Re: [android-developers] Re: App Inventor to Market

2010-07-15 Thread Dan Sherman
Unfortunately, thats more of a sort, and less of a filter...

Now, if we could only say Only items 4 stars and above, thats a different
story..

On Thu, Jul 15, 2010 at 3:52 PM, Greg Donald gdon...@gmail.com wrote:

 On Thu, Jul 15, 2010 at 2:31 PM, mah m...@heilpern.com wrote:
  at least, if they can provide a
  way to filter out the crapps better.

 There is already a filter in place.  Bad apps get low star ratings.


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 destiney.com | gregdonald.com

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Re: [android-developers] Re: Game Stuttering

2010-06-22 Thread Dan Sherman
As far as I'm aware (someone correct me if I'm wrong), primitive types have
no effect on garbage collection, especially local variables.

A great example is:
ListItem items;
for (Item i : items) {
// do something
}

When running will cause garbage collection, as each time that loop is
called, it allocates an IteratorItem.  However the following would not.

for (int i = 0; i  items.size(); i++) {
Item it = items.get(i);
}

On Tue, Jun 22, 2010 at 5:31 PM, Neilz neilhorn...@gmail.com wrote:

 To discuss this point further...

 Does using Java primitive types still count in this scenario? Is it
 fine to create, for example, a number of int or boolean variables,
 within the game processing loop, or should these be created as static
 variables upon the class creation?

 To demonstrate, is:

 static int myVal;
 run(){
myVal = x * y * z;
 }

 ...better than:

 run(){
int myVal = x * y * z;
 }


 Thanks.

 On Jun 18, 8:37 pm, Dan Sherman d...@nerd.com wrote:
  Avoid allocations.
 
  Allocations = garbage collection.
 
 

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Re: [android-developers] Re: Game Stuttering

2010-06-18 Thread Dan Sherman
Avoid allocations.

Allocations = garbage collection.

On Tue, Jun 15, 2010 at 5:43 AM, lishali lishali12...@gmail.com wrote:

 I'm developing some games too, but when I want to find some articles
 about the code optimisation, I find nothing.
 I'm very interesting about how you can make your games has no GC when
 it's running.
 Thank you very much!

 On Jun 15, 5:28 pm, Neilz neilhorn...@gmail.com wrote:
  Hi Charlie.
 
  Funny, I have exactly the same issue as you. I'm developing a game,
  where the sprite rendering is based loosely upon the google example
  SpriteMethodTest (using 2D Canvas drawing). I've gone through the code
  with a fine tooth comb, and applied all the tips for game
  optimisation, used DDMS, used the apd tracking tool, and still there
  are occasional stutters.
 
  Like you, I get no GC during the game. Also, I've tested on two
  devices (Hero 1.5 and Nexus 2.1) and it's the same.
 
  The game is looking playable, but it could be improved.

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Re: [android-developers] Re: Droid Incredible Not Returning Valid DeviceID?

2010-06-15 Thread Dan Sherman
We've been having issues with some users upgrading their firmware, and
having a different device ID after upgrading (which just started within the
month, hasn't happened previously over the last year or so).  But we haven't
heard any complaints from Incredible users...

On Tue, Jun 15, 2010 at 4:13 PM, Maps.Huge.Info (Maps API Guru) 
cor...@gmail.com wrote:

 What exactly do you mean by Device ID?

 -John Coryat

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Re: [android-developers] Re: ServerSocket issues

2010-05-24 Thread Dan Sherman
Mobile carriers are almost all running NATs, you most likely won't be able
to connect to the device without using some sort of hole punching, or wifi.

- Dan

On Mon, May 24, 2010 at 11:43 AM, Paul pauledangerous...@gmail.com wrote:

 I have the same problem on my Samsung Moment actually...

 On May 19, 9:23 pm, Lee dr...@lc-cs.com wrote:
  Hello, 00 00
 
  I am attempting to open a ServerSocket on my Android device to receive
  network connections, but do not seem to recieve network traffic from
  them.
 
  Running netstat -an on the device shows it is listening on
  0.0.0.0:1234, but my connections to telnet to public ip of Android
  device:1234 do not appear (and do not receive a SYN,ACK in response).
 
  How can I write an application which will open an accessible server
  socket? Is this possible? I am thinking that either the ISP (mobile
  carrier) may be blocking this incoming connection attempts or the
  Android OS is blocking them (host firewall) ?
 
  Thanks,
  Lee
 
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Re: [android-developers] Re: I've found a way to stop piracy of my apps

2010-05-06 Thread Dan Sherman
I imagine he means: Without any piracy, dadical wouldn't have anyone to sell
his anti-piracy solution to.  With more rampant piracy, he'll have a larger
potential customer base

- Dan

On Thu, May 6, 2010 at 5:26 PM, TreKing treking...@gmail.com wrote:

 On Thu, May 6, 2010 at 4:12 PM, appforce.org ogi.andr...@gmail.comwrote:

 It sounds like piracy would help the sales of your product.


 Care to elaborate on this golden nugget?


 -
 TreKing - Chicago transit tracking app for Android-powered devices
 http://sites.google.com/site/rezmobileapps/treking

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Re: [android-developers] Re: Feedback Experiment active in the developer console

2010-04-30 Thread Dan Sherman
* waves hand *

You saw nothing

On Sat, May 1, 2010 at 1:04 AM, Maps.Huge.Info (Maps API Guru) 
cor...@gmail.com wrote:

 Feedback experiment has been removed from the developer console, at
 least for me...

 -John Coryat

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Re: [android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-04-28 Thread Dan Sherman
We've been receiving the same. (tons of PE spam in each of our apps/games)

- Dan

On Wed, Apr 28, 2010 at 2:09 PM, Robert Green rbgrn@gmail.com wrote:

 Just got another spam comment on one of my games, this time for a game
 called World War

 Also getting several pocket empires spam comments on my games.  Not
 cool.

 On Apr 28, 12:46 pm, Robert Green rbgrn@gmail.com wrote:
  Oh wow.  I had no idea they were actively telling people to spam their
  game on our games.  Here are some alleged quotes from the developer's
  chat with some android users:
 
  Pocket Play is the publisher of this game:
 
  [4/18/2010 9:05:40 PM] Pocket Play: Could use some help advertising
  our game on the market. I'll reward anyone who helps with 200 gems.
  [4/18/2010 9:07:20 PM] Pocket Play: Basically, I need some people to
  go to apps and post one time per app about our game.
  [4/18/2010 9:07:24 PM] Pocket Play: So we can spread the news.
  [4/18/2010 9:07:51 PM] Pocket Play: Not every app needs to be done but
  just some.
  [4/18/2010 9:08:43 PM] Pocket Play: Just post something like..
  [4/18/2010 9:09:14 PM] Pocket Play: Want an awesome online medieval
  war game? Search up Pocket Empires in the market. 40,000 and
  counting.
  [4/18/2010 9:12:52 PM] Pocket Play: You have to rate it first
  [4/18/2010 9:12:56 PM] Pocket Play: Rate everything you comment on 5
  stars
  [4/18/2010 9:26:02 PM] Pocket Play: all good.
  [4/18/2010 9:26:10 PM] Pocket Play: Theres your 220, keep up the good
  work
 
  The quotes are from here -
 http://www.google.com/support/forum/p/Android+Market/thread?tid=173b4...
 
  On Apr 28, 11:19 am, Ralf Schneider li...@gestaltgeber.com wrote:
 
 
 
 
 
   The referall system together with users spamming other apps seems to
 work
   very well.
   If google is ok with it - How long until other developers will follow?
 
   2010/4/28 jasont tomlinson...@gmail.com
 
The game itself is quite good, it is very disappointing they have
resorted to spamming the Market and cheating the system
 
On Apr 26, 11:12 pm, cyxb cyxb.andr...@gmail.com wrote:
 I just came across this on the Market support forum.  Looks like
 the
 developers are rewarding users that spam the Market:
 

 http://www.google.com/support/forum/p/Android+Market/thread?tid=173b4...
 
 On Apr 26, 8:47 pm, polyclefsoftware dja...@gmail.com wrote:
 
  You also have the option to flag an app as inappropriate, which
 might
  not be a bad idea.
 
  On Apr 26, 8:06 pm, Zsolt Vasvari zvasv...@gmail.com wrote:
 
   When you unistall the game in Android Market, you have the
 option to
   mark it as spammy and give a reason why.  Instead of
 complaining on
   here, perhaphs being a bit more proactive could be helpful.
 
   On Apr 27, 4:29 am, Mike michaeldouglaskra...@gmail.com
 wrote:
 
I agree with Robert.  I really hope Google will take a
 serious look
at
this as it undermines the trust of the rankings and ratings
associated
with any app in the market.
 
It bothers me that the spamming seems to have started more
 than 10
days ago, and nothing has been done.  PE is now the number 9
 ranked
game in the market.  This just shouldn't have happened, but
 it did.
 
Can anyone at Google that can speak to this please do so?
 
Regards,
 
- Mike
 
On Apr 26, 1:19 pm, Robert Green rbgrn@gmail.com
 wrote:
 
 Ok, just like how telling people to click on your ads is
 against
the
 ToS, I believe that telling users to give you a 5 star
 rating for
any
 reason should also be.
 
 On Apr 26, 12:57 pm, Ralf Schneider 
 li...@gestaltgeber.com
wrote:
 
  I installed the game. After installation there was a text
 box
suggesting
  to give 5 stars for the game to be the first game to have
 a 5
star rating.
  I gave 1 star. I don't like to be manipulated to giva a
 good
rating.
  Uninstalled it.
 
  2010/4/26 Mike michaeldouglaskra...@gmail.com
 
   Hey Zero,
 
   Any idea on how Pocket Empires has managed to go from a
 zero
in the
   rankings to number 25 in less than a few weeks?  Seems
 a
little
   questionable to me based on the amount of spam being
 left on
all of
   the other top 50 apps and games promoting your game.
  More
   questionable still is the near constant amount of
 positive 5
star
   feedback being left on Pocket Empires itself with
 nearly the
same
   content.  I'll stop short of accusing the own Pocket
 Empires
team of
   purposely manipulating the Android market ratings
 system in
order to
   promote the game, but it seems very suspicious and,
 might I
say, a bit
   slimy and underhanded.
 
   - Michael
 
   On Apr 1, 10:03 pm, ZeroCool zero...@gmail.com
 wrote:
Big 

Re: [android-developers] Typing English Text Results in Chinese Characters

2010-04-27 Thread Dan Sherman
If you're running on the emulator, make sure the Japanese IME/keyboard are
off in the phone settings :)

- Dan

On Wed, Apr 28, 2010 at 1:21 AM, SeriousCoder ambre...@gmail.com wrote:

 Guys,

 I've written this small app, nothing special it just contains an
 edittextview control and the strange thing is that when I type text on
 this textbox it converts english characters into chinese (or japanese,
 i can't tell) characters. Can someone please help me fix this , it's
 highly irritating.

 Thank you.

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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-04-07 Thread Dan Sherman
Has anyone been able to get their Droid transferred off the free month of
service (through a Google Account), and onto their personal Verizon account?

- Dan

On Wed, Apr 7, 2010 at 7:52 PM, Thomas Riley tomrile...@googlemail.comwrote:

 I just had a similar email.

 If your reading this Neel, thanks for the reply!

 Tom.

 On Apr 8, 12:38 am, Richard rtaylor...@googlemail.com wrote:
  I sent an email to Google, this is the reply:
 
  Hi Richard,
 
  No one has been forgotten. There's a large volume of phones being
  shipped out, and apparently we overestimated the capacity of our
  shipping vendor. We have sent them the addresses and the inventory and
  they are working through the list.
 
  I'd wait another couple weeks; trust me, there is a phone assigned to
  you and it will get to you in due time.
 
  Thanks,
  Neel

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Re: [android-developers] Emulator spoof device id

2010-04-02 Thread Dan Sherman
device = getDeviceId()
if (device.equals()) {
// generate a random number
device = emulator+randomNumber;
}

On Fri, Apr 2, 2010 at 5:09 PM, raqz abdulraqee...@gmail.com wrote:

 Hi,

 I just used this getDeviceId() to retrieve the unique id of the phone,
 but in the emulator it gives  when I try to display it. I know
 it makes sense to do that but can I spoof a device id for testing
 purposes. I need to setup about 4 -5 android devices in my emulator to
 check the functionality of the app that I have written, and the entire
 app revolves around the unique id of the mobile device. Please let me
 know. I just feel, maybe it should be there in the DDMS but I am not
 able to figure it out.

 Thanks,
 Raqeeb

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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-04-01 Thread Dan Sherman
I'm in the same boat as David, have a Droid, would really like to trade for
a Nexus if anyone in the Miami area got one :)

- Dan

On Thu, Apr 1, 2010 at 10:18 PM, David Orriss Jr codethou...@gmail.comwrote:

 I got my phone today.  It's a Droid... anyone who received a Nexus 1
 want to trade?   I'm in the Seattle area.. so a direct trade would be
 preferred.

 On Thu, Apr 1, 2010 at 4:01 PM, schwiz sch...@gmail.com wrote:
  So I got a Droid and also in the box was a Sprint USB 3G/4G modem, I
  thought it was pretty random, not sure what it has to do with
  Android.  I think I got since my Droid didn't come with a free month
  like they said it would.
 
  On Mar 29, 7:48 am, zneref zne...@gmail.com wrote:
  People relax, 6-weeks term doesn't passed yet ;)
 
  On 29 Mar, 11:25, Paul stuem...@gmail.com wrote:
 
 
 
   Germany, still waiting.
   ... and growing nervous :)
 
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Re: [android-developers] Re: Ads in apps... How to successfully generate a larger revenue?

2010-03-31 Thread Dan Sherman
I would very seriously suspect that they report it.  I remember having to
give a social-security/tax-id to Adsense when signing up.  And just thinking
through their tax predicament (bringing in tons of money, and seeing a lot
of it go straight back out), they're going to need to keep records, and
report as to where that money went out to.  Mostly so they don't have to pay
taxes on it (was your profits, not theirs).

- Dan

On Tue, Mar 30, 2010 at 10:54 PM, Kevin Duffey andjar...@gmail.com wrote:

 Well, yes, you *should* report it.. but if google and admob and so forth
 don't report anything to the IRS, then it's basically on good faith. There
 isn't presently any way for them to track how much you make. I would imagine
 eventually something will come into play.


 On Tue, Mar 30, 2010 at 7:00 PM, Wayne Wenthin wa...@fuligin.com wrote:

 I'll chime in on this.  I have switched from admob to mobclix recently.
 (actually I can control which one I use base on a network check)  I have
 noticed my CTR jump from around 2-3 a day to around 7.  This makes me more
 inclined to hang with them.  But I only changed after I watch admob drop
 from around 7 a day to 1-2.  Now 150 a day is my new goal ;-)  But I figure
 if I can bring in 100 a month or so it's still better than nothing.

 As for the IRS thing this is all income and it will need to be reported in
 some way.

 On Tue, Mar 30, 2010 at 12:36 PM, Abdul Mateen abmat...@gmail.comwrote:


 Yes Really Moto $150/day is a damn good income from Ads, I am only making
 $1-$2/day , and I am using Admob + Greystripe..


 On Wed, Mar 31, 2010 at 12:31 AM, Kevin Duffey andjar...@gmail.comwrote:

 I am interested in this as well. First, Moto.. $150 a day? Holy crap!
 I'd love to have that much 7 days a week coming in. That would supplement 
 my
 income nicely. :) Second, slightly off topic, but directly related to
 revenue.. with that much coming in, or say even more if you had like $1000 
 a
 day coming in, what do you do about income taxes? I was told by some that
 google doesn't send any money making info to IRS.. so essentially there is
 no way for IRS or any tax/government to track how much you make. I am
 probably a long ways off from earning $1 a day.. but I am curious how you
 handle this issue. Is it on faith that you pay taxes... and mind you, you
 can shoot a private email if this is something that you wouldn't want to
 make public. :) I am not trying to cheat the IRS out of money by any 
 means..
 I would rather be legit... but am interested in how this is done. Living in
 California I already lose half my paycheck to taxes between state and
 federal.

 The ads that are done in games, don't they have to be clicked on to earn
 money? You said you have 60,000 users, do a lot of them click the ads while
 playing a game? Or even in a splash screen or game-over screen? Or do you
 earn money just by showing the ad? I would hope both.. clicks == more 
 money,
 showing == very little. But if you get nothing from displaying the ad.. 
 that
 seems ridiculous... because you are advertising for that ad.. the user is
 seeing that ad.. even if they don't click it, it may trigger them later to
 look it up, etc. If you do make some money off of each ad displayed... how
 does it work? I mean, you could write a robot app that made it seem like
 10's of 1000's of people were at least seeing the ad. There must be some 
 way
 that admob and others avoid cheating and losing money.

 Lastly, I thought things like admob required an ad all the time? You can
 control when/where you display it? I thought admob was a small banner ad at
 the bottom of the screen all the time.. and it's sdk/api controlled how
 often an ad was displayed? What level of control do you have over say..
 putting ads during game play, or just on the splash screen and 
 end-game/high
 score screens? As well, how targeted are the ads? Do you send data to admob
 about the user playing the game that helps them target ads?

 Thanks.



 On Tue, Mar 30, 2010 at 6:50 AM, Ahmed majaat amaj...@gmail.comwrote:

 try this,
 http://www.aditic.com/demo, it may helps you to improve your CTR and
 Revenue.

 They have more ad formats, splashscreen, interstial, 2/3 banner,
 strech banner and more for Android.

 Just for your information I used intro/splashscreen Banner and
 retractable banner, my CTR is around 0.67.

