Re: [android-developers] how to load correct images i have all size images ldpi hdpi xhdpi xxhdpi

2013-08-27 Thread Amit Mangal
any idea guys ?


On Tue, Aug 27, 2013 at 10:50 AM, Amit Mangal
forum.amit.man...@gmail.comwrote:

 drawable-hdpi
 drawable-ldpi
 drawable-mdpi
 drawable-xhdpi
 drawable-xxhdpi

 All images kept in proper folders but still it is not picking proper
 images as per screen resolution

 thanks




 On Tue, Aug 27, 2013 at 10:42 AM, TreKing treking...@gmail.com wrote:


 On Mon, Aug 26, 2013 at 11:34 PM, Amit Mangal 
 forum.amit.man...@gmail.com wrote:

 i create drawable folders for all images and kept all images in folders


 What folders?


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

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[android-developers] cannot find Android Studio settings when updating to new version

2013-08-27 Thread ber4444
Please see this screenshot: 

https://lh6.googleusercontent.com/-0mTYcDIb-0I/UhxdIhgfhrI/Kxo/4ETo37GxTVk/s1600/img.png

How do I find my previous (that is, pre-update) settings???

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Re: [android-developers] how to load correct images i have all size images ldpi hdpi xhdpi xxhdpi

2013-08-27 Thread Sumedh Jiwane
Try refreshing the folders, clean and rebuild.



On Tue, Aug 27, 2013 at 12:24 PM, Amit Mangal
forum.amit.man...@gmail.comwrote:

 any idea guys ?


 On Tue, Aug 27, 2013 at 10:50 AM, Amit Mangal forum.amit.man...@gmail.com
  wrote:

 drawable-hdpi
 drawable-ldpi
 drawable-mdpi
 drawable-xhdpi
 drawable-xxhdpi

 All images kept in proper folders but still it is not picking proper
 images as per screen resolution

 thanks




 On Tue, Aug 27, 2013 at 10:42 AM, TreKing treking...@gmail.com wrote:


 On Mon, Aug 26, 2013 at 11:34 PM, Amit Mangal 
 forum.amit.man...@gmail.com wrote:

 i create drawable folders for all images and kept all images in folders


 What folders?


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

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[android-developers] Re: how to load correct images i have all size images ldpi hdpi xhdpi xxhdpi

2013-08-27 Thread Harish


 Ideally no setting is require, how you know dpi of your screen ? some time 
 even big screen are treated as mdpi based on the dpi setting on device 
 (which is not editable unless rooted).


First you check dpi of device, try some helper app like 
https://play.google.com/store/apps/details?id=com.sturnus.screeninfo

Normally for big screen( 7 and 10 inch) device I created separate 
folder drawable-sw600dp and drawable-sw720dp and it works for bigger screen 
with good dpi.

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Re: [android-developers] Re: how to load correct images i have all size images ldpi hdpi xhdpi xxhdpi

2013-08-27 Thread Amit Mangal
is there any way my app should support all screen sizes withouth stretching
images ?

i am having ldpi hdpi mdpi xhdpi xxhdpi

images .


On Tue, Aug 27, 2013 at 2:02 PM, Harish hkacho...@gmail.com wrote:

 Ideally no setting is require, how you know dpi of your screen ? some time
 even big screen are treated as mdpi based on the dpi setting on device
 (which is not editable unless rooted).


 First you check dpi of device, try some helper app like
 https://play.google.com/store/apps/details?id=com.sturnus.screeninfo

 Normally for big screen( 7 and 10 inch) device I created separate
 folder drawable-sw600dp and drawable-sw720dp and it works for bigger screen
 with good dpi.

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Re: [android-developers] Re: how to load correct images i have all size images ldpi hdpi xhdpi xxhdpi

2013-08-27 Thread Harish
I face lot of issue on my app which is supported for Tablet as well as on 
phone device and I had entirely different screens and layout for tablets.

It was nightmare working with china tablets which come with very different 
dpi even though all are 7inch tablets.

and After testing on many tablets and phone I put images with following 
sizes and as of now it's working on most of devices without issue,

- hdpi - 48*48
- mdpi- 48*48
- sw600dp - 72*72
- sw720dp - 96*96
- xhdpi- 72*72
- xxhdpi - 96*96
- ldpi- 24*24

pls let me know if you find better solution.

