[android-developers] How to allow for devices without a touchscreen android.hardware.touchscreen

2010-11-26 Thread tberthel
Basically all my games support non touchscreen devices but it seems
that the store thinks my games have this as a required feature.

So how do I make it so the following does not show up in the Android
Market?

This apk requests 1 features that will be used for Android Market
filtering
android.hardware.touchscreen

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[android-developers] Re: Android WVGA support

2009-10-30 Thread tberthel

The Highest resolution I can get in the emulator is 1000x500.

I need 1200x600. How do I do it? or can I yet?

On Oct 29, 9:29 pm, Dianne Hackborn hack...@android.com wrote:
 Dammit yeah that would be broken.  I'll make sure this is fixed in the next
 version; for now i guess you will need to include both -v4 and -v5
 resources.





 On Thu, Oct 29, 2009 at 7:25 PM, Artem p.ar...@gmail.com wrote:

  Trying to help by digging up the code.

  I found this:

 http://www.google.com/codesearch/p?hl=ensa=Ncd=1ct=rc#uX1GffpyOZk/...

     // Return true if 'this' can be considered a match for the
  parameters in
     // 'settings'.
     // Note this is asymetric.  A default piece of data will match
  every request
     // but a request for the default should not match odd specifics
     // (ie, request with no mcc should not match a particular mcc's
  data)
     // settings is the requested settings
     inline bool match(const ResTable_config settings) const {
  ...

         if (version != 0) {
             if (settings.sdkVersion != 0  sdkVersion != 0
                  sdkVersion != settings.sdkVersion) {
                 return false;
             }
             if (settings.minorVersion != 0  minorVersion != 0
                  minorVersion != settings.minorVersion) {
                 return false;
             }
         }
         return true;
    }

  Of course I am not sure where this is used, but I only see an != here.
  Hopefully, this is not the right code. Or perhaps there is new code in
  Eclair that is not available yet, that makes this better.

  Thanks for the help.

  Artem

  On Oct 29, 9:12 pm, Artem Petakov p.ar...@gmail.com wrote:
   Dianne, I am sorry to say it also does not work for me. Actually, we had
   made a mistake and originally forgot the v4, which screwed up Cupcake,
  but
   now we added the v4 (and make no other changes), and it stopped working.

   Am I missing something? Or is there perhaps a serious problem? Please
  reply
   back so we can take action -- we need to publish a new APK for the
  Cupcake
   users, but we can't figure out how to do that without breaking Eclair.

   Artem

   On Thu, Oct 29, 2009 at 11:00 AM, webmonkey webmonke...@gmail.com
  wrote:

Hi Dianne,

The v flag does indeed not work, I am using the Android 2.0 SDK with
the following AndroidManifest settings:

uses-sdk
   android:minSdkVersion=3
    android:targetSdkVersion=5
/

Running on a WVGA854 emulator with density 240 and API 5, I get the
following results:

drawable-hdpi-v4

is ignored

drawable-hdpi-v5

is ignored, very strange

drawable-hdpi

works, but we can't use that

On Oct 29, 3:45 pm, Dianne Hackborn hack...@android.com wrote:
 I am pretty positive it works.  Nothing changed in 2.0 -- this has
  been
the
 same since 1.0, if the platform's SDK version is  the resource
  version,
 then the resource is ignored.

 On Wed, Oct 28, 2009 at 5:28 PM, Jeff codesec...@gmail.com wrote:

  Looks like -v4 flag doesn't work in Android 2.0. Any ideas?

  On Oct 22, 8:38 am, Nikolay Ananiev devuni...@gmail.com wrote:
   This is how I made my app resolution-independent and with Android
  1.5
  legacy
   support:

   Why did I put my high-dpi images in the drawable-hdpi-v4 folder
  and
not
  in
   drawable-hdpi? Because the Android 1.5 OS can't handle the -hdpi
  and
  tries
   to use these images instead of the ones in the res/drawable
  folder.
The
  -v4
   flag is only meaningful for Android 1.6 and works perfect.

 --
 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.

 --
 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.
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[android-developers] firmware versions

2009-09-20 Thread tberthel

What percent of the customers are have 1.5?

