[android-developers] Re: Opengl Texture working on Emulator but not on HTC HERO

2010-07-14 Thread Sundog
My vote's on the texture power of 2. Did it myself - works in the
emulator sometimes.

On Jul 14, 2:11 pm, Robert Green  wrote:
> You're binding to texture 0.  That's incorrect - you need to generate
> the texture IDs and use those to bind when uploading and drawing.
>
> Beyond that, you should ask:
> Is your texture a power of two?  Does the Hero support the texture
> crop extension?
>
> On Jul 14, 2:17 pm, Android dev  wrote:
>
> > In my application, I have a NDK native code that uses OpenGL 1.0 to
> > apply a texture to a rectangle in order to draw an image on the
> > screen. It is working fine on the emulator, but when I test it on the
> > HTC HERO android device, it only draws a white rectangle without
> > texture. Anybody else had the same problem? Did anybody find a
> > solution?
>
> > Here is how I initialize openGL in native code:
> >         GLint crop[4] = { 0, 144, 176, -144 };
> >         glBindTexture(GL_TEXTURE_2D, 0);
> >         glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
> >         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> >         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> >         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> >         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
> >         glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
> >         glEnable(GL_TEXTURE_2D);
> >         glColor4f(1,1,1,1);
>
> > And here is how I draw the frame in native code:
> >         glClear(GL_COLOR_BUFFER_BIT);
> >         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB,
> > GL_UNSIGNED_BYTE, pixels);
> >         glDrawTexiOES(0, 0, 0, w, h);

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[android-developers] Re: OpenGL ES libraries

2010-07-14 Thread Sundog
It's not a matter of mastery of the interface, it's a matter of
maximizing development time and effort, at least in my case. If you do
much OpenGL programming, you've built your own such support objects
and code just to avoid reinventing the wheel every time. That's more
what I was looking for, just more fleshed-out than I've done on my
own.

On Jul 14, 2:50 am, Indicator Veritatis  wrote:
> Most OpenGL programmers learned the C API before even thinking of
> doing it in Java, so there is not much demand for such a wrapper.
>
> On Jul 13, 7:23 am, Sundog  wrote:
>
> > I looked around for info on this in the group but couldn't find any...
> > so far in my OpenGL programming I've just done everything directly,
> > but I was curious if anyone had written any "wrapper" libraries for it
> > besides min3d. Min3d is great (or is getting there) but it's GPL'd,
> > making it unsuitable for a commercial product (if my understanding of
> > the license is correct).

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[android-developers] Re: OpenGL ES libraries

2010-07-13 Thread Sundog
Thanks, that does look interesting, and the Apache license is less
cumbersome. Given the state of development right now though, maybe a
wait-and-see approach would be appropriate.



On Jul 13, 1:33 pm, christoph widulle
 wrote:
> http://code.google.com/p/libgdx/
>
> libgdx could be something you are looking for.
>
> Greetings,
> Christoph
>
> On 13 Jul., 16:23, Sundog  wrote:
>
> > I looked around for info on this in the group but couldn't find any...
> > so far in my OpenGL programming I've just done everything directly,
> > but I was curious if anyone had written any "wrapper" libraries for it
> > besides min3d. Min3d is great (or is getting there) but it's GPL'd,
> > making it unsuitable for a commercial product (if my understanding of
> > the license is correct).

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[android-developers] OpenGL ES libraries

2010-07-13 Thread Sundog
I looked around for info on this in the group but couldn't find any...
so far in my OpenGL programming I've just done everything directly,
but I was curious if anyone had written any "wrapper" libraries for it
besides min3d. Min3d is great (or is getting there) but it's GPL'd,
making it unsuitable for a commercial product (if my understanding of
the license is correct).

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

2010-04-01 Thread Sundog

My Droid arrived in El Paso today. Thanks Google! I already have one
but I'm sure I'll think of something to do with it.

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

2010-03-23 Thread Sundog
Sweet. I'm on the other end of Texas, fingers crossed.

On Mar 23, 10:30 am, tristan  wrote:
> FedEx @ Home - Sent from Indiana
>
> On Mar 23, 11:25 am, Justin Giles  wrote:
>
> > Who delivered it?  USPS? UPS? FedEx? DHL?
>
> > On Tue, Mar 23, 2010 at 10:17 AM, tristan  wrote:
> > > Received a nexus one today. Houston, Texas (Not for ADC2)
>
> > > On Mar 23, 10:35 am, JasonC  wrote:
> > > > Has anyone in the US gotten any additional Confirmation?
>
> > > > I love how we are just waiting with no replay from anyonelol
>
> > > > On Mar 23, 7:37 am, TreKing  wrote:
>
> > > > > On Tue, Mar 23, 2010 at 8:54 AM, David Horn  wrote:
> > > > > > I've always been surprised that when a Market app is uninstalled, 
> > > > > > the
> > > > > > user isn't shown a screen asking them very briefly why they
> > > > > > uninstalled it.  For example:
>
> > > > > They are ...
> > > > > * I don't use it or want it
> > > > > * I need more space on my phone
> > > > > * It's defective
> > > > > * It's malicious
> > > > > * I'd rather not say
>
> > > > > Of course, only Google know what actually happens with this
> > > information, as
> > > > > developers are never provided with these details.
>
> > > > > > I'm also considering writing an SDK to reports back to developers
> > > when
> > > > > > the app crashes.
>
> > > > > There are plenty of options to do this already, like Flurry as g1bb
> > > > > mentioned.
>
> > > -
> > > > > TreKing - Chicago transit tracking app for Android-powered
> > > deviceshttp://sites.google.com/site/rezmobileapps/treking
>
> > > --
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[android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-17 Thread Sundog
I believe he meant "Generalissimo Francisco Franco is still dead".

On Mar 17, 2:08 pm, Thomas Riley  wrote:
> Had to Google that name
>
> ...hope it wasn't just me who had too!
>
> On Mar 17, 2:23 pm, "Maps.Huge.Info (Maps API Guru)"
>
>  wrote:
> > This just in...
>
> > Jimmy Hoffa is still dead.

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[android-developers] Re: I don't HATE apple, but I found these interesting things yesterday, poor iphone developers.

2010-03-17 Thread Sundog
Right on point here, all three of you, and representative of the
problems of both platforms. I won't even consider continuing my IPhone
development, but I've had to completely drop several projects I wanted
to do in Android because it simply isn't up to it. Since they're being
nice enough to send me a phone I'll probably try once more, but I'll
choose what I write around what Android can do well (audio-visually),
which isn't much. Margarita Drop was a silly little game but I had to
work like crazy to get it to work as smoothly as it does... no more 3d
from us until things improve.


On Mar 17, 10:26 am, MobDev  wrote:
> hehe,
> another music app developer here, with no decent streaming app
> possibilities :(
> It's nice to have a MediaPlayer which streams MP3, but thats way way
> too limited..
> I want it to be compatible with AAC to begin with (because of the
> bandwidth), and I definitely would want more control (and maybe
> somewhat lessi nterfaces??)...
> I mean you are saying it was an advanced platform in 2008, but what
> you want to say that it hasn't evolved since 2004, since J2ME MIDP...
> A class like MediaPlayer is actually based on that one (which is old
> and has never been updated nor up par) with the same functionality !
> Even worse actually, the SE devices had a better MediaPlayer
> implementation 4 years ago...
> My personal experience, after working in J2ME and objective C, has
> been of utter dissapointment...
>
> On 17 mrt, 15:23, Gabriel Simões  wrote:
>
> > I do agree with you that the Apple app publishing restriction is
> > pushing developpers too far, far enough to see some great developers
> > give the plataform up not for technical reasons, but for their
> > principles.
>
> > On the other side, as a music app developer I don´t know how you are
> > happy with Android.
> > First, a lot of developers (including me) can´t even figure out how to
> > acquire audio streams from AudioRecord and play them using AudioTrack
> > without problems such audio chopping, sample rate differences,
> > distortion, ... (see how many posts without solutions we have here on
> > this group). We can´t syncronize audio input and ouput, or audio
> > output and video, so it gets hard to develop apps that need to handle
> > those events precisely, such as samplers, music games, music makers
> > based on gestures, etc.
> > We don´t have a low latency audio interface to access (ALSA would be
> > great and it´s already working on Android ... but we can´t access it),
> > so give up virtual instruments and low latency audio apps (small
> > buffers aren´t available too). We don´t have native audio interfaces
> > officially supported by Google and AudioRecord (at least running on
> > the emulator) warns buffer overflows if you just receive audio from it
> > and play using AudioTrack on the same thread, it doesn´t matter which
> > buffer sizes you use.
>
> > The behavior of the apps running on different devices is unpredictable
> > while on iPhone, since the archtecture and hardware is a lot more
> > closely related on different devices and thought to be compatible, it
> > ´s a lot easier to predict, test and publish apps that you know that
> > will run as great as you intended them to be. On Android this is not
> > something up to the developers to do, but to Google and the device
> > developers that should garantee compatibility with the OS and what
> > runs on top of it.
>
> > I´m working on Android mostly because of Apple´s restrictions on it´s
> > plataform, on publication, on development, on resources usage... But
> > yes, I think Android still needs to play ball, and play a lot to catch
> > iPhone + IphoneOS. And I hope it doest it!
>
> > On 17 mar, 10:04, niko20  wrote:
>
> > > First off I like to write music apps, so I keep an eye on the music
> > > apps that are out for iPhone.
>
> > > Two of these really popular apps are BeatMaker and Noise.IO. Beatmaker
> > > is a sample driven sequencer MPC style, and Noise.IO is a full
> > > featured FM synth.
>
> > > I read something disturbing in the app info yesterday that shows just
> > > how much power Apple has over developers.
>
> > > In the past Beatmaker and Noise.IO had formed a way to share data -
> > > the ability to export a synth sound out of Noise.IO and import it into
> > > Beatmaker. It looks like Apple now "forced" them to change how this
> > > sharing works - in fact so much so that currently the export feature
> > > in Noise.IO is GONE! And the lastest reviewers of the app aren't happy
> > > about it LOL. And the Beatmaker app indicates that import is gone in
> > > the current update. Imagine LOSING functionality in an update!
> > > Wouldn't that piss off a customer! Anyway the Beatmaker page mentions
> > > something about having to switch over to Apple's copy/paste
> > > functionality instead of the way they were using before, and that this
> > > was requested by Apple.
>
> > > So that makes me feel much better about Android, I think it sucks when

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

2010-03-16 Thread Sundog
I'd think the chances of getting the Nexus would be good, based on
(ahem) how many of each are just sitting around, but fingers crossed
anyway.

On Mar 16, 1:52 pm, Hong  wrote:
> Same here in New York, needing a Nexus One badly ;)
>
> On Tue, Mar 16, 2010 at 3:42 PM, Matt  wrote:
> > Nothing yet here in Wisconsin.  I did get a confirmation email on like
> > the 5th or 6th, and I filled out the form on the 2nd, so if they're
> > correct with the 2 - 4 weeks, I would assume it should be here any day
> > now... crossing the fingers for a Nexus :)
>
> > 

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

2010-03-16 Thread Sundog
About time you guys got something first, lol.

On Mar 16, 6:55 am, ratson  wrote:
> this sounds nice, i guess first pass of EU citizens will receive their
> phones this week.
>
> On márc. 16, 12:39, Sean Hodges  wrote:
>
> > Mine arrived yesterday: London, UK.
>
> > I know others who are still waiting in this area though.
>
> > On Tue, Mar 16, 2010 at 11:22 AM, ratson  wrote:
> > > Hi,
>
> > > has someone else already received it's phone? please keep us informed
> > > with location.
> > > i received my confirmation on 6th March, living in Hungary/EU, still
> > > no N1 in my hands :)
>
> > > rs
>
> > > On márc. 16, 12:17, Michael  wrote:
> > >> Hi
>
> > >> I filled out the form on Sunday 7th March and got a confirmation email
> > >> on Thursday 11th March.
>
> > >> I am in the UK and I did receive an original Device Seeding email.
> > >> Not sure if that info helps.
>
> > >> It's nice to know that it might be shipped from Europe as it should
> > >> cut down on the time to get here and maybe even some of the customs
> > >> hassle.
>
> > >> Mike
>
> > >> On Mar 15, 4:34 pm, Android Nerd  wrote:
>
> > >> > I also filled out my form on March 5th and I have not received a
> > >> > confirmation mail yet.  Is there anyone who filled out a form on or
> > >> > after March 5th who has received a confirmation e-mail?
>
> > >> > On Mar 10, 2:20 am, Arnon  wrote:
>
> > >> > > Hi
>
> > >> > > I have an app which on Feb. 28 had 9000+ downloads and a 4.2 stars
> > >> > > rating.
> > >> > > i didn't recieve any mail, so I contacted them and they asked me to
> > >> > > fill the form.
> > >> > > I filled the form last friday (March 5th)
> > >> > > Does anyone know how long does it take for them to send the
> > >> > > confirmation mail?
>
> > > --
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[android-developers] Re: Nexus 2.1 one sale, WHERE is the SDK!

2010-01-06 Thread Sundog
I have ceased development on Android entirely. I am now just
supporting my 2 apps - one of them a bestseller, the other an OpenGL
flight game - as best I can. I'm sure the soundboard authors and the
flashlight authors will keep up the stream of garbage, but I'll bet
I'm not the only actual quality developer to say "no more".

