[android-developers] Re: BroadcastReceiver not recei ving an alarm’s broadcast
Something like that happened to me in the manifest also. It would be nice if it generated a compile error. But thanks for posting the solution. -Kevin On Mar 30, 6:40 am, Juanjo juan...@gmail.com wrote: Ok, I found the problem, hope this thread helps somebody else with the same stupid errors: My receiver was inside the manifest but outside the application tags :-/ -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
[android-developers] Re: conditional compilation
It really isn't very easy to do this. In general, you can do something like public class MyClass { public static final boolean HAS_CHEEZBURGER=true; public void someMethod() { if( MyClass.HAS_CHEEZBURGER) { doCheezburger(); } else { noCheezBurger(); } } } The compiler I think will see that HAS_CHEEZBURGER is constant and can never change, and may optimize away the branch not taken. Perhaps some more knowledgeable folk could comment on that. If on the otherhand, you really really think you need to do preprocessing using eclipse and Java, you can. See the following link. http://www.boldinventions.com/index.php?option=com_contentview=articleid=81:javapreprocessorusingeclipsecatid=34:category-electronics-articlesItemid=53 -Kevin On Mar 30, 5:57 am, Dilip Dilip dileep2m...@gmail.com wrote: Hi All, How to do conditional compilation in JAVA. something like in C, C++ : #ifdef TRUE_CONDITION #else #endif Thanks and Regards, Dileep -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
[android-developers] Re: Delay before starting
FileOutputStream implements the java.io.flushable interface. http://developer.android.com/reference/java/io/Flushable.html -Kevin On Mar 30, 5:52 am, perumal316 perumal...@gmail.com wrote: Hi All, I am writing a application which will write to a file. Now I want to show the contents of the file but How do I delay the show function so that there is enough time for the writing to be done before continuing? Thanks In Advance, Perumal -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
[android-developers] Re: onRelease for ListView-Adapter
Have you tried view.setOnTouchListener()? I think you then get a motionEvent which you can look at to determine if the event was a touch up or a touch down. I've not tried it in a listview before, however. -Kevin On Mar 27, 1:54 pm, lukas lukas.zielin...@googlemail.com wrote: Hello everyone, I'm programming my first Android application and I've stumbled over a little problem. I've created my own adapter (extends BaseAdapter) for my ListView and in my public View getView(...) I have the following code: view.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { v.setBackgroundColor(Color.RED); testClick(clickPos); //my test method that shows a Toast- message.. } My problem: How do I set the color back to Color.BLACK after the user releases the touchscreen? I'm looking for something that is similar to Javascripts onMouseUp or onKeyUp methods. An OnClickReleaseListener() perhaps? Can you point me in the right direction? Thank you. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
[android-developers] Re: Being legally harassed, by a large iPhone developer
I wouldn't be a big rush to talk to a lawyer. Remember that they get paid by the hour, and the bigger the fuss and the more it drags out over time, the more money the lawyers make. So far Firemint has made no investment in this besides sending a couple letters. -Kevin On Mar 22, 2:14 pm, Brion Emde brione2...@gmail.com wrote: Sorry to continue the off-topic posting, everyone! I'm no lawyer and I think you should talk to one. Many cities' bar -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
[android-developers] Re: Problem about GPS
I think what he means is that Google Maps can still get your approximate location by knowing which cell towers you are closest too. It uses this to get a general location when the GPS doesn't have enough signal. -Kevin On Mar 18, 2:27 am, Andreas andreas.bex...@gmail.com wrote: Hi, I'm not sure what you mean, and I think it would help if you would elaborate a bit. GPS is generally wireless, since the problem of getting a cable to connect to objects in low earth orbit is still not solved. ( *_^) The connection to GPS satellites is generally a _lot_ better outside, since the signal does not penetrate buildings very well. That is a limitation of the GPS technology rather than of Android, and hence cannot be solved through software. What you can do is trying to use coarse location or wifi positioning, that might or might not be suitable for your needs. Best regards, Andreas On Mar 18, 1:49 pm, Ewing ewing0...@gmail.com wrote: I have a problem about getting GPS My app can getting GPS but only can using in outdoor , it cannot get the wireless GPS. Have anyone can tell me how can I getting wireless GPS when getting GPS in long time. Thank you -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] 3D Physics Engine For Android Demo
I've completed my first Android application. It as 3D demo with a physics engine. It uses the phone's accelerometer so that you can shake the world by moving the phone around. There are options to adjust things like gravity, friction, and elasticity. The physics engine is a 100% Java port of the open source JigLib physics engine. However, I only have a Motorola Droid, and I don't know if it will work on any other phone. The project is set to use Android 1.6. Before I put it in the market, I was hoping to get some feedback from the developer community here. If anybody is interested in 3D stuff or physics simulation, you can give the app a try. The link is on the follow page. There is a screen shot there so you can get an idea of what the app is. http://www.pieintheskysoftware.com/menuitem-resources-pie-3d-physics-1-0.html -Kevin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: 3D Physics Engine For Android Demo
Thanks very much for the feedback Streets, Marc and Mario... I spent a lot of time using the profiler in a Windows version to reduce the allocation, but I still may need to work on it a bit more. When I was looking at physics engines before JJigLib I tried ODE4j, but it was too slow. I didn't see JBullet at the time. Thanks for the tip on JStackAlloc. Thanks for the extra points! -Kevin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Want to start building 3d games, pointers?
