[android-developers] Focus problem with Option menu

2013-08-08 Thread drenda
Hi,
I've a problem with Option menu and focus.
I've a simple View in which I've some data come from remote service. I've 
to display an icon of the option menu only sometimes when remote object has 
some characteristics.

So I do this:

@Override
public boolean onCreateOptionsMenu(Menu menu) {
return true;
}

@Overridepublic boolean onPrepareOptionsMenu(Menu menu) {


if (corsa != null  corsa.getDataPartenzaEffettiva() == null) {
menu.clear();
getMenuInflater().inflate(R.menu.dettaglio_corsa, menu);
}
return true;
}

The first time I create an empty menu and then when I receive remote data 
(asyncCall) I call   invalidateOptionsMenu(); so I display the option menu 
icon. All works fine but in this view I open programatically the keyboard:

 InputMethodManager inputMethodManager = (InputMethodManager) 
getSystemService(Context.INPUT_METHOD_SERVICE);
if (inputMethodManager != null) {

inputMethodManager.toggleSoftInput(InputMethodManager.SHOW_FORCED, 0);
}

the problem is that every time I press a key on the keyboard the icon of 
Option menu focus, and when I press enter the option menu is clickked. I 
don't want this, why the option menu is focused every time I press a key?

Thanks


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[android-developers] Need to show a dialog on top of all other Apps for a custom hardware.

2013-08-08 Thread Tushar
Hi,

I need to show a dialog (more like a horizontal bar) on press of a custom 
Key (on my custom device powered by Android).
This dialog should appear on top of any other application(say A) that 
might be running when the Key is pressed. The app A should keep on 
running and its UI should be visibile (i.e the app A: should not go to 
onPause()). It should work something similar to SystemUI's volume change 
dialog when Volume Hard Keys are pressed.  I want to make minimum changes 
in framework.  My understanding is that I need to make changes in 
PhoneWindowManager.java to handle the press of custom Key, which will then 
call my app residing in application layer, which will just inflate the 
dialog. Would this work? If so, is there a better way to implement it? If 
not, how can I implement this? 

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[android-developers] Re: how to set a shortcut key to launch an activity ?

2013-08-08 Thread shihab Shuvro
Hello shapnil,
how are you? I am facing a problem to lunch an activity when the shortcut 
key is pressed like open a number pad press *123 will fire my application. 
any idea?  

thanks in Advance.

On Wednesday, October 21, 2009 11:13:14 AM UTC+6, swapnil wrote:

 Hello,
   how to set a shortcut key to launch an activity ?  Lets say I have an 
 app TestApp. I want to set a shortcut key (e.g alt + T ) to launch 
 activity of TestApp. Is there any way to set such shortcuts to android apps 
 ?

 Thanks in advance. 

 -- 
 ...Swapnil

 || Hare Krishna Hare Krishna Krishna Krishna Hare Hare ||
 || Hare RamaHare Rama   Rama   RamaHare Hare ||


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[android-developers] 3D model importer / engine for Android / Android NDK for use with Vuforia - what do you use?

2013-08-08 Thread Daniele Segato
Hi,

I'm scouting for a 3D model importer library.
I'd like it to have support for COLLADA and FBX format.

Our iOS team is using NinevehGL engine: http://nineveh.gl/
which is just perfect... but for iOS only.

Do you know of something similar for Android?

I want to add a quote from *Diney Bomfim*, the author of NinevehGL:

 If you choose a 3D engine, like PowerVR, SIO2, Oolong, UDK, Ogre and many 
 others, you’ll be stuck inside their APIs and their implementation of 
 OpenGL. If you choose a third party API just to load a 3D file, you will 
 need to integrate the third party class to your own implementation of 
 OpenGL.


 Another choice is to search a plugin to your 3D software to export your 
 objects as a .h file. The .h is just a header file containing your 3D 
 objects in the OpenGL array format. Unfortunately, until today I just saw 2 
 plugins to do this: One to Blender made with Phyton and another made with 
 Pearl and both was horribles. I never seen plugins to Maya, 3DS Max, Cinema 
 4D, LightWave, XSI, ZBrush or Modo.

 *took from http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/ 
*

Which I think is true for Android too.
iOS developers has the option to solve those issues by using NinevehGL.
Do we have some option like that for Android?
 

*My specific need* is a library that interact well with Vuforia - 
http://www.qualcomm.com/solutions/augmented-reality
which is a library for Augmented reality using NDK and a C++ library. 
Vuforia examples show, via OpenGL, the camera and overlay upon it a very 
simple 3D model defined in .h files.
I need something to keep all that and just change the model / underling 
database of features detections.

My scouting results until now:

   - JOGL - https://jogamp.org/jogl/www/ - this is a Java library that just 
   act as a bind to OpenGL®, OpenCL™, OpenAL and OpenMAX APIs inside Java - 
   to my needs it's not that much of an help, I only need OpenGL to show a 3D 
   model and this library doesn't provide a way to import one - nor has 
   anything more then what I can already use with NDK
   - Min3D - http://code.google.com/p/min3d/ - this is a Java library to 
   import OBJ, 3DS and D2D models, many guide talks about it but it seems 
   pretty dead project, no commit since 2011 and it use a Scene object which 
   somewhat collide with the way Vuforia use OpenGL
   - JPCT-AE http://www.jpct.net/jpct-ae/index.html - this is another java 
   library which expose a very simple 3d engine and import for 3DS, OBJ, 
   MD2, ASC which is horribly written (IMHO) for Android
   - Assimp (Open Asset Import Library) - http://assimp.sourceforge.net/ - 
   this is a C/C++ library for importing almost any 3D model around (including 
   COLLADA and FBX), it just provide methods to import the models and should 
   work very well - but that's no version for Android even if some folks 
   actually managed to use it with Android (
   http://jazzyjester.wordpress.com/2013/02/02/test/)
   - Unity3D - http://unity3d.com/ - Very complete 3D crossplatform 
   framework, in my company we already use it, too bad you can't integrate it 
   very nicely with a native application that just use 3D with Vuforia in a 
   fragment.

My current effort is aimed at trying to integrate Assimp into a Vuforia 
Sample and I'll then write plain OpenGL commands to render it.

I had to study NDK, C++, OpenGL all together and this is taking a while.[1]

I hope you have other suggestions and that this discussion may prove 
helpful to others.