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[android-developers] Re: Hmm... at last ADC2 is out of our way ... tell about your app and experience

2009-09-04 Thread tberthel

Zepto Wars - RTS

Robots versus humans in this real time strategy game.  Use waypoints
for resource collection and attacking.  Build structures for better
units and upgrades.

This is my 8th Android game, and it is my first with professional art.

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[android-developers] Re: Get the name of the owner of the phone? (the email sender)

2009-04-10 Thread tberthel

Did you ever find this solution?

On Feb 18, 1:21 pm, Zombies and Robots caecus...@gmail.com wrote:
 I've been doing some research on this topic myself, but so far, I
 haven't come up with anything.  It seems like a very simple question.

 Does anyone else have an idea?

 I'm going back to scouring the API...
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[android-developers] Re: MarketAppIdString

2009-02-17 Thread tberthel

This is really important for updates.

Can you please answer this question.

On Feb 15, 11:47 pm, tberthel travisberthe...@hotmail.com wrote:
 The MarketAppIdString seems to missing now.

 It was available before, but now it is gone.

 Where do I get this Identifier now?
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[android-developers] Re: From Demo to Paid Unlocked Version

2009-02-17 Thread tberthel

Did Google people stop answering questions?

On Feb 13, 7:25 pm, tberthel travisberthe...@hotmail.com wrote:
 I have 5 games on the market that have license servers.  My free games
 are the same as the full versions except one is locked and the other
 is not (More levels, features, and such).  I would like to have the
 registration automated through Google Checkout.

 I don't want to have an unlocked version not connected to the license
 servers.

 Will I get phone data like Device ID for automated Registration upon
 purchase?

 Will I receive a Customer Email for each order to send registrations
 IDs for manual registration?

 Will I need to send an SMS upon purchase?

 Or is there another option that is available?
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[android-developers] Re: Charging for upgrading from free to paid version with new features

2009-02-17 Thread tberthel



On Feb 17, 6:09 pm, David McLaughlin (Android Advocate)
d...@google.com wrote:
 Hi,

 You may not add a price to an existing app; instead, you will need to
 upload a new application version and add a price to that. Section 3.3
 states that people who download a free app can not be charged at a
 later date for what they have already downloaded. For example, they
 can't be charged an ongoing subscription fee for additional content.

To me this contradicts the following:

 This is not intended to prevent distribution of free trial versions
of
the Product with an “upsell” option to obtain the full version of the
Product: Such free trials for Products are encouraged. 

Where, obtain the full version could be just getting a registration
key that unlocks more features.  I will however create a new version
despite the insanity of making customers download applications more
than once.  They will still need to purchase a registration key each
year from Google if they downloaded the application from Google
otherwise they will revert back to Trial Mode.  This clearly meets the
requirements.  Since when did obtain == download.

 However, the user can be redirected back to the market to download a
 full version (this would be considered a different version) for a
 price.

 Thanks,
 David

 On Feb 17, 12:12 pm, Jay-andro jayan...@gmail.com wrote:

  I have a free app on the Market. With paid support finally arriving, I
  want to be able to charge for my app. I have readied a new version
  that includes new features. Can I publish this as a version 2.0 and
  charge for it including to existing users?

 http://market.android.com/support/bin/answer.py?answer=138412topic=1...
  says:
  Please keep in mind, that in accordance with section 3.3 in the
  Developer Distribution Agreement, any users who installed the free
  version of your application are entitled to upgrades of that free
  version for no extra charge.

  However The Distribution Agreement 3.3 says:
   You may not collect future charges from users for copies of the
  Products that those users were initially allowed to download for
  free.
  This is not intended to prevent distribution of free trial versions of
  the Product with an “upsell” option to obtain the full version of the
  Product: Such free trials for Products are encouraged.
  -
  If I release an upgrade that has new features, that is not copies of
  the Product that users initially downloaded. It is not a copy, it is
  a new changed version. I should be able to charge for a version that
  has new features. But Google seems to want to disallow that citing
  3.3
  which doesn't disallow it in my view.

