[android-developers]
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[android-developers] 66
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[android-developers] YyFI6
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Re: [android-developers] Abridged summary of android-developers@googlegroups.com - 26 Messages in 17 Topics
Nno On Jun 2, 2012 11:33 PM, android-developers@googlegroups.com wrote: Today's Topic Summary Group: http://groups.google.com/group/android-developers/topics - get the text in edit text on button click#137b10cd2d6cb431_group_thread_0[4 Updates] - Invoking a web service created in java#137b10cd2d6cb431_group_thread_1[1 Update] - Problem refreshing a fragment edittext view from a dialogFragment after rotation #137b10cd2d6cb431_group_thread_2 [1 Update] - Widget Product Updates #137b10cd2d6cb431_group_thread_3 [1 Update] - problem in service creation #137b10cd2d6cb431_group_thread_4 [2 Updates] - Connecting emulator instances in android#137b10cd2d6cb431_group_thread_5[1 Update] - is there a way to explore directory structure in assets/?#137b10cd2d6cb431_group_thread_6[1 Update] - Svg to hdpi, mdpi, ldpi #137b10cd2d6cb431_group_thread_7 [2 Updates] - Multiple sqlite db upgrade #137b10cd2d6cb431_group_thread_8 [2 Updates] - Setting screen on/off #137b10cd2d6cb431_group_thread_9 [1 Update] - Turn off screen but not hardware keys, catch input with screen off#137b10cd2d6cb431_group_thread_10[1 Update] - Issuing refund to users after 15-minute window#137b10cd2d6cb431_group_thread_11[1 Update] - Solving Missing R #137b10cd2d6cb431_group_thread_12 [2 Updates] - clystone launcher in android #137b10cd2d6cb431_group_thread_13 [1 Update] - VBO problem using OpenGL ES 2.0 on android 2.2#137b10cd2d6cb431_group_thread_14[1 Update] - Adding markers with different drawables on google map in android#137b10cd2d6cb431_group_thread_15[2 Updates] - Query regarding unbounded service #137b10cd2d6cb431_group_thread_16[2 Updates] get the text in edit text on button clickhttp://groups.google.com/group/android-developers/t/2206fef16c3eb3f8 Raghavendra Rao raghu1...@gmail.com Jun 02 11:36PM +0530 hi, how can i get the text entered by the user in the Edit Text on button click, kindly do help me on this ...more Fred Niggle fred.nig...@googlemail.com Jun 02 11:57PM +0100 did you try the google search for this? ...more Raghavendra Rao raghu1...@gmail.com Jun 03 11:16AM +0530 Yes i tried, but am not able to get the logic behind tht, am new to this kindly help me ...more Raghavendra Rao raghu1...@gmail.com Jun 03 11:41AM +0530 hello, i got tht one, i had some other requirement, i got tht via gettext. i need many more guidance in the coming days, kindly do help me. Thanks a lot ...more Invoking a web service created in javahttp://groups.google.com/group/android-developers/t/89c34297a36eed33 James Black planiturth...@gmail.com Jun 02 09:46PM -0400 If you look at this link: http://stackoverflow.com/questions/5321906/how-to-find-the-jar-of-java-rmi-package you will see that this problem is difficult to resolve, but there are some ...more Problem refreshing a fragment edittext view from a dialogFragment after rotationhttp://groups.google.com/group/android-developers/t/85ef38470407ba76 Bluemercury joao.ro...@gmail.com Jun 02 05:09PM -0700 So im adapting my DateTimePickerDialog implementation to a DialogFragment, and right now it works well, i press the button to show the dialogfragment choose a date/time value, press ok and it will ...more Widget Product Updateshttp://groups.google.com/group/android-developers/t/6a8e0448d5898f0 Doug Gordon gordo...@gmail.com Jun 02 07:36PM -0400 I'll shortly be releasing my first widget product and am wondering if there are any restrictions as to how the user updates a widget when a new version is posted. I've noticed that if you use the ...more problem in service creationhttp://groups.google.com/group/android-developers/t/f6417b723c59df48 Bhavin alertsavemyl...@gmail.com Jun 02 03:54AM -0700 Dear sir, I am having following scenario: Service class . . . .(Extends) Class1 . . . . (Extends) Class2 Now i wanted to start class2 as a service. what to do? ...more Fred Niggle fred.nig...@googlemail.com Jun 03 12:03AM +0100 what to do indeed have you worked through a few service tutorials? ...more Connecting emulator instances in androidhttp://groups.google.com/group/android-developers/t/ff439caeec810533 Akki akshay.iitr@gmail.com Jun 02 01:01PM -0700 I read a thread on the same topic :: http://stackoverflow.com/questions/4683854/connecting-2-emulator-instances-in-android/4738690#4738690 I applied server code on one emulator and client ...more is there a way to explore directory structure in assets/?http://groups.google.com/group/android-developers/t/c8e8bb57b33576fb Latimerius l4t1m3r...@googlemail.com Jun 02 09:55PM +0200 There's AssetManager.list() but that doesn't seem to pick up
[android-developers] Re: opengles question (to change content of vertexbuffer used in gldrawarrays)
Just use get and put on the buffer with your data.memory layout can vary but typically is xyzxyzxyz which would be the 9 floats that define your 3 vertices. Adam On May 1, 12:27 pm, emre onal emr...@gmail.com wrote: I have some triangle polygons and drawing them in a traditional way: (android-java code) gl.glDrawArrays(GL10.GL_TRIANGLES, i, j); I want to update the vertex coordinates of the triangles. All of the tutorials I've found use an initial vertex data then only apply transformations to them. I need to change each vertex coordinate independently. I change the content of the array which is used to create the related vertexbuffer but it doesn't make any change on the screen. Rebuilding the vertexbuffer on eachframe doesn't seem to be right way I guess. Can you point out any example source code at least, if you know any? -- Emre -- 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
[android-developers] Re: Invoking the APK from another apk
You need to read up on intents. On May 1, 12:30 am, crajesh crajesh2...@gmail.com wrote: HI, I have two apk in /data/app which are a.apk and b.apk, and I want to invoke b.apk from a.apk... May, i know code for invoke b.apk from a.apk thanks C.Rajesh -- 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
[android-developers] Re: Game pretty much like mine
I made a game in 8 days a while ago and there is a similar game with a similar name, so I renamed it and launched anyways. Competition is healthy, do a better job than your competitors to win. The game that I released I titled Drop Bloks then once publishing to market I saw a Drop Blocks with a similar concept. I've never installed or played it, but my idea was not 100% original, and while I didn't directly copy anyone at any time in it's development I ripped off an old idea which is perfectly valid. The other guy did the exact same thing, so he has to compete with me now. I am sure there is 100 other games that are very similar, I just tried my best to make the best version I could and people seem to like it. If you want to see the current version I renamed it to Grid Masher, because I do think your an asshole if you compete with a name that could confuse your users. I can't afford to do good art in my games either, but once they make more money I'll pay an artist and give the games some more polish. Adam On Dec 20, 3:04 am, brian purgert brianpurge...@gmail.com wrote: Thanks. The more I think about It, I don't think it will effect my game at all a good game is a good game. On Dec 20, 2010 4:36 AM, Yahel kaye...