Regards,
Daniele Segato

[1]  Furthermore I'm encountering issues with the pre-compiled libassimp.so 
library provided at the link above by jazzyjester which apparently doesn't 
have the symbol for a aiScene de-constructor - and when I compile it own my 
own for some reason it say the target missmatch. But that's little 
off-topic right now

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[android-developers] What is the use of services in Android?

2013-08-08 Thread ashish


I read about services in Android very carefully, but I didn't find any 
valid reasons to use it. E.g.

   1. 
   
   By default services run in the main thread, which most of the 
   applications don't want.
   2. 
   
   A service can run on a seperate thread if it spawns it own thread. But 
   if a service runs on a seprate thread, then the method stopService(new 
   Intent(getApplicationContext(), MyService.class)); does not stop the 
   running service. Again this is a problem.
   
If we want to do some background operations, then I think threads are 
better than services. Am I right?

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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread Kristopher Micinski
Usually you use a service to coordinate a thread.

FYI most of the time you don't want to outright kill a thread (e.g., if
it's about to return from a download operation), you want to periodically
check a flag.

You probably don't want to use threads in their raw fashion (from
activities) for a few reasons, one of which being that with configuration
changes they're trickier to get right.  Instead if you need background work
that fits the model, an AsyncTask is an appropriate design.

Kris


On Thu, Aug 8, 2013 at 7:40 AM, ashish ashish.a...@gmail.com wrote:

 I read about services in Android very carefully, but I didn't find any
 valid reasons to use it. E.g.

1.

By default services run in the main thread, which most of the
applications don't want.
2.

A service can run on a seperate thread if it spawns it own thread. But
if a service runs on a seprate thread, then the method stopService(new
Intent(getApplicationContext(), MyService.class)); does not stop the
running service. Again this is a problem.

 If we want to do some background operations, then I think threads are
 better than services. Am I right?

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[android-developers] Re: Augmented Reality frameworks - what your choice?

2013-08-08 Thread hoyski
My recommendation is Justin Wetherell's augmented reality framework. You 
can get the source and demo apps for free from 
http://code.google.com/p/android-augment-reality-framework . I tried a 
bunch of different AR frameworks and samples with little success before 
Justin's. His is straight forward and well documented.

- Dave

On Wednesday, August 7, 2013 6:07:18 PM UTC-4, Nathan wrote:

 From your experience, what is the best option for an Augmented reality 
 framework?
 If you have developed one or developed with one, please comment. 

 There isn't a lack of options - just looking for feedback on which ones 
 actually work.  
 The largest list I could find on this topic is this:

 http://socialcompare.com/en/comparison/augmented-reality-sdks

 I probably need:

- GPS and sensors use
- Placement of markers, icons, and some vectors (lines or shapes) in 
the 3D world. 
- Should work without internet or data. Shouldn't be a problem since I 
am not counting on an online feed. 
- Non GPL. 

 I may need ( in the dream future): 

- more complex 3d rendering with meshes and dynamically loaded 
textures. Nothing too major, just maybe like overlaying a Google Earth 
 like 
image with the camera. ;) 

 I probably don't need:

- Data for the Points of Interest, I'll provide my own and they'll be 
small in number. 
- Computer Vision based reality. That eliminates quite a few. 
- Object manipulation - I don't need to design cities or anything like 
that. 

 I'm looking for more of the viewfinder sort of thing. 
  
 I prefer buy over build, I think because I don't want to start from 
 scratch on working around the bugs on every single device. Of course, I 
 don't want to buy and still have to fix all the bugs myself. 

 So here are some I'm considering. 


- ARLab.com. As described on their website at least, it sounds like 
the ArBrowser
- Wikitude. A bit more expensive, but possibly more established and 
mature. Since their sample app has a million downloads. 
- 

 http://www.chupamobile.com/products/details/296/Augmented+Reality+Toolkit/. 
Probably made by a guy in his basement, but if it does work, it is only 
$20. Probably worth buying just to prototype something before going full 
scale. 

 Can anyone comment? 

 Nathan


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[android-developers] Re: What is the use of services in Android?

2013-08-08 Thread Piren
Google made a mistake by saying: A 
Servicehttp://developer.android.com/reference/android/app/Service.html is 
an application component that can perform long-running operations in the 
background, since it makes you assume that it actually does something in 
the background, which it doesn't.

They should have written: A 
Servicehttp://developer.android.com/reference/android/app/Service.html is 
an application component that helps manage long-running operations.
It's just a way to make your code neat and ordered (especially if IPC is 
needed) with the added benefit of managing some life cycle events for you 
and restarting failed tasks.


On Thursday, August 8, 2013 2:40:02 PM UTC+3, ashish wrote:

 I read about services in Android very carefully, but I didn't find any 
 valid reasons to use it. E.g.

1. 

By default services run in the main thread, which most of the 
applications don't want.
2. 

A service can run on a seperate thread if it spawns it own thread. But 
if a service runs on a seprate thread, then the method stopService(new 
Intent(getApplicationContext(), MyService.class)); does not stop the 
running service. Again this is a problem.

 If we want to do some background operations, then I think threads are 
 better than services. Am I right?


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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread Daniele Segato

On 08/08/2013 01:40 PM, ashish wrote:

I read about services in Android very carefully, but I didn't find any
valid reasons to use it. E.g.

 1.

By default services run in the main thread, which most of the
applications don't want.

 2.

A service can run on a seperate thread if it spawns it own thread.
But if a service runs on a seprate thread, then the method
|stopService(new Intent(getApplicationContext(),
MyService.class));| does not stop the running service. Again this is
a problem.

If we want to do some background operations, then I think threads are
better than services. Am I right?


You've been already told by others that Services should be used to 
MANAGE separate thread(s).


The important part is that while an application is used to interact with 
the user a Service has no UI and can run in background.


And with background I don't necessary mean off-the-main-thread.
I mean that they can run even if the application (activities) is not 
used at the time.


Services have a simpler life cycle in respect to activities and they are 
not influenced or killed by the framework by changes in configurations.


Furthermore the framework will kill activities before starting to kill 
services. And if the framework decide to kill your service you can 
specify what you want to do with the request you received (drop it, ask 
the framework to re-do it, etc...)


Services are a main component of the system and it is good practice to, 
for example, use them to update underling data (better if using a 
SyncAdapter) and manage remote calls.


regards,
Daniele Segato

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[android-developers] Re: What is the use of services in Android?

2013-08-08 Thread Streets Of Boston
For option 2, use an IntentSerrvice. Then you don't have to worry about 
calling 'stopService'. It does it for you when necessary.


