[android-developers] Can I create Gift Card for Multiple Merchants using Android Pay

2017-09-20 Thread Robert Collins
Is it possible to create a Gift Card which can be used in multiple 
merchants using Android Pay. I'm looking to create a Gift Card for a 
shopping mall. It appears that Gift Cards need to be associated with a 
single merchant. 

Thanks!

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[android-developers] Why is Android so laggy using volume control

2017-02-03 Thread Robert Johnson
I notice that on my phone and Android TV, if I use the volume, everything 
gets very laggy. Sometimes the volume control doesn't even work right away 
depending on the app I'm using. It actually seemed to have worsened when I 
upgraded to Nougat. 

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[android-developers] App Not Sending Notifications

2017-01-18 Thread Robert Gilbey
App in question on Google Play: CochraneNow

Version: 1.0.5

The issue I have here is that notifications only work if I have the app 
running in the background and hit refresh on a particular channel I have 
subscribed to. If the app is closed, notifications will not send to my lock 
screen. This issue occurs in android versions 5, 6, and 7.

What changes do I need to make in order for this to work properly?

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[android-developers] App not sending notifications when closed

2017-01-18 Thread Robert Gilbey
App in question on Google Play: CochraneNow

Version: 1.0.5

The issue i have here is that notifications only work if I have the app 
open and hit refresh on a particular channel I have subscribed to. If the 
app is closed, notifications will not send to my lock screen.

I am using Android 6.0

What changes do I need to make in order for this to work properly?






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[android-developers] automating Android SDK installation for continuous integration

2017-01-13 Thread Robert St. John
I am trying to setup an elastic, automatically provisioned continuous 
integration environment for building Android applications for my 
organization.  I am having trouble, however, because of the Android SDK's 
requirement to accept licenses in an interactive manner.  I want to use the 
new sdkmanager command line tool, but I cannot find any documentation about 
when and which dependencies will require a license to be accepted for any 
given project.  I also do not know how I might map a particular project's 
Gradle dependencies to an SDK package.  Further complicating the experience 
is that I cannot find a way to make the sdkmanager tool display complete 
package names, as many of the names given by sdkmanager --list are 
truncated with ellipses.  I have not turned up much in the way of solutions 
either by Google search or browsing the Android developer website.  There 
is an Android Puppet module <https://github.com/maestrodev/puppet-android> 
that tries to accomplish this task, but it still uses the old android 
script in the SDK's tools directory, and has not been updated in a while. 
 By cursory investigation, Travis CI appears to work similarly 
<https://github.com/travis-ci/travis-cookbooks/blob/64ff883360f3d265b87c072a07f78e9ef0a874fb/community-cookbooks/android-sdk/recipes/default.rb>.
 
 Is this the best method we have?  Is there no other provision made and 
endorsed by the Android Team to facilitate the goal of building apps in a 
dynamically provisioned CI environment?  This seems to be a very big hole 
in the Android development experience.  Any guidance is greatly appreciated.

Thank you.

Robert

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[android-developers] SQLite vs.File Based Storage for Battery Performance with Consistent Read/Write Operations.

2016-12-24 Thread Robert Simoes


In accordance with forum etiquette I did previously post this on SO, but 
I'd like to get a few more advanced Android developer thoughts.

I have a background service that runs all the time when screen is on, and 
every minute records the cycle time and whether it was a good or bad cycle. 

At the end of each day I take these counts of good and bad intervals and 
record it to a csv file.

For visual people like me:
   <--THE DAY ->
minutes:  1m1m1m1m1m1m1m 1m   1m  
   |-|-|-|-|-|-|-|-|-|Record
good  bad   good  good  good  bad   bad  good   bad   bad 


Currently I use *SharedPreferences *to store the good/bad count throughout 
the day, and write it to a file at the end of the day, but am becoming 
increasingly worried about the persistence of this (to my understanding) 
cached data [I also feel like I may be stretching it's or. 

I'm trying to decide between the following designs: 

*1. File Based:*
Use two temporary files (good interval, bad interval time), which I read 
and write values from at the end of each interval

File Based is simple and straight forward, but opening and closing streams 
every minute could be heavy.


*2. SQLite:*

Create a database with entries representing each day, and consistently 
update the entries after each interval end. 


SQLite would make things cleaner and feel like hacky, but I'm worried about 
the heaviness of keeping a DB connection open all the time and making 
write/read calls every minute


*From a battery performance perspective, which design choice is most 
optimal for ~500-5000 actions daily and why?*

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Re: [android-developers] Android - ETHERNET TETHERING or something....

2016-12-14 Thread 'Robert Greenwalt' via Android Developers
It should be possible to do tethering through Ethernet, but it would depend
on the OEMs configuration of your device.

On Wed, Dec 14, 2016 at 5:29 AM, Helio Formaggio  wrote:

> ===English===
>
> Hello everyone.
> I'm having a little problem and it would be fixed if a condition worked on
> android.
>
> I need to keep two networks running on the device, managing probable
> connection drops, an ETHERNET and a WIFI.
>
> I have a limitation, my client has equipment with API 17.
>
> I managed to run the two networks, but the android system WIFI prevents a
> reconnection if it disconnect.
>
> How can I change this behavior programmatically?
>
> Is it possible to create tethering through ETHERNET? In this way it would
> work perfectly.
>
> Thank you...
>
>
> ===Portuguese===
>
> Olá a todos.
> Estou com um pequeno problema e ele seria solucionado se uma condição
> funcionasse no android.
>
> Preciso manter duas networks funcionado no dispositivo, gerrenciando
> prováveis quedas de conexão, uma ETHERNET e uma WIFI.
>
> Estou com uma limitação, meu cliente tem equipamentos com a API 17.
>
> Eu consegui funcionar as duas redes, mas o sistema do android
> impossibilita uma reconexão WIFI caso ela desconecte.
>
> Como eu posso mudar este comportamento programaticamente?
>
> Existe a possibilidade de criar um tethering atravéz da  ETHERNET ? Desta
> forma funcionaria perfeitamente.
>
> Obrigado...
>
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[android-developers] Reason for unprocessed recording specification

2016-11-18 Thread Robert Bielik
With Android 7, a device that 
supports PROPERTY_SUPPORT_AUDIO_SOURCE_UNPROCESSED, it must fulfill:


   - Audio input sensitivity MUST be set such that a 1000 Hz sinusoidal 
   tone source played at 94 dB Sound Pressure Level (SPL) yields a response 
   with RMS of 520 for 16 bit-samples (or -36 dB Full Scale for floating 
   point/double precision samples).
   

This would imply that at 0 dB FS the SPL would be 130 dB, which is the 
equivalent of standing 1 meter behind a fighter jet while it takes off !

Question: What was the reasoning behind the spec point above? 

Regards
/Robert

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Re: [android-developers] Deny auto close for captive portal dialog on android devices

2016-07-07 Thread 'Robert Greenwalt' via Android Developers
+ Paul

On Wed, Jul 6, 2016 at 2:59 AM, Developer 
wrote:

> Hello,
>
> I'm the senior developer of an wifi project offering free internet access
> to citizen in some regions.
>
> Now on newer Android devices we are facing the problem that the captive
> portal dialogue gets closed as soon as the hotspot has unlocked full
> internet access for a wifi client.
> For legal reasons a client must accept some terms before he gets full
> internet access for a period of time (24h for example).
> But we also offer a free app so the user can get much longer access
> including roaming between different cities.
>
> Therefore we would like to forward the user automatically to the Play
> store if he optionally selects "install app" in our captive portal
> dialogue.
>
> But if we unlock the clients session first and trigger a forward
> afterwards, Android detects free wifi access and closes the captive portal
> dialogue immediately.
> The other way round, if we would just white list the Play store we could
> forward the client to our app entry but its now not possible to complete
> the login process because we cannot route him back.
>
> Does anybody knows a possible solution so that we will be able to login
> the client but also to trigger a forward on click to the Play store without
> getting auto closed as soon as android detects full internet access?
>
> Thank you
>
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[android-developers] ViewFlipper Animation Listener not waiting till animation is finished

2016-06-30 Thread Robert Gomez
My setAnimationListener on my viewFlipper keeps running the overlay before 
the animation is complete. Here is my fragment, I think I am just not 
calling my listener correctly but not entirely sure if it will work since i 
have multiple animations running.

Basically I have a viewFlipper that acts as a random category selector when 
you swipe, once it stops on a category I then open an overlay with some 
info then wait 3 seconds and load a new fragment but things are just not 
working right. If you have any other ideas I can try I would appreciate the 
help! Thanks!

public class CatFragment extends Fragment {

private ViewFlipper mViewFlipper;
private int mSpeed;
private int mCount;
private int mFactor;
private boolean mAnimating;
String category;
private Handler handler = new Handler();
TextView catResult;
View topLevelLayout;

@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, 
Bundle savedInstanceState) {

View view = inflater.inflate(R.layout.category_selector, container, 
false);

mViewFlipper = (ViewFlipper)view.findViewById(R.id.view_flipper);
mAnimating = false;
mCount = 0;
mSpeed = 0;
mViewFlipper.setClipToPadding(false);
mViewFlipper.setClipChildren(false);
mViewFlipper.setPadding(40,0,40,0);

//Set overlay and make invisible
topLevelLayout = view.findViewById(R.id.top_layout);
topLevelLayout.setVisibility(View.INVISIBLE);

final GestureDetector gesture = new GestureDetector(getActivity(), new 
GestureDetector.SimpleOnGestureListener() {

@Override
public boolean onDown(MotionEvent e) {
// TODO Auto-generated method stub
return true;
}

private Runnable r1 = new Runnable() {

@Override
public void run() {
right();
if (mCount<1) {
mAnimating = false;
} else {
Handler h = new Handler();
h.postDelayed(r1, mSpeed);
}
}

};

private Runnable r2 = new Runnable() {

@Override
public void run() {
left();
if (mCount<1) {
mAnimating = false;
} else {
Handler h = new Handler();
h.postDelayed(r2, mSpeed);
}
}

};

@Override
public boolean onFling(MotionEvent start, MotionEvent finish, float 
xVelocity, float yVelocity) {
try {
if (mAnimating) return true;
mAnimating = true;
mCount = (int) Math.abs(xVelocity) / 300;
mFactor = (int) 300 / mCount;
mSpeed = mFactor;
if (xVelocity>0) {
//Left
Handler h = new Handler();
h.postDelayed(r2, mSpeed);
} else {
//Right
Handler h = new Handler();
h.postDelayed(r1, mSpeed);
}

((TextView)getActivity().findViewById(R.id.velocity)).setText("VELOCITY => 
"+Float.toString(xVelocity));
} catch (ArithmeticException e) {
//swiped too slow doesn't register
mAnimating = false;
}
return true;
}

//In From Right
private void right() {
mCount--;
mSpeed+=mFactor;
Animation inFromRight = new TranslateAnimation(
Animation.RELATIVE_TO_PARENT, +1.0f,
Animation.RELATIVE_TO_PARENT, 0.0f,
Animation.RELATIVE_TO_PARENT, 0.0f,
Animation.RELATIVE_TO_PARENT, 0.0f);
inFromRight.setInterpolator(new LinearInterpolator());
inFromRight.setDuration(mSpeed);
Animation outToLeft = new TranslateAnimation(
Animation.RELATIVE_TO_PARENT, 0.0f,
Animation.RELATIVE_TO_PARENT, -1.0f,
Animation.RELATIVE_TO_PARENT, 0.0f,
Animation.RELATIVE_TO_PARENT, 0.0f);
outToLeft.setInterpolator(new LinearInterpolator());
outToLeft.setDuration(mSpeed);
mViewFlipper.clearAnimation();
mViewFlipper.setInAnimation(inFromRight);
mViewFlipper.setOutAnimation(outToLeft);
if (mViewFlipper.getDisplayedChild()==0) {
mViewFlipper.setDisplayedChild(5);
 

Re: [android-developers] How do I get the ip of the device connected to me through wifi zone?

2016-06-07 Thread 'Robert Greenwalt' via Android Developers
I don't think this is supported.

On Tue, Jun 7, 2016 at 8:10 AM, Janibel Espinal 
wrote:

> Hello!
>
> I want to know, how can I get the ip of the devices that are connected to
> my cell phone, through wifi zone?
>
> if someone can help me, please.
> Thanks!
>
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[android-developers] gdbserver packaged via gradle (AS)

2016-06-01 Thread Robert Bielik
Hi all,

Having an AS project here, and I need to embed gdbserver with the APK for 
native debugging. I have yet to find any working info for this.

Help ?

Regards
/Robert

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Re: [android-developers] Hot spot connecting issue in Android 5.0 and above versions.

2016-05-24 Thread 'Robert Greenwalt' via Android Developers
The hotspot was not intended to be started/stopped via 3rd party apps.
This glitch has been fixed.  Please let us know if you can overcome this.

Regards
Robert

On Mon, May 23, 2016 at 11:00 PM, Harish Yerra <harish12.ye...@gmail.com>
wrote:

> Hi Droids,
>
> I have tried some piece of code to start wifi and hotspot pragmatically.
> It is working fine till Android 4.4 version but it is not working in
> Android 5.0 and above versions.
> I have seen in the change docs but i have not found any changes in the 5.0
> version regarding wifi and hotspot.
> Please let me know how can i overcome this.
>
> Ref : https://github.com/nickrussler/Android-Wifi-Hotspot-Manager-Class
> <https://github.com/nickrussler/Android-Wifi-Hotspot-Manager-Class>
>
>
> Regards
> Harish
>
>
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Re: [android-developers] Activity.onEnterAnimationComplete implementation for pre-Lollipop

2016-05-19 Thread Jimmy Robert
Animations are not smooth when starting before "onEnterAnimationComplete" 
is called, that's why I use this callback.

On Wednesday, May 11, 2016 at 6:36:05 PM UTC+2, TreKing wrote:
>
>
> On Wed, May 4, 2016 at 1:00 PM, Jimmy Robert <ji...@jimrobs.com 
> > wrote:
>
>> I use Activity.onEnterAnimationComplete in my activities to start an 
>> animation when the activity starts but this callback only comes with API 
>> 21, so I was wondering if there is a "clean" solution for older API 
>> versions ?
>>
>
> Why do this on that callback and not in one of the lifecycle methods?
>
>
> -
> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago 
> transit tracking app for Android-powered devices
>

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[android-developers] Can I get help with inapp purchases a simple step by step guide not missing one step

2016-05-08 Thread Robert Puckett
I am looking for a step buy step guide how to set up in app purchases The 
problem I am having is how to I publish a development app to test?
where its just testing..

because I never have done this before, and its very hard.
And any step by step guide would be great.

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[android-developers] Activity.onEnterAnimationComplete implementation for pre-Lollipop

2016-05-04 Thread Jimmy Robert
Hi everyone !

I use Activity.onEnterAnimationComplete in my activities to start an 
animation when the activity starts but this callback only comes with API 
21, so I was wondering if there is a "clean" solution for older API 
versions ?

Is it possible for the Android Team to add this callback in a support 
library class like AppCompatActivity ?

Thanks !

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Re: [android-developers] urgent help needed: getLinkDownstreamBandwidthKbps returning the value 102400 whereas the downstream Bandwidth is 10 MHz

2016-03-28 Thread 'Robert Greenwalt' via Android Developers
The function is documented as:
Retrieves the downstream bandwidth for this network in Kbps. This always
only refers to the estimated first hop transport bandwidth.

It is returning a guess based solely on the Radio Access Technology and is
tuned for the radio in the device.  It does not take into account the
network your attached to or any variability based on cell congestion or
signal quality issues.  This make information is somewhat inaccurate and is
mostly there as a guide so app developers don't need to know the relative
value of many RAT technologies when thinking about bandwidth.
If you had been on 1xRTT you would have gotten a much lower number.  LTE
could have offered the higher number but you were on slow LTE apparently.
This is WAI.

R


On Mon, Mar 28, 2016 at 11:08 AM, Abhishek Jain  wrote:

> Hi,
>
> The android API, getLinkDownstreamBandwidthKbps returns the value 102400
> (100 MHz). When I verified the same with *#0011# command on the Samsung
> Active S5, it shows 10MHz. Please let me know if I am missing something.
>
> Below is my code snippet to retreive getLinkDownstreamBandwidthKbps.
>
> int netBw;
> ConnectivityManager conMgr = (ConnectivityManager) 
> getSystemService(Context.CONNECTIVITY_SERVICE);
> Network[] networks = conMgr.getAllNetworks();
> NetworkInfo networkInfo;
> for (Network mNetwork : networks){
> networkInfo = conMgr.getNetworkInfo(mNetwork);
>
> if ((networkInfo.getType() == ConnectivityManager.TYPE_MOBILE) && 
> (networkInfo.getState().equals(NetworkInfo.State.CONNECTED))) {
> NetworkCapabilities capabilities = 
> conMgr.getNetworkCapabilities(mNetwork);
> int bw = capabilities.getLinkDownstreamBandwidthKbps();
> showMessage(networkInfo.getSubtypeName() +"downlink BW in kbps = " + 
> capabilities.getLinkDownstreamBandwidthKbps());
> showMessage(networkInfo.getSubtypeName() +"Uplink BW in kbps = " + 
> capabilities.getLinkUpstreamBandwidthKbps());
> break;
> }
>
>
> if ((networkInfo.getType() == ConnectivityManager.TYPE_WIFI) && 
> (networkInfo.getState().equals(NetworkInfo.State.CONNECTED))) {
> //ConnectivityManager.setProcessDefaultNetwork(network);
> NetworkCapabilities capabilities = 
> conMgr.getNetworkCapabilities(mNetwork);
> int bw = capabilities.getLinkDownstreamBandwidthKbps();
> showMessage("wifi bandwidth = " + bw/1024);
> break;
> }
> }
>
>
> *showMessage() is my own function to print the arguments passed to it.
>
> Regards
> Abhishek
>
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Re: [android-developers] toggle mobile network

2016-03-22 Thread 'Robert Greenwalt' via Android Developers
I believe the API for this is system-only.  This is not something apps
generally do.

On Tue, Mar 22, 2016 at 11:58 AM, Sagar Agrawal 
wrote:

> I am building a universal security app so I want to enable mobile from
> inside my activity is their a proper way to do so as user interaction will
> not be possible for manual activiation.
>
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[android-developers] Application Title

2016-03-19 Thread Robert Buttigieg
I am new to Android Studio and I have a small problem. The title of the 
application is not being displayed in the title bar.  Attached you should 
find a screenshot with the layout and the XML coding.

Thanks
Robert

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[android-developers] Google Play Games Services for Unity issues

2016-03-19 Thread Robert Mitchell
Good Evening,

I really hope that someone will be able to help me, I have been working on 
a mobile game within unity for a little while now and finally decided to 
publish it to the store, after that I felt that it would be a good idea to 
incorporate Google Play Game Services to my project but now every time I 
try to build my project I get the error 'Failed to build apk, see console 
for details' and the console then shows 3 errors

' Error building Player: CommandInvokationFailure: Failed to build apk. See 
the Console for details.
C:/NVPACK/jdk1.7.0_71\bin\java.exe -Xmx2048M 
-Dcom.android.sdkmanager.toolsdir="C:/NVPACK/android-sdk-windows\tools" 
-Dfile.encoding=UTF8 -jar "C:\Program 
Files\Unity\Editor\Data\PlaybackEngines\androidplayer/Tools\sdktools.jar" -


stderr[
Error: Not a file 'C:\Users\User\Documents\Public Service Simulator V3'
]
stdout[


]'



CommandInvokationFailure: Failed to build apk. See the Console for details.
C:/NVPACK/jdk1.7.0_71\bin\java.exe -Xmx2048M -Dcom.android.sdkmanager.
toolsdir="C:/NVPACK/android-sdk-windows\tools" -Dfile.encoding=UTF8 -jar 
"C:\Program 
Files\Unity\Editor\Data\PlaybackEngines\androidplayer/Tools\sdktools.jar" -


stderr[
Error: Not a file 'C:\Users\User\Documents\Public Service Simulator V3'
]
stdout[


]
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, 
UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.
String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String 
javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 
memoryMB, System.String workingdir, UnityEditor.Android.
WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, 
System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, 
System.String workingdir, UnityEditor.Android.WaitingForProcessToExit 
waitingForProcessToExit, System.String errorMsg)
UnityEditor.HostView:OnGUI()


and

Error: Not a file 'C:\Users\User\Documents\Public Service Simulator V3'


UnityEditor.HostView:OnGUI()


I tried a few troubleshooting steps myself including checking I am running 
1.8+ on java and ensuring that all the correct android packages are 
installed and unity is pointing to them correctly.

