[android-developers] Re: Google USB Driver Can't Download

2016-10-17 Thread Francisco Martinez
Hi, I'm having the same issue. i can't download the usb drivers. any update 
on this? Thanks.

On Friday, September 23, 2016 at 6:23:48 AM UTC+2, Nik School wrote:
>
> Trying to download the Google USB Driver (
> https://developer.android.com/studio/run/win-usb.html) and every time i 
> click in the spot it says to download the zip folder, nothing pops up. When 
> i drag the link to a new window, it's the exact same page. Really wana 
> download this, any help???
>

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[android-developers] How to do a SettingsFragment with a Toolbar

2016-09-10 Thread Francisco Javier Rodríguez Lozano


I have an activity with a toolbar and I want to launch a settings fragment 
but I don't want that this fragment will be launched from an activity that 
is not the principal activity. So I only can launch SettingsFragment from 
my main activity.


My problem is when the SettingsFragment is launched I lose the toolbar that 
it was in my main activity and I want to have the toolbar visible with a 
back button to return to my activity view in my SettingsFragment, and 
launch SettingsFragment from a new activity like SettingsActivity extends 
AppCompatActivity is not a solution for several reasons because I need that 
the main activity keeps executing always due to the fact that I have a 
device connected by USB and libraries for this don't take in acount that 
activity will be stopped.


My code is the next:


Code in main activity:


 @Override
protected void onCreate(Bundle savedInstanceState) {
...
toolbar = (Toolbar) findViewById(R.id.toolbar);
setSupportActionBar(toolbar);
...
}

 @Override
public boolean onOptionsItemSelected(MenuItem item) {
int id = item.getItemId();
 ...
if (id == R.id.action_config) {
   getFragmentManager().beginTransaction().replace(android.R.id.content, 
new SettingsFragment()).addToBackStack(null).commit();
}

return super.onOptionsItemSelected(item);
}


Fragment code is the next:


public class SettingsFragment extends PreferenceFragment {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);


// Load the preferences from an XML resource
addPreferencesFromResource(R.xml.settingsmenu);
}
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle 
savedInstanceState) {
Toolbar toolbar = (Toolbar) getActivity().findViewById(R.id.toolbar);
View view = super.onCreateView(inflater, container, savedInstanceState);

view.setBackgroundColor(getResources().getColor(android.R.color.white));

return view;
}

}


XML for the settingsfragment:



http://schemas.android.com/apk/res/android;>











And xml for my main activity:



http://schemas.android.com/apk/res/android;
android:layout_width="fill_parent"
android:layout_height="fill_parent"
xmlns:app="http://schemas.android.com/apk/res-auto;
xmlns:tools="http://schemas.android.com/tools;

tools:context="pr.sh2.VentanaPrincipal">





























What Can I do? Maybe it is impossible to do in android?


Thanks in advance.



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Re: [android-developers] When can every developer reply to reviews?

2012-11-30 Thread Francisco Marzoa
Spot on!
On Nov 30, 2012 7:34 AM, Techni neotec...@gmail.com wrote:

 I am getting some really STUPID comments and it's infuriating that I can
 do nothing about them

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Re: [android-developers] Problems with facebook sdk for android

2012-11-29 Thread Francisco Marzoa
Same problem here.

The only workaround I found was registering a credit card, so you are
trusted that way without verifying your phone.

Best regards,
On Nov 28, 2012 10:08 AM, Elena Aa elenacon...@gmail.com wrote:

 When I try to registred as a Developer, I never recive the code to verify!
 Somebody can help me? Thanks!

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[android-developers] Working sets in Eclipse?

2012-11-27 Thread Francisco Marzoa

Hi there,

I do not know if I have very clear the concept of Working Set on 
Eclipse, and if they work with Android projects.


I am working right now in two different apps, but each one has several 
Android projects: first a library with common things, and then free and 
pay versions different for Amazon and Google Play. So for each app, I 
have five Eclipse projects.


I rather like to work with these isolated, while keeping them in the 
same workspace, so I tried creating a Working Set, but I cannot see it 
neither on the Project Explorer, Package Explorer or Navigator views, so 
I do not know from where I can select that Working Set. I have checked 
that, in fact, it has been created trying to recreate it again which 
raises an Eclipse error about a Working Set with that name yet exits.


So... where can I select it?

Best regards,

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Re: [android-developers] Unable to upload a draft APK for In-App Billing testing?

2012-11-25 Thread Francisco Marzoa
Write to Google Play support.
On Nov 25, 2012 11:11 AM, Roni Yaniv roniya...@gmail.com wrote:

 Hi all,

 We have a published app in the store and are in the process of developing
 In-App Billing features.
 Part of the testing process involves uploading an APK without publishing
 it.
 We were able to do that with the old developer console for an older build,
 but now it seems like we can't.

 Uploading an APK via the new design automatically publishes it (we just
 did that today), so I'm reluctant to try that for the test build, and the
 old console seems to be wonky - it won't show old APKs and uploading
 through it fails all the time (getting stuck after 1-3 MB).

 Any ideas on how to proceed?

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Re: [android-developers] AppSurfer

2012-11-24 Thread Francisco Marzoa
H... I tried with Angry Birds and in my Chrome it runs slow as hell...
On Nov 24, 2012 7:37 PM, bob b...@coolfone.comze.com wrote:

 Have you guys tried AppSurfer?

 Somehow these guys made our apps run in the web browser.

 Works really well too. No kidding.


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Re: [android-developers] Re: AppSurfer

2012-11-24 Thread Francisco Marzoa
What are you talking about?
On Nov 24, 2012 8:04 PM, John Coryat cor...@gmail.com wrote:

 I am against any company that touches my apps without my written
 permission. All they can do is create a support headache and make users
 unhappy.

 I suggest telling them to remove your apps from their system. I certainly
 will.

 -John Coryat

 On Saturday, November 24, 2012 12:35:13 PM UTC-6, bob wrote:

 Have you guys tried AppSurfer?

 Somehow these guys made our apps run in the web browser.

 Works really well too. No kidding.


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Re: [android-developers] OOM with heap enough

2012-11-23 Thread Francisco Marzoa
Ok, as told on previous emails, I managed to reduce the heap use even 
more sacrificing image definition on xdpi devices. The good news is that 
most of the OOM crashes seems to gone, but the bad news is that NOT all 
of them and the worst is that this kind of crashes in particular persists.


java.lang.OutOfMemoryError: (Heap Size=49187KB, Allocated=38975KB)

Again, there is more heap available than the one needed by the image 
trying to load. But anyway there is a worse problem here: it shouldn't 
beign using 38Mb in no way neither...


Anyway I have had only two of these in last 24 hours, both in devices 
with Android 4.0.4, both with rare resolutions with a density between 
hdpi and xdpi, and in both cases it happened after ten minutes of game 
play, so it may be a memory leak. The problem, again, is that it only 
seems to affect a few devices that I haven't to test, and I have not 
seen memory leaks in no other, so I think that if the incidence of this 
problem were just about two crashes on a thousand boots, I would just 
ignore it.


Best regards,


On 11/21/2012 03:58 PM, Mark Murphy wrote:
First, you do not know necessarily what BitmapFactory.Options are 
being specified on the decodeResource() call, as that does not appear 
to be called from your code, and it could be they have strange values 
in there.


Beyond that, last I knew, Dalvik does not have a compacting garbage 
collector. I haven't seen a recent statement as to whether or not that 
limitation has been fixed. If it is still the case, though, your issue 
may not so much that you are out of memory, but that there is no 
single contiguous block that meets your needs.


On Wed, Nov 21, 2012 at 9:48 AM, Francisco Marzoa fmmar...@gmail.com 
mailto:fmmar...@gmail.com wrote:


Look at this:

0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)
1at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
2at
android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:595)
3at

com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:77)

4at

com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:133)

5at

net.iberdroid.ruletaafortunadacore.MainMenuScreen.loadImages(MainMenuScreen.java:255)

6at

net.iberdroid.ruletaafortunadacore.MainMenuScreen.enable(MainMenuScreen.java:241)



The image that I am trying to load at MainMenuScreen.java:255

The weird thing is that there is free heap enough for loading that
image: it is a 800x480 png indexed but with transparency, so I
load it using four bytes per pixel (ARGB) and it should use about
1M5 of memory as a raw bitmap... but it crashes anyway trying to
load an image ten times smaller the available heap space (48-35 =
15Mb).

These things makes me crazy...

Bests,



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Re: [android-developers] Re: OOM with heap enough

2012-11-23 Thread Francisco Marzoa
You cannot use it all if you have images with alpha transparency, that's 
the case of many images in most games, and so its in my game. Actually I 
already use RGB_565 where I can.


Best regards,

On 11/23/2012 10:46 AM, b0b wrote:
A good way to cut bitmap memory usage in half is to load them with 
BitmapFactory.Options.inPreferredConfig = Bitmap.Config.RGB_565.


Eg 16 bits vs 32 bits.

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Re: [android-developers] Re: OOM with heap enough

2012-11-23 Thread Francisco Marzoa

On 11/23/2012 10:30 AM, a1 wrote:


As told to Mark, I do not think so: the game is just starting,
loading the first Screen at all.


Really?

Well, that's what I can see on that stack trace.

Data suggest quite the contrary:

I think that data may suggest a wide number of different things.
your heap is heavily fragmented, your process have allocated 48MB and 
released a lot (since there is 15MB), that's suggest lots of memory 
operations. My guess is that you are leaking memory between restarts, 
through some caches or other global (static) stuff. After few cycles 
of enter-exit OOM happens, I'd check if after exiting from game 
memory is correctly freed.

Memory is corrrectly freed after exiting from the game.

Anyway I will try to add code to gather more information from the heap 
for further releases, if it is possible, so I can limit the potential 
causes.


Thanks for your answer,


Regards,
Bart
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Re: [android-developers] Re: OOM with heap enough

2012-11-23 Thread Francisco Marzoa

On 11/23/2012 01:19 PM, a1 wrote:



W dniu piątek, 23 listopada 2012 12:31:22 UTC+1 użytkownik Fran napisał:

On 11/23/2012 10:30 AM, a1 wrote:


As told to Mark, I do not think so: the game is just
starting, loading the first Screen at all.


Really?

Well, that's what I can see on that stack trace.


But you don't know if this is first run hence you cannot make 
assumption about process heap state (moreover other data suggest that 
this is not the case).



Data suggest quite the contrary:

I think that data may suggest a wide number of different things.

If the data is valid (heap size and allocation size) this means that 
at least at some point your process allocated around 48MB total (if 
you check android heap management sources you will notice that heap 
grow algorithm do not excessively over-allocate) and when OOM occurs 
you still have 33MB allocated. All of above suggest a lot of allocation.
Well, as told this may suggest a wide number of different things, for 
example as you implicitly noted there may be a problem with the report 
itself and the data may be not reliable, another option is that there 
may be a bug in the heap management of those devices causing the 
problem. Also having a wide gap between allocated and used heap only 
mean that probably that memory was used before, but you do not know if 
it was used by a number of tiny objects or just by a few big ones. And, 
of course, you cannot infer how many times they were stored and released 
or things like that.


As told before, I will try to put some bugsense code for further 
versions, to see if I can gather more reliable and precise information 
on heap state on these crashes.



your heap is heavily fragmented, your process have allocated 48MB
and released a lot (since there is 15MB), that's suggest lots of
memory operations. My guess is that you are leaking memory
between restarts, through some caches or other global (static)
stuff. After few cycles of enter-exit OOM happens, I'd check if
after exiting from game memory is correctly freed.

Memory is corrrectly freed after exiting from the game.


Did you check with MAT? Also you may try to verify this theory by 
forcing process termination with System.exit.
I've doing that since half hundred of versions ago, more or less, so I 
am pretty sure about it.


Bests,



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[android-developers] Wrong resolution ???

2012-11-23 Thread Francisco Marzoa

Hi there,

I have an emulator instance that seems to be reporting wrong resolution, 
but I am not sure if it is a problem of the emulator or may be also a 
problem in an actual device with same setup since I have no one. I use 
this code to get the resolution:


getWindowManager().getDefaultDisplay().getWidth()
getWindowManager().getDefaultDisplay().getHeight()

The emulator tries to be like a Samsung Galaxy Tablet with 10'1 inches 
screen and 1280x800 resolution, with software buttons. The problem is 
that putting it on landscape mode (pressing ctrl+f12, you know), and 
executing my app, it reports following resolution:


1238x752

I would understand that 752 due these 48 pixels being reserved for the 
software buttons, but the 1238 has no sense at all: software buttons are 
put just in one position depending on device orientation, not both...


Do you think it is just an emulator bug or may I found this situation on 
actual devices?


Thanks a lot in advance,



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Re: [android-developers] Re: Wrong resolution ???

2012-11-23 Thread Francisco Marzoa

On 11/23/2012 07:52 PM, jtoolsdev wrote:
Probably confusion.  It's kind of hard to sort out information from 
those documents.  In fact I found that emulators and real devices were 
picking up different dimens.xml files I was using for setting font 
sizes than what the documentation claimed. Fortunately this had also 
been discovered by other developers on Stackoverflow and with provided 
solutions.
Erm... do yo think that any of those may be useful for my case? have you 
got any links?


Thanks in advance,



Samsung seems to be a major culprit in designing devices that are 
tricky to create emulators for.  They really need to supply emulator 
images for the devices that don't fall in line with Android standard 
pixel densities.  However as I read recently Google is changing the 
licensing to prevent this.  If you are familiar with the hardware 
industry they do this to differentiate their different models which 
benefits marketing but not developers or consumers.


On Friday, November 23, 2012 10:37:30 AM UTC-8, RichardC wrote:

What does android.util.DisplayMetrics:
http://developer.android.com/reference/android/util/DisplayMetrics.html
http://developer.android.com/reference/android/util/DisplayMetrics.html

give you?


On Friday, November 23, 2012 6:04:50 PM UTC, Fran wrote:

Hi there,

I have an emulator instance that seems to be reporting wrong
resolution,
but I am not sure if it is a problem of the emulator or may be
also a
problem in an actual device with same setup since I have no
one. I use
this code to get the resolution:

getWindowManager().getDefaultDisplay().getWidth()
getWindowManager().getDefaultDisplay().getHeight()

The emulator tries to be like a Samsung Galaxy Tablet with
10'1 inches
screen and 1280x800 resolution, with software buttons. The
problem is
that putting it on landscape mode (pressing ctrl+f12, you
know), and
executing my app, it reports following resolution:

1238x752

I would understand that 752 due these 48 pixels being reserved
for the
software buttons, but the 1238 has no sense at all: software
buttons are
put just in one position depending on device orientation, not
both...

Do you think it is just an emulator bug or may I found this
situation on
actual devices?

Thanks a lot in advance,



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Re: [android-developers] Re: Wrong resolution ???

2012-11-23 Thread Francisco Marzoa
Exactly the same wrong resolution, and dpi at 160 in all cases as 
expected since it is a mdpi device.


metricsDisplayMetrics  (id=830019718568)
density1.0
densityDpi160
heightPixels752
noncompatDensity1.0
noncompatHeightPixels752
noncompatScaledDensity1.0
noncompatWidthPixels1238
noncompatXdpi160.0
noncompatYdpi160.0
scaledDensity1.0
widthPixels1238
xdpi160.0
ydpi160.0

Regards,

On 11/23/2012 07:37 PM, RichardC wrote:

What does android.util.DisplayMetrics:
http://developer.android.com/reference/android/util/DisplayMetrics.html

give you?


On Friday, November 23, 2012 6:04:50 PM UTC, Fran wrote:

Hi there,

I have an emulator instance that seems to be reporting wrong
resolution,
but I am not sure if it is a problem of the emulator or may be also a
problem in an actual device with same setup since I have no one. I
use
this code to get the resolution:

getWindowManager().getDefaultDisplay().getWidth()
getWindowManager().getDefaultDisplay().getHeight()

The emulator tries to be like a Samsung Galaxy Tablet with 10'1
inches
screen and 1280x800 resolution, with software buttons. The problem is
that putting it on landscape mode (pressing ctrl+f12, you know), and
executing my app, it reports following resolution:

1238x752

I would understand that 752 due these 48 pixels being reserved for
the
software buttons, but the 1238 has no sense at all: software
buttons are
put just in one position depending on device orientation, not both...