 Ahmed,

 On Mar 16, 2:22 am, Wayne Wenthin wa...@fuligin.com wrote:
  There is AdWhirl that will allow you to serve up from different
 providers.
  I have not tried it yet but since I have both admob, which was doing
 very
  well for me, and Mobclix I may try to do them both.  I found it
 interesting
  that while keeping the ad rotation interval the same between the two
 I was
  serving around 30K impression with mobclix and about 17K with admob.
  My CTR on admob was significantly higher.  Now that I switched back
 to admob
  I found a glitch that I had not noticed before and wonder if my
 mobclix
  CTR could have 

Re: [android-developers] Re: Ads in apps... How to successfully generate a larger revenue?

2010-03-31 Thread Dan Sherman
I would imagine their tax lines look something like this:

Client -- Google :: $1.00
Google -- Developer :: $0.70

Google's taxable income: $0.30

Note that they don't explicitly tell the government We paid XXX to
developer Y, they just note that the money left their hands, and that they
shouldn't be taxed on it.  Essentially, its your responsibility to mention
that you received the money.  If they wanted to track that cash, should be
very easy to see :)

- Dan

On Wed, Mar 31, 2010 at 12:16 AM, Kevin Duffey andjar...@gmail.com wrote:

 I would think the same thing. Maybe it's the google market that doesn't
 report it? I had asked about this some time ago, for those selling apps and
 making their 70%, at tax time do they get some 1099 or something, and
 several said no. So I am unclear as to how the market handles taxes... as
 well, if you do micro transactions in your app, where you charge $1 for some
 virtual item, using paypal/google, who take a cut, how is that handled? Does
 google/paypal send in info on how much was paid to you.. that is not clear
 to me at all.



 On Tue, Mar 30, 2010 at 11:06 PM, Dan Sherman impact...@gmail.com wrote:

 I would very seriously suspect that they report it.  I remember having to
 give a social-security/tax-id to Adsense when signing up.  And just thinking
 through their tax predicament (bringing in tons of money, and seeing a lot
 of it go straight back out), they're going to need to keep records, and
 report as to where that money went out to.  Mostly so they don't have to pay
 taxes on it (was your profits, not theirs).

 - Dan

 On Tue, Mar 30, 2010 at 10:54 PM, Kevin Duffey andjar...@gmail.comwrote:

 Well, yes, you *should* report it.. but if google and admob and so forth
 don't report anything to the IRS, then it's basically on good faith. There
 isn't presently any way for them to track how much you make. I would imagine
 eventually something will come into play.


 On Tue, Mar 30, 2010 at 7:00 PM, Wayne Wenthin wa...@fuligin.comwrote:

 I'll chime in on this.  I have switched from admob to mobclix recently.
 (actually I can control which one I use base on a network check)  I have
 noticed my CTR jump from around 2-3 a day to around 7.  This makes me more
 inclined to hang with them.  But I only changed after I watch admob drop
 from around 7 a day to 1-2.  Now 150 a day is my new goal ;-)  But I figure
 if I can bring in 100 a month or so it's still better than nothing.

 As for the IRS thing this is all income and it will need to be reported
 in some way.

 On Tue, Mar 30, 2010 at 12:36 PM, Abdul Mateen abmat...@gmail.comwrote:


 Yes Really Moto $150/day is a damn good income from Ads, I am only
 making $1-$2/day , and I am using Admob + Greystripe..


 On Wed, Mar 31, 2010 at 12:31 AM, Kevin Duffey andjar...@gmail.comwrote:

 I am interested in this as well. First, Moto.. $150 a day? Holy crap!
 I'd love to have that much 7 days a week coming in. That would 
 supplement my
 income nicely. :) Second, slightly off topic, but directly related to
 revenue.. with that much coming in, or say even more if you had like 
 $1000 a
 day coming in, what do you do about income taxes? I was told by some that
 google doesn't send any money making info to IRS.. so essentially there 
 is
 no way for IRS or any tax/government to track how much you make. I am
 probably a long ways off from earning $1 a day.. but I am curious how you
 handle this issue. Is it on faith that you pay taxes... and mind you, you
 can shoot a private email if this is something that you wouldn't want to
 make public. :) I am not trying to cheat the IRS out of money by any 
 means..
 I would rather be legit... but am interested in how this is done. Living 
 in
 California I already lose half my paycheck to taxes between state and
 federal.

 The ads that are done in games, don't they have to be clicked on to
 earn money? You said you have 60,000 users, do a lot of them click the 
 ads
 while playing a game? Or even in a splash screen or game-over screen? Or 
 do
 you earn money just by showing the ad? I would hope both.. clicks == more
 money, showing == very little. But if you get nothing from displaying the
 ad.. that seems ridiculous... because you are advertising for that ad.. 
 the
 user is seeing that ad.. even if they don't click it, it may trigger them
 later to look it up, etc. If you do make some money off of each ad
 displayed... how does it work? I mean, you could write a robot app that 
 made
 it seem like 10's of 1000's of people were at least seeing the ad. There
 must be some way that admob and others avoid cheating and losing money.

 Lastly, I thought things like admob required an ad all the time? You
 can control when/where you display it? I thought admob was a small 
 banner ad
 at the bottom of the screen all the time.. and it's sdk/api controlled 
 how
 often an ad was displayed? What level of control do you have over say..
 putting ads during game play, or just on the splash

Re: [android-developers] Re: need someone to try my app on htc hero

2010-03-31 Thread Dan Sherman
Downloads, installs, and runs on USA's Sprint HTC Hero as well.


- Dan




On Wed, Mar 31, 2010 at 12:58 AM, ko5tik kpriblo...@yahoo.com wrote:

 German HTC Hero also works
 (downloads and installs,  I do not have time to check
 emulation quality though )

 regards,

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Re: [android-developers] Vibrator.vibrate() makes the application crash

2010-03-29 Thread Dan Sherman
Make sure you have the vibrate permission in your manifest.

- Dan

On Mon, Mar 29, 2010 at 1:31 PM, Simone simone.russ...@gmail.com wrote:

 Hi, I need in my application to make the device vibrate during the
 playback of a sound.
 I did something like this:

 Vibrator
 vibrator=(Vibrator)context.getSystemService(Context.VIBRATOR_SERVICE);
 ...
 vibrator.vibrate(mp.getDuration());

 but it makes the application crash. What am I doing wrong? Does the
 emulator support the vibration?
 Thanks
 Simone

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Re: [android-developers] how do i get the android unique id??

2010-03-15 Thread Dan Sherman
android.provider.Settings.Secure.getString(getContentResolver(),
android.provider.Settings.Secure.ANDROID_ID);

Is what we've been using.  Seems to work fine :)

- Dan

On Mon, Mar 15, 2010 at 11:36 PM, g...@devicedriven ginokur...@gmail.comwrote:

 can any 1 tell me how to get an unique id from an android phone??
 whenever i try to get the unique id from the phone as a string it
 always shows android id and no other unique hex values...how do i
 get that one??

 String id=Settings.Secure.getString(contentResolver,
 Settings.Secure.ANDROID_ID);
 Log.i(Android is is:,id);

 the o/p which i get is like this in my log cat..
 Android id is: android id

 how can i get that ..ahem unique hex id???
 Thankx in advance

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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-02 Thread Dan Sherman
Great to hear.  I think I speak for a bunch of us devs when I say, thanks
for being so quick to follow this up :)

- Dan

On Tue, Mar 2, 2010 at 7:46 PM, Roman Nurik romannu...@google.com wrote:

 Folks, the email is NOT a fake. We will look into the email issues.

 Roman Nurik
 Android Developer Relations, Google

 NOTE: please do not send me email directly about this.

 On Mar 2, 4:43 pm, Mark Anacker closecr...@gmail.com wrote:
  Well, if nothing else, Google should now be on the lookout for
  potential fraudulent activity involving developer account and order
  numbers.  Especially originating out of China :-)  Although it would
  be nice to think that they would have someone in a Security role who
  could jump on this sort of thing, and provide some official
  information.  But their warehouses full of geniuses are probably much
  too busy for such trivial matters... :-)

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Re: [android-developers] Re: Android, send me logs! - code library for detecting force-close and sending logs

2010-02-26 Thread Dan Sherman
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 already collects uncaught exceptions, but for
 some reason doesn't actually log the stack trace.  To get around this,
 I add an exceptionHandler that logs a Flurry event with the stack
 trace as a parameter, like this:

OutputStream lOS = new ByteArrayOutputStream();
PrintStream lPS = new PrintStream(lOS, true);
t.printStackTrace(lPS);
lPS.flush();
MapString, String lArgs = new HashMapString, String();
lArgs.put(stackTrace, lOS.toString());

SharedPreferences lPrefs =
 PreferenceManager.getDefaultSharedPreferences(pCtxt);
if(lPrefs.getBoolean(PREFS_REMOTE_DEBUG, true)){
FlurryAgent.onEvent(FLURRY_EVENT_UNCAUGHT_EXCEPTION,
 lArgs);
}

 One big advantage of this approach is that Flurry collects lots of
 metrics w.r.t. the frequency, timing, and sequencing of the events.
 Works very, very nicely.





 On Feb 26, 10:10 am, Streets Of Boston flyingdutc...@gmail.com
 wrote:
  I haven't made it public yet (i will at some point), but i have a
  similar system for my apps.
 
  The process of my activities registers itself by calling
  Thread.setDefaultUncaughtExceptionHandler(uncaughtXcptHandler) and
  binds to service that i wrote that runs in a different process (since
  my app will be dying because of an exception, it's tricky to properly
  handle the exception in the dying process itself).
 
  Then in the uncaughtXcptHandler.void uncaughtException(Thread t,
  Throwable e), I write out an error-log file with the stack-trace and
  some other info. Then i call an asynchronous method on my service that
  will pop up a dialog allowing the user to send me the error report or
  not. If the user clicks 'Yes', then the error-log file is read and
  sent to my webserver. My webserver then sends me an e-mail. This way,
  users can remain anonymous (no e-mail/reply address necessary).
 
  I let my app die immediately after calling the asynchronous method. If
  my app couldn't bind to the service for any reason, the old and
  trusted force-close message from Android is shown instead.
 
  On Feb 25, 3:10 pm, focuser linto...@gmail.com wrote:
 
   Hi fellow Android developers,
 
   How many times have you asked users to send you the logcat result to
   track down a nasty force-close?  How many users have actually replied?
 
   It's not that users are lazy or busy.  Having to run the logcat
   command or download an external log collector app just means too much
   trouble for them.  It should be much simpler.  It should be just one
   tap.
 
   In fact I'm surprised (or being ignorant) that an easier error
   reporting mechanism has not existed yet in the Android API, especially
   for the infamous force-close.  That is why I coded and open-sourced
   Android, send me logs!, a small code library that makes it easy to
   detect force-close and send logs from within your own apps.  You can
   program it to report errors with just one tap, and also include your
   own tracing information.
 
   Please check it out athttp://code.google.com/p/android-send-me-logs/.
   It's still in very early stage, and I would appreciate your critism,
   suggestions, comments, or even code contributions.
 
   Linton Ye

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Re: [android-developers] Re: Suspicious TCP RST packets while device is sleeping.

2010-02-03 Thread Dan Sherman
 Is it the delay in discovering the disconnect that's the issue?

Exactly...

The connection stays open to accept data from the server.  There are
definitely points in time when this wouldn't happen for a few minutes, and
if the connection dropped, that wouldn't be a problem if the client noticed
the disconnect immediately (it would just reconnect, and start waiting
again).  However, when the device sleeps, it doesn't see the disconnect
until it wakes up (possibly hours later)...

After a bit more research, it looks like if the client holds a wake lock
infinitely (just for testing), it gets the reset packet immediately when the
connection is killed, and re-connects immediately.  However, if the device
doesn't hold the lock, and goes to sleep, the reset packet is dropped
somewhere...

Anyone on the dev team able to explain that functionality
(intended/unintended/workaround?)

- Dan

On Wed, Feb 3, 2010 at 3:30 AM, Bob Kerns r...@acm.org wrote:

 Well, I don't grok NAT enough to conclude that it's wrong. But I don't
 see why they'd do it -- unless they're trying to minimize traffic.
 Seems kinda trivial -- and likely more than offset by the later
 attempted transmit.

 I'm not sure what problem you're trying to solve. It can certainly
 happen that one side thinks a connection is open while the other
 thinks it's closed. The recipient sends a RST, the sender gets a
 connection reset and life goes on.

 Is it the delay in discovering the disconnect that's the issue?

 On Feb 2, 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 level (tmobile I'd imagine).  The connection is definitely
  NAT'd, the client sees itself as one outgoing IP (14.130.xxx.xxx) and
 port,
  and the server sees an incoming connection from a different IP/port
  (208.54.xxx.xxx).
 
  My best guess is that tmobile is killing the connections at the NAT level
  after not seeing traffic running on it for a certain period of time (5
  minutes in this case).  This wouldn't be a problem, as you said, a
 reconnect
  works just fine.  And in fact, the higher-level long-lived session
 control
  is already in place, and the client reconnects/etc properly when sensing
 a
  disconnect.
 
  The problem comes in based on _how_ the NAT is killing the connection.
   Keeping a wake-lock on device to prevent sleeping, and watching TCPdump
 on
  both sides shows the server receiving a RST packet, but no RST packet is
  sent to the client.  The client sits there, assuming the connection is
 still
  active, indefinitely.  The second it tries to do something
 (user-prompted,
  or via a ping timer), it sends a PSH packet to the server, and the
 server
  responds with a RST (it closed the connection when it got the RST from
 the
  NAT).
 
  Obviously if the NAT were to send RSTs both directions, this wouldn't be
 a
  problem, the client would notice the disconnect, and reconnect.  But from
  everything I can tell, it notifies the server, and leaves the client
  completely unaware that the connection has been dropped...
 
  I understand that the NAT needs to clear out old/stale connections, but
  sending a RST uni-directionally seems a bit incorrect to me...
 
  Any ideas?
 
  - Dan
 
 
 
  On Tue, Feb 2, 2010 at 10:25 PM, Bob Kerns r...@acm.org wrote:
   This is expected behavior. TCP connections time out if the connection
   is lost, or either side dies. That way, you don't have systems
   drowning in dead connections.
 
   The RST packet is telling you that the server has forgotten about the
   connection. The client may even report it directly, if it realizes
   that it hasn't heard from the server, so you may get a connection
   reset error even without seeing an actual RST from the server.
 
   The default timeout is usually 5 minutes, which squares with your
   observations. In general, you should not try to solve your problem by
   increasing the timeout, but rather by reestablishing the connection,
   and maintaining long-lived sessions at a higher level.
 
   I'd recommend, if possible, dropping your AlarmManager ping task, in
   favor of reopening your connection. You'll consume less resources --
   including battery. If you want to minimize the cost of reopening
   connections, you can send a ping whenever you happen to wake up,
   reopening if necessary. But that doesn't scale that well -- you'll be
   able to have more simultaneous clients if you strike a suitable
   balance between keeping connections alive, and the cost of reopening
   them. For rare interactions, you can support more clients if you open
   connections on actual need, and close them promptly when not needed.
 
   It all depends on exactly what you're trying to optimize, and the
   environment in which you're operating. The only constant

Re: [android-developers] Re: Canvas drawing

2010-02-03 Thread Dan Sherman
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, 10:00 pm, Neilz neilhorn...@googlemail.com wrote:
  What else can cause onDraw() to be called, if I'm not triggering it
  with invalidate()?

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[android-developers] Suspicious TCP RST packets while device is sleeping.

2010-02-02 Thread Dan Sherman
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 every 15 (a ping is just a junk packet the server responds to
with an application-level ack).  Nothing fancy, and everything works
correctly on the emulator.  The client stays connected to the server for as
long as I've left it alone (a few hours easily).

However, as soon as it runs on device, I receive some interesting behavior
when the device is sleeping (CPU completely off if I understand correctly).

If I let the device connect, and go to sleep (can't be 100% certain it is
asleep, but I wait a good few minutes).  And have the server send an
un-expected packet to the client, the client most definitely wakes up,
processes the packet, and sends a response.  The wakeup noticibly takes a
few extra seconds, but this isn't an issue.

The issue comes in if I let the device sleep for a more extended period of
time (somewhere around 5 minutes).  At this time, I see the server drop the
connection as reset, and the client sit there sleeping.  As soon as the
device is woken up (by my intervention), and I try to do any network
actions, it notices the connection isn't good anymore, and starts a
reconnect (hard-coded to reconnect).

I've been running tcpdump on both the client, and the server.

The interaction is as follows:
Server's point of view:
- Client connects (a few packets back and forth, application level, etc)
- 5ish minutes pass (device is sleeping)
- Client sends a reset packet (connection is torn down, expected)

From the client's point of view:
- Connection startup (a few packets back and forth, application level, etc)
- Device goes to sleep


The client never sees the TCP reset packet.  Once woken by something
external (me, the AlarmManager task, etc), the client immediately sees a RST
packet from the server, tears down the connection, and starts over.

Anyone care to chime in with ideas as to what is happening?  My only
thoughts are that someone in between is killing the connection due to not
seeing any data send between the two after a certain amount of time, however
the time between the last packet, and the RST isn't a consistent period...

This behavior is happening when running a G1 on Tmobile's 3g US network.  It
happens when the server code is running both remotely (machine in Texas), as
well as when its running on local machine (Florida).

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Re: [android-developers] Re: Suspicious TCP RST packets while device is sleeping.

2010-02-02 Thread Dan Sherman
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 level (tmobile I'd imagine).  The connection is definitely
NAT'd, the client sees itself as one outgoing IP (14.130.xxx.xxx) and port,
and the server sees an incoming connection from a different IP/port
(208.54.xxx.xxx).

My best guess is that tmobile is killing the connections at the NAT level
after not seeing traffic running on it for a certain period of time (5
minutes in this case).  This wouldn't be a problem, as you said, a reconnect
works just fine.  And in fact, the higher-level long-lived session control
is already in place, and the client reconnects/etc properly when sensing a
disconnect.

