Thanks!
I think the part that I am confused is that I never used view.draw
(canvas) code in my program so I don't know when to call it... at this
moment, says I wanted to clear a screen, this is my code in the view:
public void clearScreen() {
gradient = false;
dots.clear();
Thanks!
After experiementing, seems to work. I think all I need to do is to do
the view.draw(canvas) prior to have the canvas filled with what's
drawn on screen. I am still exactly sure what's happening though, as
basically I just do everything as it is, and create a new bitmap and a
new canvas
Hi,
I just got myself an Android phone running 1.6 with 240x320 screen.
This required me to use 1.6, but I wish to support 1.5 too.
According to http://d.android.com/guide/practices/screens_support.html
(Strategies for Legacy Applications):
--
Change your application's build properties, such
Hi,
How does the Allow automatic updating works? I notice that my apps
have A manual update is required. when I try to enable it.
Is it anything I need to do in my codes to enable this to work? Or is
it depending on the permissions required by the apps?
--
You received this message because you
Thanks!
That's very helpful to know that it is not developer-enabled feature.
On 9月1日, 下午1时08分, TreKing treking...@gmail.com wrote:
On Tue, Aug 31, 2010 at 9:20 PM, limtc thyech...@gmail.com wrote:
How does the Allow automatic updating works?
Users can opt to allow an app to be auto-updated
Hi,
I just tested Galaxy Tab AVD, and my games using SurfaceView looks
suck. I would like to create drawable that is specified to 1024x600
resolution, but Galaxy Tab insists of using drawable-hdpi - which has
resources specified for WVGA resolutions.
How do I create a drawable folder that just
the 1024x600
a Large screen? You might be able to use drawable-large or drawable-
large-hdpi.
Regards,
Michael A.
On Nov 1, 9:56 am, limtc thyech...@gmail.com wrote:
Hi,
I just tested Galaxy Tab AVD, and my games using SurfaceView looks
suck. I would like to create drawable
On 11月2日, 上午2时14分, Mark Murphy mmur...@commonsware.com wrote:
That is a mistake. You should not be creating resources tied to a
specific resolution. Your app will looks suck on any device for
which you have not created such resources. Since Android runs on a
wide range of resolutions -- and
I encountered something strange in development using the emulator.
I wanted my app to start and only work in landscape mode, but even if
I put in the android:screenOrientation=landscape, my app still
starts in portrait mode. I have set the minimum SDK version to 11.
What could be the problem?
Should I use the XOOM skin or just create an AVD with Android 3.0 in
the SDK? What's the advantage of using the XOOM skin?
Thanks!
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to this group, send email to
Hi,
I am using the final SDK, so this should be my own problem. I am just
not sure why android:screenOrientation=landscape does not work.
On 3月9日, 上午2时52分, Droid rod...@gmail.com wrote:
The preview emulator for honeycomb had that bug, so get the latest
non-preview emulator.
--
You received
Today I try to either update or upload an app in Developer Console, it
cannot work - upon submitting, it keeps going back to the same page
asking me to set a new sub-category. No matter how many times I tried,
it keeps asking the same thing.
The page is now displayed in Chinese for whatever
I am now developing on Android 4-based TV. The bottom status bar is not as
useful as on the touch screen (since features are now mapped on remote
control), and it is causing us issues. For example:
- when in game, you can hide it but it just leave a black bar below
- I can't do full screen
Thanks! I have contacted the Android TV manufacturer on this issue.
在 2012年7月24日星期二UTC+8上午7时10分48秒,Mark Murphy (a Commons Guy)写道:
On Mon, Jul 23, 2012 at 6:57 PM, limtc thyech...@gmail.com wrote:
Is it possible to totally remove the status bar in the program?
You would have to ask
This is supposedly a simple question - but I have been testing the whole
morning, searching and test all suggestions, but I can't seem to get it
right. Please help!
All I wanted is to align the ListView to the right (with 100dp blank
space), and here's my current layout file:
RelativeLayout
This does not work.
In fact there is an error as the layout_marginRight was specified twice.
在 2012年7月24日星期二UTC+8下午4时52分41秒,Aprido Sandyasa写道:
or you can try this on out:
RelativeLayout xmlns:android=http://schemas.android.com/apk/res/android;
android:background=@drawable/background
Does not understand. Why do we want to add in another TextView?
The original layout has no text view.
