I'm writing an InputMethod and trying to load the words from the user
dictionary:
Cursor cursor = getContentResolver().query(UserDictionary.CONTENT_URI,
null, null, null, null);
This line fails with the following exception:
java.lang.IllegalArgumentException: Unknown URI
I figured it out. Instead of UserDictionary.CONTENT_URI, you need to
use UserDictionary.Words.CONTENT_URI. Which makes me wonder why the
UserDictionary class exists at all, since the only genuine piece of
information it defines (the URI) isn't actually directly usable.
Peter
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You received
I've been developing for Android for about a year and a half.
Whenever I encounter a problem, I dutifully file a bug report. I'm
now up to about a dozen.
Every single one of my reports is still listed as New in the bug
tracker, even the ones filed a full 18 months ago. Not a single one
of them
The Nexus One doesn't have a very good touch screen. It wasn't
designed for multitouch, by they (only partly successfully) hacked
multitouch support into it. I find that I have to be a little careful
how I hold the phone. If my hand touches the screen at the edge, that
can confuse it and
Here's a recent thread that discussed 2D game engines:
http://groups.google.com/group/android-developers/browse_thread/thread/d54d5189309bf045/ad2513731f23aebe
And this one discussed 3D game engines:
As a note; The game was better than I expected to see :).
Thank you. :)
You should consider using a different license though, LGPL and Android don't
mix well due to the dex format
Yes, other people have mentioned that to me. I'm planning to switch
to BSD in the next version. And if you
Another engine to consider is Gamine (http://sourceforge.net/projects/
gamine). I have some experience with it since, well, I wrote it. :)
And I wrote Losing Your Marbles with it, if you want to see it in
action.
Peter
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How is low latency audio in Gingerbread supposed to work? It added
the android.hardware.audio.low_latency flag to the manifest with the
description, The application uses a low-latency audio pipeline on the
device and is sensitive to delays or lag in sound input or output.
But how do I actually
Now that the 3.0 SDK is out, I've read through the Renderscript
documentation. But it's pretty sketchy, and still doesn't answer most
of my questions.
Graphical scripts seem to consist of shader definitions and drawing
code. But I assume the shaders ultimately get compiled down to the
same
Non-power-of-2 textures became a standard feature in OpenGL ES 2.0, so
if you're using that, you can rely on them being supported.
Peter
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Is there any documentation available for Renderscript? I downloaded
the SDK docs, but aside from the Javadocs (which aren't very
enlightening), it doesn't seem to be mentioned at all. What are the
capabilities of Renderscript? When would it make sense to use it
instead of OpenGL?
Peter
--
That really depends on the type of game you're writing. I have an
open source engine I've been developing:
https://sourceforge.net/projects/gamine
It could be a good choice for small to medium size 3D games. But if
you want to write a 2D game, there's a completely different set of
engines that
I didn't have to reinstall Eclipse, and it worked fine for me.*
Peter
* The word fine must be interpreted very broadly, given that the
layout editor has actually managed to become even more buggy and
painful to use than it was before (and that's an accomplishment).
I've filed a bug report
Do you have a suggestion for a different license? I don't want to
create any obstacles to using it in commercial games, but I do want to
make sure that if someone improves the library itself, those
improvements will be released as open source.
Ps: by the way I tried you game : it's nice but I
I don't think Apache requires people to release their improvements to
the library? I'd prefer to have a license that does that. But if
people object seriously to LGPL, and if I can't find a different one
that does that, I'll probably just go to BSD, which imposes almost no
restrictions at all.
Gamine is an open source 3D game engine for Android. I've just
released version 0.3, which incorporates lots of new features and bug
fixes, and represents a large step forward in the overall maturity and
robustness of the engine:
http://sourceforge.net/projects/gamine
Gamine has now been used
It doesn't require you to release your source code. It just requires
that you provide your application as object code and/or source code,
so that the user can modify the Library and then relink to produce a
modified executable containing the modified Library. (That quote is
from section 6a of
Looking over the API change log for Gingerbread, it looks like it's
moved from being based on Java 5 to Java 6. Anyway, I see lots of new
classes and methods in the java.* packages that correspond to Java 6
features. There's no mention of this in the platform highlights
document, though, and I
How can I detect when the screen is locked? I'm writing a game, and
have found that sometimes users will pause the game by just hitting
the power button to turn off the screen. onPause() gets called then
as expected. But onResume() gets called as soon as they turn the
screen back on, causing my
As discussed in another thread (http://groups.google.com/group/android-
developers/browse_thread/thread/d79bfa05528cbbee/2b08822eeb767b7b), my
program allows users to export data by email. I do this by writing
the data to a temporary file, then attaching it to an Intent:
startActivity(new
What type of file is it?
I just tried to open a .mpg file both with the stock browser and with
xScope. With xScope, it gave me the choice to play or download, but
if I selected play, it gave me a message that no viewer was
available. The stock browser didn't give me an option to play it, but
I've been pushing ahead on this project. I'd like to report my
progress for the benefit of anyone who comes across this thread. And
perhaps someone can tell me if there's a better solution than what I'm
doing.
I'm trying to export data from my program in a way that users can
easily share:
I'm writing a game that includes an editor for users to create their
own levels. I'd like players to be able to share the levels they've
created with other players. I'm trying to figure out the best way of
implementing that, and hoping for any advice on the subject.
One obvious option is to set
Thanks. With that change it's better, but still not quite right. Let
me try to describe exactly what I'm seeing.
