our app :)
- Dan
On Tue, Sep 8, 2009 at 6:19 PM, Dan Sherman impact...@gmail.com wrote:
I'll see what I can do here to reproduce the issue with more concrete
documentation, everything we've got so far is based on user input and what
they've told us they've needed to free to get it to install
performance goes down fast).
On the one hand, I don't see what can be done for ADC. On the other hand,
people won't be installing it from the browser, so I'm not sure how big a
deal it is? Or does Market have the same limit?
On Thu, Sep 10, 2009 at 9:37 PM, Dan Sherman impact...@gmail.com wrote
We've been having a similar issue without being able to find a cause.
We have a game (ProjectINF), which uses UDP for communication. Works fine
on all devices except the hero (from what we've heard from users).
Not sure where to point you, just wanted to chime in and let you know you're
not the
Very interesting, thanks for writing those up.
How large of a company/group is working specifically on Android in your
case?
- Dan
On Wed, Sep 16, 2009 at 5:26 PM, NitroDesk gsuku...@gmail.com wrote:
(moving to the right group) Hope this resonates with your experiences
as well.
Part 1
The library looks great (after a few hours of playing with it), definitely
has some improvements that could be made, but very well laid out and easy to
work with.
However, the GPLv3 does make game development a bit of an issue, if the
games need to be released as GPLv3 as well...
- Dan
On Mon,
, that's what I was thinking as well (regarding the GPLv3).
On Sep 21, 9:42 am, Dan Sherman impact...@gmail.com wrote:
The library looks great (after a few hours of playing with it),
definitely
has some improvements that could be made, but very well laid out and
easy to
work
I'm not gunna try to talk you out of it, it's your code, and you should pick
the license that suits your ambitions for the project.
However, I can see it putting off a lot of users that might be interested in
working with it, who can't justify sinking weeks of time into a planned
commercial game,
http://android-developers.blogspot.com/
Shows it as live,
Do a search in the market for Developer and you should find it as well :)
On Thu, Sep 24, 2009 at 5:15 PM, Maps.Huge.Info (Maps API Guru)
cor...@gmail.com wrote:
How do you figure? I see no announcements, no way to download a
Put a server between them, and have each of them talk to the server.
NAT punchthrough and such isn't easy, and to be honest, with a game, you
want some sort of central system to make sure everything is legit
(anti-cheating) :)
- Dan
On Thu, Sep 24, 2009 at 5:21 PM, Silver
Might wanna look into basic OpenGL tutorials (many of them will explain
this), and then its only very small changes to switch to OpenGL ES.
On Fri, Sep 25, 2009 at 9:14 AM, androidDeveloper stepmas...@googlemail.com
wrote:
Anyone know how to draw a 3D-sphere with OpenGL ES in android?
http://lmgtfy.com/?q=android+drawing+basics
On Sun, Sep 27, 2009 at 11:26 AM, Kwan Toh Choong td00164...@gmail.comwrote:
Hi All,
Can anyone give me a brief idea on developing a simple crossword
puzzle game with android?
I need some guideline in things like:
1. drawing out the boxes
2.
No problem here using Cyanogen with Apps2SD. Done probably 20-30 reviews.
- Dan
On Tue, Sep 29, 2009 at 12:43 PM, ander...@phdgaming.com
ander...@phdgaming.com wrote:
Short POLL: Do you face this issue, too [or not?] ?
I've done about 40 app reviews - never a single problem for me. It
I'm not 100% here, but pretty sure SpoofApp also allows for callerID
Spoofing, which I would guess is VOIP to their hubs, and out from there...
- Dan
On Tue, Sep 29, 2009 at 12:54 PM, Chris Stratton cs07...@gmail.com wrote:
On Sep 29, 12:32 pm, fritzZz franzi...@gmail.com wrote:
Is possible
Crashing on unofficial builds is worse than crashing at startup on official
builds? =P
- Dan
On Wed, Sep 30, 2009 at 1:49 AM, Pieter pie...@gamesquare.nl wrote:
The problem is a little worse for us. Our app does runs fine on 1.6 in
the simulator, but we got complaints about crashes from
But you would hope the number of developers voting would be significantly
less than number of random users. And unfortunately, they very well might
not think Oh, this could have something to do with the recent update and
skip. They'll just give a 1 star.