  Can I charge existing users for upgrades to a version with new
  features?
  How do you other developers view this and what are you planning on
  doing?
  Jay
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[android-developers] From Demo to Paid Unlocked Version

2009-02-13 Thread tberthel

I have 5 games on the market that have license servers.  My free games
are the same as the full versions except one is locked and the other
is not (More levels, features, and such).  I would like to have the
registration automated through Google Checkout.

I don't want to have an unlocked version not connected to the license
servers.

Will I get phone data like Device ID for automated Registration upon
purchase?

Will I receive a Customer Email for each order to send registrations
IDs for manual registration?

Will I need to send an SMS upon purchase?

Or is there another option that is available?


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[android-developers] Re: From Demo to Paid Unlocked Version

2009-02-13 Thread tberthel

Also can I bypass the extra download requirement for the paid version
so they don't need to download the games until a new version is
released?

For example, an Intent uri/url link to Google Checkout for a purchase
without a new download but instead just show the purchaser a
Registration ID or email me some phone info for automated
registration.

On Feb 13, 7:25 pm, tberthel travisberthe...@hotmail.com wrote:
 I have 5 games on the market that have license servers.  My free games
 are the same as the full versions except one is locked and the other
 is not (More levels, features, and such).  I would like to have the
 registration automated through Google Checkout.

 I don't want to have an unlocked version not connected to the license
 servers.

 Will I get phone data like Device ID for automated Registration upon
 purchase?

 Will I receive a Customer Email for each order to send registrations
 IDs for manual registration?

 Will I need to send an SMS upon purchase?

 Or is there another option that is available?
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[android-developers] Re: From Demo to Paid Unlocked Version

2009-02-13 Thread tberthel

Note that I asked this question like 3 months ago on the Market but it
was not answered and now it seems that I can't find the Android Market
Forum.

On Feb 13, 7:32 pm, tberthel travisberthe...@hotmail.com wrote:
 Also can I bypass the extra download requirement for the paid version
 so they don't need to download the games until a new version is
 released?

 For example, an Intent uri/url link to Google Checkout for a purchase
 without a new download but instead just show the purchaser a
 Registration ID or email me some phone info for automated
 registration.

 On Feb 13, 7:25 pm, tberthel travisberthe...@hotmail.com wrote:

  I have 5 games on the market that have license servers.  My free games
  are the same as the full versions except one is locked and the other
  is not (More levels, features, and such).  I would like to have the
  registration automated through Google Checkout.

  I don't want to have an unlocked version not connected to the license
  servers.

  Will I get phone data like Device ID for automated Registration upon
  purchase?

  Will I receive a Customer Email for each order to send registrations
  IDs for manual registration?

  Will I need to send an SMS upon purchase?

  Or is there another option that is available?
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[android-developers] Re: From Demo to Paid Unlocked Version

2009-02-13 Thread tberthel

Found a similar question and the older question:

http://groups.google.com/group/android-developers/browse_thread/thread/d328e1b01e438430#
http://www.google.com/support/forum/p/Android+Market/thread?tid=2793932dd3c01387hl=en


On Feb 13, 7:36 pm, tberthel travisberthe...@hotmail.com wrote:
 Note that I asked this question like 3 months ago on the Market but it
 was not answered and now it seems that I can't find the Android Market
 Forum.

 On Feb 13, 7:32 pm, tberthel travisberthe...@hotmail.com wrote:

  Also can I bypass the extra download requirement for the paid version
  so they don't need to download the games until a new version is
  released?

  For example, an Intent uri/url link to Google Checkout for a purchase
  without a new download but instead just show the purchaser a
  Registration ID or email me some phone info for automated
  registration.

  On Feb 13, 7:25 pm, tberthel travisberthe...@hotmail.com wrote:

   I have 5 games on the market that have license servers.  My free games
   are the same as the full versions except one is locked and the other
   is not (More levels, features, and such).  I would like to have the
   registration automated through Google Checkout.

   I don't want to have an unlocked version not connected to the license
   servers.

   Will I get phone data like Device ID for automated Registration upon
   purchase?