Does anyone have any idea how to fix this, I dont mind if I have to just 
remove the google play functionality all together as long as I can get it 
to compile I dont mind.

I hope you will be able to help,

thank you in advance

Robert Mitchell
(robert-mitchell-eportfolio.com)

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[android-developers] /tmp/adb.log blocks other users

2016-03-19 Thread Robert Hufsky
We are using Android Studio on OS X in a classroom setting. Multiple 
students share the same Mac over time and we have the following issue:

   - User A starts Android Studio and works on his/her project.
   - User A stops Android Studio and logs out.


   - User B logs in and Starts Android Studio.
   - On starting the Debugger/Emulator Android Studio complains that it 
   cannot access ADB
   

After some research it turns out that Android Studio creates /tmp/adb.log 
and grants access privileges to User A.
So User B cannot use ADB as /tmp/adb.log is not writeable for User B.

I believe that this behaviour occurs since Android Studio 1.5.1.

The possible solutions are:
Reboot the Mac before a new Stundent logs in.
Remove /tmp/adb.log manually
Create a script that removes  /tmp/adb.log whenever a user logs out

Is there any option to have adb.log in a directory other than tmp?

kind regards

Robert

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[android-developers] Layout Error

2016-03-19 Thread Robert Buttigieg
I have started a new project and when I opened the layout file 
(content_main.xml), I got this error. Does someone know how can I fix it 
please? 

Thanks :)

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Re: [android-developers] Re: Multicast and WiFi tethering

2016-03-11 Thread 'Robert Greenwalt' via Android Developers
When doing tethering the wifi chip is running significantly different code
(softap mode instead of client mode).  I suspect a bug there.  I created an
internal bug (27607920) to track it.

On Fri, Mar 11, 2016 at 3:02 AM, Viktor Kessler 
wrote:

> Hi,
>
> did you solve the Problem?
>
> I have the same chellange as you back in 2011 and don't undestand why the
> Tehtering Phone is not participating in multicast session.
>
> Thx,
>
> Viktor
>
> Am Dienstag, 19. Juli 2011 12:41:30 UTC+2 schrieb Erik Hellman:
>
>> Hi,
>>
>> I got an application that sends and receives UDP messages using a
>> MulticastSocket. It works fine between two phones when both are
>> connected to a normal WiFi AP (e.g., my WiFi at home). However, when
>> either device has WiFi tethering active and the other device is
>> connected to this network sending Multicast packages doesn't work
>> anymore. If I set-up a third device which has WiFi tethering enabled
>> and let the first two devices connect to this network it works as
>> expected between the two devices (however, the third device with
>> tethering active cannot receive or send Multicast packages).
>>
>> My conclusion is that a device that has WiFi tethering enabled cannot
>> send or receive Multicast packages. Is this an expected behavior or
>> should I consider it a bug?
>>
>> Thanks!
>>
>> // Erik
>
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[android-developers] Re: Audio recording problem - fake sample rate

2016-01-14 Thread Robert Scott
Not even 44,100 works correctly on the LG-G3.  I got one of my customers to 
try an experimental version of my app on their LG-G3.  This experimental 
version used 44,100 samples per second right from the beginning.  It turns 
out that on the LG-G3 this customer has, the audio is first sampled at only 
8000 samples per second, and the up-sampled to create 44,100 samples per 
second, which does not contain all the frequency content it would have had 
if it were sampled at 44,100 to being with.  I see no way around it.


On Wednesday, December 23, 2015 at 11:52:37 AM UTC-6, Robert Scott wrote:
>
> I first call *AudioRecord.getMinBufferSize(22050...*  If this returns an 
> error (<1) then I call *AudioRecord.getMinBufferSize(44100...*  Whichever 
> one of these calls succeeds, I use that rate in my call to "*new 
> AudioRecord(..,sampleRate..)*"
>
> I don't actually have one of these misbehaving devices, so my experiments 
> so far have been with the help of my customers.
>
> -Robert Scott
>  Hopkins, MN
>
>

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Re: [android-developers] Can a Broadcast Receiver receive a Mobile Data CONNECTIVITY_CHANGE notification while WiFi is enabled?

2015-12-28 Thread 'Robert Greenwalt' via Android Developers
CONNECTIVITY_CHANGE is not a broadcast about the setting.  You said:
>
>
> It all works except that when WiFi is enabled the BroadcastReceiver does
> not get a notification when the user turns on mobile data from Settings. If
> there is a way around this limitation i would appreciate hearing about it.


This broadcast is instead telling you when the device establishes and loses
a data connection.  See the docs
.
So if you're on wifi and turn cell data on or off, nothing will happen and
a CONNECTIVITY_CHANGE bcast shouldn't be received.

Maybe try something like this

to
watch for Settings changes?

R

On Sun, Dec 27, 2015 at 4:13 PM, Mick Dawdy  wrote:

> For the many threads, blogs, examples and tutorials on the topic of
> Broadcast Receivers and mobile data connectivity I have not seen this
> question asked or answered.
>
> I believe, based on experimenting with one of my Apps, that the answer to
> this question is a distinct NO, that while WiFi is enabled, a Broadcast
> Receiver listening for Mobile Data CONNECTIVITY_CHANGE does not receive a
> broadcast notification when that event occurs. If I am wrong and have
> missed something or if you can confirm this independently please let me
> know.
>
> My App is a home screen Widget with two classes, ActiveMobileData is the
> AppWidgetProvider and ConnectivityChangeReceiver is the BroadcastReceiver.
> There is no App just the home screen widget. It simply toggles a home
> screen icon between red and green to indicate the current mobile data
> state. It has worked perfectly for several months with about 100 users.
>
> I decided to add the BroadcastReceiver to pick up clicks from Settings.
> This code is also straight forward - it determines the current state of
> mobile data, and uses a global boolean variable set by AppWidgetProvider to
> determine if the home screen icon is red or green. Then it simply ensures
> that the icon color matches the mobile data state.
>
> It all works except that when WiFi is enabled the BroadcastReceiver does
> not get a notification when the user turns on mobile data from Settings. If
> there is a way around this limitation i would appreciate hearing about it.
>
> I do think that the code will not help to answer the question as my
> assertion is either true or false regardless and i hope that someone has
> knowledge of this, but here is the code for the widget and then for the
> receiver.  I left out some details to keep it somewhat brief.*
> iconEnabled* is the global boolean variable shared between
> the AppWidgetProvider and BroadcastReceiver classes ...
>
> *public class ActiveMobileData extends AppWidgetProvider {*
> *static boolean iconEnabled;*
> *@Override*
> *public void onReceive(Context context, Intent intent) {*
> *if (intent.getAction() != null)*
> *super.onReceive(context, intent);*
> *else {*
> *context.startService(new Intent(context, ToggleService.class));*
> *}*
> *}*
> *@Override*
> *public void onUpdate(Context context, AppWidgetManager appWidgetManager,
> int[]appWidgetIds) {*
> *context.startService(new Intent(context, ToggleService.class));*
> *}*
> *public static class ToggleService extends IntentService {*
> *public ToggleService() {*
> *super("ActiveMobileData$ToggleService");*
> *}*
> *@Override*
> *protected void onHandleIntent(Intent intent) {*
> *ComponentName cn = new ComponentName(this,
> ActiveMobileData.class);*
> *AppWidgetManager mgr = AppWidgetManager.getInstance(this);*
> *mgr.updateAppWidget(cn, buildUpdate(this));*
> *}*
> *private RemoteViews buildUpdate(Context context) {*
> *RemoteViews updateViews = new
> RemoteViews(context.getPackageName(), R.layout.widget);*
> *if (!isMobileDataEnabled(getApplicationContext())) {*
> *updateViews.setImageViewResource(R.id.mobileDataState,
> R.mipmap.ic_launcher_g);*
> *enableMobileData(getApplicationContext(), true);*
> *iconEnabled = true;*
> *} else {*
> *updateViews.setImageViewResource(R.id.mobileDataState,
> R.mipmap.ic_launcher_r);*
> *enableMobileData(getApplicationContext(), false);*
> *iconEnabled = false;*
> *}*
> *Intent i = new Intent(this, ActiveMobileData.class);*
> *PendingIntent pi = PendingIntent.getBroadcast(context, 0, i, 0);*
> *updateViews.setOnClickPendingIntent(R.id.mobileDataState, pi);*
> *return updateViews;*
> *}*
> *public boolean isMobileDataEnabled(Context context) {*
> *// ... the code here is the one that uses Java reflection*
> *}*
> *private void enableMobileData(Context context, boolean enabled) {*
> *// ... the code here is the one that uses Java reflection*
> *}*
>
> *  } 

[android-developers] Audio recording problem - fake sample rate

2015-12-23 Thread Robert Scott
There is an audio recording problem with some devices, even newer ones.  
The native audio recording sample rate appears to be a puny 8000 Hz, which 
means it can only render frequencies up to 4000 Hz.  This is a problem for 
my piano tuning app which must detect frequencies above 4000 Hz. to tune 
the top few notes.

So far I have only gotten reports of this problem on certain models of the 
LG G3 and the Nexus 7 (Asus).  The worst part is these devices do not 
return an error when we try to set up an audio input stream and request a 
sample rate of 22050 Hz.  Instead they take their 8000 samples per second 
and up-sample by duplicating each sample 2 or 3 times to give us audio that 
appears to be sampled at 22050 samples per second as requested, but it 
still cannot faithfully render frequencies above 4000 Hz, so our piano 
tuning app gives very strange results for the top few notes on the piano.

Does anyone here work with audio input apps and can you confirm this 
problem on any other devices?  You can test it out by sideloading our app 
from

  www.tunelab-world.com/atl.html

It will run in free-trial mode well enough to test this out.  To test for 
the sampling rate problem, tap on the large "A4" and select the note "B7" 
by tapping on the "7" first.  Then on a different device or computer, 
generate a tone at 3950 Hz.  One such on-line source is 

  onlinetonegenerator.com/

If this tone produces just one peak in the spectrum display at 3950 Hz, 
then everything is fine.  But if this produces two peaks - one at 3950 and 
the other at 4050, then you have a device that is sampling at 8000 Hz and 
then up-sampling to feed our app a fake 22050 samples per second.

-Robert Scott
 Hopkins, MN

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[android-developers] Re: Audio recording problem - fake sample rate

2015-12-23 Thread Robert Scott
I first call *AudioRecord.getMinBufferSize(22050...*  If this returns an 
error (<1) then I call *AudioRecord.getMinBufferSize(44100...*  Whichever 
one of these calls succeeds, I use that rate in my call to "*new 
AudioRecord(..,sampleRate..)*"

I don't actually have one of these misbehaving devices, so my experiments 
so far have been with the help of my customers.

-Robert Scott
 Hopkins, MN

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Re: [android-developers] Get the DNS details when the Device is connected to Data connection.

2015-10-01 Thread 'Robert Greenwalt' via Android Developers
On M you can use
ConnectivityManager.getLinkProperties(ConnectivityManager.getActiveNetwork()).getDnsServers()

On Thu, Oct 1, 2015 at 3:16 AM, Gunjan Pathak 
wrote:

> Hey everyone ,
>
> I am new to android development dont know much in details i want to get
> the details of the DNS when my device is connected to DATA COnnection . I
> know it is possible when i am connected to WIFI connection but i want it
> during the DATA CONNECTION . Please do guide me .
>
> Thank you .
>
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Re: [android-developers] Get the DNS details when the Device is connected to Data connection.

2015-10-01 Thread 'Robert Greenwalt' via Android Developers
It may - I didn't explore back in time to see when the APIs were
added/exposed.

On Thu, Oct 1, 2015 at 12:22 PM, Gustavo Oliveira <gus...@gmail.com> wrote:

> Doesn't that work on Lollipop as well?
>
>
> On Thu, Oct 1, 2015 at 2:28 PM, 'Robert Greenwalt' via Android Developers
> <android-developers@googlegroups.com> wrote:
>
>> On M you can use
>> ConnectivityManager.getLinkProperties(ConnectivityManager.getActiveNetwork()).getDnsServers()
>>
>> On Thu, Oct 1, 2015 at 3:16 AM, Gunjan Pathak <gunjanpathak1...@gmail.com
>> > wrote:
>>
>>> Hey everyone ,
>>>
>>> I am new to android development dont know much in details i want to get
>>> the details of the DNS when my device is connected to DATA COnnection . I
>>> know it is possible when i am connected to WIFI connection but i want it
>>> during the DATA CONNECTION . Please do guide me .
>>>
>>> Thank you .
>>>
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Re: [android-developers] WebView and ConnectivityManager.requestNetwork

2014-12-12 Thread 'Robert Greenwalt' via Android Developers
I think the WebView API may need to be made multinetwork aware.


On Fri, Dec 12, 2014 at 12:15 PM, Krystian Lewandowski 
krystian@gmail.com wrote:

 Hi,
 I'm trying to update ConnectivityManager.requestRouteToHost implementation
 from deprecated one to ConnectivityManager.requestNetwork introduced in
 Lollipop. It supports Sockets, SocketFactories, URLConnections - this is
 fine. The only thing missing at the moment is WebView support.
 Application's requirement is to route WebView.loadUrl requests via specific
 interface, but I can't see how it could be done with the new API (I can't
 use setProcessDefaultNetwork).

 I looked at WebView API but couldn't find anything new that would support
 changed routing API. Is it supported, am I missing something?

 Thank you,
 Krystian

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Re: [android-developers] can I get DhcpInfo - for Ethernet? instead of WiFi?

2014-08-14 Thread 'Robert Greenwalt' via Android Developers
There will be API to access this in the next release.  I think even the
previous release from Google I/O may have had API in the
ConnectivityManager to access a LinkProperties object for each network (or
the current default network) which would contain this information.


On Thu, Aug 14, 2014 at 5:47 PM, Mihai Badea rumbur...@gmail.com wrote:

 I have the following code to determine all info about my local network on
 Wifi:

 WifiManager wifiMan = 
 (WifiManager)context.getSystemService(Context.WIFI_SERVICE);
 dhcpInfo = wifiMan.getDhcpInfo();
 networkAddress = ntoh(dhcpInfo.netmask  dhcpInfo.ipAddress);
 broadcastAddress = ntoh((dhcpInfo.netmask  dhcpInfo.ipAddress) | 
 (~dhcpInfo.netmask));
 netMask = ntoh(dhcpInfo.netmask);
 ipAddress = ntoh(dhcpInfo.ipAddress);

 However I could not find a way to get this DhcpInfo object for Ethernet.
 There is no such thing as EthernetManager

 How to get the above info - while Android connected via Ethernet (USB OTG
 + Ethernet adapter)?


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Re: [android-developers] Email routing via WIFI or cell

2014-04-23 Thread 'Robert Greenwalt rgreenw...@google.com' via Android Developers
Q1 - not today.  We're working on this.

Q2 - not easily.

Is this a common scenario for you?

Regards,
Robert


On Wed, Apr 23, 2014 at 11:02 AM, genedyne gened...@gmail.com wrote:

 Here is the scenario:

 A smart phone is used to interface to a piece of equipment via WIFI (i.e.
 the equipment provides limited access point capability, and the phone
 connects to this).
 An application on the phone wants to send an email.
 It appears that (at least DEFAULT) behavior on phones is to route email
 via WIFI if connected, and the cellular provider if not connected via WIFI.
 Since the WIFI link in this case does not provide internet connectivity,
 the email SHOULD be routed to the cellular provider.

 Q1: Is Android smart enough to figure out that the WIFI link is NOT to the
 internet, and route the email to the cellular provider? If so, is this
 basic to android, or is it a feature that may or may not exist depending on
 the version and/or brand? This is the preferred solution, and I've noted
 Windows can determine if a network has internet access or not (but might
 know by doing something dumb, like pinging microsoft servers, etc.)

 Q2: Assuming Android is not 'smart enough' or cannot determine the WIFI
 link is not internet capable, is there a way for the application attempting
 to send an email to SPECIFY the email is to be routed via the cellular
 provider? I'm guessing this is unlikely, as a poorly written (or
 intentionally badly-behaved) application could rack up $$$ using cell data
 transfer when a perfectly good WIFI link was available.

 Thanks.

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Re: [android-developers] Email routing via WIFI or cell

2014-04-23 Thread 'Robert Greenwalt rgreenw...@google.com' via Android Developers
How about trying wifi first?


On Wed, Apr 23, 2014 at 6:37 PM, genedyne gened...@gmail.com wrote:

 For that matter, as the IoT grows, I'd expect there will be plenty of
 other situations where the same issue will arise. I really doubt we're the
 only ones to be so 'creative' ;-)


 On Wednesday, April 23, 2014 2:28:14 PM UTC-4, Robert Greenwalt wrote:

 Q1 - not today.  We're working on this.

 Q2 - not easily.

 Is this a common scenario for you?

 Regards,
 Robert


 On Wed, Apr 23, 2014 at 11:02 AM, genedyne gene...@gmail.com wrote:

 Here is the scenario:

 A smart phone is used to interface to a piece of equipment via WIFI
 (i.e. the equipment provides limited access point capability, and the phone
 connects to this).
 An application on the phone wants to send an email.
 It appears that (at least DEFAULT) behavior on phones is to route email
 via WIFI if connected, and the cellular provider if not connected via WIFI.
 Since the WIFI link in this case does not provide internet connectivity,
 the email SHOULD be routed to the cellular provider.

 Q1: Is Android smart enough to figure out that the WIFI link is NOT to
 the internet, and route the email to the cellular provider? If so, is this
 basic to android, or is it a feature that may or may not exist depending on
 the version and/or brand? This is the preferred solution, and I've noted
 Windows can determine if a network has internet access or not (but might
 know by doing something dumb, like pinging microsoft servers, etc.)

 Q2: Assuming Android is not 'smart enough' or cannot determine the WIFI
 link is not internet capable, is there a way for the application attempting
 to send an email to SPECIFY the email is to be routed via the cellular
 provider? I'm guessing this is unlikely, as a poorly written (or
 intentionally badly-behaved) application could rack up $$$ using cell data
 transfer when a perfectly good WIFI link was available.

 Thanks.

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Re: [android-developers] HttpUrlConnection - Slow Post Multipart Content

2014-02-21 Thread Robert Greenwalt
Since you think it's not network based how about using
http://developer.android.com/tools/debugging/debugging-tracing.html and
sprinkling trace output through the code to find the bottleneck?


On Fri, Feb 21, 2014 at 5:23 AM, Marco Serioli mseri...@gmail.com wrote:

 Hi guys!

 I've already posted this question on Stack Overflow:
 http://stackoverflow.com/questions/21932685/httpurlconnection-slow-post-multipart-content

 But maybe here I can find more solution :)


 I'm trying to post a test File to a tomcat server using Android. I'm
 developing on Android 4.1.2, but I have verified same problem on 4.0.3.

 The problem is that the file upload requires a very long time (about 70
 seconds for a 4MB file), also in local network. The time is equiparable
 using a 3g connection. I've excluded that it could be a server problem:
 executing the same call with curl it takes 1 / 2 seconds.

 I'm using Spring Android RestClient 1.0.1.RELEASE and, given Android
 version and the fact that I'm not overriding default behaviour, it uses
 HttpUrlConnection instead of HttpClient to make http requests.

 I have also implemented my custom ClientHttpSessionFactory in order to
 manipulate some details of SSL connection and I have defined my own
 implementation of ClientHttpRequestInterceptor in order to modify
 authentication header.

 All works, also the posting of small file. But when I try to send big
 files the time increase.

 I have also set setBufferRequestBody(false) in order to avoid
 OutOfMemoryException on big files. But this property have no effects on
 time required.

 Looking in DDMS shell, on Network Statistics I've also found that the
 network throughput is never over 250kb in TX.

 There seems to be a bootleneck, but how to investigate it?

 I can post some code if it could be useful!