My layout consists of a GLSurfaceView that fills most of the screen,
and some buttons at the bottom. The hierarchy is as follows:
LinearLayout1
GLSurfaceView
LinearLayout2
Yes, this is on 2.2. I'll file a bug. Thanks.
Peter
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I'm writing an Activity that should take up the entire screen. I
therefore call
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
at the beginning of onCreate(). But it doesn't work
Thanks. Putting it in libs also seems to work.
Peter
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I'm clearly missing something simple, but after nearly an hour of
trying to figure it out, I'm still stuck.
I have an external jar file containing classes I want to use in my
project. No problem, right? I just followed the instructions at
Thanks, that worked. It appears that the developer documentation page
cited above is incorrect. It explicitly says, It is not necessary to
put external JARs in the assets folder.
Peter
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To
I'm stuck on a problem that I'm sure has a very simple answer, but I
haven't been able to figure it out.
I have a program that should work on Android 1.5, but when it's run on
newer devices with higher resolution screens, it should support the
full resolution and not emulate a lower resolution
You're right, my fault. Because I had Eclipse set to 1.6, I missed
the fact that I was calling an API that didn't exist in 1.5.
Thanks!
Peter
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I've also seen this sort of stuttering, which in my case is clearly
related to gc, since a message appears in the log saying that a gc was
just done whenever it happens. I've used DDMS to identify where
garbage is being produced, and have completely eliminated all
allocations in my own code. By
The number of seconds elapsed is just timePassed/1000. You're trying
to make it more complicated than it really is.
Peter
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Thanks. It's good to know this works on at least some phones. So I
guess I'll just provide a user setting for whether to turn the screen
off or not, so those whose phones don't have this problem can still
save power. And I'll file a bug report.
Now I'm running into the problem that even
Looks like this is already a well known issue with a lot of people
complaining about it:
http://code.google.com/p/android/issues/detail?id=3708
Peter
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I'm writing a program that processes SensorEvents. It needs to keep
running and keep processing events even when the user isn't directly
working with their phone (i.e. when it's just sitting in their
pocket). To make that work, I need to prevent the phone from turning
off. On the other hand, I
I've just released version 0.2 of Gamine, an open source 3D game
engine for Android devices:
https://sourceforge.net/projects/gamine
This release adds lots of major features, including particle effects,
OBJ file import, picking, text rendering, transparent rendering, and
more. Although it's
On Apr 29, 3:01 pm, AS aurillia...@gmail.com wrote:
how long has gamine been around?
Let's see... I came up with the idea on Dec. 25. (I had lots of time
for thinking about it while sitting in the car on the way to and from
Christmas dinner.) So I started reading Android developer
Gamine is an open source 3D game engine for Android devices. I've
just released version 0.1. This is still a very early version, so you
probably won't be creating any masterpieces with it just yet, but I'd
very much appreciate any feedback on the overall design and
architecture.
I was wondering if anyone has experience with the relative performance
of vertex arrays vs. vertex buffer objects? On a desktop computer,
you expect VBOs to be much faster since the data can be stored in
video memory. But hand held devices don't usually have separate video
memory, so I'd expect
Here is where I create and add the listener:
http://gamine.svn.sourceforge.net/viewvc/gamine/trunk/src/net/sf/gamine/common/InputStage.java?revision=8view=markup
It gets added in onStart(), which is called from the start() method of
Got it! In the process of messing around with this, I think I had
actually done all things I needed to, just never in the right
combination. For the record, the essential elements were:
1. Call setFocusable(true) on the View
2. Call setFocusableInTouchMode(true) on the View
3. Return false from
On Jan 16, 3:27 pm, Robert Green rbgrn@gmail.com wrote:
Remember to call setFocusableInTouchMode(true); in the view if you
want to receive focus and key/touch events.
I wasn't doing that. I just tried it though, and it didn't fix the
problem. Instead, it disabled the Back and Menu keys...
On Jan 16, 1:40 pm, Lance Nanek lna...@gmail.com wrote:
Do you have a phone? Just log the values and look at them as you move
the phone.
Yes I've done that, but it's not obvious from that which of the 24
possible rotation sequences it's using (six possible axis orders, and
the second and third
On Jan 16, 1:19 pm, Philip philip.dese...@gmail.com wrote:
Not sure why this would happen but if you want to take a look at the
cocos2d for Android code I released last night, there are a few
examples on how it works.
Thanks, that was really helpful. After looking through your code for
a
I'm trying to figure out exactly how to interpret the rotation angles
produced by a SensorEvent for Sensor.TYPE_ORIENTATION. Unfortunately,
the documentation (http://developer.android.com/reference/android/
hardware/SensorEvent.html#values) doesn't give a complete definition
of it. It defines
Just render a small object using identical code except one is float and one
is int, then time them.
Unless a garbage collection happens to kick in during one of those
tests, or the OS decides to timeslice to another process, or the JIT
decides to recompile some code with better optimization,
That looks like a lot of interesting and useful performance
information, but I didn't actually see any answers to my questions
there. In fact, the only discussion of fixed point versus floating
point was in relation to a physics algorithm. I don't have questions
about my physics code, because
First you need to find exactly what kind of CPU it has. Then go to the
manufactures web site and download the docs on programming there 3d
Well, yes, but I didn't mean manually. What I meant is, is there an
API by which I can determine whether the device my program is running
on has hardware
OpenGL ES allows values to be specified in either fixed point or
floating point format, but I haven't been able to find any information
about how this is actually implemented on Android devices. Are there
actually two different pipelines, one for fixed point and one for
floating point? If so,
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