[android-developers] Please help with Bitmap issue. I have screen shots!?!
Kostya (or anyone else) Ok. In TRYING to write out a ANDROID Bitmap to a windows .bmp file. I am very close but there is something that is still off because my image doesn't look right (as in the screen shot below). Here is how I am writing out to the file: cache - is the Android Bitmap file which I want to write out to a .bmp file. It is set to: Bitmap.Config.ARGB_ //Get the Bitmap height, width, and put the data into a byte array (bytesar) byte[] bytesar = null; ByteBuffer dst = null; int height = cache.getHeight(); int width = cache.getWidth(); int bmSize = cache.getRowBytes() * height; dst = ByteBuffer.allocate(bmSize); bytesar = new byte[bmSize]; dst.position(0); cache.copyPixelsToBuffer(dst); dst.position(0); dst.get(bytesar); //I then write out the bytesar byte array AFTER I write out the BMP header. The settings in the header are: private byte bitmapInfoHeader [] = new byte [40]; - Header size is 40 private int biSize = BITMAPINFOHEADER_SIZE; private int biWidth = width //width of Bitmap private int biHeight = height //height of Bitmap private int biPlanes = 1; private int biBitCount = 32; //The bite count is 32 private int biCompression = 0; size is computed by: int pad = (4 - ((width * 3) % 4)) * height; biSizeImage = ((width * height) * 3) + pad; private int biSizeImage private int biXPelsPerMeter = 0x0; private int biYPelsPerMeter = 0x0; private int biClrUsed = 0; private int biClrImportant = 0; It's very close because here is what it looks like when I write out the .bmp file. As you can see it's upside down and the colors are off: http://i1092.photobucket.com/albums/i409/ch39336688/test-2.jpg In the same block of code I write out using the Android lib to make sure that my image is good via the code: FileOutputStream out = new FileOutputStream(test.png); cache.compress(Bitmap. CompressFormat.PNG, 90, out); And here is how that comes out (which is how I want): http://i1092.photobucket.com/albums/i409/ch39336688/test.png Again I don't just want to use compress to write out my images because I have a lot of images and it kills my performance. So I want to stream the images out to a .bmp file is what my overall goal is. Someplace in my .bmp header I have something wrong I think. Any help on what anyone thinks my issue is would be a great help. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Please help with Bitmap issue. I have screen shots!?!
Thank you again Kostya I will research based on what you told me and let you know if I get it to work. -Chris On Thu, Jan 6, 2011 at 2:12 PM, Kostya Vasilyev kmans...@gmail.com wrote: Chris, First off, Windows bitmap are stored upside-down: http://en.wikipedia.org/wiki/BMP_file_format#Pixel_Array_.28bitmap_data.29 The Pixel Array is a block of 32-bit DWORDs, that describes the image pixel by pixel. Normally pixels are stored upside-down with respect to normal image raster scan order, starting in the lower left corner, going from left to right, and then row by row from the bottom to the top of the image.[1] I *think* you can indicate top-down order by setting height to a negative value (in the file header). Secondly, the color problem - 32-bit per pixel Windows bitmaps use BGRx data format, blue-green-red, then one byte is ignored. Your input image is ARGB, so red and blue are switched around. Since you indicated that you'll be processing these images further, you could handle both issues in your server code. Or you could handle them on the phone, changing byte order around isn't going to be as time-consuming as compression. -- Kostya 06.01.2011 23:53, chris harper пишет: Kostya (or anyone else) Ok. In TRYING to write out a ANDROID Bitmap to a windows .bmp file. I am very close but there is something that is still off because my image doesn't look right (as in the screen shot below). Here is how I am writing out to the file: cache - is the Android Bitmap file which I want to write out to a .bmp file. It is set to: Bitmap.Config.ARGB_ //Get the Bitmap height, width, and put the data into a byte array (bytesar) byte[] bytesar = null; ByteBuffer dst = null; int height = cache.getHeight(); int width = cache.getWidth(); int bmSize = cache.getRowBytes() * height; dst = ByteBuffer.allocate(bmSize); bytesar = new byte[bmSize]; dst.position(0); cache.copyPixelsToBuffer(dst); dst.position(0); dst.get(bytesar); //I then write out the bytesar byte array AFTER I write out the BMP header. The settings in the header are: private byte bitmapInfoHeader [] = new byte [40]; - Header size is 40 private int biSize = BITMAPINFOHEADER_SIZE; private int biWidth = width //width of Bitmap private int biHeight = height //height of Bitmap private int biPlanes = 1; private int biBitCount = 32; //The bite count is 32 private int biCompression = 0; size is computed by: int pad = (4 - ((width * 3) % 4)) * height; biSizeImage = ((width * height) * 3) + pad; private int biSizeImage private int biXPelsPerMeter = 0x0; private int biYPelsPerMeter = 0x0; private int biClrUsed = 0; private int biClrImportant = 0; It's very close because here is what it looks like when I write out the .bmp file. As you can see it's upside down and the colors are off: http://i1092.photobucket.com/albums/i409/ch39336688/test-2.jpg In the same block of code I write out using the Android lib to make sure that my image is good via the code: FileOutputStream out = new FileOutputStream(test.png); cache.compress(Bitmap. CompressFormat.PNG, 90, out); And here is how that comes out (which is how I want): http://i1092.photobucket.com/albums/i409/ch39336688/test.png Again I don't just want to use compress to write out my images because I have a lot of images and it kills my performance. So I want to stream the images out to a .bmp file is what my overall goal is. Someplace in my .bmp header I have something wrong I think. Any help on what anyone thinks my issue is would be a great help. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Kostya Vasilyev -- WiFi Manager + pretty widget -- http://kmansoft.wordpress.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You
[android-developers] Hello. I try to contribute when I can so please help me on an a Bitmap issue if possible.
This a Bitmap question. Given an Android Bitmap which has been written to file I want to read the Android BitMap from the file and convert it to a PNG OUTSIDE of Android (via a regular java program). Here is how I am writing out the Bitmap to a file: screenShot - is a Bitmap //Get Bitmap information int height = screenShot.getHeight(); int width = screenShot.getWidth(); int bmSize = screenShot.getRowBytes() * height; //Write the Bitmap to a byte array ByteBuffer dst = ByteBuffer.allocate(bmSize); byte bytesar = new byte[bmSize]; dst.position(0); screenShot.copyPixelsToBuffer(dst); dst.position(0); dst.get(bytesar); //Write it to a file //I write out the height, width and size before the Bitmap data so I know what the Bitmap dimensions are when reading back in final int BUFFSIZE = 32 * 1024; final int streamBuffSizeInBytes = ( ( BUFFSIZE * 2 * 75 / 100 ) + 8 ) / 16 * 16; File f = new File(buffer); BufferedOutputStream bout = new BufferedOutputStream(new FileOutputStream(filename), streamBuffSizeInBytes); out = new ObjectOutputStream(bout); out.writeInt(height); out.writeInt(width); out.writeInt(bmSize); out.write(bytesar, 0, bytesar.length); Now I realize that I can just write out the Bitmap in the from of a PNG via: screenShot.compress(Bitmap.CompressFormat.PNG, 90, output); The issue here is performance. I have a lot of images that I need to write out and this command is very expensive, time consuming and kills my performance: screenShot.compress(Bitmap.CompressFormat.PNG, 90, output); Where if I just grab the Bitmap and write it out using a BufferedOutputStream (as above) it is very fast and I can write many images to a file (or socket) very quickly. Then OUTSIDE of Android do the work to convert the Bitmap's to PNG file's. So the question I have is how can I read the Bitmap from a file OUTSIDE of Android and convert it to a PNG? Like I said I send the dimensions of the image before the image itself so I can read it back in via: out.writeInt(height); out.writeInt(width); out.writeInt(bmSize); out.write(bytesar, 0, bytesar.length); Essentially I need to do the Android command OUTSIDE of Android: BitMap.compress(Bitmap.CompressFormat.PNG, 90, output); Or find the Java command which does the same thing. Or how does Java see an Android Bitmap when I read it back in? I read where ByteBuffer is the same as Bitmap but in my tests (via writing out the Bitmap in Android and reading it in as a ByteBuffer in java) that does not appear to be the case. Any help would be wonderful. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Hello. I try to contribute when I can so please help me on an a Bitmap issue if possible.
Kostya Your a saint. Thank you for the fast *response*. I like your suggestion of writing it out in .BMP uncompressed format. Then I can just open it as a BMP and convert it to PNG (if need be) outside of android. That Wikipedia link looks very helpful. I'll give that a try. Thank you very much. -Chris On Wed, Jan 5, 2011 at 10:13 AM, Kostya Vasilyev kmans...@gmail.com wrote: PS - there is also this library from Sun / Oracle: http://java.sun.com/products/java-media/jai/iio.html which can save to PNG in one line of code: http://java.sun.com/products/java-media/jai/forDevelopers/jaifaq.html#save -- Kostya 05.01.2011 20:02, chris harper пишет: This a Bitmap question. Given an Android Bitmap which has been written to file I want to read the Android BitMap from the file and convert it to a PNG OUTSIDE of Android (via a regular java program). Here is how I am writing out the Bitmap to a file: screenShot - is a Bitmap //Get Bitmap information int height = screenShot.getHeight(); int width = screenShot.getWidth(); int bmSize = screenShot.getRowBytes() * height; //Write the Bitmap to a byte array ByteBuffer dst = ByteBuffer.allocate(bmSize); byte bytesar = new byte[bmSize]; dst.position(0); screenShot.copyPixelsToBuffer(dst); dst.position(0); dst.get(bytesar); //Write it to a file //I write out the height, width and size before the Bitmap data so I know what the Bitmap dimensions are when reading back in final int BUFFSIZE = 32 * 1024; final int streamBuffSizeInBytes = ( ( BUFFSIZE * 2 * 75 / 100 ) + 8 ) / 16 * 16; File f = new File(buffer); BufferedOutputStream bout = new BufferedOutputStream(new FileOutputStream(filename), streamBuffSizeInBytes); out = new ObjectOutputStream(bout); out.writeInt(height); out.writeInt(width); out.writeInt(bmSize); out.write(bytesar, 0, bytesar.length); Now I realize that I can just write out the Bitmap in the from of a PNG via: screenShot.compress(Bitmap.CompressFormat.PNG, 90, output); The issue here is performance. I have a lot of images that I need to write out and this command is very expensive, time consuming and kills my performance: screenShot.compress(Bitmap.CompressFormat.PNG, 90, output); Where if I just grab the Bitmap and write it out using a BufferedOutputStream (as above) it is very fast and I can write many images to a file (or socket) very quickly. Then OUTSIDE of Android do the work to convert the Bitmap's to PNG file's. So the question I have is how can I read the Bitmap from a file OUTSIDE of Android and convert it to a PNG? Like I said I send the dimensions of the image before the image itself so I can read it back in via: out.writeInt(height); out.writeInt(width); out.writeInt(bmSize); out.write(bytesar, 0, bytesar.length); Essentially I need to do the Android command OUTSIDE of Android: BitMap.compress(Bitmap.CompressFormat.PNG, 90, output); Or find the Java command which does the same thing. Or how does Java see an Android Bitmap when I read it back in? I read where ByteBuffer is the same as Bitmap but in my tests (via writing out the Bitmap in Android and reading it in as a ByteBuffer in java) that does not appear to be the case. Any help would be wonderful. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Kostya Vasilyev -- WiFi Manager + pretty widget -- http://kmansoft.wordpress.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Hello. I try to contribute when I can so please help me on an a Bitmap issue if possible.
Kostya I did some research and found a solution to my issue based on your suggestion which might help someone else out as well. I found this link which has code to read/write out a .BMP file like you suggested (WITHOUT using the javax.imageio because Android doesn't support it). http://research.cs.queensu.ca/~blostein/java.html So I can now write my uncompressed data out as a windows bitmap (.bmp). Then read it in on the server side and convert it to PNG or just view it. All this saves my Android app from calling the Bitmap.compress() which is very expensive. Thanks again Kostya for sending me down the right path. -Chris On Wed, Jan 5, 2011 at 10:24 AM, chris harper ch393...@gmail.com wrote: Kostya Your a saint. Thank you for the fast *response*. I like your suggestion of writing it out in .BMP uncompressed format. Then I can just open it as a BMP and convert it to PNG (if need be) outside of android. That Wikipedia link looks very helpful. I'll give that a try. Thank you very much. -Chris On Wed, Jan 5, 2011 at 10:13 AM, Kostya Vasilyev kmans...@gmail.comwrote: PS - there is also this library from Sun / Oracle: http://java.sun.com/products/java-media/jai/iio.html which can save to PNG in one line of code: http://java.sun.com/products/java-media/jai/forDevelopers/jaifaq.html#save -- Kostya 05.01.2011 20:02, chris harper пишет: This a Bitmap question. Given an Android Bitmap which has been written to file I want to read the Android BitMap from the file and convert it to a PNG OUTSIDE of Android (via a regular java program). Here is how I am writing out the Bitmap to a file: screenShot - is a Bitmap //Get Bitmap information int height = screenShot.getHeight(); int width = screenShot.getWidth(); int bmSize = screenShot.getRowBytes() * height; //Write the Bitmap to a byte array ByteBuffer dst = ByteBuffer.allocate(bmSize); byte bytesar = new byte[bmSize]; dst.position(0); screenShot.copyPixelsToBuffer(dst); dst.position(0); dst.get(bytesar); //Write it to a file //I write out the height, width and size before the Bitmap data so I know what the Bitmap dimensions are when reading back in final int BUFFSIZE = 32 * 1024; final int streamBuffSizeInBytes = ( ( BUFFSIZE * 2 * 75 / 100 ) + 8 ) / 16 * 16; File f = new File(buffer); BufferedOutputStream bout = new BufferedOutputStream(new FileOutputStream(filename), streamBuffSizeInBytes); out = new ObjectOutputStream(bout); out.writeInt(height); out.writeInt(width); out.writeInt(bmSize); out.write(bytesar, 0, bytesar.length); Now I realize that I can just write out the Bitmap in the from of a PNG via: screenShot.compress(Bitmap.CompressFormat.PNG, 90, output); The issue here is performance. I have a lot of images that I need to write out and this command is very expensive, time consuming and kills my performance: screenShot.compress(Bitmap.CompressFormat.PNG, 90, output); Where if I just grab the Bitmap and write it out using a BufferedOutputStream (as above) it is very fast and I can write many images to a file (or socket) very quickly. Then OUTSIDE of Android do the work to convert the Bitmap's to PNG file's. So the question I have is how can I read the Bitmap from a file OUTSIDE of Android and convert it to a PNG? Like I said I send the dimensions of the image before the image itself so I can read it back in via: out.writeInt(height); out.writeInt(width); out.writeInt(bmSize); out.write(bytesar, 0, bytesar.length); Essentially I need to do the Android command OUTSIDE of Android: BitMap.compress(Bitmap.CompressFormat.PNG, 90, output); Or find the Java command which does the same thing. Or how does Java see an Android Bitmap when I read it back in? I read where ByteBuffer is the same as Bitmap but in my tests (via writing out the Bitmap in Android and reading it in as a ByteBuffer in java) that does not appear to be the case. Any help would be wonderful. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Kostya Vasilyev -- WiFi Manager + pretty widget -- http://kmansoft.wordpress.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed
Re: [android-developers] How to get the list of all apps installed on the device?
