[android-developers] How to do ssl certificate ?

2013-09-02 Thread mohammed Nuhail
Hello,
I am working on secure socket layer (ssl) ...  how to do ssl certificate ?

thanks in advance...

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[android-developers] Read raw resource from library project using Context.createPackageContext()

2013-09-02 Thread Antoine Marques
 

I'm sharing resources between projects via a library project. Here's the 
structure :

MyLibProject`-- res
   `-- raw
  `-- my_shared_res
`-- AndroidManifest.xml
   `-- Shared user id - my.shared.user.id
   `-- Package- some.package

MyProject`-- AndroidManifest.xml
   `-- Shared user id - my.shared.user.id
   `-- Package- some.other.package


Inside the Activity of MyProject I want to access R.raw.My_shared_res, but 
then I noticed the following :

   - getResources().openRawResource(R.raw.my_shared_res) - returns the 
   correct content of the file while
   - Context c = createPackageContext(some.package, 
   Context.CONTEXT_INCLUDE_CODE  Context.CONTEXT_IGNORE_SECURITY); 
   c.getResources().openRawResource(R.raw.my_shared_res); - returns a 
   different content, I presumed ciphered.


Can someone explain why this happens ?

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Re: [android-developers] Detecting hardware button on Android mobile

2013-09-02 Thread Jadranko Bodiroga
try replace this : KEYCODE_CALL


On Fri, Aug 30, 2013 at 11:53 PM, Ash anan...@gmail.com wrote:

 The code you have given is to detect the Power button. I want to detect
 the PTT (push-to-talk) button.


 On Friday, 30 August 2013 23:01:01 UTC+10, baturanija1 wrote:

 add permission : uses-permission android:name=android.**
 permission.PREVENT_POWER_KEY /


 On Fri, Aug 30, 2013 at 3:00 PM, Jadranko Bodiroga jadrankobo...@gmail.*
 *com wrote:

 something like this maybe:  if (event.getKeyCode() == KeyEvent.
 KEYCODE_POWER) {}



 On Fri, Aug 30, 2013 at 1:06 PM, Ash ana...@gmail.com wrote:

 Hi All,

 I have a mobile phone from Runbo (http://www.runboruggedphones.**
 com/shop/buy-runbo-x5-ip67-**rugged-waterproof-smartphone.**htmlhttp://www.runboruggedphones.com/shop/buy-runbo-x5-ip67-rugged-waterproof-smartphone.html
 ).

 It has a 3 additional buttons which I have not seen on normal Android
 phones. These are PTT, SOS and ET.

 I was able to detect the SOS and ET button using the following
 functions:
 public void onKeyUp(...)
 and
 public void onKeyDown(...)

 The keycode values for SOS and ET were very high in the range. ET was
 set to 300 and SOS was 301. But that does not matter as long as I can
 detect them.

 However I am not able to detect the PTT button press.

 Has anyone got any ideas on how to detect when the PTT button is
 pressed?

 Any advice or help will be much appreciated.

 Thanks
 Ash

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Re: [android-developers] Detecting hardware button on Android mobile

2013-09-02 Thread Harsh Vardhan
If you are not able to catch the key event, in all probabilities, this PTT
key has been handled before it reaches to the window in focus.
PhoneFallbackEventHandler or PhoneWindowManager, one of them is not your
friend and is holding back the event.

You will require a custom firmware for your phone if you want to get that
done.

Or if you want it very bad and your device is rooted, though I m not sure
it will work or not, you can change the keycode for PTT key in Generic.kl
in /system/user/keylayout/. What it will do is escape all the checks for
the PTT's Keycode and will reach the window in focus.
Try this on your own risk.

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[android-developers] Re: Read raw resource from library project using Context.createPackageContext()

2013-09-02 Thread Piren
It all depends on how the project is being built. Assuming you use eclipse 
(and its ant build) the shared resources are supposed (as far as i recall) 
to be merged into your package, so they're not really in the context of the 
some.package rather in some.other.package (which is why doing 
getResources() in your default context works). 

Then, when you try to load it directly, you're actually pointing to a 
different resource which happens to have the same address 
(R.raw_my_shared_res is just an address).

I'm not sure what goes on with Android Studio/Gradle, but my guess the same 
might happen.

