On Apr 20, 12:16 pm, Nathan wrote:
> In my opinion, this a deplorable punishment for those developers who have
> dutifully followed the AsyncTask pattern, which, to this day, the Android
> platform has encouraged.
Add it to the list... ;) I can't exactly call the unfurling Android
SDK responsib
@Jeffery. Thanks for the updated info. I definitely second Mario's
suggestions of writing a clear and informative post on the dev blog
and update MotionEvent documentation to state the things you did here.
Otherwise the contract is a bit of a mystery and there is no way for
us to know about changes
On May 17, 12:25 pm, Robert Green wrote:
> Testing on my xperia play shows that it goes up to Pointer ID 15 and
> then starts over again! Why 15? No clue...
WHAT? You mean you don't use your toes? ;P
> This is inconsistent behavior when compared to all other multitouch
> Android devices. I'm
ugh! Thanks for posting this message as this is a gnarly one and an
example of ODM fragmentation if pointed IDs are not indexing correctly
to the proper point data at least. I never was impressed by the
multitouch API and always thought it wasn't thought out well and
simply just tacked onto Motion
Hah.. yes.. A minor oversight in prepping.. Doesn't change the bug
though..
Having spent over 45 hours to hunt and fix this issue in my NIO code I
don't really care to spend too much time on the write up / proof
reading. Back to actual productive work.. ;P
On Apr 28, 5:28 pm, Zsolt Vasvari wro
cate().asFloatBuffer();
---
Apparently this will be fixed in ICS. Be warned though this
potentially can break a lot of code that depends on NIO.
Regards,
--Mike
On Apr 28, 3:22 pm, MichaelEGR wrote:
> Greets,
>
> I found a critical Java NIO flaw in Honeycomb / Android 3.0.
>
> If &quo
run your code on a big-endian device, which is
> presumably how the API ended up this way... SPARC lives!)
>
> --elliott
>
> On Apr 28, 2:59 pm, MichaelEGR wrote:
>
>
>
>
>
>
>
> > CRITICAL NIO FLAW FOUND
>
> > And I did the leg work again here a
Greets,
I found a critical Java NIO flaw in Honeycomb / Android 3.0.
If "duplicate()" is called on a Buffer and that duplicate view is used
to write to the buffer data integrity is not guaranteed. This is a
regression for Honeycomb only at this point.
I got stuck with a ~45 hour debug cycle to c
CRITICAL NIO FLAW FOUND
And I did the leg work again here and put in ~4 hours to reduce the
bug to a most fundamental example that should be a unit test in
Android. That it is not and this bug made it to production / shipping
is amazing.
On all Java platforms 1.4, 5.0, 6.0 and Android OS version
I will try and get something in at some point, but as indicated I am
under the gun so to speak with major time constraints and
limitations. :( I wish this isn't the case and I can leisurely provide
thorough test cases for free. I'd expect a concise and accurate
description plus solid test case with
On Apr 27, 9:36 am, Pepijn Van Eeckhoudt
wrote:
> So many words and you still didn't actually say what
> ByteBuffer#duplicate is doing wrong in the first place. It's such a
> basic method that the test case is probably shorter than the rant ;)
>
> Would you care to share what the incorrect behavio
On Apr 27, 9:23 am, Mark Murphy wrote:
> I suggest that you calm down, ease up on the childlike ALL CAPS AND
> EXCLAMATION POINTS!!!, get rid of the profanity, and simply state that
> you believe that there has been a regression.
If I didn't just spend the majority of my weekend and past couple o
I did finally isolate the issue after 3 days since I had to start from
a most fundamental level (thorough review from GL context creation on
up)... There seems to be a change to NIO buffers that is not playing
nice with the extended API I have built with them.. In particular it
appears the implemen
is the culprit as that is the next major head check to determine
if the problem I'm seeing is specific to the G-Slate. Send an email to
my founder address and I'll get in touch.
Thanks for any tips / help.
--Mike
On Apr 25, 11:35 pm, MichaelEGR wrote:
> http://mobile-broadband.t-mo
http://mobile-broadband.t-mobile.com/android-tablet/g-slate
I believe it was previously called the LG Optimus Pad before release?
