[android-developers] Nearby Messages notification

2016-07-25 Thread Carlo Tomazzoli
Hi, every time I publish a message, the notification is being refreshed.
I know that the user have to know that he's useing nearby messages but is 
there any way to leave the notification without refreshing it?

Thanks

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[android-developers] Detect on which sim a message is received in Dual sim phone on android 5.1 api level 22

2015-12-17 Thread Carlo Tomazzoli
Hi everyone, I've just bought a phone with dual sim and android 5.1
I'm writing my own application wich recives SMS messages. I've set up all 
the code, I recive the messages but I can't find a way to detect on which 
sim the  message arrives
Does anybody knows how to detect it?
Thanks

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[android-developers] Android NFC : SNEP protocol and P2P response

2012-01-04 Thread Carlo Criniti
Hello,

I am trying to implement a P2P communication between two Android
phones (one of them will be replaced by an independent device in the
end). I have seen that Android 4 supports SNEP which is published by
the NFC forum and should be available on non-android devices.

I have following the Google tutorial for NFC P2P (http://
developer.android.com/guide/topics/nfc/nfc.html#p2p) and I can send
some information from one phone to the other, but I have a few
questions:

1. Android Beam is just a name for NFC or it is an Android protocol
working over SNEP/NPP ? If it's a protocol, how to do NFC P2P without
Beam ?
2. How to set the use of SNEP ?
3. How to send a response to the other device when the connection is
initialized (first message received) ?

Thank you for your help !!!

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[android-developers] Debug info translation

2011-12-09 Thread Carlo Kok
i noticed the dx compiler transforms the offsets in the .class 
LineNumberTable when writing the dalvik code to the new offsets. Is there 
any way to get a copy of the mapping this uses? We have a custom debugger 
with some extra info (multiple statements on the same line, col info) which 
works fine when running against java, but on android our own seperate 
tables aren't updated. So is there some way to get the original offsets + 
the new offsets when the code was transformed? 

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[android-developers] Re: Problems in application upgrade when changing louncher activity

2011-09-22 Thread carlo
I was wondering if there is a native way to tell the system to
refresh shortcuts or something like this...

Carlo

On 21 Set, 19:13, TreKing treking...@gmail.com wrote:
 On Wed, Sep 21, 2011 at 10:00 AM, carlo sazi...@gmail.com wrote:
  There is any chance to solve this?

 If this is on customized devices, you'd have to talk to those customizers.

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

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[android-developers] Problems in application upgrade when changing louncher activity

2011-09-21 Thread carlo
Hi all,

I've found that on some customized devices (e.g. with HTC Sense and
others) when you change the louncher activity and, for example you
change the app icon or name, after the upgrade there are some
issues... on a HTC Legend I see that the application still has the old
nameicon and points to the old louncher activity... on a LG Optimus
the application is duplicated so that I have the older application
which doesn't start if you click on it (it points to a non-existing
activity) and the new one with the correct nameicon

There is any chance to solve this?

thanks in advance
Carlo

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[android-developers] jdwp invokemethod Object.toString

2011-09-01 Thread Carlo Kok
Hi,


I've been experimenting with the JDWP api for both java and android, with a 
class that implements toString and invoke it through Object 
Reference.InvokeMethod(object, thread, classidOfObject, 
methodIdOfObjectToString, [], SINGLE_THREADED), I get the result of 
Object.toString, not the overriden one. On java this does give the right 
result. What am I missing?

I use:
Virtual Machine.ClassesBySignature('Ljava/lang/Object'), then get the 
'toString()'  method trough the TypeReference.Methods api.

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Re: [android-developers] Re: How to detect tablet devices

2011-02-24 Thread Carlo Codega
Is there any numeric size about XLARGE screens? AFAIK there could be
smartphone devices with xlarge screens, or not? I don't see any
documentation which says that XLARGE screens are  6 inches

Does xlarge refer to the phisical size? or resolution?

Carlo

On Wed, Feb 23, 2011 at 6:27 PM, Dianne Hackborn hack...@android.comwrote:

 No no no no no.

 getResources().getConfiguration() tells you this kind of stuff about the
 device.

 Look for LARGE or XLARGE screen size, depending on what you want to do.

 And of course you can have your resources adjust automatically by using
 things like layout-xlarge.

 On Mon, Feb 21, 2011 at 6:09 AM, carlo sazi...@gmail.com wrote:

 Thank you all

 Here is the code I use for my app:

 public boolean isTablet() {
try {
// Compute screen size
DisplayMetrics dm =
 context.getResources().getDisplayMetrics();
float screenWidth  = dm.widthPixels / dm.xdpi;
float screenHeight = dm.heightPixels / dm.ydpi;
double size = Math.sqrt(Math.pow(screenWidth, 2) +
Math.pow(screenHeight, 2));
// Tablet devices should have a screen size greater than 6
 inches
return size = 6;
} catch(Throwable t) {
Log.error(TAG_LOG, Failed to compute screen size, t);
return false;
}
 }

 Any comments/suggestions?

 On 16 Feb, 12:07, carlo sazi...@gmail.com wrote:
  The question is simple... is there a (simple) way todetectif the
  current device, on which my application is running, is atablet?
  I know I could rely on the screen resolution, but I was wondering if
  there is a more deterministic way...
 
  Thanks in advance
  Carlo

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 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.



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[android-developers] Re: How to detect tablet devices

2011-02-22 Thread carlo
Thank you all

Here is the code I use for my app:

public boolean isTablet() {
try {
// Compute screen size
DisplayMetrics dm =
context.getResources().getDisplayMetrics();
float screenWidth  = dm.widthPixels / dm.xdpi;
float screenHeight = dm.heightPixels / dm.ydpi;
double size = Math.sqrt(Math.pow(screenWidth, 2) +
Math.pow(screenHeight, 2));
// Tablet devices should have a screen size greater than 6
inches
return size = 6;
} catch(Throwable t) {
Log.error(TAG_LOG, Failed to compute screen size, t);
return false;
}
}

Any comments/suggestions?

On 16 Feb, 12:07, carlo sazi...@gmail.com wrote:
 The question is simple... is there a (simple) way todetectif the
 current device, on which my application is running, is atablet?
 I know I could rely on the screen resolution, but I was wondering if
 there is a more deterministic way...

 Thanks in advance
 Carlo

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[android-developers] How to detect tablet devices

2011-02-16 Thread carlo
The question is simple... is there a (simple) way to detect if the
current device, on which my application is running, is a tablet?
I know I could rely on the screen resolution, but I was wondering if
there is a more deterministic way...

Thanks in advance
Carlo

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[android-developers] How to detect tablet devices

2011-02-16 Thread carlo
The question is simple... is there a (simple) way to detect if the
current device, on which my application is running, is a tablet?
I know I could rely on the screen resolution, but I was wondering if
there is a more deterministic way...

Thanks in advance
Carlo

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[android-developers] Re: phone-as-client Socket connections time out in 3GS mode, but work fine in wifi

2010-04-21 Thread Carlo
Hi,

Any chance you have succeeded with another port than port 80 ?