On Monday, September 2, 2013 9:45:42 AM UTC+3, Antoine Marques wrote:

 I'm sharing resources between projects via a library project. Here's the 
 structure :

 MyLibProject`-- res
`-- raw
   `-- my_shared_res
 `-- AndroidManifest.xml
`-- Shared user id - my.shared.user.id
`-- Package- some.package

 MyProject`-- AndroidManifest.xml
`-- Shared user id - my.shared.user.id
`-- Package- some.other.package


 Inside the Activity of MyProject I want to access R.raw.My_shared_res, 
 but then I noticed the following :

- getResources().openRawResource(R.raw.my_shared_res) - returns the 
correct content of the file while
- Context c = createPackageContext(some.package, 
Context.CONTEXT_INCLUDE_CODE  Context.CONTEXT_IGNORE_SECURITY); 
c.getResources().openRawResource(R.raw.my_shared_res); - returns a 
different content, I presumed ciphered.


 Can someone explain why this happens ?


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Re: [android-developers] JNI

2013-09-02 Thread santhosh
If you have built the .so separately, You just need to place the .so in in 
the libs folder under the proper architecture name(something like armeabi) 
in your application environment.

Now application can load library with system call system.load(), with that 
JNI calls will be available in the application environment.

Cheers,
Santhosh

On Monday, 19 August 2013 14:54:04 UTC+5:30, janvi wrote:

 Hi

 Still making it clear of what actually my doubt is 

 I have android project(name cpp) with NDK built, and it has wrapper 
 classes .so file also

 Now in order to use the native functions present in this wrapper classes 
 do I have to copy the wrapper classes and lib folder in my android test 
 project?

 On Monday, August 19, 2013 9:08:56 AM UTC+5:30, janvi wrote:

 Sorry to trouble you by asking the same question,but iam completely new 
 to this

 My doubt is I have a seperate CPP project which has .so file in its lib 
 folder.

 I have android project which is seperate project now Iam confused of how 
 to use this CPP project in my android app

 On Sunday, August 18, 2013 12:58:34 PM UTC+5:30, Piren wrote:

 you were already answered - in the libs folder under the proper 
 architecture name, where it was placed by the build process.
 Also, you should just follow the samples provided.

 On Sunday, August 18, 2013 8:28:53 AM UTC+3, janvi wrote:

 Hi

 Ya .so with ndk built is given to me which I have to use .

 My doubt is how to use this built file in my android app.

 Plz help me out with this

 Thanks in advance


 On Sunday, August 18, 2013 12:26:50 AM UTC+5:30, RichardC wrote:

 Did you build your .so with ndk-build?  If you did it should already 
 be in the correct folder below libs.  As Android support multiple native 
 architectures each ABI is in a separate folder below libs, see the NDK 
 docs 
 for the folder names. 

 On Saturday, August 17, 2013 3:21:38 PM UTC+1, janvi wrote:

 Hi 
 Thanks for your reply...

 I have read this post and got info 

 I have one doubt in this like

 Do I have to paste the .so file in the lib folder of my android 
 project to access native functions?

 Plz help me with this ...

 Thanks in advance...

 On Saturday, August 17, 2013 5:15:49 PM UTC+5:30, mbanzon wrote:

 Please look at this documentation: 
 http://developer.android.com/tools/sdk/ndk/index.html


 On Sat, Aug 17, 2013 at 12:19 PM, janvi jagruth...@gmail.comwrote:

 Hi All

 Iam new to JNI concepts
 Need your help in the following topic

 I have an android app(seperate project) and functions which this 
 app performs are written using CPP and I have wrapper classes for all 
 of 
 these functions.

 I need info on how to call these functions from my android app.

 Plz post an example too in this regard it would be helpful

 Thanks in advance
  
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 http://michaelbanzon.com/ 



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[android-developers] Data from Tablet to PC

2013-09-02 Thread Jim McGivney
 

I want to use an Android Tablet to gather data and input that data to a 
program running on a PC.  The data on the PC is a MDB database.

I have an app with an SQLite database on the tablet.

I am looking for a method to get the data out of the tablet and into the PC.  


At times the tablet will be connected to the PC (wired) at other times 
email may be the best way to get the data to the PC.

Any suggestions on how to best accomplish this task is appreciated.

Thanks,

Jim

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Re: [android-developers] Data from Tablet to PC

2013-09-02 Thread Siva Kumar
U can try via USB tethering.running a app in pc which send data via socket
On Sep 2, 2013 10:34 PM, Jim McGivney mcgivney@gmail.com wrote:

 I want to use an Android Tablet to gather data and input that data to a
 program running on a PC.  The data on the PC is a MDB database.**

 I have an app with an SQLite database on the tablet.

