[android-developers] Are the Dialog Buttons considered Views?

2011-02-08 Thread Jeremiah Sellars
Pretty straightforward question, really.

Thanks everyone,
Jeremiah

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[android-developers] Re: Are the Dialog Buttons considered Views?

2011-02-08 Thread Jeremiah Sellars
I suppose I should have qualified that a little more, I'm a tad more
experienced than just needing the Button documentation.

I've been attempting to speed up the dismissal of the soft keyboard
when a Dialog I have is closed. I have a previous post, here:
http://groups.google.com/group/android-developers/browse_thread/thread/eb90583c1ba79f73

After playing with the idea a bit more, this seems to work to dismiss
the keyboard consistently during the Dialog's onClick(), imm being the
InputMethodService, and password is the AlertDialog instance.

imm.hideSoftInputFromWindow(password.getWindow().getCurrentFocus().getWindowToken(),
0);

The Dialog has a single EditText view which has focus right up until
the Dialog's onClick fires, when it definitely loses focus based on
tests I've ran. The question then was... what view then does have
focus? Whatever is returned by password.getWindow().getCurrentFocus()
seems to be the answer, but it's none of the views created by
myself... which then leads to the question... are those Buttons Views
that can be returned (other than by getWindow().getCurrentFocus() if
it is really returning that View)?


On Feb 8, 9:31 am, kernelpanic j.m.roya...@gmail.com wrote:
 pretty straightforward answer then - from the docs here 
 -http://developer.android.com/reference/android/widget/Button.html

 java.lang.Object
    ↳ android.view.View
      ↳ android.widget.TextView
        ↳ android.widget.Button

 On Feb 8, 11:07 am, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

  Pretty straightforward question, really.

  Thanks everyone,
  Jeremiah

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[android-developers] Re: InputMethodManager and it's active View

2011-02-02 Thread Jeremiah Sellars
I spent some time researching InputMethodManager.java and besides
having a ton of threading code I couldn't follow, the best I could
gather was that whatever view currently has focus SHOULD be able to
invoke showSoftInput as it the InputMethod's active view.

After much further testing... the only conclusion that I can come to
is that the InputMethodManager Service is not getting flagged soon
enough that the view I'm trying to use to call the softInput has
focus. I threw a little test together... I subclassed Thread and
created a constructor that takes the Activity so I can call
runOnUIThread from that started Thread. In the View's
onFocusChangeListenter, I start the thread, have it sleep for just a
moment, and then have it call runOnUIThread() and in it's Runnable
call to showSoftInput() and viola... it works just fine.

This is hackish... but since what I'm working on is entirely my own
personal project for only my hardware... it'll have to do.

On Feb 1, 3:21 pm, TreKing treking...@gmail.com wrote:
 On Tue, Feb 1, 2011 at 5:10 PM, Jeremiah Sellars 
 sylus.mcf...@gmail.comwrote:

  I will try that, but part of the problem, is when to call clearFocus()
  and requestFocus(). I've tried that after the dialog is shown, but it
  doesn't work.

 Try requesting focus on something else first, then the EditText.

  I certainly don't have to have it work this way... it was just something I
  thought would be much easier than it's become and have gotten wrapped up in
  finding a solution and wanting to understand how the InputMethodManager is
  tracking the active view.

 I know that feeling. You stupid machine, you will not defeat me! =P

 Good luck.

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

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[android-developers] InputMethodManager and it's active View

2011-02-01 Thread Jeremiah Sellars
I would like to know if there is any way to determine and set what
view is active to the InputMethodManger. I have a scenario where
attempting to show the soft keyboard is always returning false. Asking
for imm.isActive() returns true so some view is active... but I have
not been able to determine which it is.

The scenario I have is an AlertDialog containing a single EditText
view. In my main activity, I click a button that launches the Dialog.
I have an onFocusChangeListenter set on the EditText which checks when
it receives focus and based on log messages it is receiving focus
successfully when the dialog is displayed. However, I am running
several checks inside if(hasFocus) and the all return false. Here are
some of the tests I'm running during onFocusChange(View v, boolean
hasFocus).

imm is the InputMethodManager called with the usual convention of
(InputMethodManager)getSystemService(Context.INPUT_METHOD_SERVICE).

((EditText)v).isInputMethodTarget() returns false
imm.isActive(v) returns false
imm.isActive() returns true, so some view is active for input...
imm.showSoftInput(v, 0) does not show the view and returns false.
imm.showSoftInput(mAlertDialog.getListView(), 0) also returns false,
thinking possibly the ListView for the dialog was the view which was
active, though it is not.

I'm hoping someone might be able to steer me in the right direction. I
HAVE been able to show the keyboard by getting the Window, then
IBinder WindowToken and passing that to setSoftInputMode, but then it
behaves erratically afterward.

Thanks everyone,
Jeremiah

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[android-developers] Re: InputMethodManager and it's active View

2011-02-01 Thread Jeremiah Sellars
I realized I did not end up including that. Yes, it does come up as
expected when tapped. I've actually been looking through the
TextView.java code to see if I can implement what is happening when it
is touched/clicked... but that's getting a bit over my head.

I will try that, but part of the problem, is when to call clearFocus()
and requestFocus(). I've tried that after the dialog is shown, but it
doesn't work. I'm pretty close to extending Dialog and trying to give
the view focus during it's own onStart() but that seems completely
nuts to go through all that. I'm really just wondering if the
InputMethodManager is just lagging behind on noticing the focus
change... but since I don't know how it works...