On Thursday, August 8, 2013 7:40:02 AM UTC-4, ashish wrote:

 I read about services in Android very carefully, but I didn't find any 
 valid reasons to use it. E.g.

1. 

By default services run in the main thread, which most of the 
applications don't want.
2. 

A service can run on a seperate thread if it spawns it own thread. But 
if a service runs on a seprate thread, then the method stopService(new 
Intent(getApplicationContext(), MyService.class)); does not stop the 
running service. Again this is a problem.

 If we want to do some background operations, then I think threads are 
 better than services. Am I right?


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Re: [android-developers] Augmented Reality frameworks - what your choice?

2013-08-08 Thread Daniele Segato

On 08/08/2013 12:07 AM, Nathan wrote:

 From your experience, what is the best option for an Augmented reality
framework?
If you have developed one or developed with one, please comment.

There isn't a lack of options - just looking for feedback on which ones
actually work.
The largest list I could find on this topic is this:

http://socialcompare.com/en/comparison/augmented-reality-sdks

I probably need:

  * GPS and sensors use
  * Placement of markers, icons, and some vectors (lines or shapes) in
the 3D world.
  * Should work without internet or data. Shouldn't be a problem since I
am not counting on an online feed.
  * Non GPL.

I may need ( in the dream future):

  * more complex 3d rendering with meshes and dynamically loaded
textures. Nothing too major, just maybe like overlaying a Google
Earth like image with the camera. ;)

I probably don't need:

  * Data for the Points of Interest, I'll provide my own and they'll be
small in number.
  * Computer Vision based reality. That eliminates quite a few.
  * Object manipulation - I don't need to design cities or anything like
that.

I'm looking for more of the viewfinder sort of thing.

I prefer buy over build, I think because I don't want to start from
scratch on working around the bugs on every single device. Of course, I
don't want to buy and still have to fix all the bugs myself.

So here are some I'm considering.

  * ARLab.com. As described on their website at least, it sounds like
the ArBrowser


don't know anything about this, can't comment on it


  * Wikitude. A bit more expensive, but possibly more established and
mature. Since their sample app has a million downloads.


this one sucks in my opinion.
It use a webview for an HTML5 app.
HTML5 app sucks for many reasons. Performance is one of them.
I would stay away from it.


  * http://www.chupamobile.com/products/details/296/Augmented+Reality+Toolkit/.
Probably made by a guy in his basement, but if it does work, it is
only $20. Probably worth buying just to prototype something before
going full scale.


As for ARLab, don't know, can't comment

Reading seems like Metaio http://www.metaio.com/ is the most complete 
(cross platform) Augmented Reality framework.
But you can't develop for it on Linux which makes no sense at all in my 
opinion.



In my company we use Vuforia 
http://www.qualcomm.com/solutions/augmented-reality for natural features 
and markers tracking.

It's unbelievably fast and reliable.
We haven't much experience with it on Android yet (we are starting now 
on the platform) - but I personally tried the examples and it works 
pretty well, fail to run only on very old devices or low end devices, I 
also tried with a RAZR with x86 processor and it works... MIPS devices 
will not work.
it doesn't provide a 3D engine tough (see my other post in this ml) so 
you'll have to find one on your own.


Regards,
Daniele Segato

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[android-developers] Re: buggy legacy options menu on Samsung S4

2013-08-08 Thread Jay Howard
First of all, thanks for taking the time to build the demo app.  It's 
frustrating that I'm no closer to figuring out why this is happening, but 
at least it doesn't seem to be an issue on *all* S4 devices.

I wonder if the trait that triggers the behavior isn't hardware, but some 
configurable option that just happens to have one value on your phone and a 
different value on mine.  I can't think of what it might be, though.  When 
the options menu is in the bad state it's as if the taps aren't even 
registered by the device.  I enabled Show Pointer Location from developer 
options, though, and I see visual feedback to indicate that taps are 
occurring inside the bounds of the menu items I'm attempting to select.

On Thursday, August 8, 2013 5:19:54 AM UTC-5, gjs wrote:

 Hi,

 I downloaded, unzipped  built you app in Eclipse from the source, without 
 any alterations. It did run OK on my Samsung Galaxy S4 (Android V4.2.2).

 It did *not* exhibit the issues you originally mentioned, all menu items 
 working ok with the text for each item showing up ok  immediately for the 
 various key combinations include selecting 'more' and pressing that 
 hardware back button then pressing the original menu options, all was ok.

 I have attached a screenshot showing the device details used for this 
 test. It's a 4G LTE 'international' version and is an 'unlocked' device, 
 not rooted  not from a carrier, it came out of Hong Kong, I am using it in 
 Australia.

 Perhaps the issue is specific to some subset of these devices?

 Regards
 ,
 On Wednesday, August 7, 2013 11:48:28 PM UTC+10, Jay Howard wrote:

 How frustrating.  Though, I'm glad to know it works for someone else; it 
 gives me some hope that a workaround can be found.

 Couple questions about the app that's working correctly:

 1. What's the value of targetSdkVersion in your manifest?  (Mine is 
 9).
 2. What's the value of target in your project.properties file?  (Mine 
 is Google Inc.:Google APIs:14).
 3. Do you use a default theme for your app?  If so, which?  (Mine is 
 Theme.NoTitleBar).

 Is there any chance I could impose on you to build and run my demo app 
 (OptionsMenu.zip shared on Google Drive) on your S4?  The zip file 
 contains a complete Eclipse project minus the bin and gen dirs, which 
 are auto-generated.  The app is trivial and does nothing but demonstrate 
 the bad behavior.

 If possible, I'd like to determine whether this is an issue on all S4s or 
 if the device I'm using is special in some way.

 On Wednesday, August 7, 2013 3:51:02 AM UTC-5, gjs wrote:

 Hi,

 I have a Samsung Galaxy S4 with Android 4.2.2 plus an app  activities 
 that have legacy option menus with more than six items, including more 
 that uses onCreateOptionsMenu() as well as onPrepareOptionsMenu() and 
 onOptionsItemSelected().

 When I try to reproduce your steps I do *not* get the same issues you 
 mention, all menu options work OK when using the key combinations you 
 mention.

 The main difference I can see when looking at your code sample on SO, is 
 that I do *not* use an inflator to inflate the menu items from a static xml 
 file in onCreateOptionsMenu(). 

 Instead I am creating the menu ( sub menu) items in java code 
 dynamically at runtime, within onCreateOptionsMenu()  also 
 onPrepareOptionsMenu(), adding  removing menu items to  from the menu 
 object 'by hand', the reason I'm doing this is that the menu items need to 
 vary according to the current context of the activity, perhaps you could 
 try the same  see if that works ok on an S4.

