Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Keith Wiley
Shead Spreet Lite.  I would also be curious about WildSpectra Mobile Lite.  
Since they are built in very similar ways (w.r.t. the basic OS framework 
and model) I expect their menu behavior to be similar such that verifying 
with either one should inform me about both...I presume.

Thanks a bunch!

On Wednesday, September 19, 2012 2:47:56 PM UTC-7, Fran wrote:

 What's your app? Is on Google play?
 On Sep 19, 2012 11:36 PM, Keith Wiley kbw...@gmail.com javascript: 
 wrote:

 Well, that's fair.  I'm not denying the the current release is a little 
 old and targets older SDKs.  The app could certainly benefit from some 
 sprucing up.  However, I wanted to verify whether the app *should* 
 essentially work on modern hardware given that some users were emailing me 
 saying they didn't know how to access the menus.  There's a big difference 
 between saying I ought to update my app when I get a chance to keep things 
 smooth and modern and saying the app is effectively broken on modern 
 hardware and won't work  until I release an emergency patch to get it going 
 again.

 I was just trying to get a better picture of the circumstances.  I 
 *think* this discussion has cleared it up, and I *think* my app should be 
 working on modern devices, albeit through an OS sidedoor meant as a 
 temporary fix until older apps are updated.  I'll have to try to find a 
 Nexus to test it on myself to be absolutely certain of the circumstances.

 Thanks again.

 On Wednesday, September 19, 2012 2:27:36 PM UTC-7, Fran wrote:

 What Mark said is that you did things the standard way, users without 
 hard menu button will see a soft one. But if you did it another way, it 
 won't be shown.

 So you should update your app.
 On Sep 19, 2012 11:08 PM, Keith Wiley kbw...@gmail.com wrote:



 On Wednesday, September 19, 2012 1:58:42 PM UTC-7, bob wrote:

 *Many of the latest Android devices have eliminated the hard menu key 
 found on earlier hardware. Consequently, it's now the responsibility of 
 app 
 developers to include soft menu keys in their apps. *

 *
 *


 Um, forgive me, but this response seems fundamentally at odds with 
 Mark's initial response.

 Which response is closer to the correct answer?  Is my app inherently 
 broken on such devices or not?

 Thank you. 

   

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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Keith Wiley
Right, ugh.  Thanks.  I'm out of practice.  I've been testing over USB on 
my own device for several months now and have completely blanked on the 
emulator.  I'll see how that works.  Good suggestions.

On Wednesday, September 19, 2012 2:51:37 PM UTC-7, Mark Murphy (a Commons 
Guy) wrote:

 On Wed, Sep 19, 2012 at 5:33 PM, Keith Wiley kbw...@gmail.comjavascript: 
 wrote: 
  I'll have to try to find a Nexus to test it on 
  myself to be absolutely certain of the circumstances. 

 Or, test it on an emulator where you have disabled support for the MENU 
 button. 

 -- 
 Mark Murphy (a Commons Guy) 
 http://commonsware.com | http://github.com/commonsguy 
 http://commonsware.com/blog | http://twitter.com/commonsguy 

 Android Training in NYC: http://marakana.com/training/android/ 


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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Keith Wiley
Thanks.  Either Shead Spreet Lite or WildSpectra Mobile Lite.  Since boths 
apps are built using a similar overall approach to the OS, testing either 
should reveal the situation for both apps simultaneously.

On Wednesday, September 19, 2012 2:53:31 PM UTC-7, Tommy wrote:

 Yeah what is the app name, I might have access to a nexus 7. I do have 
 access to a 4.0 tablet that does not have any hard menu keys. I’d be happy 
 to take a look and see if I can find the menu. I would consider myself an 
 above average user who should be able to find the menu if it really is 
 there hidden someplace J

  

 *From:* android-d...@googlegroups.com javascript: [mailto:
 android-d...@googlegroups.com javascript:] *On Behalf Of *Francisco 
 Marzoa
 *Sent:* Wednesday, September 19, 2012 5:46 PM
 *To:* android-d...@googlegroups.com javascript:
 *Subject:* Re: [android-developers] Re: Nexus 7 has no menu button?

  

 What's your app? Is on Google play?

 On Sep 19, 2012 11:36 PM, Keith Wiley kbw...@gmail.com javascript: 
 wrote:

 Well, that's fair.  I'm not denying the the current release is a little 
 old and targets older SDKs.  The app could certainly benefit from some 
 sprucing up.  However, I wanted to verify whether the app *should* 
 essentially work on modern hardware given that some users were emailing me 
 saying they didn't know how to access the menus.  There's a big difference 
 between saying I ought to update my app when I get a chance to keep things 
 smooth and modern and saying the app is effectively broken on modern 
 hardware and won't work  until I release an emergency patch to get it going 
 again.

 I was just trying to get a better picture of the circumstances.  I *think* 
 this discussion has cleared it up, and I *think* my app should be working 
 on modern devices, albeit through an OS sidedoor meant as a temporary fix 
 until older apps are updated.  I'll have to try to find a Nexus to test it 
 on myself to be absolutely certain of the circumstances.

 Thanks again.

 On Wednesday, September 19, 2012 2:27:36 PM UTC-7, Fran wrote:

 What Mark said is that you did things the standard way, users without 
 hard menu button will see a soft one. But if you did it another way, it 
 won't be shown.

 So you should update your app.

 On Sep 19, 2012 11:08 PM, Keith Wiley kbw...@gmail.com wrote:



 On Wednesday, September 19, 2012 1:58:42 PM UTC-7, bob wrote:

 *Many of the latest Android devices have eliminated the hard menu key 
 found on earlier hardware. Consequently, it's now the responsibility of app 
 developers to include soft menu keys in their apps. *

  


 Um, forgive me, but this response seems fundamentally at odds with Mark's 
 initial response.

 Which response is closer to the correct answer?  Is my app inherently 
 broken on such devices or not?

 Thank you. 

 -- 


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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Keith Wiley
OYE!  We're off topic and this is a very common complaint.  People butt 
heads with me over the permissions all. the. time.  It's so frustrating.  I 
do the best I can to explain these things up front on the Android Market 
(or Google Play [worst name ever]) but the Google Play interface is not 
amenable to disseminating this kind of information efficiently.  For 
example, I offer an explanation for the various permissions right there on 
Google Play in the app description, but people don't read it anyway...and 
then they give me a hard time about the permissions even though I explained 
before they ever install the app!  I can't stand it!!! :-D 
laughing-at-the-absurdity-of-the-situation

The app is a spreadsheet.  The ability to jump to the phone dialer was a 
specific user request (not even my idea) to enable users to tap phone 
numbers in spread sheets and jump to the dialer app to easy calling.  It's 
really quite an intuitive concept when you think about it, I thought it was 
a fantastic suggestion from a user interfaced point of view, but you 
honestly would not believe how much grief I've gotten over it.

On Wednesday, September 19, 2012 3:09:30 PM UTC-7, Fran wrote:

 Why it needs permission to call phone numbers? I rather like to try it on 
 my N7, but no with such permission, indeed.
 On Sep 19, 2012 11:53 PM, Keith Wiley kbw...@gmail.com javascript: 
 wrote:

 Shead Spreet Lite.  I would also be curious about WildSpectra Mobile 
 Lite.  Since they are built in very similar ways (w.r.t. the basic OS 
 framework and model) I expect their menu behavior to be similar such that 
 verifying with either one should inform me about both...I presume.

 Thanks a bunch!

 On Wednesday, September 19, 2012 2:47:56 PM UTC-7, Fran wrote:

 What's your app? Is on Google play?
 On Sep 19, 2012 11:36 PM, Keith Wiley kbw...@gmail.com wrote:

 Well, that's fair.  I'm not denying the the current release is a little 
 old and targets older SDKs.  The app could certainly benefit from some 
 sprucing up.  However, I wanted to verify whether the app *should* 
 essentially work on modern hardware given that some users were emailing me 
 saying they didn't know how to access the menus.  There's a big difference 
 between saying I ought to update my app when I get a chance to keep things 
 smooth and modern and saying the app is effectively broken on modern 
 hardware and won't work  until I release an emergency patch to get it 
 going 
 again.

 I was just trying to get a better picture of the circumstances.  I 
 *think* this discussion has cleared it up, and I *think* my app should be 
 working on modern devices, albeit through an OS sidedoor meant as a 
 temporary fix until older apps are updated.  I'll have to try to find a 
 Nexus to test it on myself to be absolutely certain of the circumstances.

 Thanks again.

 On Wednesday, September 19, 2012 2:27:36 PM UTC-7, Fran wrote:

 What Mark said is that you did things the standard way, users 
 without hard menu button will see a soft one. But if you did it another 
 way, it won't be shown.

 So you should update your app.
 On Sep 19, 2012 11:08 PM, Keith Wiley kbw...@gmail.com wrote:



 On Wednesday, September 19, 2012 1:58:42 PM UTC-7, bob wrote:

 *Many of the latest Android devices have eliminated the hard menu 
 key found on earlier hardware. Consequently, it's now the 
 responsibility of 
 app developers to include soft menu keys in their apps. *

 *
 *


 Um, forgive me, but this response seems fundamentally at odds with 
 Mark's initial response.