I certainly don't have to have it work this way... it was just
something I thought would be much easier than it's become and have
gotten wrapped up in finding a solution and wanting to understand how
the InputMethodManager is tracking the active view.


On Feb 1, 2:56 pm, TreKing treking...@gmail.com wrote:
 On Tue, Feb 1, 2011 at 3:43 PM, Jeremiah Sellars 
 sylus.mcf...@gmail.comwrote:

  The scenario I have is an AlertDialog containing a single EditText view. In
  my main activity, I click a button that launches the Dialog.

 I have something similar. The soft keyboard does not come up immediately,
 but does come up once you tap it. Do you need it to be immediately as the
 dialog is shown?

 If that's the case, I would try removing then re-requesting focus on the
 EditText.

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

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[android-developers] Re: Samsung Captivate sdcard issues.

2010-08-07 Thread Jeremiah Sellars
I'm not particularly concerned with how users get game data on their
media... I suppose if that ended up really being a problem I could put
up a walk through of some kind.

The primary concern is if I give out directions and say... put these
files in a folder call game on your external sd card, just for
example, incredible users would be fine and captivate users would not.
getExternalStorageDirectory() is returning the Captivates internal sd
storage, plain and simple.

I guess it really isn't all that big of a deal... I throw up
instructions that say what to do and then list instructions for the
exceptions...

On Aug 4, 10:02 am, Mark Murphy mmur...@commonsware.com wrote:
 On Wed, Aug 4, 2010 at 12:11 PM, Jeremiah Sellars

 sylus.mcf...@gmail.com wrote:
  Are there any talks of how this can be addressed?

 What specifically is the problem you are facing?

 For example, if getExternalStorageDirectory() does not give you
 something you can write to, that would be a problem.

 From your description, the only thing that seems different is that
 getExternalStorageDirectory() does not point to removable storage.

 --
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 Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy

 _The Busy Coder's Guide to Android Development_ Version 3.1 Available!

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[android-developers] Re: New to android finally leaving Windows !!!

2010-08-04 Thread Jeremiah Sellars
I would recommend the Captivate. It's Hummingbird processor is very
nice (basically the same as what is in the IPhone 4... samsung sold
them their chips as I understand it... though the IPhone 4 SOC has one
other component (though CPU and GPU are the same)). If it's okay to
say it now... it is rootable (legally I suppose as things are now...)
and I'm quite happy with it. The driver setup, however, to get it
hooked up to my computer was a tad difficult... but it is the one and
only Android device worth getting on ATT. The Aria (forget the
manufacturer) is nice, but doesn't have the same caliber of CPU.

On Jul 7, 10:17 am, Martin martinj...@gmail.com wrote:
 I would love to start developing for Android- I am currently on the
 ATT network. How does one acquire a test device?

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[android-developers] Samsung Captivate sdcard issues.

2010-08-04 Thread Jeremiah Sellars
Hello fellow android devs,

There appears to be more internal sdcard path location issues on the
horizon...

I recently got my hands on a lovely Samsung Captivate... quite a nice
phone. It, like the HTC Incredible, has an internal sdcard as well as
a slot for an external one. I had a chance to play with a friends
Incredible, and the external card's path is returned when calling:

   File sdfile = Environment.getExternalStorageDirectory();
   String sdpath = sdfile.getPath();

... and it works as expected, giving /sdcard as the path. I've not
been on the group lately, so I'm not certain how the issue with
accessing the Incredible's internal sd storage has been handled... but
on the Captivate...

Unlike the Incredible... when calling the same function, the same path
is returned, BUT it's pointing to the internal sd storage... The
external is instead mounted at /sdcard/sd

My app needs to access files on an sdcard somewhere... I guess I don't
care where exactly and I can provide instructions in a readme and even
maybe prompt the user and ask where they copied the game files but
I'd much rather be able to decide a standard location and stick to it.
Are there any talks of how this can be addressed?

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[android-developers] Re: getting x and y coorinates in onclick event

2010-05-21 Thread Jeremiah Sellars
If I understand correctly, there wouldn't be a x/y location associated
with onClick. A click is just a selection action and can be triggered
through a touch or other selection method.

I'm pretty sure you'd need to do it through the onTouchEvent()

On May 21, 9:30 am, social hub shubem...@gmail.com wrote:
 In onclicklistener onclick

 how to get the x and y coordinates where its clicked.

 any one any ideas

 Thanks

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[android-developers] How soon is isFinishing() triggered?

2010-05-20 Thread Jeremiah Sellars
...or when is the earliest I can detect it? Here's my situation...

I've got an OpenGL game in the works. When the activity is ended
(however this happens either by Android or user quitting) I'd like
like to do some cleanup. I'm already calling a native function to free
some memory that was allocated and those calls are fine, but I'm also
trying to call glDeleteTextures(). I've tried a few things and
currently I have this in OnPause()...

@Override
protected void onPause() {
super.onPause();
mGSGLView.onPause();

if(isFinishing()){
GSNFreeMem(); //Native cleanup function
}

}

Logcat complains that I'm calling an OpenGL ES API when there is no
current context. I've read some threads about what to look for and
checking for back button presses, etc... seems bad so I want to let
Android tell me when to do this.