在 2012年7月24日星期二UTC+8下午4时50分25秒,Aprido Sandyasa写道:
RelativeLayout xmlns:android=http://schemas.android.com/apk/res/android;
android:background=@drawable/background
:19 PM,bharadwaj bharath.sm...@gmail.com 写道:
On Tue, Jul 24, 2012 at 12:40 PM, limtc thyech...@gmail.com wrote:
This is supposedly a simple question - but I have been testing the whole
morning, searching and test all suggestions, but I can't seem to get it
right. Please help!
All I wanted
Hi,
A list view (with some items), hanging on the right.
The list view is 100dp distance away from the right of the device.
[ -100 - ]
在 2012年7月24日星期二UTC+8下午9时29分21秒,MagouyaWare写道:
First option (entire list view on the right, with 100dp right margin).
That
Hi, probably it is my problem not yours. I really appreciate you are trying
to help.
I am not looking into justification within the listview, but the listview
within the container (activity).
Here's my activity:
public void onCreate(Bundle savedInstanceState) {
Thanks! I will try it later - I am now reading your code.
I am just wondering why aligning the ListView to the right of the screen is
android:layout_alignParentLeft=true
Shouldn't this be layout_alignParentRight? Probably this is where my
confusion come from.
在
Hi,
Is it possible for an app to support one orientation (portrait) for phone
but another orientation (landscape) for large form device like tablets?
So far, it seems that we either have to support either portrait/landscape
or support both orientations.
You might ask why I am asking this - I
. Check the screen size and lock the orientation for one or the
other.
On Friday, July 27, 2012 2:10:31 PM UTC+8, limtc wrote:
Hi,
Is it possible for an app to support one orientation (portrait) for phone
but another orientation (landscape) for large form device like tablets?
So far, it seems
Thanks, this is what I am doing now. I wanted to support portrait/landscape
modes for 1280x720/800 device, so this is what I do, sounds OK? So far my
test seems to be fine, except sometimes it starts up upside down for some
tablet devices.
Is any of the dimension is not 1280 I will stick to
There are 2 issues that I have encountered so far with this approach:
- on a Samsung tablet running Android 4, setting to portrait in code will
ignore the current portrait orientation and show the device upside down (if
I held it in one way with the logo on left). This does not happen if
I just received a message from a Nexus 7 user that my game broke on this
device with a background too small. My game runs on Android 2.1 and above,
and I try to optimized for different devices (including TV). Since I used
surface to draw the background image, I need to have a specified image
Thanks for trying to help me.
I have put the 800x1280 background in drawable-tvdpi and I still got very
small background. It seems that it is picking up background images from my
other drawables and I am still trying. Or Nexus 7 try to scale the
background for me.
On Tuesday, August 7, 2012
My suggestion is to get an Android development book. Many books have
sections on how to set up Mac environment for development. Just browse
through them first before purchase.
在 2012年8月7日星期二UTC+8下午12时26分14秒,wakeupscreaming写道:
Hi,
I have a *Nexus 7* and I'm on a *Mac*, (although I do have
I have tried almost all possible drawable - the background (800x1280) will
always get scale down when drawn in surface. Seems like Nexus 7 is trying
to scale down thing for me. Also tried tvdpi but does not seem to help. :(
在 2012年8月7日星期二UTC+8上午9时13分41秒,RichardC写道:
tvdpi should be the
Tried -nodpi, it still scale down even the background is 800x1280!
What the... I really don't know what to do anymore. Would really like to
support Nexus 7!
在 2012年8月8日星期三UTC+8上午7时00分31秒,RichardC写道:
Have you tried -nodpi ?
On Tuesday, August 7, 2012 11:54:37 PM UTC+1, limtc wrote:
I have
Yes, typical surface code.
background = BitmapFactory.decodeResource(res, R.drawable.space);
...
canvas = holder.lockCanvas(null);
synchronized(holder) {
canvas.drawBitmap(background, 0, 0, null);
...
}
This works on every devices we tested - from
No, will try!
Will this cause issue for other already supported devices? I have carefully
tested for many many devices.
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to this group, send email to
I test through every drawables and found that Nexus 7 chose large-hdpi not
tvdpi or mdpi. And even if the image is of correct size (1280x800), Nexus 7
still scales the background and causes issue.
My solution is a stupid one - I scale the background to 1440x900 and it
works (actually 1450x905
Hi,
I noticed that some apps in Nexus 7 - when in landscape mode - keep the
bottom bar on side (as if it is still in portrait mode).
How to keep the bottom bar on side so that I can increase the vertical
space in landscape mode? Thanks!
