y
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Nno
On Jun 2, 2012 11:33 PM, wrote:
> Today's Topic Summary
>
> Group: http://groups.google.com/group/android-developers/topics
>
>- get the text in edit text on button
> click<#137b10cd2d6cb431_group_thread_0>[4 Updates]
>- Invoking a web service created in
> java<#137b10cd2d6cb431_g
You need to read up on intents.
On May 1, 12:30 am, crajesh wrote:
> HI,
>
> I have two apk in /data/app which are a.apk and b.apk, and I want to
> invoke b.apk from a.apk... May, i know code for invoke b.apk from
> a.apk
>
> thanks
> C.Rajesh
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Just use get and put on the buffer with your data.memory layout can
vary but typically is xyzxyzxyz which would be the 9 floats that
define your 3 vertices.
Adam
On May 1, 12:27 pm, emre onal wrote:
> I have some triangle polygons and drawing them in a traditional way:
> (android-java code)
>
>
I made a game in 8 days a while ago and there is a similar game with a
similar name, so I renamed it and launched anyways.
Competition is healthy, do a better job than your competitors to win.
The game that I released I titled "Drop Bloks" then once publishing to
market I saw a "Drop Blocks" with
While that is a scary situation, if they could load a custom rom, so
could you, and you can compile that from source and inspect every
line. It's the risk you take buying shady hardware. Once you have
access to the hardware you have full control of the device. You could
always buy a droidx with it'
Yes, it does.
http://code.google.com/p/earth-live-wallpaper/source/browse/trunk/+earth-live-wallpaper/SLWP/src/com/seb/SLWP/GLWallpaperService.java?r=37
On Nov 26, 4:20 am, Phil Endecott
wrote:
> On Nov 26, 11:08 am, Adam Hammer wrote:
>
> > I do bitmap loading in another thre
before they do.
>
> > String
>
> > On Nov 25, 5:15 am, Brad wrote:
>
> > > WTF - My best selling app is also missing from my Developer Console.
> > > I just updated it earlier today - now it's gone. I used the form to
> > > submit a help reques
I do bitmap loading in another thread, but I do glBindTexture in the
main graphics thread. Works well for me, I load bitmaps stored in zips
delivered by contentproviders into textures.
I think opengl es does have mechanisms for sharing textures across GL
contexts, but the above method should be fi
ndroid.
>
> There is the Scripting Layer for Android (SL4A), which supports
> on-device development, but only has access to a tiny subset of the
> SDK.
>
> On Thu, Nov 25, 2010 at 7:21 AM, Adam Hammer wrote:
> > Is it possible to run a android sdk on android itself? Ie. dev
Is it possible to run a android sdk on android itself? Ie. develop and
maintain software only using a android device?
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T
It's not always, but it's enough. There is a LOT of problems with the
new console.
1) Paging broken in multiple ways (3 pages shown, page 2 has 1 item,
page 3 has nothing)
2) Not all published apps showing
3) No unpublished apps
4) Occasional dropping of the high res and promotional items (I've
se
A few of my unpublished and at least one of my published apps is not
accessible from the console at this time.
THIS IS URGENT, I don't use that lightly, google test your code before
you deploy!!!
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I think android attests to the fact that they get plenty of things
right.
I also however have had downloads stuck since the planned outtage.
On Nov 21, 1:29 am, DraganA wrote:
> Same here, it's a shame google cannot get the simplest things right.
>
> On Nov 21, 5:47 am, Peter Webb wrote:
>
> >
I never have users complain about market licensing, but occasionally I
get not-licensed responses from the server for my test account when
they are supposed to return authorized.
When I did my testing everything was perfect, this happened weeks
later, and is happening a lot recently. I have to be
Google maps API. It supports
> OpenStreetMap and a couple of other map sources. I managed to adapt
> it to support Bing maps.
>
> On Nov 14, 7:14 pm, Adam Hammer wrote:
>
> > I have a class I wrote that uses the maps and works in a activity, but
> > still returns the stub
I could use this too, I render maps to a offscreen bitmap and then
render it on-screen using opengl. Knowing when the current map area is
downloaded would be very useful. I currently use a exponential falloff
for refreshing/binding the textures which seems to work pretty well,
but if I knew as data
>
> Followed the tutorial from
> here:http://developer.android.com/guide/tutorials/views/hello-mapview.html
> with no success. Must be something with the setup?
>
> -Christer
>
> On Nov 2, 1:48 pm, Adam Hammer wrote:
>
> > That is the entire error. 2 Line stack trace, I called the func
This worked great, thanks.
On Oct 17, 2:52 am, Jens wrote:
> Tim Brays blog entry on multithreading mentions this error and how to
> fix it:
>
> http://android-developers.blogspot.com/2010/07/multithreading-for-per...
>
> On 16 Okt, 00:34, Adam Hammer wrote:
>
> > I
lt)
> And I get the bands.
>
> Do I need to draw the image by hand, and which API must I use in that
> case ?
>
> Regards,
>
> Hatch
>
> On Nov 4, 1:19 am, Adam Hammer wrote:
>
> > It get's banded because Android automatically decodes images based on
&g
It get's banded because Android automatically decodes images based on
your screen, and not based on the actual image. Why decode a 2048x2048
image when it's showing on a 800x480 screen. This I assume is to save
cpu cycles and speed up image decoding where it normally will not have
a issue.
