[android-developers] Re: Service not able to download network data while in standby

2008-12-16 Thread MrChaz

As the others have said, use the AlarmManager.
A couple of other things which may be of use to you if your process
takes a long time

Use the PowerManager to get and aquire a WakeLock - this will stop the
phone from going to sleep whilst you're doing stuff.
Use the WifiManager to get and aquire a WifiLock - this will keep the
wireless connected whilst you're doing stuff.

Don't forget to release the WakeLock and WifiLock when you're done.

On Dec 14, 5:54 pm, ChisterNordvik cnord...@gmail.com wrote:
 Hi!

 I have a service polling data at regular time intervals and this works
 great except when the phone goes into standby. Then the service never
 runs the timer thread and it never receives data. How does the SMS/
 Email application do this since I get those notifications while in
 standby?

 When I did a Windows Mobile application this was just the same, and I
 had to resort to a third party timer (SDF) to solve this

 -Christer

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[android-developers] Re: Using WifiManager or WifiConfiguration.Status

2009-03-20 Thread MrChaz

It works fine for me

I assume you're using the permission

uses-permission android:name=android.permission.ACCESS_WIFI_STATE/
uses-permission


On Mar 19, 10:53 am, wafa wafa_ga...@hotmail.com wrote:
 Hi all,
 Does anyone have an idea how use those Class(WifiManager or
 WifiConfiguration.Status) 
 this is my code but doesn't work even if the manifestxml has all the
 necessary permession

 WifiManager manager= (WifiManager) getSystemService
 (Context.WIFI_SERVICE);
 if( manager.isWifiEnabled()){
 ..}
 else{
 .

 }

 Thx
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[android-developers] Re: How do I make my application to be restarted after the phone is powered-on again?

2009-03-30 Thread MrChaz

Thanks for the code in the other thread.  Very useful.

On Mar 30, 12:39 am, Mark Murphy mmur...@commonsware.com wrote:
 pperotti wrote:
  Thanks Mark, I have just read also the response in the last update of
  your latest book.

 That was fast! ;-)

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

 Android App Developer Books:http://commonsware.com/books.html
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[android-developers] Re: Save an mp3 from a remote site

2009-03-31 Thread MrChaz

Sure,
Something like

//Where the file comes from
URL sourceURL = new URL(address);
URLConnection conn = sourceURL.openConnection();

InputStream inStream = sourceURL.openStream();

// Where the file is going to go
FileOutputStream outStream= new FileOutputStream(sdcard/file.mp3);

//a read buffer
byte[] bytes = new byte[20480];

//read the first chunk
int readBytes = file.read(bytes);

//read the rest
while (readBytes  0){
 //Write the buffered chunk to the file
 outStream.write(bytes, 0, readBytes);
 readBytes = file.read(bytes);
}
inStream.close();
outStream.close();

should do it.  I've typed that more or less by hand so it's missing
error checking etc.

On Mar 31, 8:10 am, idev ideveloper...@gmail.com wrote:
 Hi

 I am able to stream an mp3 at real time on my android phone. I wanted
 to know if it is possible to save an mp3 file residing on a remote
 location to my SD card.

 Any heads up is greatly appreciated.

 Thanks.
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[android-developers] Re: How to progress bar before going to next activity

2009-03-31 Thread MrChaz

Have a look at the API Demos that are on the emulator

Views  Progress Bar  Dialogs might be a good place to start

On Mar 30, 1:03 pm, amx ameyashe...@gmail.com wrote:
 Hi All,

 My application involves doing some calculation on the first activity
 and sending the information to the second activity. So while the
 calculation is being done , I want to show a activity / progress /
 busy indicator on the first activity , before going to the second one.
 Is there any way of doing so, or an sample code that does the same. I
 was also looking out for the same by calling the calculation method
 after a delay so that the progress bar is shown first before the
 calculation is done , but this has also failed. Any suggestion or help
 will be appreciated from you guys.

 Thank You
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[android-developers] Re: New app update force closes immediately on startup!

2009-03-31 Thread MrChaz

I was under the impression that if you have an app installed without
protection and then update to a version with protection you get force-
closes.

I have no idea if it's been confirmed though, sorry.

On Mar 31, 7:43 pm, rcs rsar...@gmail.com wrote:
 Hello all...

 This morning, we updated our app on AM; this was our first update
 since release of Android 1.1.

 In testing, on the emulator and with the signed .apk installed on our
 handsets, everything appeared to be working fine; however, we uploaded
 to AM, selected the new CopyProtection option, and published.  Wertago
 disappeared for about 30 minutes, and as soon as it reappeared, we
 downloaded, installed, and started.  Immediately upon starting, we got
 a force close and were never able to get the app started at all.

 We've seen some discussions about similar app behavior experienced by
 other developers, and there was mention of likely bugs in AM or in the
 Copy Protection scheme.  Has this been confirmed by Google, is there
 any communication from them about a coming fix, or anything like that?

 Here's a little detail about what we gather from the logcat output.
 Our app appears to fail upon attempting to open/create the database;
 the relevant line is:

 tmpDatabase = instance.openOrCreateDatabase(SEARCH_DATABASE_NAME,
 Context.MODE_PRIVATE, null);

 which throws the sqlite3_open_v2 error.

 Any information, or even just commiseration, would be appreciated.
 Thanks!
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[android-developers] Re: Save an mp3 from a remote site

2009-03-31 Thread MrChaz

Good point, I forgot about the MediaScanner.
One thing to note about using ACTION_VIEW is although you get the nice
mediaplayer UI it doesn't keep playing when you change Activities e.g.
go back to the home screen.

On Mar 31, 3:57 pm, Jean-Baptiste Queru j...@android.com wrote:
 No problem playing an MP3 from the SD card. You should be able to
 ACTION_VIEW the file:/// URI directly, or invoke the media scanner on
 it and ACTION_VIEW the resulting content:// URI (added bonus for the
 second method is that the file will immediately show up in the music
 player as well).

 JBQ

 On Tue, Mar 31, 2009 at 7:08 AM, Streets Of Boston



 flyingdutc...@gmail.com wrote:

  This is just copying the file.
  The question remains if you can play it or not... :=)

  I have not looked into this at all, but DRM could prevent the mp3 from
  playing.

  On Mar 31, 9:55 am, iDeveloper ideveloper...@gmail.com wrote:
  Thanks a ton. Didn't know android allowed saving to mp3 directly
  unlike an iphone.

  On 31-Mar-09, at 5:32 PM, MrChaz wrote:

   Sure,
   Something like

   //Where the file comes from
   URL sourceURL = new URL(address);
   URLConnection conn = sourceURL.openConnection();

   InputStream inStream = sourceURL.openStream();

   // Where the file is going to go
   FileOutputStream outStream= new FileOutputStream(sdcard/file.mp3);

   //a read buffer
   byte[] bytes = new byte[20480];

   //read the first chunk
   int readBytes = file.read(bytes);

   //read the rest
   while (readBytes  0){
   //Write the buffered chunk to the file
   outStream.write(bytes, 0, readBytes);
   readBytes = file.read(bytes);
   }
   inStream.close();
   outStream.close();

   should do it.  I've typed that more or less by hand so it's missing
   error checking etc.

   On Mar 31, 8:10 am, idev ideveloper...@gmail.com wrote:
   Hi

   I am able to stream an mp3 at real time on my android phone. I wanted
   to know if it is possible to save an mp3 file residing on a remote
   location to my SD card.

   Any heads up is greatly appreciated.

   Thanks.- Hide quoted text -

  - Show quoted text -

 --
 Jean-Baptiste M. JBQ Queru
 Android Engineer, Google.

 Questions sent directly to me that have no reason for being private
 will likely get ignored or forwarded to a public forum with no further
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[android-developers] Re: Need for backup functionality

2009-04-03 Thread MrChaz

I went with plan B and simple copied the database file

it lives in  data/data/package name/databases/database name if i
remember rightly.

On Apr 2, 9:23 pm, droozen droozenr...@gmail.com wrote:
 So I've come to a need to backup data in my application, so a user can
 safely restore the important data. I had an idea about how to go about
 this, but relatively it's a lot of work just to test if it would work,
 so it'd be nice to get a thumbs up or thumbs down to my plan from
 someone who has tried it, or an alternate way to do it.

 I was thinking that I could compose an email that the user could send
 to himself with a link in it like: 
 content://mycontentprovider/databackup/the
 data, possibly in a delimited format (comma-separated)

 And when the user would click the link it would pull up my content
 provider that would take all the data from the link and restore it
 into my database.

 Alternate idea: save the database file to another machine or email,
 but I wouldn't know how to go about doing this. Can I make my
 application attach the database to an email that could be imported? Is
 it easy to make the user hook up a USB cord to a computer for them to
 manually backup and reload the database file?
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[android-developers] Re: Passing ArrayList across actvities

2009-04-07 Thread MrChaz

Assuming MyList is an object you'll need to make it implement
Parcelable and Serializable

There are then 2 functions that you'll need to set up

this is used to re-create the object at it's destination:
public static final Parcelable.CreatorMyList CREATOR = new
Parcelable.CreatorMyList() {

public MyList createFromParcel(Parcel in) {

MyList foo = new MyList();
foo.bar = in.readString();


return foo;
}

public MyList[] newArray(int size) {
return new MyList[size];
}
};

and this is used to actually parcel the object in the first place
public void writeToParcel(Parcel arg0, int arg1) {
  arg0.writeString(this.bar);
}

I'm pretty sure you need to put items into the parcel in the same
order that you get them out, but don't quote me on that.

On Apr 7, 6:07 am, a...@lg l.prade...@gmail.com wrote:
 Hi all,
 I have an ArrayListMyList aList in an activity. I would like to send
 this data to another activty.  Such that,

 ArrayListMyList aList;

 Intent intent = new Intent();
 intent.setClass(mainactivity.this, newActivity.class);
 intent.putExtra(MyList, aList );
 startActivity(intent);

 Will this work out..??

 On the receiving activity,

  Intent i = getIntent();
 newList = (ArrayListMyList) i.getSerializableExtra(MyList);

 But this gets me no where ERROR..!!!

 Please help me..how to approach this problem...

 My intention is to share this List between activities...
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[android-developers] Re: help......i am a Beginners

2009-04-13 Thread MrChaz

You need to make sure that there is text in the TextEdits before
calling parseDouble because it will throw an exception otherwise.
Something like:

String heightText = fieldheight.getText().toString();
if( heightText  != null  !heightText.equals()){
 // do stuff here
}

should work.

On Apr 13, 3:11 pm, yoyo zjw...@gmail.com wrote:
 package com.androidyo.firstbmi;

 import java.text.DecimalFormat;

 import android.app.Activity;
 import android.os.Bundle;
 import android.view.View;
 import android.view.View.OnClickListener;
 import android.widget.Button;
 import android.widget.EditText;
 import android.widget.TextView;

 public class Bmi extends Activity {

         /** Called when the activity is first created. */
     @Override
     public void onCreate(Bundle savedInstanceState) {
         super.onCreate(savedInstanceState);
         setContentView(R.layout.main);

         Button button=(Button)findViewById(R.id.submit);
         button.setOnClickListener(calcBMI);
     }
     private OnClickListener calcBMI = new OnClickListener()
     {
         public void onClick(View v)
         {
                 DecimalFormat nf=new DecimalFormat(0.00);

                 EditText fieldheight=(EditText)findViewById(R.id.height);
                 EditText fieldweight = (EditText)findViewById(R.id.weight);
                 double height = 
 Double.parseDouble(fieldheight.getText().toString
 ());
                 height=height/100;
                 double weight = 
 Double.parseDouble(fieldweight.getText().toString
 ());

                 TextView result = (TextView)findViewById(R.id.result);
                 TextView fieldsuggest = (TextView)findViewById(R.id.suggest);
                 if(height=0||weight=0)
                         result.setText(input wrong);
                 else
                 {
                    double BMI = weight / (height * height);

              result.setText(Your BMI is +nf.format(BMI));

              if(BMI25){
                     fieldsuggest.setText(R.string.advice_heavy);
                    }else if(BMI20){
                 fieldsuggest.setText(R.string.advice_light);
                    }else{
                     fieldsuggest.setText(R.string.advice_average);
                    }
              }

         }

     };

 }

 MY question:

 when runing the app .if i input nothing .it will force close

 how can i fix it???
 please give me a hang...i am a beginners.thanks
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[android-developers] Re: Map not Displaying, Just tiles only

2009-04-13 Thread MrChaz

Have you added the INTERNET permission?

On Apr 13, 6:17 pm, nithin warier nithin.war...@gmail.com wrote:
 Hi, I tried to display map in emulator. But its showing just tiles only. I
 am attaching the screenshot and the log message is like this.