@gmail.com wrote: That's a bummer but : - Your competitor seems to be here for a long time, how come you didn't check before investing monthes ? - No one knows that your physics is better, no one really compares, you download a game, you play it - Your app doesn't show on the market on my nexus one from France. The other app does - There's room for everyone, if your game is addictive enough people will play it - Be happy, the other apps has evangelized players to that kind of game, they'll know what to expect and your download rate will be better - You know have an incentive to make your game even better, competition is always a good thing - I guess your talking about graphism when you say profesionnal, then just find a friend, or a friend of a friend who can draw better than you and go for a fun but less polish style. There's a couple of game you can find that looks like they are drawn on a page with a pencil for exemple. Bottom line : Competition is always good and there's room for everyone, it's not because they downloaded your competitor that they won't download yours(quite the contratry actually)...If yours is better people will notice Good luck. Yahel On Dec 20, 8:22 am, brian purgert brianpurge...@gmail.com wrote: So yesterday I,m looking around on the app market and I noticed that there is a game very similer to the game I've been working on for months now, so now im pretty bummed out I thought I would be the first to bring this type of game out for android but Im not. The game that is similar to mine is mxmoto, its a pretty good game but the physics aren't anywhere as good as mine, for instance you can beat any level if you hold your phone straight, and its much to sensative for the average user... well the thing is I can't make my game look professional like. What do you guys think I should do. My game is called doodle bike btw and its similar but there is more physics like spinning objects and gravity changes. -- 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.comandroid-developers%2Bunsubs cr...@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 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
[android-developers] Re: Can you trust the Android OS that comes from a Chinese Manufactures?
While that is a scary situation, if they could load a custom rom, so could you, and you can compile that from source and inspect every line. It's the risk you take buying shady hardware. Once you have access to the hardware you have full control of the device. You could always buy a droidx with it's kill switch and then you know the firmware is solid. On Dec 8, 11:51 am, JP joachim.pfeif...@gmail.com wrote: On Dec 8, 10:30 am, William Estrada mrumun...@popdial.com wrote: Can you trust the Android OS that comes from a Chinese Manufactures? Strange question you ask? No not at all. In fact, earlier this year, I tested an LBS app that I developed for a client, on a Motorola Milestone that was sourced by the client from a no name Internet retailer. Apparently the device was lifted of off a China-bound lot of Milestones. It included Chinese language leaflets (as far as I could tell), a foreign format charger, and the package also included a power plug adapter so the device could be charged in North America. That piece must have been tossed in by the retailer, as it was also off color. There was no intent by the client to get a device that was intended for China, it just happened so. So I went ahead testing stuffs, not suspecting anything, until at one point, over a period of time, one of the location providers started firing off a location in Bejing. It wasn't GPS, but one of the network providers. wohooo, good morning! I got pretty spooked. Having tested LBS apps intensively before, on the G1, Ion, Nexus One and the Motorola Droid, I had never seen this effect before. This, combined with the location being in China, led me to believe the device must have had a custom build. Who knows what else was part of the customization? (Indirect answer to your question: if this goes out to China like this, what do you think do you get in return) So I did the following: 1. I sent a note to the client recommending to stop sourcing devices through Internet outlets 2. I sent back the Milestone 3. That also put the nail in the coffin of me using Android as a personal device. At long last, I went back to Symbian (I continue to develop on Android, of course). Don't get me wrong, I like Android, and Gingerbread looks really good, but I just can't seem to be able to get over certain things related to Android and Google, in particular the eagerness to wanting to share my location... Call me paranoid, but I just like things certain ways. JP -- 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
[android-developers] Re: OpenGL on multiple threads with sharegroups
Yes, it does. http://code.google.com/p/earth-live-wallpaper/source/browse/trunk/+earth-live-wallpaper/SLWP/src/com/seb/SLWP/GLWallpaperService.java?r=37 On Nov 26, 4:20 am, Phil Endecott spam_from_goo...@chezphil.org wrote: On Nov 26, 11:08 am, Adam Hammer adamhamm...@gmail.com wrote: I do bitmap loading in another thread, but I do glBindTexture in the main graphics thread. Works well for me, I load bitmaps stored in zips delivered by contentproviders into textures. Yes; thanks; I'm actually doing something like that at the moment, and it's not ideal. (I think you mean calling glTexImage2D(), not just glBindTexture(), don't you?) I think opengl es does have mechanisms for sharing textures across GL contexts Yes. I've investigated some more and eglCreateContext() takes an EGLContext to share from: If share_context is not EGL_NO_CONTEXT, then all shareable data ... will be shared by share_context ... and the newly created context (from the EGL spec, section 3.7.1.) So the question is, can I call eglCreateContext() from my C++ code, and/or is there a way to access this functionality from Java? Looking through the Java docs I have found the EGLContext and EGLContextFactory reference pages, but they are almost totally content- free. Does Android really implement EGL? -- 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
[android-developers] Re: OpenGL on multiple threads with sharegroups
I do bitmap loading in another thread, but I do glBindTexture in the main graphics thread. Works well for me, I load bitmaps stored in zips delivered by contentproviders into textures. I think opengl es does have mechanisms for sharing textures across GL contexts, but the above method should be fine, except for a slight delay when the actual bindtexture happens. Adam On Nov 25, 8:44 am, Phil Endecott spam_from_goo...@chezphil.org wrote: Dear All, I'm porting some iPhone OpenGL code that uses a separate thread for OpenGL texture loading. To do this, I create a new OpenGL context in the same sharegroup as the main rendering context, and then the textures loaded in one context are available to the other. I've not seen any equivalent to this on Android. Is this correct, or am I missing something? My code is C++, but as far as I can see the situation is the same for Java OpenGL code. Thanks for any suggestions. Phil. -- 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
[android-developers] Re: PUBLISHED APPS MISSING FROM UPDATED CONSOLE
Thanks, I can see all my apps again. On Nov 25, 1:14 am, Nicolas Thibaut nthibau...@gmail.com wrote: thanks, it works for me I can publish :) On 25 nov, 10:04, String sterling.ud...@googlemail.com wrote: So, my best selling app was also AWOL from the console this morning. But it IS still visible in the Market client, and I can still edit it by entering its Console URL manually: http://market.android.com/publish/Home#EDIT_APPLICATION?pkg=com.packa... Not that they shouldn't fix this... just that there is a workaround if you need to make changes before they do. String On Nov 25, 5:15 am, Brad bradfull...@gmail.com wrote: WTF - My best selling app is also missing from my Developer Console. I just updated it earlier today - now it's gone. I used the form to submit a help request (thanks TreKing), hopefully it's not going to / dev/null! On Nov 24, 1:01 pm, Adam Hammer adamhamm...@gmail.com wrote: A few of my unpublished and at least one of my published apps is not accessible from the console at this time. THIS IS URGENT, I don't use that lightly, google test your code before you deploy!!! -- 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
[android-developers] Re: Feature Graphic, High Resolution Application Icon and Promotional Video.