- Dan
On Fri, Oct 2, 2009 at 12:05 PM,
I would imagine it does the string concat and then disregards it. It would
concat, pass the final string to the function, fail the if, return, and
discard the string...
- Dan
On Fri, Oct 2, 2009 at 9:31 AM, jsdf jasons...@gmail.com wrote:
Hi all,
I have been using the following conventions
http://lmgtfy.com/?q=android+game+framework
On Mon, Oct 5, 2009 at 5:17 PM, vetch oldpete...@gmail.com wrote:
Me, and I think, many other developers, always tried to write some
game.
Problem with a game, is a complexity of technic stuff. Complexity,
means learning. Learning is great, but
not understand my point.
I think about game engine framework embedded in SDK.
Google done great job with UI framework, hardware interfaces and
others, so I think, creating another high level framework for games,
should not be a problem for them.
On 5 Paź, 23:25, Dan Sherman impact...@gmail.com
Right, I think he's suggesting however, that the issue is with 1.6.
A random user who gets the app and has it crash immediately won't think Oh,
this likely has something to do with the recent update to my phone, I'll
skip judging. They're more likely to think Crashed, sucks, 1star. Which
leads
early alpha stage. Besides, it has licensing
issues, so I prefer to writing my own, that I really understand.
I hope Google knows how badly Android needs embedded game framework.
On 5 Paź, 23:43, Dan Sherman impact...@gmail.com wrote:
But its a community effort... The guy from
, it has licensing
issues, so I prefer to writing my own, that I really understand.
I hope Google knows how badly Android needs embedded game framework.
On 5 Paź, 23:43, Dan Sherman impact...@gmail.com wrote:
But its a community effort... The guy from Rokon was on here looking
Which physics engine you use should have nothing to do with which drawing
style you want to use (OpenGL vs canvas). As far as I can guess, there
might not be much documentation for those, as they're probably direct
ports. In the sense that the original documentation should get you 95% of
the way
I've had issues with the market installs as well (at least on 1.5), where a
6mb apk required 24mb of free space to install...
- Dan
On Fri, Oct 9, 2009 at 3:50 PM, RichardC richard.crit...@googlemail.comwrote:
I am running an application (CoPilot) on my HTC Magic that has
installed 197Mb on
I've had this issue before, and for me at least, it normally is due to
eclipse messing up and building the projects in the wrong order (wrong
considering dependencies). Give this a try: Do a project -- Clean, but
only clean one project, not sure which usually works for me, I think its the
one
I've used this to get if the device has a physical keyboard (may or may not
be the correct method with 1.6, haven't looked into it), but should put you
in the right direction:
Configuration conf = context.getResources().getConfiguration();
boolean hasPhysical = (conf.keyboard ==
Slightly better answer than mine :)
On Sat, Oct 10, 2009 at 2:27 PM, Mark Murphy mmur...@commonsware.comwrote:
Jeremy Slade wrote:
With all the new Android devices around the corner -- how do we
identify what hardware the app is running on? Specifically for game
development, I want to
SurfaceView can be either run with a Canvas front-end, or an OpenGL frontend
(which I think was your question).
For a chess game, you're most likely going to be just fine with Canvas. You
won't really need OpenGL until you have 50-100 sprites on the screen moving
quite quickly :)
- Dan
On Sat,
Been working with OpenGL a little more recently, and have been noticing
pretty bad performance on my G1.
Were there any major changes to OpenGL in 1.6 that would change the
performance (or made my code incorrect?) on device?
As a test, I grabbed the SpriteMethodTest out of Apps-For-Android, and
be a difference. Not much installed
that could be running in the background.
Have you tried rebooting? I've read about Android bugs before that led
to gradual performance degradation until reboot.
Checking the top command in adb shell might be helpful too.
On Oct 11, 12:29 am, Dan Sherman impact
Just pointing out, I don't think it's necessarily Google's problem. It
would be on the individual developer level (or on behalf of a group of
developers). Google doesn't own the licenses to applications that site is
distributing, individual developers do...
