I would like to use Google (or facebook) to authenticate my users. It
seems like I should be able to use the account manager to do this but
the documentation is a bit inadequate (the sample of writing your own
authenticator really isn't what I want). Is there any sample code out
there showing how
The ones that are annoying are the alternative android markets who are
basically pirates. The definitely are not covered by the DMCA (i.e.
its the owners or employees who are uploading the software and I have
emails from several of them saying that). If any of them ever get
successful, I am going
Google Mobclix payment problems. They just got bought out so things
might be changing. The initial numbers they give you are also way
optimistic. Before you get (if you get paid) they often drop 20-30%.
YMMV
On Oct 10, 7:01 pm, Miguel Morales therevolti...@gmail.com wrote:
From the little bit of
Google doesn't set eCPMs. The market does. eCPMs function on a supply/
demand curve. The supply went way up when they let more developers
into the program. Hence the eCPM drop. In my experience google pays
about as well as anyone. And it isn't so much that users don't
understand about the arrow
30, 8:22 am, dm1973 david050...@gmail.com wrote:
Google doesn't set eCPMs. The market does. eCPMs function on a supply/
demand curve. The supply went way up when they let more developers
into the program. Hence the eCPM drop. In my experience google pays
about as well as anyone
Everyone has their own criteria. I released a game and got a ton of
4/5 star ratings and a bunch of 1/2 stars that said things like Fun
game but I prefer games like Halo. Yes my 2d puzzle game is a
horrible Halo clone. Read the reviews for bugs/things to improve and
learn to ignore the really odd
Software in general is a hit business. The top apps make big money,
the rest made almost nothing. There are some exceptions niche
exceptions but if your writing a game realize that the top 50 will
make big money but the 250th (the number are a bit made up) will
struggle to get any money at all.
Right now I have 2 activities (A+B) and what I would like is for only
1 of them ever to be on the stack (If A shows B, I want the back
button from B to go to the home screen not A). Is their a good way of
doing this with activities Or should I change my app to be a bunch of
views?
--
You
:
http://blog.akquinet.de/2010/04/15/android-activites-and-tasks-series...
Francois
On 15 août, 16:04, dm1973 david050...@gmail.com wrote:
Right now I have 2 activities (A+B) and what I would like is for only
1 of them ever to be on the stack (If A shows B, I want the back
button from
if (Platform.OS == BLACKBERRY){
// DO blackberry
}else{
// DO JAVA
}
class Platform{
static final int OS = BLACKBERRY;
}
The only trick part is doing the imports. Stub classes are a one way.
Interfaces (don't worry about the performance overhead. Count on the
JIT to optimize the code
by the
generally good to excellent traceback info available in most
environments. Just a little lacking in logging situations.
On Aug 1, 2:50 pm, dm1973 david050...@gmail.com wrote:
I think most peoples opinion is that it just is not useful in java.
There have been numerous discussions about
I think most peoples opinion is that it just is not useful in java.
There have been numerous discussions about needing/not needing a
preprocessor in Java. You are not going to be #defining symbols (use
a static class), including files, using __FILE__ or __LINE ( use the
logging, no symbols means
I have had about a dozen reports (and zero on any other phone) so I
imagine something screwy is going on but I can't image what. Several
people have said it only happened after the last OS upgrade
On Jul 31, 12:35 am, Maps.Huge.Info (Maps API Guru)
cor...@gmail.com wrote:
I had several reports
I have tested on the simulator motorola provides and on various
hardware (Droid, Nexus One, G1,wildfire) but can't reproduce anything.
Wondering if anyone else has had any issues.
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Your tests are pretty useless. Most modern compilers will optimize
away all of that code so what you are measuring is the overhead of
your timing code.
That being said interpreted byte code is slow. Either write native
code where it matters or wait for JIT.
On Jan 6, 9:08 am, Biosopher
Has anyone figured out if they revoke the app from the users list of
apps?
On Jun 22, 8:06 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
You should not be paying the $10. You're out of the $3 (plus the 0.99
for your app), but you should not be paying the extra $10 (10.99).
I would
I would like to draw some buttons that are rotated 45 degrees and was
wondering if there was any way to do that?
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I am guessing off of download counts. Top games
1) JewelLust 10-50k downloads
2) Retro defense 1-5k
3) Aevum Obscurum 1-5k
So the 2nd best downloaded game is less than 5k of downloads (not
sales). Multiple by the 2-4 dollars per game and there aren't many
that could possibly be clearing 10k.
Actually the press release says carriers and billing settlement fees.
The billing settlement might count as payment to google. I would
assume the Settlement fees would be about the same as a normal
google checkout transaction.
Either way 30% is a pretty fair fee. If you disagree check out what
Improve the market feedback. Sure you can scam the first 24 hours of
users, but after that when everyone posts comments that it is a scam,
sales are going to go to zero. Similarly the refund policy makes it
easy to try before you buy versus the iPhone app store where after you
spend your .99s you
Correlation is not causation. Yes android is slower than it could be.
But jazelle isn't the only reason. I wouldn't be surprised if the j2me
variant isn't even using jazelle as jits tend to be faster in a lot of
applications. A simple jit would probably give a 5-10x+ speed up
of the java (not
has to spend 5-10
times as many clock cycles for a given task.
On Apr 1, 8:25 pm, dm1973 david050...@gmail.com wrote:
Correlation is not causation. Yes android is slower than it could be.
But jazelle isn't the only reason. I wouldn't be surprised if the j2me
variant isn't even using jazelle
I think you should learn OpenGl (even for 2D games). I haven't tried
it on Android yet but I image you can get much better results by doing
your animation using it than by doing drawing using the android APIs.
Off the top of my head, I don't know the hardware specs of the G1 but
if it is anything
I am writing a custom widget and would like to use setState and the
like to handle the focus and pressed states. Is there any sample code
explaining how to do this?
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For what is worth I am seeing about 40% cancellation. About 75% of
those cancellations are within 2 mins of the authorization so I assume
those are mainly download issues.
On Mar 13, 6:45 pm, Jon Colverson jjc1...@gmail.com wrote:
On Feb 23, 2:13 am, Jon Colverson jjc1...@gmail.com wrote:
On
Is it possible to use the dev phone without a SIM? I currently don't
have a SIM with a data plan and would be happy to just use wifi.
On Feb 26, 11:40 am, jman chunyen...@gmail.com wrote:
Actually, if you are a T-Mobile customer, all you need to do is put in
your own SIM card and it will work.
In arrays.xml I have
array name=background_list
item@drawable/pict1/item
item@drawable/pict2/item
/array
From code I would like to get an Integer array.
I have tried
int[] array = c.getResources().getIntArray(id);
but I am getting array with empty items instead of
I started work on this a while back. It is pretty trivial to write a
program that takes in a class file and from that class file generate
the content provider and all the constants. Depending on what you are
doing, you can add in some other ORM stuff if you need it.
The basic steps where to
I am looking to make a horizontally scrolling list (like the iphones
picture view) where you can use your finger to drag the the image
around and when you let go it either scrolls to in the last drag
direction or it resets the image. Has anyone doe this?
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