Re: [android-developers] Re: App Inventor to Market

2010-07-15 Thread Dan Sherman
Unfortunately, thats more of a sort, and less of a filter...

Now, if we could only say "Only items 4 stars and above", thats a different
story..

On Thu, Jul 15, 2010 at 3:52 PM, Greg Donald  wrote:

> On Thu, Jul 15, 2010 at 2:31 PM, mah  wrote:
> > at least, if they can provide a
> > way to filter out the crapps better.
>
> There is already a filter in place.  Bad apps get low star ratings.
>
>
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>
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Re: [android-developers] Re: Game Stuttering

2010-06-22 Thread Dan Sherman
As far as I'm aware (someone correct me if I'm wrong), primitive types have
no effect on garbage collection, especially local variables.

A great example is:
List items;
for (Item i : items) {
// do something
}

When running will cause garbage collection, as each time that loop is
called, it allocates an Iterator.  However the following would not.

for (int i = 0; i < items.size(); i++) {
Item it = items.get(i);
}

On Tue, Jun 22, 2010 at 5:31 PM, Neilz  wrote:

> To discuss this point further...
>
> Does using Java primitive types still count in this scenario? Is it
> fine to create, for example, a number of int or boolean variables,
> within the game processing loop, or should these be created as static
> variables upon the class creation?
>
> To demonstrate, is:
>
> static int myVal;
> run(){
>myVal = x * y * z;
> }
>
> ...better than:
>
> run(){
>    int myVal = x * y * z;
> }
>
>
> Thanks.
>
> On Jun 18, 8:37 pm, Dan Sherman  wrote:
> > Avoid allocations.
> >
> > Allocations = garbage collection.
> >
> >
>
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Re: [android-developers] Re: Game Stuttering

2010-06-18 Thread Dan Sherman
Avoid allocations.

Allocations = garbage collection.

On Tue, Jun 15, 2010 at 5:43 AM, lishali  wrote:

> I'm developing some games too, but when I want to find some articles
> about the code optimisation, I find nothing.
> I'm very interesting about how you can make your games has no GC when
> it's running.
> Thank you very much!
>
> On Jun 15, 5:28 pm, Neilz  wrote:
> > Hi Charlie.
> >
> > Funny, I have exactly the same issue as you. I'm developing a game,
> > where the sprite rendering is based loosely upon the google example
> > SpriteMethodTest (using 2D Canvas drawing). I've gone through the code
> > with a fine tooth comb, and applied all the tips for game
> > optimisation, used DDMS, used the apd tracking tool, and still there
> > are occasional stutters.
> >
> > Like you, I get no GC during the game. Also, I've tested on two
> > devices (Hero 1.5 and Nexus 2.1) and it's the same.
> >
> > The game is looking playable, but it could be improved.
>
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Re: [android-developers] Re: Droid Incredible Not Returning Valid DeviceID?

2010-06-15 Thread Dan Sherman
We've been having issues with some users upgrading their firmware, and
having a different device ID after upgrading (which just started within the
month, hasn't happened previously over the last year or so).  But we haven't
heard any complaints from Incredible users...

On Tue, Jun 15, 2010 at 4:13 PM, Maps.Huge.Info (Maps API Guru) <
cor...@gmail.com> wrote:

> What exactly do you mean by Device ID?
>
> -John Coryat
>
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Re: [android-developers] Re: ServerSocket issues

2010-05-24 Thread Dan Sherman
Mobile carriers are almost all running NATs, you most likely won't be able
to connect to the device without using some sort of hole punching, or wifi.

- Dan

On Mon, May 24, 2010 at 11:43 AM, Paul  wrote:

> I have the same problem on my Samsung Moment actually...
>
> On May 19, 9:23 pm, Lee  wrote:
> > Hello, 00 00
> >
> > I am attempting to open a ServerSocket on my Android device to receive
> > network connections, but do not seem to recieve network traffic from
> > them.
> >
> > Running netstat -an on the device shows it is listening on
> > 0.0.0.0:1234, but my connections to telnet to  > device>:1234 do not appear (and do not receive a SYN,ACK in response).
> >
> > How can I write an application which will open an accessible server
> > socket? Is this possible? I am thinking that either the ISP (mobile
> > carrier) may be blocking this incoming connection attempts or the
> > Android OS is blocking them (host firewall) ?
> >
> > Thanks,
> > Lee
> >
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Re: [android-developers] Re: I've found a way to stop piracy of my apps

2010-05-06 Thread Dan Sherman
I imagine he means: Without any piracy, dadical wouldn't have anyone to sell
his anti-piracy solution to.  With more rampant piracy, he'll have a larger
potential customer base

- Dan

On Thu, May 6, 2010 at 5:26 PM, TreKing  wrote:

> On Thu, May 6, 2010 at 4:12 PM, appforce.org wrote:
>
>> It sounds like piracy would help the sales of your product.
>>
>
> Care to elaborate on this golden nugget?
>
>
> -
> TreKing - Chicago transit tracking app for Android-powered devices
> http://sites.google.com/site/rezmobileapps/treking
>
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Re: [android-developers] Re: Feedback Experiment active in the developer console

2010-04-30 Thread Dan Sherman
* waves hand *

You saw nothing

On Sat, May 1, 2010 at 1:04 AM, Maps.Huge.Info (Maps API Guru) <
cor...@gmail.com> wrote:

> Feedback experiment has been removed from the developer console, at
> least for me...
>
> -John Coryat
>
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Re: [android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-04-28 Thread Dan Sherman
We've been receiving the same. (tons of PE spam in each of our apps/games)

- Dan

On Wed, Apr 28, 2010 at 2:09 PM, Robert Green  wrote:

> Just got another spam comment on one of my games, this time for a game
> called "World War"
>
> Also getting several pocket empires spam comments on my games.  Not
> cool.
>
> On Apr 28, 12:46 pm, Robert Green  wrote:
> > Oh wow.  I had no idea they were actively telling people to spam their
> > game on our games.  Here are some alleged quotes from the developer's
> > chat with some android users:
> >
> > Pocket Play is the publisher of this game:
> >
> > [4/18/2010 9:05:40 PM] Pocket Play: Could use some help advertising
> > our game on the market. I'll reward anyone who helps with 200 gems.
> > [4/18/2010 9:07:20 PM] Pocket Play: Basically, I need some people to
> > go to apps and post >>one time<< per app about our game.
> > [4/18/2010 9:07:24 PM] Pocket Play: So we can spread the news.
> > [4/18/2010 9:07:51 PM] Pocket Play: Not every app needs to be done but
> > just some.
> > [4/18/2010 9:08:43 PM] Pocket Play: Just post something like..
> > [4/18/2010 9:09:14 PM] Pocket Play: "Want an awesome online medieval
> > war game? Search up Pocket Empires in the market. 40,000 and
> > counting."
> > [4/18/2010 9:12:52 PM] Pocket Play: You have to rate it first
> > [4/18/2010 9:12:56 PM] Pocket Play: Rate everything you comment on 5
> > stars
> > [4/18/2010 9:26:02 PM] Pocket Play: all good.
> > [4/18/2010 9:26:10 PM] Pocket Play: Theres your 220, keep up the good
> > work
> >
> > The quotes are from here -
> http://www.google.com/support/forum/p/Android+Market/thread?tid=173b4...
> >
> > On Apr 28, 11:19 am, Ralf Schneider  wrote:
> >
> >
> >
> >
> >
> > > The referall system together with users spamming other apps seems to
> work
> > > very well.
> > > If google is ok with it - How long until other developers will follow?
> >
> > > 2010/4/28 jasont 
> >
> > > > The game itself is quite good, it is very disappointing they have
> > > > resorted to spamming the Market and "cheating the system"
> >
> > > > On Apr 26, 11:12 pm, cyxb  wrote:
> > > > > I just came across this on the Market support forum.  Looks like
> the
> > > > > developers are rewarding users that spam the Market:
> >
> > > > >
> http://www.google.com/support/forum/p/Android+Market/thread?tid=173b4...
> >
> > > > > On Apr 26, 8:47 pm, polyclefsoftware  wrote:
> >
> > > > > > You also have the option to flag an app as inappropriate, which
> might
> > > > > > not be a bad idea.
> >
> > > > > > On Apr 26, 8:06 pm, Zsolt Vasvari  wrote:
> >
> > > > > > > When you unistall the game in Android Market, you have the
> option to
> > > > > > > mark it as spammy and give a reason why.  Instead of
> complaining on
> > > > > > > here, perhaphs being a bit more proactive could be helpful.
> >
> > > > > > > On Apr 27, 4:29 am, Mike 
> wrote:
> >
> > > > > > > > I agree with Robert.  I really hope Google will take a
> serious look
> > > > at
> > > > > > > > this as it undermines the trust of the rankings and ratings
> > > > associated
> > > > > > > > with any app in the market.
> >
> > > > > > > > It bothers me that the spamming seems to have started more
> than 10
> > > > > > > > days ago, and nothing has been done.  PE is now the number 9
> ranked
> > > > > > > > game in the market.  This just shouldn't have happened, but
> it did.
> >
> > > > > > > > Can anyone at Google that can speak to this please do so?
> >
> > > > > > > > Regards,
> >
> > > > > > > > - Mike
> >
> > > > > > > > On Apr 26, 1:19 pm, Robert Green 
> wrote:
> >
> > > > > > > > > Ok, just like how telling people to click on your ads is
> against
> > > > the
> > > > > > > > > ToS, I believe that telling users to give you a 5 star
> rating for
> > > > any
> > > > > > > > > reason should also be.
> >
> > > > > > > > > On Apr 26, 12:57 pm, Ralf Schneider <
> li...@gestaltgeber.com>
> > > > wrote:
> >
> > > > > > > > > > I installed the game. After installation there was a text
> box
> > > > "suggesting"
> > > > > > > > > > to give 5 stars for the game to be the first game to have
> a 5
> > > > star rating.
> > > > > > > > > > I gave 1 star. I don't like to be "manipulated" to giva a
> good
> > > > rating.
> > > > > > > > > > Uninstalled it.
> >
> > > > > > > > > > 2010/4/26 Mike 
> >
> > > > > > > > > > > Hey Zero,
> >
> > > > > > > > > > > Any idea on how Pocket Empires has managed to go from a
> zero
> > > > in the
> > > > > > > > > > > rankings to number 25 in less than a few weeks?  Seems
> a
> > > > little
> > > > > > > > > > > questionable to me based on the amount of spam being
> left on
> > > > all of
> > > > > > > > > > > the other top 50 apps and games promoting your game.
>  More
> > > > > > > > > > > questionable still is the near constant amount of
> positive 5
> > > > star
> > > > > > > > > > > feedback being left on Pocket Empires itself with
> nearly the
> > > > same
> > > > > > > > > > > content.  I'll stop short of accusing the own Pocket
>

Re: [android-developers] Typing English Text Results in Chinese Characters

2010-04-27 Thread Dan Sherman
If you're running on the emulator, make sure the Japanese IME/keyboard are
off in the phone settings :)

- Dan

On Wed, Apr 28, 2010 at 1:21 AM, SeriousCoder  wrote:

> Guys,
>
> I've written this small app, nothing special it just contains an
> edittextview control and the strange thing is that when I type text on
> this textbox it converts english characters into chinese (or japanese,
> i can't tell) characters. Can someone please help me fix this , it's
> highly irritating.
>
> Thank you.
>
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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-04-07 Thread Dan Sherman
Has anyone been able to get their Droid transferred off the free month of
service (through a Google Account), and onto their personal Verizon account?

- Dan

On Wed, Apr 7, 2010 at 7:52 PM, Thomas Riley wrote:

> I just had a similar email.
>
> If your reading this Neel, thanks for the reply!
>
> Tom.
>
> On Apr 8, 12:38 am, Richard  wrote:
> > I sent an email to Google, this is the reply:
> >
> > Hi Richard,
> >
> > No one has been forgotten. There's a large volume of phones being
> > shipped out, and apparently we overestimated the capacity of our
> > shipping vendor. We have sent them the addresses and the inventory and
> > they are working through the list.
> >
> > I'd wait another couple weeks; trust me, there is a phone assigned to
> > you and it will get to you in due time.
> >
> > Thanks,
> > Neel
>
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Re: [android-developers] Emulator spoof device id

2010-04-02 Thread Dan Sherman
device = getDeviceId()
if (device.equals("")) {
// generate a random number
device = "emulator"+randomNumber;
}

On Fri, Apr 2, 2010 at 5:09 PM, raqz  wrote:

> Hi,
>
> I just used this getDeviceId() to retrieve the unique id of the phone,
> but in the emulator it gives  when I try to display it. I know
> it makes sense to do that but can I spoof a device id for testing
> purposes. I need to setup about 4 -5 android devices in my emulator to
> check the functionality of the app that I have written, and the entire
> app revolves around the unique id of the mobile device. Please let me
> know. I just feel, maybe it should be there in the DDMS but I am not
> able to figure it out.
>
> Thanks,
> Raqeeb
>
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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-04-01 Thread Dan Sherman
I'm in the same boat as David, have a Droid, would really like to trade for
a Nexus if anyone in the Miami area got one :)

- Dan

On Thu, Apr 1, 2010 at 10:18 PM, David Orriss Jr wrote:

> I got my phone today.  It's a Droid... anyone who received a Nexus 1
> want to trade?   I'm in the Seattle area.. so a direct trade would be
> preferred.
>
> On Thu, Apr 1, 2010 at 4:01 PM, schwiz  wrote:
> > So I got a Droid and also in the box was a Sprint USB 3G/4G modem, I
> > thought it was pretty random, not sure what it has to do with
> > Android.  I think I got since my Droid didn't come with a free month
> > like they said it would.
> >
> > On Mar 29, 7:48 am, zneref  wrote:
> >> People relax, 6-weeks term doesn't passed yet ;)
> >>
> >> On 29 Mar, 11:25, Paul  wrote:
> >>
> >>
> >>
> >> > Germany, still waiting.
> >> > ... and growing nervous :)
> >
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> --
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>
> My blog: http://www.codethought.com/blog
>
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Re: [android-developers] Re: need someone to try my app on htc hero

2010-03-31 Thread Dan Sherman
Downloads, installs, and runs on USA's Sprint HTC Hero as well.


- Dan




On Wed, Mar 31, 2010 at 12:58 AM, ko5tik  wrote:

> German HTC Hero also works
> (downloads and installs,  I do not have time to check
> emulation quality though )
>
> regards,
>
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Re: [android-developers] Re: Ads in apps... How to successfully generate a larger revenue?

2010-03-30 Thread Dan Sherman
I would imagine their tax lines look something like this:

Client --> Google :: $1.00
Google --> Developer :: $0.70

Google's taxable income: $0.30

Note that they don't explicitly tell the government "We paid XXX to
developer Y", they just note that the money left their hands, and that they
shouldn't be taxed on it.  Essentially, its your responsibility to mention
that you received the money.  If they wanted to track that cash, should be
very easy to see :)

- Dan

On Wed, Mar 31, 2010 at 12:16 AM, Kevin Duffey  wrote:

> I would think the same thing. Maybe it's the google market that doesn't
> report it? I had asked about this some time ago, for those selling apps and
> making their 70%, at tax time do they get some 1099 or something, and
> several said no. So I am unclear as to how the market handles taxes... as
> well, if you do micro transactions in your app, where you charge $1 for some
> virtual item, using paypal/google, who take a cut, how is that handled? Does
> google/paypal send in info on how much was paid to you.. that is not clear
> to me at all.
>
>
>
> On Tue, Mar 30, 2010 at 11:06 PM, Dan Sherman  wrote:
>
>> I would very seriously suspect that they report it.  I remember having to
>> give a social-security/tax-id to Adsense when signing up.  And just thinking
>> through their tax predicament (bringing in tons of money, and seeing a lot
>> of it go straight back out), they're going to need to keep records, and
>> report as to where that money went out to.  Mostly so they don't have to pay
>> taxes on it (was your profits, not theirs).
>>
>> - Dan
>>
>> On Tue, Mar 30, 2010 at 10:54 PM, Kevin Duffey wrote:
>>
>>> Well, yes, you *should* report it.. but if google and admob and so forth
>>> don't report anything to the IRS, then it's basically on good faith. There
>>> isn't presently any way for them to track how much you make. I would imagine
>>> eventually something will come into play.
>>>
>>>
>>> On Tue, Mar 30, 2010 at 7:00 PM, Wayne Wenthin wrote:
>>>
>>>> I'll chime in on this.  I have switched from admob to mobclix recently.
>>>> (actually I can control which one I use base on a network check)  I have
>>>> noticed my CTR jump from around 2-3 a day to around 7.  This makes me more
>>>> inclined to hang with them.  But I only changed after I watch admob drop
>>>> from around 7 a day to 1-2.  Now 150 a day is my new goal ;-)  But I figure
>>>> if I can bring in 100 a month or so it's still better than nothing.
>>>>
>>>> As for the IRS thing this is all income and it will need to be reported
>>>> in some way.
>>>>
>>>> On Tue, Mar 30, 2010 at 12:36 PM, Abdul Mateen wrote:
>>>>
>>>>>
>>>>> Yes Really Moto $150/day is a damn good income from Ads, I am only
>>>>> making $1-$2/day , and I am using Admob + Greystripe..
>>>>>
>>>>>
>>>>> On Wed, Mar 31, 2010 at 12:31 AM, Kevin Duffey wrote:
>>>>>
>>>>>> I am interested in this as well. First, Moto.. $150 a day? Holy crap!
>>>>>> I'd love to have that much 7 days a week coming in. That would 
>>>>>> supplement my
>>>>>> income nicely. :) Second, slightly off topic, but directly related to
>>>>>> revenue.. with that much coming in, or say even more if you had like 
>>>>>> $1000 a
>>>>>> day coming in, what do you do about income taxes? I was told by some that
>>>>>> google doesn't send any money making info to IRS.. so essentially there 
>>>>>> is
>>>>>> no way for IRS or any tax/government to track how much you make. I am
>>>>>> probably a long ways off from earning $1 a day.. but I am curious how you
>>>>>> handle this issue. Is it on faith that you pay taxes... and mind you, you
>>>>>> can shoot a private email if this is something that you wouldn't want to
>>>>>> make public. :) I am not trying to cheat the IRS out of money by any 
>>>>>> means..
>>>>>> I would rather be legit... but am interested in how this is done. Living 
>>>>>> in
>>>>>> California I already lose half my paycheck to taxes between state and
>>>>>> federal.
>>>>>>
>>>>>> The ads that are done in games, don't they have to be clicked on to
>>>>>> earn money? You said yo

Re: [android-developers] Re: Ads in apps... How to successfully generate a larger revenue?

2010-03-30 Thread Dan Sherman
I would very seriously suspect that they report it.  I remember having to
give a social-security/tax-id to Adsense when signing up.  And just thinking
through their tax predicament (bringing in tons of money, and seeing a lot
of it go straight back out), they're going to need to keep records, and
report as to where that money went out to.  Mostly so they don't have to pay
taxes on it (was your profits, not theirs).

- Dan

On Tue, Mar 30, 2010 at 10:54 PM, Kevin Duffey  wrote:

> Well, yes, you *should* report it.. but if google and admob and so forth
> don't report anything to the IRS, then it's basically on good faith. There
> isn't presently any way for them to track how much you make. I would imagine
> eventually something will come into play.
>
>
> On Tue, Mar 30, 2010 at 7:00 PM, Wayne Wenthin  wrote:
>
>> I'll chime in on this.  I have switched from admob to mobclix recently.
>> (actually I can control which one I use base on a network check)  I have
>> noticed my CTR jump from around 2-3 a day to around 7.  This makes me more
>> inclined to hang with them.  But I only changed after I watch admob drop
>> from around 7 a day to 1-2.  Now 150 a day is my new goal ;-)  But I figure
>> if I can bring in 100 a month or so it's still better than nothing.
>>
>> As for the IRS thing this is all income and it will need to be reported in
>> some way.
>>
>> On Tue, Mar 30, 2010 at 12:36 PM, Abdul Mateen wrote:
>>
>>>
>>> Yes Really Moto $150/day is a damn good income from Ads, I am only making
>>> $1-$2/day , and I am using Admob + Greystripe..
>>>
>>>
>>> On Wed, Mar 31, 2010 at 12:31 AM, Kevin Duffey wrote:
>>>
 I am interested in this as well. First, Moto.. $150 a day? Holy crap!
 I'd love to have that much 7 days a week coming in. That would supplement 
 my
 income nicely. :) Second, slightly off topic, but directly related to
 revenue.. with that much coming in, or say even more if you had like $1000 
 a
 day coming in, what do you do about income taxes? I was told by some that
 google doesn't send any money making info to IRS.. so essentially there is
 no way for IRS or any tax/government to track how much you make. I am
 probably a long ways off from earning $1 a day.. but I am curious how you
 handle this issue. Is it on faith that you pay taxes... and mind you, you
 can shoot a private email if this is something that you wouldn't want to
 make public. :) I am not trying to cheat the IRS out of money by any 
 means..
 I would rather be legit... but am interested in how this is done. Living in
 California I already lose half my paycheck to taxes between state and
 federal.