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[android-developers] Is this OK ? (Triggering an event in an Activity from a Service)

2013-08-27 Thread RLScott
Is there anything wrong with this way of trigger an action in an Activity 
from a local Service?  It seems too easy.  But all the examples I have seen 
of accomplishing the same end use a more complicated Messenger method.  
Anyway, here is what I do:

In my activity, I start and bind to a local Service (BTService) from 
onResume:

Intent intent = new Intent(this, BTService.class);
bindService(intent, mConnection, Context.BIND_AUTO_CREATE);
startService(intent);

The mConnection referenced above is defined by:

/** Defines callbacks for service binding, passed to bindService() **/
private ServiceConnection mConnection = new ServiceConnection() {

@Override
public void onServiceConnected(ComponentName className,
IBinder service) {
// We've bound to LocalService, cast the IBinder and get BTService 
instance
MyBtServiceBinder binder = (MyBtServiceBinder) service;
btserv = binder.getService();   //..Activity's reference to the 
Service
btserv.main = Main.this;//..Service's reference to the 
binding Activity
}

@Override
public void onServiceDisconnected(ComponentName arg0) {
if(btserv != null)
{
btserv.main = null;  //..Break the Service's reference to the 
Activity
btserv = null;   //..Break the Activity's reference to the 
Service
}
}
};

In my Activity's onPause I disconnect from the Service as follows:

if (btserv!=null) {
btserv.main = null;  //..Break the Service's reference to the 
Activity
btserv = null;   //..Break the Activity's reference to the 
Service
unbindService(mConnection);
 }

So when the Service wants to trigger an event in the Activity, it does this:

 if(main != null)
{
   main.handler.post(main.doHandleEvent);
}

Where main is the reference to my Activity that was set by the Activity 
in onServiceConnected, and handler is a Handler in my Activity that 
handles posts to the Runnable, doHandleEvent.  Then in short order, the 
doHandleEvent in my Activity will run.  And that is how I trigger an event 
in the Activity from my Service.  Of course there are many assumptions in 
this approach.  For example, only one client should connect to my Service, 
since it only holds a single reference to the client.  And the triggering 
shown above is from the UI thread, not from a worker thread.  That gets 
around the race condition where main is not null at the if statement, 
but becomes null by the time the thread gets into the referencing of 
handler and doHandleEvent.  I have tested this method in a Bluetooth 
application and everything seems to be working fine.  But I want to know if 
there is some gotcha that I have not seen.

Robert Scott
Hopkins, MN

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Re: [android-developers] SurfaceHolder.setFormat() only working when called from the *wrong* thread?

2013-08-27 Thread akash khandare
On Aug 23, 2013 11:49 PM, Latimerius l4t1m3r...@gmail.com wrote:

 In a testing program I'm playing with currently, I want to use
setFormat() to adapt the pixel format of my surface to the chosen EGL
config before I pass the surface holder to eglCreateWindowSurface().

 Now, I call EGL from my render thread and I know
SurfaceHolder.setFormat() is documented to have to be called from the same
thread running the SurfaceView's window, which I take to be the main
thread.  To comply, I wrap my setFormat() call in a Runnable which I pass
to runOnUiThread() and wait() until it's actually executed.

 This works perfectly on some devices, however it gives me intermittent
failures on Optimus One (with Android 2.2)  - on program start-up, three
times out of four the screen is just black.  Even if start-up goes right,
the first configuration change makes the screen go black.  The program
still runs and no GL or EGL calls signal any errors.

 Here's the weirdest part - if I omit the runOnUiThread() stuff and simply
call setFormat() from my render thread, it fixes the problem and the
program runs 100% solid on Optimus no matter much beating I give it -
randomly pressing Home and Back while rotating the device wildly, putting
it to sleep and waking it back up, the renderer always handles the native
window changes correctly and renders just fine.

 I'm at a loss, does anyone have an explanation?

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[android-developers] Did Google just kill MobFox?