 Thank you for any suggestion!
 Marco

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[android-developers] Re: Help needed -- There is no linked app associated with this client ID.

2014-02-15 Thread Robert Auger
I have the same problem. I don't understand how to register 2 client ID 
(one for debug and one for production) in the Games services console.
If the answer is known, please let me know.

Le dimanche 27 octobre 2013 10:50:48 UTC+1, FReDD a écrit :

 Hi all,

 I'm becoming crazy with this one. I just published a game on Google Play 
 and the game uses the Google Play Games services.

 Sign-in and leaderboards / achievements worked fined with the application 
 signed with the debug key, but since I built and
 published my app using my release key, Google+ sign-on is impossible. I 
 always get the infamous error 
 *E/SignInIntentService(25004): There is no linked app associated with 
 this client ID.*

 I double- and triple-checked everything : my app is published, the package 
 name and SHA1 fingerprint are correct and match
 what I extracted from the release APK, I unlinked and relinked the app in 
 the Google Play Console multiple times, but nothing
 works.

 Ideas, anyone ?

 Thanks


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Re: [android-developers] Wifi Direct - Peer To Peer question

2014-01-06 Thread Robert Greenwalt
Generally in RF a transmitter at the same or near frequency will interfere
with the receiver.  The sharp filters needed to support near-frequency full
duplex are large (resonant cavity
filterhttp://www.hol4g.com/documents/bird/CavityFilters_-Duplexers_catalog.pdf).
 Most of the time you can fake it though, alternating sending and receiving
with short time slices.  Wifi, including wifi direct does just that.  You
can receive packets and send packets though strictly speaking not at the
same time.


On Thu, Jan 2, 2014 at 6:19 AM, dani maoz maoz.d...@gmail.com wrote:

 Hi
 Is It possible for one device to be transmitter and receiver at the same
 time?
 I would like to write an application using 
 wifip2phttp://developer.android.com/guide/topics/connectivity/wifip2p.html

 Thanks in advance


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Re: [android-developers] how to optimize reliability of gcm messages on 2G network?

2013-12-12 Thread Robert Greenwalt
Applications using GCM should never need concern themselves with 2g vs 3g
vs wifi issues.  That is supposed to be one of the values of GCM.

Someone from the GCM team should comment on 2G reliability.


On Mon, Dec 9, 2013 at 8:57 PM, ranjit R ranjitr...@gmail.com wrote:

 I am using 2g network for Instant messaging .with payload less than 2kb..
  In 3g network success rate of receiving gcm messages is 10/10 with out
 queueing of messages in gcm messaged in GCM server.

 In 2G network  here Is the problem 5/10 messages are received instantly
 other 5 goes in to queue I n GCM server ..
 My question is
 As Google queue messages on gcm server When phone is idle.
 1 is there a callback to device when gcm message is queue in server.
  2 is there way to optimize gcm messages on 2g network
 3 when does gcm expire.
 4 or is there better way of handling gcm message for 2G

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Re: [android-developers] Forcing app to use wi-fi, not 3G, for latency reasons

2013-10-21 Thread Robert Greenwalt
We will prefer wifi networks over 3g networks if the user has enabled wifi
and is within range of a known network.  You can check if we are connected
to wifi via

NetworkInfo activeInfo = ConnectivityManager.getActiveNetworkInfo();
Boolean wifi = (activeInfo != null  activeInfo.getType() ==
ConnectiivtyManager.TYPE_WIFI);

There is no nice way to force a udp transmission onto wifi.


On Mon, Oct 21, 2013 at 8:04 AM, RLScott fixthatpi...@yahoo.com wrote:

 My app uses a UDP network protocol involving very little data.  But the
 round-trip latency is important.  I have heard that 3G latency is more
 variable than wi-fi, especially after a long period of inactivity.  My app
 will use the network data after several hours of inactivity, and I want
 that very first access to have the shortest possible latency.  (It is
 querying a network time server).  I thought about sending out some nonsense
 UDP packets to some other host just to wake up the channel, since I am
 told that the 3G network switches to faster response only after a few
 hits.  But then I thought it might be simpler just to insist that wi-fi be
 available to provide this particular function.  So is there anything in the
 API that allows me to either query if wi-fi is available, or to force the
 network access to use only wi-fi?


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Re: [android-developers] Problem with getScanResults()

2013-10-08 Thread Robert Greenwalt
Looks reasonable.  Can you take a bugreport?


On Tue, Oct 8, 2013 at 12:14 PM, BearTi mlrti...@gmail.com wrote:

 Hi,

 I´ve a big problem with the getScanResults() function. I always get 0
 as result.

 Here is my Code (it´s a service):

 public void onCreate() {
 super.onCreate();

 wifiMgr = (WifiManager)getSystemService(Context.WIFI_SERVICE);
 sharedPreferences =
 PreferenceManager.getDefaultSharedPreferences(this.getApplicationContext());
 intentScan = new IntentFilter();
 intentScan.addAction(WifiManager.SCAN_RESULTS_AVAILABLE_ACTION);
 scanReceiver = new ScanReceiver();

 screenOnReceiver = new ScreenOnReceiver();
 registerReceiver(screenOnReceiver, new
 IntentFilter(Intent.ACTION_SCREEN_ON));

 screenOffReceiver = new ScreenOffReceiver();
 registerReceiver(screenOffReceiver, new
 IntentFilter(Intent.ACTION_SCREEN_OFF));
 }

 @Override
 public void onDestroy () {
   unregisterReceiver(screenOnReceiver);
   unregisterReceiver(screenOffReceiver);
 }

 @Override
 public void onStart(Intent intent, int startId) {
 wifiMgr = (WifiManager)getSystemService(Context.WIFI_SERVICE);

 registerReceiver(scanReceiver, intentScan);

 showToasts = sharedPreferences.getBoolean(checkbox_notification,
 true);
 autoSync = sharedPreferences.getBoolean(checkbox_autosync, true);
 if(wifiMgr.getConnectionInfo().getNetworkId() == -1) {
 if(wifiMgr.setWifiEnabled(true)) {

if(!wifiMgr.startScan()){
unregisterReceiver(scanReceiver);
}
 }
 }else{
 if(showToasts)
 Toast.makeText(this.getApplicationContext(),R.string.toast_nochange,
 Toast.LENGTH_SHORT).show();
 }
 }




 public class ScanReceiver extends BroadcastReceiver {
 @Override
 public void onReceive(Context context, Intent intent) {
 Log.d(wifi, ScanComplete - +intent.getAction());

 ListWifiConfiguration wifiListSupplicant =
 wifiMgr.getConfiguredNetworks();
 ListScanResult wifiListScan = wifiMgr.getScanResults();


 Log.d(wifi, LIST: +wifiListScan.size());

 } }



 Somebody an idea?

 Thanks

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Re: [android-developers] Re: Problem with getScanResults()

2013-10-08 Thread Robert Greenwalt
adb bugreport  mybug

and send me the resulting mybug file


On Tue, Oct 8, 2013 at 1:08 PM, BearTi mlrti...@gmail.com wrote:

 How? What do u need?



 Am Dienstag, 8. Oktober 2013 21:14:55 UTC+2 schrieb BearTi:

 Hi,

 I´ve a big problem with the getScanResults() function. I always get 0
 as result.

 Here is my Code (it´s a service):

 public void onCreate() {
 super.onCreate();

 wifiMgr = (WifiManager)getSystemService(**Context.WIFI_SERVICE);
 sharedPreferences = PreferenceManager.**
 getDefaultSharedPreferences(**this.getApplicationContext());
 intentScan = new IntentFilter();
 intentScan.addAction(**WifiManager.SCAN_RESULTS_**
 AVAILABLE_ACTION);
 scanReceiver = new ScanReceiver();

 screenOnReceiver = new ScreenOnReceiver();
 registerReceiver(**screenOnReceiver, new
 IntentFilter(Intent.ACTION_**SCREEN_ON));

 screenOffReceiver = new ScreenOffReceiver();
 registerReceiver(**screenOffReceiver, new
 IntentFilter(Intent.ACTION_**SCREEN_OFF));
 }

 @Override
 public void onDestroy () {
   unregisterReceiver(**screenOnReceiver);
   unregisterReceiver(**screenOffReceiver);
 }

 @Override
 public void onStart(Intent intent, int startId) {
 wifiMgr = (WifiManager)getSystemService(**Context.WIFI_SERVICE);

 registerReceiver(scanReceiver, intentScan);

 showToasts = sharedPreferences.getBoolean(**checkbox_notification,
 true);
 autoSync = sharedPreferences.getBoolean(**checkbox_autosync,
 true);
 if(wifiMgr.getConnectionInfo()**.getNetworkId() == -1) {
 if(wifiMgr.setWifiEnabled(**true)) {

if(!wifiMgr.startScan()){
unregisterReceiver(**scanReceiver);
}
 }
 }else{
 if(showToasts)
 Toast.makeText(this.**getApplicationContext(),R.**string.toast_nochange,
 Toast.LENGTH_SHORT).show();
 }
 }




 public class ScanReceiver extends BroadcastReceiver {
 @Override
 public void onReceive(Context context, Intent intent) {
 Log.d(wifi, ScanComplete - +intent.getAction());

 ListWifiConfiguration wifiListSupplicant =
 wifiMgr.getConfiguredNetworks(**);
 ListScanResult wifiListScan = wifiMgr.getScanResults();


 Log.d(wifi, LIST: +wifiListScan.size());

 } }



 Somebody an idea?

 Thanks

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Re: [android-developers] Xml file corrupted over sprint cellular network ?

2013-10-03 Thread Robert Greenwalt
https?

I don't know who is mangling the data or what they are keying off.
 Changing the type was a good idea, but apparently not enough.  Maybe rot13
on the on the contents?  Turn on http compression?  This is all silly stuff
you shouldn't have to do.

R


On Thu, Oct 3, 2013 at 3:04 AM, Gaurav Sharma gauravsharma...@gmail.comwrote:

 @Robert can you suggest me any other way so i can fix the issue? I have
 tried changing xml content type in tomcat 6.0 but it did not work.


 On Sun, Sep 29, 2013 at 11:36 PM, Robert Greenwalt 
 rgreenw...@google.comwrote:

 We have contacts with many of the carriers and I had them ask Sprint
 about this.


 On Sat, Sep 28, 2013 at 3:34 AM, Gaurav Sharma gauravsharma...@gmail.com
  wrote:

 @robert: How do you such information? have you faced this situation
 before or have they contacted you ?


 On Sat, Sep 28, 2013 at 4:31 AM, Robert Greenwalt rgreenw...@google.com
  wrote:

 I understand Sprint is investigating and may contact you for more info.


 On Thu, Sep 26, 2013 at 2:01 AM, Gaurav Sharma 
 gauravsharma...@gmail.com wrote:

 I am having a very strange issue in my android app. I receive xml file
 from server and perform operation based on xml content.

 It is working on almost every network for eg. ATT, Verizon in USA,
 airtel, vodaphone and others in india.But it not working on sprint network
 USA.

 When i tried to find xml content i am getting some byte code or
 unicode not the plain xml file. I looked for more information i found 
 other
 also has faced this issue on sprint evdeo. people says turn off byte 
 mobile
 optimization herehttp://t8387.codeinpro.us/q/50810aaa4f1eba38a4efcbd1

 I am not able to turn off mobile byte optimization. If i switch to
 wifi network it receive file properly. Issue occur on sprint cellular
 network only.

 Any help or any pointer will be very much appreciated. Thanks in
 advance

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Re: [android-developers] Xml file corrupted over sprint cellular network ?

2013-10-03 Thread Robert Greenwalt
I was suggesting you could use https - then they can't muck with your
content.

Rot13 was suggested as a cheap way to mask your content.

Http compression is also just a way to mask the content, but it's clear in
the headers that this is happening and they may automatically see your
content anyway - it's less obscured than rot13.

R


On Thu, Oct 3, 2013 at 10:37 AM, Steve Gabrilowitz steveg1...@gmail.comwrote:

 Any chance you can use FTP protocol instead of HTTP to see if this fixes
 the issue?
 On Oct 3, 2013 1:28 PM, Gaurav Sharma gauravsharma...@gmail.com wrote:

 @Robert

 I am using HTTP not HTTPS.

 If rot13 is happening then i should be receiving changed character like A
 -N but that is not the case i am receiving some unreadable letter like
 byte symble $3.

  I will try with http comperession. Thanks for your suggestion.


 On Thu, Oct 3, 2013 at 10:36 PM, Robert Greenwalt 
 rgreenw...@google.comwrote:

 https?

 I don't know who is mangling the data or what they are keying off.
  Changing the type was a good idea, but apparently not enough.  Maybe rot13
 on the on the contents?  Turn on http compression?  This is all silly stuff
 you shouldn't have to do.

 R


 On Thu, Oct 3, 2013 at 3:04 AM, Gaurav Sharma gauravsharma...@gmail.com
  wrote:

 @Robert can you suggest me any other way so i can fix the issue? I have
 tried changing xml content type in tomcat 6.0 but it did not work.


 On Sun, Sep 29, 2013 at 11:36 PM, Robert Greenwalt 
 rgreenw...@google.com wrote:

 We have contacts with many of the carriers and I had them ask Sprint
 about this.


 On Sat, Sep 28, 2013 at 3:34 AM, Gaurav Sharma 
 gauravsharma...@gmail.com wrote:

 @robert: How do you such information? have you faced this situation
 before or have they contacted you ?


 On Sat, Sep 28, 2013 at 4:31 AM, Robert Greenwalt 
 rgreenw...@google.com wrote:

 I understand Sprint is investigating and may contact you for more
 info.


 On Thu, Sep 26, 2013 at 2:01 AM, Gaurav Sharma 
 gauravsharma...@gmail.com wrote:

 I am having a very strange issue in my android app. I receive xml
 file from server and perform operation based on xml content.

 It is working on almost every network for eg. ATT, Verizon in USA,
 airtel, vodaphone and others in india.But it not working on sprint 
 network
 USA.

 When i tried to find xml content i am getting some byte code or
 unicode not the plain xml file. I looked for more information i found 
 other
 also has faced this issue on sprint evdeo. people says turn off byte 
 mobile
 optimization herehttp://t8387.codeinpro.us/q/50810aaa4f1eba38a4efcbd1

 I am not able to turn off mobile byte optimization. If i switch to
 wifi network it receive file properly. Issue occur on sprint cellular
 network only.

 Any help or any pointer will be very much appreciated. Thanks in
 advance

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 Bangalore

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Re: [android-developers] Xml file corrupted over sprint cellular network ?

2013-09-29 Thread Robert Greenwalt
We have contacts with many of the carriers and I had them ask Sprint about
this.


On Sat, Sep 28, 2013 at 3:34 AM, Gaurav Sharma gauravsharma...@gmail.comwrote:

 @robert: How do you such information? have you faced this situation before
 or have they contacted you ?


 On Sat, Sep 28, 2013 at 4:31 AM, Robert Greenwalt 
 rgreenw...@google.comwrote:

 I understand Sprint is investigating and may contact you for more info.


 On Thu, Sep 26, 2013 at 2:01 AM, Gaurav Sharma gauravsharma...@gmail.com
  wrote:

 I am having a very strange issue in my android app. I receive xml file
 from server and perform operation based on xml content.

 It is working on almost every network for eg. ATT, Verizon in USA,
 airtel, vodaphone and others in india.But it not working on sprint network
 USA.

 When i tried to find xml content i am getting some byte code or unicode
 not the plain xml file. I looked for more information i found other also
 has faced this issue on sprint evdeo. people says turn off byte mobile
 optimization here http://t8387.codeinpro.us/q/50810aaa4f1eba38a4efcbd1

 I am not able to turn off mobile byte optimization. If i switch to wifi
 network it receive file properly. Issue occur on sprint cellular network
 only.

 Any help or any pointer will be very much appreciated. Thanks in advance

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Re: [android-developers] Xml file corrupted over sprint cellular network ?

2013-09-27 Thread Robert Greenwalt
I understand Sprint is investigating and may contact you for more info.


On Thu, Sep 26, 2013 at 2:01 AM, Gaurav Sharma gauravsharma...@gmail.comwrote:

 I am having a very strange issue in my android app. I receive xml file
 from server and perform operation based on xml content.

 It is working on almost every network for eg. ATT, Verizon in USA,
 airtel, vodaphone and others in india.But it not working on sprint network
 USA.

 When i tried to find xml content i am getting some byte code or unicode
 not the plain xml file. I looked for more information i found other also
 has faced this issue on sprint evdeo. people says turn off byte mobile
 optimization here http://t8387.codeinpro.us/q/50810aaa4f1eba38a4efcbd1

 I am not able to turn off mobile byte optimization. If i switch to wifi
 network it receive file properly. Issue occur on sprint cellular network
 only.

 Any help or any pointer will be very much appreciated. Thanks in advance

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Re: [android-developers] Re: Xml file corrupted over sprint cellular network ?

2013-09-26 Thread Robert Greenwalt
There have been cases in the past where a carrier has intercepted and
alterned content flowing over their network - most notably graphics getting
down-rezed or compressed.  I'd not heard of this happening on xml, but the
fact that changing networks fixes the problem suggests something like this
may be happening.

What protocol are you using to transfer the file?


On Thu, Sep 26, 2013 at 8:03 AM, Nobu Games dev.nobu.ga...@gmail.comwrote:

 Could you post an example of such a corrupted version of your XML files?
 Maybe as a hex dump?


 On Thursday, September 26, 2013 4:01:31 AM UTC-5, Gaurav Sharma wrote:

 I am having a very strange issue in my android app. I receive xml file
 from server and perform operation based on xml content.

 It is working on almost every network for eg. ATT, Verizon in USA,
 airtel, vodaphone and others in india.But it not working on sprint network
 USA.

 When i tried to find xml content i am getting some byte code or unicode
 not the plain xml file. I looked for more information i found other also
 has faced this issue on sprint evdeo. people says turn off byte mobile
 optimization here http://t8387.codeinpro.us/q/50810aaa4f1eba38a4efcbd1

 I am not able to turn off mobile byte optimization. If i switch to wifi
 network it receive file properly. Issue occur on sprint cellular network
 only.

 Any help or any pointer will be very much appreciated. Thanks in advance

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[android-developers] Re: Unexpected response code (401 or 500) when requesting: writeMoment in Google+ API

2013-09-09 Thread Robert Auger
Do you think there could be a problem of authentification if my private key 
size is 1024 ?
(as explained here : 
http://commonsware.com/blog/2013/09/09/psa-think-about-stronger-app-signing-keys.htmlhttp://www.google.com/url?q=http%3A%2F%2Fcommonsware.com%2Fblog%2F2013%2F09%2F09%2Fpsa-think-about-stronger-app-signing-keys.htmlsa=Dsntz=1usg=AFQjCNHIolB4w7W0rXQGScN-OHKRMnIl-Q
)

Le samedi 7 septembre 2013 19:07:13 UTC+2, Robert Auger a écrit :

 When I developped my first app that was using Google+ API, everything went 
 fine and I could create certificates, login with the user account and write 
 moments.

 But now, I ma developping a second app and really follow the same tracks. 
 I am able to login to Google+ with this new app but I cannot write moments 
 and I don't understand why.

 All the details are on my stackoverflow question : 
 http://stackoverflow.com/questions/18549978/unexpected-response-code-401-when-requesting-writemoment

 If you know why, please tell me. Could it be possible that I cannot have 2 
 active apps at the same time ?



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Re: [android-developers] How to configure Client MAC address in Android WiFi HotSpot through Code.

2013-09-09 Thread Robert Greenwalt
Trying to do mac based authentication where you must set the mac address of
the clients means that only clients with easily modified mac addresses
would work and that would kind of defeat the authentication, wouldn't it?

MAC authentication is not really worth the effort:
http://superuser.com/questions/19383/why-is-mac-based-authentication-insecure


On Sun, Sep 8, 2013 at 9:18 PM, rakesh kumar dogra.rakes...@gmail.comwrote:

 Thanks Robert,

 But I want to apply the MAC address authentication on Hotspot, is it
 posssible in Android.?



 On Friday, September 6, 2013 9:31:17 PM UTC+5:30, Robert Greenwalt wrote:

 I don't think this is supported.  MAC address is not supposed to be
 easily/frequently changed.


