layout_alignParentLeft=true

   Button
   android:id=@+id/widget38
   android:layout_width=wrap_content
   android:layout_height=wrap_content
   android:text=Button
   android:layout_alignParentTop=true
   android:layout_alignParentRight=true

   /Button
   /TextView
    You have mention Button in a TextView.

   - Anurag Singh

   Hi. please find the link to attached file, i need to have this kinda

layout.
is it possible??
well perhaps it is, but im not getting it how to do it.
i want to specify the whole layout in the xml, but it gives runtime
error

here's the link to the blue print of desired layout:

   http://lh6.ggpht.com/_o9EYB0b5APY/S8s-coQE-KI/CrA/KJUl5ANBi88...

here's my main.xml-

?xml version=1.0 encoding=utf-8?
LinearLayout xmlns:android=http://schemas.android.com/apk/res/
android
   android:orientation=vertical
   android:layout_width=fill_parent
   android:layout_height=fill_parent

RelativeLayout
android:id=@+id/widget28
android:layout_width=wrap_content
android:layout_height=wrap_content
android:layout_x=17px
android:layout_y=10px

Button
android:id=@+id/widget40
android:layout_width=wrap_content
android:layout_height=wrap_content
  

[android-developers] Re: requestLocationUpdates issue

2010-04-18 Thread Tejas
Hi Bob,

Thanks a lot for this. This helped me to understand a lot of things.
I found out a good way for starting/stopping a service here:
http://www.brighthub.com/mobile/google-android/articles/34861.aspx

What do you think of this one ?
Cheers,
Tejas

On Apr 18, 7:03 pm, Bob Kerns r...@acm.org wrote:
 OK, I understand your thinking a bit better, so hopefully I can
 explain a bit better.

 onDestroy() is only called when your application is idle. The system
 will NEVER directly call a lifecycle method except when the main
 thread is idle If you are running some long-lived function from, say,
 onStart(), or a handler in the main thread.  All of these are handled
 one at a time by the main thread's Looper.

 So there will be no abrupt termination of your function when
 onDestroy() is called. That only happens if it kills off the process.
 Which is a lot more likely to happen if you block the main thread --
 after a while, the user will get a dialog offering to kill or wait for
 the busy process!

 Java used to support interrupting and abruptly terminating threads.
 However, there is absolutely NO way to make this a safe operation.
 Android does kill off processes, which can leave things outside the
 process in an inconsistent state, but that's not as bad as having your
 application still running, but in an inconsistent state internally! So
 abruptly force-quitting a method is not part of the model of any Java
 system. (But you can still check, and throw an exception to get out of
 a loop -- that will properly invoke all finally() clauses on the way
 out, etc.).

 It's hard for me to tell you the proper way to stop your service,
 because it depends on just what you're doing. You have part of the
 idea, by checking for a termination flag in your loop. You can set
 that in your onDestroy() method -- akin to what you're trying to do
 with your call to the undocumented Looper.quit() method.  But what you
 want to do is to set your CARuntimes.MainServiceRunFlag  instead.
 (Except I'd make that an instance member of your Service class, rather
 than a static of some other class. Better modularity, though you can
 make it work this way).

 It looks to me like what you're really trying to do, is what the
 system already provides for you better -- IntentService. I really
 don't know what their intent was, calling it this -- I think I'd call
 it ThreadedService, since the relevant point is that it runs your code
 in a separate thread. Or maybe HandlerThreadService, since it uses a
 handler to serialize the requests for work. You still have to be
 careful about things that queue up things to the current thread's
 looper -- like Toast, for example. Any deferred processing you want to
 queue up to a handler you set up in the IntentService's onCreate
 method (i.e. on the main thread).

 Anyway, the purpose of HandlerThread's and Handler's is not clean
 shutdown, but rather the queuing of messages via a Looper and
 associated MessageQueue.  If you're only handling one message, ever,
 then creating your own thread would make sense. An AsyncTask would be
 a good choice if you're only running for a short time (but too long
 for the main thread). But if this is something that runs for an
 extended period of time, it would potentially block other uses of
 AsyncTask, so your own thread is a better choice.

 So anyway, to summarize -- Handler's, HandlerThread's, and
 IntentService give you a way to do one thing at a time in another
 thread. AsyncTasks give you a way to do a small number of small things
 in parallel (in some versions of the system, one thing at a time).
 Long-lived things need their own threads -- HandlerThread and
 IntentService can provide this. You stop a thread by testing for some
 condition in the loop in the thread. If the thread needs to wait, use
 wait(), and use notifyAll() to wake it up after you set the flag. Be
 sure to use the synchronized keyword to coordinate in this case! And
 if you loop within a handler, you're basically occupying that thread
 while you're looping. So be careful not to queue up any additional
 work to that thread's looper. (And often it needs to go to the main
 thread anyway -- for example, all GUI operations need to be run
 there).

