[android-developers] Android input devices
Who knows how many kinds of input device android can support? Touchscreen,keyboard are known,about else,e.g. mouse etc? --~--~-~--~~~---~--~~ 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 Physics Engine
OK, for anyone interested in my simple physics demo, check out: http://www.antonstoys.com/android/BallPit.apk It's pretty basic, but it shows that you can do some amount of physics on the G-phone at a reasonable rate. And as always, there are many improvements to be made. :) -Anton On Mar 31, 2:12 pm, Anton socialhac...@gmail.com wrote: I'll definitely post the app tonight for you guys to check out (at work now). I am an embedded systems programmer by trade. But I do physics toys for fun and am just getting into Java/Android optimizations. I will point out that optimizing for Java and optimizing for Android are very different. As people have pointed out before, the key things to be careful with on Android are memory allocation and floating point math. I've removed both of these from my physics loop. I also found that function call overhead was quite large and had to manually inline all of my fixed point math code. I think that with the correct spatial data structures I can get a couple hundred objects interacting. I have a 2D rigid body physics engine that is currently all C++ (no exceptions or templates or RTTI or multiple inheritance) that I may port over as well. However, having said all of that, I think it may be the case that we will just have to wait until a native SDK is available to really write a top notch physics engine. It's sort of the perfect example of a piece of code that doesn't need anything more than libc and JNI bindings. And since you only call it a couple times per frame the JNI overhead would be well amortized. Anton On Mar 31, 9:17 am, mscwd01 mscw...@gmail.com wrote: Thanks for your feedback Shaun, I too unfortunately think a bespoke engine will need to be written for Android, which is a real pity as the iPhone has several physics engines which can easily handle hundreds of objects. Having said that Anton (2nd reply) has said he has an engine running, it would be nice to see a demo of this if that'd be possible? Clark, i'd definately host any .apk's on my own site, I wouldn't put it on the marketplace if it wasn't a finished app - do people actually do that?! I think i'll stay away from developing games with physics for the time being and concentrate on something else, I cant see it being feasible to include it any time soon which is a real pity. On Mar 31, 3:28 pm, shaun shashepp...@gmail.com wrote: I am the author of simpull. Sorry guys for the demo being out of whack for Simpull to the Core. The version of PulpCore that I integrated simpull with did not support Chrome, but you should be able to see it in IE, FF Safari. It is nice to take a look at that demo to get a feel for what the engine is capable of, but the performance does not translate over to the fixed point branch/version of simpull when running on Android. I ran tests on both the emulator and the actual device and there was a significant increase in performance because of the fixed point implementation, but I got very frustrated that it still did not support the amount of objects in a scene that I considered good for a physics-based game. It seemed to handle ~10 objects moving and colliding OK. It has been a while since I was playing with it, so I do not really remember the exact number of objects or the frame rate. I mostly remember being upset with it. I am leaving the physics ideas for games out of the picture when thinking Android for now. Someone would have to write a ground up engine with all the performance and memory concerns of Android in mind, which was not the case with Simpull.I created it for applets, then thought to port over to fixed-point for Android. It works well with small scenes, but certainly not the staple engine to use in my opinion. Also, Phys2D will not run worth a damn on Android. I tried it and I even went through some heavy performance tuning. Garbage collection is the major issue even after all I did. I seriously doubt JBox2D will run well either. I'll stick to what I said earlier, a ground-up solution by someone smarter than me is probably required. On Mar 31, 9:49 am, admin.androidsl...@googlemail.com admin.androidsl...@googlemail.com wrote: Not tried but if you can provide us with some example source code or put something on the market, I'm sure we could take a look. G1 performance is significantly faster than emulator, but there are limitations. Particularly with garbage collection and memory allocation on code that gets run continuously in loops, so I don't know how optimised these physics engines are for this purpose. Would be interesting to find out though. On Mar 31, 12:52 pm, mscwd01 mscw...@gmail.com wrote: Oh I forgot to re-ask... Has anyone tested Phys2D or JBox2D on an actual device to see if they run better than on
[android-developers] Re: ListView elements in Dialogs never expand to full width
anyone? I still cannot sort this one out. --~--~-~--~~~---~--~~ 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] How to make a ListView adapt to dynamic element sizes?
Hi, I am struggling over another layouting problem again. I render a ListView with ellipsized TextView elements, but those text views can expand in size when the user clicks it. The problem is: If the ListView doesn't already take the whole screen (e.g. because the total height of all visible elements is smaller than the screen height), then when expanding an element, the ListView's size doesn't also expand accordingly, still obscuring most parts of the now taller text view. I have tried practically everything that seemed reasonable to me to make the ListView get aware of the new height of its children, including calls to: invalidate() measure() recomputeViewAttributes(textView) on all participating views (the list view and its elements), but nothing works. What am I missing? How can I programmatically tell a container view to look at its children again in order to resize if necessary? Thanks! Matthias --~--~-~--~~~---~--~~ 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] How to set item's height of ListView
Hello, Guys. The default item's height of ListView is too large, how can I set it's height? just like ApiDemos/Views/Lists/6. ListAdapter Collapsed. Thanks! -Jiang ___ 好玩贺卡等你发,邮箱贺卡全新上线! http://card.mail.cn.yahoo.com/ --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Media player -38 Error
Hi, I am trying to play media player.Its working fine but in log i am getting this kind of error Can anybody tell me why this error occured and how to solve this. 03-29 14:33:02.529: ERROR/MediaPlayer(1980): Error (-38,0) 03-29 14:33:02.539: ERROR/MediaPlayer(1980): start called in state 0 03-29 14:33:02.539: ERROR/MediaPlayer(1980): Error (-38,0) 03-29 14:33:02.539: ERROR/MediaPlayer(1980): start called in state 0 03-29 14:33:02.539: ERROR/MediaPlayer(1980): Error (-38,0) 03-29 14:33:02.539: ERROR/MediaPlayer(1980): start called in state 0 03-29 14:33:02.539: ERROR/MediaPlayer(1980): Error (-38,0) 03-29 14:33:02.549: ERROR/MediaPlayer(1980): start called in state 0 03-29 14:33:02.549: ERROR/MediaPlayer(1980): Error (-38,0) 03-29 14:33:02.549: ERROR/MediaPlayer(1980): start called in state 0 03-29 14:33:02.549: ERROR/MediaPlayer(1980): Error (-38,0) 03-29 14:33:02.549: ERROR/MediaPlayer(1980): start called in state 0 03-29 14:33:02.559: ERROR/MediaPlayer(1980): Error (-38,0) 03-29 14:33:02.559: ERROR/MediaPlayer(1980): start called in state 0 --~--~-~--~~~---~--~~ 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: Performance: pre-instantiate activities on app launch? Good practice or not?
Thanks for your reply Dianne. As to profiling, I looked at traceview, but seems to be a bit overly simplistic to actually profile a whole app. What I understand from the documentation, what it actually does is measuring the time it takes for a single method to complete. That's not a terribly useful information if you want to see the big picture, however (i.e. get answers to questions such as: how much time does the app spend in which parts of the code base?). Are there any plans to make traceview a tad more capable? That would be great news! Cheers, Matthias --~--~-~--~~~---~--~~ 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: Fling on ListView
Romain, thanks for pointing out onInterceptTouchEvent()! I'll take a look at that method ASAP. As to the it was meant to be part of the UI design, I really wonder why practically none of the apps shipped with Android use gestures then (I mean, apart from scrolling up or down of course)? I can only think of the home app right now. In contrast, the iPhone makes very consistent use of flings to navigate back and forth between app screens. We tried to implement this for our app, but as I said, it wasn't actually an easy thing to do, because, for example, Android doesn't actually define what a left or right fling is (in terms of velocity and so forth). So, another app may have a different understanding of this, and react differently to left and right flings (in terms of when to interpret it as such, not in terms of the resulting action, which of course may be different), giving navigation in the platform an inconsistent feel. That's what I meant with messy and fragile. Cheers, Matthias On Mar 29, 8:16 pm, Romain Guy romain...@google.com wrote: Doesn't look like fling support as known from the iPhone was ever meant to be part of Android's UI design. Making your app react to flings (or even detect them properly) is a messy and fragile procedure in Android. It was meant to be part of the UI design. And it's not messy nor fragile, you just need to use onInterceptTouchEvent(). -- 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.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] what can I do if I want to register 4 discontiguous buffers to surface flinger?
Only contiguous buffer is allowed to be registered to Surface flinger now, what can I do if I want to register 4 discontiguous buffers to surface flinger? Any suggestions? Thanks --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] How do I know where my app received an ANR
Hi Is there a way of finding out where my app threw an ANR (Application Not Responding). I took a look at the traces.txt file in /data and I see a trace for my application. This is what I see in the trace. DALVIK THREADS: main prio=5 tid=3 TIMED_WAIT | group=main sCount=1 dsCount=0 s=0 obj=0x400143a8 | sysTid=691 nice=0 sched=0/0 handle=-1091117924 at java.lang.Object.wait(Native Method) - waiting on 0x1cd570 (a android.os.MessageQueue) at java.lang.Object.wait(Object.java:195) at android.os.MessageQueue.next(MessageQueue.java:144) at android.os.Looper.loop(Looper.java:110) at android.app.ActivityThread.main(ActivityThread.java:3742) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:515) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:739) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497) at dalvik.system.NativeStart.main(Native Method) Binder Thread #3 prio=5 tid=15 NATIVE | group=main sCount=1 dsCount=0 s=0 obj=0x434e7758 | sysTid=734 nice=0 sched=0/0 handle=1733632 at dalvik.system.NativeStart.run(Native Method) Binder Thread #2 prio=5 tid=13 NATIVE | group=main sCount=1 dsCount=0 s=0 obj=0x433af808 | sysTid=696 nice=0 sched=0/0 handle=1369840 at dalvik.system.NativeStart.run(Native Method) Binder Thread #1 prio=5 tid=11 NATIVE | group=main sCount=1 dsCount=0 s=0 obj=0x433aca10 | sysTid=695 nice=0 sched=0/0 handle=1367448 at dalvik.system.NativeStart.run(Native Method) JDWP daemon prio=5 tid=9 VMWAIT | group=system sCount=1 dsCount=0 s=0 obj=0x433ac2a0 | sysTid=694 nice=0 sched=0/0 handle=1367136 at dalvik.system.NativeStart.run(Native Method) Signal Catcher daemon prio=5 tid=7 RUNNABLE | group=system sCount=0 dsCount=0 s=0 obj=0x433ac1e8 | sysTid=693 nice=0 sched=0/0 handle=1366712 at dalvik.system.NativeStart.run(Native Method) HeapWorker daemon prio=5 tid=5 VMWAIT | group=system sCount=1 dsCount=0 s=0 obj=0x4253ef88 | sysTid=692 nice=0 sched=0/0 handle=1366472 at dalvik.system.NativeStart.run(Native Method) - end 691 - How can I find out where the problem is? Thanks. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Help! Process down after loadlibrary in Service
I need to load a .so library in my Service onCreate method, but the process just down after System.load. On the other hand, the same code can work in Activity. Are there some differences between activity and service in the way of load .so file. My code: class AisoundService extends Service{ @Override public void onCreate() { Log.d(TAG, TestService.onCreate); String libFile = /data/nativelib/libAisound4.so; Log.d(TAG, Trying to load +libFile); System.load(libFile); Log.d(TAG, Load +libFile+ Succes); } } This is Logcat record: 04-01 07:57:25.761: DEBUG/AisoundService(26726): TestService.onCreate 04-01 07:57:25.771: DEBUG/AisoundService(26726): Trying to load /data/ nativelib/libAisound4.so 04-01 07:57:25.771: DEBUG/dalvikvm(26726): Trying to load lib /data/ nativelib/libAisound4.so 0x42fc5230 04-01 07:57:25.781: DEBUG/dalvikvm(26726): Added shared lib /data/ nativelib/libAisound4.so 0x42fc5230 04-01 07:57:25.901: INFO/DEBUG(26719): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 04-01 07:57:25.901: INFO/DEBUG(26719): Build fingerprint: 'tmobile/ kila/dream/trout:1.1/PLAT-RC33/126986:user/ota-rel-keys,release-keys' 04-01 07:57:25.901: INFO/DEBUG(26719): pid: 26726, tid: 26726 com.iflytek.service 04-01 07:57:25.901: INFO/DEBUG(26719): signal 11 (SIGSEGV), fault addr 0018 04-01 07:57:25.901: INFO/DEBUG(26719): r0 r1 ad0665f0 r2 fffee5cc r3 c33578a5 04-01 07:57:25.901: INFO/DEBUG(26719): r4 802cc814 r5 ad07edf8 r6 r7 802cc7e0 Thanks for any help! --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Dev Phone can not see paid apps using the 1.1 holiday release
If you install the official v1.1 system image for the ADP1 http://www.htc.com/www/support/android/adp.html then the Market client should be able to access both paid and free apps, provided they are not copy-protected. (ADP1s cannot access copy-protected applications.) This applies to worldwide developers or just US/UK? --- [In theory, theory and practice are the same. In practice, they are not.] On Wed, Apr 1, 2009 at 06:40, Dan Morrill morri...@google.com wrote: If you have the holiday devphone build, it's either an actual Google-employee holiday phone, or you've flashed a third-party system image on some other device. The latter case is an unsupported configuration, and it would not surprise me at all if the Market client in that build simply pre-dates support for paid apps. If you install the official v1.1 system image for the ADP1 http://www.htc.com/www/support/android/adp.html then the Market client should be able to access both paid and free apps, provided they are not copy-protected. (ADP1s cannot access copy-protected applications.) - Dan On Tue, Mar 31, 2009 at 8:11 AM, Eric Schott ericwsch...@gmail.com wrote: Here's the specs: Model Number: Android Dev Phone 1 Firmware Version: 1.1 Kernel Version: 2.6.25-01845-g85d4f0d android-bu...@apa27 #27 Build number: holiday_devphone_userdebug 1.1 Phone is registered to my google account ok. I go to the Market and search for apps, see them fine. I then pick Priced Items Only and all I get is No matching content in Android Market. Does any have their dev phone seeing priced apps? I see lots of chatter about this topic, but no definitive answers. thanks! --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Use native C/C++ libraries
Hi! Is it possible to use a native C/C++ library? If so, are there any restrictions for those libraries to be used? Br, gunar --~--~-~--~~~---~--~~ 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] Display of SQLite database information in tabular format
Hi, I am interested in knowing how can we display the SQLite database information in tabular format, the same way, as it is visible through the SQL reader (SQLite Database Browser). Are there any set of commands which help to achieve this?? Looking forward for your replies. Thanks. Best Regards, Zhubham --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: How to make a ListView adapt to dynamic element sizes?