 Which response is closer to the correct answer?  Is my app inherently 
 broken on such devices or not?

 Thank you. 

-- 



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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Keith Wiley
Thanks.

On Wednesday, September 19, 2012 3:14:11 PM UTC-7, Mark Murphy (a Commons 
Guy) wrote:

 On Wed, Sep 19, 2012 at 5:51 PM, Keith Wiley kbw...@gmail.comjavascript: 
 wrote: 
  Shead Spreet Lite.  I would also be curious about WildSpectra Mobile 
 Lite. 
  Since they are built in very similar ways (w.r.t. the basic OS framework 
 and 
  model) I expect their menu behavior to be similar such that verifying 
 with 
  either one should inform me about both...I presume. 

 Shead Spreet Lite has the menu affordance in the system bar on a 
 Galaxy Tab 2 7.0, running ICS. 

 -- 
 Mark Murphy (a Commons Guy) 
 http://commonsware.com | http://github.com/commonsguy 
 http://commonsware.com/blog | http://twitter.com/commonsguy 

 Android Training in NYC: http://marakana.com/training/android/ 


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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Keith Wiley
Oh cool.  I see what you're getting at.  Thanks.  I actually know exactly 
how that happened.  I originally used ACTION_CALL (and therefore had to put 
CALL_PHONE in).  I didn't like having it immediately dial so I switched to 
ACTION_DIAL and liked the interaction a lot better that way (allowing the 
user to confirm the call) but CALL_PHONE got left in as a by-product.  In 
evolution this process is referred to as scaffolding by the way, where 
the evolution of feature X requires feature Y but at a later time Y fades 
away leaving X looking fairly inexplicable.

Thanks.

On Wednesday, September 19, 2012 3:31:30 PM UTC-7, Mark Murphy (a Commons 
Guy) wrote:

 On Wed, Sep 19, 2012 at 6:24 PM, Keith Wiley kbw...@gmail.comjavascript: 
 wrote: 
  The ability to jump to the phone dialer was a 
  specific user request (not even my idea) to enable users to tap phone 
  numbers in spread sheets and jump to the dialer app to easy calling. 

 You do not need CALL_PHONE to use ACTION_DIAL (jump to the dialer 
 app). You need CALL_PHONE to use ACTION_CALL. 

 -- 
 Mark Murphy (a Commons Guy) 
 http://commonsware.com | http://github.com/commonsguy 
 http://commonsware.com/blog | http://twitter.com/commonsguy 

 Android Training in NYC: http://marakana.com/training/android/ 


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Re: [android-developers] Re: Nexus 7 has no menu button?

2012-09-19 Thread Keith Wiley
I appreciate you helping me clarify the situation.

Cheers!

On Wednesday, September 19, 2012 3:39:11 PM UTC-7, Fran wrote:

 Well, bear in mind that I was about to install the application just for 
 helping you for free, so I am actually not interested on it enough to read 
 the app description...

 Anyway I realized after writing my previous message that N7 has no phone 
 at all, so that permission has no effect neither... so I installed the app 
 and it actually SHOWS the menu soft button at bottom right as expected. May 
 be some users are just special...
 On Sep 20, 2012 12:26 AM, Keith Wiley kbw...@gmail.com javascript: 
 wrote:

 OYE!  We're off topic and this is a very common complaint.  People butt 
 heads with me over the permissions all. the. time.  It's so frustrating.  I 
 do the best I can to explain these things up front on the Android Market 
 (or Google Play [worst name ever]) but the Google Play interface is not 
 amenable to disseminating this kind of information efficiently.  For 
 example, I offer an explanation for the various permissions right there on 
 Google Play in the app description, but people don't read it anyway...and 
 then they give me a hard time about the permissions even though I explained 
 before they ever install the app!  I can't stand it!!! :-D 
 laughing-at-the-absurdity-of-the-situation

 The app is a spreadsheet.  The ability to jump to the phone dialer was a 
 specific user request (not even my idea) to enable users to tap phone 
 numbers in spread sheets and jump to the dialer app to easy calling.  It's 
 really quite an intuitive concept when you think about it, I thought it was 
 a fantastic suggestion from a user interfaced point of view, but you 
 honestly would not believe how much grief I've gotten over it.

 On Wednesday, September 19, 2012 3:09:30 PM UTC-7, Fran wrote:

 Why it needs permission to call phone numbers? I rather like to try it 
 on my N7, but no with such permission, indeed.
 On Sep 19, 2012 11:53 PM, Keith Wiley kbw...@gmail.com wrote:

 Shead Spreet Lite.  I would also be curious about WildSpectra Mobile 
 Lite.  Since they are built in very similar ways (w.r.t. the basic OS 
 framework and model) I expect their menu behavior to be similar such that 
 verifying with either one should inform me about both...I presume.

 Thanks a bunch!

 On Wednesday, September 19, 2012 2:47:56 PM UTC-7, Fran wrote:

 What's your app? Is on Google play?
 On Sep 19, 2012 11:36 PM, Keith Wiley kbw...@gmail.com wrote:

 Well, that's fair.  I'm not denying the the current release is a 
 little old and targets older SDKs.  The app could certainly benefit from 
 some sprucing up.  However, I wanted to verify whether the app *should* 
 essentially work on modern hardware given that some users were emailing 
 me 
 saying they didn't know how to access the menus.  There's a big 
 difference 
 between saying I ought to update my app when I get a chance to keep 
 things 
 smooth and modern and saying the app is effectively broken on modern 
 hardware and won't work  until I release an emergency patch to get it 
 going 
 again.

 I was just trying to get a better picture of the circumstances.  I 
 *think* this discussion has cleared it up, and I *think* my app should 
 be 
 working on modern devices, albeit through an OS sidedoor meant as a 
 temporary fix until older apps are updated.  I'll have to try to find a 
 Nexus to test it on myself to be absolutely certain of the circumstances.

 Thanks again.

 On Wednesday, September 19, 2012 2:27:36 PM UTC-7, Fran wrote:

 What Mark said is that you did things the standard way, users 
 without hard menu button will see a soft one. But if you did it another 
 way, it won't be shown.

 So you should update your app.
 On Sep 19, 2012 11:08 PM, Keith Wiley kbw...@gmail.com wrote:



 On Wednesday, September 19, 2012 1:58:42 PM UTC-7, bob wrote:

 *Many of the latest Android devices have eliminated the hard menu 
 key found on earlier hardware. Consequently, it's now the 
 responsibility of 
 app developers to include soft menu keys in their apps. *

 *
 *


 Um, forgive me, but this response seems fundamentally at odds with 
 Mark's initial response.

 Which response is closer to the correct answer?  Is my app 
 inherently broken on such devices or not?

 Thank you. 

-- 

  -- 



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[android-developers] Market device-filtering question

2012-03-17 Thread Keith Wiley
I realize this question is more about the market than android code
development, but by Google's own admission they have completely shut
down the market forums coincident with the switch to Google Play, and
my question *is* about how to properly configure an app for the
market, so that's sort of a developer question.

My problem is that a potential customer with a 10.1 Galaxy Tab says
he can't see my app in the market (or Play or whatever stupid name
they recently gave it that makes it seem like Google only sells silly
games and not serious business software!), but he *can* see it from
his phone...so it isn't excluded for his region or some currency
issue.  Rather, it would appear that the market is filter-excluding my
app specifically on his tablet.  I have the following entry in my
manifest, which I would have expected to avoid this kind of problem:

supports-screens
android:xlargeScreens=true
android:largeScreens=true
android:normalScreens=true
android:smallScreens=true
android:anyDensity=true /

Is there something else I need to put in the manifest to make the app
appear on tablets?  At a higher level of abstraction, is there a
general way of knowing precisely why an app is being excluded for
certain devices so that developers can readily solve these kinds of
problems?

Thank you.

Cheers!

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[android-developers] Re: Market device-filtering question

2012-03-18 Thread Keith Wiley
Thanks for responding.  Here's my permission list:

uses-permission android:name=android.permission.INTERNET /
uses-permission
android:name=android.permission.ACCESS_FINE_LOCATION /
uses-permission android:name=android.permission.WAKE_LOCK /
uses-permission
android:name=android.permission.WRITE_EXTERNAL_STORAGE /
uses-permission android:name=android.permission.CALL_PHONE /

Hmmm, your followup question concerns me.  My manifest doesn't have
the uses-feature tag at all (the app goes back to 2009 and as I have
upgraded it I haven't added extraneous stuff that was unnecessary; I
have only made changes that new SDKs require in order to build and run
the app).  At the very least I would expect that leaving the filter
wide open (by specifying no required features) would make it maximally
visible.  Why wouldn't someone with a Galaxy Tab be able to see the
app as a result of the uses-feature tag?  It seems to me like the uses-
feature tag could only make an app *less* visible (by indicating a
feature which someone's device lacks).  If I indicate no features at
all, doesn't that prevent it from being filtered on anyone's device?
I think I misunderstand how this tag works.
Thank you.

On Mar 17, 11:50 am, Mark Murphy mmur...@commonsware.com wrote:
 What permissions are you requesting? And, did you add the appropriate
 uses-feature elements as needed for things the permissions imply
 that you do not actually need?

 http://developer.android.com/guide/topics/manifest/uses-feature-eleme...