It really is hard to see how Google could have possibly screwed this
up any more. It's been a long, slow, two-year trainwreck.
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[android-developers] Re: Developing Android Developers in the US

2009-11-18 Thread Sundog
Hope you're not talking about mine; I've never had a single bug
report, not even one. Not even on the new version. And feedback about
the appearance is all positive.

On Nov 18, 12:16 pm, niko20  wrote:
> 3-6 learning days is enough to write a game that looks like hell and
> has subtle bugs  LOL
>
> -niko
>
> On Nov 18, 12:33 pm, Sundog  wrote:
>
> > Basically true. I learned enough in three days last year to write the
> > demo version of my Mahjongg game, which was downloaded about a hundred
> > thousand times. The hitch is Java, not Android.
>
> > On Nov 18, 11:25 am, Andrei  wrote:
>
> > > 3 to 6 days is enough, if you know Java, to start writing real apps,
> > > the rest you learn writing apps while producing something useful
>
> > > On Nov 18, 10:33 am, Mark Murphy  wrote:
>
> > > > Andreiwrote:
> > > > > 3-6 days should be more than enough to learn all Android
>
> > > > That's unrealistic. I have been developing in, teaching, and writing
> > > > about Android for nearly two years, and *I* don't know "all Android".
> > > > Heck, I am going to be spending a chunk of time the rest of this week
> > > > just to wrap my head around the new contacts stuff.
>
> > > > 3-6 days can give you a solid foundation for application development,
> > > > though.
>
> > > > Going back to the OP:
>
> > > > >> I am attempting to reach out to Android Developers who might be able
> > > > >> to answer a fundamental question... what is the best way to identify
> > > > >> Android developers in the US?
>
> > > > How do you define "identify"?
>
> > > > >> My company is thinking of training developers who have experience in
> > > > >> Java or Linux onsite at our facility in Dallas, TX for 3-6months in
> > > > >> Android development. We have clients in the telecom industry who are
> > > > >> in desperate need of individuals with expertise in Android 
> > > > >> development
> > > > >> but we haven't had much luck finding developers in the US.
>
> > > > There is a crying need for a go-to site for Android jobs.
>
> > > > Lacking that, I would advertise on 
> > > > Craiglist,http://jobs.joelonsoftware.com/(ortheStackOverflowjobs area, 
> > > > not
> > > > sure if these are the same thing), anddev.org's jobs board, LinkedIn's
> > > > Android Developer group, etc.
>
> > > > That being said, many firms are growing their own Android development
> > > > teams through training.
>
> > > > >> Do you think training is a viable option? If no, then how to identify
> > > > >> individuals with existing skills?
>
> > > > I recommend students have experience with basic Java application
> > > > development (though not necessarily JavaME or Swing/SWT), plus
> > > > experience in some widget-based GUI development (which is most common
> > > > stuff outside of most Web app frameworks).
>
> > > > Note that all of this assumes you are looking for Android application
> > > > developers. Firmware developers are a whole 'nuther kettle of fish.
>
> > > > --
> > > > Mark Murphy (a Commons 
> > > > Guy)http://commonsware.com|http://twitter.com/commonsguy
>
> > > > Android App Developer Books:http://commonsware.com/books

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[android-developers] Re: Developing Android Developers in the US

2009-11-18 Thread Sundog
Basically true. I learned enough in three days last year to write the
demo version of my Mahjongg game, which was downloaded about a hundred
thousand times. The hitch is Java, not Android.

On Nov 18, 11:25 am, Andrei  wrote:
> 3 to 6 days is enough, if you know Java, to start writing real apps,
> the rest you learn writing apps while producing something useful
>
> On Nov 18, 10:33 am, Mark Murphy  wrote:
>
> > Andreiwrote:
> > > 3-6 days should be more than enough to learn all Android
>
> > That's unrealistic. I have been developing in, teaching, and writing
> > about Android for nearly two years, and *I* don't know "all Android".
> > Heck, I am going to be spending a chunk of time the rest of this week
> > just to wrap my head around the new contacts stuff.
>
> > 3-6 days can give you a solid foundation for application development,
> > though.
>
> > Going back to the OP:
>
> > >> I am attempting to reach out to Android Developers who might be able
> > >> to answer a fundamental question... what is the best way to identify
> > >> Android developers in the US?
>
> > How do you define "identify"?
>
> > >> My company is thinking of training developers who have experience in
> > >> Java or Linux onsite at our facility in Dallas, TX for 3-6months in
> > >> Android development. We have clients in the telecom industry who are
> > >> in desperate need of individuals with expertise in Android development
> > >> but we haven't had much luck finding developers in the US.
>
> > There is a crying need for a go-to site for Android jobs.
>
> > Lacking that, I would advertise on 
> > Craiglist,http://jobs.joelonsoftware.com/(orthe StackOverflow jobs area, not
> > sure if these are the same thing), anddev.org's jobs board, LinkedIn's
> > Android Developer group, etc.
>
> > That being said, many firms are growing their own Android development
> > teams through training.
>
> > >> Do you think training is a viable option? If no, then how to identify
> > >> individuals with existing skills?
>
> > I recommend students have experience with basic Java application
> > development (though not necessarily JavaME or Swing/SWT), plus
> > experience in some widget-based GUI development (which is most common
> > stuff outside of most Web app frameworks).
>
> > Note that all of this assumes you are looking for Android application
> > developers. Firmware developers are a whole 'nuther kettle of fish.
>
> > --
> > Mark Murphy (a Commons 
> > Guy)http://commonsware.com|http://twitter.com/commonsguy
>
> > Android App Developer Books:http://commonsware.com/books

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[android-developers] Re: Looking for Great App Ideas

2009-11-11 Thread Sundog
You might want to consider your audience... after all, we're all
developers here. If we have a great idea, chances are very low we'll
just give it away. Try a user forum.

On Nov 11, 9:13 am, Sundog  wrote:
> Let ya know when I finish writing it.
>
> On Nov 10, 8:32 pm, John  wrote:
>
> > Hi,
>
> > I want to know what your dream app is.
> > The dream app that you wish existed, but unfortunately doesn't.
>
> > Thanks ahead of time,
> > John

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[android-developers] Re: Looking for Great App Ideas

2009-11-11 Thread Sundog
Let ya know when I finish writing it.

On Nov 10, 8:32 pm, John  wrote:
> Hi,
>
> I want to know what your dream app is.
> The dream app that you wish existed, but unfortunately doesn't.
>
> Thanks ahead of time,
> John

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[android-developers] Re: motorola cliq sdk 2.0

2009-11-09 Thread Sundog
Yeah, that could be a problem... thanks.

On Nov 9, 8:20 am, "nEx.Software" 
wrote:
> Another reason I don't beleive the CLIQ is a good development device:
> The CLIQ does not output Log.v() or Log.d() level logging via LogCat.

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[android-developers] Re: Low level audio really needed - too much latency in SoundPool, AudioTrack for more real time stuff

2009-10-26 Thread Sundog

You are correct, the problems have nothing to do with Linux, as any
Ardour user can testify.

On Oct 26, 8:06 am, Ulrich Althöfer  wrote:
> Hi Niko,
> thank you for responsing.
> But I don't think, that the reason for the latency-problems is the
> linux-OS.
> There are audio-applications without such latency-problems, e.g. have
> a look at:
> LMMS - Linux Multimedia Studio, URL:http://lmms.sourceforge.net/
>
> But I am wondering, that there is no feedback here in the list to my
> above message, though the audio-performances are a basic necessity!
>
> Greetings
> Ulrich
>
> On 26 Okt., 12:38, niko20  wrote:
>
> > Hi Ulrich,
>
> > Interesting that our timing tests work out to similar values!
>
> > Anyway audio has really always seemed to be a problem with Linux,
> > which android is based on...
>
> > just hope someday we will actually get some fast audio low level
> > access. I'd like to write some real music apps. But it's not possible
> > right now (like a real keyboard synth) - I mean, it's possible, but
> > the response time won't be so great and users will definitely
> > complain. Of course without multitouch it's probably moot anyway, they
> > would just complain about that :P
>
> > I don't see how android can really be a "competitor" to iphone like
> > everyone seems to think (I don't think that anymore at least, but it's
> > a good alternative) since audio wise it's got pretty bad performance.
>
> > -niko
>
> > On Oct 26, 5:56 am, Ulrich Althöfer  wrote:
>
> > > On 26 Okt., 09:17, niko20  wrote:
>
> > > > Ok I first have to say that I'm biased, 'cus I like to write music
> > > > apps (like music generation apps). However, this affects games as
> > > > well.
>
> > > > It's somewhat disappointing how OpenGL has made it into the NDK now
> > > > but there isn't any NDK methods to get to sound to have faster access.
> > > > Over the weekend I did some more testing and if you make a "drum" app,
> > > > for example, and play the sound using either SoundPool or AudioTrack,
> > > > you will get about a 100ms delay buffer, which is clearly audible
> > > > (gap).
>
> > > > I made  a test app where when you touch the screen, upon the DOWN
> > > > event, it would play a short sound (like a drum sound). It clearly was
> > > > not real time responsive or even close - you could hear the delay.
>
> > > > I'd be interested to know if anyone who has made a game has any
> > > > trouble with sounds? It seems like they aren't going to really trigger
> > > > real time enough if you use SoundPool, for example. Am I completely
> > > > wrong? Seems like your game is going to perform an action, play a
> > > > sound, but the sound will have latency which I would think would throw
> > > > off the game a bit.
>
> > > > I tested to see if it perhaps was just the touch event itself that was
> > > > slow - I added code to change the background color of the app when you
> > > > touch down, and then change it back when you let up. The color changed
> > > > almost instantaneously. So it's not the event handling, but rather,
> > > > the sound objects that have the delay issues.
>
> > > > I found that if I used AudioTrack (I tried it in streaming mode so I
> > > > had more control over buffer size), it wouldn't allow me to create the
> > > > object unless the buffer was at least 2048 samples in size (for the
> > > > format I was using whic was I think 22050 mono 16 bit - this would
> > > > work out to almost 100ms buffer before the track begins to play), and
> > > > strangely I found that the amount of buffer must have been the same
> > > > for SoundPool since when loaded with the same sound, the delay was
> > > > similar. I also tried AudioTrack in static mode and it still had the
> > > > same delay as SoundPool, or using AudioTrack in stream mode too!
>
> > > > To get really good audio response we need to get down to the 30ms
> > > > delay range or so (obviously the faster the better), the iphone does
> > > > this with it's AudioUnit objects (of course they are in native code,
> > > > which you write in C).
>
> > > > I just hope that by the time we get to Flan, we may have NDK audio
> > > > access, and hopefully we can get more direct audio streams for some
> > > > real processing power.
>
> > > > Hasn't this affected games much? I would think it would still be a
> > > > problem in games even now, with latency so high. Even though the docs
> > > > say SoundPool and static AudioTrack will have lowest latency possible,
> > > > it still seems high to me.
>
> > > > -niko
>
> > > Yes, I confirm your experiences.
> > > Have a look at the entry:
> > > "SoundPool: playing/stopping-delaytime sometimes greater 300 
> > > ms"http://groups.google.com/group/android-developers/browse_thread/threa...
> > > Greetings
> > > Ulrich
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[android-developers] Re: Accelerometer

2009-06-25 Thread Sundog


> 9.8m/s^2 is an approximation, however the accelerometer is being influenced
> by forces and noise, the only way to over come it would be to sample the
> noise and then try to cancel it out.

Or you can simply integrate the result over time.
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[android-developers] Re: Why did Google Groups not post my comments?

2009-06-12 Thread Sundog

Or, maybe you're a noob that needs to calm down a bit.

On Jun 11, 10:14 pm, Dennis  wrote:
> I posted a detailed comment about typos in Android documentation
> several hours ago.  My post is nowhere to be seen.  Why did Google
> Groups hose my post?  Maybe Google doesn't care that their Android
> documentation contains typos.
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[android-developers] Re: Getting my app in the featured section

2009-06-12 Thread Sundog

LOL, just realized that's you on that page asking the question... so
you already know the answer, straight from Google.

On Jun 12, 12:59 pm, Sundog  wrote:
> There is no way to do this - Google contacts you.
>
> http://www.google.com/support/forum/p/Android%20Market/thread?tid=53c...
>
> On Jun 12, 3:35 am, Paul Burrowes  wrote:
>
>
>
> > Hello
>
> > I have an app which I think could be in the featured section of the
> > Android Market and was wondering the best way to proceed.  The
> > application is Scan2PDF Mobile which uses your phone's camera to
> > "scan" documents and make PDF files which can be saved or emailed from
> > the phone.  The pages are enhanced and compressed and then made into a
> > multi-page PDF. Think of it as having a scanner, photocopier and fax
> > machine in your pocket!
>
> > Sicen Scan2PDF Mobile has been on the Adroid market it is proving very
> > popular, getting an average rating of 4.7.  It is unlike any other app
> > on the market and in our opinion would be a good candidate for the
> > featured list - so how do we go about it?
>
> > Thanks
>
> > Paul Burrowes
> > Burrotech- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Where is GLSurfaceView?

2009-06-12 Thread Sundog

No, you just have to import android.opengl.GLSurfaceView.