Well, I found a really ugly workaround. That workaround is based on my observation that the problem described does only occur if the ListView's layout height is set to WRAP_CONTENT. So, since I use a custom list adapter, I now call listView.getLayoutParams().height = LayoutParams.FILL_PARENT whenever a text view is about to be expanded... the reason I do not statically set its height to FILL_PARENT is because then it will draw line separators below the last element, which looks ugly if it doesn't expand to the bottom of the screen. It works... but, yuck! --~--~-~--~~~---~--~~ 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] Adb connection Error
Hello All, After i close my application, immediately after 1-2 min i get error like mentioned below, with unusual time, and after restarting application it works fine. Generally it throws error like this, And i am not been able to conclude the problem. Even firewall is turned off. [2009-04-01 15:03:59 - DeviceMonitor]Adb connection Error:An existing connection was forcibly closed by the remote host [2009-04-01 15:03:59 - adb] [2009-04-01 15:03:59 - ddms]An existing connection was forcibly closed by the remote host java.io.IOException: An existing connection was forcibly closed by the remote host at sun.nio.ch.SocketDispatcher.write0(Native Method) at sun.nio.ch.SocketDispatcher.write(Unknown Source) at sun.nio.ch.IOUtil.writeFromNativeBuffer(Unknown Source) at sun.nio.ch.IOUtil.write(Unknown Source) at sun.nio.ch.SocketChannelImpl.write(Unknown Source) at com.android.ddmlib.AdbHelper.write(Unknown Source) at com.android.ddmlib.AdbHelper.write(Unknown Source) at com.android.ddmlib.AdbHelper.setDevice(Unknown Source) at com.android.ddmlib.AdbHelper.executeRemoteCommand(Unknown Source) at com.android.ddmlib.Device.executeShellCommand(Unknown Source) at com.android.ddmlib.FileListingService.doLs(Unknown Source) at com.android.ddmlib.FileListingService.access$3(Unknown Source) at com.android.ddmlib.FileListingService$1.run(Unknown Source) --~--~-~--~~~---~--~~ 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] playing video file
hi, i have problem in playing video file. Video file is playing nice but i want to play video file in the whole emulator (size).Right now video file is playing but in small size. so any suggestion or solution plz help me. thanks. jaimin. --~--~-~--~~~---~--~~ 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: dispatchTouchEvent works differently when finger hold on touch screen in G1 emulator
Thank you very much. It works fine. On Mar 31, 10:14 am, Streets Of Boston flyingdutc...@gmail.com wrote: Override you dispatchTouchEvent(...), as you do right now, and forward its MotionEvent to a GestureDetector you created. public class MyView { GestureDetector mGD = new GestureDetector(this); public MyView(...) { ... ... mGD.setIsLongPressEnabled(true); ... } public boolean dispatchTouchEvent(MotionEvent event) { ... you may want to handle the MotionEvent.ACTION_UP yourself first. ... ... but always call this at the end: return mGD.onTouchEvent(event); } // Called by the GestureDetector mGD. public void onLongPress(MotionEvent event) { // do your stuff here. } } On Mar 30, 9:51 pm, Oceanedge newsforhar...@gmail.com wrote: Thank you very much! But my current usecase is not to detect motion, but hold. I have a PhotoView which display an icon. It needs to respond to click and hold event. If user click on it, it will scroll other widget content in one step. If user touch hold on it, it will scroll the widget content one by one continually in about 800ms interval. Currently I implement the behavior by setOnClickListener() method for the click event. For touch hold, I override dispatchTouchEvent() method and check for the holding status by checking the move shall be less than 10 pixels and event.getEventTime() - event.getDownTime() 800ms for MotionEvent.ACTION_MOVE event. It works fine in G1 but not work in emulator. Is there any better solution? Thanks! On Mar 30, 11:17 am, Romain Guy romain...@google.com wrote: They work the same. I have a class inherited from RelativeLayout and override public booleandispatchTouchEvent(MotionEvent event) method. After I touch hold on the touch screen, in emulator I got MotionEvent.ACTION_DOWN event only. But in G1, I got MotionEvent.ACTION_DOWN first and then MotionEvent.ACTION_MOVE continuously, even if I try my best to hold still my finger tip. That's simply because you cannot hold your finger still. With a mouse cursor you have a 1px precision, with a finger, it's a lot more. The way to work around this is simply to use thresholds when you try to detect motion. For instance in a ScrollView or ListView a scroll happens only if the finger has moved by 16 pixels or more. You can use the same values as the framework by looking at the ViewConfiguration class. -- Romain Guy Android framework engineer romain...@android.com Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them- Hide quoted text - - Show quoted text - --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Why isn't the standby instruction able to stop the thread?
Dear All, Recently, I have tried to know what would happen to an alive thread, when the device goes to sleep. I program a simple activity that will create and start a thread printing HERE AM I repeatedly through Log.d. I expect the thread would be stopped after I echo standby /sys/android_power/request_state. The screen is off, but the thread still keeps alive and prints out HERE AM I. I don't know why the thread can't be stopped. I test this through emulator (1.5cupcake) and G1(1.1?), but the results are the same. Could anyone give me some suggestions or hints about this question? Thanks in advanced. The following is my simple activity. ===CODE HERE= ublic class TestServiceDroid extends Activity { PowerManager.WakeLock lock; Thread h; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Thread h = new Thread(new Runnable(){ public void run(){ while(true){ try { Log.d(TEST SERVICE,HERE AM I); Thread.currentThread().sleep(3000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }); h.start(); } } ===CODE HERE= Best regards, Augustin. --~--~-~--~~~---~--~~ 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] Mirrored TextView
Hi, I want to create a TextView with the text mirrored vertically. I tried this code, but it doesn't show anything... Does anyone have an idea? /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); rl = (RelativeLayout) findViewById(R.id.Rellayout); MirrorView speed = new MirrorView(getBaseContext()); speed.setText(Testtest); rl.addView(speed); } private class MirrorView extends TextView { public MirrorView(Context context) { super(context); // TODO Auto-generated constructor stub } @Override protected void onDraw(Canvas canvas) { canvas.scale((float) -1.0f, (float) 1.0f, (float) (canvas .getWidth() / 2), (float) (canvas.getHeight () / 2)); super.onDraw(canvas); } } --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] send bytes[] buffer in httppost
Hi Experts, i need to post image on server by http post with some parameters, here is a piece of code i am trying: List NameValuePair nvps = new ArrayList NameValuePair(); nvps.add(new BasicNameValuePair(message[content],abc)); nvps.add(new BasicNameValuePair(message[image],?)); // here i need image buffer here is the buffer but this is writing directly to my connection output stream which i dont have in above httppost, InputStream is = this.content_resolver.openInputStream(imagefile); while( (bytesRead = is.read(buffer)) 0) { wr.write(buffer,0,bytesRead); wr.flush(); } any solution? --~--~-~--~~~---~--~~ 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] A ppp change in Android
Hi there Currently in .../external/ppp/pppd/auth.c, function check_passwd, somebody write { #if 1 return UPAP_AUTHNAK; #else . This basically means PAP auth is not allowed on android. Is there any reason behind this? Can I savely change the #if 1 to #if 0? thanks, Xia Weizhong --~--~-~--~~~---~--~~ 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] Text in of a custom drawable
Hi, I need help to add text in a custom drawable. I'm looking in tha API (android.graphics...) but cannot find any way of doing this. What I basically want is a drawable that contains text that I can change. Is this even possible today? It must be a drawable as I use it where a drawable is required. Thanks! // Erik --~--~-~--~~~---~--~~ 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: *** Why 1 G1 can see Paid Apps in the Android Market and Another Not? ***
On Wed, Apr 1, 2009 at 7:32 AM, Dan Morrill morri...@google.com wrote: This is not true. Devices that are identified as root-enabled, whether an ADP1 or a rooted retail G1, cannot access copy-protected apps. They can still access both paid and free apps that are not copy-protected, however. - Dan This is news to me. Was the feature of detecting whether the device is running as root initially in the Market application, or this is a recent change? Thanks --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Is it possible to read cellular-network messages?
Hi, I wonder if it is possible to read messages of cellular network in Android? By this I mean all those beacons that are transmitted by cellular network, all the requests for registration, connection etc. It would be great to see this in Java part of Android, but if it is possible only in lower parts of the framework, it won't be so bad. Thanks in advance --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: ListView elements in Dialogs never expand to full width
Okay, I found (once again), a rather ugly workaround for this: Putting the textview in layout object does the job. Like this: ?xml version=1.0 encoding=utf-8? RelativeLayout xmlns:android=http://schemas.android.com/apk/res/ android android:layout_width=fill_parent android:layout_height=wrap_content android:paddingLeft=14dip android:paddingRight=15dip TextView android:id=@+id/list_dialog_item android:layout_width=fill_parent android:layout_height=wrap_content android:minHeight=?android:attr/listPreferredItemHeight android:textAppearance=?android:attr/textAppearanceLarge android:gravity=center_vertical / /RelativeLayout But, that layout object is unnecessary overhead of course Is this a bug maybe? --~--~-~--~~~---~--~~ 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: Passing a 2 dimensional array to an Activity
you can do in this way also... Use a static two dimensional array in separate class and use it in service and activity On Wed, Apr 1, 2009 at 11:25 AM, Zhubham sahilz...@gmail.com wrote: Hi, I need to pass a 2 dimensional array to an ACTIVITY from a SERVICE. How can I achieve this in minimum number of statements (as in avoiding putExtras for each and every string stored in the array)?? Please help me with this. Thanks. Best Regards, Zhubham -- Dilli Rao. M --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: How do I know where my app received an ANR
You must not run any complex operations on main thread like i/o , or network operations for those operations use separate thread , otherwise it will cause ANR On Wed, Apr 1, 2009 at 1:32 PM, idev ideveloper...@gmail.com wrote: Hi Is there a way of finding out where my app threw an ANR (Application Not Responding). I took a look at the traces.txt file in /data and I see a trace for my application. This is what I see in the trace. DALVIK THREADS: main prio=5 tid=3 TIMED_WAIT | group=main sCount=1 dsCount=0 s=0 obj=0x400143a8 | sysTid=691 nice=0 sched=0/0 handle=-1091117924 at java.lang.Object.wait(Native Method) - waiting on 0x1cd570 (a android.os.MessageQueue) at java.lang.Object.wait(Object.java:195) at android.os.MessageQueue.next(MessageQueue.java:144) at android.os.Looper.loop(Looper.java:110) at android.app.ActivityThread.main(ActivityThread.java:3742) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:515) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:739) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497) at dalvik.system.NativeStart.main(Native Method) Binder Thread #3 prio=5 tid=15 NATIVE | group=main sCount=1 dsCount=0 s=0 obj=0x434e7758 | sysTid=734 nice=0 sched=0/0 handle=1733632 at dalvik.system.NativeStart.run(Native Method) Binder Thread #2 prio=5 tid=13 NATIVE | group=main sCount=1 dsCount=0 s=0 obj=0x433af808 | sysTid=696 nice=0 sched=0/0 handle=1369840 at dalvik.system.NativeStart.run(Native Method) Binder Thread #1 prio=5 tid=11 NATIVE | group=main sCount=1 dsCount=0 s=0 obj=0x433aca10 | sysTid=695 nice=0 sched=0/0 handle=1367448 at dalvik.system.NativeStart.run(Native Method) JDWP daemon prio=5 tid=9 VMWAIT | group=system sCount=1 dsCount=0 s=0 obj=0x433ac2a0 | sysTid=694 nice=0 sched=0/0 handle=1367136 at dalvik.system.NativeStart.run(Native Method) Signal Catcher daemon prio=5 tid=7 RUNNABLE | group=system sCount=0 dsCount=0 s=0 obj=0x433ac1e8 | sysTid=693 nice=0 sched=0/0 handle=1366712 at dalvik.system.NativeStart.run(Native Method) HeapWorker daemon prio=5 tid=5 VMWAIT | group=system sCount=1 dsCount=0 s=0 obj=0x4253ef88 | sysTid=692 nice=0 sched=0/0 handle=1366472 at dalvik.system.NativeStart.run(Native Method) - end 691 - How can I find out where the problem is? Thanks. -- Dilli Rao. M --~--~-~--~~~---~--~~ 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] android.intent.action.TIME_TICK - Has anyone used it?