The problem comes in based on _how_ the NAT is killing the connection.
 Keeping a wake-lock on device to prevent sleeping, and watching TCPdump on
both sides shows the server receiving a RST packet, but no RST packet is
sent to the client.  The client sits there, assuming the connection is still
active, indefinitely.  The second it tries to do something (user-prompted,
or via a ping timer), it sends a PSH packet to the server, and the server
responds with a RST (it closed the connection when it got the RST from the
NAT).

Obviously if the NAT were to send RSTs both directions, this wouldn't be a
problem, the client would notice the disconnect, and reconnect.  But from
everything I can tell, it notifies the server, and leaves the client
completely unaware that the connection has been dropped...

I understand that the NAT needs to clear out old/stale connections, but
sending a RST uni-directionally seems a bit incorrect to me...

Any ideas?

- Dan

On Tue, Feb 2, 2010 at 10:25 PM, Bob Kerns r...@acm.org wrote:

 This is expected behavior. TCP connections time out if the connection
 is lost, or either side dies. That way, you don't have systems
 drowning in dead connections.

 The RST packet is telling you that the server has forgotten about the
 connection. The client may even report it directly, if it realizes
 that it hasn't heard from the server, so you may get a connection
 reset error even without seeing an actual RST from the server.

 The default timeout is usually 5 minutes, which squares with your
 observations. In general, you should not try to solve your problem by
 increasing the timeout, but rather by reestablishing the connection,
 and maintaining long-lived sessions at a higher level.

 I'd recommend, if possible, dropping your AlarmManager ping task, in
 favor of reopening your connection. You'll consume less resources --
 including battery. If you want to minimize the cost of reopening
 connections, you can send a ping whenever you happen to wake up,
 reopening if necessary. But that doesn't scale that well -- you'll be
 able to have more simultaneous clients if you strike a suitable
 balance between keeping connections alive, and the cost of reopening
 them. For rare interactions, you can support more clients if you open
 connections on actual need, and close them promptly when not needed.

 It all depends on exactly what you're trying to optimize, and the
 environment in which you're operating. The only constant is -- you
 can't DEPEND on keeping connections alive. View it as an optimization,
 rather than how your application works.

 And then make sure it is actually an optimization! So often,
 optimizations are a waste of a developer's time.

 I'd also recommend avoiding thinking about TCP at the level of packets
 (or segments), RST, etc., if at all possible. Unless you're trying to
 diagnose a flaky router, or issues with radio connectivity, or things
 at a similar level, it's better to focus at a higher level, at least
 at the socket level -- is it opening, established, closed, 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 period (30 minutes), and adds an AlarmManager task to
 ping
  the server every 15 (a ping is just a junk packet the server responds to
  with an application-level ack).  Nothing fancy, and everything works
  correctly on the emulator.  The client stays connected to the server for
 as
  long as I've left it alone (a few hours easily).
 
  However, as soon as it runs on device, I receive some interesting
 behavior
  when the device is sleeping (CPU completely off if I understand
 correctly).
 
  If I let the device connect, and go to sleep (can't be 100% certain it is
  asleep, but I wait a good few minutes).  And have the server send an
  un-expected packet to the client, the client most definitely wakes up,
  processes the packet, and sends a response.  The wakeup noticibly takes a
  few

Re: [android-developers] Multi-threaded http requests cause exception

2010-01-27 Thread Dan Sherman
 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 rejects more than one request from the same client?


 On Wed, Jan 27, 2010 at 3:09 PM, Biosopher biosop...@gmail.com wrote:

 I have an app making an https post on one thread while performing a
 file download on another thread.  For some odd reason, I am getting a
 ClientProtocolException saying that The server failed to respond with
 a valid HTTP response.  The error goes away if everything is run on a
 separate thread.

 Oddly if I run the two server requests in serial, the error goes
 away.  It seems there's a bug that happens when two requests are made
 at the same time.

 Important note:  The post occurs to a different server than the
 download so the servers themselves should not be causing the problem.

 The code is simple.  Here's the file download code:

 HttpGet httpGet = new HttpGet(url);
 HttpClient client = new DefaultHttpClient();
 HttpParams params = client.getParams();
 HttpConnectionParams.setConnectionTimeout(params, 15000);
 HttpResponse httpResponse = client.execute(httpGet);
 HttpEntity responseEntity = httpResponse.getEntity();
 byte[] data = EntityUtils.toByteArray(responseEntity);

 The post code's the same except for these additional lines:

 HttpPut httpPut = new HttpPut(url);
 httpPut.addHeader(Content-Type, text/xml);
 httpPut.setEntity(new StringEntity(postData, UTF-8));
 BasicHttpParams parameters = new BasicHttpParams();
 HttpConnectionParams.setConnectionTimeout(parameters, 15000);
 HttpClient client = new DefaultHttpClient();
 HttpResponse httpResponse = client.execute(httpPut);
 HttpEntity responseEntity = httpResponse.getEntity();
 metaData = EntityUtils.toString(responseEntity);

 Thanks,
 Anthony

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Re: [android-developers] Re: How to increase FPS (now ~20, desired ~40-50)

2010-01-20 Thread Dan Sherman
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 may
vary.  As for uploading your APK, just drop it on rapidshare or something
and post the link.

- Dan

On Wed, Jan 20, 2010 at 11:37 AM, Kevin Duffey andjar...@gmail.com wrote:

 After I wrote you, I realized that issue too. I remember reading that and
 after I responded.. wondering if my response was inaccurate. I wonder how
 much the speed/cores of your cpu play into the emulator performance? I know
 that my small test apps run faster on my moto droid than they do my
 quad-core cpu on the emulator. So I didn't think the cores of your cpu made
 much difference, and I have 2.4Ghz icore7, which is a lot faster than the
 600mhz on the droid.


 On Wed, Jan 20, 2010 at 12:52 AM, Andre andranik.abra...@gmail.comwrote:

 Hi, thanks for reply

 Yes, I can share my .apk, if you tell, how to upload something here?

 I agree, that emulator should be much slower than real device, but let
 me quote a snippet from the document Designing for Performance at
 http://developer.android.com/guide/practices/design/performance.html:

 As you develop your application, keep in mind that, while the
 application may perform well enough in your emulator, running on your
 dual-core development computer, it will not perform that well when run
 a mobile device — even the most powerful mobile device can't match the
 capabilities of a typical desktop system. For that reason, you should
 strive to write efficient code, to ensure the best possible
 performance on a variety of mobile devices.

 How to deal with this small discrepancy?

 Can someone share some measurements: emulator (on what hardware?) vs.
 real device?

 Thanks in advance,

 Best Regards, Andre

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Re: [android-developers] Re: ATTENTION ANDROID TEAM: Take back control of Android.

2010-01-19 Thread Dan Sherman
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 pops up with the
 famous Force Close button, there could be one another button with
 text: Send Report, like in other applications, we saw before (for
 example: FireFox), and when the user presses the Send Report button,
 the system would open up the default mail application, and would
 precompose a message to the author of the application, with subject:
 ANDROID CRASH REPORT - package.name - Device Type.
 The body of the e-mail would be the Exception's stack trace, or a more
 detailed log about the current activities, like the one, which the
 third party SendLog creates.

 Most user won't click on the  Send Report button, but if some do,
 they still have the control over if they want to send the report or
 not, and what does it contains actually about their phone's state.

 Naturally this Automated Crash Report System could only help in the
 most fatal cases.
 For testing on actual devices I would prefer a subscription based
 Device Anywhere kind of service.

 L

 On jan. 19, 09:32, String sterling.ud...@googlemail.com wrote:
  Problem is, half the time we don't know. Users post 1* Market comments
  saying Force closes on Droid or Doesn't work on Samsung Moment,
  and unless you have that specific handset to test on, you're SOL. You
  sanity check on an emulator instance of the same resolution and OS
  version, and nothing is obviously broken, so where do you go?


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Re: [android-developers] Re: How to increase FPS (now ~20, desired ~40-50)

2010-01-19 Thread Dan Sherman
 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)

- Dan

On Wed, Jan 20, 2010 at 1:44 AM, Andre andranik.abra...@gmail.com wrote:

 Hi,

 Yesterday, I've changed my code, to work with the matrix more
 effectively...

 My GameEntity class now looks like this:

 --GAME ENTITY--

 public class GameEntity {
public Bitmap mBitmap;
private Rect mBounds;
private Matrix mMatrix;
public int mWidth;
public int mHeight;
public boolean mAlive;
public float mX, mY;
public float mVelocityX, mVelocityY;
public float mMoveAngle, mFaceAngle;
public float mRotationVelocity;

public GameEntity(Bitmap bitmap) {
mBitmap = bitmap;
mBounds = new Rect();
mMatrix = new Matrix();
mWidth = bitmap.getWidth();
mHeight = bitmap.getHeight();
mAlive = false;
mX = 0.0f;
mY = 0.0f;
mVelocityX = 0.0f;
mVelocityY = 0.0f;
mMoveAngle = 0.0f;
mFaceAngle = 0.0f;
mRotationVelocity = 0.0f;
}

public void draw(Canvas canvas, float angle) {
Matrix m = mMatrix;
m.reset();
m.postTranslate(mX - mWidth / 2, mY - mHeight / 2);
m.postRotate(angle, mX, mY);
canvas.drawBitmap(mBitmap, m, null);
}

 public Rect getBounds() {
mBounds.left = (int)(mX - mWidth / 2);
mBounds.top = (int)(mY - mHeight / 2);
mBounds.right = (int)(mX + mWidth / 2);
mBounds.bottom = (int)(mY + mHeight / 2);
return mBounds;
}
 }

 And draw methods in GameView class:

 --GAME VIEW--

 private void drawSpaceship(Canvas canvas) {
 mSpaceship.draw(canvas, mSpaceship.mFaceAngle);
 }

 private void drawAsteroids(Canvas canvas) {
GameEntity[] asteroids = mAsteroids;
GameEntity asteroid;
for(int i = 0; i  MAX_ASTEROIDS; i++) {
asteroid = asteroids[i];
 if(asteroid.mAlive) {
asteroid.draw(canvas, asteroid.mMoveAngle);
 }
}
 }

 private void drawBullets(Canvas canvas) {
GameEntity[] bullets = mBullets;
 GameEntity bullet;
for(int i = 0; i  MAX_BULLETS; i++) {
bullet = bullets[i];
if(bullet.mAlive) {
bullet.draw(canvas, bullet.mMoveAngle + 90);
}
}
 }

 This gives me an extra 4-5 FPS, and now I have ~25 FPS.
 It worth to mention, that I run my app on emulator, and currently have
 not tested it on real device.

 I decide to go little further with testing and commented out
 m.postTranslate() method call, and got +4 FPS, after that I commented
 out m.postRotate(), and got +12-15 FPS, it seems that rotation (with
 pivot points) is very costly...

 Best Regards, Andre

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Re: [android-developers] How to best maintain two different versions of the same app?

2010-01-08 Thread Dan Sherman
We had good luck with our latest project with just checking the package
string.  Naming the project xxx.xxx.project, and xxx.xx.project_lite

And in our Activity subclass, checking for the package name, and setting a
static variable for paid.

Depends how much code needs to switch with paid/unpaid.  For us, it was only
10-20 lines different, so we just wrapped them in that check.

When going to export both versions, we export one, then change the package
name, recompile, and export the second.  Thats about it...

- Dan

On Fri, Jan 8, 2010 at 1:44 PM, Olivier Guilyardi l...@samalyse.com wrote:

 On 01/08/2010 07:15 PM, Mariano Kamp wrote:
  this seems to be a very basic need, but googling it I got the impression
  that is not easily or elegantly solvable.
 
  The requirement is totally simple: I want to have a lite and pro version
  of an app. There is a little bit of difference between those two apps,
  but they are 99% identically.
  Unfortunately it seems that the best choice is to really treat this as
  two projects that are one and the same and copy over the source code and
  assets from one to the other. The Android Manifest file must be
  different, because the Android Market - for some reason - makes the
  implementation's package name the ID.
 
  Working around this ID issue the straight forward approach would be to
  have a third project with the common code that exports its code,
  libraries and in a best case scenario also the ressources to the other
  two objects. Unfortunately this doesn't work. Only the actual Android
  projects generate the R.class and so the common project would need to be
  dependent on it, which would make it a cycle ;(
 
  Am I thinking too complicated? Do I miss the obvious?

 The first thing that comes to my mind is to use svn, develop the pro
 version in
 the trunk, and create a branch for your lite version. Then merge the trunk
 changes from time to time into the lite branch.

 If you want to simplify merging, then you could also create this third
 project
 you're talking about, but without trying to export any resources (or code
 that
 references them) from it, only generic application model/logic/utilities,
 etc..

 --
   Olivier


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Re: [android-developers] Re: what is a suitable upper limit for application size?

2010-01-08 Thread Dan Sherman
Correct, they have 192mb RAM.  However, a good chunk of that is partitioned
away as OS space, etc.

The data partition is 76mb (I incorrectly said 64mb).  Here's a breakdown of
those partitions:
http://androidandme.com/2009/08/news/the-g1-storage-problem-in-charts-and-numbers/

- Dan

On Fri, Jan 8, 2010 at 2:32 PM, jotobjects jotobje...@gmail.com wrote:



 On Jan 7, 6:59 pm, Dan Sherman impact...@gmail.com wrote:
 
  Considering G1's only have 64mb, you're in a rough spot.  We've had a ton
 of
  user complaints with our apps that are around 5.5mb.
 

 This link says G1 has 192 MB  RAM an 256 ROM (ROM used for what?).
 Seems like it is not easy to find that memory statistic even on the
 manufacturer web sites.  Also there have been messages about how much
 RAM is really available since the OS takes a significant chunk.  Where
 is a good place to find these numbers?

 http://www.androphones.com/all-android-phones.php

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Re: [android-developers] Re: Who wants Multi-touch in all Android versions?

2010-01-07 Thread Dan Sherman
I'd love to see this as well :)


On Thu, Jan 7, 2010 at 9:30 AM, Dianne Hackborn hack...@android.com wrote:

 Well I would really like to see this, given that prior to 2.0 there was no
 multitouch information propagated through the framework at all, and
 applications do not have permission to open the raw driver.


 On Thu, Nov 12, 2009 at 11:03 PM, SoftwareForMe.com SoftwareForMe.com 
 softwareforme@gmail.com wrote:

 Our solution is software only, works on production phones (i.e., no
 rooting or modding required).

 Scott
 SoftwareForMe.com
 Makers of PhoneMyPC


  On Thu, Nov 12, 2009 at 11:02 PM, Nathan nathan.d.mel...@gmail.comwrote:

 I'm curious about this. Does multi-touch require hardware changes? Or
 am I reading this right that it can all be done through software?

 Nathan

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 The PhoneMyPC Team

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 Android framework engineer
 hack...@android.com

 Note: please don't send private questions to me, as I don't have time to
 provide private support, and so won't reply to such e-mails.  All such
 questions should be posted on public forums, where I and others can see and
 answer them.


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Re: [android-developers] what is a suitable upper limit for application size?

2010-01-07 Thread Dan Sherman
I've filed a bug report against it, but not sure if its been address in
later releases.

At the time of 1.5 and 1.6, the package installer requires 4x the package
size to be available during an install.

That means, for a 15mb package, the user will need 60mb of free space, or
else the install will fail (adb installs bypass this requirement).  The
error message is also unhelpful: Installation Failed.

Considering G1's only have 64mb, you're in a rough spot.  We've had a ton of
user complaints with our apps that are around 5.5mb.

On Thu, Jan 7, 2010 at 9:56 PM, ian stilbit...@gmail.com wrote:

 The tourism related app I am completing has about 250 images for a
 total of maybe 15MB.

 I;d like to add another 100 or so images but sometimes I get an
 'Insufficient storage' error message and have to restart the emulator.
 That in itself isn't so bad a problem but now I'm wondering about
 practical limits for real devices.

 Anybody know large can I make my app assuming I wouldn't want to to
 use up more than perhaps 25% of a user's discretionary storage?

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Re: [android-developers] A log collector - Online Bug collector For android developers

2010-01-06 Thread Dan Sherman
Not trying to take anything away from you, just wanted to mention theres
another set of code doing the same remote tracing:

http://code.google.com/p/android-remote-stacktrace/

On Wed, Jan 6, 2010 at 3:46 PM, vekexasia vekexa...@gmail.com wrote:

 Hi Guys,
 In my free time (thanks to my asthma sickness) i was able to complete
 an old project of mine that i think would interest a lot of you.


 Long story short: I created a library which is able to track your
 application crashes directly online!

 The library, once imported on your android projects, will start to
 track each crash online. It will report as much information as it
 can.
 Each new crash the web service will send you an e-mail warning
 yourself about a new found bug.

 Then you'll be able the following information directly on your
 browser:


 - The exception stacktrace
 - The exception CausedBy stacktrace (if available)
 - The versions of android which the crash has been occurred.
 - The different phone models afflicted by the crash.
 - The versions of your app bugged by that particular crash


 Everything is packed by exception and package so there will be a lot
 of information grouped by this 2 main fields.
 Plus i've created a set of graphs .. The most usefull is the crash
 views one which shows how many crash for that exception has been
 occurred divided by day.

 I hope this will help. On my website you could take a tour of the web
 interface with demo credentials So you can take a tour before using
 it.

 Obviously this is Free for all ( at least untill i will not have to
 manage GygaBytes of data ) .
 The link is : http://alogcollector.andreabaccega.com/
 Let me know :)

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Re: [android-developers] Re: A log collector - Online Bug collector For android developers

2010-01-06 Thread Dan Sherman
I didn't, I'm pretty happy with the remote stacktrace (we made a bunch of
upgrades to it for our own apps), and have no real need to swap, I just
wanted to make sure the option was out there for people looking for a
solution :)

On Wed, Jan 6, 2010 at 5:10 PM, vekexasia vekexa...@gmail.com wrote:

 Yes. But it does not group all the exceptions per package and
 versions... And it requires a working web server..