 On Sat, Mar 17, 2012 at 2:12 PM, Keith Wiley kbwi...@gmail.com wrote:
  I realize this question is more about the market than android code
  development, but by Google's own admission they have completely shut
  down the market forums coincident with the switch to Google Play, and
  my question *is* about how to properly configure an app for the
  market, so that's sort of a developer question.

  My problem is that a potential customer with a 10.1 Galaxy Tab says
  he can't see my app in the market (or Play or whatever stupid name
  they recently gave it that makes it seem like Google only sells silly
  games and not serious business software!), but he *can* see it from
  his phone...so it isn't excluded for his region or some currency
  issue.  Rather, it would appear that the market is filter-excluding my
  app specifically on his tablet.  I have the following entry in my
  manifest, which I would have expected to avoid this kind of problem:

         supports-screens
                 android:xlargeScreens=true
                 android:largeScreens=true
                 android:normalScreens=true
                 android:smallScreens=true
                 android:anyDensity=true /

  Is there something else I need to put in the manifest to make the app
  appear on tablets?  At a higher level of abstraction, is there a
  general way of knowing precisely why an app is being excluded for
  certain devices so that developers can readily solve these kinds of
  problems?

  Thank you.

  Cheers!

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 Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy

 Android Training in DC:http://marakana.com/training/android/

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[android-developers] Re: Market device-filtering question

2012-03-18 Thread Keith Wiley
On Mar 18, 8:48 am, Mark Murphy mmur...@commonsware.com wrote:
 On Sun, Mar 18, 2012 at 11:27 AM, Keith Wiley kbwi...@gmail.com wrote:
  Thanks for responding.  Here's my permission list:

         uses-permission android:name=android.permission.INTERNET /
         uses-permission
  android:name=android.permission.ACCESS_FINE_LOCATION /
         uses-permission android:name=android.permission.WAKE_LOCK /
         uses-permission
  android:name=android.permission.WRITE_EXTERNAL_STORAGE /
         uses-permission android:name=android.permission.CALL_PHONE /

  Hmmm, your followup question concerns me.  My manifest doesn't have
  the uses-feature tag at all

 And therein lies your problem. Tablets are not phones, and CALL_PHONE
 implies android.hardware.telephony.

  At the very least I would expect that leaving the filter
  wide open (by specifying no required features) would make it maximally
  visible.

 You did not read the page I linked to:

 http://developer.android.com/guide/topics/manifest/uses-feature-eleme...

Yes I did.  Thank you.  I simply missed the reference to cell-phones.
I don't think of my app as requiring cell-phone capability (it's a
spread sheet), so I tend to completely forget about it and not
consciously reference any cell-phone aspect of a webpage or discussion
since it's barely relevant to my app.  The app only needs the
associated permission because it's possible to dial a phone number
directly from a spreadsheet in my app, but obviously, by no means does
that extra capability prevent the app from being useful on android
nonphone devices (and it's such a tiny inconsequential feature I
totally forget it's even in there).

I'll look into how to make that permission or feature optional so it
still appears in the market on nonphone devices.

Thanks.

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[android-developers] Re: Market device-filtering question

2012-03-18 Thread Keith Wiley
Looks like this is the trick:

uses-feature android:name=android.hardware.telephony
android:required=false /

...plus a few related entries for location access, etc.

Thanks again.

Cheers!

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[android-developers] Logcat is broken every time phone is unplugged

2012-01-14 Thread Keith Wiley
Every time the phone is unplugged from USB, the logcat is permanently
corrupted in that the when the phone is reconnected, logcat does not
reestablish.  Restarting an app, either in debug or run mode produces
zero logcat output after that point.  Closing the logcat window view
and reopening it has no effect.  The only solution is to quit and
restart Eclipse.  Therefore, I must quit and restart Eclipse every
time I take my phone with me and then later return.

I've been having this problem since day one with Android development,
three years ago.  In that time I have installed new versions of
Eclipse and numerous updates to the Android SDK and Eclipse plugin.
Nothing has ever improved the situation w.r.t. this bug.

Anyone know anything about this?

Thanks.

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[android-developers] Re: Logcat is broken every time phone is unplugged

2012-01-14 Thread Keith Wiley
G1, OS 1.6
Eclipse Helious
I'm part way through installing Android SDK rev 16, but like I said,
this has been persistent across a variety of versions of all the
associated pieces.

I don't understand why I haven't seen more reports of this.

Thanks for any help.

On Jan 14, 12:27 pm, Mark Murphy mmur...@commonsware.com wrote:
 I haven't seen that on any of my devices. What's the phone?









 On Sat, Jan 14, 2012 at 3:24 PM, Keith Wiley kbwi...@gmail.com wrote:
  Every time the phone is unplugged from USB, the logcat is permanently
  corrupted in that the when the phone is reconnected, logcat does not
  reestablish.  Restarting an app, either in debug or run mode produces
  zero logcat output after that point.  Closing the logcat window view
  and reopening it has no effect.  The only solution is to quit and
  restart Eclipse.  Therefore, I must quit and restart Eclipse every
  time I take my phone with me and then later return.

  I've been having this problem since day one with Android development,
  three years ago.  In that time I have installed new versions of
  Eclipse and numerous updates to the Android SDK and Eclipse plugin.
  Nothing has ever improved the situation w.r.t. this bug.

  Anyone know anything about this?

  Thanks.

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[android-developers] Re: Logcat is broken every time phone is unplugged

2012-01-14 Thread Keith Wiley
Hmmm, okay.  I don't have one that fits the G1's connecter, but I'll
consider the suggestion.

Sigh.

On Jan 14, 12:47 pm, Mark Murphy mmur...@commonsware.com wrote:
 Perhaps try a different micro USB cable.

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[android-developers] Run mode engages debug mode!

2012-01-18 Thread Keith Wiley
I have generally run in either run mode or debug mode depending on
my needs, using the former if I want to see the app run considerably
faster but still observe the logcat.

All of a sudden, out of the blue, run mode starts in debug mode every
time.  I have to click the detach button to get it out.  I tried
quiting Eclipse, I tried unplugging my phone.  I have no idea how to
fix this at this point.

Anyone ever heard of such a thing?

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[android-developers] Re: Logcat is broken every time phone is unplugged

2012-01-24 Thread Keith Wiley
The following appears in the Console window when I plug the usb cable
into the phone.  Any ideas?

[2012-01-24 18:27:21 - Unexpected error while launching logcat. Try
reselecting the device.] device not found
com.android.ddmlib.AdbCommandRejectedException: device not found
at com.android.ddmlib.AdbHelper.setDevice(AdbHelper.java:736)
at com.android.ddmlib.AdbHelper.executeRemoteCommand(AdbHelper.java:
373)
at com.android.ddmlib.Device.executeShellCommand(Device.java:372)
at com.android.ddmuilib.logcat.LogCatReceiver
$1.run(LogCatReceiver.java:100)
at java.lang.Thread.run(Thread.java:680)

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[android-developers] avds not visible

2012-03-10 Thread Keith Wiley
My app is built against the 3.0 SDK (which I think is the equivalent
of android 11 or something like that, I can't keep these numbers
straight) but the manifest specifies merely min sdk 3 and target sdk 4
(3 should be 1.6 if I recall correctly).   I have a phone running
2.3.3. and I have various avds.  If I try to debug the app, Eclipse
can see the phone (it shows a red X instead of a green check which
suggests the phone's OS is lower than some perceived ideal, I'm not
sure what given the manifest settings quoted above), but it runs
nonetheless.  However, Eclipse can't see the avds at all, even though
some of them have exactly the same OS as the phone 2.3.3..  It sees
avds with OS 3, not lower.

How can it see a phone but not an avd with exactly the same OS version
and why is it insisting on such high avd versions for this app?

Thanks.

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[android-developers] Re: avds not visible

2012-03-10 Thread Keith Wiley
Whoops, like I said, the manifest specifies min 3 and target 4.
That's OS 1.5 and 1.6 respectively.  I suggest 3 was 1.6 earlier which
is incorrect.

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[android-developers] -audio coreaudio no longer works

2012-03-10 Thread Keith Wiley
I used to be able to simulate audio recording in the emulator by
passing in -audio coreaudio.  Something has changed though (I've
undergone several SDK updates of course) and now my app doesn't get
any audio.  It initializes AudioRecord just fine but each call to
mAudioRecord.read() leaves the buffer full of 0s.  It returns the
buffer length so it acts like it put bytes in the buffer, but it put
0s as if it isn't getting any audio signal at all.

Any ideas what changed or how to fix it?

Thanks.

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[android-developers] Re: -audio coreaudio no longer works

2012-03-10 Thread Keith Wiley
Sorry, I figured it out.  I had to edit the AVD and explicitly add
audio support to the parameters.  I don't recall doing that before,
but it made sense when I saw it.  Head's up to anyone else having
similar problems.

Cheers!

On Mar 10, 7:51 pm, Keith Wiley kbwi...@gmail.com wrote:
 I used to be able to simulate audio recording in the emulator by
 passing in -audio coreaudio.  Something has changed though (I've
 undergone several SDK updates of course) and now my app doesn't get
 any audio.  It initializes AudioRecord just fine but each call to
 mAudioRecord.read() leaves the buffer full of 0s.  It returns the
 buffer length so it acts like it put bytes in the buffer, but it put
 0s as if it isn't getting any audio signal at all.

