[android-developers] Nearby Messages notification
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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. To post to this group, send email to android-developers@googlegroups.com. Visit this group at https://groups.google.com/group/android-developers. To view this discussion on the web visit https://groups.google.com/d/msgid/android-developers/3963c29f-2467-481f-8899-c00fc644b4d1%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[android-developers] Detect on which sim a message is received in Dual sim phone on android 5.1 api level 22
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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. To post to this group, send email to android-developers@googlegroups.com. Visit this group at https://groups.google.com/group/android-developers. To view this discussion on the web visit https://groups.google.com/d/msgid/android-developers/80ff2be0-6052-472b-82f1-271d38052ee1%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[android-developers] Android NFC : SNEP protocol and P2P response
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 !!! -- 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] Debug info translation
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? -- 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: Problems in application upgrade when changing louncher activity
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 -- 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] Problems in application upgrade when changing louncher activity
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 -- 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] jdwp invokemethod Object.toString
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. -- 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
Re: [android-developers] Re: How to detect tablet devices
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 -- 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 -- 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: How to detect tablet devices
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 -- 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] How to detect tablet devices
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 -- 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] How to detect tablet devices
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 -- 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: phone-as-client Socket connections time out in 3GS mode, but work fine in wifi
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
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 -- 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 reset the price of application
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. -- 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: Windows Phone and XNA. Nightmare is real. What we do with that ?
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
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 -- 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 reset the price of application
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. -- 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: Is getInstallerPackageName the solution to piracy?
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. -- 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 Checkout Order System Not Updating
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? -- 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: Is getInstallerPackageName the solution to piracy?
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. -- 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: Piracy sucks, or does it?
@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 -- 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] legitimate android market install VS adb -l
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 ? -- 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: Piracy, almost 50% of my new users - Seriously Google?
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 -- 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: To all android developers
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 -- 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 Market Changed ranking
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) -- 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: In-app payment options
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 - -- 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: In-app payment options
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! -- 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: In-app payment options
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 -- 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: In-app payment options
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 -- 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] Nexus 1 opengl driver problem
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 -- 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: Nexus 1 opengl driver problem
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 -- 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: Nexus 1 opengl driver problem
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 -- 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 droid does not rotate anymore home screen after playing our game
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 -- 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 programmatically install an APK file ?
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 -- 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] Using OS 1.6 and Up , are we penalized on the market ?
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 -- 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: Using OS 1.6 and Up , are we penalized on the market ?
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 -- 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: Using OS 1.6 and Up , are we penalized on the market ?
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 -- 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: Using OS 1.6 and Up , are we penalized on the market ?
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 -- 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: Using OS 1.6 and Up , are we penalized on the market ?
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? -- 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: Using OS 1.6 and Up , are we penalized on the market ?
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 :) -- 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: Using OS 1.6 and Up , are we penalized on the market ?
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? -- 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: Unified Database Populating Solution
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 --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---