When yo
activity bugs.
On Nov 1, 9:41 am, TreKing wrote:
> On Fri, Oct 29, 2010 at 6:00 PM, Adam Hammer wrote:
> > I get an error
>
> > java.lang.RuntimeException: stub
> > at com.google.android.maps.MapView. (Unknown Source)
>
> Is that really the entire error?
>
I just draw all my 3d stuff using a projection matrix, and then I just
change the projection matrix and clear the depth buffer and draw all
the 2d stuff.
As for coordinates, in opengl you set them whatever you want to be. I
use floats, you can use ints, I use -1 to 1, you can use 1000 to
10,000 if
And no, google groups sucks, There is a post listing, but there is no
guarantee your posts will show up there. Just click on "Profile" and
it'll show you recent activity, if it feels like it.
On Oct 29, 4:01 pm, Hatch wrote:
> Seems my original post ("ugly pngs...") somehow disappeared :(
> nvm.
When you use BitmapFactory to decode your pngs you are supposed to
supply options.
One of those options is a Bitmap.Config value, you probably are using
a low bit input, you want to use Bitmap.Config.ARGB_ to ensure you
get a full spectrum of color.
Here is a snippet
draw to a
offscreen bitmap?
Sincerely,
Adam Hammer
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android
I should also say, my LWP breaks 30fps with opengl with that code.
I got a report in my comments that it holds at 40fps on some phones. I
only get about 31 with the fps counter enabled, but GC because of
stringbuilder to show the FPS string slows things from about 40 down
to 30 when you actually s
The proper way currently would be the way the GlWallpaperService does
it, get a egl context and handle everything yourself.
It really doesn't have that much of a performance hit, I use the same
code in a action that I do in a lwp using that class as a wrapper and
I get about 75% the performance of
I have some code that takes a zip in /assets/raw opens it and reads
Bitmaps out of it.
Works great in 2.2, but in 2.1 BitmapFactory.decode() has an error
reading the inputstream, in logcat I have
D/skia( 1037): --- decoder->decode returned false
I should also note that my APP is opengl based
I do mine on a N1.
2.2 is a target if you want to support ES2.0. You can do so in 2.1 but
it'll be a headache using the NDK for such. You can also do
significantly more on 2.2 because the JIT performance boost. So if you
want pixel shaders I'd 100% recommend going 2.2 for dev. It really
depends on
On Oct 5, 9:09 pm, Chris Stratton wrote:
> Why don't you just put the giftee's name on a splash screen? (and
> maybe also somewhere else, not in plaintext)
>
> On Oct 5, 9:52 pm, Adam Hammer wrote:
>
>
>
> > Is there a way to gift a paid app if you are the de
Is there a way to gift a paid app if you are the developer?
I want to gift VIA the android market. I don't want to give apk's in
the wild, and I might want to use Market Authorization on the gifted
apk's (although I suppose if I can just handle market authorization I
can send the secure apk, I jus
return the
status of the registration to reduce piracy without much effort. I
don't use Market Authorization yet, but I probably will in future
content providers to disable them if they are not purchased
legitimately.
Sincerely,
Adam Hammer
On Oct 5, 9:44 am, Joel Duggan wrote:
> So
gt; that list.)
>
> With the transient nature of the SD card, we generally consider it to be a
> good place for "large apps that are self-contained." Games, for example. :)
>
>
>
> On Sun, Oct 3, 2010 at 7:27 PM, Adam Hammer wrote:
> > I have a ContentProvider in
I found it and it does exactly what I need. My api was set to 2.1, but
that function is 2.2. My min-sdk is level 8 so I'm ok with that.
Adam
On Oct 4, 4:50 am, Adam Hammer wrote:
> The answer I think I was looking for was
> "ACTION_EXTERNAL_APPLICATIONS_AVAILABLE", I can
I have a ContentProvider in a separate apk that supplies data to my
live wallpaper. At boot time my content provider does not seem to be
available. I can wait until the SD is mounted, but it's still not
ready, as I assume it makes the provider available post mount.
So how do I wait for the provide
I think I've got to write a content provider for handling a add-on
style architecture for my app.
If I have 2 seperate providers, different .apks and manifests, and
lets say one has the authority
content://my.authority.com/addon1
and the second
content://my.authority.com/addon2
They are both ins
Now that checkout will be supporting more countries, is it possible to
integrate google checkout directly into my app.
My business model is not based around a paid/demo app model, but on a
add-on model. I would like to be able to make sales directly from the
app itself using the market account if
I'm going to assume it's most countries with the ability to purchase
apps.
I do want to hear a confirmation on Canada though, this is important
information and I need to start adapting my work now if I want to take
advantage of this.
Adam
On Sep 24, 4:28 pm, Denis Souza wrote:
> I just received
The way I've been looking to do it is to have a addon market. My app
is free and 100% full featured, but extra art/assets need a license.
If you aren't selling software then you aren't violating the non-
compete. As far as features go I make sure it's feature complete even
in the market version so
You could use network/cloud storage for this instead of SD. Depending
on how much data you are talking it's a feasible alternative.
Adam
On Sep 19, 5:12 am, ayanir wrote:
> Hello,
>
> I want to share data between 2 applications.
> the idea is both applications can write and read the SAME data an
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