I'm trying to get an application / reciever / anything that can perform a task once every minute. I'm trying to use the intent-filter android.intent.action.TIME_TICK which, in theory, sends an Intent message every minute. Does anyone have any code that uses the android.intent.action.TIME_TICK intent? I can't seem to get it to send the intent to my application and I can't find anything much on the internet. Has anyone used it successfully? I have a manifest.xml as below. ?xml version=1.0 encoding=utf-8? manifest xmlns:android=http://schemas.android.com/apk/res/android; package=xx.xxx.xxx android:versionCode=2 android:versionName=2.0.0 uses-permission android:name=android.permission.RECEIVE_BOOT_COMPLETED / uses-permission android:name=android.permission.SET_TIME_ZONE / application android:icon=@drawable/icon android:label=@string/ app_name activity android:name=.xxxApp android:label=@string/app_name intent-filter action android:name=android.intent.action.MAIN / category android:name=android.intent.category.LAUNCHER / /intent-filter /activity receiver android:name=.xxxRecvr android:process=xxx.xxx intent-filter action android:name=android.intent.action.TIME_TICK/ action android:name=android.intent.action.TIMER_TICK/ /intent-filter /receiver /application /manifest --~--~-~--~~~---~--~~ 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.intent.action.TIME_TICK - Has anyone used it?
simonc wrote: I'm trying to get an application / reciever / anything that can perform a task once every minute. That seems harsh for battery life, but maybe there's more to this that I'm not privy to. I can't seem to get it to send the intent to my application and I can't find anything much on the internet. Per the documentation: You can not receive this through components declared in manifests, only by exlicitly [sic] registering for it with Context.registerReceiver(). In your case, you are trying to receive this through a manifest-declared receiver, which will not work. Either switch to a registerReceiver() implementation, or use AlarmManager. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Android App Developer Training: http://commonsware.com/training.html --~--~-~--~~~---~--~~ 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 Physics Engine
Thanks for the demo Anton, It certainly runs much smoother than the Phys2D and JBox2D engines I have tried and you have more objects being simulated - so you must have done something right ;) I would expect it to run 2-3 times faster on an actual device too from what I have read. Once you have finished off the improvements do you have any plans to release it? Thanks On Apr 1, 7:44 am, Anton socialhac...@gmail.com wrote: OK, for anyone interested in my simple physics demo, check out: http://www.antonstoys.com/android/BallPit.apk It's pretty basic, but it shows that you can do some amount of physics on the G-phone at a reasonable rate. And as always, there are many improvements to be made. :) -Anton On Mar 31, 2:12 pm, Anton socialhac...@gmail.com wrote: I'll definitely post the app tonight for you guys to check out (at work now). I am an embedded systems programmer by trade. But I do physics toys for fun and am just getting into Java/Android optimizations. I will point out that optimizing for Java and optimizing for Android are very different. As people have pointed out before, the key things to be careful with on Android are memory allocation and floating point math. I've removed both of these from my physics loop. I also found that function call overhead was quite large and had to manually inline all of my fixed point math code. I think that with the correct spatial data structures I can get a couple hundred objects interacting. I have a 2D rigid body physics engine that is currently all C++ (no exceptions or templates or RTTI or multiple inheritance) that I may port over as well. However, having said all of that, I think it may be the case that we will just have to wait until a native SDK is available to really write a top notch physics engine. It's sort of the perfect example of a piece of code that doesn't need anything more than libc and JNI bindings. And since you only call it a couple times per frame the JNI overhead would be well amortized. Anton On Mar 31, 9:17 am, mscwd01 mscw...@gmail.com wrote: Thanks for your feedback Shaun, I too unfortunately think a bespoke engine will need to be written for Android, which is a real pity as the iPhone has several physics engines which can easily handle hundreds of objects. Having said that Anton (2nd reply) has said he has an engine running, it would be nice to see a demo of this if that'd be possible? Clark, i'd definately host any .apk's on my own site, I wouldn't put it on the marketplace if it wasn't a finished app - do people actually do that?! I think i'll stay away from developing games with physics for the time being and concentrate on something else, I cant see it being feasible to include it any time soon which is a real pity. On Mar 31, 3:28 pm, shaun shashepp...@gmail.com wrote: I am the author of simpull. Sorry guys for the demo being out of whack for Simpull to the Core. The version of PulpCore that I integrated simpull with did not support Chrome, but you should be able to see it in IE, FF Safari. It is nice to take a look at that demo to get a feel for what the engine is capable of, but the performance does not translate over to the fixed point branch/version of simpull when running on Android. I ran tests on both the emulator and the actual device and there was a significant increase in performance because of the fixed point implementation, but I got very frustrated that it still did not support the amount of objects in a scene that I considered good for a physics-based game. It seemed to handle ~10 objects moving and colliding OK. It has been a while since I was playing with it, so I do not really remember the exact number of objects or the frame rate. I mostly remember being upset with it. I am leaving the physics ideas for games out of the picture when thinking Android for now. Someone would have to write a ground up engine with all the performance and memory concerns of Android in mind, which was not the case with Simpull.I created it for applets, then thought to port over to fixed-point for Android. It works well with small scenes, but certainly not the staple engine to use in my opinion. Also, Phys2D will not run worth a damn on Android. I tried it and I even went through some heavy performance tuning. Garbage collection is the major issue even after all I did. I seriously doubt JBox2D will run well either. I'll stick to what I said earlier, a ground-up solution by someone smarter than me is probably required. On Mar 31, 9:49 am, admin.androidsl...@googlemail.com admin.androidsl...@googlemail.com wrote: Not tried but if you can provide us with some example source code or put something on the market, I'm sure we could take a look. G1
[android-developers] Re: Android Physics Engine
I'm quite interested as well. On Wed, Apr 1, 2009 at 3:04 PM, mscwd01 mscw...@gmail.com wrote: Thanks for the demo Anton, It certainly runs much smoother than the Phys2D and JBox2D engines I have tried and you have more objects being simulated - so you must have done something right ;) I would expect it to run 2-3 times faster on an actual device too from what I have read. Once you have finished off the improvements do you have any plans to release it? Thanks On Apr 1, 7:44 am, Anton socialhac...@gmail.com wrote: OK, for anyone interested in my simple physics demo, check out: http://www.antonstoys.com/android/BallPit.apk It's pretty basic, but it shows that you can do some amount of physics on the G-phone at a reasonable rate. And as always, there are many improvements to be made. :) -Anton On Mar 31, 2:12 pm, Anton socialhac...@gmail.com wrote: I'll definitely post the app tonight for you guys to check out (at work now). I am an embedded systems programmer by trade. But I do physics toys for fun and am just getting into Java/Android optimizations. I will point out that optimizing for Java and optimizing for Android are very different. As people have pointed out before, the key things to be careful with on Android are memory allocation and floating point math. I've removed both of these from my physics loop. I also found that function call overhead was quite large and had to manually inline all of my fixed point math code. I think that with the correct spatial data structures I can get a couple hundred objects interacting. I have a 2D rigid body physics engine that is currently all C++ (no exceptions or templates or RTTI or multiple inheritance) that I may port over as well. However, having said all of that, I think it may be the case that we will just have to wait until a native SDK is available to really write a top notch physics engine. It's sort of the perfect example of a piece of code that doesn't need anything more than libc and JNI bindings. And since you only call it a couple times per frame the JNI overhead would be well amortized. Anton On Mar 31, 9:17 am, mscwd01 mscw...@gmail.com wrote: Thanks for your feedback Shaun, I too unfortunately think a bespoke engine will need to be written for Android, which is a real pity as the iPhone has several physics engines which can easily handle hundreds of objects. Having said that Anton (2nd reply) has said he has an engine running, it would be nice to see a demo of this if that'd be possible? Clark, i'd definately host any .apk's on my own site, I wouldn't put it on the marketplace if it wasn't a finished app - do people actually do that?! I think i'll stay away from developing games with physics for the time being and concentrate on something else, I cant see it being feasible to include it any time soon which is a real pity. On Mar 31, 3:28 pm, shaun shashepp...@gmail.com wrote: I am the author of simpull. Sorry guys for the demo being out of whack for Simpull to the Core. The version of PulpCore that I integrated simpull with did not support Chrome, but you should be able to see it in IE, FF Safari. It is nice to take a look at that demo to get a feel for what the engine is capable of, but the performance does not translate over to the fixed point branch/version of simpull when running on Android. I ran tests on both the emulator and the actual device and there was a significant increase in performance because of the fixed point implementation, but I got very frustrated that it still did not support the amount of objects in a scene that I considered good for a physics-based game. It seemed to handle ~10 objects moving and colliding OK. It has been a while since I was playing with it, so I do not really remember the exact number of objects or the frame rate. I mostly remember being upset with it. I am leaving the physics ideas for games out of the picture when thinking Android for now. Someone would have to write a ground up engine with all the performance and memory concerns of Android in mind, which was not the case with Simpull.I created it for applets, then thought to port over to fixed-point for Android. It works well with small scenes, but certainly not the staple engine to use in my opinion. Also, Phys2D will not run worth a damn on Android. I tried it and I even went through some heavy performance tuning. Garbage collection is the major issue even after all I did. I seriously doubt JBox2D will run well either. I'll stick to what I said earlier, a ground-up solution by someone smarter than me is probably required. On Mar 31, 9:49 am, admin.androidsl...@googlemail.com admin.androidsl...@googlemail.com wrote: Not tried but if you can provide us with
[android-developers] Re: Passing a 2 dimensional array to an Activity
On Apr 1, 1:55 pm, Zhubham sahilz...@gmail.com wrote: I need to pass a 2 dimensional array to an ACTIVITY from a SERVICE. How can I achieve this in minimum number of statements (as in avoiding putExtras for each and every string stored in the array)?? Hi, You could use the JSON en/decoding functions. You can store lists and maps of Strings. They probably consume more CPU, though. --~--~-~--~~~---~--~~ 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: Passing a 2 dimensional array to an Activity
Miguel Paraz wrote: On Apr 1, 1:55 pm, Zhubham sahilz...@gmail.com wrote: I need to pass a 2 dimensional array to an ACTIVITY from a SERVICE. How can I achieve this in minimum number of statements (as in avoiding putExtras for each and every string stored in the array)?? Hi, You could use the JSON en/decoding functions. You can store lists and maps of Strings. They probably consume more CPU, though. If the service is in the same process as the activity, you can use the singleton pattern and have the activity call some method on the service object. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Android App Developer Books: http://commonsware.com/books.html --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Is it possible to read cellular-network messages?
I believe most radio messages are handled by the radio firmware which, in the case of the G1 and ADP1, runs on a separate ARM9 processor which doesn't share a memory bus with the ARM11 Android itself runs on. In other words, they are not available. On Wed, Apr 1, 2009 at 12:36 PM, szeldon szeldon@gmail.com wrote: Hi, I wonder if it is possible to read messages of cellular network in Android? By this I mean all those beacons that are transmitted by cellular network, all the requests for registration, connection etc. It would be great to see this in Java part of Android, but if it is possible only in lower parts of the framework, it won't be so bad. Thanks in advance --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Use native C/C++ libraries
gunar wrote: Is it possible to use a native C/C++ library? If you are developing changes to the firmware, yes. Questions on this are best address to a mailing list appropriate for firmware-level discussions: http://source.android.com/discuss If you are developing an application designed to be installed on existing devices (e.g., off of the Android Market), no. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Android App Developer Books: http://commonsware.com/books.html --~--~-~--~~~---~--~~ 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] Calender application
Do android have Calender application present in it? If not how can we put any appointments or reminders in the Calender? Thanks in Advance. Swapnil Dalal. --~--~-~--~~~---~--~~ 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: send nmea data to android emulator
Do you have example sentences that demonstrate the problem. For the record, the emulator-specific GPS support in the system will only record GPRMC sentence with a fix status of 'A' On Tue, Mar 31, 2009 at 1:51 PM, malt alt.mi...@googlemail.com wrote: I'm writing a Android gps application using locationmanager with locationlistener and I'm only testing with the emulator. This is my problem. - When sending only $GPGGA nmea sentences to emulator by telnet, everything works fine. - When sending only $GPRMC nmea sentences to emulator by telnet, the first location is recognized by locationmanager, the gps provider goes into status 2, next $GPRMC sentence is not recognized. This happens not only with my application, the Google Maps application and also others show the same behaviour: they get only the first $GPRMC location. When sending a $GPGGA sentence after the $GPRMC, the locationlistener gets controll and location is shown. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: How to enable Network Location provider.
Did you enabled the GPS with Settings Security location Enable GPS satellites ? On Mon, Mar 16, 2009 at 7:56 AM, Kumar androidq.ku...@gmail.com wrote: Hi, Alex Thanks for your reply to my earlier mail, I am unable to get the location updates when i use Network location provider. From the older posts i understood that to use NW location provider we need to do the following. for GPS provider lm.requestLocationUpdates(LocationManager.GPS_PROVIDER, 1l, 1f, TestGPS.this); for N/W location provider lm.requestLocationUpdates(LocationManager.NETWORK_PROVIDER, 1l, 1f, TestGPS.this); And in my Android manifest file i have included the permissions ACCESS_COARSE_LOCATION( for N/W) and ACCESS_FINE_LOCATION (for GPS). But still the location is not updated. Regards Kumar. --~--~-~--~~~---~--~~ 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: Dev Phone can not see paid apps using the 1.1 holiday release
I have unlocked phone purchased from ebay. I can't see the paid APP too. On Wed, Apr 1, 2009 at 11:36 AM, Sergi Velez sergi.ve...@gmail.com wrote: If you install the official v1.1 system image for the ADP1 http://www.htc.com/www/support/android/adp.html then the Market client should be able to access both paid and free apps, provided they are not copy-protected. (ADP1s cannot access copy-protected applications.) This applies to worldwide developers or just US/UK? --- [In theory, theory and practice are the same. In practice, they are not.] On Wed, Apr 1, 2009 at 06:40, Dan Morrill morri...@google.com wrote: If you have the holiday devphone build, it's either an actual Google-employee holiday phone, or you've flashed a third-party system image on some other device. The latter case is an unsupported configuration, and it would not surprise me at all if the Market client in that build simply pre-dates support for paid apps. If you install the official v1.1 system image for the ADP1 http://www.htc.com/www/support/android/adp.html then the Market client should be able to access both paid and free apps, provided they are not copy-protected. (ADP1s cannot access copy-protected applications.) - Dan On Tue, Mar 31, 2009 at 8:11 AM, Eric Schott ericwsch...@gmail.com wrote: Here's the specs: Model Number: Android Dev Phone 1 Firmware Version: 1.1 Kernel Version: 2.6.25-01845-g85d4f0d android-bu...@apa27 #27 Build number: holiday_devphone_userdebug 1.1 Phone is registered to my google account ok. I go to the Market and search for apps, see them fine. I then pick Priced Items Only and all I get is No matching content in Android Market. Does any have their dev phone seeing priced apps? I see lots of chatter about this topic, but no definitive answers. thanks! --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Display of SQLite database information in tabular format
Zhubham wrote: I am interested in knowing how can we display the SQLite database information in tabular format, the same way, as it is visible through the SQL reader (SQLite Database Browser). Are there any set of commands which help to achieve this?? Pull the database off the device, using adb pull, DDMS, or the DDMS perspective in Eclipse. Then, use whatever tools you want (I'm fond of the SQLite Manager plugin for Firefox). If you modify the database, use adb push or DDMS to put it back on the device. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Android App Developer Training: http://commonsware.com/training.html --~--~-~--~~~---~--~~ 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: Cupcake coming in April? Where is the SDK?
