Re: [android-developers] 10+ years: Azure (Data Factory, Data Bricks, Data Lake) Developer in Louisville, KY

2021-01-11 Thread Josh SparkIT
Hello Vineeth Sharma,

Hope you are doing well and good today J



Please find the attached resume of Srija Reddy* i.e  Aws Devops Engineer*,
She is just came out of current project with  *Verizon* and looking for the
new project and she is open to relocate.



If you come across any Devops Engineer requirements please consider Srija
Reddy.



*Candidate information :*

*Name:  Srija Reddy*

*Location: New Jersey*

*Phone : 803 594-6458*

*Email id : srijareddydevops...@gmail.com
<http://gmail.com/>
  *

*Relocation: yes*

*Total experience: 8+ Years*

*Availability: One week Notice*

*Work authorization : H1B*


*Thank you,*


*JOSH*

*Spark IT Technologies*

*331 E. Main Street Suite 240,*

*Rock Hill, SC - 29730, USA*

P: *803 594-6458** Ext: 173*

*j...@sparkitt.com *|*www
<http://www.calibrit.com/>.sparkitt.com <http://sparkitt.com/>
<https://sparkitt.com/>*



***An E-Verified Company***


*DISCLAIMER*: If you have received this email in error or prefer not to
receive such emails in the future, please notify by replying with a
''REMOVE'' in the subject line and your email address shall be removed
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On Mon, Jan 11, 2021 at 7:56 PM VINEET SHARMA 
wrote:

> *Please share profile to vinee...@1pointsys.com *
>
>
>
> *End Client: Humana*
>
> *VISA: USC, GC, GCEAD, H1B Only*
>
>
>
> *Job: Azure Developer*
>
> *Location: Louisville, KY*
>
> *Duration: 12+ months*
>
>
>
> *Azure Developer with expertise on Data Factory, Data Bricks, Data Lake,
> Streamsets, etc. *
>
>
>
> • *10+ Years of total IT experience* with *4-5 years of hands-on
> experience* in *designing and implementing Cloud/Azure based architecture*
> .
>
> • Hands-on development experience in *Azure services like
> DataBricks,  Data factory, Logic Apps, Spark, Azure functions /Event Hub*
> .
>
> • Good understanding of Azure cloud service offering (covering *Azure
> Compute, Storage, Network, WebApp, Azure Cognitive Services, Azure
> Functions, Azure AD).*
>
> • Design and Develop high performance, scalable and secure cloud
> native applications on Microsoft Azure.
>
> • Experience in building big data solutions using Azure services like
> Azure analysis services, Azure DevOps / Databases like SQL server ,
> CosmosDB and web service integration
>
> • Experience working on implementing Cloud Infrastructure (IaaS)
> Security Compliance requirements, monitoring Infrastructure (IaaS), Network
> management, storage management and remediation automation.
>
> • Experience in building CI/CD pipelines in Azure Devops using CI/CD
> methodologies like Jenkins, Kubernetes etc.,
>
> • Ability to ideate cloud based solution framework independently for
> migrating existing enterprise data warehouse to the Cloud.
>
> • Ability to define and design the technical architecture with best
> suited Azure components ensuring seamless end-end workflow from Data source
> to UI.
>
> • Strong knowledge of *Cloud security standards and principles
> including Identity and Access management in Azure.*
>
> • Microsoft certified Azure certifications (preferred).
>
> • Must have Bachelor's Degree in computer science, information
> technology, or related discipline.
>
> • Strong communication and presentation skills to provide new feature
> demos to project stakeholders.
>
> • Excellent interpersonal skills; strong desire to move projects
> forward and be proactive. Seeks opportunities to learn and improve.
>
>
>
>
>
>
>
>
>
> *VINEET SHARMA*
> <https://em-ui.constantcontact.com/em-ui/em/page/em-ui/email>* | Sr
> Recruiter | 1Point System LLC  *
>
> *Mobile: (315) 514-3320 *• vinee...@1pointsys.com
>
> *Desk:(803) 818-3474 Ext: 112*
>
> *Gtalk/Skype:* vicky1point...@gmail.com
>
> *LinkedIn:* linkedin.com/in/vineet-sharma-11043aa4
> <https://www.linkedin.com/in/vineet-sharma-11043aa4>
>
> • Fax: 803-832-7973
>
> 115 Stone Village Drive • Suite C • Fort Mill, SC • 29708
>
> *An E-Verified company | An Equal Opportunity Employer*
>
> --
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> .
>

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You received 

[android-developers] Re: Android Studio Does not run on School Issued devices.

2016-04-07 Thread Josh Parkinson
Any reason why this may occur?

On Thursday, April 7, 2016 at 8:09:36 AM UTC-4, Josh Parkinson wrote:
>
> For our Engineering Design and Development project, we need to use Android 
> Studio on the school computers. The issue is that when it is run, it 
> displays a message that Windows Firewall has blocked several features, then 
> it gives us the following error message:
>
> Internal error. Please report to https://code.google.com/p/android/issues
>
> java.lang.RuntimeException: java.lang.IllegalArgumentException: Argument 
> for @NotNull parameter 'name' of 
> com/android/tools/idea/welcome/Platform. must not be null
> at com.intellij.idea.IdeaApplication.run(IdeaApplication.java:178)
> at com.intellij.idea.MainImpl$1$1$1.run(MainImpl.java:52)
> at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
> at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:756)
> at java.awt.EventQueue.access$500(EventQueue.java:97)
> at java.awt.EventQueue$3.run(EventQueue.java:709)
> at java.awt.EventQueue$3.run(EventQueue.java:703)
> at java.security.AccessController.doPrivileged(Native Method)
> at 
> java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:75)
> at java.awt.EventQueue.dispatchEvent(EventQueue.java:726)
> at com.intellij.ide.IdeEventQueue.dispatchEvent(IdeEventQueue.java:362)
> at 
> java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
> at 
> java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
> at 
> java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
> at 
> java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
> at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
> at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
> Caused by: java.lang.IllegalArgumentException: Argument for @NotNull 
> parameter 'name' of com/android/tools/idea/welcome/Platform. must not 
> be null
> at com.android.tools.idea.welcome.Platform.(Platform.java)
> at 
> com.android.tools.idea.welcome.Platform.getLatestPlatform(Platform.java:72)
> at 
> com.android.tools.idea.welcome.Platform.createSubtree(Platform.java:89)
> at 
> com.android.tools.idea.welcome.InstallComponentsPath.createComponentTree(InstallComponentsPath.java:81)
> at 
> com.android.tools.idea.welcome.InstallComponentsPath.init(InstallComponentsPath.java:215)
> at 
> com.android.tools.idea.wizard.DynamicWizardPath.attachToWizard(DynamicWizardPath.java:97)
> at 
> com.android.tools.idea.wizard.DynamicWizard.addPath(DynamicWizard.java:233)
> at 
> com.android.tools.idea.welcome.FirstRunWizard.init(FirstRunWizard.java:75)
> at 
> com.android.tools.idea.welcome.FirstRunWizardHost.setupWizard(FirstRunWizardHost.java:100)
> at 
> com.android.tools.idea.welcome.FirstRunWizardHost.getWelcomePanel(FirstRunWizardHost.java:92)
> at 
> com.intellij.openapi.wm.impl.welcomeScreen.WelcomeFrame.(WelcomeFrame.java:68)
> at 
> com.intellij.openapi.wm.impl.welcomeScreen.WelcomeFrame.showNow(WelcomeFrame.java:173)
> at 
> com.intellij.idea.IdeaApplication$IdeStarter.main(IdeaApplication.java:302)
> at com.intellij.idea.IdeaApplication.run(IdeaApplication.java:172)
> ... 16 more
>
>

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[android-developers] Android Studio Does not run on School Issued devices.

2016-04-07 Thread Josh Parkinson
For our Engineering Design and Development project, we need to use Android 
Studio on the school computers. The issue is that when it is run, it 
displays a message that Windows Firewall has blocked several features, then 
it gives us the following error message:

Internal error. Please report to https://code.google.com/p/android/issues

java.lang.RuntimeException: java.lang.IllegalArgumentException: Argument 
for @NotNull parameter 'name' of 
com/android/tools/idea/welcome/Platform. must not be null
at com.intellij.idea.IdeaApplication.run(IdeaApplication.java:178)
at com.intellij.idea.MainImpl$1$1$1.run(MainImpl.java:52)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:756)
at java.awt.EventQueue.access$500(EventQueue.java:97)
at java.awt.EventQueue$3.run(EventQueue.java:709)
at java.awt.EventQueue$3.run(EventQueue.java:703)
at java.security.AccessController.doPrivileged(Native Method)
at 
java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:75)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:726)
at com.intellij.ide.IdeEventQueue.dispatchEvent(IdeEventQueue.java:362)
at 
java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
at 
java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
at 
java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
Caused by: java.lang.IllegalArgumentException: Argument for @NotNull 
parameter 'name' of com/android/tools/idea/welcome/Platform. must not 
be null
at com.android.tools.idea.welcome.Platform.(Platform.java)
at 
com.android.tools.idea.welcome.Platform.getLatestPlatform(Platform.java:72)
at 
com.android.tools.idea.welcome.Platform.createSubtree(Platform.java:89)
at 
com.android.tools.idea.welcome.InstallComponentsPath.createComponentTree(InstallComponentsPath.java:81)
at 
com.android.tools.idea.welcome.InstallComponentsPath.init(InstallComponentsPath.java:215)
at 
com.android.tools.idea.wizard.DynamicWizardPath.attachToWizard(DynamicWizardPath.java:97)
at 
com.android.tools.idea.wizard.DynamicWizard.addPath(DynamicWizard.java:233)
at 
com.android.tools.idea.welcome.FirstRunWizard.init(FirstRunWizard.java:75)
at 
com.android.tools.idea.welcome.FirstRunWizardHost.setupWizard(FirstRunWizardHost.java:100)
at 
com.android.tools.idea.welcome.FirstRunWizardHost.getWelcomePanel(FirstRunWizardHost.java:92)
at 
com.intellij.openapi.wm.impl.welcomeScreen.WelcomeFrame.(WelcomeFrame.java:68)
at 
com.intellij.openapi.wm.impl.welcomeScreen.WelcomeFrame.showNow(WelcomeFrame.java:173)
at 
com.intellij.idea.IdeaApplication$IdeStarter.main(IdeaApplication.java:302)
at com.intellij.idea.IdeaApplication.run(IdeaApplication.java:172)
... 16 more

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[android-developers] Next Android release Questions

2016-03-22 Thread Josh Austin
Hello,

Our project currently live in the Google Play store was recently tested 
against the next release of Android by the Android Support Team.  We got a 
message stating that there is a change in structure to a setjmp buffer that 
will cause our game to crash.  

Can anyone help us know when a testable version of this next release will 
be available for us to start testing changes/fixes before it goes live so 
we can make sure and correct the issue?

Thank you,
Josh

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[android-developers] Re: Google Play Games Services problem - rate limit exceeded

2016-01-21 Thread Josh Mason
I'm having the exact same issue... Any help would be greatly appreciated.

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[android-developers] No changes to the APK...yet Ionic Andorid app breaks in production. Why?

2015-11-30 Thread Josh
Recently, I encountered a situation where the app I publish and maintain 
started failing on certain users's devices. 
It affected some users...but not all. 
(e.g., I could not even determine if the problem was contained to one 
version of Android).

So it got me thinking...
(1) How can I be notified if Google/Android rolls out a change which may 
affect my app?
(2) Does anyone have a tips/tricks for ensuring their app is "ready for 
business" each day? 

FYI - my app is built with Ionic and we seem to have fixed it by upgrading 
to the latest. 

Thanks advance for any guidance on this. 

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[android-developers] Re: FragmentManager.popBackStack not working when used with child fragment manager

2013-05-28 Thread Josh Burton
Well I don't have a fix yet, but I have just run into the same problem!

On Tuesday, 28 May 2013 07:23:19 UTC+12, Miha wrote:

 Anybody?

 Regards,
  Miha.

 On Saturday, May 25, 2013 3:08:13 PM UTC+2, Miha wrote:


 If I dump the child fragment state, it shows the activity as detached; If 
 I dump the parent fragment manager state, it shows all of the fragments 
 and also the activity reference (see below).

 I'm using support library, and with that, I'm using classes from 
 android.support.v4.app package.



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[android-developers] Re: Top Developer?

2012-11-30 Thread Josh
Yeah.

On Thursday, November 29, 2012 11:59:14 AM UTC-5, John Coryat wrote:

 Can you reply to comments now? (you do this in the developer console)

 -John Coryat



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[android-developers] Re: Top Developer?

2012-11-29 Thread Josh
I just recently received a Top Developer badge (November, 2012).  I wanted 
to post my numbers for those who are curious.

I'm a part-time, doing-this-for-fun developer, and I'm the founder and only 
employee of Joko Interactive.  You can check out my apps 
here: https://play.google.com/store/apps/developer?id=Joko+Interactive.

I've got 4 live wallpapers which have been pretty successful, each has over 
a million free downloads.  My total downloads are somewhere around 6 
million.  3 of the 4 have been featured on the front page of the market, 
which I think has directly lead to both the high downloads and the TD 
badge.  They're all rated 4 stars or higher as well.

My first LWP that was featured was hand-picked by someone at Google who 
handles the Personalization section's featured stuff.  I just got an email 
saying they liked it and wanted to feature it.  My next two were featured 
soon after they were published with no correspondence.

I guess at some point my stats hit some red flags which puts me up for 
consideration for the TD badge.  I have no idea how that was handled, I 
wasn't notified of the change.  I just noticed the badge one day.

Hope all that helps!

On Friday, June 22, 2012 4:34:48 PM UTC-4, Robert Nekic wrote:

 Is there a process for being considered for the Top Developer designation 
 on Google Play?   The only reference to it that I can find is here (
 http://support.google.com/googleplay/android-developer/bin/answer.py?hl=enanswer=1295940)
  and 
 all it says on the matter is they are chosen by the Google Play team.   
 Does one simply hope to accidentally catch the eye of someone on the team 
 or is there a nomination process or what?






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[android-developers] File Upload button call does not work in webview

2012-10-01 Thread Josh
I need to be able to open a file upload menu from AndroidAddMember.aspx 
 page in a web view. I found this fix but I dont think im implementing it 
correctly. [Fix][1]

I get this warning message. Also the file upload button still does not work.
The method openFileChooser(ValueCallbackUri) from the type new 
WebChromeClient(){} is never used locally 

My file upload button is on this page AndroidAddMember.aspx in my first 
casestatement below.

Any help would be great. Thanks


WebView wv;  
private ValueCallbackUri mUploadMessage;   
private final static int FILECHOOSER_RESULTCODE=1; 

@Override   
 protected void onActivityResult(int requestCode, int resultCode,
Intent intent) {
  if(requestCode==FILECHOOSER_RESULTCODE)
  {
   if (null == mUploadMessage) return;
   Uri result = intent == null || resultCode != RESULT_OK ? null   
   : intent.getData();
   mUploadMessage.onReceiveValue(result);
   mUploadMessage = null;
 
}
}
 
 
 public void onCreate1(Bundle savedInstanceState) {
  super.onCreate(savedInstanceState);
 
  wv = new WebView(this);
  wv.setWebViewClient(new WebViewClient());
  wv.setWebChromeClient(new WebChromeClient()
  {
 //The undocumented magic method override
 //Eclipse will swear at you if you try to put @Override here
 public void openFileChooser(ValueCallbackUri uploadMsg) {
 
  mUploadMessage = uploadMsg;
  Intent i = new Intent(Intent.ACTION_GET_CONTENT);
  i.addCategory(Intent.CATEGORY_OPENABLE);
  i.setType(image/*);
 
 MyGreatActivity.this.startActivityForResult(Intent.createChooser(i,File 
Chooser), FILECHOOSER_RESULTCODE);
 
 }
});
 
setContentView(wv);
}   
   
 
@Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle item selection
switch (item.getItemId()) {
case R.id.register:
mWebView2 = (WebView) findViewById(R.id.webview);
mWebView2.getSettings().setJavaScriptEnabled(true);
mWebView2.loadUrl(http://www.Mysite.com/AndroidAddMember.aspx;);
mWebView2.setWebViewClient(new HelloWebViewClient());   
return true;
 case R.id.ratewomen:
mWebView3 = (WebView) findViewById(R.id.webview);
mWebView3.getSettings().setJavaScriptEnabled(true);
mWebView3.loadUrl(http://mysite.com/gadgets.aspx;);
mWebView3.setWebViewClient(new HelloWebViewClient());  
 return true;
 case R.id.ratemen:
mWebView4 = (WebView) findViewById(R.id.webview);
mWebView4.getSettings().setJavaScriptEnabled(true);
mWebView4.loadUrl(http://mysite.com/gadgetsmall.aspx;);
mWebView4.setWebViewClient(new HelloWebViewClient());  
 return true;
default:
return super.onOptionsItemSelected(item);
}
}


  [1]: 
http://m0s-programming.blogspot.com/2011/02/file-upload-in-through-webview-on.html

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Re: [android-developers] Say Hello to the Menu?

