[android-developers] How to allow for devices without a touchscreen android.hardware.touchscreen
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Android WVGA support
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. --~--~-~--~~~---~--~~ 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] firmware versions
What percent of the customers are have 1.5? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Hmm... at last ADC2 is out of our way ... tell about your app and experience
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Get the name of the owner of the phone? (the email sender)
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... --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: MarketAppIdString
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: From Demo to Paid Unlocked Version
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Charging for upgrading from free to paid version with new features
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 --~--~-~--~~~---~--~~ 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] From Demo to Paid Unlocked Version
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: From Demo to Paid Unlocked Version
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: From Demo to Paid Unlocked Version
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: From Demo to Paid Unlocked Version
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? --~--~-~--~~~---~--~~ 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] Google Market Download Numbers
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? --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Android Market Developers need phones
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. --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Android Market Developers need phones
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. --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Browser based installation fails on G1
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
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? --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Vibrate constructor is not public and not documented in API Differences
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? --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Vibrate constructor is not public and not documented in API Differences
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? --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Vibrate constructor is not public and not documented in API Differences
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? --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Vibrate constructor is not public and not documented in API Differences
How do I get an instance of Vibrate in a different package now that the constructor is not public? --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Trouble porting m5 to 0.9 SDK -- How do I find the problem?
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... --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new Android 0.9 SDK beta! http://android-developers.blogspot.com/2008/08/announcing-beta-release-of-android-sdk.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: .9 SDK Questions
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. --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new Android 0.9 SDK beta! http://android-developers.blogspot.com/2008/08/announcing-beta-release-of-android-sdk.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: .9 SDK Questions
Edit: Not that it matters. I was looking for estimated performance like the WTK does for J2ME and not exact performance. --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new Android 0.9 SDK beta! http://android-developers.blogspot.com/2008/08/announcing-beta-release-of-android-sdk.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: .9 SDK Questions
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.) --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new Android 0.9 SDK beta! http://android-developers.blogspot.com/2008/08/announcing-beta-release-of-android-sdk.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: .9 SDK Questions
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 - --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new Android 0.9 SDK beta! http://android-developers.blogspot.com/2008/08/announcing-beta-release-of-android-sdk.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: .9 SDK Questions
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.) --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new Android 0.9 SDK beta! http://android-developers.blogspot.com/2008/08/announcing-beta-release-of-android-sdk.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Android Specialists
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 --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new M5 SDK! http://android-developers.blogspot.com/2008/02/android-sdk-m5-rc14-now-available.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Story about interesting Android apps
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 --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new M5 SDK! http://android-developers.blogspot.com/2008/02/android-sdk-m5-rc14-now-available.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Power VR?
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? --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new M5 SDK! http://android-developers.blogspot.com/2008/02/android-sdk-m5-rc14-now-available.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Graphics performance
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] --~--~-~--~~~---~--~~ 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 [EMAIL PROTECTED] Announcing the new M5 SDK! http://android-developers.blogspot.com/2008/02/android-sdk-m5-rc14-now-available.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---