There is a pending fix here: https://review.source.android.com/Gerrit#change,9452 Note that the build system is a bit buggy and will not re-generate system.img if you integrate this (even though it copies the proper file to out/.../system/etc/vold.conf). One way to force it is: touch system/core/init/init.c m On Wed, Apr 1, 2009 at 4:00 AM, Eric Chen jude...@gmail.com wrote: Hi Cupcake today build version seems has same sdcard mount problem Best Regards Eric Chen On Thu, Mar 26, 2009 at 9:05 AM, Anonymous Anonymous firewallbr...@googlemail.com wrote: Sorry i coundt find mmcblk0 but i can see mtdblock0 mtdblock1 and mtdblock2 *and btw this will not help much :( as i need it inside application to browse data Thanks everyone On Thu, Mar 26, 2009 at 6:26 AM, Victor vkrugli...@gmail.com wrote: you may try: 1. adb shell 2. mount -t vfat /dev/block/mmcblk0 /sdcard but Gallery and Camera do not recognize the SD card even it's mounted, but you may brows sd card by adb shell and Eclipse On Mar 26, 9:48 am, Anonymous Anonymous firewallbr...@googlemail.com wrote: Hi JBQ, Thanks for the reply.. i do see mountd.conf in my older version and no mountd.conf or vold.conf in my current working version.. i do have a valid sdcard image.. by any chance can i mount it? On Thu, Mar 26, 2009 at 6:16 AM, Jean-Baptiste Queru j...@android.com wrote: Code drops before the one that was done about 2 weeks ago had another mechanism for the management of the SD card (mountd vs vold), so that vold.conf wouldn't be necessary there. JBQ On Wed, Mar 25, 2009 at 5:27 PM, Anonymous Anonymous firewallbr...@googlemail.com wrote: For me too the sdcard problem ...The file is missing(vold.conf) :( , but i checked another old sourcebase..where sdcard work.. there also that file missing !! Any clues? Thanks On Wed, Mar 25, 2009 at 10:55 PM, David Turner di...@android.com wrote: I fear it's a packaging problem. Is there a file named vold.conf in /system/etc ? I.e. what is the output of adb shell /system/etc/vold.conf If the file is missing, the SDCard cannot be mounted even if it is recognized by the kernel. On Wed, Mar 25, 2009 at 12:40 PM, Victor vkrugli...@gmail.com wrote: I'm also expirienced some problem with a today build of cupcake I just download a cupcake branch of source code and build it. I configured Eclipse for a new SDK, and appear the things is works great, EXCEPT emulator. 1. I configured a new AVD as parameter i pointed my old sdcard.img then loaded and do not see my sdcard 2. then I back and configure another AVD with a parameter to create a new sdcard.img, when the emulator loaded I still not seen sdcard in emulator. 3. then I try to something like: emulator -avd myavd -sdcard mysdcard.img and there is still no sd card. How can I restore my sd card in emulator. -- Jean-Baptiste M. JBQ Queru Android Engineer, Google. Questions sent directly to me that have no reason for being private will likely get ignored or forwarded to a public forum with no further warning. --~--~-~--~~~---~--~~ 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: photo picker Uri issue
I tried this code, and every time it force closes. The Uri object gives me the Uri, but I can't see why it's failing... Please help!!! Uri photoUri = intent.getData(); Cursor cursor = getContentResolver().query(photoUri, new String[] {MediaStore.Images.ImageColumns.DATA}, null, null, null); String absoluteFilePath = cursor.getString(0); On Mar 26, 8:57 am, beachy beachy.g...@gmail.com wrote: cheers, did not know that about Drawables will use Bitmaps then. Thanks, Greg. On Mar 25, 3:23 pm, Streets Of Boston flyingdutc...@gmail.com wrote: This Uri is the logical (not physical) path used by theimagecontent provider. If you want to get the physical path to the actual file on the SD- card, query this Uri: Cursor cursor = query(photoUri, new String[] {MediaStore.Images.ImageColumns.DATA}, null, null, null); String absoluteFilePath = cursor.getString(0); Now, absoluteFilePath is the physical path to yourimage, which you can use in Drawable.createFromPath Question: Why don't you create a Bitmap instead? ... InputStream is = getContentResolver().openInputStream(photoUri); Bitmap bm = BitmapFactory.decodeStream(is); ... is.close(); I ask this, because it is safer to cache Bitmaps instead of Drawables. If you cache Drawables, you run the risk of memory leaks. Drawables have handles to your activity and when your activity gets destroyed while your Drawables are still cached, your activiy will never be garbage collected -- memory leak. Bitmaps don't have this problem. They are basically byte-arrays with some behavior :). On Mar 25, 3:15 am, beachy beachy.g...@gmail.com wrote: In some code I call this; Intent photoPickerIntent = new Intent (Intent.ACTION_PICK); photoPickerIntent.setType(image/*); startActivityForResult(photoPickerIntent, 1); then implement this method protected void onActivityResult(int requestCode, int resultCode, Intent intent) { super.onActivityResult(requestCode, resultCode, intent); if (resultCode == RESULT_OK) { Uri photoUri = intent.getData(); Log.d(TAG, should be adding a photo); if (photoUri != null) { Log.d(TAG, photo uri is not blank); // do something with the content Uri //TODO figure out why this does not work!! Log.d(TAG, the photo URI is + photoUri.getPath()); Drawable thePic = Drawable.createFromPath (photoUri.getPath()); //thePic is Null if(thePic != null){ Log.d(TAG, the pic has loaded); myRecipe.addPic(thePic); ((RecipeAdapter)myListView.getAdapter ()).notifyDataSetChanged(); } } } } trying to get aimageand load it in to a drawable object. The Uri that is returned seems logical 03-25 08:12:58.554: DEBUG/ConvertScaleScreen(174): the photo URI is / external/images/media/1 but when i start up a shell with adb the file location or even the root drive does not exitst, am I missing something here? should the be a symbolic link on the file system? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: How to make a ListView adapt to dynamic element sizes?
If your list-view uses a (list-)adapter (or a subclass of this), did you try to call notifyDataSetInvalidated() on the adapter? This will cause your adapter's getView(int position, View convertView, ViewGroup parent) to be called again and you can handle your changed list-item in there. On Apr 1, 5:24 am, matthias m.kaepp...@googlemail.com wrote: Well, I found a really ugly workaround. That workaround is based on my observation that the problem described does only occur if the ListView's layout height is set to WRAP_CONTENT. So, since I use a custom list adapter, I now call listView.getLayoutParams().height = LayoutParams.FILL_PARENT whenever a text view is about to be expanded... the reason I do not statically set its height to FILL_PARENT is because then it will draw line separators below the last element, which looks ugly if it doesn't expand to the bottom of the screen. It works... but, yuck! --~--~-~--~~~---~--~~ 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: photo picker Uri issue
I can't tell. Debug your code and see which statement throws an exception and see what exception is thrown and note the values of the variables (are some set to null when they shouldn't, for example). On Apr 1, 9:35 am, Bobbie bobbie.st...@gmail.com wrote: I tried this code, and every time it force closes. The Uri object gives me the Uri, but I can't see why it's failing... Please help!!! Uri photoUri = intent.getData(); Cursor cursor = getContentResolver().query(photoUri, new String[] {MediaStore.Images.ImageColumns.DATA}, null, null, null); String absoluteFilePath = cursor.getString(0); On Mar 26, 8:57 am, beachy beachy.g...@gmail.com wrote: cheers, did not know that about Drawables will use Bitmaps then. Thanks, Greg. On Mar 25, 3:23 pm, Streets Of Boston flyingdutc...@gmail.com wrote: This Uri is the logical (not physical) path used by theimagecontent provider. If you want to get the physical path to the actual file on the SD- card, query this Uri: Cursor cursor = query(photoUri, new String[] {MediaStore.Images.ImageColumns.DATA}, null, null, null); String absoluteFilePath = cursor.getString(0); Now, absoluteFilePath is the physical path to yourimage, which you can use in Drawable.createFromPath Question: Why don't you create a Bitmap instead? ... InputStream is = getContentResolver().openInputStream(photoUri); Bitmap bm = BitmapFactory.decodeStream(is); ... is.close(); I ask this, because it is safer to cache Bitmaps instead of Drawables. If you cache Drawables, you run the risk of memory leaks. Drawables have handles to your activity and when your activity gets destroyed while your Drawables are still cached, your activiy will never be garbage collected -- memory leak. Bitmaps don't have this problem. They are basically byte-arrays with some behavior :). On Mar 25, 3:15 am, beachy beachy.g...@gmail.com wrote: In some code I call this; Intent photoPickerIntent = new Intent (Intent.ACTION_PICK); photoPickerIntent.setType(image/*); startActivityForResult(photoPickerIntent, 1); then implement this method protected void onActivityResult(int requestCode, int resultCode, Intent intent) { super.onActivityResult(requestCode, resultCode, intent); if (resultCode == RESULT_OK) { Uri photoUri = intent.getData(); Log.d(TAG, should be adding a photo); if (photoUri != null) { Log.d(TAG, photo uri is not blank); // do something with the content Uri //TODO figure out why this does not work!! Log.d(TAG, the photo URI is + photoUri.getPath()); Drawable thePic = Drawable.createFromPath (photoUri.getPath()); //thePic is Null if(thePic != null){ Log.d(TAG, the pic has loaded); myRecipe.addPic(thePic); ((RecipeAdapter)myListView.getAdapter ()).notifyDataSetChanged(); } } } } trying to get aimageand load it in to a drawable object. The Uri that is returned seems logical 03-25 08:12:58.554: DEBUG/ConvertScaleScreen(174): the photo URI is / external/images/media/1 but when i start up a shell with adb the file location or even the root drive does not exitst, am I missing something here? should the be a symbolic link on the file system?- Hide quoted text - - Show quoted text - --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Dev Phone can not see paid apps using the 1.1 holiday release
The HTC 1.1 image and instructions that you have linked to is what I originally put on the phone and still could not see any paid apps, even my own which are not copy protected. After seeing some chatter about this holiday release, I tried that and still no luck. I'm going back to the HTC 1.1 image and will try that one again and see if it makes any difference. On Wed, Apr 1, 2009 at 12:40 AM, Dan Morrill morri...@google.com wrote: If you have the holiday devphone build, it's either an actual Google-employee holiday phone, or you've flashed a third-party system image on some other device. The latter case is an unsupported configuration, and it would not surprise me at all if the Market client in that build simply pre-dates support for paid apps. If you install the official v1.1 system image for the ADP1 http://www.htc.com/www/support/android/adp.html then the Market client should be able to access both paid and free apps, provided they are not copy-protected. (ADP1s cannot access copy-protected applications.) - Dan On Tue, Mar 31, 2009 at 8:11 AM, Eric Schott ericwsch...@gmail.comwrote: Here's the specs: Model Number: Android Dev Phone 1 Firmware Version: 1.1 Kernel Version: 2.6.25-01845-g85d4f0d android-bu...@apa27 #27 Build number: holiday_devphone_userdebug 1.1 Phone is registered to my google account ok. I go to the Market and search for apps, see them fine. I then pick Priced Items Only and all I get is No matching content in Android Market. Does any have their dev phone seeing priced apps? I see lots of chatter about this topic, but no definitive answers. thanks! --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Android Physics Engine
Two thumbs up! It's fast, not superfast, but there are quite a number of balls in the pit. I'm impressed. If this code could get into the native system, into the firmware... On Apr 1, 2:44 am, Anton socialhac...@gmail.com wrote: OK, for anyone interested in my simple physics demo, check out: http://www.antonstoys.com/android/BallPit.apk It's pretty basic, but it shows that you can do some amount of physics on the G-phone at a reasonable rate. And as always, there are many improvements to be made. :) -Anton On Mar 31, 2:12 pm, Anton socialhac...@gmail.com wrote: I'll definitely post the app tonight for you guys to check out (at work now). I am an embedded systems programmer by trade. But I do physics toys for fun and am just getting into Java/Android optimizations. I will point out that optimizing for Java and optimizing for Android are very different. As people have pointed out before, the key things to be careful with on Android are memory allocation and floating point math. I've removed both of these from my physics loop. I also found that function call overhead was quite large and had to manually inline all of my fixed point math code. I think that with the correct spatial data structures I can get a couple hundred objects interacting. I have a 2D rigid body physics engine that is currently all C++ (no exceptions or templates or RTTI or multiple inheritance) that I may port over as well. However, having said all of that, I think it may be the case that we will just have to wait until a native SDK is available to really write a top notch physics engine. It's sort of the perfect example of a piece of code that doesn't need anything more than libc and JNI bindings. And since you only call it a couple times per frame the JNI overhead would be well amortized. Anton On Mar 31, 9:17 am, mscwd01 mscw...@gmail.com wrote: Thanks for your feedback Shaun, I too unfortunately think a bespoke engine will need to be written for Android, which is a real pity as the iPhone has several physics engines which can easily handle hundreds of objects. Having said that Anton (2nd reply) has said he has an engine running, it would be nice to see a demo of this if that'd be possible? Clark, i'd definately host any .apk's on my own site, I wouldn't put it on the marketplace if it wasn't a finished app - do people actually do that?! I think i'll stay away from developing games with physics for the time being and concentrate on something else, I cant see it being feasible to include it any time soon which is a real pity. On Mar 31, 3:28 pm, shaun shashepp...@gmail.com wrote: I am the author of simpull. Sorry guys for the demo being out of whack for Simpull to the Core. The version of PulpCore that I integrated simpull with did not support Chrome, but you should be able to see it in IE, FF Safari. It is nice to take a look at that demo to get a feel for what the engine is capable of, but the performance does not translate over to the fixed point branch/version of simpull when running on Android. I ran tests on both the emulator and the actual device and there was a significant increase in performance because of the fixed point implementation, but I got very frustrated that it still did not support the amount of objects in a scene that I considered good for a physics-based game. It seemed to handle ~10 objects moving and colliding OK. It has been a while since I was playing with it, so I do not really remember the exact number of objects or the frame rate. I mostly remember being upset with it. I am leaving the physics ideas for games out of the picture when thinking Android for now. Someone would have to write a ground up engine with all the performance and memory concerns of Android in mind, which was not the case with Simpull.I created it for applets, then thought to port over to fixed-point for Android. It works well with small scenes, but certainly not the staple engine to use in my opinion. Also, Phys2D will not run worth a damn on Android. I tried it and I even went through some heavy performance tuning. Garbage collection is the major issue even after all I did. I seriously doubt JBox2D will run well either. I'll stick to what I said earlier, a ground-up solution by someone smarter than me is probably required. On Mar 31, 9:49 am, admin.androidsl...@googlemail.com admin.androidsl...@googlemail.com wrote: Not tried but if you can provide us with some example source code or put something on the market, I'm sure we could take a look. G1 performance is significantly faster than emulator, but there are limitations. Particularly with garbage collection and memory allocation on code that gets run continuously in loops, so I