 Another suggestion, instead of creating menu items dynamically at 
 runtime in java code - which is probably not a recommended practice, is to 
 try your inflator code within onPrepareOptionsMenu(), remembering to 
 call menu.clear() before the inflator and see if that works any better.

 See for details 
 http://developer.android.com/reference/android/app/Activity.html#onPrepareOptionsMenu(android.view.Menu)

 Good luck.

 On Wednesday, August 7, 2013 2:01:17 AM UTC+10, Jay Howard wrote:

 I'm seeing the following behavior (on a Samsung S4, but potentially 
 also on other Samsung devices) in an app that uses a legacy options menu:

 1. User taps hardware menu button to bring up options menu.  There are 
 more than six items in the menu.
 2. User taps the bottom-right more button to access the overflow menu 
 items.
 3. User taps the hardware back button to return to the initial options 
 menu.
 4. User taps any combination of menu items, potentially multiple times 
 each.  Nothing happens.  onOptionsItemSelected() is never called.
 5. User taps the hardware back button to close the options menu.
 6. User taps the hardware menu button to display the options menu 
 again.  At this point, onOptionsItemSelected() is called in quick 
 succession for each menu item the user tapped when the menu was previously 
 displayed.

 Can anyone advise?

 I've created a simple demo app to demonstrates the behavior along with 
 a 

[android-developers] Re: What is the use of services in Android?

2013-08-08 Thread Piren
Also, unlike a regular service, an IntentService does in fact run the task 
in the background. (one task at a time)

On Thursday, August 8, 2013 4:05:07 PM UTC+3, Streets Of Boston wrote:

 For option 2, use an IntentSerrvice. Then you don't have to worry about 
 calling 'stopService'. It does it for you when necessary.


 On Thursday, August 8, 2013 7:40:02 AM UTC-4, ashish wrote:

 I read about services in Android very carefully, but I didn't find any 
 valid reasons to use it. E.g.

1. 

By default services run in the main thread, which most of the 
applications don't want.
2. 

A service can run on a seperate thread if it spawns it own thread. 
But if a service runs on a seprate thread, then the method 
 stopService(new 
Intent(getApplicationContext(), MyService.class)); does not stop the 
running service. Again this is a problem.

 If we want to do some background operations, then I think threads are 
 better than services. Am I right?



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[android-developers] Re: buggy legacy options menu on Samsung S4

2013-08-08 Thread Kostya Vasilyev
Jay,

I also downloaded your test and tried it... Had to make one change -- from 
Google APIs (14) to just Android 14, or it wouldn't install...

The bug is there.

Samsung Galaxy S4, 9505 International LTE version, comes from Germany, 
firmware 4.2.2 I9505XXUAMDE (different from what gjs's device has).

-- K

On Thursday, August 8, 2013 6:35:36 PM UTC+4, Jay Howard wrote:

 First of all, thanks for taking the time to build the demo app.  It's 
 frustrating that I'm no closer to figuring out why this is happening, but 
 at least it doesn't seem to be an issue on *all* S4 devices.

 I wonder if the trait that triggers the behavior isn't hardware, but some 
 configurable option that just happens to have one value on your phone and a 
 different value on mine.  I can't think of what it might be, though.  When 
 the options menu is in the bad state it's as if the taps aren't even 
 registered by the device.  I enabled Show Pointer Location from developer 
 options, though, and I see visual feedback to indicate that taps are 
 occurring inside the bounds of the menu items I'm attempting to select.

 On Thursday, August 8, 2013 5:19:54 AM UTC-5, gjs wrote:

 Hi,

 I downloaded, unzipped  built you app in Eclipse from the source, 
 without any alterations. It did run OK on my Samsung Galaxy S4 (Android 
 V4.2.2).

 It did *not* exhibit the issues you originally mentioned, all menu items 
 working ok with the text for each item showing up ok  immediately for the 
 various key combinations include selecting 'more' and pressing that 
 hardware back button then pressing the original menu options, all was ok.

 I have attached a screenshot showing the device details used for this 
 test. It's a 4G LTE 'international' version and is an 'unlocked' device, 
 not rooted  not from a carrier, it came out of Hong Kong, I am using it in 
 Australia.

 Perhaps the issue is specific to some subset of these devices?

 Regards
 ,
 On Wednesday, August 7, 2013 11:48:28 PM UTC+10, Jay Howard wrote:

 How frustrating.  Though, I'm glad to know it works for someone else; it 
 gives me some hope that a workaround can be found.

 Couple questions about the app that's working correctly:

 1. What's the value of targetSdkVersion in your manifest?  (Mine is 
 9).
 2. What's the value of target in your project.properties file?  (Mine 
 is Google Inc.:Google APIs:14).
 3. Do you use a default theme for your app?  If so, which?  (Mine is 
 Theme.NoTitleBar).

 Is there any chance I could impose on you to build and run my demo app 
 (OptionsMenu.zip shared on Google Drive) on your S4?  The zip file 
 contains a complete Eclipse project minus the bin and gen dirs, which 
 are auto-generated.  The app is trivial and does nothing but demonstrate 
 the bad behavior.

 If possible, I'd like to determine whether this is an issue on all S4s 
 or if the device I'm using is special in some way.

 On Wednesday, August 7, 2013 3:51:02 AM UTC-5, gjs wrote:

 Hi,

 I have a Samsung Galaxy S4 with Android 4.2.2 plus an app  activities 
 that have legacy option menus with more than six items, including more 
 that uses onCreateOptionsMenu() as well as onPrepareOptionsMenu() and 
 onOptionsItemSelected().

 When I try to reproduce your steps I do *not* get the same issues you 
 mention, all menu options work OK when using the key combinations you 
 mention.

 The main difference I can see when looking at your code sample on SO, 
 is that I do *not* use an inflator to inflate the menu items from a static 
 xml file in onCreateOptionsMenu(). 

 Instead I am creating the menu ( sub menu) items in java code 
 dynamically at runtime, within onCreateOptionsMenu()  also 
 onPrepareOptionsMenu(), adding  removing menu items to  from the 
 menu object 'by hand', the reason I'm doing this is that the menu items 
 need to vary according to the current context of the activity, perhaps you 
 could try the same  see if that works ok on an S4.

 Another suggestion, instead of creating menu items dynamically at 
 runtime in java code - which is probably not a recommended practice, is to 
 try your inflator code within onPrepareOptionsMenu(), remembering to 
 call menu.clear() before the inflator and see if that works any better.