 Sorry I can't make all that simple! Threading is never really simple.
 But there are simple patterns, and if you carefully stay within those
 simple patterns, you can avoid most of the complexity.

 Finally, about getApplicationContext() -- unfortunately, in the
 released versions of the documentation, there are some bad examples
 around this. I understand they've been fixed for the next release of
 the SDK. But if you're in an Activity or a Service, you just supply
 that activity or service, via the this pseudo-variable. However, in
 your case, your use isn't directly in the service, but in your nested
 ServiceHandler class, so this will refer to that instance instead.
 But you can still refer to the outer instance's this, by writing
 

[android-developers] GetLocation of the phone

2010-04-18 Thread raqz
Hi,

I am trying to retrieve the GPS location of the phone. I believe I
cannot create an object of the class which stores the location in a
variable. So that once the class gets instantiated I use a get method
and retrieve the content in the variable.
So I am trying to do this

locationListener = new MyLocationListener();

lm.requestLocationUpdates(
LocationManager.GPS_PROVIDER,0,0,locationListener);
if(!information.equals(null)){
Bundle bundle = new Bundle();
bundle.putString(hello, information);
Intent intent = new Intent(LocationActivity.this,
MainActivity.class);
intent.putExtras(bundle);
startActivity(intent);
}


and in the locationlistener class


public void onLocationChanged(Location loc) {
if (loc != null) {
double lat=loc.getLatitude();
double lon=loc.getLongitude();
information =  +lat +lon;
Toast.makeText(getBaseContext(),
Location Changed:+information,
Toast.LENGTH_LONG).show();
}
else
information=bad luck;
}

The mainactivity then displays that...but its not happening...could
some one please help me how to get the values of this.

Thanks...Raqeeb

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[android-developers] VIBRATE permission not showing on device or emulator

2010-04-18 Thread jk-bk-vk
Hi,

Been wrestling with uses-permission in AndroidManifest.xml for about
1/2 a day, so I may be blinded by my frustration

I've been cleaning up my app (removing debug code, experimental stuff
to blackbox things I didn't understand, etc.).  As part of this, I
removed some uses-permission elements from my manifest. After doing
so, I rebuilt, installed on emulator and a mytouch 3G, ran settings,
application manager, and checked the permission list. After chasing my
tail for about 5 hours (rant), I stumbled across issue 4101:

 
http://code.google.com/p/android/issues/detail?id=4101can=1q=uses-permissioncolspec=ID%20Type%20Status%20Owner%20Summary%20Stars

That explained part of my problem (I was getting permission in the
installed application that were not set in my AndroidManifest.xml).
But after figuring that out, I'm still missing
android.permission.VIBRATE. The app runs and does use the vibrator on
the  mytouch. I checked my package using aapt dump xmltree..., and
it is set in the apk version of the manifest.  I grep'ed the package
code mentioned in 4101 and didn't find vibrate anywhere.

Does anybody have any ideas why it isn't showing up in settings-
applications-Manage applications

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[android-developers] Opengl

2010-04-18 Thread risha
Let me know how to set up a background image in opengl

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[android-developers] Re: Need Help on Quick Search

2010-04-18 Thread Amit A
Any help on this?..

Thanks,
Amit

On Tue, Apr 13, 2010 at 12:04 PM, Amit A android.a...@gmail.com wrote:

 Hi,

 I wanted to have one more Search with different search UI on the Home
 Screen(addition to Quick search box) which can search through restricted
 applications and provide user additonal functionalities.

 Does this require one more Search Service in the framework layer or this
 can be done within the existing Search manager itself? - As i see the UI and
 logic are tightly coupled.

 Does this Pass the compatibilty test?.

 Any help on this is apprecitated.

 Thanks,
 Amit



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Re: [android-developers] GetLocation of the phone

2010-04-18 Thread Anurag Singh
Have you set uses permission in manifiest file.

uses-permission
android:name=android.permission.ACCESS_FINE_LOCATION /

- Anurag Singh

Hi,

 I am trying to retrieve the GPS location of the phone. I believe I
 cannot create an object of the class which stores the location in a
 variable. So that once the class gets instantiated I use a get method
 and retrieve the content in the variable.
 So I am trying to do this

 locationListener = new MyLocationListener();

lm.requestLocationUpdates(
LocationManager.GPS_PROVIDER,0,0,locationListener);
if(!information.equals(null)){
Bundle bundle = new Bundle();
bundle.putString(hello, information);
Intent intent = new Intent(LocationActivity.this,
 MainActivity.class);
intent.putExtras(bundle);
startActivity(intent);
}


 and in the locationlistener class


 public void onLocationChanged(Location loc) {
if (loc != null) {
double lat=loc.getLatitude();
double lon=loc.getLongitude();
information =  +lat +lon;
Toast.makeText(getBaseContext(),
Location Changed:+information,
Toast.LENGTH_LONG).show();
}
else
information=bad luck;
}

 The mainactivity then displays that...but its not happening...could
 some one please help me how to get the values of this.