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[android-developers] Error trying to use XML Layout and extended GLSurfaceView

2010-05-05 Thread Jeremiah Sellars
I won't beat around the bush here... I'm trying to put my
GLSurfaceView (called ShapeSurfaceView) into a relative layout. Before
trying to use a layout, everything has been working fine simply
instantiating the view and calling setContentView(mShapeSurfaceView).
Since I got this error I researched how to create the layout
completing in the Java and that is working quite nicely... it's just a
ton of code to setup the layout, view and rules for the view. I'd
really rather have the XML method working.

Here's the main XML, I've added no other views yet:

?xml version=1.0 encoding=utf-8?
RelativeLayout xmlns:android=http://schemas.android.com/apk/res/
android
android:layout_width=fill_parent
android:layout_height=fill_parent

com.maximusdev.tests3d.ShapeSurfaceView
android:id=@+id/glview
android:layout_width=fill_parent
android:layout_height=fill_parent
/
/RelativeLayout

The java from onCreate, nothing special...

setContentView(R.layout.main);
mShapeSurfaceView = (ShapeSurfaceView)findViewById(R.id.glview);

Here is the logcat error. My previous logcat error was mentioning the
class constructor missing the AttributeSet parameter so I added that
to the constructor for the ShapeSurfaceView yet still ended up with
this.

05-05 18:22:40.327: ERROR/AndroidRuntime(294): Uncaught handler:
thread main exiting due to uncaught exception
05-05 18:22:40.337: ERROR/AndroidRuntime(294):
java.lang.RuntimeException: Unable to start activity
ComponentInfo{com.maximusdev.tests3d/com.maximusdev.tests3d.My3DTest}:
java.lang.NullPointerException
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
2401)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:
2417)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.app.ActivityThread.access$2100(ActivityThread.java:116)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.app.ActivityThread$H.handleMessage(ActivityThread.java:1794)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.os.Handler.dispatchMessage(Handler.java:99)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.os.Looper.loop(Looper.java:123)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.app.ActivityThread.main(ActivityThread.java:4203)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
java.lang.reflect.Method.invokeNative(Native Method)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
java.lang.reflect.Method.invoke(Method.java:521)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
com.android.internal.os.ZygoteInit
$MethodAndArgsCaller.run(ZygoteInit.java:791)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
dalvik.system.NativeStart.main(Native Method)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): Caused by:
java.lang.NullPointerException
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
com.maximusdev.tests3d.My3DTest.onCreate(My3DTest.java:30)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:
1123)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): at
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
2364)
05-05 18:22:40.337: ERROR/AndroidRuntime(294): ... 11 more

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[android-developers] Re: Error trying to use XML Layout and extended GLSurfaceView

2010-05-05 Thread Jeremiah Sellars
Got this in the Eclipse console the next time I opened it, searching
for the top error isn't getting me very far...

[2010-05-05 13:13:49 - main.xml] Parser is not a BridgeXmlBlockParser!
java.lang.NullPointerException
at android.view.View.init(View.java:1841)
at android.widget.TextView.init(TextView.java:326)
at com.android.layoutlib.bridge.MockView.init(MockView.java:33)
at android.view.SurfaceView.init(SurfaceView.java:45)
at android.view.SurfaceView.init(SurfaceView.java:41)
at android.view.SurfaceView.init(SurfaceView.java:37)
at android.opengl.GLSurfaceView.init(GLSurfaceView.java:189)
at
com.maximusdev.tests3d.ShapeSurfaceView.init(ShapeSurfaceView.java:
14)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native
Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown
Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown
Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.ProjectCallback.instantiateClass(Unknown
Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.ProjectCallback.loadView(Unknown
Source)
at android.view.BridgeInflater.loadCustomView(BridgeInflater.java:
198)
at android.view.BridgeInflater.createViewFromTag(BridgeInflater.java:
126)
at android.view.LayoutInflater.rInflate(LayoutInflater.java:617)
at android.view.LayoutInflater.inflate(LayoutInflater.java:407)
at android.view.LayoutInflater.inflate(LayoutInflater.java:296)
at com.android.layoutlib.bridge.Bridge.computeLayout(Bridge.java:377)
at
com.android.ide.eclipse.adt.internal.editors.layout.gle1.GraphicalLayoutEditor.computeLayout(Unknown
Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.gle1.GraphicalLayoutEditor.recomputeLayout(Unknown
Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.gle1.GraphicalLayoutEditor.onConfigurationChange(Unknown
Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.gle1.GraphicalLayoutEditor.onTargetChange(Unknown
Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.LayoutEditor.onDescriptorsChanged(Unknown
Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.LayoutEditor.initUiRootNode(Unknown
Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.gle1.GraphicalLayoutEditor
$1.updateEditor(Unknown Source)
at
com.android.ide.eclipse.adt.internal.editors.layout.gle1.GraphicalLayoutEditor
$1.onTargetLoaded(Unknown Source)
at com.android.ide.eclipse.adt.AdtPlugin$16.run(Unknown Source)
at org.eclipse.swt.widgets.RunnableLock.run(RunnableLock.java:35)
at
org.eclipse.swt.widgets.Synchronizer.runAsyncMessages(Synchronizer.java:
134)
at org.eclipse.swt.widgets.Display.runAsyncMessages(Display.java:
3855)
at org.eclipse.swt.widgets.Display.readAndDispatch(Display.java:3476)
at org.eclipse.ui.internal.Workbench.runEventLoop(Workbench.java:
2405)
at org.eclipse.ui.internal.Workbench.runUI(Workbench.java:2369)
at org.eclipse.ui.internal.Workbench.access$4(Workbench.java:2221)
at org.eclipse.ui.internal.Workbench$5.run(Workbench.java:500)
at
org.eclipse.core.databinding.observable.Realm.runWithDefault(Realm.java:
332)
at
org.eclipse.ui.internal.Workbench.createAndRunWorkbench(Workbench.java:
493)
at org.eclipse.ui.PlatformUI.createAndRunWorkbench(PlatformUI.java:
149)
at
org.eclipse.ui.internal.ide.application.IDEApplication.start(IDEApplication.java:
113)
at
org.eclipse.equinox.internal.app.EclipseAppHandle.run(EclipseAppHandle.java:
194)
at
org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.runApplication(EclipseAppLauncher.java:
110)
at
org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.start(EclipseAppLauncher.java:
79)
at
org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:
368)
at
org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:
179)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:559)
at org.eclipse.equinox.launcher.Main.basicRun(Main.java:514)
at org.eclipse.equinox.launcher.Main.run(Main.java:1311)