 See for details 
 http://developer.android.com/reference/android/app/Activity.html#onPrepareOptionsMenu(android.view.Menu)

 Good luck.

 On Wednesday, August 7, 2013 2:01:17 AM UTC+10, Jay Howard wrote:

 I'm seeing the following behavior (on a Samsung S4, but potentially 
 also on other Samsung devices) in an app that uses a legacy options 
 menu:

 1. User taps hardware menu button to bring up options menu.  There are 
 more than six items in the menu.
 2. User taps the bottom-right more button to access the overflow 
 menu items.
 3. User taps the hardware back button to return to the initial options 
 menu.
 4. User taps any combination of menu items, potentially multiple times 
 each.  Nothing happens.  onOptionsItemSelected() is never 

Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread ashish
Hi,

suppose an activity start a background service in the oncreate method and 
now user switch to other activity and when my app is working in the 
background then system kill my activity life-cycle but when i return to my 
activity then system call the oncreate method of  my application and then 
android system again start a new service again even the last one working in 
the background..  

On Thursday, August 8, 2013 4:53:27 AM UTC-8, Daniele Segato wrote:

 On 08/08/2013 01:40 PM, ashish wrote: 
  I read about services in Android very carefully, but I didn't find any 
  valid reasons to use it. E.g. 
  
   1. 
  
  By default services run in the main thread, which most of the 
  applications don't want. 
  
   2. 
  
  A service can run on a seperate thread if it spawns it own thread. 
  But if a service runs on a seprate thread, then the method 
  |stopService(new Intent(getApplicationContext(), 
  MyService.class));| does not stop the running service. Again this is 
  a problem. 
  
  If we want to do some background operations, then I think threads are 
  better than services. Am I right? 

 You've been already told by others that Services should be used to 
 MANAGE separate thread(s). 

 The important part is that while an application is used to interact with 
 the user a Service has no UI and can run in background. 

 And with background I don't necessary mean off-the-main-thread. 
 I mean that they can run even if the application (activities) is not 
 used at the time. 

 Services have a simpler life cycle in respect to activities and they are 
 not influenced or killed by the framework by changes in configurations. 

 Furthermore the framework will kill activities before starting to kill 
 services. And if the framework decide to kill your service you can 
 specify what you want to do with the request you received (drop it, ask 
 the framework to re-do it, etc...) 

 Services are a main component of the system and it is good practice to, 
 for example, use them to update underling data (better if using a 
 SyncAdapter) and manage remote calls. 

 regards, 
 Daniele Segato 


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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread ashish
Hi,

if a service starts a  new thread then how i can stop the service from the 
other class.

On Thursday, August 8, 2013 3:51:19 AM UTC-8, Kristopher Micinski wrote:

 Usually you use a service to coordinate a thread.

 FYI most of the time you don't want to outright kill a thread (e.g., if 
 it's about to return from a download operation), you want to periodically 
 check a flag.

 You probably don't want to use threads in their raw fashion (from 
 activities) for a few reasons, one of which being that with configuration 
 changes they're trickier to get right.  Instead if you need background work 
 that fits the model, an AsyncTask is an appropriate design.

 Kris


 On Thu, Aug 8, 2013 at 7:40 AM, ashish ashis...@gmail.com 
 javascript:wrote:

 I read about services in Android very carefully, but I didn't find any 
 valid reasons to use it. E.g.

1. 

By default services run in the main thread, which most of the 
applications don't want.
2. 

A service can run on a seperate thread if it spawns it own thread. 
But if a service runs on a seprate thread, then the method 
 stopService(new 
Intent(getApplicationContext(), MyService.class)); does not stop the 
running service. Again this is a problem.

 If we want to do some background operations, then I think threads are 
 better than services. Am I right?
  
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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread Kristopher Micinski
That's not how it works, you're misunderstanding services.

That's what happens if you use a thread, so in fact you're exactly
switching the meaning of a service.

First of all, the service won't have it's `onStart` executed until your
oncreate returns anyway, since it just pushes messages onto the looper.
 Then the service will be started, but if it's already doing work, just
recognize that by keeping some sort of state inside your service.

Kris


On Thu, Aug 8, 2013 at 2:02 PM, ashish ashish.a...@gmail.com wrote:

 Hi,

 suppose an activity start a background service in the oncreate method and
 now user switch to other activity and when my app is working in the
 background then system kill my activity life-cycle but when i return to my
 activity then system call the oncreate method of  my application and then
 android system again start a new service again even the last one working in
 the background..


 On Thursday, August 8, 2013 4:53:27 AM UTC-8, Daniele Segato wrote:

 On 08/08/2013 01:40 PM, ashish wrote:
  I read about services in Android very carefully, but I didn't find any
  valid reasons to use it. E.g.
 
   1.
 
  By default services run in the main thread, which most of the
  applications don't want.
 
   2.
 
  A service can run on a seperate thread if it spawns it own thread.
  But if a service runs on a seprate thread, then the method
  |stopService(new Intent(getApplicationContext()**,
  MyService.class));| does not stop the running service. Again this
 is
  a problem.
 
  If we want to do some background operations, then I think threads are
  better than services. Am I right?

 You've been already told by others that Services should be used to
 MANAGE separate thread(s).

 The important part is that while an application is used to interact with
 the user a Service has no UI and can run in background.

 And with background I don't necessary mean off-the-main-thread.
 I mean that they can run even if the application (activities) is not
 used at the time.

 Services have a simpler life cycle in respect to activities and they are
 not influenced or killed by the framework by changes in configurations.

 Furthermore the framework will kill activities before starting to kill
 services. And if the framework decide to kill your service you can
 specify what you want to do with the request you received (drop it, ask
 the framework to re-do it, etc...)

 Services are a main component of the system and it is good practice to,
 for example, use them to update underling data (better if using a
 SyncAdapter) and manage remote calls.

 regards,
 Daniele Segato

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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread Streets Of Boston
Send another Intent (different action) to the IntentService. Override the 
onStartCommand to catch this Intent and this could allow you to 
stop/interrupt the ongoing process in the IntentService's background thread.

On Thursday, August 8, 2013 2:04:33 PM UTC-4, ashish wrote:

 Hi,

 if a service starts a  new thread then how i can stop the service from the 
 other class.

 On Thursday, August 8, 2013 3:51:19 AM UTC-8, Kristopher Micinski wrote:

 Usually you use a service to coordinate a thread.