On Jun 12, 7:26 am, mattelacchiato 
wrote:
> Hi,
>
> i want to start programming in OpenGL on Android, but Eclipse can't
> find the GLSurfaceView. I'm using the 1.5 SDK.
>
> Do I have to set specific entries in the build path?
>
> Greetings,
> Matthias
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[android-developers] Re: Getting my app in the featured section

2009-06-12 Thread Sundog

There is no way to do this - Google contacts you.

http://www.google.com/support/forum/p/Android%20Market/thread?tid=53c65ce3b5e26c4b&hl=en

On Jun 12, 3:35 am, Paul Burrowes  wrote:
> Hello
>
> I have an app which I think could be in the featured section of the
> Android Market and was wondering the best way to proceed.  The
> application is Scan2PDF Mobile which uses your phone's camera to
> "scan" documents and make PDF files which can be saved or emailed from
> the phone.  The pages are enhanced and compressed and then made into a
> multi-page PDF. Think of it as having a scanner, photocopier and fax
> machine in your pocket!
>
> Sicen Scan2PDF Mobile has been on the Adroid market it is proving very
> popular, getting an average rating of 4.7.  It is unlike any other app
> on the market and in our opinion would be a good candidate for the
> featured list - so how do we go about it?
>
> Thanks
>
> Paul Burrowes
> Burrotech
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[android-developers] Re: Image Capture

2009-06-11 Thread Sundog

Hi, if you're using Eclipse, do you know about the LogCat window on
the Debug page? It will tell you what exception is being thrown, which
is really essential to know to solve your problem.

On Jun 11, 3:12 pm, Sharmila Chakraborty  wrote:
> It starts previewing,but as soon as I press the space key it says,"Sorry
> application is forced closed.Try again!"
>
>
>
> On Thu, Jun 11, 2009 at 4:44 PM, Sundog  wrote:
>
> > On Jun 11, 2:37 pm, Max Salley  wrote:
> > > What exception does it throw?
>
> > Details, details! lol...- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Image Capture

2009-06-11 Thread Sundog

On Jun 11, 2:37 pm, Max Salley  wrote:
> What exception does it throw?
>


Details, details! lol...


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[android-developers] Re: Accelerometer/Orientation sensor problem

2009-06-11 Thread Sundog

Thanks much!

Actually for my purposes ignoring the sensor for a second will work
just fine, but I will check out your info for the next time around.

I'm kinda designing my new game BASED on the limitations of the
phone... i.e. choosing the complexity of the views based on how much
the poor innumerate G1 can handle before bogging down, that sort of
thing. So this is just more of the same, sigh.

On Jun 11, 2:34 pm, TjerkW  wrote:
> Nope this problem is is also on the htc magic .. check my post for a
> solution using a damper. Somewhere else in this group ...
>
> On 11 jun, 22:28, Sundog  wrote:
>
>
>
> > I'd be very interested to know if anyone besides G1 owners has seen
> > this? My best guess is that it's a design flaw specific to this
> > phone... and if so, no fix will be forthcoming.
>
> > On Jun 11, 2:20 pm, Sundog  wrote:
>
> > > Just a "me too" to report that this problem is real and is still here
> > > under Cupcake. Play a sound and the accelerometer goes haywire for a
> > > second. Only fix I can see is ignoring the accelerometer while SFX are
> > > playing... kinda not really a good workaround for a game.
>
> > > On Jun 8, 8:25 am, TjerkW  wrote:
>
> > > > Sameproblemhere,
>
> > > > when playing sounds during my game (in which you control the gameplay
> > > > withaccelerometer)
> > > > theaccelerometergives strange values.
>
> > > > On 24 mei, 13:29, Bonifaz  wrote:
>
> > > > > I have the sameproblemof wiredaccelerometerdata while music is
> > > > > playing.
>
> > > > > Does anyone have a workaround for this. Some kind of filter mechanism
> > > > > perhaps.
>
> > > > > I use "FloatMath.sqrt(x*x + y*y + z*z)" for shake detection.
> > > > > But even with that formular, playing music always detects shake,
> > > > > just raising the threshold won't work, since shake would not be
> > > > > detected with to high threshold.- Hide quoted text -
>
> > > > - Show quoted text -- Hide quoted text -
>
> > > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Accelerometer/Orientation sensor problem

2009-06-11 Thread Sundog

I'd be very interested to know if anyone besides G1 owners has seen
this? My best guess is that it's a design flaw specific to this
phone... and if so, no fix will be forthcoming.

On Jun 11, 2:20 pm, Sundog  wrote:
> Just a "me too" to report that this problem is real and is still here
> under Cupcake. Play a sound and the accelerometer goes haywire for a
> second. Only fix I can see is ignoring the accelerometer while SFX are
> playing... kinda not really a good workaround for a game.
>
> On Jun 8, 8:25 am, TjerkW  wrote:
>
>
>
> > Sameproblemhere,
>
> > when playing sounds during my game (in which you control the gameplay
> > withaccelerometer)
> > theaccelerometergives strange values.
>
> > On 24 mei, 13:29, Bonifaz  wrote:
>
> > > I have the sameproblemof wiredaccelerometerdata while music is
> > > playing.
>
> > > Does anyone have a workaround for this. Some kind of filter mechanism
> > > perhaps.
>
> > > I use "FloatMath.sqrt(x*x + y*y + z*z)" for shake detection.
> > > But even with that formular, playing music always detects shake,
> > > just raising the threshold won't work, since shake would not be
> > > detected with to high threshold.- Hide quoted text -
>
> > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Accelerometer/Orientation sensor problem

2009-06-11 Thread Sundog

Just a "me too" to report that this problem is real and is still here
under Cupcake. Play a sound and the accelerometer goes haywire for a
second. Only fix I can see is ignoring the accelerometer while SFX are
playing... kinda not really a good workaround for a game.

On Jun 8, 8:25 am, TjerkW  wrote:
> Sameproblemhere,
>
> when playing sounds during my game (in which you control the gameplay
> withaccelerometer)
> theaccelerometergives strange values.
>
> On 24 mei, 13:29, Bonifaz  wrote:
>
>
>
> > I have the sameproblemof wiredaccelerometerdata while music is
> > playing.
>
> > Does anyone have a workaround for this. Some kind of filter mechanism
> > perhaps.
>
> > I use "FloatMath.sqrt(x*x + y*y + z*z)" for shake detection.
> > But even with that formular, playing music always detects shake,
> > just raising the threshold won't work, since shake would not be
> > detected with to high threshold.- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Why bother?

2009-06-11 Thread Sundog



On Jun 10, 10:10 pm, A  wrote:
> Hi all,
>
> I have a practical question.
>
> I might be interested in coding for Android. I have some J2ME programs
> that I could port that are very useful.
>
> But I am wondering, why bother? Consider:
>
> 1.
> Looking at the documentation for Android it seems to me that the
> learning curve for working with Android is large.

If you've been doing J2ME it shouldn't be THAT hard. I learned the
whole platform and had my first app online in about a week.

>
> 2.
> Looking at the available phones they are all about $500 without a
> contract. We're in a Recession and $500 is a lot of money. Compare
> that to my 3-inch touch screen Sciphone i68 which was $100 and has
> MIDP support.
>
You have to spend at least a little money to make money. TANSTAAFL.

> 3.
> I don't do contracts. I have heard that Android phones are hobbled by
> the requirement that I'd have to have a contract. I use prepaid
> exclusively to keep my phone bills down.

Seems to me that one or the other of these pretty much cuts you out of
the smartphone market entirely, not just Android.

>
> 4.
> No contract means no data plan.
>

By all means, tell us about the data plan included with your prepaid
phone. Sounds interesting.

> 5.
> I can get a Windows Mobile phone for $260, called the CECT M88+. It
> will run native apps and J2ME. That's half the cost of an Android
> phone.
>

Go for it, I say.

> 6.
> Regular consumers know we're in a recession. They are going to avoid
> expensive phones and long contracts more now than ever. Will $500
> luxury Android phones take hold? I'm skeptical.
>

Please don't take this the wrong way, but you don't sound very
knowledgable about the state of the cell phone market, or its pricing
structure. What fool paid $500 for an Android phone (except the dev
phone)?

> 7.
> I am not someone who is easily impressed by Google. There is no "wow"
> factor for me in using Android.

Non-sequitur. Any "wow" factor impressing anyone is because of Android
itself, not Google.


Summing up, I'd say you've answered your own questions. Android is not
for you.
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[android-developers] Re: OpenGL garbage collection (with direct ByteBuffers)

2009-06-09 Thread Sundog

Nice that someone is admitting there is a problem, at least. All we've
been getting up to now is denials that garbage collects can be a
problem in OpenGL.

On Jun 9, 3:05 pm, fadden  wrote:
> On Jun 9, 2:05 am, Genc  wrote:
>
> > A simple & basic question: Is that change 9029 shipped with Android
> > SDK 1.5? Should I install SDK 1.5 to benefit changes?
>
> It is not part of 1.5.  It will be included in a future release.
>
> The patch seems to have the unintentional side-effect of causing
> memory to be held past the point when it should be freed.  Some
> additional work is being done to address this.
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[android-developers] Re: Usability bug report: Poor use of language on failed download report in notification area.

2009-06-01 Thread Sundog

So now it's a bug if someone wants a different choice of words on the
screen for some reason?

I think we need to go back and look at the definition of "bug". This
is not a bug by any stretch of the imagination.

On May 30, 5:02 am, "carl.farring...@googlemail.com"
 wrote:
> Hi. Quick & simple bug report:
>
> Failed downloads report "Download unsuccessful" in the Notification
> area. I think this should be changed to "Download failed", because the
> words unsuccessful and successful look a little bit too similar at a
> glance.
>
> cheers,
> Carl
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[android-developers] Control of background images

2009-06-01 Thread Sundog

Is there a way to manipulate the positions of *background* images in
an ImageButton?
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[android-developers] Re: ADC2 announced

2009-05-29 Thread Sundog

Lost my attention immediately. The few pennies I'll get from the
Android Mock-it Place are better than nothing at all.

What a joke.

On May 29, 12:35 pm, gsmd  wrote:
> http://code.google.com/android/adc/- 'open only to applications that
> have not been published'. Thanks for screwing devs.
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[android-developers] Re: Toast without light up

2009-05-29 Thread Sundog

> Is there a way to show the Toast without turning on the light?

I don't know, but that has to be my all-time favorite question here.


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[android-developers] Re: Triangle strip problems

2009-05-26 Thread Sundog

Just in case it helps anyone, I worked around this by simply drawing
the strips individually. Contrary to what I expected, I think I
actually see an improvement in performance.

On May 26, 8:58 am, Sundog  wrote:
> Hello, I'm having trouble with something that should be
> straightforward and was hoping someone who has been down this road
> could help.
>
> I'm simply drawing a 32 by 32 (float) vertex (3d but flat for testing)
> square surface by drawing it as 31 linked triangle strips. I'm linking
> them by four degenerate triangles at the end of each strip as follows:
> repeat last vertex of this row, first vertex of next row, repeat first
> vertex of next row, second vertex of next row.  My examination of the
> numbers I'm feeding OpenGL don't reveal anything amiss.
>
> What happens is that some triangles don't draw; I am assuming they are
> invalid for some reason I can't see. This happens at any resolution 8
> x 8 or larger, with a different pattern for each size. Apparently
> something is interfering with the drawing of certain triangles.
>
> I MIGHT have missed something poring over these numbers, but I don't
> think so. Does anyone have a clue? Could it be caused by using floats
> instead of fixed point?
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[android-developers] Re: problems importing existing project into eclipse

2009-05-26 Thread Sundog

Excuse this if you have seen it, but I assume you've been here?

http://developer.android.com/sdk/1.5_r2/upgrading.html#MigrateYourApplications



On May 26, 11:04 am, schwiz  wrote:
> Yes multiple times but it doesn't seem to be doing anything
>
> On May 26, 11:41 am, Sundog  wrote:
>
>
>
> > Did you try right clicking on the project in the Project Explorer and
> > selecting "Android Tools/Fix Project Properties"?
>
> > On May 26, 9:43 am, schwiz  wrote:
>
> > > Has nobody else come across this problem?  no ideas?
>
> > > On May 26, 9:15 am, schwiz  wrote:
>
> > > > I used file>import>general>existing projects into workspace
> > > > I am trying to run the widget example from the dev blog but when I
> > > > import the project I get an error
>
> > > > Description     Resource        Path    Location        Type
> > > > Syntax error, annotations are only available if source level is 1.5
> > > > WordWidget.java SimpleWiktionary/src/com/example/android/
> > > > simplewiktionary        line 44 Java Problem
>
> > > > I select properties>android and make sure the project build target is
> > > > 1.5 but that doesnt fix anything
>
> > > > I am also getting this error in my console
>
> > > > [2009-05-26 09:02:27 - spore-android] Android requires .class
> > > > compatibility set to 5.0. Please fix project properties.
>
> > > > this is also happening with a widget I was working on and needed to re-
> > > > import.   I sure hope someone can help me!!!
> > > > thanks.- Hide quoted text -
>
> > > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: problems importing existing project into eclipse

2009-05-26 Thread Sundog

Did you try right clicking on the project in the Project Explorer and
selecting "Android Tools/Fix Project Properties"?