--
You received this message because you are
Hi,
I am doing a drawing program which I have a palette height which is
exactly 1/5 of the device height. The question is: how do I specified
it in android:layout_height?
What I am doing now is stupid: I create a layout XML file for each
device size and change the layout_height. Is there a more
Can I show the menu in ActionBar in Honeycomb while the app remains
compatible with Android 2.x?
In http://developer.android.com/guide/topics/ui/actionbar.html it
seems that this can be done:
--
Beginning with Android 3.0 (API level 11), the action bar is included
in all activities that use the
12时14分, Zsolt Vasvari zvasv...@gmail.com wrote:
I confirm that this works fine in my app, so you must be doing
something wrong. What? I have no idea.
On Nov 19, 11:39 am, limtc thyech...@gmail.com wrote:
Can I show the menu in ActionBar in Honeycomb while the app remains
compatible
I solved my problems. Thanks for the help!
Yes, what I am asking can be done, if you are stuck on the same issue,
you can contact me.
On 11月19日, 下午12时47分, limtc thyech...@gmail.com wrote:
Hi,
Thanks!
Does yours appeared only as a menu (with no icons), or can you show
them as action
I have a menu item in menu.xml that allows user to click and use
camera.
Since now there are more devices without camera (Kindle Fire, etc),
would like to remove menu (or disable it) if no camera detected. Has
anybody done this before?
--
You received this message because you are subscribed to
Thank you!
I will try this now! :)
On 11月20日, 下午8时56分, Mark Murphy mmur...@commonsware.com wrote:
On Sun, Nov 20, 2011 at 12:14 AM, limtc thyech...@gmail.com wrote:
I have a menu item in menu.xml that allows user to click and use
camera.
Since now there are more devices without camera
I have a related note - without a camera-less device, how do I test?
Is it able to set up a AVD without a camera?
--
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
To
Hi,
I actually tried this: I set up a KindleFire AVD with Camera
support=no.
I am doing experiment:
--
public boolean onCreateOptionsMenu(Menu menu) {
MenuInflater inflater = getMenuInflater();
inflater.inflate(R.menu.menu, menu);
PackageManager packageManager =
I am still searching around and found this thread:
http://www.mail-archive.com/android-developers@googlegroups.com/msg102196.html
Seems like still need to test on real device?
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to this
I used to use program menu using Java and I can add icon to submenu.
http://developer.android.com/reference/android/view/SubMenu.html#setHeaderIcon(int)
As I am switching to XML format for menu, I am wondering how do I add
icon to submenu? It does not seem to have an icon attribute for
menu.
--
Hi,
I have an issue with photo taking in Android. The code below works for
all the phones I have, but when I am testing this with a Honeycomb
tablet (HTC Jetstream, in portrait mode), the picture will be taken in
landscape mode, then when it returns to the app, wipe out the view (as
if onCreate
I am using this code to save the image:
--
String fileURL = Media.insertImage(getContentResolver(), bitmap,
KidsPaint, Picture);
if (fileURL != null) {
Uri uri = Uri.parse(fileURL);
sendBroadcast(new Intent(Intent.ACTION_MEDIA_SCANNER_SCAN_FILE,
uri));
}
--
However, the result is pretty
I saw a solution here (http://www.rical.net/blog/
article-1318132709.html), not sure whether this is true as I didn't
see this explanation elsewhere. What it means is that
Media.insertImage() returns the Uri will be in content:// format,
but ACTION_MEDIA_SCANNER_SCAN_FILE intent required format in
I replaced the ACTION_MEDIA_SCANNER_SCAN_FILE intent by
ACTION_MEDIA_SCANNER_SCAN_FILE intent for saving, and it works for HTC
Hero issue! Now Gallery will be refreshed when we save the file.
sendBroadcast(new Intent(Intent.ACTION_MEDIA_SCANNER_SCAN_FILE,
Uri.parse(file:// +
I have solved my issue. It seems that HTC Jetstream (or Honeycomb)
will do a orientation changed even if I have set the app to portrait.
The solution is to add android:configChanges=orientation in
activity.
On 11月24日, 下午5时29分, limtc thyech...@gmail.com wrote:
Hi,
I have an issue with photo
I have a question:
If I wanted to support a feature (says camera) but it is not necessary
(menu item removed if detected no), is it necessary to declare:
uses-feature android:name=string android:required=false/
I assume we can simply do this without declaring. Isn't it? Or is it
just good
Oh, so is this summary correct? Assuming the app requested a CAMERA
permission.