We are also receiving report from user not able to reach our server
running on port 8080 from their mobile network, is there any
(recommended) list of server port that can be use ?

thanks


On Mar 20, 11:17 am, Samsyn d...@synthetic-reality.com wrote:
 On Mar 18, 8:11 pm, Samsyn d...@synthetic-reality.com wrote: OK, some 
 success, as it were.

  Let the wookiie win

 OK OK, apparently I just picked the world's worstportnumber ()
 and was SO SURE that was an innocent number that I didn't even try any
 others. Well,  is apparently blocked by verizon/android (looks
 like Oracle and others use it for admin ports)

 So I will just use a nice high number that isn't on any lists I can
 find.

 So, my apologies for spamming the forum, but if this helps anyone
 else, avoidport :-)

 I hereby mark this issue resolved.



  --

  I changed myserverto listen onport80 instead and now it works fine
  in both WIFI and MOBILE modes.

  *serverping is now 800ms instead of 100ms
  * I can not, of course, run a webserveron the same machine now,
  which is a small pain.

  But hey, if it works forport80, maybe it will work for some other
  ports, and maybe I just was using the One Illegal VerizonPortIn the
  Entire World.

  ooo. 950 ms ping... I can see why people say plays better over wifi

  Well, at least I wasn't crazy, they really WERE blocking me.

  - Dan

  On Mar 17, 5:13 pm, Samsyn d...@synthetic-reality.com wrote:

   Sadly, no joy.  I get the same behaviour trying to connect to three
   different non-port-80 servers.

   Recapping

   * using Socket, TCP connection, originated by phone
   * Have the INTERNET privilege

   code section:

   [code]

                   try {
                           mServerSocket = new Socket( );
                           SocketAddress adr = new InetSocketAddress( 
   (String)
   mServerAddr, mServerPort );
                           mServerSocket.connect(adr, 30*1000);
                   } catch (UnknownHostException e) {
                           Log.v(TAG, Unknown host + mServerAddr );
                           mLastError = host:  + e.getMessage();
                           failed = true;
                   } catch (IOException e) {
                           Log.v(TAG, Couldn't get I/O for the connection 
   to:  +
   mServerAddr );
                           mLastError = IO:  + e.getMessage();
                           failed = true;
                   }
   [/code]

   * Emulator connects just fine,whether wifi is on or off (though
   obviously the emulator uses host internet in both cases)
   * Real-Phone connects fine, in WIFI mode
   * Real-Phone fails, in MOBILE (3gs) mode, on verizon.

   Failure is the IOException Socket is not connected (and appears
   after the expected timeout)

   --- However, THIS works on both WIFI and MOBILE connections (initiated
   by real-phone on verizon)

   [code]
       URL myURL = new URL( http://...; + mUrlArgs );
       // Open a connection to that URL.
      URLConnection ucon = myURL.openConnection();
   [/code]

   even to the same machine as theserverthat I can't connect to, but
   this is aport80 http request.

   

   I'm not sure how to get deeper logging from the phone (and it only
   fails on the phone) on the off chance that some logging would actually
   tell me what it was complaining about.

   On Mar 15, 9:26 pm, Samsyn d...@synthetic-reality.com wrote:

Thanks for the suggestion Michael, I'll give that a try.

I went through some abortive experiments with
requestHostForConnection() (man that turned out to be a major pain)
and that bore no fruit (so I was happy to tear it out).

There is also a connect through proxy option which might bear fruit.
But maybe I should also look at the firewall logs on thatserverto
see what it says (I am of the opinion that it will accept connections
from anyone, but opinion is often not fact)

- Dan

On Mar 15, 10:37 am, Michael MacDonald googlec...@antlersoft.com
wrote:

 On 03/14/10 21:03, Samsyn wrote:

  I wonder if this could be a Verizon thing.  What strikes me as odd 
  is
  that the UrlConnection works fine, and that must also be using tcp, 
  so
  is fundamentally the same as my subsequent Socket connection, which
  fails.

  The differences are:

  * differentserver.. .MAYBE myserverdoesn't like the 3gs 'ip'
  address of the client...
  *serverport80.. MAYBE android or verizon is making a special
  exemption for what looks like a web request, while applying extra
  'security' for the more generic tcp connection
  * maybe I need to do something to enable the socket-over-3gs (bind 
  to
  a nic?)  That UrlCconnection is smartly doing, but I am dumbly not.

  On Mar 12, 11:42 pm, Samsyn d...@synthetic-reality.com wrote:

  I'm sorry for what must be a really dumb question... my 

[android-developers] Re: General lag issues with real-time games

2010-03-15 Thread Carlo
I have seen also that re-acquiring / Losing the network is also
somehow locking any foreground process in a bad reception area, maybe
some network tasks are put into a waiting list buffer and once a
signal is back they all jump on the air at the same time or simply
the process to get the signal has a higher priority over the current
foreground process (after all this is a phone), i do not really know
but usually turning the Airplane mode ON, resolves this particular
issue

On Mar 16, 7:54 am, Mark Murphy mmur...@commonsware.com wrote:
 Dianne Hackborn wrote:
  On Mon, Mar 15, 2010 at 3:34 PM, Mark Murphy mmur...@commonsware.com
  mailto:mmur...@commonsware.com wrote:

      H...the upshot of this is that pretty much anything using
      AlarmManager for scheduled operations will, at least briefly, steal CPU
      time from foreground operations. If the alarm routes to an
      IntentService, the heavy lifting will still be done at low priority.
      But, those who elect to implement more smarts directly in the
      BroadcastReceiver will run at foreground priority for that work.

  Very true, though applications are strongly encouraged to keep the work
  done as a result of receiving a broadcast short and focused, and this is
  semi-enforced through the timeout (currently 10 seconds) until the
  system gives up on the app finishing.

 Yeah, but, from the standpoint of a real-time game, 10 seconds of
 sub-par frame rates would be unpopular. Heck, this whole thread was
 triggered by complaints about lag issues that I suspect are a lot
 shorter than 10 seconds in duration.

 Hence, it's a fine topic for me to yammer about on blogs, in books, in
 training, on random street corners (The End Is Near! And Write
 Efficient BroadcastReceivers, Dammit!)...

 If you think of other scenarios where processes/threads in the
 background class get promoted to foreground status, besides the ones you
 mentioned, please let us know!

 --
 Mark Murphy (a Commons 
 Guy)http://commonsware.com|http://twitter.com/commonsguy

 Android Online Training: 26-30 April 2010:http://onlc.com

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[android-developers] Re: How to reset the price of application

2010-03-11 Thread Carlo
Ohh do i ? :P

Well, i recognize that you really had a nasty experience,  i guess you
did not get any warning like if you set the price of this application
to free then you won't be able to revert it to its original price or
something similar ? If not, maybe this kind of warning should be
implemented in the developer console with a huge confirmation button
to press twice.

Thanks for sharing your bad experimentation to other developers
around thought.