Here is what I use to list all the applications installed. I am trying to find a more efficient way. PackageManager packageManager = getPackageManager(); ListPackageInfo packs = packageManager.getInstalledPackages(0); size = packs.size(); for (int i = 0; i size; i++) { PackageInfo p = packs.get(i); appname = p.applicationInfo.loadLabel(packageManager).toString(); pname = p.packageName; } -Chris On Mon, May 24, 2010 at 2:32 PM, Mark Murphy mmur...@commonsware.comwrote: Scheidecker wrote: I would like to know if I could access the internal device DB to fetch a list of all installed applications, their version, etc? See the PackageManager class. How can I read the settings on the device as well? See the Settings class. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy _Beginning Android 2_ from Apress Now Available! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] 14-year-old Android Developer:
That kid will probably know more about software engineering by the time he is done with High School than I did when I graduated collage. It sounds like he is on a good track to have a very successful future. -Chris On Wed, Apr 21, 2010 at 6:26 PM, joshbeck josh.beck2...@gmail.com wrote: Hello, I'm writing a curriculum this year that is designed to get high- achieving 8th grade students to write and publish Android apps. One of my students broke the $50 this week. Here's an article: http://www.neisd.net/ComRel/News/Krueger_PaidApp_10.htm He's basically spent the last 2 months camped out in my computer lab, but hard work pays off for sure. I'm doing my best to document my instruction through YouTube at http://linuxclassroom.com Thanks all, Josh Beck -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Android Phones
javame Have you used device anywhere? I have been checking them out and considering on trying them out but wanted the opinion of anyone that has used them and if they are worth the money to test with. Thank you -Chris On Mon, Apr 12, 2010 at 6:28 AM, MobDev developm...@mobilaria.com wrote: Well depends on what you mean with in market... Are you referring to the ADP's ? Otherwise you might want to look for a second-hand device in your country ? Via ebay or something similar... On 12 apr, 11:35, Nubh nubh.bharg...@gmail.com wrote: hey how to buy a phone for testing applications, can anyone suggest. Other phones in market are way to expensive. NUBH -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using remove me as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Android Phones
Thank you for the response. I'll give them a try when I am ready test my app. On Mon, Apr 12, 2010 at 2:41 PM, Vladimir vladimir.funti...@gmail.comwrote: I used DA 2 years ago when I was working as a j2me developer, it went well, a bit slow but I was able to play the game and test what I wanted to test. Not a very pleasant experience but it got the job done. 2OP: ebay is your friend, I believe you can get a used G1 for $100-150, that's enough to begin developing On Apr 12, 7:25 pm, chris harper ch393...@gmail.com wrote: javame Have you used device anywhere? I have been checking them out and considering on trying them out but wanted the opinion of anyone that has used them and if they are worth the money to test with. Thank you -Chris On Mon, Apr 12, 2010 at 6:28 AM, MobDev developm...@mobilaria.com wrote: Well depends on what you mean with in market... Are you referring to the ADP's ? Otherwise you might want to look for a second-hand device in your country ? Via ebay or something similar... On 12 apr, 11:35, Nubh nubh.bharg...@gmail.com wrote: hey how to buy a phone for testing applications, can anyone suggest. Other phones in market are way to expensive. NUBH -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using remove me as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
I am sure they will but I wouldn't hold my breath on WHEN. There was a lengthy thread going about two weeks ago on here about improving the market. I just skimmed it to follow along but they wanted to do a petition and everything. I am not sure what happened to that. I would bet money that google IS working on it. How could they not? Android is googles big thing right now. But my thoughts are watching how long it's taken for Eclair 2.1 to come out I wouldn't count on the Market being improved anytime quickly which is why when a few people suggested that I hold off on doing my app installs idea until they improve the market well... I don't really want to wait til 2012 to put my app out. ;-) -Chris On Fri, Mar 26, 2010 at 11:10 PM, Kevin Duffey andjar...@gmail.com wrote: I believe most apps are available within a few hours to a day at most.. from what I've read anyway. Not 100% sure tho. I am a little bummed that google hasn't made any attempt to better the market app. There is sooo much I would do to improve it. It could be far better than the iPhone market app. I wonder if they have a forum to post on things like the built-in apps... or if we can gain source code to it and mess with it, test it and offer changes to them. On Fri, Mar 26, 2010 at 8:40 PM, chris harper ch393...@gmail.com wrote: That is a great idea and out of the box (which is good) building a .apk dynamically. The Market place does not yet have the ability to search per app (which I agree if add on's start to come more common that will be needed). The way I am planning on getting around that (hopefully temporarily) is that within my app I still plan to open a page to my website where all my characters are and they can select them from there. Once they select a character it then links to the .apk within the market place for that character. I admit the downside is they can't select multiple characters for one check out which is where you idea would be ideal. But I think its the best I can currently do until the Market place changes. One question I do have though. I have yet to publish an app on the Market (this will be my first one). How long is the process take when you submit an app to when it is available on the market? I really don't know. For your idea that would probably be my first question and its not an issue with your idea but more an issue of the Market place. Is it immediately? Or does it take a few days? If it takes a few days you can see how it would make a user upset if they ordered something and they have to wait days to get it. If it is immediately than you might have given me an idea for version two of my app (if people like version one that is). I hope to get my first install app working with my main app by the end of the weekend to add/remove my characters. -Chris On Fri, Mar 26, 2010 at 7:33 PM, Kevin Duffey andjar...@gmail.comwrote: I have a sort of twist idea to the market problem... not sure this can be done, but I think it could be possible. Imagine you have an app that allows for virtual goods. You have dozens of goods for sale. Even better, you have an open-ended API that allows OTHER developers/users to create goods for your game/app and sell them. Yay.. revenue streams are good. Now, many users will probably buy one good here, one good there... but often times, you'll have a lot of users who want to purchase several goods. We surely don't want to deter the multi-goods buyer. That's more money in our pocket. The problem with the way you're doing it Chris (not a problem as in bad..just for this example), is that they would have to search/find/buy individual downloads for each good they wanted. What if your users could build up a cart full of items they want, check out just once, and behind the scenes, your server side builds up a single .apk with those goods, put's it out on the market, then sends them an email link for them to access from their android device when its deployed to market. At that time, they can then purchase the whole pack at once, through the market, and then utilize what you are doing Chris, where your main app can make use of all the goods from that install, and if not refunded in 48 hours... uninstall/delete the .apk off the device to avoid taking up room. Ok, I don't know that I would implement this, but I imagine it's got to be possible. On Fri, Mar 26, 2010 at 8:43 AM, chris harper ch393...@gmail.comwrote: We are probably in the running for the most active thread now but that’s great because this is an important issue that needs to be addressed. Bob – Thank you. Your solution is a pretty thought out solution. I admit I had to print it out and re-read it a few times. I might have a few questions coming your way because I think I like what you are doing. Give me a little more time to make sure I understand what you are doing. String – Congrats on doing what many have failed to do. Get an answer
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Yes I know. Warren brought that up. But the game changer was when I found out that I can remove: category android:name=android.intent.category.LAUNCHER / from the manifet.xml which hides the new app's from the user (hides the clutter) and also doesn't allow the user to start it them on their own. So then I can just keep the new install apps behind the scenes and they don't clutter the users drawer. So there is not as much of an importance to delete them right away. What I might do is run checks for the install apps after a safe time (like a week). Then prompt the user and ask them if they want to clean them up (i.e remove them) letting them know that removing them DOES NOT remove the character. This way in the long run they don't have a bunch stacked up behind the scenes that they don't know about. I do plan to make the character apps as small as I can and put as much of the logic in the main app as I can. So many little details we have to deal with... -Chris On Sat, Mar 27, 2010 at 2:29 AM, Bob Kerns r...@acm.org wrote: Thanks. But it slipped my mind as I was writing it that immediately deleting the new app is going to be a loser, because it'll refund your payment. You'll have to arrange to do that at another time. Or not, and live with the clutter. Or simply use your .apk as the storage for your characters. That may actually be reasonably space-efficient, unless the character data is pretty small. It's not an issue for free/paid, because it's the older, free one that's being deleted in that case. But perhaps some components of my idea may be useful, or the code snippets. A really BAD idea would be to use the AlarmManager to initiate the deletion sequence. In fact, MOST uses of the AlarmManager to launch UI are bad, but this would be particularly evil. I'd do well as a prank app author, if I didn't have a conscience! On Mar 26, 8:43 am, chris harper ch393...@gmail.com wrote: We are probably in the running for the most active thread now but that’s great because this is an important issue that needs to be addressed. Bob – Thank you. Your solution is a pretty thought out solution. I admit I had to print it out and re-read it a few times. I might have a few questions coming your way because I think I like what you are doing. Give me a little more time to make sure I understand what you are doing. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
popular than others, etc. Tons of stuff you can control from this aspect of it. If a user already set up a google checkout account, how hard is it to utilize this in-app/game so that you can use it to charge and then download in-app/game right away? If they haven't set up an account to buy anything on market, they are going to have to fill in that info anyway to buy anything. Actually.. come to think of it.. if you charge for your main app..they already set it up. I would have thought the info would be in some way available..not their private stuff, but the google checkout info, so that you could utilize it somehow? I'll have to look into it more as this is how I would do it. Another thought..perhaps to get more virtual toon sales, give your game away (if you aren't already), with 1 toon, and put your own little splash-screen ads for other toons as the app loads up. This may interest users in supporting your app and buying even more toons than if they already paid for the app. Also, look at custom creation of toons/avatars.. for perhaps a $2 charge for example. Again, not at all clear on your app and it's ideas, but just some food for thought on how you might make a little more from it. On Sat, Mar 27, 2010 at 7:46 AM, chris harper ch393...@gmail.com wrote: Yes I know. Warren brought that up. But the game changer was when I found out that I can remove: category android:name=android.intent.category.LAUNCHER / from the manifet.xml which hides the new app's from the user (hides the clutter) and also doesn't allow the user to start it them on their own. So then I can just keep the new install apps behind the scenes and they don't clutter the users drawer. So there is not as much of an importance to delete them right away. What I might do is run checks for the install apps after a safe time (like a week). Then prompt the user and ask them if they want to clean them up (i.e remove them) letting them know that removing them DOES NOT remove the character. This way in the long run they don't have a bunch stacked up behind the scenes that they don't know about. I do plan to make the character apps as small as I can and put as much of the logic in the main app as I can. So many little details we have to deal with... -Chris On Sat, Mar 27, 2010 at 2:29 AM, Bob Kerns r...@acm.org wrote: Thanks. But it slipped my mind as I was writing it that immediately deleting the new app is going to be a loser, because it'll refund your payment. You'll have to arrange to do that at another time. Or not, and live with the clutter. Or simply use your .apk as the storage for your characters. That may actually be reasonably space-efficient, unless the character data is pretty small. It's not an issue for free/paid, because it's the older, free one that's being deleted in that case. But perhaps some components of my idea may be useful, or the code snippets. A really BAD idea would be to use the AlarmManager to initiate the deletion sequence. In fact, MOST uses of the AlarmManager to launch UI are bad, but this would be particularly evil. I'd do well as a prank app author, if I didn't have a conscience! On Mar 26, 8:43 am, chris harper ch393...@gmail.com wrote: We are probably in the running for the most active thread now but that’s great because this is an important issue that needs to be addressed. Bob – Thank you. Your solution is a pretty thought out solution. I admit I had to print it out and re-read it a few times. I might have a few questions coming your way because I think I like what you are doing. Give me a little more time to make sure I understand what you are doing. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Good point Kevin Although we can't just look at this from the coder implementation point of view (my website, using paypal, market place etc). We have to think how people buy crap. If the highest chance that they will have an account with Market place then that will makes a big difference for how many people buy additional content for your game. For the simple fact of impulse buying. If all they have to do is click ok, there is a lot lower chance that they actually think much about it (especially if you charge like .99). They are caught up in your game its a two second click. Trasaction done. If they have to stop to pull out their cc or look up a paypal account then they actually start to think about that transaction. Do I REALLY want to pay .99 for this? Eh...maybe not. Its not being sneaky, it's just how people shop. I know. I have done it. ;-) On Sat, Mar 27, 2010 at 12:23 PM, Kevin Duffey andjar...@gmail.com wrote: Hmm.. just looked up google checkout.. turns out paypal and google checkout charge .30 + 2.9%.. so you're still stuck losing 30% for a $1 fee.. actually 2.9% more. So what, .33 per toon. Still.. not a big deal if it's utilized.. making 67% or so is great, especially if more and more people buy virtual goods. On Sat, Mar 27, 2010 at 7:46 AM, chris harper ch393...@gmail.com wrote: Yes I know. Warren brought that up. But the game changer was when I found out that I can remove: category android:name=android.intent.category.LAUNCHER / from the manifet.xml which hides the new app's from the user (hides the clutter) and also doesn't allow the user to start it them on their own. So then I can just keep the new install apps behind the scenes and they don't clutter the users drawer. So there is not as much of an importance to delete them right away. What I might do is run checks for the install apps after a safe time (like a week). Then prompt the user and ask them if they want to clean them up (i.e remove them) letting them know that removing them DOES NOT remove the character. This way in the long run they don't have a bunch stacked up behind the scenes that they don't know about. I do plan to make the character apps as small as I can and put as much of the logic in the main app as I can. So many little details we have to deal with... -Chris On Sat, Mar 27, 2010 at 2:29 AM, Bob Kerns r...@acm.org wrote: Thanks. But it slipped my mind as I was writing it that immediately deleting the new app is going to be a loser, because it'll refund your payment. You'll have to arrange to do that at another time. Or not, and live with the clutter. Or simply use your .apk as the storage for your characters. That may actually be reasonably space-efficient, unless the character data is pretty small. It's not an issue for free/paid, because it's the older, free one that's being deleted in that case. But perhaps some components of my idea may be useful, or the code snippets. A really BAD idea would be to use the AlarmManager to initiate the deletion sequence. In fact, MOST uses of the AlarmManager to launch UI are bad, but this would be particularly evil. I'd do well as a prank app author, if I didn't have a conscience! On Mar 26, 8:43 am, chris harper ch393...@gmail.com wrote: We are probably in the running for the most active thread now but that’s great because this is an important issue that needs to be addressed. Bob – Thank you. Your solution is a pretty thought out solution. I admit I had to print it out and re-read it a few times. I might have a few questions coming your way because I think I like what you are doing. Give me a little more time to make sure I understand what you are doing. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
We are probably in the running for the most active thread now but that’s great because this is an important issue that needs to be addressed. Bob – Thank you. Your solution is a pretty thought out solution. I admit I had to print it out and re-read it a few times. I might have a few questions coming your way because I think I like what you are doing. Give me a little more time to make sure I understand what you are doing. String – Congrats on doing what many have failed to do. Get an answer from someone at google about app’s doing their own in-app purchasing. We need to post that in bold someplace. I hope you bought his dessert for him. That closes the can on a big question we have all be wanting a simple answer to (right Kevin, Warren?). The idea of Google user creds is very good. I still REALLY like that fact since the user is already using android then they probably already have an account though Market place and REALLY want to tap into that. As far as account setup it’s pretty much a given in my opinion. They just have to “ok” a transaction though my app and download the install app for the character. We are talking mobile here so people are messing with their phone while doing something else a lot of the time. If you can set it up so they just click “ok” and not have to mess with setting anything up then that has to make a difference in the amount of people you get purchasing extras. Westmeadboy – I agree with you. Last night knowing that I can hide my install app’s from the user and access them though the main app, well I can just modify my design so all the resources for each character are contained in their own install app’s (images, sounds etc..) and the main app can just access them via the assetManager. This will allow the install app’s very “lean” and in turn make downloading them quick for the user. That way my virtual content (i.e. my characters) truly are just “modules” that my main uses. Then my main app just accesses the “modules” for each character when a user wants to add/remove or update a character. Flooding the market. Maybe. But on a separate point many other threads have been asking (even pleading) Google to upgrade the market. I don’t want to wait because they have been very slow to respond in doing that. Maybe flooding the market will actually SHOW them that the market NEEDS to be changed. They need to maybe create an “addon” category so developers can do what we are taking about and app users can then search for add-on’s for specific apps? In your last post “LAUNCHER intent, the system won't give the user the option to open it, from anywhere.” That is want I seen when I played with it last night, but that is perfect for my design because A. The install app’s are hidden and B. They can only access them via the main app. Bob – I am re-reading. I like what you are doing. -Chris On Fri, Mar 26, 2010 at 6:34 AM, westmeadboy westmead...@yahoo.co.ukwrote: On Mar 26, 11:54 am, String sterling.ud...@googlemail.com wrote: If your add-on app doesn't have a LAUNCHER intent, the system won't give the user the option to open it, from anywhere. I thought using category INFO also allows the user to click Open in the Market app once the downloaded app has installed? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] How access restricted contacts in third party app
I would think that is what is meant by restricted. On Fri, Mar 26, 2010 at 3:15 AM, piyu spk2p...@gmail.com wrote: Hi All, I am developing a sync application which can sync multiple sync account contacts in server. To take a backup of all contacts I am reading raw_contacts from Raw_contacts table but problem is I am not getting restricted contacts of facebook and others in query for Raw_Contacts.ContentUri. Is there any way to read restricted contacts. Any help would be highly appreciated. Thanks -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
That is a great idea and out of the box (which is good) building a .apk dynamically. The Market place does not yet have the ability to search per app (which I agree if add on's start to come more common that will be needed). The way I am planning on getting around that (hopefully temporarily) is that within my app I still plan to open a page to my website where all my characters are and they can select them from there. Once they select a character it then links to the .apk within the market place for that character. I admit the downside is they can't select multiple characters for one check out which is where you idea would be ideal. But I think its the best I can currently do until the Market place changes. One question I do have though. I have yet to publish an app on the Market (this will be my first one). How long is the process take when you submit an app to when it is available on the market? I really don't know. For your idea that would probably be my first question and its not an issue with your idea but more an issue of the Market place. Is it immediately? Or does it take a few days? If it takes a few days you can see how it would make a user upset if they ordered something and they have to wait days to get it. If it is immediately than you might have given me an idea for version two of my app (if people like version one that is). I hope to get my first install app working with my main app by the end of the weekend to add/remove my characters. -Chris On Fri, Mar 26, 2010 at 7:33 PM, Kevin Duffey andjar...@gmail.com wrote: I have a sort of twist idea to the market problem... not sure this can be done, but I think it could be possible. Imagine you have an app that allows for virtual goods. You have dozens of goods for sale. Even better, you have an open-ended API that allows OTHER developers/users to create goods for your game/app and sell them. Yay.. revenue streams are good. Now, many users will probably buy one good here, one good there... but often times, you'll have a lot of users who want to purchase several goods. We surely don't want to deter the multi-goods buyer. That's more money in our pocket. The problem with the way you're doing it Chris (not a problem as in bad..just for this example), is that they would have to search/find/buy individual downloads for each good they wanted. What if your users could build up a cart full of items they want, check out just once, and behind the scenes, your server side builds up a single .apk with those goods, put's it out on the market, then sends them an email link for them to access from their android device when its deployed to market. At that time, they can then purchase the whole pack at once, through the market, and then utilize what you are doing Chris, where your main app can make use of all the goods from that install, and if not refunded in 48 hours... uninstall/delete the .apk off the device to avoid taking up room. Ok, I don't know that I would implement this, but I imagine it's got to be possible. On Fri, Mar 26, 2010 at 8:43 AM, chris harper ch393...@gmail.com wrote: We are probably in the running for the most active thread now but that’s great because this is an important issue that needs to be addressed. Bob – Thank you. Your solution is a pretty thought out solution. I admit I had to print it out and re-read it a few times. I might have a few questions coming your way because I think I like what you are doing. Give me a little more time to make sure I understand what you are doing. String – Congrats on doing what many have failed to do. Get an answer from someone at google about app’s doing their own in-app purchasing. We need to post that in bold someplace. I hope you bought his dessert for him. That closes the can on a big question we have all be wanting a simple answer to (right Kevin, Warren?). The idea of Google user creds is very good. I still REALLY like that fact since the user is already using android then they probably already have an account though Market place and REALLY want to tap into that. As far as account setup it’s pretty much a given in my opinion. They just have to “ok” a transaction though my app and download the install app for the character. We are talking mobile here so people are messing with their phone while doing something else a lot of the time. If you can set it up so they just click “ok” and not have to mess with setting anything up then that has to make a difference in the amount of people you get purchasing extras. Westmeadboy – I agree with you. Last night knowing that I can hide my install app’s from the user and access them though the main app, well I can just modify my design so all the resources for each character are contained in their own install app’s (images, sounds etc..) and the main app can just access them via the assetManager. This will allow the install app’s very “lean” and in turn make downloading them
[android-developers] Speech Recognition question
Hi I know to recognize speech from the user holding the phone you can use Recognizer Intent. Cool. Has anyone tried (or is it possible) to use Recognizer Intent to detect when someone on the phone is talking? I imagine this would have to be tied somehow to: VOICE_UPLINK_INPUT = 1 or VOICE_DOWNLINK_INPUT = 2 If not with RecognizerIntent is there any creative ideas on how it might be done in real time like RecognizerIntent works? Not by recording it to to a file with media recorder but in real time. I don't need anything fancy here. I do not need to recognize words and all that. All I need to do is to detect when the person on the phone is talking vs not talking. I am thinking there has to be a way. It's just a different audio source. Right? Thank you for any help -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Shane Kevin and I have been heavily involved in this because we both require in-app billing for virtual items within our apps. Actually this morning (as Kevin knows) I am trying to decide which way to go. I can either have my app access my website, require my users to enter account information on my site and then download my virtual content from my website within my app (which it will install it for them). Or I can find a way to make my virtual content available though Market place and have my virtual content available via apk downloads. For me (and Kevin probably agrees) the biggest advantage of using Market place is that users are fimular with it and if they don't have to re-enter their account information a second time from a source they don't know much about (i.e my site) and instead use market place so all they have to do is hit ok to confirm that will make a HUGE difference in the amount of users that will pay for virtual content because its a two second click VS re-entering all their account info again from an unknown source. As a developer of an app that is a HUGE incentive for me to use Market place and worth the extra time for me to think of a way to make it work. I am just trying to design a way to make the virtual content available so they don' t end up with dosens of apk files downloaded (one for each virtual content they purchase). I am currently thinking of an install apk app (different than my main app to make it small and lean for downloads) that can maybe get updates depending on which virtual content is purchased. Then that app talks to my main app to install my virtual content that my main app uses. I am currently researching what is involved when you do an update to a current apk. That's where I currently am right now. -Chris On Thu, Mar 25, 2010 at 9:02 AM, Shane Isbell shane.isb...@gmail.comwrote: I thought I'd briefly jump in on this discussion. I'm looking into providing a virtual currency/in-app billing solution for ZappMarket. ZappMarket is focused on paid app developers. I'd like to talk with developers (either on-list or you can send me an e-mail) about what your specific needs are for virtual currency and in-app billing. Largely at a technical level in terms of APIs you would find useful and whether you are looking for a basic set of interactions like check_balance, pay or for something more sophisticated that would also manage codes and virtual goods themselves. Based on your feedback, I can put up a trial solution that we can test and then go from there. Thanks, Shane Isbell (Founder of ZappMarket) http://twitter.com/sisbell http://twitter.com/zappstore http://zappmarket.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
