Is there any Google support or something where I can ask such questions? Or
where at Google would you ask that kind of terms-of-use-question?
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When I'd like to use the Geocoder class in my (free) Android app, do I have
to worry about usage limits, and how are usage limits monitored by Google
in an Android app? (I mean is this somehow measured per Android user,
identified by IP address or something?)
I have the following class which returns a coordinate depending on the
street name I enter.
public class CoordinateViaStreetNameFinder {
private Geocoder geocoder;
public CoordinateViaStreetNameFinder() {
geocoder = new Geocoder(ApplicationContext.getAppContext(),
Hello,
I use a thread for drawing to the canvas. By coincidence I recognized
that in the program always jumps into the finally part. After
view.onDraw(c); is reached it steps back to synchronized
(surfaceHolder) and then it steps into the finally part. This happens
every time. This means to me
Hello,
Thanks for your answer, you are right. it seems that I forget Java
anyhow.
Best regards.
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Hello,
I experimented with frame animations to use them in a game. It seems
that it's obviously the easiest way to load all Bitmaps in an array of
Bitmaps and to draw every thread tick the next frame to the canvas.
Before I tried out making animations with AnimationDrawable. First of
all it is to
Hello,
with AnimationDrawable I can handle animations well. But this class
doesn't pay when I use a thread which draws on the canvas because it
has no sense to draw with AnimationDrawable to the background of a
View when there are a lot of animations to draw (http://
Hello,
thanks for your answer. Using heightPixels is a good idea. With it I
could achieve my intent. I wonder if game developers would do that in
the same manner because on the bottom of the screen I have buttons.
These buttons have different heights on the different screen sizes
(small, normal,
Hello,
thanks for your answer. Meanwhile I found a very satisfying solution.
In my layout xml I used scaled-independend pixels:
?xml version=1.0 encoding=utf-8?
LinearLayout xmlns:android=http://schemas.android.com/apk/res/
android
android:orientation=vertical
Hello,
I tracked the behaviour of the different screen sizes when I increased
the position of a graphic by 10 pixel. Unfortunately happened what I
already thought. When the display is bigger, I'm able move a graphic a
lot of times more to get to the bottom of the screen. So the ratio
between the
Hello,
at the moment I'm not that much familiar with Android and I try to
teach it myself. My target is it to control a graphic with android
buttons, so at first I designed the layout:
?xml version=1.0 encoding=utf-8?
FrameLayout android:id=@+id/FrameLayout01
Hello,
I'm new to android and I analyse example codes like Snake at the
moment to get a better feeling for android development. The most parts
are clear for me, but there is something I don't understand yet. In
this example there is the following code example:
public void loadTile(int key,
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