On Mar 11, 5:56 pm, Rootko roo...@gmail.com wrote:
 Carlo, I think you are using different Android Market than the rest of
 us do. :D

 Reason why I tried to set Free price to paid app was exactly what
 they have in AppStore - to promote your paid app you give it for free
 for 24 hours. Now all my buyers are screwed, because I had to
 unpublish the app and think of some other package for it, correct
 links in my trial version of this app and solve others nasty things
 this experiment brought.



 Carlo wrote:
  We really appreciate the way the android market is right now, hope it
  won't change in the future... there is still some issues with the
  customer in review status for the customer who are unable to
  download, are not aware of the 7 days delay before the order is
  automatically canceled and complain to us why they cannot download but
  beside of this particular issue, the market is very nice designed for
  developer to sell application, we don't see too many featured all over
  the place, we like the 1 RANKING worldwide, the good separation
  between free and paid and we like the ability to be in touch with our
  customers, they are not just 1 number added to a global total but we
  can know who really they are, we feel more like having a true buyer /
  seller human relationship with them.

  Keep the good work.

  On Mar 11, 2:57 pm, Dianne Hackborn hack...@android.com wrote:
   On Wed, Mar 10, 2010 at 8:48 PM, Kumar Bibek coomar@gmail.com wrote:
promote your app free for 24H or more

That's a nice idea. Ummm, Google doesn't seem to be working on the
Android Market. :(

   Yep, no more development on android market.  It is perfect how it is. Now 
   we
   can go see a movie.

   --
   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.

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[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-10 Thread Carlo
c# and .net will be like having java, nothing can beat native code, so
the NDK is the way to go, soon the debugging features will be
implemented and that will boost original game development, if you look
at ExZeus arcade built upon NDK, we are already far from the logical
bricks/ball/falling diamonds games  on the android device.

On Mar 10, 9:03 pm, Mario Zechner badlogicga...@gmail.com wrote:
 I concur with this statement. I did a lot of benchmarking and the JNI
 bridge crossing of OpenGL methods is not a problem, I can happily
 render hundreds of objects. Also, for performance hungry things like
 MP3 decoding (to get PCM data which is not possible at the moment with
 the mediaframework), physics and so on there's a native library in the
 background of libgdx which does just that. The physics library is
 something i'm currently implementing on top of bullet. These native
 components have a JNI bridge as you suggested. I however carefully
 chose what's going to be included in the native library part of libgdx
 to reduce the pain of coding C++.

 What also speaks against a pure NDK solution is the missing debugging
 features which slows down development immenseley.

 On 10 Mrz., 11:35, Piotr piotr.zag...@gmail.com wrote:



  Both these frameworks are interesting, but as I mentioned before; it
  could be better, to create low-level, native NDK game framework
  library. Java is just too slow to handle thousands opengl calls per
  second for any game more complex than falling bricks or sth.

  Such framework could load game elements (maps, tiles, sprites, bkgs,
  sounds), giving developer control interface set to call high level
  methods like setSpriteSpeed, setBackgroundScroll, manageSpritePhysics,
  etc..

  On 10 Mar, 11:00, Mario Zechner badlogicga...@gmail.com wrote:

   Very cool! didn't know about that. I try to get in contact with the
   author.

   On 10 Mrz., 02:31, Lance Nanek lna...@gmail.com wrote:

 It allows you to develop your games mostly
 on the desktop and deploying it to your Android device

Neat project. Have you seen this one for the same 
purpose?http://code.google.com/p/skorpios/

Might be neat to cooperate or share techniques or something.

On Mar 9, 7:11 pm, Mario Zechner badlogicga...@gmail.com wrote:

 While it's not nearly as full featured as XNA i started working on
 something similar to XNA. It allows you to develop your games mostly
 on the desktop and deploying it to your Android device with just a
 couple of lines that instantiate a special Activity subclass. It's
 based on OpenGL and allows developing 2D and 3D games. I just finished
 writting all the java doc for it and am constantly adding new features
 to it. It's called libgdx and can be found 
 athttp://code.google.com/p/libgdx/.
 I also started blogging about it lately and will continue so adding
 sample codes for specific problems. You can find that blog 
 athttp://www.badlogicgames.com. An introduction to it can be found 
 athttp://apistudios.com/hosted/marzec/badlogic/wordpress/?p=274. A
 series of small tutorials wil follow this week and next week.

  The whole thing is LGPL so that there's no problem including it in
 commercial apps. It's far from being perfect of course but i think the
 base functionality and ease of use can kill some of the burden a fresh
 android game developer has to overcome.

 I'm open for suggestions and features you want to see in there!

 On 9 Mrz., 22:35, Piotr piotr.zag...@gmail.com wrote:

  Hello,

  At my daily job I work as WinMo C++ developer, so I had enough time 
  to
  become hater of that platform ;)

  But now, M$ is coming with new Windows Phone. As I suspected, they
  will abandon awful Win32/MFC native coding and all applications, 
  will
  be now managed - run in CLR sandboxes on top of 15 years old Win32
  kernel.

  Main coding language will be C#  with .NET framework - Java rival.

  WinMo always was terrible phone OS, but now, more interesting is, 
  that
  Windows Phone will support XNA framework:

 http://www.youtube.com/watch?v=LQv_3fwopo8

  This is full gaming framework with C# interfaces and support for 
  2D/3D
  graphics, animation, sprites, net play, game sound, controllers, 
  etc..
  XNA greatly improves creating games, because it gives a developer an
  ready to use game abstraction layer.

  To the point; Android needs game framework, like XNA. Maybe it 
  should
  be written as NDK library, ready to link with your own application.
  This library could load, manage and draw sprites, backgrounds, make
  simple physics, etc..

  Why ? To create games faster, easier. At this time, you must be very
  skilled to create simple platformer with 2 bkgs and 5 sprites. Our
  devices have even 1GHz CPU's and animation can be STILL too slow ! 
  I'm
  

[android-developers] Re: How to reset the price of application

2010-03-10 Thread Carlo
Google folks are very wise and kudos to them for installing such of
good market policy to prevent the market to be hijacked by the
promote your app free for 24H or more , what about a promote your
very good paid app for 24H or more ? ;)

 You cannot make a free application not-free, sorry!

 --
 Mark Murphy (a Commons 
 Guy)http://commonsware.com|http://twitter.com/commonsguy

 Android 2.0 Programming Books:http://commonsware.com/books

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[android-developers] Re: How to reset the price of application

2010-03-10 Thread Carlo
We really appreciate the way the android market is right now, hope it
won't change in the future... there is still some issues with the
customer in review status for the customer who are unable to
download, are not aware of the 7 days delay before the order is
automatically canceled and complain to us why they cannot download but
beside of this particular issue, the market is very nice designed for
developer to sell application, we don't see too many featured all over
the place, we like the 1 RANKING worldwide, the good separation
between free and paid and we like the ability to be in touch with our
customers, they are not just 1 number added to a global total but we
can know who really they are, we feel more like having a true buyer /
seller human relationship with them.

Keep the good work.