 The ads that are done in games, don't they have to be clicked on to earn
 money? You said you have 60,000 users, do a lot of them click the ads while
 playing a game? Or even in a splash screen or game-over screen? Or do you
 earn money just by showing the ad? I would hope both.. clicks == more 
 money,
 showing == very little. But if you get nothing from displaying the ad.. 
 that
 seems ridiculous... because you are advertising for that ad.. the user is
 seeing that ad.. even if they don't click it, it may trigger them later to
 look it up, etc. If you do make some money off of each ad displayed... how
 does it work? I mean, you could write a robot app that made it seem like
 10's of 1000's of people were at least seeing the ad. There must be some 
 way
 that admob and others avoid "cheating" and losing money.

 Lastly, I thought things like admob required an ad all the time? You can
 control when/where you display it? I thought admob was a small banner ad at
 the bottom of the screen all the time.. and it's sdk/api controlled how
 often an ad was displayed? What level of control do you have over say..
 putting ads during game play, or just on the splash screen and 
 end-game/high
 score screens? As well, how targeted are the ads? Do you send data to admob
 about the user playing the game that helps them target ads?

 Thanks.



 On Tue, Mar 30, 2010 at 6:50 AM, Ahmed majaat wrote:

> try this,
> http://www.aditic.com/demo, it may helps you to improve your CTR and
> Revenue.
>
> They have more ad formats, splashscreen, interstial, 2/3 banner,
> strech banner and more for Android.
>
> Just for your information I used intro/splashscreen Banner and
> retractable banner, my CTR is around 0.67.
>
> Ahmed,
>
> On Mar 16, 2:22 am, Wayne Wenthin  wrote:
> > There is AdWhirl that will allow you to serve up from different
> providers.
> > I have not tried it yet but since I have both admob, which was doing
> very
> > well for me, and Mobclix I may try to do them both.  I found it
> interesting
> > that while keeping the ad rotation interval the same between the two
> I 

Re: [android-developers] Vibrator.vibrate() makes the application crash

2010-03-29 Thread Dan Sherman
Make sure you have the vibrate permission in your manifest.

- Dan

On Mon, Mar 29, 2010 at 1:31 PM, Simone  wrote:

> Hi, I need in my application to make the device vibrate during the
> playback of a sound.
> I did something like this:
>
> Vibrator
> vibrator=(Vibrator)context.getSystemService(Context.VIBRATOR_SERVICE);
> ...
> vibrator.vibrate(mp.getDuration());
>
> but it makes the application crash. What am I doing wrong? Does the
> emulator support the vibration?
> Thanks
> Simone
>
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Re: [android-developers] how do i get the android unique id??

2010-03-15 Thread Dan Sherman
android.provider.Settings.Secure.getString(getContentResolver(),
android.provider.Settings.Secure.ANDROID_ID);

Is what we've been using.  Seems to work fine :)

- Dan

On Mon, Mar 15, 2010 at 11:36 PM, g...@devicedriven wrote:

> can any 1 tell me how to get an unique id from an android phone??
> whenever i try to get the unique id from the phone as a string it
> always shows "android id" and no other unique hex values...how do i
> get that one??
>
> String id=Settings.Secure.getString(contentResolver,
> Settings.Secure.ANDROID_ID);
> Log.i("Android is is:",id);
>
> the o/p which i get is like this in my log cat..
> Android id is: android id
>
> how can i get that ..ahem unique hex id???
> Thankx in advance
>
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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-02 Thread Dan Sherman
Great to hear.  I think I speak for a bunch of us devs when I say, thanks
for being so quick to follow this up :)

- Dan

On Tue, Mar 2, 2010 at 7:46 PM, Roman Nurik  wrote:

> Folks, the email is NOT a fake. We will look into the email issues.
>
> Roman Nurik
> Android Developer Relations, Google
>
> NOTE: please do not send me email directly about this.
>
> On Mar 2, 4:43 pm, Mark Anacker  wrote:
> > Well, if nothing else, Google should now be on the lookout for
> > potential fraudulent activity involving developer account and order
> > numbers.  Especially originating out of China :-)  Although it would
> > be nice to think that they would have someone in a Security role who
> > could jump on this sort of thing, and provide some official
> > information.  But their warehouses full of geniuses are probably much
> > too busy for such trivial matters... :-)
>
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Re: [android-developers] Re: Android, send me logs! - code library for detecting force-close and sending logs

2010-02-26 Thread Dan Sherman
Just pointing out an alternative as well (I've used it in a few apps):
http://code.google.com/p/android-remote-stacktrace/

- Dan

On Fri, Feb 26, 2010 at 11:58 AM, dadical  wrote:

> For those of you that are comfortable using Flurry, a similar approach
> works nicely.  Flurry already collects uncaught exceptions, but for
> some reason doesn't actually log the stack trace.  To get around this,
> I add an exceptionHandler that logs a Flurry event with the stack
> trace as a parameter, like this:
>
>OutputStream lOS = new ByteArrayOutputStream();
>PrintStream lPS = new PrintStream(lOS, true);
>t.printStackTrace(lPS);
>lPS.flush();
>Map lArgs = new HashMap();
>lArgs.put("stackTrace", lOS.toString());
>
>SharedPreferences lPrefs =
> PreferenceManager.getDefaultSharedPreferences(pCtxt);
>if(lPrefs.getBoolean(PREFS_REMOTE_DEBUG, true)){
>FlurryAgent.onEvent(FLURRY_EVENT_UNCAUGHT_EXCEPTION,
> lArgs);
>}
>
> One big advantage of this approach is that Flurry collects lots of
> metrics w.r.t. the frequency, timing, and sequencing of the events.
> Works very, very nicely.
>
>
>
>
>
> On Feb 26, 10:10 am, Streets Of Boston 
> wrote:
> > I haven't made it public yet (i will at some point), but i have a
> > similar system for my apps.
> >
> > The process of my activities registers itself by calling
> > Thread.setDefaultUncaughtExceptionHandler(uncaughtXcptHandler) and
> > binds to service that i wrote that runs in a different process (since
> > my app will be dying because of an exception, it's tricky to properly
> > handle the exception in the dying process itself).
> >
> > Then in the uncaughtXcptHandler.void uncaughtException(Thread t,
> > Throwable e), I write out an error-log file with the stack-trace and
> > some other info. Then i call an asynchronous method on my service that
> > will pop up a dialog allowing the user to send me the error report or
> > not. If the user clicks 'Yes', then the error-log file is read and
> > sent to my webserver. My webserver then sends me an e-mail. This way,
> > users can remain anonymous (no e-mail/reply address necessary).
> >
> > I let my app die immediately after calling the asynchronous method. If
> > my app couldn't bind to the service for any reason, the old and
> > trusted force-close message from Android is shown instead.
> >
> > On Feb 25, 3:10 pm, focuser  wrote:
> >
> > > Hi fellow Android developers,
> >
> > > How many times have you asked users to send you the logcat result to
> > > track down a nasty force-close?  How many users have actually replied?
> >
> > > It's not that users are lazy or busy.  Having to run the "logcat"
> > > command or download an external log collector app just means too much
> > > trouble for them.  It should be much simpler.  It should be just one
> > > tap.
> >
> > > In fact I'm surprised (or being ignorant) that an easier error
> > > reporting mechanism has not existed yet in the Android API, especially
> > > for the infamous force-close.  That is why I coded and open-sourced
> > > "Android, send me logs!", a small code library that makes it easy to
> > > detect force-close and send logs from within your own apps.  You can
> > > program it to report errors with just one tap, and also include your
> > > own tracing information.
> >
> > > Please check it out athttp://code.google.com/p/android-send-me-logs/.
> > > It's still in very early stage, and I would appreciate your critism,
> > > suggestions, comments, or even code contributions.
> >
> > > Linton Ye
>
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Re: [android-developers] Re: Canvas drawing

2010-02-03 Thread Dan Sherman
You could see whats calling it with a quick:

try {
throw new Exception();
} catch (Exception e) {
e.printStackTrace();
}

On Wed, Feb 3, 2010 at 5:11 PM, jamesc  wrote:

> Perhaps you're indirectly calling invalidate() in the onDraw(),
> resulting in a redraw loop?
>
> On Feb 3, 10:00 pm, Neilz  wrote:
> > What else can cause onDraw() to be called, if I'm not triggering it
> > with invalidate()?
>
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Re: [android-developers] Re: Suspicious TCP RST packets while device is sleeping.

2010-02-03 Thread Dan Sherman
> Is it the delay in discovering the disconnect that's the issue?

Exactly...

The connection stays open to accept data from the server.  There are
definitely points in time when this wouldn't happen for a few minutes, and
if the connection dropped, that wouldn't be a problem if the client noticed
the disconnect immediately (it would just reconnect, and start waiting
again).  However, when the device sleeps, it doesn't see the disconnect
until it wakes up (possibly hours later)...

After a bit more research, it looks like if the client holds a wake lock
infinitely (just for testing), it gets the reset packet immediately when the
connection is killed, and re-connects immediately.  However, if the device
doesn't hold the lock, and goes to sleep, the reset packet is dropped
somewhere...

Anyone on the dev team able to explain that functionality
(intended/unintended/workaround?)

- Dan

On Wed, Feb 3, 2010 at 3:30 AM, Bob Kerns  wrote:

> Well, I don't grok NAT enough to conclude that it's wrong. But I don't
> see why they'd do it -- unless they're trying to minimize traffic.
> Seems kinda trivial -- and likely more than offset by the later
> attempted transmit.
>
> I'm not sure what problem you're trying to solve. It can certainly
> happen that one side thinks a connection is open while the other
> thinks it's closed. The recipient sends a RST, the sender gets a
> "connection reset" and life goes on.
>
> Is it the delay in discovering the disconnect that's the issue?
>
> On Feb 2, 7:43 pm, Dan Sherman  wrote:
> > Hey Bob,
> >
> > Thanks a lot for the response :)
> >
> > After a few more hours tonight working on the problem, I've got a bit
> more
> > information to present.
> >
> > From everything I'm seeing, it looks like the issue has to do with
> NAT'ing
> > at the network level (tmobile I'd imagine).  The connection is definitely
> > NAT'd, the client sees itself as one outgoing IP (14.130.xxx.xxx) and
> port,
> > and the server sees an incoming connection from a different IP/port
> > (208.54.xxx.xxx).
> >
> > My best guess is that tmobile is killing the connections at the NAT level
> > after not seeing traffic running on it for a certain period of time (5
> > minutes in this case).  This wouldn't be a problem, as you said, a
> reconnect
> > works just fine.  And in fact, the higher-level long-lived session
> control
> > is already in place, and the client reconnects/etc properly when sensing
> a
> > disconnect.
> >
> > The problem comes in based on _how_ the NAT is killing the connection.
> >  Keeping a wake-lock on device to prevent sleeping, and watching TCPdump
> on
> > both sides shows the server receiving a RST packet, but no RST packet is
> > sent to the client.  The client sits there, assuming the connection is
> still
> > active, indefinitely.  The second it tries to do something
> (user-prompted,
> > or via a "ping" timer), it sends a PSH packet to the server, and the
> server
> > responds with a RST (it closed the connection when it got the RST from
> the
> > NAT).
> >
> > Obviously if the NAT were to send RSTs both directions, this wouldn't be
> a
> > problem, the client would notice the disconnect, and reconnect.  But from
> > everything I can tell, it notifies the server, and leaves the client
> > completely unaware that the connection has been dropped...
> >
> > I understand that the NAT needs to clear out old/stale connections, but
> > sending a RST uni-directionally seems a bit incorrect to me...
> >
> > Any ideas?
> >
> > - Dan
> >
> >
> >
> > On Tue, Feb 2, 2010 at 10:25 PM, Bob Kerns  wrote:
> > > This is expected behavior. TCP connections time out if the connection
> > > is lost, or either side dies. That way, you don't have systems
> > > drowning in dead connections.
> >
> > > The RST packet is telling you that the server has forgotten about the
> > > connection. The client may even report it directly, if it realizes
> > > that it hasn't heard from the server, so you may get a "connection
> > > reset" error even without seeing an actual RST from the server.
> >
> > > The default timeout is usually 5 minutes, which squares with your
> > > observations. In general, you should not try to solve your problem by
> > > increasing the timeout, but rather by reestablishing the connection,
> > > and maintaining long-lived sessions at a higher level.
> >
> > > I'd recommend, if possib

Re: [android-developers] Re: Suspicious TCP RST packets while device is sleeping.

2010-02-02 Thread Dan Sherman
Hey Bob,

Thanks a lot for the response :)

After a few more hours tonight working on the problem, I've got a bit more
information to present.

>From everything I'm seeing, it looks like the issue has to do with NAT'ing
at the network level (tmobile I'd imagine).  The connection is definitely
NAT'd, the client sees itself as one outgoing IP (14.130.xxx.xxx) and port,
and the server sees an incoming connection from a different IP/port
(208.54.xxx.xxx).

My best guess is that tmobile is killing the connections at the NAT level
after not seeing traffic running on it for a certain period of time (5
minutes in this case).  This wouldn't be a problem, as you said, a reconnect
works just fine.  And in fact, the higher-level long-lived session control
is already in place, and the client reconnects/etc properly when sensing a
disconnect.

The problem comes in based on _how_ the NAT is killing the connection.
 Keeping a wake-lock on device to prevent sleeping, and watching TCPdump on
both sides shows the server receiving a RST packet, but no RST packet is
sent to the client.  The client sits there, assuming the connection is still
active, indefinitely.  The second it tries to do something (user-prompted,
or via a "ping" timer), it sends a PSH packet to the server, and the server
responds with a RST (it closed the connection when it got the RST from the
NAT).

Obviously if the NAT were to send RSTs both directions, this wouldn't be a
problem, the client would notice the disconnect, and reconnect.  But from
everything I can tell, it notifies the server, and leaves the client
completely unaware that the connection has been dropped...

I understand that the NAT needs to clear out old/stale connections, but
sending a RST uni-directionally seems a bit incorrect to me...

Any ideas?

- Dan

On Tue, Feb 2, 2010 at 10:25 PM, Bob Kerns  wrote:

> This is expected behavior. TCP connections time out if the connection
> is lost, or either side dies. That way, you don't have systems
> drowning in dead connections.
>
> The RST packet is telling you that the server has forgotten about the
> connection. The client may even report it directly, if it realizes
> that it hasn't heard from the server, so you may get a "connection
> reset" error even without seeing an actual RST from the server.
>
> The default timeout is usually 5 minutes, which squares with your
> observations. In general, you should not try to solve your problem by
> increasing the timeout, but rather by reestablishing the connection,
> and maintaining long-lived sessions at a higher level.
>
> I'd recommend, if possible, dropping your AlarmManager ping task, in
> favor of reopening your connection. You'll consume less resources --
> including battery. If you want to minimize the cost of reopening
> connections, you can send a "ping" whenever you happen to wake up,
> reopening if necessary. But that doesn't scale that well -- you'll be
> able to have more simultaneous clients if you strike a suitable
> balance between keeping connections alive, and the cost of reopening
> them. For rare interactions, you can support more clients if you open
> connections on actual need, and close them promptly when not needed.
>
> It all depends on exactly what you're trying to optimize, and the
> environment in which you're operating. The only constant is -- you
> can't DEPEND on keeping connections alive. View it as an optimization,
> rather than how your application works.
>
> And then make sure it is actually an optimization! So often,
> optimizations are a waste of a developer's time.
>
> I'd also recommend avoiding thinking about TCP at the level of packets
> (or segments), RST, etc., if at all possible. Unless you're trying to
> diagnose a flaky router, or issues with radio connectivity, or things
> at a similar level, it's better to focus at a higher level, at least
> at the socket level -- is it opening, established, closed, reset?
>
> On Feb 2, 1:05 am, Dan Sherman  wrote:
> > Hey guys, trying to track down a rather elusive problem here...
> >
> > I've been playing around with long-standing TCP connections to a server.
> >
> > The client opens a TCP connection to the server, sets a timeout at a
> > reasonably long period (30 minutes), and adds an AlarmManager task to
> "ping"
> > the server every 15 (a ping is just a junk packet the server responds to
> > with an application-level "ack").  Nothing fancy, and everything works
> > correctly on the emulator.  The client stays connected to the server for
> as
> > long as I've left it alone (a few hours easily).
> >
> > However, as soon as it runs on device, I receive some i

[android-developers] Suspicious TCP RST packets while device is sleeping.

2010-02-02 Thread Dan Sherman
Hey guys, trying to track down a rather elusive problem here...

I've been playing around with long-standing TCP connections to a server.

The client opens a TCP connection to the server, sets a timeout at a
reasonably long period (30 minutes), and adds an AlarmManager task to "ping"
the server every 15 (a ping is just a junk packet the server responds to
with an application-level "ack").  Nothing fancy, and everything works
correctly on the emulator.  The client stays connected to the server for as
long as I've left it alone (a few hours easily).

However, as soon as it runs on device, I receive some interesting behavior
when the device is sleeping (CPU completely off if I understand correctly).

If I let the device connect, and go to sleep (can't be 100% certain it is
asleep, but I wait a good few minutes).  And have the server send an
un-expected packet to the client, the client most definitely wakes up,
processes the packet, and sends a response.  The wakeup noticibly takes a
few extra seconds, but this isn't an issue.

The issue comes in if I let the device sleep for a more extended period of
time (somewhere around 5 minutes).  At this time, I see the server drop the
connection as reset, and the client sit there sleeping.  As soon as the
device is woken up (by my intervention), and I try to do any network
actions, it notices the connection isn't good anymore, and starts a
reconnect (hard-coded to reconnect).

I've been running tcpdump on both the client, and the server.

The interaction is as follows:
Server's point of view:
- Client connects (a few packets back and forth, application level, etc)
- 5ish minutes pass (device is sleeping)
- Client sends a reset packet (connection is torn down, expected)

>From the client's point of view:
- Connection startup (a few packets back and forth, application level, etc)
- Device goes to sleep


The client never sees the TCP reset packet.  Once woken by something
external (me, the AlarmManager task, etc), the client immediately sees a RST
packet from the server, tears down the connection, and starts over.

Anyone care to chime in with ideas as to what is happening?  My only
thoughts are that someone in between is killing the connection due to not
seeing any data send between the two after a certain amount of time, however
the time between the last packet, and the RST isn't a consistent period...

This behavior is happening when running a G1 on Tmobile's 3g US network.  It
happens when the server code is running both remotely (machine in Texas), as
well as when its running on local machine (Florida).

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Re: [android-developers] Multi-threaded http requests cause exception

2010-01-27 Thread Dan Sherman
> Important note:  The post occurs to a different server than the
> download so the servers themselves should not be causing the problem.