 I am looking for a method to get the data out of the tablet and into the
 PC.  

 At times the tablet will be connected to the PC (wired) at other times
 email may be the best way to get the data to the PC.

 Any suggestions on how to best accomplish this task is appreciated.

 Thanks,

 Jim

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Re: [android-developers] Re: PNG loading that doesn't premultiply alpha?

2013-09-02 Thread Jason
I realize this is an old thread, but I'm having the same issue and the 
above solutions haven't worked for me.

Firstly the link to the PNGDecoder from libgdx is old and no longer exists 
(libgdx appear to have re-vamped the way they load images and tracking down 
where exactly the PNG decoding happens is a bit of a nightmare)

I tried directly calling GLES20.glTexImage2D using the pixels extracted 
from the Bitmap (as described above), but I still get gray artifacts on the 
edges of the texture.

For example:

The top image is the original PNG, the bottom is after rendering (taken 
from screenshot)

https://lh6.googleusercontent.com/-Dyf568n0gD4/UiU4vJP80wI/CsY/ygEOOrLYBao/s1600/cloud_text_problem.png

The bottom image has gray pixel artifacts around the edge.  It's also sort 
of *blurry* which I can't work out either.

I tried manually decoding the PNG using this:

http://wiki.l33tlabs.org/bin/view/TWL/Using+the+TWL+PNGDecoder

But got the same result.

I'm creating the texture with:

GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, 
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, 
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, 
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, 
GLES20.GL_CLAMP_TO_EDGE);

My fragment shader is pretty basic, just multiplies the texture color by a 
couple of other color values I pass in:

gl_FragColor = texture2D(u_Texture, v_TexCoordinate) * u_Color * v_Color;

Does anyone have a clue as to:

1) How I can render/create the texture without the artifacts
2) Why the texture is kind of blurry once it's rendered.

Thanks!


On Sunday, September 2, 2012 11:43:59 AM UTC-7, arberg wrote:

 Hi,

 I think it would make sense that either Bitmap could be without 
 premultiplied alpha, or GLUtils.texImage2D method could take as parameter 
 whether to load with or without premultiplied alpha. Since you say Bitmaps 
 will never be without premultiplied alpa, I suggest the latter, plus as you 
 suggest a convenience method on the Bitmap, which returns its content in an 
 array without premultiplied alpha.

 It makes sense to me to add the option to GLUtils.texImage2D since the 
 very purpose of the GLUtils class is '... to help bridging OpenGL ES and 
 Android APIs.' (javadoc class reference).

 Cheers Alex

 On Friday, 29 June 2012 21:18:59 UTC+2, Romain Guy (Google) wrote:

 Another big issue similar to alpha-premultiply is that 32Bit ARGB Images 
 are changed
 to 16Bit after scaling (especially if all alpha values are 255), without 
 some dirty tricks.
 This is a big issue to, it's far away from the precission needed for 
 good normal mapping.


 There was a bug in the scaling code that I fixed. a 32 bits image will 
 now always be scaled to another 32 bits image.
  


 -- 
 Romain Guy
 Android framework engineer
 roma...@android.com

  

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Re: [android-developers] Re: PNG loading that doesn't premultiply alpha?

2013-09-02 Thread Jason
Here's a zoomed in version of the image showing the artifacts more clearly:
http://cl.ly/image/3z1c2d0i2E3N/Screen%20Shot%202013-09-02%20at%206.27.41%20PM.png


On Monday, September 2, 2013 6:23:43 PM UTC-7, Jason wrote:

 I realize this is an old thread, but I'm having the same issue and the 
 above solutions haven't worked for me.

 Firstly the link to the PNGDecoder from libgdx is old and no longer exists 
 (libgdx appear to have re-vamped the way they load images and tracking down 
 where exactly the PNG decoding happens is a bit of a nightmare)

 I tried directly calling GLES20.glTexImage2D using the pixels extracted 
 from the Bitmap (as described above), but I still get gray artifacts on the 
 edges of the texture.