On Mar 11, 2:57 pm, Dianne Hackborn hack...@android.com wrote:
 On Wed, Mar 10, 2010 at 8:48 PM, Kumar Bibek coomar@gmail.com wrote:
  promote your app free for 24H or more

  That's a nice idea. Ummm, Google doesn't seem to be working on the
  Android Market. :(

 Yep, no more development on android market.  It is perfect how it is. Now we
 can go see a movie.

 --
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 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.

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[android-developers] Re: Is getInstallerPackageName the solution to piracy?

2010-03-08 Thread Carlo
and is the result consistent when you do install with adb at the
opposite of checking the market app ? because we know that those who
do pirate app will likely install using this developer tool

On Mar 6, 3:53 am, justinh henderson.jus...@gmail.com wrote:
 Carlo,

 You are wise to consider that. I've had varied results with it. Some
 phones don't show a result at all, even from free apps, at the correct
 SDK level. The market app also has a different package name on
 different phones. It would be a partial solution at best.

 On Mar 5, 1:38 pm, Carlo ca...@hyperdevbox.com wrote:



  Is the string returning by this function consistent  when bought from
  the legitimate google android market ?

  On Mar 6, 1:23 am, justinh henderson.jus...@gmail.com wrote:

   I have been seeing a remarkable increase in my apps being pirated. Not
   only are they 2 versions old, the name doesn't show up in Checkout,
   but getInstallerPackageName returns null where applicable. These
   people actually either have the wickedness, or the no brains, to send
   me a voluntary device report with this information. 75% of these
   reports sent yesterday were from pirated versions.

   So I'm tempted to simply check for getInstallerPackageName() to return
   a valid package name and if not then disallow the use of the app.
   Isn't it safe to assume that the ONLY method of install should be from
   the market? And that that method should always be available to someone
   who has purchased my app - from the Market?

   My concerns are that, since I'm resorting to this I'll start seeing
   legitimate purchase complaints somehow, and all of a sudden I get a
   flood of credit card charebacks.

   Sorry, kind of frustrated right now.

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[android-developers] Re: Google Checkout Order System Not Updating

2010-03-08 Thread Carlo
Yes, we have a similar issue, unable to locate orders with the web
search function, it does simply return no orders if you put an order
#...we posted also in the google checkout forum, i will post also in
your thread, it did all start when Google Checkout moved the order
list from the developer console to the merchant account only (i found
the orders being accessible from the developer console a good feature,
wondering why they removed it ???)

On Mar 8, 11:53 pm, polyclefsoftware dja...@gmail.com wrote:
 I'm not sure how many of you have noticed, but the reporting system of
 Google Checkout has been broken since around noon on Friday. Orders
 continue to display in the web interface, but any attempt to query for
 orders via HTTP requests or exporting orders to .csv files only
 returns updated information prior to 3/5/10. For example, if you had
 50 sales yesterday and tried to access the orders via the notification
 API or my exporting a spreadsheet, the request would return no
 information.

 I'm not even sure that the Google Checkout team is aware there is a
 problem. I posted a message in the Google Checkout forum:

 http://www.google.com/support/forum/p/checkout-merchants/thread?fid=5...

 There has been no official response. I realize it was over the
 weekend, but it's really starting to have a negative impact. If you
 are a dev affected by this, please either post in the thread I linked
 to or try to contact Google. If someone from Google actually reads
 this, could you please try to make the relevant team aware of this
 issue if they are not already?

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[android-developers] Re: Is getInstallerPackageName the solution to piracy?

2010-03-05 Thread Carlo
Is the string returning by this function consistent  when bought from
the legitimate google android market ?

On Mar 6, 1:23 am, justinh henderson.jus...@gmail.com wrote:
 I have been seeing a remarkable increase in my apps being pirated. Not
 only are they 2 versions old, the name doesn't show up in Checkout,
 but getInstallerPackageName returns null where applicable. These
 people actually either have the wickedness, or the no brains, to send
 me a voluntary device report with this information. 75% of these
 reports sent yesterday were from pirated versions.

 So I'm tempted to simply check for getInstallerPackageName() to return
 a valid package name and if not then disallow the use of the app.
 Isn't it safe to assume that the ONLY method of install should be from
 the market? And that that method should always be available to someone
 who has purchased my app - from the Market?

 My concerns are that, since I'm resorting to this I'll start seeing
 legitimate purchase complaints somehow, and all of a sudden I get a
 flood of credit card charebacks.

 Sorry, kind of frustrated right now.

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[android-developers] Re: Piracy sucks, or does it?

2010-03-02 Thread Carlo
@licmax

In your website : Every time the app store sells a copy of your
application, it queries the licmax system for a license key.

please explain this, how is the Google android market going to tell
licmax about the sales in progress ? to my extend there is no API to
get such of  information from the Android market.

On Mar 2, 11:38 pm, Hekki kaye...@gmail.com wrote:
 Hi Posri,

 You may want to check your website(licmax) for the title translation :

 Bienvenu agrave; LCM, le systegrave;me de gestion de pelouses span
 class=companyNameInHeader nbsp;License Maximizer /span nbsp;-
 nbsp;Automated License Management and Verification System

 Which besides being full of html gibberish talks about a Lawn
 management system :D

 Although Android is flourishing I'm not sure you are wanted to spam us
 with your Lawn business :D

 Yahel

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[android-developers] legitimate android market install VS adb -l

2010-02-27 Thread Carlo
Hi,

Is there a way to detect if an application has been installed from the
market or simply pushed with ADB -l on a routed phone ?

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[android-developers] Re: Piracy, almost 50% of my new users - Seriously Google?

2010-02-27 Thread Carlo
Hi Xavier,

I have also posted a recent question here, about if there is a way to
detect a market install VS an ADB push APK, to my understanding , on
a rooted phone, pushing with the forward lock option is simulating the
same process as buying an application set with copy protection. I hope
we can find a way to detect from the 2 different install procedure, if
not this will be a serious flaw in the security android market as ADB
and USB drivers are publicly available.

On Feb 27, 12:56 pm, Xavier jxlar...@gmail.com wrote:
 I published my first (and apparently last) Android application
 Wednesday 10pm. By now Google Checkout reports 203 orders (29 of those
 refunded).

 My app also includes the Furry analytic library. So far it reports 377
 new users. A discrepancy of almost  a 50% of users which only led me
 to believe its piracy related. Is it really so easy to pirate Android
 applications sold through the Android Market even though they have a
 copy protection feature?

 This is unbelievable. My app is also available for the iPhone since
 November, have sold almost 40.000 copies with a piracy % of less that
 5%.

 What the hell Google? If this continues I'd have no choice but remove
 the app from the Android Market since the app heavily relies on a
 server back-end which costs me bandwidth and resources.

 Why on earth can't you implement a simple callback when the purchase
 is done with the device UID so we can check for this when the app
 runs? This would solve everything. Pirates would have to crack the app
 itself to disable this protection but its infinitely harder than just
 copy the apk file and upload it to rapidshare.

 I hope I can get an answer from a Google engineer.

 Regards,

 Xavier

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[android-developers] Re: To all android developers

2010-02-22 Thread Carlo
I suppose you can expect more of those bikini,sexy app since iPhone
just banned them from the appstore, they will probably come in mass on
the android market.