Do you think it is just an emulator bug or may I found this
situation on
actual devices?

Thanks a lot in advance,



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[android-developers] android.database.sqlite.SQLiteDiskIOException: disk I/O error: COMMIT;

2012-11-23 Thread Francisco Marzoa

Hi,

I am experimenting some crashes with this exception:

android.database.sqlite.SQLiteDiskIOException: disk I/O error: COMMIT;

I think it may occur by several reasons, including low storage for 
example, or a broken sd card, or so... but there may be another reasons.


The question is:

Is there any manner of obtaining more detailed information about WHY 
this exception was raised exactly?


Best regards,


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[android-developers] Does anyone have a Samsung Galaxy Tablet 10.1?

2012-11-23 Thread Francisco Marzoa
Does anyone have a Samsung Galaxy Tablet 10.1'' with 1280x800 pixels of 
screen resolution? I rather like to know what DisplayMetrics reports to 
him, since I am trying to emulate it but getting wrong parameters with 
the emulator, and I suspect that the problem is with the emulator itself.


Thanks a lot in advance,

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Re: [android-developers] Does anyone have a Samsung Galaxy Tablet 10.1?

2012-11-23 Thread Francisco Marzoa
Thanks a million Mark.
On Nov 23, 2012 10:11 PM, Mark Murphy mmur...@commonsware.com wrote:

 On Fri, Nov 23, 2012 at 3:44 PM, Francisco Marzoa fmmar...@gmail.com
 wrote:
  Does anyone have a Samsung Galaxy Tablet 10.1'' with 1280x800 pixels of
  screen resolution? I rather like to know what DisplayMetrics reports to
 him,
  since I am trying to emulate it but getting wrong parameters with the
  emulator, and I suspect that the problem is with the emulator itself.

 11-23 16:07:53.161: E/ScrapActivity(1205): DisplayMetrics{density=1.0,
 width=1280, height=800, scaledDensity=1.0, xdpi=160.15764, ydpi=160.0}

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Re: [android-developers] OOM with heap enough

2012-11-22 Thread Francisco Marzoa
Hi,

I hardly could use less memory. Devices with high dpi  and res needs more
memory so they can use HD images, that's why they have a higher heap limit.
Now if you cannot use all that heap size... it is just absurd!

I rather prefer that the problem were a bug on bugsense and this report
weren't reliable...
On Nov 22, 2012 9:26 AM, Piren gpi...@gmail.com wrote:

 Yep, makes no sense at all, but thats how it is.
 Maybe we can ask Romain to give Dianne a call and get a response :-P

 I tried finding that thread that mentioned this Dalvik bug/feature but no
 luck... i did come across Romain's famous use less memory quote :-P (
 http://code.google.com/p/android/issues/detail?id=8488can=1)  Which
 oddly, in your case does apply... As i said, the best trick i've found is
 just not to get the heap so large.



 On Wednesday, November 21, 2012 7:31:06 PM UTC+2, Fran wrote:

 Hi,

 That has no sense at all. I do not mean that you are not right, just mean
 that in such case it is a mighty bug...

 Best regards,

 2012/11/21 Piren gpi...@gmail.com

 I remember reading about a similar issue in the past and experienced the
 same issue as well.
 From what i recall, but dont take my word for it, even if there is room
 in the heap and it isnt fragmented beyond belief, Dalvik first checks if
 the heap can be enlarged to include the needed space, instead of trying to
 use the space it has free.

 Since you're already at 48MB, you've just pushed through the limit with
 the new needed allocation (regardless of the fact you have the space), and
 Dalvik throws the OutOfMemoryException.  I had it happen to me as well.

 Only solution i've found? to never get the heap so large it sits on the
 edge (stupid bug, stupid solution, i know).

 I think Dianne Hackburn mentioned that, maybe a google search will find
 it.


 On Wednesday, November 21, 2012 5:18:33 PM UTC+2, Fran wrote:

  On 11/21/2012 03:58 PM, Mark Murphy wrote:

 First, you do not know necessarily what BitmapFactory.Options are being
 specified on the decodeResource() call, as that does not appear to be
 called from your code, and it could be they have strange values in there.

 Well, as far as my own code reaches (AndroidGraphics.java:77), I do set
 these options.

 Options options = new Options();
 options.inPreferredConfig = Config.ARGB_;
 options.inScaled = false;

 [...]

 bitmap = BitmapFactory.decodeResource(**t**his.context.getResources(),
 resourceId, options);

 Beyond that, last I knew, Dalvik does not have a compacting garbage
 collector. I haven't seen a recent statement as to whether or not that
 limitation has been fixed. If it is still the case, though, your issue may
 not so much that you are out of memory, but that there is no single
 contiguous block that meets your needs.

 Well, it may happen, but the evidence on that is really weak. The game
 has just started and it is loading the main menu screen, with only a few
 objects in memory, so it is unlikely that in these circunstances and with
 15Mb of free heap an image of just 1M5 as raw ARGB_ will not find an
 slot.

  On Wed, Nov 21, 2012 at 9:48 AM, Francisco Marzoa 
 fmma...@gmail.comwrote:

  Look at this:

   0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)
 1at android.graphics.**BitmapFactory**.**nativeDecodeAsset(Native
 Method)  2at android.graphics.**BitmapFactory**.decodeResource(**
 BitmapFactory.**java:595)  3at com.badlogic.androidgames.**fram**
 ework.impl.**AndroidGraphics.**newPixmap(**AndroidGraphics.**java:77)
 4at com.badlogic.androidgames.**fram**ework.impl.**AndroidGraphics.**
 newPixmap(**AndroidGraphics.**java:133)  5at net.iberdroid.**
 ruletaafortunada**core.**MainMenuScreen.**loadImages(**MainMenuScreen.
 **java:255)  6at net.iberdroid.**ruletaafortunada**core.**
 MainMenuScreen.enable(**Mai**nMenuScreen.java:241)
 The image that I am trying to load at MainMenuScreen.java:255

 The weird thing is that there is free heap enough for loading that
 image: it is a 800x480 png indexed but with transparency, so I load it
 using four bytes per pixel (ARGB) and it should use about 1M5 of memory as
 a raw bitmap... but it crashes anyway trying to load an image ten times
 smaller the available heap space (48-35 = 15Mb).

 These things makes me crazy...

 Bests,



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[android-developers] Heap debugging with bugsense

2012-11-22 Thread Francisco Marzoa

Hi there,

I can pass some parameters to bugsense so they get reported with the 
crash report in case app crashes. As I have too many OOM in some 
devices, I wonder how I could send some valuable information about the 
heap state with them, you know, things like:


- Maximum heap size
- Current heap size
- Heap memory free/used
- Max size object that can be stored on the heap

And so...

Do you know how could I gather these?

TIA,


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Re: [android-developers] OOM with heap enough

2012-11-22 Thread Francisco Marzoa

On 11/22/2012 12:48 PM, Piren wrote:
Well, getting mad of this issue or trying to blame something else, 
 wouldn't really benefit you, would it?
Actually yes: it would not solve my crashes, but helps me to unload a 
bit of stress, you know... ;-D


Also swearing is not incompatible with coding, I am doing both things at 
same time ;-)

Absurd as much as it is, thats most likely what you got.

If you're so pressed on using so much memory, you can also resolve 
this issue by allocating it in a different manner. This issue is 
raised because the heap grew to 48MB prior to allocating the offending 
bitmap, not because that bitmap is too big... if you can change the 
way you do things so you'll never get to needing 48MB at the same time,
It is unlikely I need so much memory. In all the test I did, I never 
used more than 30Mb. I do not know what determines the step that makes 
the heap grow, but may be I just need 32Mb and the system decides to 
allocate 48Mb by itself.


Anyway we are not sure about this being the source of the problem. As 
told, I cannot discard even that heap information passed by Bugsense is 
inaccurate.


Of course the crash is there, but the reason may be different and have a 
more rational solution.
you'd avoid the issue. This is how i resolved it, just changed the 
order of things i do and used stricter control on my memory allocation 
so i'll never inflate the heap so much. If you have 15mb free at the 
moment of the crash, it might indicate that you never needed to 
increase the heap to that size anyway. Imagine you're playing memory 
sokoban :)

you can also:
 - use largeHeap=true and cross your fingers
This is useful at all? I mean, I do no think such devices will have a 
heap bigger than those 48Mb (that as seen SHOULD be more than enough for 
my app...)
 - use added code to limit the requested bitmap quality dependent on 
heap size. lower quality is better than crashing.
Well, this is more or less what I am doing right now, but it will make 
users experience worse than they should be: they buy a xdpi screen, and 
they will see only hdpi images... :-|


And the worst is that I am not sure that this will solve the OOM 
problems, and some users complain about updating to often -probably 
those that are not affected by crashes-, but it is better than spending 
$6000 in different phones for testing that may -or not- fail for real 
debugging.
 - allocate the needed space on native memory manually. Although i 
haven't done the same, i understand that when using native your limits 
go up
 - Come to terms with random crashes but enjoy your HD backgrounds 
while they show:)

:-)

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Re: [android-developers] OOM with heap enough

2012-11-22 Thread Francisco Marzoa

One thing about this...

Do you think this may be a problem of target SDK or so?

This is what I am using right now:

uses-sdk android:minSdkVersion=7 android:targetSdkVersion=15 /

And most of this problems (99% at least) seems to be ocurring in 4.0.3+ 
Android devices...


Does this says something to any Android guru here?

O_o

Best regards,



On 11/21/2012 03:58 PM, Mark Murphy wrote:
First, you do not know necessarily what BitmapFactory.Options are 
being specified on the decodeResource() call, as that does not appear 
to be called from your code, and it could be they have strange values 
in there.


Beyond that, last I knew, Dalvik does not have a compacting garbage 
collector. I haven't seen a recent statement as to whether or not that 
limitation has been fixed. If it is still the case, though, your issue 
may not so much that you are out of memory, but that there is no 
single contiguous block that meets your needs.


On Wed, Nov 21, 2012 at 9:48 AM, Francisco Marzoa fmmar...@gmail.com 
mailto:fmmar...@gmail.com wrote:


Look at this:

0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)
1at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
2at
android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:595)
3at

com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:77)

4at

com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:133)

5at

net.iberdroid.ruletaafortunadacore.MainMenuScreen.loadImages(MainMenuScreen.java:255)

6at

net.iberdroid.ruletaafortunadacore.MainMenuScreen.enable(MainMenuScreen.java:241)



The image that I am trying to load at MainMenuScreen.java:255

The weird thing is that there is free heap enough for loading that
image: it is a 800x480 png indexed but with transparency, so I
load it using four bytes per pixel (ARGB) and it should use about
1M5 of memory as a raw bitmap... but it crashes anyway trying to
load an image ten times smaller the available heap space (48-35 =
15Mb).

These things makes me crazy...

Bests,



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Re: [android-developers] OOM with heap enough

2012-11-22 Thread Francisco Marzoa

On 11/22/2012 03:19 PM, Piren wrote:
- yeah, swearing does help calm the psyche, does not help so much with 
the code crashing :-P
I admit you are right. But I need to calm my psyche before starting 
coding!... ;-)


- it is unlikely i need so much memory Fact is you have an OOM 
exception... you're using too much memory:)
That's a logical fallacy, indeed. I am not getting an OOM exception due 
my app is using too much memory, I am getting an OOM exception due the 
underlying VM does not manage the heap properly.


Of course I can try to use less memory and may be it solves the problem, 
but this not the REAL solution, it is just a WORKAROUND, because the 
REAL solution should address the REAL problem.

And if its happening on your first activity, it isnt a memory leak...

- i dont know if largeHeap is useful, but according to documentation, 
it should at least lower the amount of crashes some of your users 
experience.

Oh, I forgot this... but I will take a look on that docs, thanks.


- if i were your user, i'd take hdpi images rather than crashes. if it 
crashes, i dont use the app :)
Yeah, you are right on this, but the problem is not so simple: for 
avoiding crashes for SOME users, I must release a product with lower 
quality images for ALL of them. In fact, if they were only an 1% of the 
users using older devices, I would simply ignore this bug at all.


Anyway I have already released a new version that uses hdpi images also 
for xdpi devices. This has reduced heap use by a half or on such 
devices, so I expect to have no more OOM crashes, or just 1 on 1000 in 
an unknown device with a custom buggy ROM...


Best regards,

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Re: [android-developers] debugging crashes on some systems ( not all )

2012-11-21 Thread Francisco Marzoa
Hi,

This is one of the worst things of Android development ever. I am facing
similar problems, also most of them with SGSIII, getting OOM crashes with
no apparent reason. I have run the app in several different actual devices,
also different emulator instances, one of them trying to fit as closed as
possible the SGSIII settings. I have reduced heap consumption to the
minimal, but I am still getting these annoying errors.

Now I am considering to buy an SGSIII actual device to test it, but this is
not an option in most of the cases, and it is not clear if this will solve
this problem -may be only some SGSIII are affected, and the one I bought is
not one of them-.

I released a new version of my app last Friday with disastrous results due
to this problem -thousands of uninstalls-. I have did my best since them
improving a lot memory use, writting code for actively recycle bitmaps when
they are not needed and thinks like that, with excellent results (in an
emulator instance with same resolution, density and VM heap budget than
SGS3, I got now a 40% less of peak memory consumption than before). And it
is really frustrating to see that crashes continues after all that effort.

We need something to fight these problems.

Bests,


2012/11/21 Mike Adams adams...@gmail.com

 Hi,

 I have a kind of chat and game client, it connects to a board game server
 and is a tabbed android app.  There is a telnet thread and it feeds
 through concurrently linked queues 3 worker threads that update a game
 board, a text console and i have a lists tab.

 The problem is i've had 2 users now complain that the program has crashed
 on them, one said it froze his phone. I can't be clear if the program
 crashed or if its something with their phones, one was a samsung s3 i think
 the other some kind of acer tablet if i recall.  But how would i evaluate
 this? It's never crashed for me on my tablet or phone.  What kind of things
 could cause a crash like this but only intermittent or on certain devices
 which could have to do with the resources available on the devices and mix
 of what is happening on that device. One user says he always hard stops it
 before running it but it still crashed on him which kind of dismisses its a
 state issue with it being up to long.

 Mike

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[android-developers] ICS 4.0.4 emulator image?

2012-11-21 Thread Francisco Marzoa

Hi there,

I have problems with some devices that uses ICS 4.0.4, mainly with 
Samsung Galaxy SIII ones. I have create an emulator instance to try to 
debug this as closed as possible to SGS3, but I have been unable to 
reproduce the problem at all. I only have ICS 4.0.3 on the emulator that 
comes with ADT in Eclipse, so I rather like to test this in an ICS 4.0.4 
emulator to see if it makes the difference.


Is there any manner to run an ICS 4.0.4 emulator?

TIA,

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Re: [android-developers] debugging crashes on some systems ( not all )

2012-11-21 Thread Francisco Marzoa

On 11/21/2012 03:20 PM, Piren wrote:
Indeed, one of android's strong advantages (to the consumer) is also a 
big disadvantage (to the developer).
That's exactly what I write down in my Google+ profile this weekend, so 
I fuuullyy gre with that. ;-)
I was faced with similar heap issues, did the same thing as you did, 
mostly came to the conclusion that the best thing is just to drop the 
bitmaps altogether or reduce their resolutions as much as possible.
You should watch out with Recycling manually as this might cause 
issues in some instances (like when the bitmap is used in a listview), 
i found that just nulling the drawable Callback and making the bitmap 
Purgable was sufficient for GC to work correctly and avoid OutOfMemory 
exceptions.
I did it manually to reduce heap consumption peaks. You know: sometimes 
I need to load different bitmaps for a given screen, but even when the 
object of the previous screen has been already dereferenced, the bitmaps 
it uses has not yet been collected, so by a second I will have bitmaps 
for both screens on the memory. I have noticed that if I recycle the 
bitmaps of the first screen before switching, when I load those needed 
for the second screen the old ones have yet been recycled, thus my heap 
use peak is a lot of lower.