- Dan
On Tue, Oct 13, 2009 at 1:00
Mackeracher amack...@gmail.comwrote:
This is absolutely Google's problem... Do you think individual
developers have the resources to combat piracy? If Google doesn't look
after their development community, that community won't persist for
very long.
On Oct 13, 1:11 pm, Dan Sherman impact...@gmail.com
I'm not so sure you've fully grasped the idea of white-hat...
Why not just be done with this and add copy protection to your own app?
On Tue, Oct 13, 2009 at 2:23 PM, WoodManEXP woodman...@gmail.com wrote:
Maybe a white-hatted person will show up and target some serious DoS
efforts on these
, Oct 13, 2009 at 2:56 PM, WoodManEXP woodman...@gmail.com wrote:
Hi Dan,
We have added copy protection per Google's instructions (application
release checklist). Is there more copy protection we can/should use?
On Oct 13, 2:41 pm, Dan Sherman impact...@gmail.com wrote:
I'm not so sure you've
Not sure as to an answer to your question (I'm not that familiar with the
internals), however, as a work-around you could probably do something like:
MyObject arr[] = new MyObject[list.size()];
serialize(arr);
send(arr);
-
recv(arr)
list.addAll(arr);
Obviously abbreviated, and doesn't
it pinpointed, should I submit a bug?
- Dan
On Fri, Sep 11, 2009 at 12:51 PM, Dan Sherman impact...@gmail.com wrote:
I _think_ the market has the same issue, I'll try to confirm it tonight,
but from what I've heard from users they're experiencing download errors
if they don't have a large amount
On Oct 9, 4:56 pm, Dan Sherman impact...@gmail.com wrote:
I've had issues with the market installs as well (at least on 1.5),
where a
6mb apk required 24mb of free space to install...
- Dan
On Fri, Oct 9, 2009 at 3:50 PM, RichardC
richard.crit...@googlemail.comwrote
Unfortunately has a few problems:
1) The user has to have an internet connection on first load of the app.
2) If its via HTTP or some other well documented protocol, could easily have
a hosts entry re-point where to ask for confirmation to a server that just
responds OK. This could be overcome
Yeah, we're running it :)
Their program is almost identical to admob's in the sense that its a
packaged library that you need to add to existing views, and not just an
embedded webview. Last I checked, they required at least 100,000 daily
impressions for the application, but its possible this
Grab ANDROID_ID from (i think) System.Settings.Secure, which will come back
with a unique phone identifier, or null on the emulator :)
- Dan
On Thu, Oct 15, 2009 at 5:38 PM, Wayne Wenthin wa...@fuligin.com wrote:
Is there a way to tell if you are running in the emulator?
--
Writing code is
To add to the list, not just on Wifi, but even on your provider's network
you very well might be behind a NAT...
- Dan
On Fri, Oct 16, 2009 at 4:06 PM, RichardC richard.crit...@googlemail.comwrote:
There are lots of issues with implementing push technology, here are
just a few:
You are
I'm not aware of any such feature, but is it possible to force android to
disregard the stack, and open Activity A regardless? (could solve the
problem, especially if B depends strongly on A). Could also probably check
for a null variable and send an intent back to A anyway :)
- Dan
On Sun, Oct
Might be better served on the android-porting mailing list :)
On Sat, Oct 17, 2009 at 1:50 AM, VY vyau5...@gmail.com wrote:
Hi:
Are there resources/documents showing how to port the Android platform onto
other hardware platforms?
Any tips/pointers much appreciated.
--Vincent
http://lmgtfy.com/?q=how+to+become+a+programmer
On Mon, Oct 19, 2009 at 2:15 PM, kmr classroo...@gmail.com wrote:
How can I become a programmer?
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups Android
http://lmgtfy.com/?q=android+game+tutorial
On Tue, Oct 20, 2009 at 6:24 AM, mallikarjuna ch mallikarjuna@gmail.com
wrote:
Hi all,
I am new to development with android. I am a beginner.
I have to develop games using android and opengl es. Please send me a
simple game with step by step
Unfortunately I haven't found a solution.