 Thanks...Raqeeb

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[android-developers] Re: GetLocation of the phone

2010-04-18 Thread raqz
yes.. its getting the locations all right..but i am unable to save the
location somwhere so that i can use it later. thats the whole
issue

I just thought of something...
if I start a service that does the onLocationChanged stuffit would
get the gps locations and store it (somewhere in the system)
and later if i just start an acitivity that would do
getLastKnowLocation() , shouldn't that fetch the location for further
use.
Come some one advise please



On Apr 19, 12:22 am, Anurag Singh anusingh...@gmail.com wrote:
 Have you set uses permission in manifiest file.

 uses-permission
 android:name=android.permission.ACCESS_FINE_LOCATION /

 - Anurag Singh

 Hi,





  I am trying to retrieve the GPS location of the phone. I believe I
  cannot create an object of the class which stores the location in a
  variable. So that once the class gets instantiated I use a get method
  and retrieve the content in the variable.
  So I am trying to do this

  locationListener = new MyLocationListener();

         lm.requestLocationUpdates(
             LocationManager.GPS_PROVIDER,0,0,locationListener);
         if(!information.equals(null)){
                 Bundle bundle = new Bundle();
                 bundle.putString(hello, information);
                 Intent intent = new Intent(LocationActivity.this,
  MainActivity.class);
                 intent.putExtras(bundle);
                 startActivity(intent);
         }

  and in the locationlistener class

  public void onLocationChanged(Location loc) {
             if (loc != null) {
                 double lat=loc.getLatitude();
                 double lon=loc.getLongitude();
                 information =  +lat +lon;
                 Toast.makeText(getBaseContext(),
                 Location Changed:+information,
                 Toast.LENGTH_LONG).show();
             }
             else
                 information=bad luck;
         }

  The mainactivity then displays that...but its not happening...could
  some one please help me how to get the values of this.

  Thanks...Raqeeb

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[android-developers] Re: GetLocation of the phone

2010-04-18 Thread raqz
i have been getting the locations fine...thats not issue..so please be
assured that i have set the manifest file right...
i just need to send the lcoations to another activity and i am not
able to do that

i just thought of this...start a service that would collect gps data
at regular intervals of time...
and then just start my activity that would use getLastKnownLocation()
and get the locations..

Can some one please advise if i am going on the right directio n

On Apr 19, 12:22 am, Anurag Singh anusingh...@gmail.com wrote:
 Have you set uses permission in manifiest file.

 uses-permission
 android:name=android.permission.ACCESS_FINE_LOCATION /

 - Anurag Singh

 Hi,





  I am trying to retrieve the GPS location of the phone. I believe I
  cannot create an object of the class which stores the location in a
  variable. So that once the class gets instantiated I use a get method
  and retrieve the content in the variable.
  So I am trying to do this

  locationListener = new MyLocationListener();

         lm.requestLocationUpdates(
             LocationManager.GPS_PROVIDER,0,0,locationListener);
         if(!information.equals(null)){
                 Bundle bundle = new Bundle();
                 bundle.putString(hello, information);
                 Intent intent = new Intent(LocationActivity.this,
  MainActivity.class);
                 intent.putExtras(bundle);
                 startActivity(intent);
         }

  and in the locationlistener class

  public void onLocationChanged(Location loc) {
             if (loc != null) {
                 double lat=loc.getLatitude();
                 double lon=loc.getLongitude();
                 information =  +lat +lon;
                 Toast.makeText(getBaseContext(),
                 Location Changed:+information,
                 Toast.LENGTH_LONG).show();
             }
             else
                 information=bad luck;
         }

  The mainactivity then displays that...but its not happening...could
  some one please help me how to get the values of this.

  Thanks...Raqeeb

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[android-developers] Re: Map app with GPS is not working in Nexus One

2010-04-18 Thread SREEHARI
Hi All,

  Thanks for ur replyBut my doubt is why I am getting exception in
nexus one onlyI tried the same code with G1.It is working fine
in that.Ok...anyway I will try with requestLocationUpdates

Regards,
SREEHARI.