Of course you should be careful on not using recycled bitmaps and things 
like that, but my code is pretty clear and I am not experiencing this 
kind of crashes at all, so there is no point worrying about... we have 
enough to be concerned with actual bugs to think about potential ones... ;-)
When it comes to testing, you can always just use your more 
knowledgeable customers as QA.
I have no doubt that if you develop apps like developers tools or so 
this could be very useful, but I do casual games and most of my users 
does not even fill crash reports, and the few ones whose do put things 
so descriptive as it is not working, and others simply comply on 
comments rating the game with one star and swearing about my mum or so...
Start a beta program with a bunch of users (or friends :) ) that will 
test your app in advance.
That's a great idea that I have had in mind before, but discarded due as 
typical nerd I have not many friends... X-D


But perhaps I could think about any incentive. I will have it in account...
You'll be able to reach a wider variety of devices and catch those big 
issues early on before releasing the app to the public.


Emulators by the way, wont do the job as they dont emulate the 
different hardware specifications of each device.
Well, it is true that they have great limitations, not only for not 
having the hardware, also because some manufactures make their own 
customized Android versions. But they are still useful for testing and 
detecting obvious bugs.


Hope there were a renting mobile service on my town or something 
similar...


Best regards,

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[android-developers] OOM with heap enough

2012-11-21 Thread Francisco Marzoa

Look at this:

0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)
1at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
2at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:595)
3at 
com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:77) 

4at 
com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:133) 

5at 
net.iberdroid.ruletaafortunadacore.MainMenuScreen.loadImages(MainMenuScreen.java:255) 

6at 
net.iberdroid.ruletaafortunadacore.MainMenuScreen.enable(MainMenuScreen.java:241) 




The image that I am trying to load at MainMenuScreen.java:255

The weird thing is that there is free heap enough for loading that 
image: it is a 800x480 png indexed but with transparency, so I load it 
using four bytes per pixel (ARGB) and it should use about 1M5 of memory 
as a raw bitmap... but it crashes anyway trying to load an image ten 
times smaller the available heap space (48-35 = 15Mb).


These things makes me crazy...

Bests,



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Re: [android-developers] ICS 4.0.4 emulator image?

2012-11-21 Thread Francisco Marzoa

Ok, thanks for your answer, Mark.

On 11/21/2012 03:28 PM, Mark Murphy wrote:

On Wed, Nov 21, 2012 at 9:10 AM, Francisco Marzoa franci...@marzoa.com wrote:

I have problems with some devices that uses ICS 4.0.4, mainly with Samsung
Galaxy SIII ones. I have create an emulator instance to try to debug this as
closed as possible to SGS3, but I have been unable to reproduce the problem
at all. I only have ICS 4.0.3 on the emulator that comes with ADT in
Eclipse, so I rather like to test this in an ICS 4.0.4 emulator to see if it
makes the difference.

Is there any manner to run an ICS 4.0.4 emulator?

There was no new SDK for Android 4.0.4, and hence no new official
emulator. It is conceivable that somebody built an emulator image from
the AOSP sources for 4.0.4, and that this is available for download,
but it will not be through the SDK Manager.



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Re: [android-developers] OOM with heap enough

2012-11-21 Thread Francisco Marzoa

On 11/21/2012 03:58 PM, Mark Murphy wrote:
First, you do not know necessarily what BitmapFactory.Options are 
being specified on the decodeResource() call, as that does not appear 
to be called from your code, and it could be they have strange values 
in there.
Well, as far as my own code reaches (AndroidGraphics.java:77), I do set 
these options.


Options options = new Options();
options.inPreferredConfig = Config.ARGB_;
options.inScaled = false;

[...]

bitmap = BitmapFactory.decodeResource(this.context.getResources(), 
resourceId, options);
Beyond that, last I knew, Dalvik does not have a compacting garbage 
collector. I haven't seen a recent statement as to whether or not that 
limitation has been fixed. If it is still the case, though, your issue 
may not so much that you are out of memory, but that there is no 
single contiguous block that meets your needs.
Well, it may happen, but the evidence on that is really weak. The game 
has just started and it is loading the main menu screen, with only a few 
objects in memory, so it is unlikely that in these circunstances and 
with 15Mb of free heap an image of just 1M5 as raw ARGB_ will not 
find an slot.


On Wed, Nov 21, 2012 at 9:48 AM, Francisco Marzoa fmmar...@gmail.com 
mailto:fmmar...@gmail.com wrote:


Look at this:

0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)
1at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
2at
android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:595)
3at

com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:77)

4at

com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:133)

5at

net.iberdroid.ruletaafortunadacore.MainMenuScreen.loadImages(MainMenuScreen.java:255)

6at

net.iberdroid.ruletaafortunadacore.MainMenuScreen.enable(MainMenuScreen.java:241)



The image that I am trying to load at MainMenuScreen.java:255

The weird thing is that there is free heap enough for loading that
image: it is a 800x480 png indexed but with transparency, so I
load it using four bytes per pixel (ARGB) and it should use about
1M5 of memory as a raw bitmap... but it crashes anyway trying to
load an image ten times smaller the available heap space (48-35 =
15Mb).

These things makes me crazy...

Bests,



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Re: [android-developers] Re: OOM with heap enough

2012-11-21 Thread Francisco Marzoa
As told to Mark, I do not think so: the game is just starting, loading 
the first Screen at all. Also I have never experienced such problems on 
my own devices or emulators, and I have spent many time watching DDMS... 
of course it cannot be discarded at 100%, though.


Regards,

On 11/21/2012 04:03 PM, bob wrote:


Maybe your heap is heavily fragmented and there is not 1.5megs of 
contiguous space?



On Wednesday, November 21, 2012 8:50:41 AM UTC-6, Fran wrote:

Look at this:

0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)
1at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
2at
android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:595)
3at

com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:77)

4at

com.badlogic.androidgames.framework.impl.AndroidGraphics.newPixmap(AndroidGraphics.java:133)

5at

net.iberdroid.ruletaafortunadacore.MainMenuScreen.loadImages(MainMenuScreen.java:255)

6at

net.iberdroid.ruletaafortunadacore.MainMenuScreen.enable(MainMenuScreen.java:241)



The image that I am trying to load at MainMenuScreen.java:255

The weird thing is that there is free heap enough for loading that
image: it is a 800x480 png indexed but with transparency, so I
load it using four bytes per pixel (ARGB) and it should use about
1M5 of memory as a raw bitmap... but it crashes anyway trying to
load an image ten times smaller the available heap space (48-35 =
15Mb).

These things makes me crazy...

Bests,



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Re: [android-developers] SurfaceView

2012-11-21 Thread Francisco Marzoa
According to Mario Zechner's book Beginning Android Games, you need a 
SurfaceView so you can render from a thread different from the UI one, 
and also because the Surface may be hardware accelerated.


Bests,

On 11/21/2012 05:26 PM, bob wrote:


Can someone tell me in layman's terms why you would use a SurfaceView 
instead of a View when making a game?



Is it because a dual-core can distribute the load better?


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Re: [android-developers] Windows 8

2012-11-21 Thread Francisco Marzoa

You should ask Microsoft about that, thought.

Anyway I do not know what you understand for a decent PC. If it is a 
laptop, you are likely to be forced to use the SO that the manufactured 
have said, but if it is a PC box, it its really easy to buy one without 
SO at all and install it by yourself.


Best regards,

On 11/21/2012 06:16 PM, Doug Gordon wrote:
My development PC just took a dive, and most of the decent PCs that I 
can find locally are now coming with Windows 8. I really don't want to 
go that route, but if I do, will the Android development environment, 
i.e., Eclipse and the various SDK tools, run OK on Windows 8? And how 
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Re: [android-developers] OOM with heap enough

2012-11-21 Thread Francisco Marzoa
Hi,

That has no sense at all. I do not mean that you are not right, just mean
that in such case it is a mighty bug...

Best regards,

2012/11/21 Piren gpi...@gmail.com

 I remember reading about a similar issue in the past and experienced the
 same issue as well.
 From what i recall, but dont take my word for it, even if there is room in
 the heap and it isnt fragmented beyond belief, Dalvik first checks if the
 heap can be enlarged to include the needed space, instead of trying to use
 the space it has free.

 Since you're already at 48MB, you've just pushed through the limit with
 the new needed allocation (regardless of the fact you have the space), and
 Dalvik throws the OutOfMemoryException.  I had it happen to me as well.

 Only solution i've found? to never get the heap so large it sits on the
 edge (stupid bug, stupid solution, i know).

 I think Dianne Hackburn mentioned that, maybe a google search will find it.


 On Wednesday, November 21, 2012 5:18:33 PM UTC+2, Fran wrote:

  On 11/21/2012 03:58 PM, Mark Murphy wrote:

 First, you do not know necessarily what BitmapFactory.Options are being
 specified on the decodeResource() call, as that does not appear to be
 called from your code, and it could be they have strange values in there.

 Well, as far as my own code reaches (AndroidGraphics.java:77), I do set
 these options.

 Options options = new Options();
 options.inPreferredConfig = Config.ARGB_;
 options.inScaled = false;

 [...]

 bitmap = BitmapFactory.decodeResource(**this.context.getResources(),
 resourceId, options);

 Beyond that, last I knew, Dalvik does not have a compacting garbage
 collector. I haven't seen a recent statement as to whether or not that
 limitation has been fixed. If it is still the case, though, your issue may
 not so much that you are out of memory, but that there is no single
 contiguous block that meets your needs.

 Well, it may happen, but the evidence on that is really weak. The game
 has just started and it is loading the main menu screen, with only a few
 objects in memory, so it is unlikely that in these circunstances and with
 15Mb of free heap an image of just 1M5 as raw ARGB_ will not find an
 slot.

  On Wed, Nov 21, 2012 at 9:48 AM, Francisco Marzoa fmma...@gmail.comwrote:

  Look at this:

   0java.lang.OutOfMemoryError: (Heap Size=48547KB, Allocated=33541KB)  1at
 android.graphics.**BitmapFactory.**nativeDecodeAsset(Native Method)  2at
 android.graphics.**BitmapFactory.decodeResource(**
 BitmapFactory.java:595)  3at com.badlogic.androidgames.**framework.impl.
 **AndroidGraphics.newPixmap(**AndroidGraphics.java:77)  4at
 com.badlogic.androidgames.**framework.impl.**AndroidGraphics.newPixmap(*
 *AndroidGraphics.java:133)  5at net.iberdroid.**ruletaafortunadacore.**
 MainMenuScreen.loadImages(**MainMenuScreen.java:255)  6at net.iberdroid.
 **ruletaafortunadacore.**MainMenuScreen.enable(**
 MainMenuScreen.java:241)
 The image that I am trying to load at MainMenuScreen.java:255

 The weird thing is that there is free heap enough for loading that
 image: it is a 800x480 png indexed but with transparency, so I load it
 using four bytes per pixel (ARGB) and it should use about 1M5 of memory as
 a raw bitmap... but it crashes anyway trying to load an image ten times
 smaller the available heap space (48-35 = 15Mb).

 These things makes me crazy...

 Bests,



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Re: [android-developers] Re: Calling startActivity() from outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK flag

2012-11-20 Thread Francisco Marzoa
You are right, it is a bug on Admob that was solved on version 6.1.0, 
and I am using the 6.0.1 exactly the previous one... :-|


https://developers.google.com/mobile-ads-sdk/docs/rel-notes

I should looked at that release notes before... Well, it is easy to 
solve then.


Thanks,

On 11/20/2012 09:31 AM, Nikolay Elenkov wrote:

On Tue, Nov 20, 2012 at 3:33 AM, Francisco Marzoa fmmar...@gmail.com wrote:

On 11/18/2012 12:56 PM, Piren wrote:

It actually says it right there: 3 at
android.webkit.CallbackProxy.uiOverrideUrlLoading(CallbackProxy.java:236)

The user is clicking a hyperlink in a webview which is attached to the
Application Context. Figure out which webview it is, set a webViewClient and
override shouldOverrideUrlLoading to open the hyperlink properly.

I am not sure about what to do, to be honest. There may be when the user
clicks on an ad from Admob or Chartboost, the two ad networks I use, but in
this case I think I couldn't do nothing since their libraries are closed.


You can of course decompile and patch :)

This error was quite common with one of the previous releases of the AdMob
library. Upgrade to the latest version, it is fixed there. I don't
know anything
about Chartboost though.



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[android-developers] Emulator parameters for different devices

2012-11-20 Thread Francisco Marzoa

Hi there,

Is there any kind of page or archive or whatsoever that has parameters 
on several Android devices so they can be copied into emulator instances 
to be as close as possible to their config?


It is not difficult to find things like image resolution, display size 
(so dpi), RAM, etc. but other things really important like the max vm 
heap size per application it is not so easy to found.


Best regards,

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Re: [android-developers] Re: Calling startActivity() from outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK flag

2012-11-19 Thread Francisco Marzoa

On 11/18/2012 12:56 PM, Piren wrote:

|It actually says it right there:|3 at 
android.webkit.CallbackProxy.uiOverrideUrlLoading(CallbackProxy.java:236)
The user is clicking a hyperlink in a webview which is attached to the 
Application Context. Figure out which webview it is, set a webViewClient and 
override shouldOverrideUrlLoading to open the hyperlink properly.
I am not sure about what to do, to be honest. There may be when the user 
clicks on an ad from Admob or Chartboost, the two ad networks I use, but 
in this case I think I couldn't do nothing since their libraries are closed.


On Sunday, November 18, 2012 12:23:52 PM UTC+2, Fran wrote:

Hi,

I am getting many reports of crashes with this error condition:

android.util.AndroidRuntimeException: Calling startActivity() from
outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK
flag. Is this really what you want?

The problem is that the reported stack does not made reference to
any line on my own code:

0 android.util.AndroidRuntimeException: Calling startActivity()
from outside of an Activity context requires the
FLAG_ACTIVITY_NEW_TASK flag. Is this really what you want?
1 at android.app.ContextImpl.startActivity(ContextImpl.java:618)
2 at
android.content.ContextWrapper.startActivity(ContextWrapper.java:258)
3 at
android.webkit.CallbackProxy.uiOverrideUrlLoading(CallbackProxy.java:236)
4 at
android.webkit.CallbackProxy.handleMessage(CallbackProxy.java:331)
5 at android.os.Handler.dispatchMessage(Handler.java:99)
6 at android.os.Looper.loop(Looper.java:123)
7 at android.app.ActivityThread.main(ActivityThread.java:3652)
8 at java.lang.reflect.Method.invokeNative(Native Method)
9 at java.lang.reflect.Method.invoke(Method.java:507)
10 at

com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839)
11 at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597)
12 at dalvik.system.NativeStart.main(Native Method)

So I am having real troubles to find the source of the problem.

Does anyone have any idea on what methods called from my code may
raise these kind of errors?

TIA

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[android-developers] Calling startActivity() from outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK flag

2012-11-18 Thread Francisco Marzoa

Hi,

I am getting many reports of crashes with this error condition:

android.util.AndroidRuntimeException: Calling startActivity() from 
outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK flag. 
Is this really what you want?


The problem is that the reported stack does not made reference to any 
line on my own code:


0 android.util.AndroidRuntimeException: Calling startActivity() from 
outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK flag. 
Is this really what you want?

1 at android.app.ContextImpl.startActivity(ContextImpl.java:618)
2 at android.content.ContextWrapper.startActivity(ContextWrapper.java:258)
3 at 
android.webkit.CallbackProxy.uiOverrideUrlLoading(CallbackProxy.java:236)

4 at android.webkit.CallbackProxy.handleMessage(CallbackProxy.java:331)
5 at android.os.Handler.dispatchMessage(Handler.java:99)
6 at android.os.Looper.loop(Looper.java:123)
7 at android.app.ActivityThread.main(ActivityThread.java:3652)
8 at java.lang.reflect.Method.invokeNative(Native Method)
9 at java.lang.reflect.Method.invoke(Method.java:507)
10 at 
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839)

11 at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597)
12 at dalvik.system.NativeStart.main(Native Method)

So I am having real troubles to find the source of the problem.

Does anyone have any idea on what methods called from my code may raise 
these kind of errors?


TIA

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[android-developers] SGS3 max VM budget

2012-11-18 Thread Francisco Marzoa
Does anyone by chance know what is the maximum VM heap memory size for a 
SGS3?


