[android-developers] Re: What is the best phone to buy for Android Development?

2012-10-01 Thread Peter Webb
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.

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Re: [android-developers] General question about Android architechture

2012-09-18 Thread Peter Webb


 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.
 
 

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[android-developers] Home, Menu, Back, Wallpaper, Play in different languages

2012-06-14 Thread Peter Webb
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
 
 
 
 
 

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[android-developers] Re: Android Game Programming help

2012-03-12 Thread Peter Webb
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.


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[android-developers] Re: Problem with R class, ids and layouts not resolved

2012-02-24 Thread Peter Webb
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?

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[android-developers] Re: Starting with game development

2012-01-23 Thread Peter Webb
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 !

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[android-developers] Re: Image Quality problems using Canvas and canvas.scale(Scale, Scale);

2012-01-22 Thread Peter Webb
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!

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[android-developers] Lots of Cancelled by Google - Payment declined from one person

2012-01-17 Thread Peter Webb
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?

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[android-developers] Handling system events: LunarLander vs Jetboy vs Snake

2011-12-26 Thread Peter Webb
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


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[android-developers] Re: Should I buy my own apps?

2011-12-10 Thread Peter Webb
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 :)

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[android-developers] Getting actual device resolution

2011-11-13 Thread Peter Webb
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);
}
}




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[android-developers] Re: Handling asynchronous events and blocking

2011-10-24 Thread Peter Webb
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 -

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[android-developers] Re: Handling asynchronous events and blocking

2011-10-24 Thread Peter Webb
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

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[android-developers] Handling asynchronous events and blocking

2011-10-23 Thread Peter Webb
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?

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[android-developers] Re: Can't respond to user comments

2011-10-17 Thread Peter Webb
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!

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[android-developers] Re: Just in section

2011-08-10 Thread Peter Webb
 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

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[android-developers] Uploading same .apk to Market as two different apps

2011-08-04 Thread Peter Webb
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







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[android-developers] Re: Uploading same .apk to Market as two different apps

2011-08-04 Thread Peter Webb
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.

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[android-developers] Re: android magic

2011-06-16 Thread Peter Webb
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

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[android-developers] Re: android magic

2011-06-16 Thread Peter Webb
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.

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[android-developers] Re: Plot quadratic equation graph

2011-06-01 Thread Peter Webb
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.

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[android-developers] Re: Moving from free app to a paid model

2011-05-30 Thread Peter Webb
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

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[android-developers] Re: notepadv1 tutorial problems

2011-05-27 Thread Peter Webb
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?

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[android-developers] Re: Twitter for Android App

2011-05-26 Thread Peter Webb
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?

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[android-developers] Re: Plot quadratic equation graph

2011-05-23 Thread Peter Webb
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.

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[android-developers] Re: How did you get into Android development

2011-05-16 Thread Peter Webb
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?

2011-05-11 Thread Peter Webb
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

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[android-developers] Re: Anyone notice active installs plummet WITHOUT releasing update?

2011-05-04 Thread Peter Webb
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 -

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[android-developers] Re: Basic Question

2011-04-28 Thread Peter Webb
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

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[android-developers] Re: Android Developer console not updating

2011-04-28 Thread Peter Webb
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?

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[android-developers] Re: Developer console: payments not charged, application statistics not updated

2011-04-27 Thread Peter Webb
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

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[android-developers] Re: First Application Development

2011-04-27 Thread Peter Webb
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...

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[android-developers] Re: Programming Android without any other experience......

2011-04-26 Thread Peter Webb
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.

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[android-developers] Re: how to access desktop files from android app remotely?

2011-04-21 Thread Peter Webb
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

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[android-developers] Live Wallpaper, Menu button etc in different languages

2011-04-21 Thread Peter Webb
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?



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[android-developers] Re: Live Wallpaper, Menu button etc in different languages

2011-04-21 Thread Peter Webb
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?

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[android-developers] Re: MessageBox style Preference

2011-04-17 Thread Peter Webb
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.

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[android-developers] MessageBox style Preference

2011-04-16 Thread Peter Webb
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?

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[android-developers] Re: My first app

2011-04-11 Thread Peter Webb
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

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[android-developers] Re: Help me to realize preferences scheme to use it between activities

2011-04-02 Thread Peter Webb
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

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 http://groups.google.com/group/android-developers?hl=en- Hide quoted text -

 - Show quoted text -

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[android-developers] Re: Help me to realize preferences scheme to use it between activities

2011-04-01 Thread Peter Webb
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 -

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[android-developers] getSharedPreferences for a wallpaper

2011-03-29 Thread Peter Webb
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?

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[android-developers] Re: Help using custom Preference types - for pity or money

2011-03-21 Thread Peter Webb
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...

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[android-developers] Re: Canvas frame rate very choppy in Live Wallpaper

2011-03-21 Thread Peter Webb
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 -

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[android-developers] Re: Canvas frame rate very choppy in Live Wallpaper

2011-03-20 Thread Peter Webb
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.

