[android-developers] Re: Developers Phone Program

2011-03-18 Thread oldskool73
 http://android.brightstarcorp.com/index.htm

That just forwards you to your market page, you then need to click the
'development phones' link at the bottom to view the phones on offer.

Unfortunately they are both old (G1  Nexus1) and no cheaper than
buying new now, so I'd not recommend this route at all.

A

On Mar 18, 11:34 am, String sterling.ud...@googlemail.com wrote:
 http://android.brightstarcorp.com/index.htm

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[android-developers] User can purchase other apps but not mine?

2011-02-28 Thread oldskool73
Hi all,

I just got an odd email from a prospective customer...

So, I have tried to download numerous times from US android phone and
have card declined. Google account works ffine for other apps is this
a common issue

Looking at the checkout it appears his card has been declined
repeatedly, and he's tried updating the details but to no avail. I'd
normally assume he'd made some kind of user error or had something up
with his card, but he states that it's working for other apps.

I've mailed him back to clarify it's actually other purchases that
work, not just free downloads, but in the mean time has anyone seen
this happen before and/or know anything I can do to fix it? (App is
called 'TouchTag' if that helps?)

Thanks,
Adam

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[android-developers] Re: In-App Payments with Single-Click Checkout

2011-02-27 Thread oldskool73
Google made the mistake very earlier on (and still today) in not
defining payment processors.

It seems quite clearly defined  to me?

Payment Processor(s): Any party authorized by Google to provide
payment processing services that enable Developers with optional
Payment Accounts to charge Device users for Products distributed via
the Market.

If they pull these apps then they also need to pull every other
merchant offering credit card transactions.

Only if those other merchants are not authorised by Google? Maybe
Amazon etc actually went the proper route and got authorised, who
knows?

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[android-developers] Re: Maps GeoPoint: Accessing and changing data?

2011-02-25 Thread oldskool73


On Feb 25, 2:59 am, TreKing treking...@gmail.com wrote:
 On Thu, Feb 24, 2011 at 8:56 PM, SEWilco sewi...@gmail.com wrote:
  Can my app access GeoPoint data and change it?

 What data?


Well seeing as a geopoint only contains a latlong what data do you
think?

  I'm not finding a way to access data which has been added to a Google Maps
  Overlay.

 What data?

Why be a dick, if you cant help him just move on to the next thread.


    I only see ways to trigger actions on existing data, but not access the
  data for the points.

not as far as I'm aware, but I dont see why you'd need to, the map is
just a display, you must have created the geopoints and added them to
the map so surely you already have this info?

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[android-developers] Re: Maps GeoPoint: Accessing and changing data?

2011-02-25 Thread oldskool73


 I fail to see how asking him what data he's talking about makes me a dick.
 Calling someone a dick on a public forum though ...
 You are of course entitled to your opinion. And lord knows I've been called
 worse.


Well if you'd actually explained that you couldn't help him without
further info, or that his question didn't make much sense (as I did)
that would have been appropriate, but a reply of 'what data?' 3 times
is even less clear than his original question and the repetition makes
it sound like you are simply mocking the OP.
I didn't call you a dick, merely asked if that's they way you wanted
to come across on a public forum? I get it, I've read your 'response
to comments page', you're edgy, sarcastic and enjoy mocking people,
cool, but I'm sure you're aware that may sometimes comes across as
simply being a dick on first exposure.

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[android-developers] Re: Smooth OpenGL movement and animation tips.

2011-02-25 Thread oldskool73

 RE 4, I think you've missed the point. I mean when checking for
 smoothness you should use airplane mode and kill everything. You
 need to know any glitches you see aren't related to what's going on in
 the background. I didn't mean you should tune your game so it only
 runs in airplane mode.


you're correct, I did completely miss the point, not a bad idea
really :)

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[android-developers] Re: GOOGLE TO BAN PAYPAL?!

2011-02-25 Thread oldskool73
...Google set
 themselves up when they didn't define payment processors.


um, but they do, at the top they clearly define this as...

Payment Processor(s): Any party authorized by Google to provide
payment processing services that enable Developers with optional
Payment Accounts to charge Device users for Products distributed via
the Market.