Thanks in advance,

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Re: [android-developers] Re: Remote resources

2012-11-01 Thread Francisco Marzoa
That's the approach I was talking about on my first message, but it's not
so simple as downloading a file. You must also manage by yourself resource
selection on localized apps, for example. And also resource changes among
different app versions.

It is not very difficult, but if there is something yet done and available
in the SDK -it's likely not- or as third party library, it may not worth
the effort to make something fully new.

Regards,
On Oct 31, 2012 8:53 PM, bob b...@coolfone.comze.com wrote:

 Maybe just have it connect to a web site and download
 http://www.example.com/resources.zip on the first run.  Then unzip that
 to the SD card.  I have seen GLU mobile do some stuff like this, and they
 are legit.



 On Wednesday, October 31, 2012 8:35:11 AM UTC-5, Fran wrote:

 Hi there,

 I have a real problem when providing different resources for different
 displays, according to their density. Putting all the needed graphics on
 the same apk file makes it really big, and most of the graphics will not
 be used by the device where they are installed never.

 I have seen that what some developers does is to have an HD separated
 version of their app, but this implies more development effort and
 dispersing social promotion of the game (user's ratings, position on the
 market, social network links, etc.)

 I think the best approach should be something that keeps the minimal
 needed resources on the apk, and during the first run of the app takes
 care of downloading the ones that fits the display of the device.

 This has some additional difficulties, but I do not want to write a
 thesis on this, just to ask if someones knows something that does this
 yet written, before I start reinventing the wheel for my own projects.

 Best regards,

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Re: [android-developers] Re: Advertising opt out

2012-10-31 Thread Francisco Marzoa
That's what others has said before, the problem is that they have not 
support that claim with ANY proof. You didn't neither, so...


Best regards,

On 10/31/2012 12:30 AM, Daniel wrote:
Admob and others use the CTR when determining what bids to give your 
app, or to give any at all. If you have a small CTR, all of your users 
will see less ads, and ads with lower bids. As a result, users who are 
likely to, or do click on ads, will see fewer ads, and those they do 
see and click on are more likely to be lower bids.

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[android-developers] Remote resources

2012-10-31 Thread Francisco Marzoa

Hi there,

I have a real problem when providing different resources for different 
displays, according to their density. Putting all the needed graphics on 
the same apk file makes it really big, and most of the graphics will not 
be used by the device where they are installed never.


I have seen that what some developers does is to have an HD separated 
version of their app, but this implies more development effort and 
dispersing social promotion of the game (user's ratings, position on the 
market, social network links, etc.)


I think the best approach should be something that keeps the minimal 
needed resources on the apk, and during the first run of the app takes 
care of downloading the ones that fits the display of the device.


This has some additional difficulties, but I do not want to write a 
thesis on this, just to ask if someones knows something that does this 
yet written, before I start reinventing the wheel for my own projects.


Best regards,

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Re: [android-developers] Re: Remote resources

2012-10-31 Thread Francisco Marzoa

Hi,

You are right. I thought this was just for breaking too big apks into 
smaller parts, but thats not the case.


This solves a great percent of the problem, and although you still have 
the inconvenience of managing multiple builds, this may be the best 
approach anyway, having in account the inconveniences of the others.


Thank you very much,


On 10/31/2012 04:14 PM, Johan Appelgren wrote:
Have you looked at using Multiple APKs? 
http://developer.android.com/guide/google/play/publishing/multiple-apks.html 



Wont solve the overhead of managing multiple builds, but at least you 
wont disperse social promotion.


On Wednesday, October 31, 2012 2:35:11 PM UTC+1, Fran wrote:

Hi there,

I have a real problem when providing different resources for
different
displays, according to their density. Putting all the needed
graphics on
the same apk file makes it really big, and most of the graphics
will not
be used by the device where they are installed never.

I have seen that what some developers does is to have an HD separated
version of their app, but this implies more development effort and
dispersing social promotion of the game (user's ratings, position
on the
market, social network links, etc.)

I think the best approach should be something that keeps the minimal
needed resources on the apk, and during the first run of the app
takes
care of downloading the ones that fits the display of the device.

This has some additional difficulties, but I do not want to write a
thesis on this, just to ask if someones knows something that does
this
yet written, before I start reinventing the wheel for my own
projects.

Best regards,

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Re: [android-developers] Re: Remote resources

2012-10-31 Thread Francisco Marzoa

Hi,

Well, after reading that whole document, I have found that using 
multiple apks have a lot more inconveniences in addition to managing 
multiple builds. In the same document they insist a lot on NOT using 
multiple apks if you can avoid it due these inconveniences.


So in the end it does not look like the best approach neither, but it 
was important to know about even for discarding it, so thank you again.


Best regards,

On 10/31/2012 05:57 PM, Francisco Marzoa wrote:

Hi,

You are right. I thought this was just for breaking too big apks into 
smaller parts, but thats not the case.


This solves a great percent of the problem, and although you still 
have the inconvenience of managing multiple builds, this may be the 
best approach anyway, having in account the inconveniences of the others.


Thank you very much,


On 10/31/2012 04:14 PM, Johan Appelgren wrote:
Have you looked at using Multiple APKs? 
http://developer.android.com/guide/google/play/publishing/multiple-apks.html 



Wont solve the overhead of managing multiple builds, but at least you 
wont disperse social promotion.


On Wednesday, October 31, 2012 2:35:11 PM UTC+1, Fran wrote:

Hi there,

I have a real problem when providing different resources for
different
displays, according to their density. Putting all the needed
graphics on
the same apk file makes it really big, and most of the graphics
will not
be used by the device where they are installed never.

I have seen that what some developers does is to have an HD
separated
version of their app, but this implies more development effort and
dispersing social promotion of the game (user's ratings, position
on the
market, social network links, etc.)

I think the best approach should be something that keeps the minimal
needed resources on the apk, and during the first run of the app
takes
care of downloading the ones that fits the display of the device.

This has some additional difficulties, but I do not want to write a
thesis on this, just to ask if someones knows something that does
this
yet written, before I start reinventing the wheel for my own
projects.

Best regards,

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Re: [android-developers] Re: Gradients on PNGs

2012-10-18 Thread Francisco Marzoa
In fact, the problem was with the format, but with RGB_. I have had 
problems like this before, but for some reason I forgot it, and I recall 
just a minute after sending that question.


The obvious solution was to use RGB_ instead.

Best regards,

On 09/24/2012 08:11 PM, bob wrote:

Maybe you are loading a bitmap with this format:

Bitmap.Config
RGB_565



On Monday, September 24, 2012 9:52:47 AM UTC-5, Fran wrote:

Hi,

I am facing problems with PNG that includes some gradients. They are
very bad shown, with bands instead of soft transitions. I have
attached
two images that illustrates the problem.

In the past I used to solve this problem with the workaround of
spreading some noise on before saving the PNG, but it means more time
lost and less graphic quality.

Now I have a graphic designer that is improving the graphics of my
first
game, and I do not want to tell him that he must do such dirty
things so
the gradients are shown as it should.

So, is there any definitive solution to this problem and not merely a
workaround?

Best regards,


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[android-developers] Reusing gradients in different places

2012-10-17 Thread Francisco Marzoa

Hi there,

I draw a grid on a surface, and each cell of the grid is filled with a 
gradient, so what I do is to create a LinearGradient for each cell, then 
set as a shader for a Paint, and finally create a Rect using that Paint.


Something in the way of:

Paint cellPaint = new Paint();
...
for (i=0; icell.length; i++) {
LinearGradient gradient = new LinearGradient(cell[i].left, 
cell[i].top, 80, 80, Color.BLACK, Color.WHITE, Shader.TileMode.CLAMP);

cellPaint.setShader(cellGradient);
canvas.drawRect(cell[i].left, cell[i].top, cell[i].left+79, 
cell[i].top+79, cellPaint);

}


The problem is that I need to create a lot of LinearGradient objects, 
one for each cell, even when they use the same colors, size, etc. and 
just changes the coordinates because each one is drawn on a different place.


But LinearGradient constructor seems to use absolute coordinates, I 
mean relatives to the whole screen, so a LinearGradient created on x and 
y coordinates, cannot be reused on x2 and y2 (where x2 and y2 are 
different from x and y, of course).


Does someone knows a more or less straight forward manner to solve this 
problem creating just one LinearGradient and then moving it to 
different places as needed?


Best regards,

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Re: [android-developers] subscription period for google play?

2012-09-26 Thread Francisco Marzoa

Forever.

On 09/26/2012 05:38 AM, rajlaxmi jagdale wrote:

can i know what will be the subscription period once i register with
google
play for 25$?



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Re: [android-developers] MPL sensors?

2012-09-26 Thread Francisco Marzoa
I agree
On Sep 27, 2012 3:42 AM, TreKing treking...@gmail.com wrote:

 On Wed, Sep 26, 2012 at 3:58 PM, bob b...@coolfone.comze.com wrote:

 Anyone know what MPL means in this context?


 http://justfuckinggoogleit.com/


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

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Re: [android-developers] Adding another (framework) project correctly as in Beginning Android Games

2012-09-24 Thread Francisco Marzoa
Google for android library project.

Regards,
On Sep 24, 2012 11:29 PM, Michael Kolodziej 
kolodziej.mich...@googlemail.com wrote:

 Hi,

 I'm reading the book Beginning Andorid Games at the moment.
 For those who don't know the book. It is about writing a framework for
 games. And based on this building some little games.
 Writing the framework and its implementation in one Eclipse project was
 not the problem, and for using it in another project for a game I copied
 the packages of the framework into the game project. For a first success it
 was ok.
 On another example I have to import the framework again, and now I want to
 bind it correctly.
 I read that it is as easy as adding the (framework-)project in the
 projects tab in the Java Build Path tab in the properties of the game
 project.
 When I do that I get rid of the errors and warnings.
 But when I start the app I get a ClassNotFoundException
 When I add the packages dragdrop the packages of the framework and
 implementation to the game project it works.

 I checked-out the sources to the book and when I import them to Eclipse
 the framework is also placed in every project and not only once and then
 linked so that it is maintainable at one place.

 Am I thinking wrong or donig something wrong?

 Thank you,

 Michael

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Re: [android-developers] Adding another (framework) project correctly as in Beginning Android Games

2012-09-24 Thread Francisco Marzoa
You wellcome. I did my first game also starting with that book. :-)
On Sep 25, 2012 12:23 AM, Michael Kolodziej 
kolodziej.mich...@googlemail.com wrote:

 Thank you, Fran!

 The solution was to set the is library-checkbox at the Android tab of
 the framework project properties. And then add this library in the same
 category of the properties at the game project.

 CU,

 Michael

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Re: [android-developers] Re: Advertising opt out

2012-09-23 Thread Francisco Marzoa
You could have -or simply claim to have, since there is no way for us to 
check it- an eCPM of $200 and you will be still wrong: the problem has 
nothing to see with your eCPM, the problem is that you are clearly miss 
understanding the meaning and calculation of such metrics.


On the other hand let me make you a proposal that I did the other time:

Instead of putting an option for disabling ads, just set them DISABLED 
BY DEFAULT, and put an option for enabling them.


This way you could be sure that the 100% of people that enables the ads 
are very interested on those, so your CTR should be increased to the 
highest values ever, and so you will understand why your theory about 
higher CTR meaning higher income is fully WRONG.


Best regards,


On 09/23/2012 02:08 PM, John Coryat wrote:



I don't deny that. But who cares about CPM? If you have the same
amount of C's and less M, the R has not increased, in all likelihood.


Well, I for one care about eCPM. Ours is currently $2.43. If you have 
a better eCPM then perhaps you are right and I am wrong. On the other 
hand, there is no right or wrong, just different approaches.


-John Coryat
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Re: [android-developers] Advertising opt out

2012-09-19 Thread Francisco Marzoa
On Sep 19, 2012 8:47 AM, Rudolf Hornig rudolf.hor...@gmail.com wrote:

 I just want to throw my 2cents here...

 While the math presented here is true, you left out an interesting side
effect: Implementing an opt out can lead to higher click through rates and
higher click through rates draw higher bids from the advertisers meaning
higher revenue / click values.

Are you sure about that? Where is it written?


 The math was based on the assumption that the revenue/click value is the
same for all applications. This is not true. I have two apps apparently
with the same user base and one of them have the 4 times the CTR as the
other and the one with higher CTR brings in about 20% more revenue per
clicks.

Well, my own experience is exactly the opposite: the SAME app released
fourth months ago, over one million total installs, has had a lot of
variation on CTR, and in many cases with a higher CTR and similar absolute
clicks, I have got lower revenue. Even sometimes with a CTR very high, it
seems like I were penalized with even lower revenue per click.


 Higher bidding advertisements appear more often in apps that have higher
CTRs affectively resulting in higher revenue / click figures.

I rather like to see some solid proof on these claims.


 Now it's a different story whether allowing that 1.5% users not to show
the ads will increase your CTR noticeably... I think no, but the goodwill
might counter your small losses. It really depends on the user attitudes.

 Rudolf


 On Wednesday, September 19, 2012 12:54:35 AM UTC+2, Nathan wrote:

 Let's be civil here. No one has proposed annoying the hell out of your
users. If you do, the users will uninstall you long before they make any
sort of opt out decision.

 I can agree with several people here.

 Fran and William are right about the math. John's approach does not
bring him more revenue, and likely reduces it by a small amount. CTR and
eCPM are vanity metrics.

 Nonetheless, John's approach is reasonable if it is worthwhile to give
up a miniscule amount of revenue, in exchange for increased goodwill and
decreased support costs. I've been known to give a few refunds that were
entirely undeserved, just because I have better things to do than argue
with customers.

 But William's approach also makes sense. Let's not use words like
blackmail and hostage.  You are offering something of value, ad free use of
your app. In a free market, the user can accept the offer and pay, decide
that the ads aren't really that bad and decline, or even decide to
uninstall your app. No hostages, no blackmail. Certainly there are other
offers you could make to your users, alone or in combination. Since there
is a way to opt out of ads, albeit a paid one, reasonable people are less
likely to complain. UNreasonable people, well, they might still do that . .
.

 I am not using ads for a revenue source in anything right now.
Personally, I wouldn't take John's approach for the simple reason that I'd
never get around to implementing it. I have several hundred things on a
list that I could do to make things better for my customers: features,
usability, content, etc. I think it fair to prioritize such requests above
those things that would make life easier for the people who are unwilling
to pay, neither through accepting ads nor making a purchase.  That puts it
at the bottom of the list which means I will get to it approximately. . .
never.

 I'm not in business to please everyone. Don't get me wrong - I want
those who do purchase and use my products to have a great experience. But
you could release an app with no monetization whatsoever and it would still
get complaints. You can't expect those of us who want/need to earn revenue
to be exempt.

 Nathan

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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Francisco Marzoa
What Mark said is that you did things the standard way, users without
hard menu button will see a soft one. But if you did it another way, it
won't be shown.

So you should update your app.
On Sep 19, 2012 11:08 PM, Keith Wiley kbwi...@gmail.com wrote:



 On Wednesday, September 19, 2012 1:58:42 PM UTC-7, bob wrote:

 *Many of the latest Android devices have eliminated the hard menu key
 found on earlier hardware. Consequently, it's now the responsibility of app
 developers to include soft menu keys in their apps. *

 *
 *


 Um, forgive me, but this response seems fundamentally at odds with Mark's
 initial response.

 Which response is closer to the correct answer?  Is my app inherently
 broken on such devices or not?

 Thank you.

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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Francisco Marzoa
What's your app? Is on Google play?
On Sep 19, 2012 11:36 PM, Keith Wiley kbwi...@gmail.com wrote:

 Well, that's fair.  I'm not denying the the current release is a little
 old and targets older SDKs.  The app could certainly benefit from some
 sprucing up.  However, I wanted to verify whether the app *should*
 essentially work on modern hardware given that some users were emailing me
 saying they didn't know how to access the menus.  There's a big difference
 between saying I ought to update my app when I get a chance to keep things
 smooth and modern and saying the app is effectively broken on modern
 hardware and won't work  until I release an emergency patch to get it going
 again.