On Feb 23, 3:59 am, Greg Donald gdon...@gmail.com wrote:
 On Sun, Feb 21, 2010 at 7:20 PM, ltjisstinky jackhenr...@gmail.com wrote:
  Lets try and keep the porn/risque apps to a minimum..

  Also, if there are google engineers reading this. Do something about
  the adult groups that just post porn pictures/videos. I don't need to
  see hundreds of these groups while I search for quality groups.

 You are so funny.  Google engineers can't even run Marketplace stats,
 much less be your censor-guardian.

 --
 Greg Donald
 destiney.com | gregdonald.com

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[android-developers] Re: Android Market Changed ranking

2010-02-21 Thread Carlo
Our recent game did also drop by from 40 to 70 rank in one night
reducing the impact of our launch effort, when you work hard to bring
quality and the result is a drop of 30 rank, this message is hard to
understand by the customers, that is really a bad luck timing for us :
(
Hope it will not change too often as this is one of the most annoying
point in the iPhone appstore , would not like to see replicated in the
android market.

On Feb 20, 8:45 am, Michael mich...@socratica.com wrote:
 Every app of mine saw a significant change in ranking in the last 24
 hours.  I'm also seeing duplicate apps in some categories.  Something
 definitely changed.

 On Feb 19, 1:44 am, Mr Pants pantssoftw...@googlemail.com wrote:



  Hi

  Erm did something happen to the ranking system today? My app seems to
  have shot up a bunch of places in it's category. Obviously I'm not
  complaining - just curious:)

  Anyone else noticed anything?

  Thanks

  Ps - I'm in UK (not sure if this makes a difference)

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[android-developers] Re: In-app payment options

2010-02-21 Thread Carlo
At this point, most of customers appear to refund based on their taste
of the app/game and just a few on the fact that it did not work on
their device (thanks to the filtering system implemented in the market
and developers bringing more stable app), so it might have not been
trial at the beginning but now really sounds like a trial experience
to me;)


On Feb 20, 4:15 am, DB dougbrea...@gmail.com wrote:
 One benefit is that people would get to try your app... I've
 downloaded and paid for tens of apps from Android Market and had no
 idea that you could get a 24 hour version of any paid app for
 free.  :)

 On Feb 19, 10:32 am, Carlo ca...@hyperdevbox.com wrote:



  can somebody explain the benefit of a lite version in a market where
  there is 24h trial of the full version for everybody ?

  On Feb 19, 11:19 pm, Mark Murphy mmur...@commonsware.com wrote:

   Carl Whalley wrote:
Instead of having 2 versions on the market for apps, one lite (free)
and one paid, is it possible to have just the lite one but offer a
payment page in the app which upgraded it once the payment is
received?

   If you can find a way to do that while staying within the bounds of the
   Android Market Developer Distribution Agreement, yes.

   It's those pesky agreement terms that have been the issue to date when
   this topic has come up.

   IANALNDIPOOTV (I am not a lawyer, nor do I play one on TV), TINLA (this
   is not legal advice), and so forth...but my personal interpretation is
   that the only way you could do in-app payments under the Agreement is if
   Google offers that feature, the way Apple does.

   You're certainly welcome to distribute the app outside of the Market, in
   which case you will have fewer impediments to your model.

   And, you are certainly welcome to seek qualified legal counsel and try
   to come up with some other loophole.

   --
   Mark Murphy (a Commons 
   Guy)http://commonsware.com|http://twitter.com/commonsguy

   _Android Programming Tutorials_ Version 1.0 In Print!- Hide quoted text -

  - Show quoted text -

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[android-developers] Re: In-app payment options

2010-02-19 Thread Carlo
can somebody explain the benefit of a lite version in a market where
there is 24h trial of the full version for everybody ?

On Feb 19, 11:19 pm, Mark Murphy mmur...@commonsware.com wrote:
 Carl Whalley wrote:
  Instead of having 2 versions on the market for apps, one lite (free)
  and one paid, is it possible to have just the lite one but offer a
  payment page in the app which upgraded it once the payment is
  received?

 If you can find a way to do that while staying within the bounds of the
 Android Market Developer Distribution Agreement, yes.

 It's those pesky agreement terms that have been the issue to date when
 this topic has come up.

 IANALNDIPOOTV (I am not a lawyer, nor do I play one on TV), TINLA (this
 is not legal advice), and so forth...but my personal interpretation is
 that the only way you could do in-app payments under the Agreement is if
 Google offers that feature, the way Apple does.

 You're certainly welcome to distribute the app outside of the Market, in
 which case you will have fewer impediments to your model.

 And, you are certainly welcome to seek qualified legal counsel and try
 to come up with some other loophole.

 --
 Mark Murphy (a Commons 
 Guy)http://commonsware.com|http://twitter.com/commonsguy

 _Android Programming Tutorials_ Version 1.0 In Print!

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[android-developers] Re: In-app payment options

2010-02-19 Thread Carlo
about games, if the more than 24h is needed i can understand that a
light version is certainly needed , however 99% of the lite version on
the markets seems to be a lighted version of the paid version (with
less features) and so customer should better have the taste of the
real full version, ...i am just concerned about the 2x listing and the
flood of the market with multiple listing (look at the iphone appstore
for example), I thought the 24H trial was installed, in the first
place, for that exact reason :)

On Feb 20, 2:30 am, Angel Cruz mrangelc...@gmail.com wrote:
 Wouldn't the paid version have more features than a free one?  The free one
 should be fully functional, but is more of an appetizer for main course (the
 paid version).

 Also, as the paid version ages and is being retired, some turn them into
 free version eventually.



 On Fri, Feb 19, 2010 at 9:12 AM, TreKing treking...@gmail.com wrote:
  On Fri, Feb 19, 2010 at 9:32 AM, Carlo ca...@hyperdevbox.com wrote:

  can somebody explain the benefit of a lite version in a market where
  there is 24h trial of the full version for everybody ?

  A free version is a good marketing strategy to getting users to your paid
  app.

  Suppose you only had the paid app, which you are actively working on. A
  user tries it out and uses up there one 24 trial. It doesn't quite have the
  features they want so they refund. Now your app is lost to them with no way
  of knowing that you're improving it. Maybe they come across it again in the
  just in list out of dumb luck and see that it's been updated. But now if
  they buy it there's no going back - no more refunds. Most people will
  probably not risk getting stuck with your app if they didn't like it the
  first time, so they'll pass and you lose out potential sales.

  However, if you have a free version, even if it's not quite what the user
  wants, they'll probably keep it since it's free. As you add features to your
  paid app, you update your free version as well to fix issues, add some basic
  features, and let the free-version users know what they get if they get the
  paid version. Now those that have the free version know that a new version
  of you paid app is available and what they're getting for their money so
  they are more confident about buying and probably won't refund.

  Essentially, you can use a free version to create a user base of potential
  sales.

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

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[android-developers] Re: In-app payment options

2010-02-19 Thread Carlo
 Especially since the space for descriptions in the Marketplace is SO
 INCREDIBLY LAME.