 FYI most of the time you don't want to outright kill a thread (e.g., if 
 it's about to return from a download operation), you want to periodically 
 check a flag.

 You probably don't want to use threads in their raw fashion (from 
 activities) for a few reasons, one of which being that with configuration 
 changes they're trickier to get right.  Instead if you need background work 
 that fits the model, an AsyncTask is an appropriate design.

 Kris


 On Thu, Aug 8, 2013 at 7:40 AM, ashish ashis...@gmail.com wrote:

 I read about services in Android very carefully, but I didn't find any 
 valid reasons to use it. E.g.

1. 

By default services run in the main thread, which most of the 
applications don't want.
2. 

A service can run on a seperate thread if it spawns it own thread. 
But if a service runs on a seprate thread, then the method 
 stopService(new 
Intent(getApplicationContext(), MyService.class)); does not stop the 
running service. Again this is a problem.

 If we want to do some background operations, then I think threads are 
 better than services. Am I right?
  
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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread Kristopher Micinski
You send a message to the service to stop the thread.  Then the service
stops the thread, by setting some flag or condition variable.

Kris


On Thu, Aug 8, 2013 at 2:04 PM, ashish ashish.a...@gmail.com wrote:

 Hi,

 if a service starts a  new thread then how i can stop the service from the
 other class.


 On Thursday, August 8, 2013 3:51:19 AM UTC-8, Kristopher Micinski wrote:

 Usually you use a service to coordinate a thread.

 FYI most of the time you don't want to outright kill a thread (e.g., if
 it's about to return from a download operation), you want to periodically
 check a flag.

 You probably don't want to use threads in their raw fashion (from
 activities) for a few reasons, one of which being that with configuration
 changes they're trickier to get right.  Instead if you need background work
 that fits the model, an AsyncTask is an appropriate design.

 Kris


 On Thu, Aug 8, 2013 at 7:40 AM, ashish ashis...@gmail.com wrote:

 I read about services in Android very carefully, but I didn't find any
 valid reasons to use it. E.g.

1.

By default services run in the main thread, which most of the
applications don't want.
2.

A service can run on a seperate thread if it spawns it own thread.
But if a service runs on a seprate thread, then the method 
 stopService(new
Intent(getApplicationContext()**, MyService.class)); does not stop
the running service. Again this is a problem.

 If we want to do some background operations, then I think threads are
 better than services. Am I right?

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Re: [android-developers] Re: Gradle build is screwing up in weird ways on 5% of devices when used with Proguard -- same config and source works fine in Eclipse build

2013-08-08 Thread Digipom Inc.
Interesting, I wasn't aware of the strictfp modifier. It seems that
changing one of the floats to a double may have fixed it... I sent out
several more specific tests and waiting for the remote debugger to confirm.
:)

On Wed, Aug 7, 2013 at 5:12 PM, Nobu Games dev.nobu.ga...@gmail.com wrote:

 If it is floating point related you could try adding the strictfp
 modifier to your methods or classes that rely on platform-independent
 floating point arithmetics.


 On Wednesday, August 7, 2013 12:02:04 PM UTC-5, Digipom wrote:

 I figured it out -- I seem to have run into some sort of an obscure
 floating-point optimization bug that occurs on certain devices. I opened
 https://code.google.**com/p/android/issues/detail?**id=58698https://code.google.com/p/android/issues/detail?id=58698to
  track the issue. I haven't found a workaround yet aside from exporting
 from Eclipse for now, but I'm trying different things like replacing floats
 with doubles to see if that makes a difference. It's slow-going since I
 can't reproduce the issue locally and rely on remote debugging. ;)

 On Sunday, August 4, 2013 3:42:52 PM UTC-4, Digipom wrote:

 Hello,

 I recently moved to Gradle from Eclipse so that I could have an easy
 time of building from the command line, and at first I was very happy with
 the Gradle build, until about 5% of the customers started emailing me and
 complaining that the app was behaving strangely and not working correctly.
 No crashes, just... behaving oddly, and only on 5% of the devices. The code
  Proguard config is identical, so it seems something bad is happening with
 the way that the code is being generated. I haven't figured it out yet, but
 I'm digging into things with apktool and I'm seeing a lot of differences
 with the generated classes from the same class files, which I find strange
 because the Proguard config that I'm feeding in is the same. Unfortunately,
 I have to go back to manual builds with Eclipse for now due to this issue.

 Does anyone else have any similar experiences or insight into this? Are
 the Eclipse / Gradle builds using different build tools behind the scenes
 which could lead to differences in the generated code and cause some files
 to be mis-generated? Thank you!

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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread ashish
Hi,
if one service is working in the background and we again start the service 
then onstart method for second time does not work until first one finish 
execution

On Thursday, August 8, 2013 10:08:54 AM UTC-8, Streets Of Boston wrote:

 Send another Intent (different action) to the IntentService. Override the 
 onStartCommand to catch this Intent and this could allow you to 
 stop/interrupt the ongoing process in the IntentService's background thread.

 On Thursday, August 8, 2013 2:04:33 PM UTC-4, ashish wrote:

 Hi,

 if a service starts a  new thread then how i can stop the service from 
 the other class.

 On Thursday, August 8, 2013 3:51:19 AM UTC-8, Kristopher Micinski wrote:

 Usually you use a service to coordinate a thread.

 FYI most of the time you don't want to outright kill a thread (e.g., if 
 it's about to return from a download operation), you want to periodically 
 check a flag.

 You probably don't want to use threads in their raw fashion (from 
 activities) for a few reasons, one of which being that with configuration 
 changes they're trickier to get right.  Instead if you need background work 
 that fits the model, an AsyncTask is an appropriate design.

 Kris


 On Thu, Aug 8, 2013 at 7:40 AM, ashish ashis...@gmail.com wrote:

 I read about services in Android very carefully, but I didn't find any 
 valid reasons to use it. E.g.

1. 

By default services run in the main thread, which most of the 
applications don't want.
2. 

A service can run on a seperate thread if it spawns it own thread. 
But if a service runs on a seprate thread, then the method 
 stopService(new 
Intent(getApplicationContext(), MyService.class)); does not stop 
the running service. Again this is a problem.

 If we want to do some background operations, then I think threads are 
 better than services. Am I right?
  
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[android-developers] Setting text onto an action bar search box.

2013-08-08 Thread SonyPhoneGuy
I would like to set text onto an actionbar search box programmatically, but 
haven't been successful in doing this (probably simple task!).  I would be 
very appreciative of your support.  Thank you 

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Re: [android-developers] Re: How do I flip images?