   Will I receive a Customer Email for each order to send registrations
   IDs for manual registration?

   Will I need to send an SMS upon purchase?

   Or is there another option that is available?
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[android-developers] Google Market Download Numbers

2008-11-13 Thread tberthel

Before when I did an update my download numbers where reset to zero,
but now they are not working correctly at all.

My servers show more than ten times the number of new users for apps
than what is shown by the developer console since I did my last
update.

Something has gone wrong.  Is everyone effected or is it just me?
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[android-developers] Re: Android Market Developers need phones

2008-11-13 Thread tberthel

While, I am on the 2-4 week iteration process this does not replace
real device play testing.

On Nov 13, 2:21 am, Al Sutton [EMAIL PROTECTED] wrote:
 One solution is Release Early, Release Often
 (http://www.catb.org/~esr/writings/cathedral-bazaar/cathedral-bazaar/a...)

 You can keep a list of  devices you've tested against in your app and if
 the app is run on one you haven't tested against you can let the user
 know it's untested on their device, run some code to check the app is
 performing as expected, and ask for user feedback.

 Al.



 tberthel wrote:
  Basically I have several games and more to come, but I don't have
  Android phones to do game play testing.

  What are poor developers (Registered with the Android Market) supposed
  to do that can't afford to have a 2 year contract for each Android
  phone?

  Which could end up being 100+ phones over the next five years.  Can
  you really expect developers to have 100k over the next five years
  just for phone testing.

  I would like some kind of deal to get a developer phone for game play
  testing loaner or permanent.  I wouldn't mind paying with future sells
  or something.

 --
 ==
 Funky Android Limited is registered in England  Wales with the
 company number  6741909. The registered head office is Kemp House,
 152-160 City Road, London,  EC1V 2NX, UK.

 The views expressed in this email are those of the author and not
 necessarily those of Funky Android Limited, it's associates, or it's
 subsidiaries.
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[android-developers] Android Market Developers need phones

2008-11-12 Thread tberthel

Basically I have several games and more to come, but I don't have
Android phones to do game play testing.

What are poor developers (Registered with the Android Market) supposed
to do that can't afford to have a 2 year contract for each Android
phone?

Which could end up being 100+ phones over the next five years.  Can
you really expect developers to have 100k over the next five years
just for phone testing.

I would like some kind of deal to get a developer phone for game play
testing loaner or permanent.  I wouldn't mind paying with future sells
or something.
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[android-developers] Re: Browser based installation fails on G1

2008-10-23 Thread tberthel

I have been told that it does install and runs so hopefully you just
installed it in a different way.

I wouldn't want my application to fail installation.

Did you find the solution?

On Oct 22, 10:10 am, nknize [EMAIL PROTECTED] wrote:
 I'm having a similar issue, but I'm actually hosting the .apk files in
 an Oracle database.  Here is a code snippet:

 Intent intent = new Intent(Intent.ACTION_VIEW);
 intent.setDataAndType(Uri.fromFile(apkFile), application/ +
 vnd.android.package-archive);
 MainMenuActivity.instance.startActivity(intent);

 1.  The apk is successfully saved in /sdcard/download/ with the
 original filename.
 2. When startActivity(intent) is called.  A Replace application
 dialog appears (when I have never once installed the application)
 saying The application you are installing will replace another
 application.  And the following log is printed:

 I/ActivityManager(   52): Starting activity: Intent
 { action=android.intent.action.VIEW data=file:///sdcard/download/
 MiniSpaceWarAndroidApplication.apk type=app
 lication/vnd.android.package-archive
 comp={com.android.packageinstaller/
 com.android.packageinstaller.PackageInstallerActivity} }
 D/asset   (  313): failed to open Zip archive '/sdcard/download/
 MiniSpaceWarAndroidApplication.apk'