I agree, and specially that we have no extra spaces to list the new
features during the update

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[android-developers] Nexus 1 opengl driver problem

2010-02-14 Thread Carlo
Hi,

We are facing 2 issues on the nexus 1 using opengl  ( under NDK ) :

1)  glNormalPointer(GL_BYTE, x ,  y);   does no work, there no lighting
done on any model using normals stored using byte, the same code is
working properly on a motorola droid/milestone.

2)   Changine Lighting states are very slow and freeze the display
frame for 1 sec on the Nexus 1, we are using dynamic light ON/OFF  and
i am under the impression that is because of the emulation of the
opengl 1.x pipeline under a 2.0 pipeline - some hidden upload of
shaders of some sort in the drivers, but this is to a point that there
is no way to use realtime lighting on our game for the nexus 1 so
somebody has to look into this issue.

If somebody has some advise to share, workaround, how to  fix those 2
issues , I'll be very happy to hear from you.

thank you,

Carlo

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[android-developers] Re: Nexus 1 opengl driver problem

2010-02-14 Thread Carlo
Btw glNormalPointer(GL_SHORT, x ,  y);   too is broken, just GL_FLOAT
are working, that's not helping the bandwidth saving for the nexus 1

On Feb 14, 5:16 pm, Carlo ca...@hyperdevbox.com wrote:
 Hi,

 We are facing 2 issues on the nexus 1 using opengl  ( under NDK ) :

 1)      glNormalPointer(GL_BYTE, x ,  y);       does no work, there no 
 lighting
 done on any model using normals stored using byte, the same code is
 working properly on a motorola droid/milestone.

 2)   Changine Lighting states are very slow and freeze the display
 frame for 1 sec on the Nexus 1, we are using dynamic light ON/OFF  and
 i am under the impression that is because of the emulation of the
 opengl 1.x pipeline under a 2.0 pipeline - some hidden upload of
 shaders of some sort in the drivers, but this is to a point that there
 is no way to use realtime lighting on our game for the nexus 1 so
 somebody has to look into this issue.

 If somebody has some advise to share, workaround, how to  fix those 2
 issues , I'll be very happy to hear from you.

 thank you,

 Carlo

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[android-developers] Re: Nexus 1 opengl driver problem

2010-02-14 Thread Carlo
Thanks for your feedback :)

Do you push optimized triangle list indexed, triangle list or strip in
your scene ?

well, from our experience here, If you have a common setting that you
do not change we do not see this problem, let's say you have 1 light
set and keep it this way, however if you have a scene with multiple
texture, 2 or 4 point lights that you turn ON/ OFF independently,
color material, enable disabling LIGHTING between rendering batch of
geometry  then we start to see some very strange hang which i do not
explain since the exact same opengl code works perfectly on the droid/
milestone (smooth as butter).
For the Normals, just FLOAT is working and so we will use FLOAT but
still that's broken as we should be able to have support for BYTE for
normals too.
As for the performances, 300 000/s (while ok) are far away from the
22millions/sec (roughly 1.5%) listed on the qualcomm spec for the
snadragon :

http://www.qualcomm.com/products_services/chipsets/snapdragon.html

(wonder where they took this number out of)

Performances drop very sharply if you turn on more than 1 light
(specially if point light), there is no such of performances drop on
the SGX PowerVR which still maintains high performances from what we
can tell ;)

We are still experimenting too see how we will workaround this
trouble that we are facing




On Feb 14, 6:18 pm, Ralf Schneider li...@gestaltgeber.com wrote:
 Hello Carlo,

 Im using the NDK, but I don't think this makes a difference

 1)      glNormalPointer(GL_BYTE, x ,  y);       does no work, there no 
 lighting
  done on any model using normals stored using byte, the same code is
  working properly on a motorola droid/milestone.

 GL_FLOAT seems to work.

  2)   Changine Lighting states are very slow and freeze the display
  frame for 1 sec on the Nexus 1, we are using dynamic light ON/OFF  and
  i am under the impression that is because of the emulation of the
  opengl 1.x pipeline under a 2.0 pipeline - some hidden upload of
  shaders of some sort in the drivers, but this is to a point that there
  is no way to use realtime lighting on our game for the nexus 1 so
  somebody has to look into this issue.

 I do not experience this kind of slow down on the Nexus One.
 Enabling/Disabling GL_LIGHTNING while rendering a frame works fine for me.

 May be the problem is specific to some settings? So for the record I'm using
 this:

 Display:setEGLConfigChooser(5, 6, 5, 8, 16, 0)
 Datatypes: GL_FLOAT for everything
 TextureMaps: 8-8-8-(8)
 Vertex Colors: None
 VBOs: None
 Lights: 1
 Fog: Linear
 Average Scene: After basic frustum culling 1 Triangles per frame are
 sent to OpenGL
 Other: glShadeModel(GL_SMOOTH);
         glEnable(GL_CULL_FACE);
         glEnable(GL_DEPTH_TEST);
         glDepthFunc(GL_LEQUAL);
         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
     glFogf(GL_FOG_MODE, GL_LINEAR );
     glHint(GL_FOG_HINT, GL_NICEST);

 ... I know these settings cry for optimizations, but currently I'm mainly
 experimenting with some basic stuff.
 I'm still amazed by the performance. It seems you can easily push 30
 lighted tris/sec. After some optimizations probably even more.

 Regards,
 Ralf

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[android-developers] android droid does not rotate anymore home screen after playing our game

2010-02-08 Thread Carlo
Hi,

We have this person who reported that his droid does not rotate screen
automatically anymore after playing our game, maybe this has been
already answered so excuse me if i am asking again the same but did we
do something wrong and can we fix this issue in our application ?

Thank you

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[android-developers] Re: How to programmatically install an APK file ?

2010-02-07 Thread Carlo
Is it possible to have the APK installed with forward lock option ?



On Jan 27, 7:23 pm, ColletJb collet...@gmail.com wrote:
 Thank you, I will try this this afternoon.

 On 27 jan, 10:45, kirti kaul kirti.k...@wipro.com wrote:



  Hi,

  Use this:

               intent.setAction(android.content.Intent.ACTION_VIEW);
               intent.setDataAndType(Uri.parse(file:///
  sdcard/.sampleapk), application/vnd.android.package-archive);
               startActivity(intent);

  Where Sample.apk is the apk you need to install.

  On Jan 27, 1:54 pm, ColletJb collet...@gmail.com wrote:

   Hi,

   How can I programmatically install an apk file ?

   I've foud that the PackageManager.installPackage(...) method was used
   to do that, but is no longer supported (http://developer.android.com/
   sdk/api_diff/4/changes/android.content.pm.PackageManager.html)

   How can I do then ?

   Thanks for your help

   ColletJb

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[android-developers] Using OS 1.6 and Up , are we penalized on the market ?

2010-01-24 Thread Carlo
We are receiving many emails from customers very afraid with the new
SD card permission that will modify their sdcard content. As all
developers know, this permission was granted automatically until OS
1.5 but not anymore. I hope there will be some education now to
the... end user to explain that the new application using the new OS
are not necessary more...dangerous than the previous one.