2013-08-27 Thread Keith Wiley
I admit I haven't logged into my developer console in a few days, but when 
I did this morning I saw a message that there are new guidelines to agree 
to and that existing apps not in compliance might be removed 30 days hence 
(less than 30 since I missed a few days).  Part of the new agreement says 
the following [my emphasis in red]:


   - *In-app purchases:* 
   - 
  - *Developers offering virtual goods* or currencies* within a game 
  downloaded from Google Play must use Google Play's in-app billing 
  service http://developer.android.com/google/play/billing/index.htmlas 
the method of payment. 
  *
  - Developers offering additional content, services or functionality 
  within another category of app downloaded from Google Play must use 
Google 
  Play's in-app billing 
servicehttp://developer.android.com/google/play/billing/index.htmlas the 
method of payment, except: 
 - where payment is primarily for physical goods or services (e.g. 
 buying movie tickets, or buying a publication where the price also 
includes 
 a hard copy subscription); or 
 - where payment is for digital content or goods that may be 
 consumed outside of the application itself (e.g. buying songs that can 
be 
 played on other music players). 
  
One approach to interpreting this would be to try to nit-pick it apart (to 
debate the meaning of *virtual good* for instance, but another approach 
is to simply ask the larger question: Can we no longer use MobFox or any 
other non-Google in-app payment system (in a game, perhaps other apps, but 
not in a game for whatever reason)?   I have a game on Google Play that 
uses in-app purchases to sell various upgrades or additional 
capabilities (sort of extra-life like things) within the game.  Is Google 
going to remove my app three weeks from now if I don't complete gut all the 
MobFox payments from it or am I misunderstanding these new guidelines?

...or, alternatively, does *virtual good* refer to something very 
specific, not just app upgrades but actual pretend items of some nebulous 
definition (like magic swords or stuff like that, which my game doesn't 
have anything like anyway), such that the *mere presence of MobFox* in an 
app won't necessarily be grounds for summary removal by Google.

I'm quite confused about this.

Thanks.

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[android-developers] Google Play Services unable to login with error avk

2013-08-27 Thread Nuno Silva
I'm using Google Play Services for cloud sync in a game, and have already 
spent several hours trying to figure out this bug, but I have absolutely no 
luck figuring it out.

I googled everywhere, but this specific error doesn't appear to anyone 
else, and I tried all the other solutions to similar problems without 
success, so I'm hoping I'll get luck and someone will know how to solve 
this.

What confuses me is, this worked at least once, originally even using a 
wrong app key! After I logged in for the first time, I am now unable to 
login any more, and get an Unknown Error message box.

I've verified that I call the mHelper methods for onActivityResult since I 
overload it, and followed all the instructions I could find for setting up 
everything.

Any help would be appreciated!

Relevant Logcat:

08-27 16:48:20.082 I/ejk ( 1690): I/O exception 
(javax.net.ssl.SSLException) caught when processing request: Write error: 
ssl=0x5fbf10: I/O error during system call, Broken pipe

08-27 16:48:20.082 I/ejk ( 1690): Retrying request

08-27 16:48:20.343 D/dalvikvm( 1690): GC_CONCURRENT freed 749K, 49% free 
4217K/8263K, external 1596K/2108K, paused 3ms+3ms

08-27 16:48:20.757 E/Volley  ( 1690): [24] je.a: Unexpected response code 
403 for https://www.googleapis.com/games/v1/players/me

08-27 16:48:20.820 E/SignInIntentService( 1690): Access Not Configured

08-27 16:48:20.820 E/SignInIntentService( 1690): avk

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
aqq.a(SourceFile:126)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
ahd.a(SourceFile:228)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
ahd.a(SourceFile:209)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
agl.a(SourceFile:489)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
axu.a(SourceFile:202)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
com.google.android.gms.games.service.GamesSignInIntentService.onHandleIntent(SourceFile:324)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
android.app.IntentService$ServiceHandler.handleMessage(IntentService.java:59)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
android.os.Handler.dispatchMessage(Handler.java:99)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
android.os.Looper.loop(Looper.java:130)

08-27 16:48:20.820 E/SignInIntentService( 1690): at 
android.os.HandlerThread.run(HandlerThread.java:60)

08-27 16:48:20.820 E/LoadSelfFragment( 3660): Unable to sign in - 
application does not have a registered client ID

08-27 16:48:20.828 D/CcUtils Google Services GameHelper( 3627): 
onActivityResult, req 9001 response 10004

08-27 16:48:20.828 D/CcUtils Google Services GameHelper( 3627): 
responseCode != RESULT_OK, so not reconnecting.