 Did you take a look to the Dashboard and Detailed information with the
 demo credentials?

 On 6 Gen, 22:23, Dan Sherman impact...@gmail.com wrote:
  Not trying to take anything away from you, just wanted to mention theres
  another set of code doing the same remote tracing:
 
  http://code.google.com/p/android-remote-stacktrace/
 
 
 
  On Wed, Jan 6, 2010 at 3:46 PM, vekexasia vekexa...@gmail.com wrote:
   Hi Guys,
   In my free time (thanks to my asthma sickness) i was able to complete
   an old project of mine that i think would interest a lot of you.
 
   Long story short: I created a library which is able to track your
   application crashes directly online!
 
   The library, once imported on your android projects, will start to
   track each crash online. It will report as much information as it
   can.
   Each new crash the web service will send you an e-mail warning
   yourself about a new found bug.
 
   Then you'll be able the following information directly on your
   browser:
 
   - The exception stacktrace
   - The exception CausedBy stacktrace (if available)
   - The versions of android which the crash has been occurred.
   - The different phone models afflicted by the crash.
   - The versions of your app bugged by that particular crash
 
   Everything is packed by exception and package so there will be a lot
   of information grouped by this 2 main fields.
   Plus i've created a set of graphs .. The most usefull is the crash
   views one which shows how many crash for that exception has been
   occurred divided by day.
 
   I hope this will help. On my website you could take a tour of the web
   interface with demo credentials So you can take a tour before using
   it.
 
   Obviously this is Free for all ( at least untill i will not have to
   manage GygaBytes of data ) .
   The link is :http://alogcollector.andreabaccega.com/
   Let me know :)
 
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Re: [android-developers] Nexus 2.1 one sale, WHERE is the SDK!

2010-01-05 Thread Dan Sherman
Yep, getting tougher and tougher...

Ensuring compatability of our 6 games, in under a week, while doing this in
our spare time, gets pretty tough...

On Tue, Jan 5, 2010 at 3:16 PM, Wayne Wenthin wa...@fuligin.com wrote:

 Welcome to developing on Android.   This is round 2.5   1.6 came out just
 days before.  2.0 came out on the droid before developers (well most of us)
 got to see it and now this.It's almost like Google doesn't want us to
 develop for Android.

 On Tue, Jan 5, 2010 at 12:10 PM, pcm2a reeeye...@gmail.com wrote:

 These phones are on sale with 2.1 Os on them right now.  My friend
 just ordered two with overnight shipping.

 How is it even remotely acceptable that people will have 2.1 in their
 hands before developers even get to touch the SDK?  I already have
 users using the Nexis-Droid 2.1 rom saying that my highly used widget
 doesn't work.  How am I supposed to test this out in advance without
 hacking our phone all up?

 All this does is frustrate users when apps don't work and further
 degrades the market with 1 stars because developers don't have a
 chance to update their code.

 Thanks google

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Re: [android-developers] regex error with splitting strings

2010-01-04 Thread Dan Sherman
Two things:

1) Not positive, but you might be missing delimiters, which would turn that
into .split(/+/), which would still be wrong

2) + is a regex special character, meaning 1 or more, you want to escape
it as a literal: .split(/\+/)

Again, not sure if you need the delimiters...

- Dan

On Sun, Jan 3, 2010 at 6:24 PM, Curran thecurra...@googlemail.com wrote:

 I am currently trying to split a string of a mathematical function,
 which I am currently respresenting as:

 4x2+3x4 (which means 4x^2 + 3x^4)

 and I need to split it into the individual terms, 4x2 and 3x4. Using a
 string.split(+) method I get the error:

 Syntax Error: U_REGEX_RULE_SYNTAX near index 1: +

 how can I prevent this error occurring?

 Thanks!

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Re: [android-developers] Time To Load a Application in Emulator

2010-01-03 Thread Dan Sherman
From my experience, depends on the size of the application, and what other
builders you have set up.

For a very basic app (the HelloWorld examples), about 5 seconds on my
computer.

For a large gaming project, 30 seconds for a full build/install.

The machine is a 2.4ghz quad-core, with 6gb of ram if that gives a better
indication.

- Dan

On Mon, Jan 4, 2010 at 12:51 AM, Sasikumar.S sasikumar.it1...@gmail.comwrote:

 Hi,

 I opened my android emulator  now i like to execute my application.
 How much time it will take to install that application in emulator?...

 --
 Thanks  Regards
 Sasikumar.S

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Re: [android-developers] How long does it take for an application to get indexed to the Marketplace?

2009-12-31 Thread Dan Sherman
Same experience here, within 5 minutes.

On Thu, Dec 31, 2009 at 10:44 AM, Mark Murphy mmur...@commonsware.comwrote:

 DCheeseman wrote:
  I wrote two apps and submitted them to the marketplace last night
  (been roughly 12 hours now).  One was a LITE version of my app and the
  next was a Standard version. Neither shows up in a search on the
  Marketplace even though the LITE version of my app has been installed
  25 times already.  Is there a lengthy approval process that goes on
  before an app is approved?

 Last I tried, my (free) app showed up in about 2-3 minutes.

 --
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 http://commonsware.com | http://twitter.com/commonsguy

 _Android Programming Tutorials_ Version 1.1 Available!

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Re: [android-developers] Re: How long does it take for an application to get indexed to the Marketplace?

2009-12-31 Thread Dan Sherman
I see both, free, and 0.99.

- Dan

On Thu, Dec 31, 2009 at 10:48 AM, DCheeseman nuvi...@gmail.com wrote:

 Can anyone see the 'BPolite Lite' and 'BPolite Standard' applications
 in the Marketplace?

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Re: [android-developers] Re: How long does it take for an application to get indexed to the Marketplace?

2009-12-31 Thread Dan Sherman
Is it possible you're using a small screened device?  Or a device that
doesn't allow a permission it requires? (I'm thinking of the camera issue)

On Thu, Dec 31, 2009 at 10:55 AM, DCheeseman nuvi...@gmail.com wrote:

 Damn :/  I can't see either app and I've cleared the cache on my
 marketplace app about a hundred times over the course of thise morning
 looking for it.  Guess it's out there now.

 On Dec 31, 8:53 am, Dan Sherman impact...@gmail.com wrote:
  I see both, free, and 0.99.
 
  - Dan

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Re: [android-developers] Solved: Authenticating android to App Engine

2009-12-28 Thread Dan Sherman
Thanks for the class, looks pretty good.

Question though, as far as I'm aware, theres no way to get that user's gmail
account from the phone, so the user has to enter the credentials at the
start of the app, correct?

- Dan

On Sat, Dec 26, 2009 at 12:01 PM, Benjamin bsaut...@gmail.com wrote:

 I've been working for the past couple of days to allow users to login
 to an android app with their gmail account and pass the authentication
 token to my app hosted on app engine - so i can download xml from my
 web services hosted on app engine as if the user logged into the app
 directly.

 There is a lot of info on ways to get the google auth code and the
 auth cookie and then pass the cookie in the header of an http request
 - but no  info out there on doing all of this from android and going
 as far as to add the cookie to the remaining http requests. So, now
 that's it's working, i thought i'd compile it all together and post
 the solution here in my blog - enjoy.



 http://javagwt.blogspot.com/2009/12/authenticating-android-app-to-google.html

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Re: [android-developers] Avoiding garbage collection for smooth 2d animations

2009-12-28 Thread Dan Sherman
No matter what you'll see GC being called, there's no way around it (that
I'm aware of).

There are background threads that are doing all sorts of things, which very
well might be getting GC'd.  Theres also a lot of things you can't
reasonably avoid, like allocations from Iterators and such...

On Mon, Dec 28, 2009 at 12:32 PM, Mark Wyszomierski mar...@gmail.comwrote:

 Hi,

 I'm drawing a rect to a surfaceview. Nothing special, just a test like
 this, in the surfaceview-extended class:

  private int mPosX = 0;
  private Paint mPaint = new Paint();

  @Override
   public void onDraw(Canvas canvas) {
   canvas.drawRect(mPosX-20, 50, mPosX+20, 70, mPaint);

   mPosX += mSignX;
   if (mPosX  320) {
   mSignX = -1;
   }
   else if (mPosX  0) {
   mSignX = 1;
   }
   }

 the rect just bounces around the screen. I'm watching DDMS, I still
 see the garbage collector being called, even with this simple draw
 loop. There is no other application code being executed.

 I'm wondering if it's realistic to expect the gc to not be called at
 all if we take care to not allocate any objects during our draw loops.
 I'm trying to extend this example to do some smooth animations, but
 every once in awhile the gc is called and you can see the drawing
 stutter. Although none of my application code is allocating any new
 objects, I don't know what the underlying API is doing inside
 surfaceview etc, and I doubt we can control that.

 Just wondering if this is not possible, I'd prefer to abandon this
 game idea up-front if we can't guarantee smooth animations,

 Thanks

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Re: [android-developers] 1024x1024 OpenGL Texture

2009-12-27 Thread Dan Sherman
Just load fewer other textures when making your atlas.

A 1024x1024 image is going to eat up somewhere around 4mb of space, and on
the G1 (and others) you're limited to 16mb.

So it should be just fine, the issue probably is that you have all of your
other resources loaded, and are already taking up the other 12mb.  Instead,
load your other resources one at a time, copy to the atlas, and release the
resource.  You should have enough space without much of a problem..

- Dan

On Sun, Dec 27, 2009 at 6:35 AM, Richard rtaylor...@googlemail.com wrote:

 Hi,



 I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
 this with

 Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_);
 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);

 But I can't actually create a 1024x1024 Bitmap - I get an out of
 memory exception.




 I want to generate the texture, then use texSubImage2D to copy on
 various smaller bitmaps, but it seems that I need to somehow define
 that the texture is 1024x1024 before I can do that. Is there a
 function that lets me define the size/argb settings without just
 copying in a blank bitmap?

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Re: [android-developers] Re: 1024x1024 OpenGL Texture

2009-12-27 Thread Dan Sherman
Yep, should be 4mb, I do it in a few games (notably LightUp), for texture
mapping.. Works fine :)

- Dan

On Sun, Dec 27, 2009 at 9:50 PM, Streets Of Boston
flyingdutc...@gmail.comwrote:

 (1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte

 On Dec 27, 9:17 pm, Emmanuel emmanuel.ast...@gmail.com wrote:
  Hum...
 
  I think a 1024x1024 image in 32 bits ( ARGB_ ) is 32 Mb, not
  around 4 Mb !
  So such a image can't fit in for mobile development.
 
  Such a big texture is way too big, cut it into pieces if you really
  want it.
  Another thing to consider is : is there any need for a texture that
  big on a 480x800 screen ?
 
  Emmanuel / Alocalyhttp://
 androidblogger.blogspot.com/http://www.alocaly.com
 
  On Dec 27, 4:48 pm, Dan Sherman impact...@gmail.com wrote:
 
 
 
   Just load fewer other textures when making your atlas.
 
   A 1024x1024 image is going to eat up somewhere around 4mb of space, and
 on
   the G1 (and others) you're limited to 16mb.
 
   So it should be just fine, the issue probably is that you have all of
 your
   other resources loaded, and are already taking up the other 12mb.
  Instead,
   load your other resources one at a time, copy to the atlas, and release
 the
   resource.  You should have enough space without much of a problem..
 
   - Dan
 
   On Sun, Dec 27, 2009 at 6:35 AM, Richard rtaylor...@googlemail.com
 wrote:
Hi,
 
I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
this with
 
Bitmap bmp = Bitmap.createBitmap(1024, 1024,
 Bitmap.Config.ARGB_);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
 
But I can't actually create a 1024x1024 Bitmap - I get an out of
memory exception.
 
I want to generate the texture, then use texSubImage2D to copy on
various smaller bitmaps, but it seems that I need to somehow define
that the texture is 1024x1024 before I can do that. Is there a
function that lets me define the size/argb settings without just
copying in a blank bitmap?
 
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  - Show quoted text -

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Re: [android-developers] Re: Best practice for P2P handset networking

2009-12-23 Thread Dan Sherman
Thanks for the link, was unaware of the serverless extension :)

I think you're correct though, true WAN p2p would require some sort of
piercing/punchthrough.  But local p2p should work fine.

- Dan

On Wed, Dec 23, 2009 at 9:33 AM, rtreffer rtref...@googlemail.com wrote:

 Serverless XMPP, here we go:
 http://xmpp.org/extensions/xep-0174.html
 NOTICE: The protocol defined herein is a Final Standard of the XMPP
 Standards Foundation and can be considered a stable technology for
 implementation and deployment.

 You will need a patched XMPP lib, too.
 http://www.igniterealtime.org/issues/browse/SMACK-262
 might work. No guarantees.

 I'm quite unsure if this works on a gsm cell network, but it would be
 local p2p.

 Real distributed p2p will require NAT piercing. You may want to look
 into SIP instead of real p2p.

 Regards,
  René Treffer

 On 16 Dez., 18:28, Dan Sherman impact...@gmail.com wrote:
  As far as I'm aware, XMPP isn't true P2P, it uses a central server to
 relay
  messages between peers.  If that sort of thing works for you, its not
 really
  P2P, and any server/client model will work most likely...
 
  - Dan
 
  On Wed, Dec 16, 2009 at 11:36 AM, Lance Nanek lna...@gmail.com wrote:
   There's a JXTA JXME port. PeerDroid or something like that. I've also
   seen several Smack API JARs made for Android, which do XMPP. Haven't
   tried either myself, though.
 
   On Dec 16, 10:05 am, Business Talk roman.businesst...@gmail.com
   wrote:
Steve,
 
I am also in  need of a p2p framework. I am a little surprised by
 lack
of any development effort in this area. Please, let me know if you
would like to collaborate in researching and maybe implementation of
 a
basic p2p framework. Splitting work will get us there faster. If
 there
is  anybody else how wants to participate please let me know. It is
not a product or a project, just an informal collaboration.
 
Also, if there is anybody at google monitoring this forum, who has
 any
pertinent information as to the status of the p2p infrastructure,
please let us know if such development exists.
 
Roman
 
On Dec 4, 4:05 pm, Al alcapw...@googlemail.com wrote:
 
 The developer of Light Racer 3D posted some interesting information
 on
 his blog, that might be handy to look at:
  http://www.rbgrn.net/content/293-light-racer-20-days-35-40-multiplaye.
 ..
 
 StevieT wrote:
  I've been scouring the web looking for information on setting up
 a
  peer-to-peer connection between Android handsets and so far have
   drawn
  a blank. The only thing I can definitively seem to work out is
 that
   it
  was made a whole lot more difficult when XMPP was removed from
 1.0.
  Apart from that, I find a couple of threads on an OpenIntents
 board
  about porting an XMPP implementation to Android that were last
 posted
  nearly 2 years ago.
 
  Has anybody solved this problem effectively? What's the best way
 of
  doing it (from a games point of view)?- Hide quoted text -
 
 - Show quoted text -
 
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Re: [android-developers] Re: Droid AVD (2.0, WVGA854) resolution hell

2009-12-23 Thread Dan Sherman
1.5 will not use the drawable-nodpi.  As it's not even aware that that is a
legitimate folder option.

On Wed, Dec 23, 2009 at 11:19 AM, greg1x gre...@yahoo.com wrote:

  I just wrote a quick test app that uses a single drawable folder named
  drawable-nodpi. Android 1.5-2.0.1 all read from it fine.

 I have the same setup. I have files only in the -ndpi folder.
 I'm accessing the drawable like this:
 res.getDrawable(R.drawable.brick)

  You are usually supposed to use version qualifiers along with the
  screens support qualifiers to prevent Android 1.5 from reading folders
  with them. I suppose not doing so helps reduce the amount of duplicate
  copies needed in this case.

 Huh, I'm very sorry, but I don't understand this part.
 Could you please write me a line instead of
 res.getDrawable(R.drawable.brick)
 that loads brick.png from drawable-nodpi on all Android versions from
 1.5-2.0.1?

 I'm not that stupid usually, but I seem to be now ;)

 Thanks for your time!

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Re: [android-developers] Re: Droid AVD (2.0, WVGA854) resolution hell

2009-12-23 Thread Dan Sherman
Yep, we're doing it on our latest release LightUp.

We use the following:
public abstract class UnscaledBitmapLoader {

public static final UnscaledBitmapLoader instance;
public static boolean canScale = true;

static {
canScale = (Integer.parseInt(Build.VERSION.SDK) = 4);
instance = Integer.parseInt(Build.VERSION.SDK)  4 ? new Old() : new
New();
}

public static Bitmap loadFromResource(Resources resources, int resId,
BitmapFactory.Options options) {
return instance.load(resources, resId, options);
}

public static void setDensity(Bitmap bmp) {
instance.setDen(bmp);
}

private static class Old extends UnscaledBitmapLoader {
@Override
Bitmap load(Resources resources, int resId, Options options) {
return BitmapFactory.decodeResource(resources, resId, options);
}

void setDen(Bitmap bmp) { }
}

private static class New extends UnscaledBitmapLoader {
@Override
Bitmap load(Resources resources, int resId, Options options) {
if (options == null) options = new BitmapFactory.Options();
options.inScaled = false;
return BitmapFactory.decodeResource(resources, resId, options);
}

@Override
void setDen(Bitmap bmp) {
bmp.setDensity(Bitmap.DENSITY_NONE);
}
}

abstract Bitmap load(Resources resources, int resId,
BitmapFactory.Options options);
abstract void setDen(Bitmap bmp);
}

And then put all of our resources in just the normal drawable folder.  This
will sense if the code is old (1.5) and just do a normal load of the bitmap
(1.5 doesn't do any scaling)... If its a new version (1.6+), it will set the
options for having an unscaled bitmap loaded.  The setDensity wrapping is
the same idea (we needed to set the density explicityl for some images).