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[android-developers] Re: Android Appending Values Received From Server

2010-04-18 Thread Bob Kerns
What exactly do you mean by second usage?

Just pressing the home key and then tapping your program icon won't
create a new activity instance, unless the old one has been deleted.
You can't depend on it being deleted, in fact, you'd prefer it not be.

Study the diagram in the Activity class documentation (a screen or two
down): http://developer.android.com/intl/de/reference/android/app/Activity.html

Note that there are paths that take you back into the activity.
Depending on what exactly what data is you're getting from the server,
you may want to reinitialize in onResume() or onStart(). My guess
would be onStart() -- I think you probably don't want to re-fetch data
just because a dialog popped up, then returned control to your
Activity.

Likewise, you may want to de-initialize the data (for example, null
out the variable containing it) in the onStop() method, which will
allow the memory to be reclaimed sooner.

On Apr 18, 7:24 pm, raqz abdulraqee...@gmail.com wrote:
 Hi,

 I am trying to receive some data from a servlet on to android. It
 works fine for the first run but if in case I happen to use the same
 activity again, the previous data is  getting appended to the new
 data.
 Could some one please tell me what is wrong. Why dont the variables
 get re initialized in the activity on the second usage of the same

 Thanks,
 Raqeeb

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[android-developers] ArrayIndexOutOfBoundException while reading the file

2010-04-18 Thread pramod.deore
hello everybody, I am developing one application in that I am reading
one file in parts (I am reading 102400 bytes at a time ) and sending
it to server. size of file is more than 5mb. I had write following
method to read the file

 public void readFile()
 {
  try
  {
  int size = (int)myFile.length();
  noOfChunks = (size/102400);
  noOfChunks = noOfChunks+1;
  System.out.println (size of file is +size);

  System.out.println (size is+noOfChunks);
  FileInputStream fstream = new FileInputStream(myFile);

  DataInputStream in = new DataInputStream(fstream);

  byte[] byteArray = new byte[102400];

  for (int i=1;i!=noOfChunks;i++)
  {

  xyz = in.skip(start);

  System.out.println (skipped :+start);

  in.readFully(byteArray, start, end);//[b]This is
line no 133 here exception occurs[/b]

  str = new String(byteArray);
  sendData(0213456789_A~addressbook.txt~10~+str);
  start = end;
  end = end+102398;
  }

  }
  catch (IOException ioe)
  {
  ioe.printStackTrace();
  }
 }

But when this method throws IndexOutOfboundException at line 133.
Actually I thought because of in.readFully(byteArray, start, end);

It reads from start to end and store it to byteArray, but it is not
working like that.

Anybody knows what I am doing wrong?

Thanks

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[android-developers] Re: Moving two views together

2010-04-18 Thread Sonic..
Hey, if you could please give me more details for the same. I'm still
a starter in android development.

On Apr 13, 6:34 pm, social hub shubem...@gmail.com wrote:
 hack into onmove onscroll onfling methods and pass them to  other view

 On Tue, Apr 13, 2010 at 6:25 AM, Sonic.. abhishek.bansal1...@gmail.comwrote:

  Hello,

  I currently have one Scrollview which contains a table layout and one
  list in my activity. Now my problem is that I wanted to move both of
  them(Scrollview and list) together and with proper synchronization...
  So if scrollview is being scrolled then listview should also scroll
  with the same distance, and vice versa...

  Thanks in advance..

  Abhishek

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[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Robert Green
Excellent work, Mario.  I think it's quite clear that the input
processing code in Android needs help.  Eating 20-30% of a Cortex A8
is a pretty big deal.

On Apr 18, 4:21 pm, Mario Zechner badlogicga...@gmail.com wrote:
 For fun i extended the example i posted earlier. It now feature cpu
 usage output derrived from /proc/stat which should be enough to given
 an indication of the slow down occuring due to touch events.

 The setup:

 - A GLSurfaceView
 - An OnTouchListener that does nothing but return true
 - A simple renderer thread which is throttled via a Thread.sleep(200)
 to 5 frames per second which outputs the frames per second as well as
 the cpu usage

 Observation on Milestone with 2.0.1:
 - load without touching the screen - 4%-12%
 - load with touching the screen - 24%-44%

 due to the way i measure the cpu usage it of course fluctuates quiet a
 bit, the overall tendency can be easily derrived though.

 You can find the apk athttp://www.file-pasta.com/file/1/touchflood.apk,
 the Eclipse project with all the source can be found 
 athttp://www.file-pasta.com/file/0/touchflood.zip.