On Wed, Jan 27, 2010 at 6:50 PM, Kevin Duffey  wrote:

> Is it possible the server you are reaching for is single threaded in some
> way that it rejects more than one request from the same client?
>
>
> On Wed, Jan 27, 2010 at 3:09 PM, Biosopher  wrote:
>
>> I have an app making an https post on one thread while performing a
>> file download on another thread.  For some odd reason, I am getting a
>> ClientProtocolException saying that "The server failed to respond with
>> a valid HTTP response".  The error goes away if everything is run on a
>> separate thread.
>>
>> Oddly if I run the two server requests in serial, the error goes
>> away.  It seems there's a bug that happens when two requests are made
>> at the same time.
>>
>> Important note:  The post occurs to a different server than the
>> download so the servers themselves should not be causing the problem.
>>
>> The code is simple.  Here's the file download code:
>>
>> HttpGet httpGet = new HttpGet(url);
>> HttpClient client = new DefaultHttpClient();
>> HttpParams params = client.getParams();
>> HttpConnectionParams.setConnectionTimeout(params, 15000);
>> HttpResponse httpResponse = client.execute(httpGet);
>> HttpEntity responseEntity = httpResponse.getEntity();
>> byte[] data = EntityUtils.toByteArray(responseEntity);
>>
>> The post code's the same except for these additional lines:
>>
>> HttpPut httpPut = new HttpPut(url);
>> httpPut.addHeader("Content-Type", "text/xml");
>> httpPut.setEntity(new StringEntity(postData, "UTF-8"));
>> BasicHttpParams parameters = new BasicHttpParams();
>> HttpConnectionParams.setConnectionTimeout(parameters, 15000);
>> HttpClient client = new DefaultHttpClient();
>> HttpResponse httpResponse = client.execute(httpPut);
>> HttpEntity responseEntity = httpResponse.getEntity();
>> metaData = EntityUtils.toString(responseEntity);
>>
>> Thanks,
>> Anthony
>>
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Re: [android-developers] Re: How to increase FPS (now ~20, desired ~40-50)

2010-01-20 Thread Dan Sherman
I'm not running any sort of beastly machine, quad-core 2.8ghz, with an
nvidia 9800gtx, and almost all the time, emulator performance is lower than
physical device (especially with openGL, but even with canvas).  Might have
something to do with the emulator specifically on linux, so your results may
vary.  As for uploading your APK, just drop it on rapidshare or something
and post the link.

- Dan

On Wed, Jan 20, 2010 at 11:37 AM, Kevin Duffey  wrote:

> After I wrote you, I realized that issue too. I remember reading that and
> after I responded.. wondering if my response was inaccurate. I wonder how
> much the speed/cores of your cpu play into the emulator performance? I know
> that my small "test" apps run faster on my moto droid than they do my
> quad-core cpu on the emulator. So I didn't think the cores of your cpu made
> much difference, and I have 2.4Ghz icore7, which is a lot faster than the
> 600mhz on the droid.
>
>
> On Wed, Jan 20, 2010 at 12:52 AM, Andre wrote:
>
>> Hi, thanks for reply
>>
>> Yes, I can share my .apk, if you tell, how to upload something here?
>>
>> I agree, that emulator should be much slower than real device, but let
>> me quote a snippet from the document "Designing for Performance" at
>> http://developer.android.com/guide/practices/design/performance.html:
>>
>> "As you develop your application, keep in mind that, while the
>> application may perform well enough in your emulator, running on your
>> dual-core development computer, it will not perform that well when run
>> a mobile device — even the most powerful mobile device can't match the
>> capabilities of a typical desktop system. For that reason, you should
>> strive to write efficient code, to ensure the best possible
>> performance on a variety of mobile devices."
>>
>> How to deal with this small discrepancy?
>>
>> Can someone share some measurements: emulator (on what hardware?) vs.
>> real device?
>>
>> Thanks in advance,
>>
>> Best Regards, Andre
>>
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Re: [android-developers] Re: How to increase FPS (now ~20, desired ~40-50)

2010-01-19 Thread Dan Sherman
> I run my app on emulator, and currently have
> not tested it on real device.

The emulator is not, in any way, going to run the same speed as a real
device.

Run it on a real device and see what FPS you get.  Or if you want, publish
an APK and someone here will run it I'm sure (I'll do it =P)

- Dan

On Wed, Jan 20, 2010 at 1:44 AM, Andre  wrote:

> Hi,
>
> Yesterday, I've changed my code, to work with the matrix more
> effectively...
>
> My GameEntity class now looks like this:
>
> --GAME ENTITY--
>
> public class GameEntity {
>public Bitmap mBitmap;
>private Rect mBounds;
>private Matrix mMatrix;
>public int mWidth;
>public int mHeight;
>public boolean mAlive;
>public float mX, mY;
>public float mVelocityX, mVelocityY;
>public float mMoveAngle, mFaceAngle;
>public float mRotationVelocity;
>
>public GameEntity(Bitmap bitmap) {
>mBitmap = bitmap;
>mBounds = new Rect();
>mMatrix = new Matrix();
>mWidth = bitmap.getWidth();
>mHeight = bitmap.getHeight();
>mAlive = false;
>mX = 0.0f;
>mY = 0.0f;
>mVelocityX = 0.0f;
>mVelocityY = 0.0f;
>mMoveAngle = 0.0f;
>mFaceAngle = 0.0f;
>mRotationVelocity = 0.0f;
>}
>
>public void draw(Canvas canvas, float angle) {
>Matrix m = mMatrix;
>m.reset();
>m.postTranslate(mX - mWidth / 2, mY - mHeight / 2);
>m.postRotate(angle, mX, mY);
>canvas.drawBitmap(mBitmap, m, null);
>}
>
> public Rect getBounds() {
>mBounds.left = (int)(mX - mWidth / 2);
>mBounds.top = (int)(mY - mHeight / 2);
>mBounds.right = (int)(mX + mWidth / 2);
>mBounds.bottom = (int)(mY + mHeight / 2);
>return mBounds;
>}
> }
>
> And "draw" methods in GameView class:
>
> --GAME VIEW--
>
> private void drawSpaceship(Canvas canvas) {
> mSpaceship.draw(canvas, mSpaceship.mFaceAngle);
> }
>
> private void drawAsteroids(Canvas canvas) {
>GameEntity[] asteroids = mAsteroids;
>GameEntity asteroid;
>for(int i = 0; i < MAX_ASTEROIDS; i++) {
>asteroid = asteroids[i];
> if(asteroid.mAlive) {
>asteroid.draw(canvas, asteroid.mMoveAngle);
> }
>}
> }
>
> private void drawBullets(Canvas canvas) {
>GameEntity[] bullets = mBullets;
> GameEntity bullet;
>for(int i = 0; i < MAX_BULLETS; i++) {
>bullet = bullets[i];
>if(bullet.mAlive) {
>bullet.draw(canvas, bullet.mMoveAngle + 90);
>}
>}
> }
>
> This gives me an extra 4-5 FPS, and now I have ~25 FPS.
> It worth to mention, that I run my app on emulator, and currently have
> not tested it on real device.
>
> I decide to go little further with testing and commented out
> m.postTranslate() method call, and got +4 FPS, after that I commented
> out m.postRotate(), and got +12-15 FPS, it seems that rotation (with
> pivot points) is very costly...
>
> Best Regards, Andre
>
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Re: [android-developers] Re: ATTENTION ANDROID TEAM: Take back control of Android.

2010-01-19 Thread Dan Sherman
Check google for "Android Remote Stacktrace".

On Tue, Jan 19, 2010 at 12:41 PM, Laszlo Szucs  wrote:

> I think it would be a great help for the developers to create an
> Automated Crash Report System for published applications.
>
> When an application crashes, and the message dialog pops up with the
> famous "Force Close" button, there could be one another button with
> text: "Send Report", like in other applications, we saw before (for
> example: FireFox), and when the user presses the "Send Report" button,
> the system would open up the default mail application, and would
> precompose a message to the author of the application, with subject:
> ANDROID CRASH REPORT -  - Device Type.
> The body of the e-mail would be the Exception's stack trace, or a more
> detailed log about the current activities, like the one, which the
> third party SendLog creates.
>
> Most user won't click on the  "Send Report" button, but if some do,
> they still have the control over if they want to send the report or
> not, and what does it contains actually about their phone's state.
>
> Naturally this Automated Crash Report System could only help in the
> most fatal cases.
> For testing on actual devices I would prefer a subscription based
> Device Anywhere kind of service.
>
> L
>
> On jan. 19, 09:32, String  wrote:
> > Problem is, half the time we don't know. Users post 1* Market comments
> > saying "Force closes on Droid" or "Doesn't work on Samsung Moment",
> > and unless you have that specific handset to test on, you're SOL. You
> > "sanity check" on an emulator instance of the same resolution and OS
> > version, and nothing is obviously broken, so where do you go?
>
>
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Re: [android-developers] Re: what is a suitable upper limit for application size?

2010-01-08 Thread Dan Sherman
Correct, they have 192mb RAM.  However, a good chunk of that is partitioned
away as OS space, etc.

The data partition is 76mb (I incorrectly said 64mb).  Here's a breakdown of
those partitions:
http://androidandme.com/2009/08/news/the-g1-storage-problem-in-charts-and-numbers/

- Dan

On Fri, Jan 8, 2010 at 2:32 PM, jotobjects  wrote:

>
>
> On Jan 7, 6:59 pm, Dan Sherman  wrote:
> >
> > Considering G1's only have 64mb, you're in a rough spot.  We've had a ton
> of
> > user complaints with our apps that are around 5.5mb.
> >
>
> This link says G1 has 192 MB  RAM an 256 ROM (ROM used for what?).
> Seems like it is not easy to find that memory statistic even on the
> manufacturer web sites.  Also there have been messages about how much
> RAM is really available since the OS takes a significant chunk.  Where
> is a good place to find these numbers?
>
> http://www.androphones.com/all-android-phones.php
>
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Re: [android-developers] How to best maintain two different versions of the same app?

2010-01-08 Thread Dan Sherman
We had good luck with our latest project with just checking the package
string.  Naming the project xxx.xxx.project, and xxx.xx.project_lite

And in our Activity subclass, checking for the package name, and setting a
static variable for paid.

Depends how much code needs to switch with paid/unpaid.  For us, it was only
10-20 lines different, so we just wrapped them in that check.

When going to export both versions, we export one, then change the package
name, recompile, and export the second.  Thats about it...

- Dan

On Fri, Jan 8, 2010 at 1:44 PM, Olivier Guilyardi  wrote:

> On 01/08/2010 07:15 PM, Mariano Kamp wrote:
> > this seems to be a very basic need, but googling it I got the impression
> > that is not easily or elegantly solvable.
> >
> > The requirement is totally simple: I want to have a lite and pro version
> > of an app. There is a little bit of difference between those two apps,
> > but they are 99% identically.
> > Unfortunately it seems that the best choice is to really treat this as
> > two projects that are one and the same and copy over the source code and
> > assets from one to the other. The Android Manifest file must be
> > different, because the Android Market - for some reason - makes the
> > implementation's package name the ID.
> >
> > Working around this ID issue the straight forward approach would be to
> > have a third project with the common code that exports its code,
> > libraries and in a best case scenario also the ressources to the other
> > two objects. Unfortunately this doesn't work. Only the actual Android
> > projects generate the R.class and so the common project would need to be
> > dependent on it, which would make it a cycle ;(
> >
> > Am I thinking too complicated? Do I miss the obvious?
>
> The first thing that comes to my mind is to use svn, develop the pro
> version in
> the trunk, and create a branch for your lite version. Then merge the trunk
> changes from time to time into the lite branch.
>
> If you want to simplify merging, then you could also create this third
> project
> you're talking about, but without trying to export any resources (or code
> that
> references them) from it, only generic application model/logic/utilities,
> etc..
>
> --
>   Olivier
>
>
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Re: [android-developers] what is a suitable upper limit for application size?

2010-01-07 Thread Dan Sherman
I've filed a bug report against it, but not sure if its been address in
later releases.

At the time of 1.5 and 1.6, the package installer requires 4x the package
size to be available during an install.

That means, for a 15mb package, the user will need 60mb of free space, or
else the install will fail (adb installs bypass this requirement).  The
error message is also unhelpful: "Installation Failed".

Considering G1's only have 64mb, you're in a rough spot.  We've had a ton of
user complaints with our apps that are around 5.5mb.

On Thu, Jan 7, 2010 at 9:56 PM, ian  wrote:

> The tourism related app I am completing has about 250 images for a
> total of maybe 15MB.
>
> I;d like to add another 100 or so images but sometimes I get an
> 'Insufficient storage' error message and have to restart the emulator.
> That in itself isn't so bad a problem but now I'm wondering about
> practical limits for real devices.
>
> Anybody know large can I make my app assuming I wouldn't want to to
> use up more than perhaps 25% of a user's discretionary storage?
>
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Re: [android-developers] Re: Who wants Multi-touch in all Android versions?

2010-01-07 Thread Dan Sherman
I'd love to see this as well :)


On Thu, Jan 7, 2010 at 9:30 AM, Dianne Hackborn  wrote:

> Well I would really like to see this, given that prior to 2.0 there was no
> multitouch information propagated through the framework at all, and
> applications do not have permission to open the raw driver.
>
>
> On Thu, Nov 12, 2009 at 11:03 PM, SoftwareForMe.com SoftwareForMe.com <
> softwareforme@gmail.com> wrote:
>
>> Our solution is software only, works on production phones (i.e., no
>> rooting or modding required).
>>
>> Scott
>> SoftwareForMe.com
>> Makers of PhoneMyPC
>>
>>
>>  On Thu, Nov 12, 2009 at 11:02 PM, Nathan wrote:
>>
>>> I'm curious about this. Does multi-touch require hardware changes? Or
>>> am I reading this right that it can all be done through software?
>>>
>>> Nathan
>>>
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>>
>>
>>
>> --
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>> The PhoneMyPC Team
>>
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>
>
>
> --
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> Android framework engineer
> hack...@android.com
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support, and so won't reply to such e-mails.  All such
> questions should be posted on public forums, where I and others can see and
> answer them.
>
>
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Re: [android-developers] Re: A log collector - Online Bug collector For android developers

2010-01-06 Thread Dan Sherman
I didn't, I'm pretty happy with the remote stacktrace (we made a bunch of
upgrades to it for our own apps), and have no real need to swap, I just
wanted to make sure the option was out there for people looking for a
solution :)

On Wed, Jan 6, 2010 at 5:10 PM, vekexasia  wrote:

> Yes. But it does not group all the exceptions per package and
> versions... And it requires a working web server..
>
> Did you take a look to the Dashboard and Detailed information with the
> demo credentials?
>
> On 6 Gen, 22:23, Dan Sherman  wrote:
> > Not trying to take anything away from you, just wanted to mention theres
> > another set of code doing the same remote tracing:
> >
> > http://code.google.com/p/android-remote-stacktrace/
> >
> >
> >
> > On Wed, Jan 6, 2010 at 3:46 PM, vekexasia  wrote:
> > > Hi Guys,
> > > In my free time (thanks to my asthma sickness) i was able to complete
> > > an old project of mine that i think would interest a lot of you.
> >
> > > Long story short: I created a library which is able to track your
> > > application crashes directly online!
> >
> > > The library, once imported on your android projects, will start to
> > > track each crash online. It will report as much information as it
> > > can.
> > > Each new crash the web service will send you an e-mail warning
> > > yourself about a new found bug.
> >
> > > Then you'll be able the following information directly on your
> > > browser:
> >
> > > - The exception stacktrace
> > > - The exception CausedBy stacktrace (if available)
> > > - The versions of android which the crash has been occurred.
> > > - The different phone models afflicted by the crash.
> > > - The versions of your app bugged by that particular crash
> >
> > > Everything is packed by exception and package so there will be a lot
> > > of information grouped by this 2 main fields.
> > > Plus i've created a set of graphs .. The most usefull is the "crash
> > > views" one which shows how many crash for that exception has been
> > > occurred divided by day.
> >
> > > I hope this will help. On my website you could take a tour of the web
> > > interface with demo credentials So you can take a tour before using
> > > it.
> >
> > > Obviously this is Free for all ( at least untill i will not have to
> > > manage GygaBytes of data ) .
> > > The link is :http://alogcollector.andreabaccega.com/
> > > Let me know :)
> >
> > > --
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Re: [android-developers] A log collector - Online Bug collector For android developers

2010-01-06 Thread Dan Sherman
Not trying to take anything away from you, just wanted to mention theres
another set of code doing the same remote tracing:

http://code.google.com/p/android-remote-stacktrace/

On Wed, Jan 6, 2010 at 3:46 PM, vekexasia  wrote:

> Hi Guys,
> In my free time (thanks to my asthma sickness) i was able to complete
> an old project of mine that i think would interest a lot of you.
>
>
> Long story short: I created a library which is able to track your
> application crashes directly online!
>
> The library, once imported on your android projects, will start to
> track each crash online. It will report as much information as it
> can.
> Each new crash the web service will send you an e-mail warning
> yourself about a new found bug.
>
> Then you'll be able the following information directly on your
> browser:
>
>
> - The exception stacktrace
> - The exception CausedBy stacktrace (if available)
> - The versions of android which the crash has been occurred.
> - The different phone models afflicted by the crash.
> - The versions of your app bugged by that particular crash
>
>
> Everything is packed by exception and package so there will be a lot
> of information grouped by this 2 main fields.
> Plus i've created a set of graphs .. The most usefull is the "crash
> views" one which shows how many crash for that exception has been
> occurred divided by day.
>
> I hope this will help. On my website you could take a tour of the web
> interface with demo credentials So you can take a tour before using
> it.
>
> Obviously this is Free for all ( at least untill i will not have to
> manage GygaBytes of data ) .
> The link is : http://alogcollector.andreabaccega.com/
> Let me know :)
>
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Re: [android-developers] Nexus 2.1 one sale, WHERE is the SDK!

2010-01-05 Thread Dan Sherman
Yep, getting tougher and tougher...

Ensuring compatability of our 6 games, in under a week, while doing this in
our spare time, gets pretty tough...

On Tue, Jan 5, 2010 at 3:16 PM, Wayne Wenthin  wrote:

> Welcome to developing on Android.   This is round 2.5   1.6 came out just
> days before.  2.0 came out on the droid before developers (well most of us)
> got to see it and now this.It's almost like Google doesn't want us to
> develop for Android.
>
> On Tue, Jan 5, 2010 at 12:10 PM, pcm2a  wrote:
>
>> These phones are on sale with 2.1 Os on them right now.  My friend
>> just ordered two with overnight shipping.
>>
>> How is it even remotely acceptable that people will have 2.1 in their
>> hands before developers even get to touch the SDK?  I already have
>> users using the Nexis-Droid 2.1 rom saying that my highly used widget
>> doesn't work.  How am I supposed to test this out in advance without
>> hacking our phone all up?
>>
>> All this does is frustrate users when apps don't work and further
>> degrades the market with 1 stars because developers don't have a
>> chance to update their code.
>>
>> Thanks google
>>
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>
>
>
> --
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> that teaches me I don't know everything.
>
> Join the Closed Beta of Call Girl Manager
> http://www.fuligin.com/forums
>
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Re: [android-developers] regex error with splitting strings

2010-01-04 Thread Dan Sherman
Two things:

1) Not positive, but you might be missing delimiters, which would turn that
into .split("/+/"), which would still be wrong

2) + is a regex special character, meaning "1 or more", you want to escape
it as a literal: .split("/\+/")

Again, not sure if you need the delimiters...

- Dan

On Sun, Jan 3, 2010 at 6:24 PM, Curran  wrote:

> I am currently trying to split a string of a mathematical function,
> which I am currently respresenting as:
>
> 4x2+3x4 (which means 4x^2 + 3x^4)
>
> and I need to split it into the individual terms, 4x2 and 3x4. Using a
> string.split("+") method I get the error:
>
> Syntax Error: U_REGEX_RULE_SYNTAX near index 1: +
>
> how can I prevent this error occurring?
>
> Thanks!
>
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Re: [android-developers] Time To Load a Application in Emulator

2010-01-03 Thread Dan Sherman
>From my experience, depends on the size of the application, and what other
builders you have set up.

For a very basic app (the HelloWorld examples), about 5 seconds on my
computer.

For a large gaming project, 30 seconds for a full build/install.

The machine is a 2.4ghz quad-core, with 6gb of ram if that gives a better
indication.

- Dan

On Mon, Jan 4, 2010 at 12:51 AM, Sasikumar.S wrote:

> Hi,
>
> I opened my android emulator & now i like to execute my application.
> How much time it will take to install that application in emulator?...
>
> --
> Thanks & Regards
> Sasikumar.S
>
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Re: [android-developers] Re: How long does it take for an application to get indexed to the Marketplace?

2009-12-31 Thread Dan Sherman
Is it possible you're using a small screened device?  Or a device that
doesn't allow a permission it requires? (I'm thinking of the camera issue)

On Thu, Dec 31, 2009 at 10:55 AM, DCheeseman  wrote:

> Damn :/  I can't see either app and I've cleared the cache on my
> marketplace app about a hundred times over the course of thise morning
> looking for it.  Guess it's out there now.
>
> On Dec 31, 8:53 am, Dan Sherman  wrote:
> > I see both, free, and 0.99.
> >
> > - Dan
>
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Re: [android-developers] Re: How long does it take for an application to get indexed to the Marketplace?

