[android-developers] Re: What is the best phone to buy for Android Development?
Doesn't really matter. I find myself testing on 4 different devices in the emulator - corresponding to different screen sizes. The only time I load into a real device is just before a release, and that's just habit (see what it looks like on real screen) rather than a requirement. The fact is that you have to test on multiple devices, and just because you own a real device as well doesn't help much. The only time I have ever used a real device for something meaningful is to measure frame-rates in games; the emulator on my PC runs at about 1/5th the rate of my HTC Desire 1 Ghz phone for 2D graphics so occassionally its good to see how fast the game runs on real devices. Most apps aren't real-time, and this is a pretty minor use. I would buy an Android phone/tablet if you need a phone or tablet for other reasons, and buy one for those other reasons. The fact is that a real device doesn't actually help you much in developing apps. On Monday, October 1, 2012 5:54:28 AM UTC+10, Nilashis Dey wrote: I am new to Android Development and would like to know which phone I should get to test my apps? Obviously, I would like the phone for which drivers for all devices are easily available and for which I would find the most amount of support discussions online - for when I run into problems. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] General question about Android architechture
And I still submit my question: why Java? Or rather, why a virtual machine built on top of Linux, rather than Linux itself?? Several reasons: 1. Hardware portability. iOS runs on tightly defined hardware. Android is designed to be able to run on different CPUs and hardware architectures. The VM makes this possible 2. The VM implements a huge number of standard classes (effectively J2ME); trying to recreate these natively on top of Linux would be a nightmare for every developer. 3. There are a lot of Java libraries and Java programmers out there, and these are typically quite portable. 4. Real life Java programs are basically mostly calls to J2xx class libraries where the heavy lifting is done. The performance of the Java code itself is seldom an issue, as the real work is done in these native libraries. -- 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] Home, Menu, Back, Wallpaper, Play in different languages
My wallpaper contains instructions (in the app, web and Play) which look something like: 'To install the Wallpaper, from the home screen press Menu then Wallpaper then Live Wallpaper then ...' The problem is that in different languages these reserved words like home screen, Menu, Wallpaper and Live Wallpaper are going to need to be particular words in the translation, or else the translation will make as much sense as: To install the wall covering, from the apartment check press Food list then wall covering then Clearly for the instructions to make sense the correct reserved word in that language must be used. Does anybody know the official terms or where to find them in different languages for: Home screen, Home button, Menu button, Back button, Play (market), Wallpaper, Live Wallpaper, Settings, Application, and any other words that are effectively standardised in different languages for Android. Seems like it should be published somewhere by Google but couldn't find it. Peter Webb -- 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: Android Game Programming help
100% agree. Actually writing the nuts and bolts of a real time game on Android has very little to do with Android. You will need to know how to use the classes associated with I/O, like how to write an Bitmap to the display or handle touch events. This stuff is pretty simple, with plenty of on-line code snippets. The difficult/complex things like collision detection and implementing a physics engine all have to be written from the ground up, and will not contain anything specific to Android. What I found hard was getting the initial game framework setup. A real time game needs a couple of different threads, and when someone presses the HOME key the threads needed to be halted/suspended properly. It also needs to supply real-time environments for the real time game itself with the CPU rendering its little heart out, and environments like Help Screens where it can render once and wait for a user input. Writing this stuff properly requires a knowledge of the Android architecture and considerable experience in setting up game environments. What you want to do instead is take a game which already works, hollow it out, and insert your own game logic. The game demos in the SDK don't provide this; Lunar Lander (for example) will crash if you leave it at the wrong point and try to switch back to it. If these guys couldn't get it right, mere mortals have no chnace. This is why I also recommend Zechner's book. It builds two games from scratch - one using 2D graphics libraries, the other 3D - and they demonstrably work properly. And the programs are designed to allow easy substitution of some other game logic. He does a piss-poor job of explaining the Android architecture, but if you use his programs as a start point you don't need to know very much about it at all (a thoroughly good thing; its quite complicated). He does briefly discuss some specific game programming concepts like collision detection, but you will find more comprehensive resources on the web. What he does do very well is give you a fully working game with help screens, menus, persistent data and all the rest of it ready to modify to your needs, and this will save you a huge amount of work. Peter Webb On Sunday, March 11, 2012 9:55:04 PM UTC+11, Oli Wright wrote: I had replied but it didn't submit for some reason. Oh well. It boiled down to: 1. What Kris said 2. Read Mario Zechner's book Beginning Android Games 3. Until you've done (2) I don't buy Most of the links given by the group are links and sources i've gone through before. If you still don't understand, read it again. -- 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 R class, ids and layouts not resolved
Here is what I guess is going on: If you cut-and-paste stuff from one Project to another in Eclipse, and the stuff you copy includes a reference to the R class, you will find that Eclipse will set up an import of the R class for the project you copied from. This seems to be reasonable behaviour for most classes, but not for the R class where each Project has its own. This means your code can be looking at the wrong verion of R. Go through the class(es) which fail, and remove any imports for R. You will get errors wherever you use R. Hover the mouse over one of the errors, one of the options will be to import the correct R class. Select this, and the errors in the class will be fixed. On Feb 25, 12:49 am, Luigi Caradonna luigi.carado...@gmail.com wrote: The problem of my app is that in the onCreate() method I have some cannot be resolved or is not a field errors. Lines where I have the problem are: setContentView(R.layout.main); //problem on main AutoCompleteTextView textStationFrom = (AutoCompleteTextView) findViewById(R.id.stationfrom);// problem on stationfrom ArrayAdapterString adapter = new ArrayAdapterString(this, R.layout.list_item, STATIONS); //problem on list_item AutoCompleteTextView textStationTo = (AutoCompleteTextView) findViewById(R.id.stationto); //problem on stationto mPickDate = (EditText) findViewById(R.id.pickdate); //problem on pickdate mPickTime = (EditText) findViewById(R.id.picktime); //problem on picktime Inside R.java class I have public static final class id { public static final int pickdate=0x7f050003; public static final int picktime=0x7f050005; public static final int stationfrom=0x7f05; public static final int stationto=0x7f050002; / other ids /} public static final class layout { public static final int list_item=0x7f03; public static final int main=0x7f030001; } And of course inside the layout folder I have both main.xml and list_item.xml, all the resources have lower case names. What's the problem? -- 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: Starting with game development
There are lots of examples on the web, but they generally of poor quality. Even the game demos in the SDK (eg Lunar Lander) have serious bugs. The book Beginning Android Games by Mario Zechner provides a very good introduction and supplies a 2D Game engine that actually works. http://www.amazon.com/Beginning-Android-Games-Mario-Zechner/dp/1430230428/ref=sr_1_1?ie=UTF8qid=1327388052sr=8-1 Spending $24 on buying this book will be more useful than spending 100 hours searching the net. It explains exactly how to build a 2D game. On Jan 19, 12:29 am, Rohit Sharma hunk...@gmail.com wrote: I am going to start with android game development (initially 2D). Now please let me know about how to embed objects into games. Does it require using some game engine or we need to manually do this b performing lots of coding. Also let me know about some good references to start with.Thanks in advance ! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Image Quality problems using Canvas and canvas.scale(Scale, Scale);
At the risk of stating the bleeding obvious, if you upscale a bitmap *anywhere* in your code by a factor which is not an exact integer (1, 2, 3, etc) then the system will not be able to exactly reproduce the original image, and will be interpolating and/or duplicating pixels to make it fit. Which gives you a not so great result. You have gone to great lengths to avoid scaling when you read it in (using Bitmap Factory Options), this is largely a waste of time if you scale it for writing using canvas.scale. You will still get scaling artefacts on write. You need to suppress scaling for read *and* write. The only way that I know of to get pinsharp graphics - with your bitmaps appearing exactly how you intended - is to write to a canvas which has the same resolution as the actual device (or View). The downside of this is that you have to manage all possible screen resolutions within your code, as you can no longer use the system to map a fixed co-ordinate space in your code to the specs of the actual screen. A pretty obvious trade-off between coding simplicity and image quality. If you are already relying on automatic output scaling for lots of other stuff in your code, you are probably stuck with it. Peter Webb On Jan 22, 2:15 pm, JamesColeman jamescole...@radicalphotography.com wrote: I am having Image Quality problems using Canvas and canvas.scale(Scale, Scale); they look exactly like the following: http://stackoverflow.com/questions/2041207/android-quality-of-the-ima... I believe I have read all the posts on image quality problems when re- sizing bitmaps, but it doesn't seem to help when scaling with a Canvas scale(float scale). I have tried many different options as suggested by the image quality posts. BitmapFactory.Options options = new BitmapFactory.Options(); options.inJustDecodeBounds = false; options.inDither = false; options.inSampleSize = 1; options.inScaled = false; options.inPreferredConfig = Bitmap.Config.ARGB_;//I thought this would do it CurrentPicture = BitmapFactory.decodeFile(path, options);//Also tried decodeStream() PicturePaint = new Paint(); //PicturePaint = new Paint(Paint.FILTER_BITMAP_FLAG); //I also tried this //PicturePaint = new Paint(Paint.ANTI_ALIAS_FLAG); //I also tried this canvas.scale(Scale, Scale); canvas.drawBitmap(CurrentPicture, 0, 0, PicturePaint); I am quite concerned as I am in serious trouble if I can't get the image quality problem solved. Any help is appreciated. Thanks! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Lots of Cancelled by Google - Payment declined from one person
Three days ago, I had 4 Cancelled by Google - Payment declined messages generated by a single person. So I used email address in the checkout to offer them the app for free if they wanted it that much. No reply. Yesterday I had another 5 Cancelled by Google - Payment declined events from this same person. Today I have had 4 of them. I can't believe that anybody wants my (admittedly brilliant) enough to try 13 times over 3 days, and even if they did they would have responded to my email and gotten it for free. Is anybody else having a similar problem? Any ideas on what is going on? -- 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] Handling system events: LunarLander vs Jetboy vs Snake
Both LunarLander and JetBoy in the SDK demos have the bug that they don't handle you pressing the home button in the app - when you restart the application, it says application stopped unexpectedly. These both run render/update in a separate thread, which appears to not be terminated. Snake handles home and back buttons quite well. It has a different structure, it is single threaded. I can simply change the thread.sleep() to be zero, and use it to implement my game engine in a single thread. But it actually draws the screen using a View.invalidate() call, which I have heard is slow, and my app is real time. So: 1. Is View.Invalidate() as used by Snake slower than the approach of locking the surface used by LunarLander and JetBoy, slower enough for me to care? 2. Can anybody suggest any game samples which correctly implement system events like the user hitting the home or back button? Many on the web are obviously derived from LunarLander or JetBoy and have the same problem. Peter Webb -- 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: Should I buy my own apps?