It's not always, but it's enough. There is a LOT of problems with the new console. 1) Paging broken in multiple ways (3 pages shown, page 2 has 1 item, page 3 has nothing) 2) Not all published apps showing 3) No unpublished apps 4) Occasional dropping of the high res and promotional items (I've seen this happening, but I just test-editted a item and it didn't, maybe on new versions it breaks?). 5) Stats not updating in any sane way. I have maybe a 5-10 day latency on my stats right now. 6) I had a user complaining they couldn't download, but might just be because their card was declined. About the only thing that was working was the comments, and a thank you for adding a screenshot resolution I don't need to resize before posting. I think they want any video you think is appropriate on a website, probably makes most sense to goto youtube since a device will handle youtube url's by opening in the youtube app if it's installed. On Nov 25, 2:10 am, sblantipodi perini.dav...@dpsoftware.org wrote: Hi, as stated in other thread the Feature Graphic, High Resolution Application Icon and Promotional Video are always removed after we upload them. Is there someone who know when we can finally upload this file without having to re-upload and re-upload it? Do you know also what URL should we use for Promotional Video? Is it good a youtube url or they need a direct link to a video file ? -- 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
[android-developers] Android SDK for Android
Is it possible to run a android sdk on android itself? Ie. develop and maintain software only using a android device? -- 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
[android-developers] Re: Android SDK for Android
It would be a interesting project. It would be awesome to be able to do full android development from android. Someone should get to bootstrapping this one. On Nov 25, 5:30 am, Mark Murphy mmur...@commonsware.com wrote: No, not as you are describing it. For starters, the Sun Java compiler does not run on Android. There is the Scripting Layer for Android (SL4A), which supports on-device development, but only has access to a tiny subset of the SDK. On Thu, Nov 25, 2010 at 7:21 AM, Adam Hammer adamhamm...@gmail.com wrote: Is it possible to run a android sdk on android itself? Ie. develop and maintain software only using a android device? -- 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 -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android App Developer Books:http://commonsware.com/books -- 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
[android-developers] PUBLISHED APPS MISSING FROM UPDATED CONSOLE
A few of my unpublished and at least one of my published apps is not accessible from the console at this time. THIS IS URGENT, I don't use that lightly, google test your code before you deploy!!! -- 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
[android-developers] Re: Market statistics stall
I think android attests to the fact that they get plenty of things right. I also however have had downloads stuck since the planned outtage. On Nov 21, 1:29 am, DraganA dand...@gmail.com wrote: Same here, it's a shame google cannot get the simplest things right. On Nov 21, 5:47 am, Peter Webb r.peter.w...@gmail.com wrote: Stalled for me as well. Still getting new comments as always, just the download numbers for my (free) app have been unchanged for the last 4 days. Doubtless they will get round to updating them eventually. On Nov 21, 1:30 am, David Erosa García soul...@gmail.com wrote: Hi all. Does anyone else have their download statistics stalled? Mines are showing the same number since the 17th. The apps are published and are visible from the market's client, so I hope it's a(nother) temporal problem from the Market... Regards. -- 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
[android-developers] Market Licensing Test account not working intermittently?