2012-07-26 Thread Josh Brown
The action overflow is always in one of two locations, and it's always with the 
rest of the action items.  I've never felt like I've missed it, but on legacy 
apps I'm constantly having to hit the compatibility menu button to see if 
there's more to a page.

One thing I did back when I was running AOKP was to set it so the compatibility 
button only showed on legacy apps, but was always clickable (just invisible 
sometimes).  That was more of a convenience thing than a discovery aid though.

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[android-developers] Paging Grid type layout like Google Currents

2012-07-26 Thread Josh Burton
What would be the best way to create a 'paging' grid layout like the one 
used in Google Currents, for the article sources?

Obviously using ViewPager with some kind of grid layout, but would it be 
best to use GridLayout or GridView?

And is it possible to have one adapter that can populate the layouts on all 
the different pages?

Thanks
Josh

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Re: [android-developers] Say Hello to the Menu?

2012-07-25 Thread Josh Brown
Part of the problem of the old menu button was that it was impossible to 
tell ahead of time whether it would do anything at all.  There's nothing 
wrong with having items hidden off-screen (in many cases you want to do 
exactly that), the problem came from not knowing there was anything there. 
 By having the on-screen overflow menu affordance, the user is made aware 
that there is more they can do on this screen without having to guess.

On Wednesday, July 25, 2012 8:48:41 AM UTC-7, yvolk wrote:



 On Wednesday, July 25, 2012 2:59:49 PM UTC+4, Mark Murphy (a Commons Guy) 
 wrote:

 On Wed, Jul 25, 2012 at 2:05 AM, yvolk wrote: 
  In the Sync screen of the Accounts and Sync 

 There is no Accounts and Sync on Jelly Bean in Settings, so I do not 
 know what you are referring to. 

 Mark, I'm comparing two versions of Android: v.4.0.4 does have this 
 submenu. In v.4.1. instead of selecting Accounts and Sync you have to 
 select the name of the Groups of accounts e.g. Email. Further select 
 exact account - and you're on the Sync screen.
 I've tried this in the emulator trying to disable hardware buttons:
 Yes, as you describe for the Chrome browser, here hardware Menu button 
 is being replaced with soft Action overflow button, but they act exactly 
 the same way: open the same list of options , initially hidden from a User .
 So technically it's really a new way to open List of actions but in fact 
 it is implemented as a pure replacement of hardware button with soft button 
 having other name (Action overflow) to open the same Options menu 
 (without grid choices) :-(


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[android-developers] Jelly Bean conversational TTS?

2012-07-21 Thread Josh Burton
Hi,

The whats new in Jelly Bean page (http://www.android.com/about/jelly-bean/) 
states Jelly Bean introduces a new conversational text-to-speech voice in 
US English, available as both a network engine and an embedded engine via 
the TTS API.

I get the conversation voice in Google Now, but doing Listen to example 
in the Android voice settings, and using the Google TTS engine in my own 
apps just gives me the same voice as in ICS.

How do we access the new Conversational TTS engine?

Thanks
Josh

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Re: [android-developers] Re: Android 4.1 Jelly Bean GIF Images Not Showing?

2012-07-11 Thread Josh F.
Thanks Romain, I really appreciate you fixing this without even a bug 
report being filed.  We were using the same GIF for multiple densities as 
the auto-scaling worked quite well for us, so that must have been the 
problem.  Can you clarify if this was fixed in the 4.1.1 that is now being 
released or if we should expect it in a future update?  We have some plans 
for other games and features to existing that may benefit from GIF again so 
it would help to know when/if we should consider using them again.  Thanks 
again!

On Wednesday, July 11, 2012 10:10:44 AM UTC-7, Romain Guy (Google) wrote:

 I found and fixed the bug by the way. It occurs only when the bitmap 
 loaded from the GIF has the wrong density and gets auto-scaled by the 
 framework.


 On Tue, Jul 10, 2012 at 6:19 PM, Bradley Hekman wrote:

 Josh, I encountered the same problem in my app while running on hardware. 
 I'm just going to switch over to png..

 On Saturday, July 7, 2012 2:39:27 AM UTC-4, Zsolt Vasvari wrote:

 If this happens on hardware but not on the emulator, my guess is that 
 this is not really a PNG/GIF issue.  I couldn't get Google I/O tickets 
 either, so I cannot help.

 On Friday, July 6, 2012 11:50:43 PM UTC+8, Josh F. wrote:

 I will create the bug report as soon as I can get a development device 
 with this actual build on it as it does not happen in the emulator.  As it 
 stands right now you had to be at Google I/O to get one and tickets sold 
 so 
 fast I was not able to get one.  To test this issue and the fix I have had 
 to rely on my users who were there and have a Galaxy 7, which is not going 
 to work to create a sample project example of the issue required to post 
 an 
 official bug report.  Hopefully in a few weeks I'll get my Galaxy 7 and do 
 just that.

 If someone in the community has a device that they would be willing to 
 test with me on, I can send sample files/etc. to create the bug report 
 sooner.

 On Friday, July 6, 2012 8:27:14 AM UTC-7, Mark Murphy (a Commons Guy) 
 wrote:

  This is a bug in 
  Android 4.1 Jelly Bean as released on current devices and I hope 
 that they 
  fix it before full retail devices ship or this thread will get very 
 busy. 

 Please feel free to file a bug report on http://b.android.com, with a 
 sample project demonstrating the issue. 

 -- 
 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 3.7 Available! 

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 -- 
 Romain Guy
 Android framework engineer

  

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[android-developers] Re: Android 4.1 Jelly Bean GIF Images Not Showing?

2012-07-06 Thread Josh F.
I'm not looking for your sympathy Zsolt, I am pointing out a flaw in the 
release as currently available and recommending other developers take 
action now to avoid it.

Yes, I am very much aware that the SDK has (as far as I know always has) 
stated that the GIF is discouraged, but that does not mean there are 
not correct places to use them (at the very least if you wrote a web 
browser you would need support for them).  In fact, the samples in the SDK 
actually include GIF images (even an animated GIF) and continue to be part 
of the APIDemos sample project in Android 4.1 Jelly Bean.  At least one 
reason is that the packaging system in Android can work better with PNG (it 
optimizes them), and in fact PNG is a better option in most cases if done 
properly.  However, that is not always true, and in our case a GIF image 
had better compression to performance characteristics for some images of 
certain sizes and display requirements as a GIF.

My point is there is a big difference between discouraged and 
deprecated as well as between supported and not supported.  The 
discouraged does not mean don't use these because we will pull support 
in the future - that is what deprecated means.  It also does not mean 
don't use these because we don't test them to work - as that is not what 
supported means that they test it to work (otherwise it would say 
something like available but not supported or simply not supported). 
 Discouraged should mean that you need to carefully consider if this is 
the right option for you and weigh the risk and reward for 
your particular need as there may be better alternatives.  If you are going 
to say it is supported, which the line you copied clearly states it is 
supported, then it must be expected to work.  If you are going to stop 
supporting them, then you must mark it at least as deprecated and have it 
in your release notes.  Like I said, it works fine in the emulator and has 
worked for years on every device up to now, and they even continue to 
include it in the samples in the SDK.  This is a bug in Android 4.1 Jelly 
Bean as released on current devices and I hope that they fix it before full 
retail devices ship or this thread will get very busy.

On Thursday, July 5, 2012 9:49:31 PM UTC-7, Zsolt Vasvari wrote:

 That has been the recommendation in the Android SDK for at least the last 
 2 years.  So if you do use GIFs after all this time, can't really feel 
 sorry for you.

 This is the exact quote from the doc and the same line has been there 
 since at least 1.1 when I started working with the platform:

  A bitmap image. Android supports bitmap files in a three formats: .png
  (preferred), .jpg (acceptable), .gif(discouraged). 



 On Thursday, July 5, 2012 11:25:10 PM UTC+8, Josh F. wrote:

 OK, this will be my last post on this one, but I certainly hope that 
 Google will fix this in the future as I'm sure I'm not alone here.  We have 
 moved all images away from GIF and now everything works fine in our game. 
  We will be releasing an update with the same once testing is completed. 
  So, a note to Android developers: Stop using GIF or risk big problems.

 On Wednesday, July 4, 2012 7:32:17 AM UTC-7, Josh F. wrote:

 It is definitely nothing to do with WebKit or the browser or similar, 
 this is a standard image view in a game trying to load a simple GIF with 
 transparency.  An interesting update: After updating to the latest build 
 tooks and setting the target SDK all the way up to 16 (for 4.1) the images 
 now show as just all black.  Without any word from anyone from 
 Google/Android, I'm gong to just go ahead and replace everything with PNG 
 files which are all slightly larger than my GIF files which will be a 
 memory hit, but I don't see any alternative if I want a fix done this week.

 On Tuesday, July 3, 2012 11:47:04 PM UTC-7, Zsolt Vasvari wrote:

 And we have no idea why you mention Webkit.  

 On Wednesday, July 4, 2012 2:03:29 PM UTC+8, Subramanya Somayaji wrote:

 We have no Idea What are the webkit changes,updates in Jeallybean!! 



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Re: [android-developers] Re: Android 4.1 Jelly Bean GIF Images Not Showing?

2012-07-06 Thread Josh F.
I will create the bug report as soon as I can get a development device with 
this actual build on it as it does not happen in the emulator.  As it 
stands right now you had to be at Google I/O to get one and tickets sold so 
fast I was not able to get one.  To test this issue and the fix I have had 
to rely on my users who were there and have a Galaxy 7, which is not going 
to work to create a sample project example of the issue required to post an 
official bug report.  Hopefully in a few weeks I'll get my Galaxy 7 and do 
just that.

If someone in the community has a device that they would be willing to test 
with me on, I can send sample files/etc. to create the bug report sooner.

On Friday, July 6, 2012 8:27:14 AM UTC-7, Mark Murphy (a Commons Guy) wrote:

  This is a bug in 
  Android 4.1 Jelly Bean as released on current devices and I hope that 
 they 
  fix it before full retail devices ship or this thread will get very 
 busy. 

 Please feel free to file a bug report on http://b.android.com, with a 
 sample project demonstrating the issue. 

 -- 
 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 3.7 Available! 


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[android-developers] Re: Android 4.1 Jelly Bean GIF Images Not Showing?

2012-07-05 Thread Josh F.
OK, this will be my last post on this one, but I certainly hope that Google 
will fix this in the future as I'm sure I'm not alone here.  We have moved 
all images away from GIF and now everything works fine in our game.  We 
will be releasing an update with the same once testing is completed.  So, a 
note to Android developers: Stop using GIF or risk big problems.

On Wednesday, July 4, 2012 7:32:17 AM UTC-7, Josh F. wrote:

 It is definitely nothing to do with WebKit or the browser or similar, this 
 is a standard image view in a game trying to load a simple GIF with 
 transparency.  An interesting update: After updating to the latest build 
 tooks and setting the target SDK all the way up to 16 (for 4.1) the images 
 now show as just all black.  Without any word from anyone from 
 Google/Android, I'm gong to just go ahead and replace everything with PNG 
 files which are all slightly larger than my GIF files which will be a 
 memory hit, but I don't see any alternative if I want a fix done this week.

 On Tuesday, July 3, 2012 11:47:04 PM UTC-7, Zsolt Vasvari wrote:

 And we have no idea why you mention Webkit.  

 On Wednesday, July 4, 2012 2:03:29 PM UTC+8, Subramanya Somayaji wrote:

 We have no Idea What are the webkit changes,updates in Jeallybean!! 



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[android-developers] Re: Android 4.1 Jelly Bean GIF Images Not Showing?

2012-07-04 Thread Josh F.
It is definitely nothing to do with WebKit or the browser or similar, this 
is a standard image view in a game trying to load a simple GIF with 
transparency.  An interesting update: After updating to the latest build 
tooks and setting the target SDK all the way up to 16 (for 4.1) the images 
now show as just all black.  Without any word from anyone from 
Google/Android, I'm gong to just go ahead and replace everything with PNG 
files which are all slightly larger than my GIF files which will be a 
memory hit, but I don't see any alternative if I want a fix done this week.

On Tuesday, July 3, 2012 11:47:04 PM UTC-7, Zsolt Vasvari wrote:

 And we have no idea why you mention Webkit.  

 On Wednesday, July 4, 2012 2:03:29 PM UTC+8, Subramanya Somayaji wrote:

 We have no Idea What are the webkit changes,updates in Jeallybean!! 



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[android-developers] Android 4.1 Jelly Bean GIF Images Not Showing?

2012-07-03 Thread Josh F.
I'm wondering if it is just me or not, but I have a game that has been 
out for years now that uses GIF files for some of the bigger images (many 
are PNG, but some are GIF).  In the latest Android 4.1 Jelly Bean release, 
the emulator continues to show these images without any problems in every 
configuration I have tried, but the devices that are running 4.1 right now 
(the Nexus 7 and Galaxy Nexus) both fail to show these images in the game. 
 There is no crash and no other failure and the game behaves as if the 
images are present (some you can select/touch/etc. and it works).

As I don't yet have a 4.1 device (unable to get tickets to Google I/O which 
is the only way to have a legitimate one right now) and I do not want to 
flash a hacked ROM on my own Galaxy Nexus test devices (we keep them stock 
for testing) I was hoping someone else in the community has seen this and 
has a recommendation.  Otherwise, it looks like I'll be doing a lot of GIF 
to PNG conversions for the next few days...

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[android-developers] Re: AnimationDrawable on ItemizedOverlay

2012-06-12 Thread Josh Lentz
Felix:

Can you post the code of how you got this to work. I am trying to make a 
custom AnimationDrawable to replace the the default on that 
MyLocationOverlay uses.

I have made a subclass of MyLocationOverlay but it will only show the first 
image in the animation-list.

I have tried a Runnable and a Handler and nothing works for me.

If you can help that would be great!

On Wednesday, June 22, 2011 5:09:26 AM UTC-4, Felix Garcia Lainez wrote:

 Ok i have done animating myself using a handler and it works. Thanks! 

 On 21 jun, 20:55, TreKing treking...@gmail.com wrote: 
  On Tue, Jun 21, 2011 at 1:38 PM, Felix Garcia Lainez  
  
  fgarcialai...@gmail.com wrote: 
   Yes i did, and just tested doing before and after adding 
 ItemizedOverlay to 
   the map overlays array. 
  
  Well, I'm out of ideas. If you don't get an answer to make this work the 
 way 
  it should, perhaps make you own animator for this case. 
  It shouldn't be terribly difficult to make your own animated 
 ItemizedOverlay 
  by using the AnimationDrawable functions to get each frame with a timer 
 in 
  between as necessary. 
  
  
 --- 
 -- 
  TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago 
  transit tracking app for Android-powered devices

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[android-developers] Hardware accelerated Canvas.drawPicture support (or recommended alternatives)

2012-05-27 Thread Josh Guilfoyle
I am hoping to use the svg-android project to implement a dynamic SVG
viewer for files with fairly large amounts of detail.  My initial
smoke tests are promising as the SVG files I am using are rendered
correctly however performance is poor without any sophisticated
drawing optimizations.  I believe this is due to the usage of
Canvas.drawPicture (svg-android translates the SVG document structure
into a single Picture), preventing hardware acceleration on supporting
devices and possibly being implemented without efficient trimming of
areas outside the clip bounds.  Before I begin significant or
fundamental optimization however, I'd like to confirm a few things
about Android's rendering pipeline (both recent and older versions).
Hopefully this will allow me to utilize existing research already
conducted by the Android team or other community developers.
Specifically:

1. What performance gotchas may exist with simply constructing my own
macro notion of a Picture and replaying the raw Canvas operations on
draw?  That is, define a very simple op-code interpreted language in
which I can represent a Picture and simply execute it on draw myself
much like how I assume Picture is natively implemented.  Will this
alone be sufficient to permit hardware acceleration?  I'm assuming no
given that Android developers would have implemented drawPicture on
the hardware accelerated path if it were this simple, but I'd like to
understand why and if there may be anything I can do to mitigate the
issues in my specific case.

2. I believe an asynchronous tiling bitmap layer may be an appropriate
solution where sections of the SVG are dynamically rendered to off-
screen bitmaps and blitted on screen.  A separate renderer thread
would be used to manage writing to a cache of off-screen bitmaps.  Can
hardware acceleration help in some way with this off-screen rendering
or would it merely kick in with improved performance when blitting
those tiles to screen?  If no, I may be able to avoid the issues with
#1 entirely since hardware acceleration wasn't going to speed up the
off-screen rendering anyway.

3. What is the runtime nature of attempting to draw paths and
primitives (lines, rects, etc) that are entirely outside the canvas'
clipped bounds?  Is it necessary or appropriate for me to call
Canvas.quickReject myself or can I rely on this rejection happening at
a lower level automatically?  Can I expect that it behaves
consistently when drawing a Picture versus drawing a Path?  This is
especially important if I implement a tiling renderer as per #2 where
a large number of draw requests will be made for the full graphic to
render into discrete sections.  If Canvas cannot reasonably minimize
cycles for this case I will likely need to implement my own culling
optimizations.

If anyone has other suggestions for things I didn't consider please
feel free to let me know.  I'm hoping to drive toward an elegant and
efficient solution that works optimally on newer hardware but with
acceptable performance on other devices.