I had always believed that not being able to download my own app was a bug. Now it looks like a much bigger bug, as it affects everybody. The problem I have is that how does it know that my phone is the developer's phone? Because I am using the same credit card number as my developer account, or some co-incidence of email addresses? If so, this can be easily bypassed by using a different credit card number or email address for purchases, which many people would do anyway. If the restriction is this ridiculously easy to bypass, why have it at all? It seems completely un-enforceable, and provides no benefit when it is enforced. Still looks like a bug to me. On Dec 11, 3:39 am, Nikolay Elenkov nikolay.elen...@gmail.com wrote: On Sun, Dec 11, 2011 at 12:44 AM, Dancing Fingers batym...@gmail.com wrote: So how do you demo, or show your friends your app on your own device? On newer version of the Market app, you can use multiple accounts. Switching to a different account may (haven't tried) let you but the app. That said, if you developed it, it should be already installed :) -- 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] Getting actual device resolution
I have been using a simple 3rd party game engine, from the book Beginning Android Games. The example code uses a fixed resolution (320 x 480) and this is scaled on output. Not surprisingly, the bitmaps and everything else is scaled and looks pretty poor. My code is set up to use the native resolution of the device and handles scaling internally. I can modify the code to use whatever resolution I want, and this works fine. In this engine, the graphics and almost everything else is handled through abstract classes and interfaces. The way the game engine is set up, it doesn't actually use the Android graphics engine until after the game environment is set up. The first place that I can get hold of the actual resolution through SurfaceView is in the run loop, way after the game engine has been initialised. I need the screen resolution *before* I set up the location of sprites and game state. Modifying the engine to move the game setup into the run method would break lots of other things. Can anybody tell me how I can get the actual hardware resolution of the device (so I can set up the game objects properly) without waiting until the run method which has access to SurfaceView? dstRec in the following gives me the resolution, but this is way to late for me to use when setting up the game. public void run() { Rect dstRect = new Rect(); long startTime = System.nanoTime(); while(running) { if(!holder.getSurface().isValid()) continue; float deltaTime = (System.nanoTime()-startTime) / 10.0f; startTime = System.nanoTime(); game.getCurrentScreen().update(deltaTime); game.getCurrentScreen().present(deltaTime); Canvas canvas = holder.lockCanvas(); canvas.getClipBounds(dstRect); canvas.drawBitmap(framebuffer, null, dstRect, null); holder.unlockCanvasAndPost(canvas); } } -- 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: Handling asynchronous events and blocking
I can certainly create (say) a LinkedList of events which acts a queue of instructions for my main loop. My issue is that after processing an event, I have to remove it from the queue. According to http://download.oracle.com/javase/1.4.2/docs/api/java/util/LinkedList.html : Note that this implementation is not synchronized. If multiple threads access a list concurrently, and at least one of the threads modifies the list structurally, it must be synchronized externally. (A structural modification is any operation that adds or deletes one or more elements; merely setting the value of an element is not a structural modification.). This page then goes on to describe how to force an exception if two threads both try and update a LinkedList simultaneously. This doesn't solve the problem, it just tells you that it has happened. This must be a very common problem, and I would expect a simple standard solution. As I mentioned, on other platforms I have used a guaranteed atomic process (file creation)as a semaphore for synchronisation, but I doubt that is the recommended solution for Android ... On Oct 24, 4:28 pm, Studio LFP studio@gmail.com wrote: I figure you are running a thread that does all the processing as not to block the UI thread. If so, one of the ways I've been doing it is to add something like... public static LinkedListMotionEvent uiEvents; ... to a helper object and then check the length of it every time through the processing loop. You can either call length() on this or you can keep up with the count yourself which might be a bit faster. In whatever view you are catching touches, just insert the MotionEvent into this list. This should leave the UI thread clear and let the processing thread get the touches as time allows. Once I process the first event, I remove the event from the list and continue. I tend to only process one per frame so I don't cause hitching in the movement. If you are running about 30 fps, most people won't be able to touch faster than the ~33ms they have between frames anyways. I use a LinkedList so it keeps the touches in the order I insert them so I don't have to worry about out of order touches. Just one idea, someone else may have a more effective one, but hope that helps. Steven Studio LFPhttp://www.studio-lfp.com On Sunday, October 23, 2011 11:42:50 PM UTC-5, Peter Webb wrote: I don't even know if this is an Android question or a Java question. I am developing a simple game using Lunarlander as a starting point. Input is through OnTouch events. This changes the game's state - eg a touch event may cause some gameplay object to be instantiated. Obviously I don't want this to occur in the middle of processing. How do I best synchronise the OnTouch events with the main game loop? In other environments I have used an atomic event (such as creating a dummy file) as a semaphore to work out when game objects can be safely read and written. What should I do in Android?- Hide quoted text - - Show quoted text - -- 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: Handling asynchronous events and blocking
ConcurrentLinkedQueue. Exactly what I want. Thankyou. On Oct 24, 11:16 pm, TreKing treking...@gmail.com wrote: On Mon, Oct 24, 2011 at 1:20 AM, Peter Webb r.peter.w...@gmail.com wrote: This must be a very common problem, and I would expect a simple standard solution. As I mentioned, on other platforms I have used a guaranteed atomic process (file creation)as a semaphore for synchronisation, but I doubt that is the recommended solution for Android ... http://developer.android.com/reference/java/util/concurrent/package-s... ----- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Handling asynchronous events and blocking
I don't even know if this is an Android question or a Java question. I am developing a simple game using Lunarlander as a starting point. Input is through OnTouch events. This changes the game's state - eg a touch event may cause some gameplay object to be instantiated. Obviously I don't want this to occur in the middle of processing. How do I best synchronise the OnTouch events with the main game loop? In other environments I have used an atomic event (such as creating a dummy file) as a semaphore to work out when game objects can be safely read and written. What should I do in Android? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Can't respond to user comments
If it is for a paid app, you can use the payments system to contact the poster and ask them to change their comment. I have tried this a couple of times; nobody does. I guess the people who make these sorts of comments don't care if they are wrong. Once the comment is no longer in the most recent three, it is just one of many comments and people will see it in context. If you do leave a comment yourself saying that the complaint is bs, I think you would be better pretending it is from somebody else (or actually get someone else to submit the comment). Better credibility. On Oct 16, 11:50 am, rastyrori rastyr...@gmail.com wrote: Today a user posted a comment about my app claiming that it accesses the user's phone numbers and calling history, which is completely untrue! Unfortunately, from the posted name, I cannot figure out who this person is to clear this up. This will possible hurt my sales and I have no way to respond! -- 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: Just in section
or what Google may do in the future; if it doesn't work, just kill it off. Its a pretty modest investment in development to test out a potentially much better ratings system. Ohh, and BTW, some talk here about the significance of the app name. I can report that on the day I changed the name of my free LWP to a name which I thought was slightly better (and did nothing else), downloads went from 200/day to 600/day and stayed there. Something this trivial shouldn't make this much difference. Peter Webb -John Coryat -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Uploading same .apk to Market as two different apps
I have a free version of my wallpaper, does quite well. The paid version with a settings screen does very poorly. Having tried everything else, I want to offer my (current) paid version for free but have the identical software available as paid donationware. If I just upload the same .apk file for both (excepting they were signed with different keys) will they be the same application on the phone, and specifically will they use the same preference file? This means I can use the current paid version for both, just using different keystores. If this won't work, can anybody suggest an approach that will work, and specifically that: 1. allows Preferences to be shared, and 2. hopefully means the user sees only one app on their phone, and 3. hopefully using the same source code for both versions? Thanks Peter Webb -- 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: Uploading same .apk to Market as two different apps
I want them to be the SAME app if possible, as this eliminates the need to worry about Preferences or anything else. (Only the paid version uses Preferences, so I don't have to worry about keeping the Preference selections made in the current free version). I can't simply make them absolutely identical, as the two versions currently are signed with different keys, and if I change one of the signing keys I won't be able to upload. Hence my idea to use the same source code for both, just signed with their existing (different) keys. I have no way of testing this stuff without trying it on the Market, with potentially catastrophic effect if I muck it up (having a 100,000 people getting an error message when they try to upgrade is not a good look). It seems a pretty simple thing that I want to do, convert my free version so it is the same as my paid version and hence only appears once on the user's phone and uses only one set of Preferences. There must be an easy way which is guaranteed to work with the Market ... any ideas? On Aug 4, 7:24 pm, Nikolay Elenkov nikolay.elen...@gmail.com wrote: On Thu, Aug 4, 2011 at 5:48 PM, Peter Webb r.peter.w...@gmail.com wrote: If I just upload the same .apk file for both (excepting they were signed with different keys) will they be the same application on the phone, and specifically will they use the same preference file? This means I can use the current paid version for both, just using different keystores. You need to use different packages to have two separate apps. They can be signed with the same key, or separate ones, it doesn't matter. If you have two separate apps, they will have separate preferences. Use a library project based on the 'pro' version, create two different app projects with different manifests. You can then generate two apk's from the app projects. -- 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: android magic
Complete list can be found here: http://tinypaste.com/b7e1e9 They haven't stolen either of my apps; probably not worth enough to steal. However many readers of this forum are being ripped-off in this manner. And they have the cheek to publicise their theft on a website frequented by the people thay have robbed. They are rubbing your nose in it. With the cumulative knowledge and resources that exist in the Android Developer community, somebody must have some idea as to how to disrupt the operations of a website that is being used to steal their property? Any ideas? On Jun 16, 1:48 am, arial johansson arialjohans...@gmail.com wrote: Ultimate Collection of Paid Android Apps and Games{2010-2011} collection of best android applications , games , softwares ,live wallpaper around (2.5GB) folder size. In this collection more then 1000s applications (must download) http://www.click2sell.eu/buy?aakash19ult http://sonusuniverse.weebly.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: android magic
I might add that the web page for the list of programs was last updated by tomas2605, who manages 1.9m Goggle hits. He appears to be a Vietnamese resident who works for a graphics board manufacturer in Hanoi, and hosts pirate websites in his spare time. I am sure a Vietnamese speaker would be able to learn much more about him from those many web hits. I am inclined to send him some email questions asking about the program's legality. One per program he lists. Or maybe even a couple of emails per program. Can anybody lend me an SMTP relay server for a couple of hours that will let me queue a few thousand short emails? Doing this one at a time by hand would be a nightmare. Or, indeed, are there any other ideas for addressing this problem? Nobody else seems to be doing anything. -- 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: Plot quadratic equation graph
http://developer.android.com/reference/android/graphics/Path.html rCubicTo, rQuadTo and other methods provide interpolated curves. On May 29, 2:50 am, SamuelXiao foolsmart2...@gmail.com wrote: Hi Webb, Could you explain in more details please? I studied the Path class but from other examples, it seems path cannot generate smoothed lines Thanks. On May 24, 10:27 am, Peter Webb r.peter.w...@gmail.com wrote: You can draw lines using canvas.drawline. You can make these smoothed lines by specifying your points in a Path class. Once you load your points in the Path array, it is a couple of lines of code to draw it with the Canvas class. If this is all you want to do, it doesn't need any third party libaries. On May 22, 3:12 am, SamuelXiao foolsmart2...@gmail.com wrote: Hi all, I am a newbie and writing an app which just needs to plot the quadraticequation graph, that is, y=ax^2+bx+c. Now my problem is about how to plot the graph. I want to make the graph has the effect like that:http://www.appbrain.com/app/math-functions-drawing/siriosoft.math.fun... (the right-hand side image). Does anyone know how to make it? I tried to usehttp://w2davids.wordpress.com/creating-charts-with-droidcharts-for-an... this sample but found the line does not display as smooth as expected and it doesn't display negative side (it just show the positive side, e.g. x=0,1,2). Any help would be highly appreciated. -- 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: Moving from free app to a paid model
I have just made a paid version of my free app. The only chnage I made to my free version was I included a market link to my paid version. My ratings dropped immediately. I used to get 65% of my ratings as 5 star, immediately dropped to less than 50%. This was nowhere made up for by 5 start ratings on my paid app. The psychology seemed to be that most users thought that my app deserved 5 stars, once I advertised a better version, they thought that it could no longer deserve the maximum 5 star rating if there was something better. My market position plunged, and the click-throughs dried up. I have just removed any mention of my paid app from my free app (ie the market link), and so my ratings are going back up. I just created a completely new package for my paid version, I don't think there is an easy way to avoid that. I don't know what you would do if you wanted to transfer (say) user preferences from the free to the paid, if that is your issue then you may need to do something clever ... On May 30, 2:21 pm, Chris crehb...@gmail.com wrote: Hi there, So I started working with Android a while back and have an app on the market (which I pertty much wrote for myself) that surprisingly got a great response, especially from abroad. I'm wondering if any of you ever had to take something from free/hobby-focused to a paid model. I'm curious about the technical details, like how to a) organize the package/app names to differentiate the two, because I want the free paid one available at the same time, and b) some good advice on moving my few but loyal users over without forcing them to download a new app entirely. Lurkingly yours, - C -- 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: notepadv1 tutorial problems