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[android-developers] Re: Maximum Texture Units

2010-05-04 Thread Jeremiah Sellars
That's an interesting question... I may have to drop by the khronos
forums and ask that.

Thanks again Robert for those benchmarks, it's helpful to know what
I'm dealing with.

On May 2, 6:38 pm, Lance Nanek lna...@gmail.com wrote:
 It wouldn't surprise me if the Droid has that little. Its graphics
 solution breaks the scene up into tiles, which results in less data
 being needed at any one time. It also performs depth testing before
 doing the texturing, so uses less texture data due to that as well.

 Isn't OpenGL supposed to transparently start swapping texture objects
 between main memory and video memory for you when you run out of video
 memory? Using it all up may manifest more as a noticeable drop in
 performance than an outright error.

 On May 2, 4:42 am, Robert Green rbgrn@gmail.com wrote:



  I remember reading that the MSM7200-based phones have 8mb of VRAM and
  so I have to imagine that you could count on at least that much for
  the better GPUs.

  What's weird though is that I keep finding things talking about how
  the PowerVR SGX530 has 2MB of VRAM which seems awfully low - unless
  that's a texture cache and there is a larger chunk of VRAM that is
  implementation-specific.  I don't know..

  I couldn't find any info on the QS8250 (snapdragon 1ghz) VRAM.

  So far I've never run out of vram on any device and I'm loading quite
  a bit in on some games.

  Antigen uses:
  256x512 32 bit for story start text atlas
  256x512 32 bit for main text atlas
  256x512 32 bit for level bg front
  512x512 16 bit for level bg back
  5 256x256 32 bit for characters, shading and faces
  7 64x64 32 bit for items
  several for the HUD
  and many other smaller ones for glow, particles, etc..

  My new 3D game uses (all mipmapped so add 33% more size on):
  1024x1024 16 bit for main level texture
  512x512 16 bit for level lightmap
  4x 512x512 16 bit for characters
  3x 256x256 16 bit for weapons
  256x512 32 bit for text atlas
  about 512K-1MB of geometry VBOs
  256x256 32 bit for HUD graphics
  Many smaller 32 bit ones for projectiles and other small things

  So really there seems to be ample room there.  Both of those scenarios
  load fine on a G1.

  If you want to write an easy test, write a loop that loads up a 512 32
  bit (1MB) texture into VRAM and keep count of how many times it works
  until gl.glGetError() returns the out of memory error after
  glTexImage2D.  I'd be curious as to what your results are.

  On May 2, 1:06 am, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

   This may be just another silly question then, but after doing quite a
   few searches about different phones... I'm finding the amount of
   general RAM but not VRAM. Does anyone know this spec for newer phones?
   I'm developing with Droid or better phones in mind...

   On May 1, 6:02 am, Mario Zechner badlogicga...@gmail.com wrote:

gentextures only creates handles for you. Actual memory for the bitmap
data is allocated when calling glteximage2D. That will be your biggest
limitation as video ram is of course limited. How much vram is
available is dependent on the chipset/device you are running your
application on.

On 1 Mai, 00:59, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

 Oh, geez... okay that explains it. Thanks to both of you, that really
 explains it well. Is there then a limit on the number of textures
 GenTextures can return?

 On Apr 30, 3:39 pm, Robert Green rbgrn@gmail.com wrote:

  Yeah multiple texture units are only needed for multitexturing, of
  which the most common use is for lightmapping.

  On Apr 30, 4:57 pm, Mario Zechner badlogicga...@gmail.com wrote:

   The number of texture units and the maximum texture size are not
   really related in any way. The number of texture units tells you 
   how
   many textures you can use simultaniously when drawing geometry 
   (how
   many textures can be bound at once). You can have more textures in
   video ram than there are texture units, however, you can only bind
   #texture units textures at any time. A maximum of 2 texture units 
   is
   sufficient for most scenarios where you have a diffuse texture 
   and a
   lightmap for example.

   The maximum texture size is really just an estimate with most 
   drivers
   and depends on things such as internal storage (which might be 
   fixed
   by the driver anyways) and so on.

   In any case, both numbers will differ from device to device or 
   rather
   chipset to chipset.

   On 30 Apr., 23:19, Jeremiah Sellars sylus.mcf...@gmail.com 
   wrote:

I'm wondering if this is just an issue with how the emulator is 
setup,
but I'm not sure.