On May 26, 9:43 am, schwiz  wrote:
> Has nobody else come across this problem?  no ideas?
>
> On May 26, 9:15 am, schwiz  wrote:
>
>
>
> > I used file>import>general>existing projects into workspace
> > I am trying to run the widget example from the dev blog but when I
> > import the project I get an error
>
> > Description     Resource        Path    Location        Type
> > Syntax error, annotations are only available if source level is 1.5
> > WordWidget.java SimpleWiktionary/src/com/example/android/
> > simplewiktionary        line 44 Java Problem
>
> > I select properties>android and make sure the project build target is
> > 1.5 but that doesnt fix anything
>
> > I am also getting this error in my console
>
> > [2009-05-26 09:02:27 - spore-android] Android requires .class
> > compatibility set to 5.0. Please fix project properties.
>
> > this is also happening with a widget I was working on and needed to re-
> > import.   I sure hope someone can help me!!!
> > thanks.- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Triangle strip problems

2009-05-26 Thread Sundog

Hello, I'm having trouble with something that should be
straightforward and was hoping someone who has been down this road
could help.

I'm simply drawing a 32 by 32 (float) vertex (3d but flat for testing)
square surface by drawing it as 31 linked triangle strips. I'm linking
them by four degenerate triangles at the end of each strip as follows:
repeat last vertex of this row, first vertex of next row, repeat first
vertex of next row, second vertex of next row.  My examination of the
numbers I'm feeding OpenGL don't reveal anything amiss.

What happens is that some triangles don't draw; I am assuming they are
invalid for some reason I can't see. This happens at any resolution 8
x 8 or larger, with a different pattern for each size. Apparently
something is interfering with the drawing of certain triangles.

I MIGHT have missed something poring over these numbers, but I don't
think so. Does anyone have a clue? Could it be caused by using floats
instead of fixed point?
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[android-developers] Re: TimerTask and Views

2009-05-21 Thread Sundog

Thanks!

On May 21, 10:07 am, Streets Of Boston 
wrote:
> If i'm not mistaken, TimerTasks run on a thread encapsulated in a
> Timer object.
> Since you can't reliably call most (if not all) UI/View related
> methods from any other thread than the main gui-thread, you have to
> post back (using a handler) back to the main gui-thread.
>
> I've never tried this using TimerTask, but it may work :=) :
> - Create your TimerTask subclass that has access to Handler or to your
> View.
> - In the 'public void run' method, call post on this handler or view
> to do what you want.
>
> @Override
> protected void onCreate(Bundle b) {
>   ...
>   ...
>   final Handler handler = new Handler();
>   final Runnable doUpdateView = new Runnable() {
>     public void run() {
>       ... do something with your view ...
>     }
>   }
>
>   TimerTask myTimerTask = new TimerTask() {
>     public void run() {
>         handler.post(doUpdateView);
>     }
>   }
>
>   ...
>   mTimer.scheduleAtFixedRate(myTimerTask, 0, 1000);
>   ...
>
> }
>
> On May 21, 10:38 am, Mooncat  wrote:
>
>
>
> > Is it a no-no to try to update a View from a TimerTask? My initial
> > experiments indicate it doesn't work. Is there a way to make it work?- Hide 
> > quoted text -
>
> - Show quoted text -
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[android-developers] Re: How to resolve "Fail to find an AVD compatible with target 'Android 1.5' ?

2009-05-19 Thread Sundog

Looks like you didn't create one with the right target. Do an "android
list targets" and make sure you create your AVD with the correct API
level.

On May 19, 3:07 am, rogerhood  wrote:
> hi, all:
>      My Eclipse is equiped with Cupcake SDK and I created an AVD in /
> tools/ folder.
>      I run my program, then the console appear "Fail to find an AVD
> compatible with target 'Android 1.5' .
>      How to resolve it?
>      Thanks!!
>
> Roger
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[android-developers] Re: Buttons/ImageViews overlaid on a GLSurfaceView

2009-05-19 Thread Sundog

Thanks very much Dianne!

I should have tried myself but I was put off by reports of others not
getting it to work.



On May 19, 1:21 pm, Dianne Hackborn  wrote:
> You don't need to do anything special.  Look at the Api Demo Graphics /
> SurfaceView Overlay for an example.
>
>
>
>
>
> On Tue, May 19, 2009 at 9:57 AM, Sundog  wrote:
>
> > It looks like I need to use addTouchables, but I can find no examples
> > anywhere.
>
> > I simply want to overlay buttons and/or images on top of a
> > GLSurfaceView. I can do it the old fashioned way but I hoped there was
> > some built in support.
>
> > On May 19, 8:56 am, Mooncat  wrote:
> > > Can it be done? If it can, is it much of a performance hit, and is
> > > there an example anywhere?
>
> > > Thanks for any information.
>
> --
> 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.- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Buttons/ImageViews overlaid on a GLSurfaceView

2009-05-19 Thread Sundog

It looks like I need to use addTouchables, but I can find no examples
anywhere.

I simply want to overlay buttons and/or images on top of a
GLSurfaceView. I can do it the old fashioned way but I hoped there was
some built in support.

On May 19, 8:56 am, Mooncat  wrote:
> Can it be done? If it can, is it much of a performance hit, and is
> there an example anywhere?
>
> Thanks for any information.
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[android-developers] Re: Polite discussion of lite/trial vs pro distribution

2009-05-13 Thread Sundog


> I think you can make the situation a lot better for yourself by 
> accepting that people generally suck.

Sadly, yeah.

Any moment now there will be an everything-should-be-free freak here
saying that you should write code for the sake of your art, not for
any expectation of monetary gain. Somehow we seem to be crawling with
these types, and guess what? They're getting the crappy free software
they deserve.

I don't have this problem, thankfully. I have comments and ratings to
die for and no troll problems at all. I attribut this almost entirely
to the fact the my sales are well over 90% to women. So maybe that's
your answer, lol.
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[android-developers] Re: Can SlidingDrawer stop sliding and just stay there with motionevents?

2009-05-12 Thread Sundog

I want an option that lets you pull it out too far so that it clatters
to the floor.

On May 12, 10:40 am, Romain Guy  wrote:
> This is not supported.
>
> On Mon, May 11, 2009 at 11:54 PM, quill  wrote:
>
> > Hi guys,
> > What I want to carry out is that the handle of the SlidingDrawer will
> > be dragged by my finger, and when My finger leaves the screen, the
> > handle of the SlidingDrawer will be just stop there and don't slide to
> > top or bottom.Sorry, my english seems not good :)
>
> --
> Romain Guy
> Android framework engineer
> romain...@android.com
>
> Note: please don't send private questions to me, as I don't have time
> to provide private support.  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: AbsoluteLayout deprecated ... a simple example to be complaint with 1.5 SDK ?

2009-05-04 Thread Sundog

Great thinking here.

I have a highly rated app that simply... could... not... be...
written... without AbsoluteLayout, no matter whose Java sensibilities
it steps on. I guess Android's doing so well with apps that it can
afford to shut down an entire category of games.

Oh well. Glad I got it in early, looks like I won't be having any
competition on that one.



On May 4, 3:34 am, 6real  wrote:
> Hello,
>
> could someone give a simple example to replace an AbsoluteLayout with
> Frame and Relative Layout ?
>
> Example :
> I have to put a view on my screen with the position x, y and with a
> width/height of w and h... How do I do that without AbsoluteLayout ?
>
> Actually I will change it on my app but I am wondering the best way of
> doing... It seems now we have to handle with margins instead of x and
> y ?
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[android-developers] Re: Quality of paid applications on the Market...

2009-04-16 Thread Sundog


On Apr 16, 10:46 am, Robert Green  wrote:
> Can I ask the obvious question, then?  If it doesn't go to google,
> then where does it go?


Can I give the obvious reply? Oooh, me, me, me.

This information is easily available to anyone who has done even the
*slightest* research. It's for carrier fees, as has been made
completely clear to anyone paying attention over the last six months.



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

2009-04-16 Thread Sundog

Great news. That's two applications back in the development queue for
me!

On Apr 15, 12:07 pm, clark  wrote:

> Either way, the early look SDK is allowing me to get raw audio from
> the phones mic and run it through an FFT.  The test "notes" I was
> sending through are being analyzed by the FFT correctly, and I can say
> I am quite happy with the features so far.

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[android-developers] Re: Elan sues Apple for multitouch patent infringment... and guess what....

2009-04-15 Thread Sundog

No argument here. VMS, baby, VMS.

On Apr 15, 8:32 am, JP  wrote:
> On Apr 15, 7:11 am, Jean-Baptiste Queru  wrote:
>
> > Second, more importantly, many people who read and participate in this
> > group and other official Android discussion groups work for companies
> > where company policy is to avoid reading or learning about any
> > patent-related subject, ...
>
> Oh boy no question the 80s HAVE been the best years in our profession.
> I want my VAXen back.
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[android-developers] Re: Apps labeled as Tetris Clones removed from Android Market

2009-04-13 Thread Sundog

I find it disheartening that this discussion is even taking place. Is
this really the level of understanding of intellectual property rights
among the community?

Let's say you're Electronic Arts with Tetris and Monopoly ready for
the Android platform, as they claimed was imminent way back in
OCTOBER. Are you going to release your games in a Wild West free-for-
all where anyone can "clone" your game and sell it? Not a chance. That
isn't the way the real world works, whether it fits with the
"everything should be free" philosophy or not. It's piracy, whether we
want to say the word or not.

It seems so simple: Come up with your own ideas, or at least if you're
going to copy something, make sure it's in the public domain first.
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[android-developers] Re: Apps labeled as Tetris Clones removed from Android Market

2009-04-13 Thread Sundog

This is as wrong as wrong can be. Believe this at your economic peril.

On Apr 13, 11:39 am, Ikon  wrote:
> This is not legal advice. I actually am a lawyer, and these copyright
> violation claims are very shaky.  Basically, they have a copyright to
> the exactly worded source code.  So if they wrote "int numTetrads =
> 50" and you wrote "int numBlocks = 50" you would not be infringing.
> You need to copy, wholesale, a portion of their code in order to
> infringe on their copyright.  > - Show quoted text -
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[android-developers] Re: Apps labeled as Tetris Clones removed from Android Market

2009-04-13 Thread Sundog

OK, so after checking Wikipedia my memory was flawed... though there
were massive copyright fights over Tetris that dragged on for years,
the original author ended up making very little. But a quick scan of
the "History" part of the entry should convince anyone pretty quick
that they don't want to fight The Tetris Company.

On Apr 13, 12:49 pm, Sundog  wrote:
> Again, you both might want to review a little history... in particular
> the (if memory serves, pretty successful and pretty savage) fight of
> the author of Tetris to protect his intellectual property over the
> last 20 years or so. And as I think someone else pointed out, your
> understanding of the issues involved is not complete, as one would
> think was self evident in the Google action... game ideas are most
> certainly protectable. Try writing a Monopoly clone and see what
> happens, real quick. Are you unaware of the recent Scrabble issue on
> the iPhone?
>
> I don't think you see my point, which is that an operating system/
> community/environment that openly disregards intellectual property
> rights is, in my humble opinion, doomed to failure from the get-go
> from the inability to form a viable business model for anyone
> involved.
>
> On Apr 13, 11:44 am, Ikon  wrote:
>
>
>
> > Your contention that "grown up operating systems" should not allow you
> > to copy ideas is totally unfounded.  You can never patent abstracty
> > ideas. Game ideas cannot be patented.  Whether they should be is a
> > different discussion.  You can go right and now, and make a game on
> > Windows with a story very similar to fallout, and write all your own
> > code, and use all your own graphics/sound assets and you will not be
> > infringing on that IP in any way.  A company may come and try to sue
> > you, but that has no relevance to a maturity of an operating system.
>
> > On Apr 13, 10:43 am, Sundog  wrote:
>
> > > Anyone who is surprised by this must be very, very new to the
> > > programming game. I've been waiting for this since the store opened.
>
> > > IMHO, to the extent that the Android community becomes a proxy for
> > > those that think All Ideas Should Be Free And Stealable, that is the
> > > extent to which Android will never be a real grown-up operating
> > > system.
>
> > > On Apr 7, 8:43 am, "tasos.klei...@gmail.com" 
> > > wrote:
>
> > > > On Saturday April 4th, I received a message from google saying that my
> > > > game "Robotic Space Rock" was pulled from the android market after a
> > > > request made by a legal firm representing an entity known as Tetris
> > > > Company. My application was removed from the android market together
> > > > with Blocks, Cubik, Net Tetris, Netblocks and Tetroid (6 apps in
> > > > total) under claim that it violates the DMCA and more specifically
> > > > trademarks and copyrighted material owned by the Tetris Company.
> > > > However, none of the trademarks or copyrighted material (music,
> > > > graphics and sound effects) are present in my game. Sound effects and
> > > > music were created by me specifically for the game. There is no
> > > > reference to the word tetris in the game. Additionally, all the game
> > > > code, graphics and sound effects  were created by me and published on
> > > > the code sitehttp://code.google.com/p/monolithandroid
>
> > > > Additionally, I am not aware of a software patent covering the game
> > > > mechanics of Tetris, so I cannot see how I could violate something
> > > > that is not protected by a software patent. Also, even if the game was
> > > > protected by a patent, the patent would have expired, since the
> > > > original game, Tetris, was created 23 years ago. However game
> > > > mechanics cannot be covered by patents.
>
> > > > I would also like to point out that my game is available completely
> > > > free of charge to every user of the android market.
>
> > > > I wrote those concerns to Google and I sent an email to the EFF. The
> > > > bottom line is that for my application to be restored on the android
> > > > market, I have to send a DMCA counter-notification. And then the
> > > > Tetris Company can sue and take the case to Court.
>
> > > > When games were pulled from the iPhone App store, they blamed apple,
> > > > but it is not hard to see that behind application removals we can find
> > > > companies like the Tetris Company, that demand applicat

[android-developers] Re: Apps labeled as Tetris Clones removed from Android Market

2009-04-13 Thread Sundog

Again, you both might want to review a little history... in particular
the (if memory serves, pretty successful and pretty savage) fight of
the author of Tetris to protect his intellectual property over the
last 20 years or so. And as I think someone else pointed out, your
understanding of the issues involved is not complete, as one would
think was self evident in the Google action... game ideas are most
certainly protectable. Try writing a Monopoly clone and see what
happens, real quick. Are you unaware of the recent Scrabble issue on
the iPhone?