 On Thu, Sep 5, 2013 at 11:51 PM, rakesh kumar dogra.r...@gmail.comwrote:

  Hi All,

 I have  to configured Client  MAC address with Android WiFi Hotspot
 through code.
 I am able to start the Hotspot through code but not able to configure
 the client MAC address with hotspot.

 Can anyone help me to make it possible without rooting the android
 devices.

 Regards ,
 Rakesh

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[android-developers] Unexpected response code (401 or 500) when requesting: writeMoment in Google+ API

2013-09-07 Thread Robert Auger
When I developped my first app that was using Google+ API, everything went 
fine and I could create certificates, login with the user account and write 
moments.

But now, I ma developping a second app and really follow the same tracks. I 
am able to login to Google+ with this new app but I cannot write moments 
and I don't understand why.

All the details are on my stackoverflow question : 
http://stackoverflow.com/questions/18549978/unexpected-response-code-401-when-requesting-writemoment

If you know why, please tell me. Could it be possible that I cannot have 2 
active apps at the same time ?

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Re: [android-developers] How to configure Client MAC address in Android WiFi HotSpot through Code.

2013-09-06 Thread Robert Greenwalt
I don't think this is supported.  MAC address is not supposed to be
easily/frequently changed.


On Thu, Sep 5, 2013 at 11:51 PM, rakesh kumar dogra.rakes...@gmail.comwrote:

 Hi All,

 I have  to configured Client  MAC address with Android WiFi Hotspot
 through code.
 I am able to start the Hotspot through code but not able to configure the
 client MAC address with hotspot.

 Can anyone help me to make it possible without rooting the android devices.

 Regards ,
 Rakesh

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Re: [android-developers] can we check usb tethering and hotspot on/off in android?

2013-09-05 Thread Robert Greenwalt
No - this functionality is not currently exposed.


On Wed, Sep 4, 2013 at 9:29 PM, ansal ashish.a...@gmail.com wrote:

 Hi ,

 can we check usb-tethering and hotspot  on/off  in android?

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Re: [android-developers] Manual Proxy Configuration not working on Android 2.3

2013-08-26 Thread Robert Greenwalt
This flavor of proxy support in Android didn't appear until Honeycomb
(3.1).  Prior to that there was the Proxy class in the framework that
reported a network-independent global proxy.


On Mon, Aug 26, 2013 at 7:16 AM, TG tirtha.g...@gmail.com wrote:

 I am using a Samsung Galaxy S Plus Phone running on Android 2.3.4

 I manually set the proxy server and the port in the phone, in Settings-
 Wireless  Network- Wi-Fi Settings- MENU Button- Advanced panel.

 My phone is still not able to communicate using the proxy. I tried the
 browser, and that is not able make use of the proxy settings.

 public static InputStream inputStreamForUrl(URL url) throws IOException {

 HttpURLConnection urlConnection = (HttpURLConnection) 
 url.openConnection(); // doesn't work on android 2.3.4
 urlConnection.setRequestMethod(GET);
 urlConnection.setDoInput(true);
 urlConnection.setConnectTimeout(3);
 urlConnection.setReadTimeout(3);
 System.out.println(urlConnection.usingProxy());
 urlConnection.connect();
 return urlConnection.getInputStream();}

 However, If I manually hardcode the proxy in the code, it works

 Proxy proxy = new Proxy(Proxy.Type.HTTP, new 
 InetSocketAddress(proxy.server.url, 8080));// this needs to be hard coded 
 to make it work in 2.3HttpURLConnection urlConnection = (HttpURLConnection) 
 url.openConnection(proxy);// this needs to be hard coded to make it work in 
 2.3

 I tried to dynamically find out the system proxy and then use it in code,

 private static void getProxySettings()
 {
 final boolean IS_ICS_OR_LATER = Build.VERSION.SDK_INT = 14;

 String proxyAddress = ;
 int proxyPort = 0;

 if( IS_ICS_OR_LATER )
 {
 proxyAddress = System.getProperty( http.proxyHost );

 String portStr = System.getProperty( http.proxyPort );
 proxyPort = Integer.parseInt( ( portStr != null ? portStr : -1 
 ) );
 }
 else
 {
 proxyAddress = android.net.Proxy.getHost( ctx );
 proxyPort = android.net.Proxy.getPort( ctx );
 }



 System.out.println(proxyAddress);
 System.out.println(proxyPort);
 }

 but the proxy address and port is null always.

 Can someone help please

 *PS.* I absolutely no problem on Android 4.1/4.2/4.3 devices

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Re: [android-developers] Check For Internet Connection

2013-07-16 Thread Robert Greenwalt
You certainly can have a race condition, but the more likely thing is
either the network never had internet reach (walled garden) or temporarily
doesn't have access to the internet.  Both the cell radio and wifi have a
tendency to hold on trying to get reconnected before they give up and
report a disconnection.

Other than that, your code looks good.

You can also cache this value and then listen for broadcasts rather than
calling ConnectivityManager all the time - depends on how often you check
this.


On Tue, Jul 16, 2013 at 9:58 AM, Nathan nathan.d.mel...@gmail.com wrote:

 The following is what I have seen as a fairly standard method for checking
 for an internet connection.

@Override
 public void checkforConnection(Context ctx) {
 // TODO Auto-generated method stub
 ConnectivityManager mgr = (ConnectivityManager)
 ctx.getSystemService(Context.CONNECTIVITY_SERVICE);
 NetworkInfo ni = mgr.getActiveNetworkInfo();
 if(ni==null)
 this.noConnection.set(true);
 else if(!ni.isConnected())
 this.noConnection.set(true);
 else
 this.noConnection.set(false);

 }

 Is there any way this can fail?

 I have been using this for six months. Only two identifiable complaints.
 They may not be sophisticated enough to know if they have an internet
 connection, though. One has a friend that installs apps for him.

 Nathan

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Re: [android-developers] setting priority to wifi configured network so that has to connect to specified network in the region if available

2013-06-25 Thread Robert Greenwalt
Can you clarify your question?  Do you mean setting relative priority
between known wifi networks or do you mean relative priority between wifi
and cellular data?


On Tue, Jun 25, 2013 at 2:17 AM, Kondlada karthik.kondl...@gmail.comwrote:

 hi,
   Any one has succeed in setting wifi priority , please suggest me
 . Thanks

 regards,
 karthik kondlada

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[android-developers] Long Press on custom View

2013-05-22 Thread Robert
Long story, short.
1. I have a relative layout
2. I need to program stuff to happen when the user long presses inside the 
view


What I would really like is to have a delete button appear on the side that 
the user presses and the view goes away.
Any idea how to do that?

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Re: [android-developers] VPN connect/disconnect detection on Android 4+

2013-05-13 Thread Robert Greenwalt
I don't think there is a good solution currently.  This is definitely
broken and I hope it's fixed soon.


On Mon, May 13, 2013 at 10:23 AM, Martin Heller heller.m...@gmail.comwrote:

 Hi,

 has anyone any idea on this topic?

 I need this functionality for a SIP client to reregister with server
 when such network change occurs. Or, possibly, is there any workaround
 to avoid being effectively offline until the next regular reregistration?

 Thanks,

 Martin

 On 04/24/2013 10:03 AM, Martin Heller wrote:
  Hi,
 
  is there a way to detect VPN connection/disconnection on Android 4.0 and
  newer?
  I found
 
 http://stackoverflow.com/questions/6031821/no-connectivity-change-with-vpn
  and
 
 http://stackoverflow.com/questions/3461967/get-vpn-connection-status-on-android
  however this only works on Android older than 4.0.
 
  Thanks
 
  Martin

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Re: [android-developers] Wifi POC - AP wifi connect using GPRS?

2013-05-02 Thread Robert Greenwalt
What is a POC?

What are you trying to use the cellular data for?  Do you want most traffic
to use wifi, but some traffic to use cellular?

R


On Tue, Apr 30, 2013 at 11:38 PM, Ran Cohen ranco...@gmail.com wrote:

 Dear All,

 i am working on a Wifi POC and have the next question:

 if i am to connect to a wifi AP using my cell (sony erricsson experia arc
 S android version 2.3.4* in that case*) can i still configure my cell to
 use GPRS?* if so:* can it be done via a program or only manualy? *if 
 not:*could i expect future devices to support this feature? (e.g. wifi direct)

 Thank you in advanced and BR,
 Ran

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Re: [android-developers] problem with VPN

2013-04-29 Thread Robert Greenwalt
While custom VPNs can do just that (split
tunnelinghttp://en.wikipedia.org/wiki/Split_tunneling),
the built in VPN solutions are not that configurable.  You can access the
internet through your vpn if your home network is set up for it though.

R


On Thu, Apr 25, 2013 at 3:06 AM, ramirez.moren...@gmail.com wrote:

 Hi.

 When i active the vpn (l2tp) in android 2.3.6 to connect to the office I
 do not have connection to Internet for the apn of my mobile company.

 Can i do one default route for internet and other route for the ip public
 for used the vpn?

 Than you for help me.
 Best regards
 JRM

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Re: [android-developers] How to query IPV6 addresses from network interface like WiFi/3G

2013-04-23 Thread Robert Greenwalt
You're trying to find the local address for an interface?  It's not pretty
but how about parsing /proc/net/if_inet6?

Are you sure your IOCTL attempt was with a ipv6 address assigned?  I'd be
surprised if that were failing, but I entered an internal bug to track the
issue.

R


On Thu, Apr 18, 2013 at 11:11 PM, suresh tummala tsures...@gmail.comwrote:

 Hi,

   I have tried the following methods to obtain IPv6 address from
 interfaces like WiFi/3G for android.


- IOCTL query with AF_INET6 socket. But i got IPv4 address only
- getifaddrs API not supported in Android, not available in NDK
- Configuring static IPv6 address, but GUI not allowing IPv6 address to
 configure.
- Using route command from adb shell, but giving error Invalid
 arguments every time


Let me know is there any other menthod available to query IPv6 address
 in Android.

 Regards
 Suresh T.

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Re: [android-developers] Sprint 4G(WIMAX) tcp connection problem

2013-04-23 Thread Robert Greenwalt
It is possible the samsung radio is GCM aware.  That would be bad.  I've
added an internal bug to add a CTS test for this.


On Thu, Apr 18, 2013 at 8:21 PM, Long Pu long...@gmail.com wrote:

 It's galaxy S2.

 I believe the GCM works on this phone. I am wondering what GCM does to
 keep his socket alive.
 It would not seed keep alive packets in short period like several seconds,
 this would burn
 out battery very quickly.

 My guess is that the carrier can recognize the GCM tcp connection and only
 keep it alive.

 Cheers.
 Long


 On Fri, Apr 19, 2013 at 12:00 AM, Robert Greenwalt 
 rgreenw...@google.comwrote:

 What phone hardware?


 On Thu, Apr 18, 2013 at 3:27 AM, Long Pu long...@gmail.com wrote:

 We only see this issue on Boost phones on WIMAX actually. Pure Sprint
 phones work fine.

 The minimal required period is a crazy value like 3~5 seconds.   Hope
 this info can help.
 Our guess is that maybe Boost rents other company's WIMAX network, so
 they would like to try their best to clean up idle connections.


 Thanks.

 Cheers.
 Long



 On Thu, Apr 18, 2013 at 1:03 AM, Robert Greenwalt rgreenw...@google.com
  wrote:

 Thanks Long Pu for the reasoning for not using GCM.

 You only have this problem on sprint wimax, correct?  Have to tried
 very frequent keep-alives?  Figuring out roughly what the required period
 is may help us find the cause.  We can talk with Sprint and Samsung about
 it, but the timeout info would be useful before that.

 R


 On Wed, Apr 17, 2013 at 7:28 AM, Long Pu long...@gmail.com wrote:

 We have to consider multiple platforms(iOS, Android, Blackberry). On
 iOS, push notification
 is not an option for our application.  If use GCM, we need  another
 extra special design especially for android.


 On Mon, Apr 15, 2013 at 11:23 PM, Robert Greenwalt 
 rgreenw...@google.com wrote:

 Could you use GCMhttp://developer.android.com/google/gcm/index.html 
 instead
 of rolling your own long-lived connection with independent keepalive?
  It'll be better for the users battery and better for the carriers 
 network
 and you won't have to figure out issues like these.


 On Sat, Apr 13, 2013 at 3:35 AM, Long long...@gmail.com wrote:

 Hi Developers,
 I have an background service which connects my server with a TCP
 connection.
 My background service sends a ping packet to my server every
 4minutes to keep the socket alive.
The problem is that the device can not get the packet from the
 server after a short time(3 seconds from my test) after the ping is 
 sent.
This app works fine on other networks(ATT, verizon).

The strange thing is that if I force the device to connect to
 3G(EVDO revision A), it works fine.

It seems to me that, on Sprint 4G network, when an app sends a
 packet through a tcp socket, and then the socket is idle for
 several seconds, then the app will never be able to receive packets
 from this socket.

I don't think it's related to the 4G signal, since this issue can
 be reproduced every time.

Any suggestions?







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Re: [android-developers] Re: Check the Status of VPN

2013-04-22 Thread Robert Greenwalt
I don't think there is an API for this.


On Tue, Apr 9, 2013 at 4:38 AM, Niels Kramer nielskram...@gmail.com wrote:

 Hello,,

 Did you ever solve this problem??

 I have the same problem atm. where i want to know if VPN Connection is
 closed and then launch my vpn firewall. Because it gets shutdown if i
 launch my VPN connection. ( I have not rooted my phone)

 Greetings,,

 Niels

 Op vrijdag 28 december 2012 07:48:43 UTC+1 schreef Priyanka het volgende:

 Hello All,

 Is there a  system wide capability to check the status of VPN on Android
 device ?

 Currently in my app the status of VPN connectivity is checked by hitting
 the url  getting response from the server if the site is available.
 However,
 it could be the case that the site is temporarily down but there is
 availability of VPN. So how do I get this status in application.

 Regards,
 Priyanka



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Re: [android-developers] Sprint 4G(WIMAX) tcp connection problem

2013-04-18 Thread Robert Greenwalt
What phone hardware?


On Thu, Apr 18, 2013 at 3:27 AM, Long Pu long...@gmail.com wrote:

 We only see this issue on Boost phones on WIMAX actually. Pure Sprint
 phones work fine.

 The minimal required period is a crazy value like 3~5 seconds.   Hope this
 info can help.
 Our guess is that maybe Boost rents other company's WIMAX network, so they
 would like to try their best to clean up idle connections.


 Thanks.

 Cheers.
 Long



 On Thu, Apr 18, 2013 at 1:03 AM, Robert Greenwalt 
 rgreenw...@google.comwrote:

 Thanks Long Pu for the reasoning for not using GCM.

 You only have this problem on sprint wimax, correct?  Have to tried very
 frequent keep-alives?  Figuring out roughly what the required period is may
 help us find the cause.  We can talk with Sprint and Samsung about it, but
 the timeout info would be useful before that.

 R


 On Wed, Apr 17, 2013 at 7:28 AM, Long Pu long...@gmail.com wrote:

 We have to consider multiple platforms(iOS, Android, Blackberry). On
 iOS, push notification
 is not an option for our application.  If use GCM, we need  another
 extra special design especially for android.


 On Mon, Apr 15, 2013 at 11:23 PM, Robert Greenwalt 
 rgreenw...@google.com wrote:

 Could you use GCM http://developer.android.com/google/gcm/index.html 
 instead
 of rolling your own long-lived connection with independent keepalive?
  It'll be better for the users battery and better for the carriers network
 and you won't have to figure out issues like these.


 On Sat, Apr 13, 2013 at 3:35 AM, Long long...@gmail.com wrote:

 Hi Developers,
 I have an background service which connects my server with a TCP
 connection.
 My background service sends a ping packet to my server every
 4minutes to keep the socket alive.
The problem is that the device can not get the packet from the
 server after a short time(3 seconds from my test) after the ping is sent.
This app works fine on other networks(ATT, verizon).

The strange thing is that if I force the device to connect to
 3G(EVDO revision A), it works fine.

It seems to me that, on Sprint 4G network, when an app sends a
 packet through a tcp socket, and then the socket is idle for
 several seconds, then the app will never be able to receive packets
 from this socket.

I don't think it's related to the 4G signal, since this issue can
 be reproduced every time.

Any suggestions?







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Re: [android-developers] Sprint 4G(WIMAX) tcp connection problem

2013-04-17 Thread Robert Greenwalt
Thanks Long Pu for the reasoning for not using GCM.

You only have this problem on sprint wimax, correct?  Have to tried very
frequent keep-alives?  Figuring out roughly what the required period is may
help us find the cause.  We can talk with Sprint and Samsung about it, but
the timeout info would be useful before that.

R


On Wed, Apr 17, 2013 at 7:28 AM, Long Pu long...@gmail.com wrote:

 We have to consider multiple platforms(iOS, Android, Blackberry). On iOS,
 push notification
 is not an option for our application.  If use GCM, we need  another extra
 special design especially for android.


 On Mon, Apr 15, 2013 at 11:23 PM, Robert Greenwalt 
 rgreenw...@google.comwrote:

 Could you use GCM http://developer.android.com/google/gcm/index.html 
 instead
 of rolling your own long-lived connection with independent keepalive?
  It'll be better for the users battery and better for the carriers network
 and you won't have to figure out issues like these.


 On Sat, Apr 13, 2013 at 3:35 AM, Long long...@gmail.com wrote:

 Hi Developers,
 I have an background service which connects my server with a TCP
 connection.
 My background service sends a ping packet to my server every
 4minutes to keep the socket alive.
The problem is that the device can not get the packet from the server
 after a short time(3 seconds from my test) after the ping is sent.
This app works fine on other networks(ATT, verizon).

The strange thing is that if I force the device to connect to 3G(EVDO
 revision A), it works fine.

It seems to me that, on Sprint 4G network, when an app sends a packet
 through a tcp socket, and then the socket is idle for
 several seconds, then the app will never be able to receive packets from
 this socket.

I don't think it's related to the 4G signal, since this issue can be
 reproduced every time.

Any suggestions?







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Re: [android-developers] Re: Sprint 4G(WIMAX) tcp connection problem

2013-04-17 Thread Robert Greenwalt
I agree - testing 80 sounds like a good idea to gain more info about what
may be happening.


On Wed, Apr 17, 2013 at 10:43 AM, bob b...@coolfone.comze.com wrote:

 Is it an option to run the XMPP server on port 80?

 Or perhaps just set up a test server on port 80 to explore the hypothesis
 that this will resolve the problem?

 Alternatively, you could also create a proxy that runs on port 80 and acts
 as an intermediary.


 Thanks.



 On Wednesday, April 17, 2013 9:20:27 AM UTC-5, Long wrote:

 I am connecting to tcp port 5222 which provides xmpp service


 On Tue, Apr 16, 2013 at 12:00 AM, bob b...@coolfone.comze.com wrote:

 What port number are you using on the server?


 Maybe use *port* *80* as it is more open?


 Thanks.



 On Saturday, April 13, 2013 5:35:13 AM UTC-5, Long wrote:

 Hi Developers,
 I have an background service which connects my server with a TCP
 connection.
 My background service sends a ping packet to my server every
 4minutes to keep the socket alive.
The problem is that the device can not get the packet from the
 server after a short time(3 seconds from my test) after the ping is sent.
This app works fine on other networks(ATT, verizon).

The strange thing is that if I force the device to connect to
 3G(EVDO revision A), it works fine.

It seems to me that, on Sprint 4G network, when an app sends a
 packet through a tcp socket, and then the socket is idle for
 several seconds, then the app will never be able to receive packets
 from this socket.

I don't think it's related to the 4G signal, since this issue can be
 reproduced every time.

Any suggestions?







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Re: [android-developers] Sprint 4G(WIMAX) tcp connection problem

2013-04-15 Thread Robert Greenwalt
Could you use GCM http://developer.android.com/google/gcm/index.html instead
of rolling your own long-lived connection with independent keepalive?
 It'll be better for the users battery and better for the carriers network
and you won't have to figure out issues like these.


On Sat, Apr 13, 2013 at 3:35 AM, Long long...@gmail.com wrote:

 Hi Developers,
 I have an background service which connects my server with a TCP
 connection.
 My background service sends a ping packet to my server every 4minutes
 to keep the socket alive.
The problem is that the device can not get the packet from the server
 after a short time(3 seconds from my test) after the ping is sent.
This app works fine on other networks(ATT, verizon).