2009-12-31 Thread Dan Sherman
I see both, free, and 0.99.

- Dan

On Thu, Dec 31, 2009 at 10:48 AM, DCheeseman  wrote:

> Can anyone see the 'BPolite Lite' and 'BPolite Standard' applications
> in the Marketplace?
>
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Re: [android-developers] How long does it take for an application to get indexed to the Marketplace?

2009-12-31 Thread Dan Sherman
Same experience here, within 5 minutes.

On Thu, Dec 31, 2009 at 10:44 AM, Mark Murphy wrote:

> DCheeseman wrote:
> > I wrote two apps and submitted them to the marketplace last night
> > (been roughly 12 hours now).  One was a LITE version of my app and the
> > next was a Standard version. Neither shows up in a search on the
> > Marketplace even though the LITE version of my app has been installed
> > 25 times already.  Is there a lengthy approval process that goes on
> > before an app is approved?
>
> Last I tried, my (free) app showed up in about 2-3 minutes.
>
> --
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> http://commonsware.com | http://twitter.com/commonsguy
>
> _Android Programming Tutorials_ Version 1.1 Available!
>
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Re: [android-developers] Avoiding garbage collection for smooth 2d animations

2009-12-28 Thread Dan Sherman
No matter what you'll see GC being called, there's no way around it (that
I'm aware of).

There are background threads that are doing all sorts of things, which very
well might be getting GC'd.  Theres also a lot of things you can't
reasonably avoid, like allocations from Iterators and such...

On Mon, Dec 28, 2009 at 12:32 PM, Mark Wyszomierski wrote:

> Hi,
>
> I'm drawing a rect to a surfaceview. Nothing special, just a test like
> this, in the surfaceview-extended class:
>
>  private int mPosX = 0;
>  private Paint mPaint = new Paint();
>
>  @Override
>   public void onDraw(Canvas canvas) {
>   canvas.drawRect(mPosX-20, 50, mPosX+20, 70, mPaint);
>
>   mPosX += mSignX;
>   if (mPosX > 320) {
>   mSignX = -1;
>   }
>   else if (mPosX < 0) {
>   mSignX = 1;
>   }
>   }
>
> the rect just bounces around the screen. I'm watching DDMS, I still
> see the garbage collector being called, even with this simple draw
> loop. There is no other application code being executed.
>
> I'm wondering if it's realistic to expect the gc to not be called at
> all if we take care to not allocate any objects during our draw loops.
> I'm trying to extend this example to do some smooth animations, but
> every once in awhile the gc is called and you can see the drawing
> stutter. Although none of my application code is allocating any new
> objects, I don't know what the underlying API is doing inside
> surfaceview etc, and I doubt we can control that.
>
> Just wondering if this is not possible, I'd prefer to abandon this
> game idea up-front if we can't guarantee smooth animations,
>
> Thanks
>
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Re: [android-developers] Solved: Authenticating android to App Engine

2009-12-28 Thread Dan Sherman
Thanks for the class, looks pretty good.

Question though, as far as I'm aware, theres no way to get that user's gmail
account from the phone, so the user has to enter the credentials at the
start of the app, correct?

- Dan

On Sat, Dec 26, 2009 at 12:01 PM, Benjamin  wrote:

> I've been working for the past couple of days to allow users to login
> to an android app with their gmail account and pass the authentication
> token to my app hosted on app engine - so i can download xml from my
> web services hosted on app engine as if the user logged into the app
> directly.
>
> There is a lot of info on ways to get the google auth code and the
> auth cookie and then pass the cookie in the header of an http request
> - but no  info out there on doing all of this from android and going
> as far as to add the cookie to the remaining http requests. So, now
> that's it's working, i thought i'd compile it all together and post
> the solution here in my blog - enjoy.
>
>
>
> http://javagwt.blogspot.com/2009/12/authenticating-android-app-to-google.html
>
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Re: [android-developers] Re: 1024x1024 OpenGL Texture

2009-12-27 Thread Dan Sherman
Yep, should be 4mb, I do it in a few games (notably LightUp), for texture
mapping.. Works fine :)

- Dan

On Sun, Dec 27, 2009 at 9:50 PM, Streets Of Boston
wrote:

> (1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte
>
> On Dec 27, 9:17 pm, Emmanuel  wrote:
> > Hum...
> >
> > I think a 1024x1024 image in 32 bits ( ARGB_ ) is 32 Mb, not
> > around 4 Mb !
> > So such a image can't fit in for mobile development.
> >
> > Such a big texture is way too big, cut it into pieces if you really
> > want it.
> > Another thing to consider is : is there any need for a texture that
> > big on a 480x800 screen ?
> >
> > Emmanuel / Alocalyhttp://
> androidblogger.blogspot.com/http://www.alocaly.com
> >
> > On Dec 27, 4:48 pm, Dan Sherman  wrote:
> >
> >
> >
> > > Just load fewer other textures when making your atlas.
> >
> > > A 1024x1024 image is going to eat up somewhere around 4mb of space, and
> on
> > > the G1 (and others) you're limited to 16mb.
> >
> > > So it should be just fine, the issue probably is that you have all of
> your
> > > other resources loaded, and are already taking up the other 12mb.
>  Instead,
> > > load your other resources one at a time, copy to the atlas, and release
> the
> > > resource.  You should have enough space without much of a problem..
> >
> > > - Dan
> >
> > > On Sun, Dec 27, 2009 at 6:35 AM, Richard 
> wrote:
> > > > Hi,
> >
> > > > I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
> > > > this with
> >
> > > > Bitmap bmp = Bitmap.createBitmap(1024, 1024,
> Bitmap.Config.ARGB_);
> > > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
> >
> > > > But I can't actually create a 1024x1024 Bitmap - I get an out of
> > > > memory exception.
> >
> > > > I want to generate the texture, then use texSubImage2D to copy on
> > > > various smaller bitmaps, but it seems that I need to somehow define
> > > > that the texture is 1024x1024 before I can do that. Is there a
> > > > function that lets me define the size/argb settings without just
> > > > copying in a blank bitmap?
> >
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> >
> > - Show quoted text -
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Re: [android-developers] 1024x1024 OpenGL Texture

2009-12-27 Thread Dan Sherman
Just load fewer other textures when making your atlas.

A 1024x1024 image is going to eat up somewhere around 4mb of space, and on
the G1 (and others) you're limited to 16mb.

So it should be just fine, the issue probably is that you have all of your
other resources loaded, and are already taking up the other 12mb.  Instead,
load your other resources one at a time, copy to the atlas, and release the
resource.  You should have enough space without much of a problem..

- Dan

On Sun, Dec 27, 2009 at 6:35 AM, Richard  wrote:

> Hi,
>
>
>
> I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do
> this with
>
> Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_);
> GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
>
> But I can't actually create a 1024x1024 Bitmap - I get an out of
> memory exception.
>
>
>
>
> I want to generate the texture, then use texSubImage2D to copy on
> various smaller bitmaps, but it seems that I need to somehow define
> that the texture is 1024x1024 before I can do that. Is there a
> function that lets me define the size/argb settings without just
> copying in a blank bitmap?
>
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Re: [android-developers] Re: Droid AVD (2.0, WVGA854) resolution hell

2009-12-23 Thread Dan Sherman
Yep, we're doing it on our latest release LightUp.

We use the following:
public abstract class UnscaledBitmapLoader {

public static final UnscaledBitmapLoader instance;
public static boolean canScale = true;

static {
canScale = (Integer.parseInt(Build.VERSION.SDK) >= 4);
instance = Integer.parseInt(Build.VERSION.SDK) < 4 ? new Old() : new
New();
}

public static Bitmap loadFromResource(Resources resources, int resId,
BitmapFactory.Options options) {
return instance.load(resources, resId, options);
}

public static void setDensity(Bitmap bmp) {
instance.setDen(bmp);
}

private static class Old extends UnscaledBitmapLoader {
@Override
Bitmap load(Resources resources, int resId, Options options) {
return BitmapFactory.decodeResource(resources, resId, options);
}

void setDen(Bitmap bmp) { }
}

private static class New extends UnscaledBitmapLoader {
@Override
Bitmap load(Resources resources, int resId, Options options) {
if (options == null) options = new BitmapFactory.Options();
options.inScaled = false;
return BitmapFactory.decodeResource(resources, resId, options);
}

@Override
void setDen(Bitmap bmp) {
bmp.setDensity(Bitmap.DENSITY_NONE);
}
}

abstract Bitmap load(Resources resources, int resId,
BitmapFactory.Options options);
abstract void setDen(Bitmap bmp);
}

And then put all of our resources in just the normal drawable folder.  This
will sense if the code is old (1.5) and just do a normal load of the bitmap
(1.5 doesn't do any scaling)... If its a new version (1.6+), it will set the
options for having an unscaled bitmap loaded.  The setDensity wrapping is
the same idea (we needed to set the density explicityl for some images).

Hopefully that helps :)

- Dan
- ChickenBrick Studios (http://www.chickenbrickstudios.com)

On Wed, Dec 23, 2009 at 1:23 PM, greg1x  wrote:

> > 1.5 will not use the drawable-nodpi.  As it's not even aware that that is
> a
> > legitimate folder option.
>
> So, is it possible to load an unscaled drawable from 1.5 to 2.0.1 with
> the same code?
>
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Re: [android-developers] Re: Droid AVD (2.0, WVGA854) resolution hell

2009-12-23 Thread Dan Sherman
1.5 will not use the drawable-nodpi.  As it's not even aware that that is a
legitimate folder option.

On Wed, Dec 23, 2009 at 11:19 AM, greg1x  wrote:

> > I just wrote a quick test app that uses a single drawable folder named
> > drawable-nodpi. Android 1.5-2.0.1 all read from it fine.
>
> I have the same setup. I have files only in the -ndpi folder.
> I'm accessing the drawable like this:
> res.getDrawable(R.drawable.brick)
>
> > You are usually supposed to use version qualifiers along with the
> > screens support qualifiers to prevent Android 1.5 from reading folders
> > with them. I suppose not doing so helps reduce the amount of duplicate
> > copies needed in this case.
>
> Huh, I'm very sorry, but I don't understand this part.
> Could you please write me a line instead of
> res.getDrawable(R.drawable.brick)
> that loads brick.png from drawable-nodpi on all Android versions from
> 1.5-2.0.1?
>
> I'm not that stupid usually, but I seem to be now ;)
>
> Thanks for your time!
>
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Re: [android-developers] Re: Best practice for P2P handset networking

2009-12-23 Thread Dan Sherman
Thanks for the link, was unaware of the serverless extension :)

I think you're correct though, true WAN p2p would require some sort of
piercing/punchthrough.  But local p2p should work fine.

- Dan

On Wed, Dec 23, 2009 at 9:33 AM, rtreffer  wrote:

> Serverless XMPP, here we go:
> http://xmpp.org/extensions/xep-0174.html
> NOTICE: The protocol defined herein is a Final Standard of the XMPP
> Standards Foundation and can be considered a stable technology for
> implementation and deployment.
>
> You will need a patched XMPP lib, too.
> http://www.igniterealtime.org/issues/browse/SMACK-262
> might work. No guarantees.
>
> I'm quite unsure if this works on a gsm cell network, but it would be
> local p2p.
>
> Real distributed p2p will require NAT piercing. You may want to look
> into SIP instead of real p2p.
>
> Regards,
>  René Treffer
>
> On 16 Dez., 18:28, Dan Sherman  wrote:
> > As far as I'm aware, XMPP isn't true P2P, it uses a central server to
> relay
> > messages between peers.  If that sort of thing works for you, its not
> really
> > P2P, and any server/client model will work most likely...
> >
> > - Dan
> >
> > On Wed, Dec 16, 2009 at 11:36 AM, Lance Nanek  wrote:
> > > There's a JXTA JXME port. PeerDroid or something like that. I've also
> > > seen several Smack API JARs made for Android, which do XMPP. Haven't
> > > tried either myself, though.
> >
> > > On Dec 16, 10:05 am, Business Talk 
> > > wrote:
> > > > Steve,
> >
> > > > I am also in  need of a p2p framework. I am a little surprised by
> lack
> > > > of any development effort in this area. Please, let me know if you
> > > > would like to collaborate in researching and maybe implementation of
> a
> > > > basic p2p framework. Splitting work will get us there faster. If
> there
> > > > is  anybody else how wants to participate please let me know. It is
> > > > not a product or a project, just an informal collaboration.
> >
> > > > Also, if there is anybody at google monitoring this forum, who has
> any
> > > > pertinent information as to the status of the p2p infrastructure,
> > > > please let us know if such development exists.
> >
> > > > Roman
> >
> > > > On Dec 4, 4:05 pm, Al  wrote:
> >
> > > > > The developer of Light Racer 3D posted some interesting information
> on
> > > > > his blog, that might be handy to look at:
> > >http://www.rbgrn.net/content/293-light-racer-20-days-35-40-multiplaye.
> ..
> >
> > > > > StevieT wrote:
> > > > > > I've been scouring the web looking for information on setting up
> a
> > > > > > peer-to-peer connection between Android handsets and so far have
> > > drawn
> > > > > > a blank. The only thing I can definitively seem to work out is
> that
> > > it
> > > > > > was made a whole lot more difficult when XMPP was removed from
> 1.0.
> > > > > > Apart from that, I find a couple of threads on an OpenIntents
> board
> > > > > > about porting an XMPP implementation to Android that were last
> posted
> > > > > > nearly 2 years ago.
> >
> > > > > > Has anybody solved this problem effectively? What's the best way
> of
> > > > > > doing it (from a games point of view)?- Hide quoted text -
> >
> > > > > - Show quoted text -
> >
> > > --
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Re: [android-developers] Re: Anyone noticing more uninstalls of their app than usual over last weekend/today?

2009-12-22 Thread Dan Sherman
No worries, was just making sure you could get it if you wanted :)

- Dan

On Tue, Dec 22, 2009 at 3:45 PM, Wayne Wenthin  wrote:

> I was just pointing it out as an example of what might be going on.
> Honestly I can't get into it.   I love all your other games and am jealous
> of the "chat" feature though.
>
>
> On Tue, Dec 22, 2009 at 12:17 PM, Dan Sherman  wrote:
>
>> Bah (sorry to hijack)
>>
>> If you can't download the new ProjectINF, we can post it somewhere for you
>> to download...
>>
>> - Dan
>>
>> On Tue, Dec 22, 2009 at 2:18 PM, Wayne Wenthin  wrote:
>>
>>> I saw someone suggest that the downloads generated from an update are
>>> failing.   I noticed this with ProjectInf.   I cannot get it to download
>>> even after a reboot.   This means that as far as the market is concerned
>>> I've uninstalled it.I would put more faith in this explanation if others
>>> are seeing the same thing.I had just done an update and I started
>>> dropping install base.   No one has come forth and said anything about not
>>> getting the update either.
>>>
>>> Wayne
>>>
>>>
>>> On Tue, Dec 22, 2009 at 11:09 AM, Justin Giles wrote:
>>>
>>>> I have 21,600 downloads.  A 17% drop in active installs over the past
>>>> few days means over 3600 people uninstalled the app.  Just doesn't make
>>>> sense when all data before this time was trending at the 77% level whereas
>>>> now it is at 60%.
>>>>
>>>>
>>>>
>>>> On Tue, Dec 22, 2009 at 11:35 AM, Maps.Huge.Info (Maps API Guru) <
>>>> cor...@gmail.com> wrote:
>>>>
>>>>> I've noticed a slight drop as well, from 71.9% to 71.6%, which may not
>>>>> seem a lot however, my app has 65,000 downloads, so numbers wise, a
>>>>> fairly good amount. I've had a few e-mails from people telling me that
>>>>> their Droid has filled up and they regret to tell me they've had to
>>>>> uninstall my app to make room (odd they would tell me, but they have).
>>>>> It may be that this is happening to you all too. Just idle
>>>>> speculation...
>>>>>
>>>>> -John Coryat
>>>>>
>>>>> "Radar Now!"
>>>>>
>>>>> "What Zip Code?"
>>>>>
>>>>> --
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>>>>>
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>>>
>>>
>>>
>>> --
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>>> that teaches me I don't know everything.
>>>
>>> Join the Closed Beta of Call Girl Manager
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>>>
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>
>
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Re: [android-developers] Re: Anyone noticing more uninstalls of their app than usual over last weekend/today?

2009-12-22 Thread Dan Sherman
Bah (sorry to hijack)

If you can't download the new ProjectINF, we can post it somewhere for you
to download...

- Dan

On Tue, Dec 22, 2009 at 2:18 PM, Wayne Wenthin  wrote:

> I saw someone suggest that the downloads generated from an update are
> failing.   I noticed this with ProjectInf.   I cannot get it to download
> even after a reboot.   This means that as far as the market is concerned
> I've uninstalled it.I would put more faith in this explanation if others
> are seeing the same thing.I had just done an update and I started
> dropping install base.   No one has come forth and said anything about not
> getting the update either.
>
> Wayne
>
>
> On Tue, Dec 22, 2009 at 11:09 AM, Justin Giles  wrote:
>
>> I have 21,600 downloads.  A 17% drop in active installs over the past few
>> days means over 3600 people uninstalled the app.  Just doesn't make sense
>> when all data before this time was trending at the 77% level whereas now it
>> is at 60%.
>>
>>
>>
>> On Tue, Dec 22, 2009 at 11:35 AM, Maps.Huge.Info (Maps API Guru) <
>> cor...@gmail.com> wrote:
>>
>>> I've noticed a slight drop as well, from 71.9% to 71.6%, which may not
>>> seem a lot however, my app has 65,000 downloads, so numbers wise, a
>>> fairly good amount. I've had a few e-mails from people telling me that
>>> their Droid has filled up and they regret to tell me they've had to
>>> uninstall my app to make room (odd they would tell me, but they have).
>>> It may be that this is happening to you all too. Just idle
>>> speculation...
>>>
>>> -John Coryat
>>>
>>> "Radar Now!"
>>>
>>> "What Zip Code?"
>>>
>>> --
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>>
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>
>
>
> --
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> that teaches me I don't know everything.
>
> Join the Closed Beta of Call Girl Manager
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Re: [android-developers] GLSurfaceView.Renderer design question

2009-12-21 Thread Dan Sherman
<-- Waiting the obligatory 15 minutes before Rob answers his own question...



Just kidding man :)
I've actually wondered the same thing a few times

- Dan

On Mon, Dec 21, 2009 at 10:42 PM, Robert Green  wrote:

> Maybe someone can explain this to me:
>
> I've been trying to figure out how to get to the current EGLContext
> from the GLSurfaceView.  I looked at the APIs and looked at the code
> but it doesn't seem like there is any path to it.  I could have just
> missed it - please correct me if I have, but it wasn't obvious.  Now,
> I can totally understand the designer thinking that we should protect
> people from the context because they can cause bad things to happen
> but actually it would be nice to have access to swapbuffers so that we
> can do some effects.  Fair enough, though.
>
> The one thing I wanted was to see the current EGLConfig so that I
> could find out what config attributes I'm getting on weirdly-behaving
> devices like the Galaxy.  It seemed easy enough - it's passed in to
> Renderer in the onSurfaceCreated method:
>
> public void onSurfaceCreated(GL10 gl, EGLConfig config);
>
> Great!  Except wait, you can't query an EGLConfig without an
> EGLDisplay and that's locked up in the GLSurfaceView.  So why is it
> passed in to the surface created method?  Isn't it useless?  Accord to
> GLES spec, an instance of EGLConfig is only good if you have the
> display/context instances that it was created from.
>
> I didn't try querying it with the default context because it's
> supposedly invalid but perhaps someone could shed some light on this?
> I'd love if it were something dumb and obvious that I don't know
> about.
>
> Thanks!
>
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Re: [android-developers] SDK and Linux 64 bits

2009-12-21 Thread Dan Sherman
Works fine on Ubuntu 9.04, and 9.10 x86_64...

Haven't tried Mandriva, but it should be possible...