2013-08-08 Thread SonyPhoneGuy
Hey, thanks for that, I just needed to know if there was something in the 
documentation I was missing/if there was an easy way to achieve the effect. 
 Will have to settle for a horizontal scroll, with a bit of drop shadow, 
doesnt look too bad actually, especially when its moved with the finger 
swipe.

On Wednesday, August 7, 2013 10:01:37 PM UTC+1, Nobu Games wrote:

 Unfortunately not, it's simply too specific. In that case you may have to 
 roll your own implementation, I'm afraid. Or better: just simplify your 
 requirements and use a ViewPager for flipping your pages. It's just a 
 horizontal scroll animation but it's ok.

 On Wednesday, August 7, 2013 3:31:21 PM UTC-5, SonyPhoneGuy wrote:

 I cant seem to find a good one... The only one thats slightly pleasing 
 is: https://code.google.com/p/android-page-curl/  

 I downloaded their reader off the app market which implements it.  Its 
 awful.

 I thought there would be some easy way of doing what the Play Book does, 
 thought there would be some native method of doing this...


 On Wed, Aug 7, 2013 at 9:16 PM, Nobu Games dev.nob...@gmail.com wrote:

 I was in the same shoes a while ago. There is no easy way to get a 
 convincing animation. And you cannot get it at all using Android animation 
 objects.

 There are a few page curl, page flip tutorials out there. It will 
 boil down to creating your own view that renders it. And that's not really 
 trivial to do especially when you want to make that interactive by 
 dragging around the page and changing the curl dynamically based on the 
 finger position. Maybe you'll find a ready made component for Android by 
 searching for Android page curl.


 On Wednesday, August 7, 2013 2:59:47 PM UTC-5, SonyPhoneGuy wrote:

 I am trying to do some flip animation.

 I have been able to successfully use the ObjectAnimator to do a few 
 flips, but I am trying to re-create a more believable page flip - rather 
 like a book flip - similar to what is used in Play Books.

 Is there any easy way to do this? any documentations around?

 Thank you

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Re: [android-developers] What is the use of services in Android?

2013-08-08 Thread Kristopher Micinski
When you start the same service again, it just has its onstart called:
nothing changes.  There's no such thing as a second service created,
there's only one of them in memory.

Additionally: I think everyone has mentioned that services run on the main
thread: how would one be running in the background and have another pop up.
 There's only one service, and as long as you send it messages it gets them.

If you instead mean that you're having `onStart` delayed until the other
one finishes, that's because it runs on the main thread.  By the way, you
shouldn't be doing anything in `onStart`, the same as how you shouldn't do
anything blocking in activities.  Again, you just *coordinate* threads
using your service.

Kris



On Thu, Aug 8, 2013 at 2:32 PM, ashish ashish.a...@gmail.com wrote:

 Hi,
 if one service is working in the background and we again start the service
 then onstart method for second time does not work until first one finish
 execution


 On Thursday, August 8, 2013 10:08:54 AM UTC-8, Streets Of Boston wrote:

 Send another Intent (different action) to the IntentService. Override the
 onStartCommand to catch this Intent and this could allow you to
 stop/interrupt the ongoing process in the IntentService's background thread.

 On Thursday, August 8, 2013 2:04:33 PM UTC-4, ashish wrote:

 Hi,

 if a service starts a  new thread then how i can stop the service from
 the other class.

 On Thursday, August 8, 2013 3:51:19 AM UTC-8, Kristopher Micinski wrote:

 Usually you use a service to coordinate a thread.

 FYI most of the time you don't want to outright kill a thread (e.g., if
 it's about to return from a download operation), you want to periodically
 check a flag.

 You probably don't want to use threads in their raw fashion (from
 activities) for a few reasons, one of which being that with configuration
 changes they're trickier to get right.  Instead if you need background work
 that fits the model, an AsyncTask is an appropriate design.

 Kris


 On Thu, Aug 8, 2013 at 7:40 AM, ashish ashis...@gmail.com wrote:

 I read about services in Android very carefully, but I didn't find any
 valid reasons to use it. E.g.

1.

By default services run in the main thread, which most of the
applications don't want.
2.

A service can run on a seperate thread if it spawns it own thread.
But if a service runs on a seprate thread, then the method 
 stopService(new
Intent(getApplicationContext()**, MyService.class)); does not stop
the running service. Again this is a problem.

 If we want to do some background operations, then I think threads are
 better than services. Am I right?

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Re: [android-developers] Need to show a dialog on top of all other Apps for a custom hardware.

2013-08-08 Thread TreKing
On Thu, Aug 8, 2013 at 5:22 AM, Tushar tushar.maha...@gmail.com wrote:

 I need to show a dialog (more like a horizontal bar) on press of a custom
 Key (on my custom device powered by Android).


Your question is better suited to the groups related to modifying the
framework.

-
TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
transit tracking app for Android-powered devices

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[android-developers] Feature Graphic not used anymore?

2013-08-08 Thread Nathan
This is the note about the feature graphic:
Feature Graphic (Optional):
   
   - Use: The featured section in Google Play and also on the web version 
   of Google Play.
   - This graphic is *required* in order to be featured on Google Play, and 
   is highly recommended. Without this graphic, your app cannot be featured on 
   Google Play.

However, in the latest web version of Google Play, these feature graphics 
are not shown.

Also, the featured sections like Editor's pick seem to be using the 
512x512 icon, not the 1024x500 feature graphic. 

Can someone offer some guidance as to whether this is still important? At 
least before I spend a lot of time experimenting with graphics for upcoming 
apps that may never be shown. 

If not important anymore, I can also cut out some slides from one of my 
presentations. 

Nathan

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[android-developers] Re: Augmented Reality frameworks - what your choice?

2013-08-08 Thread Nathan


On Thursday, August 8, 2013 5:08:41 AM UTC-7, hoyski wrote:

 My recommendation is Justin Wetherell's augmented reality framework. You 
 can get the source and demo apps for free from 
 http://code.google.com/p/android-augment-reality-framework . I tried a 
 bunch of different AR frameworks and samples with little success before 
 Justin's. His is straight forward and well documented.

 - Dave


Thanks. It looks about right, not too much or too little.  

The only bottleneck, and it might be a problem any way I go, is that I 
don't expect Justin Wehterell to have all the devices any more than I do. 
AppThwack has a few hundred in the data center, but they are not very 
helpful for testing something that uses sensors and camera. 

Nathan
 

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Re: [android-developers] Augmented Reality frameworks - what your choice?