I'm (natively) calling this:

int maxt = 0;

glGetIntegerv(GL_MAX_TEXTURE_UNITS, maxt);

__android_log_print(ANDROID_LOG_VERBOSE, Native, Max 
textures %d

[android-developers] Re: Maximum Texture Units

2010-05-02 Thread Jeremiah Sellars
This may be just another silly question then, but after doing quite a
few searches about different phones... I'm finding the amount of
general RAM but not VRAM. Does anyone know this spec for newer phones?
I'm developing with Droid or better phones in mind...

On May 1, 6:02 am, Mario Zechner badlogicga...@gmail.com wrote:
 gentextures only creates handles for you. Actual memory for the bitmap
 data is allocated when calling glteximage2D. That will be your biggest
 limitation as video ram is of course limited. How much vram is
 available is dependent on the chipset/device you are running your
 application on.

 On 1 Mai, 00:59, Jeremiah Sellars sylus.mcf...@gmail.com wrote:



  Oh, geez... okay that explains it. Thanks to both of you, that really
  explains it well. Is there then a limit on the number of textures
  GenTextures can return?

  On Apr 30, 3:39 pm, Robert Green rbgrn@gmail.com wrote:

   Yeah multiple texture units are only needed for multitexturing, of
   which the most common use is for lightmapping.

   On Apr 30, 4:57 pm, Mario Zechner badlogicga...@gmail.com wrote:

The number of texture units and the maximum texture size are not
really related in any way. The number of texture units tells you how
many textures you can use simultaniously when drawing geometry (how
many textures can be bound at once). You can have more textures in
video ram than there are texture units, however, you can only bind
#texture units textures at any time. A maximum of 2 texture units is
sufficient for most scenarios where you have a diffuse texture and a
lightmap for example.

The maximum texture size is really just an estimate with most drivers
and depends on things such as internal storage (which might be fixed
by the driver anyways) and so on.

In any case, both numbers will differ from device to device or rather
chipset to chipset.

On 30 Apr., 23:19, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

 I'm wondering if this is just an issue with how the emulator is setup,
 but I'm not sure.

 I'm (natively) calling this:

 int maxt = 0;

 glGetIntegerv(GL_MAX_TEXTURE_UNITS, maxt);

 __android_log_print(ANDROID_LOG_VERBOSE, Native, Max textures %d,
 maxt);

 This only outputs 2... could it be possible that I'm going to be
 allowed only 2 textures? That seems impossible...

 GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I suppose
 you could lay everything out on a couple of 4096x 4096 images (seems a
 bit crazy) but anyway...

 Am I just running into one of things that will be different per phone
 processor?

 Thanks everyone,
 Jeremiah

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[android-developers] Maximum Texture Units

2010-04-30 Thread Jeremiah Sellars
I'm wondering if this is just an issue with how the emulator is setup,
but I'm not sure.

I'm (natively) calling this:

int maxt = 0;

glGetIntegerv(GL_MAX_TEXTURE_UNITS, maxt);

__android_log_print(ANDROID_LOG_VERBOSE, Native, Max textures %d,
maxt);

This only outputs 2... could it be possible that I'm going to be
allowed only 2 textures? That seems impossible...

GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I suppose
you could lay everything out on a couple of 4096x 4096 images (seems a
bit crazy) but anyway...

Am I just running into one of things that will be different per phone
processor?

Thanks everyone,
Jeremiah

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[android-developers] Re: Maximum Texture Units

2010-04-30 Thread Jeremiah Sellars
Oh, geez... okay that explains it. Thanks to both of you, that really
explains it well. Is there then a limit on the number of textures
GenTextures can return?

On Apr 30, 3:39 pm, Robert Green rbgrn@gmail.com wrote:
 Yeah multiple texture units are only needed for multitexturing, of
 which the most common use is for lightmapping.

 On Apr 30, 4:57 pm, Mario Zechner badlogicga...@gmail.com wrote:



  The number of texture units and the maximum texture size are not
  really related in any way. The number of texture units tells you how
  many textures you can use simultaniously when drawing geometry (how
  many textures can be bound at once). You can have more textures in
  video ram than there are texture units, however, you can only bind
  #texture units textures at any time. A maximum of 2 texture units is
  sufficient for most scenarios where you have a diffuse texture and a
  lightmap for example.

  The maximum texture size is really just an estimate with most drivers
  and depends on things such as internal storage (which might be fixed
  by the driver anyways) and so on.

  In any case, both numbers will differ from device to device or rather
  chipset to chipset.

  On 30 Apr., 23:19, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

   I'm wondering if this is just an issue with how the emulator is setup,
   but I'm not sure.

   I'm (natively) calling this:

   int maxt = 0;

   glGetIntegerv(GL_MAX_TEXTURE_UNITS, maxt);

   __android_log_print(ANDROID_LOG_VERBOSE, Native, Max textures %d,
   maxt);

   This only outputs 2... could it be possible that I'm going to be
   allowed only 2 textures? That seems impossible...

   GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I suppose
   you could lay everything out on a couple of 4096x 4096 images (seems a
   bit crazy) but anyway...

   Am I just running into one of things that will be different per phone
   processor?

   Thanks everyone,
   Jeremiah

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[android-developers] Re: Creating folder on emulated sd card.