, Mar 25, 2010 at 8:50 AM, chris harper ch393...@gmail.com wrote: Shane Kevin and I have been heavily involved in this because we both require in-app billing for virtual items within our apps. Actually this morning (as Kevin knows) I am trying to decide which way to go. I can either have my app access my website, require my users to enter account information on my site and then download my virtual content from my website within my app (which it will install it for them). Or I can find a way to make my virtual content available though Market place and have my virtual content available via apk downloads. For me (and Kevin probably agrees) the biggest advantage of using Market place is that users are fimular with it and if they don't have to re-enter their account information a second time from a source they don't know much about (i.e my site) and instead use market place so all they have to do is hit ok to confirm that will make a HUGE difference in the amount of users that will pay for virtual content because its a two second click VS re-entering all their account info again from an unknown source. As a developer of an app that is a HUGE incentive for me to use Market place and worth the extra time for me to think of a way to make it work. I am just trying to design a way to make the virtual content available so they don' t end up with dosens of apk files downloaded (one for each virtual content they purchase). I am currently thinking of an install apk app (different than my main app to make it small and lean for downloads) that can maybe get updates depending on which virtual content is purchased. Then that app talks to my main app to install my virtual content that my main app uses. I am currently researching what is involved when you do an update to a current apk. That's where I currently am right now. -Chris On Thu, Mar 25, 2010 at 9:02 AM, Shane Isbell shane.isb...@gmail.comwrote: I thought I'd briefly jump in on this discussion. I'm looking into providing a virtual currency/in-app billing solution for ZappMarket. ZappMarket is focused on paid app developers. I'd like to talk with developers (either on-list or you can send me an e-mail) about what your specific needs are for virtual currency and in-app billing. Largely at a technical level in terms of APIs you would find useful and whether you are looking for a basic set of interactions like check_balance, pay or for something more sophisticated that would also manage codes and virtual goods themselves. Based on your feedback, I can put up a trial solution that we can test and then go from there. Thanks, Shane Isbell (Founder of ZappMarket) http://twitter.com/sisbell http://twitter.com/zappstore http://zappmarket.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Thank you for all the interest guys. Really it helps and it can help feature developers down the road. Shane it is tricky and I don't want to do against Googles blessing but their lack of direction (or more like NO direction) on what developers should do for virtual content has kind of backed us into this corner of how can I provide virtual content for my app?. I THINK I am close. The instructions for the characters are stored in the sqlite database. Where the instructions for each character contain how to move, what images to use, what sounds to play, different animation characteristics for each etc... but the logic to RUN the instructions are in the main app. Hince the characters are modules that my app uses. Now to do this via Market place I am thinking that I have to create a different apk intall file for each character. Where in my main app I am using webview to go to my site to view additoinal characters but once they select a character from my website then actual checkout can be linked to the Market and to the .apk “installer” for just that character. They select the ok, they download the .apk for that character. Then the user (or maybe my main app can run the .apk installer pragmatically) runs the install .apk. That runs which populates the database (which is used buy the main app) with the character instructions and the installer places the images and sounds on the phone for the main program to access for that character. Now the character is installed. Now that would create a ton of .apk install app's on the phone (one for each character). But I did find where a .apk can uninstall itself via: *Uri packageURI = Uri.parse(package:com.android.myapp); Intent uninstallIntent = new Intent(Intent.ACTION_DELETE, packageURI);* * * *startActivity(uninstallIntent);* * * *So after each install runs and installs the character then the installer for that character can then remove itself. * *Where I don’t need the installer to uninstall the character. The Main App has that functionality.* * * *The problem I have is when the install app uninstall’s itself it asks for permission (which it should), but that can be confusing for the user who JUST download it (and now it’s asking to be uninstalled??)* * * *So I think I am in the ballpark, unless anyone sees anything I have overlooked?* ** ** *-Chris * On Thu, Mar 25, 2010 at 12:56 PM, Shane Isbell shane.isb...@gmail.comwrote: On Thu, Mar 25, 2010 at 11:29 AM, Disconnect dc.disconn...@gmail.comwrote: Sure there is - when you load the saved game (or the app, or whatever) check the content (characters, etc) against the installed applications. Then you are back to the case of having a bunch of apks installed on the user's device, which I believe was the issue Chris was trying to avoid. In any case, it looks like a tricky problem to get this to work in Android Market without Google's blessing. On Thu, Mar 25, 2010 at 2:14 PM, Shane Isbell shane.isb...@gmail.comwrote: Hi Chris, One other problem that may occur is that users purchase additional APKs (or virtual goods) and then after receiving them, simply ask for a refund on the APK. This allows them to keep your installer and main app and get as many add-ons and additional content as they want for free. There is no way to revoke the content once a refund has been issued. Shane -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- Shane Isbell (Founder of ZappMarket) http://twitter.com/sisbell http://twitter.com/zappstore http://zappmarket.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Will an uninstall trigger a refund? If so maybe I just don't do a refund? I don't deal with it? Is that an option? Can we do that? I plan on only charging .99 for a character. My main free app will contain two default characters (to get the user hooked). So if they really likes the app and they think the characters are funny (I have spent a lot of time on them) then they are more likely to still buy another one if there is no refund...because it's ONLY .99 after all?? What do you think? Great point though. Thank you. On Thu, Mar 25, 2010 at 2:22 PM, Warren warrenba...@gmail.com wrote: *So I think I am in the ballpark, unless anyone sees anything I have overlooked?* I think you overlooked something big. You plan to leave the data on the phone and uninstall the app. That works. But suppose I download the a character app, install the character, then immediately refund? Wouldn't I keep the character data? Also, if you auto-uninstall within the refund period, will that trigger a refund? If so, you guarantee 0 revenue. On Mar 25, 3:14 pm, chris harper ch393...@gmail.com wrote: Thank you for all the interest guys. Really it helps and it can help feature developers down the road. Shane it is tricky and I don't want to do against Googles blessing but their lack of direction (or more like NO direction) on what developers should do for virtual content has kind of backed us into this corner of how can I provide virtual content for my app?. I THINK I am close. The instructions for the characters are stored in the sqlite database. Where the instructions for each character contain how to move, what images to use, what sounds to play, different animation characteristics for each etc... but the logic to RUN the instructions are in the main app. Hince the characters are modules that my app uses. Now to do this via Market place I am thinking that I have to create a different apk intall file for each character. Where in my main app I am using webview to go to my site to view additoinal characters but once they select a character from my website then actual checkout can be linked to the Market and to the .apk “installer” for just that character. They select the ok, they download the .apk for that character. Then the user (or maybe my main app can run the .apk installer pragmatically) runs the install .apk. That runs which populates the database (which is used buy the main app) with the character instructions and the installer places the images and sounds on the phone for the main program to access for that character. Now the character is installed. Now that would create a ton of .apk install app's on the phone (one for each character). But I did find where a .apk can uninstall itself via: *Uri packageURI = Uri.parse(package:com.android.myapp); Intent uninstallIntent = new Intent(Intent.ACTION_DELETE, packageURI);* * * *startActivity(uninstallIntent);* * * *So after each install runs and installs the character then the installer for that character can then remove itself. * *Where I don’t need the installer to uninstall the character. The Main App has that functionality.* * * *The problem I have is when the install app uninstall’s itself it asks for permission (which it should), but that can be confusing for the user who JUST download it (and now it’s asking to be uninstalled??)* * * *So I think I am in the ballpark, unless anyone sees anything I have overlooked?* ** ** *-Chris * On Thu, Mar 25, 2010 at 12:56 PM, Shane Isbell shane.isb...@gmail.com wrote: On Thu, Mar 25, 2010 at 11:29 AM, Disconnect dc.disconn...@gmail.com wrote: Sure there is - when you load the saved game (or the app, or whatever) check the content (characters, etc) against the installed applications. Then you are back to the case of having a bunch of apks installed on the user's device, which I believe was the issue Chris was trying to avoid. In any case, it looks like a tricky problem to get this to work in Android Market without Google's blessing. On Thu, Mar 25, 2010 at 2:14 PM, Shane Isbell shane.isb...@gmail.com wrote: Hi Chris, One other problem that may occur is that users purchase additional APKs (or virtual goods) and then after receiving them, simply ask for a refund on the APK. This allows them to keep your installer and main app and get as many add-ons and additional content as they want for free. There is no way to revoke the content once a refund has been issued. Shane -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Warren I think you are right. I think if I do an uninstall on the app before the 24 hour period then it refunds. Thanks for catching that. Which leaves only one option. The install app can have two buttons on it. One to: Remove just the Install app and another to: Remove the install app AND the Character So the USER has the option of removing either just the install app (so the phone doesn't get cluttered with apk install files) OR removing the install app AND the character. If they select EITHER button before the the 24 hour period for a refund then both the install app and the character are removed. Which this can all be explained to the user within the install app. That should work. I would think? Rob I just took a look at them. The MAIN thing I am trying to accomplish is to make my characters available without requiring the user to enter finical information again. I really believe if they don't have to do that and instead they just click on submit to buy another character that will make a HUGE difference in the amount of people that will buy my characters because its a two second thing for them. They are at the DMV for example and board and like the characters in my app (which they downloaded because it was free), so why not try another character for .99 if they just have to click ok?? If I can just make it as seem-less as possible for an install apk to work with my main app this would be a great thing (as well as other developers like Warren). -Chris On Thu, Mar 25, 2010 at 2:58 PM, Rob Mazur r...@mobalyze.net wrote: Chris, have you tried creating an account on ScoreLoop? Once logged in they have a note at the bottom about their Android SDK. They are making it available to a few developers and you can email them if you are interested. IMO, until Google builds an in-app payment system, the best bet is to go with a company like ScoreLoop. I did read somewhere that they take a pretty hefty cut, but I don't know of any other options out there. I checked out OpenFeint but didn't see anything about Android. Plus this should only be temporary cuz it just wouldn't make sense for Google to miss out on the potential revenue available. On Mar 25, 4:36 pm, chris harper ch393...@gmail.com wrote: Will an uninstall trigger a refund? If so maybe I just don't do a refund? I don't deal with it? Is that an option? Can we do that? I plan on only charging .99 for a character. My main free app will contain two default characters (to get the user hooked). So if they really likes the app and they think the characters are funny (I have spent a lot of time on them) then they are more likely to still buy another one if there is no refund...because it's ONLY .99 after all?? What do you think? Great point though. Thank you. On Thu, Mar 25, 2010 at 2:22 PM, Warren warrenba...@gmail.com wrote: *So I think I am in the ballpark, unless anyone sees anything I have overlooked?* I think you overlooked something big. You plan to leave the data on the phone and uninstall the app. That works. But suppose I download the a character app, install the character, then immediately refund? Wouldn't I keep the character data? Also, if you auto-uninstall within the refund period, will that trigger a refund? If so, you guarantee 0 revenue. On Mar 25, 3:14 pm, chris harper ch393...@gmail.com wrote: Thank you for all the interest guys. Really it helps and it can help feature developers down the road. Shane it is tricky and I don't want to do against Googles blessing but their lack of direction (or more like NO direction) on what developers should do for virtual content has kind of backed us into this corner of how can I provide virtual content for my app?. I THINK I am close. The instructions for the characters are stored in the sqlite database. Where the instructions for each character contain how to move, what images to use, what sounds to play, different animation characteristics for each etc... but the logic to RUN the instructions are in the main app. Hince the characters are modules that my app uses. Now to do this via Market place I am thinking that I have to create a different apk intall file for each character. Where in my main app I am using webview to go to my site to view additoinal characters but once they select a character from my website then actual checkout can be linked to the Market and to the .apk “installer” for just that character. They select the ok, they download the .apk for that character. Then the user (or maybe my main app can run the .apk installer pragmatically) runs the install .apk. That runs which populates the database (which is used buy the main app) with the character instructions and the installer places the images and sounds on the phone for the main program
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Thanks guys Rob/Kevin You guys are really give me some ideas here. Thank you for the advice on score loop but I don’t think I can user it because my app doesn’t keep scores or interact with my app on other phones. It’s not really a game. So I am not sure if that will benefit me? I looked though scoreloop but it looks like it is for comparing scores with other users within a social network. Am I right? Rob – I was actually thinking right along that same track. Each install app keeps a timer of itself when it was installed and asks to be uninstalled after 48 hours, BUT makes it clear to the user that uninstalling the install app does NOT remove the character from the main app. Kevin - you gave me a great idea very close to what you suggested. I do have a server side set up. Like I said I have a website set up with a shopping cart and everything where I WAS going to make people buy/download my characters from there. What if the install .apk not only installs the character like I stated but also takes the user ID from the database on the phone (which both the install .apk and the main program share the same sqlite DB) and it sends the information to the sever like you suggested that this user ID OWNS this character. So any updates to this character get sent to this user. If they uninstall the install app before the 48 hours (for the refund) then before it uninstalls it updates the server they do not own this character anymore and this character was removed. If they remove the .apk install app after the 48 hours (via the prompt like Rob suggested) they still own the character and get any updates. The character is not tied with the .apk after the initial install. They can still remove the character from the main app at any time and that will also tell the server that they do not own the character anymore. What do you guys think? On Thu, Mar 25, 2010 at 3:38 PM, Kevin Duffey andjar...@gmail.com wrote: I wonder if removing the .apks will bring up other issues, like updates? For example, maybe not for your specific app, but what if a character .apk has a bug in it.. you fix it.. but end users have uninstalled. Now they will have to pay/reinstall again to get the updated toon even if they already paid/installed before. Honestly Chris I don't think this is a viable solution. It's close, but not quite there due to the variations of issue that may arise from removing the .apk. Here's a thought.. do you have a server side at all? If not, do you know enough server side to do a quick appengine or, I found a host that charges I think $15 a month to host a web app on a tomcat 6 server (I'll have to dig it up again)... the idea is.. make a simple server side app that stores a user's paid-for characters in a DB. That is.. the user goes to your site, pays for a toon. You then update (in some secure/encrypted manner) the DB for that user that they own that character. The next time they launch the game, some how it pulls the server and down comes any new toons they paid for. You can even allow for an SMS push notification that if they don't have a wifi/3G connection, but do have cell.. your game could listen for SMS messages (or a separate service piece to your game) and your server piece can send an SMS message (not sure what API/service allows for this to work tho) that when received updates the game for that user. Worse case, they don't have SMS enabled services.. and no internet.. then they have to wait till they do to get the character toons. Heck, they cant use the market to buy them either without network.. so no loss there. On Thu, Mar 25, 2010 at 2:31 PM, Rob Mazur r...@mobalyze.net wrote: Maybe you could store the date you detected the new apk in the prefs and say after refund period has expired you throw a dialog that tells the user they can now uninstall the addon pack. So for a few days (2 or 3 to be safe) your code checks that the apk is still there, if not then remove the character. Once the refund period has expired you throw up the dialog and can even kickoff the uninstall nicely with an intent. In your app description just make sure to inform them that they should not uninstall until directed, otherwise they will lose the character. But that the app will notify them when they can safely uninstall. On Mar 25, 5:11 pm, chris harper ch393...@gmail.com wrote: Warren I think you are right. I think if I do an uninstall on the app before the 24 hour period then it refunds. Thanks for catching that. Which leaves only one option. The install app can have two buttons on it. One to: Remove just the Install app and another to: Remove the install app AND the Character So the USER has the option of removing either just the install app (so the phone doesn't get cluttered with apk install files) OR removing the install app AND the character. If they select EITHER button before the the 24 hour period for a refund
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Warren you comments are always welcome. Thank you The way I am thinking of it is different. If the user uninstalls the Install app within 48 it removes BOTH the install app and the character and lets the server know that this user does not own this character anymore. So in your example the character will be uninstalled. After 48 hours they can just remove the Install App which will NOT update the server, so the user still owns the character and it is still installed. So when the main app starts up again (48 hours or a week later) it reads the database to reads in the installed characters. I think that will work. Actually. Right? I'll check and try the uninstall intent thank you. On Thu, Mar 25, 2010 at 4:39 PM, Warren warrenba...@gmail.com wrote: I think there's an uninstall intent that you can hook into. If you go this route, you should check into that, because there are other ways to uninstall your app than through the interface you set up. Here's an example of how this could go wrong (not trying to be overly negative, just trying to help) user installs character app which creates timestamp and installs data user uninstalls character app manually within 48 hours user does not use main app for 48 hours the main app checks the timestamp and sees that 48 hours have elapsed, so the data can be kept and used On Mar 25, 5:09 pm, chris harper ch393...@gmail.com wrote: Thanks guys Rob/Kevin You guys are really give me some ideas here. Thank you for the advice on score loop but I don’t think I can user it because my app doesn’t keep scores or interact with my app on other phones. It’s not really a game. So I am not sure if that will benefit me? I looked though scoreloop but it looks like it is for comparing scores with other users within a social network. Am I right? Rob – I was actually thinking right along that same track. Each install app keeps a timer of itself when it was installed and asks to be uninstalled after 48 hours, BUT makes it clear to the user that uninstalling the install app does NOT remove the character from the main app. Kevin - you gave me a great idea very close to what you suggested. I do have a server side set up. Like I said I have a website set up with a shopping cart and everything where I WAS going to make people buy/download my characters from there. What if the install .apk not only installs the character like I stated but also takes the user ID from the database on the phone (which both the install .apk and the main program share the same sqlite DB) and it sends the information to the sever like you suggested that this user ID OWNS this character. So any updates to this character get sent to this user. If they uninstall the install app before the 48 hours (for the refund) then before it uninstalls it updates the server they do not own this character anymore and this character was removed. If they remove the .apk install app after the 48 hours (via the prompt like Rob suggested) they still own the character and get any updates. The character is not tied with the .apk after the initial install. They can still remove the character from the main app at any time and that will also tell the server that they do not own the character anymore. What do you guys think? On Thu, Mar 25, 2010 at 3:38 PM, Kevin Duffey andjar...@gmail.com wrote: I wonder if removing the .apks will bring up other issues, like updates? For example, maybe not for your specific app, but what if a character .apk has a bug in it.. you fix it.. but end users have uninstalled. Now they will have to pay/reinstall again to get the updated toon even if they already paid/installed before. Honestly Chris I don't think this is a viable solution. It's close, but not quite there due to the variations of issue that may arise from removing the .apk. Here's a thought.. do you have a server side at all? If not, do you know enough server side to do a quick appengine or, I found a host that charges I think $15 a month to host a web app on a tomcat 6 server (I'll have to dig it up again)... the idea is.. make a simple server side app that stores a user's paid-for characters in a DB. That is.. the user goes to your site, pays for a toon. You then update (in some secure/encrypted manner) the DB for that user that they own that character. The next time they launch the game, some how it pulls the server and down comes any new toons they paid for. You can even allow for an SMS push notification that if they don't have a wifi/3G connection, but do have cell.. your game could listen for SMS messages (or a separate service piece to your game) and your server piece can send an SMS message (not sure what API/service allows for this to work tho) that when received updates the game for that user. Worse case, they don't have SMS enabled
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
westmeadboy We are trying to find a way to make app's install virtual content via the market. virtual content being movies, mp3 etc.. I didn't know that bout intent filter that is a big help thank you. On Thu, Mar 25, 2010 at 4:51 PM, westmeadboy westmead...@yahoo.co.ukwrote: What is your specific reason for wanting to uninstall the character apps? You can make sure that they do not appear in the app drawer by using the relevant intent filter. That would only leave them visible to the user when they do something like Settings - Applications or look in the Downloads of the Market app. On Mar 25, 11:09 pm, chris harper ch393...@gmail.com wrote: Thanks guys Rob/Kevin You guys are really give me some ideas here. Thank you for the advice on score loop but I don’t think I can user it because my app doesn’t keep scores or interact with my app on other phones. It’s not really a game. So I am not sure if that will benefit me? I looked though scoreloop but it looks like it is for comparing scores with other users within a social network. Am I right? Rob – I was actually thinking right along that same track. Each install app keeps a timer of itself when it was installed and asks to be uninstalled after 48 hours, BUT makes it clear to the user that uninstalling the install app does NOT remove the character from the main app. Kevin - you gave me a great idea very close to what you suggested. I do have a server side set up. Like I said I have a website set up with a shopping cart and everything where I WAS going to make people buy/download my characters from there. What if the install .apk not only installs the character like I stated but also takes the user ID from the database on the phone (which both the install .apk and the main program share the same sqlite DB) and it sends the information to the sever like you suggested that this user ID OWNS this character. So any updates to this character get sent to this user. If they uninstall the install app before the 48 hours (for the refund) then before it uninstalls it updates the server they do not own this character anymore and this character was removed. If they remove the .apk install app after the 48 hours (via the prompt like Rob suggested) they still own the character and get any updates. The character is not tied with the .apk after the initial install. They can still remove the character from the main app at any time and that will also tell the server that they do not own the character anymore. What do you guys think? On Thu, Mar 25, 2010 at 3:38 PM, Kevin Duffey andjar...@gmail.com wrote: I wonder if removing the .apks will bring up other issues, like updates? For example, maybe not for your specific app, but what if a character .apk has a bug in it.. you fix it.. but end users have uninstalled. Now they will have to pay/reinstall again to get the updated toon even if they already paid/installed before. Honestly Chris I don't think this is a viable solution. It's close, but not quite there due to the variations of issue that may arise from removing the .apk. Here's a thought.. do you have a server side at all? If not, do you know enough server side to do a quick appengine or, I found a host that charges I think $15 a month to host a web app on a tomcat 6 server (I'll have to dig it up again)... the idea is.. make a simple server side app that stores a user's paid-for characters in a DB. That is.. the user goes to your site, pays for a toon. You then update (in some secure/encrypted manner) the DB for that user that they own that character. The next time they launch the game, some how it pulls the server and down comes any new toons they paid for. You can even allow for an SMS push notification that if they don't have a wifi/3G connection, but do have cell.. your game could listen for SMS messages (or a separate service piece to your game) and your server piece can send an SMS message (not sure what API/service allows for this to work tho) that when received updates the game for that user. Worse case, they don't have SMS enabled services.. and no internet.. then they have to wait till they do to get the character toons. Heck, they cant use the market to buy them either without network.. so no loss there. On Thu, Mar 25, 2010 at 2:31 PM, Rob Mazur r...@mobalyze.net wrote: Maybe you could store the date you detected the new apk in the prefs and say after refund period has expired you throw a dialog that tells the user they can now uninstall the addon pack. So for a few days (2 or 3 to be safe) your code checks that the apk is still there, if not then remove the character. Once the refund period has expired you throw up the dialog and can even kickoff the uninstall nicely with an intent. In your app description just make sure