[android-developers] Re: Photo Picker
Any other ideas Boston? Eclipse won't even let me compile that code without putting it in debug mode, so there is something different in that code. Could you take another look? Thanks! On Mar 31, 5:57 pm, Bobbie bobbie.st...@gmail.com wrote: No, I have nothing in onPause(). I guess I'll just have to keep playing with it. Bobbie On Mar 31, 4:05 pm, Streets Of Boston flyingdutc...@gmail.com wrote: Do you have code in your 'onPause()' method of your activity. If so, it looks like this code is blocking (never returning). On Mar 31, 11:39 am, Bobbie bobbie.st...@gmail.com wrote: When I choose the image, this is what Igetin the debug log: 03-31 11:34:36.055: INFO/ActivityManager(55): Displayed activity com.android.camera/.ImageGallery2: 2455 ms 03-31 11:34:39.525: VERBOSE/ImageGallery2(11143): / ImageBlockManager.onPause 03-31 11:34:49.519: WARN/ActivityManager(55): Launch timeout has expired, giving up wake lock! On Mar 31, 10:24 am, Streets Of Boston flyingdutc...@gmail.com wrote: Did you debug it? Did yougeta null-pointer-exception? (The code i gave you may have some issues: I just typed it in, without using any IDE such as Eclipse. But it should give you a general idea of what to do) On Mar 30, 10:16 pm, Bobbie bobbie.st...@gmail.com wrote: I must have a bad phone or something... Now the program force closes on me? Here's what I have for onActivityResult. Cursor cursor = getContentResolver().query(intent.getData(), null, null, null, null); int idx = cursor.getColumnIndex(ImageColumns.DATA); String fname = cursor.getString(idx); On Mar 30, 9:08 pm, Streets Of Boston flyingdutc...@gmail.com wrote: int idx = cursor.getColumnIndex(ImageColumn.DATA); String fname = cursor.getString(idx); On Mar 30, 7:45 pm, Bobbie bobbie.st...@gmail.com wrote: Wow... It's so simple, but still got an error... I got this: Cursor cursor = getContentResolver().query(datatoget, null, null, null, null); String fname = cursor.getString(ImageColumns.DATA); It won't let me run the code... getString is underlined in red and it just wants me to change it to getLong but if I do that, it just tells me to change it back to getString again... Am I doing something wrong here, or am I that bad at coding Android? On Mar 30, 4:37 pm, Streets Of Boston flyingdutc...@gmail.com wrote: This works as designed. The getDataString() is the string of the contentUrithat refers to theimage. If you want the physical filename, do a 'Cursor cursor = getContentResolver().query(intent.getData(), null, null, null, null)' and query the column ImageColumns.DATA on the returned cursor. Thecursor.getString(ImageColumns.DATA) will return the physical file- pathon your SC-card. On Mar 30, 3:58 pm, Bobbie bobbie.st...@gmail.com wrote: I am having issues with some photo picker code that I am using. All of my pictures are stored on an SD card. The SD card is mounted and I can take pictures no problem. However, when I select a picture from the picker and output the location of the file, I shouldget: /sdcard/dcim/Camera/FILENAME.jpg But instead, Iget: content://media/external/images/media/7 Any ideas what could be causing this? Here is my code, a button invokes the takePic() function: public void takePic() { Intent photoPickerIntent = new Intent (Intent.ACTION_GET_CONTENT); photoPickerIntent.setType(image/*); startActivityForResult(photoPickerIntent, 1); } @Override protected void onActivityResult(int i, int j, Intent intent) { super.onActivityResult(i, j, intent); textview.append(intent.getDataString()); }- Hide quoted text - - Show quoted text -- Hide quoted text - - Show quoted text -- Hide quoted text - - Show quoted text - --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Photo Picker
Here's my debug errors: 04-01 10:01:33.318: ERROR/AndroidRuntime(30289): Uncaught handler: thread main exiting due to uncaught exception 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): java.lang.RuntimeException: Failure delivering result ResultInfo {who=null, request=1, result=-1, data=Intent { data=content://media/ external/images/media/2 }} to activity {com.app.name/ com.app.name.activity}: android.database.CursorIndexOutOfBoundsException: Index -1 requested, with a size of 1 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.app.ActivityThread.deliverResults(ActivityThread.java:2840) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.app.ActivityThread.handleSendResult(ActivityThread.java:2882) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.app.ActivityThread.access$2300(ActivityThread.java:112) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1609) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.os.Handler.dispatchMessage(Handler.java:88) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.os.Looper.loop(Looper.java:123) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.app.ActivityThread.main(ActivityThread.java:3739) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at java.lang.reflect.Method.invokeNative(Native Method) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at java.lang.reflect.Method.invoke(Method.java:515) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:739) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at dalvik.system.NativeStart.main(Native Method) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): Caused by: android.database.CursorIndexOutOfBoundsException: Index -1 requested, with a size of 1 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.database.AbstractCursor.checkPosition(AbstractCursor.java:559) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.database.AbstractWindowedCursor.checkPosition (AbstractWindowedCursor.java:172) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.database.AbstractWindowedCursor.getString (AbstractWindowedCursor.java:41) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.database.CursorWrapper.getString(CursorWrapper.java:138) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at com.indigital.IM911.IM911.onActivityResult(IM911.java:516) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.app.Activity.dispatchActivityResult(Activity.java:3415) 04-01 10:01:33.418: ERROR/AndroidRuntime(30289): at android.app.ActivityThread.deliverResults(ActivityThread.java:2836) On Apr 1, 9:52 am, Bobbie bobbie.st...@gmail.com wrote: Any other ideas Boston? Eclipse won't even let me compile that code without putting it in debug mode, so there is something different in that code. Could you take another look? Thanks! On Mar 31, 5:57 pm, Bobbie bobbie.st...@gmail.com wrote: No, I have nothing in onPause(). I guess I'll just have to keep playing with it. Bobbie On Mar 31, 4:05 pm, Streets Of Boston flyingdutc...@gmail.com wrote: Do you have code in your 'onPause()' method of your activity. If so, it looks like this code is blocking (never returning). On Mar 31, 11:39 am, Bobbie bobbie.st...@gmail.com wrote: When I choose the image, this is what Igetin the debug log: 03-31 11:34:36.055: INFO/ActivityManager(55): Displayed activity com.android.camera/.ImageGallery2: 2455 ms 03-31 11:34:39.525: VERBOSE/ImageGallery2(11143): / ImageBlockManager.onPause 03-31 11:34:49.519: WARN/ActivityManager(55): Launch timeout has expired, giving up wake lock! On Mar 31, 10:24 am, Streets Of Boston flyingdutc...@gmail.com wrote: Did you debug it? Did yougeta null-pointer-exception? (The code i gave you may have some issues: I just typed it in, without using any IDE such as Eclipse. But it should give you a general idea of what to do) On Mar 30, 10:16 pm, Bobbie bobbie.st...@gmail.com wrote: I must have a bad phone or something... Now the program force closes on me? Here's what I have for onActivityResult. Cursor cursor = getContentResolver().query(intent.getData(), null, null, null, null); int idx = cursor.getColumnIndex(ImageColumns.DATA); String fname = cursor.getString(idx); On Mar 30, 9:08 pm, Streets Of Boston flyingdutc...@gmail.com wrote: int idx = cursor.getColumnIndex(ImageColumn.DATA); String fname = cursor.getString(idx); On Mar 30, 7:45 pm, Bobbie bobbie.st...@gmail.com wrote: Wow... It's so simple, but still got an error... I got this:
[android-developers] Re: Troubles with SurfaceView's surfaceCreated/Destroyed
Try this: Create a set of volatile variables (toPause, isPaused, toStop, isStopped). Outside the thread, in the methods mentioned previously, set or clear the appropriate variables. Inside the thread, be checking the appropriate variables to determine if the thread needs to be paused or stopped. Put the use of the variable within synchronized blocks. Use wait and notify to avoid busy polling. --~--~-~--~~~---~--~~ 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] OpenGL SurfaceView renders black on first start - works after orientation change
I have an Activity that was created based on the TriangleRenderer example. It works flawlessly as a standalone project, but when I use it as the tab of a tabhost there is a problem. At startup the whole activity is just black - I can get touch events and do everything else but it doesnt show anything. When I change the orientation (and therefore recreate the activity) it all works well. Maybe the problem comes from the View focus. My SurfaceView is not focused when created inside of the tabhost. I tried to fiddle around with the methods available in my onCreate() and onPostCreate(), but couldnt find a way to get the SurfaceView focused. The following sourcecode blocks in the guardedRun() method because needToWait() is true because !mHasFocus is true. If I exclude the ! mHasFocus, it goes on but shows a black View anyways. Do you have any idea why it does work after orientation change, but not at the first startup? The Activity looks quite simple: === @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Create our Preview view and set it as the content of our // Activity mGLSurfaceView = new GLSurfaceView(this); mGLSurfaceView.setRenderer(new ContactsRenderer(this)); setContentView(mGLSurfaceView); System.out.println(focused: + mGLSurfaceView.isFocused() + focusable: + mGLSurfaceView.isFocusable()); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); mGLSurfaceView.onPause(); } Thats my SurfaceView Class: == /** * An implementation of SurfaceView that uses the dedicated surface for * displaying an OpenGL animation. This allows the animation to run in a * separate thread, without requiring that it be driven by the update mechanism * of the view hierarchy. * * The application-specific rendering code is delegated to a GLView.Renderer * instance. */ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { private float touch_x = 0; private long touch_time = 0; private int touch_selected = 0; private Context contactScreen; public GLSurfaceView(Context context) { super(context); this.contactScreen = context; init(); } public GLSurfaceView(Context context, AttributeSet attrs) { super(context, attrs); init(); } private void init() { setFocusable(true); // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed mHolder = getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_GPU); } public SurfaceHolder getSurfaceHolder() { return mHolder; } public void setGLWrapper(GLWrapper glWrapper) { mGLWrapper = glWrapper; } public void setRenderer(Renderer renderer) { mGLThread = new GLThread(renderer); mGLThread.start(); } public void surfaceCreated(SurfaceHolder holder) { mGLThread.surfaceCreated(); } public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return mGLThread.surfaceDestroyed(); } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // Surface size or format has changed. This should not happen in this // example. mGLThread.onWindowResize(w, h); } /** * Inform the view that the activity is paused. */ public void onPause() { mGLThread.onPause(); } /** * Inform the view that the activity is resumed. */ public void onResume() { mGLThread.onResume(); } @Override public boolean onTouchEvent(MotionEvent event) { ContactsRenderer render = (ContactsRenderer) mGLThread.mRenderer; if (event.getAction() == MotionEvent.ACTION_DOWN) { touch_x = event.getX(); touch_time = System.currentTimeMillis(); touch_selected = render.getSelectedContact(); return true; } else { float diff = touch_x - event.getX(); long time_diff = System.currentTimeMillis() - touch_time; if (event.getAction() == MotionEvent.ACTION_MOVE){ render.move(-diff/1000f); touch_x = event.getX(); return true; } else if (event.getAction() ==
[android-developers] Re: *** Why 1 G1 can see Paid Apps in the Android Market and Another Not? ***
Root-enabled G1s are still able to see copy-protected apps. I think it is just the ADP phones that the market detects, because my rooted G1 is able to see copy-protected apps, and download them. I have verified this by looking in the app-private folder on the phone and seeing that the app that I purhcased was there. ~clark On Mar 31, 9:32 pm, Dan Morrill morri...@google.com wrote: This is not true. Devices that are identified as root-enabled, whether an ADP1 or a rooted retail G1, cannot access copy-protected apps. They can still access both paid and free apps that are not copy-protected, however. - Dan On Tue, Mar 31, 2009 at 2:09 PM, Michael MacDonald googlec...@antlersoft.com wrote: Developer phones can't see paid apps in the market. This is because the root access available on the developer phones breaks the Market copy-protection model. The Market copy-protection model ignores that there are many consumer phones that have been rooted... Eric Schott wrote: I have a developers phone running: 1.1 specifically holiday_devphone_userdebug 1.1 Kernel version is: 2.6.25-01845- g85d4f0d android-bu...@apa27 #27 and I can not see any paid apps. I still see lots of chatter about some who can see paid apps and some who can not. What the magic button to make this work? :) On Mar 10, 11:14 am, Brodsky peter.brod...@gmail.com peter.brod...@gmail.com wrote: I've got the same problem. If Ican'tseepaidappsoff this dev phone, how do I get my money back for it? No one ever told me it'd be crippled... On Feb 20, 4:19 pm, Michael Martin mi...@mm-agency.com mi...@mm-agency.com wrote: *** Can anyone at Google explain why some G1s can seepaidappswhile otherscan’t? I don’t believe this is a matter of an OTA updates but rather datacenter propagation thus it would depend on which Android Market datacenter the G1 is pinging. In my case I have 2 G1s (side by side) and 1 canseethepaidapps while the other doesn’t….could only assume they are both pinging the same DC. (I have already tried the reboot theory to no avail) Any formal explanation for this??? Thank You, Michael Martinhttp://www.googleandblog.com/ --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Display of SQLite database information in tabular format
Hi, My intention is to display the record in tabular format on the emulator. I intetnd to display the database table on the emulator very much similar to the way your tool( OR any other tool) would display it. Any suggestions how i can do that. Thanks in advance. Best Regards, Zhubham. * On Apr 1, 6:29 pm, Mark Murphy mmur...@commonsware.com wrote: Zhubham wrote: I am interested in knowing how can we display the SQLite database information in tabular format, the same way, as it is visible through the SQL reader (SQLite Database Browser). Are there any set of commands which help to achieve this?? Pull the database off the device, using adb pull, DDMS, or the DDMS perspective in Eclipse. Then, use whatever tools you want (I'm fond of the SQLite Manager plugin for Firefox). If you modify the database, use adb push or DDMS to put it back on the device. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://twitter.com/commonsguy Android App Developer Training:http://commonsware.com/training.html --~--~-~--~~~---~--~~ 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] Byte code format
Hi, I am keen on understanding how the DVM works and finally what's the format of the generated byte code. Can anyone please recommend a weblink for this. As such, i am looking for the size of Code Segment, Data Segment, Stack, Heap. How can I find these details for any Android application written by me?? Looking forward for your opinions and suggestions. Thanks. Best Regards, Zhubham --~--~-~--~~~---~--~~ 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-discuss] Unused java hardware acceleration on the G1 (was Re: Android game developers desperately need optimised game engine example code ...)