The strange thing is that if I force the device to connect to 3G(EVDO
 revision A), it works fine.

It seems to me that, on Sprint 4G network, when an app sends a packet
 through a tcp socket, and then the socket is idle for
 several seconds, then the app will never be able to receive packets from
 this socket.

I don't think it's related to the 4G signal, since this issue can be
 reproduced every time.

Any suggestions?







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Re: [android-developers] Sprint 4G(WIMAX) tcp connection problem

2013-04-15 Thread Robert Greenwalt
On Mon, Apr 15, 2013 at 8:44 AM, Kostya Vasilyev kmans...@gmail.com wrote:

 Robert,

 Could you elaborate on the issues like these part? Are there changes in
 Android that developers should be made aware?


By issues like these I just meant the inevitable bugs that will crop up
when making software.  If there is a library on the platform that already
does what you need it is risky to decide to create your own redundant code.


 I also have an app that uses long persistent server connection, and using
 GCM is not an option either.

 Can you elaborate on why GCM is not an option for you?  We want to make
GCM useful, so if it's missing features or is not an option we want to
know about it..


 It seems that with Android 4.1 and 4.2, connections often go dead --
 even though technically connected (at the server side), data pushed by the
 server stops getting through (this is verified by server logs).


Is that just on WiMAX as the original poster suggested?  Do you have
bugreports and/or packet captures?



 Android 4.0 does not seem to suffer from these issues, at least not to the
 same extent.

 A Nexus 7 and a Galaxy Nexus running the same stock 4.2.2, connected to
 the same server, over the same WiFi network, will experience dead
 connections at different rates (confirmed by logging).


Can you share a bugreport and packet capture?  There was no intention to
kill long-lived connections in android, so if there is an issue with 4.2.*
we need to hear about it.


 The suggestion to use GCM does not benefit everyone.


 It's nice that that Android has GTalk which provides GCM, and has its own
 keep-alive logic, but with it being closed source, and with apparent
 changes in recent Android versions, this leaves those developers who can't
 use GCM dead in the water.

 It would be great if someone from Google could comment, and explain,
 what's different in Android 4.1 - 4.2 with respect to long running
 connections, and what sort of magic is now required to keep them alive, for
 those apps that really need it.


As I said above we did not intentionally do anything to break long-lived
connections.  We encourage GCM use as it lets us do optimizations based on
mobile network type, etc to save on signaling traffic and battery life, but
you should still be able to roll your own if you wish.

There was a bug introduced in the 4.1 timeframe on mobile-data connections
we stopped counting udp packets when determining if a mobile connection was
hung - this could cause us to reset the mobile connection even when it was
live if only udp packets were being passed.  This doesn't apply to wifi OR
to mobile with GTalk alive - only on a private mobile network where GTalk
servers are inaccessible.


 Thanks,
 -- K


 2013/4/15 Robert Greenwalt rgreenw...@google.com

 Could you use GCM http://developer.android.com/google/gcm/index.html 
 instead
 of rolling your own long-lived connection with independent keepalive?
  It'll be better for the users battery and better for the carriers network
 and you won't have to figure out issues like these.


 On Sat, Apr 13, 2013 at 3:35 AM, Long long...@gmail.com wrote:

 Hi Developers,
 I have an background service which connects my server with a TCP
 connection.
 My background service sends a ping packet to my server every
 4minutes to keep the socket alive.
The problem is that the device can not get the packet from the server
 after a short time(3 seconds from my test) after the ping is sent.
This app works fine on other networks(ATT, verizon).

The strange thing is that if I force the device to connect to 3G(EVDO
 revision A), it works fine.

It seems to me that, on Sprint 4G network, when an app sends a packet
 through a tcp socket, and then the socket is idle for
 several seconds, then the app will never be able to receive packets from
 this socket.

I don't think it's related to the 4G signal, since this issue can be
 reproduced every time.

Any suggestions?







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Re: [android-developers] Sprint 4G(WIMAX) tcp connection problem

2013-04-15 Thread Robert Greenwalt
u


On Mon, Apr 15, 2013 at 10:46 AM, Kostya Vasilyev kmans...@gmail.comwrote:




 2013/4/15 Robert Greenwalt rgreenw...@google.com




 On Mon, Apr 15, 2013 at 8:44 AM, Kostya Vasilyev kmans...@gmail.comwrote:

 Robert,

 Could you elaborate on the issues like these part? Are there changes
 in Android that developers should be made aware?


 By issues like these I just meant the inevitable bugs that will crop up
 when making software.  If there is a library on the platform that already
 does what you need it is risky to decide to create your own redundant code.



 Yes, I understand the inevitable bugs, but GTalk / GCM work with those
 bugs, perhaps becuase they do things a certain way.

 I've seen GTalk's service menu, it seems it has separate keep-alive logic
 for mobile vs. WiFi Why? I can't tell just by reading the Android
 networking docs.


Most ipv4 is behind nats.  Even on the carrier side.  Each NATing agent
will have a timeout - no activity and they forget the connection state and
your connection is broken.  That timeout varies form network to network and
the timeout GTalk or GCM use have been tuned from android experience.  This
sort of tuning is another reason why relying on GCM is better than trying
to reinvent it.






 I also have an app that uses long persistent server connection, and
 using GCM is not an option either.

 Can you elaborate on why GCM is not an option for you?  We want to make
 GCM useful, so if it's missing features or is not an option we want to
 know about it..


 I have a little email app.

 Unless someone can convince Gmail, Yahoo, GMX, AOL, Dovecot, Courier, and
 all the rest switch to GCM, I'm kind of stuck with IMAP IDLE, which is a
 terrible protocol, but at least it's there.







 It seems that with Android 4.1 and 4.2, connections often go dead --
 even though technically connected (at the server side), data pushed by the
 server stops getting through (this is verified by server logs).


 Is that just on WiMAX as the original poster suggested?


 I don't have / use WiMax, the case I and one of my users investigated with
 logging was WiFi.


 Do you have bugreports and/or packet captures?


 I have seen server logs captured by a very helpful user, and ran my own
 app with logging, on two devices with 4.2.2, connected to the same WiFi
 access point, and same mail server.

 The symptoms are -- I can outline them in just a few sentences.

 My Android code is in a socket read (in a worker thread, of course), the
 device goes to sleep, the connection stays up.

 The server sends small packets of data from time to time.

 When the device has been asleep for a while (5-8-10 minutes, IIRC) and the
 server sends data:

 - The app no longer wakes up and receives the data
 - The next socket write from the server results in a socket write error
 (so the first packet was not acknowledged)

 In the tests I ran, the connection was alive at my home router (it has a
 UI where I can see the connections).

 If the device was not allowed to go to sleep, the issue did not occur.





 Android 4.0 does not seem to suffer from these issues, at least not to
 the same extent.

 A Nexus 7 and a Galaxy Nexus running the same stock 4.2.2, connected to
 the same server, over the same WiFi network, will experience dead
 connections at different rates (confirmed by logging).


 Can you share a bugreport and packet capture?  There was no intention to
 kill long-lived connections in android, so if there is an issue with 4.2.*
 we need to hear about it.


 Don't have a packet capture, but will try to submit a bug report, since
 there seems to be interest on your part. Thank you for this.

 Are there any changes to WiFi power saving in 4.1 - 4.2, perhaps it tries
 to go deeper than before into some sort of sleep state?

 Is it possible that this power saving mode has a low-level bug, where the
 WiFi radio stops responding to incoming packets?

 Would this be related to this old issue? I can only guess of course:
 https://code.google.com/p/android/issues/detail?id=9781




 The suggestion to use GCM does not benefit everyone.


 It's nice that that Android has GTalk which provides GCM, and has its
 own keep-alive logic, but with it being closed source, and with apparent
 changes in recent Android versions, this leaves those developers who can't
 use GCM dead in the water.

 It would be great if someone from Google could comment, and explain,
 what's different in Android 4.1 - 4.2 with respect to long running
 connections, and what sort of magic is now required to keep them alive, for
 those apps that really need it.


 As I said above we did not intentionally do anything to break long-lived
 connections.  We encourage GCM use as it lets us do optimizations based on
 mobile network type, etc to save on signaling traffic and battery life, but
 you should still be able to roll your own if you wish.


 How about documenting those optimizations, etc., or specifically, the
 special things GTalk

Re: [android-developers] Sprint 4G(WIMAX) tcp connection problem

2013-04-15 Thread Robert Greenwalt
I think he's suggesting that if app developers can't rely on wifi not
losing packets on this hardware with the AP it will see in the wild, we
should disable optimizations in general.

I think we found from our testing that the optimizations worked with a high
percentage of AP - all AP we tested against before shipping.


On Mon, Apr 15, 2013 at 12:02 PM, Irfan Sheriff isher...@gmail.com wrote:




 On Mon, Apr 15, 2013 at 11:50 AM, Kostya Vasilyev kmans...@gmail.comwrote:




 2013/4/15 Irfan Sheriff isher...@gmail.com




 On Mon, Apr 15, 2013 at 10:46 AM, Kostya Vasilyev kmans...@gmail.comwrote:



 I've seen GTalk's service menu, it seems it has separate keep-alive
 logic for mobile vs. WiFi Why? I can't tell just by reading the Android
 networking docs.


 I dont know what gtalk is doing, but a guess here is that wifi needs
 more aggressive keep alives due to NAT time outs being low on some access
 points.


 I could see the connections still alive in my router's UI.

 Not letting the device go to sleep would make the issue go away (with no
 change at the router or NAT or server).

 Let me ask you this -- when WiFi goes into power saving mode, is there a
 specific upper bound on the time it takes to wake back up (either triggered
 by an incoming packet, or an outgoing one)?





 Don't have a packet capture, but will try to submit a bug report, since
 there seems to be interest on your part. Thank you for this.

 Are there any changes to WiFi power saving in 4.1 - 4.2, perhaps it
 tries to go deeper than before into some sort of sleep state?

 Is it possible that this power saving mode has a low-level bug, where
 the WiFi radio stops responding to incoming packets?

 Would this be related to this old issue? I can only guess of course:
 https://code.google.com/p/android/issues/detail?id=9781


 This bug is a bit old.


 It's the closest I could find, sorry. I vaguely recall seeing some newer
 ones about the same thing.



 Can you clarify what  android device and access point you are using. You
 could send Robert or me an email with the details and the bugreport (a
 packet capture showing the problem may be even better)


 I do not have a packet capture, I had server and app logs, and given that
 there are no packet captures, I already explained the gist of it (saving
 you having to read the logs).

 My devices were (and are) a Galaxy Nexus and a Nexus 7 with 4.2.2 (or
 4.2.1?, I worked on this a lot in mid-December of last year). The user's
 devices included a Galaxy Nexus with 4.1.

 My home router, at the time, was a Zyxel Keentic Giga, with an 80 MBit/s
 PPTP connection.




 I ask because different wifi drivers do their own power optimizations
 and I have seen issues where these optimizations do not work well with
 certain access points. We have to chase these issues with the vendors.


 Ok, so the bug is a bit old, but the issue remains to this day?


 I can appreciate the complexity of tracking these down, and glad someone
 is doing it, but...

 it does not help when users have but the latest Android version with
 the latest drivers with fixes (I presume).




 There should not be generic issue like this on the platform itself - it
 is depended on the wifi driver.


 Looking at it from an application's point of view, it makes no difference
 if it's the driver or the framework or the kernel code.

 To the user it's even more simple: does not work.

 Should there be a system level setting to turn off those power
 optimizations, if they're known to not be compatible with all (taken as a
 metaphorical term) access point / router devices?


 There is. You could try turning off settings  wifi  advanced  wi-fi
 optimization
  to see if it makes a difference.

  The 
 HIGH_PERFhttp://developer.android.com/reference/android/net/wifi/WifiManager.html#WIFI_MODE_FULL_HIGH_PERFAPI
  also does the same and should be used with care due to power impact.


 -- K

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Re: [android-developers] How to disable the broadcasting of the SSID of the mobile hotspot (tethering)

2013-04-12 Thread Robert Greenwalt
I think that it could be a power savings - not having to broadcast the
beacon when available but unconnected for long periods..


On Thu, Apr 11, 2013 at 9:31 PM, Nick Kralevich n...@google.com wrote:


 Out of curiosity, why do you want this feature? The most common reason for
 not broadcasting the ssid is for security reasons. But not broadcasting
 the SSID actually makes the security situation worse, not better.


 http://www.howtogeek.com/howto/28653/debunking-myths-is-hiding-your-wireless-ssid-really-more-secure/

 -- Nick


 On Mon, Apr 8, 2013 at 4:30 AM, Frank mobile.app.wri...@gmail.com wrote:

 Hi all,

 Is it possible to disable the broadcasting of the SSID of the mobile
 hotspot (tethering)?
 I didn't see any device support this features. And i want to add this
 feature to hide the hotspot ssid. So other don't know a hotspot is being
 used.

 Thanks advanced.



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Re: [android-developers] How to disable the broadcasting of the SSID of the mobile hotspot (tethering)

2013-04-08 Thread Robert Greenwalt
I don't think this is currently possible from the UI.  I'm not sure if the
drivers support this either.  Note that if you are using the hotspot (ie,
connected) sniffers can easily find the ssid.  Most people don't turn on
tethering and leave it unused for long periods as it will reduce battery
life.

R


On Mon, Apr 8, 2013 at 4:30 AM, Frank mobile.app.wri...@gmail.com wrote:

 Hi all,

 Is it possible to disable the broadcasting of the SSID of the mobile
 hotspot (tethering)?
 I didn't see any device support this features. And i want to add this
 feature to hide the hotspot ssid. So other don't know a hotspot is being
 used.

 Thanks advanced.



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Re: [android-developers] Re: How to disable the broadcasting of the SSID of the mobile hotspot (tethering)

2013-04-08 Thread Robert Greenwalt
I'll submit a feature request for this.


On Mon, Apr 8, 2013 at 11:23 AM, bob b...@coolfone.comze.com wrote:

 I seem to have this option on my phone:


 https://lh6.googleusercontent.com/-HiZRiqLG0rI/UWMK-ruIjCI/AWU/k6eN9qQs8Q4/s1600/lghotspot.jpg

 Thanks.




 On Monday, April 8, 2013 6:30:00 AM UTC-5, Frank wrote:

 Hi all,

 Is it possible to disable the broadcasting of the SSID of the mobile
 hotspot (tethering)?
 I didn't see any device support this features. And i want to add this
 feature to hide the hotspot ssid. So other don't know a hotspot is being
 used.

 Thanks advanced.



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Re: [android-developers] Loading Images Using HttpURLConnection Concurrently

2013-04-05 Thread Robert Greenwalt
Is it possible your carrier is silently downgrading images to save
bandwidth?  Perhaps try https?


On Fri, Apr 5, 2013 at 7:21 AM, Alex Fu alex.fu...@gmail.com wrote:

 Hello guys,

 I'm currently facing an issue that I think should be fairly simple. I have
 a GridView which will get populated with images. If the image can't be
 found on the local disk, it will attempt to download the image from the
 network. Images download successfully, however the problem I am having is
 that the first image downloads just fine, however the second image that is
 downloaded is in very poor quality and is a fraction of the size it should
 be (5KB vs 100KB). This only happens when using mobile data connection. On
 WiFi, images download perfectly. Here is a link to the exact method that is
 retrieving these images... https://gist.github.com/alexfu/5319597. Any
 ideas or suggestions are greatly appreciated!

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Re: [android-developers] Loading Images Using HttpURLConnection Concurrently

2013-04-05 Thread Robert Greenwalt
I'm not suggesting it as a real fix, just as a test.  Using https they
won't be able to snoop and rescale the images if that's what's really
causing it.




On Fri, Apr 5, 2013 at 9:11 AM, Alex Fu alex.fu...@gmail.com wrote:

 Didn't think that would be a possibility. These images are less than 1 MB.
 Whats the reasoning behind using HTTPS? Just out of curiosity.
 On Apr 5, 2013 11:45 AM, Robert Greenwalt rgreenw...@google.com wrote:

 Is it possible your carrier is silently downgrading images to save
 bandwidth?  Perhaps try https?


 On Fri, Apr 5, 2013 at 7:21 AM, Alex Fu alex.fu...@gmail.com wrote:

 Hello guys,

 I'm currently facing an issue that I think should be fairly simple. I
 have a GridView which will get populated with images. If the image can't be
 found on the local disk, it will attempt to download the image from the
 network. Images download successfully, however the problem I am having is
 that the first image downloads just fine, however the second image that is
 downloaded is in very poor quality and is a fraction of the size it should
 be (5KB vs 100KB). This only happens when using mobile data connection. On
 WiFi, images download perfectly. Here is a link to the exact method that is
 retrieving these images... https://gist.github.com/alexfu/5319597. Any
 ideas or suggestions are greatly appreciated!

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[android-developers] What percentage of users who download from Google Play still use the old version of the Android Market app?

2013-04-02 Thread Robert Bana
Does anyone know roughly what percentage of users who download apps from 
Google Play still use the old version of the Google Play Store app 
(specifically com.android.vending version 2.x)? 

Thank you for the help!

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Re: [android-developers] How to get other/neighbouring GSM operator's name (at my location)

2013-03-21 Thread Robert Greenwalt
Those neighboring cells are all for your current carrier and it's optional
- many radios don't support it at all.

I don't think there's a public API to get the available networks.

R


On Thu, Mar 21, 2013 at 3:37 AM, Gaurav Wable gswa...@gmail.com wrote:

 Dear all,
  I tried to get the list of all GSM networks available at my
 location through following code -

 TelephonyManager telManager = (TelephonyManager)
 getSystemService(Context.TELEPHONY_SERVICE);
 telManager.listen(gsmListener,
 PhoneStateListener.LISTEN_SIGNAL_STRENGTHS);

 ListNeighboringCellInfo cellInfo =
 telManager.getNeighboringCellInfo();
 StringBuilder sb =new StringBuilder();
 for(NeighboringCellInfo nInfo : cellInfo) {
 sb.append(\ncid: + nInfo.getCid()+ lac: + nInfo.getLac()+
 n/w type: + nInfo.getNetworkType()+ psc: + nInfo.getPsc()+ rssi: +
 nInfo.getRssi()+\n);
 }
 String disp = Connected to:
 +telManager.getNetworkOperatorName()+||+telManager.getSimOperatorName()
 +\nrssi: +strength+ || +telManager.getLine1Number()+\n\nNeighbours
 +cellInfo.size()+sb.toString();


This gives me the cell id, LAC, network type, PSC, RSSI of
 neighbouring cell.

How can i get the network operator's name of neighbouring cell.

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Re: [android-developers] How to enable and disable mobile network programmatically ?

2013-03-01 Thread Robert Greenwalt
You could use ConnectivityManager.setMobileDataEnabled(false) - that will
just take down data (and mms).


On Fri, Mar 1, 2013 at 10:28 PM, mohammed Nuhail nuhail...@gmail.comwrote:

 Hello people,
 I want to enable and disable mobile network programmatically while
 pressing a button..please help me out with this..

 thanks in advance

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Re: [android-developers] Catch network traffic?

2013-02-14 Thread Robert Greenwalt
well, tcpdump can record all traffic off a rooted device, but it won't tell
you which app sent it.  You could run just the app though.  Weeding out the
system traffic shouldn't be too difficult.


On Thu, Feb 14, 2013 at 2:36 AM, BearTi mlrti...@gmail.com wrote:

 I want to intercept the packeges/I want to see what data goes out of the
 mobilephone or what sites are called from a specific app.
 I don´t want to just count the traffic... thanks


 Am Donnerstag, 14. Februar 2013 01:27:57 UTC+1 schrieb Kristopher Micinski:

 Agreed: do you want to intercept and proxy it, or just account for it?

 Kris

 On Wed, Feb 13, 2013 at 4:33 AM, BearTi mlrt...@gmail.com wrote:
  Hi,
 
  is it possble to catch all network traffic respectively to get all the
  network traffic that comes from a specific app?
  (My phone is rootet)
 
  Thanks
 
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Re: [android-developers] reverse DNS lookup on Android

2013-02-14 Thread Robert Greenwalt
From java use InetAddress.getByName(8.8.8.8).getHostAddress().  You could
also do getByAddress, but then you have to get the address into a byte
array.