Your minimum SDK level is greyed out? What happens if you directly enter the minSDK attribute into Manifest.xml This all seems somewhat remote from your original problem, of R.java not being generated. Have a look at the import declarations at the start of your file. Quite possibly, you are alrady importing R.something as a result of a boob or over-zealous cut and paste. Comment out all the import R. statements. Run project clean. Try to complie. You should get errors where you use R. The intellisense will offer some suggestions for fixing; one of these will be importing the correct R file. This may fix your problem. On May 27, 6:04 am, exax evan.yeu...@gmail.com wrote: So I tried cleaning and rebuilding the project but still nothing is happening. I restarted eclipse and redid the project but it still doesn't work. I really think I need to be able to fill in that greyed out box. Does anybody know for sure/a way to fix the tutorial? -- 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: Twitter for Android App
I am trying to use Twitter4j. There is a special version for Android. The instructions say to put the jar into your classpath. But if I click on the jar file in my project or try to use it, it says invalid jar format. This gives me no hint as to what to do ... If you got an authorisation error, you have gotten further than me. Did the jar file in Twitter4j import into Android OK for you? On May 26, 5:37 am, quique123 quique...@gmail.com wrote: Wow, Ive been trying to get a simple Android Twitter app to work but its been impossible. I come from an iOS background. Im currently trying to make these work: 1. MyTwitter app from Marakana. http://marakana.com/forums/android/examples/312.html 2. Marakana Simple OAuth demo.https://github.com/marakana/OAuthDemo 3. Twitter4j Sample itog_lab. https://github.com/itog/Twitter4j-android-Sample 4. AndroidTwitterSample. http://www.android10.org/index.php/articleslibraries/291-twitter-inte... I always get unauthorized error unable to request access token. Has anyone had this experience? -- 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: Plot quadratic equation graph
You can draw lines using canvas.drawline. You can make these smoothed lines by specifying your points in a Path class. Once you load your points in the Path array, it is a couple of lines of code to draw it with the Canvas class. If this is all you want to do, it doesn't need any third party libaries. On May 22, 3:12 am, SamuelXiao foolsmart2...@gmail.com wrote: Hi all, I am a newbie and writing an app which just needs to plot the quadratic equation graph, that is, y=ax^2+bx+c. Now my problem is about how to plot the graph. I want to make the graph has the effect like that:http://www.appbrain.com/app/math-functions-drawing/siriosoft.math.fun... (the right-hand side image). Does anyone know how to make it? I tried to usehttp://w2davids.wordpress.com/creating-charts-with-droidcharts-for-an... this sample but found the line does not display as smooth as expected and it doesn't display negative side (it just show the positive side, e.g. x=0,1,2). Any help would be highly appreciated. -- 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: How did you get into Android development
So, you don't particularly like coding, but hope to sell apps on the market to supplement your income. Your background doesn't seem to include any OO langauges (including Java), there will be a fair learning curve. Can't see how this is going to work if you don't like coding, and don't have an idea of what you want to build, sounds incredibly boring. The nice thing about Android is that with 50 million users, it can be a niche application and still be commercially viable. What would have helped during your cancer treatments? An alarm/calendar system for chemotherapy? Did you have to take notes, or record food consumption, etc etc. With 50 million users, and only 1% have had cancer, that's half a million prospects. Sell to 10% of them and you have 50,000 users, and serious money. Build something you personally find useful or interesting, and you will get customers. Build a knock-off Notepad app and you probably won't. Peter Webb On May 16, 12:41 pm, Spooky spooky1...@gmail.com wrote: On May 15, 2:17 pm, DanH danhi...@ieee.org wrote: If you look around, about half those posting here (and on other forums for other platforms) are kids who have essentially no programmer training but have managed to modify a few example projects to do interesting (to them) things and hence consider themselves to be programmers. They all believe that they have (or very shortly will have) the next killer app (which is usually a game) and are only months away from striking it rich (if only those curmudgeons on the forums would answer their queries with a few hundred lines of free code rather than cryptic read the documentation responses). Wow. I haven't been around here long enough to comment on how true or untrue that is, but I will say that if anyone looks at me that way, please don't. Yes, I do have some ideas for niche apps that may (or may not) make any money. Yes, I do learn best by taking example code, along with reference material, and learning by example and by applying whatever it is that I'm learning. I DO sometimes ask stupid questions, but I'm not looking for someone to post a few hundred lines of free code A simple pointer to the appropriate documentation is every bit as welcome to me. If I'm asking the question, it means I looked, but didn't find said documentation. Maybe I looked in the wrong place, maybe I searched for the wrong thing, or maybe, given the damage done to my sight (that would be the three brain surgeries to remove three brain tumors) and to my cognitive abilities (it's commonly referred to as chemobrain). I used to have a 153+ (the test only went to 153, so I don't know what I would have scored had it gone to a more reasonable level) IQ. I haven't been tested since my cancer nightmare, so I have no idea where it is now. (The #1 requirement for programming is a love of it that surpasses your love for money and often your love of food and sleep.) I can see where that is true in many cases, but do not make the assumption that it is universally true; it isn't. Aside from a few classes in college in which I wrote code in 8088 assembly, and another where I had to deal with Fortran, I did quite a bit of C, combined with Lex and Yacc, also combined with shell (Bourne shell at the time), sed, awk, etc. Now, most of what I do (on the PC and Unix side) is Tcl/Tk. If you're curious, take a look at the hurricane tracking program I wrote. It's called JStrack, and is online athttp://www.jstrack.org/jstrack/(jstrack.org is a site donated by one of my users). See the brewing section for a couple of brewing-related programs. Before Tcl/Tk, I did most everything in C, including, at my first job out of college (Network Engineer at Amoco Corporation's Network Design group), where I wrote a network disaster and capacity planning simulator for the N.E.T. IDNX multiplexer. My code was based on the actual IDNX routing algorithm. I never saw the actual code---I just wrote my own to implement its algorithm. In a test against a professionally-developed system, theirs failed to route circuits we had on our network, where mine routed them correctly (and they WERE working with the actual code, where again, I had the specs, but not the code, and implemented it in my own C code). It was part of my daily life at work, as I was the design engineer for the corporate backbone network (ALL of Amoco's most critical networks rode over my network). But the point here, which so far I've missed getting to, is that when I code, it's normally to solve some problem, or address a specific immediate need for which writing code is the best solution. I don't love writing code. I don't dislike it, either. It's a tool that I use when I need it. As for the money side of things, I am a cancer survivor living on a monthly Social Security Disability deposit. Even a small amount of extra cash would be a huge benefit for me, so while
[android-developers] Re: Develop apps on-the-fly?
You can't develop Android applications entirely on Android phones. The SDK runs on Windows, Linux and Mac but not the Android o/s. Don't hold your breath. I can't imagine that running Eclipse on a phone is going to work very well, even if it was feasible. OTOH, if you own a PC, you just run the SDK on that. Problem solved. On May 10, 8:21 am, keksinen keskinen.o...@gmail.com wrote: Hey there, I'm wondering whether I should move to developing android apps. As I know next to nothing on android, I'd like to know if there is a way to do the developing on an actual android device, or whether I'd be necessary to get a SDK on an external machine as it seems to be done. So again: is it possible or in any case convenient to do app developing on android itself? Cheers -- 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: Anyone notice active installs plummet WITHOUT releasing update?
Yes, but I had a minor release at about the same time. Went from 43% active to 37% active in oine hit, the total downloads didn't change at all, just the active installs. I note that my market rank went up one spot when this happened; either it also happened to everybody else or the active installs don't matter much ... OTOH, my first paid app had a 103% active install rate a few days ago, with more active installations than downloads, but is now looking more plausible. On May 4, 4:57 pm, Rich@TheLogicBox richlarco...@gmail.com wrote: Appears to me that google have re-jigged the way active installs are counted. In the statistics view, my historic installs (for a given date or period - say over xmas) are down about 10% on when i view last week, so don't believed they've dropped in the past week as it would first appear. On May 4, 4:24 pm, Nikolay Elenkov nikolay.elen...@gmail.com wrote: On Wed, May 4, 2011 at 3:08 PM, Justin Anderson magouyaw...@gmail.com wrote: I'm thinking it may be that people are starting to switch more and more to alternative app stores (such as Amazon) ... Highly unlikely.- Hide quoted text - - Show quoted text - -- 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: Basic Question
Not sure of your question, but http://android-er.blogspot.com/2009/08/exercise-intent-bundle.html and the previous article in the series show different ways in which multplie activities can be managed. On Apr 28, 1:07 am, Prayag prayag.d.pat...@gmail.com wrote: Hi guys, I am a Newbie and I have a basic question for which I couldnt get any answer yet. What is the need to use two keywords to express that the given activity is the main activity. eg. We write the code action android:name=android.intent.action.MAIN / category android:name=android.intent.category.LAUNCHER / My question is that cant it be implicit that the main activity will launch itself. If not, it would be great if somebody can give me an example in which the activity is a main activity and not a launcher or vice versa. Regards, Prayag -- 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: Android Developer console not updating
Yes. I complained via the help page after 7 days, and received an email response saying they were diligently working on it. One app updated 2 days later, the other the next day. Probably a co-inicidence. On Apr 28, 8:11 pm, AI Factory jeff.rolla...@aifactory.co.uk wrote: It is a source of frustration that the Android market Console is erratic in its updating. For example one of our apps has seen no updates for download counts for 10 days now, but is rapidly climbing the charts, so is clearly doing well. The new statistics button provided shows the downloads are happening as it lists download totals for multiple successive days that proves that the main tabulated summary is way out-of-date. So Android clearly do have these figures at hand, as the stats prove, but the logged tabulated totals somehow do not get these. This is common to all our apps, but usually more typically with a 2 to 4 days when updates do not happen. This is an annoying impediment for our product tracking. I'm looking for a place to effectively complain about this! I assume that others are seeing the same thing? -- 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: Developer console: payments not charged, application statistics not updated
My free app just caught up with about where it should be, after 9 days without an update. I launched my first paid app 5 days ago. It still shows zero downloads (even though people are obviously downloading it and paying for it). As a result, my paid app doesn't even make it to the top 800 in its category; that bogus 0/0 rating has forced it to the bottom of the list. This is all rather demoralising. Hopefully Google will soon get around to updating my paid app statistics, and it won't languish at the bottom of its category forever. Or I have just wasted a couple of months work. One or the other. Peter Webb On Apr 27, 3:46 am, burnayev burna...@gmail.com wrote: The payments for my application (ActionComplete Pro) sit in a limbo (the Charge button is grayed out) since April 24. Typically it took a few hours before an order would come through and Charge button would be replaced by Archive. The application statistics for both ActionComplete and ActionComplete Pro has not been updated for a while. I'm not sure if it stopped updating at the same time when the payment issue occurred or at a different time. What's going on? Kind regards, Borys Burnayev actioncomplete.com GTD for Android and Web -- 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: First Application Development
Messages? You mean email? You mean instant messaging? You mean SMS? You mean via bluetooth? You mean via direct sockets connections? You mean via Facebook/Twitter etc APIs ? These are all completely different problems, and would be solved in very different ways. What are you really trying to do, and why? If this is just some random problem you picked for fun, and you are new to applications development, my advice would be to find a simpler and better defined problem to start on. On Apr 28, 2:30 am, arpit arpit2...@gmail.com wrote: I am new in this app development field, I have decided to make a simple application regarding messaging, i.e. just send and receive messages.. so can u help me out in this.. how the messages are sent from one device to another..?? or do i have to stay on sending message from one emulator to another.?? what are the overall requirements??(i've fully installed eclipse and integrated android too).. any particular book having a vast information on messaging services and android Telephony package... -- 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: Programming Android without any other experience......
The first line of Java I ever wrote was for the Android app I have in the marketplace. So I guess I have been in your position. You can follow a simple Hello World tutorial and write an Hello World program? Good. The hardest part - getting the environment set up - is now working. There is a simple Fahrenheit to Converter app tutorial. That will teach you how to accept input. Can you make that work? What would you like it to now? Read text input? There are many simple tutorials which show you the few lines needed to throw up an editable text box. Store it in a database? Lots of tutorials cover that as well. There are tutorials which cover almost every part of androids operation; work out which parts you need to know, and go through the tutorials on them. Don't expect for some blinding light to go off and you suddenly understand the whole thing. Just go through the tutorials, and cut and paste together the parts that you need to build your app. You will get to understand the classes and the concepts as you use them. Nobody else can do your learning for 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] Re: how to access desktop files from android app remotely?