 04-13 22:30:06.934: INFO/ActivityManager(48): Start proc org.me.map for
 activity org.me.map/.MapAct: pid=615 uid=10022 gids={3003} 04-13
 22:30:06.944: DEBUG/dalvikvm(607): VM cleaning up 04-13 22:30:06.954:
 DEBUG/dalvikvm(607): LinearAlloc 0x0 used 541500 of 4194304 (12%) 04-13
 22:30:06.976: ERROR/dalvikvm(607): pthread_setspecific failed, err=22 04-13
 22:30:07.425: INFO/System.out(615):   Setting locale to en_US 04-13
 22:30:07.466: WARN/Maps_Persistence(615): Couldn't find file:
 /data/data/org.me.map/files/DATA_Preferences 04-13 22:30:07.545:
 INFO/jdwp(615): received file descriptor 27 from ADB 04-13 22:30:07.645:
 WARN/Maps_Persistence(615): Couldn't find file:
 /data/data/org.me.map/files/DATA_Tiles 04-13 22:30:07.675:
 WARN/Maps(615): Couldn't
 restore map info, data == null 04-13 22:30:07.995: INFO/MapActivity(615):
 Handling network change notification:CONNECTED 04-13 22:30:08.015:
 ERROR/MapActivity(615): Couldn't get connection factory client 04-13
 22:30:08.194: INFO/ActivityManager(48): Displayed activity
 org.me.map/.MapAct: 1400 ms

 Please tell whats wrong with this, My source code is very simple, I ididnt
 try anything special,

 public class MapAct extends MapActivity { /** Called when the activity is
 first created. */ @Override public void onCreate(Bundle savedInstanceState)
 { super.onCreate(savedInstanceState); setContentView(R.layout.main); }
 @Override protected boolean isRouteDisplayed() { // TODO Auto-generated
 method stub return false; } }

 Thanks
 Nithin
 nithinwarier.blogspot.com
 +919739146701

  map.bmp
 3112KViewDownload
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[android-developers] Re: Persistant Variables

2009-04-13 Thread MrChaz

Take at look at on onSaveInstanceState()
You can use that to save things into the bundle that is passed to
onCreate()

On Apr 13, 7:26 pm, Kirk kirk.mora...@gmail.com wrote:
 I have an activity that responds to the accelerometer. When the device
 is rotated, a different layout is displayed based on whether the phone
 is portrait or landscape. I notice, however, that each time the phone
 is rotated, the onCreate method is called and all of my instance
 variables are reset. Is there any way to make the values of these
 variables persists?

 Thanks,

 Kirk
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[android-developers] Re: How to validate data being entered into an EditText control?

2009-04-13 Thread MrChaz

Could you could create your own KeyListener and pass it into the
TextView via setKeyListener()?

On Apr 13, 7:02 pm, Videoguy puri_mall...@yahoo.com wrote:
 Hi
 I have an EditText control to accept IP address fields. Its xml input
 attribute allows everything else except IP addresses.
 How to make the control accept dotted IP quad addresses only?

 Thanks
 Videoguy
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[android-developers] Re: Persistant Variables

2009-04-13 Thread MrChaz

I think that there is a permission for saying that you will handle it
and another event that you can hook.
But I've not explored those :)

On Apr 13, 8:49 pm, Kirk - Actual Metrics kirk.mora...@gmail.com
wrote:
 Thanks that works great. I feel kind of stupid for not figuring that
 out on my own now.  I do think it's silly for onCreate to be called
 again on rotate; there should be an onOrientationChange event or
 something.

 Kirk

 On Apr 13, 11:31 am, MrChaz mrchazmob...@googlemail.com wrote:

  Take at look at on onSaveInstanceState()
  You can use that to save things into the bundle that is passed to
  onCreate()

  On Apr 13, 7:26 pm, Kirk kirk.mora...@gmail.com wrote:

   I have an activity that responds to the accelerometer. When the device
   is rotated, a different layout is displayed based on whether the phone
   is portrait or landscape. I notice, however, that each time the phone
   is rotated, the onCreate method is called and all of my instance
   variables are reset. Is there any way to make the values of these
   variables persists?

   Thanks,

   Kirk
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[android-developers] Re: Early Look Android 1.5 SDK

2009-04-14 Thread MrChaz

Great news,
It's good to be able to see what's coming before it gets to the
consumers but damn, it looks like this is not going to upgrade
smoothly.  hey ho.

On Apr 14, 12:30 am, Xavier Ducrohet x...@android.com wrote:
 Hello developers!

 I'm pleased to announce the release of an early look of the Android 1.5 SDK.

 More information and download link 
 at:http://android-developers.blogspot.com/2009/04/getting-ready-for-andr...

 Have fun!

 Xav
 --
 Xavier Ducrohet
 Android Engineer, Google.
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[android-developers] Curious debugging problem

2009-04-16 Thread MrChaz

I'm getting a force close on a real device but I can't replicate it on
the emulator which means I can't find out why it's crashing.
For some reason the debugger never attaches when I try and debug on
the actual device.
I'm running Vista and SDK 1.1

Any and all help welcome :)
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[android-developers] Re: Curious debugging problem

2009-04-17 Thread MrChaz

Great!
I didn't hzve the manifest entry.

Thanks

On Apr 16, 7:42 pm, Al alcapw...@googlemail.com wrote:
 Forgot to mention, you should be able to read logcat messages from the
 device. Inside Eclipse and also from terminal/command prompt: adb -d
 logcat. It should give you a trace of where the crash happened and
 why.

 On Apr 16, 7:41 pm, Al alcapw...@googlemail.com wrote:

  On Apr 16, 6:13 pm, MrChaz mrchazmob...@googlemail.com wrote:

   I'm getting a force close on a real device but I can't replicate it on
   the emulator which means I can't find out why it's crashing.
   For some reason the debugger never attaches when I try and debug on
   the actual device.

  For debugging on a real device, you have to enable it under 
  Settings-Applications and also turn on debugging in the application's

  manifest. E.g.

  application . debuggable=true . /application

   I'm running Vista and SDK 1.1

   Any and all help welcome :)
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[android-developers] Blank screen when switching activities

2009-04-25 Thread MrChaz

Hey,

I've got a basic list activity with a few images that when you select
one starts a new activity with a SurfaceView (based on the Lunar
Lander sample).
Some times the screen is just blank, from some debugging I can see
that the background .png is being loaded and doDraw() is being called
by the activity doesn't display anything for anything from 4 to 20
seconds.
Other times the game activity is loaded just fine.  I assumed it was
some kind of garbage collection problem but I can't see anything in
LogCat and the second activity is actually loaded, just not displayed
for some reason.

Help.
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[android-developers] Re: How To Programmatically Turn On/Off WIFI?

2009-09-16 Thread MrChaz

Add
uses-permission android:name=android.permission.CHANGE_WIFI_STATE/
uses-permission
uses-permission android:name=android.permission.ACCESS_WIFI_STATE/
uses-permission

to the manifest file

On Sep 16, 4:36 am, !oEL runzhou...@gmail.com wrote:
 Hi,

 Second question of the day, how do I programmatically turn on/off
 WIFI?

 Currently I'm having something like this:

                 _iWifi.setOnClickListener(new View.OnClickListener() {

                         public void onClick(View v) {
                                 WifiManager wm = (WifiManager) 
 getSystemService(WIFI_SERVICE);

                                 if (!wm.isWifiEnabled()) {
                                         wm.setWifiEnabled(true);
                                 } else {
                                         wm.setWifiEnabled(false);
                                 }
                         }
                 });

 Where _iWifi is a button instant (of course...)

 Now, the problem is that it tells me there is a Security Exception
 occurred, I guess I have no permission to access this.

 I'm sure a firmware key is not needed in this case (unlike my previous
 question regarding reboot action), so what is the proper way of doing
 this?

 Please help, thank you in advance :D
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[android-developers] Quick Text to Speech example

2009-09-16 Thread MrChaz

Saw a couple of posts from people looking for info on the new text to
speech library so I had a whirl at getting it running.
Seems to work without any kind of permissions or anything - took about
5 minutes, I must say I'm really impressed!
I'm sure this probably isn't best practice but it works :)

public class Traffic extends Activity implements OnInitListener {
TextToSpeech _tts;
boolean _ttsActive = false;

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}

@Override
public void onPause(){
super.onPause();

try{
// Stop talking when we lose focus
if (_tts != null){
_tts.stop();
_ttsActive = false;
}
}catch(Exception e){}
}

@Override
public void onResume(){
super.onResume();

   // Create our text to speech object.
_tts = new TextToSpeech(getApplicationContext(), this);
}

@Override
public void onDestroy(){
super.onDestroy();
try{
   // We're closing down so kill it with fire.
if (_tts != null){
_tts.shutdown();
_tts = null;
}
powerLock.release();
}
catch(Exception e){}
}

@Override
public void onInit(int status) {
// If the TTS init is successful set a flag to say we
can be used; say hello
if (status == TextToSpeech.SUCCESS){
_ttsActive = true;
_tts.speak(Hello world. mmm donuts,
TextToSpeech.QUEUE_FLUSH, null);
}
}
}
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-20 Thread MrChaz

Wow, thanks.  I look forward to checking this out.

On Sep 18, 2:08 pm, rich...@stickycoding.com
rich...@stickycoding.com wrote:
 I've been working on a game framework for a little while, and while
 its far from perfect, I've put the current version online.

 To be honest, I haven't used much OpenGL in the past. Before last week
 I had never tried using it.
 If anyone would like to take a look, please do, I'd appreciate all the
 help possible on speeding it up.
 There are many features I have in mind and am planning at the minute,
 but so far it supports:

 # Texture and Sprite management
 # Text, using TTF fonts
 # Organised layers
 # Two audio management classes, one optimized for music, the other for
 sound effects
 # Sprite dynamics (acceleration, terminal velocity, collisions)
 # Animation
 # Handlers to manage events fired through movement, animation, screen
 touches, accelerometer input, device shaking and collisions
 # Several minor features aimed at speeding development, such as screen
 settings and vibration

 The code is athttp://code.google.com/p/rokon/

 Again, I'd very much appreciate advice or help with any bugs you can
 see, thanks.
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[android-developers] Re: MyLocationOverlay causing crash in 1.6 (Donut)

2009-09-26 Thread MrChaz

Well if they will install a non-released version of the OS then that's
to be expected.

On Sep 25, 10:04 pm, CaptainSpam captains...@gmail.com wrote:
 Recently, two independent users with 1.6 (Donut) on their phones have
 informed me that my app crashes after it enters a MapView, just as
 soon as MyLocationOverlay obtains its first location fix.  I have seen
 it do so with one of them, in fact.  However, when I asked for a
 logcat, what they sent me seems to indicate the crash originated from
 an uncaught ClassCastException thrown from within MyLocationOverlay
 itself, not from my code.  Worse, I tried running this on the 1.6
 emulator and couldn't make it crash (I don't have 1.6 on my actual
 phone yet), so I am completely lost with this and unsure if it's
 something odd they were doing on their phones or something I will have
 to worry about when 1.6 gets rolled out to more people.

 One user has tried uninstalling/reinstalling the app numerous times,
 as well as disabling Dalvik-Cache, all to no avail.  This app works
 perfectly on both 1.1 and 1.5 phones.  I also tried recompiling the
 app explicitly using the 1.6 SDK, and it still crashed (as per the
 user I talked to).  Is there anything I would need to consider with
 regards to MyLocationOverlay when upgrading to 1.6?

 Thanks in advance!

 --
 Nicholas Killewald

 What follows is the logcat I received from one user (apologies for any
 formatting problems).  I would provide a code snippet, but since the
 exception didn't come from my code, I'm not sure what I would need to
 paste.

 09-22 11:38:16.106 I/ActivityManager(  158): Displayed activity
 net.exclaimindustries.geohashdroid/.MainMap: 2846 ms (total 2846 ms)
 09-22 11:38:16.767 D/libgps  (  158): PDSM_PD_EVENT_BEGIN
 09-22 11:38:16.767 D/GpsLocationProvider(  158): Acquiring wakelock
 09-22 11:38:16.866 D/libgps  (  158): PDSM_PD_EVENT_COMM_BEGIN
 09-22 11:38:16.876 D/libgps  (  158): calling sAGpsStatusCallback
 GPS_REQUEST_AGPS_DATA_CONN
 09-22 11:38:16.916 D/libgps  (  158): qct_agps_data_conn_open:
 epc.tmobile.com
 09-22 11:38:16.916 D/libgps  (  158): DeferredActionThread calling
 send_pdsm_atl_post_event PDSM_ATL_EVENT_OPEN_SUCCESS epc.tmobile.com
 09-22 11:38:17.501 D/libgps  (  158): PDSM_PD_EVENT_COMM_CONNECTED
 09-22 11:38:17.926 D/libgps  (  158): PDSM_PD_EVENT_GPS_BEGIN
 09-22 11:38:18.336 D/libgps  (  158): PDSM_PD_EVENT_COMM_DONE
 09-22 11:38:19.088 D/libgps  (  158): calling sAGpsStatusCallback
 GPS_RELEASE_AGPS_DATA_CONN
 09-22 11:38:19.088 D/libgps  (  158): qct_agps_data_conn_closed
 09-22 11:38:19.216 D/dalvikvm(  730): GC(0) freed 8209 objects /
 611880 bytes in 109ms
 09-22 11:38:19.966 D/NetworkLocationProvider(  158): getLocation():
 falling back to cell
 09-22 11:38:20.126 I/ActivityManager(  158): Start proc
 com.google.android.apps.maps:LocationFriendService for service
 com.google.android.apps.maps/
 com.google.googlenav.friend.android.LocationFriendService: pid=750
 uid=10025 gids={3003}
 09-22 11:38:20.366 I/Maps.MyLocationOverlay(  730): Running deferred
 on first fix: net.exclaimindustries.geohashdroid.MainMap
 $initiallocationadjus...@439ec528
 09-22 11:38:20.566 I/ActivityManager(  158): Process com.android.mms
 (pid 614) has died.
 09-22 11:38:20.576 D/AndroidRuntime(  730): Shutting down VM
 09-22 11:38:20.576 W/dalvikvm(  730): threadid=3: thread exiting with
 uncaught exception (group=0x4001e210)
 09-22 11:38:20.576 E/AndroidRuntime(  730): Uncaught handler: thread
 main exiting due to uncaught exception
 09-22 11:38:20.636 E/AndroidRuntime(  730):
 java.lang.ClassCastException: android.graphics.drawable.BitmapDrawable
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 com.google.android.maps.MyLocationOverlay.getLocationDot
 (MyLocationOverlay.java:180)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 com.google.android.maps.MyLocationOverlay.drawMyLocation
 (MyLocationOverlay.java:561)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 com.google.android.maps.MyLocationOverlay.draw(MyLocationOverlay.java:
 511)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 com.google.android.maps.OverlayBundle.draw(OverlayBundle.java:45)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 com.google.android.maps.MapView.onDraw(MapView.java:476)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at android.view.View.draw
 (View.java:6274)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 android.view.ViewGroup.drawChild(ViewGroup.java:1526)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 android.view.ViewGroup.drawChild(ViewGroup.java:1524)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at android.view.View.draw
 (View.java:6277)
 09-22 11:38:20.636 E/AndroidRuntime(  730): at
 android.widget.FrameLayout.draw(FrameLayout.java:352)
 09-22 11:38:20.636 E/AndroidRuntime(  

[android-developers] Re: Is it possible to upgrade HTC Magic G2 from 1.5-Cupcake to 1.6-Donut ?