Hopefully that helps :)

- Dan
- ChickenBrick Studios (http://www.chickenbrickstudios.com)

On Wed, Dec 23, 2009 at 1:23 PM, greg1x gre...@yahoo.com wrote:

  1.5 will not use the drawable-nodpi.  As it's not even aware that that is
 a
  legitimate folder option.

 So, is it possible to load an unscaled drawable from 1.5 to 2.0.1 with
 the same code?

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Re: [android-developers] Re: Anyone noticing more uninstalls of their app than usual over last weekend/today?

2009-12-22 Thread Dan Sherman
Bah (sorry to hijack)

If you can't download the new ProjectINF, we can post it somewhere for you
to download...

- Dan

On Tue, Dec 22, 2009 at 2:18 PM, Wayne Wenthin wa...@fuligin.com wrote:

 I saw someone suggest that the downloads generated from an update are
 failing.   I noticed this with ProjectInf.   I cannot get it to download
 even after a reboot.   This means that as far as the market is concerned
 I've uninstalled it.I would put more faith in this explanation if others
 are seeing the same thing.I had just done an update and I started
 dropping install base.   No one has come forth and said anything about not
 getting the update either.

 Wayne


 On Tue, Dec 22, 2009 at 11:09 AM, Justin Giles jtgi...@gmail.com wrote:

 I have 21,600 downloads.  A 17% drop in active installs over the past few
 days means over 3600 people uninstalled the app.  Just doesn't make sense
 when all data before this time was trending at the 77% level whereas now it
 is at 60%.



 On Tue, Dec 22, 2009 at 11:35 AM, Maps.Huge.Info (Maps API Guru) 
 cor...@gmail.com wrote:

 I've noticed a slight drop as well, from 71.9% to 71.6%, which may not
 seem a lot however, my app has 65,000 downloads, so numbers wise, a
 fairly good amount. I've had a few e-mails from people telling me that
 their Droid has filled up and they regret to tell me they've had to
 uninstall my app to make room (odd they would tell me, but they have).
 It may be that this is happening to you all too. Just idle
 speculation...

 -John Coryat

 Radar Now!

 What Zip Code?

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Re: [android-developers] Re: Anyone noticing more uninstalls of their app than usual over last weekend/today?

2009-12-22 Thread Dan Sherman
No worries, was just making sure you could get it if you wanted :)

- Dan

On Tue, Dec 22, 2009 at 3:45 PM, Wayne Wenthin wa...@fuligin.com wrote:

 I was just pointing it out as an example of what might be going on.
 Honestly I can't get into it.   I love all your other games and am jealous
 of the chat feature though.


 On Tue, Dec 22, 2009 at 12:17 PM, Dan Sherman impact...@gmail.com wrote:

 Bah (sorry to hijack)

 If you can't download the new ProjectINF, we can post it somewhere for you
 to download...

 - Dan

 On Tue, Dec 22, 2009 at 2:18 PM, Wayne Wenthin wa...@fuligin.com wrote:

 I saw someone suggest that the downloads generated from an update are
 failing.   I noticed this with ProjectInf.   I cannot get it to download
 even after a reboot.   This means that as far as the market is concerned
 I've uninstalled it.I would put more faith in this explanation if others
 are seeing the same thing.I had just done an update and I started
 dropping install base.   No one has come forth and said anything about not
 getting the update either.

 Wayne


 On Tue, Dec 22, 2009 at 11:09 AM, Justin Giles jtgi...@gmail.comwrote:

 I have 21,600 downloads.  A 17% drop in active installs over the past
 few days means over 3600 people uninstalled the app.  Just doesn't make
 sense when all data before this time was trending at the 77% level whereas
 now it is at 60%.



 On Tue, Dec 22, 2009 at 11:35 AM, Maps.Huge.Info (Maps API Guru) 
 cor...@gmail.com wrote:

 I've noticed a slight drop as well, from 71.9% to 71.6%, which may not
 seem a lot however, my app has 65,000 downloads, so numbers wise, a
 fairly good amount. I've had a few e-mails from people telling me that
 their Droid has filled up and they regret to tell me they've had to
 uninstall my app to make room (odd they would tell me, but they have).
 It may be that this is happening to you all too. Just idle
 speculation...

 -John Coryat

 Radar Now!

 What Zip Code?

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Re: [android-developers] SDK and Linux 64 bits

2009-12-21 Thread Dan Sherman
Works fine on Ubuntu 9.04, and 9.10 x86_64...

Haven't tried Mandriva, but it should be possible...

- Dan

On Mon, Dec 21, 2009 at 6:17 PM, Nanard bsegon...@free.fr wrote:

 Hi,

 I wonder if someday the SDK will run fine on Linux 64 bits.  I
 understand it's not a priority for Google team, but 64bits desktop OS
 are becoming common...

 My case : Mandriva 2010 64 bits, Eclipse 64 bits, SDK 1.6 : OK to
 create code  launch emulator.


 But :
 - adb never find my phone linked to USB cable (it was OK before on
 Mandriva 32 bits)
 - TTS also doesn't work well on the emulator  (it was OK in Mandriva
 32 bits).

 Do you think the problem is with Mandriva ?  or in Android SDK ?

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Re: [android-developers] GLSurfaceView.Renderer design question

2009-12-21 Thread Dan Sherman
-- Waiting the obligatory 15 minutes before Rob answers his own question...



Just kidding man :)
I've actually wondered the same thing a few times

- Dan

On Mon, Dec 21, 2009 at 10:42 PM, Robert Green rbgrn@gmail.com wrote:

 Maybe someone can explain this to me:

 I've been trying to figure out how to get to the current EGLContext
 from the GLSurfaceView.  I looked at the APIs and looked at the code
 but it doesn't seem like there is any path to it.  I could have just
 missed it - please correct me if I have, but it wasn't obvious.  Now,
 I can totally understand the designer thinking that we should protect
 people from the context because they can cause bad things to happen
 but actually it would be nice to have access to swapbuffers so that we
 can do some effects.  Fair enough, though.

 The one thing I wanted was to see the current EGLConfig so that I
 could find out what config attributes I'm getting on weirdly-behaving
 devices like the Galaxy.  It seemed easy enough - it's passed in to
 Renderer in the onSurfaceCreated method:

 public void onSurfaceCreated(GL10 gl, EGLConfig config);

 Great!  Except wait, you can't query an EGLConfig without an
 EGLDisplay and that's locked up in the GLSurfaceView.  So why is it
 passed in to the surface created method?  Isn't it useless?  Accord to
 GLES spec, an instance of EGLConfig is only good if you have the
 display/context instances that it was created from.

 I didn't try querying it with the default context because it's
 supposedly invalid but perhaps someone could shed some light on this?
 I'd love if it were something dumb and obvious that I don't know
 about.

 Thanks!

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Re: [android-developers] Re: OpenGL: How to test for VBO support?

2009-12-19 Thread Dan Sherman
I am, 6 :)

- Dan

On Sat, Dec 19, 2009 at 5:34 PM, Robert Green rbgrn@gmail.com wrote:

 Just found the official docs - I guess that is the string you have to
 parse, according to this -
 http://www.khronos.org/opengles/sdk/1.1/docs/man/glGetString.xml

 Is anyone keeping a running count of how many questions I ask and self-
 answer in this group?  I should look for 5 minutes before asking next
 time.

 On Dec 19, 1:00 pm, Robert Green rbgrn@gmail.com wrote:
  You are totally right - VBOs are part of 1.1.
 
  G1 glGetString(GL10.GL_VERSION) = OpenGL ES 1.0-CM
  Droid glGetString(GL10.GL_VERSION) = OpenGL ES 1.1-CM
 
  So clearly I'm going to have to take this into consideration when
  evaluating if the system supports the feature.  My next question is -
  how do I get the gles version number?  This string is fine but doesn't
  it give us a number somewhere instead that we can use?  I'd rather do
  that than parse the number out of the string.
 
  I tried glGetIntegerv(GL10.GL_VERSION)  but it returned 0.
 
  On Dec 19, 12:19 am, Lance Nanek lna...@gmail.com wrote:
 
   Could it have something to do with how vertex buffer objects are now
   mandatory in OpenGL ES 1.1?
 
   On Dec 18, 8:24 pm, Robert Green rbgrn@gmail.com wrote:
 
I'm working with the Droid right now and what's funny about it is
 that
it's the only device I have that doesn't report a VBO extension but
the VBOs work perfectly on it so it clearly supports them.   Hmm...
 
Normally I check the extensions for one that ends in
vertex_buffer_object but that's not going to work here.  Is there a
better way of knowing?

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Re: [android-developers] Nexus One dev phone

2009-12-17 Thread Dan Sherman
Same question here :)

On a side note Robert, might wanna submit it to the IRC office hours list
as well :)

- Dan

On Thu, Dec 17, 2009 at 2:35 PM, Robert Green rbgrn@gmail.com wrote:

 I'm a game developer but do not work for Google and thus do not have
 access to the Nexus One.  I'm finding that every different chipset has
 different quirks so while the emulator works fine for regular apps,
 those of us using lots of OpenGL are having to get our hands on each
 unique handset.

 I'd be happy if someone could reply in private if they don't want this
 to be a big deal but basically my question is:  How can we get a dev
 Nexus One before they are released so that we can test and fix up our
 games for it?

 Thanks

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Re: [android-developers] Re: Best practice for P2P handset networking

2009-12-16 Thread Dan Sherman
As far as I'm aware, XMPP isn't true P2P, it uses a central server to relay
messages between peers.  If that sort of thing works for you, its not really
P2P, and any server/client model will work most likely...

- Dan

On Wed, Dec 16, 2009 at 11:36 AM, Lance Nanek lna...@gmail.com wrote:

 There's a JXTA JXME port. PeerDroid or something like that. I've also
 seen several Smack API JARs made for Android, which do XMPP. Haven't
 tried either myself, though.

 On Dec 16, 10:05 am, Business Talk roman.businesst...@gmail.com
 wrote:
  Steve,
 
  I am also in  need of a p2p framework. I am a little surprised by lack
  of any development effort in this area. Please, let me know if you
  would like to collaborate in researching and maybe implementation of a
  basic p2p framework. Splitting work will get us there faster. If there
  is  anybody else how wants to participate please let me know. It is
  not a product or a project, just an informal collaboration.
 
  Also, if there is anybody at google monitoring this forum, who has any
  pertinent information as to the status of the p2p infrastructure,
  please let us know if such development exists.
 
  Roman
 
  On Dec 4, 4:05 pm, Al alcapw...@googlemail.com wrote:
 
   The developer of Light Racer 3D posted some interesting information on
   his blog, that might be handy to look at:
 http://www.rbgrn.net/content/293-light-racer-20-days-35-40-multiplaye...
 
   StevieT wrote:
I've been scouring the web looking for information on setting up a
peer-to-peer connection between Android handsets and so far have
 drawn
a blank. The only thing I can definitively seem to work out is that
 it
was made a whole lot more difficult when XMPP was removed from 1.0.
Apart from that, I find a couple of threads on an OpenIntents board
about porting an XMPP implementation to Android that were last posted
nearly 2 years ago.
 
Has anybody solved this problem effectively? What's the best way of
doing it (from a games point of view)?- Hide quoted text -
 
   - Show quoted text -

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Re: [android-developers] Source Code

2009-12-16 Thread Dan Sherman
Also to note, many of the apps on the phone (outside of the OS) are
proprietary, and the source is not available.  One of notable mention is the
Market.

- Dan

On Wed, Dec 16, 2009 at 11:01 PM, Frank Weiss fewe...@gmail.com wrote:

 Source.android.com

 On Dec 16, 2009 7:38 PM, Michael J txaggiemich...@gmail.com wrote:

 Is there an easy way of getting the Android source code?

 More than anything else, I just want to be able to look at the source
 for some of the standard apps, such as the Android Market, Contacts,
 etc.

 I took a look at dev.android.com, but I don't see an easy way of
 getting the source I'm looking for.

 TIA

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Re: [android-developers] new sdk requires versionCode bump to install?

2009-12-15 Thread Dan Sherman
Do a Project -- Clean

I've had issues that if I make changes (or hit save) while its in the
process of building/deploying, the next time I try to run, it will fail.

Either add a letter, and delete it, and hit save (forces it to rebuild), or
do a clean.

Fixes it for me :)

- Dan

On Tue, Dec 15, 2009 at 3:10 PM, Don Park don.p...@gmail.com wrote:

 My old development process allowed me to make any change in the java
 code and use eclipse's Run button to install the updated package to
 the emulator.

 Now I get
 [2009-12-15 11:51:55 - SwipFull]Application already deployed. No need
 to reinstall.
 even though the code has changed.

 I realize the manifest versionCode is used to determine if the app has
 changed and it works fine if I bump up that number. This did not used
 to be necessary and it slows down development when I have to enter
 AndroidManifest and make a change with every deploy to the emulator.
 Is there a way around this?

 Don

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Re: [android-developers] how is a 3G phone assigned an ip address?

2009-12-10 Thread Dan Sherman
Really depends on the carrier, the vast majority however are NAT'd internal
connections.

Like you said, you'll need to use some tunneling/NAT punchthrough to be able
to do p2p.

- Dan

On Wed, Dec 9, 2009 at 4:15 PM, billconan billco...@gmail.com wrote:

 hello guys,

 i'm wondering how is a 3g phone is assigned an ip address?

 is it like adsl? or is it like an inner network (Network Address
 Translation )?

 if i want to implement a p2p application, i need to dig hole on the
 inner network right?

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[android-developers] Out of Memory Errors starting today (12/10/09)

2009-12-10 Thread Dan Sherman
One of our apps has been running just fine (a few FC's per day, around 10,
for various reasons).  We havent pushed an update in over two weeks, but all
of a sudden today, we've been getting a lot of complaints from users on G1s,
and are seeing a _ton_ of force-closes (175 so far today).  I know there was
a 2.0.1 update for Droid recently, but our complaints are coming from G1
users.

Did I miss something?  Anyone noticing similar issues?

- Dan

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Re: [android-developers] Re: Out of Memory Errors starting today (12/10/09)

2009-12-10 Thread Dan Sherman
Also getting reports from clients that nothing has changed (at least, not to
their knowledge) on their phones.

Having a really hard time figuring out why the number of FC's spiked from
10-20 to 250 (so far) today, with no changes in code over the past multiple
weeks...

Anyone have any ideas?

- Dan

On Thu, Dec 10, 2009 at 4:08 PM, justinh henderson.jus...@gmail.com wrote:

 My G1 is still on 1.6. Nothing new here. Mid-atlantic TMobile area.

 On Dec 10, 3:06 pm, Dan Sherman impact...@gmail.com wrote:
  One of our apps has been running just fine (a few FC's per day, around
 10,
  for various reasons).  We havent pushed an update in over two weeks, but
 all
  of a sudden today, we've been getting a lot of complaints from users on
 G1s,
  and are seeing a _ton_ of force-closes (175 so far today).  I know there
 was
  a 2.0.1 update for Droid recently, but our complaints are coming from G1
  users.
 
  Did I miss something?  Anyone noticing similar issues?
 
  - Dan

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Re: [android-developers] Block Switch App

2009-12-09 Thread Dan Sherman
 Knowing Android engineers will purposely write code to
 break any discovered workarounds for the restrictions isn't enhancing
 security either.

Knowing Android engineers will purposely fix bugs that shouldn't have been
there in the first place enhances security.

Fixed that for you. :)

- Dan



On Wed, Dec 9, 2009 at 7:22 PM, Greg Donald gdon...@gmail.com wrote:

 On Wed, Dec 9, 2009 at 5:04 PM, Jason Proctor
 jason.android.li...@gmail.com wrote:
  the issue isn't so much whether you can make changes, as whether
  anyone will take them.

 Or purposely writing code to break them as with the promises Diane
 made on this topic.

  apart from a few proprietary closed apps like Maps, you can change
  any part of Android you like, and run your own personal version on
  your phone. you can even create your own Android distro, like
  JesusFreke (et al) did, and put it out there to compete with others.
  your changes might not be adopted into any of the official distros,
  for very good reasons (security, in this particular case) but hey, on

 The current lock app doesn't recognize input from the home button, so
 using that as a reason to not allow any other lock apps is hypocrisy.

 Making it impossible to replace the screen lock app doesn't enhance
 security.  Knowing Android engineers will purposely write code to
 break any discovered workarounds for the restrictions isn't enhancing
 security either.

  sounds fairly damn open IMHO.

 Fairly open != open.

  (your sound card driver might not make it into a major Linux distro
  if it had issues. just checking something into a random Linux repo
  somewhere does not guarantee acceptance.)

 Apples and oranges.


 --
 Greg Donald
 http://destiney.com/

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Re: [android-developers] Architectural design question

2009-12-01 Thread Dan Sherman
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 rastyr...@gmail.com wrote:

 I have an application that requires about 24Meg of mp3 files as a core
 part of the app. If I store them in the /raw directory on the
 emulator, I run out of memory. I can store them on the SDcard, but my
 question is will they be included when I package the application for
 the marketplace, or do I need to have the user download the files
 after they have the app on the phone? Where are larger files typically
 stored in Android apps or are large files not usually included?

 Thanks

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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
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, 3:44 pm, justinh henderson.jus...@gmail.com wrote:
 
 
 
   Doing this every 4 minutes today has yielded nothing yet:
 
   *refresh email*
   *refresh official android blog*
   *refresh this group*
   *filter google results for Past hour on adc2 search tems*
 
   =)
 
   On Nov 30, 3:37 pm, Robert Green rbgrn@gmail.com wrote:
 
According to their last email, today is the day.  Has anyone received
news about their ADC2 entry yet?- Hide quoted text -
 
   - Show quoted text -

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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
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 judges as a prize winner. We appreciate your
 participation and hope that you will upload your application to
 Android Market for users around the world to enjoy. Please note your
 application will not automatically appear to users in the Android
 Market, so you'll want to publish it when you're ready

 Oh well...