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[android-developers] Help using custom Preference types - for pity or money

2011-03-20 Thread Peter Webb
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

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[android-developers] Re: Canvas frame rate very choppy in Live Wallpaper

2011-03-20 Thread Peter Webb
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 -

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[android-developers] Re: cube2wallpaper demo settings screen semi-transparent?

2011-03-19 Thread Peter Webb
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?

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[android-developers] Re: How to install market app in emulator?

2011-03-18 Thread Peter Webb
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?

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[android-developers] cube2wallpaper demo settings screen semi-transparent?

2011-03-18 Thread Peter Webb
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?

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[android-developers] Re: Graphical corruption upon setting Live wallpaper

2011-02-23 Thread Peter Webb
*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.

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[android-developers] Re: Graphical corruption upon setting Live wallpaper

2011-02-23 Thread Peter Webb
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 -

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[android-developers] Re: Android app download stats not updating

2011-02-22 Thread Peter Webb
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!

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[android-developers] Re: How to get the best double buffering?

2011-02-19 Thread Peter Webb
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?

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[android-developers] Re: How to get the best double buffering?

2011-02-17 Thread Peter Webb
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?

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[android-developers] Re: Suggestions on best way to draw a laser in a 2d game

2011-02-03 Thread Peter Webb
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

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[android-developers] Re: App name

2011-01-05 Thread Peter Webb
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?

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[android-developers] Re: How do you Debug a Live Wallpaper

2011-01-04 Thread Peter Webb
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?

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[android-developers] New market icons/developer console

2011-01-03 Thread Peter Webb
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

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[android-developers] Re: Who or What is AppBrain?

2010-12-19 Thread Peter Webb
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.

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[android-developers] Re: Annoyed by not having any information on my users!

2010-12-11 Thread Peter Webb
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

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[android-developers] Sending custom intents from application to service

2010-12-04 Thread Peter Webb
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.


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[android-developers] Re: Displaying unicode in a TextView?

2010-11-30 Thread Peter Webb
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.

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[android-developers] Market expanding to technically non-compliant devices?

2010-11-29 Thread Peter Webb
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?

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[android-developers] Re: Market statistics stall

2010-11-20 Thread Peter Webb
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.

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[android-developers] Explicit intents

2010-11-14 Thread Peter Webb
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.



.



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[android-developers] Re: Explicit intents

2010-11-14 Thread Peter Webb
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?





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[android-developers] Re: Sell Apps from India

2010-11-12 Thread Peter Webb
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.

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[android-developers] Re: New to Android - Can't add Platform

2010-11-01 Thread Peter Webb
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.

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[android-developers] Extending SimpleCursorAdapter

2010-10-31 Thread Peter Webb
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

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[android-developers] Re: for loop drawing first graphics to x0 y0 if more than 1 iteration

2010-10-31 Thread Peter Webb
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 -

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[android-developers] Re: Extending SimpleCursorAdapter

2010-10-31 Thread Peter Webb
Thankyou, thankyou, thankyou to both of you. Exactly what I needed.

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[android-developers] Re: Live wallpaper - sendWallpaperCommand and BroadcastReceiver

2010-10-24 Thread Peter Webb
Thanks. As I need to talk to my wallpaper even when it is not
selected, sounds like I have to use Broadcast Receiver.

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[android-developers] Live wallpaper - sendWallpaperCommand and BroadcastReceiver

2010-10-23 Thread Peter Webb
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)?

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[android-developers] Re: stopping the GC from kicking in

2010-10-20 Thread Peter Webb
  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.

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[android-developers] Recommendations for variable length ListBox

2010-10-20 Thread Peter Webb

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

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[android-developers] Settings for wallpapers

2010-09-29 Thread Peter Webb
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!



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[android-developers] Re: is there a way to implement screenshot functionality in android

2010-09-12 Thread Peter Webb
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

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[android-developers] Re: is there a way to implement screenshot functionality in android

2010-09-12 Thread Peter Webb
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

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 --
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 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 -

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[android-developers] Re: If I turn off Copy Protection, what will happen?

2010-09-01 Thread Peter Webb
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

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[android-developers] Re: Piracy Breakdown by Country

2010-08-28 Thread Peter Webb
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

2010-08-26 Thread Peter Webb

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

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[android-developers] Re: Error in an XML file eclipse

2010-08-13 Thread Peter Webb
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

2010-08-11 Thread Peter Webb
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?

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[android-developers] Re: Changing app name in market

2010-08-11 Thread Peter Webb


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.



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[android-developers] Thanks, worked perfectly

2010-08-08 Thread Peter Webb
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?

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

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

 - Show quoted text -

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[android-developers] Application icon for wallpapers missing

2010-08-07 Thread Peter Webb
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?

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[android-developers] Finding out the screensize and using my own canvases

2010-07-21 Thread Peter Webb
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

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