I never have users complain about market licensing, but occasionally I get not-licensed responses from the server for my test account when they are supposed to return authorized. When I did my testing everything was perfect, this happened weeks later, and is happening a lot recently. I have to be getting back non- licensed because I allow use on error and licensed. I am assuming they are problems with the test licensing server, since my users don't complain? Anyone over at Google have any insight into this? -- 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
[android-developers] Re: Google Maps API hidden maps and opengl
Link? GitHub is a big place, I only know of the android source in android.git.kernel.org and I don't see maps in there. Adam On Nov 14, 8:10 pm, Nicholas Albion nalb...@gmail.com wrote: There's an opensource port of Android on GitHub which includes a (slightly dated) implementation of the Google maps API. It supports OpenStreetMap and a couple of other map sources. I managed to adapt it to support Bing maps. On Nov 14, 7:14 pm, Adam Hammer adamhamm...@gmail.com wrote: I have a class I wrote that uses the maps and works in a activity, but still returns the stub error when I attempt to instantiate it in a live wallpaper. It's supposed to be in a MapActivity, but I figured since Google uses maps in a live wallpaper I could use it as well, although I know this is not always the case. I've learnt the hard way that just because Google does something with android doesn't mean they expose those methods to the developers. Adam -- 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
[android-developers] Re: Detect when Google Maps has finished downloading new tiles
I could use this too, I render maps to a offscreen bitmap and then render it on-screen using opengl. Knowing when the current map area is downloaded would be very useful. I currently use a exponential falloff for refreshing/binding the textures which seems to work pretty well, but if I knew as data became available I could do much better. Adam On Nov 16, 5:52 pm, TreKing treking...@gmail.com wrote: On Tue, Nov 16, 2010 at 12:07 PM, John jarvi...@gmail.com wrote: If my overlays are downloaded first, as new Google Map tiles arrive, my overlays get removed or the whole map blinks. Can you elaborate on what you're doing? I use a map view with locally stored images (no downloading) and they ALWAYS show up first on the map and there's never any problem with the rendering. - TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- 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
[android-developers] Re: Google Maps API hidden maps and opengl
I have a class I wrote that uses the maps and works in a activity, but still returns the stub error when I attempt to instantiate it in a live wallpaper. It's supposed to be in a MapActivity, but I figured since Google uses maps in a live wallpaper I could use it as well, although I know this is not always the case. I've learnt the hard way that just because Google does something with android doesn't mean they expose those methods to the developers. Adam On Nov 13, 10:07 am, Chister Nordvik cnord...@gmail.com wrote: Did you ever figure this one out? I tried to create a very simple map application, but got the stub exception at startup both on device and in emulator: E/AndroidRuntime( 263): Caused by: java.lang.RuntimeException: stub E/AndroidRuntime( 263): at com.google.android.maps.MapActivity.init(Unknown Source) Followed the tutorial from here:http://developer.android.com/guide/tutorials/views/hello-mapview.html with no success. Must be something with the setup? -Christer On Nov 2, 1:48 pm, Adam Hammer adamhamm...@gmail.com wrote: That is the entire error. 2 Line stack trace, I called the function and I get the Stub I've managed to get MapView working in a activity with Opengl and using offscreen rendering. It's actually performing very well. I'll go back and try in a LWP once I iron out all the activity bugs. On Nov 1, 9:41 am, TreKing treking...@gmail.com wrote: On Fri, Oct 29, 2010 at 6:00 PM, Adam Hammer adamhamm...@gmail.com wrote: I get an error java.lang.RuntimeException:stub at com.google.android.maps.MapView.init (Unknown Source) Is that really the entire error? Regardless, read the MapView documentation. It explains where and how the MapView can be used. --- -- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- 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
[android-developers] Re: 2.1 vs 2.2 ZipInputStream
This worked great, thanks. On Oct 17, 2:52 am, Jens dunkingbikk...@gmail.com wrote: Tim Brays blog entry on multithreading mentions this error and how to fix it: http://android-developers.blogspot.com/2010/07/multithreading-for-per... On 16 Okt, 00:34, Adam Hammer adamhamm...@gmail.com wrote: I have some code that takes a zip in /assets/raw opens it and reads Bitmaps out of it. Works great in 2.2, but in 2.1 BitmapFactory.decode() has an error reading the inputstream, in logcat I have D/skia ( 1037): --- decoder-decode returned false I should also note that my APP is opengl based, not skia based, so whatever is happening is likely happening inside Bitmap. -- 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
[android-developers] Re: color banding. can't get over it :(
Since you use it in a ImageView I do not know how to set the bitmap preferences. You will probably have to load the Bitmap in code, and then assign it to the ImageView once loaded. E.g. BitmapFactory.Options myOptions = new BitmapFactory.Options(); myOptions.inDither = true; myOptions.inScaled = false; myOptions.inPreferredConfig = Bitmap.Config.ARGB_; myOptions.inDither = false; myOptions.inPurgeable = true; preparedBitmap = BitmapFactory.decodeResource(CTX.getResources(), R.drawable.myImage, myOptions); new line --- MyImageView.setImageBitmap(preparedBitmap); I don't know if you can specify image loading configs in the xml for a ImageView. On Nov 4, 1:33 am, Hatch tomislav.hecimo...@gmail.com wrote: Great Your reply gives me hope :) But can you provide me with more information on how to do it ? I have a gradient alpha png. I just use it in imageView inside an XML resource. I don't set the dither option (although have tried both true and false options with same result) And I get the bands. Do I need to draw the image by hand, and which API must I use in that case ? Regards, Hatch On Nov 4, 1:19 am, Adam Hammer adamhamm...@gmail.com wrote: It get's banded because Android automatically decodes images based on your screen, and not based on the actual image. Why decode a 2048x2048 image when it's showing on a 800x480 screen. This I assume is to save cpu cycles and speed up image decoding where it normally will not have a issue. When you are doing compositing though it does make a difference, and you need to be specific as to how you want the image decoded. Like I said before, you need to manually define your options to ensure it uses ARGB_ when decoding the image, disable dithering and scaling. Do this and you will no longer have banding. Adam On Nov 2, 1:01 am,Hatchtomislav.hecimo...@gmail.com wrote: Yes, Thank you for your replies. I have read the article but it doesn't explain why alpha enabled resource get's banded :( Is there a way to know exactly which RGB is used in the png ? BTW the dither option didn't work in the XML nor in the code. On Oct 30, 2:04 am, Lance Nanek lna...@gmail.com wrote: I saw an interesting article on avoiding this the other day:http://android.nakatome.net/2010/04/bitmap-basics.html On Oct 29, 7:01 pm,Hatchtomislav.hecimo...@gmail.com wrote: Seems my original post (ugly pngs...) somehow disappeared :( nvm. I have a problem with a png resource that has gradient fade-out alpha. The png looks great in the emulator, but displays an artefact known as color banding (http://en.wikipedia.org/wiki/Colour_banding) Has anyone surpassed this issue ? My designer wants to trop a shadow behind his icons, and that's where the bands appear. What are my options ? Thanks Hatch BTW is there any way to see all my posts here on google groups ? -- 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
[android-developers] Re: color banding. can't get over it :(