08-27 16:48:20.828 D/CcUtils Google Services GameHelper( 3627): giveUp: 
giving up on connection. Status code: 4

08-27 16:48:20.828 D/CcUtils Google Services GameHelper( 3627): Making 
error dialog for error: 4

08-27 16:48:20.867 D/CcUtils Google Services GameHelper( 3627): 
onActivityResult, req 9001 response 10004

08-27 16:48:20.871 D/CcUtils Google Services GameHelper( 3627): 
responseCode != RESULT_OK, so not reconnecting.

08-27 16:48:20.871 D/CcUtils Google Services GameHelper( 3627): giveUp: 
giving up on connection. Status code: 4

08-27 16:48:20.871 D/CcUtils Google Services GameHelper( 3627): Making 
error dialog for error: 4

Relevant Android Manifest bits:

meta-data android:name=com.google.android.gms.games.APP_ID
 android:value=@string/googleplayappid /



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[android-developers] Apache License 2

2013-08-27 Thread Shubham Aggarwal
Hi, 
I am creating an application which uses an example source code provided in 
Google Android Documentation licensed under apache license 2.0
Is it legal to directly copy one or more of the files from that source code 
in my application (to be published on market)

Thanks
Shubham

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[android-developers] Re: Did Google just kill MobFox?

2013-08-27 Thread John Coryat
Caution: IANAL

I believe you were already in violation of Google's terms when you opted to 
use a payer system outside of Google Wallet. The new terms just clarify it. 
To me, it removes all doubt that you can get away with bypassing the Google 
Play terms.

There shouldn't be any doubt as to what this says. You're fooling yourself 
if you think this is an idle threat from Google. They most likely have an 
automatic system in place that is going to purge any app that isn't in 
compliance after the deadline. 

-John Coryat

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[android-developers] Re: Did Google just kill MobFox?

2013-08-27 Thread Keith Wiley
Fair enough.  Thanks for the info.  That leaves me rather confused though.  
What is the point of third party systems like MobFox?  How do they work?  
Is their entire business model predicated on hoping confused developers 
such as myself will accidentally violate the Google TOS?  That strikes me 
as somewhat unbelievable.

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Re: [android-developers] Re: Did Google just kill MobFox?

2013-08-27 Thread Kristopher Micinski
I think they're a vestigal holdover from when in app billing didn't exist
and these things weren't really enforced, but you can feel free to email
them if you'd like clarification.

Kris


On Tue, Aug 27, 2013 at 1:41 PM, Keith Wiley kbwi...@gmail.com wrote:

 Fair enough.  Thanks for the info.  That leaves me rather confused
 though.  What is the point of third party systems like MobFox?  How do they
 work?  Is their entire business model predicated on hoping confused
 developers such as myself will accidentally violate the Google TOS?  That
 strikes me as somewhat unbelievable.

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[android-developers] Re: Did Google just kill MobFox?

2013-08-27 Thread Keith Wiley
WAIT.  Oh man am I confused.  I'm sorry.  I use MobFox for my in-app ads 
(as opposed to whatever ad system Google supports, AdMob I believe), but my 
in-app purchases are processed using Google.  Yeesh!

In fact, IIRC, I coded up both MobFox and AdMob ads and can switch to use 
either, both, or neither of those ad systems, but I don't think I ever 
turned the AdMob option on, only MobFox.

Anyway, this whole discussion is something of a red herring now.  Sorry.

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Re: [android-developers] Re: Did Google just kill MobFox?

2013-08-27 Thread Keith Wiley
Like I said in an earlier response, I was confusing in-app ads and in-app 
purchases.  This entire thread (my original question) is essentially 
invalid.  Please disregard.  Sorry.