1) Do not declare uses-feature
- Android Market will NOT show app to devices without camera.
2) Use uses-feature android:name=android.hardware.camera
android:required=false /
- Android Market will show the app to all
I see. Thanks for the explanation!
So if I don't declare it, based on the table, it will assume I uses
features:
android.hardware.camera and
android.hardware.camera.autofocus
So in order for me to show the app in Android Market that does not
support camera (like low end camera-less tablets), I
Yes, I know. Since the default is true, that means I need to declare
to declare autofocus to false too.
On 11月26日, 下午11时14分, Mark Murphy mmur...@commonsware.com wrote:
On Sat, Nov 26, 2011 at 9:12 AM, limtc thyech...@gmail.com wrote:
I am not too sure whether I need to declare or not? Since
developers will not declare the camera.autofucus to
false.
On 11月26日, 下午11时14分, Mark Murphy mmur...@commonsware.com wrote:
On Sat, Nov 26, 2011 at 9:12 AM, limtc thyech...@gmail.com wrote:
I am not too sure whether I need to declare or not? Since autofocus is
often unnecessary for many apps
Hi,
I got reported from Droid X 2 users regarding the resource issues on
new resolution... can anyone tell me what is the drawable type? hdpi?
large-hdpi? large-mdpi?
Any other devices using 540x960 resolutions?
Thanks!
--
You received this message because you are subscribed to the Google
Hi,
For some reasons, updated to one of the current Android SDK causes my
Motorola Milestone no longer appeared on the device list. This used to
work fine.
I have checked: USB debugging, Unknown sources are all checked. The
phone is now running Android 2.1-update 1 (Motorola no longer
provides ,
Hi,
I forgot to mention that I use Mac. We are converting our iOS apps to
Android.
On 8月17日, 下午6时30分, Mark Murphy mmur...@commonsware.com wrote:
If you are on Windows, ensure that you have the latest Motorola USB
drivers for development.
--
You received this message because you are
Thanks! This is however only PC only, and I happened to use Mac...
On 8月17日, 下午6时54分, Rathna Kumara Premadasa rathnakumar...@gmail.com
wrote:
Some times this may be work as well
try
http://www.motorola.com/Support/US-EN/Support-Homepage/Software_and_D...
thanks
--
You received this
Reading right now, seems like USB problem? I just realized that it is
not charging via USB too!
Hopefully some of the advices can help... I have rebooted and seems
the same. Now trying hard reset...
On 8月17日, 下午6时51分, Rathna Kumara Premadasa rathnakumar...@gmail.com
wrote:
Try following link,
This works!
My problem found and solved this way: since I found that my phone now
cannot charge by USB, I go to the USB connection dialog and set it to
Charge Only. The phone is now able to charge and show up in Eclipse!
Thanks for the help!
On 8月17日, 下午6时51分, Rathna Kumara Premadasa
Hi,
I have a very strange problem that I can't duplicate and I am looking
for help. I have been receiving feedback lately that my game when
played in Droid 2 after the latest firmware update, have repeated
sound playback when a sound is played. For example, if it should play
the sound fire, it
Hi,
Recently I started to receive reports on one of my old app, and this
error is totally new to me. Seems like the app might have some issues
with new Android builds?
--
java.lang.IllegalArgumentException: pointerIndex out of range
at android.view.MotionEvent.nativeGetAxisValue(Native Method)
I am faced with an issue - I need to know the action bar height when our
app is running on Android 3/4.
However, ActionBar class might not exists as our minSdkVersion is 7, and it
seems that the height is not standard. I tested on 2 tablets and they are
both 56 - but on users reported that on
Do you mind showing me a sample code on how this is done? (to get the
action bar size)
在 2012年7月3日星期二UTC+8下午9时25分43秒,RichardC写道:
The action bar can also change size with custom (OEM) themes. So I would
take a different approach and find the size of the usable window left to
your
I am doing a painting program and the MotionEvent getY() returns contains
the height of action bar. I need to subtract the height away.
Any sample code or help will be appreciated!
在 2012年7月3日星期二UTC+8下午10时58分04秒,Latimerius写道:
On Tue, Jul 3, 2012 at 4:45 PM, limtc thyech...@gmail.com wrote
the author of some popular kids painting softwares, and this has been
the issue I faced for quite some times.