From native, getnameinfo


On Thu, Feb 14, 2013 at 7:58 AM, bob b...@coolfone.comze.com wrote:

 Does anyone know how to do a reverse DNS lookup on Android and get the
 host name from the IP address?


 For instance, I might want the hostname that corresponds to 192.168.0.202


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Re: [android-developers] Re: Catch network traffic?

2013-02-14 Thread Robert Greenwalt
I believe the source for the developer tool ships with AOSP in the external
directory.


On Thu, Feb 14, 2013 at 9:07 AM, BearTi mlrti...@gmail.com wrote:

 Allright, thanks! Hmm but where can I get tcpdump?
 It´s in the store right?

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Re: [android-developers] Catch network traffic?

2013-02-13 Thread Robert Greenwalt
catch meaning prohibit, or meaning monitor/count?

Current versions of android do per-app data accounting - I believe the
data-usage page in settings shows the data.


On Wed, Feb 13, 2013 at 1:33 AM, BearTi mlrti...@gmail.com wrote:

 Hi,

 is it possble to catch all network traffic respectively to get all the
 network traffic that comes from a specific app?
 (My phone is rootet)

 Thanks

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Re: [android-developers] Re: How i connect from android to another cellphone with (DUN or PAN)?

2013-02-12 Thread Robert Greenwalt
Despite some misnamed features, android does not actually support the DUN
connection style with AT commands, etc.  We do support a variety of BT
connection profiles though, including raw sockets for passing arbitrary
data and PAN/PNEP for tethering.


On Tue, Feb 12, 2013 at 8:14 AM, bob b...@coolfone.comze.com wrote:

 If your other cellphone is not Android, what is it?



 On Tuesday, February 12, 2013 7:45:05 AM UTC-6, Antonis Kanaris wrote:


I create a simple bluetooth terminal for android and i want to
 connect with other cellphone not android support uuid=1115(PAN) with
 personal area networkand share internet connection to android.How i do
 this?I know for (DUN) is AT+CGDCONT=1,IP,APN...and after dial with
 ATD*99***1# What is the procedure for PAN?I connected with my PC and
 BlueSoleil with cellphone share internet to pc...I test it again with DUN
 bluetooth service...

  AT+CGDCONT=1,IP,MYAPN
  REPLY OK

  ATD*99***1#
  REPLY CONNECT

 After what can i do?I can use url from my terminal?How i keep my
 application to backgroung and open my browser for use internet?

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Re: [android-developers] Re: unable to connect host server pc

2013-02-07 Thread Robert Greenwalt
As Bob said, the socket constructor just does InetAddress.getAllByName on
the destination name you provided.  If the name provided is a valid ip
string no dns lookup is performed and UnknownHostException shouldn't be
possible.

Could you perhaps have badly formated the string (used a comma instead of a
period) or used an out-of-range octet (255)?

R


On Thu, Feb 7, 2013 at 7:08 AM, bob b...@coolfone.comze.com wrote:

 This is the correct format:

 clientSocket = new Socket(192.168.0.100,PORT);

 I doubt you could get that exception if you were using that format.




 On Wednesday, February 6, 2013 9:54:04 PM UTC-6, Ananda Krishna wrote:

 hi Robert Greenwalt,
 *I have given the ip address of the my pc which is the server for
 testing the code.*
 *Regards,*
 *AnandaKrishna S*

 On Wednesday, February 6, 2013 7:22:16 PM UTC+5:30, Ananda Krishna wrote:

 Hi,
 I am running a server which sends data to the client i.e android device
 with the help of sockets via wifi .On client side i am getting the
 following exception.
 *Exception: java.net.unknownhostexception unable to resolve host .*

 *Code:*
 *
 *
 clientSocket = new Socket(MY_PC_IP(SERVER_IP),**PORT);
 BufferedReader br = new BufferedReader(new InputStreamReader(**
 clientSocket.getInputStream())**);
 clientSocket.close();

 *Note : Both PC and the wifi connected android device is in the same
 network with proxy disabled for both PC and device.*
 *Any Suggestion in this regard would be appreciated.*

 Regards,
 AnandaKrishna S


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Re: [android-developers] unable to connect host server pc

2013-02-06 Thread Robert Greenwalt
You indicate a literal string MY_PC_IP(SERVER_IP) for the host name.  Is
that accurate, or do you mean you have an ip addr there?
 UnknownHostException means a failed dns lookup.  If you're using an ip
addr string, dns shouldn't be involved, but if you're using a host name it
probably means that host is not known to your dns server.  Are you running
your own dns server?

R


On Wed, Feb 6, 2013 at 5:52 AM, Ananda Krishna 
anandakrishna15.1...@gmail.com wrote:

 Hi,
 I am running a server which sends data to the client i.e android device
 with the help of sockets via wifi .On client side i am getting the
 following exception.
 *Exception: java.net.unknownhostexception unable to resolve host .*

 *Code:*
 *
 *
 clientSocket = new Socket(MY_PC_IP(SERVER_IP),PORT);
 BufferedReader br = new BufferedReader(new
 InputStreamReader(clientSocket.getInputStream()));
 clientSocket.close();

 *Note : Both PC and the wifi connected android device is in the same
 network with proxy disabled for both PC and device.*
 *Any Suggestion in this regard would be appreciated.*

 Regards,
 AnandaKrishna S


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Re: [android-developers] Mobile network idle sockets disconnected

2013-01-29 Thread Robert Greenwalt
There aren't any network requirements I think.  This is purely device side
and connects using different parameters and doesn't apply default routes
(it's a secondary net supposedly used next to a default connection).  Can
you do a logcat -b radio on the note and see?

It looks like the only way to get that log (and nothing in between) is to
call stopUsingNetworkFeature.  However it needs to be called by the same
process/user.  That's according the code we ship - Samsung code can be
doing something different.  There weren't any log lines between those two?


On Tue, Jan 29, 2013 at 6:45 AM, Goncalo Oliveira gonc...@minkan.netwrote:

 Some more information... I tried using another SIM card, using a different
 APN, and it didn't work on any of the devices.
 What are the network requirements for this special network feature?



 On 29 January 2013 13:58, Goncalo Oliveira gonc...@minkan.net wrote:

 logcat on galaxy note drops this

 01-29 13:50:03.252: D/ConnectivityService(1865): startUsingNetworkFeature
 reconnecting to 0: enableMMS
 01-29 13:51:03.332: D/ConnectivityService(1865): stopUsingNetworkFeature:
 teardown net 0: enableMMS


 On 29 January 2013 13:43, Goncalo Oliveira gonc...@minkan.net wrote:

 Well, the MMS APN trick does work.. on some devices. On others it
 doesn't.
 Tested with 2 devices with Android 2.3.3 and 3.2 and worked.
 On Samsung Galaxy Note with Android 4.0.4 it's not working. I wonder if
 it's the feature string that is different or if it has something to do with
 Android version...

 Any hints?


 On 28 January 2013 17:15, Goncalo Oliveira gonc...@minkan.net wrote:

 Thanks Robert, I really appreciate your help. I'll try as you suggest.


 On 28 January 2013 16:59, Robert Greenwalt rgreenw...@google.comwrote:

 I don't think you're making your own builds, so you'll have to set the
 APN data on each device (though you probably already have to do this as
 it's not a public apn).  In the apn data set the type of the apn to mms
 instead of default or blank.  Remove any default/blank apn for your
 mcc/mnc pair.

 In your app, you will need to call
 CM.startUsingNetworkFeature(TYPE_MOBILE, enableMMS).  This will turn off
 every 10 minutes (by default - may be different on different phones) so 
 you
 need to call it repeatedly forever perhaps every 9.5 minutes.  Then you
 need to call requestRouteToHost(TYPE_MOBILE_MMS, int addr) for every IP
 addr you're accessing.  Then you should be able to access the servers
 normally.

 R


 On Mon, Jan 28, 2013 at 8:34 AM, Goncalo Oliveira 
 gonc...@minkan.netwrote:

 Hi Robert, thanks for such a prompt answer.

 Firstly, it's 3 mb in 3 days, 1mb/day. The DNS resolves the addresses
 correctly, but the connections will fail. Unfortunately I don't have 
 access
 to DNS servers, so it's a bit harder to capture this traffic. I've
 installed Onavo count to capture the traffic, and I can see the usage
 growing up with Android OS.

 The APN idea seems to be a good workaround. Breaking the brower or
 other apps isn't really a problem for us, as this is something very
 specific. Can you tell me where can I find more information on how to do
 this?

 Cheers


 On 28 January 2013 16:14, Robert Greenwalt rgreenw...@google.comwrote:

 I am curious what the 3mb/day of data consists of if the servers
 can't be reached.  3mb of tcp connect attempts?  DNS lookups?  If it's 
 DNS
 perhaps you could populate your local DNS server with bogus records so 
 that
 the DNS requests die down to be replaced with perhaps fewer failing 
 connect
 attempts?  Can you capture this traffic?

 You could potentially use a different APN type.  Instead of using a
 default type you could put it on type IMS or type MMS.  This will 
 involve a
 bit more work for you, but if you don't a a default connection the other
 apps shouldn't use any data.  This would also mean things like the 
 browser
 won't work.



 On Mon, Jan 28, 2013 at 3:58 AM, Goncalo Oliveira 
 gonc...@minkan.net wrote:

 Sorry for reopening this, but I have a consequence behavior with
 this and was hoping for some insights.

 As I said earlier, we are using a very specific APN that allows the
 connection only to a restricted range of servers. I managed to use a
 heartbeat every 5 minutes to workaround the GCM issue, and with the app
 everything is working fine. However, I have another consequence. 
 Because
 the APN restricts access to anything outside our safe little world, 
 the
 system is consuming a whole load of data. Android OS consumed 3 mb in 
 three
 days, Google Services 416 k. In the data settings I was able to 
 restrict
 Google Services (as well as software updates and others) from using 
 data
 but I can't do the same for Android OS. This is killing us completely
 because we have a very restrictive data plans.

 Any ideas on how I can disable data transfer for everything except
 my application?

 Thanks


 On 21 December 2012 15:55, Goncalo Oliveira gonc...@minkan.netwrote:

 Robert,

 Thanks again

Re: [android-developers] Mobile network idle sockets disconnected

2013-01-28 Thread Robert Greenwalt
I am curious what the 3mb/day of data consists of if the servers can't be
reached.  3mb of tcp connect attempts?  DNS lookups?  If it's DNS perhaps
you could populate your local DNS server with bogus records so that the DNS
requests die down to be replaced with perhaps fewer failing connect
attempts?  Can you capture this traffic?

You could potentially use a different APN type.  Instead of using a default
type you could put it on type IMS or type MMS.  This will involve a bit
more work for you, but if you don't a a default connection the other apps
shouldn't use any data.  This would also mean things like the browser won't
work.



On Mon, Jan 28, 2013 at 3:58 AM, Goncalo Oliveira gonc...@minkan.netwrote:

 Sorry for reopening this, but I have a consequence behavior with this and
 was hoping for some insights.

 As I said earlier, we are using a very specific APN that allows the
 connection only to a restricted range of servers. I managed to use a
 heartbeat every 5 minutes to workaround the GCM issue, and with the app
 everything is working fine. However, I have another consequence. Because
 the APN restricts access to anything outside our safe little world, the
 system is consuming a whole load of data. Android OS consumed 3 mb in three
 days, Google Services 416 k. In the data settings I was able to restrict
 Google Services (as well as software updates and others) from using data
 but I can't do the same for Android OS. This is killing us completely
 because we have a very restrictive data plans.

 Any ideas on how I can disable data transfer for everything except my
 application?

 Thanks


 On 21 December 2012 15:55, Goncalo Oliveira gonc...@minkan.net wrote:

 Robert,

 Thanks again for clarifying. Basically if I open up GCM I'm allowing user
 to work with gtalk, so I will want to avoid that.
 Looks like sending the heartbeat every 5 minutes is the only option I
 have left.

 Thanks for the help. Much appreciated.
 Cheers


 On 21 December 2012 15:44, Robert Greenwalt rgreenw...@google.comwrote:

 I believe most of the google apps rely on GCM (calendar, gmail,
 contacts, talk, etc), also 3rd party apps that need pushed notifications
 are encouraged to use GCM.  Unless you are making a custom build and
 denying app installs you probably have apps that will be broken without GCM.

 Of course, if you have very limited data plans on special purpose
 phones, you may wish for all those apps to be broken - they can use quite a
 bit of data.

 I don't know what GCM's steady-state data rate is for a device.  I
 believe it does a carrier keep-alive ping every 20-30 minutes.  It also
 checks for updates whenever the screen comes on.  Other than that I think
 it is dependent on user or network-originating app traffic.

 R


 On Fri, Dec 21, 2012 at 2:23 AM, Goncalo Oliveira gonc...@minkan.netwrote:

 Robert,

 Thank you for the explanation. There's just one more thing that I'd
 like you to help me understand. If we choose to allow the GCM connection,
 what kind of traffic can we expect to have? Like I said previously, we have
 a very tight data plan, so if the GCM connection adds more than just a few
 bytes, that might be a bad idea to enable it. Also, by enabling GCM
 connection, what am I allowing the users to do? Can they use gtalk or
 something else?

 Cheers


 On 21 December 2012 00:17, Robert Greenwalt rgreenw...@google.comwrote:


 The GCM is part of the platform - 3rd party apps depend on it and so
 there's no mechanism for deactivating it.

 If you can allow the GCM connection to succeed, you should avoid the
 current problems, but if you're going for a secure platform you may not
 want the GCM connection to succeed.

 You could potentially hijack the dns resolution: have your dns server
 report an address you control for mtalk.google.com, then allow
 connections to your own server, but no real functionallity.  With some
 reverse engineering you may be able to get to a quiet connection that
 doesn't trigger these data-stall triggers.

 The easiest solution is to adjust your keep-alive ping to  6 minutes.
  That will effect the battery, but less than allowing the resets to 
 happen.

 I have created internal issues to examine this issue, but even if we
 fixed it today internally you wouldn't see it for a long while.  The first
 issue is to find what traffic is causing this connection reset.  The 
 second
 is to re-eval counting udp packets (I am assuming that's causing part of
 this problem).

 I'm sorry you have hit this issue.

 Robert


 On Thu, Dec 20, 2012 at 4:30 AM, Goncalo Oliveira 
 gonc...@minkan.netwrote:

 Robert,

 Any updates on this?

 Cheers


 On 18 December 2012 10:06, Goncalo Oliveira gonc...@minkan.netwrote:

 consider opening up the addre




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Re: [android-developers] Mobile network idle sockets disconnected

2013-01-28 Thread Robert Greenwalt
I don't think you're making your own builds, so you'll have to set the APN
data on each device (though you probably already have to do this as it's
not a public apn).  In the apn data set the type of the apn to mms
instead of default or blank.  Remove any default/blank apn for your
mcc/mnc pair.

In your app, you will need to call CM.startUsingNetworkFeature(TYPE_MOBILE,
enableMMS).  This will turn off every 10 minutes (by default - may be
different on different phones) so you need to call it repeatedly forever
perhaps every 9.5 minutes.  Then you need to call
requestRouteToHost(TYPE_MOBILE_MMS, int addr) for every IP addr you're
accessing.  Then you should be able to access the servers normally.

R


On Mon, Jan 28, 2013 at 8:34 AM, Goncalo Oliveira gonc...@minkan.netwrote:

 Hi Robert, thanks for such a prompt answer.

 Firstly, it's 3 mb in 3 days, 1mb/day. The DNS resolves the addresses
 correctly, but the connections will fail. Unfortunately I don't have access
 to DNS servers, so it's a bit harder to capture this traffic. I've
 installed Onavo count to capture the traffic, and I can see the usage
 growing up with Android OS.

 The APN idea seems to be a good workaround. Breaking the brower or other
 apps isn't really a problem for us, as this is something very specific. Can
 you tell me where can I find more information on how to do this?

 Cheers


 On 28 January 2013 16:14, Robert Greenwalt rgreenw...@google.com wrote:

 I am curious what the 3mb/day of data consists of if the servers can't be
 reached.  3mb of tcp connect attempts?  DNS lookups?  If it's DNS perhaps
 you could populate your local DNS server with bogus records so that the DNS
 requests die down to be replaced with perhaps fewer failing connect
 attempts?  Can you capture this traffic?

 You could potentially use a different APN type.  Instead of using a
 default type you could put it on type IMS or type MMS.  This will involve a
 bit more work for you, but if you don't a a default connection the other
 apps shouldn't use any data.  This would also mean things like the browser
 won't work.



 On Mon, Jan 28, 2013 at 3:58 AM, Goncalo Oliveira gonc...@minkan.netwrote:

 Sorry for reopening this, but I have a consequence behavior with this
 and was hoping for some insights.

 As I said earlier, we are using a very specific APN that allows the
 connection only to a restricted range of servers. I managed to use a
 heartbeat every 5 minutes to workaround the GCM issue, and with the app
 everything is working fine. However, I have another consequence. Because
 the APN restricts access to anything outside our safe little world, the
 system is consuming a whole load of data. Android OS consumed 3 mb in three
 days, Google Services 416 k. In the data settings I was able to restrict
 Google Services (as well as software updates and others) from using data
 but I can't do the same for Android OS. This is killing us completely
 because we have a very restrictive data plans.

 Any ideas on how I can disable data transfer for everything except my
 application?

 Thanks


 On 21 December 2012 15:55, Goncalo Oliveira gonc...@minkan.net wrote:

 Robert,

 Thanks again for clarifying. Basically if I open up GCM I'm allowing
 user to work with gtalk, so I will want to avoid that.
 Looks like sending the heartbeat every 5 minutes is the only option I
 have left.

 Thanks for the help. Much appreciated.
 Cheers


 On 21 December 2012 15:44, Robert Greenwalt rgreenw...@google.comwrote:

 I believe most of the google apps rely on GCM (calendar, gmail,
 contacts, talk, etc), also 3rd party apps that need pushed notifications
 are encouraged to use GCM.  Unless you are making a custom build and
 denying app installs you probably have apps that will be broken without 
 GCM.

 Of course, if you have very limited data plans on special purpose
 phones, you may wish for all those apps to be broken - they can use quite 
 a
 bit of data.

 I don't know what GCM's steady-state data rate is for a device.  I
 believe it does a carrier keep-alive ping every 20-30 minutes.  It also
 checks for updates whenever the screen comes on.  Other than that I think
 it is dependent on user or network-originating app traffic.

 R


 On Fri, Dec 21, 2012 at 2:23 AM, Goncalo Oliveira 
 gonc...@minkan.netwrote:

 Robert,

 Thank you for the explanation. There's just one more thing that I'd
 like you to help me understand. If we choose to allow the GCM connection,
 what kind of traffic can we expect to have? Like I said previously, we 
 have
 a very tight data plan, so if the GCM connection adds more than just a 
 few
 bytes, that might be a bad idea to enable it. Also, by enabling GCM
 connection, what am I allowing the users to do? Can they use gtalk or
 something else?

 Cheers


 On 21 December 2012 00:17, Robert Greenwalt rgreenw...@google.comwrote:


 The GCM is part of the platform - 3rd party apps depend on it and so
 there's no mechanism for deactivating it.

 If you can

Re: [android-developers] Mobile network idle sockets disconnected

2013-01-28 Thread Robert Greenwalt
I wonder if you don't resolve the DNS if your data use will decline?  You
could test that on an isolated wifi I suppose.


On Mon, Jan 28, 2013 at 8:59 AM, Robert Greenwalt rgreenw...@google.comwrote:

 I don't think you're making your own builds, so you'll have to set the APN
 data on each device (though you probably already have to do this as it's
 not a public apn).  In the apn data set the type of the apn to mms
 instead of default or blank.  Remove any default/blank apn for your
 mcc/mnc pair.

 In your app, you will need to call
 CM.startUsingNetworkFeature(TYPE_MOBILE, enableMMS).  This will turn off
 every 10 minutes (by default - may be different on different phones) so you
 need to call it repeatedly forever perhaps every 9.5 minutes.  Then you
 need to call requestRouteToHost(TYPE_MOBILE_MMS, int addr) for every IP
 addr you're accessing.  Then you should be able to access the servers
 normally.