You have given no context for your problem. Are you trying to load some mp3s onto your droid? Or trying to write a program of some description (which is what this group is about). It is easy but inconvenient to set up an ftp server on your PC. There are also several programs you can download which turn your phone into an ftp server so you can access it from your PC. If you want to directly access your PC screen, there are several/many programs which provide Citrix/RDP/RDC style access to your desktop, on a 4 screen with no mouse you wouldn't want to be doing much. Some of these might also provide file transfer capabilities. You can't plug your droid into your home Windows network and use Windows networking to access file systems (as far as I know); presumably because it is either very difficult or impossible. If you have a programming question, you should provide some context. On Apr 20, 4:26 pm, Hitendrasinh Gohil hitendra.virtuei...@gmail.com wrote: hi, yes that i know that if i set ftp server on my desktop and put some files over there than i can access it through by authentication credentials that i have setup in my ftp server. but can u give me any reference links for remote desktop access from any(mobile or pc) because i just want to know the basics for that. -- Regards, Hitendrasinh Gohil -- 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] Live Wallpaper, Menu button etc in different languages
A practical problem. If I translate (say) Live Wallpaper and Menu button into Chinese, they may end up as Live Wallcovering and foodlist fastener. Whatever they are, they are unlikely to be the correct term (ie the one used by Android elsewhere). Is there a list somewhere of the official words used by Android in various langauges for these special terms, so as to not produce gibberish? -- 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: Live Wallpaper, Menu button etc in different languages
I am not sure that even a fluent speaker could translate Live Wallpaper correctly. And everybody who makes Live Wallpapers has the same problem, for every language they translate into. Its not just a matter of finding a (say) native Russian speaker; you need a native Russian speaker who knows the terms used by Google in Russian android phones. As everybody has the same problem I thought somebody may have assembled such a list. What have you done about the problem? How did you solve it with your apps? On Apr 21, 5:45 pm, cool rss feed coolrssfe...@gmail.com wrote: say you wanna translate into Chinese and you don't wanna learn the hardest language in the world get a Chinese friend on facebook, MSN, AOL...etc, dude! the other languages will be applied the same rule! I'm guessing how hard it would be to get some foreign friends these day. On Apr 21, 3:05 pm, Peter Webb r.peter.w...@gmail.com wrote: A practical problem. If I translate (say) Live Wallpaper and Menu button into Chinese, they may end up as Live Wallcovering and foodlist fastener. Whatever they are, they are unlikely to be the correct term (ie the one used by Android elsewhere). Is there a list somewhere of the official words used by Android in various langauges for these special terms, so as to not produce gibberish? -- 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: MessageBox style Preference
Thankyou all. Minor typo, for others who find this thread? AlertDialog.Builder.YourAppNameSettings.this); Should be AlertDialog.Builder(YourAppNameSettings.this); // Anyway, it works great (with that mod), exactly what I wanted, thanks again. -- 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] MessageBox style Preference
My app has a Restore Defaults function in its Preference Activity. I want the user to confirm the selection with a box which says Are you sure, with a OK button and a Cancel button. I built this using a ListPreference with two items and while it works it doesn't look right. Is there some easy way to modify an existing Preference class to do this? I just want some text and two buttons. Or does anybody know where I can get a suitable preference? -- 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: My first app
An obvious suggestion: don't start by trying to write an app. Start by compiling and running a demo application, and progressively modifying it until it does what you want. There are hundreds of these demos in the SDK and on the net illustrating all types of apps. Keep fixing problems as they appear and you are never more than one undo from working code, and errors like this are easy to find and fix. On Apr 9, 1:29 pm, anik rebellion.a...@gmail.com wrote: Hi every one, I just started with my android application but facing problem when i build the application or when i run my application.Please see if anyone can fix.Please reply as early as possible. this is what is shown at Console Tab on Eclipse IDE. [2011-04-08 20:26:03 - Golf2] Error in an XML file: aborting build. [2011-04-08 20:26:03 - Golf2] res\layout\main.xml:0: error: Resource entry main is already defined. [2011-04-08 20:26:03 - Golf2] res\layout\main.out.xml:0: Originally defined here. [2011-04-08 20:26:03 - Golf2] C:\anroid apps\Golf2\res\layout \main.out.xml:1: error: Error parsing XML: no element found -- 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: Help me to realize preferences scheme to use it between activities
The OP said he had two applications. He did not specify whether they were in different packages. I tried to explain the general rules as I understand them, and describe options for different scenarios. Why did you post? What value did your post add to anything or anybody? Do you know more about how to address the OP's issues? If so, why didn't you try and post something helpful to the OP and maybe other readers? If not, why did you post at all? Haven't you anything more intelligent to say than adding a me too to an existing useless post? On Apr 2, 4:45 pm, Justin Anderson magouyaw...@gmail.com wrote: * Who said anything about reading preferences in another package?* I know the OP certainly didn't... :-) Thanks, Justin Anderson MagouyaWare Developerhttp://sites.google.com/site/magouyaware On Fri, Apr 1, 2011 at 8:39 PM, TreKing treking...@gmail.com wrote: On Fri, Apr 1, 2011 at 9:07 PM, Peter Webb r.peter.w...@gmail.com wrote: You cannot currently use Shared Preferences to read the preferences in another package, the documentation says this is currently unsupported. Who said anything about reading preferences in another package? ----- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en- Hide quoted text - - Show quoted text - -- 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: Help me to realize preferences scheme to use it between activities
I am a bit of a newb myself, but so far none of the responses seem super-helpful. You cannot currently use Shared Preferences to read the preferences in another package, the documentation says this is currently unsupported. If you combine the two apps into the one package, I think they can share Preferences. If separate apps, you should be able to load the Settings screen of app A from inside app B by sending an intent from app B to app A's settings screen. You may then also be able to do your login processing inside app A's setting screen, meaning that a login occurs within app A's settings before app B tries to access the server. As several people have pointed out, the correct way of passing information between apps is through a content provider, typically a database. However, Preferences are super easy to code up, and handle virtually all of the machinery. For a newb (such as myself and probably you), Preferences are more straightforward than Content Providers, and a solution based on Shared preferences is easier to implement if it can do what you want. That's my experience, anyway. Peter Webb On Apr 2, 9:28 am, Indicator Veritatis mej1...@yahoo.com wrote: Ah, but you see, in today's world, nobody should ever talk about storing a password in preferences unless it IS stored securely. Anyone who offers the ability to store it without making that secure should be arrested as an accessory to the computer hackers who commit crimes by taking advantage of such insecure storage. On Mar 31, 5:25 pm, TreKing treking...@gmail.com wrote: On Thu, Mar 31, 2011 at 7:18 PM, Indicator Veritatis mej1...@yahoo.comwrote: Actually, there is a bigger problem here the documentation you refer him to will not resolve: how to store the password securely Oh yeah, that's a whole 'nother can of worms. But OP only asked about storing l+p in preferences, nothing about making it secure :-P ----- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices- Hide quoted text - - Show quoted text - -- 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] getSharedPreferences for a wallpaper
The standard Cube2 Live Wallpaper demo seems to handle Preferences strangely to me, in that it wires up an event handler which modifies a global variable. I don't want to to do that (or, more to the point, when I tried it didn't work for me). I don't see that I need to wire up any event handlers; can't I just read the preferences directly where I need them? It seems to me from the documentation/samples is that the *only* thing I have to do is add the lines: String PREF_FILE_NAME = cube2_settings; SharedPreferences preferences = getSharedPreferences(PREF_FILE_NAME, MODE_PRIVATE); String teststring = preferences.getString(cube2_shape, cube); anywhere in the animation loop, and teststring should be either a cube or a dodecahedron depending on the preference. It is always a cube. cube2_settings.xml is the standard one: ?xml version=1.0 encoding=utf-8? PreferenceScreen xmlns:android=http://schemas.android.com/apk/res/ android android:title=@string/cube2_settings android:key=cube2wallpaper_settings ListPreference android:key=cube2_shape android:title=@string/cube2_settings_title android:summary=@string/cube2_settings_summary android:entries=@array/cube2_shapenames android:entryValues=@array/cube2_shapeprefix / /PreferenceScreen If nothing else, the Cube demo doesn't show how to gain access to preferences from within its animation loop (that I can see), for the record can anybody tell me what I (and the cube demo) are missing to allow that? -- 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: Help using custom Preference types - for pity or money
Thanks - But I already have two suitable color Preferences classes which I downloaded from the net - neither actually works for me. I assume its my error in incorporating them into the Cube demo. I certainly don't want to write my own Preference, just want to get somebody else's color preference working in the cube demo and then move it to my wallpaper. On Mar 22, 5:21 am, lbendlin l...@bendlin.us wrote: Rolling your own preference is not trivial. Definitely more than an hour, including all the required regression testing. Here's a good starter http://android-journey.blogspot.com/2010/01/for-almost-any-applicatio... -- 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: Canvas frame rate very choppy in Live Wallpaper
I don't think OpenGL will help. I use canvas.translate and canvas.rotate extensively in my wallpaper, which runs very smoothly. AFAIK these commands just set mostly hardware flags for where to draw, and appear to execute instantaneously. You haven't posted any code, but I would make a bet on why it is running at 3fps. You are displaying images. I bet you do a jpeg rendering every time through your animation loop, and this is what is killing your performance. Draw the image to a bitmap, only once at the start (when a new image is first to be displayed). Persist it for the liefetime of the animation loop. Only do another jpeg rendering when you have a new image to display. In your animation loop: Translate the canvas Draw the bitmap Translate the canvas back If you have checked and you are *not* doing jpeg rendering in your animation loop then you should find out what line is causing your 300 mS delay (shouldn't be too hard!) and fix that. Peter Webb On Mar 22, 7:58 am, Jeffrey jeffisagen...@gmail.com wrote: I am not getting any speed improvements over just changing the top/ left coordinates of the .drawbitmap() command. I'm going to look into using OpenGL as I think part of my problem is the (relatively) low resolution makes even fluid movement seem choppy when it's moving by 1 pixel increments. On Mar 20, 11:35 pm, Peter Webb r.peter.w...@gmail.com wrote: Call canvas.translate(-x), draw, then call canvas.translate(x) You are moving the location on the canvas underneath where you draw, after you have drawn whatever you need to move the canvas back. On Mar 21, 8:47 am, Jeffrey jeffisagen...@gmail.com wrote: Is there a way around having to call canvas.drawbitmap() every time? And if I call canvas.translate() after drawing the image doesn't move, it instead moves everything that would draw *after* the call to canvas.translate(). Thank you for your help so far, and I'm hoping you have just a little bit left in you :) On Mar 20, 9:12 am, Riyad Kalla rka...@gmail.com wrote: Jeffrey, To what Peter said, mobile devices are very fill-rate-limited (at least these current gen of phones) so depending on how you are repainting that image over and over and over again to the Canvas, that could explain the speed issue. If you tried a tiny little 16x16 icon and it went much faster with the same code, then I think you've found your culprit. Regardless, Peter's approach sounds like the right way; upload image data to the GPU one, then just move your view of it around in a circle, panning across the image. On Mar 19, 3:07 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm trying to make a simple (or so I thought) live wallpaper that takes an image and moves it slowly in a circular motion, to make the picture seem less static and more like looking out a window. I took the live wallpaper tutorial from the SDK and stripped it down to the bare bones so I could add to it. But the issue is that no matter what size the image I'm moving, or what format (drawable or bitmap), it is only getting about 3 fps. I don't know what to do to make this run faster, I have very limited programming knowledge so I don't know if I'm missing something stupid. Also, this is the code I'm using to calculate the circular movement: int NewX = (int) (OffsetX + Math.sin(Dist)*19); int NewY = (int) (OffsetY + Math.cos(Dist)*19); where Dist is the speed it's moving and 19 is the radius of the circle. Is there an easier way? I looked into Tween animation but I don't know how I would implement my circle code into it.- Hide quoted text - - Show quoted text -- Hide quoted text - - Show quoted text - -- 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: Canvas frame rate very choppy in Live Wallpaper