2009-09-29 Thread MrChaz

At some point, when 1.6 is finished, the update will be pushed to your
phone and it will ask you if you want to update.

Otherwise I think you can either flash your phone or apply the update
manually.

On Sep 29, 1:09 pm, Kasmoori Bindu bindukasmo...@gmail.com wrote:
 Hi,
 I am currently using HTC Magic G2 H/W with Android 1.5 Cupcake; I am
 planning to upgrade it to 1.6 Donut. Is it possible? if so, what is the
 procedure to upgrade. I need this information urgently.

 Could anyone please respond.

 Thanks Regards,
 Bindu
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[android-developers] Re: Android Game Framework ?

2009-10-06 Thread MrChaz

Rokon looks pretty good and sounds pretty much like what you're
looking for.
You'll never be able to avoid writing the game loop but at least Rokon
removes a whole bunch of the engine code.

On Oct 5, 10:57 pm, vetch oldpete...@gmail.com wrote:
 I do not know if Rokon is good or great. I looked through his code -
 for me it looks like early alpha stage. Besides, it has licensing
 issues, so I prefer to writing my own, that I really understand.

 I hope Google knows how badly Android needs embedded game framework.

 On 5 Paź, 23:43, Dan Sherman impact...@gmail.com wrote:



  But its a community effort... The guy from Rokon was on here looking for
  help on his (very well designed) game engine, could be very neat if it got
  some power behind it.

  Look at the iphone (as hopefully a decent example), theres not much there in
  terms of game frameworks.  Someone ported cocos2d which ended up doing quite
  well.

  XNA is a bad example, as it was built for something that only does games,
  and has been since ported to other places.  Google doesn't build games...

  - Dan

  On Mon, Oct 5, 2009 at 5:34 PM, vetch oldpete...@gmail.com wrote:

   very funny :) but I think, you did not understand my point.

   I think about game engine framework embedded in SDK.

   Google done great job with UI framework, hardware interfaces and
   others, so I think, creating another high level framework for games,
   should not be a problem for them.

   On 5 Paź, 23:25, Dan Sherman impact...@gmail.com wrote:
   http://lmgtfy.com/?q=android+game+framework

On Mon, Oct 5, 2009 at 5:17 PM, vetch oldpete...@gmail.com wrote:

 Me, and I think, many other developers, always tried to write some
 game.

 Problem with a game, is a complexity of technic stuff. Complexity,
 means learning. Learning is great, but takes time.

 I think, Android needs a game framework. Something like SDL or more,
 XNA from Microsoft. Of course, we can use Canvas to draw, but it is
 slow. We can use OpenGL, but after two days of learning I still do not
 know how to draw f** background. Of course, I will do that. Some
 day :) But state and flags-ful OGL interface is really hard to
 understand if you go from wonderful world of objective thinking.

 I just want to focus on creating art, not wondering how to create
 tools for that.

 I'm worrying, really worring about Android and games. M$ has XNA,
 porting it to Zune with Tegra. After that, XNA will come to WinMo. If
 you ever used C# and XNA, you know, how simple and great it is. What
 does it mean ? Thousands of games for Microsoft Mobile Junk and still
 no great games for Android. Worst. Many Android developers will go to
 WinMo for XNA. Many games will be easily ported from Xbox Arcade too.

 And we will be wasting time, wondering, how to get 25fps from Canvas
 or OpenGL. Without sound.

 Now, I think, is the time to do something with that. Android really
 needs something like XNA, to allow us producing games without all that
 technic stuff like OpenGL, game loops with managing threads, times,
 buffers, right pixel format settings and others.

 What you think about official game framework for Android ?

 Is Google working on something like that ?
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[android-developers] Splintering of the Market

2009-10-11 Thread MrChaz

Having just received an e-mail from the Google about up-coming changes
to the market I was wondering what other people thought of it.

The bit that I don't like the sound of is:

First, we have added the ability to target applications by carrier in
all
countries.  For example, if you are showing your app in the United
States,
you can now choose among Sprint, T-Mobile, and Verizon Wireless.

The deliberate splintering of the market by allowing carriers to
essentially have own market with their own exclusive apps is a
terrible idea in my opinion. It's going to make this confusing and
annoying for users who see their friends using software on an
identical phone and operating system but are unable to use it
themselves.
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[android-developers] Re: paid apps

2009-10-16 Thread MrChaz

It seems that a lot of US cards don't allow foreign currency purchases
so if you application isn't in dollars they can't buy it.

On Oct 16, 1:08 am, Andrei gml...@gmail.com wrote:
 For paid apps on average there is like 15 - 20% declined credit card
 rate, why is it so high?
 The message is: The authorization of the customer's credit card
 failed
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[android-developers] Re: Google: please change your release process

2009-10-26 Thread MrChaz

That's almost worse than being apparently incompetent.
Assuming the rumours around Droid are right it's going to be packing
openGL ES 2 which is not 100% compatible with 1.0 and who knows what
other changes there will be with the different graphics chip in there.
Personally I feel like there are too many differing devices and vendor
specific sub-versions at this point

On Oct 26, 9:30 pm, wimbet wim...@gmail.com wrote:
 If Google likes your app, you can get early access to the Android 2.0
 code.

 http://androidandme.com/2009/10/news/google-hand-picks-developers-for...
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[android-developers] Re: Google: please change your release process

2009-10-27 Thread MrChaz

That's a slippy slope to start on JP, not long until we're building
for vendor specific custom OS's and then versions of those OS's.
Say what you will about Apple but having a super tight target platform
makes everyones life so much easier.  Heck, just look at the dominance
of consoles.

roll on
SenseUI build
MotoBlur build
Vanilla build

On Oct 26, 11:54 pm, JP joachim.pfeif...@gmail.com wrote:
 Thinking about this more I suppose I'll issue Verizon-only releases,
 and solicit the input from users to find out if and how 2.0 on Moto
 breaks the apps.
    Geez we're getting pushed into pretty shitty practices here, or
 perhaps that's the acceptable standard now.

 On Oct 26, 4:38 pm, momo regist...@gmail.com wrote:



  I can't agree more.  Release beta SDKs for each of your releases for
  developers or any developers who already has an application in the
  Market.  As changes are being implemented, update the beta SDKs to new
  versions.  This way developers are GIVEN MORE TIME to verify that
  their apps work.

  Sigh sometimes I feel the Android team is run very poorly.

  On Oct 26, 4:22 pm, JP joachim.pfeif...@gmail.com wrote:

   If this is true... insulting to those that conduct open source
   development truly open source.

   Makes me consider to change the licensing of the stuffs I've released
   on Apache 2.0 back to GPL.

   On Oct 26, 2:30 pm, wimbet wim...@gmail.com wrote:

If Google likes your app, you can get early access to the Android 2.0
code.

   http://androidandme.com/2009/10/news/google-hand-picks-developers-for...
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[android-developers] Re: Android 2.0

2009-10-27 Thread MrChaz

Yeah it would but given it's their job to support the community and
the community is demanding more maybe they should start to look at
their practices.

On Oct 26, 11:41 pm, Marco Nelissen marc...@android.com wrote:
 On Mon, Oct 26, 2009 at 4:29 PM, Frank arro...@gmail.com wrote:

  Why is the SDK for all android releases always so late on arrival?
  Developers usually have barely 1-2 weeks to prepare before the release
  is dropped into consumer's hands.  With Android 2.0 coming out soon on
  the Droid, set to be announced in October 28th and then possibly
  releasing in November, the developers are once again VERY late in the
  game.

  I know it takes a lot of work in getting an SDK with all the
  documentation out.

 Yes, it does.

   But maybe release a beta SDK just for developers
  first? As changes are implemented, newer beta SDKs are provided?  At

 Wouldn't that be even *more* work?



  least now developers are given MORE time to optimize and verify that
  their apps still work on the new version release.
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[android-developers] Re: Multitouch support in Android 2.0

2009-10-27 Thread MrChaz

Thanks for the info,

Wouldn't this
Finger 1 up: MotionEvent ACTION_POINTER_1_UP with one pointer, whose
ID is
1.
need to be ID of 0?  Or am I mis-understanding the purpose of the UP
action?

On Oct 27, 4:45 pm, Dianne Hackborn hack...@android.com wrote:
 It's basically just some new APIs on MotionEvent:

 http://developer.android.com/reference/android/view/MotionEvent.html

 http://developer.android.com/reference/android/view/MotionEvent.htmlHmmm
  and I'm not sure why, but in the doc all of those new APIs are in gray, so
 they should be easy to see. :)

 Or  here is the API diff report:

 http://developer.android.com/sdk/api_diff/5/changes.html

  http://developer.android.com/sdk/api_diff/5/changes.htmlI see that I
 didn't get around to writing documentation in MotionEvent on the way
 multi-touch works; sorry about that.  Basically there are new actions that
 tell you when additional fingers go down and up, and each MotionEvent you
 receive allows you to query for the number of pointers in the event as well
 as the x, y, size, and pressure of each of those points (and the historical
 data for all those points as well if you want to collect all data since the
 last motion event you received).

 So it should be pretty straight-forward.  The main thing to watch out for is
 the difference between the index in the current event for a pointer's data
 vs. the pointer ID for that pointer:

 http://developer.android.com/reference/android/view/MotionEvent.html#...

 http://developer.android.com/reference/android/view/MotionEvent.html#...The
 pointer ID allows you to keep track of the individual fingers across
 multiple motion events.  For example, if the user touches finger 1, then
 finger 2, then releases 1, then touches 1 again, you would see:

 Finger 1 down: MotionEvent ACTION_DOWN with one pointer, whose ID is 0.

 Finger 2 down: MotionEvent ACTION_POINTER_2_DOWN with two pointers, whose
 IDs are 0 and 1.

 Finger 1 up: MotionEvent ACTION_POINTER_1_UP with one pointer, whose ID is
 1.

 Finger 1 down: MotionEvent ACTION_POINTER_1_DOWN with two pointers, whose
 IDs are 0 and 1.

 Finger 1 up: MotionEvent ACTION_POINTER_1_UP with one pointer, whose ID is
 1.

 Finger 2 up: MotionEvent ACTION_UP with one pointer, whose ID is 1.

 (And inspite of what the update documentation says, the API allows for an
 arbitrary number of fingers, not just 3.  I just happened to define
 convenience constants for the first 3 finger down/up actions, but given
 their weird naming as seen above and the finger ID mask is actually 255, it
 is perhaps best just to ignore those constants. :p)

 On Tue, Oct 27, 2009 at 9:29 AM, Streets Of Boston
 flyingdutc...@gmail.comwrote:







  Kind-a burried inside the blog-post on developer.android.com (http://
  developer.android.com/sdk/android-2.0-highlights.html), i saw that
  multi-touch is now supported:

  Android virtual keyboard
  •An improved keyboard layout to makes it easier to hit the correct
  characters and improve typing speed.
  •The ***framework's multi-touch support*** ensures that key presses
  aren't missed while typing rapidly with two fingers.
  •A smarter dictionary learns from word usage and automatically
  includes contact names as suggestions.
  

  I'm really curious how multi-touch is supported in the API.

 --
 Dianne Hackborn
 Android framework engineer
 hack...@android.com

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

2009-10-27 Thread MrChaz

Sorry if I confused Mark,
I was speculating on a gloomy possible future not suggesting something
that we needed to do.
Just riffing on the idea of having to create vendor builds if they end
up running exclusive new (or keep old) versions of Android

On Oct 27, 2:12 pm, Mark Murphy mmur...@commonsware.com wrote:
  That's a slippy slope to start on JP, not long until we're building
  for vendor specific custom OS's and then versions of those OS's.

 You don't need to do that.

  roll on

 It is unclear what deodorant delivery mechanisms have to do with Android.

  SenseUI build

 Apps do not need a dedicated build for HTC Sense.

  MotoBlur build

 Apps do not need a dedicated build for MOTOBLUR.