在 2012年7月4日星期三UTC+8上午7时16分24秒,Mark Murphy (a Commons Guy)写道:
On Tue, Jul 3, 2012 at 6:53 PM, limtc thyech...@gmail.com wrote:
I am doing a painting program and the MotionEvent getY
OK, this is part of my code, very simple:
public boolean onTouchEvent(MotionEvent event) {
int count = event.getPointerCount();
...
int action = event.getAction();
int x = (int) event.getX();
int y = (int) event.getY() - absize;
...
return
I finally solved my problem in not doing the onTouchEvent on the activity,
but on individual views - thus removed the need to check for Action Bar
height.
Thanks for everybody who helps!
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To
Hi,
I have done a few painting apps and they all worked fine as long as I don't
use background images. Once I added background image, the painting becomes
sluggish.
I have tried 2 methods of adding background image:
- use setBackgroundDrawable
- in the layout, I created an overlapping
Hi,
Can you points me to any codes I can read regarding setting up background
this way?
Thanks!
On Friday, July 6, 2012 10:09:08 AM UTC+8, Nobu Games wrote:
Did you also try drawing directly into the background image bitmap? Make
it a mutable bitmap, wrap that bitmap into a Canvas object
I found an interesting issue in HTC Jetstream tablet running Android 3.1. I
am not sure whether it is a bug or not but seems like it is.
I have a drawing app where will work only in Portrait but I keep having
issue in this tablet (but works fine elsewhere). The orientation is set to
portrait
Is it possible to allow the app to start in either landscape or portrait,
but ONCE the app started does not allow rotation?
Thanks!
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to this group, send email to
Actually, that won't work. This is because we do not know what orientation
is in when the app started.
My current solution is to detect what orientation it is in,
then setRequestedOrientation to the current orientation. This works nicely.
在 2012年7月9日星期一UTC+8下午7时14分20秒,abhijeet tomar写道:
Ya it
?id=com.apps.weather_buddy
http://www.paygol.com/android/implementation
On Monday, July 9, 2012 5:24:11 AM UTC+2, limtc wrote:
Is it possible to allow the app to start in either landscape or portrait,
but ONCE the app started does not allow rotation?
Thanks!
--
You received
This is precisely what happened!
在 2012年7月10日星期二UTC+8上午2时08分32秒,RichardC写道:
I could see a use in a finger paint app: you would want to lock
the orientation once the use has started the drawing.
On Monday, July 9, 2012 5:32:30 PM UTC+1, Nobu Games wrote:
Can any of you who implemented
This is the problem I am facing now. :(
It is the same for Android 3 (HTC Jetstream) and Android 4 (Galaxy Note)
that I am using.
Detected portrait and set it to portrait and the result is a reverse
portrait if you are holding it wrong.
在 2012年7月10日星期二UTC+8上午12时36分03秒,RLScott写道:
This
I am doing a painting program for kids.
- you wanted to show the kids the correct orientation when you enter the
app, if you happened to hold a tablet in landscape, it is expected that the
program started in landscape.
- but once you started painting, nothing is more wrong (at least to all the
So do you have a good solution to solve this issue? Or is it the same as
mine? (My solution has an issue of sometimes the app will start upside
down...)
在 2012年7月10日星期二UTC+8下午4时07分06秒,Ifor写道:
I have a biking - running app. It will work either orientation but once
you start proererly using
Hi,
I have a few questions related to sound playback in game.
- is using AsyncPlayer faster than MediaPlayer for playing background MP3
music? I guess so since it should run in another thread and it is possible
that a multiple core CPU uses another core to play the music?
- is SoundPool a
I am faced with an issue trying to support full screen app (in both an
arcade game and an infant painting program). There will be no ActionBar
when the app run, but I needs to support Android 3.2 for some of the
features I used.
If there is no ActionBar, the ideal place for the menu will be at
I have also tried the solution in this article:
http://android-developers.blogspot.sg/2012/01/say-goodbye-to-menu-button.html
The only exception is that if you set minSdkVersion to 10 or lower, set
targetSdkVersion to 11, 12, or 13, and you do not use
Thanks for replying.
So my only option is: 1) if Android 3/4 device, show a menu icon somewhere
in full screen, 2) if not, do nothing?
And if this is the case, what is the guarantee way that I can call up the
menu (and how will the menu look like since there is no action bar or
hardware menu
I have a kids painting app that I would like to do full screen. The app
itself has minSdk of 7 and targetSdk of 13, and this allowed the menu icon
to show in navigation bar (below) for Android 4 devices if I switch off
Action Bar. *
*
:
On Sat, Jul 14, 2012 at 9:48 AM, limtc thyech...@gmail.com wrote:
I have a kids painting app that I would like to do full screen. The app
itself has minSdk of 7 and targetSdk of 13, and this allowed the menu
icon
to show in navigation bar (below) for Android 4 devices if I switch off
If you do not want the very young kids pressing on a menu on the
screen, then do not have a menu on the screen, regardless of where it
would be on the screen. You somehow think that very young kids will
somehow not press a menu button in the system bar -- IMHO, you are
mistaken.