 Any ideas what changed or how to fix it?

 Thanks.

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[android-developers] Custom contextual menu options don't appear

2011-08-07 Thread Keith Wiley
I am getting bug reports from a very small number of users (two so
far) that my custom contextual menu options don't appear and are
therefore unavailable.  This is in an app that has been around for
several years and has an installed customer base of around 130,000.  I
have only had two such bug reports so far.  Has anyone else ever heard
of such a bug, and in a user-specific manner no less?  I know that in
one case the user's setup is an HTC Desire S (he didn't tell me the OS
version) and in the other case the user's setup is an HTC Incredible S
running Android 2.3.3 with HTC Sense 2.1.

Anyone know anything about this?  I am rather flustered since I can't
replicate or otherwise easily investigate the problem.  I'm worried
this might have something to do with a nonstock Android UI of some
sort, although I thought HTC was generally pretty good about honoring
the Android specs (after all, they built the G1 and the G2 for
heaven's sake).

Thanks.

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[android-developers] Re: Custom contextual menu options don't appear

2011-08-15 Thread Keith Wiley
I hate to do a bump, but this is a real error (two independent
reports) and it definitely phone or model specific (1000s of people
have never reported any such error even though it would be obvious to
practically anyone who tried to use the app for more than a few
minutes).  I don't know what causes it or what to do about it since I
don't own the models that it is being reported on.  I really need to
know if anyone else has ever seen something like this, and otherwise,
if anyone with deeper knowledge of how this part of the OS (contextual
menus) can speculate as to what is going on.

Thank you.

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[android-developers] Re: Custom contextual menu options don't appear

2011-08-15 Thread Keith Wiley
I see the other thread now.  I'll pick it up from there.  Thanks.

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[android-developers] Detect AdMob AdView tap?

2012-10-04 Thread Keith Wiley
I would like to detect (and then pass on through) AdMob clicks but I'm not 
sure how to do this.  My efforts so far have not been entirely fruitful.  
Has anyone done this before?  I overrode the AdView class and detected 
touch events in onInterceptEvent(), but only tap events actually trigger an 
ad and I can't detect those (I implemented OnGestureListener but 
onSingleTapUp() isn't called).  There's no easy easy to determine that an 
'up' event is a tap in onInterceptEvent().

Thanks.

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[android-developers] Does Android cache http-requested data?

2012-10-14 Thread Keith Wiley
Does Android cache http-requested data?

I keep a small text file with various app-settings on my webserver.  When 
my app launches, it sends an http request to my webserver to grab the text 
file and retrieve the settings.  This enables me to update the settings of 
an app installed on a phone in the field from the server.

The problem is, when I update the text file on the server, I usually don't 
see an immediate change in the text file retrieved by my app.  It can take 
hours for the change to show up in my app's http requests.  I know that the 
problem is not merely one of the file updating through various 
buffers/caches on the webserver because I can see the new version of the 
file if I load the same URL in a web browser...including a web browser on 
the exact same Android device I am running my app on...so a web browser 
(even one on the phone itself) sees the updated file immediately after I 
change it, but my app doesn't see it for several hours.

It feels like Android is caching previous http request results and 
returning those to apps that make repeated requests instead of reloading 
the URLs from the web...and it takes a very long time to label this 
presumed cache as stale and reload the file from the server...several hours.

On a side note, I have tried killing the app to make sure it's totally 
gone.  I have even tried rebooting the phone and yet the problem still 
persists...which is mind-boggling.

I am quite flummoxed.  I am aware that Android is requesting and receiving 
a GZipInputStream, and I can see the input stream's type in the debugger, 
but that seems irrelevant to my issue.

Here's how I pull the text file from the web server into my app.  Any ideas 
why a browser on the same device successfully retrieves the updated file 
and my code doesn't?

String address = http://URL_of_text_file_on_my_webserver.txt;;
URL url = new URL(address);
HttpURLConnection conn = (HttpURLConnection) url.openConnection();
InputStream is = (InputStream) conn.getContent();
Reader reader = new InputStreamReader(is, UTF-8);
StringWriter writer = new StringWriter();
char[] buffer = new char[1024];
for (int length = 0; (length = reader.read(buffer))  0;)
writer.write(buffer, 0, length);
is.close();
reader.close();
writer.close();
String fileStr = writer.toString();

Thanks.

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Re: [android-developers] Does Android cache http-requested data?

2012-10-14 Thread Keith Wiley
Thanks, I'll definitely look into that.  I can see that it the cache value 
is set to true but I can't test whether turning it off fixes the problem 
right now.  I'll try it later.

That seems like a very strong possibility for this issue.  Thanks again.

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[android-developers] Re: Does Android cache http-requested data?

2012-10-14 Thread Keith Wiley
Thanks for the great feedback on this everyone!

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[android-developers] Is the 'back' button still kosher?

2012-11-01 Thread Keith Wiley
My understanding is that modern Android best practice is to not use the 
system-level menu button or system-level options menu anymore since such 
buttons are frequently difficult to access or even absent on some devices.  
I have gutted all menu access from my app as a result (I admit, it is quite 
tedious to get access to the menus on some devices since you have to tap at 
least once just to get a menu bar to appear and then again on a menu icon 
to get the menu...and I'm not sure even that approach works on all of the 
most modern devices).

What I'm not sure about is whether I can still rely on the standard 'back' 
button or whether I need to add such functionality to my UI (add a soft 
button on my screen) on the concern that some devices may not present a 
usable back button to the user.

Any thoughts on this subject?

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Re: [android-developers] Is the 'back' button still kosher?

2012-11-02 Thread Keith Wiley
All right.  I brought this up a few weeks ago on this list and some of the 
advice on the topic was to avoid menus entirely and replace them with 
in-app soft-menus from now on...despite the action bar.  I guess that 
advice was incorrect.

Thanks for the clarification.

On Thursday, November 1, 2012 10:42:21 PM UTC-7, Nirav Parmar wrote:

 My understanding is that modern Android best practice is to not use the 
 system-level menu button or system-level options menu anymore since such 
 buttons are frequently difficult to access or even absent on some devices. 

  Keith , Your understanding is wrong here. Read about ActionBar. 
 http://developer.android.com/design/patterns/actionbar.html
 you can use that..Also, if device have hardware buttons(menu buttons) 
 Action Overlay will not display in Action bar otherwise you will get Action 
 Overlay..so all your functionality can be now placed in Action bar (which 
 we used to put in menu previously)

 What I'm not sure about is whether I can still rely on the standard 
 'back' button or whether I need to add such functionality to my UI (add a 
 soft button on my screen) on the concern that some devices may not present 
 a usable back button to the user.

  Again, that's not true.Each Android device will come up with standard 
 back button..This is how Android OS is designed..any device doesn't have 
 hardware buttons..Android OS will display Back ,Recent and Home buttons on 
 screen at bottom.

 Also, According to Android's new Design  Navigation pattern, UP button 
 is added.You can show UP button in Action Bar(Which can be used for 
 Application nevigation)

 Read Here , http://developer.android.com/design/patterns/navigation.html 
 .This 
 will clear you doubts.

 Thanks  Regards,

 Nirav.



 On Fri, Nov 2, 2012 at 10:41 AM, Keith Wiley kbw...@gmail.comjavascript:
  wrote:

 My understanding is that modern Android best practice is to not use the 
 system-level menu button or system-level options menu anymore since such 
 buttons are frequently difficult to access or even absent on some devices.  
 I have gutted all menu access from my app as a result (I admit, it is quite 
 tedious to get access to the menus on some devices since you have to tap at 
 least once just to get a menu bar to appear and then again on a menu icon 
 to get the menu...and I'm not sure even that approach works on all of the 
 most modern devices).

 What I'm not sure about is whether I can still rely on the standard 
 'back' button or whether I need to add such functionality to my UI (add a 
 soft button on my screen) on the concern that some devices may not present 
 a usable back button to the user.

 Any thoughts on this subject?


 Thanks  Regards,
 Nirav

  

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[android-developers] (Http)URLConnection.setUseCaches(false) isn't working

2012-11-02 Thread Keith Wiley
A few weeks ago I mentioned that I was experiencing unwanted http caching 
(I mentioned it here because I wasn't sure if the cause of the problem was 
the Android OS performing the caching in a way that didn't make sense to 
me).  At the time, it was suggested that I experiment with getUseCaches() 
and setUseCaches().  This has definitely not solved the problem.  First of 
all, it does indeed appear that caching is enabled by default (as is 
GZipping the stream interestingly, I think I've read about this 
somewhere).  However, setting caching false doesn't help.  Not only does my 
app not confidently load an updated version of the file from the server, 
but it doesn't even detect that the file is gone from the server (if I 
change its name for example).  Rather, the app still happily retrieves the 
cached version of the file, even though I'm calling setUseCaches(false).  
Does anyone have any thoughts on how else to fix this problem?  I know 
there is a solution because the phone's web browser app (actually, I'm 
using Dolphin) properly loads the server version of the file every time.