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[android-developers] Re: Strange behavior with AlarmManager.RTC_WAKEUP and PowerManager.WakeLock

2013-08-27 Thread Lai Vung
Thanks Jon.

It works very well for me. You saved me a day. Thank you.

Hai

On Sunday, December 7, 2008 2:56:10 PM UTC+7, Jon Colverson wrote:

 On Dec 5, 7:56 am, Jon Colverson jjc1...@gmail.com wrote: 
  On Dec 5, 6:41 am, Jon Colverson jjc1...@gmail.com wrote: 
  
   I'd been having some weird issues with AlarmManager seemingly not 
   firing my alarms when the device is asleep. I'm using the alarm to 
   start a service and I was acquiring my wake lock in onStart(). I tried 
   acquiring the lock in onCreate() instead, and that seems to have 
   solved the problem. 
  
  Oops. I spoke too soon. After some more testing that doesn't seem to 
  have helped. 

 I had another look at the AlarmManager documentation and I noticed 
 that it only talks about using alarms to broadcast events, not start 
 services. I changed things around to use a BroadcastReceiver instead 
 that acquires the lock in its onReceive() and stored the lock 
 reference as a static member of another class, following the example 
 of the AlarmClock application: 

 http://android.git.kernel.org/?p=platform/packages/apps/AlarmClock.git;a=blob_plain;f=src/com/android/alarmclock/AlarmAlertWakeLock.java;hb=HEAD
  

 That seems to have worked. I guess what was happening was that my 
 service starting alarms were being fired, but the device was sometimes 
 going back to sleep before I could acquire the wake lock. Apparently 
 the only guarantee that is made when an alarm is received is that the 
 onReceive will run to completion. 

 I just thought I'd post this in case anyone is ever searching for the 
 same problem. 

 -- 
 Jon 


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[android-developers] AccessibilityEvent.TYPE_ANNOUNCEMENT a replacement for TTS?

2013-08-27 Thread brianl
Instead of using TTS to voice an utterance I'm wondering if this will do 
the job...

if (Build.VERSION.SDK_INT  Build.VERSION_CODES.ICE_CREAM_SANDWICH) 
{
AccessibilityEvent event = 
AccessibilityEvent.obtain(AccessibilityEvent.TYPE_ANNOUNCEMENT);
AccessibilityRecord record = AccessibilityRecord.obtain();
record.setContentDescription(Hello World);
event.appendRecord(record);
mView.sendAccessibilityEventUnchecked(event);
}

Tried this on a Nexus 4.1.2 with Accessibility TalkBack enabled and 'Hello 
World' was NOT spoken.



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[android-developers] Re: AccessibilityEvent.TYPE_ANNOUNCEMENT a replacement for TTS?

2013-08-27 Thread brianl
Also, tried...

mView.announceForAccessibility(Hello World);



On Tuesday, August 27, 2013 4:46:07 PM UTC-7, brianl wrote:

 Instead of using TTS to voice an utterance I'm wondering if this will do 
 the job...
 
 if (Build.VERSION.SDK_INT  
 Build.VERSION_CODES.ICE_CREAM_SANDWICH) {
 AccessibilityEvent event = 
 AccessibilityEvent.obtain(AccessibilityEvent.TYPE_ANNOUNCEMENT);
 AccessibilityRecord record = AccessibilityRecord.obtain();
 record.setContentDescription(Hello World);
 event.appendRecord(record);
 mView.sendAccessibilityEventUnchecked(event);
 }

 Tried this on a Nexus 4.1.2 with Accessibility TalkBack enabled and 'Hello 
 World' was NOT spoken.





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Re: [android-developers] Apache License 2

2013-08-27 Thread TreKing
On Tue, Aug 27, 2013 at 12:19 PM, Shubham Aggarwal 
shubham.1992aggar...@gmail.com wrote:

 I am creating an application which uses an example source code provided in
 Google Android Documentation licensed under apache license 2.0
 Is it legal to directly copy one or more of the files from that source
 code in my application (to be published on market)


Have you considered reading the terms of the Apache License?

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

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