I think you are possibly doing this the wrong way. There is a canvas.translate() method which moves the canvas itself. This just sets the hardware to look at a translated location, so should be instantaneous plus or minus 1 nanosecond. The downside is that you will need to draw the image to a larger sized bitmap than the screen, to cater for the movement you allow in your canvas.translate call, 19 pixels all around in your example. On Mar 20, 9:07 am, Jeffrey jeffisagen...@gmail.com wrote: I'm trying to make a simple (or so I thought) live wallpaper that takes an image and moves it slowly in a circular motion, to make the picture seem less static and more like looking out a window. I took the live wallpaper tutorial from the SDK and stripped it down to the bare bones so I could add to it. But the issue is that no matter what size the image I'm moving, or what format (drawable or bitmap), it is only getting about 3 fps. I don't know what to do to make this run faster, I have very limited programming knowledge so I don't know if I'm missing something stupid. Also, this is the code I'm using to calculate the circular movement: int NewX = (int) (OffsetX + Math.sin(Dist)*19); int NewY = (int) (OffsetY + Math.cos(Dist)*19); where Dist is the speed it's moving and 19 is the radius of the circle. Is there an easier way? I looked into Tween animation but I don't know how I would implement my circle code into it. -- 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] Help using custom Preference types - for pity or money
My new wallpaper is 99.9% finished. One thing I can't get to work, is using a third party color selector widget. This last 0.1% has taken over a week. I need help, and am prepared to pay for it if neccesary. It is that or go crazy. I have modified the standard cube demo to call an additional ColorPreference for testing. So all I am trying to do for testing is shoehorn a color selection preference into the standard cube demo. I have tried with two different color selector preferences downloaded from GitHub. My cube2settings.xml looks as follows: PreferenceScreen xmlns:android=http://schemas.android.com/apk/res/ android android:title=@string/cube2_settings android:key=cube2wallpaper_settings ListPreference android:key=cube2_shape android:title=@string/cube2_settings_title android:summary=@string/cube2_settings_summary android:entries=@array/cube2_shapenames android:entryValues=@array/cube2_shapeprefix / ListPreference android:key=mechanism_type android:title=@string/mechanism_title android:summary=@string/mechanism_summary android:entries=@array/mechanism_names android:entryValues=@array/mechanism_types / !-- com.example.android.livecubes.cube2.ColorPreference -- !-- android:key=favoriteColor -- !-- android:defaultValue=0xFFA4C639 -- !-- android:title=Your Favorite Color -- !-- android:summary=Blue. No yel- Agh! -- !-- / -- com.example.android.livecubes.cube2.ColorPickerPreference android:key=rotorcolour android:title=some title android:summary=@string/color1_summary android:defaultValue=#FF alphaSlider=false / /PreferenceScreen The first listpreference is from the cube demo; the second is a test one I put in. The third ColorPreference is commented out. It calls the first color picker I tried. If that is included, the system throws an error when I press settings. The fourth preference uses a different ColorPickerPreference class which I tried instead. This one allows the main preference screen to be shown, but I get a Thread [3 main] (Suspended (exception InflateException)) when I select this preference to modify. Without either of these preferences, it works as expected. Apart from copy and pasting the new color selector classes into my project and changing the package names, and the change to cube2settings.xml above, it is the standard cube demo, with the standard Manifest, cube2settings.java etc. This is almost the last thing I have to do to get this out the door. Its driving me crazy. I am missing something very simple. If somebody can suggest what this is, I would be extremely grateful. If not, I am making some obvious, simple mistake - I didn't write any of the code, I just tried to glue two simple demo programs together for testing. For somebody who knows Preferences, it is probably one minute to one hour to find and fix my mistake, and I am desperate enough to pay for this assistance. I can email you the cube test project and you fix my simple mistake. If you have a profile on this group, I am willing to pay some or all upfront. Please email privately. Peter Webb -- 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: Canvas frame rate very choppy in Live Wallpaper
Call canvas.translate(-x), draw, then call canvas.translate(x) You are moving the location on the canvas underneath where you draw, after you have drawn whatever you need to move the canvas back. On Mar 21, 8:47 am, Jeffrey jeffisagen...@gmail.com wrote: Is there a way around having to call canvas.drawbitmap() every time? And if I call canvas.translate() after drawing the image doesn't move, it instead moves everything that would draw *after* the call to canvas.translate(). Thank you for your help so far, and I'm hoping you have just a little bit left in you :) On Mar 20, 9:12 am, Riyad Kalla rka...@gmail.com wrote: Jeffrey, To what Peter said, mobile devices are very fill-rate-limited (at least these current gen of phones) so depending on how you are repainting that image over and over and over again to the Canvas, that could explain the speed issue. If you tried a tiny little 16x16 icon and it went much faster with the same code, then I think you've found your culprit. Regardless, Peter's approach sounds like the right way; upload image data to the GPU one, then just move your view of it around in a circle, panning across the image. On Mar 19, 3:07 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm trying to make a simple (or so I thought) live wallpaper that takes an image and moves it slowly in a circular motion, to make the picture seem less static and more like looking out a window. I took the live wallpaper tutorial from the SDK and stripped it down to the bare bones so I could add to it. But the issue is that no matter what size the image I'm moving, or what format (drawable or bitmap), it is only getting about 3 fps. I don't know what to do to make this run faster, I have very limited programming knowledge so I don't know if I'm missing something stupid. Also, this is the code I'm using to calculate the circular movement: int NewX = (int) (OffsetX + Math.sin(Dist)*19); int NewY = (int) (OffsetY + Math.cos(Dist)*19); where Dist is the speed it's moving and 19 is the radius of the circle. Is there an easier way? I looked into Tween animation but I don't know how I would implement my circle code into it.- Hide quoted text - - Show quoted text - -- 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: cube2wallpaper demo settings screen semi-transparent?
Sorry, found it. android:theme=@android:style/Theme Instead of android:theme=@android:style/Theme.LightWallpaper.wallpapersettings My excuse: I only do wallpapers, and so have never seen or used a theme before. On Mar 19, 4:05 pm, Peter Webb r.peter.w...@gmail.com wrote: When you go into the settings screen for the standard cube wallpaper demo, they are a semi-transparent overlay over the screen wallpaper. For example: http://developer.android.com/resources/samples/CubeLiveWallpaper/inde... The pic on the right has the octahedron peeping through. I want my settings screen to be a regular opaque screen, as it is on other wallpapers in the market. I can't see where the cube2 settings specifies that the preference screen is semi-transparent. Or how to make it opaque. How do I do this? Do I have to draw a black screen as an underlay, or is some attribute in the PreferenceActivity I have to set, or what? I have really looked, but cannot find the answer. I would post the code, but I am not even sure which part is relevant. It the standard cube2, cubewallpaper2setting etc from the SDK examples. Can anybody give me a hint? -- 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: How to install market app in emulator?
If you can install and use Market on an emulator, what's to stop you writing a script to download your app and rate it 5 stars on hundreds of emulators? -- 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] cube2wallpaper demo settings screen semi-transparent?
When you go into the settings screen for the standard cube wallpaper demo, they are a semi-transparent overlay over the screen wallpaper. For example: http://developer.android.com/resources/samples/CubeLiveWallpaper/index.html The pic on the right has the octahedron peeping through. I want my settings screen to be a regular opaque screen, as it is on other wallpapers in the market. I can't see where the cube2 settings specifies that the preference screen is semi-transparent. Or how to make it opaque. How do I do this? Do I have to draw a black screen as an underlay, or is some attribute in the PreferenceActivity I have to set, or what? I have really looked, but cannot find the answer. I would post the code, but I am not even sure which part is relevant. It the standard cube2, cubewallpaper2setting etc from the SDK examples. Can anybody give me a hint? -- 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: Graphical corruption upon setting Live wallpaper
*Which* Live Wallpaper ? All of them, you may have a problem. One of them, leave a complaint in the Market and stop using it. On Feb 23, 3:50 pm, Amit amityadavsuc...@gmail.com wrote: Hello Sir, First of all sorry to post it again but what I would do. I am not getting response from anywhere, http://stackoverflow.com/questions/5067168/graphical-corruption-upon-...http://androidforums.com/android-applications/282189-graphical-corrup... Here is the problem inline: If I set 'Live wallpaper' in background on LG P500 and launch the application after that pressing 'home icon' anywhere in application and again come back showing major graphical corruption at that point. This doesn't happen with 'Normal wallpaper'! Also, I cross checked with Samsung gt i9020 this also not having. Hope, this time I'll get any response from my team. Thanks in Advance, Amit. -- 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: Graphical corruption upon setting Live wallpaper
If it happens with *all* Live Wallpapers on your phone, then not much point in looking in your application to see the bug. If most or some of the top 5 or 6 Live Wallpapers in the Market have the same problem, and you haven't done anything funny to your phone, then I would ask the people you bought the phone from why Live Wallpapers don't work. On Feb 24, 5:06 pm, Amit amityadavsuc...@gmail.com wrote: Foremost, thanks a lot to you guys since I was not looking any response at all from anywhere. Now, let’s come up with a problem. - I am working on a 'porting' project that's why I don't have extensive awareness about the Code - AFAIK, using GLSurfaceView as a veiw - Critical part has been written in C++ (source code avail) - Problem can be reproduce with any live wallpaper; not with normal (static) wallpaper - Problem with LG p500 Hope this would be helpful to visualize the problem! But still if you required any additional input then I'll dig it in a code and try to fetch! Amit. On Feb 24, 9:40 am, Kevin TeslaCoil Software ke...@teslacoilsw.com wrote: leave a complaint in the Market Don't do this. A comment like 1 star. Has graphical errors is useless to any developer and the developer has no way of responding. A detailed email on the other hand can actually help improve the app/ wallpaper/whatever and the developer can reply if they have questions. -Kevin On Feb 23, 3:50 pm, Amit amityadavsuc...@gmail.com wrote: Hello Sir, First of all sorry to post it again but what I would do. I am not getting response from anywhere, http://stackoverflow.com/questions/5067168/graphical-corruption-upon-.. Here is the problem inline: If I set 'Live wallpaper' in background on LG P500 and launch the application after that pressing 'home icon' anywhere in application and again come back showing major graphical corruption at that point. This doesn't happen with 'Normal wallpaper'! Also, I cross checked with Samsung gt i9020 this also not having. Hope, this time I'll get any response from my team. Thanks in Advance, Amit.- Hide quoted text - - Show quoted text - -- 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: Android app download stats not updating
The download stats are updated on average about once every 38 hours. They may be updated once or twice per Neptunian day, but definitely not per Earth day. On Feb 23, 10:05 am, Justin Anderson magouyaw...@gmail.com wrote: The stats page only updates once or twice a day... On Sun, Feb 20, 2011 at 4:53 PM, patrickq patrick.questemb...@gmail.comwrote: I just published a brand new app yesterday at midnight (Saturday, Feb 19) - com.scanbizcards - and within an hour of submitting the app it showed 20 downloads - and since then simply stopped updating. A second app I uploaded a few hours later is still stuck at 0 installs even as comments and ratings are being added ... what gives? Do I need to report this to Google and if so, how? Thanks! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: How to get the best double buffering?
In fact, the whole idea is to *not* create a new bitmap on each frame. Create the bitmap and clear it at the start of your animation, then just keep drawing to this bitmap. You keep it in scope, so the stuff you draw to the bitmap in previous frames is remembered. The only additional overhead from what you are doing now is writing out the bitmap when you have added all the new polygons for that frame. This is just a block copy, and appears fast. My animation loop works exactly this way, and whilst I haven't measured how long it takes to write the bitmap, I can assure my animation loop is very smooth. On Feb 20, 4:40 am, Cliff Davies cliff.dav...@gmail.com wrote: Painting to a bitmap and copying to the canvas works fine and is ideal for what you're doing. No need to clear your bitmap between frames. On 19 Feb 2011 14:59, MobileVisuals eyv...@astralvisuals.com wrote: I can't paint the whole screen for every frame, since the animation is based on new polygons painting over the old ones. This creates a pattern. If I painted over the old polygons, there would be no pattern. Peter Webb, you suggested that I should paint everything to a Bitmap. Wouldn't that be too slow for an animation? I mean I would have to create a new fullsize Bitmap for every frame. --- Sorry for the old redundant postings in this thread. They got posted by mistake, since I tried to create a new thread, when it seemed like the earlier thread was not posted. On Feb 19, 10:49 am, MobileVisuals eyv...@astralvisuals.com wrote: Which approach to you think is the best for implementing double buffering? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: How to get the best double buffering?