 3. When the user selects ok, the InstallAppConfirmation screen comes
 up and the following log is printed:

 I/ActivityManager(   52): Starting activity: Intent { data=file:///
 data/data/com.android.packageinstaller/files/
 MiniSpaceWarAndroidApplication.apk comp={com.and
 roid.packageinstaller/
 com.android.packageinstaller.InstallAppConfirmation} (has extras) }
 D/asset   (  313): failed to open Zip archive '/data/data/
 com.android.packageinstaller/files/MiniSpaceWarAndroidApplication.apk'
 D/asset   (  313): failed to open Zip archive '/data/data/
 com.android.packageinstaller/files/MiniSpaceWarAndroidApplication.apk'
 I/ActivityManager(   52): Displayed activity
 com.android.packageinstaller/.InstallAppConfirmation: 399 ms

 4. When the user selects Install, Application install unsuccessful
 is displayed and the following log is printed:

 I/PackageInstaller(  313): downloaded app uri=file:///data/data/
 com.android.packageinstaller/files/MiniSpaceWarAndroidApplication.apk
 I/ActivityManager(   52): Starting activity: Intent { data=file:///
 data/data/com.android.packageinstaller/files/
 MiniSpaceWarAndroidApplication.apk comp={com.and
 roid.packageinstaller/com.android.packageinstaller.InstallAppProgress}
 (has extras) }
 I/ActivityManager(   52): Displayed activity
 com.android.packageinstaller/.InstallAppProgress: 146 ms
 D/asset   (   52): failed to open Zip archive '/data/app/
 vmdl14442.tmp'
 W/PackageParser(   52): Unable to read AndroidManifest.xml of /data/
 app/vmdl14442.tmp
 W/PackageParser(   52): java.io.FileNotFoundException:
 AndroidManifest.xml
 W/PackageParser(   52): at
 android.content.res.AssetManager.openXmlAssetNative(Native Method)
 W/PackageParser(   52): at
 android.content.res.AssetManager.openXmlBlockAsset(AssetManager.java:
 471)
 W/PackageParser(   52): at
 android.content.res.AssetManager.openXmlResourceParser(AssetManager.java:
 439)
 W/PackageParser(   52): at
 android.content.pm.PackageParser.parsePackageName(PackageParser.java:
 436)
 W/PackageParser(   52): at
 com.android.server.PackageManagerService.installPackageLI(PackageManagerService.java:
 3102)
 W/PackageParser(   52): at
 com.android.server.PackageManagerService
 $4.run(PackageManagerService.java:3008)
 W/PackageParser(   52): at
 android.os.Handler.handleCallback(Handler.java:542)
 W/PackageParser(   52): at
 android.os.Handler.dispatchMessage(Handler.java:86)
 W/PackageParser(   52): at android.os.Looper.loop(Looper.java:
 123)
 W/PackageParser(   52): at
 android.os.HandlerThread.run(HandlerThread.java:60)
 E/PackageManager(   52): Couldn't find a package name in : /data/app/
 vmdl14442.tmp
 I/installd(   36): unlink /data/dalvik-cache/
 [EMAIL PROTECTED]@[EMAIL PROTECTED]
 I/InstallAppProgress(  313): Sleeping for 5 seconds to display screen
 D/dalvikvm(   52): GC freed 5799 objects / 287216 bytes in 153ms
 I/PackageInstaller(  313): downloaded app uri=file:///data/data/
 com.android.packageinstaller/files/MiniSpaceWarAndroidApplication.apk
 I/ActivityManager(   52): Starting activity: Intent
 { action=android.intent.action.VIEW data=file:///data/data/
 com.android.packageinstaller/files/MiniSpaceWarAn
 droidApplication.apk comp={com.android.packageinstaller/
 com.android.packageinstaller.InstallAppDone} (has extras) }
 D/dalvikvm(  313): GC freed 5228 objects / 349536 bytes in 127ms
 I/ActivityManager(   52): Displayed activity
 com.android.packageinstaller/.Insta
 llAppDone: 304 ms

 Questions:

 1. Am I calling the intent with the right action? mime type?  It would
 appear so.
 2. 

[android-developers] PNG issue with 1.0 Release 1

2008-10-03 Thread tberthel

I get the following error loading some images that loaded in .9 Beta:

D/skia(  226): xxx jpeg error 53 Not a JPEG file: starts
with 0x%02x 0x%02x

Is this a bug or something that will stay in the next release?
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[android-developers] Re: Vibrate constructor is not public and not documented in API Differences

2008-09-30 Thread tberthel

Bump

On Sep 30, 12:36 am, tberthel [EMAIL PROTECTED] wrote:
 How do I get an instance of Vibrate in a different package now that
 the constructor is not public?
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[android-developers] Re: Vibrate constructor is not public and not documented in API Differences

2008-09-30 Thread tberthel

android.os.Vibrator is the actual class.