...so unless you guys are authorized by Google to do this surely
someone using your system is just as open to being pulled as anyone
else?

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[android-developers] Re: SDK or some tool to develop a VERY simple Android game?

2011-02-24 Thread oldskool73
you probably won't be using the ui stuff much if you're making a game
so I wouldn't worry about that.

I did a blog post about 3 of the popular Android games libs a while
back, one of these should help...

http://www.dustypixels.com/blog/2010/11/17/native-android-ogl-game-libraries-3-of-the-best/

Adam

On Feb 24, 10:16 pm, Ryan Stonn ryanst...@ryanstonn.com wrote:
 Oops!
 This got buried in my Inbox, sorry for my late reply.

 Can you give me some links that you think would help since I am coming from
 a plain java background?

 Thanks!
 Ryan

 On Thu, Feb 17, 2011 at 1:22 AM, Justin Anderson magouyaw...@gmail.comwrote:



  Well, you can't create the game in plain java because Android has its own
  UI classes... Really it depends on the type of game you are trying to
  create.

  On Wed, Feb 16, 2011 at 9:13 AM, musicgu7 music...@gmail.com wrote:

  Hey!

  I am decent in Java and now I want to make a very simple android game,
  would you recommend I do it in plain Java (I have never made a game in
  java) or is there a tool like what these guys are promoting :
 http://game-editor.com/Main_Page

  that you can recommend?

  Thanks!
  Ryan

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[android-developers] Re: Smooth OpenGL movement and animation tips.

2011-02-24 Thread oldskool73
It's good of you put some suggestions out there to help others, and
I'm not trying to have a dig, but none of those tips have anything to
do with opengl(es) specifically. If you really want some indepth
opengles tips and insight you can't go far wrong with reading through
the posts on the badlogic blog:
 http://www.badlogicgames.com/wordpress/

RE 1- this depends rather on what you are making, I'm currently
building a fast shooter and have specifically chosen not to do this,
if a frame takes longer to render I'd prefer the game to slow down and
still be playable than have the enemies suddenly 'jump' because the
time elapsed is greater than average, your point 5 may help this
though I guess.

2  3 - agreed, the GC is not your friend (although its a lot better
in gingerbread than previously), and surprisingly few people seem to
know about or use some of the cool tools hidden in the ddms view.

4's not really practical when testing real world situations, you can't
ask your users to switch to airplane mode to use your app.

sorry to be so pedantic :)

A

On Feb 24, 4:21 pm, Tom Cowan tttco...@googlemail.com wrote:
 I'm sure anybody who's used openGL will of come across a situation
 where the animation or movement isn't smooth so here are some tips in
 the hope of people posting some more.

 1. Make sure you animate/move using a timer to maintain a constant
 rate of movement regardless of processing speed. So,

 x = now
 draw 1st frame
 y = now
 movementFactor = y - x;
 draw 2nd frame
 repeat

 That sorts some problems.

 2. Stop the GC firing. If you're getting the gc firing message in the
 logcat whilst movement or animation is taking place your likely to be
 allocating ram. You can check this in ddms, goto the allocation
 tracker, hit start tracking then get allocation and you'll see what
 methods have been allocating ram.

 3. Stop allocations even if the GC isn't firing! This helped me a
 bundle, I was allocating a lot of Strings and once I sorted this out I
 found the frame rate to fluctuate less.
 4. Put the phone in airplane mode when doing performance testing and
 kill all tasks prior to running your app.

 5. (Not tried this one yet) Apparently you're eye is very good at
 seeing jerks in animations.movement so it's actually better to reduce
 your frame rate artificially as explained by Mario Zechner below,

 Average your delta times, it's the only way you can smooth
 things out. I use a window of 5 frames per second for which i sum up
 the delta times and divide by the number of frames.

 An example,
 15ms, 15ms, 33ms, 15ms, 15ms will give you an average delta time of
 18.6ms for frame 6. The 33ms will also influence the delta time of the
 next 4 frames after it. To avoid that effect you could use weighted
 averaging: frame delta times that are newer receive a higher weight
 (just an example, haven't boughtered using it)

 Does anyone have any other ideas concerning this topic?