I don't think you see my point, which is that an operating system/
community/environment that openly disregards intellectual property
rights is, in my humble opinion, doomed to failure from the get-go
from the inability to form a viable business model for anyone
involved.

On Apr 13, 11:44 am, Ikon  wrote:
> Your contention that "grown up operating systems" should not allow you
> to copy ideas is totally unfounded.  You can never patent abstracty
> ideas. Game ideas cannot be patented.  Whether they should be is a
> different discussion.  You can go right and now, and make a game on
> Windows with a story very similar to fallout, and write all your own
> code, and use all your own graphics/sound assets and you will not be
> infringing on that IP in any way.  A company may come and try to sue
> you, but that has no relevance to a maturity of an operating system.
>
> On Apr 13, 10:43 am, Sundog  wrote:
>
>
>
> > Anyone who is surprised by this must be very, very new to the
> > programming game. I've been waiting for this since the store opened.
>
> > IMHO, to the extent that the Android community becomes a proxy for
> > those that think All Ideas Should Be Free And Stealable, that is the
> > extent to which Android will never be a real grown-up operating
> > system.
>
> > On Apr 7, 8:43 am, "tasos.klei...@gmail.com" 
> > wrote:
>
> > > On Saturday April 4th, I received a message from google saying that my
> > > game "Robotic Space Rock" was pulled from the android market after a
> > > request made by a legal firm representing an entity known as Tetris
> > > Company. My application was removed from the android market together
> > > with Blocks, Cubik, Net Tetris, Netblocks and Tetroid (6 apps in
> > > total) under claim that it violates the DMCA and more specifically
> > > trademarks and copyrighted material owned by the Tetris Company.
> > > However, none of the trademarks or copyrighted material (music,
> > > graphics and sound effects) are present in my game. Sound effects and
> > > music were created by me specifically for the game. There is no
> > > reference to the word tetris in the game. Additionally, all the game
> > > code, graphics and sound effects  were created by me and published on
> > > the code sitehttp://code.google.com/p/monolithandroid
>
> > > Additionally, I am not aware of a software patent covering the game
> > > mechanics of Tetris, so I cannot see how I could violate something
> > > that is not protected by a software patent. Also, even if the game was
> > > protected by a patent, the patent would have expired, since the
> > > original game, Tetris, was created 23 years ago. However game
> > > mechanics cannot be covered by patents.
>
> > > I would also like to point out that my game is available completely
> > > free of charge to every user of the android market.
>
> > > I wrote those concerns to Google and I sent an email to the EFF. The
> > > bottom line is that for my application to be restored on the android
> > > market, I have to send a DMCA counter-notification. And then the
> > > Tetris Company can sue and take the case to Court.
>
> > > When games were pulled from the iPhone App store, they blamed apple,
> > > but it is not hard to see that behind application removals we can find
> > > companies like the Tetris Company, that demand application removals
> > > claiming copyright infringement and trademarks. However, it is not
> > > easy to battle these companies as individual developers. I, for
> > > example, am a Greek citizen living in Greece, so it is difficult for
> > > me to file a counter-notification, because then the Tetris company
> > > will probably sue me and I will have to defend my case in court. Why
> > > should I bother? Am I making money out of the game? No! But even if I
> > > did you can see how easy it is for corporations to neutralize
> > > developers like that. I think that something should be done.
> > > Independent developers should ge

[android-developers] Re: Apps labeled as Tetris Clones removed from Android Market

2009-04-13 Thread Sundog

Anyone who is surprised by this must be very, very new to the
programming game. I've been waiting for this since the store opened.

IMHO, to the extent that the Android community becomes a proxy for
those that think All Ideas Should Be Free And Stealable, that is the
extent to which Android will never be a real grown-up operating
system.

On Apr 7, 8:43 am, "tasos.klei...@gmail.com" 
wrote:
> On Saturday April 4th, I received a message from google saying that my
> game "Robotic Space Rock" was pulled from the android market after a
> request made by a legal firm representing an entity known as Tetris
> Company. My application was removed from the android market together
> with Blocks, Cubik, Net Tetris, Netblocks and Tetroid (6 apps in
> total) under claim that it violates the DMCA and more specifically
> trademarks and copyrighted material owned by the Tetris Company.
> However, none of the trademarks or copyrighted material (music,
> graphics and sound effects) are present in my game. Sound effects and
> music were created by me specifically for the game. There is no
> reference to the word tetris in the game. Additionally, all the game
> code, graphics and sound effects  were created by me and published on
> the code sitehttp://code.google.com/p/monolithandroid
>
> Additionally, I am not aware of a software patent covering the game
> mechanics of Tetris, so I cannot see how I could violate something
> that is not protected by a software patent. Also, even if the game was
> protected by a patent, the patent would have expired, since the
> original game, Tetris, was created 23 years ago. However game
> mechanics cannot be covered by patents.
>
> I would also like to point out that my game is available completely
> free of charge to every user of the android market.
>
> I wrote those concerns to Google and I sent an email to the EFF. The
> bottom line is that for my application to be restored on the android
> market, I have to send a DMCA counter-notification. And then the
> Tetris Company can sue and take the case to Court.
>
> When games were pulled from the iPhone App store, they blamed apple,
> but it is not hard to see that behind application removals we can find
> companies like the Tetris Company, that demand application removals
> claiming copyright infringement and trademarks. However, it is not
> easy to battle these companies as individual developers. I, for
> example, am a Greek citizen living in Greece, so it is difficult for
> me to file a counter-notification, because then the Tetris company
> will probably sue me and I will have to defend my case in court. Why
> should I bother? Am I making money out of the game? No! But even if I
> did you can see how easy it is for corporations to neutralize
> developers like that. I think that something should be done.
> Independent developers should get together to battle against such
> misuse of the law by corporations.
> And to those that want more facts, you can find more details on my
> blog:http://tkcodesharing.blogspot.com
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[android-developers] Re: Android game developers desperately need optimised game engine example code ...

2009-03-30 Thread Sundog

I find this more depressing than otherwise. So whoever wrote those
views wasn't happy with the system's response either and had to
"optimize". Doesn't bode well for the side-scrollers.


On Mar 30, 10:07 am, Romain Guy  wrote:
>
> GridView and ListView don't use any magic. They just do whatever they
> can to make things fast:
> - When you touch the screen, all the children are turned into bitmaps
> - When a child is turned into a bitmap, it's an opaque bitmap whenever
> possible (ListView reuse the background color of the window)
> - When you move your finger around, the bitmaps are simply moved
> - When a new child appears, it's turned into a bitmap, etc.
>
> ListView actually does quite a lot of things when you scroll it.

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[android-developers] Re: Android game developers desperately need optimised game engine example code ...

2009-03-30 Thread Sundog



On Mar 30, 4:10 am, David Turner  wrote:
> On Mon, Mar 30, 2009 at 10:36 AM, admin.androidsl...@googlemail.com <
>
> Also, Android is not a game console per se, and "survival of the platform"
> will depend much more on the
> usefulness of the applications that run on it, the availability of devices,
> and other user-oriented things.
> That doesn't mean that visually impressive is not nice to have, but I doubt
> it's as important as you think.
>

I couldn't possibly disagree more.
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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-27 Thread Sundog

This just emphasises the need for some sort of liason layer between
app developers and the core team that wouldn't cause them so much
irritation that it pushes them into acting unprofessionally.
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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-27 Thread Sundog



On Mar 27, 10:16 am, Romain Guy  wrote:

> We know when to cut corners :) Hacks have their own qualities but not
> at the API/interaction level. Hacks are fine when it comes to
> implementation details.

Heh. I'm Old School (tm)... hacks in the operating system are not OK.
You're fired.


Just kidding. ;)

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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-27 Thread Sundog

I think you are doing a disservice to the intelligence of both Android
users and Iphone users... they're more sophisticated than THAT! "BWA
HA HA, your little Android has to have a special mode for what
everything else can do out of the box..." I don't think people are as
gullible as you do, lol.

{SNARK} And I seriously doubt that Google is going to suddenly acquire
a good marketing team... {/SNARK}

The "hack" comment is not to say "can't do it, users will know it's a
hack", it's more like "can't be done, the core team is too good to
throw in a hack." If they're like most programmers I know, they'd quit
before writing code they perceived as a hack. And this WOULD be a hack
of gigantic proportions.

On Mar 27, 8:38 am, Pd  wrote:
> As you know the technical reasons you would think along those lines.  
> Consumers don't know the ins and outs of the device so they probably
> wouldn't think the same as you or I.  Turning a negative into a
> positive, a good marketing team would have a field day with this.  
> Something along the lines of:
>
> T-Mobile / HTC / Android:  True gaming experience with "Full Gaming
> Mode".  No interruptions just complete gaming pleasure  :-)
>
> Pd.
>
>
>
> Sundog wrote:
> > I call "hack" again. Imagine what the Android haters would say
> > IMMEDIATELY! "Your phone has to have a special mode to handle a simple
> > display smoothly? BWAHAHAHA" etc. etc.
>
> > On Mar 27, 7:43 am, Pd  wrote:
>
> >> I was thinking on the same lines.  Maybe have a "Gaming Mode" where the
> >> user knowingly chooses to turn the device into a games machine for
> >> better performance.
>
> >> Pd.
>
> >> Markus Junginger wrote:
>
> >>> I strongly agree with the idea that foreground processes should be
> >>> preferred. Currently I develop a game, which - like most games -
> >>> relies on a constant high frame rate. At first, the game pretty sloppy
> >>> until I realized some background app was draining CPU resources. So I
> >>> uninstalled some of them until it ran smoothly. Clearly, this is
> >>> nothing you want to tell a user to do.
>
> >>> So, my first thought on how to solve this is a guaranteed CPU slice
> >>> for the foreground app. Let the foreground task constantly get 90-95%
> >>> of the CPU time if it needs it, no matter what's running in the
> >>> background. The remaining 5-10% should be enough for background tasks.
> >>> I think that's perfectly fine if, for example, emails are received a
> >>> little slower when the user plays a game. Of course, if the foreground
> >>> task does not use the CPU entirely, background tasks should be able to
> >>> get a bigger slice.
>
> >>> Oh, and by the way, what about a JIT or a hotspot compiler? If Android
> >>> apps would be running a factor ~10 the problem would be smaller by the
> >>> same factor. :)- Hide quoted text -
>
> >> - Show quoted text -- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-27 Thread Sundog

I call "hack" again. Imagine what the Android haters would say
IMMEDIATELY! "Your phone has to have a special mode to handle a simple
display smoothly? BWAHAHAHA" etc. etc.

On Mar 27, 7:43 am, Pd  wrote:
> I was thinking on the same lines.  Maybe have a "Gaming Mode" where the
> user knowingly chooses to turn the device into a games machine for
> better performance.
>
> Pd.
>
>
>
> Markus Junginger wrote:
> > I strongly agree with the idea that foreground processes should be
> > preferred. Currently I develop a game, which - like most games -
> > relies on a constant high frame rate. At first, the game pretty sloppy
> > until I realized some background app was draining CPU resources. So I
> > uninstalled some of them until it ran smoothly. Clearly, this is
> > nothing you want to tell a user to do.
>
> > So, my first thought on how to solve this is a guaranteed CPU slice
> > for the foreground app. Let the foreground task constantly get 90-95%
> > of the CPU time if it needs it, no matter what's running in the
> > background. The remaining 5-10% should be enough for background tasks.
> > I think that's perfectly fine if, for example, emails are received a
> > little slower when the user plays a game. Of course, if the foreground
> > task does not use the CPU entirely, background tasks should be able to
> > get a bigger slice.
>
> > Oh, and by the way, what about a JIT or a hotspot compiler? If Android
> > apps would be running a factor ~10 the problem would be smaller by the
> > same factor. :)- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-26 Thread Sundog

LOL!

Why didn't we think of that!

And to be absolutely clear, I shouldn't be blaming Java, this
situation would happen with any multitasking OS. The GC's DO have the
effect of making things unpredictable, though.