Once again, I don't mean to bring this up on an Android forum if it really 
isn't an Android issue...but I'm not sure whether the problem is coming 
from the Android system for some reason (I'm not sure whether I should 
expect my code to work in any other Java environment, just not Android).  
Where else might the cache be coming from if the URLConnection's useCaches 
variable is definitely false (verified as I step over setUseCaches(false) 
in the debugger)?

I'm sorry if this is off-topic, I appreciate any help.  Here's how I load 
the file:

String address = httpUrlOfFileOnMyWebserver;
URL url = new URL(address);
HttpURLConnection conn = (HttpURLConnection) url.openConnection();
if (conn.getUseCaches())
conn.setUseCaches(false);
InputStream is = (InputStream)conn.getContent();
Reader reader = new InputStreamReader(is, UTF-8);
StringWriter writer = new StringWriter();
char[] buffer = new char[1024];
for (int length = 0; (length = reader.read(buffer))  0;)
writer.write(buffer, 0, length);
is.close();
reader.close();
writer.close();
String fileStr = writer.toString();

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[android-developers] Re: (Http)URLConnection.setUseCaches(false) isn't working

2012-11-02 Thread Keith Wiley
I guess one solution that seems to show promise is appending an unused 
randomized GET variable to the end of the URL.  That seems pretty hackish 
though.

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Re: [android-developers] Is the 'back' button still kosher?

2012-11-02 Thread Keith Wiley
Thanks for coming back to my original question.  So, perhaps we can all 
consider my situation from a higher level and discuss the possible design 
options we might choose from (and which options are most in the spirit of 
intended Android user experience).  Although I have a few Android apps, the 
one I'm concerned with at the moment is a game and the back button is used 
to move between the various screens.  So, when the game launches you get 
an on-screen menu of options (settings, scoreboard, play, credits).  
Tapping those takes you to a corresponding screen while tapping the back 
button takes you from those secondary screens back to the main menu (or 
from the main menu it exits the app).  Likewise, while playing, the back 
button doesn't immediately exit play mode back to the main menu but 
rather first pauses the game.  From the paused view, a second back button 
tap cancels play and returns to the main menu...while tapping the paused 
screen (anywhere) resumes play.

That's pretty much it...and my question is whether I need to offer a 
nonback-button method for these various actions?  Should each of the 
secondary screens have an on-screen return to main menu button?  Should 
the main menu have an explicit quit option?  Should in-game-play not rely 
on the back button to either pause the game or cancel and return to the 
main menu?  These are the things I'm thinking about with as far as this 
discussion is concerned.

Thanks.

On Friday, November 2, 2012 6:22:50 AM UTC-7, latimerius wrote:

 On Fri, Nov 2, 2012 at 1:02 PM, Mark Murphy 
 mmu...@commonsware.comjavascript: 
 wrote: 
  On Fri, Nov 2, 2012 at 2:10 AM, Keith Wiley kbw...@gmail.comjavascript: 
 wrote: 
  All right.  I brought this up a few weeks ago on this list and some of 
 the 
  advice on the topic was to avoid menus entirely and replace them with 
 in-app 
  soft-menus from now on...despite the action bar.  I guess that advice 
 was 
  incorrect. 
  
  There are developers who do not want to use the action bar, such as 
  game developers who find that an always-present action bar is a 
  distraction or clashes with their game-focused UI. A subset of those 
  developers are clinging desperately to the old options menu behavior 
  (e.g., setting android:targetSdkVersion to be under 11) -- the right 
  answer for these game developers is to add in-app soft menus that 
  blend in with the game UI. 

 The right answer would have been for Google to leave the button alone 
 - but we've talked about that already, the button was universally 
 useful, and there's not always a UI to blend in anyway. 

 Back on topic, my lesson for my remaining days on Android from the 
 Menu button fiasco and other breakages caused by previously guaranteed 
 stuff being pulled at whim from under people using them would be - 
 interact as little as possible with the platform.  Don't rely on stuff 
 on being there cause it likely won't, don't rely on APIs cause they 
 will be deprecated or changed. 

 As far as the Back button specifically, one would think that should be 
 safe to rely on.  Based on experience though, my advice would be, 
 think hard about what you need it for and what your alternatives are. 
 If you find any half-decent one, consider using it.  You might be glad 
 you did once next version of the platform is out. 


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[android-developers] Re: (Http)URLConnection.setUseCaches(false) isn't working

2012-11-02 Thread Keith Wiley
I don't generally use wifi unless there is an explicit reason to do so 
(poor cell coverage AND good wifi coverage...a rare combination).  My data 
plan and data usage do not drive me to go to wifi (e.g. to save bandwidth).

On Friday, November 2, 2012 7:06:52 AM UTC-7, bob wrote:

 Are you using WiFi or your phone's data connection?


 I saw this strange issue with this Origami Iris game where it would 
 somehow load a page from the cache if I used my MetroPCS connection.  
 Didn't happen on Wifi though.  Very weird.



 On Friday, November 2, 2012 1:27:38 AM UTC-5, Keith Wiley wrote:

 A few weeks ago I mentioned that I was experiencing unwanted http caching 
 (I mentioned it here because I wasn't sure if the cause of the problem was 
 the Android OS performing the caching in a way that didn't make sense to 
 me).  At the time, it was suggested that I experiment with getUseCaches() 
 and setUseCaches().  This has definitely not solved the problem.  First of 
 all, it does indeed appear that caching is enabled by default (as is 
 GZipping the stream interestingly, I think I've read about this 
 somewhere).  However, setting caching false doesn't help.  Not only does my 
 app not confidently load an updated version of the file from the server, 
 but it doesn't even detect that the file is gone from the server (if I 
 change its name for example).  Rather, the app still happily retrieves the 
 cached version of the file, even though I'm calling setUseCaches(false).  
 Does anyone have any thoughts on how else to fix this problem?  I know 
 there is a solution because the phone's web browser app (actually, I'm 
 using Dolphin) properly loads the server version of the file every time.

 Once again, I don't mean to bring this up on an Android forum if it 
 really isn't an Android issue...but I'm not sure whether the problem is 
 coming from the Android system for some reason (I'm not sure whether I 
 should expect my code to work in any other Java environment, just not 
 Android).  Where else might the cache be coming from if the URLConnection's 
 useCaches variable is definitely false (verified as I step over 
 setUseCaches(false) in the debugger)?

 I'm sorry if this is off-topic, I appreciate any help.  Here's how I load 
 the file:

 String address = httpUrlOfFileOnMyWebserver;
 URL url = new URL(address);
 HttpURLConnection conn = (HttpURLConnection) url.openConnection();
 if (conn.getUseCaches())
 conn.setUseCaches(false);
 InputStream is = (InputStream)conn.getContent();
 Reader reader = new InputStreamReader(is, UTF-8);
 StringWriter writer = new StringWriter();
 char[] buffer = new char[1024];
 for (int length = 0; (length = reader.read(buffer))  0;)
 writer.write(buffer, 0, length);
 is.close();
 reader.close();
 writer.close();
 String fileStr = writer.toString();



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Re: [android-developers] Re: (Http)URLConnection.setUseCaches(false) isn't working

2012-11-02 Thread Keith Wiley
I haven't considered testing different kinds of connections...I figured the 
phone was responsible for the caching and the issue was unrelated to the 
connection...but I could test it.  For that matter, it could be the fault 
of the particular phone (perhaps this phone caches http data without 
permission).   At the current time, most of my tests have been performed 
over cell, not wifi (TMobile, Seattle area if that matters).

On Friday, November 2, 2012 8:01:15 AM UTC-7, Robert Greenwalt wrote:

 Even if this is a carrier issue, please let us know - we'd like the 
 carriers to do the right thing and do have some contacts to explore issues 
 like this.

 Kieth, was this on mobile data or on wifi (or other)?



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[android-developers] Re: (Http)URLConnection.setUseCaches(false) isn't working

2012-11-03 Thread Keith Wiley
Why was my response to this message deleted?  At any rate, all I said was 
that I wasn't familiar with the methods you suggested and that I'll look 
them up.

Thanks.

On Friday, November 2, 2012 6:59:25 AM UTC-7, Streets Of Boston wrote:

 Did you try to add caching headers to the request and/or response:
 Your android client app' request: If-None-Match: **, 
 If-Modified-Since: **, If-Unmodified-Since: **
 Your server's response: Cache-Control: *no-cache*, ETag: *x*

 On Friday, November 2, 2012 2:40:57 AM UTC-4, Keith Wiley wrote:

 I guess one solution that seems to show promise is appending an unused 
 randomized GET variable to the end of the URL.  That seems pretty hackish 
 though.



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[android-developers] ProGuard docs are inconsistent with the actual config files

2012-11-11 Thread Keith Wiley
I'm working off these instructions, which as you can see are a proper and 
formal component of the official Android dev docs:
*http://developer.android.com/tools/help/proguard.html*

(Side-note: that file has no date written on it and no applicable Android 
SDK version written on it; it is temporally unresolvable.  Perhaps my 
problems arise from the fact that the docs are out-of-date, but there's no 
way to know.  Those docs could be four years old for all I know.  Online 
files should always be dated.)