 --
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 Android App Developer Books:http://commonsware.com/books.html
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[android-developers] Re: Android 2.0

2009-10-28 Thread MrChaz



 For what it's worth, I believe the biggest causes of apps breaking on the
 newer devices are them having trouble with the new screen densities / sizes,
 and them using private APIs.  We got the screen support out earlier in 1.6
 and have been trying to beat that drum to get people to start to address
 that, since that is one of the biggest impacts on them.

It's also a tedious and boring task - not your fault obviously.  That
doesn't mean it'll get done any quicker though ;)

 There are certainly some specific kinds of apps where running against
 specific hardware is much more useful (open gl and camera are the two main
 ones that I would think about), but as far as dealing with different
 platform versions, the platform is the platform, and whether you run it in
 the emulator or on one device or another it behaves the same.

Are you allowed to say anything about Droid's openGl version?
From looking at all the leaks (or PR if you ask me) it seems to be a
2.0 device like the 3gs or pre but there is nothing in the
documentation
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[android-developers] Re: OpenGL ES 2.0?

2009-10-28 Thread MrChaz

There's been no word on any hardware that supports 2.0 yet

On Oct 28, 6:47 pm, gigadude e.a.hutch...@gmail.com wrote:
 Is there a timeline for GLES 2.0 support (hopefully in the NDK as
 well)? Thanks for any info!
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[android-developers] Re: 3D Developers - Motorola Droid OpenGL ES Specs are in

2009-10-29 Thread MrChaz

Thanks for that,

Assuming Anandtech is right about the 3gs that chip is actually
better.
I'm guessing they'll open 2.0 later - they did hint at another sdk by
years end.

On Oct 29, 3:35 am, Robert Green rbgrn@gmail.com wrote:
 I just got my hands on this phone.  Here's my summary:

 1)  It's really fast.  Runs all my games at max framerates.
 2)  The screen is 16:9 and will probably mess with your layouts and
 games and stuff.
 3)  It has a PowerVR SGX530.  That's right around iPhone 3GS's GPU
 speed.  Wow!!

 I believe the hardware supports OpenGL ES 2.0 but since Android
 doesn't, there's no way to use it right now.  I did, however, dump all
 of the GL extensions and put them alongside the G1 and Emulator
 extension lists into this handy-dandy article 
 -http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs
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[android-developers] Re: how to be paid by the market?

2009-10-29 Thread MrChaz

The money is sent straight to my bank account so I guess that's a wire
transfer.

On Oct 28, 10:02 pm, shadow_of__soul shadow.of.sou...@gmail.com
wrote:
 Hi,

 i'm interested to develop games for the android platform, but i have a
 question that i haven't been able to answer.

 i'm from argentina, if i pay the $25 fee, i'm able to publish my app
 in the store, but how i'm paid the revenue if i publish a paid app?
 wire transfer? check?

 also, there is any other requirement to publish paid app's in the
 store?

 Regards,
 Shadow.
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[android-developers] Re: Screen Sizes with 1.5, 1.6 and 2.0

2009-11-13 Thread MrChaz
It seems like the links in the reference are broken

1.6 lets you specify which screen sizes you support and what to do in
each case, so you'll be ok compiling against that.  I'd still download
the 2.0 and create an emulator image running that at the droid screen-
resolution.  By default android will just upscale your application, I
think.

The manifest attributes are here:
http://developer.android.com/guide/topics/manifest/supports-screens-element.html

On Nov 13, 2:49 pm, Evan Ruff evan.r...@gmail.com wrote:
 Hey guys,

 I've got a quick question about screen size support. Currently, I've
 got an application that is rockin' along just fine on 1.5 and 1.6.
 Today the client called and says they want to run on Droid. While I've
 downloaded the 2.0 SDK, I'm a little wary of compiling against it.
 Will it break 1.5 and 1.6 compatilbility? How will the medium phones
 (G1, MyTouch) know to use those layouts?

 I imagine this is a pretty rudimentary question so if it's in a doc
 somewhere, can someone point me in the right direction?

 Thanks!

 E

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[android-developers] Is there a list of standard Intent specifications?

2009-11-14 Thread MrChaz
I'm looking into getting my application to show up when the user tries
to 'share' a picture via the Gallery application I can't, however,
find any information about how exactly to go about this.

I get that I need to declare an intent filter for the SHARE action,
what I can't seem to find is how the Gallery wants to send out the
selected image.

http://android-developers.blogspot.com/2009/11/integrating-application-with-intents.html
documentation is key indeed.

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[android-developers] Re: Is there a list of standard Intent specifications?

2009-11-15 Thread MrChaz
That's the one I'm trying to use:

intent-filter android:icon=@drawable/icon android:label=@string/
app_name
action android:name=android.intent.action.SEND/action
category android:name=android.intent.category.ALTERNATIVE/
category
category
android:name=android.intent.category.SELECTED_ALTERNATIVE/
category
/intent-filter

On Nov 14, 9:30 pm, Mark Murphy mmur...@commonsware.com wrote:
 MrChaz wrote:
  I'm looking into getting my application to show up when the user tries
  to 'share' a picture via the Gallery application I can't, however,
  find any information about how exactly to go about this.

 I'd try supporting ACTION_SEND and see if that gets you in there.

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

 _Android Programming Tutorials_ Version 1.0 In Print!

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[android-developers] Re: Is there a list of standard Intent specifications?

2009-11-15 Thread MrChaz
Thanks mark,
I really didn't want to have to crawl around code to find how it's
sending the picture i.e. as a content uri and how it's storing it
(EXTRA_STREAM)

still, it works now.  Thanks again.

On Nov 15, 12:42 pm, Mark Murphy mmur...@commonsware.com wrote:
 MrChaz wrote:
  That's the one I'm trying to use:

  intent-filter android:icon=@drawable/icon android:label=@string/
  app_name
  action android:name=android.intent.action.SEND/action
  category android:name=android.intent.category.ALTERNATIVE/
  category
  category
  android:name=android.intent.category.SELECTED_ALTERNATIVE/
  category
  /intent-filter

 Well, I can tell you that the mail program uses:

             intent-filter android:label=@string/app_name
                 action android:name=android.intent.action.SEND /
                 data android:mimeType=text/plain /
                 data android:mimeType=image/* /
                 data android:mimeType=video/* /
                 category android:name=android.intent.category.DEFAULT /
             /intent-filter

 And the MMS client uses:

            intent-filter
                action android:name=android.intent.action.SEND /
                category android:name=android.intent.category.DEFAULT /
                data android:mimeType=image/* /
            /intent-filter
            intent-filter
                action android:name=android.intent.action.SEND /
                category android:name=android.intent.category.DEFAULT /
                data android:mimeType=video/* /
            /intent-filter
            intent-filter
                action android:name=android.intent.action.SEND /
                category android:name=android.intent.category.DEFAULT /
                data android:mimeType=text/plain /
            /intent-filter

 The categories you are using are for option menus and AFAIK are not
 relevant for the scenario you are trying. So, I'd model after the ones
 from the Android source code.

 BTW, to find this, you can use Google Code Search:

 http://www.google.com/codesearch

 and search on:

 package:android android.intent.action.SEND

 (though that will also bring up a bunch of SENDTO entries as well)

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

 Warescription: Three Android Books, Plus Updates, $35/Year

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[android-developers] Re: fwd: get the file path from a URI instance

2009-11-17 Thread MrChaz
If I remember rightly, the gallery returns you a content uri
so you'll want to do something like: getContentResolver
().openInputStream(uri)

On Nov 17, 5:53 am, Abhi abhishek.r.sha...@gmail.com wrote:
 Hi Dianne,

 I am trying to do the following.

 I have an Image viewer where in the user picks an Image from within
 the gallery. The uri to that selected Image is available to me. Now, I
 want to use this URI information and send it as a file over a socket
 using FileInputStream. Is this a valid syntax to perform the above
 action?

       FileInputStream fis = new FileInputStream(uri.getPath()); //
 Here uri is the URI of the selected Image
       byte[] buffer = new byte[fis.available()];
       fis.read(buffer);

       ObjectOutputStream oos = new ObjectOutputStream
 (socket.getOutputStream());
       oos.writeObject(buffer);

 Please help me to move forward.

 Thanks,

 Abhi

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[android-developers] Re: Displaying Text such as score in an OpenGL game

2009-11-17 Thread MrChaz
It's not that bad, you can just copy the LabelMaker and NumericSprite
classes and then call them in the same way that example does in the
render.

At least that's all I'm doing for my little 2D effort.

On Nov 17, 2:10 am, Kevin S. dada...@gmail.com wrote:
    I have a the beginnings of an Open GL game running, and have gotten
 to the point where it would be nice to have the FPS displayed.  Since
 I will probably want to be able to put score or other info up anyway,
 I started searching for how to do that.

   I found the SpriteTest example,

 http://code.google.com/p/apps-for-android/source/browse/trunk/Samples...

   It looks nice, but really complex.   Is there an easier way?

 -Kevin

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

2010-01-17 Thread MrChaz
Marks right, generally things work well.  Although there do appear to
be some differences between handsets in terms of their openGL support
- seems like droid has some issues with png formats (at least from
what I've seen on message boards)

On Jan 17, 2:35 pm, Mark Murphy mmur...@commonsware.com wrote:
  It might eventually be possible to introduce a compatibility mode so
  older applications could run in the latest versions of Android, but I
  suspect that is a ways off since it is likely memory intensive.

 On the whole, older applications run quite delightfully in newer versions
 of Android.

 Some small percentage of apps will need to be modified for any given
 Android release (e.g., those apps using contacts may need a revamp to deal
 with the new contacts API introduced with Android 2.0). And applications
 may need updates to take full advantage of newer capabilities (e.g.,
 improved multiple screen resolution support introduced in Android 1.6).

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 Android App Developer Books:http://commonsware.com/books.html
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[android-developers] Re: OpenGL Fillrate Issues

2010-01-26 Thread MrChaz
Am I right in thinking that the Galaxy likes a depth of 16?
I guess this might also be a good to place to ask how I'd find out the
type of phone the game or whatever is running on so that I can start
accounting for this stuff?

On Jan 26, 1:00 am, Ralf Schneider li...@gestaltgeber.com wrote:
 I have just started playing around with OpenGL ES on the Nexus One.
 But this thread might be intresting for your problem:

 http://groups.google.com/group/android-developers/browse_thread/threa...

 The most important part might be this:

 It seems that DEPTH_SIZE of 24 is optimum on the Droid. I was kind
 thrown back a bit when I picked an EGLConfig with DEPTH_SIZE of 0 or
 another value (16, etc.) and rendering of a simple cube was at 40FPS.
 With an EGLConfig that has a DEPTH_SIZE of 24 the cube was rendering
 at 60FPS.

 Regards,
 Ralf

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[android-developers] Re: OpenGL Fillrate Issues

2010-01-27 Thread MrChaz
@Kevin
You might want to look at the rokon engine a good basis for doing a 2D
game as it takes care of pretty much all the rendering work.

@Mario
I was hoping to avoid using the build number as that is a temporary
fix only.

@Ralf
The accepted work around for the touch slow down issue is to put a
Thread.sleep() in the event handler to stop it getting spammed with
events.  A delay for 16ms seems to work well for most people.

On Jan 27, 1:00 am, Kevin Duffey andjar...@gmail.com wrote:
 Is there any good resources on tile based games.. like how to construct the
 game loop, keep it time based, update frames every 16ms or so while calling
 your physics, collision detection, movement, and redrawing routines in that
 time? I would love to develop some side scroller/top down tile based games
 with sprites, and yet I can't seem to find a good place to start. I saw this
 one google IO presentation, forget the guys name, that said on each
 iteration you pass the time delta and always keep it time based (as opposed
 to frame based I assume) and that while some basic puzzle games can get away
 with using a canvas (GLSurfaceView??), most games would require open GL to
 some extent. As well, I am interesting in knowing how to play background
 music and yet still play multiple sound FX on time with no delay so that
 when something collides, a sound plays at that exact moment, not a 1/2
 second later. Is there any good resources on this? I don't need to make a
 perfect game my first time out.. just something to play with. I am also
 curious with regards to the 24MB ram limit per app, how you make larger
 levels without any potential delay in the game play. As the game scrolls one
 way or another (especially a top down with a large map), how do you avoid
 the GC while loading in new tiles for the map? One thought I had was the
 game goes online to get a map, storing it on the SD card, so as to avoid
 using precious on-board user/app ram. I've read from various posts from some
 of you about how you try to load everything in first, don't create any
 objects during the game loop, etc, but it seems games on the iPhone are
 quite impressive with smooth framerates, and I am aware that we're a bit
 limited as of yet on Android, especially with regards to the NDK layer being
 able to update video/audio buffers (or maybe I have that wrong?).

 As well, how important will a JIT play into games being better perofmant
 when we finally get a JIT (and anyone know when that might be by chance?).
 Along the same lines, can someone correct me regarding the info I think I
 have pulled from various posts about video/audio buffers/hardware access in
 the NDK layer? Do most of these opengl/better games require NDK C code to
 work well? Or are most of these games using pure Java code? I am thinking
 like Robert Green's game, and the air plane landing game (which seems like
 there are 5 or more on the market now of almost identical game..someone
 lifted the original code I guess?). Are they using NDK and thus I gotta get
 into that lower level to make a viable game... or is it possible to do a
 decent side scroll/top scroller game without going to that level.

