Where are you storing the file? There is a change with the
MediaPlayer where it can't open files in the application's data area
for security reasons. The application must open the file and use a
FileDescriptor version of setSource. Not sure if this is your problem
but thought I'd mention it
You can rotate the emulator with the keypad 7 + 9 keys. That works
for switching between portrait and landscape orientations.
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What is happening with the FEATURE_OPENGL flag? The docs still
indicate it will allow 2D APIs to be hardware accelerated. Is this
being dropped for 1.0?
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Thanks Romain. I must admit to thinking that is some damn tricky
stuff to pull off, I look forward to seeing it eventually.
Back to the drawing board for me.
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That was quick! Thanks Brendan.
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Brendan posted a version of his tutorials for m5. See here:
http://groups.google.com/group/android-developers/browse_thread/thread/4a1068f3ab9e801b/079dc8e63a63b8e1
I don't recall having any problems with it. I certainly didn't need
to modify the code. Are you sure you have the correct
It is good Idea!
We support Golf on Country at Final Release.
Awesome. I'm looking forward to it.
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Very cool, I will want this for my phone.
Could you make fantasy golf courses around cities for example? It
would be great to play a golf game around New York or Paris.
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There is a search function.
http://groups.google.com/group/android-developers/browse_thread/thread/819374b1b0f77ab8/f5228517366d3664?lnk=gstq=WebView+bug#f5228517366d3664
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http://www.eitarosoft.co.jp/lamity.htm
Virtual world social app. Not sure if it is MoSoSo maybe ViWoSoSo or
MoViWoSoSo. Whatever it is its damn cool.
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On Jun 19, 10:03 am, Lex [EMAIL PROTECTED] wrote:
Thanks Steve for the links.
How sure is the fact that InnaWorks is working on an Android porting ?
It is just a rumour but an Android solution should be much simpler to
create than their iPhone and BREW products.
And what about external
Look at the onPrepareOptionsMenu method of Activity.
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Not ME4Android but here is a solution, haven't tried it but it sounds
interesting:
http://www.netmite.com/android
These guys are working on a ME - Android porting tool:
http://www.mobile-distillery.com
I've also heard rumours that these guys are working on a tool for
Android:
I love what you bring out so far,
i have worked on an app for the challenge, but there are 2 months with
no sign: no new public SDK, no news, no nothing.
Do you know about Google IO? They demoed Android on hardware around 2
weeks ago. Pretty big news if you ask me.
The street view with
On Jun 11, 10:18 pm, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Sorry for my English Anil.
@Steve - and what after that ? What we saw in that movie is everything
we already knew from the SDK, and that thing with phone rotation is
cool, but not so surprising - yet.
The phone rotation thing
Where did you get ME4Android from?
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On Jun 4, 5:54 pm, reznic [EMAIL PROTECTED] wrote:
I try to load image from:
res/drawable/icon.png
Bitmap bitmap = BitmapFactory.decodeFile(res/drawable/icon.png);
result: bitmap is null
why?
Because you passed in an invalid path.
If you put the image under res/drawable then you use the
http://www.seeingwithsound.com/midlet.htm
which is why I am investigating if a port to Android would be
possible, and was surprised by its current API limitations.
Your app looks great. I'm sure a port will be possible but you may
have to use javax.sound instead of MediaPlayer. I
@blindfold. I remember seeing some people posting about converting
FreeTTS to work in Android and having some success rendering the
spoken text to a wave file that they could play in Android.
Maybe you should speak with these people as it sounds like you have
some common interests.
Is there
Have you turned antialiasing on in the paint object?
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Look at this story on engadgetmobile. Someone with a keen eye noticed
the Market icon on the demo phone. The icon is a shopping bag with
the bug droid on the side.
http://www.engadgetmobile.com/2008/05/30/application-store-will-most-likely-appear-in-android/
Android also includes javax.sound but it is not implemented yet.
How many Java ME phones can do this? Even though the spec. may
support it implementation is another story.
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On May 15, 3:37 am, HTC-Phone [EMAIL PROTECTED] wrote:
Can Android Mobile Software drive on a HTC S710?
Im sorry my English is not very good. :-)
/Danish\
Kan Android Mobil Software køre på en HTC S710?
Jeg over vejer lidt at køre det..
Check Youtube. I have seen videos of Android
My suggestion is start with Java ME. You will learn about Java and
developing for resource constrained devices - both of which are
essential knowledge for Android development.
After 6 months of 2 hours per day Java ME you will be ready for
Android which will hopefully, by that time, have stable
Has anyone succeeded in using Shaders ?
Do they Work ?
Yes, I'm using a shader for tiling bitmaps in my view background. I
also got a ComposeShader working to apply a gradient across my
background. The thread below might help:
On Apr 9, 1:42 pm, Gibson [EMAIL PROTECTED] wrote:
Hi Steve,
Thanks for you advice. But i think there is no need to synchronize
the bitmap. Because onCreate() method and onDraw() method won't strive
for bitmap(I don't know whether you understand what i mean. English is
not my mother
On Mar 26, 3:48 pm, wonderoid [EMAIL PROTECTED] wrote:
Anyone found a fix for this yet?
I noticed that it only happened for me when my application was in the
foreground on the emulator. Now I always make sure I press the home
key before rerunning my application. Haven't had this problem
Although now I'm having a problem of not being able to receive
onKeyDown messages for some reason! Probably because I need to check
input during my thread. any ideas/thoughts?
You need to make the SurfaceView focusable. I do this in the
Activity:
myView.setFocusable(true);
Is it a real time game? If so I'd suggest using a SurfaceView, you
can grab a canvas from the SurfaceHolder and draw to it when you
like. You can tick your game from a Handler.
Alternatively you could draw into a Bitmap and then just draw the
Bitmap in the onDraw().
to be the fastest, gives about
30fps.
That is very promising. Is this at 240x320 or 320x480? What are your
texture dimensions?
Steve
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Where are you putting the properties XML? Don't forget Android
processes XML in res/xml into a binary format, you need to put it in
res/raw or assets to treat it as XML.
Personally I find working with Android's binary format XML easier.
The AttributeSet class is really handy for processing your
It's full screen (with no status bars) at whatever the default
resolution of the emulator is --- 320x480 seems about right. The texture
is the same size. I may have to compromise slightly on performance for a
real product, because GLES says you can only have powers-of-two texture
sizes, so
What about from the command line/shell? e.g type adb logcat
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