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
westmeadboy Thank you! I think you sent me down the right track. After much discussion on this I believe I found the best way to do this and I think it will actually work and be transparent to the user. Meaning it will be seen as one app and not a main and and a bunch of installer app's. Here is what I came up with. I been playing around tonight and westmeadboy is correct in your manifest file if you take out: category android:name=android.intent.category.LAUNCHER / The app does NOT show up in your drawer. So this is done for the installer apk's (not the main program). That is great because then the installer .apk's won't clutter up the apps for the user. They won't see them. When each install .apk for each character is downloaded the installer then updates the database (which is shared with the main app) with the installer package and installer app name. So the main app KNOWS what .apk installers are on the phone for each character which it gets from the database each time it starts up. If it knows that and keeps track of them, then dynamically the main app can call them via: final Intent intent = new Intent(); String PACKAGENAME = value from database for installer PACKAGE NAME; String APP_NAME = value from database for installer APP NAME; intent.setClassName(PACKAGENAME, APP_NAME); startActivity(intent); I already did it. The installer .apk is hidden and the main app calls them and to the user it will APPEAR to be the SAME app. The main app is just calling each installer .apk behind the scenes which the user can then control the install or removal of each character though it's individual installer. When a character is removed then the installer for that character is also removed. If they don't like a character and want to remove it for a refund within the 48 or whatever period then they are refunded for that character and the installer for that character is gone (it updates the database upon its removal). If I need to update a character then I just update the installer app for that character. The user can then re-download the installer app for that character whenever they want or get an alert for an update for a character just like any other program. I actually think this will work. Anyone see anything I am missing? -Chris On Thu, Mar 25, 2010 at 5:47 PM, westmeadboy westmead...@yahoo.co.ukwrote: To exclude from the app drawer, I think this explains it: http://groups.google.com/group/android-developers/msg/c4ca26a240d7120b BTW, looking at the payments (received) in Google Checkout the actual payment goes through always between 24 and 36 hours after authorisation. Most of the time its between 26 and 27 hours. Authorisation normally happens within a minute of receipt of the order, but sometimes takes several hours. (Of course, its possible that some payment systems within Google Checkout behave differently.) Because of the potential authorisation delay, its very difficult to be sure when the actual payment has cleared. I suppose 48 hours is safe enough... On Mar 26, 12:32 am, Rob Mazur r...@mobalyze.net wrote: I didn't know you could hide it from the app drawer. If that's the case then loading additional apks from a master apk may be a nice solution. Then you don't really need anything server-side either. Do you happen to know which filter does it? On Mar 25, 6:51 pm, westmeadboy westmead...@yahoo.co.uk wrote: What is your specific reason for wanting to uninstall the character apps? You can make sure that they do not appear in the app drawer by using the relevant intent filter. That would only leave them visible to the user when they do something like Settings - Applications or look in the Downloads of the Market app. On Mar 25, 11:09 pm, chris harper ch393...@gmail.com wrote: Thanks guys Rob/Kevin You guys are really give me some ideas here. Thank you for the advice on score loop but I don’t think I can user it because my app doesn’t keep scores or interact with my app on other phones. It’s not really a game. So I am not sure if that will benefit me? I looked though scoreloop but it looks like it is for comparing scores with other users within a social network. Am I right? Rob – I was actually thinking right along that same track. Each install app keeps a timer of itself when it was installed and asks to be uninstalled after 48 hours, BUT makes it clear to the user that uninstalling the install app does NOT remove the character from the main app. Kevin - you gave me a great idea very close to what you suggested. I do have a server side set up. Like I said I have a website set up with a shopping cart and everything where I WAS going to make people buy/download my characters from there. What if the install .apk not only installs the character like I stated but also takes the user ID from the database on the phone (which
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
saying, nobody is saying anything, their info isn't nearly clear on the subject, I say rather than worry about .apks, installs, etc.. just host the toon packs yourself, and download it directly and allow your app to directly add them rather than deal with .apk mess. Personally, this is what I would do in your shoes, and will do for my own stuff one day. On Thu, Mar 25, 2010 at 8:47 PM, chris harper ch393...@gmail.com wrote: westmeadboy Thank you! I think you sent me down the right track. After much discussion on this I believe I found the best way to do this and I think it will actually work and be transparent to the user. Meaning it will be seen as one app and not a main and and a bunch of installer app's. Here is what I came up with. I been playing around tonight and westmeadboy is correct in your manifest file if you take out: category android:name=android.intent.category.LAUNCHER / The app does NOT show up in your drawer. So this is done for the installer apk's (not the main program). That is great because then the installer .apk's won't clutter up the apps for the user. They won't see them. When each install .apk for each character is downloaded the installer then updates the database (which is shared with the main app) with the installer package and installer app name. So the main app KNOWS what .apk installers are on the phone for each character which it gets from the database each time it starts up. If it knows that and keeps track of them, then dynamically the main app can call them via: final Intent intent = new Intent(); String PACKAGENAME = value from database for installer PACKAGE NAME; String APP_NAME = value from database for installer APP NAME; intent.setClassName(PACKAGENAME, APP_NAME); startActivity(intent); I already did it. The installer .apk is hidden and the main app calls them and to the user it will APPEAR to be the SAME app. The main app is just calling each installer .apk behind the scenes which the user can then control the install or removal of each character though it's individual installer. When a character is removed then the installer for that character is also removed. If they don't like a character and want to remove it for a refund within the 48 or whatever period then they are refunded for that character and the installer for that character is gone (it updates the database upon its removal). If I need to update a character then I just update the installer app for that character. The user can then re-download the installer app for that character whenever they want or get an alert for an update for a character just like any other program. I actually think this will work. Anyone see anything I am missing? -Chris On Thu, Mar 25, 2010 at 5:47 PM, westmeadboy westmead...@yahoo.co.ukwrote: To exclude from the app drawer, I think this explains it: http://groups.google.com/group/android-developers/msg/c4ca26a240d7120b BTW, looking at the payments (received) in Google Checkout the actual payment goes through always between 24 and 36 hours after authorisation. Most of the time its between 26 and 27 hours. Authorisation normally happens within a minute of receipt of the order, but sometimes takes several hours. (Of course, its possible that some payment systems within Google Checkout behave differently.) Because of the potential authorisation delay, its very difficult to be sure when the actual payment has cleared. I suppose 48 hours is safe enough... On Mar 26, 12:32 am, Rob Mazur r...@mobalyze.net wrote: I didn't know you could hide it from the app drawer. If that's the case then loading additional apks from a master apk may be a nice solution. Then you don't really need anything server-side either. Do you happen to know which filter does it? On Mar 25, 6:51 pm, westmeadboy westmead...@yahoo.co.uk wrote: What is your specific reason for wanting to uninstall the character apps? You can make sure that they do not appear in the app drawer by using the relevant intent filter. That would only leave them visible to the user when they do something like Settings - Applications or look in the Downloads of the Market app. On Mar 25, 11:09 pm, chris harper ch393...@gmail.com wrote: Thanks guys Rob/Kevin You guys are really give me some ideas here. Thank you for the advice on score loop but I don’t think I can user it because my app doesn’t keep scores or interact with my app on other phones. It’s not really a game. So I am not sure if that will benefit me? I looked though scoreloop but it looks like it is for comparing scores with other users within a social network. Am I right? Rob – I was actually thinking right along that same track. Each install app keeps a timer of itself when it was installed and asks to be uninstalled after 48 hours, BUT makes it clear to the user that uninstalling
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
I hate to say it but I have to agree with Disconnect. I re-read the agreement and it does say: 3.3 *All fees received* by Developers for Products *distributed* via the Market must be processed by the Market’s Payment Processor. To me that means any additional money that you make from any product (i.e. app) that you distribute from the Market must go though the Market's Payment Processor. Or another way to put it from Google side. We distributed your app so any money you make off it then we want our cut. I don't like it but that is how I read it. But want is pretty lame is that they are making developers abide to this but they have not set up the infrastructure to support it. Meaning the the market does not provide a way to distribute virtual products one might want a user to buy and upload within their app like a movie or music or in my case extra characters that my app uses. There are no Market Libraries that you can use within your app to use to process a payment though the Market. The Google guys have been silent to answer this because there is no way to support it. So *unless anyone that reads this knows of any another way*. The only way I can see to abide by goggles legal request is to bundle up every single character I want to sell and upload within my app as as a separate apk and put it on the market as a separate download. I don't want to do that but to stay legal then that is the road I am going to have to take. Thank you -Chris On Wed, Mar 24, 2010 at 1:36 AM, Jeremy Slade jeremy.g.sl...@gmail.comwrote: My interpretation, not to be confused with legal advice: Add-on products purchased via an app do not qualify as products distributed via the Market. However, something like a pro version of an app, purchased via a lite version that was distributed via the Market, would be subject to this part of the agreement. Similarly, ad revenue earned from a Market app is not subject to this clause, because the product (for which you are being paid) is ad impressions / clicks, which are not distributed via the Market. I don't think I want to be first to prove that interpretation, however... On Mar 23, 8:53 am, TreKing treking...@gmail.com wrote: Interesting discussion. 3.3 - All fees received by Developers for Products distributed via the Market must be processed by the Market’s Payment Processor. One could argue that fees received by Developers for Products distributed via the Market only applies to apps sold through the market. If you then used your app to allow the user to buy stuff from your website, those fees would not be for products distributed via the Market, they would be for products distributed via your website and would not be subject to being processed by the Payment Processor. Thoughts? - TreKing - Chicago transit tracking app for Android-powered deviceshttp:// sites.google.com/site/rezmobileapps/treking -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
I see your point. I can be read either way. The android tech guys on here won't comment because it is a legal matter but it would be really really great if they could at least point us in the direction of WHERE to ask this question??? There is not a legal discussion forum to ask these things. * Please. To the Google engineers reading this. * You guys really might want to bring up at your next weekly working meeting (if you have those) that with all these developers creating everything from X to Z for applications there WILL be many legal questions like this one that will need to be answered. So the developers will know what direction to go in on different issues. We don't want to skirt around anything legal, we just need a place to go for direction. So you guys REALLY might want to set up a place where we can go to get these legal questions answered. Instead of waiting until they do all the work of developing their app and getting it out there and THEN telling them oh you can't do this for legal reason ..whatever. Just trying to help. I guess I will just send search around to see if I can find a general android support email and I will send the question there. For anyone wondering what the question is go up to my last email on this post about how to do in-app purchasing and the Market Agreement. -Chris On Wed, Mar 24, 2010 at 10:44 AM, Yahel kaye...@gmail.com wrote: 3.3 *All fees received* by Developers for Products *distributed* via the Market must be processed by the Market’s Payment Processor. To me that means any additional money that you make from any product (i.e. app) that you distribute from the Market must go though the Market's Payment Processor. Say I sell gold point, or tickets through my app, then it doesn't fit into *distributed* via the Market , since it is not distributed through the Market at all, but through my app. Intrepretation is in the eye of the beholder...Whatever that means :D Anyway, there is no need to argue. We need Google's take on it. Because only them know what they want and don't want. Yahel -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
jfarringdon has posted an answer to the question In-App Purchasing for Applications: No you should not currently offer in app features that you charge for. It is against the distribution agreement. You could offer separate paid apps, and have your main app share these resources (if you take good care to share, normally apps do not share). Post back with your solution, it is an interesting question for a number of people. Good luck, J. http://www.android.com/us/developer-distribution-agreement.html View this question at the Google Help Forum Unsubscribe from answers to this question jfarringdon Thank you for the response and exactly what I am designing. My main app uses Characters where the information about each character are stored via the sqlite database and the images that make up the character are stored on phone which my main app uses to load a character when needed. I will create an installer app for EACH character. The installer app will contain the information for each new character and the images (which are under /assets in the apk) and when the user buys an installer app for a character it will download, run, read in the images from /assets, write them to the phone and populate the sqlite database with the the character information. The installer for each character will also uninstall a character by reversing the process. So when an installer for character is purchased (though marketplace) and run to install the character, then my main app can read the database, read the images and run the character. I downside is a user can then have accumulate installer apps for each character on their phone. So I am applying an option to remove the installer app for each character once the character is installed or they can either remove it or leave it on their phone. The characters can be uninstalled from the installer OR from the main program. So they don't need the installer app to remove a character. That is the ONLY way I can think to abide by the Market rules as they stand. -Chris On Wed, Mar 24, 2010 at 11:34 AM, chris harper ch393...@gmail.com wrote: I see your point. I can be read either way. The android tech guys on here won't comment because it is a legal matter but it would be really really great if they could at least point us in the direction of WHERE to ask this question??? There is not a legal discussion forum to ask these things. * Please. To the Google engineers reading this. * You guys really might want to bring up at your next weekly working meeting (if you have those) that with all these developers creating everything from X to Z for applications there WILL be many legal questions like this one that will need to be answered. So the developers will know what direction to go in on different issues. We don't want to skirt around anything legal, we just need a place to go for direction. So you guys REALLY might want to set up a place where we can go to get these legal questions answered. Instead of waiting until they do all the work of developing their app and getting it out there and THEN telling them oh you can't do this for legal reason ..whatever. Just trying to help. I guess I will just send search around to see if I can find a general android support email and I will send the question there. For anyone wondering what the question is go up to my last email on this post about how to do in-app purchasing and the Market Agreement. -Chris On Wed, Mar 24, 2010 at 10:44 AM, Yahel kaye...@gmail.com wrote: 3.3 *All fees received* by Developers for Products *distributed* via the Market must be processed by the Market’s Payment Processor. To me that means any additional money that you make from any product (i.e. app) that you distribute from the Market must go though the Market's Payment Processor. Say I sell gold point, or tickets through my app, then it doesn't fit into *distributed* via the Market , since it is not distributed through the Market at all, but through my app. Intrepretation is in the eye of the beholder...Whatever that means :D Anyway, there is no need to argue. We need Google's take on it. Because only them know what they want and don't want. Yahel -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Warren That is correct. All the features for my app are always there, they never change. My app is just USED to load and run the characters (which are little modules that my app uses that I want to charge for). This is completely different than charging for an upgrade. The same way you can put itunes on your PC but itunes is USED to load and run mp3's (which you buy). Or using VLC media player (which is free) which is USED to load and run movies. But the way I read the agreement Google still wants to any revenue made from the app to go though market place. Which to me means that I have make it so all my characters as separate downloads in market place via a separate installer for each character which I CAN charge for. Unless I am am understanding that wrong which would be nice. -Chris On Wed, Mar 24, 2010 at 12:41 PM, Warren warrenba...@gmail.com wrote: I want to point out, because this has been part of the confusion the whole time, that he says, No you should not currently offer in app features that you charge for. Did you get that? The you should not charge for features. So suppose, as in Chris' case, you want to load extra character models. Well, one of the features of your app is the ability to load external models. They could be from the original developer, or I suppose someone else could design one and send it to you as well. Even if you don't have any characters installed/loaded, the feature to load them is still there and it is free. This is not that different from the mp3 comparison made earlier. The application offers a feature, the ability to play songs, no matter where the song files came from. Adding or removing mp3 files does not change the features of the music app. On Mar 24, 1:02 pm, chris harper ch393...@gmail.com wrote: jfarringdon has posted an answer to the question In-App Purchasing for Applications: No you should not currently offer in app features that you charge for. It is against the distribution agreement. You could offer separate paid apps, and have your main app share these resources (if you take good care to share, normally apps do not share). Post back with your solution, it is an interesting question for a number of people. Good luck, J. http://www.android.com/us/developer-distribution-agreement.html View this question at the Google Help Forum Unsubscribe from answers to this question jfarringdon Thank you for the response and exactly what I am designing. My main app uses Characters where the information about each character are stored via the sqlite database and the images that make up the character are stored on phone which my main app uses to load a character when needed. I will create an installer app for EACH character. The installer app will contain the information for each new character and the images (which are under /assets in the apk) and when the user buys an installer app for a character it will download, run, read in the images from /assets, write them to the phone and populate the sqlite database with the the character information. The installer for each character will also uninstall a character by reversing the process. So when an installer for character is purchased (though marketplace) and run to install the character, then my main app can read the database, read the images and run the character. I downside is a user can then have accumulate installer apps for each character on their phone. So I am applying an option to remove the installer app for each character once the character is installed or they can either remove it or leave it on their phone. The characters can be uninstalled from the installer OR from the main program. So they don't need the installer app to remove a character. That is the ONLY way I can think to abide by the Market rules as they stand. -Chris On Wed, Mar 24, 2010 at 11:34 AM, chris harper ch393...@gmail.com wrote: I see your point. I can be read either way. The android tech guys on here won't comment because it is a legal matter but it would be really really great if they could at least point us in the direction of WHERE to ask this question??? There is not a legal discussion forum to ask these things. * Please. To the Google engineers reading this. * You guys really might want to bring up at your next weekly working meeting (if you have those) that with all these developers creating everything from X to Z for applications there WILL be many legal questions like this one that will need to be answered. So the developers will know what direction to go in on different issues. We don't want to skirt around anything legal, we just need a place to go for direction. So you guys REALLY might want to set up a place where we can go to get these legal questions answered. Instead of waiting until they do all the work
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Sorry Warren I didn't check over there. I will post the same response. -Chris On Wed, Mar 24, 2010 at 12:50 PM, Warren warrenba...@gmail.com wrote: Here is where the discussion landed on the Market support forum. http://www.google.com/support/forum/p/Android+Market/thread?tid=3c47284987b99696hl=en On Mar 24, 1:41 pm, Warren warrenba...@gmail.com wrote: I want to point out, because this has been part of the confusion the whole time, that he says, No you should not currently offer in app features that you charge for. Did you get that? The you should not charge for features. So suppose, as in Chris' case, you want to load extra character models. Well, one of the features of your app is the ability to load external models. They could be from the original developer, or I suppose someone else could design one and send it to you as well. Even if you don't have any characters installed/loaded, the feature to load them is still there and it is free. This is not that different from the mp3 comparison made earlier. The application offers a feature, the ability to play songs, no matter where the song files came from. Adding or removing mp3 files does not change the features of the music app. On Mar 24, 1:02 pm, chris harper ch393...@gmail.com wrote: jfarringdon has posted an answer to the question In-App Purchasing for Applications: No you should not currently offer in app features that you charge for. It is against the distribution agreement. You could offer separate paid apps, and have your main app share these resources (if you take good care to share, normally apps do not share). Post back with your solution, it is an interesting question for a number of people. Good luck, J. http://www.android.com/us/developer-distribution-agreement.html View this question at the Google Help Forum Unsubscribe from answers to this question jfarringdon Thank you for the response and exactly what I am designing. My main app uses Characters where the information about each character are stored via the sqlite database and the images that make up the character are stored on phone which my main app uses to load a character when needed. I will create an installer app for EACH character. The installer app will contain the information for each new character and the images (which are under /assets in the apk) and when the user buys an installer app for a character it will download, run, read in the images from /assets, write them to the phone and populate the sqlite database with the the character information. The installer for each character will also uninstall a character by reversing the process. So when an installer for character is purchased (though marketplace) and run to install the character, then my main app can read the database, read the images and run the character. I downside is a user can then have accumulate installer apps for each character on their phone. So I am applying an option to remove the installer app for each character once the character is installed or they can either remove it or leave it on their phone. The characters can be uninstalled from the installer OR from the main program. So they don't need the installer app to remove a character. That is the ONLY way I can think to abide by the Market rules as they stand. -Chris On Wed, Mar 24, 2010 at 11:34 AM, chris harper ch393...@gmail.com wrote: I see your point. I can be read either way. The android tech guys on here won't comment because it is a legal matter but it would be really really great if they could at least point us in the direction of WHERE to ask this question??? There is not a legal discussion forum to ask these things. * Please. To the Google engineers reading this. * You guys really might want to bring up at your next weekly working meeting (if you have those) that with all these developers creating everything from X to Z for applications there WILL be many legal questions like this one that will need to be answered. So the developers will know what direction to go in on different issues. We don't want to skirt around anything legal, we just need a place to go for direction. So you guys REALLY might want to set up a place where we can go to get these legal questions answered. Instead of waiting until they do all the work of developing their app and getting it out there and THEN telling them oh you can't do this for legal reason ..whatever. Just trying to help. I guess I will just send search around to see if I can find a general android support email and I will send the question there. For anyone wondering what the question is go up to my last email on this post about how to do in-app purchasing and the Market Agreement. -Chris