From my own investigations, when you are given a Surface to write on, its contents are undefined but in practice the contents are the previous buffer used by Android's double buffering (for wallpapers at least it just flip-flops between buffers). Hence your flickering, as I think you correctly surmised. As Nightwolf said, you have to redraw every pixel. The easy way to do this is to create a bitmap the same size as the surface/canvas and draw persistent objects to the bitmap exactly as you are doing now, and then draw the bitmap to the canvas. This appears to be quite efficient, as its probably just a block copy. On Feb 17, 7:14 pm, MobileVisuals eyv...@astralvisuals.com wrote: I am painting polygons with the Paint class in an animation. New polygon shapes are created for every new frame. These are painting over parts of the screen. The parts of the screen which are not painted in the new frame flicker in a disturbing way. I am using lockCanvas(null); and unlockCanvasAndPost(c). Shouldn't this fix the double buffering to avoid flickering? Does anyone know why the flickering occurs and how I can fix this? It seems like only the part of the screen that is painted for the new frame is double buffered. So I wonder if there is some better way than lockCanvas(null); and unlockCanvasAndPost(c) to implement double buffering? -- 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: Suggestions on best way to draw a laser in a 2d game
I bet you can make a pretty funky laser beam using the draw lines or fill polygon commands in the Canvas/Paint library. To draw basic unpulsed laser beam draw a transparent line of width 6 between a and b. Then draw on top an opaque line of width 2 between a and b. You will get an effect where the laser beam falls off in brighness from the centre to the edges. To pulse it, draw a short line segment of width (say) 8 on top of the unpulsed laser beam, and move its position between a and b every screen refresh so the pulse moves along the line. If you want your laser beam to be some shape other than a long thin rectangle, you can do the same thing with a polygon fill command and you can have the laser beam whatever shape and size you want. On Feb 3, 7:38 pm, Mando mando.aka.ch...@gmail.com wrote: Hi, hope this is the right location to post this. I am working on a 2d android game with a light space shooter theme. I wanted my ship to have a turret the that tracks targets, rotates and fires a laser beam that is animated (maybe pulsing or with non uniform bulges issuing out of the turret and moving down towards the target). Key parts of the problem. laser starts at 1 coordinate and terminates at another in 2d space and could be of arbitrary length (might be scaled if I decide to add zooming). Possible brute force solutions: 1) using rotation/transformation to manually draw a bitmap representing a segment of laser all along the required distance. (cycling the bitmap as required for animation) 2) Create a very large laser beam image (longer than I would need eg: 10px by 500px) and draw it at correct transformation. Looking at the BitmapShader and reading some of the SDK info about Paths, Paints etc it feels like there should be a better way to do this, but no examples I've found covers it. Any idea if there is a way to use a BitmapShader to paint using a canvas.drawLine or canvas.drawPath call to create this effect? Thanks in advance Mando -- 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: App name
Use Windows to do a text search across all files in the project for the old name. Worked for me. On Jan 6, 2:37 pm, Hendrik Greving fourhend...@gmail.com wrote: Tried that, I uninstalled deleted everything before. It must somehow still hidden in the sources somewhere. - Original Message - From: John Lussmyer To: android-developers@googlegroups.com Sent: Wednesday, January 05, 2011 5:41 PM Subject: Re: [android-developers] App name Uninstall it before re-installing it? On Wed, Jan 5, 2011 at 5:05 PM, Hendrik Greving fourhend...@gmail.com wrote: I have an app and changed its name everywhere, Manifest etc. The icon names etc. are correct now, also the widget name from the widget manager and the name which appear when you add to the home screen. BUT, if I go to the application manager (Settings - Applications), the old name is still there. How can I get rid of it? -- 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- Hide quoted text - - Show quoted text - -- 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: How do you Debug a Live Wallpaper
Stick the following in your code: android.os.Debug.waitForDebugger(); Not the easiest thing to find ... On Jan 5, 4:29 pm, John Lussmyer johnlussm...@gmail.com wrote: Well, I just went through my code several times, and found the 1 character typo that was causing my onchanged() method to be hung in an infinite loop. There doesn't seem to be any way to use the debugger to find this kind of problem, as it just won't connect. On Tue, Jan 4, 2011 at 3:12 PM, John Lussmyer johnlussm...@gmail.comwrote: I'm trying to write a Live Wallpaper, but have a problem. The debugger won't. Won't attach or debug when launching the wallpaper. I can see from the logcat when I restart the Emulator that my wallpaper is crashing. There is a msg showing it being installed, then uninstalling, then force removing, then a WIN DEATH. No Exception report. Any ideas on how I can find out what is dieing? -- 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] New market icons/developer console
I am confused about what the new graphics are for in the marketplace. Specifically, I have uploaded the 512 x 512 images, the 180 x 120 promo image etc. However, on my 2.2 phone, the market displays a graphic of the application at the top left. In my case this is a tiny, tiny version of my application icon, which looks terrible. My application icon is 72 px square, which is what the doco says it should be. I could make my application icon bigger, but how much bigger? And I don't want to just try various sizes, the only way I can do this is by re-signing my app as another version and uploading, every time I do this all of my users will be prompted to re-download. Hell of a way to test, by publishing every attempt to the market. Does anybody know the story? Specifically, what should I do to get a decent sized application icon displayed at the top of my download page on the market? I don't suppose the Google explains any of this anywhere Peter Webb -- 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: Who or What is AppBrain?
AppBrain knows what other apps are installed on phones that use AppBrain, and what sort of phone and O/S it is. The AppBrain client harvests this info and stores it in a central DB. They also know the age, sex and country of use of every phone that uses Appbrain, because when you (as a user) sign up for Appbrain you provide this information. The market data comes from the Market. The program mashes these three datasets together. -- 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: Annoyed by not having any information on my users!
AppBrain Find your application at http://www.appbrain.com/ Claim it as the developer. If you have enough users of your application (about 15,000 I think), you will get access to very detailed stats on your users - breakdowns by age, phone type, country and gender. The more users you have the more detailed the breakdown. The day that my application reached the minimum and I could see my app stats completely changed my understanding of who had downloaded it. I thought my app would appeal to younger users and be more attractive to men. I also thought I was doing well in Germany and Korea based on the languages of the comments. All wrong. My peak demographic is 35 year old women. I don't have enough users yet to see the percentage of my users in Germany or Korea, but apparently 5% of my downloads are in Italy despite never having received a comment in Italian. There is one potential source of error - the population that is measured against is not the general android population, but the AppBrain user population. I don't know how representative this is, but its certainly way better than what the Market gives you (ie better than nothing). Its a really great free service. It also skates to the very edge of what can be done without compromising user privacy, and in some aspects I believe it crosses the line. Not your problem though; enjoy the data they give you. A great, free, innovative service. Highly recommended. On Dec 12, 3:25 pm, Brill Pappin br...@pappin.ca wrote: I'm really starting to get annoyed that I can get any information on my users... not even general statistics, like how many am I going to loose if I change my supported screens from lmh to just mh? not to mention some states on historical performance! I've been keeping my own daily log of installs vs. active vs. paid etc but the market should really be doing that for me. I have no doubt the data is there, there just don't seem to be any way to get at it! - Brill Pappin -- 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] Sending custom intents from application to service
I have a wallpaper app on the market. I have almost finished a customisation application for it, which I want to sell. Because it is a wallpaper, I can't use a launch intent. I have now spent many days trying to simply pass a custom intent using BroadcastReceiver. I can't find a single example on the net of doing this between two different applications. In desperation I post my best guess as to what should work, although I have tried many permutations. Stepping through with the debugger and I find the sendBroadcast is executed but nothing is ever received. Any help on where I am wrong, or to some code that I can use as an example, may stop me going crazy: My sender has the following on a button click: Intent intent = new Intent(); intent.setClassName(pack.name, pack.name.rtestactivity); sendBroadcast(intent); My receiver has the following manifest: ?xml version=1.0 encoding=utf-8? manifest xmlns:android=http://schemas.android.com/apk/res/android; package=pack.name android:versionCode=1 android:versionName=1.0 application android:icon=@drawable/icon android:label=@string/ app_name activity android:name=.rtestactivity android:label=@string/app_name intent-filter action android:name=android.intent.action.MAIN / category android:name=android.intent.category.LAUNCHER / /intent-filter /activity receiver android:name=rtestactivity$AlarmReceiver/receiver /application /manifest and the following Java: package pack.name; import android.app.Activity; import android.content.BroadcastReceiver; import android.content.Context; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.Toast; public class rtestactivity extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); // set up a button to show mysemaphore value final Button button = (Button) findViewById(R.id.Button01); button.setOnClickListener(new OnClickListener() { public void onClick(View v) { Toast.makeText(rtestactivity.this, mysemaphore, Toast.LENGTH_SHORT).show(); } }); } public static String mysemaphore =not received; public static class AlarmReceiver extends BroadcastReceiver{ @Override public void onReceive(Context context, Intent intent){ { mysemaphore = Received; } } } } Always the same. Whatever I do, the receiver is not called - the debugger steps through the sendintent, but nothing seems to happen. I write in desperation. Thankyou for any help you can provide. -- 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 unicode in a TextView?
It is not anything specifically to do with Microsoft:. http://en.wikipedia.org/wiki/Mojibake Double quote marks and apostrophes are frequent offenders. This is because ASCII contains only a single character for each, but different characters are used for the start and end quote marks. Short and long hyphens are another place where ASCII has only a single code for two different characters. You need to somehow specify that the HTML string is using UTF8. -- 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] Market expanding to technically non-compliant devices?
Looking at the Developer's console, I note (correctly) that my application needs permissions for touch-screen operation. I don't think it used to do that, but maybe I just didn't notice. Furthermore, touchscreen is a standard part of the google android hardware specification, and it is hard to see how it could be a security issue. Perhaps the market is being expanded to allow devices without touchscreen (and hence not android hardware compatible) to applications that they can run, in much the same manner as the market will filter out apps that need high res if you are on a low res phone ? Why else might they filter on touchscreen? -- 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: Market statistics stall
Stalled for me as well. Still getting new comments as always, just the download numbers for my (free) app have been unchanged for the last 4 days. Doubtless they will get round to updating them eventually. On Nov 21, 1:30 am, David Erosa García soul...@gmail.com wrote: Hi all. Does anyone else have their download statistics stalled? Mines are showing the same number since the 17th. The apps are published and are visible from the market's client, so I hope it's a(nother) temporal problem from the Market... Regards. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Explicit intents
I have worked my way through the Notepad example and sort-of understand how the intents are passed back and forth. Basically, in Notepad the intents are read (mostly) in onPrepareOptionsMenu(). The system is polling the intent status within the code. That strikes me as a somewhat arbitrary decision; menu items are not directly connected to intents, and intents themselves are asynchronous activities. Other apps appear to work similarly. What I was expecting was a method called something like onReceivedNewIntent() which I could override, and centralise my intent handling logic. That would mean that intents were using the same pattern as UI events, and explicit polling logic is unneccesary. Is this it? Do I have to include my intent checking logic into some other handler that I know will be called, like onPrepareOptionsMenu, or is there some way of explicitly wiring an event handler to a received intent? Sorry about the noob question; I still don't get it, and feel like I am missing something important. . -- 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: Explicit intents
Thankyou for your reply. Thankyou also for answering the last question I posted to this forum, and thankyou for writing the best book I have on on Android programming. I have an app in the Market which is going very well indeed, but I am having lots of trouble taking it to the next level. Lets say I have an Activity on top of the stack. It passes an intent to another of my apps but doesn't finalise, and the new app is now on top of the stack. It sends an intent back to the original application. This must cause some method to be be run in the original application. I was expecting an explicit handler to be invoked; this is how the system notifies apps that UI events have occurred, which seems the same sort of thing. An onIntentReceived method, like an onButtonClick method. I note that there is an onNewIntent method, but it has limitted applicability, and doesn't seem that commonly used. If the original app was not finalised, OnCreate will not be run again, so I can't depend on that. I note there is an onResume method, I assume this is always run when an existing app is moved to the top of the stack. So I could put getIntent() statements in both OnCreate and OnResume methods. This seems wrong, and isn't how the demos generally work. An intent is passed to a Class, and not to a method. What method is actually run when a new intent is received? Where can I reliably put my getIntent() logic to work out what my app really has to do? In onResume and OnCreate, or in onRestart or in onNewIntent? Or in some other manner? I want to centralise my intent handling logic, but don't know the simplest/most reliable method to put it in. Can you make any suggestions? Do these questions at least make sense to 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] Re: Sell Apps from India