 For example:

 The top image is the original PNG, the bottom is after rendering (taken 
 from screenshot)


 https://lh6.googleusercontent.com/-Dyf568n0gD4/UiU4vJP80wI/CsY/ygEOOrLYBao/s1600/cloud_text_problem.png

 The bottom image has gray pixel artifacts around the edge.  It's also sort 
 of *blurry* which I can't work out either.

 I tried manually decoding the PNG using this:

 http://wiki.l33tlabs.org/bin/view/TWL/Using+the+TWL+PNGDecoder

 But got the same result.

 I'm creating the texture with:

 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, 
 GLES20.GL_LINEAR);
 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, 
 GLES20.GL_LINEAR);
 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, 
 GLES20.GL_CLAMP_TO_EDGE);
 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, 
 GLES20.GL_CLAMP_TO_EDGE);

 My fragment shader is pretty basic, just multiplies the texture color by a 
 couple of other color values I pass in:

 gl_FragColor = texture2D(u_Texture, v_TexCoordinate) * u_Color * v_Color;

 Does anyone have a clue as to:

 1) How I can render/create the texture without the artifacts
 2) Why the texture is kind of blurry once it's rendered.

 Thanks!


 On Sunday, September 2, 2012 11:43:59 AM UTC-7, arberg wrote:

 Hi,

 I think it would make sense that either Bitmap could be without 
 premultiplied alpha, or GLUtils.texImage2D method could take as parameter 
 whether to load with or without premultiplied alpha. Since you say Bitmaps 
 will never be without premultiplied alpa, I suggest the latter, plus as you 
 suggest a convenience method on the Bitmap, which returns its content in an 
 array without premultiplied alpha.

 It makes sense to me to add the option to GLUtils.texImage2D since the 
 very purpose of the GLUtils class is '... to help bridging OpenGL ES and 
 Android APIs.' (javadoc class reference).

 Cheers Alex

 On Friday, 29 June 2012 21:18:59 UTC+2, Romain Guy (Google) wrote:

 Another big issue similar to alpha-premultiply is that 32Bit ARGB Images 
 are changed
 to 16Bit after scaling (especially if all alpha values are 255), 
 without some dirty tricks.
 This is a big issue to, it's far away from the precission needed for 
 good normal mapping.


 There was a bug in the scaling code that I fixed. a 32 bits image will 
 now always be scaled to another 32 bits image.
  


 -- 
 Romain Guy
 Android framework engineer
 roma...@android.com

  

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Re: [android-developers] Re: PNG loading that doesn't premultiply alpha?

2013-09-02 Thread Jason
P.S.  It turns out the *blur* is from using GL_CLAMP_TO_EDGE.  Changing to 
GL_REPEAT removes the blur even though it doesn't really make sense to 
repeat the texture as I'm just rendering sprites as quads (triangle pairs).

On Monday, September 2, 2013 6:29:17 PM UTC-7, Jason wrote:


 On Monday, September 2, 2013 6:23:43 PM UTC-7, Jason wrote:

 I realize this is an old thread, but I'm having the same issue and the 
 above solutions haven't worked for me.

 Firstly the link to the PNGDecoder from libgdx is old and no longer 
 exists (libgdx appear to have re-vamped the way they load images and 
 tracking down where exactly the PNG decoding happens is a bit of a 
 nightmare)

 I tried directly calling GLES20.glTexImage2D using the pixels extracted 
 from the Bitmap (as described above), but I still get gray artifacts on the 
 edges of the texture.

 For example:

 The top image is the original PNG, the bottom is after rendering (taken 
 from screenshot)


 https://lh6.googleusercontent.com/-Dyf568n0gD4/UiU4vJP80wI/CsY/ygEOOrLYBao/s1600/cloud_text_problem.png

 The bottom image has gray pixel artifacts around the edge.  It's also 
 sort of *blurry* which I can't work out either.

 I tried manually decoding the PNG using this:

 http://wiki.l33tlabs.org/bin/view/TWL/Using+the+TWL+PNGDecoder

 But got the same result.

 I'm creating the texture with:

 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, 
 GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, 
 GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, 
 GLES20.GL_CLAMP_TO_EDGE);
 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, 
 GLES20.GL_CLAMP_TO_EDGE);

 My fragment shader is pretty basic, just multiplies the texture color by 
 a couple of other color values I pass in:

 gl_FragColor = texture2D(u_Texture, v_TexCoordinate) * u_Color * v_Color;

 Does anyone have a clue as to:

 1) How I can render/create the texture without the artifacts
 2) Why the texture is kind of blurry once it's rendered.

