Thanks - you are right, I was able to add this permission and still
build for cupcake
--
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,
Hi
I have an application on the market which writes to the SD card. I
only need the version 2 APIs but have tested for higher platforms (and
don't want compatibility mode to kick in) so I have it defined as:
uses-sdk android:targetSdkVersion=4
android:minSdkVersion=2
Sorry if I'm jumping the gun this will be covered by the blog post -
but the thing I'm not getting is how we'll support new (i.e. SDK 1.6)
devices and old (1.5 or earlier) devices at the same time on the
market.
If I just rebuild and publish my app with the 1.6SDK to provide proper
support for
Use resource sets, and ship one version of your app that supports
multiple screen sizes from a single APK.
snip
So, if you want one app to handle more than one screen size, write your
app to handle more than one screen size, and leave those manifest
elements out of it.
Right - so if for
You are right!
I reproduced in my own GPS app and if seconds59 you get a conversion
error. I took a quick look in the android source (location/java/
android/location/location.java) and the bug is clearly visible:
Currently reads:
if (sec 0 || sec 59) {
throw new
By overriding onDraw you're taking responsibility for drawing the
whole view, so you have to draw everything everytime
I don't know the layout of your UI, but possibly you can use a view
layout with view subclasses such as ImageView - these will then take
care of their own drawing evenrs.
I believe the NETWORK_PROVIDER does require Internet access, because
it sends details about cell towers (and possibly wifi hotspots) within
range to a server and gets an approximate lat/long in return. In other
words, Android does not contain internally a complete database of the
locations of all
You can cache the calling context in your extended LocationListener
class when it is created, e.g. add a constructor that does something
like:
public class LocListen implements LocationListener
{
protected Activity m_CA;
public LocListen(Activity CA)
{
On sites such as http://forum.xda-developers.com/ it's fairly
straightforward to find firmware for HTC Magic G1, both hacked
versions and official 'stock' releases, with which you can update your
phone via SD card. Dunno if this is completely legal...but I expect
you'd be able to keep your phone
If what you want is to have a notification that the user can swipe
down and click to go back to your application, then you don't really
need to be handling key events whilst your activity is paused. What
you could do is create a service which displays the notification, and
then use an intent to
It's in meters, but your device is fine - the issue is that that the
GPS system has to make an approximation about the shape of the Earth
and the average sea level, but it is only an approximation so you will
find differences between the GPS average sea level and the local
average sea level. See:
Are you changing the location set in the emulator before each click,
or are you just sending the same location repeatedly?
I suspect (but don't know for sure) that even with distance time set
to 0 in requestLocationUpdates, an update won't be generated if the
new location is identical to the
I assume you mean degress to g's, as the accelerometer data is already
in degrees?
If so I think it would be:
float gaxis = Math.sin(Math.toRadians(xaxisreading));
Note though that if someone is moving the phone they might be
accelerating it in the same axis, so that would screw your reading
Hi
See
http://groups.google.com/group/android-developers/browse_thread/thread/e29bd82a7fec43c6/44835d74b0af3f5f?lnk=gstq=ellipsoidmobile#44835d74b0af3f5f
I think you'll find that the standard behaviour (without specifying
the launchMode in your manifest) will do what you want (assuming that
you
The problem is your line Thread.currentThread().sleep(1000);//sleep
for 1000 ms
I believe with SurfaceView you have to draw your whole view on every
screen refresh. You just need to loop as fast as possible and the
system will throttle the speed in the calls to lockCanvas(). By
sleeping for 1
Hi
I have an application which is based on the AnimateDrawables sample,
but which uses ScaleAnimation rather than TranslateAnimation
The problem I have is that my image scales in the way I expect - but
it also moves! For example, if my image starts half way down the
screen on the left and I use
Are you certain the problem is related to the changes you have made?
Just wondering if there could be a simpler explanation, like you're
not writing the preferences in or before onPause(), or maybe you're
not always calling commit() on the preferences editor?
Hi
You can only modify views from the UI thread - as per the docs:
Note: The entire view tree is single threaded. You must always be on
the UI thread when calling any method on any view. If you are doing
work on other threads and want to update the state of a view from that
thread, you should
I hadn't realised you are doing openGL stuff. I've used surfaceview/
holder in the same was as the lunarlander, but I haven't used openGL
so I don't know how that works.
But, at a glance, it looks like you've got a mix of two different
approaches here - maybe the lockcanvas/unlockcanvasandpost
Sorry, I misread your code before. It looks the same as lunarview and
also the same as my game loop, both of which work fine, so I think it
must be something you are doing outside of this code snippet.
You do have to unlock for every successful lock (but not if you get a
null back), so your code
Oh - I think I can see the problem in your code now. You've got your
'finally' block outside of your while loop, rather than inside it.
This means that you are calling lockCanvas() repeatedly without
calling UnlockCanvasAndPost(). The exception is going to be thrown on
the 2nd iteration of the
Might also be worth checking that you aren't drawing into the surface
from a different thread, and that you aren't drawing before the
surfaceCreated() callback
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups Android
Did you take a look at the allocation tracker in DDMS? This is a
really useful tool - you can see exactly what objects you are creating
in your control loop.
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups Android
This is intentional - the values in the 1st three elements of the
array depend on the orientation. If you want values that don't change,
then use elements 3, 4, 5. It's noted in the onsensorchanged
documentation as below:
IMPORTANT NOTE: The axis are swapped when the device's screen
orientation
When you 'exit' an application, it isn't necessarily immediately
destroyed by the system (see the activity lifecycle documentation), so
I suspect that's why the GPS stays active and keeps getting updates.
You might want to remove updates in onStop() instead.
Probably unrelated, but calling
I had the exact same problem. I never found a way to replace the
content without getting the black screen, so in the end I moved the
SurfaceView to a separate activity which I launch when start button is
pressed - so now I have a menu activity (based on linearlayout) and a
game activity
Hi
For my application, I only ever want a single instance to run and I
only ever want a single instance to exist of my main activity class.
If the user navigates away from my app (e.g. by pressing the home key)
then if it hasn't been destroyed by the system I'd like the user to go
back to the
I've had a couple of cancellations but I have no idea why!! Does
anyone know a way for UK developers to see the feedback that users
have given their applications?
I understood that UK users wouldn't be able to download applications
on day 1 - but developers not being able to see their own
Thanks Jon - that's a good tip. I think Jay has just implemented
support for paid / copy protected apps in Cyrket so mine is now indeed
visible.
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups Android Developers
Great tip by Steve Ingram that purchases seem to be visible in Google
Checkout but not developer console - I have the same issue. One of my
payments was declined though.
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups
Yup I share a lot of these frustrations. I now have a return but
absolutely no idea why. I don't know whether my app is visible to all
users in the US or just a subset. I have copy protection enabled, so
maybe as above it's causing my app to crash? Who knows - I can't
download it to try it
Very frustrating being sat in the UK having no idea if my app is
visible! Surprised not to have heard any comment from Google as to if/
how paid apps have now been rolled out.
In the meantime, if anyone in the US fancies seeing if they can see an
app called ActiveGPS on the market I'd be very
Hi
I'm a UK-based developer. Is there any way for me to tell what paid
applications are available in the US? Also, can US customers now
download paid applications?
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups
So..back to the original topic, good to know that apps will be
downloadable in the US today. But - as a UK developer, how will I know
what else is downloadable and (more importantly) will I have any way
to view the feedback that people leave about my apps so that I can
make any necessary
34 matches
Mail list logo