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Re: [android-developers] Hardware accelerated Canvas.drawPicture support (or recommended alternatives)

2012-05-27 Thread Josh Guilfoyle
Thanks for the quick reply.  Given your last comment about rasterization of 
Path, I think an appropriate option is to just disregard hardware 
acceleration for most of what I'm doing and render the full graphic into a 
set of tiles.  The hardware renderer can optimize the last mile step for 
me by efficiently copying and scaling my tiled bitmaps onto the display.

I will also do some performance benchmarks to get a sense for how expensive 
drawing the Picture is versus culling only the portion of the full graphic 
I need.  Hopefully it's negligible.


On Sunday, May 27, 2012 9:46:03 AM UTC-7, Romain Guy (Google) wrote:

  1. What performance gotchas may exist with simply constructing my own
  macro notion of a Picture and replaying the raw Canvas operations on
  draw?

 Not much really. The UI toolkit has its own equivalent of Picture called 
 DisplayList. If you render a View with on draw() the toolkit builds such a 
 display list and keeps it until the next invalidate.

  3. What is the runtime nature of attempting to draw paths and
  primitives (lines, rects, etc) that are entirely outside the canvas'
  clipped bounds?  Is it necessary or appropriate for me to call
  Canvas.quickReject myself or can I rely on this rejection happening at
  a lower level automatically?  

 It will happen automatically but you can save a bit of work by doing it 
 yourself early on.
 
  If anyone has other suggestions for things I didn't consider please
  feel free to let me know.

 Just one: path rendering can be very inefficient on the GPU. Currently 
 only rectangles and lines are implement natively, all other types of shapes 
 are rasterized with the software renderer into a GL texture. If your paths 
 change often, performance will be pretty bad.

   I'm hoping to drive toward an elegant and
  efficient solution that works optimally on newer hardware but with
  acceptable performance on other devices.
 
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[android-developers] Default Launcher Lifecycle

2012-04-24 Thread Josh
Does Android ever stop the default launcher in order to free up
resources?

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[android-developers] Re: Default Launcher Lifecycle

2012-04-24 Thread Josh
let me rephrase this...

I have built a default launcher app that is specifically for the
Samsung Galaxy Tab 10.1. I have launched many apps in order to have
android call onDestroy() on my launcher app but I have not been
successful in doing this.

Does anyone know if Android ever calls onDestroy() on the default
launcher in order to free up resources?

On Apr 24, 10:28 am, Josh joshdo...@gmail.com wrote:
 Does Android ever stop the defaultlauncherin order to free up
 resources?

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[android-developers] webview transitions using viewflipper

2012-03-18 Thread Josh Starrett
So I have been working on using transitions with my webapp using 
viewfipper. I am using two webview called mWebView and mWebView2. I also 
have a viewFipper called flip. I have mWebView loading the first webpage. 
My code looks like this:

mWebView.setWebViewClient(new FWebViewClient());
mWebView2.setWebViewClient(new SWebViewClient());

public class FWebViewClient extends WebViewClient {
//Tell mWebview how to handle URL loading.
@Override
public boolean shouldOverrideUrlLoading(WebView view, String url) {
mWebView2.loadUrl(url);
return true;
}

@Override
public void onLoadResource(WebView view, String url){
if(pg == null){
pg = new ProgressDialog(activity);
pg.setMessage(Loading );
} 
pg.show(); 
}

@Override
public void onPageFinished(WebView view, String url){
if(pg.isShowing())
pg.dismiss();
flip.setInAnimation(slide_in);
flip.setOutAnimation(slide_out);  
flip.setDisplayedChild(1);  
}
}

public class SWebViewClient extends WebViewClient {
//Tell mWebView2 how to hand URL loading.
@Override
public boolean shouldOverrideUrlLoading(WebView view, String url) {
mWebView.loadUrl(url);
return true;
}

@Override
public void onLoadResource(WebView view, String url){
if(pg == null){
pg = new ProgressDialog(activity);
pg.setMessage(Loading );
} 
pg.show();
}

@Override
public void onPageFinished(WebView view, String url){
if(pg.isShowing())
pg.dismiss();
flip.setInAnimation(slide_in);
flip.setOutAnimation(slide_out);
flip.setDisplayedChild(0);
}
}

I am thinking that when mWebView is shown and a link is clicked it will 
load the url on mWebView2 and then flip with switch the view to mWebView2. 
Then it should do the same thing to get back to mWebView. However, this is 
not the case. When i click a link from view mWebView it loads the url to 
mWebView then switches to mWebView2. Can anyone explain why this may be 
happening?

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[android-developers] WebView Transitions using FlipView. Getting: The specified child already has a parent. You must call removeView() on the child's parent first.

2012-03-16 Thread Josh Starrett
Hi I am very new to android development. I am currently working on a
webapp for an android tablet. I am trying to implement transitions
between pages using FlipView. However, every time I launch the app,
the process crashes. If anyone can take a look at my code and tell me
what I am doing wrong I would greatly appreciate it. Thank you.

Logs:

03-15 17:53:49.899: E/AndroidRuntime(970): FATAL EXCEPTION: main
03-15 17:53:49.899: E/AndroidRuntime(970): java.lang.RuntimeException:
Unable to start activity ComponentInfo{activity.java/
activity.java.CheckInKioskActivity}: java.lang.NullPointerException
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
1815)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:
1831)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.app.ActivityThread.access$500(ActivityThread.java:122)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.app.ActivityThread$H.handleMessage(ActivityThread.java:1024)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.os.Handler.dispatchMessage(Handler.java:99)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.os.Looper.loop(Looper.java:132)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.app.ActivityThread.main(ActivityThread.java:4123)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
java.lang.reflect.Method.invokeNative(Native Method)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
java.lang.reflect.Method.invoke(Method.java:491)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
com.android.internal.os.ZygoteInit
$MethodAndArgsCaller.run(ZygoteInit.java:841)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
com.android.internal.os.ZygoteInit.main(ZygoteInit.java:599)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
dalvik.system.NativeStart.main(Native Method)
03-15 17:53:49.899: E/AndroidRuntime(970): Caused by:
java.lang.NullPointerException
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.view.ViewGroup.addView(ViewGroup.java:2850)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.view.ViewGroup.addView(ViewGroup.java:2837)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
activity.java.CheckInKioskActivity.onCreate(CheckInKioskActivity.java:
28)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.app.Activity.performCreate(Activity.java:4397)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:
1048)
03-15 17:53:49.899: E/AndroidRuntime(970):  at
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
1779)
03-15 17:53:49.899: E/AndroidRuntime(970):  ... 11 more


Main Activity:

package activity.java;

import android.app.Activity;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.animation.Animation;
import android.view.animation.AnimationUtils;
import android.webkit.WebView;
import android.webkit.WebViewClient;
import android.widget.LinearLayout;
import android.widget.ViewFlipper;

public class CheckInKioskActivity extends Activity {
/** Called when the activity is first created. */
//Init objects
WebView mWebView;
WebView mWebView2;
ViewFlipper flip;
Animation slide_in, slide_out;

//create
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
//Configure objects
slide_in = AnimationUtils.loadAnimation(this,
R.anim.slide_in);
slide_out = AnimationUtils.loadAnimation(this,
R.anim.slide_out);
setViews();
flip.removeAllViews();
setFlip();
mWebView.loadUrl(http://www.thegamebridge.com/Nuesoft2/
Home.html);
mWebView.setWebViewClient(new FirstWebViewClient());
mWebView.setWebViewClient(new SecondWebViewClient());
}
//configure Flip
private void setFlip() {
flip = (ViewFlipper) findViewById(R.id.flipview);
flip.addView(mWebView, 0);
flip.addView(mWebView2, 1);
flip.setInAnimation(slide_in);
flip.setOutAnimation(slide_out);
flip.setDisplayedChild(0);
}
//configure webviews
private void setViews() {
mWebView = (WebView) findViewById(R.id.webview);
mWebView = (WebView) findViewById(R.id.webview2);
mWebView.getSettings().setJavaScriptEnabled(true);
mWebView.getSettings().setJavaScriptEnabled(true);
}
//Make mWebView a WebViewClient
private class FirstWebViewClient extends WebViewClient {
//Tell mWebview how to handle URL loading.
@Override
public boolean shouldOverrideUrlLoading(WebView view, String
url) {
mWebView2.loadUrl(url);
flip.setDisplayedChild(1);
return true;
}
}

Re: [android-developers] WebView Transitions using FlipView. Getting: The specified child already has a parent. You must call removeView() on the child's parent first.

2012-03-16 Thread Josh Starrett
Thanks for the feedback. Sorry I didn't realize The specified child 
already has a parent was such a common error. I thought that was narrowed 
down.

On Friday, March 16, 2012 2:41:48 PM UTC-4, TreKing wrote:

 On Thu, Mar 15, 2012 at 1:02 PM, Josh Starrett starret...@gmail.comwrote:

 Hi I am very new to android development.


 Please take the time to read the documentation section on debugging.
  

 However, every time I launch the app, the process crashes.


 Look at your stack trace, see where the crash happens, then use your 
 debugger to step to that point and determine the cause of your crash.
  

 If anyone can take a look at my code and tell me what I am doing wrong I 
 would greatly appreciate it.


 Sorry, but realistically no one is going to look through that giant blob 
 of text to try to debug your app for you. At the very least do the work 
 required to narrow down your problem to the cause, then ask for specific 
 help with that problem if you still need it.


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



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[android-developers] Re: the Screenshot function in ICS.

2012-03-14 Thread Josh Brown
In order for your application to be granted 
android.permission.INJECT_EVENTS, your app has to be signed with the 
system's platform key.  See  
http://stackoverflow.com/questions/5383401/android-inject-events-permission 

On Wednesday, March 14, 2012 2:47:03 AM UTC-7, 献静 赵 wrote:

 Hi All, 
 Can you guys help me solve the problem below? 

 For ICS, it is easy to do the screen shot manually, by press the POWER 
 and Volumn_Down key same time, and there is a instrument test under / 
 icecreamsandwich/frameworks/base/packages/SystemUI/tests/ , 

 101 /** 
 102  * Inject the key sequence to take a screenshot. 
 103  */ 
 104 private void takeScreenshot() { 
 105 getInstrumentation().sendKeySync(new 
 KeyEvent(KeyEvent.ACTION_DOWN, 
 106 KeyEvent.KEYCODE_POWER)); 
 107 getInstrumentation().sendKeySync(new 
 KeyEvent(KeyEvent.ACTION_DOWN, 
 108 KeyEvent.KEYCODE_VOLUME_DOWN)); 
 109 try{ 
 110 Thread.sleep(2000); 
 111 }catch(Exception e){ 
 112 } 
 113 // the volume down key event will cause the 'volume 
 adjustment' UI to appear in the 
 114 // foreground, and steal UI focus 
 115 // unfortunately this means the next key event will get 
 directed to the 
 116 // 'volume adjustment' UI, instead of this test's activity 
 117 // for this reason this test must be signed with platform 
 certificate, to grant this test 
 118 // permission to inject key events to another process 
 119 getInstrumentation().sendKeySync(new 
 KeyEvent(KeyEvent.ACTION_UP, 
 120 KeyEvent.KEYCODE_VOLUME_DOWN)); 
 121 getInstrumentation().sendKeySync(new 
 KeyEvent(KeyEvent.ACTION_UP, 
 122 KeyEvent.KEYCODE_POWER)); 
 123 } 
 and in it's AndroidManifest.xml file, there is the user-permission 
 flag: 
uses-permission android:name=android.permission.INJECT_EVENTS / 
 I tried it, and it works, it can take the screenshot. 

 Now I want to borrow this code a camera test case, it also use the 
 instrument, I add the android.permission.INJECT_EVENTS in 
 menifest.xml, (but this doesn't exist in Camera app's 
 AndroidManifest.xml), andI run case, only see the volume adjustment' 
 UI appear in the ui. Seems that the 
 getInstrumentation().sendKeySync(new 
 KeyEvent(KeyEvent.ACTION_DOWN,KeyEvent.KEYCODE_POWER)), didn't run or 
 take effect. 

 Is it because the camera APP's AndroidMenifest.xml doesn't include the 
 uses-permission android:name=android.permission.INJECT_EVENTS /? 






 why, 



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[android-developers] Re: cross Multi-platform mobile app.

2012-03-12 Thread Josh Brown
In general what I and the rest of the company I work for have found is that 
those write-once-run-anywhere platforms never give you a good solution, 
and in many cases end up adding more work than they save you.  The main 
problem with them is that they are inherently limited to a lowest common 
denominator approach.  They have to support only the things that can be 
supported on all of their platforms.  Worse yet, they often fail horribly 
when it comes to scalability and things that are peculiar to a specific 
platform.

Additionally, you will never fully get the feel of a truly native app. 
 Keep in mind that the two platforms are very different even ignoring the 
different programming languages and APIs they use.  Their whole design 
language is different.  iOS tends to use tabular navigation heavily whereas 
Android uses more dashboards.  iOS tabs are typically on the bottom, 
Android's are on the top.  Horizontal swipe gestures are much more common 
on Android.  

There's a huge list of differences that transcend simply rewriting the 
code.  If you're not willing to respect those differences, write a web-app 
optimized for mobile.  It's definitely cheaper and you won't have to worry 
about conforming to any particular platform.  If you'd rather invest the 
time seeking a native solution, then go fully native and design and write 
for each platform.

On Sunday, March 11, 2012 11:34:42 PM UTC-7, ALi wrote:

 Hi, We are interested to develop CRM business app for Android, iphone 
 using multiplatform 
 But we are confused to select and finalize one platform. 
 Like Adobe Flex, Titanium, RhoStudio Sencha etc.. 
 Which should we select to start working on it so its not be a problem 
 in future for compatibility. 
 Any guide, Suggestions. 
 Thanks

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[android-developers] Re: cross Multi-platform mobile app.

2012-03-12 Thread Josh Brown
You might want to take a look at 
http://www.phunware.com/uncategorized/2011/06/27/the-delusion-of-right-once-run-anywhere-mobile-apps/

On Monday, March 12, 2012 2:19:11 AM UTC-7, Josh Brown wrote:

 In general what I and the rest of the company I work for have found is 
 that those write-once-run-anywhere platforms never give you a good 
 solution, and in many cases end up adding more work than they save you. 
  The main problem with them is that they are inherently limited to a 
 lowest common denominator approach.  They have to support only the things 
 that can be supported on all of their platforms.  Worse yet, they often 
 fail horribly when it comes to scalability and things that are peculiar to 
 a specific platform.

 Additionally, you will never fully get the feel of a truly native app. 
  Keep in mind that the two platforms are very different even ignoring the 
 different programming languages and APIs they use.  Their whole design 
 language is different.  iOS tends to use tabular navigation heavily whereas 
 Android uses more dashboards.  iOS tabs are typically on the bottom, 
 Android's are on the top.  Horizontal swipe gestures are much more common 
 on Android.  

 There's a huge list of differences that transcend simply rewriting the 
 code.  If you're not willing to respect those differences, write a web-app 
 optimized for mobile.  It's definitely cheaper and you won't have to worry 
 about conforming to any particular platform.  If you'd rather invest the 
 time seeking a native solution, then go fully native and design and write 
 for each platform.

 On Sunday, March 11, 2012 11:34:42 PM UTC-7, ALi wrote:

 Hi, We are interested to develop CRM business app for Android, iphone 
 using multiplatform 
 But we are confused to select and finalize one platform. 
 Like Adobe Flex, Titanium, RhoStudio Sencha etc.. 
 Which should we select to start working on it so its not be a problem 
 in future for compatibility. 
 Any guide, Suggestions. 
 Thanks



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[android-developers] Re: intent-filter

2012-03-08 Thread Josh Brown
Firstly, is com.reflect.player.Main_Activity an action that is being sent 
in an Intent by your code?  If so you're not following standard naming 
conventions for actions.  It should be 
package(.subpackage).action.YOUR_ACTION_IN_CAPS.  What you've specified 
looks more like the classname for your Activity and suggests you might have 
a conceptual error of how Intents work.

If you need to start something on boot, you should do that with a 
BroadcastReceiver that has android.intent.action.BOOT_COMPLETED(
http://developer.android.com/reference/android/content/Intent.html#ACTION_BOOT_COMPLETED)
 
as one of the Actions in one or more of its IntentFilters.  This 
BroadcastReceiver can then call startActivity() to start an Activity if 
necessary, although this will probably result in unexpected/bad behavior 
for the user.  Generally it's a bad idea to start Activities on boot. 
 Services, on the other hand, are more acceptable and necessary sometimes.

On Wednesday, March 7, 2012 11:40:33 AM UTC-8, bob wrote:

 For some reason, when my intent-filters are like so, my App doesn't launch 
 automatically when I try to debug it:

 intent-filter
 action android:name=android.intent.action.MAIN /
 category android:name=android.intent.category.LAUNCHER 
 /
 category android:name=android.intent.category.DEFAULT /
 action android:name=com.reflect.player.Main_Activity /
 /intent-filter

 Any ideas why this is?  I'm doing more than just MAIN and LAUNCHER because 
 the app needs to get boot messages.