 Thanks!


 On Sunday, September 2, 2012 11:43:59 AM UTC-7, arberg wrote:

 Hi,

 I think it would make sense that either Bitmap could be without 
 premultiplied alpha, or GLUtils.texImage2D method could take as parameter 
 whether to load with or without premultiplied alpha. Since you say Bitmaps 
 will never be without premultiplied alpa, I suggest the latter, plus as you 
 suggest a convenience method on the Bitmap, which returns its content in an 
 array without premultiplied alpha.

 It makes sense to me to add the option to GLUtils.texImage2D since the 
 very purpose of the GLUtils class is '... to help bridging OpenGL ES and 
 Android APIs.' (javadoc class reference).

 Cheers Alex

 On Friday, 29 June 2012 21:18:59 UTC+2, Romain Guy (Google) wrote:

 Another big issue similar to alpha-premultiply is that 32Bit ARGB 
 Images are changed
 to 16Bit after scaling (especially if all alpha values are 255), 
 without some dirty tricks.
 This is a big issue to, it's far away from the precission needed for 
 good normal mapping.


 There was a bug in the scaling code that I fixed. a 32 bits image will 
 now always be scaled to another 32 bits image.
  


 -- 
 Romain Guy
 Android framework engineer
 roma...@android.com

  

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Re: [android-developers] JNI

2013-09-02 Thread janvi
Thank you santosh :)

This is what I exactly wanted...

Thank you once again

On Monday, September 2, 2013 8:32:27 PM UTC+5:30, santhosh wrote:

 If you have built the .so separately, You just need to place the .so in in 
 the libs folder under the proper architecture name(something like armeabi) 
 in your application environment.

 Now application can load library with system call system.load(), with that 
 JNI calls will be available in the application environment.

 Cheers,
 Santhosh

 On Monday, 19 August 2013 14:54:04 UTC+5:30, janvi wrote:

 Hi

 Still making it clear of what actually my doubt is 

 I have android project(name cpp) with NDK built, and it has wrapper 
 classes .so file also

 Now in order to use the native functions present in this wrapper classes 
 do I have to copy the wrapper classes and lib folder in my android test 
 project?

 On Monday, August 19, 2013 9:08:56 AM UTC+5:30, janvi wrote:

 Sorry to trouble you by asking the same question,but iam completely new 
 to this

 My doubt is I have a seperate CPP project which has .so file in its lib 
 folder.

 I have android project which is seperate project now Iam confused of how 
 to use this CPP project in my android app

 On Sunday, August 18, 2013 12:58:34 PM UTC+5:30, Piren wrote:

 you were already answered - in the libs folder under the proper 
 architecture name, where it was placed by the build process.
 Also, you should just follow the samples provided.

 On Sunday, August 18, 2013 8:28:53 AM UTC+3, janvi wrote:

 Hi

 Ya .so with ndk built is given to me which I have to use .

 My doubt is how to use this built file in my android app.

 Plz help me out with this

 Thanks in advance


 On Sunday, August 18, 2013 12:26:50 AM UTC+5:30, RichardC wrote:

 Did you build your .so with ndk-build?  If you did it should already 
 be in the correct folder below libs.  As Android support multiple native 
 architectures each ABI is in a separate folder below libs, see the NDK 
 docs 
 for the folder names. 

 On Saturday, August 17, 2013 3:21:38 PM UTC+1, janvi wrote:

 Hi 
 Thanks for your reply...

 I have read this post and got info 

 I have one doubt in this like

 Do I have to paste the .so file in the lib folder of my android 
 project to access native functions?

 Plz help me with this ...

 Thanks in advance...

 On Saturday, August 17, 2013 5:15:49 PM UTC+5:30, mbanzon wrote:

 Please look at this documentation: 
 http://developer.android.com/tools/sdk/ndk/index.html


 On Sat, Aug 17, 2013 at 12:19 PM, janvi jagruth...@gmail.comwrote:

 Hi All

 Iam new to JNI concepts
 Need your help in the following topic

 I have an android app(seperate project) and functions which this 
 app performs are written using CPP and I have wrapper classes for all 
 of 
 these functions.

 I need info on how to call these functions from my android app.

 Plz post an example too in this regard it would be helpful

 Thanks in advance
  
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 -- 
 Michael Banzon
 http://michaelbanzon.com/ 



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