On Mar 26, 4:12 pm, Romain Guy  wrote:
> Have multiple cores :)
>
>
>
>
>
> On Thu, Mar 26, 2009 at 3:10 PM, Stoyan Damov  wrote:
>
> > On Thu, Mar 26, 2009 at 11:53 PM, Romain Guy  wrote:
>
> >> Once again it has NOTHING to do with GC, it's just another app using
> >> the CPU. It could be for any reason, not just GC.
>
> >> I hope you get it now.
>
> > Aaaah, @#$ me. I GET it now!
>
> > Thanks Romain, and thanks again for patiently explaining this several times!
>
> > So, we're back then to square 1 - how do we make Android *appear* that
> > it runs an application exclusively.
> > That is, what's the best way to ensure great user experience for
> > demanding apps, such as games, without pausing all other processes.
>
> > Any ideas besides the permission thing, anyone?
>
> > Cheers
>
> --
> Romain Guy
> Android framework engineer
> romain...@android.com
>
> Note: please don't send private questions to me, as I don't have time
> to provide private support.  All such questions should be posted on
> public forums, where I and others can see and answer them- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-26 Thread Sundog

On Mar 26, 3:52 pm, Streets Of Boston  wrote:
> I should have added that this would apply to the phone's *foreground*
> application only

I knew I shouldn't have compared it to a race situation... bad
analogy!

Here's a better example: Imagine you're running Linux and the program
you're interested in is running slow. Why not just go set your nice
level to get all the processor time?

Anyone who's a Linux or Unix administrator type at all just got
it.  ;)

> Or at least something that allows the foreground app to get a very
> high priority and resource allowance from the operating system to
> minimize the influence of non-essential (background) applications.

Exactly. But running our foreground app EXCLUSIVELY is just out of the
question, for reasons which should be clear by now.


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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-26 Thread Sundog

Think of it this way. Imagine the havoc that would ensue if you could
do this in Unix!

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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-26 Thread Sundog



On Mar 26, 2:59 pm, Stoyan Damov  wrote:
> On Thu, Mar 26, 2009 at 10:51 PM, Sundog  wrote:

>
> Michael, it's not about what *apps* want. It's what the *user* wants.
> I am the user, and I want to launch an application, so I run it and It's on 
> top.
> If it wants the "run alone" privilege, and I'm OK with it (or want it
> to be this way) what's the problem?
>

It's a hack that I think would ultimately result in a LESS rewarding
user experience. The problem is that it breaks the whole paradigm that
other apps (perhaps our next ones ;) ) are expecting. You have many,
many little processes that expect to be able to run in the background
for this and that, and allowing a "boss" app to run roughshod through
all that opens up several cans of worms. Yes, all power to the user,
but the user does have the expectation that their phone is going to
continue working.

For instance, would the user judge it a reasonable experience if their
emails, messages, phone calls etc. were simply ignored until the game
was finished? You or I might not have a problem with it, choosing to
deal with the consequences, but the average user is going to simply
say "hey, it broke my email".

The issue needs to be resolved, absolutely. This is exactly why I
raised my eyebrows that Java was being used at all in Android. But I
think there is probably a solution that doesn't ccreat more problems
on its own.

In my humble opinion. ;) It just strikes me as a hack.


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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-26 Thread Sundog

I see her point, it isn't scalable. What do you do when two apps both
want this, and you want both apps?

No, I agree, this needs addressing but not this way.

On Mar 26, 1:55 pm, Stoyan Damov  wrote:
> I could understand if you were saying that you can't provide
> multi-tasking experience on a single-tasking OS, such as Windows 3.1,
> which required cooperative multitasking.
> But I find it hard to understand what are the practical and technical
> reasons behind your resistance to provide a single-tasking experience
> on a multi-tasking OS.
>
> Cheers
>
>
>
> On Thu, Mar 26, 2009 at 9:50 PM, Stoyan Damov  wrote:
> > On Thu, Mar 26, 2009 at 8:26 PM, Dianne Hackborn  
> > wrote:
> >> On Thu, Mar 26, 2009 at 10:19 AM, Stoyan Damov 
> >> wrote:
>
> >>> So, ok, I *admit* other apps can't cause DIRECTLY a GC in my app, but
> >>> it doesn't matter to me because other apps can cause the system to
> >>> lack memory and perform GC and it would ask my app's process to do GC,
> >>> which is how I understand JBQ's explanation of "remote GC".
>
> >>> So back to my point. I don't care what causes GC in *my* process. If
> >>> it's not me I DON'T want my process to be bothered at all.
>
> >> There is no way at all for other processes to cause your process to GC.
> >> What other processes -can- do is run some work -- any kind of work -- on a
> >> thread running at the same or higher priority as yours, causing you to have
> >> to share the CPU with them.  GCs are irrelevant to the problem here.  (But
> >> they -are- relevant to writing your own code so that you don't cause GCs to
> >> happen in your own process.)
>
> > Dianne, I haven't taken any time to dig in Android, so I don't know
> > what and how works.
> > All I know is that when *ANOTHER* process kicks GC, it affects MY
> > process, and my game stutters at this EXACT moment.
> > My game, like I said many times, *only* allocates memory on startup,
> > and then uses object pools.
> > I know that, when for example, the myFaves service is not trying to
> > send the damn MMS my games works PERFECTLY smoothly.
> > When it stutters, I see that GC has kicked in in process with PID "X",
> > and that X is not my game's process' PID.
>
> > I hope you get it know.
>
> >> Currently our approach for scheduling is that apps doing background work on
> >> a thread should lower that thread's priority -- the standard applications 
> >> on
> >> Android do this.  This has holes however, and allows people to mistakenly 
> >> do
> >> background work at a higher priority, so we should more strongly enforce 
> >> the
> >> scheduling of processes that are not running the foreground UI.
>
> > No, what you should do, and I mean Google behind Android, not you in
> > particular, is create an user experience SIMILAR to that on the
> > iPhone.
> > You can have the best of BOTH worlds and provide background processing
> > (i.e. as it works right now) AND on top of that implement "single
> > tasking" *experience*.
> > The implementation details are IRRELEVANT to all of us, users, and 
> > developers.
> > If you don't do it, I can bet my ass that Android, as a mobile device
> > OS, and especially as a smartphone OS will not last as long as people
> > "predicted".
>
> > Cheers- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Anything on Android that can do smooth scrolling?

2009-03-26 Thread Sundog

On Mar 26, 12:22 pm, Dianne Hackborn  wrote:
> No.
>


Agreed. A race condition-like situation waiting to happen.


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[android-developers] Re: Cupcake coming in April? Where is the SDK?

2009-03-23 Thread Sundog

Waiting for the inevitable "Please move this to Discuss so we can
totally ignore you and pretend everything's OK" post.



On Mar 23, 11:00 am, Sundog  wrote:
> On Mar 23, 10:39 am, Disconnect  wrote:
>
> > That would be way too much like including the community in what is
> > supposedly a community project.
>
> Zing!
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[android-developers] Re: Cupcake coming in April? Where is the SDK?

2009-03-23 Thread Sundog

On Mar 23, 10:39 am, Disconnect  wrote:
> That would be way too much like including the community in what is
> supposedly a community project.

Zing!


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[android-developers] Re: Cupcake coming in April? Where is the SDK?

2009-03-23 Thread Sundog

On Mar 23, 9:32 am, Romain Guy  wrote:
> There has been, and there is no, official ETA. Anything you hear/read
> is speculation.


Sigh. I had a paragraph to add to that, but I think "Sigh" pretty much
covers it.


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[android-developers] Re: How to find Jarsigner

2009-03-17 Thread Sundog

Look in you bin directory...

On Mar 17, 11:18 am, Nox  wrote:
> Hi everyone,
> I'm developing on Linux (Ubuntu 8.05) and I want to sign my app.
> I've already exported the application and I found Keytool.
> Keytool is still working but I can't find Jarsigner to sign my app!!!
>
> Does anyone know how to find Jarsigner?
>
> Thanks in advance
> Viktor
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[android-developers] Re: Paid applications and market feedback/rating

2009-03-16 Thread Sundog

Join the unhappy club. From what I can see, and my own experiences,
there is NO reason at all to offer free ANYTHING on the market, as it
all just swirls down the drain and is useless for driving future
sales, no matter how many times it was downloaded. Live and learn...

On Mar 16, 10:53 am, Keith Wiley  wrote:
> Thanks, I suspected as much.  :(
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[android-developers] Re: apply color to Button

2009-03-12 Thread Sundog

Make sure the color you're sending has an alpha component.

On Mar 12, 10:17 am, Dilli  wrote:
> Hi all,
>
> I am developing a simple GUI with three buttons
>
> i want to fill the button with color
>
> but i found back ground color. if i set mybutton.setBackgroundcolor
> (color);
>
> it's not visible
>
> how can i fill the button with color..
>
> need help
>
> Thank you
>
> Dilli
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[android-developers] Re: Application developer wanted for contract work

2009-03-10 Thread Sundog



On Mar 9, 6:08 pm, AndroidDev  wrote:
> We am looking for a expert Android developer for Android application
> development.

Sorry, we am busy that day.
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[android-developers] Re: Application developer wanted for contract work

2009-03-10 Thread Sundog

Haven't you heard? Android developers work just to make themselves
feel good. We don't need no stinkin' money.

Good thing, too.

On Mar 9, 6:08 pm, AndroidDev  wrote:
> We am looking for a expert Android developer for Android application
> development. You must have documented experience in following areas:
>
> - UI development
> - file handling
> - multimedia decoding
> - authentication
>
> We already have our application running on other devices and can
> provide you with functioning models.
> We will provide you with a well documented API for you to interface to
> our servers.
> The UI will change a little compared to what we have now. You will
> have access to an experienced graphics designer for any necessary
> design changes.
>
> We expect that you will sign an NDA and a contract with us.
> Compensation will be $20,000.00. Payment will occur as we launch the
> application. It will be based on a revenue share model where you will
> get 30% of the revenues up to a max of $20,000.00. We estimate you
> will reach the $20,000.00 mark within 2 months of application launch
> date.  We are only looking for expert developers and you should be
> able to initiate the work within the next couple weeks. If succesful,
> we would be interested in extending additional work as the application
> evolves.
>
> If interested, please respond to petersmail66 at gmail
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[android-developers] Re: Market and Developer Frustration

2009-03-10 Thread Sundog

On "dumb shills": When everyone else is giving your app 5 stars, and
one idiot gives it one star and leaves a comments proving she never
even ran the program, that's one clue. Outliers should automatically
be treated as spam.

Thanks for your answers. Nice to hear any feedback from anyone.
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[android-developers] Re: How to layout elements programmically?

2009-03-09 Thread Sundog

addView() is what you're looking for.

On Mar 9, 2:51 pm, Lucius Fox  wrote:
> Fromhttp://d.android.com/guide/topics/ui/declaring-layout.html, it said
> "Instantiate layout elements at runtime. Your application can create
> View and ViewGroup objects (and manipulate their properties)
> programmatically."
>
> Can you please tell me how/where I can find example for that?
>
> For example, how can I convert the following layout into Java code of
> my MyWidget. So that when I put "" in my layout xml file,
> it will automatically build a Gallery inside the MyWidget?
>
>               android:layout_width="fill_parent"
>             android:layout_height="wrap_content">
>
>                      android:orientation="vertical"
>     android:layout_width="fill_parent"
>     android:layout_height="fill_parent">
>
>                  android:layout_width="fill_parent"
>         android:layout_height="wrap_content"
>         />
>
>         
>
>         
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[android-developers] Re: Is ProgressBar correctly handling padding-values?

2009-03-04 Thread Sundog

> Sorry for being terse, sent from my phone :)

Yeah, isn't that keyboard a drag?  ;)
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[android-developers] Re: Most accurate method of using SoundPool

2009-03-02 Thread Sundog

Thanks for the reply.

Sounds like that's way too far down the road to make any sort of plans
on, so there's ANOTHER app I'm going to have to abandon... sigh.


On Mar 2, 10:37 am, Dave Sparks  wrote:
> You can't get good timing from SoundPool. If you're talking about a
> music application where a few msecs of jitter affects the musical
> feel, you're going to need to mix your own streams to get the timing
> accuracy.
>
> We are planning on adding an API in a future release for music
> applications, probably something along the lines of a lightweight ASIO
> for mobile devices.
>
> On Mar 2, 7:15 am, Sundog  wrote:
>
>
>
> > I need a recommendation from someone for the most accurate way of
> > timing SoundPool sounds. I can't loop them because what's desired is
> > not a loop but very accurate (to the ear at least) timing.
>
> > Thanks for any suggestions.- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Most accurate method of using SoundPool

2009-03-02 Thread Sundog

I need a recommendation from someone for the most accurate way of
timing SoundPool sounds. I can't loop them because what's desired is
not a loop but very accurate (to the ear at least) timing.

Thanks for any suggestions.
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[android-developers] Re: Developers, please stop posting paid apps on the Android Market

2009-02-27 Thread Sundog

Heh. Good one.

On Feb 27, 1:50 am, Moombe  wrote:
> As Google's current support for paid apps in the Android Market is
> limited to the US market only (and even on the US market, would not
> support ADP1 phone), I really think you guys should stop posting your
> apps in there.

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[android-developers] Re: Can I pull a paid app from the Android Market?

2009-02-27 Thread Sundog

Hey, my first week's profits bought me a new mini laptop this morning.
Happy and very patient camper here.