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
I will post my response on both threads and I Kevin you are right we had two threads going on this with no answer. Thanks for the input TreKing I agree I don't WANT to violate anything but when I can't get an answer I am not sure what do to? I have the basic skeleton structure for implementing the APK's for the characters though the Market. I will keep that on the side and I will start by publishing my characters via my own website and if they say I can't then you are right as least I forced a hand and got an answer. If I do get that answer then again, the question is only PART of it because if they tell developers that they HAVE to go though Market Place to provide virtual content which people can buy via their app (NOT AN UPGRADE FOR THE APP vey important difference) then well ...where is the infrastructure to support it? They have either to provide the infrastructure though Market Place for virtual content OR by provide the API's that developers can use in their apps to use Market Place to complete transactions of virtual items purchased within apps. They can't just say don't do that and not provide an alternative way. Well they could but it would make me rethink about developing for Android. At least that's how I see it. I'll go with my original idea and if they make me change to use market place then I will make sure all the other developers know about it and at least we have a future direction. Although I estimate that I have about another two months of code and test work before I distribute my app. ToonTalks! Watch for it. :-) Thank you On Wed, Mar 24, 2010 at 4:00 PM, Kevin Duffey andjar...@gmail.com wrote: Hey all, read that thread and the rest of this one. I agree with TreKing. Just do it Chris. The language to me, and everyone else here is quite clear. All apps distributed thru the market MUST pay the market. Cool.. fair enough.. but there is nothing at all that describes in-game transactions that you code yourself. Nothing at all. There is no place short of this thread and another that tries to identify this issue and I am rather shocked as long as this thread has been around nobody from google has responded. As TreKing said, it's ambiguous, it's not nearly clear enough to say you can't do it. More so, I can't help but wonder, how would google ever know anyway... short of someone calling them up and saying that an app sold on the market is doing in-game payments thru paypal or something.. and if that person can do that, why can't we find some way to contact them to find this out. Frankly, as I've said a few times, google would be out of their minds to try to prevent this and if anything should really step up and provide a solid built-in android payment capability that they can profit from. I said it several times, I am ALL for giving google some of my in-game profits. They deserve it if they are willing to support it by supplying the API that handles the transactions. There has been plenty of articles about how long can google sustain their financial status on ads only... this is clearly one way they can make a crap load of money doing almost nothing (after all they already have google checkout working and supported), and from the various articles talking about how big micro transactions are going to be, and already are, if Android itself balloons and catches up or surpasses iPhone like various reports indicate, google could stand to make huge money off of something like this. As well, it will provide a more stable income source for developers utilizing it. I liken this to themes. I have yet to get my 2.1 update on my droid.. supposedly sometime in 2012 or so we'll get it being 2+ months late already... but, the theme market.. or live home screen market is sure to explode as people create their own themes and sell them for .99 on the market. I still don't get why google doesn't take a cut of all the apps sold on the market while apple does.. I dont get it. But whatever. Anyway, I plan on supporting this in my apps.. until I am told otherwise. On Wed, Mar 24, 2010 at 12:26 PM, chris harper ch393...@gmail.com wrote: Sorry Warren I didn't check over there. I will post the same response. -Chris On Wed, Mar 24, 2010 at 12:50 PM, Warren warrenba...@gmail.com wrote: Here is where the discussion landed on the Market support forum. http://www.google.com/support/forum/p/Android+Market/thread?tid=3c47284987b99696hl=en On Mar 24, 1:41 pm, Warren warrenba...@gmail.com wrote: I want to point out, because this has been part of the confusion the whole time, that he says, No you should not currently offer in app features that you charge for. Did you get that? The you should not charge for features. So suppose, as in Chris' case, you want to load extra character models. Well, one of the features of your app is the ability to load external models. They could be from the original developer, or I suppose someone else
Re: [android-developers] Being legally harassed, by a large iPhone developer
I agree. If I were in your boots (which ANY of us can be because any A-HOLE can compare any application we develop to almost any feature in someone else app). Then I would seek legal advice. My questions would be. A. Isn't copyright taking something (not having something similar to) something someone used and modifying and reusing it? Which you didn't did do so then how how can they clam copyright infringement? B. If it is SIMILAR to their application then don't they need a patent on it for you to cease and desist? I mean that IS the purpose of patents right? That is why people pay thousands of dollars for a patent?? If they don't have a patent on it then why does it matter if what you did is similar to what they did? It's an open idea? Open idea meaning they don't have a patent on it so anyone can do the same thing. These would be the questions I would ask and yes I would talk to someone who can represent you. I am interested in the outcome. Please let us all know as we could all have this same issue. -Chris On Sun, Mar 21, 2010 at 6:24 PM, Richard rtaylor...@googlemail.com wrote: Hi everyone, I'm the developer of a game, Flying Aces, that was released last September. It's a simple line drawing game, of which there are now several variations on a similar theme. There is a very popular iPhone game, Flight Control, that is one of the most popular (over 2 million sales) developed by Firemint. Firemint, according to their website, are porting their Flight Control game to Android very soon. I was contacted last week, with this email: http://stickycoding.com/fa1.pdf I promptly replied, asking whether it was some kind of joke, and asked whether they are accusing me of using any of their graphics/audio/ resources (which I do not). I got this response today: http://stickycoding.com/fa2.pdf They appear to be demanding (they haven't explicitly mentioned, but I'm sure they will mention legal proceedings in their next reply) that I stop selling my game, because it is vaguely similar to theirs. Now, yes, you land planes by dragging a path, but that's the line-drawing genre. And mentioning similar things such as helicopter landing site with a big H. Does anyone have any opinions on this matter? I'm assuming they have contacted developers of similar apps (Flight Director is very similar to my game, and is more popular, I would assume they were contacted first) so I've emailed them to see. I don't take to kindly to larger businesses trying to nudge indie devs like myself out of the way to create a monopoly for there game before it is even published. I know this isn't a programming question but, I figured it applies to many developers like myself, and there isn't much in the way of advice other than on here. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Ok. I am REALLY trying to play ball here. I will then ask a technical question on this issue. If we have to go though the Android Market for people to purchase virtual items though our app's (like a movie, or music) from a site then how do we do that within our application technically - using the Android Market? We want a user to go to a site using our app's and buy something and download it and us it within our app. If we have to go though the Android Market to do that then...how??? If the items can be anything from a movie to music to additional characters for a game? How do we technically do that using the Android market within our application if that is the ONLY choice we have for our users to purchase a virtual item? That is a technical question. :-) Thank you -Chris On Tue, Mar 23, 2010 at 9:32 AM, Disconnect dc.disconn...@gmail.com wrote: On Tue, Mar 23, 2010 at 11:24 AM, polyclefsoftware dja...@gmail.comwrote: Disconnect wrote: At first glance, section 3.3: All fees received by Developers for Products distributed via the Market must be processed by the Market’s Payment Processor. All fees. (And unless you have a weird contract with google checkout, your standard account is unlikely to do that 70/30 split, pay the carriers, etc - so its not the -market- payment processor.) So all those fees I and other developers receive for in-app ads from various providers are in violation of the Market Agreement? Free, ad-supported apps are *products distributed via the Market*. And all fees from ads do not flow through Google Checkout. You saying all apps with ads need to be yanked? Nice try, but you need to read the -whole- agreement: Payment Processor(s): Any party authorized by Google to provide payment processing services that enable Developers with optional Payment Accounts to charge Device users for Products distributed via the Market. Ad revenue isn't a fee. If nobody clicks your ads, the app doesn't disappear. You aren't charging the users -a fee- for the app any more than gmail is when they show ads there.. Mark Murphy wrote: That is legal or business advice compared to technical QA, which is the purpose of this list and the role of the Googlers on it. The very fact that he has to resort to asking here should demonstrate the need for a business contact to handle non-technical issues related to the development and distribution of apps via the Android Market. I have a contact I work with at Google on the AdSense team that I can ask about questions related to whether or not specific implementations are acceptable or whether they violate terms of service. Check the group charter: *Discuss developing Android applications using the Android framework. Get help with troubleshooting apps, advice on implementation, and strategies for improving your app's speed and user experience.* Sorry, nothing there about getting legal advice from google.. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: Being legally harassed, by a large iPhone developer
Richard/Patrick It will probably come down to how much they want to really pay and pursue this. It might just be a scare tactic because if they are jumping from the iphone over to Android with their app then their natural first reaction would be to scare off the competition. One this is for sure if I was you. I would not back down. I would would be quite angry and pursue it. I have been working on my app for about 5 months now and it will be my first app but in reading what you have gone though and what other developers have gone though. I am not worried about bug fixes or my app itself when I put it on the market. I am worried about the legal issues. I REALLY think that is the bigger deal with Android and it being open for people to make what they want and I am REALLY trying everything I can to avoid that with my application. I did find someone that does hold a patent on something that my app centers around and I did contact them and they will eventuate my application before I post it on the market. I hope that is enough. lol So I really do which you luck Richard and PLEASE let us know what comes of this. As some of us might be in the same boat -Chris On Tue, Mar 23, 2010 at 9:50 AM, Richard rtaylor...@googlemail.com wrote: Thanks for all the advice everybody, I know nobody here is an expert. I am actually in the UK, and Firemint are Australian - so the US laws don't actually apply, but I can't imagine ours differ that much. And yes, ofcourse I had seen their game beforehand (only actually played for 5 minutes) and thought it was a good idea. The style is pretty much generic cartoonish - I'd say mine has a unique OTT cartoony style if anything. Chris: As far as I'm aware, from what I've been told (and what appears to have come of this Apple vs HTC lawsuit thing) that patents are what are being infringed, they need to be down on paper and approved rather than a 'we did that first'. Infact, I looked up the First-To-Patent vs First-To-Invent, and it seems that only the US goes for the 'First to invent' rule. So if they haven't actually got a patent, technically, I could run down to a lawyer, shell out a couple k, and then sue there a** back, right? :P I also have quite a few features that don't appear in there game. I have different styles of game, helicopter only, timed modes, weather, bonus parachutes dropping the from sky, obstacles to avoid and multipliers to collect. Not to mention a lot of unlockables / achievements. From what I remember (at the time I launched my game anyway) there's was simple starting slowly, and building up speed. I asked a few more questions about what exactly they were questioning in my last message to them, they are yet to get back. I'm not too worried about things at the minute, right now I think they are just trying to knock competition out of the way for when they release. They haven't actually worded that they will be threatening me legally, but it's implied in the way they demand things. It's just a little disconcerting for me, a student that just wants a bit of extra money for his cider addiction, should have to deal with corporate arrogance like this. Thanks Again Richard On Mar 23, 3:30 pm, chris harper ch393...@gmail.com wrote: I agree. If I were in your boots (which ANY of us can be because any A-HOLE can compare any application we develop to almost any feature in someone else app). Then I would seek legal advice. My questions would be. A. Isn't copyright taking something (not having something similar to) something someone used and modifying and reusing it? Which you didn't did do so then how how can they clam copyright infringement? B. If it is SIMILAR to their application then don't they need a patent on it for you to cease and desist? I mean that IS the purpose of patents right? That is why people pay thousands of dollars for a patent?? If they don't have a patent on it then why does it matter if what you did is similar to what they did? It's an open idea? Open idea meaning they don't have a patent on it so anyone can do the same thing. These would be the questions I would ask and yes I would talk to someone who can represent you. I am interested in the outcome. Please let us all know as we could all have this same issue. -Chris On Sun, Mar 21, 2010 at 6:24 PM, Richard rtaylor...@googlemail.com wrote: Hi everyone, I'm the developer of a game, Flying Aces, that was released last September. It's a simple line drawing game, of which there are now several variations on a similar theme. There is a very popular iPhone game, Flight Control, that is one of the most popular (over 2 million sales) developed by Firemint. Firemint, according to their website, are porting their Flight Control game to Android very soon. I was contacted last week, with this email: http://stickycoding.com/fa1.pdf I promptly replied
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
These guys seems to find a way to make it work. Looks like they just add updates to their app though the market. http://phandroid.com/2009/11/23/android-in-app-purchases-breached-by-ringz/ -Chris On Tue, Mar 23, 2010 at 10:12 AM, Warren warrenba...@gmail.com wrote: If you then used your app to allow the user to buy stuff from your website, those fees would not be for products distributed via the Market, they would be for products distributed via your website and would not be subject to being processed by the Payment Processor. Thoughts? This is exactly what I'm thinking. And I think this would be allowable under the agreement. On Mar 23, 10:53 am, TreKing treking...@gmail.com wrote: Interesting discussion. 3.3 - All fees received by Developers for Products distributed via the Market must be processed by the Market’s Payment Processor. One could argue that fees received by Developers for Products distributed via the Market only applies to apps sold through the market. If you then used your app to allow the user to buy stuff from your website, those fees would not be for products distributed via the Market, they would be for products distributed via your website and would not be subject to being processed by the Payment Processor. Thoughts? - TreKing - Chicago transit tracking app for Android-powered deviceshttp:// sites.google.com/site/rezmobileapps/treking -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
KevinYou just hit the nail on the head. Most of us are making applications to make some extra money and if google is not going to allow developers to do In-App Purchasing then we need a good alternate solution. *PLEASE FOR THE ANDROID ENGINEERS ON HERE! *- If we can't do in-app purchasing then ok. That's now it is. That what do we do for extra functionality or virtual items for our app's that we want our users to buy and download? Is the only solution for us developers to add a new apk file on the Market for any and all items that we want our app to download and use? In my case my app is based on little characters. It comes with so many but I want the users to buy and download new ones. I was going to do this via a website but I am seeing now that I can't do that? Now I am thinking that I need to bundle them up in an apk update and put them on the market but as Kevin eluded to this will lead to many apk versions on the market. Is this want we need to do though? I am wanting to fight one way or another but I need to know how to design my application to provide this ability. Thank you -Chris On Tue, Mar 23, 2010 at 11:29 AM, Kevin Duffey andjar...@gmail.com wrote: I dont know that I agree Chris.. this issue is not resolved in my opinion. There needs to be a definitive response from google, maybe not here, but perhaps from a developer that has dealt with this issue. The problem with using the market for updates.. is that it's going to flood the market with items that end users have to scroll thru to find other apps, and they are updates. How the heck is that any good? What google should do is provide an update section to the market, so that developers can put game expansions, in-game items, etc in that section and NOT pollute the main apps/games section of the market. A user will stay on a web page for about 3 seconds on average before they get bored and leave if it takes too long to load. How long will end users scroll through a list of mostly add-ons/in-game updates if they are intermixed with all the other apps. I know I don't spend that much time, at most I load more a couple of times. If the market doesn't get cleaned up, it's going to deter more and more users and degrade the overall android experience. I am baffled as to why the market doesn't get some sort of regular updates that make it better. As far as I can tell, it's a locked app on our devices, but it's an app. Is there nobody at google hearing all the negative feedback on how it works and looking to better it? Like I said above, this is a VERY good opportunity for Google to offer a built-in API (or an add-on SDK api so that 1.5+ android apps can take advantage of it, not just 2.2+ when it could come out) that provides a single sign-on device form.. the device owner only has to fill in their paypal/google checkout info once, and all apps can make use of it for in-game purchases. Google takes a cut, and makes money. Apple is freaking huge due to iTunes.. this would be the same thing for google. Provide us with the checkout/purchase API, and take a cut, 25%, 30%, whatever. It's evident a LOT of game developers, and even app developers, want to have a way to make some money. Microtransactions has been reported on as being one of the biggest things coming up for making money. Developers may not make much on their games alone, but if their game offers simple in-game purchases of some sort, the developer has another avenue of making some money. The end result is more developers work this in to their apps/games, providing more/longer lasting games, and Android benefits, and google benefits too by actually making some money. I see nothing wrong with this at all, I think it's fair if google put the leg work into the purchasing api that we can all use, they get a cut. On Tue, Mar 23, 2010 at 10:20 AM, chris harper ch393...@gmail.com wrote: Ok... Ok. Guys. I didn't realize that Google does not allow In-App Purchasing. After searching around the internet I see that Apple just allowed their developers this option but we do not have the same ability. That kind of sucks but that's how it is. I currently have a little rain cloud above me and my PC as I write this. I am ready to move on now. I have to do some redesign on my app. I see am now going to go the same route that this application is doing: http://phandroid.com/2009/11/23/android-in-app-purchases-breached-by-ringz/ Where they just make updates to there app available on the Market for additional features that they want their users to buy. So my simple question is does anyone have any examples (or threads) that show or talk about how to update your app with another updated apk WITHOUT reinstalling the whole app again? So just to add updated features? This way I can put my app out there and put my updates in additional apk files on the market which users can buy. Does anyone have any examples how the best practice is to do
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
Warren My app is still in development but this is what I am doing. Within my app I open a web browser to my site where I am using ZenCart. http://www.zen-cart.com/ ZenCart handles all my store process and credit card processing. Once a user selects an item and makes a payment (which are characters that my app uses in my case) they can then download the new character (in a .zip file) which my app takes and installs. What WAS the way I was going to do it but from what I am reading I am not sure that Google will allow that. If I can't do that within my app then I am asking the Google Development guys want my alternative solution is? (queue tumble weed blowing by and cricket chirping in background) ;-) -Chris On Tue, Mar 23, 2010 at 12:28 PM, Warren warrenba...@gmail.com wrote: An in-app purchase API would be ideal for many reasons. It would spare users from having to enter credit card information repeatedly. It could also take advantage of carrier billing where it is available. It could also provide more revenue for Google. The question was asked about how else to do credit card charges. Without an API option, I would likely send the user to a payment processor like Amazon or PayPal. That way the user deals directly with a proven system and I don't have the liability of handling credit card data. Then the processor sends my server a notification of successful payment. I checked and both of Amazon and PayPal have micro transaction rates that are far better than the standard $.30 + 3% for small values. This is just on the technical end, assuming you have met the Market Agreement details. On Mar 23, 12:29 pm, Kevin Duffey andjar...@gmail.com wrote: I dont know that I agree Chris.. this issue is not resolved in my opinion. There needs to be a definitive response from google, maybe not here, but perhaps from a developer that has dealt with this issue. The problem with using the market for updates.. is that it's going to flood the market with items that end users have to scroll thru to find other apps, and they are updates. How the heck is that any good? What google should do is provide an update section to the market, so that developers can put game expansions, in-game items, etc in that section and NOT pollute the main apps/games section of the market. A user will stay on a web page for about 3 seconds on average before they get bored and leave if it takes too long to load. How long will end users scroll through a list of mostly add-ons/in-game updates if they are intermixed with all the other apps. I know I don't spend that much time, at most I load more a couple of times. If the market doesn't get cleaned up, it's going to deter more and more users and degrade the overall android experience. I am baffled as to why the market doesn't get some sort of regular updates that make it better. As far as I can tell, it's a locked app on our devices, but it's an app. Is there nobody at google hearing all the negative feedback on how it works and looking to better it? Like I said above, this is a VERY good opportunity for Google to offer a built-in API (or an add-on SDK api so that 1.5+ android apps can take advantage of it, not just 2.2+ when it could come out) that provides a single sign-on device form.. the device owner only has to fill in their paypal/google checkout info once, and all apps can make use of it for in-game purchases. Google takes a cut, and makes money. Apple is freaking huge due to iTunes.. this would be the same thing for google. Provide us with the checkout/purchase API, and take a cut, 25%, 30%, whatever. It's evident a LOT of game developers, and even app developers, want to have a way to make some money. Microtransactions has been reported on as being one of the biggest things coming up for making money. Developers may not make much on their games alone, but if their game offers simple in-game purchases of some sort, the developer has another avenue of making some money. The end result is more developers work this in to their apps/games, providing more/longer lasting games, and Android benefits, and google benefits too by actually making some money. I see nothing wrong with this at all, I think it's fair if google put the leg work into the purchasing api that we can all use, they get a cut. On Tue, Mar 23, 2010 at 10:20 AM, chris harper ch393...@gmail.com wrote: Ok... Ok. Guys. I didn't realize that Google does not allow In-App Purchasing. After searching around the internet I see that Apple just allowed their developers this option but we do not have the same ability. That kind of sucks but that's how it is. I currently have a little rain cloud above me and my PC as I write this. I am ready to move on now. I have to do some redesign on my app. I see am now going to go the same route that this application is doing: http
Re: [android-developers] Re: In-App Purchasing and the Market Agreement
, at most I load more a couple of times. If the market doesn't get cleaned up, it's going to deter more and more users and degrade the overall android experience. I am baffled as to why the market doesn't get some sort of regular updates that make it better. As far as I can tell, it's a locked app on our devices, but it's an app. Is there nobody at google hearing all the negative feedback on how it works and looking to better it? Like I said above, this is a VERY good opportunity for Google to offer a built-in API (or an add-on SDK api so that 1.5+ android apps can take advantage of it, not just 2.2+ when it could come out) that provides a single sign-on device form.. the device owner only has to fill in their paypal/google checkout info once, and all apps can make use of it for in-game purchases. Google takes a cut, and makes money. Apple is freaking huge due to iTunes.. this would be the same thing for google. Provide us with the checkout/purchase API, and take a cut, 25%, 30%, whatever. It's evident a LOT of game developers, and even app developers, want to have a way to make some money. Microtransactions has been reported on as being one of the biggest things coming up for making money. Developers may not make much on their games alone, but if their game offers simple in-game purchases of some sort, the developer has another avenue of making some money. The end result is more developers work this in to their apps/games, providing more/longer lasting games, and Android benefits, and google benefits too by actually making some money. I see nothing wrong with this at all, I think it's fair if google put the leg work into the purchasing api that we can all use, they get a cut. On Tue, Mar 23, 2010 at 10:20 AM, chris harper ch393...@gmail.com wrote: Ok... Ok. Guys. I didn't realize that Google does not allow In-App Purchasing. After searching around the internet I see that Apple just allowed their developers this option but we do not have the same ability. That kind of sucks but that's how it is. I currently have a little rain cloud above me and my PC as I write this. I am ready to move on now. I have to do some redesign on my app. I see am now going to go the same route that this application is doing: http://phandroid.com/2009/11/23/android-in-app-purchases-breached-by-. .. Where they just make updates to there app available on the Market for additional features that they want their users to buy. So my simple question is does anyone have any examples (or threads) that show or talk about how to update your app with another updated apk WITHOUT reinstalling the whole app again? So just to add updated features? This way I can put my app out there and put my updates in additional apk files on the market which users can buy. Does anyone have any examples how the best practice is to do this? It involves app keys and all that I presume. Thank you On Tue, Mar 23, 2010 at 11:14 AM, polyclefsoftware dja...@gmail.com wrote: Disconnect wrote: Ad revenue is a fee charged to the user fails the 'reasonable person/common man' test. And what about the other part of my question? What makes you absolutely certain that in-app purchases are forbidden under the Market Agreement? I think as others in this discussion have demonstrated, the policy is far from crystal clear. ..and it STILL doesn't say ask us about our contracts. (For that matter, there is a market support forum. Try there.) Hah...good one. You'd have better luck putting a written note in a bottle and throwing it in your swimming pool. Look, this and other policies that directly impact what and how we develop apps are not always clear (another example is tethering). Third-party legal advice will not resolve these ambiguities. The clarification must come from Google. Some other Google services provide this type of business contact. Android does not. It should. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers
Re: [android-developers] Help regarding Logging
Oh and it's free. :-) On Tue, Mar 16, 2010 at 12:50 PM, chris harper ch393...@gmail.com wrote: Guys I had the same request. I wanted to monitor my app after it was out on the market to fix bugs etc. Someone pointed me to this: http://www.flurry.com/ I am incorporating it into my app now. I have not launched my app yet but I seems like what we need. It's has capabilities to report exceptions and events in your app that you want to track among other things. -Chris On Tue, Mar 16, 2010 at 7:07 AM, MobDev developm...@mobilaria.com wrote: Hi, for my application I would like to be able to incorporate some good Logging capabilities... I would also like to use the networiking capabilitites for two purposes : - first I should be able to send a Logging Level from my server to my client (Android app)... So the Logging Level should be adjustable client-side - secondly I must be able to read out the Log to send it to my server through http... I have seen there are two options in Android : java.util.Log and java.util.Logging The first one seems pretty straight forward but there are two issues with that : - can I programmatically read out the Log ? And if so how ? - I have read that specific Logging Levels are automatically ignored once an app has been deployed (like the verbose level)... Because of the fact that I might want to have verbose-level logging from the server I was wondering if it's able to actually de-ignore those Levels ? Also are there any tutorials reagrding these two packages ? And what woul you, as an experienced developer, advise me to use of those two methods ? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Help regarding Logging
Guys I had the same request. I wanted to monitor my app after it was out on the market to fix bugs etc. Someone pointed me to this: http://www.flurry.com/ I am incorporating it into my app now. I have not launched my app yet but I seems like what we need. It's has capabilities to report exceptions and events in your app that you want to track among other things. -Chris On Tue, Mar 16, 2010 at 7:07 AM, MobDev developm...@mobilaria.com wrote: Hi, for my application I would like to be able to incorporate some good Logging capabilities... I would also like to use the networiking capabilitites for two purposes : - first I should be able to send a Logging Level from my server to my client (Android app)... So the Logging Level should be adjustable client-side - secondly I must be able to read out the Log to send it to my server through http... I have seen there are two options in Android : java.util.Log and java.util.Logging The first one seems pretty straight forward but there are two issues with that : - can I programmatically read out the Log ? And if so how ? - I have read that specific Logging Levels are automatically ignored once an app has been deployed (like the verbose level)... Because of the fact that I might want to have verbose-level logging from the server I was wondering if it's able to actually de-ignore those Levels ? Also are there any tutorials reagrding these two packages ? And what woul you, as an experienced developer, advise me to use of those two methods ? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] 3D Physics Engine For Android Demo
I am impressed you guys are really helpful. I have an app that I am going to launching in about another two months and I have the same issue. How do you test it on different platforms? Someone pointed me to this: https://www.deviceanywhere.com/Independent%20Developer/Independent%20Developer_virtual_developer_lab.html but you have to pay. I might still do it, but it is great to see people helping out. So I might ask the same. BTW your app works on the HTC Hero -Chris On Mon, Mar 15, 2010 at 8:25 AM, Kevin S. dada...@gmail.com wrote: I've completed my first Android application. It as 3D demo with a physics engine. It uses the phone's accelerometer so that you can shake the world by moving the phone around. There are options to adjust things like gravity, friction, and elasticity. The physics engine is a 100% Java port of the open source JigLib physics engine. However, I only have a Motorola Droid, and I don't know if it will work on any other phone. The project is set to use Android 1.6. Before I put it in the market, I was hoping to get some feedback from the developer community here. If anybody is interested in 3D stuff or physics simulation, you can give the app a try. The link is on the follow page. There is a screen shot there so you can get an idea of what the app is. http://www.pieintheskysoftware.com/menuitem-resources-pie-3d-physics-1-0.html -Kevin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Please help. Canvas Coordinate information
Any help would be great on this thank you. If you have two objects on the canvas (obj A) (obj B) and they both move around dynamically (i.e the X,Y values are constantly changing). I need to check if they intersect. I know you can do something like ObjA.X == ObjB.X and ObjA.Y == ObjB.Y but the objects are complex (i.e made up of multiple images and x,y positions for each). So constantly checking track of every single x,y position for Obj A and checking it against every x,y image position of Obj B is a lot of overhead for each redraw. My question then is there a better way to do this? For example can you some how get information from the canvas of position x,y and tell if there is another image set to that position already? Then each object can just check it's own x,y position to see if intersects with another object (whatever it might be)? I mean it makes sense that if you draw Obj A at X,Y the canvas knows about it, so Obj B should be able to get that information? Is this possible somehow? I been checking the libs and I have not found anything yet. Or if anyone else has any ideas of checking dynamically changing object positions and intersections between them I am welcome to any ideas? Or am I stuck with keeping track and comparing every x,y for each object on every iteration? Thank you for any help -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Can I get sued for using Android Caller ID?? -Please answer
Thank monmonja I found and contacted a company that holds a patent on a feature that my app centers around. They are going to work with me and review my app before I launch it to discuses license agreements. I let them know I am an individual who does have tons of money to spend on licenses so I will be interested to see what they propose. -Chris On Mon, Mar 8, 2010 at 9:16 AM, monmonja almondmend...@gmail.com wrote: First of all thanks for using my example :) On the patent thing, if you have a good idea similar to something that is patented, i suggest you to put your app on other country besides US or the list of countries that have the patent (you can google search them). One reason is that the patent system in US is kind of a mess right now (sorry guys its just is). Most patents in US are not global patents so in a sea of 140+ countries, there is a good chance your app would be big somewhere else. On the localization part, there are a lot of willing individual on that certain country that could speak english and is willing to translate the app for you. Btw im not a US hater but i hate the patent system there, it kills further innovations. On Mar 3, 12:51 am, chris harper ch393...@gmail.com wrote: I agree it all depends on if your app makes money. If they see something that makes money they will come after you if you violate a Patent. In my case I did my homework and found out now before my app goes out that someone holds a patent on any case when someone takes any graphic of any image that represents a head and places it on graphic of anything that represents a body. Like JibJab does. If you look at the legal part of their JibJab's web site they have to pay pixfusion a license fee (at the very bottom). http://sendables.jibjab.com/about/legal Which is what my app is going to do (take a head and place it on a body). I wrote pixfusion two emails asking about licenses fee's and what I was developing but I never heard back. So I'll keep the emails that I wrote and if (by chance) my app does get a little popular and I do hear from them then I will have proof that I tried contacting them and I was proactive. For any developers out there reading this do a little googling on any major features of your app and just aware that there are MANY patents out there. Where if your app takes off you could get an email from some BS company saying you have to pay them licenses fees and/or a cease and desist order like K05tik got. There is nothing worse for a developer then spending hours of time developing and coding something just to find out that they have to stop publishing it. Thanks -Chris On Tue, Mar 2, 2010 at 1:15 AM, ko5tik kpriblo...@yahoo.com wrote: In today society everybody can sue you for almost anything at any time ( we live in kind of free countries, in unfree countrys you will be just thrown to jail ) in case of tetris applet they claimed copyright on 4-block tiles ;) ( which were used in a books back in 70ies ) Software patents do suck, as well as actual copyright laws ( for example in germany, EUR 0.06 per blank CD goes straight to GEMA , as well as EUR 30 on every new PC sold, and they still claim that you download music illegally) - so please support your local pirate party. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Can I get sued for using Android Caller ID?? -Please answer
Thank you for the advice Yahel. I gut feeling is they will probably want a % of proceeds from my app. That is what I am expecting. I figured I didn't have any other choice. I didn't want to put my app out there and then get hit with a high dollar settlement fee for patent infringement. The only other thought I had was along the lines of what monmonja said and register my app in like Russia or something but I don't know how patent laws work with international or if that would even work because because I live in Colorado. lol So I really have only one choice which is to work with them and hope they don't ask to much for license fees. Patent rights do make it hard to develop new ideas. :-( -Chris On Mon, Mar 8, 2010 at 11:05 AM, Yahel kaye...@gmail.com wrote: Hey Chris, Smart move, but depending on the time spent and the work involved you should ask them for the minimum fee they'll ask you. Would be too bad to create an app around there patent, give them nice implementation ideas, and have them just tell you they won't let you because they are doing the same, or asks for $400 000 Yahel On 8 mar, 18:59, chris harper ch393...@gmail.com wrote: Thank monmonja I found and contacted a company that holds a patent on a feature that my app centers around. They are going to work with me and review my app before I launch it to discuses license agreements. I let them know I am an individual who does have tons of money to spend on licenses so I will be interested to see what they propose. -Chris On Mon, Mar 8, 2010 at 9:16 AM, monmonja almondmend...@gmail.com wrote: First of all thanks for using my example :) On the patent thing, if you have a good idea similar to something that is patented, i suggest you to put your app on other country besides US or the list of countries that have the patent (you can google search them). One reason is that the patent system in US is kind of a mess right now (sorry guys its just is). Most patents in US are not global patents so in a sea of 140+ countries, there is a good chance your app would be big somewhere else. On the localization part, there are a lot of willing individual on that certain country that could speak english and is willing to translate the app for you. Btw im not a US hater but i hate the patent system there, it kills further innovations. On Mar 3, 12:51 am, chris harper ch393...@gmail.com wrote: I agree it all depends on if your app makes money. If they see something that makes money they will come after you if you violate a Patent. In my case I did my homework and found out now before my app goes out that someone holds a patent on any case when someone takes any graphic of any image that represents a head and places it on graphic of anything that represents a body. Like JibJab does. If you look at the legal part of their JibJab's web site they have to pay pixfusion a license fee (at the very bottom). http://sendables.jibjab.com/about/legal Which is what my app is going to do (take a head and place it on a body). I wrote pixfusion two emails asking about licenses fee's and what I was developing but I never heard back. So I'll keep the emails that I wrote and if (by chance) my app does get a little popular and I do hear from them then I will have proof that I tried contacting them and I was proactive. For any developers out there reading this do a little googling on any major features of your app and just aware that there are MANY patents out there. Where if your app takes off you could get an email from some BS company saying you have to pay them licenses fees and/or a cease and desist order like K05tik got. There is nothing worse for a developer then spending hours of time developing and coding something just to find out that they have to stop publishing it. Thanks -Chris On Tue, Mar 2, 2010 at 1:15 AM, ko5tik kpriblo...@yahoo.com wrote: In today society everybody can sue you for almost anything at any time ( we live in kind of free countries, in unfree countrys you will be just thrown to jail ) in case of tetris applet they claimed copyright on 4-block tiles ;) ( which were used in a books back in 70ies ) Software patents do suck, as well as actual copyright laws ( for example in germany, EUR 0.06 per blank CD goes straight to GEMA , as well as EUR 30 on every new PC sold, and they still claim that you download music illegally) - so please support your local pirate party. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr
Re: [android-developers] Re: Can I get sued for using Android Caller ID?? -Please answer
Agreed Don. I made it clear the I am a single individual who just has an idea for an app that I would like to develop and I don't have lots of money. On Mon, Mar 8, 2010 at 12:52 PM, DonFrench dcfre...@gmail.com wrote: I would recommend against telling them that you have tons of money On Mar 8, 9:59 am, chris harper ch393...@gmail.com wrote: Thank monmonja I found and contacted a company that holds a patent on a feature that my app centers around. They are going to work with me and review my app before I launch it to discuses license agreements. I let them know I am an individual who does have tons of money to spend on licenses so I will be interested to see what they propose. -Chris On Mon, Mar 8, 2010 at 9:16 AM, monmonja almondmend...@gmail.com wrote: First of all thanks for using my example :) On the patent thing, if you have a good idea similar to something that is patented, i suggest you to put your app on other country besides US or the list of countries that have the patent (you can google search them). One reason is that the patent system in US is kind of a mess right now (sorry guys its just is). Most patents in US are not global patents so in a sea of 140+ countries, there is a good chance your app would be big somewhere else. On the localization part, there are a lot of willing individual on that certain country that could speak english and is willing to translate the app for you. Btw im not a US hater but i hate the patent system there, it kills further innovations. On Mar 3, 12:51 am, chris harper ch393...@gmail.com wrote: I agree it all depends on if your app makes money. If they see something that makes money they will come after you if you violate a Patent. In my case I did my homework and found out now before my app goes out that someone holds a patent on any case when someone takes any graphic of any image that represents a head and places it on graphic of anything that represents a body. Like JibJab does. If you look at the legal part of their JibJab's web site they have to pay pixfusion a license fee (at the very bottom). http://sendables.jibjab.com/about/legal Which is what my app is going to do (take a head and place it on a body). I wrote pixfusion two emails asking about licenses fee's and what I was developing but I never heard back. So I'll keep the emails that I wrote and if (by chance) my app does get a little popular and I do hear from them then I will have proof that I tried contacting them and I was proactive. For any developers out there reading this do a little googling on any major features of your app and just aware that there are MANY patents out there. Where if your app takes off you could get an email from some BS company saying you have to pay them licenses fees and/or a cease and desist order like K05tik got. There is nothing worse for a developer then spending hours of time developing and coding something just to find out that they have to stop publishing it. Thanks -Chris On Tue, Mar 2, 2010 at 1:15 AM, ko5tik kpriblo...@yahoo.com wrote: In today society everybody can sue you for almost anything at any time ( we live in kind of free countries, in unfree countrys you will be just thrown to jail ) in case of tetris applet they claimed copyright on 4-block tiles ;) ( which were used in a books back in 70ies ) Software patents do suck, as well as actual copyright laws ( for example in germany, EUR 0.06 per blank CD goes straight to GEMA , as well as EUR 30 on every new PC sold, and they still claim that you download music illegally) - so please support your local pirate party. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com android-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com
Re: [android-developers] Help get me started
I agree with Mark you need to learn the language first instead of jumping into the deep end of the pool. -Chris On Sat, Mar 6, 2010 at 8:09 PM, Burkey burk...@gmail.com wrote: Hello, I am completely new to the JAVA language. I have Eclipse installed with Android tools. I have a heavy amount of experience in JASS, so I understand the whole scheme of game making with coding. Any suggestions on reading materials that will get me started? I have no clue where to start -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] How to make sure an Android App works on most smartphones?
Great question. I have had the same concern as I am going to launch my first app in about 3 months which I have worked very hard on. To test before release I don't know. I have the same questions. After release someone did point me to this which I am incorporating into my app: http://www.flurry.com/ So at least you know after you release how your app is doing on the different phones. If any Google guys read this please note that Maxood isn't the only one that would like to know this. How does a developer know his app will work on many different devices and/or not have some feature in their app that will break on a majority of them? It would suck if you had a really cool app but it works on only 30% of the phones. :-( I am testing on two phones to TRY and get around this. the HTC Hero (running 1.5) and the Google development phone (running eclair). But I would still like to test as much as possible on different phone hardware. Thank you -Chris On Sun, Mar 7, 2010 at 5:36 AM, Maxood maqs...@salsoft.net wrote: How can i make sure that my android app works on majority of the devices in the market. What testing tools do i have to use? Obviously if there are 12 or more smartphones in the market then i cannot buy each of them to test my app.So what should i do? Wonder if Dvice Anywhere(http://www.deviceanywhere.com/) can help us in this regard? Does firmware or OS version also matters (1.5,1.6, 2.0, etc.)? Please comment and explain. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] How to make sure an Android App works on most smartphones?
Actually I just checked out your link Maxood. It seems like a good solution and they have a special service for Android developers. https://www.deviceanywhere.com/Independent%20Developer/Independent%20Developer_virtual_developer_lab.html I might do the free trial. Thank you On Sun, Mar 7, 2010 at 10:32 AM, chris harper ch393...@gmail.com wrote: Great question. I have had the same concern as I am going to launch my first app in about 3 months which I have worked very hard on. To test before release I don't know. I have the same questions. After release someone did point me to this which I am incorporating into my app: http://www.flurry.com/ So at least you know after you release how your app is doing on the different phones. If any Google guys read this please note that Maxood isn't the only one that would like to know this. How does a developer know his app will work on many different devices and/or not have some feature in their app that will break on a majority of them? It would suck if you had a really cool app but it works on only 30% of the phones. :-( I am testing on two phones to TRY and get around this. the HTC Hero (running 1.5) and the Google development phone (running eclair). But I would still like to test as much as possible on different phone hardware. Thank you -Chris On Sun, Mar 7, 2010 at 5:36 AM, Maxood maqs...@salsoft.net wrote: How can i make sure that my android app works on majority of the devices in the market. What testing tools do i have to use? Obviously if there are 12 or more smartphones in the market then i cannot buy each of them to test my app.So what should i do? Wonder if Dvice Anywhere(http://www.deviceanywhere.com/) can help us in this regard? Does firmware or OS version also matters (1.5,1.6, 2.0, etc.)? Please comment and explain. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Can I get sued for using Android Caller ID?? -Please answer
I agree it all depends on if your app makes money. If they see something that makes money they will come after you if you violate a Patent. In my case I did my homework and found out now before my app goes out that someone holds a patent on any case when someone takes any graphic of any image that represents a head and places it on graphic of anything that represents a body. Like JibJab does. If you look at the legal part of their JibJab's web site they have to pay pixfusion a license fee (at the very bottom). http://sendables.jibjab.com/about/legal Which is what my app is going to do (take a head and place it on a body). I wrote pixfusion two emails asking about licenses fee's and what I was developing but I never heard back. So I'll keep the emails that I wrote and if (by chance) my app does get a little popular and I do hear from them then I will have proof that I tried contacting them and I was proactive. For any developers out there reading this do a little googling on any major features of your app and just aware that there are MANY patents out there. Where if your app takes off you could get an email from some BS company saying you have to pay them licenses fees and/or a cease and desist order like K05tik got. There is nothing worse for a developer then spending hours of time developing and coding something just to find out that they have to stop publishing it. Thanks -Chris On Tue, Mar 2, 2010 at 1:15 AM, ko5tik kpriblo...@yahoo.com wrote: In today society everybody can sue you for almost anything at any time ( we live in kind of free countries, in unfree countrys you will be just thrown to jail ) in case of tetris applet they claimed copyright on 4-block tiles ;) ( which were used in a books back in 70ies ) Software patents do suck, as well as actual copyright laws ( for example in germany, EUR 0.06 per blank CD goes straight to GEMA , as well as EUR 30 on every new PC sold, and they still claim that you download music illegally) - so please support your local pirate party. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] How to send and receive http request
I had to do the same thing. Check out this link for the open source PhotoStream and look in the Flickr class. I used much of this class as an example and it helped a lot. http://code.google.com/p/apps-for-android/source/browse/trunk/Photostream/src/com/google/android/photostream/Flickr.java -Chris On Tue, Mar 2, 2010 at 9:31 AM, Matt Gill mattgi...@gmail.com wrote: Hello, I am wanting to send a http request to Google.com from my mobile application but am unsure how to get about asembling the request. Anothing problem that i might in counter is how to handle the information that is returned. For example, i want to send a request for local resturnats to Google and have the results returned and then displayed to the user in a ListView. Am i going about this the right way? Any suggestions on how i might go about this? Is there an API that i could use (GoogleMaps or AJAX Search)? Thanks for the Help. Matt G. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Tips to write an app that fetches data from website and displays it on screen
Take a look at this link. This class uploads photos from a website to an app. That's where I would start. Most of the HTTP methods are at the bottom. http://code.google.com/p/apps-for-android/source/browse/trunk/Photostream/src/com/google/android/photostream/Flickr.java -Chris On Mon, Mar 1, 2010 at 9:50 PM, raqz abdulraqee...@gmail.com wrote: Hi, I am new to android programming and have a strong keen interest to learn it. I want to write a program that fetches the data from a website, segregates it and displays it on the screen of the phone. The data could be grocery list from a supermarket or sale items in a mall. Could you please suggest as to how I can go ahead and start this. Thanks, Raqeeb -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Can I get sued for using Android Caller ID?? -Please answer
Thank you for responding ko5tik. I think you are right. The people who open these patents won't care unless your app is doing well because they just want the money. I disagree somewhat with Dmitri. I think developers need to be aware that many features that they might put in their application can have imposing law suits that might come against them for some Patent infringement. That is something they need to be aware of. Maybe a separate thread or something because I have done some research on the web and there are MANY out there and a lot of them are really stupid. Like holding a patent on caller lookup?! That can effect SO many applications. So as a developer I am going to try (emphasis on try) and develop my application so it's robust enough that I can add/remove features if I need to. 1th hit and you had to cease and desist? That sucks. Truly. Sorry to hear that. -Chris On Sun, Feb 28, 2010 at 5:35 AM, ko5tik kpriblo...@yahoo.com wrote: It depends heavily on laws of your place of residence and importance of your application. Most probably nobody will ever notice. However, I managed to get attention of lawyers representing nice delaware company holding right of tetris because of my applet game (used to be 1th hit in google ) - but no lawsuit, just cease and desist letter. On Feb 27, 10:11 pm, chris harper ch393...@gmail.com wrote: Hi I read this article and it concerns me. It's about patent infringements for the caller ID within android applications. http://techdirt.com/articles/20100224/0244468285.shtml I am writing an application for android which uses the PhoneStateListener and following the example outlined in this article: http://almondmendoza.com/2009/01/30/getting-the-contact-info-when-on-... Have you guys at Google experienced developers being sued for using this feature (besides the one in the article of course). Should I be concerned here if I used this feature in my application? Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Piracy sucks, or does it?