It get's banded because Android automatically decodes images based on your screen, and not based on the actual image. Why decode a 2048x2048 image when it's showing on a 800x480 screen. This I assume is to save cpu cycles and speed up image decoding where it normally will not have a issue. When you are doing compositing though it does make a difference, and you need to be specific as to how you want the image decoded. Like I said before, you need to manually define your options to ensure it uses ARGB_ when decoding the image, disable dithering and scaling. Do this and you will no longer have banding. Adam On Nov 2, 1:01 am, Hatch tomislav.hecimo...@gmail.com wrote: Yes, Thank you for your replies. I have read the article but it doesn't explain why alpha enabled resource get's banded :( Is there a way to know exactly which RGB is used in the png ? BTW the dither option didn't work in the XML nor in the code. On Oct 30, 2:04 am, Lance Nanek lna...@gmail.com wrote: I saw an interesting article on avoiding this the other day:http://android.nakatome.net/2010/04/bitmap-basics.html On Oct 29, 7:01 pm,Hatchtomislav.hecimo...@gmail.com wrote: Seems my original post (ugly pngs...) somehow disappeared :( nvm. I have a problem with a png resource that has gradient fade-out alpha. The png looks great in the emulator, but displays an artefact known as color banding (http://en.wikipedia.org/wiki/Colour_banding) Has anyone surpassed this issue ? My designer wants to trop a shadow behind his icons, and that's where the bands appear. What are my options ? Thanks Hatch BTW is there any way to see all my posts here on google groups ? -- 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
[android-developers] Re: Google Maps API hidden maps and opengl
That is the entire error. 2 Line stack trace, I called the function and I get the Stub I've managed to get MapView working in a activity with Opengl and using offscreen rendering. It's actually performing very well. I'll go back and try in a LWP once I iron out all the activity bugs. On Nov 1, 9:41 am, TreKing treking...@gmail.com wrote: On Fri, Oct 29, 2010 at 6:00 PM, Adam Hammer adamhamm...@gmail.com wrote: I get an error java.lang.RuntimeException: stub at com.google.android.maps.MapView.init (Unknown Source) Is that really the entire error? Regardless, read the MapView documentation. It explains where and how the MapView can be used. - TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- 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
[android-developers] Google Maps API hidden maps and opengl
I'm trying to create a MapView in a service (live wallpaper), but have it hidden so that I can render it to a Bitmap, and then map it to a texture to render in opengl. I have a Canvas and a Bitmap, and I intended to call myMap.draw(myCanvas) in order to get it into the correct bitmap so that I could then bind it as a texture. When I Initialize I do the following myMap = new MapView(ctx, APPSTATICS.MAP_API_KEY); I get an error java.lang.RuntimeException: stub at com.google.android.maps.MapView.init (Unknown Source) Any idea why I can't create a new mapview which I can use to draw to a offscreen bitmap? Sincerely, Adam Hammer -- 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
[android-developers] Re: color banding. can't get over it :(
When you use BitmapFactory to decode your pngs you are supposed to supply options. One of those options is a Bitmap.Config value, you probably are using a low bit input, you want to use Bitmap.Config.ARGB_ to ensure you get a full spectrum of color. Here is a snippet BitmapFactory.Options myOptions = new BitmapFactory.Options(); myOptions.inDither = true; myOptions.inScaled = false; myOptions.inPreferredConfig = Bitmap.Config.ARGB_; myOptions.inDither = false; myOptions.inPurgeable = true; preparedBitmap = BitmapFactory.decodeResource(CTX.getResources(), R.drawable.myImage, myOptions); On Oct 29, 4:01 pm, Hatch tomislav.hecimo...@gmail.com wrote: Seems my original post (ugly pngs...) somehow disappeared :( nvm. I have a problem with a png resource that has gradient fade-out alpha. The png looks great in the emulator, but displays an artefact known as color banding (http://en.wikipedia.org/wiki/Colour_banding) Has anyone surpassed this issue ? My designer wants to trop a shadow behind his icons, and that's where the bands appear. What are my options ? Thanks Hatch BTW is there any way to see all my posts here on google groups ? -- 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
[android-developers] Re: color banding. can't get over it :(
And no, google groups sucks, There is a post listing, but there is no guarantee your posts will show up there. Just click on Profile and it'll show you recent activity, if it feels like it. On Oct 29, 4:01 pm, Hatch tomislav.hecimo...@gmail.com wrote: Seems my original post (ugly pngs...) somehow disappeared :( nvm. I have a problem with a png resource that has gradient fade-out alpha. The png looks great in the emulator, but displays an artefact known as color banding (http://en.wikipedia.org/wiki/Colour_banding) Has anyone surpassed this issue ? My designer wants to trop a shadow behind his icons, and that's where the bands appear. What are my options ? Thanks Hatch BTW is there any way to see all my posts here on google groups ? -- 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
[android-developers] Re: OpenGL ES 2D and 3D mixed graphics?
I just draw all my 3d stuff using a projection matrix, and then I just change the projection matrix and clear the depth buffer and draw all the 2d stuff. As for coordinates, in opengl you set them whatever you want to be. I use floats, you can use ints, I use -1 to 1, you can use 1000 to 10,000 if you want. Study the projection matrix more if you want to know how to switch between 2d and 3d. Adam On Oct 28, 7:40 pm, Matt Quigley matthew.quig...@gmail.com wrote: I'm making a 2D game, with sprites drawn using the glDrawTexfOES() method. I'm wondering if there are ways to draw things like lines and squares along side this. Now, I know that technically there's nothing stopping me from drawing 3D cubes and such. But, you see, glDrawTexfOES draws using pixel coordinates, i.e. draw texture at 30,30. What I'd like is a similar approach to boxes and lines, using pixel coordinates, i.e. draw line from (5,5) to (10,10). Is this possible? I don't want to simulate 3D coordinates because it would be very hard to try to get the camera and perspective in such a perfect way where I could say draw cube from (5,5,0) to (10,10,0), as well as from (300,300,0) to (310, 310, 0), with no perspective warping in the different corners. (Also, as a backup plan I can always create my line and box effects with sprite textures as well, but I thought I'd ask) -- 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
[android-developers] 2.1 vs 2.2 ZipInputStream
I have some code that takes a zip in /assets/raw opens it and reads Bitmaps out of it. Works great in 2.2, but in 2.1 BitmapFactory.decode() has an error reading the inputstream, in logcat I have D/skia( 1037): --- decoder-decode returned false I should also note that my APP is opengl based, not skia based, so whatever is happening is likely happening inside Bitmap. -- 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
[android-developers] Re: Alternative to GLWallpaperService, OpenGL Live Wallpaper
The proper way currently would be the way the GlWallpaperService does it, get a egl context and handle everything yourself. It really doesn't have that much of a performance hit, I use the same code in a action that I do in a lwp using that class as a wrapper and I get about 75% the performance of the activity that doesn't use it at all. Considering that the LWP is running in the background I kind of expect at least a 20% hit just because, so there is maybe 5% performance hit from using that code. Adam On Oct 13, 7:05 am, mr.winky mr0wi...@gmail.com wrote: Thats fine, but you didnt answer the original question which was. What is the right way to do this? You say its supported on your website but offer no clue as to how to do it the correct way. Is what Robert Green posted the right way to go about it or is there another method. If there is, could you please point me in that direction Diane, and if its something google has overlooked, then just tell me. On Oct 13, 3:16 am, Robert Green rbgrn@gmail.com wrote: It was originally a submission for android master is why it is in that namespace :) Yes, if you use it (and be aware that it does NOT reset the gl context on orientation changes so do not reload vram content like normal or at least make sure to delete first) you will definitely want to put it in your own package/namespace. FYI - it doesn't delete the context because for some unknown reason many phones like to hard freeze right in eglMakeDisplayCurrent with the SharedBuffer timed out problem. Leaving the context in tact worked around it for some phones but there are other issues on other phones as well. On Oct 13, 1:43 am, Dianne Hackborn hack...