Strange that it's not just a static call to begin with.

On Sep 30, 12:55 pm, tberthel [EMAIL PROTECTED] wrote:
 Bump

 On Sep 30, 12:36 am, tberthel [EMAIL PROTECTED] wrote:

  How do I get an instance of Vibrate in a different package now that
  the constructor is not public?
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[android-developers] Re: Vibrate constructor is not public and not documented in API Differences

2008-09-30 Thread tberthel

Never mind I found it:

Vibrator vibrator =
(Vibrator)getSystemService(Context.VIBRATOR_SERVICE);

On Sep 30, 1:56 pm, tberthel [EMAIL PROTECTED] wrote:
 android.os.Vibrator is the actual class.

 Strange that it's not just a static call to begin with.

 On Sep 30, 12:55 pm, tberthel [EMAIL PROTECTED] wrote:

  Bump

  On Sep 30, 12:36 am, tberthel [EMAIL PROTECTED] wrote:

   How do I get an instance of Vibrate in a different package now that
   the constructor is not public?
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[android-developers] Vibrate constructor is not public and not documented in API Differences

2008-09-29 Thread tberthel

How do I get an instance of Vibrate in a different package now that
the constructor is not public?
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[android-developers] Re: Trouble porting m5 to 0.9 SDK -- How do I find the problem?

2008-08-22 Thread tberthel

I had no major porting issues, and all I see is a
NullPointerException.

I would bet that when you updated your code you made a typo or error
in:

com.androidzack.hello.HelloAndroidZack
clinit

On Aug 22, 7:27 pm, Zack [EMAIL PROTECTED] wrote:
 Hello and thanks for helping.

 My android apps ran using m5 SDK but now I can't get them to run on
 0.9SDK.
 I made the needed changes and the app builds and loads onto the
 emulator.(Console message says success).
 (I'm using GPS and Http in this app.- Don't know if thats relevant. )

 I toggle the earliest possible breakpoint in the debugger but the
 error occurs before that.

 Log Cat:
 08-22 23:44:59.530: WARN/dalvikvm(400): Exception Ljava/lang/
 NullPointerException; thrown during Lcom/androidzack/hello/
 HelloAndroidZack;.clinit
 
 On the Debug Tab:
 Instrumentation.newActivity(ClassLoader, String, Intent) line: 1095
 ...(other stuff)...
 -
 in the instrumentation.class file that appears the first line is:

 // Field descriptor #273 Ljava/lang/String;
   public static final java.lang.String REPORT_KEY_IDENTIFIER = id;
 ...
 --

 Running on Windows Vista and using eclipse.
 Is the new Activity class different?
 How do I find the problem?  Any help appreciated.

 Thanks again...
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[android-developers] Re: .9 SDK Questions

2008-08-22 Thread tberthel

 An emulator that accurately models the performance of real hardware
 will not be able to run in realtime on any machine sitting on
 someone's desk.

That is not true.  It can be done for a cell phone.  You need about
10x to do it.  I would hope most people desktops are in that range.
Oddly that was a common quote about emulating some hardware in the
80's, but that hardware was akin to PC performance.

 And this still ignores things like graphics hardware acceleration
 (which can have a huge impact since it can do things like relieve the
 CPU of basically all work in compositing the screen whenever it
 changes), DSPs, etc.

Well to my knowledge the first two phones don't have PowerVRs.  So the
emulation would probably be the OMAP or ARM processors with only some
graphics acceleration.

Not that is matters. I was looking for estimated performance not exact
like the WTK does for J2ME.
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[android-developers] Re: .9 SDK Questions

2008-08-22 Thread tberthel

Edit:

Not that it matters. I was looking for estimated performance like the
WTK does for J2ME and not exact performance.