On Wednesday, March 7, 2012 11:40:33 AM UTC-8, bob wrote:

 For some reason, when my intent-filters are like so, my App doesn't launch 
 automatically when I try to debug it:

 intent-filter
 action android:name=android.intent.action.MAIN /
 category android:name=android.intent.category.LAUNCHER 
 /
 category android:name=android.intent.category.DEFAULT /
 action android:name=com.reflect.player.Main_Activity /
 /intent-filter

 Any ideas why this is?  I'm doing more than just MAIN and LAUNCHER because 
 the app needs to get boot messages.


On Wednesday, March 7, 2012 11:40:33 AM UTC-8, bob wrote:

 For some reason, when my intent-filters are like so, my App doesn't launch 
 automatically when I try to debug it:

 intent-filter
 action android:name=android.intent.action.MAIN /
 category android:name=android.intent.category.LAUNCHER 
 /
 category android:name=android.intent.category.DEFAULT /
 action android:name=com.reflect.player.Main_Activity /
 /intent-filter

 Any ideas why this is?  I'm doing more than just MAIN and LAUNCHER because 
 the app needs to get boot messages.



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[android-developers] Re: Regarding apk installation programatically getting callback for successful installation.

2012-03-02 Thread Josh Brown
There's the 
ACTION_PACKAGE_ADDEDhttp://developer.android.com/intl/de/reference/android/content/Intent.html#ACTION_PACKAGE_ADDED
 broadcast 
you could use to see when it's installed.  I don't think there's one for if 
it was declined, but you could use some trickery in your onResume().  The 
only problem is if they hit the home button when the installer is showing 
and then somehow navigate back to your app in such a way that they can 
still get back to the installer.

On Thursday, March 1, 2012 7:08:58 AM UTC-8, ashiq sayyad wrote:

 Hi,

 Hope all doing well.

 I am trying to install app using following intent..

  Intent intent = new Intent(Intent.ACTION_VIEW);
  
 intent.setDataAndType(apkUri, application/vnd.android.package-
 archive);
  startActivity(intent);

 This will launch package installer screen with ok  cancel commands
 (depends on device) for user approval.

 If the user press Ok ,app will install  if user press
 cancel,installation will decline..

 Can I get these callbacks to my programme depending on user selection
 means whether installation is successful or declined...

 Do I need to specify some key in the intent to acieve this

 Thanks  Regards,
 Ashiq sayyad


On Thursday, March 1, 2012 7:08:58 AM UTC-8, ashiq sayyad wrote:

 Hi,

 Hope all doing well.

 I am trying to install app using following intent..

  Intent intent = new Intent(Intent.ACTION_VIEW);
  
 intent.setDataAndType(apkUri, application/vnd.android.package-
 archive);
  startActivity(intent);

 This will launch package installer screen with ok  cancel commands
 (depends on device) for user approval.

 If the user press Ok ,app will install  if user press
 cancel,installation will decline..

 Can I get these callbacks to my programme depending on user selection
 means whether installation is successful or declined...

 Do I need to specify some key in the intent to acieve this

 Thanks  Regards,
 Ashiq sayyad


On Thursday, March 1, 2012 7:08:58 AM UTC-8, ashiq sayyad wrote:

 Hi,

 Hope all doing well.

 I am trying to install app using following intent..

  Intent intent = new Intent(Intent.ACTION_VIEW);
  
 intent.setDataAndType(apkUri, application/vnd.android.package-
 archive);
  startActivity(intent);

 This will launch package installer screen with ok  cancel commands
 (depends on device) for user approval.

 If the user press Ok ,app will install  if user press
 cancel,installation will decline..

 Can I get these callbacks to my programme depending on user selection
 means whether installation is successful or declined...

 Do I need to specify some key in the intent to acieve this

 Thanks  Regards,
 Ashiq sayyad



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[android-developers] Apparatus force close Logcats

2012-02-20 Thread Josh Downey
I really wanna be able to play on PC (win7 x64)
the app works fine on phone but force closes in emulator
any help would be great, ive searched and searched but cant find an
answer
Thanx in advance

I/ActivityManager(   70): Starting: Intent
{ act=android.intent.action.MAIN cat=
[android.intent.category.LAUNCHER] flg=0x1020
cmp=com.bithack.apparatus/.App
aratusApplication } from pid 216
I/WindowManager(   70): Setting rotation to 1, animFlags=1
I/ActivityManager(   70): Config changed: { scale=1.0 imsi=310/260
loc=en_US tou
ch=3 keys=2/1/2 nav=3/1 orien=2 layout=34 uiMode=17 seq=12}
D/dalvikvm(  464): Trying to load lib /data/data/com.bithack.apparatus/
lib/libgd
x.so 0x40512f58
D/dalvikvm(  464): Added shared lib /data/data/com.bithack.apparatus/
lib/libgdx.
so 0x40512f58
D/dalvikvm(  464): No JNI_OnLoad found in /data/data/
com.bithack.apparatus/lib/l
ibgdx.so 0x40512f58, skipping init
D/AndroidInput(  464): sensor listener setup
I/ActivityManager(   70): Displayed
com.bithack.apparatus/.ApparatusApplication:
 +1s751ms
D/libEGL  (  464): egl.cfg not found, using default config
D/libEGL  (  464): loaded /system/lib/egl/libGLES_android.so
W/dalvikvm(  464): threadid=9: thread exiting with uncaught exception
(group=0x4
0015560)
E/AndroidRuntime(  464): FATAL EXCEPTION: GLThread 10
E/AndroidRuntime(  464): java.lang.IllegalArgumentException
E/AndroidRuntime(  464):at
com.google.android.gles_jni.EGLImpl._eglCreat
eContext(Native Method)
E/AndroidRuntime(  464):at
com.google.android.gles_jni.EGLImpl.eglCreate
Context(EGLImpl.java:50)
E/AndroidRuntime(  464):at android.opengl.GLSurfaceView
$DefaultContextFa
ctory.createContext(GLSurfaceView.java:685)
E/AndroidRuntime(  464):at android.opengl.GLSurfaceView
$EglHelper.start(
GLSurfaceView.java:925)
E/AndroidRuntime(  464):at android.opengl.GLSurfaceView
$GLThread.guarded
Run(GLSurfaceView.java:1264)
E/AndroidRuntime(  464):at android.opengl.GLSurfaceView
$GLThread.run(GLS
urfaceView.java:1118)
W/ActivityManager(   70):   Force finishing activity
com.bithack.apparatus/.Appa
ratusApplication
W/InputManagerService(   70): Starting input on non-focused client
com.android.i
nternal.view.IInputMethodClient$Stub$Proxy@405375f8 (uid=10034
pid=464)
W/InputManagerService(   70): Client not active, ignoring focus gain
of: com.and
roid.internal.view.IInputMethodClient$Stub$Proxy@40815a18
W/ActivityManager(   70): Activity pause timeout for
HistoryRecord{40659350 com.
bithack.apparatus/.ApparatusApplication}
D/dalvikvm(   70): GC_EXPLICIT freed 100K, 57% free 4474K/10375K,
external 3906K
/4385K, paused 177ms
I/WindowManager(   70): Setting rotation to 0, animFlags=1
I/ActivityManager(   70): Config changed: { scale=1.0 imsi=310/260
loc=en_US tou
ch=3 keys=2/1/2 nav=3/1 orien=1 layout=34 uiMode=17 seq=13}
I/Process (  464): Sending signal. PID: 464 SIG: 9
W/InputManagerService(   70): Window already focused, ignoring focus
gain of: co
m.android.internal.view.IInputMethodClient$Stub$Proxy@406aedd0
I/ActivityManager(   70): Process com.bithack.apparatus (pid 464) has
died.
I/WindowManager(   70): WIN DEATH: Window{40743748
com.bithack.apparatus/com.bit
hack.apparatus.ApparatusApplication paused=false}
I/WindowManager(   70): WIN DEATH: Window{4084bf10 SurfaceView
paused=false}
D/dalvikvm(   70): GC_EXPLICIT freed 34K, 58% free 4459K/10375K,
external 3897K/
4385K, paused 152ms
I/ActivityManager(   70): Starting: Intent
{ act=android.intent.action.MAIN cat=
[android.intent.category.LAUNCHER] flg=0x1020
cmp=com.bithack.apparatus/.App
aratusApplication } from pid 216
I/ActivityManager(   70): Start proc com.bithack.apparatus for
activity com.bith
ack.apparatus/.ApparatusApplication: pid=477 uid=10034 gids={1015,
3003}
I/WindowManager(   70): Setting rotation to 1, animFlags=1
I/ActivityManager(   70): Config changed: { scale=1.0 imsi=310/260
loc=en_US tou
ch=3 keys=2/1/2 nav=3/1 orien=2 layout=34 uiMode=17 seq=14}
W/ActivityManager(   70): Activity destroy timeout for
HistoryRecord{40659350 co
m.bithack.apparatus/.ApparatusApplication}
D/dalvikvm(  477): Trying to load lib /data/data/com.bithack.apparatus/
lib/libgd
x.so 0x405133b8
D/dalvikvm(  477): Added shared lib /data/data/com.bithack.apparatus/
lib/libgdx.
so 0x405133b8
D/dalvikvm(  477): No JNI_OnLoad found in /data/data/
com.bithack.apparatus/lib/l
ibgdx.so 0x405133b8, skipping init
D/AndroidInput(  477): sensor listener setup
I/ActivityManager(   70): Displayed
com.bithack.apparatus/.ApparatusApplication:
 +2s241ms
D/libEGL  (  477): egl.cfg not found, using default config
D/libEGL  (  477): loaded /system/lib/egl/libGLES_android.so
W/dalvikvm(  477): threadid=9: thread exiting with uncaught exception
(group=0x4
0015560)
E/AndroidRuntime(  477): FATAL EXCEPTION: GLThread 10
E/AndroidRuntime(  477): java.lang.IllegalArgumentException
E/AndroidRuntime(  477):at
com.google.android.gles_jni.EGLImpl._eglCreat
eContext(Native Method)
E/AndroidRuntime(  477):

[android-developers] First App Submission advice

2012-02-14 Thread Josh
I Built an app that loads a web page via web view. Very simple. I want
to add it to the app store and a free app.
I tested it on my phone and Zoom pad. it works as it should on those
two divices.
What more do I need to test? What more do i need to do? Are tehy
specifif guildlines i need to follow to post to the store?
A check list?

What do i do now?

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[android-developers] Google Adsence And Admob

2012-02-10 Thread Josh
Im creating a simple app that launches a web page in a web view. That
web page has google adsence in it on the bottom of the page already.

Since its an app do I need to switch adsence to admob? Will google
frown apon me using adsence instead of its app admob system?

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[android-developers] Android 4.0 sensor emulation setup questions

2011-12-26 Thread Josh Guilfoyle
I believe I have the sensor emulation support working properly (I can
connect to port 1968 locally and it appears to be connecting to the
phone) but it is unclear to me how to determine if the emulator has
also connected on this port, or how to trigger this connection
manually?  The instructions indicate that it seems to make the
connection at boot (being that the set up is done before starting the
emulator) but this seems counter intuitive to me for the emulator to
automatically search for such a listening service only on boot.

Can someone please shed some light on how this is supposed to work?

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[android-developers] Re: Android 4.0 sensor emulation setup questions

2011-12-26 Thread Josh Guilfoyle
I answered my own question a bit.  It does appear that the emulator
only connects on startup at present, not sure why it didn't work the
first time I booted the ics AVD instance.  Still, it would be nice to
see a controlling application in the emulator that would allow us to
view the status (successful connection or not) and control it in some
way.

Regardless of the rough edges, this is a huge blessing for developers
working with advanced sensor applications.  I'm mostly interested in
the SdkControllerLib to create custom sensor playback and recording
tools that will help me refine my application logic.  Thanks a ton
guys :)


On Dec 26, 3:03 pm, Josh Guilfoyle jast...@gmail.com wrote:
 I believe I have the sensor emulation support working properly (I can
 connect to port 1968 locally and it appears to be connecting to the
 phone) but it is unclear to me how to determine if the emulator has
 also connected on this port, or how to trigger this connection
 manually?  The instructions indicate that it seems to make the
 connection at boot (being that the set up is done before starting the
 emulator) but this seems counter intuitive to me for the emulator to
 automatically search for such a listening service only on boot.

 Can someone please shed some light on how this is supposed to work?

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Re: [android-developers] How do you use and debug your apps in your main phone?

2011-10-28 Thread Josh Lefler
Depending on how your app stores data, you could adb pull the data files
prior to installing the development version, do your testing, reinstall the
production version, then adb push the data files back to your device to
restore the production state.I do this with a small app of mine that uses
sqlite to store user data. For more complex apps, I use a different package
name when debugging vs releasing.

Accessing the data with abd may require being rooted - I have never kept an
unrooted phone around long enough to know exactly what parts of the file
system are accessible by default.

Josh.

On Fri, Oct 28, 2011 at 11:38 AM, Kristopher Micinski 
krismicin...@gmail.com wrote:

 Except that there are people who distribute debuggable apks...

 Kris

 On Fri, Oct 28, 2011 at 12:17 PM, Ricardo Amaral
 mas...@ricardoamaral.net wrote:
  Yes, that's another solution. But something I really wanted to avoid.
 
  If the whole thing was automatic, it would be great. For instance, the
  android:debuggable attribute could be used for something like this. As
 long
  as that attribute is true, the app could behave as an app with a
 different
  package name. It would solve the problem and the developer wouldn't need
 to
  keep changing the package name themselves.
 
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[android-developers] 2nd microphone access

2011-10-22 Thread Josh J
How can I access the 2nd microphone (used for noise cancellation). I'm
willing to recompile and build a custom image if necessary. Though need some
direction where to start

Thanks,
Josh

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[android-developers] Re: honeycomb HW accelerated 2D bmp.copyPixelsFromBuffer(bf) not reupload texture to GPU

2011-10-18 Thread Josh
I'm having the same problem running API12, and using
bmp.getGenerationId() shows these bitmaps are always the same ID, even
after reloading them with the new pixel data. It seems that the
generationID is supposed to change when these bitmaps are
modified...but they aren't. Perhaps a bug?

In any case my current workaround is to do view.setLayerType(1, null),
essentially, as you mentioned, I'm just not using hardware
acceleration. Sadly, it does slow down what I'm doing, but it seems to
be manageable and it avoids that garbage collection.

Let me know if you find another way to keep HW accel.

On Oct 8, 3:36 am, Selueco seleuco.nica...@gmail.com wrote:
 Hi,

 I am blitting a byte buffer to an Object Bitmap using a HW accelerated
 Canvas. To avoid garbage collector i would like to reuse the  bitmap
 doing a bmp.copyPixelsFromBuffer(bf).

 The problem here is that Android 3.0 canvas HW accelerated seems to
 not reupload bitmap texture unless it is a different object...

 My workround was to use  drawBitmap(int[] colors ... previusly i had
 to do a bmp.getPixels( ... this is slow... since involves an RGB565 to
 RGB conversion by frame

 any ideas why Android 3.0 HW accelerated not reupload bitmap textures
 which bytes are internally changed?

 is this a bug?

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[android-developers] Re: \n escape character not working

2011-09-27 Thread Josh Gitter
I'm not sure if you're passing in an illegal character, as \n is not
accepted. See RFC 1738 2.1 and 2.2.
http://www.ietf.org/rfc/rfc1738.txt

You probably need to URLEncode to escape characters such as \n:
http://developer.android.com/reference/java/net/URLEncoder.html

Hope this helps,
Josh

On Sep 25, 3:55 am, wes wemme...@gmail.com wrote:
 I've seen another question posted here about this, but the guy never
 responded. I, however will get responses by email and am serious about
 getting help here.

 In creating an app that will pass form information to an email, I have
 concatenated all of the labels for the email, the information from the
 text boxes, and then the escape character \n.

 The only problem is that for an HTC Evo Shift 4G the email stops
 IMMEDIATELY on the first escape character, and displays only the first
 line.

 The escape charaters: \r (carriage return) \v (vertical tab) also do
 not work. adding a double slash on the characters \\n \\r \\v do not
 work either. And if I dump the entire email URI into a text box BEFORE
 the email it is 100% correct, something happens either during or
 before the pass into email.

 Does anyone know how to implement an escape character while inside a
 URI or as an email body text . . . or anything at all that can
 implement an escape character.

 Thank you

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[android-developers] Flash and Air and the marketplace

2011-09-21 Thread Josh
Im curious if Flash android apps are getting accepted into the market
place.

Do they perform just as well as the apps designed in java?

Just getting started not sure what direction to travel in.

Josh

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[android-developers] Re: Listview with image

2011-08-24 Thread Josh Acecool
The way to do this is to stick an image in your layout and create a
viewbinder to bind data to image and change the image based on the
data. I can provide code examples but I'm on the go at the moment.

On Aug 20, 8:59 pm, bob b...@coolgroups.com wrote:
 I have an existing Listview of news article titles, and I need to now
 have an image to the left of the title.  Anyone know a real easy way
 to do this?

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[android-developers] Pulling facebook feed using facebook android sdk

2011-08-05 Thread Josh Fokis
I cant seem to figure out how to pull the feed for my app im a novice
at this. if any one has a code just for the feed for the logged in
user that would be great or if able to show me how to pull the code.

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[android-developers] Re: After using the camera all the activities become horizontal

2011-06-29 Thread Josh Gitter
How did you solve it?