The delay looks to only affect initializing connections (if you have a 10sec
delay on the emulator, you'll see it take 10 seconds to connect the socket).
We built a workaround in-app that delayed outgoing/incoming packets by a
constant amount. I haven't
We just received our first complaint about this today regarding Cestos, not
sure exactly what the solution is, just wanted to add a +1 and let you know
you're not the only one :)
- Dan
On Mon, Oct 26, 2009 at 10:36 PM, Electric Imagination
electricimaginat...@gmail.com wrote:
I am having the
Probably because we're not sure, and because it could very easily differ
per-device...
On Mon, Nov 2, 2009 at 7:56 PM, Mohamed Amir mohamed.a...@gmail.com wrote:
and I don't know why no one replies. I thought it's a simple direct
question. !!!
On Oct 30, 10:28 pm, Tan
Hey guys, we just launched a new game (Super Game Pack) in the market, and
got a segfault on a 1.6 emulator...
From what I can decipher, looks to be coming from a webview component... Is
there any way to track it further, or figure out exactly what's causing it?
Its relatively rare, so its a bit
We just got ours :)
Congratulations! Your application 'ProjectINF ADC' was selected by Android
users as one of the top 20 in the Arcade category! We're excited that you
chose to participate in the ADC 2 and wish you luck in the final round as
your application is evaluated by users and a panel of
Sorry for the double post, but our ADC2 email actually somehow arrived in
our Spam folder (gmail), so try checking there if you haven't yet.
- Dan
On Thu, Nov 5, 2009 at 3:40 PM, Dan Sherman impact...@gmail.com wrote:
We just got ours :)
Congratulations! Your application 'ProjectINF ADC
Just a side note to one of your points:
You mention the example of Metroid weighing in a 8mb, and obviously being a
great game.
There's a few problems with that observation, not that it doesn't have its
merits, just trying to point out some things that might not have been
thought of :)
1) From
We've had issues with UDP packets coming in off the socket non-reassembled.
See what happens with multiple reads, see if you get back the expected
packet length in total...
- Dan
On Thu, Nov 12, 2009 at 2:16 PM, Pierre pierredur...@gmail.com wrote:
I use Android 1.5 on HTC Hero
My code (udp
Subsequent calls just block until the timeout?
- Dan
On Thu, Nov 12, 2009 at 3:52 PM, Pierre pierredur...@gmail.com wrote:
I receive only the first byte of my udp packet...
On Nov 12, 8:18 pm, Dan Sherman impact...@gmail.com wrote:
We've had issues with UDP packets coming in off the socket
1) Nothing
2) A few cents per click, depends on the app, anywhere from 0.01 to 0.10 USD
3) Depends on so many factors
4) We prefer ad-based, but others have had great success with paid
- Dan
On Mon, Nov 16, 2009 at 1:16 AM, ben belliot...@gmail.com wrote:
After searching their website,
I understand your point completely, but just pointing out a very legitimate
reason for some of those apps would be user stats (flurry, google
analytics), or ad serving (admob, etc). :)
- Dan
On Mon, Nov 16, 2009 at 4:17 PM, nEx.Software
email.nex.softw...@gmail.comwrote:
If I don't believe an
Just do it within those 325 characters, and hope you don't have anything
more important to say :)
On Tue, Nov 17, 2009 at 6:12 PM, Paul Turchenko paul.turche...@gmail.comwrote:
I'm pretty sure we, as a developers, can warn users and explain why we
need certain permissions and assure him that
Just as a helpful suggestion, you'd be best off tracking based on some
pub/priv key system, which developer issued evidence, so when the
inevitable happens, you can retract evidence from a certain user.
Otherwise, even with a captcha, this is just asking to be hit hard...
On Thu, Nov 19, 2009 at
Not sure exactly where you're reading that (unless you just missed a few
very important words), direct quote from:
http://code.google.com/android/adc/adc2_terms.html
* All potential Prize recipients will be announced on *or about* November
24, 2009.