At any rate, near the top of those docs, just trying to get started with 
ProGuard, it says this:
*To enable ProGuard so that it runs as part of an Ant or Eclipse build, set 
the proguard.config property in the project_root/project.properties file.
*
First of all, it would be helpful if those docs would offer more up-front 
information about how to get the crucial proguard.cfg file to appear in the 
project directory.  I found out that I needed to run this:
$ android update project -p . -t 6
...but that was in rather tangential documentation (a StackOverflow 
discussion if I recall correctly).

Regardless, the next step as described in the docs is to edit 
project.properties, but if I open that file, I immediately see the 
following warning:
*# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
*
...which is where I currently stand, rather stuck as you can imagine.  The 
docs say to edit that file, but the file clearly says not to edit it!  This 
overall process does not appear to be adequately documented and I'm not 
sure how to proceed.  Does anyone have any thoughts on how to best get 
ProGuard up and running with an Eclipse based Android project.  I'm finding 
a lot of casual discussion online but little in the way of formal 
procedure.  Even the formal Android docs I'm working off of seem to be 
incompatible with the circumstances, as I just described above.

I understand it sounds like whining to complain about these problems, but 
the official docs on *http://developer.android.com* don't match the 
do-not-edit warning in the actual files generated by the Android SDK and I 
honestly don't know what the next step is.  This is a troublesome 
inconsistency.

I would be very grateful for any help in getting this going.  Thanks a 
bunch!

*Cheers!*

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[android-developers] You need to enter a valid Youtube address.

2012-11-18 Thread Keith Wiley
I realize this issue is not really about Android development, but ever 
since the Android Market Forum went away, I have not been sure where 
developers should discuss Google Play Store administration problems.  If 
you know a better place than this group, please politely inform me, I would 
appreciate the clarification.

Otherwise, here goes...

I'm trying to set up a new app and it won't let me enter a promo video URL. 
I keep getting an error *You need to enter a valid Youtube address.*, 
which is staggeringly unspecific feedback.  Isn't a proper youtube URL of 
the form *https://www.youtube.com/watch?v=XXX*?  I don't know what 
else to try.

Any ideas?

Thanks.

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[android-developers] Re: You need to enter a valid Youtube address.

2012-11-19 Thread Keith Wiley
Incidentally, I don't think the problem is my video.  For example, I found 
another app on the market, not my app, which had a video.  I attempted to 
attach the youtube URL to that video to my app (just to test of course) and 
I got the same error.  Presumably, the URL format in my first post in this 
thread is not, in fact, correct...but I am confounded as to what the 
correct format is.

Gah!  Why is the error message so unhelpful.

Please help.  Thanks.

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[android-developers] Re: You need to enter a valid Youtube address.

2012-11-19 Thread Keith Wiley
I also tried the youtube short URL, btw, i.e., http://youtu.be/XXX.
http://youtu.be/KmBVrga0mGw

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Re: [android-developers] You need to enter a valid Youtube address.

2012-11-19 Thread Keith Wiley


On Monday, November 19, 2012 3:13:32 AM UTC-8, TreKing wrote:


 Does this occur on both the old console and the new version they're 
 working on?


That's an excellent question.  Unfortunately, I can't test it.  When I 
revert to the old system I can't see the new app I am preparing at 
all...which is presumably because it is not published yet but rather in the 
app-preparation mode which the new system offers.  I can see how that 
might be related to my original problem...but I'm not sure what to do.  I 
certainly don't want to make a second and duplicate app in the old 
system...at least not without deleting the version in the new system.

Ugh.

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Re: [android-developers] Re: You need to enter a valid Youtube address.

2012-11-19 Thread Keith Wiley
I couldn't get that to work.  Did you add it using the old console system 
or the new one?

On Monday, November 19, 2012 1:08:14 AM UTC-8, Ralph Bergmann wrote:

 Am 19.11.12 09:39, schrieb Keith Wiley: 
  I also tried the youtube short URL, btw, i.e., 
  http://youtu.be/XXX . 
  http://youtu.be/KmBVrga0mGw 

 I have added this video with success 
 http://www.youtube.com/watch?v=zHirwKGEfoE 


 Ralph 


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Re: [android-developers] You need to enter a valid Youtube address.

2012-11-19 Thread Keith Wiley
On Monday, November 19, 2012 3:13:32 AM UTC-8, TreKing wrote:


 Does this occur on both the old console and the new version they're 
 working on?


God!  That was a good suggestion, but it didn't work.  I recreated my 
entire app in the old system (so now it is duplicated with an in-progress 
draft through the new system) and it still won't take a youtube URL.  I 
can't believe this.  Why does this work for everyone else?  I'm using a 
very standard youtube URL.  Like I said, I even tried plugging in the URLs 
of apps that aren't mine, promo videos for other people's apps that I know 
work because those apps show the videos...and I couldn't even get those to 
go through.

And of course google has not responded to my request for helpso 
I'm screwed.  There is simply no way to figure out what's wrong or how to 
fix it. 

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[android-developers] Re: You need to enter a valid Youtube address.

2012-11-19 Thread Keith Wiley
So, I have sort of found the problem and solution.  This is really really 
weird.  If I type a youtube address into FireFox or click on a youtube clip 
in youtube to go to that video, it automatically forwards to https even 
if I start with http.  If I copy/paste the https URL into the dev 
console, it rejects it as I have described in this thread even though the 
https URL loads the video just fine.  I must manually edit the URL to be 
http in the dev console in order to make it go through.

Admittedly, Safari didn't seem to convert the URL to https so the error is 
somewhat browser specific.  Nonetheless, I am amazed that I found 
absolutely no description of this problem as I was trying to figure out 
what was going on.

So, now it's documented, here, in this thread...forever.

Cheers!

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[android-developers] Best approach for incorporating in-app purchase demo code into real project.

2012-11-30 Thread Keith Wiley
The 'Dungeons' demo code goes to some length to emphasize the security 
issues involved in implementing in-app purchases.  One thing it makes some 
issue of is being careful about dropping the demo code into an existing 
project as opposed to reimplementing it from scratch (ugh).  I'm using 
CodeDefender (or whatever it's called, I don't have it in front of me right 
now) for basic obfuscation, and I certainly intend to mix up the demo 
code some...but I'm curious if there is a more explicit prescription for 
how to fold in-app purchases into a project.  Would others strongly advise 
against literally duplicating the Dungeons code into a subpackage of my 
actual project and then proceeding to make various cosmetic, yet 
functionally null, changes to the code?  Is there a better way to 
accomplish this overall task?

Thanks.

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[android-developers] Re: Best approach for incorporating in-app purchase demo code into real project.

2012-11-30 Thread Keith Wiley
*CodeDefender* - *ProGuard*.  Sorry for the confusion.

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[android-developers] How do other developers handle IAP refunds on unmanaged purchases?

2012-12-03 Thread Keith Wiley
I'm trying to design a policy for processing (or refusing) refunds for 
unmanaged in-app purchases.  Refunds for managed purchases are quite simple 
in concept since the app can simply unflip the bit that the managed 
purchase corresponds to.  If you granted access to higher levels, you can 
simply take them away again.  The refund is tightly correlated with the 
account and the device so you (the developer) don't have to keep that 
association, you let google process the money and you let the app undo 
the managed purchase.

However, unmanaged purchases are kind of messy.  You can buy the same thing 
over and over again, they cannot be easily associated with a google account 
to verify the inventory, and unmanaged purchases are often nonbinary in 
nature, i.e., if an unmanaged purchase is in-game-currency (canonical gold 
coins) then you could buy 100 coins for $.99 and spend half those coins in 
the game...and then -- rather unfairly -- want a refund of your original 
purchase.  It is difficult from for the developer to identify that this is 
an unfair request at the time the refund request is made, so the developer 
cannot easily determine whether to refuse the refund.

As described above, it is difficult to flatly refuse to grant refunds on 
unmanaged purchases because it is difficult to determine whether the 
original purchase has been fully or partially used up in the game.  I am 
attempting to implement a server-side database of unmanaged purchases so I 
know who had bought what *and* the extent to which those purchased items 
have been used up...but it is difficult to associate google purchases 
(google accounts) with devices or app installations...and it is devices 
which would report their unmanaged purchases to my server, not google 
accounts.  Sure, my app can identify itself with a UUID, but how do I know 
which *google account* that installation (and its unmanaged purchases) go 
with.  To put it differently, if I receive a refund request, how do I look 
the installation up in my server database to see if the unmanaged purchase 
has been partially or fully used up such that the refund request from that 
google account is unfair and should be denied?

At any rate, I'm just swimming through these issues trying to decide how I 
want to handle them, and I'm extremely curious what sorts of solutions 
other developers have come up with.  This could make for a very riveting 
discussion if others care to participate.

*Cheers!*

Cheers!

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[android-developers] Re: How do other developers handle IAP refunds on unmanaged purchases?

2012-12-03 Thread Keith Wiley
On Monday, December 3, 2012 12:45:33 PM UTC-8, Brill Pappin wrote:

 Tough one and something I'm about to get into myself.
 As a rule we simply give anyone a refund who asks, but in app, unmanaged 
 purchased would be much tougher to handle.