 In a nutshell, I don't have the talent to build high end games like
 Assassins Creed, NBA hoops, etc form iPhone. I am not that skilled. However,
 I would love to learn, but think starting with a basic side scroller game
 with tiles and animted sprites is a great place to start. So, any
 references/urls/tutorials anyone can point to with some details on the whole
 game loop, how to scroll/draw tiles, update animations of sprites so they
 look fluid as they move, and how to mix music/sounds in there?

 Thank you. Loving this and other game posts btw.

 On Tue, Jan 26, 2010 at 4:20 PM, Mario Zechner badlogicga...@gmail.comwrote:



  I'm not Robert but I can at least confirm that a depth buffer with 24
  bit is optimal for the Droid. I can also confimg that the
  GLSufraceView choses that depth by default when you don't set your own
  EGLConfigChoser.

  As a side note: from robert's and my experience achieving 60fps on the
  droid is near impossible for any sufficiently complex game. I don't
  know what the N1.sports as a gpu but I suspect it to be near the
  PowerVR in the droid,. Combined with the high res native resolution
  the results should be pretty similar for both the droid and the n1.

  That being said, there shouldn't be any problems with touch events on
  devices running android = 2.0 as they fixed the event flood problem
  in that version. I couldn't see any problem in my projects that make
  heavy use of the touch screen on my droid. There seems to be a small
  memory leak in the onTouch method if you don't call event.recycle
  before exiting the onTouch method.

  Hth
  On 27 Jan., 00:27, Ralf Schneider li...@gestaltgeber.com wrote. :
   Thanks Robert!

   These are good news.

   Since you are testing on a Droid.
   Can you confirm a 24 bit depth buffer is best for the 

[android-developers] Re: OpenGL Fillrate Issues

2010-01-28 Thread MrChaz
@Mario
Could you do me a favour and paste in the strings you're checking when
using android.os.Build.Model?  I don't have access to any phones other
than the G1.
It would be willing to bet that the couple of comments of missing
objects I've had are related to the VBO issue you mention.

Maybe the things I've produced just aren't cpu intensive for me to
notice the dip in frame-rate.  That said I've not kept a close eye on
it after I got to where it was smooth to me.

On Jan 26, 9:28 pm, Mario Zechner badlogicga...@gmail.com wrote:
 @robert, i'd be more than willing to contribute to such a best
 practices/common pitfalls site for opengl and game development on
 android. I will also send you the code for the racer, boiled down to
 just rendering the racer itself so you can see and test the effect. In
 light racer 3d this effect is not noticeable, the same is true for
 first person games like toon warz. I'll check out light racer 2d.
 Expect an email soon :)

 @mrchaz you can detect on which device you are running by checking via
 the android.os.build.Build.Model String (writing this from the top of
 my head, just google for android build). I use the
 SimpleEglConfigChoser and don't react on specific devices apart for
 blur/dext/samsung behold 2 which seem to share a common bug. They
 report the VBO extension but throw errors when using any of the VBO
 related functions. Apart from that I wouldn't open that can of worms,
 coding up paths for individual devices that is. Also, the Pixelflinger
 OpebGL software renderer used in the emulator and on cyanogen mods
 doesn't like deleting VBO buffers and will crash (take that for your
 site robert :))

 I will try to finish translating my android game dev tutorial to
 english this week (I'm pretty busy with my day to day job and
 releasing the full version of Newton in the moment). Maybe you,
 Robert, could share that on your site too.

 Awesome discussion so far. Keep it up

 On 26 Jan., 21:41, MrChaz mrchazmob...@googlemail.com wrote:



  Am I right in thinking that the Galaxy likes a depth of 16?
  I guess this might also be a good to place to ask how I'd find out the
  type of phone the game or whatever is running on so that I can start
  accounting for this stuff?

  On Jan 26, 1:00 am, Ralf Schneider li...@gestaltgeber.com wrote:

   I have just started playing around with OpenGL ES on the Nexus One.
   But this thread might be intresting for your problem:

  http://groups.google.com/group/android-developers/browse_thread/threa...

   The most important part might be this:

   It seems that DEPTH_SIZE of 24 is optimum on the Droid. I was kind
   thrown back a bit when I picked an EGLConfig with DEPTH_SIZE of 0 or
   another value (16, etc.) and rendering of a simple cube was at 40FPS.
   With an EGLConfig that has a DEPTH_SIZE of 24 the cube was rendering
   at 60FPS.

   Regards,
   Ralf

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[android-developers] Re: Using bitmap data to copy pixels to a new bitmap

2010-02-01 Thread MrChaz
The getResources() method is defined in the Context class so you'll
need access to a context or be calling it from within a child class
like an Activity.

On Jan 30, 2:26 am, lyon lyonbeck...@gmail.com wrote:
 In ActionScript development, there are two classes, Bitmap, and
 BitmapData. Bitmap uses information from BitmapData to create a
 Bitmap. Is there an equivalent to BitmapData in the android API? I did
 some digging and BitmapFactory seems to be the closest, however, I'm
 facing problems with it.

 I tried

 Bitmap bitmap = BitmapFactory.decodeResource(getResources(),
 R.drawable.buster);

 As that was what I was seeing in most of the examples I came across,
 but it is telling me that the method getResources is undefined. I'm
 not really sure what is causing this as in another tutorial I did,
 getResources didn't cause any problems.

 I'm not looking to simply draw a bitmap to the screen, I want to copy
 a section of the bitmap and place it on a new bitmap. In ActionScript,
 the method is bitmapData.copyPixels(), and I'm looking for a similar
 method in the Android API. The closest thing I could find was
 copyPixelsToBuffer(), but I'm not really sure if that does what I
 think it does.

 Any help is greatly appreciated

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[android-developers] Re: How to achieve ultra smooth OpenGL/ES animation

2010-02-01 Thread MrChaz
The easiest way to achieve a smooth rotation is to multiply the
rotation amount by the time difference between the current frame and
the last frame - that way the amount moved is constant over time.

On Feb 1, 5:18 pm, tomei.ninge...@gmail.com
tomei.ninge...@gmail.com wrote:
 Hello Android OpenGL/real-time gurus,

 I am drawing a pretty simple scene, with one large texture the about
 size of the screen (two triangles). I notice that the frame-rate is
 irregular: in most of cases, a frame finishes in 17 ms. However, in
 about 1 of 10 times, the frame finishes in 33ms.

 My guess is probably some background services need to run. However,
 the Linux scheduler is biased towards my FG app, so the BG services
 are usually starved, until they can't take it anymore and they grab
 the CPU from my app 

 I am seeing stuttering in the animation. Is this due to the irregular
 frame rate? Should I delay each frame so that all frames are rendered
 with 33ms frame time? If so, what's the best technique of achieving
 this?

 Is there an API that I can call to guarantee CPU resources for the
 render thread  I really hope Android runs on some sort of real
 time kernel ...

 Thanks!

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[android-developers] Re: how to load XML files dynamically

2010-02-04 Thread MrChaz
The LayoutInflater has an inflate() method which lets you do this:
http://developer.android.com/reference/android/view/LayoutInflater.html

On Feb 4, 12:00 pm, Shekhar shekhar...@gmail.com wrote:
 Hi Folks,

 I need help on how to load XML  file dynamically in the code.I have an
 activity and for the activity I have 5 xml layout files.I want to load
 one of the XML file depending on the some logical condition.for e.g

 switch(i)
 {
 case 1:
 //load XML file 1
 break;
 case 2:
 //load XML file 2
 break;
 case 3:
 //load XML file 3
 break;

 }

 Please help me with some code snippet as i am new to the android
 Programming.

 Thanks,
 Shekhar

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[android-developers] Re: Android: Draw a scalable Rectangle

2010-02-09 Thread MrChaz
That should be easily doable with a Surface, Canvas and a Paint
object.  Draw the bitmap onto the canvas, then draw the rectangle
around it and display it on the surface.

On Feb 9, 6:43 am, warrior chandu.ku...@gmail.com wrote:
 Hi All,
     Can anybody help me to draw a scalable rectangle around a bitmap
     And such that 1) The rectangle should scale based on the size of
 my bitmap
                          2) The colour of my rectangle should  change
 on my input
     Any help would be appreciated
    Thank you

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[android-developers] Re: Can i use real number? for example 0.5

2010-02-10 Thread MrChaz
dp is a way of keeping things consistent over varying screen
densities.  If you don't want to do that you could specify one of
these:

px
Pixels - corresponds to actual pixels on the screen.
in
Inches - based on the physical size of the screen.
mm
Millimeters - based on the physical size of the screen.
pt
Points - 1/72 of an inch based on the physical size of the screen.
dp
Density-independent Pixels - an abstract unit that is based on the
physical density of the screen. These units are relative to a 160 dpi
screen, so one dp is one pixel on a 160 dpi screen. The ratio of dp-to-
pixel will change with the screen density, but not necessarily in
direct proportion. Note: The compiler accepts both dip and dp,
though dp is more consistent with sp.
sp
Scale-independent Pixels - this is like the dp unit, but it is also
scaled by the user's font size preference. It is recommend you use
this unit when specifying font sizes, so they will be adjusted for
both the screen density and user's preference

On Feb 11, 6:37 am, taehun zzang taehun...@gmail.com wrote:
 I want to use 0.5, but don't work.

 android:layout_marginTop=0.5dp 

 can I use real number or not?

 I want to adjust pictures.

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[android-developers] Re: everyone likes compliments :*)

2009-07-31 Thread MrChaz

A man walking in a bar

On Jul 31, 7:32 pm, greg sep...@eduneer.com wrote:
 Step 7 of exercise 3 in the Notepad Tutorial at

    http://developer.android.com/guide/tutorials/notepad/notepad-ex3.html

 mentions that onPause() and onResume() are also complimentary
 methods.  Sadly, when they ran, I didn't receive any.

 - Greg
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[android-developers] Re: WHY?!Touch the screen opengl change to slow,please help me!

2009-08-01 Thread MrChaz

This is a know problem - caused by the system spamming touch events (I
think)

The work around is to put a Sleep() call into the event handler

On Aug 1, 10:54 am, wanzi ! wanzihe...@gmail.com wrote:
 I run the 1.5API DEMO :SpriteTexture (openggl demo),   everything is
 ok,but when I touch the screen,the application change to slow(rate is
 25~30ms/f) ,after I release the screen,the speed recovery(rate is
 17~19ms/f)!!

  I check the code ,there is nothing to do about touch screen.

 who can tell me why?  And how to resolve it?thx!!!
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[android-developers] Re: TextView changing from other thread

2009-08-01 Thread MrChaz

You can't update a UI component from a thread that isn't the main (UI )
thread.
You ought to be able to post() back to the main thread.


On Aug 1, 10:02 pm, Illidane illid...@gmail.com wrote:
 Hi!
 I'm writing some game using OpenGL and have two views : SurfaceView
 for OGL and TextView for my score. When I try to update score ( using
 BoardScore.setText(bla); ) from my activity class all just fine, but
 when I try to do it from my logic class my app crash. Debugger says
 something like ViewRoot$CalledFromWrongThreadException
 (id=830053983760)
 But I need to update it from logic to know my score.
 Do you know something about this issue?

 Thanks for help.
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[android-developers] Re: How to keep mobile network alive even if screen is off

2009-12-10 Thread MrChaz
Take a look at the PowerManager and the WakeLock
Be careful with them though because keeping the cpu awake will
drastically reduce battery life.

On Dec 10, 11:30 am, Alex Tang tangli1987...@gmail.com wrote:
 Dear everyone,
      I want my service keeps network connection alive even if user
 presses the power button to shutdown the screen. As I have tested,
 socket will return exceptions and through CONNECTIVITY_ACTION intent,
 i know EXTRA_NO_CONNECTIVITY is true. So can current Android keep
 connection not closed when screen is off?

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[android-developers] Re: T-Mobile Carrier Billing

2009-12-10 Thread MrChaz
That's probably the best thing to happen to the market, I wonder why
they're being quiet about it.  I also wish it worked for foreign
currencies but progress is progress so I mustn't grumble

On Dec 10, 8:00 pm, polyclefsoftware dja...@gmail.com wrote:
 Apparently they've started rolling it out:

 http://forums.t-mobile.com/t5/Market-Applications-Help/New-Payment-Op...

 http://androinica.com/2009/12/10/t-mobile-now-offers-customers-abilit...

 I see no information for merchants, though. Does anyone know if sales
 transacted in this way will continue to show up through our Google
 Checkout interface? When I saw the first story on this feature, I read
 that the split would be the same 70/30, but I've seen no communication
 from T-Mobile or Google about the logistics of this before it was
 launched. Anyone have any additional details for devs?

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[android-developers] Re: Alarms, Receivers and Wakelocks...oh my!

2009-12-11 Thread MrChaz
The code I'm using has a static method in the service I'm about to
start that creates a wake lock that I then reference from within the
started service.
I took it from a discussion about WakeLocks in here and it seems to
work.

private static PowerManager.WakeLock _wakeLock = null;

synchronized public static PowerManager.WakeLock getLock(Context
context) {
if (_wakeLock == null) {
//Log.i(DownloadService, Creating wakeLock);
PowerManager mgr=(PowerManager)context.getSystemService
(Context.POWER_SERVICE);


_wakeLock=mgr.newWakeLock(PowerManager.PARTIAL_WAKE_LOCK,

my worker wake lock);
_wakeLock.setReferenceCounted(false);
}

return(_wakeLock);
}

On Dec 11, 12:03 am, BK knitt...@blandsite.org wrote:
 I think I may have found an issue within the

 My understanding is that to properly hold a device awake after an
 alarm is triggered you have to aquire a WakeLock in the onReceive()
 event, call a Service, then perform the work in the Service, releasing
 the lock within the Service when complete.

 http://groups.google.com/group/android-developers/browse_thread/threa...

 http://www.mail-archive.com/android-developers@googlegroups.com/msg66...