@android.com wrote: Note that code is very broken -- it is putting a class in the android namespace, which it is not allowed to do. PLEASE change this to a valid namespace before using it. You are likely to break shortly if you don't. Thanks. On Tue, Oct 12, 2010 at 10:56 PM, mr.winky mr0wi...@gmail.com wrote: I've been using the GLWallpaperService as posted by Robert Green (http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live- wallpapers), which has worked so far for the live wallpapers but I'm hitting a wall when it comes to performance. The GL code is executing at the expected speed when swapping (about 14ms after the swap occurs), but there seems to be an extreme overhead with the wallpaper code of 33ms. For example, if I was to implement a basic live wallpaper that only called gl.glClearColor and nothing else, the maximum framerate I can achieve is 30fps (33ms), which is far lower than it should be. Now the phone refresh rate is 16ms, from what I have read, so I could understand hitting a wall at 60 fps. The question is if there is an alternative way out there? I tried naively using the GLSurfaceView with no luck and am looking for suggestions from those who may have encountered this issue or know of a solution. I have been googling but all posts send me back to the above site from Robert Green as the only way to do this, and I have had no luck finding a live wallpaper sample from the SDK that uses OpenGL while they state that you have access to OpenGL from here: http://developer.android.com/resources/articles/live-wallpapers.html I tried searching for the code for the bundled live wallpapers with no luck, if anyone could throw me a link to one of the wallpapers that uses OpenGL that would more than enough for me to figure it out (if a different method is used ;)). -- 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.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them.- Hide quoted text - - Show quoted text - -- 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
[android-developers] Re: Alternative to GLWallpaperService, OpenGL Live Wallpaper
I should also say, my LWP breaks 30fps with opengl with that code. I got a report in my comments that it holds at 40fps on some phones. I only get about 31 with the fps counter enabled, but GC because of stringbuilder to show the FPS string slows things from about 40 down to 30 when you actually show the counter. If you have GC going on, you might have a similar problem, maybe GC is what is causing your frame limit. Adam On Oct 15, 8:15 am, mr.winky mr0wi...@gmail.com wrote: Yes, I have verified with an opengl app under GLSurfaceView that I can get 60 fps. I havent been able to successfully adapt, beyond what Robert Green has posted, the GLSurfaceView to work for live wallpaper without the 30fps barrier. Is there someone out there that has solved this? On Oct 15, 6:54 am, Lance Nanek lna...@gmail.com wrote: Did you lookup the usual refresh rate, which is indeed 60FPS, or did you check the specific number for your phone? I know from my own testing that the HTC Evo 4G cannot go above 30FPS in OpenGL, for example. Chris Pruett mentioned one of the XPeria devices doing similar, running at 30FPS, even when he draws a scene with nothing in it (http://code.google.com/events/io/2010/sessions/writing-real-time-game... ). I'm just pointing out that you may actually have one of these rarer crippled phone models rather than a software issue. On Oct 13, 1:56 am, mr.winky mr0wi...@gmail.com wrote: I've been using theGLWallpaperServiceas posted by Robert Green (http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live- wallpapers), which has worked so far for the live wallpapers but I'm hitting a wall when it comes to performance. The GL code is executing at the expected speed when swapping (about 14ms after the swap occurs), but there seems to be an extreme overhead with the wallpaper code of 33ms. For example, if I was to implement a basic live wallpaper that only called gl.glClearColor and nothing else, the maximum framerate I can achieve is 30fps (33ms), which is far lower than it should be. Now the phone refresh rate is 16ms, from what I have read, so I could understand hitting a wall at 60 fps. The question is if there is an alternative way out there? I tried naively using the GLSurfaceView with no luck and am looking for suggestions from those who may have encountered this issue or know of a solution. I have been googling but all posts send me back to the above site from Robert Green as the only way to do this, and I have had no luck finding a live wallpaper sample from the SDK that uses OpenGL while they state that you have access to OpenGL from here: http://developer.android.com/resources/articles/live-wallpapers.html I tried searching for the code for the bundled live wallpapers with no luck, if anyone could throw me a link to one of the wallpapers that uses OpenGL that would more than enough for me to figure it out (if a different method is used ;)).- Hide quoted text - - Show quoted text - -- 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
[android-developers] Re: Best phone for OpenGL game dev
I do mine on a N1. 2.2 is a target if you want to support ES2.0. You can do so in 2.1 but it'll be a headache using the NDK for such. You can also do significantly more on 2.2 because the JIT performance boost. So if you want pixel shaders I'd 100% recommend going 2.2 for dev. It really depends on how heavy you want your game to be, but 2.2 is a huge improvement over 2.1 and 1.x when it comes to opengl game dev. If you want to target ES1.1 then by all means target android 2.1 or 1.6 devices. Remember older devices have smaller screens and thus push less pixels and in some cases get performance boosts because of this. A good example is the droid1 which I got really good reports for my OpenGl based lwp while I would have thought it would have struggled. This means that graphically you probably won't have a issue with the fill rate and such on older devices. The CPU in older phones is likely to be a limiting factor. What phone you choose doesn't matter much, just understand where it places as your target phone and then develop for a certain performance on your phone. In my case I just say that I want my game to run@30fps on a nexus one and stick to that. That means that target devices typically get 25-50fps, which on a phone sized screen is just fine. Adam On Oct 13, 8:31 am, Tudor Tihan tudorti...@gmail.com wrote: Hello everyone, What do you think is the best phone for OpenGL ES based game development? Large screen, OS 2.0.1+. Maybe even having the shaders path accessible from NDK. Thanks. -- 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
[android-developers] Re: Gifting paid market apps
Well, the Apks are just content providers, no activities or interactive services (other then the ContentResolver interfaces). So no place for a splash screen in them. I have a ContentProvider that supplies information about resources in the apk file that can be accessed, each package inherits this class and exposes a new authority with access to new resources. My first purchase turned into a return 4 hours later. I'm sure it's just a pirate and my stuff is already leaked to the real world. Luckily I didn't publish anything of great value to the market. I emailed the 1st purchaser a few hours after purchase to make sure everything went ok, and then again after the refund. No response to either email. I'm attempting to integrate market licensing to this, that way I can prevent cheap bastards from doing a purchase return and keeping the item and then giving it away for free. With Market Licensing I can also put my friends on test accounts for the time being. I am thinking you might be able to let them put the purchase through and then give them a refund without deactivation, but I dunno yet because the one guy who bought it already got a refund. No On Oct 5, 9:09 pm, Chris Stratton cs07...@gmail.com wrote: Why don't you just put the giftee's name on a splash screen? (and maybe also somewhere else, not in plaintext) On Oct 5, 9:52 pm, Adam Hammer adamhamm...@gmail.com wrote: Is there a way to gift a paid app if you are the developer? I want to gift VIA the android market. I don't want to give apk's in the wild, and I might want to use Market Authorization on the gifted apk's (although I suppose if I can just handle market authorization I can send the secure apk, I just don't want to mail insecure ones 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
[android-developers] Re: Ready to release first app. What now?
