and to contact Brightpoint themselves. Not sure
> when or if I'll hear anything back from them. I sent an email to the
> Device Seeding email, so I am hoping they'll help take care of it.
>
>
> On Apr 1, 3:21 pm, Jason Arora wrote:
> > My Droid was stolen :(.
>
My Droid was stolen :(.
I received an empty Droid box in Southern California today. We signed
for the package, but the box had been visibly tampered with. The thief
stole the Droid and SIM card but left the charger/USB cable in the
box.
It was definitely stolen by a Brightpoint or Fedex employee.
There are 2 ways to uninstall applications:
1) Market->Downloads (this will prompt you)
2) Home->Menu->Settings->Manage Applications (no prompt)
On Mar 23, 9:38 am, TreKing wrote:
> On Tue, Mar 23, 2010 at 11:09 AM, Mark Murphy wrote:
>
> > David Horn wrote:
> > > I never get that!
>
> > I seem t
+1 for Game Mode
As others have mentioned, background processes can invoke the GC. On
my development device, I used to have Taskiller installed for the
occasional Kill-All but I realized that it would regularly invoke the
GC about once a minute. I think the Taskiller widget was causing this
to hap
I agree 100% with Robert. For a real-time video game, you want to stay
away from High-level GUI components.
Kofa, it sounds like you are making good progress. Are you using a
SurfaceView to draw the world and cities onto yet?
I recommend that you do not work on the Game Menu yet. In my opinion,
t
This is a good start. There are a few other features that would be
incredibly useful.
1) Better market search (as already suggested by Tim H.), including
autocomplete and commonly misspelled etc
2) Promo codes to give out to users and reviewers for free app
downloads
I also agree that we need a b
Does Project->Clean help?
On Jan 21, 4:59 pm, Wayne Wenthin wrote:
> I have already posted on their developer group but based on everything I've
> seen I don't expect a reply.
>
> I have a strange problem. When I added and adview to my app it imported a
> bunch of comments that all start with /
g mode to see
> this info?
>
> On Thu, Jan 21, 2010 at 2:19 PM, Jason Arora wrote:
> > Hi Andre,
>
> > I got around 60 fps without bullets on my Google Ion device. When
> > touching the screen it would go around 53 and when shooting it would
> > dip just under 4
Hi Andre,
I got around 60 fps without bullets on my Google Ion device. When
touching the screen it would go around 53 and when shooting it would
dip just under 40. Before doing my test, I closed all apps with Task
Killer.
You can remove the status bar by calling the following in your
Activity.onC
Hi Andre,
Everyone here has brought up great points:
1) Matrix manipulation is slow. Instead, rotate and store bitmaps
ahead of time (note: initial loading time will be longer).
2) Don't use getter/setters, instead make commonly used attributes
public.
3) Don't call System.currentTimeMillis() or o
You need to include the supports-screens tag and probably the
anyDensity tag.
http://developer.android.com/intl/zh-TW/guide/practices/screens_support.html
On Jan 19, 1:39 pm, "Mark Murphy" wrote:
> > I'm testing an app on the nexus one at the moment and notice the get
> > height of display funct
Are you drawing in a separate thread (like the LunarLander example)?
If not and your game is real-time, I seriously recommend switching to
that model.
Also, I don't believe you should be seeing a slow-down in
compatibility mode... In my experience, it has worked pretty well.
Are you testing this
I've seen this happen a few times (never on my own app however).. Is
it possible that you still have icon.png in your drawables folder and
it's just somehow being used instead?
On Dec 3, 2:55 pm, Mark Wyszomierski wrote:
> Hi,
>
> I set my app icon in my manifest file like this:
>
> ..
..The results are in, and unfortunately, your application Flick It!
was not chosen by users and judges as a prize winner..
My game didn't make it either.
Dan, I'm really surprised ProjectINF didn't win. It was definitely one
of my favorite apps in the competition.
On Nov 30, 1:42 pm, Maan Najj
You should use SurfaceView if there will be a limited number of
sprites (~20 sprites). Otherwise, OpenGL is better for high-intensity
graphics.
The SDK includes some game samples and I recommend that you start with
those. The Lunar Lander example is especially good and is a complete,
real-time gam
15 matches
Mail list logo