I have been designing and testing my app for the past 4 months and I figured I have about another two months before I am ready to publish it. What you experienced concerns me. I didn't know about Flurry but after goggling it I know I want it within my app now and I thank you for mentioning it. I hope the Google folks work this out and I will be reading your thread to see what comes of this. Good luck. -Chris On Wed, Feb 24, 2010 at 8:55 PM, dadical keyes...@gmail.com wrote: I've been selling my app on the Android market for a bit over a month now. I've had pretty decent success so far, making it into the top ten in my category. Recently, I noticed a major discrepancy between Flurry's reported new users and the market's stats (what little of them Google does provide). Flurry said that I had about 4,500 new users, while market reported just over 3,000. Holy crap. Are 1/3 of my users really stealing the app? That's the only conclusion that I can come to, since my experience with Flurry has been that it is pretty accurate. Also, I have seen many pirate sites hosting my app. I used to take the time to report them, but it seems to be a waste of resources. So here's the question. Should I be celebrating the fact that my app has attained the level of piracy worthy, and just try to ignore the fact that there are so many punk loser pricks out there that won't spare the pennies to buy it, or perhaps can't borrow mommy's credit card? Is piracy a badge of honor that I should just learn to deal with since Google won't give me the market tools to fix it? I like the concept that AndAppStore is trying to provide, offering an API that can be embedded into one's app to check for purchase at application startup. It's a bit clunky, and I'm not going to restrict myself to AndAppStore's limited reach, but it sure would be nice if Google (or someone else) could scrape together a competitive market offering. I'm really, really, really beginning to wish that someone would go out and get the $2 MM that it would take to create a competitive market offering. A market that was polished, offered real sales support, and real developer support. If you ask me, the rampant piracy of Android apps is just another indication that Android Market is in desperate need of some competition... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Can I get sued for using Android Caller ID?? -Please answer
Hi I read this article and it concerns me. It's about patent infringements for the caller ID within android applications. http://techdirt.com/articles/20100224/0244468285.shtml I am writing an application for android which uses the PhoneStateListener and following the example outlined in this article: http://almondmendoza.com/2009/01/30/getting-the-contact-info-when-on-a-number/ Have you guys at Google experienced developers being sued for using this feature (besides the one in the article of course). Should I be concerned here if I used this feature in my application? Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] hiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
If I wanted religion I would go to church. If I want to develop with the android community then I sign up with android-developers. Figure it out and please don't post religious email here. 2010/2/10 Ricardo A. Sá azeved...@gmail.com This is the religion.. http://www.thechurchofgoogle.org/ Relax fanatics.. Its just a jokey.. =) hugs 2010/2/10 Miguel Morales therevolti...@gmail.com I'm not a jew, I'm Christian. Mohammad was a prophet for the catholic church. Not of God, his teachings directly contradict God's word in the old testament. Ishmael was a bastard child, not part of Isaac's covenant. There is a covenant with Ishmael, but as it says in the old testament, it is not the chosen one. There is NO prophesy of a 'prophet' after the coming of Christ. When Jesus comes back and rules in Jerusalem, you will have a chance to repent. Only because God has mercy on you. Anyone who claims that Jesus was just a prophet is a liar and a hypocrite. They claim he was a prophet but don't believe what he said. The kuran is derived from the secret knowledge of the catholic church at the time. These are just facts coming from a book (the old testament) that muslims claim to believe in. YOU guys are agents of the anti-christ. I spread the good news of Christ. You reject him. Just look at the world, if God loved Muslims so much why are bombs falling on them and tearing their children apart? Why does Israel still exist? You are no better than jew pulling out the anti-semite card because of their inability to defend their words or actions. On Feb 10, 2010 5:15 AM, Abdul Mateen abmat...@gmail.com wrote: Mohammad(SAW) is the last prophet of God. This is the truth in your Bible also there are prophecies in Bible. I think you are a Jew or Illuminati worshiping Anti-Christ ( Dajjal ). On Tue, Feb 9, 2010 at 2:43 AM, Miguel Morales therevolti...@gmail.com wrote: Read the old testament, god's covenant is with isaac not ishmael. That's why israel still exist... -- You received this message because you are subscribed to the Google Groups Android Developers g... -- You received this message because you are subscribed to the Google Groups Android Developers... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Recognizer Intent Question. Any help would be great. Thank you
Hi I am hoping that one of the google guys or someone else can help me with one of the new features coming out with Eclair. Using the VOICE_UPLINK_INPUT = 1 and VOICE_DOWNLINK_INPUT = 2 Attributes. I know to recognize speech from the user holding the phone you can use Recognizer Intent. Cool. Has anyone tried (or is it possible) to use Recognizer Intent to detect when someone on the phone is talking? I imagine this would have to be tied somehow to: VOICE_UPLINK_INPUT = 1 or VOICE_DOWNLINK_INPUT = 2 If not with RecognizerIntent is there any creative ideas on how it might be done in real time like RecognizerIntent works? Not by recording it to to a file with media recorder but in real time. I don't need anything fancy here. I do not need to recognize words and all that. All I need to do is to detect when the person on the phone is talking vs not talking. I am thinking there has to be a way. It's just a different audio source. Right? Thank you for any help -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Record raw Audio, process audio and save as ogg or another compressed format
Hi I need to do something similar for my application and I looked into it about a month ago but has since concentrated on another part of my app. I still need to do it. So it's still something that I have to tackle. I was thinking of doing was reading from the mic into a byte array and then working on the data in that way. Something like: int audioSource = MediaRecorder.AudioSource. VOICE_DOWNLINK; int sampleRateInHz = 8000; int channelConfig = AudioFormat.CHANNEL_CONFIGURATION_MONO; int audioFormat = AudioFormat.ENCODING_PCM_16BIT; bufferSize = AudioRecord.getMinBufferSize(sampleRateInHz, channelConfig, audioFormat); AudioRecord recordInstance = new AudioRecord(audioSource, sampleRateInHz, channelConfig, audioFormat, bufferSize); recordInstance.startRecording(); And then read the buffer in real time to analyze and play with the data. Something like: byte buf[] = new byte[bufferSize]; int bytesRead = 0; bytesRead = recordInstance.read(buf, 0, bufferSize) If you find something else that is a better way. I would love to know. -Chris On Wed, Jan 27, 2010 at 10:06 AM, Donal Rafferty draf...@gmail.com wrote: Have you looked at the MediaRecorder class? As far as I know it allows some encoding and compression On Wed, Jan 27, 2010 at 5:04 PM, maecky markus.feuerst...@gmail.comwrote: Push. Does no one have any suggestions? regards Maecky On 17 Jan., 21:24, maecky markus.feuerst...@gmail.com wrote: Hi, I have searched the whole group but wasn't able to find a answer for my problem. I want to record audio from the microphone, apply some audio signal processing and than save the processed audio data in a compressed format. I figured out, how to record audio uncompressed but now I wonder if I can use some api functions to store this data in a supported compressed format. Has anyone some suggestions? Thanks for your help regards Maecky -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Another (hopefully simple but interesting) Speech Recognition question
Hi I know to recognize speech from the user holding the phone you can use Recognizer Intent. Cool. Has anyone tried (or is it possible) to use Recognizer Intent to detect when someone on the phone is talking? I imagine this would have to be tied somehow to: VOICE_UPLINK_INPUT = 1 or VOICE_DOWNLINK_INPUT = 2 If not with RecognizerIntent is there any creative ideas on how it might be done in real time like RecognizerIntent works? Not by recording it to to a file with media recorder but in real time. I don't need anything fancy here. I do not need to recognize words and all that. All I need to do is to detect when the person on the phone is talking vs not talking. I am thinking there has to be a way. It's just a different audio source. Right? Thank you for any help -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] prominent android developers
Hi I have been looking in Google groups. Is there a way in Google groups to post under certain topics within an email group like android-developers? What we really need on here is some way so when people submit a new post they can post under a topic. Such as Graphics, Blue tooth, Sound, Version control etc... Instead of a big list of everything. That way people can search under a topic if they need help because my guess is that many people probably have similar questions on issues and they might find something under a certain topic that has already been asked that they also need help on (or similar to). I currently search within my email for key words when I am looking for similar posts to what I am working on but it's by keyword and when people post they might use different words. So a post by topic might be a good idea. Just trying to help out. -Chris On Wed, Jan 13, 2010 at 9:27 PM, Atif Gulzar atif.gul...@gmail.com wrote: Hi All, I have compiled a small list of prominent android developers how frequently post on Google Android groups ( android-developers.googlegroups.com android-beginners.googlegroups.com). There is a flood of emails (200 per day) on Google Android groups and it is not possible to follow all. But I filter the below emails to extract (20 per day) valuable information. Would you please add into this list. hack...@android.com romain...@google.com romain...@android.com mmur...@commonsware.com marc...@android.com roman.baumgaert...@t-mobile.com yusuf.s...@t-mobile.com x...@android.com r...@android.com -- Best Regards, Atif Gulzar I Unicode, ɹɐzlnƃ ɟıʇɐ -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Voice recognition and voice decoding
Tina I also need to implement voice recognition in my application and I did a little research on it but have since moved to another part of my app to work on. Although it's a critical part of my app and it’s been looming in the back of my head like I black cloud because I don’t know how hard it will be. That said I will share what I did find. You might have found the same thing. What I really need to do is localize the incoming callers voice and outgoing callers voice and key off when they actually talk (animations). I know I will have to use VOICE_DOWNLINK and VOICE_UPLINK in some manner but how to actually key when someone talks is still eluding me. RecognizerIntent seems the most promising. http://www.4feets.com/android1.5_ref/docs/reference/android/speech/RecognizerIntent.html although when I tested with it and spoke real time into my phone it didn’t seem to respond to my voice but I didn’t play with it to much. If that doesn't pan out then the only other way I found is to read the voice data in real time by doing something like: int audioSource = MediaRecorder.AudioSource.VOICE_DOWNLINK; int sampleRateInHz = 8000; int channelConfig = AudioFormat.CHANNEL_CONFIGURATION_MONO; int audioFormat = AudioFormat.ENCODING_PCM_16BIT; bufferSize = AudioRecord.getMinBufferSize(sampleRateInHz, channelConfig, audioFormat); AudioRecord recordInstance = new AudioRecord(audioSource, sampleRateInHz, channelConfig, audioFormat, bufferSize); recordInstance.startRecording(); And then read the buffer in real time to analyze and play with the data. Something like: byte buf[] = new byte[bufferSize]; int bytesRead = 0; bytesRead = recordInstance.read(buf, 0, bufferSize) This might be the route you have to go because it sounds like you want to actually change the voice data in real time. There might be a better way to go though. I REALLY don't want to go this route because I have to figure out sound amplitude and all that from the byte stream which I don't have much experience in. Other Apps like this one has to be using voice recognition, so I know it can be done. http://www.droidapps.org/mouthoff-fun-animated-mouths/ I would love to share what each of us finds. Two heads are better than one and all that. If anyone else reads this and has any ideas, please feel free. Your ideas/comments are always welcome. -Chris If that is not the way to do then On Mon, Jan 11, 2010 at 12:02 PM, Joe McCann joseph.is...@gmail.com wrote: Speech-to-text is processed in the cloud and the resulting data is returned. On Jan 11, 5:36 am, tina lincon tina.theresalin...@wipro.com wrote: How is it possible to implement voice recognition on android phones? Also to decode the voice and convert the male voice to female voice and vice versa?The voice data input from the user will be sent to the Google site for recognition through Internet, or will be processed and recognized locally on my android phone? if anyone has any idea regarding it,plzz help.. Thanks in advance, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Probably a simple Canvas Drawing question. Please answer
Hi When doing a lot of updates on a canvas (like an animation) if you only want to update a small part of the canvas when onDraw is called instead of redrawing the entire canvas is there a way to only redraw one part and keep the rest of the canvas the exact same to save on Drawing Time? For example a scene with a background and a character in it and you want him to wave so you only want to update the arm moving and keep the rest of the scene the same without having to redraw it all (to save on drawing time). Is there a way to do this? Or is it an all or nothing deal when redrawing a canvas? If there is an obvious way or if I misinterpreted how the onDraw works then I apologize. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Probably a simple Canvas Drawing question. Please answer
Thank you very much Romain for pointing me in the right direction. I'll start reading up on invalidate and use that for my updates. -Chris On Sun, Jan 10, 2010 at 9:49 PM, Romain Guy romain...@android.com wrote: When you call invalidate() to redraw your View, specify what area to redraw: invalidate(Rect t) or invalidate(int left, int top, int right, int bottom) On Sun, Jan 10, 2010 at 8:44 PM, chris harper ch393...@gmail.com wrote: Hi When doing a lot of updates on a canvas (like an animation) if you only want to update a small part of the canvas when onDraw is called instead of redrawing the entire canvas is there a way to only redraw one part and keep the rest of the canvas the exact same to save on Drawing Time? For example a scene with a background and a character in it and you want him to wave so you only want to update the arm moving and keep the rest of the scene the same without having to redraw it all (to save on drawing time). Is there a way to do this? Or is it an all or nothing deal when redrawing a canvas? If there is an obvious way or if I misinterpreted how the onDraw works then I apologize. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Romain Guy Android framework engineer romain...@android.com Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] No Adobe Flash support for Eclair!?!
Thank you Dianne Thanks for the information on Flash. It gave me the direction I needed and it is good to know where Flash and Android stand. In another year or two who knows right? I been studying the Lunar Lander example as far as the graphics and it looks like a good way to go and I started a new design for my application. Thank you for taking the time to answer my questions. I hope you a good holiday. -Chris On Sun, Jan 3, 2010 at 6:06 PM, Dianne Hackborn hack...@android.com wrote: On Tue, Dec 29, 2009 at 5:42 PM, chris harper ch393...@gmail.com wrote: So what you are saying is that Android development doesn't really want developers building applications that use Flash? Only a few phones have Flash at this point so, no, I would not suggest using it. Longer term... well, it would be problematic for this to become a standard part of the Android SDK. Given that flash is proprietary, that would leave us with the platform becoming dependent on someone else's proprietary code in order to support these apps. This is very counter to a basic philosophy of Android, that the entire platform is open-source and thus you don't need to someone's proprietary code to build an android compatible device. (And to head off the inevitable cries about not really being open-source -- yes there are bits and pieces that are not open source, such as hardware drivers and applications like Market. This is a far cry from baking dependencies on non-open-source code into the standard APIs, though.) But it now sounds like if anyone wants to develop an Android app that uses Flash it'll be more of a gamble and might not work for most devices or at the least be a hassle for the end user to make it work because they would have to install Flash plugins. I can't tell you what devices Flash may or may not be available on, because it is owned by Adobe. Clearly they have a self-interest in getting it as widely spread as possible, but from the perspective of the platform we can't make any guarantees about who can include it on a device, the kinds of hardware it can run on, and how well it would perform. And that is one of the big rubs. It is kind of disappointing because if Android and Adobe can get together and start supporting development of applications that use Flash then that would be an Ace in the hole for making Android apps far better than the IPhone. The first step for having some technology adopted for the standard Android platform is to make it available under an open-source license that is compatible with the rest of the platform. Somehow, I don't see this happening for Flash. :} -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] No Adobe Flash support for Eclair!?!
No not totally tied to Flash. It's just that Flash would have fit really well with what I wanted to do because I could have designed my characters and animated them in CS4 and they set it up really nice in CS4 to create .swf's for a mobile projects where I could have then ported the .swf into my Android app that I wanted to build. That is where in my opinion if Android and Adobe would get together and create a nice plugin (like Android did with eclipse) for CS4 to create Android app's with Flash in them then we would REALLY start to see some sweet apps coming out for Android and that would be a big step up over IPhone apps. This would benefit both parties greatly. More market share for Adobe and better apps for Android. Until then I can see Diane's point though were until Flash becomes more mainstream on the mobile devices you are limiting your app on which users can use it if depends on Flash until more devices can support it. I have no doubt that the Adobe folks will be going head strong to make Flash more available in 2010 for more devices and I am excited about that. You are right Sena I have not looked to in depth at the animation within androids library's but last night I took good look at the Lunar Lander example and how to animate within the Android's native library. I think that might be a good route to go now. I am thinking that I can design my characters and backgrounds using ToonBoom studio and then import the images and backgrounds and animate them with android native code. Hopefully a good one idea?? That is my direction now. Unless anyone else knows of maybe a better solution I am totally open to suggestions and thank you everyone for your input. :-) -Chris On Wed, Dec 30, 2009 at 2:48 AM, Sena Gbeckor-Kove s...@imkon.com wrote: Hi Chris, Are you totally tied to wanting to do this using Flash or would you be fine with doing it in native code. If so it sounds pretty easy to implement without Flash. Or is there a lot more ActionScript you need to interact with? S On 29 Dec 2009, at 22:45, chris harper wrote: Hey Sena It looks like I have to do a little more research between Flash 9 and FlashLite. I will do that tonight. Thank you. Unfortunately I have the Sprint HTC HERO which as I recently found out is less open to find ROM updates. I will search for the Sense 2 that you referred to. I might get lucky. :-) I am doing a proof of concept right now for an app that I want to do. For my app to work I will need to interact certain system actions on the phone with code in Flash (actionscript 2 which FlashLite supports). I have not found a way for Java (i.e. an android app) to interact with actionScript directly. The bridge I found is javascript. ActionScript WILL interact with javascript. Java also interact with javascript as seen here with WebView. http://code.google.com/p/apps-for-android/ Check out the *WebViewDemo.* So what I am trying to do is when an action happens ( for example the phone ringing or other events on the phone) that triggers a call to javascript which will then in turn send an action to the actionScript within flash which will then perform an animation or something. If I can only find a way to actually display the flash content within WebView. I might be out in right field on this and if I am please feel free to give me a virtual slap around but this is the only way I can find to do what I want. -Chris On Tue, Dec 29, 2009 at 1:20 PM, Sena Gbeckor-Kove s...@imkon.com wrote: Hi Chris, From what I kwow there are quite a few differences between Flash 9 and Flash Lite. A quick Google should fill you in. You'll definitely need one of the standard Hero roms unless somebody has hacked the Flash files onto a custom rom. If you must have something more recent you might want to track down the Sense 2 rom. I know that runs on Hero. There are videos of it floating about. Or just wait, for 2 months for HTC to drop the official 2.x update. I must say I'm intrigued as to why you want to create such a WebView when only Hero owners will be able to use it at present. Of course once Flash 10.1 turns up for Android everybody should be able to play. Q2 2010? S On 29 Dec 2009, at 17:51, chris harper wrote: Sena - I picked up a book on writing Flash content for mobile devices and from I understand from the book is that FlashLite is based off of Flash 9. They are essentially the same thing. Where anything written for Flash 9 (with actionscript 2) can be run in FlashLite. That is my current understanding between the two. There might be minor differences. I did flash my HTC HERO about a month ago and that thought did cross my mind that maybe the FlashLite got messed up in the process. So my current thought process is to FLASH HTC's newest ROM onto my Hero: http://www.htc.com/uk/SupportViewNews.aspx?dl_id=671news_id=254 I think this will be my best bet for getting the most updated Flash from HTC onto my HERO
Re: [android-developers] No Adobe Flash support for Eclair!?!
Oh no don't get that impression I am very much a coder. Degrees in Computer Science. I have been writing Java and OO for years with weblogic and MDB's. I am totally willing to do the coding for my application. I just was looking for a straight forward way to create new animations for my application that users can download that my app can run with out having to add a bunch of new code for each new animation is what I was aiming for. I was invensioning this with the .swf files. Someone just pointed me to this nice suite which seems very promising: http://developer.openplug.com/ I don't know if anyone has used it yet but it looks like it has a lot of possibilities. I'll take a good look at it tonight. The biggest challenge I find as a developer is not that if I can find a way to do something or not but rather what is the BEST way to do it with all the different options out there. So I like to explore many different paths. :-) -Chris On Wed, Dec 30, 2009 at 11:47 AM, Sena Gbeckor-Kove s...@imkon.com wrote: Hi Chris, No not totally tied to Flash. It's just that Flash would have fit really well with what I wanted to do because I could have designed my characters and animated them in CS4 and they set it up really nice in CS4 to create .swf's for a mobile projects where I could have then ported the .swf into my Android app that I wanted to build. That is where in my opinion if Android and Adobe would get together and create a nice plugin (like Android did with eclipse) for CS4 to create Android app's with Flash in them then we would REALLY start to see some sweet apps coming out for Android and that would be a big step up over IPhone apps. This would benefit both parties greatly. More market share for Adobe and better apps for Android. That paragraph suggests to me that you're not a big coder. The tools for developing in Flash runtime environments are certainly easier to use to create graphics heavy output, however you have a more control From what's coming out of Adobe, I'd expect them to be able to create the tools but its a case of whether is the market right now. Until then I can see Diane's point though were until Flash becomes more mainstream on the mobile devices you are limiting your app on which users can use it if depends on Flash until more devices can support it. I have no doubt that the Adobe folks will be going head strong to make Flash more available in 2010 for more devices and I am excited about that. You are right Sena I have not looked to in depth at the animation within androids library's but last night I took good look at the Lunar Lander example and how to animate within the Android's native library. I think that might be a good route to go now. I am thinking that I can design my characters and backgrounds using ToonBoom studio and then import the images and backgrounds and animate them with android native code. You should have no trouble designing your animations in most tools and then exporting the frames as pngs. Good Luck S -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] No Adobe Flash support for Eclair!?!