I doubt that you will get a date from Google for being able to directly offer paid apps from India. Australia and a few other countries were turned-on a few weeks ago, and we got no notice at all. However, there are lots of organisations which fill this gap; you send them your app, and they upload it for you. For this, they typically take 20% extra (on top of Google's 30%). Googling android market +india wil give you a few links, here is one of them: http://www.digi-go.com/android/index.html Read the agreement carefully; I assume that you would only want to use re-publishers until India is supported natively; given what a huge software supplier India has become, and the market's continuing expansion, you probably won't have to wait too long. -- 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: New to Android - Can't add Platform
Setting up the Eclipse environment correctly is not easy. I have done it 3 times now, and seen this error a few times. I think that you have to install ADT first, and then use this to import the SDK. The other thing I vaguely remember is that the load preferences command looks for .zip or something else (.tar ???), and pointing it at a folder will not work - you need to point at the original zip file. At least take heart you are almost there On Nov 2, 1:05 am, James Thomas jamesothom...@gmail.com wrote: I am running into errors while setting up my environment using Eclipse Galileo. It appears to have loaded Eclipse and the SDK ok as I can see the Android Icon in the About Eclipse and the Android SDK and AVD Manager appear in the Window dropdown list. But when trying to add platforms in Window-Preferences its says: Location of the Android SDK has not been setup in preferences. I selected Android on the left and tried to add: C:\Documents and Settings\thomasji\My Documents\Android\android-sdk-windows but nothing is populated in the list of SDK targets when I click apply. Nothing happens. Please help. -- 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] Extending SimpleCursorAdapter
I'm an Android newbie, stuck on a problem for a over week now, if I knew what I was doing it would be 10 minutes work. Im using the NotePad example as a base for an application. This binds a ListActivity to a Provider. Its perfect, except it uses SimpleCursorAdaptor, which means the list only binds to and displays one item per row. I want it to display two items, both bound the Provider. Or more accurately display the text from one Content Provider field and an icon which depends on the value of a different field. This sounds like a pretty simple thing to do, a very slight modification to the NotePad application. Trouble is, I have no idea on *how* to do it. I really need a starting point, and approach to use. So far I have tried (unsuccessfully): * Hand populating the ListView by reading in the Provider data and populating an array in OnCreate. This works, except as the data is not bound the List does not update when I add an item. * Extending SimpleCursorAdapter with a custom getViewBinder. Could still only bind to a single column. * Building my own ListAdaptor. Couldn't get this to work. * Concatenating both fileds together and parsing 2 fields into 1 field read/write. The next thing I will try is extremely tacky running two separate simpleCursorAdaptors in two views in a Linear Layout, fudged so the row height is identical, and duplicate the logic. I say this only to show that I really, really have tried. Could someone give me at least a hint as to how I can create a custom CursorAdaptor which binds to two fields instead of just one like SimpleCursorAdapter? There must be some easy way Sorry/thanks/help Peter Webb -- 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: for loop drawing first graphics to x0 y0 if more than 1 iteration
I'm a newb as well. I offer my idiot suggestion purely on the basis you sound desperate. I know that feeling. Have you tried calling .invalidate to force a redraw between steps, so the display and your code stay in sync? On Oct 31, 4:43 pm, acr acr...@gmail.com wrote: I am totally stumped here, any insight from anyone would be greatly appreciated. I hit a wall and am not sure what else to do. On Oct 31, 12:00 am, acr acr...@gmail.com wrote: Thanks for the reply, I've done this and it looks like the loop is moving faster than the canvas can draw to the surface. which would explain why I get a positive result when there is only one to loop through and a positive result for the last in the loop. I even attempted to put a Thread.sleep in the mix and still no luck. I relatively am new to android and Java, so not quite sure how to remedy the problem. On Oct 30, 10:49 pm, Shawn Brown big.coffee.lo...@gmail.com wrote: if(_theGrid1.size()7){ int g1left = 7-_theGrid1.size(); int i; for(i=1;i=g1left;i++){ x1=64; y1=i*64; graphic.getGridCoordinates().setGrid1X(x1); graphic.getGridCoordinates().setGrid1Y(y1); This looks fine to me. Personally, I'd just log the values to confirm that. As for the remaining code, I can't tell what you are doing there. Personally, I'd just log the values to see what is going wrong where. Shawn- Hide quoted text - - Show quoted text - -- 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: Extending SimpleCursorAdapter
Thankyou, thankyou, thankyou to both of you. Exactly what I needed. -- 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: Live wallpaper - sendWallpaperCommand and BroadcastReceiver
Thanks. As I need to talk to my wallpaper even when it is not selected, sounds like I have to use Broadcast Receiver. -- 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] Live wallpaper - sendWallpaperCommand and BroadcastReceiver
I need to send configuration information from a regular app to my Live Wallpaper, which may or may not be the selected wallpaper. I can see two possiblilities: 1. Use SendWallPaperCommand. This only works for the Home application. ItMy test won't build because this is a static method and I am calling it from an application instance. http://www.kiwidoc.com/java/l/x/android/android/5/p/android.view/c/IWindowSession describes how to implement a private interface to WindowManager but also warns this is not part of the public API. 2. Use a Broadcast Receiver. This seems wrong because (1) above implements something similar explicitly for Live Wallpapers. Nor am I sure it will communicate with Live Wallpapers that aren't running. Anyhow, I may eventually need some other methods from WallpaperManager, like sending an intent to change wallpapers. Can anybody advise me how to gain access to WallPaperCommand from within a regular app (ie not the Home application)? -- 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: stopping the GC from kicking in
The first thing I recommend watching is this google presentation:http://www.google.com/events/io/2009/sessions/WritingRealTimeGamesAnd... I think the advice given in this video is basically wrong. It is a presentation done by a C++ programmer who has just written his first Java program. His idea of managing GC lag is to not instantiate any classes at all in real-time sections of the code. He spends a great deal of time explaining how difficult that is. This flies in the face of modern software design, which says build it right then build it fast. He basically says throw away most of the benefits of using auto-GC languages such as Java by writing your code in a very artifical way which avoids allocating memory. It is a pity because he could have told us some things we (or at least I) don't know, such as how the GC is triggered, whether it is device dependent, whather there are calls to suspend repacking the heap, practical stuff about how to best use a GC language for real-time apps. Trying to avoid anything at all which might cause GC to happen is throwing the baby out with the bathwater. -- 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] Recommendations for variable length ListBox
All of the examples of the use of ListView and similar controls that I can find assume a fixed number of field names coded into @strings or similar, and retrieved through R.layout functions. I want to dynamically create ListViews, Linear Layouts, Spinners etc of variable length, and contents determined at run time. I assume this is possible. Various appraoches occur to me: Extend ListView with a custom creator that pre-populates with the runtime determined field names. http://developer.android.com/resources/tutorials/views/hello-listview.html gives a hint on how to do it, whilst not directly addressing the question. I could try and take out the requirement to go through R.layout, and directly reference some other data structure And some others. However, this must be a very common design pattern, can anyone tell me the recommended approach for allocating the number of items in (say) a List View and their content at runtime ? Thanks Peter Webb -- 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] Settings for wallpapers
I'm very new to Android programming, but have put a Live Wallpaper on the market, and its doing surprisingly well. I'm very pleased. What I want do is make some money out of it, but I don't know the technical architecture to use. What I want is for users to be able to change the settings of the wallpaper far more directly than through the whole wallpaper settings, and tie that settings screen it into an application that I sell. I can intercept a single tap and hence a double tap on a blank area of the screen in a wallpaper, and do already in my app. Could I use this to fire up a regular application to edit the wallpaper settings? Could I pick from two settings screens, depending on whether they had installed my paid app? How would I send the settings back? Could I use intents? What about the other way? Could I have a desktop app which sent settings info to a Live Wallpaper? What if it isn't running? Can I/ should I try and communicate through the SD file system - although its only a few hundred bytes of data? Finally, as I want to sell a premium version, can my Live Wallpaper check to see if the premium version is installed? Sorry, I have no idea, but my product is doing well and I want to do this properly ... please help! -- 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: is there a way to implement screenshot functionality in android
Actually, I want to get access to the screen as well. I have a market application called Steamy Windows which appears to do exactly this. So I am thinking it must be possible ... On Sep 11, 12:06 am, Mark Murphy mmur...@commonsware.com wrote: On Fri, Sep 10, 2010 at 9:53 AM, dadada ytbr...@gmail.com wrote: question as above! This is not supported, for security reasons. There are apparently ways you can get something to work if you root your phone. And, of course, you can do screenshots from outside your phone using DDMS. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android Training in London:http://skillsmatter.com/go/os-mobile-server -- 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: is there a way to implement screenshot functionality in android
Sorry, you are correct. I still want to gain access to the screen image. My Live Wallpaper could work a lot better if it knew what it was behind. If you can't do it, then you can't do it. On Sep 12, 4:45 pm, Romain Guy romain...@android.com wrote: This application is just a transparent activity. On Sat, Sep 11, 2010 at 11:39 PM, Peter Webb r.peter.w...@gmail.com wrote: Actually, I want to get access to the screen as well. I have a market application called Steamy Windows which appears to do exactly this. So I am thinking it must be possible ... On Sep 11, 12:06 am, Mark Murphy mmur...@commonsware.com wrote: On Fri, Sep 10, 2010 at 9:53 AM, dadada ytbr...@gmail.com wrote: question as above! This is not supported, for security reasons. There are apparently ways you can get something to work if you root your phone. And, of course, you can do screenshots from outside your phone using DDMS. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android Training in London:http://skillsmatter.com/go/os-mobile-server -- 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 -- Romain Guy Android framework engineer romain...@android.com Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them- Hide quoted text - - Show quoted text - -- 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: If I turn off Copy Protection, what will happen?
I have just gone through exactly this, except my app is free. 1. I know a (pathetic) 6 people with Android phones. One couldn't see my app. We compared which apps he could see; he was missing about 10% including mine. 2. The user who couldn't see the app owns a Samsung Galaxy. There is a known issue that it will not accept copy protected free apps. 3. I removed copy protection from my app and updated the Release number. Everything worked exactly the same in the market, no problems. 4. My friend could still not see the app. But by the next day, downloads had increased ten fold. I did make a couple of other minor changes, and at that stage it had only been on the market for a week. I can't see how this is related to removing the copy protection, because both before and after I removed the copy protection 5 out the 6 users I know could download, most unlikely that suddenly 10 times as many people could download when it made no difference to thje 6 people I know. Neverthelessthe sudden jump did occur at exactly the same time, and has remained at that level. Whatever it was, I'm not complaining. 5. My friend still can't see it on his @#$%^ Samsung Galaxy. On Sep 1, 12:34 pm, Chris Stewart cstewart...@gmail.com wrote: I'm not sure how I'd test it. There's nothing I'm setting in my app regarding copy protection, it's all market-based. Because I'm not able to buy my own application, and then do the update, I'm not sure how I'd test it. From what I could gather, it should only affect users running 1.5. They'd need to uninstall and reinstall. Thankfully my 1.5 user base is extremely low. I've gone ahead and made the change in the market and will keep an eye out for when my next update hits. -- Chris Stewarthttp://chriswstewart.com Fantasy Footballhttp://chriswstewart.com/android-applications/fantasy-football/- Android app for MFL fantasy football owners Fantasy Football Insiderhttp://chriswstewart.com/android-applications/fantasy-football-insider/- Android app for all fantasy football fanatics Social Updaterhttp://chriswstewart.com/android-applications/social-updater/- An easy way to send your status blast to multiple social networks On Tue, Aug 31, 2010 at 10:25 PM, Maps.Huge.Info (Maps API Guru) cor...@gmail.com wrote: Why don't you test it on your own device? That will certainly answer your question. I believe the answer is it won't be a problem but it could mean your users have to uninstall and reinstall, which means any data the app has collected on the device could be lost. -John Coryat -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Piracy Breakdown by Country