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[android-developers] Re: how to manually update nesus s to android 2.3.3

2011-02-24 Thread oldskool73
Have a look on your phones specific forums on xdadevelopers, thats
where all the 3rd party rom cooking action goes on

 http://forum.xda-developers.com/

On Feb 24, 9:21 am, tarunmalhotra tarun.mak...@gmail.com wrote:
 I am looking for a link to download and manually update my nexus s to
 2.3.3.
 I cant wait for the OTA update.
 I there there are a lot of users like me who like to do the same.

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[android-developers] Re: Send via...-integration?

2011-02-24 Thread oldskool73
Have a look in the docs at content providers:
 http://developer.android.com/guide/topics/providers/content-providers.html

On Feb 24, 10:04 am, SvenAbels ab...@ascora.de wrote:
 Hi,

 I'd like to develop a small application for uploading a photo after it
 has been taken with the camera of the phone. When clicking the share-
 Button in Android, a lot of applications/sites are listed, e.g.
 Flickr, Mail, Picasa, etc. I would like to place an opwn entry into
 this menu.

 Could someone point me to the right direction telling me what I would
 have to do for that?

 Best greetings,

 Sven

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[android-developers] Re: Resizing and relocating images/text (similar to powerpoint), on android

2011-02-24 Thread oldskool73
Off the top of my head I'd agree with your mentor if you are working
with standard android ui elements, however if you were to draw the
whole view yourself using canvas/ogl it shouldn't be too hard to trap
the raw touch inputs and drag/resize elements at will. You'd need to
build your own scene manager to handle working out what element has
been touched, wether the user is pinching, rotating etc. More work
than just dropping some ui elements in an xml file but not impossible.

On Feb 23, 4:08 pm, Cruiser hassan.alura...@gmail.com wrote:
 Hey all i'm a budding programmer under the tutelage of a more
 experienced programmer and we're kinda at odds

 Basically i thought of a concept of developing an application that
 allows users to create presentations, and on the back end allowing the
 user to resize and relocate the images/text on screen so that they can
 freely design each page of their presentation. now it's not entirely
 like powerpoint, i know powerpoint can do a whole lot more, but this
 feature alone is where my mentor and i disagree.

 My mentor tells me it is an incredibly difficult feat to do on Android
 and would take months just to implement a feature that allows users to
 relocate and rescale images and text (jsut to clarify, i mean in
 powerpoint for example when you insert an image you can drag the image
 to make it bigger or smaller, and also drag it anywhere on the screen)

 I'm currently using a virtual android emulator to tinker with the
 interface and learn the ropes, but i'm wondering if maybe i'm getting
 too ahead myself in thinking that this feature could be implemented,
 and isn't as difficult as my mentor is making it out to be

 Any feedback would be reallyy appreciated.

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[android-developers] Licensing - How/where do we manage the ServerManagedPolicy?

2010-08-05 Thread oldskool73
Hi,

So I've just published my first paid app to the Market and I used the
new LVL with the default ServerManagedPolicy.

On working through the docs and getting it set up I noted the
references to the server response extras VT, GT, GR  UT, and the
impression I got from quotes such as a typical value would be 5 or
more days., a typical value would be 10 or higher. etc was that
we would have some way of setting these server response values per app
when we upload them to the Market.

Either I'm missing something, or there does not seem to be a way to
set these in the Developer Console that I can see?

If we can't set these, it's not really a 'managed' policy at all, but
a random 'whatever the server decides to respond with' policy,
particularly given the vagueness of the documentation.

I really hate phone home licensing, and am only using it because it
seems to be the only option to combat Android piracy. Ideally I want
to just check once when the app is first launched, once a day or two
later to check they didn't return it, then cache that for 6 months
(forever?) to minimize disruption to my users. Is this kind of thing
possible with the ServerManagedPolicy or do I have the wrong end of
the stick about the 'management' features and have to roll my own?

On a side note, if I can't buy my own app, how can I test my licensing
is working in the wild? I got several 'NOT_LICENSED' responses in
testing even when I set it to return 'LICENSED' in the console, so I'm
not 100% convinced of its stability and want to actually see how well
it works outside the testing environment, but apparently can't buy my
own app to do so!

Cheers,
A

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