1) Initially I wont need it, but how do you handle for touch interactions with a given 3d object on screen? I've heard of doing things like mapping screen vertices to objects and when you touch in x region, you are touching x object. Is there an easier way? Android is using OpenGL ES See http://www.khronos.org/opengles/ Sounds like what you are interested in is gluProject() and gluUnProject() see http://developer.android.com/reference/android/opengl/GLU.html 2) I intend to take a 3d format and import into my app, and there is plenty of documentation on the formats I intend to use, so I can write an importer... but does android 2.1 support anything out of box? It's openGl ES, so you can draw Lines, Points and Triangles. AFAIK there is no built in calls for drawing higher level structures. For my app I wrote a parser which could take files exported from Blender and generated Java source code which then calls the OpenGL functions to draw the triangles. 3) For basic menus and screen overlays, are those typically drawn with opengl stuff too? Or a diff sort of view layed over the top of glsurface? In my app I used the standard Android menu and preference stuff. It seems to work ok. I had to pause the rendering when the menu comes up, or else it was not as responsive as it should be. -Kevin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Problem with ListPreference in preference view
I have the same problem which I have lost about 5 hours on. I finally found this: http://code.google.com/p/android/issues/detail?id=4497 After removing all the text from the Dialog Message xml attribute of the list preference, it started working.It was especially irritating that there was no message in the log that anything was wrong. -Kevin On Jan 17, 8:29 pm, Chris.H mrchi...@gmail.com wrote: This is my first Android app (which is a soft keyboard, with dvorak layout) and so far it has gone pretty smoothly (either because or despite working from the sample code). I've had some problems (with special/swedish characters) that I've managed to take care of, but this problem I can't figure out how to solve.. I've added a preferences view to the app for some(/a) settings, I used this reference:http://www.old.kaloer.com/android-preferences/and it worked pretty well (besides some hick up from launching the activity from a service). But when I click the list item to edit it, i get an empty dialog (Title and button is shown right and with the text I set in the xml- file, but no list, screenshot:http://i49.tinypic.com/2501p55.png). I can't see any problem with the program code (which isn't many lines..) or the xml (the arrays are generated by the Android utils in Eclipse and the preferences is a mix of auto and manual). You can see both Java code and XML here:http://pastebin.com/m4c52c3a2(titles etc in Swedish..) (I've also tried a EditTextPreference item, which seemed to work fine..) I have also looked at the log/output using adb, and can't see any problems there either, so I have no idea onto how to solve this... So i need some help.. Regards Christopher H -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Custom Dialog example may be incorrect
I spent quite a long time trying to get my first custom dialog box to work, following the example in the Android Dev Guide. Specifically: http://developer.android.com/guide/topics/ui/dialogs.html#CustomDialog --- Context mContext = getApplicationContext(); Dialog dialog = new Dialog(mContext); dialog.setContentView(R.layout.custom_dialog); dialog.setTitle(Custom Dialog); --- I kept getting a badtokenexception whenever I tried to show the dialog. Eventually I found a forum posting which suggested changing it to: new Dialog(this); Which made the problem go away. My question is if the example is incorrect, or was the code not intended to be used in an Activity method? -Kevin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Displaying Text such as score in an OpenGL game
It's not that bad, you can just copy the LabelMaker and NumericSprite classes and then call them in the same way that example does in the render. That's good news, I'll go down that path then. Thanks for the reply! -Kevin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Displaying Text such as score in an OpenGL game
I have a the beginnings of an Open GL game running, and have gotten to the point where it would be nice to have the FPS displayed. Since I will probably want to be able to put score or other info up anyway, I started searching for how to do that. I found the SpriteTest example, http://code.google.com/p/apps-for-android/source/browse/trunk/Samples/OpenGLES/SpriteText/ It looks nice, but really complex. Is there an easier way? -Kevin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en