On Jun 29, 11:42 pm, gaara amellal.kamili...@gmail.com wrote:
 Solved !

 On Jun 29, 2:28 pm, gaara amellal.kamili...@gmail.com wrote: Hi group,
  when i use the camera in my first activity all activities become
  horizontal, is that  the result of the camera configuration?
  Peace,
  Gaara

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[android-developers] ProgressBar during Intent

2011-06-22 Thread Josh Gitter
Hello fellow Android developers,

Is it possible to show a Dialog or ProgressBar during the pre and post
execute phases of an Intent?

I am launching an Intent from my Activity to show the Image Gallery.
Subsequently the user will be able crop the selected Image.

The problem: Launching the gallery takes some time, and the resulting
crop also is very slow. At the very least I would like to show a busy
indicator during the beginning and ending phases of the Intent.

Here is how I am launching my Intent:

Intent intent = new Intent(Intent.ACTION_GET_CONTENT);
intent.setType(image/*);
intent.putExtra(crop, true);
intent.putExtra(outputX, 320); // crop down to 320 x 
320 pixels
intent.putExtra(outputY, 320);
intent.putExtra(aspectX, 1); // 1:1 aspect ratio
intent.putExtra(aspectY, 1);
intent.putExtra(scale, true); //
intent.putExtra(noFaceDetection, true);
intent.putExtra(return-data, true); // return data as 
Bitmap
(only do for small images)
startActivityForResult(intent, REQUEST_CHOICE_IMAGE);

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[android-developers] Re: Introducing ActionBarSherlock v3

2011-06-13 Thread Josh Burton
Looks very promising. I have recently been upgrading an app to honeycomb and 
this looks like it solves the big issue I came across with having to 
implement the action bar twice. I'll try it out.

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[android-developers] Re: where to start to develope a app like gtalk?

2011-06-08 Thread Josh Burton
Gtalk uses a standard messaging protocol called XMPP.

If its android or mobile specific you could use C2DM (cloud to device 
messaging) like Beluga.

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[android-developers] WebView - Flash overdrawing issue

2011-05-27 Thread Josh Gitter
Has anyone noticed that Flash content within a Webview control
overdraws other adjacent controls? It seems that the clipping region
of the WebView is not respected.

I'm using Adobe Flash 10.3 and a Nexus S.

Here is a screen capture of flash content drawing outside of my
Webview control. Notice the cartoon drawing on top of the native
controls:
http://i55.tinypic.com/ea36f9.jpg

Is there any setting for WebView to keep plugins like Flash within the
clipping boundaries?

Thanks for your help!

Josh

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[android-developers] Re: Open Source Chart

2011-05-15 Thread Josh Burton
Would be great if google would make a Android version of their chart api, so 
we can use it offline.

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[android-developers] Re: Adjust ringer volume for incoming calls

2011-04-28 Thread Josh
Does anyone have any thoughts?  Or would more information be useful?  Still 
stuck on this and it's driving me crazy.

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[android-developers] Adjust ringer volume for incoming calls

2011-04-28 Thread Josh
I'm currently using a BroadcastReceiver on
android.intent.action.PHONE_STATE to detect when an incoming call is
arriving.  Then, after checking a few user values, I attempt to alter
the ringer volume using the following code.


aMan = (AudioManager) context.getSystemService(Context.AUDIO_SERVICE);
aMan.setRingerMode(AudioManager.RINGER_MODE_NORMAL);
aMan.setStreamVolume(AudioManager.STREAM_RING,
aMan.getStreamVolume(AudioManager.STREAM_RING), 0);
Toast.makeText(context, We Made It!, Toast.LENGTH_LONG).show();

This code works fine on several phones (N1, Evo, Droid) but a few it
doesn't work on (Epic 4g, Moment).  From my testing, it looks like
once the ringtone starts playing on those problem phones, the newly
adjusted ringer volume isn't taken into account.  Silent mode is
turned off and the ringer volume is turned up, but no ringtone can be
heard for the current incoming call.

Is there a way to fix this?  If I could get a reference to the global
ringtone and restart it somehow that would work.  Any thoughts you
have would be greatly appreciated.

Thanks!

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[android-developers] Adjust ringer volume for incoming calls

2011-04-28 Thread Josh
I'm currently using a BroadcastReceiver on
android.intent.action.PHONE_STATE to detect when an incoming call is
arriving.  Then, after checking a few user values, I attempt to alter
the ringer volume using the following code.


aMan = (AudioManager) context.getSystemService(Context.AUDIO_SERVICE);
aMan.setRingerMode(AudioManager.RINGER_MODE_NORMAL);
aMan.setStreamVolume(AudioManager.STREAM_RING,
aMan.getStreamVolume(AudioManager.STREAM_RING), 0);
Toast.makeText(context, We Made It!, Toast.LENGTH_LONG).show();

This code works fine on several phones (N1, Evo, Droid) but a few it
doesn't work on (Epic 4g, Moment).  From my testing, it looks like
once the ringtone starts playing on those problem phones, the newly
adjusted ringer volume isn't taken into account.  Silent mode is
turned off and the ringer volume is turned up, but no ringtone can be
heard for the current incoming call.

Is there a way to fix this?  If I could get a reference to the global
ringtone and restart it somehow that would work.  Any thoughts you
have would be greatly appreciated.

Thanks!

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[android-developers] Re: Icons looks blurred instead of being sharp after resizing

2011-04-21 Thread Josh Gitter
Try making these images into 9-patch pngs. Read up on the draw9patch
tool in the android sdk.

You can also leverage the different res folders for different scale
devices (drawable-hdpi, drawable-mdpi, drawable-ldpi)

On Apr 20, 1:09 pm, Dianne Hackborn hack...@android.com wrote:
 The size of app icons is 48x48 dp units.  If you are drawing them at some
 different size, they will be blurry because you are scaling them from their
 designed size.

 On Tue, Apr 19, 2011 at 8:59 PM, varinag gold varinagg...@gmail.com wrote:

  Hi,

  I am displaying a grid of icons of all the applications on my device
  and I found after I resize them to be all same width and height they
  appear on screen some what blurred or foggy .  Also the Icon Text
  looks blurred . I have put code snippet below that actually resizing
  the icons.

  Please let me know if I am missing some thing to make them appear
  sharp on screen.

  Thanks a lot.
  varinag
  -

   if (!info.filtered) {

             int width = 42;
             int height= 42;

             final int iconWidth = icon.getIntrinsicWidth();
             final int iconHeight = icon.getIntrinsicHeight();

             if (icon instanceof PaintDrawable) {
                 PaintDrawable painter = (PaintDrawable) icon;
                 painter.setIntrinsicWidth(width);
                 painter.setIntrinsicHeight(height);
             }

             if (width  0  height  0  (width  iconWidth ||
  height  iconHeight)) {
                 final float ratio = (float) iconWidth / iconHeight;

                 if (iconWidth  iconHeight) {
                     height = (int) (width / ratio);
                 } else if (iconHeight  iconWidth) {
                     width = (int) (height * ratio);
                 }

                 final Bitmap.Config c =
                         icon.getOpacity() != PixelFormat.OPAQUE ?
                             Bitmap.Config.ARGB_ :
  Bitmap.Config.RGB_565;
              //   final Bitmap thumb = Bitmap.createBitmap(80, 80, c);
                 final Bitmap thumb = Bitmap.createBitmap(42, 42, c);
                 final Canvas canvas = new Canvas(thumb);
                 canvas.setDrawFilter(new
  PaintFlagsDrawFilter(Paint.DITHER_FLAG, 0));
                 // Copy the old bounds to restore them later
                 // If we were to do oldBounds = icon.getBounds(),
                 // the call to setBounds() that follows would
                 // change the same instance and we would lose the
                 // old bounds
                 mOldBounds.set(icon.getBounds());
                // icon.setBounds(0, 0, 80, 80);
                 icon.setBounds(0, 0, width, height);
                 icon.draw(canvas);
                 icon.setBounds(mOldBounds);
                 icon = info.icon = new BitmapDrawable(thumb);
                 info.filtered = true;
             }
         }

         final TextView textView = (TextView)
  convertView.findViewById(R.id.label);
         textView.setCompoundDrawablesWithIntrinsicBounds(null, icon,
  null, null);
         textView.setText(info.title);

         return convertView;
     }

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 Android framework engineer
 hack...@android.com

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

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[android-developers] Proper way of launching Activity from Notification or Widget

2011-04-20 Thread Josh Henderson
HI Everyone,

I'm having trouble successfully launching my activity properly form a
Notification or Widget. Firstly let me explain how I am handling my
activities (for all I know it could be the completely wrong way to
handle activities, in which case I'll change it, but it works for the
most part)

I have a Main.class Activity, that doesn't have any layout associated
with it. It is what is launched when the application is launched. In
the onCreate method (which I have overridden), I read from
SharedPreferences to determine if the user is logged in or not. If
they aren't logged in, Main will then use startActivityForResult() to
launch Login.class. If they are logged in, it will launch (for
example) Details.class.

In both Login.class and Details.class, I have overridden
onBackPressed() which uses setResult(-1) and then finish()'s the
activity. I have overridden the onReceive() method in Main.class, and
if it recieves -1, it will finish() that activity as well. This makes
the back button work as expected (you shouldn't be able to use the
back button to get from Details.class to Login.class, as there's a
dedicated logout button for that. Having the back button log the
person out isn't what I want.)

Firstly, if this is the completely wrong way to launch the UI and
handle activities, let me know (I suspect it may be,) and I'll change
it so that Login.class is what get's launched, and it will launch
Details.class if the user is already logged in.

The problem that I have is this: if I start the Main.class activity
from either a Widget or Notificaton using PendingIntent like so:

Intent intent = new Intent ( context , Main.class );
PendingIntent pendingIntent = PendingIntent.getActivity(context, 0,
intent, 0);

It will launch it as expected. But it will launch another instance. If
I press the back button from the newly launched Activity, it will
close the current Activity, but it will then display the old Activity
(that may not have been killed by Android yet) that has been brought
to the front. So it goes something like this:

Details screen displayed - Back Pressed - Old details screen
displayed - Back pressed - Home is displayed (or whatever activity
was running)

Obviously it looks poorly coded if pressing back doesn't really do
anything, you have to do it twice (if the user keeps launching from
the widget, it can be how ever many times they have launched it + 1 ).
I'm guessing it's partly because it is poorly coded, but I don't know
what I need to do to fix it. Does anyone have any suggestions on the
best way to solve this? I've looked into bringing the current activity
to the front, but I can't seem to find any way of doing that.

Thanks,
Josh.

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[android-developers] Re: open a new activity in tab

2011-04-06 Thread Josh L
Take a look at the Fragments API. It is specifically designed to let
you add/remove parts of the interface at will and treat them almost
like activities of their own. Alternatively, you can use an
ActivityGroup, but that requires quite a bit of custom code to get the
lifecycle right in more complex implementations. Finally, you could
just remove the view and add in a new view, but maintaining state when
dealing with orientation changes, forward/back motion, etc. can be a
pain in that situation. I think Fragments are probably what you are
looking for.

Josh Lefler

On Apr 6, 2:10 pm, Igor Nesralla Ribeiro nesra...@gmail.com wrote:
 Hi,

 i have a tabhost with 3 tabs... in the first tab I have a listview, if I
 selected a row a new activity opens over the tabs...is possible to open this
 activity into the this tab  like over the listview.

 Thanks
 Igor

 -Original Message-
 From: android-developers@googlegroups.com

 [mailto:android-developers@googlegroups.com] On Behalf Of harsh chandel
 Sent: quarta-feira, 6 de abril de 2011 15:09
 To: Android Developers
 Subject: [android-developers] Re: Get data from EditText

 String s=(Edittext) findviewbyid(R.id.edittext01).getstring.tosring();

 On Apr 4, 12:36 pm, rishabh agrawal android.rish...@gmail.com wrote:
  How to get data from EditText  how to stored in Buffer i.e Integer..

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Re: [android-developers] Re: display image from net

2011-03-28 Thread Josh Long

If it's anything like Java SE, then this (untested) will get you SSL (j.n.* 
classes don't automatically do the right thing with https, btw):

static public Bitmap fromUrl(String urlStr) throws Exception {
Bitmap bitmap = null;
InputStream in = null;
try {
SocketFactory socketFactory = SSLSocketFactory.getDefault();
Socket socket = socketFactory.createSocket(urlStr, 80);
in = socket.getInputStream();
bitmap = BitmapFactory.decodeStream(in);
} finally {
if (in != null)
in.close();
}
return bitmap;
}


HTH

Thanks,
Josh
- Original Message -
From: Robin Talwar r.o.b.i.n.abhis...@gmail.com
To: android-developers@googlegroups.com
Cc: Oscar oscar...@gmail.com
Sent: Sunday, March 27, 2011 10:52:42 PM
Subject: Re: [android-developers] Re: display image from net

i dont think so i am just trying to show the user's facebook dp on my 
application when he logs into facebook using dialog interface. 

I have read the facebook sdk for android and i am able to fetch all data from 
user profile 

To get the image from the net i have to get the image from following link :- 
https://graph.facebook.com/ USERID /picture? 

and this is where i am stuck 

i dont think so that i require any username or password it is just something in 
coding . 



On Mon, Mar 28, 2011 at 9:57 AM, Oscar  oscar...@gmail.com  wrote: 


that's fine, Does the ssl use user/password? 


On Mar 26, 3:49 am, Robin Talwar  r.o.b.i.n.abhis...@gmail.com  wrote: 
 welll i have solved dis one now i am using following code 
 
 Bitmap bitmap = null; 
 InputStream in = null; 
 try { 
 
 URL url = new URL(URL); 
 URLConnection conn = url.openConnection(); 
 /* HttpsURLConnection cone = url.*/ 
 conn.connect(); 
 in = conn.getInputStream(); 
 bitmap = BitmapFactory.decodeStream(in); 
 in.close(); 
 } catch (IOException e1) { 
 // TODO Auto-generated catch block 
 e1.printStackTrace(); 
 } 
 return bitmap; 
 
 But the problem occuring is dat my url is https and it is giving me an ssl 
 error 
 
 On Sat, Mar 26, 2011 at 2:06 PM, Abhishek Talwar  
 
 
 
 
 
 
 



 r.o.b.i.n.abhis...@gmail.com  wrote: 
  this may be more like a java question 
 
  I just want to display an image placed on server onto my imageView 
 
  The following is the code which m using :-- 
 
  ImageView iv; 
  /** Called when the activity is first created. */ 
  @Override 
  public void onCreate(Bundle savedInstanceState) { 
  super.onCreate(savedInstanceState); 
  setContentView(R.layout.main); 
  iv=(ImageView)findViewById(R.id.iv); 
  String stringURL =  https://graph.facebook.com/618306968/ 
  picture?access_token + 
  =103931556876|6ad1235e03c6472b20430aad-618306968| 
  cDUe563_MNfHUeUiTpqqh8mB0o8; 
 
  InputStream is = null; 
  BufferedInputStream bis = null; 
  Bitmap bmp = null; 
 
  try { 
  URL url = new URL(stringURL); 
  URLConnection conn = url.openConnection(); 
  conn.connect(); 
  is = conn.getInputStream(); 
  bis = new BufferedInputStream(is); 
  bmp = BitmapFactory.decodeStream(bis); 
 
  } catch (MalformedURLException e) { 
 
  } catch (IOException e) { 
 
  }catch (Exception e) { 
 
  } finally { 
  try { 
  if( is != null ) 
  is.close(); 
  if( bis != null ) 
  bis.close(); 
  } catch (IOException e) { 
 
  } 
  } 
  iv.setImageBitmap(bmp); 
 
  } 
 
  I am not getting any error but also my imageview is empty and is not 
  showing anything 
 
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[android-developers] Fragments /Compatibility API Backstack Clearing Problem

2011-03-28 Thread Josh L
All,

I am rewriting an existing application to use the Fragments/Android
Compatibility API so that we can more easily add custom Tablet layouts
and I have come across a problem that I'm not sure how to solve. The
application has a custom tab-like control across the bottom which
represent different sections of the app. Touching each of these
sections loads a fragment that shows items in that section. Touching
one of those items (in our phone layout) loads another fragment that
shows the detail for that item and adds the transaction to the
backstack such that pressing back returns the user to the list of
items in the selected section.

The problem I am having is that I want the existing back stack to be
thrown out when a user clicks a new section at the bottom of the
screen and there doesn't seem to be any way to do that. Here is the
flow that creates the problem:

1. User touches section, which loads a list fragment.
2. User touches list item, which replaces the list fragment with a
detail fragment and adds the list fragment to the back stack.
3. User clicks a new section, which replaces the detail fragment with
a new list fragment.
4. User presses back, which causes the original list fragment to be
superimposed onto the new list fragment as android navigates backwards
through the back stack.

Ideally, I would like to be able to do something like
getFragmentManager().clearBackStack() in step 3, but this
functionality is not exposed in the API.

Workarounds:
I can manually pop back through the back stack before showing the new
list, but that looks ugly to the user.
I could reload the activity passing the appropriate information to the
new instance to go to the right tab, but again, that looks ugly to the
user.
I could hack the source and compile a custom version of the
compatibility library that implements a clearBackStack function, but
that makes it more difficult to move to pure honeycomb code later and
requires maintenance as new versions of the compatibility library are
released.

