Re: [android-developers] Re: App Inventor to Market
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. -- Greg Donald destiney.com | gregdonald.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Game Stuttering
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Game Stuttering
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Droid Incredible Not Returning Valid DeviceID?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: ServerSocket issues
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group athttp:// groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: I've found a way to stop piracy of my apps
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Feedback Experiment active in the developer console
* 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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Finally, I published my Android/GAE based MMO War Game
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
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using remove me as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Emulator spoof device id
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using remove me as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers
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 :) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using remove me as the subject. -- David Orriss Jr. My blog: http://www.codethought.com/blog -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Ads in apps... How to successfully generate a larger revenue?
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?
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
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, -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using remove me as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Vibrator.vibrate() makes the application crash
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [android-developers] how do i get the android unique id??
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers
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... :-) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Android, send me logs! - code library for detecting force-close and sending logs
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Suspicious TCP RST packets while device is sleeping.
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
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()? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Suspicious TCP RST packets while device is sleeping.
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). -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Suspicious TCP RST packets while device is sleeping.
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
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: How to increase FPS (now ~20, desired ~40-50)
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: ATTENTION ANDROID TEAM: Take back control of Android.
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: How to increase FPS (now ~20, desired ~40-50)
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] How to best maintain two different versions of the same app?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: what is a suitable upper limit for application size?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Who wants Multi-touch in all Android versions?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Warm regards, The PhoneMyPC Team -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Dianne Hackborn 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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] what is a suitable upper limit for application size?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] A log collector - Online Bug collector For android developers
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 :) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: A log collector - Online Bug collector For android developers
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 :) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Nexus 2.1 one sale, WHERE is the SDK!
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Manager http://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] regex error with splitting strings
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Time To Load a Application in Emulator
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] How long does it take for an application to get indexed to the Marketplace?
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. -- Mark Murphy (a Commons Guy) http://commonsware.com | http://twitter.com/commonsguy _Android Programming Tutorials_ Version 1.1 Available! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: How long does it take for an application to get indexed to the Marketplace?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: How long does it take for an application to get indexed to the Marketplace?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Solved: Authenticating android to App Engine
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Avoiding garbage collection for smooth 2d animations
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] 1024x1024 OpenGL Texture
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: 1024x1024 OpenGL Texture
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en- Hide quoted text - - Show quoted text - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Best practice for P2P handset networking
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 - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Droid AVD (2.0, WVGA854) resolution hell
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Droid AVD (2.0, WVGA854) resolution hell
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Anyone noticing more uninstalls of their app than usual over last weekend/today?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Manager http://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Anyone noticing more uninstalls of their app than usual over last weekend/today?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Manager http://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Writing code is one of few things that teaches me I don't know everything. Join the Closed Beta of Call Girl Manager http://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] SDK and Linux 64 bits
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 ? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] GLSurfaceView.Renderer design question
-- 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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL: How to test for VBO support?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Nexus One dev phone
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Best practice for P2P handset networking
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 - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Source Code
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] new sdk requires versionCode bump to install?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] how is a 3G phone assigned an ip address?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Out of Memory Errors starting today (12/10/09)
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Out of Memory Errors starting today (12/10/09)
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Block Switch App
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/ -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Architectural design question
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: ADC2 Results?
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 - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: ADC2 Results?
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 - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: ADC2 Results?
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 - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: ADC2 Results?
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 - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com 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 - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers
Re: [android-developers] Re: ADC2 Results?
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: ADC2 Results?
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] ADC2 Results?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Can anyone tell me ONE app that shows up in Android Market on HTC Tattoo
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Can anyone tell me ONE app that shows up in Android Market on HTC Tattoo
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! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: When does ADC2 finish?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: When does ADC2 finish?
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: When does ADC2 finish?
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Android Market Anti-Piracy
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Android Market Anti-Piracy
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? :) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Definitive Ad Mob
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Android Market Anti-Piracy
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
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Can't receive UDP packets correctly
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Gaming on android - somewhat disappointing...
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
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: ADC2 Results Post
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? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Segfault in what looks like WebView
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?
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: App Icon and Label bugs with new HTC Hero phones
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: simple game development
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 --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Unable to simulate network delay/speed
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: how?
http://lmgtfy.com/?q=how+to+become+a+programmer On Mon, Oct 19, 2009 at 2:15 PM, kmr classroo...@gmail.com wrote: How can I become a programmer? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: how to pass complex objects between activities
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Porting Android
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 --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Implementing 'push technology' into Android apps
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! --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: AdSense for Mobile Apps
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 --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Detect emulator
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 --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Max app size
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 --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Piracy protection idea
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: for Google attention
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: for Google attention
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: for Google attention
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: for Google attention
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Custom Object Serialization in Android?
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(); --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at
[android-developers] Re: Free space required for a package install
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 On Tue