It could be an issue from LG perhaps with a pseudo-incomplete GL
driver and not in the court of the Android team / Google. One would
think the default Honeycomb implem
Romain thanks for asking all the right questions.
It appears that the GL config matching system I have needs a little
modification though it should still not fail as I'll describe below.
Of interest all 2nd gen devices (Droid, N1, Nexus S, etc.)
appropriately find the "high quality" parameters as
Yes apologies and thanks for your quick reply. You provide great info
and are timely which is appreciated.. I'd be glad to buy a round for
the Android team... um how large is it again? Android graphics team?
um the really cool graphics folks? at I/O ;) I should not be allowed
to post on the Interne
Greets,
I finally jumped the shark and got the G-Slate and all my 3D demos
from the simplest to the much more complex result in a blank screen. I
just got the G2x too and have the Nexus S, N1, G1, Droid, etc. and my
engine / platform works great on every OS 1.5+... Auriga3D flies (old
build too).
ng.org) for quite some time. Having a
separate community driven binding is always a good thing and keeps the
big corps on their toes at least a little.
> On 13 Mrz., 16:19, MichaelEGR wrote:
>
> > Figured I'd repost in this thread and include the variable time kill
> > frag
Figured I'd repost in this thread and include the variable time kill
frag test...
Awesome! Got it up and running here. You are my Android dev hero for
the month if not longer! Where I can I paypal you $50; I'd send more
if I could right now.. You also got a life long purchaser of all your
games on
On Mar 13, 2:43 am, Mario Zechner wrote:
> Sorry for the double post, just had to add one more thing.
> I understand that many of your are a bit angry for there being no java
> bindings at this time. But from an architectural point of view i
> totally understand Romain's comment that they want to
Awesome! Got it up and running here. You are my Android dev hero for
the month if not longer! Where I can I paypal you $50; I'd send more
if I could right now.. You also got a life long purchaser of all your
games on the market. Folks... Support Mario and buy his games! I like
your Newton game by t
orting OpenGL 2.x titles from the iPhone and / or
commercial game companies and not the larger base of Java oriented
Android devs.
--Mike
On Mar 12, 7:54 pm, MichaelEGR wrote:
> I'm glad others are concerned like I am on Java bindings to OpenGL ES
> 2.x. As things go it would be ni
orting OpenGL 2.x titles from the iPhone and / or
commercial game companies and not the larger base of Java oriented
Android devs.
--Mike
On Mar 12, 7:54 pm, MichaelEGR wrote:
> I'm glad others are concerned like I am on Java bindings to OpenGL ES
> 2.x. As things go it would be ni
I'm glad others are concerned like I am on Java bindings to OpenGL ES
2.x. As things go it would be nice to hear from Google that they will
be included in FroYo not just that they "should" be included. Even if
they are included in 2.2 it is going to take roughly 6 months to a
year (from this point)
I'm glad others are concerned like I am on Java bindings to OpenGL ES
2.x. As things go it would be nice to hear from Google that they will
be included in FroYo not just that they "should" be included. Even if
they are included in 2.2 it is going to take roughly 6 months to a
year (from this point)
On Dec 2, 5:22 am, "Dorn Hetzel" <[EMAIL PROTECTED]> wrote:
> Maybe we need to start another mailing list for unrequited android
> realtimeaudio:)
I'm all for focused discussion on this topic as it crosses between
native concerns and public APIs via the SDK. In my longer original
post I mentioned
Greets... Wow.. good thread and discussion thus far. Best and most
recent audio thread I've seen.
I am an audio/graphics professional and my first project, for kicks,
is to port my desktop Java Quake3 class game engine to Android and
OpenGL ES as a test of well my ability to get Q3 tech playing
Greets...
I am an audio/graphics professional and my first project, for kicks,
is to port my desktop Java Quake3 class game engine to Android and
OpenGL ES as a test of well my ability to figure out ES and Android
and it didn't take long to realize the state of audio in SDK 1.0 is
not suitable fo
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