2010-04-24 Thread Jeremiah Sellars
Do you have this permission in your AndroidManifest.xml?

uses-permission
android:name=android.permission.WRITE_EXTERNAL_STORAGE /

On Apr 21, 6:22 pm, nayana urs nayana...@gmail.com wrote:
 hi all
 am able to upload photos to sdcard and my code is working to edit  photos
 but later am not able to save images in sd card
  can anyone please help me

 On Wed, Apr 21, 2010 at 10:21 PM, Jeremiah Sellars
 sylus.mcf...@gmail.comwrote:



  Hello everyone,

  I'm currently only testing things in an emulator due to not having an
  Android device as of yet. I'm honestly holding out for some of the new
  1 Ghz machines to come out and do some comparisons. Anyway, I would
  imagine one would easily be able to make whatever folders they choose
  on an sd card, but on the emulated one, I can only seem to push entire
  folder contents or single files to the root. The adb help doesn't
  appear to have a command to make a folder.

  Is this not possible, or am I just missing something?

  Thanks everyone,
  Jeremiah

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    Nayana

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[android-developers] Creating folder on emulated sd card.

2010-04-21 Thread Jeremiah Sellars
Hello everyone,

I'm currently only testing things in an emulator due to not having an
Android device as of yet. I'm honestly holding out for some of the new
1 Ghz machines to come out and do some comparisons. Anyway, I would
imagine one would easily be able to make whatever folders they choose
on an sd card, but on the emulated one, I can only seem to push entire
folder contents or single files to the root. The adb help doesn't
appear to have a command to make a folder.

Is this not possible, or am I just missing something?

Thanks everyone,
Jeremiah

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[android-developers] Re: Creating folder on emulated sd card.

2010-04-21 Thread Jeremiah Sellars
Hi Mark,

Thanks so much, that worked wonderfully.

All the best,
Jeremiah

On Apr 21, 9:53 am, Mark Murphy mmur...@commonsware.com wrote:
 Jeremiah Sellars wrote:
  Hello everyone,

  I'm currently only testing things in an emulator due to not having an
  Android device as of yet. I'm honestly holding out for some of the new
  1 Ghz machines to come out and do some comparisons. Anyway, I would
  imagine one would easily be able to make whatever folders they choose
  on an sd card, but on the emulated one, I can only seem to push entire
  folder contents or single files to the root. The adb help doesn't
  appear to have a command to make a folder.

  Is this not possible, or am I just missing something?

 To create a directory on the SD card in the emulator, run:

 adb shell mkdir /sdcard/HereIsMyDirectory

 (substituting in whatever name you want)

 Or, just run:

 adb shell

 to give you a limited Linux shell where you can mkdir, ls, and such as
 needed.

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

 Android Training in US: 14-18 June 2010:http://bignerdranch.com

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[android-developers] Re: glGetIntegerv() with GL11.GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES

2009-12-17 Thread Jeremiah Sellars
Shoot...

Well, alright. Seems a shame to run all that extra code, but I'll give
it a whirl. I don't suppose there's any rumors about OpenGL ES 1.1
being more supported?

I suppose this could be one of those time running some native code
would come in handy?

On Dec 16, 8:06 pm, Robert Green rbgrn@gmail.com wrote:
 Short answer:

 Unfortunately, you have to track it yourself.

 On Dec 16, 9:36 pm, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

  This where using GL_MODELVIEW_MATRIX didn't seem to populate the
  buffer with anything, this did actually work to some extent. However,
  calling this right after gl.glLoadIdentity() put values in the buffer
  in the 0, 5, 12 and 15th positions as expected, but instead of 1, or
  65536 the values there are 1065353216. Is that useful in any way at
  all, or should I track the matrix in a separate matrix (running
  operations on it as well...) myself?

  Thanks all,
  Jeremiah

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[android-developers] glGetIntegerv() with GL11.GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES

2009-12-16 Thread Jeremiah Sellars
This where using GL_MODELVIEW_MATRIX didn't seem to populate the
buffer with anything, this did actually work to some extent. However,
calling this right after gl.glLoadIdentity() put values in the buffer
in the 0, 5, 12 and 15th positions as expected, but instead of 1, or
65536 the values there are 1065353216. Is that useful in any way at
all, or should I track the matrix in a separate matrix (running
operations on it as well...) myself?

Thanks all,
Jeremiah

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[android-developers] Re: GLSurfaceView.Renderer render rate

2009-12-15 Thread Jeremiah Sellars
First, thanks Robert... that's going to help a lot. I've not had to
use threading before and it looks to be a must on Android for games so
I'm making sure I understand the concepts as clearly as possible. I'm
quite thankful that Java's tutorials are as good as they are. I was
almost thinking of trying to make the game logic wait and just trigger
it when the renderer fires. My thought being... things like collision
only need to be checked (I'd be checking one frame ahead of course) on
a new render. Would that be a terrible idea?

Secondly... hooray that posts (not sure if it's per individual or not)
aren't having to wait days to appear...

On Dec 14, 10:35 pm, Robert Green rbgrn@gmail.com wrote:
 If you're using the render-continuously mode, she'll go as fast as she
 can go.  60FPS if you're doing easy HW-accel 2D or very basic 3D.
 I've never seen over 60FPS.  It's probably vsynced to that.

 I like to use a shared object called the World to pass between my
 logic thread and renderer thread.  Logic updates world, renderers
 draws it.  Simple!

 I keep a simple boolean isLocked on the World and synchronize the
 calls to getLock() and release().  You will want to set a max rate for
 your logic thread to run and have it figure out how many MS to sleep
 for.  I didn't do that the first time and mine would run at 200-300fps
 while rendering at 30-60.  That was a big waste of CPU cycles :)  None
 of my code does that anymore.