I
1st option still take up space in canvas.
Put it there anyway.
Disagreed.
You even claim to have read what she wrote, as you replied to her message.
Many well-rated finger paint applications for Android, specifically
for use by very young kids, use on-screen controls, as you can
Hi,
I do not want to join in the debate of Android vs iOS, but in our iOS
solution, we do use full screen for phone (shake for menu) and toolbar
(similar to ActionBar) for tablet, as shake does not make sense for a big
device.
For Android we still need to support older devices with menu
Hi,
I do not want to join in the debate of Android vs iOS, but in our iOS
solution, we do use full screen for phone (shake for menu) and toolbar
(similar to ActionBar) for tablet, as shake does not make sense for a big
device.
For Android we still need to support older devices with menu
Hi,
I have been trying out various ways but with no success. I am doing a full
screen painting app for kids. But it can't go full screen without the
following line in Manifest.xml:
android:theme=@android:style/Theme.NoTitleBar.Fullscreen
But this statement causes a lot of behaviour issues in
Hi,
My game has an optional support for Bluetooth controller.
In the Manifest, I have these entries:
uses-permission android:name=android.permission.BLUETOOTH /
uses-permission android:name=android.permission.BLUETOOTH_ADMIN /
But it just occurred to me that some Android on-the-stick PC
Thanks for the help! I have read through this twice and still very confused
- why do we have both uses-permission and uses-feature? So I changed from
uses-permission to uses-feature and it will work? But why?
My free game has been downloaded couple of million times so I am very
scared of
Thanks!
So it is:
uses-permission android:name=android.permission.BLUETOOTH /
uses-permission android:name=android.permission.BLUETOOTH_ADMIN /
uses-feature android:name=android.hardware.bluetooth android:required=
false /
在 2013年4月15日星期一UTC+8下午4时43分27秒,Douglas Drumond写道:
No, you don't
Hi,
As an AdMob user, is it possible to add another ad platform when AdMob does
not serve enough ads? If yes, what's your preference of choice? How
difficult is it to support more than 1 ad platform in an app?
Thanks!
--
You received this message because you are subscribed to the Google
Hi,
I have a game which I wanted to hide the status bar in the game. Tested on
Nexus 7 (running Android 4.3) with the code:
setSystemUiVisibility(View.STATUS_BAR_HIDDEN);
But the status bar remains there.
What is the best way to hide status bar? Especially with compatibility with
older
in AdMob
as a whole.
Any suggestions of alternative ad platforms are welcome!
On Sunday, August 18, 2013 5:30:05 AM UTC+8, TreKing wrote:
On Fri, Aug 16, 2013 at 9:31 PM, limtc thye...@gmail.com javascript:wrote:
As an AdMob user, is it possible to add another ad platform when AdMob
does
Thanks Kris!
Now the problem is too many choices... anyone particularly good (especially
work fine in additional to AdMob - means if AdMob has not enough ads, this
takes over)?
http://appflood.com/blog/list-of-mobile-ad-networks-february-2013
gives a pretty comprehensive list...
Kris
Hi,
I have a painting app which works for many years, tested fine under last
Nexus 7 and even Nexus 4 with 4.3 update... failed on the latest Nexus 7!
When I save a file - this code works for all devices except latest Nexus 7.
--
String fileURL = Media.insertImage(getContentResolver(),
Do you have experience with Inneractive or InMobi? I read from a web site
that they are the big alternative to AdMob.
Anyone can share with me some experience in integrating 2 ads services
(says AdMob + Inneractive)? For example, how do you do it in XML when you
have 2 ad banners sharing the
I tried out Inneractive before I saw your mail on this, so far I got about
1/5th of the revenue I used to get from AdMob. I am not sure whether this
is good or bad as this is a new update and probably only a fraction of the
users upgraded, so we will continue to see what happened.
However, the
Hi,
I have a game that I wish to support all resolutions. And it bogged me down
to support multiple resolutions with different screen ratios, so I am
reading up (including in this forum and the official Android
docs:
1 - 100 of 106 matches
Mail list logo