Two very important words there :)
- Dan
On
Sorry, completely missed that section, thanks for pointing it out :)
Very interesting :)
On Tue, Nov 24, 2009 at 1:27 AM, String sterl...@addressender.com wrote:
On Nov 24, 1:20 am, Dan Sherman impact...@gmail.com wrote:
Not sure exactly where you're reading that
In section 5 of http
usage and I still monitored lots of activity
through the weekend into Monday. I even saw some usage for today
(Tuesday), but it could just be carry over from Monday due to the
time
zone that my server is in.
On Nov 24, 1:50 am, Dan Sherman impact...@gmail.com wrote:
Sorry
Same here :)
On Mon, Nov 30, 2009 at 4:16 PM, String sterling.ud...@googlemail.comwrote:
And watching my spam folder like a hawk, considering that's where the
last two ADC2 e-mails went.
On Nov 30, 8:59 pm, dadical keyes...@gmail.com wrote:
You forgot a twitter adc2 search.
On Nov 30,
Sorry to hear that man :(
Good luck to the rest of you guys... :)
- Dan
On Mon, Nov 30, 2009 at 4:19 PM, Ravi textlo...@gmail.com wrote:
Thank you for participating in the Android Developer Challenge 2. The
results are in, and unfortunately, your application was not
chosen by users and
Thank you for participating in the Android Developer Challenge 2. The
results are in, and unfortunately, your application ProjectINF ADC was not
chosen by users and judges as a prize winner. We appreciate your
participation and hope that you will upload your application to Android
Market for users
it up).
On Nov 30, 4:28 pm, Dan Sherman impact...@gmail.com wrote:
Thank you for participating in the Android Developer Challenge 2. The
results are in, and unfortunately, your application ProjectINF ADC
was
not
chosen by users and judges as a prize winner. We appreciate your
Congrats man :)
On Mon, Nov 30, 2009 at 5:07 PM, Pieter pie...@gamesquare.nl wrote:
Just got our result, we made it! Thanks for everyone who voted
favorably for us!
Congratulations! Your application, SpecTrek, was chosen by users and
judges as the #2 winner in the Lifestyle category.
Thanks guys :)
I really liked H2H as well, was super smooth to control...
I'm just waiting to hear who won :)
- Dan
On Mon, Nov 30, 2009 at 5:52 PM, CraigsRace craig...@gmail.com wrote:
Head To Head Racing didn't win either.
Dan, I'm really surprised ProjectINF didn't win. It was
Congrats winners (if you're here somewhere) :)
- Dan
On Mon, Nov 30, 2009 at 6:14 PM, Marc Lester Tan mail...@gmail.com wrote:
Argh, HandyPoll didnt make it as well. Congrats to all the winners!
Marc
On Tue, Dec 1, 2009 at 4:37 AM, Robert Green rbgrn@gmail.com wrote:
According to
But if you're switching your development efforts, why would you need the
names of apps?
Also, blatently stating that you're planning to pirate apps might not be the
best of ways to get help...
On Mon, Nov 30, 2009 at 11:06 PM, tomei.ninge...@gmail.com
tomei.ninge...@gmail.com wrote:
My app is
a life!
On Nov 30, 8:10 pm, Dan Sherman impact...@gmail.com wrote:
But if you're switching your development efforts, why would you need the
names of apps?
Also, blatently stating that you're planning to pirate apps might not be
the
best of ways to get help...
On Mon, Nov 30, 2009 at 11
You don't really have an option to have them bundled at install time.
Packages require that 4x the package size be available at install time, and
many devices don't have that 96mb of space (much less, that amount unused)
to even install it.
- Dan
On Tue, Dec 1, 2009 at 12:04 AM, rastyrori
Check google for Android Remote Stacktrace.
On Tue, Jan 19, 2010 at 12:41 PM, Laszlo Szucs l.szuc...@gmail.com wrote:
I think it would be a great help for the developers to create an
Automated Crash Report System for published applications.
When an application crashes, and the message dialog
I run my app on emulator, and currently have
not tested it on real device.
The emulator is not, in any way, going to run the same speed as a real
device.