 On Dec 14, 9:58 pm, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

  I suppose I should add... that my background is homebrew for Nintendo
  DS and coding in C. The game loop would generally just include a call
  to wait for the screen's vertical blank and that was ~1/60th of a
  second. It couldn't be relied upon totally for timing, but as long as
  you weren't running really intense operations it was fine. DS Homebrew
  is substantially closer to the hardware and the combination of
  learning Java, OOP concepts, working with a very large API and
  applying everything to a new platform is causing me to ask some likely
  stupid questions.

  Anyway, I hope someone can find a moment to help.

  Thanks again,
  Jeremiah

  On Dec 14, 3:51 pm, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

   Hello everyone,

   Continuing to tackle a game project, I've learned tons and have tons
   more to learn.

   From what I've picked up, a proper game would have at least 3
   threads. The main activity thread which would likely double as the UI
   thread, the GL Renderer thread which is setup automatically with the
   GLSurfaceView.Renderer and then a Game Logic thread. As I understand
   it, I'll need to make sure to setup a sleep timing in the game logic
   thread to have it behave correctly, but what I'm not sure on is at
   what timing is the Renderer thread working at? Exactly how often is
   onDrawFrame() being called?

   Thanks everyone!
   Jeremiah

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[android-developers] GLSurfaceView.Renderer render rate

2009-12-14 Thread Jeremiah Sellars
Hello everyone,

Continuing to tackle a game project, I've learned tons and have tons
more to learn.

From what I've picked up, a proper game would have at least 3
threads. The main activity thread which would likely double as the UI
thread, the GL Renderer thread which is setup automatically with the
GLSurfaceView.Renderer and then a Game Logic thread. As I understand
it, I'll need to make sure to setup a sleep timing in the game logic
thread to have it behave correctly, but what I'm not sure on is at
what timing is the Renderer thread working at? Exactly how often is
onDrawFrame() being called?

Thanks everyone!
Jeremiah

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[android-developers] Re: GLSurfaceView.Renderer render rate

2009-12-14 Thread Jeremiah Sellars
I suppose I should add... that my background is homebrew for Nintendo
DS and coding in C. The game loop would generally just include a call
to wait for the screen's vertical blank and that was ~1/60th of a
second. It couldn't be relied upon totally for timing, but as long as
you weren't running really intense operations it was fine. DS Homebrew
is substantially closer to the hardware and the combination of
learning Java, OOP concepts, working with a very large API and
applying everything to a new platform is causing me to ask some likely
stupid questions.

Anyway, I hope someone can find a moment to help.

Thanks again,
Jeremiah

On Dec 14, 3:51 pm, Jeremiah Sellars sylus.mcf...@gmail.com wrote:
 Hello everyone,

 Continuing to tackle a game project, I've learned tons and have tons
 more to learn.

 From what I've picked up, a proper game would have at least 3
 threads. The main activity thread which would likely double as the UI
 thread, the GL Renderer thread which is setup automatically with the
 GLSurfaceView.Renderer and then a Game Logic thread. As I understand
 it, I'll need to make sure to setup a sleep timing in the game logic
 thread to have it behave correctly, but what I'm not sure on is at
 what timing is the Renderer thread working at? Exactly how often is
 onDrawFrame() being called?

 Thanks everyone!
 Jeremiah

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[android-developers] Re: GLSurfaceView and Key Presses

2009-12-02 Thread Jeremiah Sellars
Sorry to double post...

I swear what I described before (setting just an OnKeyListener)
worked... but trying again today it did not. I tried to add an
OnFocusChangedListener and just calling myViewName.requestFocus();
which quite oddly worked once... but then never again...

I'm quite puzzled by this behavior. What's even more puzzling, is that
I'm trying to pick up the letter G being pressed and it seems to be
suggesting kanji (hiragana or katakana, I'm not sure which)...

Numbers work fine... why does pressing a letter steal focus away from
the GLSurfaceView?

On Nov 30, 12:18 pm, Jeremiah Sellars sylus.mcf...@gmail.com wrote:
 Following the samples and examples, I've successfully been able to
 load a model on screen and rotate it with the DPAD keys and overriding
 the onKeyDown method of the GLSurfaceView.

 Trying to use a letter though, causes a small box to appear at the
 bottom accepting the text that is being typed.

 What I'm not entirely clear on, is since I don't have a listener
 defined in the main Activity, why those key letter key presses are
 being intercepted by some other inherent listener(?). I setup an
 OnKeyListener for the view to call my own method and that does work...
 but I'm wondering if there is perhaps a better way to handle it.

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[android-developers] Re: Getting an asset outside of main Activity

2009-12-02 Thread Jeremiah Sellars
Thanks... I'm learning more and more and realize that handing the
context over will give more broad access if it were needed. There's so
many classes and methods to learn to use, it's just bound to take some
time. I hadn't used getApplicationContext yet and am glad to know it
exists now as well.

Thanks so much for replying,
-Jeremiah

On Dec 1, 2:47 pm, Dianne Hackborn hack...@android.com wrote:
 You say you are -instantiating- an AssetManager?

 Generally what one does is just hand the Context to whatever function needs
 to access resources/assets/whatever, and let it retrieve what it needs from
 that.  Context is the main handle on the information about your app.  Do be
 sure, though, if you are handing your Activity (which is a Context) to some
 other code, that it doesn't hold on to this in some static globals, since
 that can lead to major leaks (since the Activity/Context basically holds the
 entire world of that activity, including UI, bitmaps, and everything
 related).  If you really need a Context in globals, you can use
 getApplicationContext to retrieve the global context for your app.