Has anyone else run into this problem and found a more elegant
solution? I would sincerely appreciate any thoughts anyone has.

Josh Lefler

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[android-developers] Activity / Live Wallpaper communication in Android

2011-01-10 Thread Josh
I've got a live wallpaper that I'd like to communicate with from an
Activity in the same package. I've never done any work with services.
Would I be able to use the Local Service pattern, or am I restricted
because my service is a live wallpaper, and need to use Intents or
AIDL?

I think the flow would go something like this, please correct me where
my process might fail:

   1. Preview the live wallpaper from the Live Wallpaper Chooser
   2. Go into my custom Settings activity
   3. Click on a Screen Shot button or preference to open up a
Screen Shot activity
   4. Send a message to my wallpaper, asking for a screen shot bitmap
to be rendered
   5. The wallpaper service receives the message and renders its
current visuals to a bitmap in the app's data directory
   6. The wallpaper sends a message back to the activity indicating
success and location of the bitmap
   7. The activity receives this message, loads the bitmap from the
given location, and displays it to the user for further processing /
sharing

The parts I'm not sure about are the message passing in 4-7.

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[android-developers] Missing developer console comments

2011-01-06 Thread Josh
I logged into the developer console this morning to find that comments
for all my apps posted later than December 20, 2010 are not showing
up.  Anyone else having this issue?

To be more clear, I've got five apps on the market, and all have been
commented on multiple times in the last few weeks.  Just yesterday I
could view comments from January 5, 2011 all the way back to June,
2010.  Now I see comments up to December 20, and nothing more.  The
comment section in the market on my device shows up-to-date comments,
so I'm only really worried that I won't be able to view recent
comments from the console.

Any help or more information on why this is happening would be
appreciated.

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[android-developers] Re: Prevent application - after Factory Data reset

2011-01-06 Thread Josh
You crack me up, Mark :D

On Jan 6, 2:00 pm, Mark Murphy mmur...@commonsware.com wrote:
 On Thu, Jan 6, 2011 at 3:14 AM, Hareef toar...@gmail.com wrote:
  Factory Data reset will remove everything and uninstall the third
  party apps
  So, how can i prevent my app getting uninstalled?

 Be the factory.

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

 Android 2.3 Programming Books:http://commonsware.com/books

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[android-developers] Re: Live Wallpaper Icon

2011-01-06 Thread Josh
You generally have a file like /res/xml/MyWallpaper.xml with a
wallpaper tag as the root.  This is where you define the settings
activity and thumbnail icon, which is generally the same as your app
icon, but can be different.  See
http://developer.android.com/resources/samples/CubeLiveWallpaper/res/xml/cube2.html

On Jan 6, 11:15 am, John Lussmyer johnlussm...@gmail.com wrote:
 I've made a Live Wallpaper, and included a full set of icons for it.
 The icon isn't used in the Live Wallpaper menu, but is used for the
 Configure action in the menu after you've added the Live Wallpaper.
 What do I need to do to get icon to be used for my Live Wallpaper in the
 selection menu for Live Wallpaper?

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Re: [android-developers] adb causing 100% cpu usage

2010-12-06 Thread Josh Steiner
I'm seeing the 100% cpu usage issue after updating my SDK to the 8.0.0
release.  Whenever I run adb it takes 100% cpu and I get those same
EOF, connection attempts in my console.

Not sure how to get around this.

Ubuntu 10.10 32bit

-Josh

On Thu, Oct 22, 2009 at 5:04 AM, tarzan stephan.heu...@gmail.com wrote:

 Hi,

 whenever any (non-android) java project in my eclipse ide is built, a
 Loading Android Sdk Content Job is started although no android
 project is open. Furthermore adb is started in the background, causing
 100% CPU usage. When killing adb DDMS prints:

 [2009-10-22 13:51:29 - DeviceMonitor]Adb connection Error:EOF
 [2009-10-22 13:51:29 - DeviceMonitor]Connection attempts: 1
 [2009-10-22 13:51:30 - DeviceMonitor]Connection attempts: 2
 [2009-10-22 13:51:31 - DeviceMonitor]Connection attempts: 3
 [2009-10-22 13:51:32 - DeviceMonitor]Connection attempts: 4
 [2009-10-22 13:51:33 - DeviceMonitor]Connection attempts: 5
 [2009-10-22 13:51:34 - DeviceMonitor]Connection attempts: 6
 [2009-10-22 13:51:35 - DeviceMonitor]Connection attempts: 7
 [2009-10-22 13:51:36 - DeviceMonitor]Connection attempts: 8
 [2009-10-22 13:51:37 - DeviceMonitor]Connection attempts: 9
 [2009-10-22 13:51:38 - DeviceMonitor]Connection attempts: 10
 [2009-10-22 13:51:39 - DeviceMonitor]Connection attempts: 11

 on the console, then restarts adb, which again causes 100% cpu usage.

 Has anyone else witnessed this behaviour?

 i just filed this bug about it:

 http://code.google.com/p/android/issues/detail?id=4318

 Cheers,
 Stephan

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[android-developers] Android device Deleting the application database while rebooting.

2010-11-09 Thread josh
Hi,
I am having a own device which is running on android 2.1.I have
installed one application in that .That application will create a new
DB if there is no DB for the application.It is creating correctly .I
have accessed the device memory as well.I have seen the database in
the device memory.But when I reboot the device the Database got
erased .The app is not persisting the database after rebooting the
device.Wat will the prob.?

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[android-developers] Flash games for Android is it possible?

2010-10-10 Thread Josh
I have several games I have developed for flash and use as google
gadgets.

I want to package them for the addroid market. Is this possible? Can
you package flash games for use on android phones. I can play them if
i like directly to the swfs on my server.

Can you point out any tutorials on how to do this in the sdk?

Im a complete newbie in this realm.

Thanks for your help

Josh

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[android-developers] Integrating Barcode Scanner

2010-09-27 Thread Josh
Hello,

I sifted through some threads but didn't find anything on this. I'm
including the barcode Scanner app in my project instead of using
intents.
Before I start adding my code, I just tried compiling it and running
it and I get the following errors when run:

[2010-09-26 05:19:10 - Barcode Scanner] Waiting for HOME
('android.process.acore') to be launched...
[2010-09-26 05:20:18 - Barcode Scanner] HOME is up on device
'emulator-5554'
[2010-09-26 05:20:18 - Barcode Scanner] Uploading Barcode Scanner.apk
onto device 'emulator-5554'
[2010-09-26 05:20:28 - Barcode Scanner] Failed to upload Barcode
Scanner.apk on device 'emulator-5554'
[2010-09-26 05:20:28 - Barcode Scanner] java.io.IOException: Unable to
upload file: null
[2010-09-26 05:20:28 - Barcode Scanner] Launch canceled!

I configured the AVD the following way: API: 2.2,
hw.Camera:yes,hw.lcdDensity:160.

Further this is the stack trace,

[2010-09-26 04:33:08 - DeviceMonitor]Sending jdwp tracking request
failed!
[2010-09-26 05:18:15 - DeviceMonitor]Sending jdwp tracking request
failed!
[2010-09-26 05:20:28 - Device]Unable to open sync connection! reason:
Unable to upload file: null
[2010-09-26 05:45:59 - DeviceMonitor]Sending jdwp tracking request
failed!
[2010-09-26 05:47:12 - Logcat]device not found
com.android.ddmlib.AdbCommandRejectedException: device not found
   at com.android.ddmlib.AdbHelper.setDevice(AdbHelper.java:736)
   at
com.android.ddmlib.AdbHelper.executeRemoteCommand(AdbHelper.java:373)
   at com.android.ddmlib.Device.executeShellCommand(Device.java:
285)
   at com.android.ddmuilib.logcat.LogPanel$3.run(LogPanel.java:
516)

I think this is more of an emulator issue than something to do with
the app.
Am I missing something here? Any advice would be great.

Thanks,
Josh

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[android-developers] Android Developers Wanted for Full Time Gig

2010-09-15 Thread josh
Midtown manhattan.

Great compensation for experienced android devs.  Please respond to me
directly if you are interested.

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[android-developers] Side-effects related to RawContacts.ACCOUNT_TYPE

2010-09-07 Thread Josh Guilfoyle
I am attempting to attach a small amount of meta data to existing
contacts and have chosen to do this by implementing my won raw contact
account type and custom data row mime type.  I do not need to have any
special sync backend so the account manager system does not seem
relevant however this has me wondering if there is anything  special
that must be done to declare the mime types I am using.

For example, if I want to insert new raw contacts of type
org.devtcg.foo, is there any registry I must participate in to
ensure these records are stable on the device?  In testing and looking
at the ContactsProvider2 source it seems like nothing special is
required but it is difficult to prove for sure.

Any help from someone in the know on the account and contacts system
would be greatly appreciated.

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[android-developers] Re: how do you guys feel about the develop tools?

2010-07-27 Thread Josh Russo
Personally I prefer NetBeans over Eclipse, but that's just a style
thing. Fundamentally I have no problem with Ecliplse, and even though
I prefer NB I would rather see them improve what they have instead of
making multiple plugins for different environments.

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[android-developers] Re: java.lang.NullPointerException when trying to edit strings.xml

2010-07-23 Thread Josh
Yes, thanks a lot! That helped tremendously!

On Jul 9, 11:10 am, Nitin Dahyabhai nitin.dahyab...@gmail.com wrote:
 On Jul 2, 5:16 pm, Xavier Ducrohet x...@android.com wrote:

  Hello all,

  We've tracked down this issue to a bug in the Eclipse Web tools
  plug-ins which provide the XML models and editors that our plug-ins
  use.

  For reference, Eclipse already has a bug filed for 
  this:https://bugs.eclipse.org/bugs/show_bug.cgi?id=318108

  We will implement a work around as soon as possible.

 Until then, go to the XML/XML Files/Editor preference page and turn
 off the Use inferred grammar... setting.  It should only affect
 content assist and possibly some of the Outline view and Design page's
 context menu actions.  Or refer to a DTD or XML Schema in the XML
 file.  We'll have this corrected in Helios SR1/WTP 3.2.2.

 ---
 Nitin Dahyabhai
 Eclipse WTP Source Editing and JSDT
 IBM Rational

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[android-developers] App crashing after JDBC DB connection attempt

2010-06-29 Thread josh s
I wrote a function that is supposed to connect to a DB, then close the
connection, for testing purposes, on Android. This is the function:

[code]
public void connectdb(String url, String user, String pass) throws
ClassNotFoundException, SQLException {
 Class.forName(com.mysql.jdbc.Driver);
 Connection conn = (Connection)
DriverManager.getConnection(jdbc:mysql://+url, user, pass);
 conn.close();
}
[/code]

It is being called in this syntax:

[code]
try {
connectdb(txt_server_host, txt_username, txt_password);
popupNotification(Yes!, Connected successfully!);
} catch (ClassNotFoundException e) {
popupNotification(ClassNotFoundException, Error);
} catch (SQLException e) {
popupNotification(SQLException, Error);
}
[/code]

Where txt_server_host is a string containing an IP and port
(192.168.1.169:33060 for testing), txt_username and txt_password
contain just plain strings. I know I can successfully connect to the
host (outside my app), since it is also a web server, and Browser can
bring up a page off it. Any ideas? I have the MySQL connector in my
classpath. I just wrote a small function to create a popup with the
attempted URL. It seems correct so far: jdbc:mysql://
192.168.1.169:3306/.  The app's only permission is Internet.

Stack trace:
Thread [1 main] (Suspended (exception VerifyError))
DriverManager.getConnection(String, Properties) line: 196
DriverManager.getConnection(String) line: 154
myapp$1.connectdb(String, String, String) line: 66
myapp$1.onClick(View) line: 53
Button(View).performClick() line: 2408
View$PerformClick.run() line: 8816
ViewRoot(Handler).handleCallback(Message) line: 587
ViewRoot(Handler).dispatchMessage(Message) line: 92
Looper.loop() line: 123
ActivityThread.main(String[]) line: 4627
Method.invokeNative(Object, Object[], Class, Class[], Class, int,
boolean) line: not available [native method]
Method.invoke(Object, Object...) line: 521
ZygoteInit$MethodAndArgsCaller.run() line: 868
ZygoteInit.main(String[]) line: 626
NativeStart.main(String[]) line: not available [native method]

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[android-developers] Re: send MMS with Audio part via Intent

2010-06-24 Thread Josh
Did you ever figure this out?

On Jun 17, 6:27 am, mickael le trocquer
letrocquermickael-...@yahoo.com wrote:
 Hello,
 I have a problem in my application. I have to send MMS with audio
 attachement.

 If I do :

 public void sendMMS(Context aContext, String aFilePath) {
                 Intent intent = new Intent(android.intent.action.SEND_MSG);

                 intent.putExtra(address, aphonenumber);
                 intent.putExtra(sms_body, mybody);

                 Uri uri = Uri.fromFile(new File(/sdcard/myimage.jpg));
                 intent.putExtra(Intent.EXTRA_STREAM, uri); // imageUri set
 previously
                 intent.setType(image/jpeg);

                 aContext.startActivity(intent);

 }

 It's work great. I can preview my MMS with an image in attachement.

 But if I put audio file in attachement :

 public void sendMMS(Context aContext, String aFilePath) {
                 Intent intent = new Intent(android.intent.action.SEND_MSG);

                 intent.putExtra(address, aphonenumber);
                 intent.putExtra(sms_body, mybody);
                 Uri uri = Uri.fromFile(new File(/sdcard/audiofile.amr));
                 intent.putExtra(Intent.EXTRA_STREAM, uri); // imageUri set
 previously
                 intent.setType(audio/amr);

                 aContext.startActivity(intent);

 }

 It's didn't work...

 I have a nice exception :

 06-17 11:29:44.608: DEBUG/ComposeMessageActivity(3881):
 initActivityState: null, Intent { act=android.intent.action.SEND_MSG
 typ=audio/amr cmp=com.android.mms/.ui.ComposeMessageActivity (has
 extras) }
 06-17 11:29:44.648: VERBOSE/MmsProvider(139): Delete uri=content://mms/
 9223372036854775807/part, match=11
 06-17 11:29:44.738: DEBUG/dalvikvm(3881): GC freed 1436 objects /
 118040 bytes in 80ms
 06-17 11:29:44.848: VERBOSE/MessageTextEditor(3881): Nli: -1
 06-17 11:29:44.858: DEBUG/Jerry(3881): new mMessageBodyEditor
 06-17 11:29:44.978: VERBOSE/ComposeMessageActivity(3881): onCreate():
 savedInstanceState = null
 06-17 11:29:44.978: VERBOSE/ComposeMessageActivity(3881): onCreate():
 intent = Intent { act=android.intent.action.SEND_MSG typ=audio/amr
 cmp=com.android.mms/.ui.ComposeMessageActivity (has extras) }
 06-17 11:29:44.978: VERBOSE/ComposeMessageActivity(3881): onCreate():
 mThreadId = 0
 06-17 11:29:44.978: VERBOSE/ComposeMessageActivity(3881): onCreate():
 mMessageUri = null
 06-17 11:29:44.978: DEBUG/ComposeMessageActivity(3881): initFocus:
 true
 06-17 11:29:45.008: DEBUG/ComposeMessageActivity(3881):
 -mMessageUri:null

 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):
 java.lang.RuntimeException: Unable to start activity
 ComponentInfo{com.android.mms/
 com.android.mms.ui.ComposeMessageActivity}:
 java.lang.NullPointerException
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
 2464)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:
 2486)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.app.ActivityThread.access$2100(ActivityThread.java:123)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.app.ActivityThread$H.handleMessage(ActivityThread.java:1843)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.os.Handler.dispatchMessage(Handler.java:99)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.os.Looper.loop(Looper.java:123)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.app.ActivityThread.main(ActivityThread.java:4321)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 java.lang.reflect.Method.invokeNative(Native Method)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 java.lang.reflect.Method.invoke(Method.java:521)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 com.android.internal.os.ZygoteInit
 $MethodAndArgsCaller.run(ZygoteInit.java:791)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 dalvik.system.NativeStart.main(Native Method)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881): Caused by:
 java.lang.NullPointerException
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.content.ContentResolver.acquireProvider(ContentResolver.java:
 574)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 android.content.ContentResolver.query(ContentResolver.java:147)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 com.google.android.mms.util.SqliteWrapper.query(SqliteWrapper.java:
 209)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 com.android.mms.model.MediaModel.initAudioForDRM(MediaModel.java:361)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 com.android.mms.model.MediaModel.init(MediaModel.java:86)
 06-17 11:29:45.218: ERROR/AndroidRuntime(3881):     at
 

[android-developers] Re: Droid Incredible Not Returning Valid DeviceID?

2010-06-16 Thread Josh F.
OK, this is interesting.  I now have a series of users who are
reporting a work around / temporary fix for the issue.

A few of our users are reporting that if they power off their phones
and eject the battery, wait a few minutes, and turn it back on again -
the problem clears up (at least for a little while).  This seems to me
to be a problem with the phone - but who knows.  No root cause
identified yet.