 On Nov 30, 3:16 pm, String sterling.ud...@googlemail.com wrote:
  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, 3:44 pm, justinh henderson.jus...@gmail.com wrote:
 
Doing this every 4 minutes today has yielded nothing yet:
 
*refresh email*
*refresh official android blog*
*refresh this group*
*filter google results for Past hour on adc2 search tems*
 
=)
 
On Nov 30, 3:37 pm, Robert Green rbgrn@gmail.com wrote:
 
 According to their last email, today is the day.  Has anyone
 received
 news about their ADC2 entry yet?- Hide quoted text -
 
- Show quoted text -

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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
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 around the world to enjoy. Please note your application
will not automatically appear to users in the Android Market, so you'll want
to publish it when you're ready (http://market.android.com/publish/).

Same here,

Good luck guys :)

- Dan

On Mon, Nov 30, 2009 at 4:26 PM, proper li.li...@gmail.com wrote:

 Me too...

 Although Album Art Grabber is already on the top 15th of all the paid
 applications now...



 On Nov 30, 9:19 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 judges as a prize winner. We appreciate your
  participation and hope that you will upload your application to
  Android Market for users around the world to enjoy. Please note your
  application will not automatically appear to users in the Android
  Market, so you'll want to publish it when you're ready
 
  Oh well...
 
  On Nov 30, 3:16 pm, String sterling.ud...@googlemail.com wrote:
 
 
 
   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, 3:44 pm, justinh henderson.jus...@gmail.com wrote:
 
 Doing this every 4 minutes today has yielded nothing yet:
 
 *refresh email*
 *refresh official android blog*
 *refresh this group*
 *filter google results for Past hour on adc2 search tems*
 
 =)
 
 On Nov 30, 3:37 pm, Robert Green rbgrn@gmail.com wrote:
 
  According to their last email, today is the day.  Has anyone
 received
  news about their ADC2 entry yet?- Hide quoted text -
 
 - Show quoted text -

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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
We're anxiously waiting to hear who beat us :)

- Dan

On Mon, Nov 30, 2009 at 4:53 PM, Jeff codesec...@gmail.com wrote:

 Thank you for participating in the Android Developer Challenge 2. The
 results are in, and unfortunately, your application Maverick was not
 chosen by users and judges as a prize winner.

 Good luck to other guys in Travel category :)

 On Dec 1, 12:42 am, Maan Najjar maan.naj...@gmail.com wrote:
  I didn't make it too :(
  good luck to others
 
  On Mon, Nov 30, 2009 at 4:36 PM, justinh henderson.jus...@gmail.com
 wrote:
   I wonder how many of the 200 will release their apps on the normal
   Market? I won't be personally. The idea was so big it was bare bones
   for the submission and I don't want to spend the time to finish it or
   post it in its bare bones state. I am considering posting it to google
   code and being done with it (but then I'd have to clean 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
participation and hope that you will upload your application to
 Android
Market for users around the world to enjoy. Please note your
 application
will not automatically appear to users in the Android Market, so
 you'll
   want
to publish it when you're ready (http://market.android.com/publish/
 ).
 
Same here,
 
Good luck guys :)
 
- Dan
 
On Mon, Nov 30, 2009 at 4:26 PM, proper li.li...@gmail.com wrote:
 Me too...
 
 Although Album Art Grabber is already on the top 15th of all the
 paid
 applications now...
 
 On Nov 30, 9:19 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 judges as a prize winner. We appreciate your
  participation and hope that you will upload your application to
  Android Market for users around the world to enjoy. Please note
 your
  application will not automatically appear to users in the Android
  Market, so you'll want to publish it when you're ready
 
  Oh well...
 
  On Nov 30, 3:16 pm, String sterling.ud...@googlemail.com
 wrote:
 
   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, 3:44 pm, justinh henderson.jus...@gmail.com
 wrote:
 
 Doing this every 4 minutes today has yielded nothing yet:
 
 *refresh email*
 *refresh official android blog*
 *refresh this group*
 *filter google results for Past hour on adc2 search tems*
 
 =)
 
 On Nov 30, 3:37 pm, Robert Green rbgrn@gmail.com
 wrote:
 
  According to their last email, today is the day.  Has
 anyone
 received
  news about their ADC2 entry yet?- Hide quoted text -
 
 - Show quoted text -
 
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   android-developers%2bunsubs­cr...@googlegroups.com
 For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en-Hide quoted
   text -
 
- Show quoted text -
 
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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
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. You've won $50,000!
 We will be announcing all of the winners publicly today, November 30,
 on the Android Developers Blog (http://android-
 developers.blogspot.com).

 We also encourage you to upload your submission to Android Market so
 Android users around the world can download and enjoy your
 application. Please remember that your application won't automatically
 become available in the Market; you'll need to publish it when you're
 ready (http://market.android.com/publish/).

 We will contact you soon about next steps and payment information.
 There are several payment and tax forms that you will need to submit
 before receiving your award. We will be sending full details to this
 email address.

 Thank you for your participation in ADC 2, and congratulations again!
 

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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
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 definitely
 one of my favorite apps in the competition.

 +1

 On Dec 1, 9:13 am, Ravi textlo...@gmail.com wrote:
  Congratulations Pieter!
 
  On Nov 30, 4:07 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. You've won $50,000!
   We will be announcing all of the winners publicly today, November 30,
   on the Android Developers Blog (http://android-
   developers.blogspot.com).
 
   We also encourage you to upload your submission to Android Market so
   Android users around the world can download and enjoy your
   application. Please remember that your application won't automatically
   become available in the Market; you'll need to publish it when you're
   ready (http://market.android.com/publish/).
 
   We will contact you soon about next steps and payment information.
   There are several payment and tax forms that you will need to submit
   before receiving your award. We will be sending full details to this
   email address.
 
   Thank you for your participation in ADC 2, and congratulations again!
   

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Re: [android-developers] ADC2 Results?

2009-11-30 Thread Dan Sherman
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 their last email, today is the day.  Has anyone received
 news about their ADC2 entry yet?

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Re: [android-developers] Can anyone tell me ONE app that shows up in Android Market on HTC Tattoo

2009-11-30 Thread Dan Sherman
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 now showing up on HTC tattoo. Many people have complained
 about this and I don't see ANY response from Google.

 Google, you are PATHETIC!

 Could anyone who has a Tattoo post the name of ONE (or preferably a
 few :-)  apps that can show up on HTC Tattoo? I will pirate them and
 copy their AndroidManifest file.

 My app uses only these 3 permissions:

uses-permission android:name=android.permission.INTERNET/uses-
 permission
uses-permission
 android:name=android.permission.WRITE_EXTERNAL_STORAGE/uses-
 permission
uses-permission
 android:name=android.permission.ACCESS_NETWORK_STATE/uses-
 permission

 And I say it again, Google, you are PATHETIC! Thank you for you non-
 existence development support! I will switch my app to dead OSes like
 Windows Mobile and Symbian, instead of wasting my time on a pile of
 crap like yours!

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Re: [android-developers] Re: Can anyone tell me ONE app that shows up in Android Market on HTC Tattoo

2009-11-30 Thread Dan Sherman
Never bored, always working on new apps :)

On Mon, Nov 30, 2009 at 11:36 PM, tomei.ninge...@gmail.com 
tomei.ninge...@gmail.com wrote:

 Why is this group full of people who want to make a statement about
 everything when they don't have anything to contribute? Are you really
 bored? Go get 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 11:06 PM, tomei.ninge...@gmail.com 
 
 
 
  tomei.ninge...@gmail.com wrote:
   My app is now showing up on HTC tattoo. Many people have complained
   about this and I don't see ANY response from Google.
 
   Google, you are PATHETIC!
 
   Could anyone who has a Tattoo post the name of ONE (or preferably a
   few :-)  apps that can show up on HTC Tattoo? I will pirate them and
   copy their AndroidManifest file.
 
   My app uses only these 3 permissions:
 
  uses-permission android:name=android.permission.INTERNET/uses-
   permission
  uses-permission
   android:name=android.permission.WRITE_EXTERNAL_STORAGE/uses-
   permission
  uses-permission
   android:name=android.permission.ACCESS_NETWORK_STATE/uses-
   permission
 
   And I say it again, Google, you are PATHETIC! Thank you for you non-
   existence development support! I will switch my app to dead OSes like
   Windows Mobile and Symbian, instead of wasting my time on a pile of
   crap like yours!
 
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Re: [android-developers] Re: When does ADC2 finish?

2009-11-24 Thread Dan Sherman
Just wanted to update everybody,

Just received an email saying that they would be announcing the results on
Nov 30th (Monday).

- Dan

On Tue, Nov 24, 2009 at 5:18 PM, MJB mbrennan8...@gmail.com wrote:

 Thanks for the update.  Strange though, I'm still tracking some new
 usage since you've posted that the judging is over.  No new downloads,
 just usage of existing installs.

 On Nov 24, 4:25 pm, CraigsRace craig...@gmail.com wrote:
  My ADC2 judging app now says that judging is over and offered to
  uninstall itself.
 
  So, I'd say ADC2 public judging is over, and we now begin the nervous
  wait for the results.  Good luck to all!
 
  On Nov 25, 7:53 am, MJB mbrennan8...@gmail.com wrote:
 
   Well, I'm still seeing usage on my app into the afternoon today, so I
   don't know what is going on.
 
   On Nov 24, 9:13 am, MJB mbrennan8...@gmail.com wrote:
 
My app submission tracks 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, 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 ofhttp://
 code.google.com/android/adc/adc2_terms.html:
 
  Second Round Judging will be open until 11:59:59 P.M. P.T. on
  November 20, 2009 at the latest
 
  String
 
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Re: [android-developers] Re: When does ADC2 finish?

2009-11-23 Thread Dan Sherman
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 Mon, Nov 23, 2009 at 7:53 PM, D.Garcia kfgo...@gmail.com wrote:

 Any news?
 Is anyone else able to rate other applications?

 I don't know if it is my ADC2 judging application that's wrong or the
 challenge is still going on.
 Terms and condition stated that tomorrow official results will be
 announced.
 Is there any official voice here about that?


 On Mon, Nov 23, 2009 at 01:15, D.Garcia kfgo...@gmail.com wrote:

 I'm still able to rate applications with the judging application.
 Wasn't on November 20th the deadline for second round?
 Does anyone know?


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Re: [android-developers] Re: When does ADC2 finish?

2009-11-23 Thread Dan Sherman
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://code.google.com/android/adc/adc2_terms.html:

 Second Round Judging will be open until 11:59:59 P.M. P.T. on
 November 20, 2009 at the latest

 String

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Re: [android-developers] Re: Android Market Anti-Piracy

2009-11-19 Thread Dan Sherman
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 11:04 AM, AlexK kucherenko.a...@gmail.com wrote:

 Thanks for yours nice ideas. I'll install CAPTCHA on form.

 On Nov 19, 5:04 pm, Kaj Bjurman kaj.bjur...@gmail.com wrote:
  So how do they they expect piracy to be reported? How do they handle a
  worm or malicious program / user that reports all IMEI numbers that it
  finds (or generates)?
 
  Creating a program that generates IMEI and then reports them shouldn't
  be that hard.
 
  On 19 Nov, 15:40, nEx.Software email.nex.softw...@gmail.com wrote:
 
 
 
   @LambergaR: Because they are trying to trick the user into
   registering their phone to justify they are not a pirate, but in
   actuality, they user is being forced to report himself/herself as a
   potential pirate and to give their personal information so that it may
   be used against them in the future. Makes sense right? I have not
   installed the app they have created so I am not sure whether there is
   a privacy notice or something of the ilk, but if not... I'd be very
   concerned about what is happening with my personal information. For
   what it's worth, the online report page athttp://
 www.artfulbits.com/Android/try/reportPirate.aspx
   does not have any privacy notice so I doubt that the application does.
 
   @Kaj Bjurman: Of course not, they only expect people to report their
   own phones... And they expect developers to ALWAYS request permission
   to retrieve the IMEI of the device, and Internet permissions. Sweet!
   Access to information about me / my phone and the ability to send it
   anywhere they wish... Sounds good to me.
 
   On Nov 19, 7:01 am, Kaj Bjurman kaj.bjur...@gmail.com wrote:
 
Do they really expect people to manually report each phone?
 
On 19 Nov, 12:09, Paul Turchenko paul.turche...@gmail.com wrote:
 
 Guess they are gathering data from different application vendors.
 As
 far as I can tell, they will tell that device is 100% blacklisted
 only
 if 2 of 3 application vendors have reported that particular IMEI
 has
 pirated application installed. Look here:
 http://www.artfulbits.com/Android/try/reportPirate.aspx-reportform.ht
 
 As a developer, I will definitely integrate their protection system
 in
 my application and WILL deny activation if IMEI is in the black
 list.
 
 On Nov 18, 10:43 pm, admin.androidsl...@googlemail.com
 
 admin.androidsl...@googlemail.com wrote:
  AlexK - you didn't mention where you get your data for the
 blacklist.
 
  I am guessing its based on pirated copies of your app. How are
 you
  determining which users have illegal copies?

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Re: [android-developers] Re: Android Market Anti-Piracy

2009-11-17 Thread Dan Sherman
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 we will not abuse them.

 On Nov 17, 3:30 am, Jason Van Anden jason.van.an...@gmail.com wrote:
  On Mon, Nov 16, 2009 at 4:17 PM, nEx.Software
 
  email.nex.softw...@gmail.com wrote:
   If I don't believe an application should require Internet, I don't
   install it. I hope that there are others who do the same. To require
   internet permissions (with the current generic internet permission) on
   an app which really does not need it, such as aiFlashlight, gives me
   reason to question the motives of that developer. I ask myself Now,
   why the heck would a flashlight app require internet permissions? ...
 
  Here's an answer: Maybe its a good way to understand if the
  application works in the field, like ... to get error messages and
  such?  Or perhaps its a good way to understand how and if users
  actually use the app or prefer particular features?
 
  I have some paranoid user who regularly updates a comment on my apps
  Market listing with something like Why would a music app that plays
  local files need internet access?  Spying?  Um ... so if I had a
  streaming music app ... uh, then what?  There would be no suspicion of
  spying?
 
  :)

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Re: [android-developers] Definitive Ad Mob

2009-11-16 Thread Dan Sherman
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, all of the message boards and googling
 it to death - I have formed only somewhat of an answer to the
 following...

 1. How much does Ad Mob pull if a user simply loads your app
 2. How much does it pay if they click an ad
 3. What is an average Ad Mob income in a given month (for a single
 app)
 4. Preferred method : (a) Ad Mob (b) Make it a paid app

 Fully aware that Android apps aren't exactly cash-cows, but a little
 extra income never hurt anyone, trying to figure out a planned
 implementation to acquire such.

 Any information/opinions would be much appreciated.

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Re: [android-developers] Re: Android Market Anti-Piracy

2009-11-16 Thread Dan Sherman
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 application should require Internet, I don't
 install it. I hope that there are others who do the same. To require
 internet permissions (with the current generic internet permission) on
 an app which really does not need it, such as aiFlashlight, gives me
 reason to question the motives of that developer. I ask myself Now,
 why the heck would a flashlight app require internet permissions? and
 then move along to another app that does the same thing without
 requiring those permissions. I usually recommend to others that they
 do the same thing. Taking this route is, in my opinion, a band-aid,
 not a solution.

 On Nov 16, 2:09 pm, AlexK kucherenko.a...@gmail.com wrote:
  Yes, INTERNET permission required.
 
  For example In our application we show activation dialog with
  description about activation process.
  In your cases can be done something different.
 
  On Nov 16, 8:16 pm, nEx.Software email.nex.softw...@gmail.com
  wrote:
 
   Of course, now you have to add Full Internet permission to every app
   and thus negate any usefulness of this permission for actual use.
   As if this permission was not already useless enough in telling the
   user what the app intended to do...
 
   On Nov 16, 11:13 am, AlexK kucherenko.a...@gmail.com wrote:
 
Source code which you can integrate into own application for checking
black list.
 
/**
* Determines status of device's IMEI.
*
* @return -1 - imei status retrieval failed. 0 - Green status 1 to 3
 -
Yellow
* status 3 to 5 - Brown status above 5 - Red status
*/
public int getIMEIStatus()
{
  // 1. Get device ID
  TelephonyManager manager = (TelephonyManager)getSystemService
(Context.TELEPHONY_SERVICE);
  String sDeviceID = manager.getDeviceId();
  // 2. Fetch for IMEI data.
  // Will look like
  //
 http://www.artfulbits.com/android/antipiracycheck.ashx?IMEI=123456789...
  String url = 
 http://www.artfulbits.com/android/antipiracycheck.ashx?
IMEI=
  + sDeviceID;
  // Server will return 200 if request post was successful.
  final int http_ok = 200;
  // Create new http client.
  HttpClient client = new DefaultHttpClient();
  // Create new http post.
  HttpPost post = new HttpPost(url);
  // Cache http response.
  HttpResponse response = null;
  // Will return -1 unless server provides its own value.
  int imeiStatus = -1;
  try
  {
// Executind post.
response = client.execute(post);
// Making sure we've received correct status code.
if(response.getStatusLine().getStatusCode() == http_ok)
{
  // Retrieving content stream.
  InputStream stream = response.getEntity().getContent();
  // Decorating stream with Input stream reader
  InputStreamReader isr = new InputStreamReader(stream);
  // Decorating input stream reader with buffered stream reader.
  BufferedReader reader = new BufferedReader(isr);
  // Reading imei status from stream.
  imeiStatus = Integer.parseInt(reader.readLine());
  // Closing buffered reader will recursively close decorated
input stream
  // reader and input stream.
  reader.close();
}
  }
  catch(Exception e)
  {
e.printStackTrace();
  }
  return imeiStatus;
 
}
 
On Nov 16, 7:57 pm, AlexK kucherenko.a...@gmail.com wrote:
 
 I just did publishing of the web service!
 