On Feb 27, 4:25 am, Stoyan Damov  wrote:
> On Fri, Feb 27, 2009 at 1:14 PM, Jon Colverson  wrote:
>
> > By the way, I thought I should mention that I would encourage you to
> > leave your game up on the Market. The issues this week have been
> > frustrating, for sure, but we have to look at the longer-term view.
> > Right now I think the most important thing is to stake out our places
> > on the most-popular paid games chart. The downloading issues are
> > affecting all of us equally I presume, so they shouldn't change your
> > relative position.
>
> Great logic, haven't thought of that, although I guess devs who
> released all-done versions of their apps don't experience any of the
> issues.
> You see, it's the first game I've ever written (my day job is working
> on real-time market data distribution software) and I fix a lag here,
> add more levels, or a new feature and ooops, the frustrated users who
> couldn't download, install or experience crashes start rating ASFP.
>
> > Everybody's expecting lots of Android phones to be
> > released this year, and each one will bring lots of lovely new users
> > checking out what's available on the Market.
>
> I guess you're right but I was worried the game will get worse and
> worse ratings because of the infamous "Force Close" issues, hence this
> post.
>
> > Right now your game is
> > number 27 of all paid games, and if you take it down that can only
> > hurt your momentum.
>
> You're right. Thanks!
>
>
>
> > I'm pretty sure the issues of this week will be a distant memory in a
> > year or so when we're all riding around on the gold-plated jet skis
> > that we bought with our application revenue. ;-)
>
> Ahahahaahah :) Jon, you made my day! Let's hope you're at least half a
> prophet ;)
>
> Cheers

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[android-developers] Re: A big OpenGL speed issue + my code contribution to other OpenGL beginners

2009-02-25 Thread Sundog

Very cool! Thanks very much! After I get my current three projects out
there I really want to dig into this.

On Feb 25, 4:39 am, quakeboy  wrote:
> Single Threaded OpenGL game ! (check bottom, you can download and use
> the helper class)
> Lighting disabled !
> Depth Buffer disabled !
> Culling enabled !
> Textures disabled !
>
> Just 176 integers (x,y values only) making 88 vertexes
> along with 132 index numbers making "44 triangles only"
>
> Framerates I get is
>
> with GL_BLENDING
> disabled - 145 fps approx only !!
> enabled - 110 fps approx only !!
>
> I have the screenshot of exact code in the draw function here.. just 2
> damn lines !
> I have hidden only the comments.. click here to see 
> ithttp://prasna991.googlepages.com/drawframe.png
>
> variable details in the 2 lines of code
> ===
> ipts = 176 elements (only x and y for each vertex)
> totallinetriangles * 3 = 176
> lineindexes = 132 elements - type "short"
>
> Here is the screenshot of output drawing and how it will look 
> likehttp://prasna991.googlepages.com/screen.png
>
> OpenGL single threaded Initialization Helper
> 
> Here is my OpenGL helper class.. makes the OpenGL initialization for
> newbies a cakewalkhttp://prasna991.googlepages.com/OpenGLHelperclass.txt
>
> More info:-
> I tested by rendering on the touch event only.. frame rate drops only
> when u touch and drag
> and here I have just tested by tapping and releasing gently on the
> emulator and on the device
>
> Is this the device limitations ? So graphics is actually a lot lot lot
> slower than on iPhone ??
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[android-developers] Re: TERRIBLE BUG IN MARKET APPLICATION (was Re: Paid apps related questions discussion list?)

2009-02-24 Thread Sundog

Throughout this adventure I've had the same nagging feeling I used to
get about the whole world as a kid:

"This CAN'T be as insane and poorly managed as it seems."

Anyone who works in IT has to be shaking their heads about how this
has been mismanaged. Major you-know-what.

Still inclined to wait and see rather than jump ship, but in over 20
years of development I've never seen a less engaged business partner.

On Feb 24, 7:52 am, Sena Gbeckor-Kove  wrote:
> I'm considering pulling Android dev until this gets sorted out. I'm  
> very annoyed, but this brought a smile to my face.
>
> :)
>
> S
>
> On 24 Feb 2009, at 02:07, Stoyan Damov wrote:
>
>
>
>
>
> > Jon, no disrespect here, but I just can't help it:
>
> > Arthur Dent's experience of the notice of the plan to demolish his  
> > house:
>
> > - ...You hadn't exactly gone out of your way to call attention to them
> > had you? I mean like actually telling anyone or anything.
> > - But the plans were on display...
> > - On display? I eventually had to go down to the cellar to find them.
> > - That's the display department.
> > - With a torch.
> > - Ah, well the lights had probably gone.
> > - So had the stairs.
> > - But look you found the notice didn't you?
> > - Yes,' said Arthur, `yes I did. It was on display in the bottom of a
> > locked filing cabinet stuck in a disused lavatory with a sign on the
> > door saying "Beware of The Leopard".
>
> > Cheers,
> > Stoyan
>
> > On Tue, Feb 24, 2009 at 2:39 AM, Jon Colverson   
> > wrote:
>
> >> On Feb 23, 11:33 pm, Stoyan Damov  wrote:
> >>> Or at least say *anything* [...]
>
> >> We have a "We're looking into it" over on the Market Help forum:
> >>http://www.google.com/support/forum/p/Android+Market/thread?tid=3649c...
>
> >> --
> >> Jon- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: TERRIBLE BUG IN MARKET APPLICATION (was Re: Paid apps related questions discussion list?)

2009-02-23 Thread Sundog

Related to app size maybe? Mine is only about a meg and a half. How
big is your app?

I uploaded two updates (BEFORE users could download anything). No
reports of any problems at all, sorry you guys are having trouble.

On Feb 23, 4:15 pm, Aaron  wrote:
> I read about this and didn't want to release an update to my APP but I
> finally did it thinking it was fixed. BUT NO, it's still not.  Can I
> retract my update?? god damn I am getting so many emails and poor
> ratings about this.
>
> Let's try to figure out collectively, why this is happening?
>
> Is it changing it the protection level?  I tried on and off and have
> not had any successes.
>
> What the hell is google doing?
>
> On Feb 23, 1:43 pm, "bra...@gmail.com"  wrote:
>
>
>
> > Right there with you man. Dozens of pissed off users all either
> > yelling at me or cancelling orders. Exactly WTF are we getting for our
> > 30% commission. To make matters worse you have Tmobile telling people
> > its not them contact the developer. This is beyond lame.
>
> > B- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: TERRIBLE BUG IN MARKET APPLICATION (was Re: Paid apps related questions discussion list?)

2009-02-23 Thread Sundog

Now that's interesting. I have less than a hundred downloads, but no
bad comments, no email complaints and a high rating indicating it must
work for most. My only problem is laughable sales. Wonder what the
difference is?

On Feb 23, 1:35 pm, Mads Kristiansen 
wrote:
> Somehow I'm glad I can't offer paid apps. Thanks for sorting out all the
> quirks, guys.. Really appreciate it.. ;)
>
> On Mon, Feb 23, 2009 at 9:31 PM, Markus Junginger wrote:
>
>
>
>
>
> > I had similar issues, but I do not have paid apps. By try&error I
> > figured out it was the "copy protection" feature. So far, nobody
> > replied to my posts or my bug report I created, however.- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: (OT) Is the combination of Android Market and Google Checkout a joke?

2009-02-23 Thread Sundog

The answer can't be "so write a different type of application".
Certainly these are good strategies, but not suited to every kind of
game; seeing that type of game disappear from the market is not a
forward-thinking solution. Some people WANT these simple little games.

On Feb 23, 9:36 am, Steve Barr  wrote:
> On 2/23/09, Stoyan Damov  wrote:
>
> >  So if I'm a customer, I could buy, say[1], a game on Friday, play all
> >  weekend and return it on Monday.
>
> >  Google has got to be joking.
>
> >  [1] Arcade games are more vulnerable to this WTF because you can
> >  literally play the entire game in 1 weekend unless it's *very* hard.
>
> So design games with replay value.   Randomize things, periodically release
> downloadable levels, whatever.
>
> Once Google gets its act together and stops being the laughing stock
> of the mobile world, there is the potential for games and other
> software to be better on the Android platform because a) they can be
> due to a better programming/runtime environment and b) they have to be
> because of the Market policies.
>
> Steve
> --
> Yes, Chinese is easy if people speak slowly to you, in proper tones
> and without an accent. But this is not how Chinese is spoken. --
> renzhe
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[android-developers] Re: Android Market: server error when "authorizing credit card"

2009-02-20 Thread Sundog

Same here.

On Feb 20, 11:38 am, g1bb  wrote:
> Are you trying to purchase your own app? I got the same error when I
> did, but not when I purchased someone else's.
>
> On Feb 20, 10:58 am, SR  wrote:
>
> > Hi all,
>
> > I've been trying to buy some apps but have been getting a server error
> > after "Authorizing credit card..." bubble shows up.   For about an
> > hour or so...
>
> > Anybody else have this problem?
>
> > Maybe there are problems with the server and someone from Google ought
> > to look at them?
>
> > SR
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[android-developers] Re: Why can't I see my own comments?

2009-02-20 Thread Sundog

No, I see my own blatant self-promotion just fine. ;)

On Feb 20, 11:45 am, Mattaku Betsujin 
wrote:
> I tried to give my app a little boost, and gave it 5 stars on my phone.
> Strangely, I cannot see my own comment, even on cyrket.
>
> http://www.cyrket.com/package/com.nubinews.fullreader
>
> Does Google use some sort of psychic sensing to filter out comments by the
> app's writer?
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[android-developers] Re: Paid applications - are they downloadable now? By Al Sutton

2009-02-19 Thread Sundog

Good point.

Something weird is happening to the "top ten" games page right now...

On Feb 19, 2:49 pm, Stoyan Damov  wrote:
> FWIW I'd rather *not* have paid apps launched today if Google are not
> sure the code is rock solid.
>
> Cheers
>
>
>
> On Thu, Feb 19, 2009 at 11:45 PM, Josh Dobbs  wrote:
> > seriously, can't someone at google comment on this? preferably someone that
> > knows when this will launch?
>
> > On Thu, Feb 19, 2009 at 1:40 PM, g1bb  wrote:
>
> >> I don't know... but I doubt it. I'm just going to keep checking my
> >> phone every 2 minutes.
>
> >> On Feb 19, 2:37 pm, Stoyan Damov  wrote:
> >> > Does anybody know if there will be announcement on this list when paid
> >> > apps become available for users?
>
> >> > On Thu, Feb 19, 2009 at 11:18 PM, Josh Dobbs 
> >> > wrote:
> >> > > they have difinately missed the target. I am on the west coast and
> >> > > holiday
> >> > > or no holiday mid week is/was wednesday.
>
> >> > > On Thu, Feb 19, 2009 at 1:08 PM, Jon Colverson 
> >> > > wrote:
>
> >> > >> On Feb 19, 9:03 pm, Stoyan Damov  wrote:
> >> > >> > It is the message below?
>
> >> > >> > "Actually, it's really mid-week on the US west coast, it's thursday
> >> > >> > morning (before people start to work) on a 4-day week (monday was a
> >> > >> > holiday)"
>
> >> > >> Yes. I figure he wouldn't bother pointing out that the target hasn't
> >> > >> passed yet if he thought they were going to miss the target.
>
> >> > >> --
> >> > >> Jon- Hide quoted text -
>
> >> > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Paid applications - are they downloadable now? By Al Sutton

2009-02-19 Thread Sundog

Clever. Hope you're right.

On Feb 19, 2:08 pm, Jon Colverson  wrote:

> Yes. I figure he wouldn't bother pointing out that the target hasn't
> passed yet if he thought they were going to miss the target.
>
> --
> Jon
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[android-developers] Re: how to switch between two views

2009-02-19 Thread Sundog

I think you're right. The changes seem to be buffered. In my
experience if you setContentView to two different things, only the
last one shows up.