Sena - I picked up a book on writing Flash content for mobile devices and from I understand from the book is that FlashLite is based off of Flash 9. They are essentially the same thing. Where anything written for Flash 9 (with actionscript 2) can be run in FlashLite. That is my current understanding between the two. There might be minor differences.I did flash my HTC HERO about a month ago and that thought did cross my mind that maybe the FlashLite got messed up in the process. So my current thought process is to FLASH HTC's newest ROM onto my Hero: http://www.htc.com/uk/SupportViewNews.aspx?dl_id=671news_id=254 I think this will be my best bet for getting the most updated Flash from HTC onto my HERO and (hopefully if the moons align) be able to write a little WebView client to read .swf files. -Chris On Tue, Dec 29, 2009 at 7:00 AM, Sena Gbeckor-Kove s...@imkon.com wrote: If you've flashed you Hero with somethign else you'll have removed the Flash Plugin. Unless you have a cracked ROM that includes Flash. S On 28 Dec 2009, at 20:30, chris harper wrote: Ok. It is becoming clear now. Flash is licensed per device. So even though you have different devices all running Android, only the ones that are licensed for Flash can implement it. Is that correct? I didn't mention that I do have an HTC Hero (as well as my android development phone). It is running Firmware version 1.5. I also tried doing the WebView as stated in the article testing on this device and also got the same result as my android development phone when trying to view a .swf (a screen full of random characters). From what you told me it sounds like I need to go down the road of continuing to test my WebView stub on my HTC Hero and maybe looking into why my flashlite plugin doesn't seem to be working with my WebView stub code? Does that sound about right to you Mark? Thank you again, this really does help me alot. -Chris On Mon, Dec 28, 2009 at 12:10 PM, Mark Murphy mmur...@commonsware.comwrote: chris harper wrote: According to this article it is had been done and is possible: http://www.flashmobileblog.com/2009/08/12/flash-development-with-android-part2/ The very first sentence of that post: As we already know by now the HTC Hero supports Flash in the browser, and by double tapping on Flash content it will be played in full screen mode. You will note that this says HTC Hero. The HTC Hero is a device, for which HTC licensed a Flash (Lite) implementation. But again like I stated before, after downloading the latest source code, building it, flashing it to my development phone and flash still not working I am having my doubts (and greatly wondering how this guy said it is working). That is because he is referring to the HTC Hero. Do you know if this is even somewhat possible (maybe a FlashLite plugin I am missing or something?). This presumably will work on an HTC Hero -- I haven't tried it. It will not work on devices that did not license Flash (Lite) from Adobe. It most definitely will not work from the Android open source tree, because Flash is not open source. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Android App Developer Books: http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] No Adobe Flash support for Eclair!?!
Hey Sena It looks like I have to do a little more research between Flash 9 and FlashLite. I will do that tonight. Thank you. Unfortunately I have the Sprint HTC HERO which as I recently found out is less open to find ROM updates. I will search for the Sense 2 that you referred to. I might get lucky. :-) I am doing a proof of concept right now for an app that I want to do. For my app to work I will need to interact certain system actions on the phone with code in Flash (actionscript 2 which FlashLite supports). I have not found a way for Java (i.e. an android app) to interact with actionScript directly. The bridge I found is javascript. ActionScript WILL interact with javascript. Java also interact with javascript as seen here with WebView. http://code.google.com/p/apps-for-android/ Check out the *WebViewDemo.* So what I am trying to do is when an action happens ( for example the phone ringing or other events on the phone) that triggers a call to javascript which will then in turn send an action to the actionScript within flash which will then perform an animation or something. If I can only find a way to actually display the flash content within WebView. I might be out in right field on this and if I am please feel free to give me a virtual slap around but this is the only way I can find to do what I want. -Chris On Tue, Dec 29, 2009 at 1:20 PM, Sena Gbeckor-Kove s...@imkon.com wrote: Hi Chris, From what I kwow there are quite a few differences between Flash 9 and Flash Lite. A quick Google should fill you in. You'll definitely need one of the standard Hero roms unless somebody has hacked the Flash files onto a custom rom. If you must have something more recent you might want to track down the Sense 2 rom. I know that runs on Hero. There are videos of it floating about. Or just wait, for 2 months for HTC to drop the official 2.x update. I must say I'm intrigued as to why you want to create such a WebView when only Hero owners will be able to use it at present. Of course once Flash 10.1 turns up for Android everybody should be able to play. Q2 2010? S On 29 Dec 2009, at 17:51, chris harper wrote: Sena - I picked up a book on writing Flash content for mobile devices and from I understand from the book is that FlashLite is based off of Flash 9. They are essentially the same thing. Where anything written for Flash 9 (with actionscript 2) can be run in FlashLite. That is my current understanding between the two. There might be minor differences. I did flash my HTC HERO about a month ago and that thought did cross my mind that maybe the FlashLite got messed up in the process. So my current thought process is to FLASH HTC's newest ROM onto my Hero: http://www.htc.com/uk/SupportViewNews.aspx?dl_id=671news_id=254 I think this will be my best bet for getting the most updated Flash from HTC onto my HERO and (hopefully if the moons align) be able to write a little WebView client to read .swf files. -Chris On Tue, Dec 29, 2009 at 7:00 AM, Sena Gbeckor-Kove s...@imkon.com wrote: If you've flashed you Hero with somethign else you'll have removed the Flash Plugin. Unless you have a cracked ROM that includes Flash. S On 28 Dec 2009, at 20:30, chris harper wrote: Ok. It is becoming clear now. Flash is licensed per device. So even though you have different devices all running Android, only the ones that are licensed for Flash can implement it. Is that correct? I didn't mention that I do have an HTC Hero (as well as my android development phone). It is running Firmware version 1.5. I also tried doing the WebView as stated in the article testing on this device and also got the same result as my android development phone when trying to view a .swf (a screen full of random characters). From what you told me it sounds like I need to go down the road of continuing to test my WebView stub on my HTC Hero and maybe looking into why my flashlite plugin doesn't seem to be working with my WebView stub code? Does that sound about right to you Mark? Thank you again, this really does help me alot. -Chris On Mon, Dec 28, 2009 at 12:10 PM, Mark Murphy mmur...@commonsware.comwrote: chris harper wrote: According to this article it is had been done and is possible: http://www.flashmobileblog.com/2009/08/12/flash-development-with-android-part2/ The very first sentence of that post: As we already know by now the HTC Hero supports Flash in the browser, and by double tapping on Flash content it will be played in full screen mode. You will note that this says HTC Hero. The HTC Hero is a device, for which HTC licensed a Flash (Lite) implementation. But again like I stated before, after downloading the latest source code, building it, flashing it to my development phone and flash still not working I am having my doubts (and greatly wondering how this guy said it is working). That is because he is referring to the HTC Hero. Do you know
Re: [android-developers] No Adobe Flash support for Eclair!?!
Dianne Really? So what you are saying is that Android development doesn't really want developers building applications that use Flash? I can see your point on how Flash is tied to certain devices but I was assuming that in 2010 more support from both the adobe and android camps would be working together toward making flash more of a standard so developers can start writing some really cool apps to take advantage of Flashes capabilities. As shown by this video by adobe: http://www.adobe.com/devnet/devices/articles/htchero.html So that was my current focus. But it now sounds like if anyone wants to develop an Android app that uses Flash it'll be more of a gamble and might not work for most devices or at the least be a hassle for the end user to make it work because they would have to install Flash plugins. That kind of sucks but thank you for the information before I dove to deep into my project. It is kind of disappointing because if Android and Adobe can get together and start supporting development of applications that use Flash then that would be an Ace in the hole for making Android apps far better than the IPhone. Yes I know Adobe CS5 has a feature on compiling Flash into IPhone apps but it's compiled code with MANY limitations and users still can not browse Flash based websites or upload .swf files and load them dynamically (that was the first route I took for my idea). :-) My backup plan is to use OpenGL and I will take that route now but it just didn't have as cool features for animation as Flash unless anyone else has any other suggestions? Thank you again Dianne -Chris On Tue, Dec 29, 2009 at 4:54 PM, Dianne Hackborn hack...@android.comwrote: On Tue, Dec 29, 2009 at 1:45 PM, chris harper ch393...@gmail.com wrote: I am doing a proof of concept right now for an app that I want to do. For my app to work I will need to interact certain system actions on the phone with code in Flash (actionscript 2 which FlashLite supports). I have not found a way for Java (i.e. an android app) to interact with actionScript directly. Hi, the platform currently doesn't support Flash. I would ask that you please do not put applications up on the Market that rely on Flash, as they will be very tied to specific devices that may happen to have it. Even if at some point Flash is more generally supported on the platform, it may well be an optional plug-in for users to download, so you would want to think very seriously about whether you want rely on that with the attendant hassles for the user of having to install Flash to use your app. And of course the minimum platform version your app would be compatible with is whichever one this feature appears on -- for example, however you get it to work with the HTC Hero will probably not match a standard platform facility, since this is a non-standard platform feature owned by HTC. Of course for futzing around with your own private app, have at it and do what you want. But for things that are intended to go on market, please keep this in mind. -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] No Adobe Flash support for Eclair!?!
I kept reading about how one of the biggest news about eclair coming out in 2010 is that support for Flash 10 (or ANY Flash for that matter) will be built into it. This does not appear to be the case for the fact that I download all the latest source code for Eclair, built and installed Eclair onto my development phone over the Christmas break and to my surprise/ disappointment there is absolutely no support for Flash when I try to view with the browser. I tried plugin's and searching for missing .apk installs for Flash but I found nothing. Unless I am missing something (i.e. maybe a side tree build for flash?) and if I did then I apologize but from what I can tell as of now the Eclair build does and will not support flash. If anyone knows ANYTHING on this topic on this please update for us. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] No Adobe Flash support for Eclair!?!
Thank you Mark for the clarification it is greatly appreciated. With so many different sources on the internet it is somewhat difficult to know what is actually available and what isn't. One more question if you happen to know this. All I am simply trying to do is create a WebView (using android.webkit.Webview) and view a .swf file with it. According to this article it is had been done and is possible: http://www.flashmobileblog.com/2009/08/12/flash-development-with-android-part2/ But again like I stated before, after downloading the latest source code, building it, flashing it to my development phone and flash still not working I am having my doubts (and greatly wondering how this guy said it is working). Do you know if this is even somewhat possible (maybe a FlashLite plugin I am missing or something?). Or am just out of luck on this one. Thank you -Chris On Mon, Dec 28, 2009 at 11:16 AM, Mark Murphy mmur...@commonsware.comwrote: chris harper wrote: I kept reading about how one of the biggest news about eclair coming out in 2010 is that support for Flash 10 (or ANY Flash for that matter) will be built into it. 1. Eclair came out in 2009. 2. AFAIK, nowhere credible was it written that Eclair would have support for Flash 10 built into it. This does not appear to be the case for the fact that I download all the latest source code for Eclair, built and installed Eclair onto my development phone over the Christmas break and to my surprise/ disappointment there is absolutely no support for Flash when I try to view with the browser. I tried plugin's and searching for missing .apk installs for Flash but I found nothing. Flash is not open source. Right now, the most that can reasonably be expected is for Flash to be available from Adobe for Android OEMs to license and put on their devices. HTC has already done this with the Hero, albeit for more of a Flash Lite profile than a full Flash 10 implementation. This is not significantly different than codecs for non-open-source media file formats (e.g., WMA, WMV) being available for OEMs to license from PacketVideo. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Android Consulting/App Development: http://commonsware.com/consulting -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] No Adobe Flash support for Eclair!?!
Ok. It is becoming clear now. Flash is licensed per device. So even though you have different devices all running Android, only the ones that are licensed for Flash can implement it. Is that correct? I didn't mention that I do have an HTC Hero (as well as my android development phone). It is running Firmware version 1.5. I also tried doing the WebView as stated in the article testing on this device and also got the same result as my android development phone when trying to view a .swf (a screen full of random characters). From what you told me it sounds like I need to go down the road of continuing to test my WebView stub on my HTC Hero and maybe looking into why my flashlite plugin doesn't seem to be working with my WebView stub code? Does that sound about right to you Mark? Thank you again, this really does help me alot. -Chris On Mon, Dec 28, 2009 at 12:10 PM, Mark Murphy mmur...@commonsware.comwrote: chris harper wrote: According to this article it is had been done and is possible: http://www.flashmobileblog.com/2009/08/12/flash-development-with-android-part2/ The very first sentence of that post: As we already know by now the HTC Hero supports Flash in the browser, and by double tapping on Flash content it will be played in full screen mode. You will note that this says HTC Hero. The HTC Hero is a device, for which HTC licensed a Flash (Lite) implementation. But again like I stated before, after downloading the latest source code, building it, flashing it to my development phone and flash still not working I am having my doubts (and greatly wondering how this guy said it is working). That is because he is referring to the HTC Hero. Do you know if this is even somewhat possible (maybe a FlashLite plugin I am missing or something?). This presumably will work on an HTC Hero -- I haven't tried it. It will not work on devices that did not license Flash (Lite) from Adobe. It most definitely will not work from the Android open source tree, because Flash is not open source. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Android App Developer Books: http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: No Adobe Flash support for Eclair!?!
Thank you. I also have the HTC Hero (along with my development phone) I bought it for the reason to view Flash. But I can not get my webview stub code to view flash content as specified in that article I referenced (specifically a .swf file I am trying to open on my sdcard). All I get is a page with random characters displayed. I think I might be missing a flashlite plugin or something? On Mon, Dec 28, 2009 at 12:21 PM, theSmith chris.smith...@gmail.com wrote: As Mark said, unless you have a Hero, which has flash built it, this will not work. On Dec 28, 1:38 pm, chris harper ch393...@gmail.com wrote: Thank you Mark for the clarification it is greatly appreciated. With so many different sources on the internet it is somewhat difficult to know what is actually available and what isn't. One more question if you happen to know this. All I am simply trying to do is create a WebView (using android.webkit.Webview) and view a .swf file with it. According to this article it is had been done and is possible: http://www.flashmobileblog.com/2009/08/12/flash-development-with-andr... But again like I stated before, after downloading the latest source code, building it, flashing it to my development phone and flash still not working I am having my doubts (and greatly wondering how this guy said it is working). Do you know if this is even somewhat possible (maybe a FlashLite plugin I am missing or something?). Or am just out of luck on this one. Thank you -Chris On Mon, Dec 28, 2009 at 11:16 AM, Mark Murphy mmur...@commonsware.com wrote: chris harper wrote: I kept reading about how one of the biggest news about eclair coming out in 2010 is that support for Flash 10 (or ANY Flash for that matter) will be built into it. 1. Eclair came out in 2009. 2. AFAIK, nowhere credible was it written that Eclair would have support for Flash 10 built into it. This does not appear to be the case for the fact that I download all the latest source code for Eclair, built and installed Eclair onto my development phone over the Christmas break and to my surprise/ disappointment there is absolutely no support for Flash when I try to view with the browser. I tried plugin's and searching for missing .apk installs for Flash but I found nothing. Flash is not open source. Right now, the most that can reasonably be expected is for Flash to be available from Adobe for Android OEMs to license and put on their devices. HTC has already done this with the Hero, albeit for more of a Flash Lite profile than a full Flash 10 implementation. This is not significantly different than codecs for non-open-source media file formats (e.g., WMA, WMV) being available for OEMs to license from PacketVideo. -- Mark Murphy (a Commons Guy) http://commonsware.com|http://twitter.com/commonsguy Android Consulting/App Development:http://commonsware.com/consulting -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] No Adobe Flash support for Eclair!?!
Mark, Mr theSmith? Thank you for your input. You pointed me in the right direction. I wrote that guy that did that article but he is out of office until Jan 4th. I would like to compare notes with him and get my code working on my HTC HERO to run my .swf file. If I get mine working I'll post back and let you guys know as I believe Flash will start to become a bigger issue in 2010 with more development for android going on. -Chris On Mon, Dec 28, 2009 at 12:34 PM, Mark Murphy mmur...@commonsware.comwrote: chris harper wrote: Flash is licensed per device. So even though you have different devices all running Android, only the ones that are licensed for Flash can implement it. Is that correct? Yup! It is conceivable that Adobe could make a downloadable Flash client for Android, but I'm skeptical they can pull that off. I think it will require too many low-level hooks to perform properly. However, I will be happy to be proven wrong on that point, someday. I didn't mention that I do have an HTC Hero (as well as my android development phone). It is running Firmware version 1.5. I also tried doing the WebView as stated in the article testing on this device and also got the same result as my android development phone when trying to view a .swf (a screen full of random characters). H...it's possible there was a minor firmware upgrade with the Hero that changed the functionality. From what you told me it sounds like I need to go down the road of continuing to test my WebView stub on my HTC Hero and maybe looking into why my flashlite plugin doesn't seem to be working with my WebView stub code? Does that sound about right to you Mark? Yes. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy _The Busy Coder's Guide to *Advanced* Android Development_ Version 1.3 Available! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] PLEASE! PLEASE! PLEASE! help. This has been driving me nuts! Android source on Mac 10.6
I am trying to build Eclair on Snow Leopard 10.6. I have installed followed everything that is listed here (under MAC) to the letter: http://source.android.com/download I have tried everything here: http://simonrules.com/?p=265cpage=1#comment-12255 I installed JDK 1.5 as listed here: http://wiki.oneswarm.org/index.php/OS_X_10.6_Snow_Leopard and changed my java version a few times between JDK 1.6 (32 and 64) and 1.5 (32 and 64). So my JDK version dir looks like: cd /System/Library/Frameworks/JavaVM.framework/Versions 1.5.0 1.3.1 1.3 - 1.3.1 1.6 - 1.6.0 1.6.0 Current - A A CurrentJDK - A 1.5 - 1.5.0 I installed patches as listed here: http://groups.google.com/group/android-platform/browse_thread/thread/32ec94659fd68c9c I still AlWAYS get: PLATFORM_VERSION_CODENAME=Eclair PLATFORM_VERSION=Eclair TARGET_PRODUCT=generic TARGET_BUILD_VARIANT=eng TARGET_SIMULATOR= TARGET_BUILD_TYPE=release TARGET_ARCH=arm HOST_ARCH=x86 HOST_OS=darwin HOST_BUILD_TYPE=release BUILD_ID=ECLAIR build/core/copy_headers.mk:15: warning: overriding commands for target `out/target/product/generic/obj/include/libpv/getactualaacconfig.h' build/core/copy_headers.mk:15: warning: ignoring old commands for target `out/target/product/generic/obj/include/libpv/ getactualaacconfig.h' /bin/bash: line 0: cd: development/tools/layoutopt/app/src/resources: No such file or directory host C: libclearsilver-jni = external/clearsilver/java-jni/ j_neo_util.c external/clearsilver/java-jni/j_neo_util.c:2:17: error: jni.h: No such file or directory In file included from external/clearsilver/java-jni/j_neo_util.c:3: out/host/darwin-x86/obj/SHARED_LIBRARIES/libclearsilver- jni_intermediates/org_clearsilver_HDF.h:15: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘jlong’ out/host/darwin-x86/obj/SHARED_LIBRARIES/libclearsilver- jni_intermediates/org_clearsilver_HDF.h:23: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘void’ out/host/darwin-x86/obj/SHARED_LIBRARIES/libclearsilver- jni_intermediates/org_clearsilver_HDF.h:31: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘jboolean’ out/host/darwin-x86/obj/SHARED_LIBRARIES/libclearsilver- jni_intermediates/org_clearsilver_HDF.h:39: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘jboolean’ many more of the same errors... until... external/clearsilver/java-jni/j_neo_util.c:422: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘jlong’ external/clearsilver/java-jni/j_neo_util.c:431: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘jlong’ external/clearsilver/java-jni/j_neo_util.c:440: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘jstring’ external/clearsilver/java-jni/j_neo_util.c:453: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘jstring’ external/clearsilver/java-jni/j_neo_util.c:466: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘void’ make: *** [out/host/darwin-x86/obj/SHARED_LIBRARIES/libclearsilver- jni_intermediates/j_neo_util.o] Error 1 PLEASE ANY help would be a godsend. Thank you -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Recording from MIC in real time
Hi everyone. Merry xmas. I have been looking relentlessly for over a week to see if doing what I need to do is possible on the Android system and going crazy in the process. I know you can read input in from the MIC via two ways 1. new AudioRecord(MediaRecorder.AudioSource.MIC... and whatever parameters This way you CAN access the buffer in realtime. OR 2. MediaRecorder recorder = new MediaRecorder(); recorder.setAudioSource(MediaRecorder.AudioSource.MIC); This way it seems to write it out to a file and you CAN NOT seem to access the buffer at all while it is doing that. Given the two ways to read data from the MIC. Is there ANY way that you know to analyze amplitude and frequency in REALTIME. I know most streaming data seems to need the length of the file before it can do this. Although I noticed in your Audacity you SEEM to show the frequency WHILE you are recording. This is EXACTLY what I want to do from the mic on the android system. All I really need to do is run events when it is detected that someone speaks while on a phone call. I DO NOT need a specific words. I just need to run one event when it is detected that someone speaks at all (I am doing a little animation). Specifically the incoming persons voice while on a phone call. I know I can't use javax, android development doesn't want that. Speech recognition doesn't seem to all be there (at least for my HTC HERO which is running 1.5) so that is a dead end. So am thinking of analyzing amplitude and frequency is the way to do go if that is possible. I might have to write and read from the output file for MediaRecorder at the same time is my next line of thinking using threads/locking etc.. Additionally as mentioned above, if you can also tell me if there is ANYWAY at all to also separate (to analyze) the incoming callers voice in the MIC from the outgoing callers voice in the data-stream (I am thinking STEREO, LEFT, RIGHT when it comes to samples/frames) because the UPLINK, DOWNLINK ways do not seem to be supported (buggy from everywhere I have read) or just plain not available at all in 1.5 so they are not even an option. Thank you for your time and have a wonderful holiday. -Chris -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Flash Lite and Android
Hi Has anyone done much development for Flash Lite on Android? What I am trying to do is upload the a .swf file to android, add in an image into Flash (via actionscript) and play the movie. Has anyone done this yet? If so what has been your experience? Is it easy to do? Also as a side note had anyone found ANY way to communicate from Android (Java) to Flash (activeScript)? I know you can communicate from FLASH (actionscript) to javascript. So it might have to be Java-Javascript-ActiveScript. Unless anyone knows of any other way. Thank you. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Recording from MIC (merry xmas everyone)
Hi -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en