 I was just trying to get a better picture of the circumstances.  I *think*
 this discussion has cleared it up, and I *think* my app should be working
 on modern devices, albeit through an OS sidedoor meant as a temporary fix
 until older apps are updated.  I'll have to try to find a Nexus to test it
 on myself to be absolutely certain of the circumstances.

 Thanks again.

 On Wednesday, September 19, 2012 2:27:36 PM UTC-7, Fran wrote:

 What Mark said is that you did things the standard way, users without
 hard menu button will see a soft one. But if you did it another way, it
 won't be shown.

 So you should update your app.
 On Sep 19, 2012 11:08 PM, Keith Wiley kbw...@gmail.com wrote:



 On Wednesday, September 19, 2012 1:58:42 PM UTC-7, bob wrote:

 *Many of the latest Android devices have eliminated the hard menu key
 found on earlier hardware. Consequently, it's now the responsibility of 
 app
 developers to include soft menu keys in their apps. *

 *
 *


 Um, forgive me, but this response seems fundamentally at odds with
 Mark's initial response.

 Which response is closer to the correct answer?  Is my app inherently
 broken on such devices or not?

 Thank you.

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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Francisco Marzoa
Why it needs permission to call phone numbers? I rather like to try it on
my N7, but no with such permission, indeed.
On Sep 19, 2012 11:53 PM, Keith Wiley kbwi...@gmail.com wrote:

 Shead Spreet Lite.  I would also be curious about WildSpectra Mobile
 Lite.  Since they are built in very similar ways (w.r.t. the basic OS
 framework and model) I expect their menu behavior to be similar such that
 verifying with either one should inform me about both...I presume.

 Thanks a bunch!

 On Wednesday, September 19, 2012 2:47:56 PM UTC-7, Fran wrote:

 What's your app? Is on Google play?
 On Sep 19, 2012 11:36 PM, Keith Wiley kbw...@gmail.com wrote:

 Well, that's fair.  I'm not denying the the current release is a little
 old and targets older SDKs.  The app could certainly benefit from some
 sprucing up.  However, I wanted to verify whether the app *should*
 essentially work on modern hardware given that some users were emailing me
 saying they didn't know how to access the menus.  There's a big difference
 between saying I ought to update my app when I get a chance to keep things
 smooth and modern and saying the app is effectively broken on modern
 hardware and won't work  until I release an emergency patch to get it going
 again.

 I was just trying to get a better picture of the circumstances.  I
 *think* this discussion has cleared it up, and I *think* my app should be
 working on modern devices, albeit through an OS sidedoor meant as a
 temporary fix until older apps are updated.  I'll have to try to find a
 Nexus to test it on myself to be absolutely certain of the circumstances.

 Thanks again.

 On Wednesday, September 19, 2012 2:27:36 PM UTC-7, Fran wrote:

 What Mark said is that you did things the standard way, users without
 hard menu button will see a soft one. But if you did it another way, it
 won't be shown.

 So you should update your app.
 On Sep 19, 2012 11:08 PM, Keith Wiley kbw...@gmail.com wrote:



 On Wednesday, September 19, 2012 1:58:42 PM UTC-7, bob wrote:

 *Many of the latest Android devices have eliminated the hard menu
 key found on earlier hardware. Consequently, it's now the 
 responsibility of
 app developers to include soft menu keys in their apps. *

 *
 *


 Um, forgive me, but this response seems fundamentally at odds with
 Mark's initial response.

 Which response is closer to the correct answer?  Is my app inherently
 broken on such devices or not?

 Thank you.

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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Francisco Marzoa
Well, bear in mind that I was about to install the application just for
helping you for free, so I am actually not interested on it enough to read
the app description...

Anyway I realized after writing my previous message that N7 has no phone at
all, so that permission has no effect neither... so I installed the app and
it actually SHOWS the menu soft button at bottom right as expected. May be
some users are just special...
On Sep 20, 2012 12:26 AM, Keith Wiley kbwi...@gmail.com wrote:

 OYE!  We're off topic and this is a very common complaint.  People butt
 heads with me over the permissions all. the. time.  It's so frustrating.  I
 do the best I can to explain these things up front on the Android Market
 (or Google Play [worst name ever]) but the Google Play interface is not
 amenable to disseminating this kind of information efficiently.  For
 example, I offer an explanation for the various permissions right there on
 Google Play in the app description, but people don't read it anyway...and
 then they give me a hard time about the permissions even though I explained
 before they ever install the app!  I can't stand it!!! :-D
 laughing-at-the-absurdity-of-the-situation

 The app is a spreadsheet.  The ability to jump to the phone dialer was a
 specific user request (not even my idea) to enable users to tap phone
 numbers in spread sheets and jump to the dialer app to easy calling.  It's
 really quite an intuitive concept when you think about it, I thought it was
 a fantastic suggestion from a user interfaced point of view, but you
 honestly would not believe how much grief I've gotten over it.

 On Wednesday, September 19, 2012 3:09:30 PM UTC-7, Fran wrote:

 Why it needs permission to call phone numbers? I rather like to try it on
 my N7, but no with such permission, indeed.
 On Sep 19, 2012 11:53 PM, Keith Wiley kbw...@gmail.com wrote:

 Shead Spreet Lite.  I would also be curious about WildSpectra Mobile
 Lite.  Since they are built in very similar ways (w.r.t. the basic OS
 framework and model) I expect their menu behavior to be similar such that
 verifying with either one should inform me about both...I presume.

 Thanks a bunch!

 On Wednesday, September 19, 2012 2:47:56 PM UTC-7, Fran wrote:

 What's your app? Is on Google play?
 On Sep 19, 2012 11:36 PM, Keith Wiley kbw...@gmail.com wrote:

 Well, that's fair.  I'm not denying the the current release is a
 little old and targets older SDKs.  The app could certainly benefit from
 some sprucing up.  However, I wanted to verify whether the app *should*
 essentially work on modern hardware given that some users were emailing me
 saying they didn't know how to access the menus.  There's a big difference
 between saying I ought to update my app when I get a chance to keep things
 smooth and modern and saying the app is effectively broken on modern
 hardware and won't work  until I release an emergency patch to get it 
 going
 again.

 I was just trying to get a better picture of the circumstances.  I
 *think* this discussion has cleared it up, and I *think* my app should be
 working on modern devices, albeit through an OS sidedoor meant as a
 temporary fix until older apps are updated.  I'll have to try to find a
 Nexus to test it on myself to be absolutely certain of the circumstances.

 Thanks again.

 On Wednesday, September 19, 2012 2:27:36 PM UTC-7, Fran wrote:

 What Mark said is that you did things the standard way, users
 without hard menu button will see a soft one. But if you did it another
 way, it won't be shown.

 So you should update your app.
 On Sep 19, 2012 11:08 PM, Keith Wiley kbw...@gmail.com wrote:



 On Wednesday, September 19, 2012 1:58:42 PM UTC-7, bob wrote:

 *Many of the latest Android devices have eliminated the hard menu
 key found on earlier hardware. Consequently, it's now the 
 responsibility of
 app developers to include soft menu keys in their apps. *

 *
 *


 Um, forgive me, but this response seems fundamentally at odds with
 Mark's initial response.

 Which response is closer to the correct answer?  Is my app
 inherently broken on such devices or not?

 Thank you.

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Re: [android-developers] Advertising opt out

2012-09-18 Thread Francisco M. Marzoa Alonso
I see this was not only the same discussion, but also the same users:

https://groups.google.com/forum/?fromgroups=#!searchin/android-developers/CTR/android-developers/CycndZ5BH1c/1VkYuh4LlCEJ
https://groups.google.com/forum/?fromgroups=#%21searchin/android-developers/CTR/android-developers/CycndZ5BH1c/1VkYuh4LlCEJ


On 17/09/12 18:18, John Coryat wrote:
 Many developers force users to purchase something in order to remove 
 advertisements from their apps. While this may seem to be a good revenue 
 model, it tends to annoy and anger users. It has some other serious 
 consequences as well.

 One of the important metrics in calculating the CPC (Cost per Click) is the 
 CTR (Click Through Rate). A low CTR will also result in a lower CPC. By 
 forcing users to view ads that they will never click on developers actually 
 are lowering their earning potential.

 One way to raise CPC, CTR and customer satisfaction is to allow users to 
 opt out of advertising without charging them. It's not only good for 
 customer relations but also the bottom line. How many users actually pay to 
 remove ads? It has to be a very low rate compared to the number who are 
 frustrated and annoyed at seeing ads. The good will alone makes this 
 worthwhile. The real benefit is increased CPC and CTR.

 We've recently implemented AdMob advertising in our main app and have had 
 virtually no complaints at all. A couple of users have missed the several 
 places where we state that Anyone, anytime can opt out of ads and 
 contacted us. When they understand the way we've set it up, universally, 
 the former angry user is now an ecstatic one.

 In addition, we're seeing excellent CTR and eCPM (effective Cost per 
 thousand). I can't say with impunity that our opt out policy is causing the 
 high eCPM but it probably is helping.

 Consider free opt out for your advertising supported apps. It's good for 
 everyone.

 -John Coryat


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Re: [android-developers] Advertising opt out

2012-09-18 Thread Francisco M. Marzoa Alonso
What has no sense at all is to say that the higher the CTR, the higher
the income. Please, let me quote myself on this very same subject on the
third of July:

You get income for each click, whatever the CTR 
is. Please, bear in mind that the CTR is the resulting proportion of 
dividing clicks by impressions, not the other way. In other words: if 
your clicks worths one cent each one, with 1000 clicks you will get 10 
dollars, and it does not matter if the CTR, that may vary with the 
number of impressions, is 1% or 2%.

You can be sure that you will get more revenue with 100 clicks on 1
impresions (CTR=1%) than with 10 clicks on 100 (CTR=10%).

And answering to your question, the only thing that it is SURE is that
if you do not show the ads to these users, they will not click on them.
That's really a fact. But it is not sure that people who opt out were
never going to click on your ads anyway.

On the other hand, what do you actually win for putting such option in
your app? Having users that will give you 0 income installing your
application does seem to be a big deal, indeed...


Best regards,

On 18/09/12 03:36, Kristopher Micinski wrote:
 why is that?  I think it might be plausible to think that people who
 opt out were never going to click on your ads anyway...

 kris

 On Mon, Sep 17, 2012 at 9:25 PM, Francisco Marzoa fmmar...@gmail.com wrote:
 I have read this before, and it has the same sense: none.

 On Sep 17, 2012 6:20 PM, John Coryat cor...@gmail.com wrote:
 Many developers force users to purchase something in order to remove
 advertisements from their apps. While this may seem to be a good revenue
 model, it tends to annoy and anger users. It has some other serious
 consequences as well.

 One of the important metrics in calculating the CPC (Cost per Click) is
 the CTR (Click Through Rate). A low CTR will also result in a lower CPC. By
 forcing users to view ads that they will never click on developers actually
 are lowering their earning potential.

 One way to raise CPC, CTR and customer satisfaction is to allow users to
 opt out of advertising without charging them. It's not only good for
 customer relations but also the bottom line. How many users actually pay to
 remove ads? It has to be a very low rate compared to the number who are
 frustrated and annoyed at seeing ads. The good will alone makes this
 worthwhile. The real benefit is increased CPC and CTR.

 We've recently implemented AdMob advertising in our main app and have had
 virtually no complaints at all. A couple of users have missed the several
 places where we state that Anyone, anytime can opt out of ads and
 contacted us. When they understand the way we've set it up, universally, the
 former angry user is now an ecstatic one.

 In addition, we're seeing excellent CTR and eCPM (effective Cost per
 thousand). I can't say with impunity that our opt out policy is causing the
 high eCPM but it probably is helping.

 Consider free opt out for your advertising supported apps. It's good for
 everyone.

 -John Coryat

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Re: [android-developers] AS DEVELOPE ON NEXUS7

2012-09-17 Thread Francisco Marzoa
Connect an actual Nexus 7 device to your computer, and  don't forget to
enable Debug on the Nexus.
On Sep 17, 2012 11:05 PM, albeegeek a.c.cit...@gmail.com wrote:

 Hi guys! Someone can help me? I wanna know what is the mode to test the
 application create from Eclipse directly on the nexus7 whitout using AVD?

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Re: [android-developers] Re: Programmatically publishing app in GooglePlay / Way to automate???

2012-09-17 Thread Francisco Marzoa
Since everything is done through an HTTP connection, you may do some script
based on curl command line utility. But I do not see the utility of such
thing. Do you really update all your applications at same time?
On Sep 17, 2012 11:02 PM, FiltrSoft kri...@gmail.com wrote:

 This would be a very nice feature.

 On Monday, September 17, 2012 4:46:15 PM UTC-4, flohier wrote:

 Dear All,

 Publication of App to the Google play app store has massively an
 positively evolve in past 3 years.

 Part of it was the result of management of app and content payment,
 support for device configuration or integration of advertisement (all good
 goals I suppose).

 I've already released 5 apps in multiple languages now in the Market now
 and for every upgrade, it take longer and longer to submit a new revision.

 Is there a way to programmatically submit app updates at least, with a
 command line error-code that would suggest human attention for resolution?

 Thanks,


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Re: [android-developers] Advertising opt out

2012-09-17 Thread Francisco Marzoa
I have read this before, and it has the same sense: none.
On Sep 17, 2012 6:20 PM, John Coryat cor...@gmail.com wrote:

 Many developers force users to purchase something in order to remove
 advertisements from their apps. While this may seem to be a good revenue
 model, it tends to annoy and anger users. It has some other serious
 consequences as well.

 One of the important metrics in calculating the CPC (Cost per Click) is
 the CTR (Click Through Rate). A low CTR will also result in a lower CPC. By
 forcing users to view ads that they will never click on developers actually
 are lowering their earning potential.

 One way to raise CPC, CTR and customer satisfaction is to allow users to
 opt out of advertising without charging them. It's not only good for
 customer relations but also the bottom line. How many users actually pay to
 remove ads? It has to be a very low rate compared to the number who are
 frustrated and annoyed at seeing ads. The good will alone makes this
 worthwhile. The real benefit is increased CPC and CTR.

 We've recently implemented AdMob advertising in our main app and have had
 virtually no complaints at all. A couple of users have missed the several
 places where we state that Anyone, anytime can opt out of ads and
 contacted us. When they understand the way we've set it up, universally,
 the former angry user is now an ecstatic one.

 In addition, we're seeing excellent CTR and eCPM (effective Cost per
 thousand). I can't say with impunity that our opt out policy is causing the
 high eCPM but it probably is helping.

 Consider free opt out for your advertising supported apps. It's good for
 everyone.

 -John Coryat

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Re: [android-developers] Re: Advertising opt out

2012-09-17 Thread Francisco Marzoa
I agree.

Also my ratio of 'I don't like ads' complains is about one on ten thousands
or so... nothing to be worried about.

Most -and I mean MOST- of users seems to find reasonable to have ads on
free app.
On Sep 18, 2012 2:49 AM, William Ferguson william.ferguson...@gmail.com
wrote:

 Curious. I'm about to introduce the ability to make an in app purchase to
 remove all the ads.

 I get very few comments on the fact the app contains ads, perhaps because
 it's always had them and I;ve been very up front in the market description
 about how it's funded.

 I get about the same number of comments from people complaining about ads
 as I do from those who rave about the game and say they would have been
 happy to have paid for it with some offering to donate. So I thought I'd
 combine the two and give those who want to throw a couple of dollars my way
 a easy means and offer to take away the ads for the same coin.

 On the Ad metrics, reducing the number of ad requests to increase the CPC
 or eCPM doesn't increase (or even affect) the revenue. It just makes those
 numbers look better.

 William
 https://play.google.com/store/apps/details?id=au.com.xandar.jumblee


 On Tuesday, September 18, 2012 2:18:13 AM UTC+10, John Coryat wrote:

 Many developers force users to purchase something in order to remove
 advertisements from their apps. While this may seem to be a good revenue
 model, it tends to annoy and anger users. It has some other serious
 consequences as well.

 One of the important metrics in calculating the CPC (Cost per Click) is
 the CTR (Click Through Rate). A low CTR will also result in a lower CPC. By
 forcing users to view ads that they will never click on developers actually
 are lowering their earning potential.