None of the users have rooted phones or custom ROM images.

Side note: We have decided to find a new way to do things and drop
this DeviceID stuff all together.  It is a pity that Android does not
seem to have any reliable UUID per device.

-- Josh

On Jun 15, 2:45 pm, Wayne Wenthin wa...@fuligin.com wrote:
 I have also seen spaces in the various id strings.   This happens when
 someone roots and uses a specific rom that changes everything up.





 On Tue, Jun 15, 2010 at 1:17 PM, Dan Sherman d...@nerd.com wrote:
  We've been having issues with some users upgrading their firmware, and
  having a different device ID after upgrading (which just started within the
  month, hasn't happened previously over the last year or so).  But we haven't
  heard any complaints from Incredible users...

  On Tue, Jun 15, 2010 at 4:13 PM, Maps.Huge.Info (Maps API Guru) 
  cor...@gmail.com wrote:

  What exactly do you mean by Device ID?

  -John Coryat

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[android-developers] Where to store dynamically generated bitmaps?

2010-06-15 Thread Josh
I've got an app which dynamically generates anywhere from 6 to 100
small bitmaps for the user to move around the screen in a given
session. I currently generate them in onCreate and store them to the
sd card, so that after an orientation change I can grab them out of
external storage and display them again. However, this takes time (the
loading) and I'd like to keep the bitmap references around between
lifecyle changes for quicker access.

My question is, is there a better place to store my generated bitmaps?
I was thinking about creating a static storage library in my base
activity, something that would only need to be reloaded when the app
is completely removed from memory (shutdown, other apps need
resources, 30 minute restart, etc).

Ideally, I'd like the user to be able to back out to the title screen,
click a Resume button, and in onCreate I just have access to those
resident bitmap references instead of having to load them from storage
again. For this reason I don't think
Activity.onRetainNonConfigurationInstance is what I need.

Alternatively, is there a better way to handle multiple generated
bitmaps than what I'm doing or the plan I described?

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[android-developers] Re: Droid Incredible Not Returning Valid DeviceID?

2010-06-15 Thread Josh F.
I'm surprised nobody else is getting this problem.  Maybe I'm the only
one using the Device ID or the only one alerting users if it can't
find it...

On Jun 14, 1:54 pm, Josh F. joshful...@gmail.com wrote:
 I have an application that utilizes the phones DeviceID in various
 ways.  I am now getting emails from users who have the HTC Droid
 Incredible phone that they are getting the error message I have added
 to the app that is showing the DeviceID being returned is not valid -
 which means it is either empty/null or the default ID used in the
 emulator.  I require a valid DeviceID to use my app, and the
 permissions are all set fine in the XML.  It works just fine on every
 other device, and now suddenly it seems to stop working on this phone.

 Anyone else having this issue?  Anyone find out what is causing it?
 Does HTC now block this ID on this device?  Any information would be
 helpful.

 Thanks,
 Josh

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[android-developers] Droid Incredible Not Returning Valid DeviceID?

2010-06-14 Thread Josh F.
I have an application that utilizes the phones DeviceID in various
ways.  I am now getting emails from users who have the HTC Droid
Incredible phone that they are getting the error message I have added
to the app that is showing the DeviceID being returned is not valid -
which means it is either empty/null or the default ID used in the
emulator.  I require a valid DeviceID to use my app, and the
permissions are all set fine in the XML.  It works just fine on every
other device, and now suddenly it seems to stop working on this phone.

Anyone else having this issue?  Anyone find out what is causing it?
Does HTC now block this ID on this device?  Any information would be
helpful.

Thanks,
Josh

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[android-developers] Re: Couple questions regarding gestures and system uis

2010-06-09 Thread Josh
Thanks!

On Jun 9, 10:30 pm, Kumar Bibek coomar@gmail.com wrote:
 Umm, that thing is handled by the default ringtone that you would set.
 When you get a call, that app takes over. I am not too sure about it,
 but as far as I can think, toast is fine, but playing an audio, not
 possible I guess.

 Thanks and Regards,
 Kumar Bibekhttp://tech-droid.blogspot.com

 On Jun 9, 7:48 am,Joshjoshua.millst...@gmail.com wrote:



  Ok, round three if you've got a second 'cause I can't find the answer
  to this either.  Is it possible to (maybe start a worker thread) that
  will play audio in when a phone call is coming in (over the normal
  ring) or is all that off limits too?  It looks like you can show a
  Toast, but I haven't been able to get any audio going.  Also, can
  notifications play when a call is coming in?

  On Jun 8, 6:07 pm,Joshjoshua.millst...@gmail.com wrote:

   Thanks a ton Mark.  I'm a bit overwhelmed by the amount of new info to
   learn and really appreciate the help clearing up some of this stuff.

   On Jun 8, 5:58 pm, Mark Murphy mmur...@commonsware.com wrote:

   Joshwrote:
 I can have a program start up on boot

Yes, you can have a program start up on boot. That's OK if you are using
it to schedule tasks via AlarmManager or something. Trying to have
something run forever is not a good design move:

   http://www.androidguys.com/2009/09/09/diamonds-are-forever-services-a...

 then begin a background thread

You cannot just have a random thread floating around the ether. It needs
to be associated with some component (usually an activity or service).

 that will listen to certain system events and when those events happen
 I could send a notification alert

Most system events are broadcast Intents. You do not need to have
anything start at boot or have any long-running threads for that. Just
set up BroadcastReceivers, registered in your manifest, that will get
control on those events and register Notifications.

 (actually, would really like to pop
 a dialog box or some other view up over what is currently showing on
 the phone's display)

If you do that, users will attempt to perform anatomically inappropriate
things to you. Users really dislike being interrupted in the middle of
their game, phone call, text message, browsing, etc.

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

_The Busy Coder's Guide to *Advanced* Android Development_
Version 1.6 Available!

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[android-developers] Re: Couple questions regarding gestures and system uis

2010-06-08 Thread Josh
Thanks for the reply.  I have one more somewhat similar question.  Is
it possible to create an app that spawns a background / worker thread
that listens for incoming text messages / emails / and then shows some
alert?  I'm understanding how to create a worker thread called from a
service with a handler for communication, but I don't understand (know
if it is possible) to set up a broadcastreceiver or listener
(broadcast receiver is what I'm really after) in that thread.

On Jun 8, 2:21 pm, Kumar Bibek coomar@gmail.com wrote:
 The answers to both of your questions is NO.

 Thanks and Regards,
 Kumar Bibek

 On Jun 8, 2:20 am, Josh joshua.millst...@gmail.com wrote:



  Hello,

  I'm a super noob to Android and have a couple questions... If there
  are any links to examples that people know of I would love it if they
  were posted.  I've been doing some searching and not seeing a lot on
  what I'm looking for.

  1.  Can have a program running in the background that will listen for
  gestures across any view that is currently showing whether or not the
  app has focus?

  2.  Can you replace a core ui view with your own.  i.e.  Create a
  keypad application that replaces the default android keypad with one
  you have created.

  Thanks in advance.
  Josh

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[android-developers] Re: Couple questions regarding gestures and system uis

2010-06-08 Thread Josh
Thanks for the response Mark... So, I'm reading about AsyncTask and
trying to get my head wrapped around how this will all fit together.
And just to make sure I'm not trying to do something that is not
possible with api access.

I can have a program start up on boot then begin a background thread
that will listen to certain system events and when those events happen
I could send a notification alert (actually, would really like to pop
a dialog box or some other view up over what is currently showing on
the phone's display)

Thanks again,
Josh



On Jun 8, 4:36 pm, Mark Murphy mmur...@commonsware.com wrote:
 Josh wrote:
  Thanks for the reply.  I have one more somewhat similar question.  Is
  it possible to create an app that spawns a background / worker thread
  that listens for incoming text messages / emails / and then shows some
  alert?  I'm understanding how to create a worker thread called from a
  service with a handler for communication, but I don't understand (know
  if it is possible) to set up a broadcastreceiver or listener
  (broadcast receiver is what I'm really after) in that thread.

 First, BroadcastReceivers are not set up in a thread. They are tied to
 the main application thread. If your BroadcastReceiver is registered via
 registerReceiver() in Java code, it can use AsyncTask, a
 LinkedBlockingQueue, or some other background thread mechanism. If your
 BroadcastReceiver is registered via the manifest, you will need to have
 it pass control to an IntentService, since manifest-registered
 BroadcastReceivers should not be starting threads.

 Second, there is no broadcast Intent for emails.

 Third, there is no documented broadcast Intent for SMS messages.

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

 Warescription: Three Android Books, Plus Updates, One Low Price!

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[android-developers] Re: Couple questions regarding gestures and system uis

2010-06-08 Thread Josh
Thanks a ton Mark.  I'm a bit overwhelmed by the amount of new info to
learn and really appreciate the help clearing up some of this stuff.



On Jun 8, 5:58 pm, Mark Murphy mmur...@commonsware.com wrote:
 Josh wrote:
  I can have a program start up on boot

 Yes, you can have a program start up on boot. That's OK if you are using
 it to schedule tasks via AlarmManager or something. Trying to have
 something run forever is not a good design move:

 http://www.androidguys.com/2009/09/09/diamonds-are-forever-services-a...

  then begin a background thread

 You cannot just have a random thread floating around the ether. It needs
 to be associated with some component (usually an activity or service).

  that will listen to certain system events and when those events happen
  I could send a notification alert

 Most system events are broadcast Intents. You do not need to have
 anything start at boot or have any long-running threads for that. Just
 set up BroadcastReceivers, registered in your manifest, that will get
 control on those events and register Notifications.

  (actually, would really like to pop
  a dialog box or some other view up over what is currently showing on
  the phone's display)

 If you do that, users will attempt to perform anatomically inappropriate
 things to you. Users really dislike being interrupted in the middle of
 their game, phone call, text message, browsing, etc.

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

 _The Busy Coder's Guide to *Advanced* Android Development_
 Version 1.6 Available!

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[android-developers] Re: Couple questions regarding gestures and system uis

2010-06-08 Thread Josh
Ok, round three if you've got a second 'cause I can't find the answer
to this either.  Is it possible to (maybe start a worker thread) that
will play audio in when a phone call is coming in (over the normal
ring) or is all that off limits too?  It looks like you can show a
Toast, but I haven't been able to get any audio going.  Also, can
notifications play when a call is coming in?



On Jun 8, 6:07 pm, Josh joshua.millst...@gmail.com wrote:
 Thanks a ton Mark.  I'm a bit overwhelmed by the amount of new info to
 learn and really appreciate the help clearing up some of this stuff.

 On Jun 8, 5:58 pm, Mark Murphy mmur...@commonsware.com wrote:



 Joshwrote:
   I can have a program start up on boot

  Yes, you can have a program start up on boot. That's OK if you are using
  it to schedule tasks via AlarmManager or something. Trying to have
  something run forever is not a good design move:

 http://www.androidguys.com/2009/09/09/diamonds-are-forever-services-a...

   then begin a background thread

  You cannot just have a random thread floating around the ether. It needs
  to be associated with some component (usually an activity or service).

   that will listen to certain system events and when those events happen
   I could send a notification alert

  Most system events are broadcast Intents. You do not need to have
  anything start at boot or have any long-running threads for that. Just
  set up BroadcastReceivers, registered in your manifest, that will get
  control on those events and register Notifications.

   (actually, would really like to pop
   a dialog box or some other view up over what is currently showing on
   the phone's display)

  If you do that, users will attempt to perform anatomically inappropriate
  things to you. Users really dislike being interrupted in the middle of
  their game, phone call, text message, browsing, etc.

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

  _The Busy Coder's Guide to *Advanced* Android Development_
  Version 1.6 Available!

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[android-developers] Gesture detection on Dialog / AlertDialog

2010-06-07 Thread Josh
Hello,

Does anybody know if it is possible to track gestures when an
alertDialog box is up?

Thanks,
Josh

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[android-developers] Couple questions regarding gestures and system uis

2010-06-07 Thread Josh
Hello,

I'm a super noob to Android and have a couple questions... If there
are any links to examples that people know of I would love it if they
were posted.  I've been doing some searching and not seeing a lot on
what I'm looking for.

1.  Can have a program running in the background that will listen for
gestures across any view that is currently showing whether or not the
app has focus?

2.  Can you replace a core ui view with your own.  i.e.  Create a
keypad application that replaces the default android keypad with one
you have created.

Thanks in advance.
Josh

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[android-developers] Re: Can I send an image byte[] to ACTION_VIEW intent?

2010-05-26 Thread Josh
I'm trying to do the same thing. can anyone shed any light on this?

On May 13, 7:05 am, JimmyHoffa photos.d...@googlemail.com wrote:
 Hi all,

 Just wondering if its possible to use the built inimageviewer to
 display animagesourced from a database.

 I'm hoping I can pass the byte[] as an extra to the ACTION_VIEW
 intent, butcan'tfind any docs on it so far.

 Alternatively I'll have to roll my own viewer or first write theimage
 out to a file and pass that to the intent.

 Thanks

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[android-developers] Android 2.2, SDK, Emulator and “Bad address family” on Socket Connect

2010-05-24 Thread Josh F.
I have a fairly simple game that works perfectly on every version now
up through 2.1, but with the new 2.2 (Froyo) release I am unable to
create a socket. I am using the mina package for nio, and get this
exception:

W/System.err( 263): java.net.SocketException: Bad address family W/
System.err( 263): at
org.apache.harmony.luni.platform.OSNetworkSystem.connectStreamWithTimeoutSocketImpl(Native
Method) W/System.err( 263): at
org.apache.harmony.luni.platform.OSNetworkSystem.connect(OSNetworkSystem.java:
115) W/System.err( 263): at
org.apache.harmony.nio.internal.SocketChannelImpl.connect(SocketChannelImpl.java:
272) W/System.err( 263): at org.apache.harmony.nio.internal.PipeImpl
$SinkChannelImpl.finishConnect(PipeImpl.java:164) W/System.err( 263):
at org.apache.harmony.nio.internal.PipeImpl.(PipeImpl.java:48) W/
System.err( 263): at
org.apache.harmony.nio.internal.SelectorProviderImpl.openPipe(SelectorProviderImpl.java:
51) W/System.err( 263): at
org.apache.harmony.nio.internal.SelectorImpl.(SelectorImpl.java:141) W/
System.err( 263): at
org.apache.harmony.nio.internal.SelectorProviderImpl.openSelector(SelectorProviderImpl.java:
58) W/System.err( 263): at
java.nio.channels.Selector.open(Selector.java:48) W/System.err( 263):
at
org.apache.mina.transport.socket.nio.SocketConnector.startupWorker(SocketConnector.java:
248) W/System.err( 263): at
org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:
210) W/System.err( 263): at
org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:
137) W/System.err( 263): at
org.apache.mina.common.support.BaseIoConnector.connect(BaseIoConnector.java:
40)

Later in the log, usually immediately following I get this:

W/System.err( 263): java.lang.NullPointerException W/System.err( 263):
at
org.apache.harmony.nio.internal.SelectorImpl.wakeup(SelectorImpl.java:
418) W/System.err( 263): at
org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:
222) W/System.err( 263): at
org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:
137) W/System.err( 263): at
org.apache.mina.common.support.BaseIoConnector.connect(BaseIoConnector.java:
40)

I have done all the googling and looking around I can think of and
found nothing. The closest I have come seems to be an old JDK bug with
ipv6 support on XP and Vista machines (I'm running Vista).
Recommendations included disabling ipv6 (that did not work) and
disabling ipv4 and leaving ipv6 (will not work for me as my router and
ISP don't support it and so could not test anyway).  I have also tried
commenting out the ipv6 line in my hosts file, and setting the
java.net.preferIPv4Stack=true (maybe did not do this one in the right
files?).

Any thoughts, suggestions, things I have not tried?

Also pasted same here with no response yet:
http://stackoverflow.com/questions/2879455/android-2-2-and-bad-address-family-on-socket-connect

Thanks,
Josh

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[android-developers] Re: Is there any dictionary of words in android platform?

2010-05-14 Thread Josh
I would also like the answer to this question. Can anyone help out?

On May 13, 3:19 am, android-developer mdatik.k...@gmail.com wrote:
 Is there anydictionaryof words present in android platform ? If yes
 how can I use thisdictionaryin my applications to populate
 suggestions/predictions ?

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[android-developers] Re: How can I fix this touch ev ent / draw loop “deadlock”?

2010-05-09 Thread Josh
Thanks for your thoughts.  I've started handing off my input events
using a concurrent queue, and that seems to handle the blocking issue.

Now I've started testing out my saveState code, which also has a synch
block, and it's having the same issue.  Should I send a savestate
message down the pipeline and let the thread itself handle the save?
Or do the yield thing?

BTW, I've checked out your blog before, nice, informative stuff!

On May 8, 1:09 am, Robert Green rbgrn@gmail.com wrote:
 Josh,

 I used to have that exact same problem.  There are a few things you
 can do.  One is try having your logic thread call Thread.yield() which
 hopefully will let the UI thread get the synchronized block and inject
 the touch event.  The other is to separate the locking so that you
 only block the UI thread when you're processing touch events, not
 while your thread is running (which is always and is why you're having
 this problem).