For the demo/full you can use a ContentProvider as the unlock key. If they have the ContentProvider on the system, then it loads preferences_registered.xml and if not then preferences_unregistered.xml. In the preference XML you can disable the inputs you don't want in the free version. I also have a LWP (VirtualWorld 2 in market) and just published my first paid add-on to the market. I actually use ContentProviders to deliver additional content, but to serve as just a key is actually quite simple. You can use Market Authorization on the ContentProvider to return the status of the registration to reduce piracy without much effort. I don't use Market Authorization yet, but I probably will in future content providers to disable them if they are not purchased legitimately. Sincerely, Adam Hammer On Oct 5, 9:44 am, Joel Duggan joeldug...@gmail.com wrote: So I'm ready to release my first app. It's a live wallpaper (getting my feet wet with something simple) and I need some guidance. I have a few questions that I'd really like some answers to. 1) Piracy. How worried should I be? I could use the Google LVL stuff but I've read that it's basically useless unless you also use something like Proguard. My app only has a couple of classes which likely wouldn't be affected by proguard because they're referenced in the manifest. Should I bother with anything at all? 2) Demo vs. Full. I'd like to release a Demo/Lite version plus a full version. The lite would basically change the name of the app and force a few preferences to disabled so that the user sees the preferences and wants the full version. What is the best way to manage this, from within Eclipse preferably? 3) How do I manage things so that the user can upgrade simply without having to remove the demo version? From the things I've read it sounds like there can be a collision with a name or key or something (package name perhaps) that requires the user to remove the demo version before the full can be installed. 4) Should I just use the keytool to get a key set or should I use something more reputable? Does it matter? Any help/advice would be much appreciated. Joel -- 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
[android-developers] Gifting paid market apps
Is there a way to gift a paid app if you are the developer? I want to gift VIA the android market. I don't want to give apk's in the wild, and I might want to use Market Authorization on the gifted apk's (although I suppose if I can just handle market authorization I can send the secure apk, I just don't want to mail insecure ones 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
[android-developers] Re: ExternalStorage, ContentProviders, and Startup
I found it and it does exactly what I need. My api was set to 2.1, but that function is 2.2. My min-sdk is level 8 so I'm ok with that. Adam On Oct 4, 4:50 am, Adam Hammer adamhamm...@gmail.com wrote: The answer I think I was looking for was ACTION_EXTERNAL_APPLICATIONS_AVAILABLE, I can't exactly find it in the Intent class though. That would solve at least one of my problems. If it was guaranteed to be triggered even when there were no applications, in the case that the card is ready and loaded and done with, it would be perfect. Thanks. Adam On Oct 3, 9:39 pm, Dianne Hackborn hack...@android.com wrote: I would strongly recommend not putting such apps on the SD card. There is a reason that apps must explicitly opt-in to being on the SD card, and why we recommend so many types of apps don't do so:http://developer.android.com/guide/appendix/install-location.html#Sho... http://developer.android.com/guide/appendix/install-location.html#Sho...(I guess add apps that publish content providers for other apps to use to that list.) With the transient nature of the SD card, we generally consider it to be a good place for large apps that are self-contained. Games, for example. :) On Sun, Oct 3, 2010 at 7:27 PM, Adam Hammer adamhamm...@gmail.com wrote: I have a ContentProvider in a separate apk that supplies data to my live wallpaper. At boot time my content provider does not seem to be available. I can wait until the SD is mounted, but it's still not ready, as I assume it makes the provider available post mount. So how do I wait for the providers to be loaded when stored on sd? -- 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.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- 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
[android-developers] Re: ExternalStorage, ContentProviders, and Startup
The answer I think I was looking for was ACTION_EXTERNAL_APPLICATIONS_AVAILABLE, I can't exactly find it in the Intent class though. That would solve at least one of my problems. If it was guaranteed to be triggered even when there were no applications, in the case that the card is ready and loaded and done with, it would be perfect. Thanks. Adam On Oct 3, 9:39 pm, Dianne Hackborn hack...@android.com wrote: I would strongly recommend not putting such apps on the SD card. There is a reason that apps must explicitly opt-in to being on the SD card, and why we recommend so many types of apps don't do so:http://developer.android.com/guide/appendix/install-location.html#Sho... http://developer.android.com/guide/appendix/install-location.html#Sho...(I guess add apps that publish content providers for other apps to use to that list.) With the transient nature of the SD card, we generally consider it to be a good place for large apps that are self-contained. Games, for example. :) On Sun, Oct 3, 2010 at 7:27 PM, Adam Hammer adamhamm...@gmail.com wrote: I have a ContentProvider in a separate apk that supplies data to my live wallpaper. At boot time my content provider does not seem to be available. I can wait until the SD is mounted, but it's still not ready, as I assume it makes the provider available post mount. So how do I wait for the providers to be loaded when stored on sd? -- 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.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- 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
[android-developers] ExternalStorage, ContentProviders, and Startup
I have a ContentProvider in a separate apk that supplies data to my live wallpaper. At boot time my content provider does not seem to be available. I can wait until the SD is mounted, but it's still not ready, as I assume it makes the provider available post mount. So how do I wait for the providers to be loaded when stored on sd? -- 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
[android-developers] Content Provider Question
I think I've got to write a content provider for handling a add-on style architecture for my app. If I have 2 seperate providers, different .apks and manifests, and lets say one has the authority content://my.authority.com/addon1 and the second content://my.authority.com/addon2 They are both installed and registered. If I do a query on content://my.authority.com will it come back with both addon1 and addon2 in the result set? Basically can you query what tables are available, and not just the table itself? Will the content resolver sort that out even though it's not in either actual providers authority? -- 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
[android-developers] Re: Additional countries for paid apps