 One way to raise CPC, CTR and customer satisfaction is to allow users to
 opt out of advertising without charging them. It's not only good for
 customer relations but also the bottom line. How many users actually pay to
 remove ads? It has to be a very low rate compared to the number who are
 frustrated and annoyed at seeing ads. The good will alone makes this
 worthwhile. The real benefit is increased CPC and CTR.

 We've recently implemented AdMob advertising in our main app and have had
 virtually no complaints at all. A couple of users have missed the several
 places where we state that Anyone, anytime can opt out of ads and
 contacted us. When they understand the way we've set it up, universally,
 the former angry user is now an ecstatic one.

 In addition, we're seeing excellent CTR and eCPM (effective Cost per
 thousand). I can't say with impunity that our opt out policy is causing the
 high eCPM but it probably is helping.

 Consider free opt out for your advertising supported apps. It's good for
 everyone.

 -John Coryat

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Re: [android-developers] Massive unistalls starting Sept 6

2012-09-16 Thread Francisco Marzoa
They have had problems with stats on September, but normally what happens
is that they are not updated, not massive uninstalls... I didn't experiment
such problem at least.
El 16/09/2012 20:45, Jaxily jacobrjohn...@gmail.com escribió:

 Has anyone experienced lots of uninstalls across many apps, hope this is a
 problem with the stats in google.

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Re: [android-developers] ANDROID - FORMATOS NUMÉRICOS EN SQLITE

2012-09-12 Thread Francisco Marzoa
El separador de miles es diferente en inglés y en español y otros idiomas.
Seguro que esa es la fuente del problema.
El 12/09/2012 23:05, rafita rafadea...@gmail.com escribió:


 Tengo un problema con el formatos numéricos. He creado una base de datos
 donde guardo coordenadas de latitud y longitud. En principio solo se
 guardaban 6 dígitos, por lo que vi, al contener un punto solo deja guardar
 esos 6 dígitos. si Introduzco una cifra de más dígitos sin punto, todo va
 bien. Finalmente conseguí guardar más de 6 dígitos cambiando el formato
 numérico

  DecimalFormat df = new DecimalFormat();
  df.applyPattern(##.);
  df.setGroupingUsed(true);
  lati = df.format(latit);

 En principio todo bien, se guardan las coordenadas, lo único que cambia el
 punto por una coma, pero ya me va bien. El PROBLEMA és el siguiente, a ver
 si alguien puede echarme un cable.

 La aplicación que estoy haciendo tienes varios idiomas, los he definido en
 diferentes carpetas de values, siendo el idioma por defecto inglés. Pues
 bien, cuando ejecuto la aplicación, se guardan bien los datos, es decir,
 con todos los dígitos, excepto en inglés, he revisado el código y no veo el
 porqué. Entiendo que no debería afectar, por si acaso he cambiado de nombre
 las variables que usaba. Pero no encuentro la solución.






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Re: [android-developers] Lost Password of Keystore

2012-08-05 Thread Francisco Marzoa
On Aug 4, 2012 6:53 PM, John Coryat cor...@gmail.com wrote:

 Let this be a lesson to EVERYONE:

 Send yourself an e-mail with the keystore attached and include your
password,

Thats crazy. Your mail message may pass through several untrusted routers
so a lot of people may have access to both, the keystore and the unlock
password.

or at least use a password YOU CAN REMEMBER!!! That way it's stored in the
cloud.

 Pretty simple. There's no need to make this difficult. The cost of losing
your keystore or password is incredibly high.

 -John Coryat

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[android-developers] How to deal with random hangs without stack dump?

2012-07-31 Thread Francisco M. Marzoa Alonso
Hi there,

I am facing some random hangs without neither stack dump or force
close message. My app is simply closed without no message about. I am
even using critercism for reporting crashes, but in these situations
there is even no report.

My guess is that something is crashing below Dalvik, at native level, so
the VM has no chance to handle it.

I have been able to reproduce these on my SGS2, but could not get any
valuable information about. It occurs randomly, though I suspect of
SoundPool. I have been able to run the app for more than an hour with
sound disabled without crashing. But the problem is that after that, I
have had it running for more than an hour also with sound enabled... so
my theory about soundpool is a bit weak.

Anyway it used to crash always when it should make a sound, so I do not
discard the problem is still on the SoundPool anyway, but given its own
random nature it is very difficult to determine why and thus find a
reliable workaround.

I am about to fully remove soundpool from my app and use mediaplayer
instead to see if there is some improvement, but in any case I rather
like to know how other developers deals with these random crashes, and
if there is some way of debug them through Eclipse and ADB tools at
least to be more closed to the source of the problem.

Best regards,

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[android-developers] How to deal with random hangs without stack dump?

2012-07-31 Thread Francisco M. Marzoa Alonso
Hi there,

I am facing some random hangs without neither stack dump or force
close message. My app is simply closed without no message about. I am
even using critercism for reporting crashes, but in these situations
there is even no report.

My guess is that something is crashing below Dalvik, at native level, so
the VM has no chance to handle it.

I have been able to reproduce these on my SGS2, but could not get any
valuable information about. It occurs randomly, though I suspect of
SoundPool. I have been able to run the app for more than an hour with
sound disabled without crashing. But the problem is that after that, I
have had it running for more than an hour also with sound enabled... so
my theory about soundpool is a bit weak.

Anyway it used to crash always when it should make a sound, so I do not
discard the problem is still on the SoundPool anyway, but given its own
random nature it is very difficult to determine why and thus find a
reliable workaround.

I am about to fully remove soundpool from my app and use mediaplayer
instead to see if there is some improvement, but in any case I rather
like to know how other developers deals with these random crashes, and
if there is some way of debug them through Eclipse and ADB tools at
least to be more closed to the source of the problem.

Best regards,

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Re: [android-developers] No Android in the preferences panel

2012-07-31 Thread Francisco Marzoa
You have better chances of find help on such issue on Eclipse ADT forum.

Best regards,
El 31/07/2012 08:18, Miky Papa papam...@gmail.com escribió:

 Hi!

 I'm very upset as I am a new Android developer and i've installed Eclipse,
 ADT SDK several times.
 I've been using Eclipse Indigo for a while on a Mac. As the emulater got
 slower and slower every day I've decided to cancel the device and update
 the tools. Then I've updated Eclipse too. Me stupid!
 Eclipse blowed up with an error (something about an incompatibility or
 something). It wasn't possible to start it.
 Well I've cancelled Eclipse and SDK directory and installed everythig from
 the beginning. No errors. Eclipse restarted itself but I cannot find
 Android in the Preference Panel. There is no icon for Andoid on the Tool
 bar also.

 Can anyone help me? Maybe I should install a previous version. I've
 installed the very last SDK (20) and Eclipse Classic Juno (maybe 4). I've
 tried even Eclipse for mobile.
 Is there an Eclipse error log to check why it's not loading the plugin?

 Thanks,
 Miky

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Re: [android-developers] Timeout

2012-07-30 Thread Francisco Marzoa
Hi,

Could you paste the exact error message?

Regards,
El 29/07/2012 21:44, Karlos Aizpurua karlos6aizpu...@gmail.com escribió:

 Hello!

 I'm a beginner so forgive me for my lack of knowledge.

 I've done a simple App in Eclipse: However, when I run it both on the
 smulator and my phone I get timeout errors. I've changed de ADB connection
 timeout (up to 300seconds) nothing improves though.

 What can I do?

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Re: [android-developers] APKs different with the same source code

2012-07-30 Thread Francisco Marzoa
Hi,

You will need to use a different package name for each app version, so you
need to make a few changes in the code in each.

Best way to achieve this is to use a library project to share all then
common code. Read on Android Developers docs about these.

Regards,
El 29/07/2012 21:39, ansj tw ans...@gmail.com escribió:

 I have a doubt, to do to compile for different APKs with the same source?
 Example: the first is named app01 with a particular theme, and the second
 is named app02 with another theme.
 Have researched some thing in the Manifest, but could not solve ...
 Can anyone help me?


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Re: [android-developers] Warning at hello world program

2012-07-30 Thread Francisco Marzoa
If you do not care about l10n, you can just ignore it. Also I think you can
configure lint to not warn on such issues.
El 29/07/2012 21:39, Edlialbanian edlialban...@gmail.com escribió:

 Hi guys i'm new here and i'm getting a warning i my firt app .
 I get thir error
 [I18N] Hardcoded string Welcome, should use @string resource

 what should i do ??

 thanks in advance

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Re: [android-developers] Help please-new android app suck - the target API is empty

2012-07-30 Thread Francisco Marzoa
Send your question to a phonegap forum if any, or contact phonegap support.
El 29/07/2012 21:44, kaitama3 itamarkal...@gmail.com escribió:

 Hi,

 I start to develope app for android with phonegap.com
 I created a new project and choose new android application
 when i fill the app name i also need to choos an terget API,

 but i can't becouse its empty, what should i do ?
 i can't click in next.

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Re: [android-developers] Why do I need a MotoDev login to install sdk?

2012-07-30 Thread Francisco Marzoa
Do not install those and problem solved.
El 29/07/2012 21:44, huygir huy...@gmail.com escribió:

 I was wondering the same thing (obviously I was very out of date on SDK
 updates).

 This does not really answer the question... why in the world would
 Motorola restrict access to their emulators such that apps cannot be easily
 validated for their phones?  I am not going to create yet another dev
 account just so I can download their stuff - if they want my apps to work
 on their devices then make it publicly accessible.

 Just another reason to dislike Droids... go Samsung.

 On Monday, January 16, 2012 7:16:23 AM UTC-5, Mark Murphy (a Commons Guy)
 wrote:

 That should only be needed for the emulator images and such from
 Motorola Mobility. If you do not have a MOTODEV login and do not wish
 to obtain one, uncheck those items in the SDK Manager before clicking
 the Install packages... button.

 On Fri, Jan 13, 2012 at 6:10 PM, JeffH dunde...@gmail.com wrote:
  Newbie installing sdk, running the update, I was prompted for my
  MOTODEV login and it appears that I had to have it to continue.  What
  is up with that?
 
  Best,
 
  Jeff
 
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Re: [android-developers] Storing an array of floats in SD Card

2012-07-29 Thread Francisco Marzoa
You can use Float.toString to convert these values into strings so you can
write them into a regular text file, one by line or using some separator
(i.e. 1.13:3.1416:8:...) You can load them further and convert again to
float using Float.parseFloat.

If you care a lot about speed and storing space, then you will need to dump
the raw array to a file using a binary steam.
El 26/07/2012 08:38, sterva7 esther.vasi...@gmail.com escribió:

 Hi,

 I'd like to save an array of floats to the sdcard so later I can add it to
 my resource files to read it on my [other] application. Let's say it will
 be an array of 5000 floats. Can I do this? How? Is there any example I can
 use?

 Thanks!

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Re: [android-developers] Goiogle Play - Dev Console not updating since July 25

2012-07-29 Thread Francisco Marzoa
Same problem here. It seems to be solved after sending a support request,
though stats numbers for these days seems to be lost.
El 28/07/2012 18:02, Kaptkaos kaptkao...@gmail.com escribió:

 I was wondering if anyone else was seeing this. When I check my dev
 console there are now stats for my apps after July 25. Is there a problem
 with Google Play or did I miss a memo? Thanks!

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Re: [android-developers] Re: Goiogle Play - Dev Console not updating since July 25

2012-07-29 Thread Francisco Marzoa
Thats not true, indeed. The original subject was clear about the starting
date of the problem.
El 29/07/2012 08:31, Zsolt Vasvari zvasv...@gmail.com escribió:

 It skipped one day, the 26th.  Back on 27th.  No big deal, the OP makes it
 sounds like it hasn't updated for weeks.

 On Sunday, July 29, 2012 1:34:53 AM UTC+8, FiltrSoft wrote:

 sorry, meant hasn't

 On Saturday, July 28, 2012 12:00:46 PM UTC-4, Kaptkaos wrote:

 I was wondering if anyone else was seeing this. When I check my dev
 console there are now stats for my apps after July 25. Is there a problem
 with Google Play or did I miss a memo? Thanks!

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[android-developers] buscador tipo google --- search engine google-like

2012-07-26 Thread Francisco José Delgado
Buenos días.
Estoy desarrollando una aplicación en la que guardo en base de datos 
registros con cierta información. Me gustaría tener un buscador tipo 
google, es decir, que elimina de la búsqueda artículos, preposiciones,..., 
que pueda buscar sinónimos, tiempos verbales, plural-singular, ... 
... o por lo menos algunas de estas funcionalidades.

¿me podéis ayudar?
Un saludo,
Francisco J.
--- in 
english 
--
Good morning.
I am developing an application in which I keep in database records with certain 
information. I would like a search engine google-like, ie it eliminates 
Search articles, prepositions, ..., you can bucar synonyms, verb tenses, 
plural-singular, ...
... or at least some of these functionalities.

Can you help?
Best regards,
Francisco J.

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Re: [android-developers] Getting android device Information

2012-07-26 Thread Francisco M. Marzoa Alonso
AFAIK there is no way you could be sure that you are in front of a table
or a phone (or a TV). Bear in mind that in the future there may be even
other different device types.

You better rely on screen density and/or resolution to calculate the
font size. That's what I do on my last casual game -still unpublished-.

So, if you use a size of 10 for an screen that is 800 pixels height, you
may use a size of 20 for an screen that is 1600 pixels height.

So you can do something like:

realFontSize = (getWindowManager().getDefaultDisplay().getHeight() * 10)
/ 800

Anyway I think it should be a more straightforward native way to do this
in most cases using dp or so, but I am not sure about.

Hope a more advanced Android developer could give you a better answer,
but in the meantime you can use that code as a workaround.

Regards,



On 26/07/12 13:07, |-NK-| wrote:
 Hi

 I am developing an application that can be used on android phone and
 tablets.

 I have a UI on which I need to generate buttons on screen dynamically.

 I set font size of these buttons to 10 for phone devices, and it
 looked fine.
 But when I ran same for Tablet , the font was small and the buttons
 size too.

 I am using same class for handling UI on both tablet and phone, but
 using different layout xml files for tablet and phone.

 How can I find out which device am I using, so that I can set the
 button properties depending upon devices.

 I need to do something similar to this

 int size;
 if(device == Tablet)
 {
 size = 20;
 }
 else if(device == phone)
 {
size = 10;
 }


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Re: [android-developers] mono for android

2012-07-26 Thread Francisco M. Marzoa Alonso
Hi,

When I started Android development, just three months ago, I have more
knowledge on C# than in Java -I used Java about more than 15 years ago,
while I have been doing things in C# just until one year ago or so-, and
given this experience I think that is better to learn Java than trying
to use C# for Android development.

Best regards,


On 26/07/12 10:00, goran gg wrote:
  I am not familiar with java  but c#
 I track discussion here like silent viewer .It is very interesting.
 Please, forgive me for question :
 After years of C# , development mobile software is logical cream
 (ice cream like Mono 4 ). So using C#, SQL and  xaml at same and different
 environment at the  same time is great .Platform is not to mach required
 unlike
 Windows Phone.
 After one mount looking  vs 2010 ultimate c# linq XAML
  and sign  keytool,jarsigner.. zipalign superbly
 problem: required not evolution version for applay on device.
 whether you use MONO for android ?
 whether are all use shipped version ?
 thank for you time .


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Re: [android-developers] Re: Do we need images for all versions HDPI , MDPI , LDPI

2012-07-26 Thread Francisco Marzoa
Also another point is the image to be scaled I itself. Some images may lost
important details when scaled down while others won't do it.

Photographs should scale down very will in most cases, but images generated
by 2D design sometimes won't. For example, if you draw an straight line too
thin that it's important for the design, it may disappear when scaling
down. The same may occur with thin strokes. In these cases the unique
approach is to export the image as a bitmap several times at different
resolutions.
On Jul 24, 2012 1:08 PM, Mark Murphy mmur...@commonsware.com wrote:

 On Tue, Jul 24, 2012 at 3:08 AM, Dianne Hackborn hack...@android.com
 wrote:
  In this case providing the different densities
  yourself is pretty much entirely a performance optimization -- the
 platform
  doesn't need to do the scaling at runtime when loading your resources.