Sure, I always refund actual baseline app purchases (good old fashioned 
direct app purchases)...but I've never used IAP before so these new issues 
are...new.
 

 What I would do in your case is simply reuse whatever system you have for 
 delivering the unmanaged purchase goods to flag as soon as the user did 
 anything with what they bought, and make the policy: refund on unopened 
 merchandise only. You may need to modify your app a little to make this 
 clear to the users, but should be a small price to pay for smoother 
 integration :)


I agree, but that's the problem.  I admit I didn't explain it very well.  
The server-side database for managing purchased items identifies 
installations by a UUID which is created when the app is run for the first 
time.  This is conceptually similar to using a unique *device* id except 
that if you research unique Android device identifiers you quickly learn 
there is no across-the-board 100% operational way to get such ids...so I 
use UUIDs generated in-app at first launch.  Fine...but google 
purchases don't identify their device (much less my own personal UUID 
scheme obviously).  So when a google account (a person or gmail address in 
effect) requests a refund...how on Earth do I look them up in my database 
of in-app unmanaged purchases (tied to installation UUIDs) to see if the 
purchased item has ever been used within the app?  How do I do that?  
That's what I cannot, for the life of me, figure out.  

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[android-developers] Re: How do other developers handle IAP refunds on unmanaged purchases?

2012-12-03 Thread Keith Wiley
Thanks!  I really appreciate you sharing that with us.  I suppose part of 
my problem is that I'm not sure what the refund experience is like from the 
user's end.  I'm not even sure *how* an IAP refund is requested.  Since I 
know it isn't supported proper through Google Play (as opposed to app 
refunds) I'm not actually sure how it's done.  Are all IAP refund requests 
issued by way of personal email from the user to the developer or is there 
some existing mechanism for sending a refund request?  I may have to go the 
no refunds route too.

May I ask *where* you put your refund policy notice?  Is this just 
informational in your own app through a UI of your design, or is there an 
official place to put a refund policy in Google Play which is seen when the 
user tries to make a purchase?  I haven't seen anywhere in the developer 
console where a policy notice would be updated.

Thanks.

On Monday, December 3, 2012 1:46:08 PM UTC-8, John Coryat wrote:

 We simply have No refunds under any circumstances in our refund policy. 
 That covers most of the situations. We use IAP unmanaged items to do 
 subscriptions, managed by our server and not Google. If a user purchases 
 twice, they get twice the subscription period. It's pretty easy to 
 determine if a user accidentally made a mistake and in that case, I refund 
 the duplicates.

 Sometimes a user is just unhappy and whines about the product in which 
 case I usually give them a refund unless it's near the subscription period 
 end, in which case I quote the refund policy. 

 One recent case a user asked for a refund Because I am going to an 
 iPhone. Needless to say, I quoted him the no refunds under any 
 circumstances policy.

 In the last year, I may have given 25 refunds so it's not a big deal.

 -John Coryat


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[android-developers] Re: When can every developer reply to reviews?

2012-12-04 Thread Keith Wiley
I'm a little confused.  You posted your question on 11/29.  As far as I 
could tell, this feature went into effect sometime around the end of 
November for me.  I realize all the primo developers got this six months 
ago, but I assume that when it suddenly clicked on for me last week that it 
also clicked on for everyone else.

Are there still developers who don't have the ability to respond to 
comments and ratings?

Is Google rolling this new feature out slowly over time?  When is the date 
after which all developers will have it.

For my part, I have to say I have been very grateful for it.  Like I said, 
I've only had it a a little less than a week now, but I have put it to good 
use.  I must admit, I had to be very careful not to write anything snarky 
or angry...it was reeeally tempting.  Let's all use this new feature as 
intended and not disappoint the folks at google who have entrusted us with 
it.

*Cheers!*

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Re: [android-developers] Re: When can every developer reply to reviews?

2012-12-04 Thread Keith Wiley
On Tuesday, December 4, 2012 4:07:47 PM UTC-8, TreKing wrote:

 On Tue, Dec 4, 2012 at 4:51 PM, Keith Wiley kbw...@gmail.comjavascript:
  wrote: 

Hmm ... it might be better for my business if I don't get this feature ... 
 :D


Don't respond to comments:

   - Within an hour of first noticing them.
   - When you're rushed for time.
   - Late at night.
   - Buzzed/drunk.
   - After fighting with your wife about the dish washer and your cat 
   scratched up one of the good chairs and your mother-in-law called to say 
   she'll be dropping in the next day and your boss gave you hard time and 
   your check engine light just turned on.


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[android-developers] 2 really simple Google Wallet / in-app purchase questions

2012-12-13 Thread Keith Wiley
To test in-app purchases I need to create a second google account and add 
it as a test account through the dev console.  I also have to attach a 
credit card to the account through Google Wallet so it can actually 
purchase my in-app items.

Question: Google Wallet's webpage seems to have some notion of Google 
Wallet on the device.  I presume this is some square-like thing for 
making day to day payments with one's phone, right?  As such, am I correct 
in assuming I don't need to take that step to test in-app purchases?  Is 
merely attaching a credit card to the test account sufficient to enable it 
to purchase the in-app items available through my app?

Followup: I have read a few horror stories of people having their developer 
accounts suspended even though they correctly set up a test account and 
listed it through the developer console.  Can anyone report on this?  I am 
terrified to even try to  test the in-app purchases on my app for fear that 
Google will ban me...but I absolutely have to test the system before I will 
willingly trust it to the wild.  Thoughts?

Thanks.

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Re: [android-developers] 2 really simple Google Wallet / in-app purchase questions

2012-12-13 Thread Keith Wiley
Thanks.

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[android-developers] Testing in-app purchases is incompatible with monotonically increasing Android versions

2012-12-15 Thread Keith Wiley
I'm debugging in-app purchases.  This requires me to create the app profile 
on the console and upload the apk (but not necessarily publish it).  With 
an invited test gmail account, I can then test in-app purchases.  The 
problem is, there is no way to upload changes to the app if I have to fix 
something.  Say I upload an apk with version number 1.  Google requires 
that I increase the apk number with every upload, so I have to increase the 
number to 2 to change the code, and version 3 to change it again.  I may go 
through numerous iterations of development getting the final code in 
place...but none of these are actual new releases, the app isn't even 
published yet!  I want the first published version to be version 1, 
regardless of any initial testing and there doesn't seem to be any way to 
do this.  If I delete the apk from the app description in the hopes of 
wiping out the version numbers so I can upload an apk with version 1, the 
ENTIRE app profile is destroyed and I have to create a new one from 
scratch, including the required screenshot uploads and other tedium 
unrelated to testing.  This imposes a tremendous burden on the debugging 
process.

Is there any way to do what I am trying to accomplish here?  I am at a loss.

Thank you.

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Re: [android-developers] Testing in-app purchases is incompatible with monotonically increasing Android versions

2012-12-15 Thread Keith Wiley
Yeah, I know, but I still want to use the versionCode to label public 
releases, not just one-off momentary debug versions.  I'm not even talking 
about officially versioned betas here, I'm just talking about pushing the 
code through a rapid build-test-debug-fix cycle.  Every time I want to try 
another little thing on out in-app purchasing I have to delete the entire 
app profile and start over.

On Saturday, December 15, 2012 1:24:43 PM UTC-8, mbanzon wrote:

 In your manifest you should have both android:versionCode and 
 android:versionName attributes. The versionCode is the one you need to 
 increment but the versionName is the one the user sees and that one 
 can be whatever you like afaik. 

 On Sat, Dec 15, 2012 at 10:15 PM, Keith Wiley kbw...@gmail.comjavascript: 
 wrote: 
  I'm debugging in-app purchases.  This requires me to create the app 
 profile 
  on the console and upload the apk (but not necessarily publish it). 
  With an 
  invited test gmail account, I can then test in-app purchases.  The 
 problem 
  is, there is no way to upload changes to the app if I have to fix 
 something. 
  Say I upload an apk with version number 1.  Google requires that I 
 increase 
  the apk number with every upload, so I have to increase the number to 2 
 to 
  change the code, and version 3 to change it again.  I may go through 
  numerous iterations of development getting the final code in place...but 
  none of these are actual new releases, the app isn't even published yet! 
  I 
  want the first published version to be version 1, regardless of any 
 initial 
  testing and there doesn't seem to be any way to do this.  If I delete 
 the 
  apk from the app description in the hopes of wiping out the version 
 numbers 
  so I can upload an apk with version 1, the ENTIRE app profile is 
 destroyed 
  and I have to create a new one from scratch, including the required 
  screenshot uploads and other tedium unrelated to testing.  This imposes 
 a 
  tremendous burden on the debugging process. 
  
  Is there any way to do what I am trying to accomplish here?  I am at a 
 loss. 
  
  Thank you. 

 -- 
 Michael Banzon 
 http://michaelbanzon.com/ 


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Re: [android-developers] Testing in-app purchases is incompatible with monotonically increasing Android versions

2012-12-16 Thread Keith Wiley
Aaaah, I see now.  Okay.  Thanks.

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[android-developers] In-app purchase: Connection between merchant console and app?

2012-12-17 Thread Keith Wiley
The merchant console offers two ways to undo an order.  You can cancel 
entire order or you can refund some money, that letter often being 
disabled or otherwise unavailable on recent purchases.