 This pattern can also be found in the CommonWare Advanced Android
 Development book.

 I tried this, but I found that the AlarmManager, when calling the
 BroadcastReceiver, runs on a separate PID than the IntentService when
 started from the BroadcastReceiver's onReceive() event.  This makes
 the static variable on the lock manager.

 I tried this, and my logs indicate that the PID is definately not the
 same, and my understanding is that the DalikVM instances act like a
 standard JVM, whereby objects and variables are no shared between
 JVMs.

 Furthermore, since the WakeLock is not serializable, there is really
 no way to pass the reference to the lock via an extra in the Intent.

 Has anyone else seen this pattern work or fail?  I have an example
 project (with compiled APK) if you'd like to test it yourself, where
 shall I post this?  I have tested this on the emulator on versions 1.6
 and 2.0.

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[android-developers] Re: Forward search queries to one single activity that handles search

2009-12-15 Thread MrChaz
As I understand it you only want the intent-filter in the activity
that does the searching.  The intent filter says the to platform hey
I can do this
Then in the activities you want to use the search you can
startActivityForResult()


On Dec 15, 12:11 pm, Stefan Klumpp stefan.klu...@gmail.com wrote:
  have an activity handling search (ACTIVITY_1), which works perfectly
 when I use the search (via SEARCH button on the phone) within/from
 this activity.

 However, when I use search from another activity (ACTIVITY_2..x) by
 implementing onNewIntent and forward the query string to my
 Search_Activity.class (ACTIVITY_1) it always pauses ACTIVITY_2 first
 and then goes to onCreate() of ACTIVITY_2.

 @Override
 protected void onNewIntent(Intent intent) {
     Log.i(TAG, onNewIntent());

     if (Intent.ACTION_SEARCH.equals(intent.getAction())) {
         Log.i(TAG, = Intent: ACTION_SEARCH =);
         Intent myIntent = new Intent(getBaseContext(),
 Search_Activity.class);
         myIntent.setAction(Intent.ACTION_SEARCH);
         myIntent.putExtra(SearchManager.QUERY, intent.getStringExtra
 (SearchManager.QUERY));
         startActivity(myIntent);
     }

 }

     * Why does it recreate my ACTIVITY_2 when it is already there and
 doesn't go to onNewIntent directly?
     * Is there another way I can forward search queries directly to
 ACTIVITY_1? For example via a setting in the Manifest.xml
     * Is it possible to generally forward all search queries
 automatically to ACTIVITY_1 without even implementing onNewIntent in
 all the other activities?

 Currently I have to put an intent-filter in every single activity to
 activate my custom search there and forward the query then to the
 activity that handles search via the onNewIntent (as shown above).

 activity android:name=.Another_Activity
     android:theme=@style/MyTheme
     intent-filter
         action android:name=android.intent.action.SEARCH /
         category android:name=android.intent.category.DEFAULT /
     /intent-filter
     meta-data android:name=android.app.searchable
         android:resource=@xml/searchable /
 /activity

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[android-developers] Re: Forward search queries to one single activity that handles search

2009-12-15 Thread MrChaz
Take a look at the SearchManager stuff:
http://developer.android.com/reference/android/app/SearchManager.html

From what I can see you only want one activity that responds to the
search, the others need to be able to initiate (I think) what would be
a 'local search'
When you start a search the system it always going to create an
instance of those classes which have the filter so they can process
they search intent.


On Dec 15, 2:38 pm, Stefan Klumpp stefan.klu...@gmail.com wrote:
 Your assumption is partly right.

 I want all activities to accept search queries (via the search button
 on the phone), although I want only one single activity to handle the
 search (via a web server) and display the results.

 The problem is now, to make all activities accept search queries.
 Therefor I have to add the intent filter to all activities,
 otherwise pressing the search button will only show up the default
 Google Search, but not my custom search.

 But having the intent filter in each activity causes to create a new
 instance (at least onCreate() is called) of that activity, whenever I
 enter a String and start the search. And that is what I'd like to
 avoid.

 My goal is to have all activities accept search input (meaning
 pressing the search button opens up the search box), but then as soon
 as the search gets started it should be handled by the one single
 search activity.

 I hope that helps to better understand my problem.

 On Dec 15, 1:50 pm, MrChaz mrchazmob...@googlemail.com wrote:



  As I understand it you only want the intent-filter in the activity
  that does the searching.  The intent filter says the to platform hey
  I can do this
  Then in the activities you want to use the search you can
  startActivityForResult()

  On Dec 15, 12:11 pm, Stefan Klumpp stefan.klu...@gmail.com wrote:

    have an activity handling search (ACTIVITY_1), which works perfectly
   when I use the search (via SEARCH button on the phone) within/from
   this activity.

   However, when I use search from another activity (ACTIVITY_2..x) by
   implementing onNewIntent and forward the query string to my
   Search_Activity.class (ACTIVITY_1) it always pauses ACTIVITY_2 first
   and then goes to onCreate() of ACTIVITY_2.

   @Override
   protected void onNewIntent(Intent intent) {
       Log.i(TAG, onNewIntent());

       if (Intent.ACTION_SEARCH.equals(intent.getAction())) {
           Log.i(TAG, = Intent: ACTION_SEARCH =);
           Intent myIntent = new Intent(getBaseContext(),
   Search_Activity.class);
           myIntent.setAction(Intent.ACTION_SEARCH);
           myIntent.putExtra(SearchManager.QUERY, intent.getStringExtra
   (SearchManager.QUERY));
           startActivity(myIntent);
       }

   }

       * Why does it recreate my ACTIVITY_2 when it is already there and
   doesn't go to onNewIntent directly?
       * Is there another way I can forward search queries directly to
   ACTIVITY_1? For example via a setting in the Manifest.xml
       * Is it possible to generally forward all search queries
   automatically to ACTIVITY_1 without even implementing onNewIntent in
   all the other activities?

   Currently I have to put an intent-filter in every single activity to
   activate my custom search there and forward the query then to the
   activity that handles search via the onNewIntent (as shown above).

   activity android:name=.Another_Activity
       android:theme=@style/MyTheme
       intent-filter
           action android:name=android.intent.action.SEARCH /
           category android:name=android.intent.category.DEFAULT /
       /intent-filter
       meta-data android:name=android.app.searchable
           android:resource=@xml/searchable /
   /activity

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[android-developers] Re: When call mWifiManager.isWifiEnabled , it crash. thanks in advance.

2009-12-17 Thread MrChaz
Have you added the permission to read the wifi state?
Can you post the exception that is thrown?

On Dec 17, 7:13 am, zz zt1082 zt1...@gmail.com wrote:
 When I call mWifiManager.isWifiEnabled() , program is crash.

 my Code is:
 -
 import android.app.Activity;
 import android.net.wifi.ScanResult;
 import android.net.wifi.WifiManager;
 import android.os.Bundle;
 import android.util.Log;

 public class HelloWIFI extends Activity {
         /** Called when the activity is first created. */

         private WifiManager mWifiManager;

         @Override
         public void onCreate(Bundle savedInstanceState) {
                 super.onCreate(savedInstanceState);
                 setContentView(R.layout.main);

                 mWifiManager =
 (WifiManager)this.getSystemService(this.WIFI_SERVICE);
                 Log.i(INFO, WifiState =  + mWifiManager.getWifiState());
                 if (mWifiManager.isWifiEnabled())
                 {
                         Log.i(INFO, WIFI is enable);
                 }
                 else
                 {
                         Log.w(Warning, WIFI is NOT enable);
                 }

                 mWifiManager.setWifiEnabled(true);
                 mWifiManager.startScan();

                 for (ScanResult result:mWifiManager.getScanResults())
                 {
                         Log.i(INFO, ScanResult: + result.toString());
                 }
         }



 }

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[android-developers] Re: Nexus 2.1 one sale, WHERE is the SDK!

2010-01-05 Thread MrChaz
From the QA

Jason Chen:
Q: Why was it necessary for Google to design the phone? Why couldn’t
it just be an HTC phone running the new flavor of Android? And will
these new features becoming to Droid?
A: It’s inaccurate to say Google designed the phone (points to HTC
CEO). [Google] is just merchandising it online. Everybody will get 2.1
when it’s open source, within a couple of days

To me that implies the SDK will be coming in a couple of days.

On Jan 5, 8:10 pm, pcm2a reeeye...@gmail.com wrote:
 These phones are on sale with 2.1 Os on them right now.  My friend
 just ordered two with overnight shipping.

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

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

 Thanks google
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[android-developers] Re: Nexus 2.1 one sale, WHERE is the SDK!

2010-01-05 Thread MrChaz
Thanks for replying Dianne, it's nice to see an official face in one
of these threads.
I have to say though that with the best will in the world chances are
things are still going to break somewhere, although admittedly minor
ones.
The other thing, which is more important imo, is engaging with the
community which is supporting the platform.  Putting the people who
put the work in at the back of the queue isn't a good idea.

On Jan 5, 10:12 pm, Dianne Hackborn hack...@android.com wrote:
 On Tue, Jan 5, 2010 at 1:56 PM, Wayne Wenthin wa...@fuligin.com wrote:
  This is true.  But the phones are being overnighted to people starting
  today.  They have been Dogfooding it for a few weeks.   Why are the
  Developers the last to see it?    If this breaks apps, which it is certain
  to do, they are just further infuriating the Developers that are trying to
  make this a great platform.   If they continue I may just break down and buy
  a Mac.   At least with Apple you know where you stand... Generally under the
  foot of Jobs but at least you know it.

 While I will not argue that we need to be better about getting SDKs out
 earlier, for developers the changes in 2.1 are really not that significant.
  Pretty much all of the stuff (little that it was) that could impact
 existing applications is already in 2.0.1.  2.1 adds some new APIs for
 things like Live Wallpapers, but a little delay in being able to use those
 won't harm anyone.

 If it helps, 2.0.1 is actually a branch off of the 2.1 development with
 various fixes from 2.0 that we desired for a maintenance release for Droid,
 and the new APIs hidden because they weren't quite ready to be supported
 yet.  Almost all of the work from 2.0.1 to 2.1 was related to new features
 appearing on Nexus One.

 --
 Dianne Hackborn
 Android framework engineer
 hack...@android.com

 Note: please don't send private questions to me, as I don't have time to
 provide private support, and so won't reply to such e-mails.  All such
 questions should be posted on public forums, where I and others can see and
 answer them.
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[android-developers] Re: I want to make a Toast to prompt again and again on screen after every 5minutes.

2010-01-07 Thread MrChaz
If you want to notify the user of something from the service you'll
want to use the NotificationManger to create and show a Notification

On Jan 7, 6:28 am, Manoj linkex.ma...@gmail.com wrote:
 Hi,

 Please help me out on the issue as I want to make a Toast to promt
 again and again on screen by a service running in background. Please
 suggest me the way how to make this done.

 manoj chauhan
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[android-developers] Re: How do I get full-sized image back from Camera using MediaStore.IMAGE_CAPTURE ?

2010-01-08 Thread MrChaz
As far as I know it's bugged and you can't get full resolution images
via the intent.  I ended up just creating my own camera activity.

On Jan 8, 5:26 pm, Ray Benjamin ray.benja...@gmail.com wrote:
 Hi,

 I managed to figure out how to get the camara application to give me an
 image, but it is rather tiny, only 18k. Has anyone figured out a
 reliable way to get a full-sized image returned if you are using a
 MediaStore.IMAGE_CAPTURE intent?

 Thanks,
   Ray
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[android-developers] Re: HTC Hero (and others) and 100% Awake Time

2010-01-09 Thread MrChaz
Maybe your app running it coincidently causing a problem with
something in the SenseUI widgets - they do fancy stuff with messages
etc don't they?

On Jan 9, 3:32 am, Doug dougforp...@gmail.com wrote:
 Hello,

 I have an app that works on any version of Android from 1.5 up - this
 makes it compatible with the HTC Hero.  Problem is, the Hero stays
 awake 100% of the time when its running.

 For some strange reason (and this has only been reported to me by Hero
 users, although other devices could be having the same problem) the
 Hero will just *not* go to sleep when my app is running.  The
 Settings - About Phone - Status - Awake Time always shows the
 same value as Up Time when my app is running.  The definition of
 this value seems to be What percentage of the uptime has the phone
 NOT been in deep-sleep.

 I've done a decent amount of searching on this problem.  I see plenty
 of evidence that its a known issue with many apps (even some of HTC's
 own components) and that its been at least partially addressed by a
 firmware update late last year, but there doesn't appear to be any
 documentation as to what actually causes the problem.

 So I spent a considerable amount of time analyzing my app and
 reworking large chunks of code that just might have been causing
 problems.  No luck.