 It's also a bit of a quality-control optimization. Different scaling
 algorithms give different results, and it stands to reason that
 Android's will be optimized more for space/time than would, say, all
 of Photoshop's. Plus, Android's scaling algorithms might change over
 time (or conceivably be modified by OEMs) -- scaling them yourself
 puts *you* in control over the final image look and feel. While that
 may be overkill for many apps, there will be some whose designers want
 that level of control.

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

 _The Busy Coder's Guide to Android Development_ Version 3.8 Available!

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Re: [android-developers] Problem getting id of a resource when using a Library project

2012-07-25 Thread Francisco Marzoa
Please, stop asking your questions into every f*cking thread even when it
has nothing to see.
On Jul 24, 2012 2:09 PM, Meena Rengarajan meenasoft...@gmail.com wrote:

 How do i wanna capture an Audio in Android please help me .. I am beginner
 can anyone help me ? Programmatically i shoud do some operations like Play,
 Stop, Record and Save ..


 On Tue, Jul 24, 2012 at 5:36 PM, Meena Rengarajan 
 meenasoft...@gmail.comwrote:

 How do i wanna capture an Audio in Android please help me .. I am
 beginner can anyone help me ?


 On Tue, Jul 24, 2012 at 5:26 PM, Francisco M. Marzoa Alonso 
 fmmar...@gmail.com wrote:

 Hi Mark,

 I did not read your answer, that was the point, but using directly the
 main project package name creates a new problem. See my other answer for
 the solution I finally reach.

 Thank you very much,



 On 24/07/12 13:06, Mark Murphy wrote:
  On Tue, Jul 24, 2012 at 6:53 AM, Francisco M. Marzoa Alonso
  fmmar...@gmail.com wrote:
  I am facing problems getting the id of a resource by name when using a
  library project:
 
  int resId = context.getResources().getIdentifier(myresname,
  drawable, net.iberdroid.mygamecore);
 
  It seems like this always returns 0 when using the project as a
 library,
  but it were working flawlessly while it was an standalone project.
 
  net.iberdroid.mygamecore is where those resources resides, and in fact
  they are there.
 
  That code is even executed within the library project package, not
 from
  the android project that links it.
 
  Any ideas?
  Have you tried using the package name of the main project, instead of
  the library?
 

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Re: [android-developers] Problem getting id of a resource when using a Library project

2012-07-25 Thread Francisco Marzoa
You are spamming a thread that I started answering to my own question with
your ones, that has nothing to see with the thread, so you are the one that
disturbs in first place on others business.

You better first learn basics on good manners and netiquette before go
beyond with Android.
On Jul 25, 2012 12:02 PM, Meena Rengarajan meenasoft...@gmail.com wrote:

 At fmmar...@gmail.com :- hello, mind your words -- I am new to
 the android . If you wish tell otherwise do your own job .. Others will
 help a lot !

 On Wed, Jul 25, 2012 at 3:26 PM, Francisco Marzoa fmmar...@gmail.comwrote:

 Please, stop asking your questions into every f*cking thread even when it
 has nothing to see.
 On Jul 24, 2012 2:09 PM, Meena Rengarajan meenasoft...@gmail.com
 wrote:

 How do i wanna capture an Audio in Android please help me .. I am
 beginner can anyone help me ? Programmatically i shoud do some operations
 like Play, Stop, Record and Save ..


 On Tue, Jul 24, 2012 at 5:36 PM, Meena Rengarajan 
 meenasoft...@gmail.com wrote:

 How do i wanna capture an Audio in Android please help me .. I am
 beginner can anyone help me ?


 On Tue, Jul 24, 2012 at 5:26 PM, Francisco M. Marzoa Alonso 
 fmmar...@gmail.com wrote:

 Hi Mark,

 I did not read your answer, that was the point, but using directly the
 main project package name creates a new problem. See my other answer
 for
 the solution I finally reach.

 Thank you very much,



 On 24/07/12 13:06, Mark Murphy wrote:
  On Tue, Jul 24, 2012 at 6:53 AM, Francisco M. Marzoa Alonso
  fmmar...@gmail.com wrote:
  I am facing problems getting the id of a resource by name when
 using a
  library project:
 
  int resId = context.getResources().getIdentifier(myresname,
  drawable, net.iberdroid.mygamecore);
 
  It seems like this always returns 0 when using the project as a
 library,
  but it were working flawlessly while it was an standalone project.
 
  net.iberdroid.mygamecore is where those resources resides, and in
 fact
  they are there.
 
  That code is even executed within the library project package, not
 from
  the android project that links it.
 
  Any ideas?
  Have you tried using the package name of the main project, instead of
  the library?
 

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Re: [android-developers] How to put ads in live wallpapers?

2012-07-25 Thread Francisco Marzoa
I'm afraid it would not have many installs...
On Jul 25, 2012 7:23 PM, FiltrSoft kri...@gmail.com wrote:

 Yea, but what if the live wallpaper is nothing but a big rotating ad?
 That's gold!

 http://www.filtrsoft.com/

 On Wednesday, July 25, 2012 1:10:12 PM UTC-4, Dianne Hackborn wrote:

 Mixing live wallpapers with attempts at advertising seems like a terrible
 idea to me.  Have you considering instead trying something like in-app
 billing to allow users to unlock features in your app?

 On Wed, Jul 25, 2012 at 6:12 AM, MobileVisuals 
 eyv...@astralvisuals.comwrote:

 Is there any other way to advertise in live wallpapers than push
 notifications? My company is using push notifications. This pays off well,
 but it also results in some bad reviews.I got this suggestion from another
 company:

 o Create a welcome page (name of the company, some app’s information)

 o Call for a Full screen ad with go and skip button

 o The go button will generate a click and transfer the user to the add

 o The skip button will transfer the user to your app to continue the app
 experience.

 Would this really work when the wallpaper is set as the current live
 wallpaper? The user doesn't want to press a button every time the screen is
 woken up?

 Does anyone have any other idea of how to put ads in live wallpapers?

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 answer them.

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[android-developers] Problem getting id of a resource when using a Library project

2012-07-24 Thread Francisco M. Marzoa Alonso
Hi there,

I am facing problems getting the id of a resource by name when using a
library project:

int resId = context.getResources().getIdentifier(myresname,
drawable, net.iberdroid.mygamecore);

It seems like this always returns 0 when using the project as a library,
but it were working flawlessly while it was an standalone project.

net.iberdroid.mygamecore is where those resources resides, and in fact
they are there.

That code is even executed within the library project package, not from
the android project that links it.

Any ideas?

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[android-developers] Re: Problem getting id of a resource when using a Library project

2012-07-24 Thread Francisco M. Marzoa Alonso
I found a solution, but it is a bit weird and since I use a library for
not making repetitive changes on different versions of same game
(tipically free and pay versions), also a bit annoying.

In this context, net.iberdroid.mygamecore is the Library Project shared
by payment and free versions, and net.iberdroid.gamefree and
net.iberdroid.gamepro are the Android Projects for free and pay versions
of the game.

If I change the package name on the previous code by
net.iberdroid.gamefree it works fine. But the problem is that that
code is within the library, and will be used also by
net.iberdroid.gamepro, so putting the package name of the free version
will broken the pay one and viceversa.

So if I want to still share that code within the library, I will need to
get the package name of the project dinamically. So this will do the trick:

|public static int getDrawableId(String dname) {
String pn = context.getPackageName();
int resId = context.getResources().getIdentifier(dname, drawable, pn);
return resId;
}

|


On 24/07/12 12:53, Francisco M. Marzoa Alonso wrote:
 Hi there,

 I am facing problems getting the id of a resource by name when using a
 library project:

 int resId = context.getResources().getIdentifier(myresname,
 drawable, net.iberdroid.mygamecore);

 It seems like this always returns 0 when using the project as a library,
 but it were working flawlessly while it was an standalone project.

 net.iberdroid.mygamecore is where those resources resides, and in fact
 they are there.

 That code is even executed within the library project package, not from
 the android project that links it.

 Any ideas?


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Re: [android-developers] Problem getting id of a resource when using a Library project

2012-07-24 Thread Francisco M. Marzoa Alonso
Hi Mark,

I did not read your answer, that was the point, but using directly the
main project package name creates a new problem. See my other answer for
the solution I finally reach.

Thank you very much,



On 24/07/12 13:06, Mark Murphy wrote:
 On Tue, Jul 24, 2012 at 6:53 AM, Francisco M. Marzoa Alonso
 fmmar...@gmail.com wrote:
 I am facing problems getting the id of a resource by name when using a
 library project:

 int resId = context.getResources().getIdentifier(myresname,
 drawable, net.iberdroid.mygamecore);

 It seems like this always returns 0 when using the project as a library,
 but it were working flawlessly while it was an standalone project.

 net.iberdroid.mygamecore is where those resources resides, and in fact
 they are there.

 That code is even executed within the library project package, not from
 the android project that links it.

 Any ideas?
 Have you tried using the package name of the main project, instead of
 the library?


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Re: [android-developers] bevel text

2012-07-23 Thread Francisco Marzoa
AFAIK there is no straightforward way to do that. You usually need to draw
the stroke and the inner fill in two steps. There are several examples on
stackoverflow.
On Jul 23, 2012 5:17 PM, bob b...@coolfone.comze.com wrote:

 Is there an easy way to dynamically bevel text on Android?

 I want to take something like this and bevel it:

 http://postimage.org/image/9fv2y5kir/

 Thanks.

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Re: [android-developers] open database mysql files in android using intent

2012-07-19 Thread Francisco M. Marzoa Alonso
Explain it better. You didn't even tell where these files are stored or how
do you access them.
El 19/07/2012 11:09, Laras ervhint.hun...@gmail.com escribió:

 hi all, i have database and using mysql, in my database i store files, but
 only the file path, the file it self was moved to the folder i made...
 my problem in here, i want to open the file (that stored in database) in
 android using intent, i was trying so long but doesn't get any idea, or
 site that can help me...
 anybody can help me...or if my question is too hard to understand, at
 least reply, so i can explain it for more...

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Re: [android-developers] Re: Forcing lower resolution drawables on phones with big screens and small RAM

2012-07-19 Thread Francisco M. Marzoa Alonso
I used to use BitmapFactory.decodeStream for creating Bitmaps from raw
assets.

Just guessing, may be you can load each bit map, show it in the fly, and
recycle it before loading next one.
El 19/07/2012 04:12, Matt Schoen mtsch...@gmail.com escribió:

 Drat.

 I was able to get this to work, but now it just always runs out of
memory!  I guess this method is less memory-efficient?  Here's the code
being executed:

 for(int i = 0; i  total_animation_length; i++)

 imageResources[i] =
Drawable.createFromResourceStream(context.getResources(), new TypedValue(),
context.getAssets().open(flame_high/ + String.format(file_name, i)),
test);


 On Wednesday, July 18, 2012 6:09:46 PM UTC-4, Fran wrote:

 Use they Assets folder instead. Take a look on AssetManager docs.

 El 17/07/2012 22:00, Matt Schoen mtsch...@gmail.com escribió:

 Unfortunately I've already done your last suggestion.  The images are
pretty small already.  I'm still not convinced that the streaming would
work.  For one thing, the flicker loops, and for another, the range of
frames changes quite often.  For example:

 If the phone starts upright, we play images 90, 91, 92, 93, 94, 95, 90,
91...

 Then, if you til it, it'll be like 90, 91, 92, 80, 81, 82, 60, 61, 62,
40, 41, 120, 121, 140, 141...
 ^
^   ^  ^^

 The carats signify where the accelerometer value has changed so that
the first frame is different.  This happens quite frequently (to make for
a smooth bend) and is completely unpredictable.  As far as I can tell,
we'd always get a hiccup when the accelerometer value changed.

 I'm really hoping that I can do what I was originally asking for.  It
seems so simple to just force the loading of a different set of drawables.

 If I wanted to load the images some other way (not through the
drawables folder) how could I do that?

 On Tuesday, July 17, 2012 12:48:48 PM UTC-4, Nobu Games wrote:

 You still could go with the streaming idea. At any given time you
would have a fixed size amount of frames in memory (let's say 15 bitmaps,
just as an example). As the animation progresses you need to load the next
batch and discard older ones. In order to prevent loading hickups you could
proceed as follows:
 Your window of animation bitmaps has 15 items.
 As the animation counter reaches item #6 you would recycle the last 5
ones and load the next 5 ones that come after item #15
 Loading needs to be done in a background thread (AsyncTask)

 Of course you'd need to add special logic for your case, like allowing
to loop a certain amount of animation frames and starting playback from any
point of the sequence and so on. But this could be done with a fixed size
window of frames.

 I think that's the only sane way to do that based on that huge bitmap
sequence and you could even adjust the window size according to the
available memory. Play around with these numbers in order to get the best
result for your animation.

 By the way, I would just animate the flame itself and use a single,
static bitmap for the lighter. That way you could use a low-resolution
bitmap sequence of the flame and scale it up on devices with less memory.
Lights and shadows could be faked in real time, too, by drawing overlays on
the view's canvas.

 Maybe you can get away with that solution and don't need to implement
a streaming technique.


 On Tuesday, July 17, 2012 9:28:59 AM UTC-5, Matt Schoen wrote:

 Hey, thanks for the reply.

 I guess I should have explained more clearly.  This is a lighter
type animation, which responds to accelerometer input.  The flame flickers
(plays from a start frame on a short loop) and when you tilt the phone, the
start frame is swept through an animation of the flame bending from one
side to another.

 Because of this, I'm not sure I could really stream anything since
I might need any one frame of the animation at any point.  It just occurred
to me that maybe I could store only half the frames and flip them in
software (currently the flip is just rendered into the animation).

 This is why I'm just using a big image sequence (about 150 frames) as
drawables.  Any advice?

 On Saturday, July 14, 2012 12:26:13 PM UTC-4, Nobu Games wrote:

 How many items are in your animation list? If it is really, really
huge I'd add some streaming logic to your animation player, so older
frames get recycled while future frames are loaded in the background. That
way you have absolute control over a moving window of frames and you could
size that window according to the available amount of free memory. You
wouldn't risk OOM crashes on any device with that technique.

 Alternatively you could create a video based on your frames and play
that one back instead.


 On Friday, July 13, 2012 10:54:46 PM UTC-5, Matt Schoen wrote:

 Hey there,

 I've tried to find info on this, but it seems like a pretty
esoteric case.  I'll admit that I'm probably completely off-base to start,
but the app is 99% 

Re: [android-developers] Is possible to change required features once the apk was published?

2012-07-19 Thread Francisco M. Marzoa Alonso
I assume you are talking about Google Play, and what you mean is that in
your AndroidManifest.xml file you put wrong requirements.

In that case, I am afraid you need to publish a new version of your apk
file with those requirements corrected, because Google Play gets those
from the apk itself and there is no way you can change the uploaded apk
contents.

Usually your users will be either updated automatically if they choose
it when they installed the application before, or notified about the
existing update so they can decide whether to update to the new version.

Regards,


On 19/07/12 09:55, geoslab wrote:
 I made a mistake while selecting the required features of my app in my 
 Developer Console. The consequence is that some devices are not supported 
 now.
 Is possible to change required features once the apk was published? 
 Obviously, I wouldn't want generate a new version that would force users to 
 download it.

 Thanks!
 Juan. 



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Re: [android-developers] Re: Someone stole my sound effects

2012-07-19 Thread Francisco M. Marzoa Alonso
Well, if it were so easy the other guy could have recorded them by himself
instead of stole others work.

It depends on which birds and where. Is also rather difficult  to find the
place and time to record some of them and also avoiding other noises.

I would complain to Google at least. It is free.
El 18/07/2012 23:37, bob b...@coolfone.comze.com escribió:

 I would say don't do anything.  The fact is there are birds outside giving
 away sounds for free.  It's time to find a new niche.



 On Wednesday, June 27, 2012 1:18:40 AM UTC-5, kekzilla wrote:

 Sorry if this isn't the right spot.

