!
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
:
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.
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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
:
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
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
, 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
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
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
/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
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
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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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
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
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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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
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
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
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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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
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
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
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
I see the other thread now. I'll pick it up from there. Thanks.
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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
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
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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Thanks for the great feedback on this everyone!
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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
: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
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()
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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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
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
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
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
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
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
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
I also tried the youtube short URL, btw, i.e., http://youtu.be/XXX.
http://youtu.be/KmBVrga0mGw
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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
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
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
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
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* - *ProGuard*. Sorry for the confusion.
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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
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
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
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
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
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
Thanks.
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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
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
Aaaah, I see now. Okay. Thanks.
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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
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
Where in the app manager is there a delete-app command? I honestly don't
see it.
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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
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
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
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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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
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
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
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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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
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