Is this even a topic for google's engineers? The way I see it is it would be up to the manufacturer of the hardware to decide whether to implement the Java VM or Dalvik. There is no guarantee that hardware will have a processor that is optimized for java byte code, and therefore should not be in the core android OS. ~clark On Mar 31, 2:18 pm, Stoyan Damov stoyan.da...@gmail.com wrote: Dianne, I can't see why are you taking this personally. FWIW, you, Android engineers, are the only people we're getting *any* answers to all our non-development questions. Is it so hard to accept the fact that people can think that Google, the company, is for example bad or deaf, but at the same time think that some or many of its employees are great and responsive? For me, Google is deaf. You, Romain, JBQ, David, etc. (I don't want to miss someone, but will inevitably do so) are not. Now, that love is all around, do you have something to say about the original subject? ;) Cheers On Wed, Apr 1, 2009 at 12:05 AM, Dianne Hackborn hack...@android.com wrote: On Tue, Mar 31, 2009 at 12:42 PM, Stoyan Damov stoyan.da...@gmail.com wrote: If the answer is yes, I then expect to hear what was that Google couldn't agree on with Sun (although I don't expect to hear that from Google Android engineers, but like I've said many times, Google is f...@#ing DEAF, and you, Android engineers, are the only people who actually listen to us)? Congratulations, at this point I have stopped listening to you too. -- 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. 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] SystemProperties.get()/set()
Hi all, In case of reading/setting properties defined in /default.prop /system/build.prop /system/default.prop /data/local.prop, i am finding many source code in android release are using SystemProperties.get()/set() for this purpose. But i am also finding that SystemProperties is not published any more. I am really confused about this. Anyone can kindly give me a clue on this? Since SystemProperties is not exposed, could System.getProperty()/ setProperty() take its place? Thanks, Lawrrence --~--~-~--~~~---~--~~ 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-discuss] Unused java hardware acceleration on the G1 (was Re: Android game developers desperately need optimised game engine example code ...)
Google is not forced by Sun in any way. It's just that Sun requests license fees for their JVM and that does not fit with Android being planned by Google as a platform where the manufacturers have no license fees to pay for. On Mar 31, 8:42 pm, Stoyan Damov stoyan.da...@gmail.com wrote: If Google were not forced by Sun because of WHATEVER to NOT run java bytecode on the Android, would it be WAY WAY faster for games, apps, and the Android stack on top of Linux, which is also a Dalvik bytecode, because of the java hardware acceleration? --~--~-~--~~~---~--~~ 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: Unused java hardware acceleration on the G1 (was Re: Android game developers desperately need optimised game engine example code ...)
This I cannot confirm. The C64 emulator Mobile C64 runs with AFAIK 10-15% of the original C64 speed on a G1 with its 528 MHz CPU. On my Samsung SGH-i600, with a 624 MHz CPU, the J2ME variant ran at close to 100% of the original C64 speed. This is a factor of 6-10 faster although the device's CPU is only 20% faster. So the Jazelle advantages can be quite considerable, at least for some applications. On Mar 31, 9:36 pm, thesquib thesq...@gmail.com wrote: Stoyan - the optimisation from the Jazelle is apparently not that good anyway, partially because a software JVM performs all sorts of optimisations on the fly. --~--~-~--~~~---~--~~ 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: OpenGL SurfaceView renders black on first start - works after orientation change
I have solved it with an ugly hack. This is not a solution but a workaround until I find a better way: private GLSurfaceView mGLSurfaceView; private static boolean firstCreate = true; /* * Constructors */ /* * Methods */ @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Create our Preview view and set it as the content of our // Activity mGLSurfaceView = new GLSurfaceView(this); mGLSurfaceView.setRenderer(new ContactsRenderer(this)); setContentView(mGLSurfaceView); if (firstCreate) { setRequestedOrientation (ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE); setRequestedOrientation (ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); setRequestedOrientation (ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED); firstCreate = false; } } On Apr 1, 4:10 pm, Ulrich Scheller ulrich.schel...@gmail.com wrote: I have an Activity that was created based on the TriangleRenderer example. It works flawlessly as a standalone project, but when I use it as the tab of a tabhost there is a problem. At startup the whole activity is just black - I can get touch events and do everything else but it doesnt show anything. When I change the orientation (and therefore recreate the activity) it all works well. Maybe the problem comes from the View focus. My SurfaceView is not focused when created inside of the tabhost. I tried to fiddle around with the methods available in my onCreate() and onPostCreate(), but couldnt find a way to get the SurfaceView focused. The following sourcecode blocks in the guardedRun() method because needToWait() is true because !mHasFocus is true. If I exclude the ! mHasFocus, it goes on but shows a black View anyways. Do you have any idea why it does work after orientation change, but not at the first startup? The Activity looks quite simple: === @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Create our Preview view and set it as the content of our // Activity mGLSurfaceView = new GLSurfaceView(this); mGLSurfaceView.setRenderer(new ContactsRenderer(this)); setContentView(mGLSurfaceView); System.out.println(focused: + mGLSurfaceView.isFocused() + focusable: + mGLSurfaceView.isFocusable()); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); mGLSurfaceView.onPause(); } Thats my SurfaceView Class: == /** * An implementation of SurfaceView that uses the dedicated surface for * displaying an OpenGL animation. This allows the animation to run in a * separate thread, without requiring that it be driven by the update mechanism * of the view hierarchy. * * The application-specific rendering code is delegated to a GLView.Renderer * instance. */ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { private float touch_x = 0; private long touch_time = 0; private int touch_selected = 0; private Context contactScreen; public GLSurfaceView(Context context) { super(context); this.contactScreen = context; init(); } public GLSurfaceView(Context context, AttributeSet attrs) { super(context, attrs); init(); } private void init() { setFocusable(true); // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed mHolder = getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_GPU); } public SurfaceHolder getSurfaceHolder() { return mHolder; } public void setGLWrapper(GLWrapper glWrapper) { mGLWrapper = glWrapper; } public void setRenderer(Renderer renderer) { mGLThread = new GLThread(renderer); mGLThread.start(); } public void surfaceCreated(SurfaceHolder holder) { mGLThread.surfaceCreated(); } public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return mGLThread.surfaceDestroyed(); } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // Surface size or format has changed.
[android-developers] Re: *** Why 1 G1 can see Paid Apps in the Android Market and Another Not? ***
Aha, so until rooted phones can't see copy-protected apps I don't see any reasons to protect my app. If just 1 user can download and share it with the world it is meaningless to waste twice the space on the user's phone for nothing. On Wed, Apr 1, 2009 at 5:15 PM, clark clarkd...@gmail.com wrote: Root-enabled G1s are still able to see copy-protected apps. I think it is just the ADP phones that the market detects, because my rooted G1 is able to see copy-protected apps, and download them. I have verified this by looking in the app-private folder on the phone and seeing that the app that I purhcased was there. ~clark On Mar 31, 9:32 pm, Dan Morrill morri...@google.com wrote: This is not true. Devices that are identified as root-enabled, whether an ADP1 or a rooted retail G1, cannot access copy-protected apps. They can still access both paid and free apps that are not copy-protected, however. - Dan On Tue, Mar 31, 2009 at 2:09 PM, Michael MacDonald googlec...@antlersoft.com wrote: Developer phones can't see paid apps in the market. This is because the root access available on the developer phones breaks the Market copy-protection model. The Market copy-protection model ignores that there are many consumer phones that have been rooted... Eric Schott wrote: I have a developers phone running: 1.1 specifically holiday_devphone_userdebug 1.1 Kernel version is: 2.6.25-01845- g85d4f0d android-bu...@apa27 #27 and I can not see any paid apps. I still see lots of chatter about some who can see paid apps and some who can not. What the magic button to make this work? :) On Mar 10, 11:14 am, Brodsky peter.brod...@gmail.com peter.brod...@gmail.com wrote: I've got the same problem. If Ican'tseepaidappsoff this dev phone, how do I get my money back for it? No one ever told me it'd be crippled... On Feb 20, 4:19 pm, Michael Martin mi...@mm-agency.com mi...@mm-agency.com wrote: *** Can anyone at Google explain why some G1s can seepaidappswhile otherscan’t? I don’t believe this is a matter of an OTA updates but rather datacenter propagation thus it would depend on which Android Market datacenter the G1 is pinging. In my case I have 2 G1s (side by side) and 1 canseethepaidapps while the other doesn’t….could only assume they are both pinging the same DC. (I have already tried the reboot theory to no avail) Any formal explanation for this??? Thank You, Michael Martinhttp://www.googleandblog.com/ --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Troubles with SurfaceView's surfaceCreated/Destroyed
Do *not* use volatile variables. They are not guaranteed to be atomic. It's just a compiler hint. Instead, use synchronized blocks: class MyThread extends Thread { boolean mPaused; boolean mStopped; public void run() { ... ... mStopped = false; mPaused = true or false, depends on your application. while (!mStopped) { if (waitForResume()) break; // do your thing. ... } } public void stopThread() { syncrhonized(this) { mPaused = false; mStopped = true; this.notify(); } // optionally, code an extra 'join()' statement if the caller needs // to wait until the thread has completely finished. } public void pauseThread() { syncrhonized(this) { mPaused = true; this.notify(); } } public void resumeThread() { syncrhonized(this) { mPaused = false; this.notify(); } } private boolean waitForResume() { synchronized(this) { if (mStopped) return false; while (mPaused) { this.wait(); } if (mStopped) return false; } } ... ... } Then code that needs to control your thread, just call myThread.pauseThread() or myThread.resumeThread() and stops the thread entirely by calling myThread.stopThread(); Note: you could replace 'this' with another object to use for synchronization. On Apr 1, 10:06 am, Tom tom_a_h...@yahoo.com wrote: Try this: Create a set of volatile variables (toPause, isPaused, toStop, isStopped). Outside the thread, in the methods mentioned previously, set or clear the appropriate variables. Inside the thread, be checking the appropriate variables to determine if the thread needs to be paused or stopped. Put the use of the variable within synchronized blocks. Use wait and notify to avoid busy polling. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: How to make a ListView adapt to dynamic element sizes?
ListView supports the WRAP_CONTENT height mode but it is really not meant for that. First of all, having a ListView in WRAP_CONTENT is very costly in terms of layout. It is also meaningless. What does WRAP_CONTENT mean for a ListView since the goal of ListView is to virtualize its children? Because of this, ListView just does not support growing or shrinking when you modify its adapter. You should simply use FILL_PARENT for your ListView. And you may find the last divider ugly but *every* ListView in the system behaves that way. Your WRAP_CONTENT ListView just looks different from the rest of the system for absolutely no good reason. Consistency matters. On Wed, Apr 1, 2009 at 6:40 AM, Streets Of Boston flyingdutc...@gmail.com wrote: If your list-view uses a (list-)adapter (or a subclass of this), did you try to call notifyDataSetInvalidated() on the adapter? This will cause your adapter's getView(int position, View convertView, ViewGroup parent) to be called again and you can handle your changed list-item in there. On Apr 1, 5:24 am, matthias m.kaepp...@googlemail.com wrote: Well, I found a really ugly workaround. That workaround is based on my observation that the problem described does only occur if the ListView's layout height is set to WRAP_CONTENT. So, since I use a custom list adapter, I now call listView.getLayoutParams().height = LayoutParams.FILL_PARENT whenever a text view is about to be expanded... the reason I do not statically set its height to FILL_PARENT is because then it will draw line separators below the last element, which looks ugly if it doesn't expand to the bottom of the screen. It works... but, yuck! -- 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.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Discussion on localizing-android-apps-draft
Xavier, very helpful! thanks for sharing, works perfectly. --~--~-~--~~~---~--~~ 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: Fling on ListView
As to the it was meant to be part of the UI design, I really wonder why practically none of the apps shipped with Android use gestures then (I mean, apart from scrolling up or down of course)? We use gestures for scrolling: ListView, GridView, Gallery, MapView, WebView, ScrollView. Calendar uses gestures to navigate between months/weeks/days. Calculator uses gestures to switch between the simple and complex operations. Etc. Using gestures to navigate within an app has a HUGE problem: it is totally undiscoverable. -- 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.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: can i add a click listener to a drawable?