We feel like penalized to be one of those trying to support new
version of the OS

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[android-developers] Re: Using OS 1.6 and Up , are we penalized on the market ?

2010-01-24 Thread Carlo
Yes, but that is not my point : if you need to write to external data
storage (the sdcard)  then the permission seems to be granted
automatically if your app is under 1.5 (or lower) so the end user does
not feel like..hey you are going to write to my sdcard and he does
feel secure (even if it is not true at all because this permission is
granted without his knowledge and application is probably going to
write freely to the sdcard),  however, the exact same application
using 1.6 , MUST add the permission and then the user must accept
it but,  the way it is presented, specially that the application
could modify the content of the sdcard makes the user feel like this
1,6 application is less secure than the previous one and might refuse
to install it (which is the case we are facing), so you have better
chance in the market having a 1.5 application than a 1.6 or higher,
unless you dont need to access the sdcard, i am not calling this very
good for pushing new OS application..

On Jan 25, 4:45 am, Dianne Hackborn hack...@android.com wrote:
 If you are explicitly supporting 1.6 and up, users are NOT shown these
 permissions, since you have set android:targetSdk=4 so the platform will
 not automatically add those permissions.

 If you have not set the targetSdk to 4 or higher, then you are an older app,
 and the platform must automatically give you those permissions, because on
 previous versions of the platform there was no restriction on applications
 doing these things.





 On Sun, Jan 24, 2010 at 9:13 AM, Carlo ca...@hyperdevbox.com wrote:
  We are receiving many emails from customers very afraid with the new
  SD card permission that will modify their sdcard content. As all
  developers know, this permission was granted automatically until OS
  1.5 but not anymore. I hope there will be some education now to
  the... end user to explain that the new application using the new OS
  are not necessary more...dangerous than the previous one.

  We feel like penalized to be one of those trying to support new
  version of the OS

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 --
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 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.

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[android-developers] Re: Using OS 1.6 and Up , are we penalized on the market ?

2010-01-24 Thread Carlo
No because we have been too short with the 325char description and we
had no room to add this information at the moment, we have just
released the application (this is the first one) so this is an
unexpected issue, we did not expect the mass end-user to react this
way to this permission but clearly, they did not have the experience
to see it before (apparently???) so we can understand that without the
proper education on why this new permission is now...popping up they
just ask themselves  why is this NEW permission needed and why your
application only???, so i believe now that we must find a way to add
it to the description now and very fast.


On Jan 25, 5:47 am, schwiz sch...@gmail.com wrote:
 Have you explained in your app description what you are requesting
 sdcard access for?

 On Jan 24, 2:36 pm, Carlo ca...@hyperdevbox.com wrote:



  Yes, but that is not my point : if you need to write to external data
  storage (the sdcard)  then the permission seems to be granted
  automatically if your app is under 1.5 (or lower) so the end user does
  not feel like..hey you are going to write to my sdcard and he does
  feel secure (even if it is not true at all because this permission is
  granted without his knowledge and application is probably going to
  write freely to the sdcard),  however, the exact same application
  using 1.6 , MUST add the permission and then the user must accept
  it but,  the way it is presented, specially that the application
  could modify the content of the sdcard makes the user feel like this
  1,6 application is less secure than the previous one and might refuse
  to install it (which is the case we are facing), so you have better
  chance in the market having a 1.5 application than a 1.6 or higher,
  unless you dont need to access the sdcard, i am not calling this very
  good for pushing new OS application..

  On Jan 25, 4:45 am, Dianne Hackborn hack...@android.com wrote:

   If you are explicitly supporting 1.6 and up, users are NOT shown these
   permissions, since you have set android:targetSdk=4 so the platform will
   not automatically add those permissions.

   If you have not set the targetSdk to 4 or higher, then you are an older 
   app,
   and the platform must automatically give you those permissions, because on
   previous versions of the platform there was no restriction on applications
   doing these things.

   On Sun, Jan 24, 2010 at 9:13 AM, Carlo ca...@hyperdevbox.com wrote:
We are receiving many emails from customers very afraid with the new
SD card permission that will modify their sdcard content. As all
developers know, this permission was granted automatically until OS
1.5 but not anymore. I hope there will be some education now to
the... end user to explain that the new application using the new OS
are not necessary more...dangerous than the previous one.

We feel like penalized to be one of those trying to support new
version of the OS

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   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.

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[android-developers] Re: Using OS 1.6 and Up , are we penalized on the market ?

2010-01-24 Thread Carlo
and believe it or not, but potential customers seems to have some
worries about...not writing to the sdcard but with the word
modify into the permission description text, they feel our
application is going to delete or do some modification to their
already installed files i know that soon it will be a fact known
by the mass end-user but maybe to help , just to have the permission
description text labelled like  need to write to sdcard would have
been better for introducing this new permission.

On Jan 25, 5:59 am, Carlo ca...@hyperdevbox.com wrote:
 No because we have been too short with the 325char description and we
 had no room to add this information at the moment, we have just
 released the application (this is the first one) so this is an
 unexpected issue, we did not expect the mass end-user to react this
 way to this permission but clearly, they did not have the experience
 to see it before (apparently???) so we can understand that without the
 proper education on why this new permission is now...popping up they
 just ask themselves  why is this NEW permission needed and why your
 application only???, so i believe now that we must find a way to add
 it to the description now and very fast.

 On Jan 25, 5:47 am, schwiz sch...@gmail.com wrote:



  Have you explained in your app description what you are requesting
  sdcard access for?

  On Jan 24, 2:36 pm, Carlo ca...@hyperdevbox.com wrote:

   Yes, but that is not my point : if you need to write to external data
   storage (the sdcard)  then the permission seems to be granted
   automatically if your app is under 1.5 (or lower) so the end user does
   not feel like..hey you are going to write to my sdcard and he does
   feel secure (even if it is not true at all because this permission is
   granted without his knowledge and application is probably going to
   write freely to the sdcard),  however, the exact same application
   using 1.6 , MUST add the permission and then the user must accept
   it but,  the way it is presented, specially that the application
   could modify the content of the sdcard makes the user feel like this
   1,6 application is less secure than the previous one and might refuse
   to install it (which is the case we are facing), so you have better
   chance in the market having a 1.5 application than a 1.6 or higher,
   unless you dont need to access the sdcard, i am not calling this very
   good for pushing new OS application..

   On Jan 25, 4:45 am, Dianne Hackborn hack...@android.com wrote:

If you are explicitly supporting 1.6 and up, users are NOT shown these
permissions, since you have set android:targetSdk=4 so the platform 
will
not automatically add those permissions.

If you have not set the targetSdk to 4 or higher, then you are an older 
app,
and the platform must automatically give you those permissions, because 
on
previous versions of the platform there was no restriction on 
applications
doing these things.

On Sun, Jan 24, 2010 at 9:13 AM, Carlo ca...@hyperdevbox.com wrote:
 We are receiving many emails from customers very afraid with the new
 SD card permission that will modify their sdcard content. As all
 developers know, this permission was granted automatically until OS
 1.5 but not anymore. I hope there will be some education now to
 the... end user to explain that the new application using the new OS
 are not necessary more...dangerous than the previous one.