When the developer/seller uses each of these options, what should be the 
corresponding signal back to the app on the buyer's phone?

I ask because it isn't working.  My test account app doesn't receive any 
sort of signal or message back through Google Wallet, Google Play, or the 
billing service/receiver in my app.  I've followed the Dungeons example, 
naturally, and I have no idea how to get cancel/refund messages back to my 
app from Google.  If I use the test refund sku, my app gets a refund 
purchase event as expected, but if I use the real skus with a secondary 
test account, issuing a cancel from the merchant console never triggers any 
event on the test account's phone.

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[android-developers] How to delete app in new console

2012-12-18 Thread Keith Wiley
In the old console, if you delete the last APK, the entire app goes 
away...for better or worse.  However, in the new console there appears to 
be no way at all to delete an app.  Is this correct?  Is my console now 
littered with unintended apps that will persist forever?  I have a version 
of the Dungeons app and I have draft versions of an app in-prep that I 
divided between free and paid before abandoning them in favor of a freemium 
model.  Is there anyway to clean up this clutter in the console?

Thanks.

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[android-developers] Re: How to delete app in new console

2012-12-19 Thread Keith Wiley
Where in the app manager is there a delete-app command?  I honestly don't 
see it.

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Re: [android-developers] Re: How to delete app in new console

2012-12-20 Thread Keith Wiley
I don't think we're having the same conversation here.  I'm not talking 
about anything on the phone at all.  I'm talking about the web console 
Android developers use to manage their apps in Google Play.  I'm honestly 
surprised no one else has chimed in on this discussion.  It seems like a 
legitimate question.

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Re: [android-developers] Re: How to delete app in new console

2012-12-20 Thread Keith Wiley
Thanks, that makes a lot of sense I suppose.  I haven't tried unpublishing 
a previously published app because I don't have a good candidate at the 
current time, but I do know that draft or otherwise as-yet unpublished apps 
offer no obvious method for removal...in stark contrast with the old 
console which could explicitly remove unpublished apps entirely.

Thanks again.

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Re: [android-developers] Re: How to delete app in new console

2012-12-21 Thread Keith Wiley
Like I said, I haven't tested it on a previously published app, only on 
draft apps that were never published in the first place...but in the old 
console if you delete the last APK associated with the app, the entire app 
description vanishes.  I don't know if it would do that for an app once it 
was published, but it is certainly different from the new console in this 
regard.

On Friday, December 21, 2012 5:47:24 AM UTC-8, TreKing wrote:

 On Thu, Dec 20, 2012 at 11:04 AM, Keith Wiley kbw...@gmail.comjavascript:
  wrote:

 .in stark contrast with the old console which could explicitly remove 
 unpublished apps entirely.


 Where exactly could you remove unpublished apps? I was under the 
 impression that once an app was published, if you unpublished it 
 afterwards, there was no way to delete it.


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

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Re: [android-developers] Re: How to delete app in new console

2012-12-22 Thread Keith Wiley
On Friday, December 21, 2012 6:02:10 PM UTC-8, TreKing wrote:
 

 It's also fantastic because the new app made in the new console doesn't 
 appear in the old console, so you can't delete it that way. Womp womp.


YEP!  I've noticed that too.  It defies rationalization.  Sigh. 

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[android-developers] Did Google just kill MobFox?

2013-08-27 Thread Keith Wiley
I admit I haven't logged into my developer console in a few days, but when 
I did this morning I saw a message that there are new guidelines to agree 
to and that existing apps not in compliance might be removed 30 days hence 
(less than 30 since I missed a few days).  Part of the new agreement says 
the following [my emphasis in red]:


   - *In-app purchases:* 
   - 
  - *Developers offering virtual goods* or currencies* within a game 
  downloaded from Google Play must use Google Play's in-app billing 
  service http://developer.android.com/google/play/billing/index.htmlas 
the method of payment. 
  *
  - Developers offering additional content, services or functionality 
  within another category of app downloaded from Google Play must use 
Google 
  Play's in-app billing 
servicehttp://developer.android.com/google/play/billing/index.htmlas the 
method of payment, except: 
 - where payment is primarily for physical goods or services (e.g. 
 buying movie tickets, or buying a publication where the price also 
includes 
 a hard copy subscription); or 
 - where payment is for digital content or goods that may be 
 consumed outside of the application itself (e.g. buying songs that can 
be 
 played on other music players). 
  
One approach to interpreting this would be to try to nit-pick it apart (to 
debate the meaning of *virtual good* for instance, but another approach 
is to simply ask the larger question: Can we no longer use MobFox or any 
other non-Google in-app payment system (in a game, perhaps other apps, but 
not in a game for whatever reason)?   I have a game on Google Play that 
uses in-app purchases to sell various upgrades or additional 
capabilities (sort of extra-life like things) within the game.  Is Google 
going to remove my app three weeks from now if I don't complete gut all the 
MobFox payments from it or am I misunderstanding these new guidelines?

...or, alternatively, does *virtual good* refer to something very 
specific, not just app upgrades but actual pretend items of some nebulous 
definition (like magic swords or stuff like that, which my game doesn't 
have anything like anyway), such that the *mere presence of MobFox* in an 
app won't necessarily be grounds for summary removal by Google.

I'm quite confused about this.

Thanks.

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[android-developers] Re: Did Google just kill MobFox?

2013-08-27 Thread Keith Wiley
Fair enough.  Thanks for the info.  That leaves me rather confused though.  
What is the point of third party systems like MobFox?  How do they work?  
Is their entire business model predicated on hoping confused developers 
such as myself will accidentally violate the Google TOS?  That strikes me 
as somewhat unbelievable.

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[android-developers] Re: Did Google just kill MobFox?

2013-08-27 Thread Keith Wiley
WAIT.  Oh man am I confused.  I'm sorry.  I use MobFox for my in-app ads 
(as opposed to whatever ad system Google supports, AdMob I believe), but my 
in-app purchases are processed using Google.  Yeesh!

In fact, IIRC, I coded up both MobFox and AdMob ads and can switch to use 
either, both, or neither of those ad systems, but I don't think I ever 
turned the AdMob option on, only MobFox.

Anyway, this whole discussion is something of a red herring now.  Sorry.

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Re: [android-developers] Re: Did Google just kill MobFox?

2013-08-27 Thread Keith Wiley
Like I said in an earlier response, I was confusing in-app ads and in-app 
purchases.  This entire thread (my original question) is essentially 
invalid.  Please disregard.  Sorry.

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Re: [android-developers] Physical address is required for paid apps or in-app purchases

2014-09-19 Thread Keith Wiley
I didn't see it either.  I think the description is that it will appear 
by the 30th, so presumably the settings page is going to change and have a 
physical address space in the next few weeks.  After that, I guess anyone 
can look up where I live and come by and harass me at my home, so, that'll 
be nice.  Thanks Google.

On Friday, September 19, 2014 2:38:19 PM UTC-7, DevDallas wrote:

 Does anyone see a place to add an address in the settings of the Dev 
 Console? If so, can you post a screenshot I can't seem to find it. As far 
 as I can see, there is no field for address in my Dev console settings. 
 On Sep 19, 2014 5:21 PM, Kostya Vasilyev kman...@gmail.com 
 javascript: wrote:

 Not just a blatant privacy violation.

 They're putting developers' lives at risk.

 Not every developer lives in relatively safe place like the US, or 
 Western Europe. The world is larger than that, and there are places where 
 criminal activity is relatively high.

 It's quite easy for someone to do the math, multiplying an app's price by 
 its install count, and then to pay a visit to the developer -- with the 
 intent of extortion, racket, theft, or other criminal activity.

 A PO box won't work for me personally, and Google may not accept them 
 either.

 -- K


 2014-09-20 1:00 GMT+04:00 Mark Phillips ma...@phillipsmarketing.biz 
 javascript::

 Rent a post office box near where you live. Then call it a suite in your 
 address. You can pick up the mail once a week. Not a big deal.

 I completely agree about the privacy issue with using your home address. 
 I wouldn't use my home address, nor my private email address. 

 Mark
 On Sep 17, 2014 11:24 PM, nagamatu naga...@gmail.com javascript: 
 wrote:

 Dear Android Developers,

 I got the following notification at Google play Developer Console.

 | Add a physical contact address Beginning September 30, 2014, you need 
 to add a physical address
 | to your Settings page. After you've added an address, it will be 
 available on your app's detail page to
 | all users on Google Play. If your physical address changes, make sure 
 to update your information on
 | your Settings page. 

 | If you have paid apps or apps with in-app purchases, it's mandatory 
 to provide a physical address 
 | where you can be contacted. If you don't provide a physical address 
 on your account, it may result in
 | your apps being removed from the Play Store.

 I do not want to disclose my home address in public, because I am an 
 individual developer.
 This is privacy issue. I don't understand why Google requires my 
 physical address.

 I disclose my e-mail address and users can contact me. Also I can reply 
 to messages that is written
 in review at Google Play.

 If I am working for a company and office address is disclosed in 
 public, I do not care for it.
 But do you want to know your home address in public?

 # I sent a feedback about objection for this requirement. 

 --
 nagamatu

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