I am also an Australian software developer. I can state with absolute certainty that these figures are absolute bullshit. 92% of apps running in Australia are not pirated. It is absolutely ridiculous. Anecdotally, as a developer I have sought our everybody I know with an Android phone, maybe half a dozen techies and half a dozen normal people. None of them are even aware of a pirate market in paid Android apps. The chances of 12 people in a row being in that 8% - impossible. More generally, my app is a live wallpaper. Here is an interesting stat. My uninstall rate dropped by 20% when I included instructions for how to run a live wallpaper. At least 20% of android market users appear unfamiliar with how to run a Live Wallpaper. Yet the statistics presented imply that 92% of Australians not only know how to install pirate apps, but also do so. Sound plausible to you? Australians are no more likely to pirate software than people in any other developed country. 92% of Australian android phone users obviously don't pirate android software. For that matter, 54% of Austrians don't pirate software either, but whatever fraction it is (I'm guessing a couple of percent at most), Australians and Austrians aren't going to be that different. The figures are clearly and obviously wrong. The most basic common sense should tell you that. On Aug 28, 3:58 pm, gosh steve...@unimelb.edu.au wrote: Hi Dave, Thanks for the stats - as disconcerting as they are. As an Australian software developer I was very disappointed to see Australia up top in the percentages on your scale of software pirates, wrt to your app - which I find hard to explain, subjectively or otherwise. I'll make a few points though (I'm assuming your figures are for your utility 'Screebl Pro', via your link): * Having some background in data analysis, I don't consider sample sizes under 300 to be statistically significant - which leaves you with 4 rows of data at this stage. * Going on your app, the US is the only place where Android is a big success thus far - I do know that 'utility' programs are a bit 'techie' for most regular phone users, but I'm thinking percentages here. * Android phones are fairly few on the ground in Australia (in my limited experience with other Android owners - other owners have been either software developers/publishers or university students, many of whom are from overseas - many/most countries). That said, since the 'main' telco here (Telstra) began selling Android phones here in April 2010, some regular folk/mums-and-dads are now starting to buy them…. i.e. The fact that australia is 4th in your list of overall downloads is very surprising to me, given the great lack of Google/Android-phone focus upon Australia - I thought it would be down around the NZ figures. Note: Most ads I've seen for Android phones here do 'not' even mention 'Android' at all (E.g. the recent ads for the Samsung i9000 Galaxy S ) - so I assume its either a perceived marketing negative, or its not worth the 'copy' space the single word would take up. * As a former president of the Australian Software Publishers Association, I know that Australians generally 'do' buy their software when its not open source - which is the main precursor to a country having a software industry. Its a part of the 'a fair go mate' ethos here - so Indy developers are likely to do well here - and do, given an avenue to market. * I do know that there are lots of software developers in Australia 'very pissed-off' with Google in that we are unable to 'sell' our programs in the Android Market (even though our customers can buy them from elsewhere) - e.g. I've had programs sitting here collecting dust for 12 months (yes, 365 days, one planetary orbit around the Sun [the one thats 93 million miles away] - no actions, and worse, no words about actions, from Google) come Tuesday this week see:http://www.digitalfriend.org/blog/month2009-09.html- but that is unlikely to cause a software developer to pirate other software developers hard work. I certain haven't and wouldn't. That kama is reserved for Google (and then Android), not for fellow software developers. i.e. If you are unable to circulate your own work, ones enthusiasm eventually dries up and withers on the vine, such that, in my case at least, I've abandoned my daily usage of the Android phone itself, and now use an alternative smart phone from a company with a global perspective instead. * Its true that, within the list of countries wrt your downloads, Canadian, Kiwi and Swiss developers also cannot sell their apps on Google Android Market to their own customers - so if it was 'a disgruntled developer issue' re Australia, you would likely see it there too - but as I've pointed out, your figures for those countries are statistically insignificant, so that doesn't constitute evidence either way. * I'm not surprised at your figures for Japan - even major
[android-developers] Re: New to Android and programming
I would go further than that. If the OP has no programming experience, then Java/Android is an almost impossible starting point: 1. The online doco is hopeless. Yes, as you say they all assume a pretty high level knowledge of Java to start with. Worse, for the beginner, is that unlike some other IDEs/environments I won't mention, the class library doco doesn't provide full functioning programs or even code snippets illustrating use. And these are hard and sometimes impossible to find. 2. Teach yourself OO programming? Are you kidding? Teaching yourself Fortran, C, Pascal etc is hard enough, and Java/C#/C++ are that squared. It would be easier to learn C, then jump from there into Java. And Android isn't just Java, its XML as well. Learn all that when you have never written a program in your life? 3. The environment is that much harder and slower to use because of the indirectness of cross-compling and running an emulator. When people first start coding, they are testing changes on a line-by-line basis, and the whole emulator thing is even more of a PITA. I love this stuff, don't get me wrong, and a lot of it is complicated and difficult because it has to be, but I can't think of a more difficult environment to learn programming for the first time than Java/Eclipse/Android. On Aug 26, 11:42 am, Indicator Veritatis mej1...@yahoo.com wrote: I'd even go one step of certainty further: it will definitely be a frustrating experience unless he learns enough Java first. Too many of the sample programs, whether in forums, in books on Android, or in the official Google tutorial, all use constructs that will otherwise appear mysterious and obscure, such as anonymous classes for Event Listeners, final static Strings for constants... But he does not need black belt level mastery of Java before starting Android. Orange belt is good enough;) On Aug 24, 5:29 am, TreKing treking...@gmail.com wrote: On Sun, Aug 22, 2010 at 1:32 AM, Droidblazer00 weilache...@gmail.comwrote: So would it be better for me to learn Java before getting started with the SDK and eclipse? Or is it just the same to jump right in on App development and learn on the fly? Well, it's definitely not the same, but whether it's better really depends. Do you have other programming experience? Are you good at learning quickly on your own? If no to either, probably a good idea to take some time to learn Java on it's own. It has some quirks you need to learn. Android has quirks you need to learn. Depending on your background, learning both those quirks, at the same time, will be an exercise in frustration. Good luck. ----- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Error in an XML file eclipse
I have exactly the same problem. Whever I open string.xml and some other xml files I also get a Java Null Pointer error. Typing even a single character triggers it. I can look at them fine as xml, but Resources view is broken - the left hand pane has the thin lines that should connect the elements in the tree structure, but no elements listed. Saving the file also creates null pointer errors. You can use editors that don't have a graphical view in the left hand window - for example the xml editor works fine. Unfortunately the more useful editors all show heirarchies and don't work. It is true even for the default files created by new - android project. As I say, the xml itself looks fine; its related to how the information is shown in the left hand window; if it uses a tree representation of the data, it throws a Null Pointer exception.. Whatever it is, its a PITA. I would completely remove and re-install the whole devel environment if I was sure it would fix it. Peter Webb On Jul 1, 2:42 pm, Bob Kerns r...@acm.org wrote: There are several possible editors to use to edit these files. I'd suggest trying a different one. First, close the editor that's giving you problems. Right click on thefilein the Project Explorer, and choose Open With... Try Android Resource Editor first, as that's probably the one you really want to be using, and there's nothing in the stacktrace that suggests that's what you're actually using. I'm not sure it's NOT using it, but it's worth trying the right one first. If that doesn't work, try another one. Text Editor is likely to work. System Editor/ and In Place Editor will depend on what's installed on your system, and since you're on a Mac, I won't make any predictions there, but might be good choices. System Editor will launch a separate window, which is a drawback. I have OxygenXML installed, and that providesEclipsewith an additionalXMLeditor as well, with the Oxygen toolset and editing style available. Even if the Android tool is broken, explore and I think you'll probably find something that works acceptably for you. (It's still a bug, even if you are using the wrong editor. A side benefit of exploring is you'll identify the culprit and canfilethe suitable bug report!) On Jun 29, 9:46 pm, Gorman Ho gorman...@gmail.com wrote: I am also experiencing this issue. When I edit strings.xmldirectly, I get 1 NullPointerException for each string in thefileeach time I type a letter. I eventually did something to make it go away, but I'm not sure what. However, I'm able to reproduce the behavior by creating a new Android project. I'm running Leopard,EclipseHelios, Android SDK r06, Android Platform 2.2, ADT 0.9.7. I pasted the requested logfilebelow. I had 2 strings in strings.xml, so there were 2 NullPointerExeptions generated when I typed a letter in strings.xml. Hope that helps Gorman !ENTRY org.eclipse.jface 4 2 2010-06-29 22:43:12.696 !MESSAGE Problems occurred when invoking code from plug-in: org.eclipse.jface. !STACK 0 java.lang.NullPointerException at org.eclipse.wst.xml.core.internal.document.ElementImpl.getDefaultValue(Elem entImpl.java: 259) at org.eclipse.wst.xml.core.internal.document.ElementImpl.getAttributeNS(Eleme ntImpl.java: 329) at com.android.ide.eclipse.adt.internal.editors.uimodel.UiElementNode.getShort Description(Unknown Source) at com.android.ide.eclipse.adt.internal.editors.ui.tree.UiModelTreeLabelProvid er.getText(Unknown Source) at org.eclipse.jface.viewers.WrappedViewerLabelProvider.getText(WrappedViewerL abelProvider.java: 108) at org.eclipse.jface.viewers.WrappedViewerLabelProvider.update(WrappedViewerLa belProvider.java: 164) at org.eclipse.jface.viewers.ViewerColumn.refresh(ViewerColumn.java: 152) at org.eclipse.jface.viewers.AbstractTreeViewer.doUpdateItem(AbstractTreeViewe r.java: 934) at org.eclipse.jface.viewers.AbstractTreeViewer $UpdateItemSafeRunnable.run(AbstractTreeViewer.java:102) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.ui.internal.JFaceUtil$1.run(JFaceUtil.java:49) at org.eclipse.jface.util.SafeRunnable.run(SafeRunnable.java:175) at org.eclipse.jface.viewers.AbstractTreeViewer.doUpdateItem(AbstractTreeViewe r.java: 1014) at org.eclipse.jface.viewers.StructuredViewer $UpdateItemSafeRunnable.run(StructuredViewer.java:481) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.ui.internal.JFaceUtil$1.run(JFaceUtil.java:49) at org.eclipse.jface.util.SafeRunnable.run(SafeRunnable.java:175) at org.eclipse.jface.viewers.StructuredViewer.updateItem(StructuredViewer.java : 2141) at org.eclipse.jface.viewers.AbstractTreeViewer.updateChildren(AbstractTreeVie
[android-developers] Changing app name in market
This has come up before, but I'm still not clear. I published my first app last night. It sunk like a stone. I want to change its name. I don't want to force the few people who have downloaded it to get an update. It seems to me that if I: 1. Change the android:label in the manifest to be the new name, and 2. Resubmit it with the same version number Then the name in the market should change but not force an update. Is this correct? -- 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: Changing app name in market
On Aug 11, 6:55 pm, { Devdroid } webnet.andr...@gmail.com wrote: On 11 August 2010 10:21, Peter Webb r.peter.w...@gmail.com wrote: This has come up before, but I'm still not clear. I published my first app last night. It sunk like a stone. I want to change its name. I don't want to force the few people who have downloaded it to get an update. Simply keep package name unchanged (manifest's package=.. - that's most important. Application name (application android:label=...) is just string shown to end user. 1. Change the android:label in the manifest to be the new name, and 2. Resubmit it with the same version number Then the name in the market should change but not force an update. Is this correct? Correct. You may also need to manually change app Title in your developer console Tried it. The app name is set in the developer console; doesn't matter what you use in the app. Unfortunately, to change anything in the market youhave to re-load your app, and it checks that the version number is higher before it will accept the new apk. So you can't rename without also incrementing the release number. -- 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] Thanks, worked perfectly
Thankyou. Solved the problem. Strange the demo program got this wrong as well ... Peter Webb On Aug 8, 4:01 am, Dianne Hackborn hack...@android.com wrote: The live wallpaper picker doesn't show icons; it shows thumbnails declared by the wallpaper in its wallpaper meta-data XML: http://developer.android.com/reference/android/R.styleable.html#Wallp... On Sat, Aug 7, 2010 at 4:22 AM, Peter Webb r.peter.w...@gmail.com wrote: When I fire up an emulator using Eclipse and have a look at live wallpapers, the two default wallpapers - Cube and Cube Resources - show as grayed-out icons that look like the image is missing. The wallpaper I have written is exactly the same, the proper image doesn't show. Doesn't work on my phone either. Howeever, if I go into manage services in the settings screen in the emulator, the proper icon is showing. Its showing as the service icon but not the application icon. Ive got: application android:label=@string/wallpapers android:debuggable=true android:icon=@drawable/foo with foo.pmg, foo.jpg in drawable all being accepted by the IDE but not showing as the application icon. As I say, the default cube live wallpaper doesn't show its correct icon either - I downloaded the source and recompiled, same thing. Any ideas? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them.- Hide quoted text - - Show quoted text - -- 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] Application icon for wallpapers missing
When I fire up an emulator using Eclipse and have a look at live wallpapers, the two default wallpapers - Cube and Cube Resources - show as grayed-out icons that look like the image is missing. The wallpaper I have written is exactly the same, the proper image doesn't show. Doesn't work on my phone either. Howeever, if I go into manage services in the settings screen in the emulator, the proper icon is showing. Its showing as the service icon but not the application icon. Ive got: application android:label=@string/wallpapers android:debuggable=true android:icon=@drawable/foo with foo.pmg, foo.jpg in drawable all being accepted by the IDE but not showing as the application icon. As I say, the default cube live wallpaper doesn't show its correct icon either - I downloaded the source and recompiled, same thing. Any ideas? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Finding out the screensize and using my own canvases
I've never programmed in Java before, or used the Android SDK until a couple of weeks ago. I am rewriting a C# .Net graphics application, spooky how similar the environmets are. Anyway, my app draws lines and shapes in layers on different bitmaps, and combines them to do 2D animation. I handle all the scaling in the app. I used the LunaLander demo and just inserted my code, works brilliantly on the emulator at 600 x 400 res or whatever it is. I have tried using it on higher res emulator screens (which is what I am writing it for) but the Canvas provided by the doDraw is smaller and so I only see a window of my generated screen, when I draw my Bitmaps to the canvas in the doDraw() they get clipped. I can't see where I change LunarLander (or any of the others) to allow it to just use the device's native resolution. All my code uses the canvas dimensions I get in the canvas in the doDraw. What I thought would be easy is to just get be given the canvas in the doDraw which gives me the whole screen at its native resolution and then my app handles it all. I can't see how or where to do this. I know this is a bit of an ask, but is there some simple quick and dirty change that I can make to Lunar Lander or the others which gives me a full screen canvas at native device resolution to handle in my doDraw? Thanks in advance Peter Webb -- 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