- Dan

On Mon, Dec 21, 2009 at 6:17 PM, Nanard  wrote:

> Hi,
>
> I wonder if someday the SDK will run fine on Linux 64 bits.  I
> understand it's not a priority for Google team, but 64bits desktop OS
> are becoming common...
>
> My case : Mandriva 2010 64 bits, Eclipse 64 bits, SDK 1.6 : OK to
> create code & launch emulator.
>
>
> But :
> - adb never find my phone linked to USB cable (it was OK before on
> Mandriva 32 bits)
> - TTS also doesn't work well on the emulator  (it was OK in Mandriva
> 32 bits).
>
> Do you think the problem is with Mandriva ?  or in Android SDK ?
>
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Re: [android-developers] Re: OpenGL: How to test for VBO support?

2009-12-19 Thread Dan Sherman
I am, 6 :)

- Dan

On Sat, Dec 19, 2009 at 5:34 PM, Robert Green  wrote:

> Just found the official docs - I guess that is the string you have to
> parse, according to this -
> http://www.khronos.org/opengles/sdk/1.1/docs/man/glGetString.xml
>
> Is anyone keeping a running count of how many questions I ask and self-
> answer in this group?  I should look for 5 minutes before asking next
> time.
>
> On Dec 19, 1:00 pm, Robert Green  wrote:
> > You are totally right - VBOs are part of 1.1.
> >
> > G1 glGetString(GL10.GL_VERSION) = "OpenGL ES 1.0-CM"
> > Droid glGetString(GL10.GL_VERSION) = "OpenGL ES 1.1-CM"
> >
> > So clearly I'm going to have to take this into consideration when
> > evaluating if the system supports the feature.  My next question is -
> > how do I get the gles version number?  This string is fine but doesn't
> > it give us a number somewhere instead that we can use?  I'd rather do
> > that than parse the number out of the string.
> >
> > I tried glGetIntegerv(GL10.GL_VERSION)  but it returned 0.
> >
> > On Dec 19, 12:19 am, Lance Nanek  wrote:
> >
> > > Could it have something to do with how vertex buffer objects are now
> > > mandatory in OpenGL ES 1.1?
> >
> > > On Dec 18, 8:24 pm, Robert Green  wrote:
> >
> > > > I'm working with the Droid right now and what's funny about it is
> that
> > > > it's the only device I have that doesn't report a VBO extension but
> > > > the VBOs work perfectly on it so it clearly supports them.   Hmm...
> >
> > > > Normally I check the extensions for one that ends in
> > > > "vertex_buffer_object" but that's not going to work here.  Is there a
> > > > better way of knowing?
>
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Re: [android-developers] Nexus One dev phone

2009-12-17 Thread Dan Sherman
Same question here :)

On a side note Robert, might wanna submit it to the IRC "office hours" list
as well :)

- Dan

On Thu, Dec 17, 2009 at 2:35 PM, Robert Green  wrote:

> I'm a game developer but do not work for Google and thus do not have
> access to the Nexus One.  I'm finding that every different chipset has
> different quirks so while the emulator works fine for regular apps,
> those of us using lots of OpenGL are having to get our hands on each
> unique handset.
>
> I'd be happy if someone could reply in private if they don't want this
> to be a big deal but basically my question is:  How can we get a dev
> Nexus One before they are released so that we can test and fix up our
> games for it?
>
> Thanks
>
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Re: [android-developers] Source Code

2009-12-16 Thread Dan Sherman
Also to note, many of the apps on the phone (outside of the OS) are
proprietary, and the source is not available.  One of notable mention is the
Market.

- Dan

On Wed, Dec 16, 2009 at 11:01 PM, Frank Weiss  wrote:

> Source.android.com
>
> On Dec 16, 2009 7:38 PM, "Michael J"  wrote:
>
> Is there an easy way of getting the Android source code?
>
> More than anything else, I just want to be able to look at the source
> for some of the standard apps, such as the Android Market, Contacts,
> etc.
>
> I took a look at dev.android.com, but I don't see an easy way of
> getting the source I'm looking for.
>
> TIA
>
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Re: [android-developers] Re: Best practice for P2P handset networking

2009-12-16 Thread Dan Sherman
As far as I'm aware, XMPP isn't true P2P, it uses a central server to relay
messages between peers.  If that sort of thing works for you, its not really
P2P, and any server/client model will work most likely...

- Dan

On Wed, Dec 16, 2009 at 11:36 AM, Lance Nanek  wrote:

> There's a JXTA JXME port. PeerDroid or something like that. I've also
> seen several Smack API JARs made for Android, which do XMPP. Haven't
> tried either myself, though.
>
> On Dec 16, 10:05 am, Business Talk 
> wrote:
> > Steve,
> >
> > I am also in  need of a p2p framework. I am a little surprised by lack
> > of any development effort in this area. Please, let me know if you
> > would like to collaborate in researching and maybe implementation of a
> > basic p2p framework. Splitting work will get us there faster. If there
> > is  anybody else how wants to participate please let me know. It is
> > not a product or a project, just an informal collaboration.
> >
> > Also, if there is anybody at google monitoring this forum, who has any
> > pertinent information as to the status of the p2p infrastructure,
> > please let us know if such development exists.
> >
> > Roman
> >
> > On Dec 4, 4:05 pm, Al  wrote:
> >
> > > The developer of Light Racer 3D posted some interesting information on
> > > his blog, that might be handy to look at:
> http://www.rbgrn.net/content/293-light-racer-20-days-35-40-multiplaye...
> >
> > > StevieT wrote:
> > > > I've been scouring the web looking for information on setting up a
> > > > peer-to-peer connection between Android handsets and so far have
> drawn
> > > > a blank. The only thing I can definitively seem to work out is that
> it
> > > > was made a whole lot more difficult when XMPP was removed from 1.0.
> > > > Apart from that, I find a couple of threads on an OpenIntents board
> > > > about porting an XMPP implementation to Android that were last posted
> > > > nearly 2 years ago.
> >
> > > > Has anybody solved this problem effectively? What's the best way of
> > > > doing it (from a games point of view)?- Hide quoted text -
> >
> > > - Show quoted text -
>
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Re: [android-developers] new sdk requires versionCode bump to install?

2009-12-15 Thread Dan Sherman
Do a Project --> Clean

I've had issues that if I make changes (or hit save) while its in the
process of building/deploying, the next time I try to run, it will fail.

Either add a letter, and delete it, and hit save (forces it to rebuild), or
do a clean.

Fixes it for me :)

- Dan

On Tue, Dec 15, 2009 at 3:10 PM, Don Park  wrote:

> My old development process allowed me to make any change in the java
> code and use eclipse's Run button to install the updated package to
> the emulator.
>
> Now I get
> [2009-12-15 11:51:55 - SwipFull]Application already deployed. No need
> to reinstall.
> even though the code has changed.
>
> I realize the manifest versionCode is used to determine if the app has
> changed and it works fine if I bump up that number. This did not used
> to be necessary and it slows down development when I have to enter
> AndroidManifest and make a change with every deploy to the emulator.
> Is there a way around this?
>
> Don
>
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Re: [android-developers] Re: Out of Memory Errors starting today (12/10/09)

2009-12-10 Thread Dan Sherman
Also getting reports from clients that nothing has changed (at least, not to
their knowledge) on their phones.

Having a really hard time figuring out why the number of FC's spiked from
10-20 to 250 (so far) today, with no changes in code over the past multiple
weeks...

Anyone have any ideas?

- Dan

On Thu, Dec 10, 2009 at 4:08 PM, justinh  wrote:

> My G1 is still on 1.6. Nothing new here. Mid-atlantic TMobile area.
>
> On Dec 10, 3:06 pm, Dan Sherman  wrote:
> > One of our apps has been running just fine (a few FC's per day, around
> 10,
> > for various reasons).  We havent pushed an update in over two weeks, but
> all
> > of a sudden today, we've been getting a lot of complaints from users on
> G1s,
> > and are seeing a _ton_ of force-closes (175 so far today).  I know there
> was
> > a 2.0.1 update for Droid recently, but our complaints are coming from G1
> > users.
> >
> > Did I miss something?  Anyone noticing similar issues?
> >
> > - Dan
>
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[android-developers] Out of Memory Errors starting today (12/10/09)

2009-12-10 Thread Dan Sherman
One of our apps has been running just fine (a few FC's per day, around 10,
for various reasons).  We havent pushed an update in over two weeks, but all
of a sudden today, we've been getting a lot of complaints from users on G1s,
and are seeing a _ton_ of force-closes (175 so far today).  I know there was
a 2.0.1 update for Droid recently, but our complaints are coming from G1
users.

Did I miss something?  Anyone noticing similar issues?

- Dan

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Re: [android-developers] how is a 3G phone assigned an ip address?

2009-12-10 Thread Dan Sherman
Really depends on the carrier, the vast majority however are NAT'd internal
connections.

Like you said, you'll need to use some tunneling/NAT punchthrough to be able
to do p2p.

- Dan

On Wed, Dec 9, 2009 at 4:15 PM, billconan  wrote:

> hello guys,
>
> i'm wondering how is a 3g phone is assigned an ip address?
>
> is it like adsl? or is it like an inner network (Network Address
> Translation )?
>
> if i want to implement a p2p application, i need to dig hole on the
> inner network right?
>
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Re: [android-developers] Block Switch App

2009-12-09 Thread Dan Sherman
> Knowing Android engineers will purposely write code to
> break any discovered workarounds for the restrictions isn't enhancing
> security either.

"Knowing Android engineers will purposely fix bugs that shouldn't have been
there in the first place enhances security."

Fixed that for you. :)

- Dan



On Wed, Dec 9, 2009 at 7:22 PM, Greg Donald  wrote:

> On Wed, Dec 9, 2009 at 5:04 PM, Jason Proctor
>  wrote:
> > the issue isn't so much whether you can make changes, as whether
> > anyone will take them.
>
> Or purposely writing code to break them as with the promises Diane
> made on this topic.
>
> > apart from a few proprietary closed apps like Maps, you can change
> > any part of Android you like, and run your own personal version on
> > your phone. you can even create your own Android distro, like
> > JesusFreke (et al) did, and put it out there to compete with others.
> > your changes might not be adopted into any of the official distros,
> > for very good reasons (security, in this particular case) but hey, on
>
> The current lock app doesn't recognize input from the home button, so
> using that as a reason to not allow any other lock apps is hypocrisy.
>
> Making it impossible to replace the screen lock app doesn't enhance
> security.  Knowing Android engineers will purposely write code to
> break any discovered workarounds for the restrictions isn't enhancing
> security either.
>
> > sounds fairly damn open IMHO.
>
> Fairly open != open.
>
> > (your sound card driver might not make it into a major Linux distro
> > if it had issues. just checking something into a random Linux repo
> > somewhere does not guarantee acceptance.)
>
> Apples and oranges.
>
>
> --
> Greg Donald
> http://destiney.com/
>
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Re: [android-developers] Architectural design question

2009-12-01 Thread Dan Sherman
You don't really have an option to have them bundled at install time.

Packages require that 4x the package size be available at install time, and
many devices don't have that 96mb of space (much less, that amount unused)
to even install it.

- Dan

On Tue, Dec 1, 2009 at 12:04 AM, rastyrori  wrote:

> I have an application that requires about 24Meg of mp3 files as a core
> part of the app. If I store them in the /raw directory on the
> emulator, I run out of memory. I can store them on the SDcard, but my
> question is will they be included when I package the application for
> the marketplace, or do I need to have the user download the files
> after they have the app on the phone? Where are larger files typically
> stored in Android apps or are large files not usually included?
>
> Thanks
>
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Re: [android-developers] Re: Can anyone tell me ONE app that shows up in Android Market on HTC Tattoo

2009-11-30 Thread Dan Sherman
Never bored, always working on new apps :)

On Mon, Nov 30, 2009 at 11:36 PM, tomei.ninge...@gmail.com <
tomei.ninge...@gmail.com> wrote:

> Why is this group full of people who want to make a statement about
> everything when they don't have anything to contribute? Are you really
> bored? Go get a life!
>
> On Nov 30, 8:10 pm, Dan Sherman  wrote:
> > But if you're switching your development efforts, why would you need the
> > names of apps?
> >
> > Also, blatently stating that you're planning to pirate apps might not be
> the
> > best of ways to get help...
> >
> > On Mon, Nov 30, 2009 at 11:06 PM, tomei.ninge...@gmail.com <
> >
> >
> >
> > tomei.ninge...@gmail.com> wrote:
> > > My app is now showing up on HTC tattoo. Many people have complained
> > > about this and I don't see ANY response from Google.
> >
> > > Google, you are PATHETIC!
> >
> > > Could anyone who has a Tattoo post the name of ONE (or preferably a
> > > few :-)  apps that can show up on HTC Tattoo? I will pirate them and
> > > copy their AndroidManifest file.
> >
> > > My app uses only these 3 permissions:
> >
> > > > > permission>
> > > > > android:name="android.permission.WRITE_EXTERNAL_STORAGE"> > > permission>
> > > > > android:name="android.permission.ACCESS_NETWORK_STATE"> > > permission>
> >
> > > And I say it again, Google, you are PATHETIC! Thank you for you non-
> > > existence development support! I will switch my app to dead OSes like
> > > Windows Mobile and Symbian, instead of wasting my time on a pile of
> > > crap like yours!
> >
> > > --
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Re: [android-developers] Can anyone tell me ONE app that shows up in Android Market on HTC Tattoo

2009-11-30 Thread Dan Sherman
But if you're switching your development efforts, why would you need the
names of apps?

Also, blatently stating that you're planning to pirate apps might not be the
best of ways to get help...

On Mon, Nov 30, 2009 at 11:06 PM, tomei.ninge...@gmail.com <
tomei.ninge...@gmail.com> wrote:

> My app is now showing up on HTC tattoo. Many people have complained
> about this and I don't see ANY response from Google.
>
> Google, you are PATHETIC!
>
> Could anyone who has a Tattoo post the name of ONE (or preferably a
> few :-)  apps that can show up on HTC Tattoo? I will pirate them and
> copy their AndroidManifest file.
>
> My app uses only these 3 permissions:
>
> permission>
> android:name="android.permission.WRITE_EXTERNAL_STORAGE"> permission>
> android:name="android.permission.ACCESS_NETWORK_STATE"> permission>
>
> And I say it again, Google, you are PATHETIC! Thank you for you non-
> existence development support! I will switch my app to dead OSes like
> Windows Mobile and Symbian, instead of wasting my time on a pile of
> crap like yours!
>
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Re: [android-developers] ADC2 Results?

2009-11-30 Thread Dan Sherman
Congrats winners (if you're here somewhere) :)

- Dan

On Mon, Nov 30, 2009 at 6:14 PM, Marc Lester Tan  wrote:

> Argh, HandyPoll didnt make it as well. Congrats to all the winners!
>
> Marc
>
>
> On Tue, Dec 1, 2009 at 4:37 AM, Robert Green  wrote:
>
>> According to their last email, today is the day.  Has anyone received
>> news about their ADC2 entry yet?
>>
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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
Thanks guys :)

I really liked H2H as well, was super smooth to control...

I'm just waiting to hear who won :)

- Dan

On Mon, Nov 30, 2009 at 5:52 PM, CraigsRace  wrote:

> Head To Head Racing didn't win either.
>
> "Dan, I'm really surprised ProjectINF didn't win. It was definitely
> one of my favorite apps in the competition."
>
> +1
>
> On Dec 1, 9:13 am, Ravi  wrote:
> > Congratulations Pieter!
> >
> > On Nov 30, 4:07 pm, Pieter  wrote:
> >
> > > Just got our result, we made it! Thanks for everyone who voted
> > > favorably for us!
> >
> > > 
> > > Congratulations! Your application, SpecTrek, was chosen by users and
> > > judges as the #2 winner in the Lifestyle category. You've won $50,000!
> > > We will be announcing all of the winners publicly today, November 30,
> > > on the Android Developers Blog (http://android-
> > > developers.blogspot.com).
> >
> > > We also encourage you to upload your submission to Android Market so
> > > Android users around the world can download and enjoy your
> > > application. Please remember that your application won't automatically
> > > become available in the Market; you'll need to publish it when you're
> > > ready (http://market.android.com/publish/).
> >
> > > We will contact you soon about next steps and payment information.
> > > There are several payment and tax forms that you will need to submit
> > > before receiving your award. We will be sending full details to this
> > > email address.
> >
> > > Thank you for your participation in ADC 2, and congratulations again!
> > > 
>
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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
Congrats man :)

On Mon, Nov 30, 2009 at 5:07 PM, Pieter  wrote:

> Just got our result, we made it! Thanks for everyone who voted
> favorably for us!
>
> 
> Congratulations! Your application, SpecTrek, was chosen by users and
> judges as the #2 winner in the Lifestyle category. You've won $50,000!
> We will be announcing all of the winners publicly today, November 30,
> on the Android Developers Blog (http://android-
> developers.blogspot.com).
>
> We also encourage you to upload your submission to Android Market so
> Android users around the world can download and enjoy your
> application. Please remember that your application won't automatically
> become available in the Market; you'll need to publish it when you're
> ready (http://market.android.com/publish/).
>
> We will contact you soon about next steps and payment information.
> There are several payment and tax forms that you will need to submit
> before receiving your award. We will be sending full details to this
> email address.
>
> Thank you for your participation in ADC 2, and congratulations again!
> 
>
> --
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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
We're anxiously waiting to hear who beat us :)

- Dan

On Mon, Nov 30, 2009 at 4:53 PM, Jeff  wrote:

> "Thank you for participating in the Android Developer Challenge 2. The
> results are in, and unfortunately, your application Maverick was not
> chosen by users and judges as a prize winner."
>
> Good luck to other guys in Travel category :)
>
> On Dec 1, 12:42 am, Maan Najjar  wrote:
> > I didn't make it too :(
> > good luck to others
> >
> > On Mon, Nov 30, 2009 at 4:36 PM, justinh 
> wrote:
> > > I wonder how many of the 200 will release their apps on the normal
> > > Market? I won't be personally. The idea was so big it was bare bones
> > > for the submission and I don't want to spend the time to finish it or
> > > post it in its bare bones state. I am considering posting it to google
> > > code and being done with it (but then I'd have to clean it up).
> >
> > > On Nov 30, 4:28 pm, Dan Sherman  wrote:
> > > > Thank you for participating in the Android Developer Challenge 2. The
> > > > results are in, and unfortunately, your application ProjectINF ADC
> was
> > > not
> > > > chosen by users and judges as a prize winner. We appreciate your
> > > > participation and hope that you will upload your application to
> Android
> > > > Market for users around the world to enjoy. Please note your
> application
> > > > will not automatically appear to users in the Android Market, so
> you'll
> > > want
> > > > to publish it when you're ready (http://market.android.com/publish/
> ).
> >
> > > > Same here,
> >
> > > > Good luck guys :)
> >
> > > > - Dan
> >
> > > > On Mon, Nov 30, 2009 at 4:26 PM, proper  wrote:
> > > > > Me too...
> >
> > > > > Although Album Art Grabber is already on the top 15th of all the
> paid
> > > > > applications now...
> >
> > > > > On Nov 30, 9:19 pm, Ravi  wrote:
> > > > > > Thank you for participating in the Android Developer Challenge 2.
> The
> > > > > > results are in, and unfortunately, your application  was not
> > > > > > chosen by users and judges as a prize winner. We appreciate your
> > > > > > participation and hope that you will upload your application to
> > > > > > Android Market for users around the world to enjoy. Please note
> your
> > > > > > application will not automatically appear to users in the Android
> > > > > > Market, so you'll want to publish it when you're ready
> >
> > > > > > Oh well...
> >
> > > > > > On Nov 30, 3:16 pm, String 
> wrote:
> >
> > > > > > > And watching my spam folder like a hawk, considering that's
> where
> > > the
> > > > > > > last two ADC2 e-mails went.
> >
> > > > > > > On Nov 30, 8:59 pm, dadical  wrote:
> >
> > > > > > > > You forgot a twitter "adc2" search.
> >
> > > > > > > > On Nov 30, 3:44 pm, justinh 
> wrote:
> >
> > > > > > > > > Doing this every 4 minutes today has yielded nothing yet:
> >
> > > > > > > > > *refresh email*
> > > > > > > > > *refresh official android blog*
> > > > > > > > > *refresh this group*
> > > > > > > > > *filter google results for "Past hour" on adc2 search tems*
> >
> > > > > > > > > =)
> >
> > > > > > > > > On Nov 30, 3:37 pm, Robert Green 
> wrote:
> >
> > > > > > > > > > According to their last email, today is the day.  Has
> anyone
> > > > > received
> > > > > > > > > > news about their ADC2 entry yet?- Hide quoted text -
> >
> > > > > > > > > - Show quoted text -
> >
> > > > > --
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> 
> >
> > > 
> > > > > For more options, visit

Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
Thank you for participating in the Android Developer Challenge 2. The
results are in, and unfortunately, your application ProjectINF ADC was not
chosen by users and judges as a prize winner. We appreciate your
participation and hope that you will upload your application to Android
Market for users around the world to enjoy. Please note your application
will not automatically appear to users in the Android Market, so you'll want
to publish it when you're ready (http://market.android.com/publish/).