 I have an app on the market place (currently #1) it is a collection of
 bird sounds. About half of them are mine and half are public domain.
 There's a new app on the market that is in 3rd place. The guy basically
 took my apk file and took the sounds out and put them in his. I don't care
 about the public domain sounds, but the others I spent a while creating.
 This isn't big time, but it is annoying. I was under the impression that
 the work becomes copyright when it is created, but I have no proof that I
 made any of them except that my app has been up since Feb. and his just
 came up this month. Can I do anything? I thought about filling out the
 google trademark form but I have no proof except my app is older.

 Anyone have experience with this? or should I just  forget about it. I'm
 looking for a way to prevent him from stealing any new sounds I create, but
 I am still new to app creation/programming.

 Thanks

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Re: [android-developers] sqlite database growing

2012-07-19 Thread Francisco M. Marzoa Alonso
Afaik there is no explicit limit, so it can grow while there is space on
the device.
El 19/07/2012 11:09, Atul Darne atulmaharash...@gmail.com escribió:

 Hi,

 I have an app, which stores its data to sqlite db, and it keeps growing as
 i insert records, i would like to know how much is the max limit for which
 i can use db ?

 is size will matter?

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Re: [android-developers] Android Development Issues

2012-07-19 Thread Francisco M. Marzoa Alonso
You will have better chance of getting an useful answer on that issue in
Eclipse ADT forum.
El 19/07/2012 11:09, Riftwalker ercf...@gmail.com escribió:

 Hello,

 I have been trying to get into android development and I have experience
 programming with Java, so it's not too beyond what I already know. The
 issues I'm having are with getting Eclipse to work correctly for me. I
 installed all the necessary android additions to eclipse and downloaded the
 sdk etc just like every tutorial says. However, whenever I try to create a
 project, eclipse seems to be adding extra files that make it so I can never
 get the application, even the simple Hello Android style ones to work on
 an emulator. And when I try to simply import a completed project, a lot of
 times it won't run on an emulator and I can never get the project exported
 with a signature to see if I could transfer it to an extra android phone I
 have that I was planning on using for application development. My computer
 I am attempting this on is a macbook pro running OS X 10.6.8.

 Does anyone have any suggestions on anything? Every tutorial I look at
 (and I've looked at many) and attempt, ends up not working and I follow
 every step just as they say. It's really frustrating to try to get into
 android programming and not even get the simple Hello World style of
 program to work. Thanks.

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Re: [android-developers] Re: Forcing lower resolution drawables on phones with big screens and small RAM

2012-07-18 Thread Francisco M. Marzoa Alonso
Use they Assets folder instead. Take a look on AssetManager docs.
El 17/07/2012 22:00, Matt Schoen mtsch...@gmail.com escribió:

 Unfortunately I've already done your last suggestion.  The images are
 pretty small already.  I'm still not convinced that the streaming would
 work.  For one thing, the flicker loops, and for another, the range of
 frames changes quite often.  For example:

 If the phone starts upright, we play images 90, 91, 92, 93, 94, 95, 90,
 91...

 Then, if you til it, it'll be like 90, 91, 92, 80, 81, 82, 60, 61, 62, 40,
 41, 120, 121, 140, 141...
 ^   ^
   ^  ^^

 The carats signify where the accelerometer value has changed so that the
 first frame is different.  This happens quite frequently (to make for a
 smooth bend) and is completely unpredictable.  As far as I can tell, we'd
 always get a hiccup when the accelerometer value changed.

 I'm really hoping that I can do what I was originally asking for.  It
 seems so simple to just force the loading of a different set of drawables.

 If I wanted to load the images some other way (not through the drawables
 folder) how could I do that?

 On Tuesday, July 17, 2012 12:48:48 PM UTC-4, Nobu Games wrote:

 You still could go with the streaming idea. At any given time you would
 have a fixed size amount of frames in memory (let's say 15 bitmaps, just as
 an example). As the animation progresses you need to load the next batch
 and discard older ones. In order to prevent loading hickups you could
 proceed as follows:

- Your window of animation bitmaps has 15 items.
- As the animation counter reaches item #6 you would recycle the last
5 ones and load the next 5 ones that come after item #15
- Loading needs to be done in a background thread (AsyncTask)

 Of course you'd need to add special logic for your case, like allowing to
 loop a certain amount of animation frames and starting playback from any
 point of the sequence and so on. But this could be done with a fixed size
 window of frames.
 I think that's the only sane way to do that based on that huge bitmap
 sequence and you could even adjust the window size according to the
 available memory. Play around with these numbers in order to get the best
 result for your animation.

 By the way, I would just animate the flame itself and use a single,
 static bitmap for the lighter. That way you could use a low-resolution
 bitmap sequence of the flame and scale it up on devices with less memory.
 Lights and shadows could be faked in real time, too, by drawing overlays on
 the view's canvas.

 Maybe you can get away with that solution and don't need to implement a
 streaming technique.


 On Tuesday, July 17, 2012 9:28:59 AM UTC-5, Matt Schoen wrote:

 Hey, thanks for the reply.

 I guess I should have explained more clearly.  This is a lighter type
 animation, which responds to accelerometer input.  The flame flickers
 (plays from a start frame on a short loop) and when you tilt the phone, the
 start frame is swept through an animation of the flame bending from one
 side to another.

 Because of this, I'm not sure I could really stream anything since I
 might need any one frame of the animation at any point.  It just occurred
 to me that maybe I could store only half the frames and flip them in
 software (currently the flip is just rendered into the animation).

 This is why I'm just using a big image sequence (about 150 frames) as
 drawables.  Any advice?

 On Saturday, July 14, 2012 12:26:13 PM UTC-4, Nobu Games wrote:

 How many items are in your animation list? If it is really, really huge
 I'd add some streaming logic to your animation player, so older frames
 get recycled while future frames are loaded in the background. That way you
 have absolute control over a moving window of frames and you could size
 that window according to the available amount of free memory. You wouldn't
 risk OOM crashes on any device with that technique.

 Alternatively you could create a video based on your frames and play
 that one back instead.


 On Friday, July 13, 2012 10:54:46 PM UTC-5, Matt Schoen wrote:

 Hey there,

 I've tried to find info on this, but it seems like a pretty esoteric
 case.  I'll admit that I'm probably completely off-base to start, but the
 app is 99% done, so I'd rather not change my implementation from it's
 current state.  I have an animation that I'm using a big list of drawables
 to display, and while it works fine on phones with enough RAM, I get VM
 out of memory crashes on devices with basically 512 MB RAM and below.

 I've found the getMemoryClass() function, which seems to report 32
 for a device with 512MB.  I tried overriding the density value, which
 successfully avoided the crash, but also resized my whole view!  All I 
 want
 is to be able to programmatically tell the view framework to default to 
 the
 low-res images.  Is this possible?


 On Tuesday, 

Re: [android-developers] File location of database file by using SQLiteDatabase

2012-07-17 Thread Francisco M. Marzoa Alonso
These are under /data/db/packagename or something similar. You cannot
access to database files straightforward on a real device if it is not
chrooted.
On Jul 16, 2012 2:53 PM, Alok Yadav er.al...@gmail.com wrote:

 Hi All,

 In SQLiteDatabase, Table and its rows and columns are saved in a file.

 i want to know the location that database file in which inserted new record
 and updated new record saved.

 Pls suggest me the location of that file as i want to see my data in that
 file.
 1) If i am using my app in Emulator.
 2) If i am using my app in Android mobile where   i have only .apk file of
 my app.

 Thanks.

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Re: [android-developers] Re: Handling Bitmap Out of Memory Error

2012-07-17 Thread Francisco M. Marzoa Alonso
GC does NOT take care of recycling Bitmaps, so the answer is that YOU
should do that.
On Jul 17, 2012 9:16 AM, B.Arunkumar awsnetworkrecor...@gmail.com wrote:

 Hi,

We are using 640*480 resolution video frames with frame rate of 10
 frames/sec. Another question related to bitmaps is do we really need
 to recycle bitmaps or can we assume that the Garbage Collector would
 take care of disposing bitmaps?

 Thank you,
 B.Arunkumar

 On Jul 17, 6:49 am, Francisco M. Marzoa Alonso fmmar...@gmail.com
 wrote:
  Hi,
 
  I bet that Motorola has android 2.1 or 2.1.-update1
 
  I'm fed up of OOM problems with these, and have not found a solution
  after lot of tries, including changing several bitmaps by graphic
  primitives drawn on the fly to use less memory, so I just assumed that
  there is something I must live with.
 
  On the other hand, at least in my cases and I think in most of the
  cases, if you cannot load these bitmaps your application cannot work
  properly, so there is no way of handling such situation that may be
  better than the crash itself.
 
  Anyway your bitmap seems to be too big. What resolution are you using?
  SGSII has 800x480 pixels, that means that you need about to 1536000
  bytes for storing a full screen bitmap as ARGB_, but you are
  requesting more than the double, a waste of space. And if you are doing
  the same with several bitmaps, it is A LOT of wasted memory.
 
  Regards,
 
  On 16/07/12 14:23,B.Arunkumarwrote:
 
 
 
 
 
 
 
   Hi,
 
  We have an app which renders bitmaps on imageview. On Samsung
   Galaxy, it works fine. But On Motorola Droid, it runs into memory
   issues and crashes every now and then with the following logcat.
 
   /dalvikvm-heap( 3640): 3686400-byte external allocation too large for
   this process.
   E/GraphicsJNI( 3640): VM won't let us allocate 3686400 bytes
   W/dalvikvm( 3640): threadid=11: thread exiting with uncaught exception
   (group=0x4001d7e0)
   E/AndroidRuntime( 3640): FATAL EXCEPTION: Thread-25
   E/AndroidRuntime( 3640): java.lang.OutOfMemoryError: bitmap size
   exceeds VM budget
   E/AndroidRuntime( 3640):   at
   android.graphics.Bitmap.nativeCreate(Native Method)
   E/AndroidRuntime( 3640):   at
   android.graphics.Bitmap.createBitmap(Bitmap.java:468)
   E/AndroidRuntime( 3640):   at
   com.example.OnVRViewer.RTPClient.ProcessFrame(RTPClient.java:419)
   E/AndroidRuntime( 3640):   at
   com.example.OnVRViewer.RTPClient.ProcessRtpVideoPacket(RTPClient.java:
   204)
   E/AndroidRuntime( 3640):   at
   com.example.OnVRViewer.RTSPUDPclient.AdvanceProcess(RTSPUDPclient.java:
   659)
   E/AndroidRuntime( 3640):   at
  
 com.example.OnVRViewer.RTSPUDPclient.processSelectionKey(RTSPUDPclient.java:
   726)
   E/AndroidRuntime( 3640):   at
   com.example.OnVRViewer.RTSPUDPclient.run(RTSPUDPclient.java:2068)
   E/AndroidRuntime( 3640):   at java.lang.Thread.run(Thread.java:1096)
   W/ActivityManager( 1081):   Force finishing activity
   com.example.OnVRViewer/.AsyncRecordTrial
 
   My question is even though we have a try catch on Bitmap.createBitmap
   it is still crashing. Why is the catch block not working? And how do
   we handle the exception without crashing on Motorola Droid.
 
   Following is my code right now:
 
   try
   {
  bm = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_);
   }
   catch (Exception ex)
   {
  android.util.Log.e(Bitmap, Error);
   }
 
   Thank you,
  B.Arunkumar

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Re: [android-developers] session mangement

2012-07-17 Thread Francisco M. Marzoa Alonso
Go to your bank, withdraw about $3000 and use them top pay someone that
actually know how to do that work.
On Jul 16, 2012 10:35 AM, laxman k laxman.k1...@gmail.com wrote:

 how to mange session..plz tell m.

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Re: [android-developers] Re: Audio Stream buffers within 8 secs on Emulator but takes almost 50 secs to buffer on a Phone

2012-07-17 Thread Francisco M. Marzoa Alonso
Look for related messages on Logcat.
On Jul 17, 2012 8:51 AM, Zoheb Rahman zoh...@gmail.com wrote:



 On Monday, July 16, 2012 11:00:07 AM UTC+5:30, Zoheb Rahman wrote:

 I have tried the code on the emulator using Platform 2.2 API level 8 as
 well as an Emulator using Platform 4.0.3 using API level 15 .. it works
 perfectly and starts the stream in about 5 secs. But when i run the code on
 my HTC one x (Android Version 4.0.3)or tried running it on the HTC Desire
 S(Android Version 2.3.5) it takes over 50 secs to stream

 Here is my code

  public static MediaPlayer mp;
 public String url = http://vprbbc.streamguys.net:**80/vprbbc24.mp3 
 http://vprbbc.streamguys.net:80/vprbbc24.mp3;

  public void onCreate(Bundle savedInstanceState) {
  mp = new MediaPlayer();
  try {

 mp.setDataSource(url);
 mp.setOnErrorListener(this);
 mp.setOnPreparedListener(this)**;
 mp.prepareAsync();
  }
   catch(IOException e){
 e.printStackTrace();
 }
 }  // close of onCreate

  public void onPrepared(MediaPlayer player) {
   mp.start();


 There is no issue with the internet connection. Both the phone and the 
 emulator are connected to the same internet connection.

 I have also tried running the code on a samsung tab and the streams starts 
 up in roughly 6 secs.

 Tried running this on several android phones yesterday, samsung, HTC and
 sony ericsson take between 50 to 80 secs to start playing. The samsung tab
 is the GT-P1000 that runs android 2.2 only this one device seems to play
 the stream fast enough

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Re: [android-developers] Re: Handling Bitmap Out of Memory Error

2012-07-17 Thread Francisco M. Marzoa Alonso
:-X

On Jul 17, 2012 10:29 AM, Ralph Bergmann | the4thFloor.eu 
ra...@the4thfloor.eu wrote:

 Am 17.07.12 09:22, schrieb Francisco M. Marzoa Alonso:
  GC does NOT take care of recycling Bitmaps, so the answer is that YOU
  should do that.

 public void recycle ()

 ... This is an advanced call, and normally need not be called, since the
 normal GC process will free up this memory when there are no more
 references to this bitmap.

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Re: [android-developers] Run application with system / root permissions.

2012-07-17 Thread Francisco M. Marzoa Alonso
You simply cannot do that without a chrooted device.

Each app runs within its own sandbox and one application cannot do nothing
on other app.
On Jul 14, 2012 8:32 PM, Jordi Sayeras jsayer...@gmail.com wrote:

 Hi,


 I've been searching about this topic but I haven't found a clear solution
 yet. As far as I know, you can specify different *protectionLevel* in
 your *AndroidManifest.xml*, those permissions allow other applications to
 interact with the one you are developing. As an example, imagine that I
 want to kill a processes, that is not mine (from another package) or that I
 want to install a driver I've developed. In both cases the problem is the
 same, those things need to be run as a system / root. How can I develop
 programs that require system / root permissions, do I need an special
 license?



 *Note:* Please, note that granting the permission:



 *uses-permission
 android:name=android.permission.KILL_BACKGROUND_PROCESSES/*



 Using *android:sharedUserId=android.uid.system* does not work either.



 Also, consider that I cannot ask the users to have their mobiles rooted.



 Thanks in advance.



 Jordi.

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Re: [android-developers] Run application with system / root permissions.

2012-07-17 Thread Francisco M. Marzoa Alonso
s/chrooted/rooted/g
On Jul 17, 2012 3:12 PM, Francisco M. Marzoa Alonso fmmar...@gmail.com
wrote:

 You simply cannot do that without a chrooted device.

 Each app runs within its own sandbox and one application cannot do nothing
 on other app.
 On Jul 14, 2012 8:32 PM, Jordi Sayeras jsayer...@gmail.com wrote:

 Hi,


 I've been searching about this topic but I haven't found a clear solution
 yet. As far as I know, you can specify different *protectionLevel* in
 your *AndroidManifest.xml*, those permissions allow other applications
 to interact with the one you are developing. As an example, imagine that I
 want to kill a processes, that is not mine (from another package) or that I
 want to install a driver I've developed. In both cases the problem is the
 same, those things need to be run as a system / root. How can I develop
 programs that require system / root permissions, do I need an special
 license?



 *Note:* Please, note that granting the permission:



 *uses-permission
 android:name=android.permission.KILL_BACKGROUND_PROCESSES/*



 Using *android:sharedUserId=android.uid.system* does not work either.



 Also, consider that I cannot ask the users to have their mobiles rooted.



 Thanks in advance.



 Jordi.

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