 R


 On Mon, Jan 28, 2013 at 8:34 AM, Goncalo Oliveira gonc...@minkan.netwrote:

 Hi Robert, thanks for such a prompt answer.

 Firstly, it's 3 mb in 3 days, 1mb/day. The DNS resolves the addresses
 correctly, but the connections will fail. Unfortunately I don't have access
 to DNS servers, so it's a bit harder to capture this traffic. I've
 installed Onavo count to capture the traffic, and I can see the usage
 growing up with Android OS.

 The APN idea seems to be a good workaround. Breaking the brower or other
 apps isn't really a problem for us, as this is something very specific. Can
 you tell me where can I find more information on how to do this?

 Cheers


 On 28 January 2013 16:14, Robert Greenwalt rgreenw...@google.com wrote:

 I am curious what the 3mb/day of data consists of if the servers can't
 be reached.  3mb of tcp connect attempts?  DNS lookups?  If it's DNS
 perhaps you could populate your local DNS server with bogus records so that
 the DNS requests die down to be replaced with perhaps fewer failing connect
 attempts?  Can you capture this traffic?

 You could potentially use a different APN type.  Instead of using a
 default type you could put it on type IMS or type MMS.  This will involve a
 bit more work for you, but if you don't a a default connection the other
 apps shouldn't use any data.  This would also mean things like the browser
 won't work.



 On Mon, Jan 28, 2013 at 3:58 AM, Goncalo Oliveira gonc...@minkan.netwrote:

 Sorry for reopening this, but I have a consequence behavior with this
 and was hoping for some insights.

 As I said earlier, we are using a very specific APN that allows the
 connection only to a restricted range of servers. I managed to use a
 heartbeat every 5 minutes to workaround the GCM issue, and with the app
 everything is working fine. However, I have another consequence. Because
 the APN restricts access to anything outside our safe little world, the
 system is consuming a whole load of data. Android OS consumed 3 mb in three
 days, Google Services 416 k. In the data settings I was able to restrict
 Google Services (as well as software updates and others) from using data
 but I can't do the same for Android OS. This is killing us completely
 because we have a very restrictive data plans.

 Any ideas on how I can disable data transfer for everything except my
 application?

 Thanks


 On 21 December 2012 15:55, Goncalo Oliveira gonc...@minkan.net wrote:

 Robert,

 Thanks again for clarifying. Basically if I open up GCM I'm allowing
 user to work with gtalk, so I will want to avoid that.
 Looks like sending the heartbeat every 5 minutes is the only option I
 have left.

 Thanks for the help. Much appreciated.
 Cheers


 On 21 December 2012 15:44, Robert Greenwalt rgreenw...@google.comwrote:

 I believe most of the google apps rely on GCM (calendar, gmail,
 contacts, talk, etc), also 3rd party apps that need pushed notifications
 are encouraged to use GCM.  Unless you are making a custom build and
 denying app installs you probably have apps that will be broken without 
 GCM.

 Of course, if you have very limited data plans on special purpose
 phones, you may wish for all those apps to be broken - they can use 
 quite a
 bit of data.

 I don't know what GCM's steady-state data rate is for a device.  I
 believe it does a carrier keep-alive ping every 20-30 minutes.  It also
 checks for updates whenever the screen comes on.  Other than that I think
 it is dependent on user or network-originating app traffic.

 R


 On Fri, Dec 21, 2012 at 2:23 AM, Goncalo Oliveira gonc...@minkan.net
  wrote:

 Robert,

 Thank you for the explanation. There's just one more thing that I'd
 like you to help me understand. If we choose to allow the GCM 
 connection,
 what kind of traffic can we expect to have? Like I said previously, we 
 have
 a very tight data plan, so if the GCM connection adds more than just a 
 few
 bytes, that might be a bad idea to enable it. Also, by enabling GCM
 connection, what am I allowing the users to do? Can they use gtalk or
 something

Re: [android-developers] UnknownHostException is not logged

2013-01-28 Thread Robert Greenwalt
I think a case could also be made for logging the UnknownHostException
without the stack trace (just the server name) as an in between step.
 Thanks for the bugreport.


On Fri, Jan 25, 2013 at 3:08 PM, Boris Burtin bbur...@gmail.com wrote:

 Thanks for responding.  I can see the reasoning.  Just seems weird that
 the behavior isn't documented, and that there's no way for me to override
 it.  I'll file a bug for updating the Javadoc.


 On Friday, January 25, 2013 2:40:10 PM UTC-8, Robert Greenwalt wrote:

 You can always do the dns lookup yourself and log an error if it's
 invalid.  The DNS cache will ensure it's not wasted effort.


 On Fri, Jan 25, 2013 at 2:39 PM, Robert Greenwalt rgree...@google.comwrote:

 I think the log was getting quite full of these exceptions (mobile
 devices often don't have a network and apps aren't so good at checking that
 first) so we stopped logging them.  If you look at the blame for this code
 you can see the reasoning.



 On Fri, Jan 25, 2013 at 2:31 PM, Boris Burtin bbu...@gmail.com wrote:

 I was racking my brain, trying to figure out why one of my users was
 having trouble connecting and nothing was in the logs.  Finally I looked at
 the Android source and realized that the logging code explicitly ignores
 UnknownHostException.  Even worse, the Javadoc doesn't specify this
 behavior.

 Does this sound like a bug to anyone, as opposed to a feature?  In my
 case, the user enters the hostname, so it's possible to get this exception
 while the user has a network connection.

 /**
  * Handy function to get a loggable stack trace from a Throwable
  * @param tr An exception to log
  */
 public static String getStackTraceString(Throwable tr) {
 if (tr == null) {
 return ;
 }

 // This is to reduce the amount of log spew that apps do in the
 non-error
 // condition of the network being unavailable.
 Throwable t = tr;
 while (t != null) {
 if (t instanceof UnknownHostException) {
 return ;
 }
 t = t.getCause();
 }

 StringWriter sw = new StringWriter();
 PrintWriter pw = new PrintWriter(sw);
 tr.printStackTrace(pw);
 return sw.toString();
 }


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Re: [android-developers] UnknownHostException is not logged

2013-01-25 Thread Robert Greenwalt
I think the log was getting quite full of these exceptions (mobile devices
often don't have a network and apps aren't so good at checking that first)
so we stopped logging them.  If you look at the blame for this code you can
see the reasoning.



On Fri, Jan 25, 2013 at 2:31 PM, Boris Burtin bbur...@gmail.com wrote:

 I was racking my brain, trying to figure out why one of my users was
 having trouble connecting and nothing was in the logs.  Finally I looked at
 the Android source and realized that the logging code explicitly ignores
 UnknownHostException.  Even worse, the Javadoc doesn't specify this
 behavior.

 Does this sound like a bug to anyone, as opposed to a feature?  In my
 case, the user enters the hostname, so it's possible to get this exception
 while the user has a network connection.

 /**
  * Handy function to get a loggable stack trace from a Throwable
  * @param tr An exception to log
  */
 public static String getStackTraceString(Throwable tr) {
 if (tr == null) {
 return ;
 }

 // This is to reduce the amount of log spew that apps do in the
 non-error
 // condition of the network being unavailable.
 Throwable t = tr;
 while (t != null) {
 if (t instanceof UnknownHostException) {
 return ;
 }
 t = t.getCause();
 }

 StringWriter sw = new StringWriter();
 PrintWriter pw = new PrintWriter(sw);
 tr.printStackTrace(pw);
 return sw.toString();
 }

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 --
 You received this message because you are subscribed to the Google
 Groups Android Developers group.
 To post to this group, send email to android-developers@googlegroups.com
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Re: [android-developers] UnknownHostException is not logged

2013-01-25 Thread Robert Greenwalt
You can always do the dns lookup yourself and log an error if it's invalid.
 The DNS cache will ensure it's not wasted effort.


On Fri, Jan 25, 2013 at 2:39 PM, Robert Greenwalt rgreenw...@google.comwrote:

 I think the log was getting quite full of these exceptions (mobile devices
 often don't have a network and apps aren't so good at checking that first)
 so we stopped logging them.  If you look at the blame for this code you can
 see the reasoning.



 On Fri, Jan 25, 2013 at 2:31 PM, Boris Burtin bbur...@gmail.com wrote:

 I was racking my brain, trying to figure out why one of my users was
 having trouble connecting and nothing was in the logs.  Finally I looked at
 the Android source and realized that the logging code explicitly ignores
 UnknownHostException.  Even worse, the Javadoc doesn't specify this
 behavior.

 Does this sound like a bug to anyone, as opposed to a feature?  In my
 case, the user enters the hostname, so it's possible to get this exception
 while the user has a network connection.

 /**
  * Handy function to get a loggable stack trace from a Throwable
  * @param tr An exception to log
  */
 public static String getStackTraceString(Throwable tr) {
 if (tr == null) {
 return ;
 }

 // This is to reduce the amount of log spew that apps do in the
 non-error
 // condition of the network being unavailable.
 Throwable t = tr;
 while (t != null) {
 if (t instanceof UnknownHostException) {
 return ;
 }
 t = t.getCause();
 }

 StringWriter sw = new StringWriter();
 PrintWriter pw = new PrintWriter(sw);
 tr.printStackTrace(pw);
 return sw.toString();
 }

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 --
 You received this message because you are subscribed to the Google
 Groups Android Developers group.
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Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-18 Thread Robert Green
Hi Bob,

You're looking at the SDK documentation, which is used to write an
application in C++.  You don't need any of that to evaluate the engine, but
should you choose to use it later and build the engine for Android, the end
product is an .so which is all of the compiled SDK and Engine C++ code and
is used by the included Java files for the engine project.

Please find the engine documentation at
www.batterytechsdk.com/engine-documentation

Thanks


Robert Green
DIY at http://www.rbgrn.net/


On Fri, Jan 18, 2013 at 2:32 PM, bob b...@coolfone.comze.com wrote:

 Ok, thanks.  BTW, I'm confused about something.

 I'm looking at the project named batterytech here:

 http://www.batterytechsdk.com/sdk-documentation/group___eclipse_setup.html

 Can you tell me what the end product is of building that?  Is it a .so
 file or .jar or something?

 How do the other projects link to the batterytech project?





 On Monday, January 14, 2013 1:29:05 PM UTC-6, Robert Green wrote:

 Hi Bob,

 The SDK is the lower-level C++ platform and the engine is a game engine
 written on top of the SDK that provides all the high level things a game
 developer would want like animation, scripting, resource management, etc


 Robert Green
 DIY at http://www.rbgrn.net/


 On Mon, Jan 14, 2013 at 11:17 AM, bob b...@coolfone.comze.com wrote:

 Okay.  By the way, what is the difference between BatteryTech SDK and
 BatteryTech Engine?

 Thanks.



 On Thursday, January 10, 2013 4:20:55 PM UTC-6, Robert Green wrote:

 The mobile builds and projects are only available in the purchased
 version.  The free dev kit is just Windows and OSX.

 If it works in your desktop build, it'll work on the device with the
 exception of non power-of-two images.  On mobile you're just testing
 performance and multitouch input before you're ready to release or
 integrate any 3rd party products.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 10, 2013 at 1:12 PM, bob b...@coolfone.comze.com wrote:

 Thanks.


 Can you tell me where to find the .so file?


 I don't see it in your two zip files.



 On Thursday, January 10, 2013 1:20:31 PM UTC-6, Robert Green wrote:

 If you don't want to modify the engine itself you can just copy the
 .so files and you don't need NDK.  If you want to change any of the C/C++
 code in the engine, you'll need NDK to rebuild it for Android.

 When you're just developing your game, before device testing, you
 don't need anything for Android.  It runs standalone on Windows and OSX.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 10, 2013 at 8:50 AM, bob b...@coolfone.comze.com wrote:

 Thanks.


 I'll try to take a look at them when I get a chance.


 BTW, do you pretty much need the NDK to use your engine?



 On Thursday, January 3, 2013 12:20:09 PM UTC-6, Robert Green wrote:

 Hi Bob,

 There are a number of games already available using BatteryTech
 Engine that show off some of the basic capabilities, then we do 
 include an
 APK of our demo in the engine download so that you can try it out on 
 your
 device.  We'll be posting that to the market next week as well, but it 
 is
 available now in the archive.

 Here are a few games using it if you want to take a peek at them:

 Slyon Ball - https://play.google.com/**stor**
 e/apps/details?id=com.**slyonstu**dios.slyonballhl=enhttps://play.google.com/store/apps/details?id=com.slyonstudios.slyonballhl=en
 The Digits: Fraction Blast - https://play.google.com/**stor**
 e/apps/details?id=com.**watchthe**digits.fractionblast**hl=enhttps://play.google.com/store/apps/details?id=com.watchthedigits.fractionblasthl=en
 Slyon Street Tuner - https://play.google.com/**stor**
 e/apps/details?id=com.**slyonstu**dios.streettunerhttps://play.google.com/store/apps/details?id=com.slyonstudios.streettuner
 NSCRA Tuner Challenge - https://play.google.com/**stor**
 e/apps/details?id=com.**powerrev**racing.nscrahttps://play.google.com/store/apps/details?id=com.powerrevracing.nscra



 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 3, 2013 at 12:10 PM, bob b...@coolfone.comze.comwrote:

 Cool.


 Maybe you could put an app in the Android Market that demos your
 new engine?


 This would make it easier for us to see what it can do.



 On Tuesday, January 1, 2013 11:57:53 AM UTC-6, Robert Green wrote:

 Thanks bob!  That game was from before BatteryTech and was the
 reason we built a proper game engine.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Mon, Dec 31, 2012 at 7:38 PM, bob b...@coolfone.comze.comwrote:

  Thanks.

 By the way, I tried your Deadly Chambers game.  It is
 impressive.  I like how the guy's name is Chambers.  Very funny.



 On Saturday, December 29, 2012 12:46:49 PM UTC-6, Robert Green
 wrote:

 Yes, texture mapping is fairly standard and is very well
 supported.

 BAI means Binary Asset Import and is a compact memory-safe
 format of the internal structure of the open asset importer 
 library.  We
 did create

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-14 Thread Robert Green
Hi Bob,

The SDK is the lower-level C++ platform and the engine is a game engine
written on top of the SDK that provides all the high level things a game
developer would want like animation, scripting, resource management, etc


Robert Green
DIY at http://www.rbgrn.net/


On Mon, Jan 14, 2013 at 11:17 AM, bob b...@coolfone.comze.com wrote:

 Okay.  By the way, what is the difference between BatteryTech SDK and
 BatteryTech Engine?

 Thanks.



 On Thursday, January 10, 2013 4:20:55 PM UTC-6, Robert Green wrote:

 The mobile builds and projects are only available in the purchased
 version.  The free dev kit is just Windows and OSX.

 If it works in your desktop build, it'll work on the device with the
 exception of non power-of-two images.  On mobile you're just testing
 performance and multitouch input before you're ready to release or
 integrate any 3rd party products.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 10, 2013 at 1:12 PM, bob b...@coolfone.comze.com wrote:

 Thanks.


 Can you tell me where to find the .so file?


 I don't see it in your two zip files.



 On Thursday, January 10, 2013 1:20:31 PM UTC-6, Robert Green wrote:

 If you don't want to modify the engine itself you can just copy the .so
 files and you don't need NDK.  If you want to change any of the C/C++ code
 in the engine, you'll need NDK to rebuild it for Android.

 When you're just developing your game, before device testing, you don't
 need anything for Android.  It runs standalone on Windows and OSX.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 10, 2013 at 8:50 AM, bob b...@coolfone.comze.com wrote:

 Thanks.


 I'll try to take a look at them when I get a chance.


 BTW, do you pretty much need the NDK to use your engine?



 On Thursday, January 3, 2013 12:20:09 PM UTC-6, Robert Green wrote:

 Hi Bob,

 There are a number of games already available using BatteryTech
 Engine that show off some of the basic capabilities, then we do include 
 an
 APK of our demo in the engine download so that you can try it out on your
 device.  We'll be posting that to the market next week as well, but it is
 available now in the archive.

 Here are a few games using it if you want to take a peek at them:

 Slyon Ball - https://play.google.com/**store/apps/details?id=com.
 **slyonstudios.slyonballhl=enhttps://play.google.com/store/apps/details?id=com.slyonstudios.slyonballhl=en
 The Digits: Fraction Blast - https://play.google.com/**stor
 e/apps/details?id=com.**watchthedigits.fractionblast**hl=enhttps://play.google.com/store/apps/details?id=com.watchthedigits.fractionblasthl=en
 Slyon Street Tuner - https://play.google.com/**stor
 e/apps/details?id=com.**slyonstudios.streettunerhttps://play.google.com/store/apps/details?id=com.slyonstudios.streettuner
 NSCRA Tuner Challenge - https://play.google.com/**stor
 e/apps/details?id=com.**powerrevracing.nscrahttps://play.google.com/store/apps/details?id=com.powerrevracing.nscra



 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 3, 2013 at 12:10 PM, bob b...@coolfone.comze.com wrote:

 Cool.


 Maybe you could put an app in the Android Market that demos your new
 engine?


 This would make it easier for us to see what it can do.



 On Tuesday, January 1, 2013 11:57:53 AM UTC-6, Robert Green wrote:

 Thanks bob!  That game was from before BatteryTech and was the
 reason we built a proper game engine.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Mon, Dec 31, 2012 at 7:38 PM, bob b...@coolfone.comze.comwrote:

  Thanks.

 By the way, I tried your Deadly Chambers game.  It is impressive.
 I like how the guy's name is Chambers.  Very funny.



 On Saturday, December 29, 2012 12:46:49 PM UTC-6, Robert Green
 wrote:

 Yes, texture mapping is fairly standard and is very well
 supported.

 BAI means Binary Asset Import and is a compact memory-safe
 format of the internal structure of the open asset importer library. 
  We
 did create it ourselves but it's simple, easy to maintain and extend 
 and
 fully compatible with version 2 of that library, which is why you can
 easily add more formats to the engine.

 On Friday, December 28, 2012 2:24:49 PM UTC-6, bob wrote:

 Thanks.


 Also,


 Does it support texture-mapped models?


 And, is the BAI format your own invention?



 On Friday, December 28, 2012 11:28:48 AM UTC-6, Robert Green
 wrote:

 Out of the box it supports OBJ for static geometry and Collada
 (DAE) for static and animated models.  We have a utility that will 
 convert
 either of those to a binary format called BAI to go to production 
 because
 it's smaller and loads faster.  The engine uses a library called 
 Open Asset
 Import which supports 30+ formats, so if you want more formats 
 supported,
 all you have to do is add in the format support files to either 
 the engine
 or the BAI conversion utility.  I think the only format that isn't
 supported by Open Asset Importer is FBX, but autodesk has good FBX 
 to DAE

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-10 Thread Robert Green
If you don't want to modify the engine itself you can just copy the .so
files and you don't need NDK.  If you want to change any of the C/C++ code
in the engine, you'll need NDK to rebuild it for Android.

When you're just developing your game, before device testing, you don't
need anything for Android.  It runs standalone on Windows and OSX.


Robert Green
DIY at http://www.rbgrn.net/


On Thu, Jan 10, 2013 at 8:50 AM, bob b...@coolfone.comze.com wrote:

 Thanks.


 I'll try to take a look at them when I get a chance.


 BTW, do you pretty much need the NDK to use your engine?



 On Thursday, January 3, 2013 12:20:09 PM UTC-6, Robert Green wrote:

 Hi Bob,

 There are a number of games already available using BatteryTech Engine
 that show off some of the basic capabilities, then we do include an APK of
 our demo in the engine download so that you can try it out on your device.
  We'll be posting that to the market next week as well, but it is available
 now in the archive.