 All details can be found here:
 
http://www.artfulbits.com/Android/antipiracy.aspx
 
 In 5 minutes I'll update database by our latest catched pirate
 phones.
 
 On Nov 16, 2:19 pm, admin.androidsl...@googlemail.com
 
 admin.androidsl...@googlemail.com wrote:
  +1
 
  This keeps coming up but I am bumping because it shouldn't be
 ignored
  by Google.
 
  Problem is people can buy and refund within 24 hours. So we need
 a web
  service apps can call where we can send a device ID plus a google
  checkout number which confirms a valid non-cancelled order. If
 this
  web service could be centralised to check other app markets too,
 we
  would all be laughing.
 
  Its not cost effective for a single dev to work out a solution. A
 team
  of people should be driving this forwards where they can keep an
 eye
  on what the pirates are doing and continue to improve the system
 as
  the pirates continue to break it.
 
  So the question then becomes a monetary one. No one has the
 motivation
  to build a system without a monetary incentive. So how about all
 app
  devs who are interested in the 

Re: [android-developers] Can't receive UDP packets correctly

2009-11-12 Thread Dan Sherman
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 server on my phone) :

 this.socket = new DatagramSocket(port);
 byte[] array = new byte[500];
 DatagramPacket packetIn = new DatagramPacket(array,500);
 this.socket.receive(packetIn);
 System.out.println(packet length  + packetIn.getLength());

 Packet length is ALWAYS 1, even if i send larger packets !
 I don't understand why ...

 When i use Wireshark, i see normal packets.

 Is it a bug ?
 This code works on Windows.

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Re: [android-developers] Re: Can't receive UDP packets correctly

2009-11-12 Thread Dan Sherman
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
 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 server on my phone) :
 
   this.socket = new DatagramSocket(port);
   byte[] array = new byte[500];
   DatagramPacket packetIn = new DatagramPacket(array,500);
   this.socket.receive(packetIn);
   System.out.println(packet length  + packetIn.getLength());
 
   Packet length is ALWAYS 1, even if i send larger packets !
   I don't understand why ...
 
   When i use Wireshark, i see normal packets.
 
   Is it a bug ?
   This code works on Windows.
 
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Re: [android-developers] Re: Gaming on android - somewhat disappointing...

2009-11-11 Thread Dan Sherman
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 our studies in Cestos/ProjectINF, slightly over 50% of our users are
on Edge.  Downloading 8mb on Edge takes _way_ too long to be reasonable.
You end up losing a lot of potential users due to time between I want to
play, and actual playing.
2) If they _do_ decide to download the game, 8mb is a huge amount of space
on limited devices like the G1.  There's also a bug currently with the
market, where applications require 4x their space to install.  In this
example, an 8mb game, requires 32mb of space available (on a 48mb [I think]
G1, thats rediculous).  And the error message states only Installation
Failed.  So developers would get a good number of emails from users
complaining to Fix your game.

Again, just some observations regarding the size constraint issue.  Our
games weigh in at 1.5mb, and 5mb with full drawn menuing and music/sounds
(with what we'd like to consider great gameplay), but after releasing a 5mb
game, we're extremely unlikely to do it again because of issues we've had :)

- Dan

On Wed, Nov 11, 2009 at 12:45 PM, Nightwolf mikh...@gmail.com wrote:

 There is a problem with Garbage Collector. You should be really
 careful to avoid producing too much garbage. While your game itself
 doesn't invoke GC in several minutes other apps still do. So there
 will be slowdown. If it's a fast arcade game user may miss the bad guy
 or fall into pit and will be very upset.
 Using touch and trackball controls produces huge cpu load. Sleep
 workaround helps a little.
 Having real device is crucial to game development because you may
 choose wrong render path or algorithm implementation. Some things work
 faster on emulator and others on device.
 I'm curious to know how many full-time devs work on Android apps.
 Everyone I know have primary job and do android development in their
 free time. This may be one of the reasons why so many apps are
 unpolished.

 BTW I tried Donkey Kong and that was terrible. Sega emulator works
 better but still not good enough. Droid is definitely faster than G1.

 On 11 ноя, 17:49, Justin Giles jtgi...@gmail.com wrote:
  Just want to throw out a me too here.  When I got my android phone not
 too
  long ago, I was also surprised at how unpolished a lot of the games were,
  especially the free ones.  That is what inspired me to make my first game
  and try to make it both a) responsive and b) more polished than those
 that
  were out there.  If we just put in the extra little effort in these two
  categories, the android marketplace will be a much more attractive and
  lucrative place to publish your applications.
 
  Thanks for the added insight niko!
 
  Justin
 
 
 
  On Wed, Nov 11, 2009 at 7:21 AM, niko20 nikolatesl...@yahoo.com wrote:
   Hi,
 
   This is just an observation I had yesterday. I go myself a DROID now,
   and last night I was pulling down several different games that have
   good ratings to try them out.
 
   I have to say, Im actually pretty disappointed right now, I know
   android should be able to perform better than this, although I will
   admit yes, its still quite new in the gaming department.
 
   I am not ranting or anything here. Yes I know that if I wanted a
   better game than I should code one, I'm just making an observation
   here. Please bear with me.
 
   Firstly, several of the games I downloaded were just slow, or laggy.
   Maybe its the touch screen input that messed with them I don't know.
   But I wouldn't consider them very fun because they didn't really
   feel responsive. I'm not sure I should name any games outright so I
   don't annoy their developers. But some had touch screen controls,
   which I found didn't seem to respond very well. Even some of the word
   games where you draw across the letters to make the word didn't really
   respond as nicely as they could have (IMO).
 
   Others worked ok except they would have frequent slowdowns if too much
   was going on the screen at once (to be expected).
 
   Others were sort of ugly, because they combined their own graphics
   with android's built in GUI graphics (note to game devs, you want a
   hit game? Write all the graphics yourself, even the menu screens, it
   just will look better)
 
   The main reason I post this is because as android devs, we really need
   to step up our game a bit here. Looking at a lot of these games, I see
   two main problems: 1. The were never tested on a real device.  2. They
   have not been optimized in any way that I can tell.
 
   Ok first problem I'm also guilty of, so I'll let it slide. Not
   everyone can afford a real device. But face it, that will be a
   roadblock to really making the game perform as well as it could. Maybe
   you could write the 

Re: [android-developers] Re: ADC2 Results Post

2009-11-05 Thread Dan Sherman
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 judges.

We've got some screenshots over on http://www.chickenbrickstudios.com :)

- Dan

On Thu, Nov 5, 2009 at 5:21 PM, Maan Najjar maan.naj...@gmail.com wrote:

 I didn't get anything too ...


 On Thu, Nov 5, 2009 at 5:09 PM, f_heft delphik...@gmail.com wrote:

 I didn't get a mail so far ... :(
 Are these mails beeing send over the next few hours or did I somehow
 miss it?

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Re: [android-developers] Re: ADC2 Results Post

2009-11-05 Thread Dan Sherman
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' 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 judges.

 We've got some screenshots over on http://www.chickenbrickstudios.com :)

 - Dan


 On Thu, Nov 5, 2009 at 5:21 PM, Maan Najjar maan.naj...@gmail.com wrote:

 I didn't get anything too ...


 On Thu, Nov 5, 2009 at 5:09 PM, f_heft delphik...@gmail.com wrote:

 I didn't get a mail so far ... :(
 Are these mails beeing send over the next few hours or did I somehow
 miss it?

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[android-developers] Segfault in what looks like WebView

2009-11-03 Thread Dan Sherman
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 tough to reproduce, but if I have a way to
trace it, at least we'll be prepared when it does happen :)

11-03 19:40:48.630: INFO/DEBUG(539): *** *** *** *** *** *** *** *** *** ***
*** *** *** *** *** ***
11-03 19:40:48.640: INFO/DEBUG(539): Build fingerprint:
'generic/sdk/generic/:1.6/
DRC76/13852:eng/test-keys'
11-03 19:40:48.640: INFO/DEBUG(539): pid: 820, tid: 832  
com.chickenbrickstudios.sgp 
11-03 19:40:48.640: INFO/DEBUG(539): signal 11 (SIGSEGV), fault addr

11-03 19:40:48.640: INFO/DEBUG(539):  r0 0007  r1 411b9d58  r2 411b9d58
r3 
11-03 19:40:48.640: INFO/DEBUG(539):  r4 411b9d58  r5 001d84a8  r6 
r7 45c51ba4
11-03 19:40:48.640: INFO/DEBUG(539):  r8 45c51da0  r9 42491f54  10 42491f40
fp 0001
11-03 19:40:48.640: INFO/DEBUG(539):  ip ad083e5c  sp 45c51b40  lr ad047361
pc ad03fc86  cpsr 0030
11-03 19:40:48.650: DEBUG/webviewglue(820): nativeDestroy view: 0x3fa080
11-03 19:40:48.921: INFO/DEBUG(539):  #00  pc 0003fc86
/system/lib/libdvm.so
11-03 19:40:48.970: INFO/DEBUG(539):  #01  pc 0002f480
/system/lib/libdvm.so
11-03 19:40:48.970: INFO/DEBUG(539):  #02  pc 001f3c3a
/system/lib/libwebcore.so
11-03 19:40:48.970: INFO/DEBUG(539):  #03  pc 00260be6
/system/lib/libwebcore.so
11-03 19:40:48.990: INFO/DEBUG(539):  #04  pc 00260c48
/system/lib/libwebcore.so
11-03 19:40:48.990: INFO/DEBUG(539):  #05  pc 001c7df2
/system/lib/libwebcore.so
11-03 19:40:48.990: INFO/DEBUG(539):  #06  pc 001c21aa
/system/lib/libwebcore.so
11-03 19:40:48.999: DEBUG/webviewglue(820): nativeDestroy view: 0x41b440
11-03 19:40:49.030: INFO/DEBUG(539):  #07  pc 001aac9a
/system/lib/libwebcore.so
11-03 19:40:49.040: INFO/DEBUG(539):  #08  pc 001aaa60
/system/lib/libwebcore.so
11-03 19:40:49.040: INFO/DEBUG(539):  #09  pc 001ac094
/system/lib/libwebcore.so
11-03 19:40:49.040: INFO/DEBUG(539):  #10  pc 001ac2c2
/system/lib/libwebcore.so
11-03 19:40:49.040: INFO/DEBUG(539):  #11  pc 001a9bc2
/system/lib/libwebcore.so
11-03 19:40:49.061: INFO/DEBUG(539):  #12  pc 001c6166
/system/lib/libwebcore.so
11-03 19:40:49.061: INFO/DEBUG(539):  #13  pc 001c61e2
/system/lib/libwebcore.so
11-03 19:40:49.061: INFO/DEBUG(539):  #14  pc 00256b62
/system/lib/libwebcore.so
11-03 19:40:49.061: INFO/DEBUG(539):  #15  pc e434
/system/lib/libdvm.so
11-03 19:40:49.071: INFO/DEBUG(539):  #16  pc 00040b0e
/system/lib/libdvm.so
11-03 19:40:49.071: INFO/DEBUG(539):  #17  pc 00013198
/system/lib/libdvm.so
11-03 19:40:49.110: INFO/DEBUG(539):  #18  pc 00017be4
/system/lib/libdvm.so
11-03 19:40:49.110: INFO/DEBUG(539):  #19  pc 0001762c
/system/lib/libdvm.so
11-03 19:40:49.110: INFO/DEBUG(539):  #20  pc 0005282c
/system/lib/libdvm.so
11-03 19:40:49.110: INFO/DEBUG(539):  #21  pc 0005284a
/system/lib/libdvm.so
11-03 19:40:49.120: INFO/DEBUG(539):  #22  pc 00047800
/system/lib/libdvm.so
11-03 19:40:49.120: INFO/DEBUG(539):  #23  pc f940
/system/lib/libc.so
11-03 19:40:49.120: INFO/DEBUG(539):  #24  pc f4b4
/system/lib/libc.so
11-03 19:40:49.120: INFO/DEBUG(539): stack:
11-03 19:40:49.120: INFO/DEBUG(539): 45c51b00  45c51b38
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b04  001d84a8  [heap]
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b08  4182712a
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b0c  4182712b
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b10  001d84a8  [heap]
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b14  0001
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b18  0007
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b1c  4106ffe0
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b20  001d84a8  [heap]
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b24  0001
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b28  0007
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b2c  ad047361
/system/lib/libdvm.so
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b30  411b9d58
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b34  001d84a8  [heap]
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b38  df002777
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b3c  e3a070ad
11-03 19:40:49.130: INFO/DEBUG(539): #00 45c51b40  3f80
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b44  ad06c89c
/system/lib/libdvm.so
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b48  ad03ff19
/system/lib/libdvm.so
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b4c  ad06c610
/system/lib/libdvm.so
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b50  4377c458
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b54  ad06c610
/system/lib/libdvm.so
11-03 19:40:49.130: 

Re: [android-developers] Re: Is Orientation Sensor a Phyiscal Sensor Different from the Accelerometer?

2009-11-02 Thread Dan Sherman
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 saurabhtanej...@googlemail.com wrote:
  i have the same question
 
  On Oct 30, 4:16 pm, Mohamed Amir mohamed.a...@gmail.com wrote: ... or
 it's just some virtual sensor the uses the data provided by the
   accelerometer and the magnetic field sensor to calculate the
   orientation?
 
   Thank you.

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[android-developers] Re: App Icon and Label bugs with new HTC Hero phones

2009-10-26 Thread Dan Sherman
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 same issue. I wish there were a way to customize
 icons. But why are they changing on us for no reason. Arghhh.

 


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[android-developers] Re: simple game development

2009-10-20 Thread Dan Sherman
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 approach.

 please help me in this

 thanks  regards,
 mallikarjuna

 


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[android-developers] Re: Unable to simulate network delay/speed

2009-10-20 Thread Dan Sherman
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 seen a way to do it with the emulator by default
however...

- Dan

On Tue, Oct 20, 2009 at 1:27 PM, kllrnohj kllrn...@gmail.com wrote:


 An app I'm developing opens a TCP socket connection to a server. That
 works great, no problems. What I want to do is simulate network delay
 and slow speeds, but the changes don't do anything. I telnet in to the
 emulator console just fine and can set the delay and speed changes,
 but they don't affect my app in any way. Even disabling data entirely
 (gsm data off) doesn't do anything. However, all of the settings
 affect the browser, just not my app. I'm just using a regular Java
 socket (java.net.Socket).

 What am I missing?

 


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[android-developers] Re: how?

2009-10-19 Thread Dan Sherman
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?

 


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[android-developers] Re: how to pass complex objects between activities

2009-10-18 Thread Dan Sherman
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 18, 2009 at 2:53 PM, RichardC richard.crit...@googlemail.comwrote:


 Which will work but is kind of fragile.

 End-user starts a new Task with first Activity A. The end-user then
 clicks a button on Activity A's layout causing the parameters to be
 pass to be stored in the static object and Activity A now calls (via
 intent) Activity B.

 Activity B accesses the static(s) and show's it's layout, all is good.

 User presses [home] and looks at google maps; this causes the process
 hosting Activities A and B to be killed because of low memory.

 User long presses [home] and selects the task that started Activity
 A.  Android has to create a new process for the task and because
 Activity B was on top of the task stack Activity B is started and
 tries to access the static(s) which are now NULL.

 Bad things happen ;)

 --
 RichardC

 On Oct 18, 6:19 pm, niko20 nikolatesl...@yahoo.com wrote:
  Hi,
 
  You don't need to pass it using intents, just use a static class with
  static public variables, and you can make one of those variables a
  type of the object you are trying to pass. Then just assign that
  variable to your instance. Now any activity can get to it by using the
  global accessor (so if you have a static class named myclass, and
  the variable is myobject var1, you can get to it from anywhere using
  myclass.var1 cause it's all static and therefore global in scope)
 
  This would be much easier, cleaner, and faster.
 
  -niko
 
  On Oct 18, 8:49 am, loril...@gmail.com loril...@gmail.com wrote:
 
   I am trying to pass a user defined object to another activity
 
   Bundle bundle = new Bundle();
   bund.putSerializable(myData, myData);
   intent.putExtra(bundle, bundle);
 
   where myData class implements Serializable interface.
 
   I am getting following error:
 
   java.lang.RuntimeException: Parcelable encountered IOException writing
   serializable object
 
   Could anyone please let me know how to pass complex objects between
   activities?
 
 
 


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[android-developers] Re: Porting Android

2009-10-18 Thread Dan Sherman
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


 


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[android-developers] Re: Implementing 'push technology' into Android apps

2009-10-16 Thread Dan Sherman
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 looking at the application layer, you need to be concerned
 about the transport layer(s).

 How does your server know the address (IP or other) of the phone?  It
 gets assigned by DHCP and whenever the connection is broken/dropped
 for any reason it can be given a different IP address by the
 telecommunications provider.

 If you are connecting from the phone to the server to when the phone's
 IP address changes you may as well keep the channel open and pull the
 data down.

 With a WiFi connection the phone is probably on the inside of a NAT
 router so again making an incoming connection to the phone is not
 going to work.


 So many problems, you are probably best just sending an SMS message
 containing a url to your web server and getting the end-user to click
 on it.

 --
 RichardC

 On Oct 16, 3:43 pm, rubeN_vl rvanluch...@hotmail.com wrote:
  Hi,
 
  What are the different ways to implement push technology into your
  Android app?
  The client Android app is supposed to receive content (XML Data)
  pushed by the server.
  I've looked around and found out it was possible to achieve it with
  usage off the SOAP protocol.
  But are there some better ways top implement push?
  The main concern in this project is the phones battery life, all off
  it has to happpen over WiFi, pushed content has to be viewable on the
  device immediately.
 