Run it on a real device and see what FPS you get. Or if you want, publish
an APK and someone here will run it I'm sure (I'll do it =P)
-
I'm not running any sort of beastly machine, quad-core 2.8ghz, with an
nvidia 9800gtx, and almost all the time, emulator performance is lower than
physical device (especially with openGL, but even with canvas). Might have
something to do with the emulator specifically on linux, so your results
Important note: The post occurs to a different server than the
download so the servers themselves should not be causing the problem.
On Wed, Jan 27, 2010 at 6:50 PM, Kevin Duffey andjar...@gmail.com wrote:
Is it possible the server you are reaching for is single threaded in some
way that it
Hey guys, trying to track down a rather elusive problem here...
I've been playing around with long-standing TCP connections to a server.
The client opens a TCP connection to the server, sets a timeout at a
reasonably long period (30 minutes), and adds an AlarmManager task to ping
the server
, reset?
On Feb 2, 1:05 am, Dan Sherman impact...@gmail.com wrote:
Hey guys, trying to track down a rather elusive problem here...
I've been playing around with long-standing TCP connections to a server.
The client opens a TCP connection to the server, sets a timeout at a
reasonably long
, 7:43 pm, Dan Sherman impact...@gmail.com wrote:
Hey Bob,
Thanks a lot for the response :)
After a few more hours tonight working on the problem, I've got a bit
more
information to present.
From everything I'm seeing, it looks like the issue has to do with
NAT'ing
at the network
You could see whats calling it with a quick:
try {
throw new Exception();
} catch (Exception e) {
e.printStackTrace();
}
On Wed, Feb 3, 2010 at 5:11 PM, jamesc jame...@gmail.com wrote:
Perhaps you're indirectly calling invalidate() in the onDraw(),
resulting in a redraw loop?
On Feb 3,
Just pointing out an alternative as well (I've used it in a few apps):
http://code.google.com/p/android-remote-stacktrace/
- Dan
On Fri, Feb 26, 2010 at 11:58 AM, dadical keyes...@gmail.com wrote:
For those of you that are comfortable using Flurry, a similar approach
works nicely. Flurry
We've been using: http://code.google.com/p/android-remote-stacktrace/
And have been happy with it. It doesn't provide exactly what you're looking
for, but its open source and could easily be extended.
- Dan
On Wed, Aug 12, 2009 at 7:37 PM, tansaku tans...@gmail.com wrote:
Hi All,
Does
Considering there's been information regarding ADC2 for a few months now, I
imagine the response would be something like You probably should have
purchased a phone more than two weeks before the deadline. I mean,
including shipping (imagine 3-5 days), you're cutting it pretty close
there...
-
Hey guys,
Was curious if anyone could point our a way to avoid the following memory
leak.
When switching layouts in a single activity, and assigning OnClickListeners
to buttons, each assignment looks to leak a bit of memory.
Below is a quick example application that shows it happening with two
Development Center
·T· · ·Mobile· stick together
The views, opinions and statements in this email are those of the
author solely in their individual capacity, and do not necessarily
represent those of T-Mobile USA, Inc.
On Aug 15, 7:25 pm, Dan Sherman impact...@gmail.com wrote:
Hey guys
Still struggling with this, anyone have any ideas?
- Dan
On Sun, Aug 16, 2009 at 12:07 AM, Dan Sherman impact...@gmail.com wrote:
After some more testing, it doesn't look like it has anything to do with
creating a new OnClickListener each time. The following snippet (using the
same Layouts
Looks to be a Runnable (from what I can tell).
On Mon, Aug 17, 2009 at 12:49 PM, Dianne Hackborn hack...@android.comwrote:
What is the type of the object in the array that is increasing in number?
On Mon, Aug 17, 2009 at 9:36 AM, Dan Sherman impact...@gmail.com wrote:
Still struggling
:
On Mon, Aug 17, 2009 at 9:57 AM, Dan Sherman impact...@gmail.com wrote:
Looks to be a Runnable (from what I can tell).