 On Mon, Nov 30, 2009 at 1:17 PM, Jeremiah Sellars 
 sylus.mcf...@gmail.comwrote:



  (I did post this to the beginners group, but it's been several days
  without response. Let me know if a double post like this is frowned
  upon... It feels like a basic question, but anyway...)

  Hello everyone,

  From digging around a bit, getAssets() is an inherited method from
  ContextWrapper. It returns an AssetManager, and using open() it can
  return an InputStream.

  What I'm attempting to do at this point, is use the
  GLSurfuceViewActivity, Cube and CubeRenderer to work and learn off of
  and read in vertex data from a binary file. I've already created the
  binary output by parsing a model obj file and added to the assets
  directory.

  My Shape class (modified from the Cube class) does not have access to
  calling getAssets() since it's not a subclass of Activity or
  ContextWrapper. Once I accepted that, I tried to think of the best way
  to read in the data (without storing it extra places) to the Shape
  class.

  What I did, and seems to be working okay, was modify the Shape and
  ShapeRenderer constructors to accept an AssetManger as a parameter. In
  the main Activity I added a private AssetManager, instatiated it in
  the onCreate() method from the main Activity, and passed that into the
  Renderer like so:

  am = getAssets();
  mGLSurfaceView.setRenderer(new ShapeRenderer(am));

  Does this sound reasonable or totally off base?

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 --
 Dianne Hackborn
 Android framework engineer
 hack...@android.com

 Note: please don't send private questions to me, as I don't have time to
 provide private support, and so won't reply to such e-mails.  All such
 questions should be posted on public forums, where I and others can see and
 answer them.

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[android-developers] Re: GLSurfaceView and Key Presses

2009-12-02 Thread Jeremiah Sellars
Triple sorry I suppose...

I ended up poking around in the emulator settings (this is a 2.0
compatible emulator) and found some Language and Keyboard settings
that made a difference. I disabled the Japanese IME (not sure even
what that is) and the other option above it showing in all (possibly
Chinese?) unknown characters. Once those were disabled, my tests pick
up other letters without any extra funny business.

Is this a setting I'm likely to have to worry about? Will I need to
tell players to disable such settings?

On Dec 1, 1:56 pm, Jeremiah Sellars sylus.mcf...@gmail.com wrote:
 Sorry to double post...

 I swear what I described before (setting just an OnKeyListener)
 worked... but trying again today it did not. I tried to add an
 OnFocusChangedListener and just calling myViewName.requestFocus();
 which quite oddly worked once... but then never again...

 I'm quite puzzled by this behavior. What's even more puzzling, is that
 I'm trying to pick up the letter G being pressed and it seems to be
 suggesting kanji (hiragana or katakana, I'm not sure which)...

 Numbers work fine... why does pressing a letter steal focus away from
 the GLSurfaceView?

 On Nov 30, 12:18 pm, Jeremiah Sellars sylus.mcf...@gmail.com wrote:

  Following the samples and examples, I've successfully been able to
  load a model on screen and rotate it with the DPAD keys and overriding
  the onKeyDown method of the GLSurfaceView.

  Trying to use a letter though, causes a small box to appear at the
  bottom accepting the text that is being typed.

  What I'm not entirely clear on, is since I don't have a listener
  defined in the main Activity, why those key letter key presses are
  being intercepted by some other inherent listener(?). I setup an
  OnKeyListener for the view to call my own method and that does work...
  but I'm wondering if there is perhaps a better way to handle it.

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[android-developers] GLSurfaceView and Key Presses

2009-12-01 Thread Jeremiah Sellars
Following the samples and examples, I've successfully been able to
load a model on screen and rotate it with the DPAD keys and overriding
the onKeyDown method of the GLSurfaceView.

Trying to use a letter though, causes a small box to appear at the
bottom accepting the text that is being typed.

What I'm not entirely clear on, is since I don't have a listener
defined in the main Activity, why those key letter key presses are
being intercepted by some other inherent listener(?). I setup an
OnKeyListener for the view to call my own method and that does work...
but I'm wondering if there is perhaps a better way to handle it.

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[android-developers] Getting an asset outside of main Activity

2009-12-01 Thread Jeremiah Sellars
(I did post this to the beginners group, but it's been several days
without response. Let me know if a double post like this is frowned
upon... It feels like a basic question, but anyway...)

Hello everyone,

From digging around a bit, getAssets() is an inherited method from
ContextWrapper. It returns an AssetManager, and using open() it can
return an InputStream.

What I'm attempting to do at this point, is use the
GLSurfuceViewActivity, Cube and CubeRenderer to work and learn off of
and read in vertex data from a binary file. I've already created the
binary output by parsing a model obj file and added to the assets
directory.

My Shape class (modified from the Cube class) does not have access to
calling getAssets() since it's not a subclass of Activity or
ContextWrapper. Once I accepted that, I tried to think of the best way
to read in the data (without storing it extra places) to the Shape
class.

What I did, and seems to be working okay, was modify the Shape and
ShapeRenderer constructors to accept an AssetManger as a parameter. In
the main Activity I added a private AssetManager, instatiated it in
the onCreate() method from the main Activity, and passed that into the
Renderer like so:

am = getAssets();
mGLSurfaceView.setRenderer(new ShapeRenderer(am));

Does this sound reasonable or totally off base?

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