  Thoughts and/or sample code is welcome!
 


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[android-developers] Re: AdSense for Mobile Apps

2009-10-15 Thread Dan Sherman
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 has been lowered.

- Dan

On Thu, Oct 15, 2009 at 11:12 AM, Wayne Wenthin wa...@fuligin.com wrote:

 Last time I read up on this you had to guarantee so many impressions.   I
 know that Chickenbrick Studios is doing it because I play Cestos all the
 time.   I'm trying to figure out if I can shoehorn this into my game but I
 don't see a way.

 On Thu, Oct 15, 2009 at 7:47 AM, Vassilios Kirellous 
 vassi...@gmail.comwrote:

 Hi,

 I'm really interested in joining this. How do I enroll?

 Is the mobile Apps beta version an SDK that I must add to my code, or is
 it just javascript text that appears in a webview?

 Thanks,
 Vaz

 2009/10/5 polyclefsoftware dja...@gmail.com


 Just wondering if anyone else here is participating in AdSense for
 Mobile Apps beta. As far as I know, there is no dedicated list for
 devs currently using the program. I'd be interested in comparing notes/
 strategies. Anyone else interested and enrolled in the beta?




 --
 Writing code is one of few things
 that teaches me I don't know everything.

 http://www.fuligin.com

 


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[android-developers] Re: Detect emulator

2009-10-15 Thread Dan Sherman
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 one of few things
 that teaches me I don't know everything.

 http://www.fuligin.com

 


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[android-developers] Re: Max app size

2009-10-14 Thread Dan Sherman
I've filed a bug about the issue, can be seen here:
http://code.google.com/p/android/issues/detail?id=4250

On Wed, Oct 14, 2009 at 1:21 AM, westmeadboy westmead...@yahoo.co.ukwrote:


 It would be nice if the Manifest could specify the ratio (default
 would be 4).

 On Oct 14, 12:17 pm, Lucas roll...@gmail.com wrote:
  Hello,
 
  Well finally i found what is happening. And it explains the issues i
  was having and also what you said.
 
  I decided to take a look at the OS installer process, and i found the
  code that explains it all.
 
  packageinstaller/PackageInstallerActiviity.java (line 293):
 
  //compute the size of the application. just an estimate
  long size;
  String apkPath = mPackageURI.getPath();
  File apkFile = new File(apkPath);
  //TODO? DEVISE BETTER HEAURISTIC
  size = 4*apkFile.length();
  checkOutOfSpace(size);
 
  As you can see the installer checks to have at least **4** times the
  size of the apk we want to install in order to let it go.
 
  I think is a bit to much, and Google engineers must look on improving
  this restriction to at least not more than 2,5 times apk size.
 
  regards,
 
  Lucas
 
  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:
 
I am running an application (CoPilot) on my HTC Magic that has
installed 197Mb on my SD card.  However its download size from the
Market is only 6.92Mb.  The rest of the data was post installed
 (maps)
that I downloaded via WiFi using the phone.  There is also an option
to download the maps to your PC and copy them to the SD card.
 
The point I am trying to make here is, I probably would not download
 a
large (10s of Mb) applcation from the Market because the apk file has
to go into the internal memory and this is a precious resource to me.
However putting large amounts of data on the SD card later is no
problem.
 
With your example of installing from an SD card, can you not leave
most of the data on the SD card and just install the application code
on the phone?
 
--
RichardC
 
On Oct 9, 8:11 pm, rollbak roll...@gmail.com wrote:
 Hello,
 
 Which is the max application size that can be installed in Android?
 
 I have made several tests in different Android handsets (Hero, G1,
 Motorola Motus, Samsung Behold 2), and using adb i was able of
 installing up to 100mb application in Hero and Motus, but trying to
 install by SD card or OTA i was limited to a maximum of 50mb (even
 if
 the devices have 200mb of free space).
 
 Does anyone know which are the restrictions here?
 
 Thanks,
 
 Lucas
 


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[android-developers] Re: Piracy protection idea

2009-10-14 Thread Dan Sherman
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 possibly with a pub/priv key system
of signing.

3) Should still be possible to get a copy of the apk, and remove the code
block for that check I imagine...

You're going to have a problem with piracy no matter what you do.  Look at
_every_ platform, and every form of copy protection, they all have piracy.
The only exception to this that I can see is hosted services (like World of
Warcraft, and websites), where all of the user data is stored some place
that you have control over, and can check for validity on your side, with
known-good code at run-time.  Any time you put code/logic on a client side,
it can be subverted one way or another...

- Dan

On Wed, Oct 14, 2009 at 1:38 PM, WoodManEXP woodman...@gmail.com wrote:


 I am no security expert and have not thought this out all the way, but
 could a workable solution to the pirating problem be something like
 this:


 1. The market clients (like Google Market, AndAppStore, SlideME) could
 record on their servers some kind of identifier about who bought the
 app and perhaps what Android device it was bought for. They already
 capture the who information.

 2. Android apps that care can, on first launch, ask the user about
 their identifier and what service they bought the app from.

 3. The app, or the servers that support the app, can query, via http,
 the market client service to ask did so-and-so get this app from you?

 4. If an affirmative response can be had then the app is not pirated.
 Otherwise the app is pirated

 Google Market, AndAppStore, SlideME, etc… will need to make such a
 service available, via http.

 It would be straight-forward to generate a list of installed market
 clients for the user to select from. The market clients may even be
 able to supply the user identification so user does not need to enter
 it.

 The application could retrieve from its servers the list of market
 clients is believes are legitimate in order to prevent the bogus
 clients from spoofing it.

 If you installed an app w/out a market client and the app did not
 intend for such an installation to happen, like on rooted phones using
 adb, then the app is pirated.

 And finally, could this process be invisible to the user and just
 involve communication between the app and installed market clients and
 the market clients servers and the apps servers?

 


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[android-developers] Re: for Google attention

2009-10-13 Thread Dan Sherman
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 PM, Andrei gml...@gmail.com wrote:


 There is a Chinese web site where u can download packages for paid
 apps
 http://www.91android.com/bbs/attachmentList.php?action=search
 Can Google do something about this?
 


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[android-developers] Re: for Google attention

2009-10-13 Thread Dan Sherman
I'm not a lawyer...

But Google has absolutely no right to try to litigate on your behalf.  They
can't file criminal charges, they would have to file civil charges, but to
file a civil charge, the defendant has to be wronged in some way.  I
understand they could try We've been wronged by you damaging the community
in general, but thats shaky ground, its far easier for an individual to
prove they've been wronged when that person has actually violated your
copyright...

Filing a civil suit in small claims court (and lets be honest, with the size
of the android market, you're not looking at anything larger than small
claims court), its like 50$ at your local court to file a suit, and if you
win, you'll get that money back.

If you're seriously concerned about the issue, take a stance and file some
complaints, don't just say Google, why aren't you doing anything?...

A possible example:  If you grew fruits, and got a booth at a farmers
market, and someone walked up and stole an apple.  You wouldn't ask the
farmers market to fix it for you, you'd either have to run after the guy,
and get the apple back yourself, or sit quietly.

- Dan


On Tue, Oct 13, 2009 at 1:21 PM, Anson 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 wrote:
  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 PM, Andrei gml...@gmail.com wrote:
 
   There is a Chinese web site where u can download packages for paid
   apps
  http://www.91android.com/bbs/attachmentList.php?action=search
   Can Google do something about this?
 


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[android-developers] Re: for Google attention

2009-10-13 Thread Dan Sherman
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 sites!

 On Oct 13, 1:52 pm, Fan Zhang fredplusp...@gmail.com wrote:
  There are many more sites like this.
  I am a developer and my stuff gets pirated all the time...
  If google decides to take any actions on those website, here is a list
  of them:www.hiapk.comwww.androidin.netwww.android123.com
 
  and basically all chinese forums that talks about Android system has
  some degree of piracy issue =(
 
  On Oct 13, 1:39 pm, Andrei gml...@gmail.com wrote:
 
   People with rooted phone buy app, copy package, distribute it
   Google offers really no package protection
 
   On Oct 13, 1:33 pm, WoodManEXP woodman...@gmail.com wrote:
 
Well this is just great!
 
How should developers attempt to combat this?
 
Does the app copy protection help in any way?
 
How is the owner of this site getting the apps?
 
On Oct 13, 1:00 pm, Andrei gml...@gmail.com wrote:
 
 There is a Chinese web site where u can download packages for paid
 appshttp://www.91android.com/bbs/attachmentList.php?action=search
 Can Google do something about this?
 


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[android-developers] Re: for Google attention

2009-10-13 Thread Dan Sherman
You can write any sort of copy protection you like into the application...
Most of our software connects to a server to authenticate before running,
you could do this with serial numbers (distributed however you like).  Its
your application, you can add whatever you like to it :)

- Dan

On Tue, 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 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 sites!
 
   On Oct 13, 1:52 pm, Fan Zhang fredplusp...@gmail.com wrote:
There are many more sites like this.
I am a developer and my stuff gets pirated all the time...
If google decides to take any actions on those website, here is a
 list
of them:www.hiapk.comwww.androidin.netwww.android123.com
 
and basically all chinese forums that talks about Android system has
some degree of piracy issue =(
 
On Oct 13, 1:39 pm, Andrei gml...@gmail.com wrote:
 
 People with rooted phone buy app, copy package, distribute it
 Google offers really no package protection
 
 On Oct 13, 1:33 pm, WoodManEXP woodman...@gmail.com wrote:
 
  Well this is just great!
 
  How should developers attempt to combat this?
 
  Does the app copy protection help in any way?
 
  How is the owner of this site getting the apps?
 
  On Oct 13, 1:00 pm, Andrei gml...@gmail.com wrote:
 
   There is a Chinese web site where u can download packages for
 paid
   appshttp://
 www.91android.com/bbs/attachmentList.php?action=search
   Can Google do something about this?
 


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[android-developers] Re: Custom Object Serialization in Android?

2009-10-13 Thread Dan Sherman
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 quite answer the question, but there's
definitely ways to get the data from A to B differently...

- Dan

On Tue, Oct 13, 2009 at 3:32 PM, dsukhram duanesukh...@gmail.com wrote:


 I can return an ArrayList of Strings just not an ArrayList of my Stop
 object. And since this whole process works fine when I take android
 out of the equation..this leads me to believe that serialization is
 handled slightly differently in android.  Anybody?

 On Oct 12, 6:28 pm, dsukhram duanesukh...@gmail.com wrote:
  I am writing an android client app which sends a Hashtable to a remote
  servlet and recieves an ArrayList consisting of a custom Object which
  is serializable.  This ran fine when I was just receiving the
  ArrayList from a java console app. So I know my objects are being
  serialized and deserialized properly. But when I port the same client
  code over to android I get an error when trying to read the ArrayList
  of my objects that is sent back from the servlet.
 
  Is there any differences in the way Android does serialization? I
  can't seem to find any documentation that says it does. The error I
  receive is:
 
  java.lang.IndexOutOfBoundsException: Invalid location
 
 at java.util.ArrayList.get(ArrayList.java:350)
 
   My Android Client app is as
  follows=
 
  public class TTCPointService  {
  private Logger logger;
  private FileHandler handler;
 
  public TTCPointService(){
 
  try
  {
  logger =
 Logger.getLogger(TTCPointService.class.getName());
  handler = new FileHandler(ttcservice.log);
  handler.setFormatter(new SimpleFormatter());
  logger.addHandler(handler);
  }
  catch(IOException e)
  {
  logger.log(Level.SEVERE,e.toString());
  }
  }
 
  public ArrayListStop ConnectToServlet()
  {
  ArrayListStop list = new ArrayListStop();
 
  HashtableString, Stringobj = new HashtableString,String();
  obj.put(lat, 12.00);
  obj.put(log, -23.00);
 
  try
  {
  URL servletURL = new URL(http://192.168.0.69:8080/
  GTFSProcessor/TTCPoints);
  HttpURLConnection servletConnection = (HttpURLConnection)
  servletURL.openConnection();
  servletConnection.setDoOutput(true);
  servletConnection.setDoInput(true);
  servletConnection.setUseCaches(false);
  servletConnection.setDefaultUseCaches(false);
 
  servletConnection.setRequestProperty(Content-
  type,application/x-java-serialized-object);
  servletConnection.setRequestMethod(POST);
  logger.log(Level.INFO,Connecting to Servlet);
 
  //Send object to servlet
  OutputStream os = servletConnection.getOutputStream();
  ObjectOutputStream oos = new ObjectOutputStream(os);
  oos.writeObject(obj);
 
  oos.flush();
  oos.close();
  logger.log(Level.INFO,Hashtable sent to Servlet);
 
  //Read from servlet
  InputStream is = servletConnection.getInputStream();
  ObjectInputStream ois = new ObjectInputStream(is);
 
  list = (ArrayListStop)ois.readObject();
  logger.log(Level.INFO,Reading Object from Servlet);
 
  os.close();
 
  }
  catch(IOException e)
  {
logger.log(Level.SEVERE,e.toString());
  }
  catch(ClassNotFoundException e)
  {
  logger.log(Level.SEVERE,e.toString());
  }
  return(list);
  }
 
  }
 
  =The code that raises the error
  is===
 
  ArrayListStop list = new ArrayListStop();
  TTCPointService service = new TTCPointService();
  list = (ArrayListStop)service.ConnectToServlet();
 
  Toast.makeText(mapView.getContext(), list contains:
  +list.get(0).getName(), Toast.LENGTH_SHORT).show();
 


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[android-developers] Re: Free space required for a package install

2009-10-13 Thread Dan Sherman
Dianne,

Sorry to revive the thread (its been a while), but noticed this got posted
in a different thread:
http://groups.google.com/group/android-developers/browse_thread/thread/d92a41988f9d3428

packageinstaller/PackageInstallerActiviity.java (line 293):

   //compute the size of the application. just an estimate
   long size;
   String apkPath = mPackageURI.getPath();
   File apkFile = new File(apkPath);
   //TODO? DEVISE BETTER HEAURISTIC
   size = 4*apkFile.length();
   checkOutOfSpace(size);

Definitely shows exactly what I was talking about (a 6mb file requiring 24mb
free), and looks like it should affect all installs that go through the
package manager.

We're working on work-arounds in our app (after-market downloads to SDcard),
but this could still be an issue for others, especially with the relatively
small space on the G1 :)

Glad we got 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 of space free.  Again, I'll try to get
 some more concrete info later tonight :)

 Thanks for taking a look at this stuff with me :)

 - Dan


 On Fri, Sep 11, 2009 at 12:56 AM, Dianne Hackborn hack...@android.comwrote:

 Okay it just sounds like the browser's (or download manager's) checking on
 free space may be a little overly aggressive (though perhaps not too much,
 once you start getting to 15% free or so 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:

 Hey Dianne (or anyone else reading),

 I've got a more concrete case nailed down here.  Might help us to figure
 this issue out :)

 There's still a tiny bit of ambiguity which looks to be stemming from
 Windows vs Linux sdk's (as far as I can tell), but this process should
 illustrate the problem.

 All of these are from my Linux sdk (1.5-r2)
 Create a fresh emulator (default hardware):
 # android create avd -t 2 -n spacetest
 Run it with a fresh sdcard:
 # emulator -avd spacetest -sdcard sdcard 
 Check free-space on emulator (this is where the ambiguity comes in), in
 Settings-- SD and Phone Storage -- Internal Phone Available Space
 My emulator shows 46mb, using the same commands, a co-worker's shows 47mb
 on Windows.  Regardless...
 /data: 65536K total, 17584K used, 47952K available (block size 4096)

 Download a copy of a bloated APK we made to your local computer (
 http://www.chickenbrickstudios.com/Cestos-large.apk)
 # wget http://www.chickenbrickstudios.com/Cestos-large.apk
 Install the APK via adb:
 # adb install ~/Desktop/Cestos-large.apk

 Verify that you've got around 23mb free (same as above) this shows 23mb
 free on mine, 24mb free on co-worker's.
 /data: 65536K total, 41420K used, 24116K available (block size 4096)

 Open the browser (note the available space will decrease _slightly_ with
 the first page load (I imagine some caching/settings/etc)
 /data: 65536K total, 42848K used, 22688K available (block size 4096)

 Browse to http://www.chickenbrickstudios.com/ProjectInf.apk (our APK
 we're having issues installing), which should be 5.67mb.
 Wait for the download to finish in the browser. Click on the downloaded
 APK

 I am presented with a alert saying ProjectInf could not be viewed. Free
 up some space on your phone and try again, with two options (Manage
 Applications, and Cancel).  A partition snapshot while that screen is active
 shows:
 /data: 65536K total, 42756K used, 22780K available (block size 4096)

 Now, on my co-workers clean emulator, it installs perfectly fine,
 however, if he adds any about 1mb to the storage (any 1mb apk will do), he
 runs into the same issue, which leads me to believe the sweet spot is very
 close to this 4x size.

 The obvious issue here is that 22.78mb should be plenty large enough to
 install a 5.67mb APK.  As you said, double is expected, slightly over double
 would even be fine, but we're currently looking at very close to 4x the
 space, which is an issue :)


 As an extra kick, the snapshots you posted before are correct as well,
 because this same APK (ProjectInf.apk) works fine when installed via ADB:
 adb install ~/Desktop/ProjectInf.apk
 2297 KB/s (5949253 bytes in 2.528s)
 pkg: /data/local/tmp/ProjectInf.apk
 Success


 If you need any more information, let me know what I can provide, I'd be
 more than happy to help try to sort this one out :)
 We're just having issues with it, and are a bit worried about ADC, as it
 looks like judges might need to have more than half of their phone's data
 partition empty to be able to install our app :)

 - Dan




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