 A bit about the app:
 * It is set up to run on phone boot
 * It registers its own ContentProvider
 * It has receivers for Phone status (calls), Data connectivity,
 Bluetooth availability, incoming SMS messages, and the apps own
 broadcasts
 * It has a service component that is started with the startService
 (Intent) call.  The service shuts itself down when it's completed its
 work
 * It uses both Handler messages, and Broadcast Intents to communicate
 events of interest.
 * The service will spawn one or two worker threads to do its bidding,
 when the workers are done they will stop.
 * The app sets alarms to be woken up periodically (default once per
 hour) so it can connect to a server to check for updated data.
 * Because the background worker threads use HTTP to connect to
 servers, they are protected by WakeLocks (a wake-lock is acquired
 when the task begins, and is released when the task completes)
 * There is not a single sleep anywhere in the code (I've read
 elsewhere that sleeping is disapproved of)
 * I have logging from logcat showing that the background threads,
 service and WakeLocks are correctly releasing themselves and stopping
 * Spare Parts shows that the Partial Wake usage of my app is
 actually very low (sometimes doesn't even register on the list)

 From a previous post by Diane:

  When no wake locks are held, the CPU will not run at all, and time has
  effectively stopped for most scheduling (that is scheduling based on
  SystemClock.uptimeMillis(), which is what most things like Handler and Java
  timeouts use).

 So, given that my app isn't holding any WakeLocks, I don't understand
 what could be causing the phone to remain awake (screen off) when my
 app is not doing anything.  Unless there is a WakeLock being held
 somewhere... that the mere startup of my app causes to be 'acquired'.

 If anyone has any ideas - feel free to voice them.

 If anyone can comment on whether they have encountered (and resolved)
 this problem I'd be grateful to hear from you too.

 If anyone has any ideas as to whether an app (or system component) can
 keep the phone awake without it being visible to Spare Parts you'd
 be my hero (pun intended)

 Doug
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[android-developers] Re: subclasses vs constructors

2010-01-15 Thread MrChaz
A constructor is what is called when you create a new instance of  a
class
i.e. new Integer() calls the constructor of the Integer class.

A subclass is a class which extends another class.  You do this so
that you can share functionality without duplicating code

On Jan 15, 7:40 am, Duey Oxburger cg-art...@hotmail.com wrote:
 Hey Guys,

 Could someone explain the difference between a subclass and a
 constructor?...

 Thx,

 D
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[android-developers] Re: Sprites VS 3D ?

2010-01-15 Thread MrChaz
2D is certainly easier because you're leaving out a whole dimension
when working with movement, camera and collision.
I should think it's probably less expensive in terms of memory too
because you won't have as complex i.e. large vertex array - although
I'm guessing a bit.

On Jan 15, 9:36 pm, Duey Oxburger cg-art...@hotmail.com wrote:
 Lads,

 What is more memory expensive Sprite or 3D rendering?...  Which is
 'easier' to work with?...

 Thx,

 D
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[android-developers] Performance comparison NDK vs SDK

2010-04-06 Thread MrChaz
Does anyone have any numbers showing the difference in performance
between the NDK and SDK?

I'm curious how much difference it makes in terms of fps / number or
polys on the screen that kind of thing

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[android-developers] Re: Performance comparison NDK vs SDK

2010-04-06 Thread MrChaz
I was hoping that someone had tried a little test app with a simple
scene.  I think I've pretty much reached the limits in terms of get
sprites on the screen at an acceptable frame rate (at least on G1 type
hardware).
It seems, at least for what I'm doing, the limit is about 100 sprites
but for my next project I'd like a bit more.
Maybe I'll just stop making games for 'old' hardware and concentrate
on the Droid and N1.  I can't say I like the idea of ignoring half the
market :(

On Apr 6, 3:37 pm, Ralf Schneider li...@gestaltgeber.com wrote:
 You will probably not get a clear anwser from anyone. The questions is far
 more complex than it looks like.

 It is no problem to put the same number of polys out in OpenGL be it with
 the NDK or SDK. After all it's just same OpenGL calls. The time to render
 the polys (in a batch) exeeds the time of the function call overhead by
 orders of magnitude. So it is usually completely neglectable.

 But as soon as an application gets more complex and performs some serious
 calculations(AI, Scene Graph Management, Culling, Image processing, Number
 crunching, etc.) the native version will usually be much faster.

 And there is another thing: Beside the fundamental problem that there
 currently is no JIT Compilation.
 The current dalvikvm with its compiler seems to be very basic, without doing
 any optimizations - even not the most basic ones!

 There is this (very good) video: Google I/O 2009 - Writing Real-Time Games
 for Android http://www.youtube.com/watch?v=U4Bk5rmIpic
 After I have seen it, it was clear for me I will definitely use C++ with the
 NDK.

 For example: He is talking about the overhead of function calls Don't use
 function calls.
 ... So yeah we are back - before 1970 and start talking about the cost of
 structured programming and the performance advantage of using only global
 vars and gotos.

 The garbage collection is a real problem for games. So you will spend a lot
 of your time thinking how you can avoid it. Even formatting a string will
 create new objects. So there are tips like: don't show the FPS!
 Seriously, if you know C++ it is probably easier to manage you memory with
 new and delete than to tweak your architecture to reduce/avoid garbage
 collections.

 It seems like if you want to program a non trivial real time game, you are
 loosing all the advantages of Java. Don't use Getters and Setters, Don't use
 function calls. Avoid any Abstraction, etc. SERIOUSLY?

 But back to your question: The performance advantage of NDK vs SDK can be
 anything from 0-1%. It all depends.

 2010/4/6 MrChaz mrchazmob...@googlemail.com



  Does anyone have any numbers showing the difference in performance
  between the NDK and SDK?

  I'm curious how much difference it makes in terms of fps / number or
  polys on the screen that kind of thing

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[android-developers] Re: Performance comparison NDK vs SDK

2010-04-07 Thread MrChaz
100 is a low estimate but it's around that point that the frame-rate
seems to get into the sub 30's.
I'm already doing pretty much everything you've mentioned except using
VBOs - most sprites are rendered via the draw_texture extension.
Unfortunately pretty much all the sprites have some transparency so
I'm using ARGB_ for the texture atlas's.

On Apr 6, 10:28 pm, Ralf Schneider li...@gestaltgeber.com wrote:
 If your performance problem is only related to putting sprites on the
 screen, don't expect an improvement by witching to the NDK.

 I don't know how you are currently doint it, but these are some general
 remarks:

 Use OpenGL ES to draw the sprites.
 Limit your textures to 256x256. 512x512 seems to be slower on some devices.
 Use texture atlases for smaller sprites - To avoid state changes in OpenGL
 Use VBOs
 Avoid textures with alpha channels on slower devices.
 Don't scale or rotate your sprites on slower devices. Slower devices often
 have a fast path for simple blitt operations. = Check if point sprites
 are available on the device. If yes, use them.
 Use 16 Bit (565) textures.
 Watch the video I have posted in the previous post. The speaker has some
 valuable tips for performance improvements.

 Anyway, 100 Sprites is not very much if you are already using OpenGL...
 So may be you are right and the only solution is to target high end devices
 for your next project.

 2010/4/6 MrChaz mrchazmob...@googlemail.com



  I was hoping that someone had tried a little test app with a simple
  scene.  I think I've pretty much reached the limits in terms of get
  sprites on the screen at an acceptable frame rate (at least on G1 type
  hardware).
  It seems, at least for what I'm doing, the limit is about 100 sprites
  but for my next project I'd like a bit more.
  Maybe I'll just stop making games for 'old' hardware and concentrate
  on the Droid and N1.  I can't say I like the idea of ignoring half the
  market :(

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[android-developers] Re: Not using a WakeLock so why does the device stay awake?

2010-04-13 Thread MrChaz
iirc, that flag means the system gets a wake lock for the life of the
activity for you.

On Apr 13, 9:52 am, westmeadboy westmead...@yahoo.co.uk wrote:
 I have a service which, when started, does some stuff (like
 downloading files) typically taking about 2-3 minutes.

 If I start this service and then immediately use the power button to
 switch off the screen, then I would expect the phone, at some point,
 to fall asleep. But it never seems to fall asleep while the service is
 still doing its stuff. At least, not on my Nexus One.

 I'm not using a wake lock (though I do use
 WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON in the activity that
 monitors the service progress).

 So is it true that I don't need to use a wake lock?

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[android-developers] Re: Rendering scaled bitmap with high fps

2010-04-17 Thread MrChaz
That's an awfully large texture.  Seeing as loading the texture is a
one time penalty then openGL really ought to be faster in the long run

On Apr 16, 2:42 am, Frederic frede...@mayot.net wrote:
 I'm in the following situation: I have a large bitmap (~1280x1024)
 that I'd like to display on screen, scaled down in a view that fits
 the phone's screen (~480x320). This bitmap is frequently updated
 (couple of tiles per frame at 15 FPS). I first wanted to implement the
 rendering with a SurfaceView but figured out that all the scaling
 would be done in software due to limitations in the Android SDK. The
 second solution would be to load and render textures in an OpenGL
 context. Would that accelerate the resizing? If yes, isn't the cost of
 loading textures going to offset what I'll win on the scaling side?

 Any toughts?

 Thanks a lot,
 Frederic

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[android-developers] Re: can i run .exe in android and what is opengl o/p format?

2010-04-20 Thread MrChaz
No, you'll need an .apk file which is the installer for android
applications.
Nearly all phones support openGL ES1
The newer ones (N1, Droid etc) support openGL ES2 via the ndk

On Apr 20, 10:25 am, mmkr manutd...@gmail.com wrote:
 Hi all,

       I'm new to opengl. Is it possible to run the output file of
 opengl program implemented on desktop ( ie.. .exe file )
 in android.  Another doubt is what is format of opengl output in
 android, i mean for windows it is .exe, so what in android.

 Thanks in advance.

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

2010-04-30 Thread MrChaz
You just need a 2pin to 3pin converter and the charger will work just
fine in the UK :D

On Apr 30, 4:15 pm, feilfly feil...@gmail.com wrote:
 finally, I received it. But the charger is EU standard not UK
 standard :-(

 On Apr 30, 3:09 pm, Ottavio Vanini ottavio.van...@gmail.com wrote:

  Hi all,
  I just received mine @ Marino (Rome) Italy

  Many Thanks GOOGLE !!!

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[android-developers] Re: Android Market Licensing: Now Available!

2010-07-28 Thread MrChaz
Great stuff,

I'll certainly be implementing this as soon as I can.

Thanks :)

On Jul 27, 6:55 pm, Trevor Johns trevorjo...@google.com wrote:
 Android fans,
 For those of you who haven't already heard through our blog, we've
 just launched the Android Market licensing service:

 http://android-developers.blogspot.com/2010/07/licensing-service-for-...

 From the above blog post:

 This simple and free service provides a secure mechanism to manage
 access to all Android Market paid applications targeting Android 1.5
 or higher. At run time, with the inclusion of a set of libraries
 provided by us, your application can query the Android Market
 licensing server to determine the license status of your users. It
 returns information on whether your users are authorized to use the
 app based on stored sales records.

 Developer documentation is available here:

 http://developer.android.com/guide/publishing/licensing.html

 Happy coding!

 --
 Trevor Johns
 Google Developer Programs, Androidhttp://developer.android.com

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[android-developers] Re: Weird problem with ListView

2010-09-29 Thread MrChaz
At a guess I'd say it's caused by the listview recycling views.
There's a long talk here about ListView:
http://code.google.com/events/io/2010/sessions/world-of-listview-android.html



On Sep 29, 2:51 am, John Gaby jg...@gabysoft.com wrote:
 I have a ListView which presents a table of items.  The table is
 supposed to look like:

 http://gabytest.com/images/good.png

 but if I scroll around a bit, I sometimes see:

 http://gabytest.com/images/bug.png

 Now this only seems to happen when I run the program on an actual
 device (Motorola Droid with Android 2.2).  I have never seen this
 happen on the emulator.

 Has anyone ever seen anything like this?  Does anyone have any
 suggestions about what I might look for?

 Thanks.

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[android-developers] Re: Payment on updates?

2010-09-29 Thread MrChaz
I have a feeling the download notification says 'authorizing' or some
such when you download an update for a paid add.  They may think
they're being charged again.

On Sep 29, 10:34 am, Pieter pie...@gamesquare.nl wrote:
 I received the following comment today:
 Great little appbut you have to pay for every UPGRADE,SO I
 WOULD NOT BUY IT.

 This is the third time I get a comment like this (out of 300+ comments
 in total for the paid version).

 What is it that makes a user think they have to repay after an update?

 Is there a technical reason why any user would need to pay again after
 we bring out an update?

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[android-developers] Re: deleting an app from the market?

2009-04-29 Thread MrChaz

Un-publish the old one?

On Apr 29, 2:36 pm, gsmd gsm...@gmail.com wrote:
 This question has been left w/o an answer before.
 My case: the new version has it's package name changed (domain name
 switch) so I obviously can't upgrade. Created a new app under the same
 name and uploaded the new version under it. Published it.
 Now, how do I delete the obsolete one? Should I file a support request
 somewhere?
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[android-developers] ListView display problem

2009-05-01 Thread MrChaz

I have a list activity which is doing something very strange when you
select items.
It doesn't seem to be de-selecting old items if you click on a
different one.
if you use the trackball it seems to select every other item and then
swap the selection as you move up and down.