Same here,

Good luck guys :)

- Dan

On Mon, Nov 30, 2009 at 4:26 PM, proper  wrote:

> Me too...
>
> Although Album Art Grabber is already on the top 15th of all the paid
> applications now...
>
>
>
> On Nov 30, 9:19 pm, Ravi  wrote:
> > Thank you for participating in the Android Developer Challenge 2. The
> > results are in, and unfortunately, your application  was not
> > chosen by users and judges as a prize winner. We appreciate your
> > participation and hope that you will upload your application to
> > Android Market for users around the world to enjoy. Please note your
> > application will not automatically appear to users in the Android
> > Market, so you'll want to publish it when you're ready
> >
> > Oh well...
> >
> > On Nov 30, 3:16 pm, String  wrote:
> >
> >
> >
> > > And watching my spam folder like a hawk, considering that's where the
> > > last two ADC2 e-mails went.
> >
> > > On Nov 30, 8:59 pm, dadical  wrote:
> >
> > > > You forgot a twitter "adc2" search.
> >
> > > > On Nov 30, 3:44 pm, justinh  wrote:
> >
> > > > > Doing this every 4 minutes today has yielded nothing yet:
> >
> > > > > *refresh email*
> > > > > *refresh official android blog*
> > > > > *refresh this group*
> > > > > *filter google results for "Past hour" on adc2 search tems*
> >
> > > > > =)
> >
> > > > > On Nov 30, 3:37 pm, Robert Green  wrote:
> >
> > > > > > According to their last email, today is the day.  Has anyone
> received
> > > > > > news about their ADC2 entry yet?- Hide quoted text -
> >
> > > > > - Show quoted text -
>
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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
Sorry to hear that man :(

Good luck to the rest of you guys... :)

- Dan

On Mon, Nov 30, 2009 at 4:19 PM, Ravi  wrote:

> Thank you for participating in the Android Developer Challenge 2. The
> results are in, and unfortunately, your application  was not
> chosen by users and judges as a prize winner. We appreciate your
> participation and hope that you will upload your application to
> Android Market for users around the world to enjoy. Please note your
> application will not automatically appear to users in the Android
> Market, so you'll want to publish it when you're ready
>
> Oh well...
>
> On Nov 30, 3:16 pm, String  wrote:
> > And watching my spam folder like a hawk, considering that's where the
> > last two ADC2 e-mails went.
> >
> > On Nov 30, 8:59 pm, dadical  wrote:
> >
> > > You forgot a twitter "adc2" search.
> >
> > > On Nov 30, 3:44 pm, justinh  wrote:
> >
> > > > Doing this every 4 minutes today has yielded nothing yet:
> >
> > > > *refresh email*
> > > > *refresh official android blog*
> > > > *refresh this group*
> > > > *filter google results for "Past hour" on adc2 search tems*
> >
> > > > =)
> >
> > > > On Nov 30, 3:37 pm, Robert Green  wrote:
> >
> > > > > According to their last email, today is the day.  Has anyone
> received
> > > > > news about their ADC2 entry yet?- Hide quoted text -
> >
> > > > - Show quoted text -
>
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Re: [android-developers] Re: ADC2 Results?

2009-11-30 Thread Dan Sherman
Same here :)

On Mon, Nov 30, 2009 at 4:16 PM, String wrote:

> And watching my spam folder like a hawk, considering that's where the
> last two ADC2 e-mails went.
>
> On Nov 30, 8:59 pm, dadical  wrote:
> > You forgot a twitter "adc2" search.
> >
> > On Nov 30, 3:44 pm, justinh  wrote:
> >
> >
> >
> > > Doing this every 4 minutes today has yielded nothing yet:
> >
> > > *refresh email*
> > > *refresh official android blog*
> > > *refresh this group*
> > > *filter google results for "Past hour" on adc2 search tems*
> >
> > > =)
> >
> > > On Nov 30, 3:37 pm, Robert Green  wrote:
> >
> > > > According to their last email, today is the day.  Has anyone received
> > > > news about their ADC2 entry yet?- Hide quoted text -
> >
> > > - Show quoted text -
>
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Re: [android-developers] Re: When does ADC2 finish?

2009-11-24 Thread Dan Sherman
Just wanted to update everybody,

Just received an email saying that they would be announcing the results on
Nov 30th (Monday).

- Dan

On Tue, Nov 24, 2009 at 5:18 PM, MJB  wrote:

> Thanks for the update.  Strange though, I'm still tracking some new
> usage since you've posted that the judging is over.  No new downloads,
> just usage of existing installs.
>
> On Nov 24, 4:25 pm, CraigsRace  wrote:
> > My ADC2 judging app now says that judging is over and offered to
> > uninstall itself.
> >
> > So, I'd say ADC2 public judging is over, and we now begin the nervous
> > wait for the results.  Good luck to all!
> >
> > On Nov 25, 7:53 am, MJB  wrote:
> >
> > > Well, I'm still seeing usage on my app into the afternoon today, so I
> > > don't know what is going on.
> >
> > > On Nov 24, 9:13 am, MJB  wrote:
> >
> > > > My app submission tracks usage and I still monitored lots of activity
> > > > through the weekend into Monday.  I even saw some usage for today
> > > > (Tuesday), but it could just be carry over from Monday due to the
> time
> > > > zone that my server is in.
> >
> > > > On Nov 24, 1:50 am, Dan Sherman  wrote:
> >
> > > > > Sorry, completely missed that section, thanks for pointing it out
> :)
> >
> > > > > Very interesting :)
> >
> > > > > On Tue, Nov 24, 2009 at 1:27 AM, String 
> wrote:
> > > > > > On Nov 24, 1:20 am, Dan Sherman  wrote:
> >
> > > > > > > Not sure exactly where you're reading that
> >
> > > > > > In section 5 ofhttp://
> code.google.com/android/adc/adc2_terms.html:
> >
> > > > > > "Second Round Judging will be open until 11:59:59 P.M. P.T. on
> > > > > > November 20, 2009 at the latest"
> >
> > > > > > String
> >
> > > > > > --
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> >
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Re: [android-developers] Re: When does ADC2 finish?

2009-11-23 Thread Dan Sherman
Sorry, completely missed that section, thanks for pointing it out :)

Very interesting :)

On Tue, Nov 24, 2009 at 1:27 AM, String  wrote:

> On Nov 24, 1:20 am, Dan Sherman  wrote:
>
> > Not sure exactly where you're reading that
>
> In section 5 of http://code.google.com/android/adc/adc2_terms.html:
>
> "Second Round Judging will be open until 11:59:59 P.M. P.T. on
> November 20, 2009 at the latest"
>
> String
>
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Re: [android-developers] Re: When does ADC2 finish?

2009-11-23 Thread Dan Sherman
Not sure exactly where you're reading that (unless you just missed a few
very important words), direct quote from:
http://code.google.com/android/adc/adc2_terms.html

* All potential Prize recipients will be announced on *or about* November
24, 2009.
Two very important words there :)

- Dan

On Mon, Nov 23, 2009 at 7:53 PM, D.Garcia  wrote:

> Any news?
> Is anyone else able to rate other applications?
>
> I don't know if it is my ADC2 judging application that's wrong or the
> challenge is still going on.
> Terms and condition stated that tomorrow official results will be
> announced.
> Is there any official voice here about that?
>
>
> On Mon, Nov 23, 2009 at 01:15, D.Garcia  wrote:
>
>> I'm still able to rate applications with the judging application.
>> Wasn't on November 20th the deadline for second round?
>> Does anyone know?
>>
>
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Re: [android-developers] Re: Android Market Anti-Piracy

2009-11-19 Thread Dan Sherman
Just as a helpful suggestion, you'd be best off tracking based on some
pub/priv key system, which developer issued "evidence", so when the
inevitable happens, you can retract evidence from a certain user.
Otherwise, even with a captcha, this is just asking to be hit hard...

On Thu, Nov 19, 2009 at 11:04 AM, AlexK  wrote:

> Thanks for yours nice ideas. I'll install CAPTCHA on form.
>
> On Nov 19, 5:04 pm, Kaj Bjurman  wrote:
> > So how do they they expect piracy to be reported? How do they handle a
> > worm or malicious program / user that reports all IMEI numbers that it
> > finds (or generates)?
> >
> > Creating a program that generates IMEI and then reports them shouldn't
> > be that hard.
> >
> > On 19 Nov, 15:40, "nEx.Software"  wrote:
> >
> >
> >
> > > @LambergaR: Because they are trying to trick the user into
> > > "registering" their phone to justify they are not a pirate, but in
> > > actuality, they user is being forced to report himself/herself as a
> > > potential pirate and to give their personal information so that it may
> > > be used against them in the future. Makes sense right? I have not
> > > installed the app they have created so I am not sure whether there is
> > > a privacy notice or something of the ilk, but if not... I'd be very
> > > concerned about what is happening with my personal information. For
> > > what it's worth, the online report page athttp://
> www.artfulbits.com/Android/try/reportPirate.aspx
> > > does not have any privacy notice so I doubt that the application does.
> >
> > > @Kaj Bjurman: Of course not, they only expect people to report their
> > > own phones... And they expect developers to ALWAYS request permission
> > > to retrieve the IMEI of the device, and Internet permissions. Sweet!
> > > Access to information about me / my phone and the ability to send it
> > > anywhere they wish... Sounds good to me.
> >
> > > On Nov 19, 7:01 am, Kaj Bjurman  wrote:
> >
> > > > Do they really expect people to manually report each phone?
> >
> > > > On 19 Nov, 12:09, Paul Turchenko  wrote:
> >
> > > > > Guess they are gathering data from different application vendors.
> As
> > > > > far as I can tell, they will tell that device is 100% blacklisted
> only
> > > > > if 2 of 3 application vendors have reported that particular IMEI
> has
> > > > > pirated application installed. Look here:
> http://www.artfulbits.com/Android/try/reportPirate.aspx-reportform.ht
> >
> > > > > As a developer, I will definitely integrate their protection system
> in
> > > > > my application and WILL deny activation if IMEI is in the black
> list.
> >
> > > > > On Nov 18, 10:43 pm, "admin.androidsl...@googlemail.com"
> >
> > > > >  wrote:
> > > > > > AlexK - you didn't mention where you get your data for the
> blacklist.
> >
> > > > > > I am guessing its based on pirated copies of your app. How are
> you
> > > > > > determining which users have illegal copies?
>
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Re: [android-developers] Re: Android Market Anti-Piracy

2009-11-17 Thread Dan Sherman
Just do it within those 325 characters, and hope you don't have anything
more important to say :)

On Tue, Nov 17, 2009 at 6:12 PM, Paul Turchenko wrote:

> I'm pretty sure we, as a developers, can warn users and explain why we
> need certain permissions and assure him that we will not abuse them.
>
> On Nov 17, 3:30 am, Jason Van Anden  wrote:
> > On Mon, Nov 16, 2009 at 4:17 PM, nEx.Software
> >
> >  wrote:
> > > If I don't believe an application should require Internet, I don't
> > > install it. I hope that there are others who do the same. To require
> > > internet permissions (with the current generic internet permission) on
> > > an app which really does not need it, such as aiFlashlight, gives me
> > > reason to question the motives of that developer. I ask myself "Now,
> > > why the heck would a flashlight app require internet permissions?" ...
> >
> > Here's an answer: Maybe its a good way to understand if the
> > application works in the field, like ... to get error messages and
> > such?  Or perhaps its a good way to understand how and if users
> > actually use the app or prefer particular features?
> >
> > I have some paranoid user who regularly updates a comment on my apps
> > Market listing with something like "Why would a music app that plays
> > local files need internet access?  Spying?"  Um ... so if I had a
> > streaming music app ... uh, then what?  There would be no suspicion of
> > spying?
> >
> > :)
>
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Re: [android-developers] Re: Android Market Anti-Piracy

2009-11-16 Thread Dan Sherman
I understand your point completely, but just pointing out a very legitimate
reason for some of those apps would be user stats (flurry, google
analytics), or ad serving (admob, etc). :)

- Dan

On Mon, Nov 16, 2009 at 4:17 PM, nEx.Software
wrote:

> If I don't believe an application should require Internet, I don't
> install it. I hope that there are others who do the same. To require
> internet permissions (with the current generic internet permission) on
> an app which really does not need it, such as aiFlashlight, gives me
> reason to question the motives of that developer. I ask myself "Now,
> why the heck would a flashlight app require internet permissions?" and
> then move along to another app that does the same thing without
> requiring those permissions. I usually recommend to others that they
> do the same thing. Taking this route is, in my opinion, a band-aid,
> not a solution.
>
> On Nov 16, 2:09 pm, AlexK  wrote:
> > Yes, INTERNET permission required.
> >
> > For example In our application we show activation dialog with
> > description about activation process.
> > In your cases can be done something different.
> >
> > On Nov 16, 8:16 pm, "nEx.Software" 
> > wrote:
> >
> > > Of course, now you have to add Full Internet permission to every app
> > > and thus negate any usefulness of this permission for actual use.
> > > As if this permission was not already useless enough in telling the
> > > user what the app intended to do...
> >
> > > On Nov 16, 11:13 am, AlexK  wrote:
> >
> > > > Source code which you can integrate into own application for checking
> > > > black list.
> >
> > > > /**
> > > > * Determines status of device's IMEI.
> > > > *
> > > > * @return -1 - imei status retrieval failed. 0 - Green status 1 to 3
> -
> > > > Yellow
> > > > * status 3 to 5 - Brown status above 5 - Red status
> > > > */
> > > > public int getIMEIStatus()
> > > > {
> > > >   // 1. Get device ID
> > > >   TelephonyManager manager = (TelephonyManager)getSystemService
> > > > (Context.TELEPHONY_SERVICE);
> > > >   String sDeviceID = manager.getDeviceId();
> > > >   // 2. Fetch for IMEI data.
> > > >   // Will look like
> > > >   //
> http://www.artfulbits.com/android/antipiracycheck.ashx?IMEI=123456789...
> > > >   String url = "
> http://www.artfulbits.com/android/antipiracycheck.ashx?
> > > > IMEI="
> > > >   + sDeviceID;
> > > >   // Server will return 200 if request post was successful.
> > > >   final int http_ok = 200;
> > > >   // Create new http client.
> > > >   HttpClient client = new DefaultHttpClient();
> > > >   // Create new http post.
> > > >   HttpPost post = new HttpPost(url);
> > > >   // Cache http response.
> > > >   HttpResponse response = null;
> > > >   // Will return -1 unless server provides its own value.
> > > >   int imeiStatus = -1;
> > > >   try
> > > >   {
> > > > // Executind post.
> > > > response = client.execute(post);
> > > > // Making sure we've received correct status code.
> > > > if(response.getStatusLine().getStatusCode() == http_ok)
> > > > {
> > > >   // Retrieving content stream.
> > > >   InputStream stream = response.getEntity().getContent();
> > > >   // Decorating stream with Input stream reader
> > > >   InputStreamReader isr = new InputStreamReader(stream);
> > > >   // Decorating input stream reader with buffered stream reader.
> > > >   BufferedReader reader = new BufferedReader(isr);
> > > >   // Reading imei status from stream.
> > > >   imeiStatus = Integer.parseInt(reader.readLine());
> > > >   // Closing buffered reader will recursively close decorated
> > > > input stream
> > > >   // reader and input stream.
> > > >   reader.close();
> > > > }
> > > >   }
> > > >   catch(Exception e)
> > > >   {
> > > > e.printStackTrace();
> > > >   }
> > > >   return imeiStatus;
> >
> > > > }
> >
> > > > On Nov 16, 7:57 pm, AlexK  wrote:
> >
> > > > > I just did publishing of the web service!
> >
> > > > > All details can be found here:
> >
> > > > >http://www.artfulbits.com/Android/antipiracy.aspx
> >
> > > > > In 5 minutes I'll update database by our latest catched pirate
> phones.
> >
> > > > > On Nov 16, 2:19 pm, "admin.androidsl...@googlemail.com"
> >
> > > > >  wrote:
> > > > > > +1
> >
> > > > > > This keeps coming up but I am bumping because it shouldn't be
> ignored
> > > > > > by Google.
> >
> > > > > > Problem is people can buy and refund within 24 hours. So we need
> a web
> > > > > > service apps can call where we can send a device ID plus a google
> > > > > > checkout number which confirms a valid non-cancelled order. If
> this
> > > > > > web service could be centralised to check other app markets too,
> we
> > > > > > would all be laughing.
> >
> > > > > > Its not cost effective for a single dev to work out a solution. A
> team
> > > > > > of people should be driving this forwards where they can keep an
> eye
> > > > > > on what the pirates are doing and continue to im

Re: [android-developers] Definitive Ad Mob

2009-11-16 Thread Dan Sherman
1) Nothing
2) A few cents per click, depends on the app, anywhere from 0.01 to 0.10 USD
3) Depends on so many factors
4) We prefer ad-based, but others have had great success with paid

- Dan

On Mon, Nov 16, 2009 at 1:16 AM, ben  wrote:

> After searching their website, all of the message boards and googling
> it to death - I have formed only somewhat of an answer to the
> following...
>
> 1. How much does Ad Mob pull if a user simply loads your app
> 2. How much does it pay if they click an ad
> 3. What is an average Ad Mob income in a given month (for a single
> app)
> 4. Preferred method : (a) Ad Mob (b) Make it a paid app
>
> Fully aware that Android apps aren't exactly cash-cows, but a little
> extra income never hurt anyone, trying to figure out a planned
> implementation to acquire such.
>
> Any information/opinions would be much appreciated.
>
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Re: [android-developers] Re: Can't receive UDP packets correctly

2009-11-12 Thread Dan Sherman
Subsequent calls just block until the timeout?

- Dan

On Thu, Nov 12, 2009 at 3:52 PM, Pierre  wrote:

> I receive only the first byte of my udp packet...
>
> On Nov 12, 8:18 pm, Dan Sherman  wrote:
> > We've had issues with UDP packets coming in off the socket
> non-reassembled.
> >
> > See what happens with multiple reads, see if you get back the expected
> > packet length in total...
> >
> > - Dan
> >
> > On Thu, Nov 12, 2009 at 2:16 PM, Pierre  wrote:
> > > I use Android 1.5 on HTC Hero
> >
> > > My code (udp server on my phone) :
> >
> > > this.socket = new DatagramSocket(port);
> > > byte[] array = new byte[500];
> > > DatagramPacket packetIn = new DatagramPacket(array,500);
> > > this.socket.receive(packetIn);
> > > System.out.println("packet length " + packetIn.getLength());
> >
> > > Packet length is ALWAYS "1", even if i send larger packets !
> > > I don't understand why ...
> >
> > > When i use Wireshark, i see "normal" packets.
> >
> > > Is it a bug ?
> > > This code works on Windows.
> >
> > > --
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Re: [android-developers] Can't receive UDP packets correctly

2009-11-12 Thread Dan Sherman
We've had issues with UDP packets coming in off the socket non-reassembled.

See what happens with multiple reads, see if you get back the expected
packet length in total...

- Dan

On Thu, Nov 12, 2009 at 2:16 PM, Pierre  wrote:

> I use Android 1.5 on HTC Hero
>
> My code (udp server on my phone) :
>
> this.socket = new DatagramSocket(port);
> byte[] array = new byte[500];
> DatagramPacket packetIn = new DatagramPacket(array,500);
> this.socket.receive(packetIn);
> System.out.println("packet length " + packetIn.getLength());
>
> Packet length is ALWAYS "1", even if i send larger packets !
> I don't understand why ...
>
> When i use Wireshark, i see "normal" packets.
>
> Is it a bug ?
> This code works on Windows.
>
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Re: [android-developers] Re: Gaming on android - somewhat disappointing...