 I set up a queue for input objects and the only time the queue
 insertion is blocked is when my logic thread is actually processing
 the events, which is for only a fraction of the total update time.
 Check out my code here 
 -http://www.rbgrn.net/content/342-using-input-pipelines-your-android-game

 Once you implement that (if you do), you should have less problems.

 On May 7, 1:05 pm, Josh josh.olek...@gmail.com wrote:





  I'm trying to use the structure laid out in LunarLander to create a
  simple game in which the user can drag some bitmaps around on the
  screen (the actual game is more complex, but that's not important). I
  ripped out the irrelevant parts of LanderLander, and set up my own
  bitmap drawing, something like

  In BoardThread (an inner class of BoardView):
  run()
  {
    while(mRun)
    {
      canvas = lockSurfaceHolder...
      syncronized(mSurfaceHolder)
      {
        /* drawStuff using member position fields
           in BoardView */
      }
      unlockSurfaceHolder
    }

  }

  My drawStuff simply walks through some arrays and throws bitmaps onto
  the canvas. All that works fine. Then I wanted to start handling touch
  events so that when the user presses a bitmap, it is selected, when
  the user unpresses a bitmap, it is deselected, and if a bitmap is
  selected during a touch move event, the bitmap is dragged. I did this
  stuff by listening for touch events in the BoardView's parent,
  BoardActivity, and passing them down into the BoardView. Something
  like

  In BoardView
  handleTouchEvent(MotionEvent e)
  {
    synchronized(mSurfaceHolder)
    {
      /* Modify shared member fields in BoardView
         so BoardThread can render the bitmaps */
    }

  }

  This ALSO works fine. I can drag my tiles around the screen no
  problem.

  However, every once in a while, when the app first starts up and I
  trigger my first touch event, the handleTouchEvent stops executing at
  the synchronized line (as viewed in DDMS). The drawing loop is active
  during this time (I can tell because a timer changes onscreen), and it
  usually takes several seconds or more before a bunch of touch events
  come through the pipeline and everything is fine again.

  This doesn't seem like deadlock to me, since the draw loop is
  constantly going in and out of its syncronized block. Shouldn't this
  allow the event handling thread to grab a lock on mSurfaceHolder?
  What's going on here? Anyone have suggestions for improving how I've
  structured this?

  Some other info. This hang only ever occurs on first touch event
  after activity start. This includes on orientation change after
  restoreState has been called. Also, I can remove EVERYTHING within the
  syncronized block in the event handler, and it will still get hung up
  at the syncronized call.

  Thanks!

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[android-developers] Re: Starting a Mapactivity from a normal activity

2010-05-07 Thread Josh
Did you ever find a solution?  I am having the same issue and the same
amount of joy.

On Apr 25, 4:32 pm, Munki83 pwilco...@googlemail.com wrote:
 Hi,

 I have a map app which works fine when its stand alone but it causes
 an unexpected error when I try to add it as part of another app.

 My current app which extends  Activity tries to launch the map
 activity with the following lines of code

 Intent m = new Intent(this, HomeSetter.class);
 startActivity(m);

 I also have the xml setup correctly

 activity android:name=.HomeSetter android:label=Screen 4

         /activity
         uses-library android:name=com.google.android.maps /
         /application

 However when I try to launch it crashes everytime. I've tried
 searching the net but I've had no joy in finding a solution

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[android-developers] Activity not launching MapActivity

2010-05-07 Thread Josh
Hello

I have a TabActivity that loads in 3 activity classes.  In those
Activity classes I have a button and an OnClickListener that tries to
open a MapActivity class.  When I click the button I get a force close
and error.

Uncaught handler: thread main exiting due to uncaught exception
java.lang.RuntimeException: Unable to start activity
ComponentInfo{com.company.Name/com.company.Name.LocationMap}:
java.lang.NullPointerException

I have searched to find an example of an Activity class launching a
MapActivity class but cannot find one.  If I swap out my MapActivity
class with a Activity class it works.

Here is my Activity Class that has the listener.

public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.location_tab);

Button btnMap = (Button) findViewById(R.id.btnMapview);
btnMap.setOnClickListener(mMapListener);

}

 private OnClickListener mMapListener = new OnClickListener() {
public void onClick(View v) {
Intent mapIntent = new
Intent(getApplicationContext(),LocationMap.class);
startActivity(mapIntent);

}
};

Here is my MapActivity class

protected boolean isRouteDisplayed() {
return false;
}

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);

mapView = (MapView) findViewById(R.id.myMapView);
mapView.setBuiltInZoomControls(true);


mc = mapView.getController();
String coordinates[] = {40.750386, -73.976773};
double lat = Double.parseDouble(coordinates[0]);
double lng = Double.parseDouble(coordinates[1]);

p = new GeoPoint(
(int) (lat * 1E6),
(int) (lng * 1E6));

mc.animateTo(p);
mc.setZoom(17);
mapView.invalidate();

}

And my Manifest

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

application android:icon=@drawable/logo  android:label=@string/
app_name
activity android:name=.Splash
  android:label=@string/app_name
  android:theme=@android:style/Theme.NoTitleBar
 intent-filter
action android:name=android.intent.action.MAIN /
category
android:name=android.intent.category.LAUNCHER /
/intent-filter
/activity

activity android:name=.Locations
  android:label=@string/app_name
  android:theme=@android:style/Theme.NoTitleBar/
activity

activity android:name=.LocationNewYork
  android:label=@string/app_name
  android:theme=@android:style/Theme.NoTitleBar
  /activity


activity android:name=.LocationSeattle
  android:label=@string/app_name
  android:theme=@android:style/Theme.NoTitleBar/
activity

activity android:name=.LocationMap
  android:label=@string/app_name
  android:theme=@android:style/Theme.NoTitleBar


/activity

uses-library android:name=com.google.android.maps/
/application

/manifest

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[android-developers] How can I fix this touch event / draw loop “deadlock”?

2010-05-07 Thread Josh
I'm trying to use the structure laid out in LunarLander to create a
simple game in which the user can drag some bitmaps around on the
screen (the actual game is more complex, but that's not important). I
ripped out the irrelevant parts of LanderLander, and set up my own
bitmap drawing, something like

In BoardThread (an inner class of BoardView):
run()
{
  while(mRun)
  {
canvas = lockSurfaceHolder...
syncronized(mSurfaceHolder)
{
  /* drawStuff using member position fields
 in BoardView */
}
unlockSurfaceHolder
  }
}

My drawStuff simply walks through some arrays and throws bitmaps onto
the canvas. All that works fine. Then I wanted to start handling touch
events so that when the user presses a bitmap, it is selected, when
the user unpresses a bitmap, it is deselected, and if a bitmap is
selected during a touch move event, the bitmap is dragged. I did this
stuff by listening for touch events in the BoardView's parent,
BoardActivity, and passing them down into the BoardView. Something
like

In BoardView
handleTouchEvent(MotionEvent e)
{
  synchronized(mSurfaceHolder)
  {
/* Modify shared member fields in BoardView
   so BoardThread can render the bitmaps */
  }
}

This ALSO works fine. I can drag my tiles around the screen no
problem.

However, every once in a while, when the app first starts up and I
trigger my first touch event, the handleTouchEvent stops executing at
the synchronized line (as viewed in DDMS). The drawing loop is active
during this time (I can tell because a timer changes onscreen), and it
usually takes several seconds or more before a bunch of touch events
come through the pipeline and everything is fine again.

This doesn't seem like deadlock to me, since the draw loop is
constantly going in and out of its syncronized block. Shouldn't this
allow the event handling thread to grab a lock on mSurfaceHolder?
What's going on here? Anyone have suggestions for improving how I've
structured this?

Some other info. This hang only ever occurs on first touch event
after activity start. This includes on orientation change after
restoreState has been called. Also, I can remove EVERYTHING within the
syncronized block in the event handler, and it will still get hung up
at the syncronized call.

Thanks!

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[android-developers] Developing a C++ static library for use with Java on the Android

2010-04-27 Thread Josh
I have an existing C++ library that I want to compile into a static
library, and call commands from it with Java on the Android platform.
I am brand new to Android development, and just need to figure out how
to set the Java interface up so my C++ lib works on the Android.
Where do I start?

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[android-developers] Really simple android question

2010-02-11 Thread Josh
Hello Android Dev's

Short FYI: I am new to the Android development, I have the SDK (2.1)
and I am running Eclipse.  I tried writing the Hello Android basic
application.  I coped the same code the tutorial has but when I try
running the application to see the final result, I am unable to get
the Virtual Android to perform the same result as the tutorial.

I have created the default AVD that the tutorial explains at the
beginning of the tutorial; the problem is the AVD is for Android 1.5,
and since I am working with 2.1; Eclipse does not appear to work.  I
went through the AVD Manager and created a 2.1 virtual device with
default settings.

The problem is, when I run, I get the emulator, however it just shows
the default A N D R O I D screen.  It does not show Hello Android like
the tutorial explains.

Does anyone know what I am missing in order for my basic application
to show up?

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[android-developers] Launching the correct activity on resume

2010-01-22 Thread Josh Hoffman
I'm currently working with a two-activity application. The first
activity allows the user to choose options for their upload, and the
second activity displays a ListView of their results once processed.

I have code in place that performs the uploads/downloads in the
background, regardless of whether the application is currently in
focus or not (thanks to Matthias Kaeppler's Droid-Fu).

I would like to have my application Resume into my second (results)
activity when a user clicks on the icon from the top-level launcher,
regardless of how long they have been away from the app. I thought
that the 'alwaysRetainTaskState' flag in the Manifest would do it, but
I've not had success with that. Can anyone tell me how I need to set
up my Manifest to get this functionality?

Thank you for your help! :)

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[android-developers] Prolonged touching (30s) in one area causes onTouchEvent to stop registering?

2010-01-12 Thread Josh
I'm trying to do something in my app where you have to hold your
finger on the screen for more than 30 seconds. After about 30 seconds,
it stops sending onTouchEvents for that part of the screen, almost
like a dead zone.

Tested on a motorola droid, and is there any way to stop this from
happening?
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[android-developers] Re: Prolonged touching (30s) in one area causes onTouchEvent to stop registering?

2010-01-12 Thread Josh
When I do getevent I see a continuous stream of events if I'm touching
the screen or not, hard to tell if it's a touch event or not. It DOES
look like event3 is related to touch however, and it looks like after
about 30 seconds it stops streaming those for that part of the screen.

Would that make it a bug in the platform or the device?

On Jan 12, 11:35 am, Al alcapw...@googlemail.com wrote:
 Open adb shell and monitor the output of `getevent` while pressing
 down on the screen.Do you see a continuous stream of events even after
 30s?



 Mirmathrax wrote:
  I have the same problem, this has been posted about this earlier and
  still no replies.

  Hopefully someone out there can help.

  -Colin

  On Jan 12, 8:07 am, Josh neurocl...@gmail.com wrote:
   I'm trying to do something in my app where you have to hold your
   finger on the screen for more than 30 seconds. After about 30 seconds,
   it stops sending onTouchEvents for that part of the screen, almost
   like a dead zone.

   Tested on a motorola droid, and is there any way to stop this from
   happening?
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[android-developers] Re: Prolonged touching (30s) in one area causes onTouchEvent to stop registering?

2010-01-12 Thread Josh
Posted in the Issue tracker if anyone wants to follow it:
http://code.google.com/p/android/issues/detail?id=6001
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[android-developers] OpenGL ES Anti-Aliasing

2010-01-11 Thread Josh
Has anyone found a way to enable antialiasing in OpenGL on any of the
Android devices?
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[android-developers] Re: OpenGL; GL11.glDrawTexiOES does not seem to work for Nexus One

2010-01-11 Thread Josh
Potentially your textures are not power-of-2 or you have enabled a
feature that isn't supported.

Might I suggest that you use this?: surfaceView.setDebugFlags
( DEBUG_CHECK_GL_ERROR );

On Jan 8, 9:13 am, Streets Of Boston flyingdutc...@gmail.com wrote:
 Thanks!

 This function is indeed standard GL 1.1.

 Maybe there's something else that I don't do right that happens to
 work on all other phones, but not on theNexus:

 Here is the code that draw my background texture:

 beginBGDrawing(gl);
 gl.glBindTexture(GL10.GL_TEXTURE_2D, mBackgroundTextureID);
 ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D,
 GL11Ext.GL_TEXTURE_CROP_RECT_OES, smBackgroundCrop,0);
 ((GL11Ext)gl).glDrawTexiOES(0, 0, 1, (int)mViewWidth, (int)
 mViewHeight);
 endBGDrawing(gl);

 private void beginBGDrawing(GL10 gl) {
         gl.glShadeModel(GL10.GL_FLAT);
         gl.glEnable(GL10.GL_BLEND);
         gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
         gl.glColor4x(0x1, 0x1, 0x1, 0x1);
         gl.glMatrixMode(GL10.GL_PROJECTION);
         gl.glPushMatrix();
         gl.glLoadIdentity();
         gl.glOrthof(0.0f, mViewWidth, 0.0f, mViewHeight, 0.0f, 1.0f);
         gl.glMatrixMode(GL10.GL_MODELVIEW);
         gl.glPushMatrix();

 }

 private void endBGDrawing(GL10 gl) {
         gl.glDisable(GL10.GL_BLEND);
         gl.glMatrixMode(GL10.GL_PROJECTION);
         gl.glPopMatrix();
         gl.glMatrixMode(GL10.GL_MODELVIEW);
         gl.glPopMatrix();

 }

 mBackgroundTextureID is valid (if i use this texture-id for other
 objects, the texture is properly shown)
 smBackgroundCrop is [0,0,512,512], the size, in pixels, of the texture-
 bitmap.
 mViewWidth and mViewHeight are 480 and 762 respectively.

 On Jan 7, 11:33 pm, Robert Green rbgrn@gmail.com wrote:



  Here's what my GL setup code detected:

  I/WorldRenderer( 4454): Determining OpenGL Capabilities
  I/WorldRenderer( 4454): OpenGL Vendor [Qualcomm]
  I/WorldRenderer( 4454): OpenGL Renderer [Adreno]
  I/WorldRenderer( 4454): OpenGL Version [OpenGL ES-CM 1.1] [CM] [1.1]
  I/WorldRenderer( 4454): GL Extensions [GL_AMD_compressed_3DC_texture
  GL_AMD_compressed_ATC_texture GL_ARB_texture_env_co
  mbine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
  GL_ARB_vertex_buffer_object GL_ATI_compressed_texture_atitc
   GL_ATI_texture_compression_atitc GL_EXT_blend_equation_separate
  GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_b
  lend_subtract GL_EXT_stencil_wrap GL_OES_EGL_image
  GL_OES_blend_equation_separate GL_OES_blend_func_separate GL_OES_blen
  d_subtract GL_OES_compressed_ETC1_RGB8_texture
  GL_OES_compressed_paletted_texture GL_OES_draw_texture
  GL_OES_extended_ma
  trix_palette GL_OES_framebuffer_object GL_OES_matrix_palette
  GL_OES_point_size_array GL_OES_point_sprite GL_OES_read_for
  mat GL_OES_stencil_wrap GL_OES_texture_cube_map
  GL_OES_texture_env_crossbar GL_OES_texture_mirrored_repeat ]
  I/WorldRenderer( 4454): VBOs Supported
  I/WorldRenderer( 4454): HW Mipmap generation supported
  I/WorldRenderer( 4454): Finished determining OpenGL capabilities.
  I/WorldRenderer( 4454): EGL_DEPTH_SIZE  = 16
  I/WorldRenderer( 4454): EGL_BUFFER_SIZE  = 16
  I/WorldRenderer( 4454): EGL_RED_SIZE  = 5
  I/WorldRenderer( 4454): EGL_BLUE_SIZE  = 5
  I/WorldRenderer( 4454): EGL_GREEN_SIZE  = 6
  I/WorldRenderer( 4454): EGL_ALPHA_SIZE  = 0
  D/WorldRenderer( 4454): OpenGL Surface Changed to (800x480)
  D/CameraMan( 4454): Aspect Ratio = 1.666

  DrawTexiOES is a standard 1.1 function, right?  It should be supported
  then because this chip reports itself as 1.1-Common.  Perhaps you
  could send an email to the Adreno guys and ask them about it.

  I don't use that function but so far everything has worked 100% for
  me.

  On Jan 7, 8:14 pm, Streets Of Boston flyingdutc...@gmail.com wrote:

   I use this call (GL11.glDrawTexiOES), copied most of it from the Api
   Demos' LabelMaker class and it works on every Android phone, so far.

   However, i tested it on theNexusOne and nothing is rendered when
   usingglDrawTexiOES.

   I tried the floating-point version of this call as well... nothing...

   Is there a way around this issue?

   Thanks!- Hide quoted text -

  - Show quoted text -
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[android-developers] onTouchEvent stops responding properly after being held down continuously for ~30 seconds?

2010-01-10 Thread Josh
I have a game which requires the user to drag back and forth to
control a player. I am capturing onTouchEvent to handle the controls.
The issue I'm having is that if you hold down your finger in the same
area for ~30 seconds, it stops calling onTouchEvent for certain parts
of the screen where your finger has been for a long time. It's almost
like a dead zone type effect.

I tested this on a Droid, haven't tested anything else yet.

Is this a common problem?
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