 On 18 Apr., 22:18, Robert Green rbgrn@gmail.com wrote:



  The fundamental issue is that there are too many instructions per
  event being executed.  There is no way around it other than optimizing
  the event handling code in KeyInputQueue.  No amount of waiting or
  sleeping will fix that because those events must run through that code
  and that code appears to be very slow.  It surprises me because it's
  truly performance critical code and this issue has been known since
  1.1/1.5 and it still doesn't appear to be fixed in master.  I'm
  looking at it now and the author(s) didn't even follow Android's best
  optimization practices.  Simple things like declaring virtuals with
  local variables aren't done.

  For a moment today I was considering taking the input stack (EventHub,
  KeyInputQueue and InputDevice) and hacking it into my own input stack
  which reads off the event devices much more efficiently but I can't
  find any way to stop the system stack from running and consuming CPU,
  so that hack is out (and probably good because I really didn't want to
  go there - waste of time and probably wouldn't work right anyway).

  In my activity:
  public boolean onTouchEvent(MotionEvent e) {
    return false;

  }

  And system_server still consumes about 36% of the CPU while moving my
  finger around.  That proves there is nothing a developer can do to
  work around this.  I think I'll take this issue to the platform group
  now and try to file more specific bugs.

  On Apr 18, 10:38 am, Ralf Schneider li...@gestaltgeber.com wrote:

   I have already talked a lot about the touch slow down in this forum.
   There is another observation I would like to add, may be this can help to
   track the problem down.

   One of my projects is an Argumented Reality Game.
   Of course this kind of App eats energy (CPU cycles) like crazy:

   In my app I process:
   The camare, OpenGL graphics, Pseudo-3D-Sound mixing (8 simultaneous 
   samples
   + ogg-music), 2 constant sensor imputs (acceleration, magnetic) and
   additional input from trackball, hardware keys and the touch screen.

   The largest slow down occurs with the touch-events.

   But the next big slow down occurs with the accleration and magnetic 
   events!
   I gained up to 4 FPS on a N1 by switching from SENSOR_DELAY_FASTEST to
   SENSOR_DELAY_GAME.

   = So I just wonder: May be the slow down is in no way specific to touch
   events! Instead the whole input-queue-event handling is just horribly 
   slow.
   As everyonw has observed: Touching the screen will trigger (flood) lots of
   events - This is similar as enabling input from other sensors - which can
   slow down the app in a compareable way, too!
   The main differences is only: Touching the screen will still trigger more
   event than using a sesnor in *SENSOR_DELAY_FASTEST*. So the slow down
   appears as less drastically...

   After working a while with Android, I must say:
   The design and architecture of the Java-API seems to be nice and well done
   most of the time.
   But the execution and implementation of the software stack as a whole 
   seems
   to be just slow, slow, slow, slow,  All this doesn't matter if you 
   have
   lots of servers with many cores (ENTERPRISE!) but for an
   embedded-soft-realtime-device I expect more!

   IMHO the OS on an embedded device with a 1 GHZ CPU should not use more 
   than
   1% of the CPU to process around thousand events per seconds - and even 
   this
   i would consider slow.
   Anyway, this time I resist to go into a deeper rant.

   Kind Regards,
   Ralf

   2010/4/18 Robert Green rbgrn@gmail.com

I've tried sleep() and have switched to wait(1000), notify() / yield()
as outlined by some other devs.  I have no empirical evidence that one
works any better than the other.  Both consume a range between 25-36%
of the CPU 

[android-developers] Re: Moving two views together

2010-04-18 Thread Sonic..
I'll reframe my question. I'm not using a scrollview anymore. I have
two lists being displayed in my activity. I heard that using a
listview within a scrollview causes issues. So I need a way where in I
can scroll both the lists simultaneously. Does that mean I need to
override some functions of a listview. I tried to do something with
the OnScrollListener but couldn't find much help. Can I use the
OnScrollListener and using the view given I can scroll both the lists.

On Apr 19, 10:50 am, Sonic.. abhishek.bansal1...@gmail.com wrote:
 Hey, if you could please give me more details for the same. I'm still
 a starter in android development.

 On Apr 13, 6:34 pm, social hub shubem...@gmail.com wrote:

  hack into onmove onscroll onfling methods and pass them to  other view

  On Tue, Apr 13, 2010 at 6:25 AM, Sonic.. 
  abhishek.bansal1...@gmail.comwrote:

   Hello,

   I currently have one Scrollview which contains a table layout and one
   list in my activity. Now my problem is that I wanted to move both of
   them(Scrollview and list) together and with proper synchronization...
   So if scrollview is being scrolled then listview should also scroll
   with the same distance, and vice versa...

   Thanks in advance..

   Abhishek

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