You might want to look at the source code for the camera app, which uses a SurfaceView for its preview, and puts controls on top of it. On Tue, Mar 31, 2009 at 9:21 PM, Josh Dobbs joshdo...@gmail.com wrote: I am using in ImageButton Now and am using the following code to ad the button to the surfaceview.. myImgTest .setBackgroundDrawable(mBalloon1); myImgTest.draw(canvas); This seems to work as I do not get any errors however i don't see the button. What is the proper way to add the button to the surface view and how do I specify cordinates? On Sun, Mar 29, 2009 at 11:41 PM, Marco Nelissen marc...@android.comwrote: Your Drawable itself is not part of the UI, but is drawn onto something that is part of your UI. Therefore, you should attach your listener to the UI object that displays the Drawable. See also http://developer.android.com/reference/android/graphics/drawable/Drawable.html , which says Unlike a View, a Drawable does not have any facility to receive events or otherwise interact with the user. On Sun, Mar 29, 2009 at 10:24 PM, Josh joshdo...@gmail.com wrote: I currently have a drawable and i need to know when it's clicked. Is there a way to add an event listener to a drawable? I realize that there may be a better control to use for me needs so I tried ImageButton but Im a bit confused on how to position the ImageButton. For example whe i position the drawable i just use setBounds. Is there a way to specify the x and y coordinates for an image button? --~--~-~--~~~---~--~~ 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: Scroll and drag a TileView widget around by finger / touch
What about using a ScrollView as your container view?: LinearLayout |--ScrollView |-- SkyView On Apr 1, 11:49 am, acrosser toned...@gmail.com wrote: Surely this hasn't stumped the group of brilliant Android developers! :-) Is there any tutorial or reference page someone can point me to? On Mar 31, 9:10 am, acrosser toned...@gmail.com wrote: In the Android API examples there is a Snake game. This game uses a class called SnakeView, which inherits from TileView. I am doing something very similar to this. I am inheriting from TileView to create a class (SkyView), which will become a square board for a board game (similar to the board for Checkers). However, I would like for my game board to be 400x400 pixels in size, which will be bigger than the screens of some Android devices (such as the G1). And I would like for the user to be able to freely scroll and drag the board around with their finger (both horizontal and vertical scrolling/dragging). Can someone please point me in the correct direction for implementing this? The board must be no smaller than 400x400px in size. And however much of the board that can be displayed at once on the screen, should be displayed at once. Should I wrap my SkyView widget in an AbsoluteLayout and use Scrollbars? If so, what Scrollbar properties to I need to use? I played around with Scrollbars in both directions but couldn't get it to work. Is there another view layout I should put it inside? Code examples would be nice! Thanks for the help. I am at a loss with this one.- Hide quoted text - - Show quoted text - --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] How to handle HTTP/1.1 416 Requested Range Not Satisfiable
Hi friends, In my app, I am getting this response. I dont know how to handle this. Please can some one suggest me. Thanks, Manoj. --~--~-~--~~~---~--~~ 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: Troubles with SurfaceView's surfaceCreated/Destroyed
Thank you, I will try to implement this when I have time. I now understand where my confusion was stemming from. I was under the impression that each time the CupView Activity was resumed, a new CupView object was created thus creating a new CupThread. However I now see that is not the case, the CupView object is not destroyed and recreated, thus no new thread to call start() on. On Apr 1, 11:34 am, Streets Of Boston flyingdutc...@gmail.com wrote: Do *not* use volatile variables. They are not guaranteed to be atomic. It's just a compiler hint. Instead, use synchronized blocks: class MyThread extends Thread { boolean mPaused; boolean mStopped; public void run() { ... ... mStopped = false; mPaused = true or false, depends on your application. while (!mStopped) { if (waitForResume()) break; // do your thing. ... } } public void stopThread() { syncrhonized(this) { mPaused = false; mStopped = true; this.notify(); } // optionally, code an extra 'join()' statement if the caller needs // to wait until the thread has completely finished. } public void pauseThread() { syncrhonized(this) { mPaused = true; this.notify(); } } public void resumeThread() { syncrhonized(this) { mPaused = false; this.notify(); } } private boolean waitForResume() { synchronized(this) { if (mStopped) return false; while (mPaused) { this.wait(); } if (mStopped) return false; } } ... ... } Then code that needs to control your thread, just call myThread.pauseThread() or myThread.resumeThread() and stops the thread entirely by calling myThread.stopThread(); Note: you could replace 'this' with another object to use for synchronization. On Apr 1, 10:06 am, Tom tom_a_h...@yahoo.com wrote: Try this: Create a set of volatile variables (toPause, isPaused, toStop, isStopped). Outside the thread, in the methods mentioned previously, set or clear the appropriate variables. Inside the thread, be checking the appropriate variables to determine if the thread needs to be paused or stopped. Put the use of the variable within synchronized blocks. Use wait and notify to avoid busy polling. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: How to handle HTTP/1.1 416 Requested Range Not Satisfiable
manoj wrote: In my app, I am getting this response. I dont know how to handle this. That would probably be best answered by whoever is running the server you are trying to download data from. If you can give us more information, such as which HTTP client library you are using, we might be able to give you more ideas or other places to learn more. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy _The Busy Coder's Guide to Android Development_ Version 2.0 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: How to handle HTTP/1.1 416 Requested Range Not Satisfiable
Actually, I am trying to request some data which is available at remote site. On Apr 1, 8:57 pm, manoj manojkumar.m...@gmail.com wrote: Hi friends, In my app, I am getting this response. I dont know how to handle this. Please can some one suggest me. Thanks, Manoj. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: How to handle HTTP/1.1 416 Requested Range Not Satisfiable
Actually I am implementing socket connection, with some range headers. For some urls I am getting the nice response (206), but for some urls I am getting this response. On Apr 1, 9:05 pm, Mark Murphy mmur...@commonsware.com wrote: manoj wrote: In my app, I am getting this response. I dont know how to handle this. That would probably be best answered by whoever is running the server you are trying to download data from. If you can give us more information, such as which HTTP client library you are using, we might be able to give you more ideas or other places to learn more. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://twitter.com/commonsguy _The Busy Coder's Guide to Android Development_ Version 2.0 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: Use native C/C++ libraries
Yes. The C lib is bionic which didnot provide exactly the same functions as glibc! On 4月1日, 下午4时47分, gunar adrian.proco...@gmail.com wrote: Hi! Is it possible to use a native C/C++ library? If so, are there any restrictions for those libraries to be used? Br, gunar --~--~-~--~~~---~--~~ 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] alsa-lib
today i get the master code. when I compile ALSA, and it says external/alsa-lib/src/shmarea.c:27:21: error: sys/shm.h: No such file or directory what should I do now? now i copy the shm.h from the former version android. can be ok? --~--~-~--~~~---~--~~ 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] Static Variable after Application life cycle.
Hello all, I have noticed in my application(s) that after a call to Activity.finish() that the static variables that I declared in my classes still hold the values that they were changed to during the activity's life cycle. Upon the re-launch of the activity, the program does not re-instantiate the variables as declared or set them to the default java behavior. Is there something that I can do to cause this to happen, other than re-setting every static variable in my application? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] SQLite functions - how to use them?
Hi, I read in the documentation for SQLite that there should be some core functions and aggregate functions available, but I can't seem to use them in my code.. Can anyone help? Here's the documentation i read: http://www.sqlite.org/lang_aggfunc.html http://www.sqlite.org/lang_corefunc.html There is for example the function count() but how do I use it? I have tried to use it as stated below, but none of the functions in the documentation is available that way (i.e when I type db. the list that shows in Eclipse documentation doesn't include any of the functions from the SQLite doc except from execSQL): import android.content.ContentValues; import android.content.Context; import android.database.Cursor; import android.database.SQLException; import android.database.sqlite.SQLiteDatabase; import android.database.sqlite.SQLiteException; import android.database.sqlite.SQLiteOpenHelper; import android.util.Log; public class DbAdapter{ ... private SQLiteDatabase db; ... public Cursor getRow(long rowId) throws SQLException { Cursor c = db.query(true, TABLE_NAME, new String[] { KEY_COL1, KEY_COL2}, KEY_ROWID + = + rowId, null, null, null, null, null); int numberOfRows = c.count(); //This doen't work! if (c != null) { c.moveToFirst(); } return c; } } Thankful for any help! PS. I haven't worked with databases before, so please keep that in mind when you answer me. DS. --~--~-~--~~~---~--~~ 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] Some of the strange JAVA syntax - android specifics?
I am a C programmer before, and I am looking into android source code right now, some JAVA syntax is confusing, I am not sure whether or not it's android related, see: @Override protected void onDraw(Canvas canvas) { synchronized (this) { if (mBitmap != null) { final Paint paint = mPaint; final Path path = mPath; final int outer = 0xFFC0C0C0; final int inner = 0xFFff7010; 1) What's the meaning of Override? Is it ommitable? 2) What does the synchronized mean? Thanks. Bin --~--~-~--~~~---~--~~ 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] android.provider.MediaStore.RECORD_SOUND
Hi, I try to use the android.provider.MediaStore.RECORD_SOUND intent and it work perfect, the problem that i have is whit the uri when the file is saved... the file is saved on /sdcard but i don't know the path or the uri of the file... I try to send a uri through the putExtra but it did not work Intent i = new Intent(android.provider.MediaStore.RECORD_SOUND); i.putExtra(output, Uri.parse(file:///sdcard/audio)); startActivityForResult(i, 0); @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { Log.d(tiferson, Entro a onActivityResult); switch (requestCode) { case 0: if (resultCode == RESULT_OK) { Log.d(tiferson, on the result ok...); String s = data.getAction(); Log.d(tiferson, despues del data.getExtras...); if(s == null) { Log.d(tiferson, don't return getAction); } Bundle b = data.getExtras(); if(b == null) { Log.d(tiferson, don't return getExtras); } } And on the logcat i can see: don't return getAction and don't return getExtras. can i know the path where the file is saved or send the path for it? thanks in advance --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Android Physics Engine
It does look smooth on the G1. The use of accelerometers is quite cool. Good job on minimizing the GC jitters. The screen has horrible ghosting with green to grey transitions, however, which mars the smooth framerate a bit. Red balls would probably reduce that. -Daniel Sargeant On Wed, Apr 1, 2009 at 7:04 AM, mscwd01 mscw...@gmail.com wrote: Thanks for the demo Anton, It certainly runs much smoother than the Phys2D and JBox2D engines I have tried and you have more objects being simulated - so you must have done something right ;) I would expect it to run 2-3 times faster on an actual device too from what I have read. Once you have finished off the improvements do you have any plans to release it? Thanks On Apr 1, 7:44 am, Anton socialhac...@gmail.com wrote: OK, for anyone interested in my simple physics demo, check out: http://www.antonstoys.com/android/BallPit.apk It's pretty basic, but it shows that you can do some amount of physics on the G-phone at a reasonable rate. And as always, there are many improvements to be made. :) -Anton On Mar 31, 2:12 pm, Anton socialhac...@gmail.com wrote: I'll definitely post the app tonight for you guys to check out (at work now). I am an embedded systems programmer by trade. But I do physics toys for fun and am just getting into Java/Android optimizations. I will point out that optimizing for Java and optimizing for Android are very different. As people have pointed out before, the key things to be careful with on Android are memory allocation and floating point math. I've removed both of these from my physics loop. I also found that function call overhead was quite large and had to manually inline all of my fixed point math code. I think that with the correct spatial data structures I can get a couple hundred objects interacting. I have a 2D rigid body physics engine that is currently all C++ (no exceptions or templates or RTTI or multiple inheritance) that I may port over as well. However, having said all of that, I think it may be the case that we will just have to wait until a native SDK is available to really write a top notch physics engine. It's sort of the perfect example of a piece of code that doesn't need anything more than libc and JNI bindings. And since you only call it a couple times per frame the JNI overhead would be well amortized. Anton On Mar 31, 9:17 am, mscwd01 mscw...@gmail.com wrote: Thanks for your feedback Shaun, I too unfortunately think a bespoke engine will need to be written for Android, which is a real pity as the iPhone has several physics engines which can easily handle hundreds of objects. Having said that Anton (2nd reply) has said he has an engine running, it would be nice to see a demo of this if that'd be possible? Clark, i'd definately host any .apk's on my own site, I wouldn't put it on the marketplace if it wasn't a finished app - do people actually do that?! I think i'll stay away from developing games with physics for the time being and concentrate on something else, I cant see it being feasible to include it any time soon which is a real pity. On Mar 31, 3:28 pm, shaun shashepp...@gmail.com wrote: I am the author of simpull. Sorry guys for the demo being out of whack for Simpull to the Core. The version of PulpCore that I integrated simpull with did not support Chrome, but you should be able to see it in IE, FF Safari. It is nice to take a look at that demo to get a feel for what the engine is capable of, but the performance does not translate over to the fixed point branch/version of simpull when running on Android. I ran tests on both the emulator and the actual device and there was a significant increase in performance because of the fixed point implementation, but I got very frustrated that it still did not support the amount of objects in a scene that I considered good for a physics-based game. It seemed to handle ~10 objects moving and colliding OK. It has been a while since I was playing with it, so I do not really remember the exact number of objects or the frame rate. I mostly remember being upset with it. I am leaving the physics ideas for games out of the picture when thinking Android for now. Someone would have to write a ground up engine with all the performance and memory concerns of Android in mind, which was not the case with Simpull.I created it for applets, then thought to port over to fixed-point for Android. It works well with small scenes, but certainly not the staple engine to use in my opinion. Also, Phys2D will not run worth a damn on Android. I tried it and I even went through some heavy performance tuning. Garbage collection is the
[android-developers] Which android's version can support file transfer through bluetooth?