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[android-developers] Re: .9 SDK Questions

2008-08-20 Thread tberthel

I was obviously referring to the first phone I.E. the T-Mobile phone
coming out in Nov.

On Aug 19, 11:58 pm, Justin (Google Employee) [EMAIL PROTECTED]
wrote:
  Could someone give us the PC hardware of something that is running it
  the same speed as the real phone?

 There is no the phone. Android is designed to run on a variety of
 hardware and we expect it will run on many hardware configurations.
 Therefore the statement running it the same speed as the real phone
 doesn't make sense.

 Cheers,
 Justin
 Android Team @ Google

 On Aug 19, 8:40 pm, tberthel [EMAIL PROTECTED] wrote:

  Could someone give us the PC hardware of something that is running it
  the same speed as the real phone?

  When will the PC not determine the performance as much? I assume they
  could provide a sleep timer to provide semi accurate performance to a
  phone with a profile until instrumentation is added for performance
  control? WTK uses some kind of instrumentation to do this.

  On Aug 19, 9:44 pm, hackbod [EMAIL PROTECTED] wrote:

   On Aug 19, 6:54 pm, tberthel [EMAIL PROTECTED] wrote:

Are the first phones going to be this fast?

   The spend of the emulator depends entirely on the PC you are running
   it on, so there is no way to correlate whatever speed you see with the
   speed on an actual device.  (And that is ignoring other aspects like
   there being no graphics hardware acceleration in the emulator.)
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[android-developers] Re: .9 SDK Questions

2008-08-20 Thread tberthel

This is why performance emulation requires:

1. The emulator to run on a system much faster than the real device.
2. Instrumentation to control timing.

I was just looking for a rough estimate like say a Centrino Duo 1.7
Ghz with 1 Gig.

On Aug 20, 7:20 pm, Jeff Hamilton [EMAIL PROTECTED] wrote:
 It's hard to make such statements about a certain PC emulating a
 certain level of phone. There are a lot more factors at play than pure
 CPU clock speed when determining end user performance. Things like the
 memory bus speed, the speed of flash, cache sizes, cache replacement
 algorithms, adjustable clock rates, etc. Many of those factors are not
 emulated, so it's not really possible to make comparisons from the
 emulator to any given non-emulated hardware.

 -Jeff

 On Wed, Aug 20, 2008 at 1:50 AM, hanni [EMAIL PROTECTED] wrote:

  I think what people are looking for is some rough estimate to the
  correlation between the speed of the emulator and the speed of the
  phone.

  Such as, a 1 GHz CPU in the emulator would roughly equal a 100 MHz CPU
  in the phone, for most loops or calculations. (Just an example, i
  don't know.)

  On 20 Aug, 06:58, Justin (Google Employee) [EMAIL PROTECTED] wrote:
   Could someone give us the PC hardware of something that is running it
   the same speed as the real phone?

  There is no the phone. Android is designed to run on a variety of
  hardware and we expect it will run on many hardware configurations.
  Therefore the statement running it the same speed as the real phone
  doesn't make sense.

  Cheers,
  Justin
  Android Team @ Google

  On Aug 19, 8:40 pm, tberthel [EMAIL PROTECTED] wrote:

   Could someone give us the PC hardware of something that is running it
   the same speed as the real phone?

   When will the PC not determine the performance as much? I assume they
   could provide a sleep timer to provide semi accurate performance to a
   phone with a profile until instrumentation is added for performance
   control? WTK uses some kind of instrumentation to do this.

   On Aug 19, 9:44 pm, hackbod [EMAIL PROTECTED] wrote:

On Aug 19, 6:54 pm, tberthel [EMAIL PROTECTED] wrote:

 Are the first phones going to be this fast?

The spend of the emulator depends entirely on the PC you are running
it on, so there is no way to correlate whatever speed you see with the
speed on an actual device.  (And that is ignoring other aspects like
there being no graphics hardware acceleration in the emulator.)- Dölj 
citerad text -

  - Visa citerad text -
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[android-developers] Re: .9 SDK Questions

2008-08-19 Thread tberthel

Could someone give us the PC hardware of something that is running it
the same speed as the real phone?