 Here are a few games using it if you want to take a peek at them:

 Slyon Ball - https://play.google.com/**store/apps/details?id=com.**
 slyonstudios.slyonballhl=enhttps://play.google.com/store/apps/details?id=com.slyonstudios.slyonballhl=en
 The Digits: Fraction Blast - https://play.google.com/**
 store/apps/details?id=com.**watchthedigits.fractionblast**hl=enhttps://play.google.com/store/apps/details?id=com.watchthedigits.fractionblasthl=en
 Slyon Street Tuner - https://play.google.com/**store/apps/details?id=com.
 **slyonstudios.streettunerhttps://play.google.com/store/apps/details?id=com.slyonstudios.streettuner
 NSCRA Tuner Challenge - https://play.google.com/**
 store/apps/details?id=com.**powerrevracing.nscrahttps://play.google.com/store/apps/details?id=com.powerrevracing.nscra



 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 3, 2013 at 12:10 PM, bob b...@coolfone.comze.com wrote:

 Cool.


 Maybe you could put an app in the Android Market that demos your new
 engine?


 This would make it easier for us to see what it can do.



 On Tuesday, January 1, 2013 11:57:53 AM UTC-6, Robert Green wrote:

 Thanks bob!  That game was from before BatteryTech and was the reason
 we built a proper game engine.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Mon, Dec 31, 2012 at 7:38 PM, bob b...@coolfone.comze.com wrote:

  Thanks.

 By the way, I tried your Deadly Chambers game.  It is impressive.  I
 like how the guy's name is Chambers.  Very funny.



 On Saturday, December 29, 2012 12:46:49 PM UTC-6, Robert Green wrote:

 Yes, texture mapping is fairly standard and is very well supported.

 BAI means Binary Asset Import and is a compact memory-safe format
 of the internal structure of the open asset importer library.  We did
 create it ourselves but it's simple, easy to maintain and extend and 
 fully
 compatible with version 2 of that library, which is why you can easily 
 add
 more formats to the engine.

 On Friday, December 28, 2012 2:24:49 PM UTC-6, bob wrote:

 Thanks.


 Also,


 Does it support texture-mapped models?


 And, is the BAI format your own invention?



 On Friday, December 28, 2012 11:28:48 AM UTC-6, Robert Green wrote:

 Out of the box it supports OBJ for static geometry and Collada
 (DAE) for static and animated models.  We have a utility that will 
 convert
 either of those to a binary format called BAI to go to production 
 because
 it's smaller and loads faster.  The engine uses a library called Open 
 Asset
 Import which supports 30+ formats, so if you want more formats 
 supported,
 all you have to do is add in the format support files to either the 
 engine
 or the BAI conversion utility.  I think the only format that isn't
 supported by Open Asset Importer is FBX, but autodesk has good FBX to 
 DAE
 conversion utilities that work, so there is that option.

 On Thursday, December 27, 2012 10:54:07 PM UTC-6, bob wrote:

 Looks interesting.  What 3d model formats does it support?


 On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green
 wrote:

 Hi All,

  I'm a long time contributor of this group (over 400 posts I
 think), developer of Deadly Chambers, Antigen and several other 
 Android
 games and just wanted to, in good will, let you know about the game 
 engine
 that we've been developing for the past 2 years.  It's called 
 BatteryTech
 Engine and is available at http://www.batterytechsdk.com .  It's
 full OpenGL ES 2.0 and was designed around Android so that it would 
 work
 really well across over 1000 devices, maybe more.  It's free to 
 develop but
 does require a license to deploy.  The license gets you full engine 
 source
 code which is something you don't see often from comparable engines. 
  We
 completely integrated Box2D and everything is bound to Lua to make it
 really easy to script out game logic.  You can also deploy on other
 platforms, but it works great specifically for Android too.

 Please let me know what you think, either here, privately or
 otherwise

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-10 Thread Robert Green
The mobile builds and projects are only available in the purchased version.
 The free dev kit is just Windows and OSX.

If it works in your desktop build, it'll work on the device with the
exception of non power-of-two images.  On mobile you're just testing
performance and multitouch input before you're ready to release or
integrate any 3rd party products.


Robert Green
DIY at http://www.rbgrn.net/


On Thu, Jan 10, 2013 at 1:12 PM, bob b...@coolfone.comze.com wrote:

 Thanks.


 Can you tell me where to find the .so file?


 I don't see it in your two zip files.



 On Thursday, January 10, 2013 1:20:31 PM UTC-6, Robert Green wrote:

 If you don't want to modify the engine itself you can just copy the .so
 files and you don't need NDK.  If you want to change any of the C/C++ code
 in the engine, you'll need NDK to rebuild it for Android.

 When you're just developing your game, before device testing, you don't
 need anything for Android.  It runs standalone on Windows and OSX.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 10, 2013 at 8:50 AM, bob b...@coolfone.comze.com wrote:

 Thanks.


 I'll try to take a look at them when I get a chance.


 BTW, do you pretty much need the NDK to use your engine?



 On Thursday, January 3, 2013 12:20:09 PM UTC-6, Robert Green wrote:

 Hi Bob,

 There are a number of games already available using BatteryTech Engine
 that show off some of the basic capabilities, then we do include an APK of
 our demo in the engine download so that you can try it out on your device.
  We'll be posting that to the market next week as well, but it is available
 now in the archive.

 Here are a few games using it if you want to take a peek at them:

 Slyon Ball - https://play.google.com/**stor**e/apps/details?id=com.**
 slyonstu**dios.slyonballhl=enhttps://play.google.com/store/apps/details?id=com.slyonstudios.slyonballhl=en
 The Digits: Fraction Blast - https://play.google.com/**stor**
 e/apps/details?id=com.**watchthe**digits.fractionblast**hl=enhttps://play.google.com/store/apps/details?id=com.watchthedigits.fractionblasthl=en
 Slyon Street Tuner - https://play.google.com/**stor**
 e/apps/details?id=com.**slyonstu**dios.streettunerhttps://play.google.com/store/apps/details?id=com.slyonstudios.streettuner
 NSCRA Tuner Challenge - https://play.google.com/**stor**
 e/apps/details?id=com.**powerrev**racing.nscrahttps://play.google.com/store/apps/details?id=com.powerrevracing.nscra



 Robert Green
 DIY at http://www.rbgrn.net/


 On Thu, Jan 3, 2013 at 12:10 PM, bob b...@coolfone.comze.com wrote:

 Cool.


 Maybe you could put an app in the Android Market that demos your new
 engine?


 This would make it easier for us to see what it can do.



 On Tuesday, January 1, 2013 11:57:53 AM UTC-6, Robert Green wrote:

 Thanks bob!  That game was from before BatteryTech and was the reason
 we built a proper game engine.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Mon, Dec 31, 2012 at 7:38 PM, bob b...@coolfone.comze.com wrote:

  Thanks.

 By the way, I tried your Deadly Chambers game.  It is impressive.  I
 like how the guy's name is Chambers.  Very funny.



 On Saturday, December 29, 2012 12:46:49 PM UTC-6, Robert Green wrote:

 Yes, texture mapping is fairly standard and is very well supported.

 BAI means Binary Asset Import and is a compact memory-safe format
 of the internal structure of the open asset importer library.  We did
 create it ourselves but it's simple, easy to maintain and extend and 
 fully
 compatible with version 2 of that library, which is why you can easily 
 add
 more formats to the engine.

 On Friday, December 28, 2012 2:24:49 PM UTC-6, bob wrote:

 Thanks.


 Also,


 Does it support texture-mapped models?


 And, is the BAI format your own invention?



 On Friday, December 28, 2012 11:28:48 AM UTC-6, Robert Green wrote:

 Out of the box it supports OBJ for static geometry and Collada
 (DAE) for static and animated models.  We have a utility that will 
 convert
 either of those to a binary format called BAI to go to production 
 because
 it's smaller and loads faster.  The engine uses a library called 
 Open Asset
 Import which supports 30+ formats, so if you want more formats 
 supported,
 all you have to do is add in the format support files to either the 
 engine
 or the BAI conversion utility.  I think the only format that isn't
 supported by Open Asset Importer is FBX, but autodesk has good FBX 
 to DAE
 conversion utilities that work, so there is that option.

 On Thursday, December 27, 2012 10:54:07 PM UTC-6, bob wrote:

 Looks interesting.  What 3d model formats does it support?


 On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green
 wrote:

 Hi All,

  I'm a long time contributor of this group (over 400 posts I
 think), developer of Deadly Chambers, Antigen and several other 
 Android
 games and just wanted to, in good will, let you know about the 
 game engine
 that we've been developing for the past 2 years.  It's called

Re: [android-developers] Is it possible to detect the 3g power state?

2013-01-08 Thread Robert Greenwalt
We don't currently get radio power state info.  Sorry.


On Tue, Jan 1, 2013 at 2:33 AM, Sajal Kayan saja...@gmail.com wrote:

 Regarding :
 http://www.research.att.com/export/sites/att_labs/library/image_gallery/articles/2011_Jan-Mar/201103_ARO_state_machine.png

 Is it possible to detect what state the 3g radio is currently in from the
 app?

 I want to know(and log) the state before I do some socket activity to
 better understand what happens when i try to access the network when the
 power is IDLE, FACH, DCH or whatever else.

 If there is an API, and it requires root, I am fine with that. Just need
 to know about to get more insight into 3G performance.

 I tried : logcat -b radio
 But that was information overload, any pointers on what should i grep for
 in it?

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Re: [android-developers] Re: Unable to resolve host mysite.com No address associated with hostname

2013-01-08 Thread Robert Greenwalt
The error says that the dns server the device is talking to can't resolve
the name.  It may also mean we can't talk to the dns server.  Can you
resolve other names (google.com, cnn.com, etc)?  Are you on wifi or mobile
data?  Are you talking to a public dns server?  Is your server world
accessible and has its dns record been published?

If this is on a private network you should probably use wifi to give access
to your private dns server and the server itself.

R


On Mon, Jan 7, 2013 at 5:02 PM, Lew lewbl...@gmail.com wrote:

 John Merlino wrote:

 I have a site up and running and I can even connect to it with the
 emulator, and up to an hour ago I was able to connect to it with the
 android device as well. However, now I am suddenly getting this
 message when trying to connect to a URL while testing on the device:

 01-07 17:52:42.650: W/System.err(24859):
 java.net.UnknownHostException: Unable to resolve host mysite.com: No
 address associated with hostname
 01-07 17:52:42.650: W/System.err(24859): at
 java.net.InetAddress.**lookupHostByName(InetAddress.**java:424)
 01-07 17:52:42.650: W/System.err(24859): at
 java.net.InetAddress.**getAllByNameImpl(InetAddress.**java:236)
 01-07 17:52:42.650: W/System.err(24859): at
 java.net.InetAddress.**getAllByName(InetAddress.java:**214)
 01-07 17:52:42.650: W/System.err(24859): at
 org.apache.http.impl.conn.**DefaultClientConnectionOperato**
 r.openConnection(**DefaultClientConnectionOperato**r.java:
 137)

 I tried it with emulator again and emulator still is able to connect
 to host, but the device keeps producing the above error.


 What changed an hour ago?

 You don't give a lot of information here. I'm guessing that the device is
 not connected to the private LAN that has
 the DNS server that resolves the hostname. The emulator shares the network
 connectivity of its host; not so the
 real device.

 You might have to (reverse) tether the device to get it to access the LAN.

 --
 Lew

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Re: [android-developers] Android Network Application Service

2013-01-08 Thread Robert Greenwalt
You're not giving enough info here.

Is the server on a private network or is it world routable?

When you say the phone is connected to the PC do you mean tethered,
reverse tethered, simple adb connection, etc?

Is the server running on the PC or elsewhere?

Is the PC network-connected to the server machine?

When the phone is not connected to the PC what network is it phone
connected to?

R


On Wed, Dec 26, 2012 at 3:18 AM, Sathyam Doraswamy 
sathyam.dorasw...@gmail.com wrote:

 I have created an android application that runs a background service that
 does the following :

 1) Asks a UDP server to send 100 packets to it

 2) Receives packets in a while(true) loop

 3) setSoTimeout is used so that the receive times out after 5 minutes and
 gets out of the loop
 The above operations are repeated every 2 minutes. The application works
 totally fine when the phone is connected to the PC and each and every step
 is monitored using adb logcat but the application stops working when the
 phone is disconnected from the PC. Logging each step then in a file shows
 that the last step is the receive step after which the socket does not
 timeout. What could be a possible reason for it? Is there any other
 approach by which I can do the intended task at constant intervals?

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Re: [android-developers] Reverse Tether as Standard Android Feature

2013-01-07 Thread Robert Greenwalt
reverse tether through what?  USB?  I think it's a matter of priority.
 Android does support ethernet via USB dongle and that's often more useful
than a usb link.


On Sat, Dec 29, 2012 at 12:38 PM, Jezwin Jebanesan jezwinje...@gmail.comwrote:

 Hello,

 I have been trying to find a reverse tether app for my Android
 device. Unfortunately, all the apps that I found for this purpose requires
 the phone to be rooted. I am not prepared to root my phone as some other
 apps don't work on rooted devices.

 I have been trying to understand why *Reverse Tethering* isn't provided
 as a standard Android feature same as normal tethering? Anyone have any
 ideas?

 (I believe that HTC allows an internet pass through feature, but it isn't
 a standard Android feature).

 Thanks!

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Re: [android-developers] Re: using IP address 10.0.2.2 for android simulator works, but how do I point to localhost when testing on android device?

2013-01-04 Thread Robert Greenwalt
I think you can use USB tethering (provided your device/carrier let you)
and use the local ip assigned to the PC's side of the usb link.  Wifi
should also work.


On Fri, Jan 4, 2013 at 2:27 PM, bob b...@coolfone.comze.com wrote:

 Maybe use an Ethernet cable to connect your web server to your Wifi router?


 You need to put the web server on the Wifi LAN.



 On Friday, January 4, 2013 3:58:53 PM UTC-6, John Merlino wrote:

 I have ruby on rails web server that my android application talks to.
 When I connect to 10.0.2.2 on android simulator, it successfully makes
 contact to web server. However, it does not when I test it on the
 actual android device using a usb connection and using eclipse. I am
 forced to use the real live ip address, but I dont want to have to
 deploy live for every little change i need to make when testing on
 device. What options are available?

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Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-03 Thread Robert Green
Hi Bob,

There are a number of games already available using BatteryTech Engine that
show off some of the basic capabilities, then we do include an APK of our
demo in the engine download so that you can try it out on your device.
 We'll be posting that to the market next week as well, but it is available
now in the archive.

Here are a few games using it if you want to take a peek at them:

Slyon Ball -
https://play.google.com/store/apps/details?id=com.slyonstudios.slyonballhl=en
The Digits: Fraction Blast -
https://play.google.com/store/apps/details?id=com.watchthedigits.fractionblasthl=en
Slyon Street Tuner -
https://play.google.com/store/apps/details?id=com.slyonstudios.streettuner
NSCRA Tuner Challenge -
https://play.google.com/store/apps/details?id=com.powerrevracing.nscra



Robert Green
DIY at http://www.rbgrn.net/


On Thu, Jan 3, 2013 at 12:10 PM, bob b...@coolfone.comze.com wrote:

 Cool.


 Maybe you could put an app in the Android Market that demos your new
 engine?


 This would make it easier for us to see what it can do.



 On Tuesday, January 1, 2013 11:57:53 AM UTC-6, Robert Green wrote:

 Thanks bob!  That game was from before BatteryTech and was the reason we
 built a proper game engine.


 Robert Green
 DIY at http://www.rbgrn.net/


 On Mon, Dec 31, 2012 at 7:38 PM, bob b...@coolfone.comze.com wrote:

  Thanks.

 By the way, I tried your Deadly Chambers game.  It is impressive.  I
 like how the guy's name is Chambers.  Very funny.



 On Saturday, December 29, 2012 12:46:49 PM UTC-6, Robert Green wrote:

 Yes, texture mapping is fairly standard and is very well supported.

 BAI means Binary Asset Import and is a compact memory-safe format of
 the internal structure of the open asset importer library.  We did create
 it ourselves but it's simple, easy to maintain and extend and fully
 compatible with version 2 of that library, which is why you can easily add
 more formats to the engine.

 On Friday, December 28, 2012 2:24:49 PM UTC-6, bob wrote:

 Thanks.


 Also,


 Does it support texture-mapped models?


 And, is the BAI format your own invention?



 On Friday, December 28, 2012 11:28:48 AM UTC-6, Robert Green wrote:

 Out of the box it supports OBJ for static geometry and Collada (DAE)
 for static and animated models.  We have a utility that will convert 
 either
 of those to a binary format called BAI to go to production because it's
 smaller and loads faster.  The engine uses a library called Open Asset
 Import which supports 30+ formats, so if you want more formats supported,
 all you have to do is add in the format support files to either the 
 engine
 or the BAI conversion utility.  I think the only format that isn't
 supported by Open Asset Importer is FBX, but autodesk has good FBX to DAE
 conversion utilities that work, so there is that option.

 On Thursday, December 27, 2012 10:54:07 PM UTC-6, bob wrote:

 Looks interesting.  What 3d model formats does it support?


 On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green wrote:

 Hi All,

  I'm a long time contributor of this group (over 400 posts I
 think), developer of Deadly Chambers, Antigen and several other Android
 games and just wanted to, in good will, let you know about the game 
 engine
 that we've been developing for the past 2 years.  It's called 
 BatteryTech
 Engine and is available at http://www.batterytechsdk.com .  It's
 full OpenGL ES 2.0 and was designed around Android so that it would 
 work
 really well across over 1000 devices, maybe more.  It's free to 
 develop but
 does require a license to deploy.  The license gets you full engine 
 source
 code which is something you don't see often from comparable engines.  
 We
 completely integrated Box2D and everything is bound to Lua to make it
 really easy to script out game logic.  You can also deploy on other
 platforms, but it works great specifically for Android too.

 Please let me know what you think, either here, privately or
 otherwise.  Would love feedback and am always happy to support.

 Thanks everyone!!

  --
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Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-01 Thread Robert Green
Thanks bob!  That game was from before BatteryTech and was the reason we
built a proper game engine.


Robert Green
DIY at http://www.rbgrn.net/


On Mon, Dec 31, 2012 at 7:38 PM, bob b...@coolfone.comze.com wrote:

 Thanks.

 By the way, I tried your Deadly Chambers game.  It is impressive.  I like
 how the guy's name is Chambers.  Very funny.



 On Saturday, December 29, 2012 12:46:49 PM UTC-6, Robert Green wrote:

 Yes, texture mapping is fairly standard and is very well supported.

 BAI means Binary Asset Import and is a compact memory-safe format of
 the internal structure of the open asset importer library.  We did create
 it ourselves but it's simple, easy to maintain and extend and fully
 compatible with version 2 of that library, which is why you can easily add
 more formats to the engine.

 On Friday, December 28, 2012 2:24:49 PM UTC-6, bob wrote:

 Thanks.


 Also,


 Does it support texture-mapped models?


 And, is the BAI format your own invention?



 On Friday, December 28, 2012 11:28:48 AM UTC-6, Robert Green wrote:

 Out of the box it supports OBJ for static geometry and Collada (DAE)
 for static and animated models.  We have a utility that will convert either
 of those to a binary format called BAI to go to production because it's
 smaller and loads faster.  The engine uses a library called Open Asset
 Import which supports 30+ formats, so if you want more formats supported,
 all you have to do is add in the format support files to either the engine
 or the BAI conversion utility.  I think the only format that isn't
 supported by Open Asset Importer is FBX, but autodesk has good FBX to DAE
 conversion utilities that work, so there is that option.

 On Thursday, December 27, 2012 10:54:07 PM UTC-6, bob wrote:

 Looks interesting.  What 3d model formats does it support?


 On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green wrote:

 Hi All,

 I'm a long time contributor of this group (over 400 posts I think),
 developer of Deadly Chambers, Antigen and several other Android games and
 just wanted to, in good will, let you know about the game engine that 
 we've
 been developing for the past 2 years.  It's called BatteryTech Engine and
 is available at http://www.batterytechsdk.com .  It's full OpenGL ES
 2.0 and was designed around Android so that it would work really well
 across over 1000 devices, maybe more.  It's free to develop but does
 require a license to deploy.  The license gets you full engine source 
 code
 which is something you don't see often from comparable engines.  We
 completely integrated Box2D and everything is bound to Lua to make it
 really easy to script out game logic.  You can also deploy on other
 platforms, but it works great specifically for Android too.

 Please let me know what you think, either here, privately or
 otherwise.  Would love feedback and am always happy to support.

 Thanks everyone!!

  --
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