I'm going to assume it's most countries with the ability to purchase apps. I do want to hear a confirmation on Canada though, this is important information and I need to start adapting my work now if I want to take advantage of this. Adam On Sep 24, 4:28 pm, Denis Souza denis.so...@gmail.com wrote: I just received an e-mail from the Android Market that I'm sure all of you also received (or will receive shortly). It says that in the next few weeks they will be adding paid apps support for additional countries. Can anyone at Google share which countries are these or is it a secret until the day comes? Also does anyone know if the paid apps support only means more countries being able to buy apps or does it also mean that more countries will be able to sell apps? There is a huge difference and I, as a developer in a country that can't sell apps, am looking very much forward to being able to sell apps (as I'm sure many of you are too). Regards, Denis Souza -- 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
[android-developers] In-App market
Now that checkout will be supporting more countries, is it possible to integrate google checkout directly into my app. My business model is not based around a paid/demo app model, but on a add-on model. I would like to be able to make sales directly from the app itself using the market account if possible. I could reposition to a free/paid model, but I'd prefer a in-app model using google checkout and a streamlined process. Is this even possible at the moment? -- 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
[android-developers] Re: Best Practice for selling app in non-Market approved countries?
The way I've been looking to do it is to have a addon market. My app is free and 100% full featured, but extra art/assets need a license. If you aren't selling software then you aren't violating the non- compete. As far as features go I make sure it's feature complete even in the market version so that I'm not selling upgraded/full versions of it. The analog would be something like Kindle, or even the MP3 player. Selling Books or Audio is OK without violating the Developer EULA so art assets should be fine too. I can't exactly use Google Checkout because I'm Canadian, but I will switch to a Google checkout payment processor for my model when it becomes available. Preferably I'd like in-app purchase model allowing the addons to be purchased directly. The current process isn't ideal and I would like a much easier 1-click account purchases in-app one day. I'm not even sure about the legality of their EULA in countries not supported, it doesn't state anything in those cases and I don't think the EULA would stand up in court if it was contested. Worst case is you come off the Google market, but you can still do non-market and 3rd party market installs, this isn't the iPhone. Adam On Sep 21, 12:02 pm, Adn jaf...@gmail.com wrote: -- My 2 cents on hardening the process: Blocking piracy by binding the license (email) to a single device (serial no) seems indeed a good way to me. Also: - blocking pay once, run everywhere: your server has to check license +serial is actually used only by a *single* user (throttling/daily limits). SerialNo may be crafted and cannot be trusted. I.e, the app may be used by many users that run a cracked version that always sends a valid {license, serialNo} pair. (or use N valid pairs). - a critical part of the app should be running on the server, so the protection is enforced by non crackable code. This isn't easy nor convenient, though. Any additional ideas? On 21 sep, 08:43, JonFHancock jonfhanc...@gmail.com wrote: I am currently storing the user's email and their license code, in preferences, and sending those plus an AES encrypted hash of some select strings + their deviceid back to the server. The first time they log in, their deviceid is recorded in the db. Subsequently, if they try to authenticate with the same email and license code, their deviceid must match. They can have their deviceid reset upon request, so they can use a new device, but they must invalidate their old device first. It may not be an ideal solution, but it is the best I could come up with for now. Everything is sent over ssl, so prying eyes aren't watching users email in plaintext, but I might start sending a hash of the email and license instead in the next update. I'm also delivering updates inside the app. While the app is checking the license, it is also checking the current version against the server's version. If it gets an update notification, the user is prompted to download the newest version, which is done in an asynctask again over ssl, and calls the following code after completion to go straight to the installer. I just realized that I need to be checking the md5 sum of the download before installing... Intent intent = new Intent(); Uri uri = Uri.fromFile(file); intent.setAction(android.content.Intent.ACTION_VIEW); intent.setDataAndType(Uri.parse(uri.toString()), application/vnd.android.package-archive); startActivity(intent); dialog.dismiss(); I've had beta testers ask me to implement this in the market version too. In conjunction with preferences, it could be a nice way to do stable, beta and dev channels like Chrome. On Sep 20, 5:33 pm, GJTorikian gjtorik...@gmail.com wrote: The title more or less says it all. Google Checkout, as you may be acutely aware, only supports ~9 countries. Some apps use PayPal to receive payment, then send out an activation code to the user. How can this be done to ensure that a single user receives a single activation code? Once the app verifies the code, how could the app more or less verify itself that it's been paid for? Storing such data in a preference file or a database on the Android device can surely be easily extracted and exploited. How are other developers handling app sales in other countries--or do they just not care? -- 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
[android-developers] Re: How to share data between applications with no dependency
You could use network/cloud storage for this instead of SD. Depending on how much data you are talking it's a feasible alternative. Adam On Sep 19, 5:12 am, ayanir ayanir...@gmail.com wrote: Hello, I want to share data between 2 applications. the idea is both applications can write and read the SAME data and there is no dependency which one of the apps is installed or first created the data. I have 2 version of the same app: regular and premium and I don't know which of them will be first installed and both of them can change it. I tried to use ContentProvider but the problem is that only the first app can create the Provider and when it is uninstalled it deletes that custom Provider. I want the Content to be kept for the second app. Also, I tried to use Settings.System which keeps the data regardless if the application is installed or not but I don't want to use the permission for that (it is very problematic from user perspective). BTW, it seems that I can change ANY of the Settings.System which is not secured from Android OS perspective - but this is a subject for other post. I see only one left choice using a File for that but, I wanted to know if I can use another way? Thanks, ayanir -- 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