[android-developers] Re: Google USB Driver Can't Download
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??? > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. To post to this group, send email to android-developers@googlegroups.com. Visit this group at https://groups.google.com/group/android-developers. To view this discussion on the web visit https://groups.google.com/d/msgid/android-developers/ff0a4289-b551-43bb-ba33-76537745f77b%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[android-developers] How to do a SettingsFragment with a Toolbar
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. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. To post to this group, send email to android-developers@googlegroups.com. Visit this group at https://groups.google.com/group/android-developers. To view this discussion on the web visit https://groups.google.com/d/msgid/android-developers/f533d0e1-1ad6-4c53-bbcd-d6af40c67840%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
Re: [android-developers] When can every developer reply to reviews?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Problems with facebook sdk for android
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Working sets in Eclipse?
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Unable to upload a draft APK for In-App Billing testing?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] AppSurfer
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: AppSurfer
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] OOM with heap enough
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com mailto:android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com mailto:android-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy _The Busy Coder's Guide to Android Development_ Version 4.3 Available! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OOM with heap enough
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OOM with heap enough
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OOM with heap enough
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, -- Regards, Bart -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Wrong resolution ???
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Wrong resolution ???
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Wrong resolution ???
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] android.database.sqlite.SQLiteDiskIOException: disk I/O error: COMMIT;
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Does anyone have a Samsung Galaxy Tablet 10.1?
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Does anyone have a Samsung Galaxy Tablet 10.1?
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} -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy Localized Android Question-and-Answer Sites: http://www.andglobe.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] OOM with heap enough
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-d...@**googlegroups.com To unsubscribe from this group, send email to android-developers+**unsubscribe**@googlegroups.com For more options, visit this group at http://groups.google.com/**group**/android-developers?hl=enhttp://groups.google.com/group/android-developers?hl=en -- 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 4.3 Available! -- You received this message because you
[android-developers] Heap debugging with bugsense
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] OOM with heap enough
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:) :-) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] OOM with heap enough
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com mailto:android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com mailto:android-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy _The Busy Coder's Guide to Android Development_ Version 4.3 Available! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] OOM with heap enough
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] debugging crashes on some systems ( not all )
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] ICS 4.0.4 emulator image?
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] debugging crashes on some systems ( not all )
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] OOM with heap enough
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] ICS 4.0.4 emulator image?
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] OOM with heap enough
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com mailto:android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com mailto:android-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy _The Busy Coder's Guide to Android Development_ Version 4.3 Available! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OOM with heap enough
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] SurfaceView
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Windows 8
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 about drivers for Android devices? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] OOM with heap enough
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-d...@**googlegroups.com To unsubscribe from this group, send email to android-developers+**unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/**group/android-developers?hl=enhttp://groups.google.com/group/android-developers?hl=en -- 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 4.3 Available! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-d...@**googlegroups.com To unsubscribe from this group, send email to android-developers+**unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/**group/android-developers?hl=enhttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android
Re: [android-developers] Re: Calling startActivity() from outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK flag
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Emulator parameters for different devices
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Calling startActivity() from outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK flag
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Calling startActivity() from outside of an Activity context requires the FLAG_ACTIVITY_NEW_TASK flag
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] SGS3 max VM budget
Does anyone by chance know what is the maximum VM heap memory size for a SGS3? Thanks in advance, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Remote resources
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Advertising opt out
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Remote resources
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Remote resources
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Remote resources
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Gradients on PNGs
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Reusing gradients in different places
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] subscription period for google play?
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$? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] MPL sensors?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Adding another (framework) project correctly as in Beginning Android Games
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Adding another (framework) project correctly as in Beginning Android Games
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Advertising opt out
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Advertising opt out
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Nexus 7 has no menu button?
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Nexus 7 has no menu button?
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Nexus 7 has no menu button?
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Nexus 7 has no menu button?
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. -- -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Advertising opt out
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Advertising opt out
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] AS DEVELOPE ON NEXUS7
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Programmatically publishing app in GooglePlay / Way to automate???
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Advertising opt out
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Advertising opt out
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Massive unistalls starting Sept 6
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] ANDROID - FORMATOS NUMÉRICOS EN SQLITE
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Lost Password of Keystore
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] How to deal with random hangs without stack dump?
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] How to deal with random hangs without stack dump?
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] No Android in the preferences panel
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Timeout
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] APKs different with the same source code
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Warning at hello world program
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Help please-new android app suck - the target API is empty
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Why do I need a MotoDev login to install sdk?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@** googlegroups.com android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+**unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/**group/android-developers?hl=enhttp://groups.google.com/group/android-developers?hl=en -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy Android Training in DC: http://marakana.com/training/**android/http://marakana.com/training/android/ -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Storing an array of floats in SD Card
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Goiogle Play - Dev Console not updating since July 25
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Goiogle Play - Dev Console not updating since July 25
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] buscador tipo google --- search engine google-like
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Getting android device Information
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; } -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] mono for android
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 . -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Do we need images for all versions HDPI , MDPI , LDPI
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Problem getting id of a resource when using a Library project
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Problem getting id of a resource when using a Library project
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] How to put ads in live wallpapers?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@** googlegroups.com android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+**unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/**group/android-developers?hl=enhttp://groups.google.com/group/android-developers?hl=en -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Problem getting id of a resource when using a Library project
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Problem getting id of a resource when using a Library project
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Problem getting id of a resource when using a Library project
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] bevel text
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] open database mysql files in android using intent
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... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Forcing lower resolution drawables on phones with big screens and small RAM
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?
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Someone stole my sound effects
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] sqlite database growing
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Android Development Issues
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Forcing lower resolution drawables on phones with big screens and small RAM
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
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Handling Bitmap Out of Memory Error
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] session mangement
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Audio Stream buffers within 8 secs on Emulator but takes almost 50 secs to buffer on a Phone
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Handling Bitmap Out of Memory Error
:-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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Run application with system / root permissions.
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Run application with system / root permissions.
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en