2009-11-11 Thread Dan Sherman
Just a side note to one of your points:

You mention the example of Metroid weighing in a 8mb, and obviously being a
great game.

There's a few problems with that observation, not that it doesn't have its
merits, just trying to point out some things that might not have been
thought of :)

1) From our studies in Cestos/ProjectINF, slightly over 50% of our users are
on Edge.  Downloading 8mb on Edge takes _way_ too long to be reasonable.
You end up losing a lot of potential users due to time between "I want to
play", and actual playing.
2) If they _do_ decide to download the game, 8mb is a huge amount of space
on limited devices like the G1.  There's also a bug currently with the
market, where applications require 4x their space to install.  In this
example, an 8mb game, requires 32mb of space available (on a 48mb [I think]
G1, thats rediculous).  And the error message states only "Installation
Failed".  So developers would get a good number of emails from users
complaining to "Fix your game".

Again, just some observations regarding the size constraint issue.  Our
games weigh in at 1.5mb, and 5mb with full drawn menuing and music/sounds
(with what we'd like to consider great gameplay), but after releasing a 5mb
game, we're extremely unlikely to do it again because of issues we've had :)

- Dan

On Wed, Nov 11, 2009 at 12:45 PM, Nightwolf  wrote:

> There is a problem with Garbage Collector. You should be really
> careful to avoid producing too much garbage. While your game itself
> doesn't invoke GC in several minutes other apps still do. So there
> will be slowdown. If it's a fast arcade game user may miss the bad guy
> or fall into pit and will be very upset.
> Using touch and trackball controls produces huge cpu load. "Sleep"
> workaround helps a little.
> Having real device is crucial to game development because you may
> choose wrong render path or algorithm implementation. Some things work
> faster on emulator and others on device.
> I'm curious to know how many full-time devs work on Android apps.
> Everyone I know have primary job and do android development in their
> free time. This may be one of the reasons why so many apps are
> unpolished.
>
> BTW I tried Donkey Kong and that was terrible. Sega emulator works
> better but still not good enough. Droid is definitely faster than G1.
>
> On 11 ноя, 17:49, Justin Giles  wrote:
> > Just want to throw out a "me too" here.  When I got my android phone not
> too
> > long ago, I was also surprised at how unpolished a lot of the games were,
> > especially the free ones.  That is what inspired me to make my first game
> > and try to make it both a) responsive and b) more polished than those
> that
> > were out there.  If we just put in the extra little effort in these two
> > categories, the android marketplace will be a much more attractive and
> > lucrative place to publish your applications.
> >
> > Thanks for the added insight niko!
> >
> > Justin
> >
> >
> >
> > On Wed, Nov 11, 2009 at 7:21 AM, niko20  wrote:
> > > Hi,
> >
> > > This is just an observation I had yesterday. I go myself a DROID now,
> > > and last night I was pulling down several different games that have
> > > good ratings to try them out.
> >
> > > I have to say, Im actually pretty disappointed right now, I know
> > > android should be able to perform better than this, although I will
> > > admit yes, its still quite new in the gaming department.
> >
> > > I am not ranting or anything here. Yes I know that if I wanted a
> > > better game than I should code one, I'm just making an observation
> > > here. Please bear with me.
> >
> > > Firstly, several of the games I downloaded were just "slow", or laggy.
> > > Maybe its the touch screen input that messed with them I don't know.
> > > But I wouldn't consider them very fun because they didn't really
> > > "feel" responsive. I'm not sure I should name any games outright so I
> > > don't annoy their developers. But some had touch screen controls,
> > > which I found didn't seem to respond very well. Even some of the word
> > > games where you draw across the letters to make the word didn't really
> > > respond as nicely as they could have (IMO).
> >
> > > Others worked ok except they would have frequent slowdowns if too much
> > > was going on the screen at once (to be expected).
> >
> > > Others were sort of ugly, because they combined their own graphics
> > > with android's built in GUI graphics (note to game devs, you want a
> > > hit game? Write all the graphics yourself, even the menu screens, it
> > > just will look better)
> >
> > > The main reason I post this is because as android devs, we really need
> > > to step up our game a bit here. Looking at a lot of these games, I see
> > > two main problems: 1. The were never tested on a real device.  2. They
> > > have not been optimized in any way that I can tell.
> >
> > > Ok first problem I'm also guilty of, so I'll let it slide. Not
> > > everyone can afford a real device. But face it

Re: [android-developers] Re: ADC2 Results Post

2009-11-05 Thread Dan Sherman
Sorry for the double post, but our ADC2 email actually somehow arrived in
our Spam folder (gmail), so try checking there if you haven't yet.

- Dan

On Thu, Nov 5, 2009 at 3:40 PM, Dan Sherman  wrote:

> We just got ours :)
>
> Congratulations! Your application 'ProjectINF ADC' was selected by Android
> users as one of the top 20 in the Arcade category! We're excited that you
> chose to participate in the ADC 2 and wish you luck in the final round as
> your application is evaluated by users and a panel of judges.
>
> We've got some screenshots over on http://www.chickenbrickstudios.com :)
>
> - Dan
>
>
> On Thu, Nov 5, 2009 at 5:21 PM, Maan Najjar  wrote:
>
>> I didn't get anything too ...
>>
>>
>> On Thu, Nov 5, 2009 at 5:09 PM, f_heft  wrote:
>>
>>> I didn't get a mail so far ... :(
>>> Are these mails beeing send over the next few hours or did I somehow
>>> miss it?
>>>
>>> --
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>>
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>
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Re: [android-developers] Re: ADC2 Results Post

2009-11-05 Thread Dan Sherman
We just got ours :)

Congratulations! Your application 'ProjectINF ADC' was selected by Android
users as one of the top 20 in the Arcade category! We're excited that you
chose to participate in the ADC 2 and wish you luck in the final round as
your application is evaluated by users and a panel of judges.

We've got some screenshots over on http://www.chickenbrickstudios.com :)

- Dan

On Thu, Nov 5, 2009 at 5:21 PM, Maan Najjar  wrote:

> I didn't get anything too ...
>
>
> On Thu, Nov 5, 2009 at 5:09 PM, f_heft  wrote:
>
>> I didn't get a mail so far ... :(
>> Are these mails beeing send over the next few hours or did I somehow
>> miss it?
>>
>> --
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[android-developers] Segfault in what looks like WebView

2009-11-03 Thread Dan Sherman
Hey guys, we just launched a new game (Super Game Pack) in the market, and
got a segfault on a 1.6 emulator...

>From what I can decipher, looks to be coming from a webview component...  Is
there any way to track it further, or figure out exactly what's causing it?
Its relatively rare, so its a bit tough to reproduce, but if I have a way to
trace it, at least we'll be prepared when it does happen :)

11-03 19:40:48.630: INFO/DEBUG(539): *** *** *** *** *** *** *** *** *** ***
*** *** *** *** *** ***
11-03 19:40:48.640: INFO/DEBUG(539): Build fingerprint:
'generic/sdk/generic/:1.6/
DRC76/13852:eng/test-keys'
11-03 19:40:48.640: INFO/DEBUG(539): pid: 820, tid: 832  >>>
com.chickenbrickstudios.sgp <<<
11-03 19:40:48.640: INFO/DEBUG(539): signal 11 (SIGSEGV), fault addr

11-03 19:40:48.640: INFO/DEBUG(539):  r0 0007  r1 411b9d58  r2 411b9d58
r3 
11-03 19:40:48.640: INFO/DEBUG(539):  r4 411b9d58  r5 001d84a8  r6 
r7 45c51ba4
11-03 19:40:48.640: INFO/DEBUG(539):  r8 45c51da0  r9 42491f54  10 42491f40
fp 0001
11-03 19:40:48.640: INFO/DEBUG(539):  ip ad083e5c  sp 45c51b40  lr ad047361
pc ad03fc86  cpsr 0030
11-03 19:40:48.650: DEBUG/webviewglue(820): nativeDestroy view: 0x3fa080
11-03 19:40:48.921: INFO/DEBUG(539):  #00  pc 0003fc86
/system/lib/libdvm.so
11-03 19:40:48.970: INFO/DEBUG(539):  #01  pc 0002f480
/system/lib/libdvm.so
11-03 19:40:48.970: INFO/DEBUG(539):  #02  pc 001f3c3a
/system/lib/libwebcore.so
11-03 19:40:48.970: INFO/DEBUG(539):  #03  pc 00260be6
/system/lib/libwebcore.so
11-03 19:40:48.990: INFO/DEBUG(539):  #04  pc 00260c48
/system/lib/libwebcore.so
11-03 19:40:48.990: INFO/DEBUG(539):  #05  pc 001c7df2
/system/lib/libwebcore.so
11-03 19:40:48.990: INFO/DEBUG(539):  #06  pc 001c21aa
/system/lib/libwebcore.so
11-03 19:40:48.999: DEBUG/webviewglue(820): nativeDestroy view: 0x41b440
11-03 19:40:49.030: INFO/DEBUG(539):  #07  pc 001aac9a
/system/lib/libwebcore.so
11-03 19:40:49.040: INFO/DEBUG(539):  #08  pc 001aaa60
/system/lib/libwebcore.so
11-03 19:40:49.040: INFO/DEBUG(539):  #09  pc 001ac094
/system/lib/libwebcore.so
11-03 19:40:49.040: INFO/DEBUG(539):  #10  pc 001ac2c2
/system/lib/libwebcore.so
11-03 19:40:49.040: INFO/DEBUG(539):  #11  pc 001a9bc2
/system/lib/libwebcore.so
11-03 19:40:49.061: INFO/DEBUG(539):  #12  pc 001c6166
/system/lib/libwebcore.so
11-03 19:40:49.061: INFO/DEBUG(539):  #13  pc 001c61e2
/system/lib/libwebcore.so
11-03 19:40:49.061: INFO/DEBUG(539):  #14  pc 00256b62
/system/lib/libwebcore.so
11-03 19:40:49.061: INFO/DEBUG(539):  #15  pc e434
/system/lib/libdvm.so
11-03 19:40:49.071: INFO/DEBUG(539):  #16  pc 00040b0e
/system/lib/libdvm.so
11-03 19:40:49.071: INFO/DEBUG(539):  #17  pc 00013198
/system/lib/libdvm.so
11-03 19:40:49.110: INFO/DEBUG(539):  #18  pc 00017be4
/system/lib/libdvm.so
11-03 19:40:49.110: INFO/DEBUG(539):  #19  pc 0001762c
/system/lib/libdvm.so
11-03 19:40:49.110: INFO/DEBUG(539):  #20  pc 0005282c
/system/lib/libdvm.so
11-03 19:40:49.110: INFO/DEBUG(539):  #21  pc 0005284a
/system/lib/libdvm.so
11-03 19:40:49.120: INFO/DEBUG(539):  #22  pc 00047800
/system/lib/libdvm.so
11-03 19:40:49.120: INFO/DEBUG(539):  #23  pc f940
/system/lib/libc.so
11-03 19:40:49.120: INFO/DEBUG(539):  #24  pc f4b4
/system/lib/libc.so
11-03 19:40:49.120: INFO/DEBUG(539): stack:
11-03 19:40:49.120: INFO/DEBUG(539): 45c51b00  45c51b38
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b04  001d84a8  [heap]
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b08  4182712a
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b0c  4182712b
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b10  001d84a8  [heap]
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b14  0001
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b18  0007
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b1c  4106ffe0
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b20  001d84a8  [heap]
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b24  0001
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b28  0007
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b2c  ad047361
/system/lib/libdvm.so
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b30  411b9d58
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b34  001d84a8  [heap]
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b38  df002777
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b3c  e3a070ad
11-03 19:40:49.130: INFO/DEBUG(539): #00 45c51b40  3f80
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b44  ad06c89c
/system/lib/libdvm.so
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b48  ad03ff19
/system/lib/libdvm.so
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b4c  ad06c610
/system/lib/libdvm.so
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b50  4377c458
11-03 19:40:49.130: INFO/DEBUG(539): 45c51b54  ad06c610
/system/lib/libdvm.so
11-03 19:40:49.130: I

Re: [android-developers] Re: Is Orientation Sensor a Phyiscal Sensor Different from the Accelerometer?

2009-11-02 Thread Dan Sherman
Probably because we're not sure, and because it could very easily differ
per-device...

On Mon, Nov 2, 2009 at 7:56 PM, Mohamed Amir  wrote:

> and I don't know why no one replies.  I thought it's a simple direct
> question. !!!
>
> On Oct 30, 10:28 pm, Tan  wrote:
> > i have the same question
> >
> > On Oct 30, 4:16 pm, Mohamed Amir  wrote:> ... or
> it's just some virtual sensor the uses the data provided by the
> > > accelerometer and the magnetic field sensor to calculate the
> > > orientation?
> >
> > > Thank you.
>
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[android-developers] Re: App Icon and Label bugs with new HTC Hero phones

2009-10-26 Thread Dan Sherman
We just received our first complaint about this today regarding Cestos, not
sure exactly what the solution is, just wanted to add a +1 and let you know
you're not the only one :)

- Dan

On Mon, Oct 26, 2009 at 10:36 PM, Electric Imagination <
electricimaginat...@gmail.com> wrote:

>
> I am having the same issue. I wish there were a way to customize
> icons. But why are they changing on us for no reason. Arghhh.
>
> >
>

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[android-developers] Re: Unable to simulate network delay/speed

2009-10-20 Thread Dan Sherman
Unfortunately I haven't found a solution.

The delay looks to only affect initializing connections (if you have a 10sec
delay on the emulator, you'll see it take 10 seconds to connect the socket).

We built a workaround in-app that delayed outgoing/incoming packets by a
constant amount.  I haven't seen a way to do it with the emulator by default
however...

- Dan

On Tue, Oct 20, 2009 at 1:27 PM, kllrnohj  wrote:

>
> An app I'm developing opens a TCP socket connection to a server. That
> works great, no problems. What I want to do is simulate network delay
> and slow speeds, but the changes don't do anything. I telnet in to the
> emulator console just fine and can set the delay and speed changes,
> but they don't affect my app in any way. Even disabling data entirely
> (gsm data off) doesn't do anything. However, all of the settings
> affect the browser, just not my app. I'm just using a regular Java
> socket (java.net.Socket).
>
> What am I missing?
>
> >
>

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[android-developers] Re: simple game development

2009-10-20 Thread Dan Sherman
http://lmgtfy.com/?q=android+game+tutorial

On Tue, Oct 20, 2009 at 6:24 AM, mallikarjuna ch  wrote:

>
>
> Hi all,
>
> I am new to development with android. I am a beginner.
> I have to develop games using android and opengl es. Please send me a
> simple game with step by step approach.
>
> please help me in this
>
> thanks & regards,
> mallikarjuna
>
> >
>

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[android-developers] Re: how?

2009-10-19 Thread Dan Sherman
http://lmgtfy.com/?q=how+to+become+a+programmer

On Mon, Oct 19, 2009 at 2:15 PM, kmr  wrote:

>
> How can I become a programmer?
>
> >
>

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[android-developers] Re: Porting Android

2009-10-18 Thread Dan Sherman
Might be better served on the android-porting mailing list :)

On Sat, Oct 17, 2009 at 1:50 AM, VY  wrote:

> Hi:
>
> Are there resources/documents showing how to port the Android platform onto
> other hardware platforms?
>
> Any tips/pointers much appreciated.
>
> --Vincent
>
>
> >
>

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[android-developers] Re: how to pass complex objects between activities

2009-10-18 Thread Dan Sherman
I'm not aware of any such feature, but is it possible to force android to
disregard the stack, and open Activity A regardless? (could solve the
problem, especially if B depends strongly on A).  Could also probably check
for a null variable and send an intent back to A anyway :)

- Dan

On Sun, Oct 18, 2009 at 2:53 PM, RichardC wrote:

>
> Which will work but is kind of fragile.
>
> End-user starts a new Task with first Activity A. The end-user then
> clicks a button on Activity A's layout causing the parameters to be
> pass to be stored in the static object and Activity A now calls (via
> intent) Activity B.
>
> Activity B accesses the static(s) and show's it's layout, all is good.
>
> User presses [home] and looks at google maps; this causes the process
> hosting Activities A and B to be killed because of low memory.
>
> User long presses [home] and selects the task that started Activity
> A.  Android has to create a new process for the task and because
> Activity B was on top of the task stack Activity B is started and
> tries to access the static(s) which are now NULL.
>
> Bad things happen ;)
>
> --
> RichardC
>
> On Oct 18, 6:19 pm, niko20  wrote:
> > Hi,
> >
> > You don't need to pass it using intents, just use a static class with
> > static public variables, and you can make one of those variables a
> > type of the object you are trying to pass. Then just assign that
> > variable to your instance. Now any activity can get to it by using the
> > global accessor (so if you have a static class named "myclass", and
> > the variable is "myobject var1", you can get to it from anywhere using
> > myclass.var1 cause it's all static and therefore global in scope)
> >
> > This would be much easier, cleaner, and faster.
> >
> > -niko
> >
> > On Oct 18, 8:49 am, "loril...@gmail.com"  wrote:
> >
> > > I am trying to pass a user defined object to another activity
> >
> > > Bundle bundle = new Bundle();
> > > bund.putSerializable("myData", myData);
> > > intent.putExtra("bundle", bundle);
> >
> > > where myData class implements Serializable interface.
> >
> > > I am getting following error:
> >
> > > java.lang.RuntimeException: Parcelable encountered IOException writing
> > > serializable object
> >
> > > Could anyone please let me know how to pass complex objects between
> > > activities?
> >
> >
> >
>

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[android-developers] Re: Implementing 'push technology' into Android apps

2009-10-16 Thread Dan Sherman
To add to the list, not just on Wifi, but even on your provider's network
you very well might be behind a NAT...

- Dan

On Fri, Oct 16, 2009 at 4:06 PM, RichardC wrote:

>
> There are lots of issues with implementing push technology, here are
> just a few:
>
> You are looking at the application layer, you need to be concerned
> about the transport layer(s).
>
> How does your server know the address (IP or other) of the phone?  It
> gets assigned by DHCP and whenever the connection is broken/dropped
> for any reason it can be given a different IP address by the
> telecommunications provider.
>
> If you are connecting from the phone to the server to when the phone's
> IP address changes you may as well keep the channel open and pull the
> data down.
>
> With a WiFi connection the phone is probably on the inside of a NAT
> router so again making an incoming connection to the phone is not
> going to work.
>
>
> So many problems, you are probably best just sending an SMS message
> containing a url to your web server and getting the end-user to click
> on it.
>
> --
> RichardC
>
> On Oct 16, 3:43 pm, rubeN_vl  wrote:
> > Hi,
> >
> > What are the different ways to implement push technology into your
> > Android app?
> > The client Android app is supposed to receive content (XML Data)
> > pushed by the server.
> > I've looked around and found out it was possible to achieve it with
> > usage off the SOAP protocol.
> > But are there some better ways top implement push?
> > The main concern in this project is the phones battery life, all off
> > it has to happpen over WiFi, pushed content has to be viewable on the
> > device immediately.
> >
> > Thoughts and/or sample code is welcome!
> >
>

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[android-developers] Re: Detect emulator

2009-10-15 Thread Dan Sherman
Grab ANDROID_ID from (i think) System.Settings.Secure, which will come back
with a unique phone identifier, or null on the emulator :)

- Dan

On Thu, Oct 15, 2009 at 5:38 PM, Wayne Wenthin  wrote:

> Is there a way to tell if you are running in the emulator?
>
> --
> Writing code is one of few things
> that teaches me I don't know everything.
>
> http://www.fuligin.com
>
> >
>

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[android-developers] Re: AdSense for Mobile Apps

2009-10-15 Thread Dan Sherman
Yeah, we're running it :)

Their program is almost identical to admob's in the sense that its a
packaged library that you need to add to existing views, and not just an
embedded webview.  Last I checked, they required at least 100,000 daily
impressions for the application, but its possible this has been lowered.