Which android's version can support file transfer through bluetooth? --~--~-~--~~~---~--~~ 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] Altering the resource values in the APK after creating it
Hi, Is it possible to alter the string values(in resources) in APK after creating it. Br, Vikram --~--~-~--~~~---~--~~ 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 Physics Engine
Hello everyone, I was also disappointed with jbox2d's performance so I checked APE (Actionscript Physics Engine) from http://www.cove.org/ape/ . It was converted to java (http://www.cove.org/ape/java_ape.zip) so I started to convert the java version to Android. The performance is quite OK for 10-20 objects at the first start of the app but if you exit with the back key and restart it form the installed copy (either in the emulator or on the dev phone) then it gets slower and slower with each start. If you restart it from the emulator (by reinstalling it) then it is faster again. Neither the pressed keys are not working (probably it is because of my poor Android programming knowledge). Here is a zipped Android project of it. Please experiment with it and send results to here i.e. is it slow for you also after re-re-re-.. staring? www.kotiposti.net/lkelemen/android/testape2d.zip thanks Lajos Kelemen On Mar 31, 9:26 pm, shaun shashepp...@gmail.com wrote: I started going down the path of Object pooling. It seemed the only solution when taking an existing engine and making work on a resource constrained system like Android on a phone. Determining the strategy for returning objects to the pool proved quite tough for me. I have no doubt there are some experts on embedded systems programming with tons of experience with object pooling. We just would be too lucky if that person(s) was also experienced with Java, physics engines and had a passion for open source and games! Is that too much to ask? LOL!! On Mar 31, 12:17 pm, mscwd01 mscw...@gmail.com wrote: Thanks for your feedback Shaun, I too unfortunately think a bespoke engine will need to be written for Android, which is a real pity as the iPhone has several physics engines which can easily handle hundreds of objects. Having said that Anton (2nd reply) has said he has an engine running, it would be nice to see a demo of this if that'd be possible? Clark, i'd definately host any .apk's on my own site, I wouldn't put it on the marketplace if it wasn't a finished app - do people actually do that?! I think i'll stay away from developing games with physics for the time being and concentrate on something else, I cant see it being feasible to include it any time soon which is a real pity. On Mar 31, 3:28 pm, shaun shashepp...@gmail.com wrote: I am the author ofsimpull. Sorry guys for the demo being out of whack forSimpullto the Core. The version of PulpCore that I integratedsimpullwith did not support Chrome, but you should be able to see it in IE, FF Safari. It is nice to take a look at that demo to get a feel for what the engine is capable of, but the performance does not translate over to the fixed point branch/version ofsimpullwhen running on Android. I ran tests on both the emulator and the actual device and there was a significant increase in performance because of the fixed point implementation, but I got very frustrated that it still did not support the amount of objects in a scene that I considered good for a physics-based game. It seemed to handle ~10 objects moving and colliding OK. It has been a while since I was playing with it, so I do not really remember the exact number of objects or the frame rate. I mostly remember being upset with it. I am leaving the physics ideas for games out of the picture when thinking Android for now. Someone would have to write a ground up engine with all the performance and memory concerns of Android in mind, which was not the case withSimpull.I created it for applets, then thought to port over to fixed-point for Android. It works well with small scenes, but certainly not the staple engine to use in my opinion. Also, Phys2D will not run worth a damn on Android. I tried it and I even went through some heavy performance tuning. Garbage collection is the major issue even after all I did. I seriously doubt JBox2D will run well either. I'll stick to what I said earlier, a ground-up solution by someone smarter than me is probably required. On Mar 31, 9:49 am, admin.androidsl...@googlemail.com admin.androidsl...@googlemail.com wrote: Not tried but if you can provide us with some example source code or put something on the market, I'm sure we could take a look. G1 performance is significantly faster than emulator, but there are limitations. Particularly with garbage collection and memory allocation on code that gets run continuously in loops, so I don't know how optimised these physics engines are for this purpose. Would be interesting to find out though. On Mar 31, 12:52 pm, mscwd01 mscw...@gmail.com wrote: Oh I forgot to re-ask... Has anyone tested Phys2D or JBox2D on an actual device to see if they run better than on the emulator? I have a feeling the performance will better on a G1 than the emulator for
[android-developers] Signing Problem of an APK
Hi i try to sign my apk.. i exportet it unsigned.. created my keys and when i start now jarsigner i get: I get the following Error .. what can i do?? Enter Passphrase for keystore: Exception in thread main java.util.zip.ZipError: jzentry == 0, jzfile = 34283992, total = 22, name = mydays04.apk, i = 1, message = null at java.util.zip.ZipFile$2.nextElement(ZipFile.java:321) at java.util.zip.ZipFile$2.nextElement(ZipFile.java:299) at sun.security.tools.JarSigner.getManifestFile(JarSigner.java: 1554) at sun.security.tools.JarSigner.signJar(JarSigner.java:892) at sun.security.tools.JarSigner.run(JarSigner.java:203) at sun.security.tools.JarSigner.main(JarSigner.java:74) greets 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] SD Card
Hi. today i get the newest code and make it .but when i mksdcard, and mount it as same as i did before. but now i can not acces sd card int the emulate. who know why? --~--~-~--~~~---~--~~ 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] Error creating file on SD card
I would like to write a file to the SD card from my application, but the following code throws an IOException when debugged on a T-Mobile G1: String p = Environment.getExternalStorageDirectory() + /log.txt; File recfile = new File(p); recfile.createNewFile(); The last line throws an IOException with detailMessage = Cannot create: /sdcard/log.txt. The MOUNT_UNMOUNT_FILESYSTEMS permission is set in the manifest. And yes, I really do want to write to the SD card; I don't want to use the logging features Android includes for this particular application. The Android documentation does not seem to give any specifics on how one might write files to removable storage in Data Storage under Framework Topics. What am I doing wrong, or where can I read more about this topic? Thanks, Ben --~--~-~--~~~---~--~~ 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: MediaPlayer sluggish to play sounds
I think you have to get WakeLock to avoid your media stop when phone is going to sleep. Try to use setWakeMode() method of MediaPlayer or if it won't help for some reason, you can use PowerManager/WakeLock classes directly. On 1 апр, 04:35, Eric M. Burke burke.e...@gmail.com wrote: I have an Activity that plays a brief OGG pop sound effect when bubbles pop. To keep it fast and to ensure I can play several pops, I create four MediaPlayer instances. I synchronize access to a pool of instances, so I can play up to four pops at once. Once a sound completes, I call seekTo(0) and return the MediaPlayer instance to my pool. Here is a rough sketch of the code: // when the activity resumes... for (int i=0; i4; i++) { MediaPlayer mp = MediaPlayer.create(context, R.raw.pop); mp.setOnCompletionListener(this); mp.setVolume(1f, 1f); players.add(mp); // put into a pool of available players } // when a bubble pops... MediaPlayer mp = ...get player instance from the pool if (mp != null) { mp.start(); // works! plays the pop sound } // implement the OnCompletionListener interface public void onCompletion(MediaPlayer mp) { // seek to the start so I can play the sound fast the next time mp.seekTo(0); return the MediaPlayer to the pool } Here is the problem. The pops all work so long as my game is active. But if I let it sit there for just a few seconds, I see this in the LogCat console: (on my G1 phone) AudioHardwareMSM72xx Going to standby Once this happens, the next several calls to MediaPlayer's start() method play nothing...but they do cause the audio hardware to wake up again, so then my sounds eventually (after a few seconds) start playing again. My question is, how do I prevent the AudioHardwareMSM72xx from going to standby mode while my Activity is active? One hacky idea...I could loop a continuous sound at extremely low volume level in another MediaPlayer instance to force it to stay awake. That's not appealing to me. Ideas? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Static Variable Instantiation
Hello all, I have noticed in my application(s) that after a call to Activity.finish() that the static variables that I declared in my classes still hold the values that they were changed to during the activity's life cycle. Upon the re-launch of the activity, the program does not re-instantiate the variables as declared or set them to the default java behavior. Is there something that I can do to cause this to happen, other than re-setting every static variable in my application? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] setup email account programatically
Hello, Does anyone know how to add email accounts to the default email application programatically? Thanks. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Some questions about Bluetooth A2DP.
I have got the code of Android 1.5,But i haven't downloaded in the phone. During read the code,I have some question about the A2DP. 1) The bluetooth earphone have connected with the phone,How does it switch to A2DP channel when we play mp3 ? Auto-switch or Depending on events from application? 2) If we are enjoying the music at that time have a incoming call, What does it work in this situation? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Help! Process down after loadlibrary in Service
It seems that the process(26719) shut down, rather than the service (26726); Do you mean whether the service which loaded the .so shut down or after service loaded .so, the process(26719) which maybe use the service got killed? On 4月1日, 下午4时32分, herain herainw...@gmail.com wrote: I need to load a .so library in my Service onCreate method, but the process just down after System.load. On the other hand, the same code can work in Activity. Are there some differences between activity and service in the way of load .so file. My code: class AisoundService extends Service{ @Override public void onCreate() { Log.d(TAG, TestService.onCreate); String libFile = /data/nativelib/libAisound4.so; Log.d(TAG, Trying to load +libFile); System.load(libFile); Log.d(TAG, Load +libFile+ Succes); } } This is Logcat record: 04-01 07:57:25.761: DEBUG/AisoundService(26726): TestService.onCreate 04-01 07:57:25.771: DEBUG/AisoundService(26726): Trying to load /data/ nativelib/libAisound4.so 04-01 07:57:25.771: DEBUG/dalvikvm(26726): Trying to load lib /data/ nativelib/libAisound4.so 0x42fc5230 04-01 07:57:25.781: DEBUG/dalvikvm(26726): Added shared lib /data/ nativelib/libAisound4.so 0x42fc5230 04-01 07:57:25.901: INFO/DEBUG(26719): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 04-01 07:57:25.901: INFO/DEBUG(26719): Build fingerprint: 'tmobile/ kila/dream/trout:1.1/PLAT-RC33/126986:user/ota-rel-keys,release-keys' 04-01 07:57:25.901: INFO/DEBUG(26719): pid: 26726, tid: 26726 com.iflytek.service 04-01 07:57:25.901: INFO/DEBUG(26719): signal 11 (SIGSEGV), fault addr 0018 04-01 07:57:25.901: INFO/DEBUG(26719): r0 r1 ad0665f0 r2 fffee5cc r3 c33578a5 04-01 07:57:25.901: INFO/DEBUG(26719): r4 802cc814 r5 ad07edf8 r6 r7 802cc7e0 Thanks for any help! --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] How to get the current webpage title and url
I want to use the webview's getTitle() and getUrl() to get the current webpage title and url,but i don't know how to do... --~--~-~--~~~---~--~~ 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] For Bluetooth File Transfer What I can do?
Android 1.0 can't support file transfer.If I want to do by myself what I can do? It seems don't have OBEX protocol. who knows? Please give me reply. Thanks. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: How to run apk file on SDcard?
not possible Stephen Le wrote: Hi all, How to run one or more apk programmess base on Emulator's SDcard? Thanks! -- Sincerely! --~--~-~--~~~---~--~~ 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: *** Why 1 G1 can see Paid Apps in the Android Market and Another Not? ***
I read somewhere that Google forbids the availability of paid apps to [unlocked] developer phones. It's very frustrating. Also, it seems that dev phones don't get Over The Air (OTA) updates of software. Joe On Tue, Mar 31, 2009 at 6:40 AM, Eric Schott ericwsch...@gmail.com wrote: I have a developers phone running: 1.1 specifically holiday_devphone_userdebug 1.1 Kernel version is: 2.6.25-01845- g85d4f0d android-bu...@apa27 #27 and I can not see any paid apps. I still see lots of chatter about some who can see paid apps and some who can not. What the magic button to make this work? :) On Mar 10, 11:14 am, Brodsky peter.brod...@gmail.com wrote: I've got the same problem. If Ican'tseepaidappsoff this dev phone, how do I get my money back for it? No one ever told me it'd be crippled... On Feb 20, 4:19 pm, Michael Martin mi...@mm-agency.com wrote: *** Can anyone at Google explain why some G1s can seepaidappswhile otherscan’t? I don’t believe this is a matter of an OTA updates but rather datacenter propagation thus it would depend on which Android Market datacenter the G1 is pinging. In my case I have 2 G1s (side by side) and 1 canseethepaidapps while the other doesn’t….could only assume they are both pinging the same DC. (I have already tried the reboot theory to no avail) Any formal explanation for this??? Thank You, Michael Martinhttp://www.googleandblog.com/ --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Static Variables after Application life cycle
Hello all, I have noticed in my application(s) that after a call to Activity.finish() that the static variables that I declared in my classes still hold the values that they were changed to during the activity's life cycle. Upon the re-launch of the activity, the program does not re-instantiate the variables as declared or set them to the default java behavior. Is there something that I can do to cause this to happen, other than re-setting every static variable in my application? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Bluetooth : RFCOMM connection fails while connecting to a headset which is in discoverable mode.
Hi, Iam novice to android and i have seen a issue in G1. can some one help me to proceed further ? Steps to reproduce: 1.Pair and connect to a BT mono / Stereo headset. 2. Disconnect the headset from the G1 phone. 3. Switch off the headset.(Plantronics 320 / Motorola HT820) 4. Put the headset back in discoverable mode. 5. Now initiate a connection from G1. 6. Problem in connecting to Headset message pops up. Note: when a stereo headset is connected in the same way (step 5) , only a2dp connection succeeds and HFP connection always fails. when a mono headset is connected (step 5) , failure happens as it supports only hfp. From my initial analysis , i found that HFP conenction failed because of the RFCOMM connection failure. I see the below message in the log: rfcomm async connect() error: CONNECTION REFUSED (111).40 attempts of calls to waitForAsyncConnectNative has failed and the result was returned as 0.. Reference: waitForAsyncConnectNative() function in android_server_headsetbase.cpp. Any help would be really useful. Thanks in advance, Bhargavi --~--~-~--~~~---~--~~ 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: Static Variable Instantiation
This is the correct and normal behavior of static fields :) If you need to reset them, you will have to do so manually. On Tue, Mar 31, 2009 at 10:37 PM, wacamoe waca...@gmail.com wrote: Hello all, I have noticed in my application(s) that after a call to Activity.finish() that the static variables that I declared in my classes still hold the values that they were changed to during the activity's life cycle. Upon the re-launch of the activity, the program does not re-instantiate the variables as declared or set them to the default java behavior. Is there something that I can do to cause this to happen, other than re-setting every static variable in my application? -- 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.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: SQLite functions - how to use them?
sirius wrote: Hi, I read in the documentation for SQLite that there should be some core functions and aggregate functions available, but I can't seem to use them in my code.. Can anyone help? Here's the documentation i read: http://www.sqlite.org/lang_aggfunc.html http://www.sqlite.org/lang_corefunc.html Those are functions available to SQL statements executed by SQLite. There is for example the function count() but how do I use it? For example: SELECT count(*) FROM sometable WHERE column1='somevalue'; The above SQL statement will return a count of the number of rows in sometable that have a value of 'somevalue' for column1. I have tried to use it as stated below, but none of the functions in the documentation is available that way (i.e when I type db. the list that shows in Eclipse documentation doesn't include any of the functions from the SQLite doc except from execSQL): SQL is not Java. You can execute SQL statements against SQLite via the Java rawQuery() method available on SQLiteDatabase. You are attempting to call SQLite functions as if they were methods on the SQLiteDatabase object, which generally will not work. PS. I haven't worked with databases before, so please keep that in mind when you answer me. DS. I would recommend you learn SQL outside of Android at the outset. If you specifically want to focus on SQLite, _The Definitive Guide to SQLite_ (Apress) is a good book. Once you are comfortable with the notion of executing queries to get results back, possibly including the functions you linked to, then it will be easier for you to see how to access databases from inside Android. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Warescription: Three Android Books, Plus Updates, $35/Year --~--~-~--~~~---~--~~ 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: alsa-lib
l hx wrote: today i get the master code. when I compile ALSA, and it says external/alsa-lib/src/shmarea.c:27:21: error: sys/shm.h: No such file or directory what should I do now? now i copy the shm.h from the former version android. can be ok? Questions regarding the Android source code are best asked on a mailing list focused on the Android source code: http://source.android.com/discuss -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Warescription: Three Android Books, Plus Updates, $35/Year --~--~-~--~~~---~--~~ 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: Drop entire database?
Hi, You can drop the table by writing DROP TABLE tablename IF EXISTS But after that it is good to do a VACUUM (info about that in the link below). I.e the code might look like: private SQLiteDatabase db; private static final String TABLE_NAME = name_of_table; try{db.execSQL(DROP TABLE IF EXISTS + TABLE_NAME); db.execSQL(VACUUM);} catch(SQLException sqle){} Here is a good link to the SQLite documentation: http://www.sqlite.org/lang.html BR --~--~-~--~~~---~--~~ 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: Which android's version can support file transfer through bluetooth?
Kelly Mao wrote: Which android's version can support file transfer through bluetooth? None, presently. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy Warescription: Three Android Books, Plus Updates, $35/Year --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---