I'm not doing anything special

just

getListView().setChoiceMode(ListView.CHOICE_MODE_NONE);
setListAdapter(new LevelAdapter(this));
getListView.setOnItemClickListener(this);


the LevelAdapter inflates a view from XML but I don't see why that
would be causing issues.
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[android-developers] Re: Debugger doesn't start on G1

2009-05-03 Thread MrChaz

Do you have android:debuggable=true set? It's an option in the
manifest, that sorted my issues out


On May 3, 5:36 pm, Prasanna prasannagau...@gmail.com wrote:
 Whenever I try to run debugger for my applications, it gets stuck on
 Waiting for Debugger. It works fine on  a ADP1 phone. Leaving it for
 a while ends up restarting the phone. I even reset the phone to
 factory mode and the problem persists.
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[android-developers] Re: onDraw() help needed....!

2009-05-05 Thread MrChaz

You're overwriting the previous line each time you touch so the
application can only draw one line.
As far as I know each onDraw() call clears the screen and, therefore,
your previous strokes.

Take a look at the Path class, this provides an easy way of chaining
together multiple points into one long line.



On May 5, 7:43 am, Sukitha Udugamasooriya suk...@gmail.com wrote:
 Hi all,

 I'm relatively new to Android. I want to draw strokes on my screen
 when the user touches. Next stroke should be drawn from the end point
 of the previous stroke.
 This is my code. What happens here is just only the current stroke is
 drawn. Previous strokes are vanished? What is wrong here? Please
 help..

 package src.test;

 import android.app.Activity;
 import android.content.Context;
 import android.graphics.Bitmap;
 import android.graphics.Canvas;
 import android.graphics.Color;
 import android.graphics.Paint;
 import android.os.Bundle;
 import android.view.MotionEvent;
 import android.view.View;
 import android.view.View.OnTouchListener;

 public class ActDraw extends Activity implements OnTouchListener {

     float x = 200;
     float y = 200;
     float x1 = 10;
     float y1 = 45;
     float prvx = 150;
     float prvy = 150;
     MyView m;

     @Override
     public void onCreate(Bundle savedInstanceState) {
         super.onCreate(savedInstanceState);

         m = new MyView(this);
         m.setOnTouchListener(this);
         setContentView(m);

     }
     public boolean onTouch(View v, MotionEvent event) {
         switch (event.getAction()) {
         case MotionEvent.ACTION_DOWN: {
             prvx = x;
             prvy = y;
             x = event.getX();
             y = event.getY();
              m.invalidate();
         }
         }
         return false;
     }

     class MyView extends View {
         Paint p = new Paint();
         Bitmap bm;
         int i;

         public MyView(Context context) {
             super(context);

         }

         @Override
         protected void onDraw(Canvas canvas) {
             super.onDraw(canvas);
             p.setColor(Color.GREEN);
             p.setStrokeWidth(4);
             canvas.drawLine(prvx, prvy, x, y, p);
         }
     }

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[android-developers] Re: Playing a .mp3 file using View Intent

2009-05-05 Thread MrChaz

it's audio/mp3 not /audio/mp3

On May 5, 11:27 am, Asif k asifk1...@gmail.com wrote:
 Hi all,

    I want to play a mp3 file which is stored in the /sdcard/ using
 ACTION_VIEW intent and I used following code to accomplish that, but I
 got ActivityNotFound Exception..

 Intent intent = new Intent(android.content.Intent.ACTION_VIEW);

         Uri data = Uri.parse(file:///sdcard/abc_xyz.mp3);
         intent.setDataAndType(data,/audio/mp3);

         try {
                   startActivity(intent);
            } catch (ActivityNotFoundException e) {
                   e.printStackTrace();

            }

 But I got the following exception,

 05-05 15:44:40.563: WARN/System.err(5253):
 android.content.ActivityNotFoundException: No Activity found to handle
 Intent { action=android.intent.action.VIEW data=file:///sdcard/Main
 Agar Kahoon.mp3 type=/audio/mp3 }
 05-05 15:44:40.582: WARN/System.err(5253):     at
 android.app.Instrumentation.checkStartActivityResult
 (Instrumentation.java:1471)
 05-05 15:44:40.582: WARN/System.err(5253):     at
 android.app.Instrumentation.execStartActivity(Instrumentation.java:
 1441)
 05-05 15:44:40.593: WARN/System.err(5253):     at
 android.app.Activity.startActivityForResult(Activity.java:2526)
 05-05 15:44:40.602: WARN/System.err(5253):     at
 android.app.Activity.startActivity(Activity.java:2570)
 05-05 15:44:40.602: WARN/System.err(5253):     at
 test.mp3file.MusicTest.onCreate(MusicTest.java:25)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:
 1122)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
 2104)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:
 2157)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 android.app.ActivityThread.access$1800(ActivityThread.java:112)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 android.app.ActivityThread$H.handleMessage(ActivityThread.java:1581)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 android.os.Handler.dispatchMessage(Handler.java:88)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 android.os.Looper.loop(Looper.java:123)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 android.app.ActivityThread.main(ActivityThread.java:3739)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 java.lang.reflect.Method.invokeNative(Native Method)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 java.lang.reflect.Method.invoke(Method.java:515)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run
 (ZygoteInit.java:739)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497)
 05-05 15:44:40.612: WARN/System.err(5253):     at
 dalvik.system.NativeStart.main(Native Method)

    In fact I used this approach to play file, because I want the
 internal music application with Gui buttons on the display  during
 playback. Is it possible to call the internal music application when
 we play with the MediaPlayer object ??

 Please help. Thanks in advance.

 Asif
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[android-developers] Re: reset to paid or completely remove the old free apps from Market?

2009-05-06 Thread MrChaz

You can't convert a free app to a paid one unfortunately.
I ended up renaming the package and then changing the title of the old
one on the market.

On May 5, 10:42 pm, jman chunyen...@gmail.com wrote:
 I certainly would like to keep using the old name for the paid version
 of the software but I did not seem to find a way of resetting it to
 paid or removing the old free version entirely so that I can upload
 the brand new software.

 Thanks.
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[android-developers] Re: Installing the USB driver for HTC Magic on Vista

2009-05-12 Thread MrChaz

It just appears as a usb drive.  You have to ok the dialog on the
phone which asks if you want to mount the drive too.

On May 9, 5:21 pm, notthegingeron...@googlemail.com
notthegingeron...@googlemail.com wrote:
 Hi Guys,

 Does anyone know how to install the usb driver for the HTC magic?
 Whenever I plug in the phone and select to mount is as a mass storage
 device, it gets mounted, but no New Hardware wizzard appears.  I've
 enabled USB debugging in the settings, please help :)

 Cheers,

 Chris
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[android-developers] Re: sound effect using SoundPool

2009-05-13 Thread MrChaz

Apologies for necro-posting but I thought I might as well post the fix
I found for the non-looping sounds
in the code TJerkW posted.

Essentially setLoop() takes the Id of the instance of the sound that
is being played not the Id of the loaded sound.

So it should look something like this:
public int playLoop(int resid) {
int soundId=soundPoolMap.get(resid);
int instanceId = soundPool.play(soundId, volume,
volume, 1, 0, 1f);
soundPool.setLoop(instanceId, -1);

return instanceId;
}

I'm returning the Id so that I can stop it later when I want to.
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[android-developers] Re: Sprite imaging for 2D game programming

2009-05-18 Thread MrChaz

Take a look at the Canvas method drawBitmap()

http://developer.android.com/reference/android/graphics/Canvas.html#drawBitmap(android.graphics.Bitmap,%20android.graphics.Rect,%20android.graphics.Rect,%20android.graphics.Paint)

with that one you can specify the bitmap (the sprite sheet), the
subset of the bitmap you want to display (the current frame) and the
destination on the screen.

To make it animate you'll want to keep track of the amount of time
you've displayed the current frame, you can do this by updating a
counter by the amount of time that passes between each update call
e.g. when you update model position etc.  When it exceeds whatever
you've decided to be your frame-rate you change the current frame and
reset the timer.

I'll see if I can make some of my code a little more readable and post
it up later if you're still stuck.
On May 17, 4:23 pm, g1port.com gmt...@gmail.com wrote:
         Hi guys,

         For a 2D game programming, I'm trying to learn about loading
 an image file for all states of a game character (simply a walking
 soldier lets say) and simply animate it. I think this classic method
 is called as sprite imaging that you load whole image of all states of
 the character that you want to animate.

 Is there anyone that can provide some sample code about this or at
 least can you tell me which classes to use, how to refer some 'part
 of' whole image file and animate it etc.

         Your help is much appreciated.

         Thanks a lot.
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[android-developers] Re: Progress bar update help

2009-05-26 Thread MrChaz

You can ask a URLConnection for the content length and then read from
the content stream in chunks.

You can display your progress by setting the max to the content length
and then incrementing the progress by your read chunk size.

On May 26, 1:21 pm, Sukitha Udugamasooriya suk...@gmail.com wrote:
 Hi,

 I m implementing a small app which downloads files (avg 1MB files-
 takes 5 seconds to download).
 -- I want to show the progress using a ProgressBar.
 --The user can pause the download if he desires.

 How can I show the progress? (How can I know the amount that has
 downloaded at a given moment?)

 Thank you.
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[android-developers] Re: Sensor not being notified when in standby

2009-05-29 Thread MrChaz

It is possible but keeping the phone on to receive the events will
seriously hurt battery life and should be avoided if at all possible.

On May 28, 4:58 pm, Éderson M Ferreira ederso...@gmail.com wrote:
 Hi,

 I am listening events from accelerometer sensor and everything is
 going right.
 The problem occurs when phone gets in standby mode and I am not being
 notified by sensors anymore.

 Does Anyone know if it's possible to get sensor notifications, by
 implementing a listener, even if phone is in standby?

 Thanks,
 Éderson
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[android-developers] Re: 2D animation with User interaction

2009-06-05 Thread MrChaz

To get the accelerometer readings you'll need to implement a listener,
have a look at the SensorManager.
As for displaying the images you can do that either in software using
a SurfaceView or openGL using a GlSurfaceView.

Checking for intersections can be done when you update the positions.
The simplest way would to use Rect's based on the image position and
use the intersects method.

On Jun 5, 6:03 am, sagar.indianic sagar.india...@gmail.com wrote:
 Hello,

 I want to develop a simple application which will move an image
 accelerometer readings change. How can i implement that? is it
 possible using openGL only??

 Another problem is that how can i get notified when two images
 intersect while animating???

 Thanks for the help
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[android-developers] Re: How to persist my canvas between calls to invalidate()

2009-06-07 Thread MrChaz

I'd probably try writing each point onto a in-memory bitmap and then
displaying that instead.

On Jun 7, 8:18 am, RS letscod...@gmail.com wrote:
 Hi,

 I am trying to render a customized view which draws points on the
 canvas whenever  they arrive from a remote device. Whenever a new
 value is obtained - it gets passed into my customized view which draws
 it on the canvas - ( The canvas should still show my previous points).
 Now whenever i call invalidate() in my onDraw() method it clears all
 my previous points. The application is supposed to work with a stream
 of data and as such there are large number of points which are
 generated and as such we dont want to store the points in an array and
 reproduce them on the canvas- rather just get the new point draw it on
 the canvas (the previous points should stay). Does anyone know how to
 go about keeping all previous canvas objects intact while performing
 invalidate?

 Thanks
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[android-developers] Re: Passing Arguments to service

2010-12-10 Thread MrChaz
Add it to the Intent that you're using to start the service.

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[android-developers] Re: Adding buttons to a notification

2010-12-10 Thread MrChaz
From a poke around here:
http://developer.android.com/guide/topics/ui/notifiers/notifications.html#CustomExpandedView
it looks like you need to call setOnClickPendingIntent() on the
RemoteViews passing the id of the button and a pending intent to handle
the click.

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Re: [android-developers] Re: Google Nexus S - Please provide as DEV phone, asap :-)

2010-12-20 Thread MrChaz
Aah, assumptions.
Do you know if it'll be released as an ADP 4?

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[android-developers] Re: Converting Touch Inputs to Vectors

2010-12-30 Thread MrChaz
You might want to look at the GestureDetector (
http://developer.android.com/reference/android/view/GestureDetector.html) as 
it's designed to do pretty much this exact task iirc.

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[android-developers] Re: Does Android's GPS location provider do a built-in optimization?

2010-12-30 Thread MrChaz
1) You're using the GPS and the CPU so it's going to drain the battery like 
any other task.  The system deals with talking GPS etc all you're doing is 
registering a *listener *which receives the information when updates happen.

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[android-developers] Re: Change Texture

2010-12-30 Thread MrChaz
onDrawFrame() will be called repeatedly and in there should be a piece of 
code like
glBindTexture(GL10.GL_TEXTURE_2D, textures_ids.get(0)); 

that's the bit that is selecting the texture to be drawn, all you'll need is 
an if statement or something to make it use the other one.

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[android-developers] Re: Help me on AsyncTask

2011-01-04 Thread MrChaz
If it's crashing then take a look at the exception that's logged it'll give 
you a line number.

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[android-developers] Re: Can not decode high resolution picture

2011-01-05 Thread MrChaz
An image that large is likely too big to be loaded into memory.  There's not 
much you can do about that other than making it smaller or breaking it into 
a number or smaller images.

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[android-developers] Re: Trying to get my head around multi screen densities.

2011-01-06 Thread MrChaz
afaik The system should scale the images for you.

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[android-developers] Re: 3G data is paused when phone goes to idle/sleep

2011-01-07 Thread MrChaz
Using a WakeLock keeps the system awake and will keep a 3G data connection 
alive.

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[android-developers] Re: Performance issue with mapview when using large number of items

2011-01-13 Thread MrChaz
You could try and merge over-lapping icons or detect when people are 
scrolling and add/remove icons appropriately.

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