On Feb 19, 11:06 am, "nEx.Software"  wrote:
> I think onCreate runs all the way through before displaying the UI.
> I just tried this and found it to be the case.
>
> On Feb 18, 9:37 pm, guptha  wrote:
>
>
>
> > hi friends,
> > I 'm beginner in Android ,To start with i was asked to do a simple
> > task ,i need to make blue and red screen appear on the screen
> > alternatively ,
> > to achieve this i wrote two layout files
> > 1.  main.xml -- for to display red screen
> > 2.  sub1.xml -- for to display blue screen
>
> > In oncreate() i wrote
>
> >  for(int i=0;i<20;i++)
> >        {
> >         setContentView(R.layout.main);
> >          try
> >           {
> >                 Thread.sleep(500);
> >           }catch(Exception e){}
> >           setContentView(R.layout.sub1);
> >        }
>
> > but this doesn't work ,why ?
> > Please help to understand the concept- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Problem in going in back/previous activity

2009-02-19 Thread Sundog

You closed your database - probably on the activity exit -  and
subsequently tried to access it. Been there, done that! ;)

On Feb 18, 5:09 pm, Komal  wrote:
> Hi,
> Thnx for replying.
> when i am pressing back button ,it is throwing exception,,
> in my Logcat,,
>
> Java.lang.RuntimeException:Unable to resume activity {android.myempapp/
> android.myempapp.MoreData}: java.lang.IllegalStateException : attempt
> to acquire a reference on a close SQLiteClosable}
>
> and on phone it is saying
>
>  The application Emp Application (process android.myempapp) has
> stopped unexpectedly.Plese try again.
>
> I cant understand what it mean to say..
>
> thnx
>
> On Feb 16, 6:43 pm, Greg Krimer  wrote:
>
>
>
> > Transitioning to a previous activity via the Back hard-key should be
> > handled by Android for you (unless you are capturing the Back key
> > event yourself, which does not sound like what you are doing because
> > onPause() of your second activity is getting called). The only way I
> > have screwed this up is when I had errors in my Activity callbacks
> > that prevented the activity from running, as mentioned by Sundog. Have
> > you checked the logs (adb logcat or DDMS) for any exceptions thrown
> > when you transition from your second activity to your first? What
> > exactly happens when you hit the Back button from your second
> > activity? What do you see on the screen when you press the Back
> > button?
>
> > On Feb 15, 6:51 pm, Komal  wrote:
>
> > >  Hi,
> > > Thnx  for  replying.
> > > Its calling onPause() method of second activity but its not calling
> > > onResume() of first activity. why it is so??
> > > This is my code for calling next activity
>
> > > protected void onListItemClick(ListView l, View v, int position, long
> > > id) {
> > >                 super.onListItemClick(l, v, position, id);
> > >                 Intent i = new Intent(this,WebViewData.class);
> > >                 //int clickedposition=(mypos-15) + position;
> > >                 int clickedposition=(15 * clicks) + position;
>
> > >                 i.putExtra("position",clickedposition);
> > >                 i.putExtra("tablerequired",tableRequired);
> > >                 startActivity(i);
> > >             }
>
> > > i am not using finish() in my second activity because if i call finish
> > > () then its just going in that activity  and coming back in previous
> > > activity, not displaying the details of second activity.
>
> > > and another thing is,,
>
> > > In my onResume() of first activity i am calling on function which
> > > displays the employee list using setListAdapter(new IconicAdapter
> > > (MoreData.this))..where  i am overriding getView() method.
>
> > > as i m just displaying the details of  employees in my second
> > > activity, there’s nothing(any field or variable or anything) which is
> > > related to previous activity which i can save in onPause() of second
> > > activity.
> > > what should i write in my onPause() method of second activity.
> > > I had a look at Notepadv3 Application of google,,they are saving
> > > mRowID and inserting or updating data.i am not doing anything like
> > > this,,i m just displaying information..then what should i write in my
> > > onPause().
>
> > > As i am  new to android, may be i misunderstood some concepts, please
> > > help me!!!
> > > Thnx in advance,
>
> > > On Feb 14, 2:31 am, Sundog  wrote:
>
> > > > To expand on that, I had exactly this problem and found that my first
> > > > activity's onResume() was indirectly reinitializing something it
> > > > shouldn't have, and kaboom.
>
> > > > On Feb 9, 9:05 pm, Komal  wrote:
>
> > > > > Hi,
> > > > > I am developing simple application.
> > > > > I have one activity which displays list of name of employees. I m
> > > > > fetching the employees name from database.
> > > > > when i click on any of the name ,i will display the next page showing
> > > > > details of that employee. also fetching details of employee from the
> > > > > database.
> > > > > It is working perfectly.
> > > > > but when i press back button of android phone to go back to the
> > > > > list ,i m facing an error.
> > > > > how can i go back to the list?
> > > > > please help me!!- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: Android Market broken? Can't see the new release of my app in the Android Market?!

2009-02-17 Thread Sundog

Some sort of official conduit would be helpful. I hate even saying
anything on these lists because it feels like I'm complaining to the
developers, which is most definitely not the case. It's certainly not
in keeping with the idea of openness to make us all gnash our teeth at
the gates.

On Feb 17, 8:31 am, Al Sutton  wrote:
> I'm afraid the only ones who can help you are Google, and I wish you all
> the best in trying to get an answer from them.
>
> Al.http://andappstore.com/
>
>
>
>
>
> snctln wrote:
> > This is definitely getting really annoying I am having to change my
> > description to the new one every 2 hours or so because it keeps
> > getting reset.  I am even getting bad ratings now because users don't
> > think an update is available.
>
> > Is there really no one that can help shed some light on what is going
> > on?
>
> > ---snctln
> >www.snctln.com
>
> > On Feb 16, 3:32 pm, Mariano Kamp  wrote:
>
> >> This is getting kind of annoying ... Changed back again.
>
> >> Is it a holiday in the US or why doesn't nobody take care of that?
>
> >> On Mon, Feb 16, 2009 at 12:06 PM, Mariano Kamp  
> >> wrote:
>
> >>> Oops. Wrong, just as I wrote it, it is back to the old description ;-(
>
> >>> Will change it again.
>
> >>> On Mon, Feb 16, 2009 at 12:05 PM, Mariano Kamp 
> >>> wrote:
>
>  At some point yesterday my app was even unpublished. Very strange.
>
>  Anyway. I republished my description four hours ago and it seems to be
>  stable since then.
>
>  On Mon, Feb 16, 2009 at 12:03 PM, blindfold 
>  wrote:
>
> > I unpublished my app yesterday (because of a detected bug), and today
> > it turned out "published" again. Seems like the Market restore
> > mechanism is running wild, undoing any changes that one currently
> > submits.
>
> > Regards
>
> > On Feb 16, 7:21 am, Mariano Kamp  wrote:
>
> >> On the other hand it's good that I know now that I am not dreaming ;-)
> >> The weekend is over, so I guess the Google support stuff will have a
> >> look at it now or at least later today.
>
> --
> ==
> Funky Android Limited is registered in England & Wales with the
> company number  6741909. The registered head office is Kemp House,
> 152-160 City Road, London,  EC1V 2NX, UK.
>
> The views expressed in this email are those of the author and not
> necessarily those of Funky Android Limited, it's associates, or it's
> subsidiaries.- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Resolutions on new phones

2009-02-17 Thread Sundog

Hi, question for Dianne or anyone who can respond...

The dual-boot phone discussed here...

http://www.engadget.com/2009/02/17/hands-on-with-techfaiths-qigi-i6-in-android-mode/

appears to have a smaller screen than the G1:

"yes, granted, Android runs -- but in its default layout, it's clearly
designed for a few more pixels both horizontally and vertically."

I'm just curious if this is an exception to the rule that we should
expect at least 480 x 320, or what's going on here?
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[android-developers] Re: Publishing my app

2009-02-16 Thread Sundog

http://www.google.com/search?hl=en&q=jarsigner&rlz=1W1GPEA_en&aq=f&oq=

On Feb 16, 9:20 am, Nox  wrote:
> Yes,but how can I sign it with jarsigner?
> I mean where can I find jarsigner?
>
> On 16 Feb., 00:14, Mark Murphy  wrote:
>
>
>
> > Nox wrote:
> > > I`ve developed an application,but I don`t know how to upload it into
> > > the Android Market!!!
>
> > > If I click to upload there always appers this error message:
>
> > > The apk is not properly signed.
>
> > > But how can I sign it???
>
> >http://developer.android.com/guide/publishing/app-signing.html
>
> > --
> > Mark Murphy (a Commons Guy)http://commonsware.com
>
> > Android Training on the Ranch! -- Mar 16-20, 
> > 2009http://www.bignerdranch.com/schedule.shtml- Hide quoted text -
>
> - Show quoted text -
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[android-developers] Re: sound effect using SoundPool

2009-02-14 Thread Sundog

I am using your class and setting it up as you indicate, but having
the same difficulty I did last time I tried to use SoundPool; I have
seven one-shot sounds that trigger from buttons and in the emulator it
works every time, but on the phone itself, occasionally all 7 work but
usually only a random few do or sometimes none at all. Any idea what
might be going wrong?

On Feb 13, 6:29 am, "tasos.klei...@gmail.com"
 wrote:
> I have written a class that utilises MediaPlayer and SoundPool
> objects. MediaPlayer is used to play looping music and SoundPool is
> used for sound effects. Have a look at my 
> bloghttp://tkcodesharing.blogspot.com/2009/02/class-for-playing-music-and...
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[android-developers] Re: Problem in going in back/previous activity

2009-02-13 Thread Sundog

To expand on that, I had exactly this problem and found that my first
activity's onResume() was indirectly reinitializing something it
shouldn't have, and kaboom.

On Feb 9, 9:05 pm, Komal  wrote:
> Hi,
> I am developing simple application.
> I have one activity which displays list of name of employees. I m
> fetching the employees name from database.
> when i click on any of the name ,i will display the next page showing
> details of that employee. also fetching details of employee from the
> database.
> It is working perfectly.
> but when i press back button of android phone to go back to the
> list ,i m facing an error.
> how can i go back to the list?
> please help me!!
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[android-developers] Re: sound effect using SoundPool

2009-02-13 Thread Sundog

Wow! Thanks very much!



On Feb 13, 6:29 am, "tasos.klei...@gmail.com"
 wrote:
> I have written a class that utilises MediaPlayer and SoundPool
> objects. MediaPlayer is used to play looping music and SoundPool is
> used for sound effects. Have a look at my 
> bloghttp://tkcodesharing.blogspot.com/2009/02/class-for-playing-music-and...
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[android-developers] Re: Problem in going in back/previous activity

2009-02-13 Thread Sundog

If your two activities are calling and returning properly, check your
first activity's onResume() function for something screwy. At least
put a log statement there to tell you if it even gets that far. Might
do the same with the second activity's onPause() too.

On Feb 9, 9:05 pm, Komal  wrote:
> Hi,
> I am developing simple application.
> I have one activity which displays list of name of employees. I m
> fetching the employees name from database.
> when i click on any of the name ,i will display the next page showing
> details of that employee. also fetching details of employee from the
> database.
> It is working perfectly.
> but when i press back button of android phone to go back to the
> list ,i m facing an error.
> how can i go back to the list?
> please help me!!
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[android-developers] Re: TERRIBLE BUG #2 - the GC from HELL

2009-02-12 Thread Sundog

>>Hang on, I am grateful too. You sounded like "I'm grateful as opposed
>>to people like Stoyan" which can't be farther from the truth.


To me, gratitude includes taking the appropriate tone when asking for
help from someone who is not directly responsible for a situation, and
not directly obligated to reply. YMMV.


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[android-developers] Re: TERRIBLE BUG #2 - the GC from HELL

2009-02-12 Thread Sundog

Romain,

Just a quick "thank you" to you and others, especially Dianne, who
field such things. Most of us are very grateful for your hard work and
patience.

On Feb 12, 9:54 am, Romain Guy  wrote:
> Hi,
>
> First of all, please calm down, getting angry and cursing won't help.
>
> Then, you are not reading the logs correctly. While the GC should
> certainly not be active all the time, the logs show that the GC is
> active in *different processes.* All the GCs you see do not come from
> the same process and might not come from your application *at all.* If
> you see these lines after you exit your app, then the GC don't happen
> in your app. It's as simple as that. You can use DDMS or adb shell ps
> to see the pid of running processes and match them against the logs.
> This GC for instance occurred in the process of pid 757:
>
> 02-12 12:48:57.230: DEBUG/dalvikvm(757): GC freed 110 objects / 5128
> bytes in 74m
>
> Note that this kind of activity is expected when the phone is syncing
> data from your Google account for instance. It could also be due to a
> 3rd party application or a bug in one of the standard apps. Without
> knowing what process cause the GC, there's not much we can do.
>
> >WHAT THE HELL Is the device trying to send or receive *anything*
> >w/o my consent???
>
> You bought a T-Mobile G1, which is expected to be used on a T-Mobile
> network. In this case, the myFaves application is sending an SMS to
> the carrier to see whether you have the myFaves service enabled on
> your plan. On a T-Mobile network this costs you nothing, I don't know
> about other networks. It probably is a special kind of SMS used to
> carrier operations that costs you nothing.
>
> --
> Romain Guy
> Android framework engineer
> romain...@android.com
>
> Note: please don't send private questions to me, as I don't have time
> to provide private support.  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: How to prevent my application being closed on clicking the back button on emulator

2009-02-12 Thread Sundog

I am still just learning Android myself, but from what I can see of
your problem, a quick study of how the Notepad demo app does it should
provide some help.

On Feb 11, 9:58 pm, Naina K  wrote:
> Hi,
>
> Thanks for replying. Yes, i have to use two separate activities to
> display screens. No I am not using the finish() in the first activitiy
> :-( To be frank as I am still learning this android development, I am
> not getting how to use two different activities to display screens. I
> just know that I need to use two activities in my application and
> tried also but somehow its not working :-( I guess if I am having two
> activities then i need to use intents for the same. But I guess
> something is going wrong in using intents.
>
> Could you please guide me for this with some sample application? I
> would be greatfull :-)
>
> Thanks,
>
> On 2/12/09, Sundog  wrote:
>
>
>
>
>
> > By "screens", do you mean separate activities displaying screens?
> > That's the first thing. Only activities will work correctly with the
> > back button.
>
> > If you are properly doing it with two separate activities, how are you
> > calling the second one? Are you using a finish() in the first
> > activity? If so, remove it.
>
> > On Feb 11, 4:30 pm, Komal  wrote:
> >> Hello NewDev,
> >> I am facing the same problem.do u have solution of it???if u have then
> >> please post it.
> >> Thanx.
>
> >> On Feb 5, 9:47 pm, NewDev  wrote:
>
> >> > Hi,
>
> >> > I have anapplicationwith main view having a search button. On
> >> > clicking the search button, search results are displayed in a text
> >> > view. When I hit thebackbutton at this view, instead of navigating
> >> > to the previous screen,applicationitself gets closed.  Could anybody
> >> > please let me know how togobackto previous screen.
>
> >> > Thanks in andvance,
>
> >> > Naina- Hide quoted text -
>
> >> - Show quoted text -- Hide quoted text -
>
> - Show quoted text -
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