 We feel like penalized to be one of those trying to support new
 version of the OS

 --
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 To post to this group, send email to 
 android-developers@googlegroups.com
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--
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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.

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[android-developers] Re: Using OS 1.6 and Up , are we penalized on the market ?

2010-01-24 Thread Carlo
Thank you for your feedback, I rather not based my business on guess
or bet but on fact, we got 25 emails from users about this issue on
launch day 1, i think we should listen to them. I believe we have a
quality app and soon people will know about those permission, however
in the meantine, we are going to see if we can convert to MinSdk3 and
support more customers and erase this local trouble until it is a
common and accepted fact among the users. Btw, 1.6 is not really
supported by phone makers, most of them don't provide the update and
wait to go directly to 2.0 or even 2.1 so it might not be a so
bad...move..after all.


On Jan 25, 1:02 pm, SizzlingSkizzorsProgrammer cbo...@gmail.com
wrote:
 Honestly, I hardly think average users actually look at the
 permissions...

 On average, people don't care too much.  If they want the app, they
 will install it anyways.  The best way is to build a quality app and
 build dev reliability/a dev brand, and that way people will trust you.

 On Jan 24, 2:11 pm, Maps.Huge.Info (Maps API Guru)



 cor...@gmail.com wrote:
  I think you may be over reacting. Users are most likely not going to
  care if you write to the SD card. I would bet that 99 out of 100 users
  don't even read or care about what permissions you're asking for, the
  100th person is probably searching the skies for black helicopters
  anyway, so it's highly unlikely you'll be able to please that person
  regardless of what you do.

  You have a choice, use the SD card or not. If you do, you'll have to
  have permission. I don't see that as a problem.

  -John Coryat

  Radar Now!

  What Zip Code?

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[android-developers] Re: Using OS 1.6 and Up , are we penalized on the market ?

2010-01-24 Thread Carlo
Well, sounds like we do not have that option to switch back to 1.5
after all, we do call OpenGL 1.x API within the native code and it
seems not supported in 1.5. We shall explain and handle case by case
our potential users's concerns and educated them about our
application. Like previously said, state into the app description the
reason why the permission is needed is a good start :)

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[android-developers] Re: Using OS 1.6 and Up , are we penalized on the market ?

2010-01-24 Thread Carlo
Yes we have already taken that path and to be precise, they are not
really yet our users since they did not install it, they just reported
their concerns and we replied them. Now, future will tell if they will
decide or not to install it.


On Jan 25, 2:44 pm, Kevin Duffey andjar...@gmail.com wrote:
 Carlo,

 You must have a very protective unique group of people using your app. I've
 asked dozens of droid users and not one of them pay attention to the
 permissions. Like others said, they want they app, they install it and so
 far everyone I've talked to doesn't look at the permissions thing at all.
 They just tap ok ok ok until it's installed.

 Since they emailed you, you may want to return an email to all them, perhaps
 the same email in bulk to them, and explain to them how this has changed and
 that your app will only store info on the SD card.

 I also am finding it hard to imagine anyone buying an android device with 8,
 16 soon 32GB of SD card space, worrying about stuff being stored. I do
 understand what you mean..the word modify might suggest that it may find
 other content and do something to it, but like I said you must have a pretty
 unique set of people using your app.



 On Sun, Jan 24, 2010 at 9:07 PM, Carlo ca...@hyperdevbox.com wrote:
  Thank you for your feedback, I rather not based my business on guess
  or bet but on fact, we got 25 emails from users about this issue on
  launch day 1, i think we should listen to them. I believe we have a
  quality app and soon people will know about those permission, however
  in the meantine, we are going to see if we can convert to MinSdk3 and
  support more customers and erase this local trouble until it is a
  common and accepted fact among the users. Btw, 1.6 is not really
  supported by phone makers, most of them don't provide the update and
  wait to go directly to 2.0 or even 2.1 so it might not be a so
  bad...move..after all.

  On Jan 25, 1:02 pm, SizzlingSkizzorsProgrammer cbo...@gmail.com
  wrote:
   Honestly, I hardly think average users actually look at the
   permissions...

   On average, people don't care too much.  If they want the app, they
   will install it anyways.  The best way is to build a quality app and
   build dev reliability/a dev brand, and that way people will trust you.

   On Jan 24, 2:11 pm, Maps.Huge.Info (Maps API Guru)

   cor...@gmail.com wrote:
I think you may be over reacting. Users are most likely not going to
care if you write to the SD card. I would bet that 99 out of 100 users
don't even read or care about what permissions you're asking for, the
100th person is probably searching the skies for black helicopters
anyway, so it's highly unlikely you'll be able to please that person
regardless of what you do.

You have a choice, use the SD card or not. If you do, you'll have to
have permission. I don't see that as a problem.

-John Coryat

Radar Now!

What Zip Code?

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[android-developers] Re: Unified Database Populating Solution

2009-03-19 Thread Carlo



On Mar 14, 2:17 am, Dianne Hackborn hack...@android.com wrote:
 On Tue, Mar 10, 2009 at 6:36 PM, Justin Allen Jaynes 
 jus...@ragblue.comwrote:

  1.  Why is there a file size limit on resources in the raw or assets
  folders (such a small limit, that is)?

 Assets are normally stored compressed, so currently opening it requires
 uncompressing into an in-memory buffer.  From that perspective, 1MB is
 pretty big -- it's over 1% of the total memory available to the kernel and
 all apps on the G1!

 To get around this, you can store your file uncompressed -- the new aapt has
 an option to turn off compression for custom fie extensions -- so you can
 read it directly from the .apk as an AssetFileDescriptor.  It would also be
 nice to support streaming access that uncompresses while you read...
 patches welcome. :)

  2.  Does this limit apply to all raw and asset files, or only to files
  that you get an input stream for?

 It is compressed files.  PNGs, MP3s, etc are not compressed in the .apk
 since their data is already compressed.

  2.  Can I change the file size limit, or is it a fixed feature?

 Fixed.

  3.  Is it appropriate to split a raw file into two or three files and
  read them in as three consecutive separate streams, all output to one
  file?  Or is this a bad practice since they must have implemented a file
  size limit for storage conservation reasons?

 Sure, that is fine.

  4.  Can I delete the resources from raw or assets at runtime (or is this
  totally invalid since the compiler sets up R.raw to have methods
  representing the files) to save space?

 Not at all, sorry.  You .apk is completely read-only.

  5.  How big is too big an application? (mine is a large word dictionary
  and the whole app after first run takes 4 meg)

 Given the storage space on the G1, that is pretty big -- 5-10% of the space
 available to all applications, their private data (Gmail messages and such),
 and the browser cache.  That size of an .apk will probably reduce the number
 of users you have, depending on how valuable people find the app to be.

 --
 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.  All such questions should be posted on public
 forums, where I and others can see and answer them.

How do we specify to not compress  some resource data in order to
break the 1MB limitation using Eclipse ?

Carlo

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