It can't just be a Runnable, it needs to be a concrete implementation of
Runnable. I am pretty sure hat will show you the actual class
implementation, since it only deals
(R.layout.main);
((Button) findViewById(R.id.btn_main)).setOnClickListener(this);
}
}
Thanks again :)
On Mon, Aug 17, 2009 at 9:21 PM, Dan Sherman impact...@gmail.com
wrote:
Dumps are attached. One pre-leak (start of application), and one after
about 50ish clicks
Getting a bunch of these errors logged on one of our apps... Not sure
exactly whats causing it (doesn't show our app anywhere in the stacktrace)
java.lang.IllegalArgumentException: parameter must be a descendant of this
view
at
Shouldn't be adding/removing them.
We are actively hiding/showing them (.setVisibility(GONE) and
.setVisibility(VISIBLE))
- Dan
On Tue, Aug 18, 2009 at 8:14 PM, Marco Nelissen marc...@android.com wrote:
Are you dynamically adding/(re)moving views?
On Tue, Aug 18, 2009 at 5:05 PM, Dan
Maybe I'm misreading, but wouldn't a compression level of 100 be the most
compressed (lowest quality) it could be?
- Dan
On Wed, Aug 19, 2009 at 2:18 PM, karthikr karthik.scintill...@gmail.comwrote:
Hi Guys,
Im trying to save a bitmap in a JPEG format, and i can see that the
image is
http://code.google.com/p/android-remote-stacktrace/
On Wed, Aug 19, 2009 at 5:13 PM, Andrei gml...@gmail.com wrote:
Can you guys do something similar what Apple did with iPhones?
They gather bug trace info for crashes so it helps developers to
identify the problem.
This can be linked with
If you're using eclipse, add the jar to the libs folder, right click the
project, and add it to the libraries required.
On Wed, Aug 19, 2009 at 7:51 PM, hap 497 hap...@gmail.com wrote:
HI,
Can you please tell me how to use apache.commons in my android application.
I put the right import,
I would imagine that robo defence is doing custom scrolling within their
application, and not relying on a UI component for that piece.
- Dan
On Wed, Aug 19, 2009 at 5:41 PM, Markus Junginger mar...@junginger.bizwrote:
I'm in the same boat and need a custom ScrollView capable of scrolling
in
I'd recommend trying the instructions included at the bottom of each of
these emails...
To unsubscribe from this group, send email to
android-developers-unsubscr...@googlegroups.com
On Wed, Aug 19, 2009 at 11:38 PM, Kent Loobey k...@uoregon.edu wrote:
On Wednesday 19 August 2009 20:07:55
For the first 2 weeks, it was understandable. But good lord, theres no
news. If there was news, it would be posted. Hundreds of people are
waiting for it, just check the adc site each day, and it will eventually
open...
On Thu, Aug 20, 2009 at 5:40 PM, Sergo sergo.kalanda...@gmail.com wrote:
or: http://hasthelargehadroncolliderdestroyedtheworldyet.com/
On Thu, Aug 20, 2009 at 6:38 PM, Yusuf Saib (T-Mobile USA)
yusuf.s...@t-mobile.com wrote:
META HTTP-EQUIV=refresh CONTENT=10;URL=http://notyet.com/;
Yusuf Saib
Android
·T· · ·Mobile· stick together
The views, opinions and
I haven't. I've switched from using GONE to using INVISIBLE, which looks to
have prevented the problem for me... If it acts up again, I'll be sure to
let you know...
- Dan
On Fri, Aug 21, 2009 at 6:33 PM, jz0o0z floresje...@gmail.com wrote:
Hi Dan,
Did you get anywhere with this? I am
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On Sun, Aug 23, 2009 at 10:02 PM, Hristo Yordanov me4ta...@gmail.comwrote:
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Are you possibly able to point out a toolkit that provides an auto-update
feature?
- Dan
On Mon, Aug 24, 2009 at 11:23 AM, Sebastian sdelm...@gmail.com wrote:
While considering different possible scenarios for app conflicts
during ADC judging (i.e. someone installed the app from the market,
We're having the same issues in some of our games. Unfortunately running
into issues drawing dynamic text in OpenGL, any chance you'd care to share
your solution for that? (if you have one that is)
- Dan
On Mon, Aug 24, 2009 at 2:39 PM, TjerkW tje...@gmail.com wrote:
The SpriteMethodTest
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