[android-developers] How to do ssl certificate ?
Hello, I am working on secure socket layer (ssl) ... how to do ssl certificate ? thanks in advance... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[android-developers] Read raw resource from library project using Context.createPackageContext()
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 ? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [android-developers] Detecting hardware button on Android mobile
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-d...@**googlegroups.com To unsubscribe from this group, send email to android-developers+**unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/**group/android-developers?hl=enhttp://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+**unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/**groups/opt_outhttps://groups.google.com/groups/opt_out . -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [android-developers] Detecting hardware button on Android mobile
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[android-developers] Re: Read raw resource from library project using Context.createPackageContext()
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 ? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [android-developers] JNI
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-d...@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- Michael Banzon http://michaelbanzon.com/ -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[android-developers] Data from Tablet to PC
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [android-developers] Data from Tablet to PC
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [android-developers] Re: PNG loading that doesn't premultiply alpha?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [android-developers] Re: PNG loading that doesn't premultiply alpha?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [android-developers] Re: PNG loading that doesn't premultiply alpha?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [android-developers] JNI
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-d...@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- Michael Banzon http://michaelbanzon.com/ -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.