- Dan

On Thu, Oct 15, 2009 at 11:12 AM, Wayne Wenthin  wrote:

> Last time I read up on this you had to guarantee so many impressions.   I
> know that Chickenbrick Studios is doing it because I play Cestos all the
> time.   I'm trying to figure out if I can shoehorn this into my game but I
> don't see a way.
>
> On Thu, Oct 15, 2009 at 7:47 AM, Vassilios Kirellous 
> wrote:
>
>> Hi,
>>
>> I'm really interested in joining this. How do I enroll?
>>
>> Is the mobile Apps beta version an SDK that I must add to my code, or is
>> it just javascript text that appears in a webview?
>>
>> Thanks,
>> Vaz
>>
>> 2009/10/5 polyclefsoftware 
>>
>>
>>> Just wondering if anyone else here is participating in AdSense for
>>> Mobile Apps beta. As far as I know, there is no dedicated list for
>>> devs currently using the program. I'd be interested in comparing notes/
>>> strategies. Anyone else interested and enrolled in the beta?
>>>
>>
>
>
> --
> Writing code is one of few things
> that teaches me I don't know everything.
>
> http://www.fuligin.com
>
> >
>

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[android-developers] Re: Piracy protection idea

2009-10-14 Thread Dan Sherman
Unfortunately has a few problems:

1) The user has to have an internet connection on first load of the app.

2) If its via HTTP or some other well documented protocol, could easily have
a hosts entry re-point where to ask for confirmation to a server that just
responds "OK".  This could be overcome possibly with a pub/priv key system
of signing.

3) Should still be possible to get a copy of the apk, and remove the code
block for that check I imagine...

You're going to have a problem with piracy no matter what you do.  Look at
_every_ platform, and every form of copy protection, they all have piracy.
The only exception to this that I can see is hosted services (like World of
Warcraft, and websites), where all of the user data is stored some place
that you have control over, and can check for validity on your side, with
known-good code at run-time.  Any time you put code/logic on a client side,
it can be subverted one way or another...

- Dan

On Wed, Oct 14, 2009 at 1:38 PM, WoodManEXP  wrote:

>
> I am no security expert and have not thought this out all the way, but
> could a workable solution to the pirating problem be something like
> this:
>
>
> 1. The market clients (like Google Market, AndAppStore, SlideME) could
> record on their servers some kind of identifier about who bought the
> app and perhaps what Android device it was bought for. They already
> capture the who information.
>
> 2. Android apps that care can, on first launch, ask the user about
> their identifier and what service they bought the app from.
>
> 3. The app, or the servers that support the app, can query, via http,
> the market client service to ask did so-and-so get this app from you?
>
> 4. If an affirmative response can be had then the app is not pirated.
> Otherwise the app is pirated
>
> Google Market, AndAppStore, SlideME, etc… will need to make such a
> service available, via http.
>
> It would be straight-forward to generate a list of installed market
> clients for the user to select from. The market clients may even be
> able to supply the user identification so user does not need to enter
> it.
>
> The application could retrieve from its servers the list of market
> clients is believes are legitimate in order to prevent the bogus
> clients from spoofing it.
>
> If you installed an app w/out a market client and the app did not
> intend for such an installation to happen, like on rooted phones using
> adb, then the app is pirated.
>
> And finally, could this process be invisible to the user and just
> involve communication between the app and installed market clients and
> the market clients servers and the apps servers?
>
> >
>

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[android-developers] Re: Max app size

2009-10-14 Thread Dan Sherman
I've filed a bug about the issue, can be seen here:
http://code.google.com/p/android/issues/detail?id=4250

On Wed, Oct 14, 2009 at 1:21 AM, westmeadboy wrote:

>
> It would be nice if the Manifest could specify the ratio (default
> would be 4).
>
> On Oct 14, 12:17 pm, Lucas  wrote:
> > Hello,
> >
> > Well finally i found what is happening. And it explains the issues i
> > was having and also what you said.
> >
> > I decided to take a look at the OS installer process, and i found the
> > code that explains it all.
> >
> > packageinstaller/PackageInstallerActiviity.java (line 293):
> >
> > //compute the size of the application. just an estimate
> > long size;
> > String apkPath = mPackageURI.getPath();
> > File apkFile = new File(apkPath);
> > //TODO? DEVISE BETTER HEAURISTIC
> > size = 4*apkFile.length();
> > checkOutOfSpace(size);
> >
> > As you can see the installer checks to have at least **4** times the
> > size of the apk we want to install in order to let it go.
> >
> > I think is a bit to much, and Google engineers must look on improving
> > this restriction to at least not more than 2,5 times apk size.
> >
> > regards,
> >
> > Lucas
> >
> > On Oct 9, 4:56 pm, Dan Sherman  wrote:
> >
> >
> >
> > > I've had issues with the market installs as well (at least on 1.5),
> where a
> > > 6mb apk required 24mb of free space to install...
> >
> > > - Dan
> >
> > > On Fri, Oct 9, 2009 at 3:50 PM, RichardC <
> richard.crit...@googlemail.com>wrote:
> >
> > > > I am running an application (CoPilot) on my HTC Magic that has
> > > > installed 197Mb on my SD card.  However its download size from the
> > > > Market is only 6.92Mb.  The rest of the data was post installed
> (maps)
> > > > that I downloaded via WiFi using the phone.  There is also an option
> > > > to download the maps to your PC and copy them to the SD card.
> >
> > > > The point I am trying to make here is, I probably would not download
> a
> > > > large (10s of Mb) applcation from the Market because the apk file has
> > > > to go into the internal memory and this is a precious resource to me.
> > > > However putting large amounts of data on the SD card later is no
> > > > problem.
> >
> > > > With your example of installing from an SD card, can you not leave
> > > > most of the data on the SD card and just install the application code
> > > > on the phone?
> >
> > > > --
> > > > RichardC
> >
> > > > On Oct 9, 8:11 pm, rollbak  wrote:
> > > > > Hello,
> >
> > > > > Which is the max application size that can be installed in Android?
> >
> > > > > I have made several tests in different Android handsets (Hero, G1,
> > > > > Motorola Motus, Samsung Behold 2), and using adb i was able of
> > > > > installing up to 100mb application in Hero and Motus, but trying to
> > > > > install by SD card or OTA i was limited to a maximum of 50mb (even
> if
> > > > > the devices have 200mb of free space).
> >
> > > > > Does anyone know which are the restrictions here?
> >
> > > > > Thanks,
> >
> > > > > Lucas
> >
>

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[android-developers] Re: Free space required for a package install

2009-10-13 Thread Dan Sherman
Dianne,

Sorry to revive the thread (its been a while), but noticed this got posted
in a different thread:
http://groups.google.com/group/android-developers/browse_thread/thread/d92a41988f9d3428

packageinstaller/PackageInstallerActiviity.java (line 293):

   //compute the size of the application. just an estimate
   long size;
   String apkPath = mPackageURI.getPath();
   File apkFile = new File(apkPath);
   //TODO? DEVISE BETTER HEAURISTIC
   size = 4*apkFile.length();
   checkOutOfSpace(size);

Definitely shows exactly what I was talking about (a 6mb file requiring 24mb
free), and looks like it should affect all installs that go through the
package manager.

We're working on work-arounds in our app (after-market downloads to SDcard),
but this could still be an issue for others, especially with the relatively
small space on the G1 :)

Glad we got it pinpointed, should I submit a bug?

- Dan


On Fri, Sep 11, 2009 at 12:51 PM, Dan Sherman  wrote:

> I _think_ the market has the same issue, I'll try to confirm it tonight,
> but from what I've heard from users they're experiencing "download errors"
> if they don't have a large amount of space free.  Again, I'll try to get
> some more concrete info later tonight :)
>
> Thanks for taking a look at this stuff with me :)
>
> - Dan
>
>
> On Fri, Sep 11, 2009 at 12:56 AM, Dianne Hackborn wrote:
>
>> Okay it just sounds like the browser's (or download manager's) checking on
>> free space may be a little overly aggressive (though perhaps not too much,
>> once you start getting to 15% free or so performance goes down fast).
>>
>> On the one hand, I don't see what can be done for ADC.  On the other hand,
>> people won't be installing it from the browser, so I'm not sure how big a
>> deal it is?  Or does Market have the same limit?
>>
>>
>> On Thu, Sep 10, 2009 at 9:37 PM, Dan Sherman  wrote:
>>
>>> Hey Dianne (or anyone else reading),
>>>
>>> I've got a more concrete case nailed down here.  Might help us to figure
>>> this issue out :)
>>>
>>> There's still a tiny bit of ambiguity which looks to be stemming from
>>> Windows vs Linux sdk's (as far as I can tell), but this process should
>>> illustrate the problem.
>>>
>>> All of these are from my Linux sdk (1.5-r2)
>>> Create a fresh emulator (default hardware):
>>> # android create avd -t 2 -n spacetest
>>> Run it with a fresh sdcard:
>>> # emulator -avd spacetest -sdcard sdcard &
>>> Check free-space on emulator (this is where the ambiguity comes in), in
>>> Settings--> SD and Phone Storage --> Internal Phone Available Space
>>> My emulator shows 46mb, using the same commands, a co-worker's shows 47mb
>>> on Windows.  Regardless...
>>> /data: 65536K total, 17584K used, 47952K available (block size 4096)
>>>
>>> Download a copy of a bloated APK we made to your local computer (
>>> http://www.chickenbrickstudios.com/Cestos-large.apk)
>>> # wget http://www.chickenbrickstudios.com/Cestos-large.apk
>>> Install the APK via adb:
>>> # adb install ~/Desktop/Cestos-large.apk
>>>
>>> Verify that you've got around 23mb free (same as above) this shows 23mb
>>> free on mine, 24mb free on co-worker's.
>>> /data: 65536K total, 41420K used, 24116K available (block size 4096)
>>>
>>> Open the browser (note the available space will decrease _slightly_ with
>>> the first page load (I imagine some caching/settings/etc)
>>> /data: 65536K total, 42848K used, 22688K available (block size 4096)
>>>
>>> Browse to http://www.chickenbrickstudios.com/ProjectInf.apk (our APK
>>> we're having issues installing), which should be 5.67mb.
>>> Wait for the download to finish in the browser. Click on the downloaded
>>> APK
>>>
>>> I am presented with a alert saying "ProjectInf could not be viewed. Free
>>> up some space on your phone and try again", with two options (Manage
>>> Applications, and Cancel).  A partition snapshot while that screen is active
>>> shows:
>>> /data: 65536K total, 42756K used, 22780K available (block size 4096)
>>>
>>> Now, on my co-workers clean emulator, it installs perfectly fine,
>>> however, if he adds any about 1mb to the storage (any 1mb apk will do), he
>>> runs into the same issue, which leads me to believe the "sweet spot" is very
>>> close to this 4x size.
>>>
>>> The obvious issue here is that 22.78mb should

[android-developers] Re: Custom Object Serialization in Android?

2009-10-13 Thread Dan Sherman
Not sure as to an answer to your question (I'm not that familiar with the
internals), however, as a work-around you could probably do something like:

MyObject arr[] = new MyObject[list.size()];
serialize(arr);
send(arr);

-
recv(arr)
list.addAll(arr);


Obviously abbreviated, and doesn't quite answer the question, but there's
definitely ways to get the data from A to B differently...

- Dan

On Tue, Oct 13, 2009 at 3:32 PM, dsukhram  wrote:

>
> I can return an ArrayList of Strings just not an ArrayList of my Stop
> object. And since this whole process works fine when I take android
> out of the equation..this leads me to believe that serialization is
> handled slightly differently in android.  Anybody?
>
> On Oct 12, 6:28 pm, dsukhram  wrote:
> > I am writing an android client app which sends a Hashtable to a remote
> > servlet and recieves an ArrayList consisting of a custom Object which
> > is serializable.  This ran fine when I was just receiving the
> > ArrayList from a java console app. So I know my objects are being
> > serialized and deserialized properly. But when I port the same client
> > code over to android I get an error when trying to read the ArrayList
> > of my objects that is sent back from the servlet.
> >
> > Is there any differences in the way Android does serialization? I
> > can't seem to find any documentation that says it does. The error I
> > receive is:
> >
> > java.lang.IndexOutOfBoundsException: Invalid location
> >
> >at java.util.ArrayList.get(ArrayList.java:350)
> >
> >  My Android Client app is as
> > follows=
> >
> > public class TTCPointService  {
> > private Logger logger;
> > private FileHandler handler;
> >
> > public TTCPointService(){
> >
> > try
> > {
> > logger =
> Logger.getLogger(TTCPointService.class.getName());
> > handler = new FileHandler("ttcservice.log");
> > handler.setFormatter(new SimpleFormatter());
> > logger.addHandler(handler);
> > }
> > catch(IOException e)
> > {
> > logger.log(Level.SEVERE,e.toString());
> > }
> > }
> >
> > public ArrayList ConnectToServlet()
> > {
> > ArrayList list = new ArrayList();
> >
> > Hashtableobj = new Hashtable();
> > obj.put("lat", "12.00");
> > obj.put("log", "-23.00");
> >
> > try
> > {
> > URL servletURL = new URL("http://192.168.0.69:8080/
> > GTFSProcessor/TTCPoints");
> > HttpURLConnection servletConnection = (HttpURLConnection)
> > servletURL.openConnection();
> > servletConnection.setDoOutput(true);
> > servletConnection.setDoInput(true);
> > servletConnection.setUseCaches(false);
> > servletConnection.setDefaultUseCaches(false);
> >
> > servletConnection.setRequestProperty("Content-
> > type","application/x-java-serialized-object");
> > servletConnection.setRequestMethod("POST");
> > logger.log(Level.INFO,"Connecting to Servlet");
> >
> > //Send object to servlet
> > OutputStream os = servletConnection.getOutputStream();
> > ObjectOutputStream oos = new ObjectOutputStream(os);
> > oos.writeObject(obj);
> >
> > oos.flush();
> > oos.close();
> > logger.log(Level.INFO,"Hashtable sent to Servlet");
> >
> > //Read from servlet
> > InputStream is = servletConnection.getInputStream();
> > ObjectInputStream ois = new ObjectInputStream(is);
> >
> > list = (ArrayList)ois.readObject();
> > logger.log(Level.INFO,"Reading Object from Servlet");
> >
> > os.close();
> >
> > }
> > catch(IOException e)
> > {
> >   logger.log(Level.SEVERE,e.toString());
> > }
> > catch(ClassNotFoundException e)
> > {
> > logger.log(Level.SEVERE,e.toString());
> > }
> > return(list);
> > }
> >
> > }
> >
> > =The code that raises the error
> > is===
> >
> > ArrayList list = new ArrayList();
> > TTCPointService service = new TTCPointService();
> > list = (ArrayList)service.ConnectToServlet();
> >
> > Toast.makeText(mapView.getContext(), "list contains:
> > "+list.get(0).getName(), Toast.LENGTH_SHORT).show();
> >
>

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[android-developers] Re: for Google attention

2009-10-13 Thread Dan Sherman
You can write any sort of copy protection you like into the application...
Most of our software connects to a server to authenticate before running,
you could do this with serial numbers (distributed however you like).  Its
your application, you can add whatever you like to it :)

- Dan

On Tue, Oct 13, 2009 at 2:56 PM, WoodManEXP  wrote:

>
> Hi Dan,
>
> We have added copy protection per Google's instructions (application
> release checklist). Is there more copy protection we can/should use?
>
> On Oct 13, 2:41 pm, Dan Sherman  wrote:
> > I'm not so sure you've fully grasped the idea of white-hat...
> >
> > Why not just be done with this and add copy protection to your own app?
> >
> > On Tue, Oct 13, 2009 at 2:23 PM, WoodManEXP 
> wrote:
> >
> > > Maybe a white-hatted person will show up and target some serious DoS
> > > efforts on these sites!
> >
> > > On Oct 13, 1:52 pm, Fan Zhang  wrote:
> > > > There are many more sites like this.
> > > > I am a developer and my stuff gets pirated all the time...
> > > > If google decides to take any actions on those website, here is a
> list
> > > > of them:www.hiapk.comwww.androidin.netwww.android123.com
> >
> > > > and basically all chinese forums that talks about Android system has
> > > > some degree of piracy issue =(
> >
> > > > On Oct 13, 1:39 pm, Andrei  wrote:
> >
> > > > > People with rooted phone buy app, copy package, distribute it
> > > > > Google offers really no package protection
> >
> > > > > On Oct 13, 1:33 pm, WoodManEXP  wrote:
> >
> > > > > > Well this is just great!
> >
> > > > > > How should developers attempt to combat this?
> >
> > > > > > Does the app copy protection help in any way?
> >
> > > > > > How is the owner of this site getting the apps?
> >
> > > > > > On Oct 13, 1:00 pm, Andrei  wrote:
> >
> > > > > > > There is a Chinese web site where u can download packages for
> paid
> > > > > > > appshttp://
> www.91android.com/bbs/attachmentList.php?action=search
> > > > > > > Can Google do something about this?
> >
>

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[android-developers] Re: for Google attention

2009-10-13 Thread Dan Sherman
I'm not so sure you've fully grasped the idea of white-hat...

Why not just be done with this and add copy protection to your own app?

On Tue, Oct 13, 2009 at 2:23 PM, WoodManEXP  wrote:

>
> Maybe a white-hatted person will show up and target some serious DoS
> efforts on these sites!
>
> On Oct 13, 1:52 pm, Fan Zhang  wrote:
> > There are many more sites like this.
> > I am a developer and my stuff gets pirated all the time...
> > If google decides to take any actions on those website, here is a list
> > of them:www.hiapk.comwww.androidin.netwww.android123.com
> >
> > and basically all chinese forums that talks about Android system has
> > some degree of piracy issue =(
> >
> > On Oct 13, 1:39 pm, Andrei  wrote:
> >
> > > People with rooted phone buy app, copy package, distribute it
> > > Google offers really no package protection
> >
> > > On Oct 13, 1:33 pm, WoodManEXP  wrote:
> >
> > > > Well this is just great!
> >
> > > > How should developers attempt to combat this?
> >
> > > > Does the app copy protection help in any way?
> >
> > > > How is the owner of this site getting the apps?
> >
> > > > On Oct 13, 1:00 pm, Andrei  wrote:
> >
> > > > > There is a Chinese web site where u can download packages for paid
> > > > > appshttp://www.91android.com/bbs/attachmentList.php?action=search
> > > > > Can Google do something about this?
> >
>

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[android-developers] Re: for Google attention

2009-10-13 Thread Dan Sherman
I'm not a lawyer...

But Google has absolutely no right to try to litigate on your behalf.  They
can't file criminal charges, they would have to file civil charges, but to
file a civil charge, the defendant has to be wronged in some way.  I
understand they could try "We've been wronged by you damaging the community
in general", but thats shaky ground, its far easier for an individual to
prove they've been wronged when that person has actually violated your
copyright...

Filing a civil suit in small claims court (and lets be honest, with the size
of the android market, you're not looking at anything larger than small
claims court), its like 50$ at your local court to file a suit, and if you
win, you'll get that money back.

If you're seriously concerned about the issue, take a stance and file some
complaints, don't just say "Google, why aren't you doing anything?"...

A possible example:  If you grew fruits, and got a booth at a farmers
market, and someone walked up and stole an apple.  You wouldn't ask the
farmers market to fix it for you, you'd either have to run after the guy,
and get the apple back yourself, or sit quietly.

- Dan


On Tue, Oct 13, 2009 at 1:21 PM, Anson Mackeracher wrote:

>
> This is absolutely Google's problem... Do you think individual
> developers have the resources to combat piracy? If Google doesn't look
> after their development community, that community won't persist for
> very long.
>
> On Oct 13, 1:11 pm, Dan Sherman  wrote:
> > Just pointing out, I don't think it's necessarily Google's problem.  It
> > would be on the individual developer level (or on behalf of a group of
> > developers).  Google doesn't own the licenses to applications that site
> is
> > distributing, individual developers do...
> >
> > - Dan
> >
> > On Tue, Oct 13, 2009 at 1:00 PM, Andrei  wrote:
> >
> > > There is a Chinese web site where u can download packages for paid
> > > apps
> > >http://www.91android.com/bbs/attachmentList.php?action=search
> > > Can Google do something about this?
> >
>

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[android-developers] Re: for Google attention

2009-10-13 Thread Dan Sherman
Just pointing out, I don't think it's necessarily Google's problem.  It
would be on the individual developer level (or on behalf of a group of
developers).  Google doesn't own the licenses to applications that site is
distributing, individual developers do...

- Dan

On Tue, Oct 13, 2009 at 1:00 PM, Andrei  wrote:

>
> There is a Chinese web site where u can download packages for paid
> apps
> http://www.91android.com/bbs/attachmentList.php?action=search
> Can Google do something about this?
> >
>

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