When will the PC not determine the performance as much? I assume they
could provide a sleep timer to provide semi accurate performance to a
phone with a profile until instrumentation is added for performance
control? WTK uses some kind of instrumentation to do this.

On Aug 19, 9:44 pm, hackbod [EMAIL PROTECTED] wrote:
 On Aug 19, 6:54 pm, tberthel [EMAIL PROTECTED] wrote:

  Are the first phones going to be this fast?

 The spend of the emulator depends entirely on the PC you are running
 it on, so there is no way to correlate whatever speed you see with the
 speed on an actual device.  (And that is ignoring other aspects like
 there being no graphics hardware acceleration in the emulator.)
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[android-developers] Re: Android Specialists

2008-06-25 Thread tberthel

I make Android apps that run on J2ME devices and also as Applets.

On Jun 24, 7:34 am, JammoBurke [EMAIL PROTECTED] wrote:
 Hi,

 I am an interactive consultant at JWT London and would like to know if
 there are any companies that have got a jump on the whole Android
 specialism. I know its all in its infancy but there are great deal of
 projects I would like to look at for our clients which can be seen 
 onwww.jwt.co.ukralted to Android.

 Cheers,

 Jamie
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[android-developers] Re: Story about interesting Android apps

2008-05-08 Thread tberthel

I'm interested.

http://allbinary.axspace.com/

[EMAIL PROTECTED]

On May 6, 1:12 pm, Vasanth Sridharan [EMAIL PROTECTED]
wrote:
 Hello,
 My name is Vas and I am a reporter for Silicon Alley Insider 
 (www.alleyinsider.com), a tech news site based out of NYC. I am trying to put
 together a story about interesting apps being developed for Android, and I
 was hoping that if you're a developer, you would be willing to pitch me your
 app, so I could write about it. I'm working on the story for the next week,
 so any pitches would be greatly appreciated.

 Thanks,
 Vas

 --
 Vasanth Sridharan
 Reporter
 Silicon Alley Insider
 C:(408) 455-2254http://www.alleyinsider.comhttp://www.vasanthsridharan.com
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[android-developers] Power VR?

2008-04-20 Thread tberthel

Anyone know of a good Android Phone release date and/or spec list?

More importantly what phones will have a GPU?

Of the GPU phones will any have anything other than Power VR?

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[android-developers] Re: Graphics performance

2008-03-26 Thread tberthel


My main issues is that the line drawing is usually faster than images
on real phones for up to 12 or so lines, but not the emulator.   The
drawing images and 3d is actually not that bad for fast phones of
2003, but it should be about 8 times faster.  25fps is actually really
fast, but like you said it is just a single test image.

As far as speeding things up the most important thing is to reuse the
Bitmap object and not create one each frame.  I assume you are already
doing that given your getting 25fps.  Not much other than that is
going to dramatically increase performance.  If you follow Google
performance advice document you are doing just about everything you
can do.

Remember the first arcade games that sold millions of copies only got
5-7 fps.

On Mar 26, 11:03 am, David Given [EMAIL PROTECTED] wrote:
 Hello,

 I'm trying to write some highly graphics-intensive code. It's basically
 rendering into a pixel array (int[]), which I want to slam onto the
 screen as quickly as possible.

 What I'm seeing is rather disappointing. What I'm doing is copying the
 pixel array into a Bitmap object using Bitmap.setPixels(), and then
 drawing the Bitmap using a custom View class; the data's actually being
 produced from another thread, so there's also a postInvalidate() in
 there. Full screen, with a dummy drawing routine that just fills the
 array with garbage, this is maxing out at 25fps while using 100% CPU time.

 Does anyone have any suggestions as to what I might be able to do to
 speed things up? For example, is it possible to bypass the compositing
 layer somehow, which has *got* to be hurting things? Is there any way of
 getting the Bitmap's internal pixel store, so I can draw into that and
 save a copy? Any suggestions?

 --
 David Given
 [EMAIL PROTECTED]
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