2013-08-08 Thread Nathan


On Thursday, August 8, 2013 6:10:51 AM UTC-7, Daniele Segato wrote:

 On 08/08/2013 12:07 AM, Nathan wrote: 
* Wikitude. A bit more expensive, but possibly more established and 
  mature. Since their sample app has a million downloads. 

 this one sucks in my opinion. 
 It use a webview for an HTML5 app. 
 HTML5 app sucks for many reasons. Performance is one of them. 
 I would stay away from it. 


That is something I didn't notice at first glance. HTML5 isn't my first 
choice, and offline capability is a must.  

Reading seems like Metaio http://www.metaio.com/ is the most complete 
 (cross platform) Augmented Reality framework. 
 But you can't develop for it on Linux which makes no sense at all in my 
 opinion. 


It does seem very well featured, and may do more than I need.  

It's also pricey at $5490 per app. The ideas I had in mind may not bring a 
big ROI at that cost. But I'll look at it some more. Thanks. 


 In my company we use Vuforia 
 http://www.qualcomm.com/solutions/augmented-reality for natural features 
 and markers tracking. 


Thanks. I might try it if I were going the computer vision route. 
 
Nathan

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Re: [android-developers] Feature Graphic not used anymore?

2013-08-08 Thread TreKing
On Thu, Aug 8, 2013 at 5:45 PM, Nathan nathan.d.mel...@gmail.com wrote:

 However, in the latest web version of Google Play, these feature graphics
 are not shown.

 Also, the featured sections like Editor's pick seem to be using the
 512x512 icon, not the 1024x500 feature graphic.


My Version of Google Play on my phone shows them for Editor's Choice,
although that's about the only place I see it used from my quick browsing.

-
TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
transit tracking app for Android-powered devices

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[android-developers] Re: Augmented Reality frameworks - what your choice?

2013-08-08 Thread Jonathan
I think AR has enough required frameworks, which I've used without major 
issue. 

On Thursday, August 8, 2013 3:37:18 AM UTC+5:30, Nathan wrote:

 From your experience, what is the best option for an Augmented reality 
 framework?
 If you have developed one or developed with one, please comment. 

 There isn't a lack of options - just looking for feedback on which ones 
 actually work.  
 The largest list I could find on this topic is this:

 http://socialcompare.com/en/comparison/augmented-reality-sdks

 I probably need:

- GPS and sensors use
- Placement of markers, icons, and some vectors (lines or shapes) in 
the 3D world. 
- Should work without internet or data. Shouldn't be a problem since I 
am not counting on an online feed. 
- Non GPL. 

 I may need ( in the dream future): 

- more complex 3d rendering with meshes and dynamically loaded 
textures. Nothing too major, just maybe like overlaying a Google Earth 
 like 
image with the camera. ;) 

 I probably don't need:

- Data for the Points of Interest, I'll provide my own and they'll be 
small in number. 
- Computer Vision based reality. That eliminates quite a few. 
- Object manipulation - I don't need to design cities or anything like 
that. 

 I'm looking for more of the viewfinder sort of thing. 
  
 I prefer buy over build, I think because I don't want to start from 
 scratch on working around the bugs on every single device. Of course, I 
 don't want to buy and still have to fix all the bugs myself. 

 So here are some I'm considering. 


- ARLab.com. As described on their website at least, it sounds like 
the ArBrowser
- Wikitude. A bit more expensive, but possibly more established and 
mature. Since their sample app has a million downloads. 
- 

 http://www.chupamobile.com/products/details/296/Augmented+Reality+Toolkit/. 
Probably made by a guy in his basement, but if it does work, it is only 
$20. Probably worth buying just to prototype something before going full 
scale. 

 Can anyone comment? 

 Nathan


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Re: [android-developers] Re: Gradle build is screwing up in weird ways on 5% of devices when used with Proguard -- same config and source works fine in Eclipse build

2013-08-08 Thread Digipom Inc.
So after some further follow-up I can confirm there are two fixes:

1) Just print out the value of the variable in a Log.d. Believe it or not,
that fixes the code.
2) Change float into double.

Based on customer reports I received, the bug only affected users running
API 15 or 16, and only some models of phones, not all (again, based on
customer reports). Still if you guys switch to Gradle using Proguard 4.9
with obfuscation on (even with optimization off), might want to watch out
for floating point conversions in your code, or just compile with
obfuscation off or export with Eclipse.

On Thu, Aug 8, 2013 at 2:17 PM, Digipom Inc. digi...@gmail.com wrote:

 Interesting, I wasn't aware of the strictfp modifier. It seems that
 changing one of the floats to a double may have fixed it... I sent out
 several more specific tests and waiting for the remote debugger to confirm.
 :)


 On Wed, Aug 7, 2013 at 5:12 PM, Nobu Games dev.nobu.ga...@gmail.comwrote:

 If it is floating point related you could try adding the strictfp
 modifier to your methods or classes that rely on platform-independent
 floating point arithmetics.


 On Wednesday, August 7, 2013 12:02:04 PM UTC-5, Digipom wrote:

 I figured it out -- I seem to have run into some sort of an obscure
 floating-point optimization bug that occurs on certain devices. I opened
 https://code.google.**com/p/android/issues/detail?**id=58698https://code.google.com/p/android/issues/detail?id=58698to
  track the issue. I haven't found a workaround yet aside from exporting
 from Eclipse for now, but I'm trying different things like replacing floats
 with doubles to see if that makes a difference. It's slow-going since I
 can't reproduce the issue locally and rely on remote debugging. ;)

 On Sunday, August 4, 2013 3:42:52 PM UTC-4, Digipom wrote:

 Hello,

 I recently moved to Gradle from Eclipse so that I could have an easy
 time of building from the command line, and at first I was very happy with
 the Gradle build, until about 5% of the customers started emailing me and
 complaining that the app was behaving strangely and not working correctly.
 No crashes, just... behaving oddly, and only on 5% of the devices. The code
  Proguard config is identical, so it seems something bad is happening with
 the way that the code is being generated. I haven't figured it out yet, but
 I'm digging into things with apktool and I'm seeing a lot of differences
 with the generated classes from the same class files, which I find strange
 because the Proguard config that I'm feeding in is the same. Unfortunately,
 I have to go back to manual builds with Eclipse for now due to this issue.

 Does anyone else have any similar experiences or insight into this? Are
 the Eclipse / Gradle builds using different build tools behind the scenes
 which could lead to differences in the generated code and cause some files
 to be mis-generated? Thank you!

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