[android-developers] Re: Rating Hijacking !

2013-12-28 Thread a1
> > My app is 4.9 rating since a very very very long time and all very very > few bad rating always had comments. > Since 14 days I start to have lot's of 1 or 2 stars rating without any > comments and without having released a new version or the app having > problems. > There's still the same

Re: [android-developers] Changed app from Paid to Free (with IAB)

2013-08-20 Thread a1
> > Yesterday I moved my app which was quite highly ranked from Paid to Free > app > > with in app billing. The app instantly dropped to literal obscurity the > > second I did it. It was almost as if my ranking value in the database > had > > been reset! > Well you are is now positioned aga

Re: [android-developers] Dealing with 1000's of different devices, each one with its own bugs

2013-07-31 Thread a1
> > 1. Share and find some practical solutions, if there are any. > There isn't any, for some specific use cases (games) best solution is to use higher level API (game engine). 2. Bring the seriousness and span of this issue to Google's attention - as > there seems to be complete ignorance and

[android-developers] Re: GLSurfaceView lag/delay on Galaxy S3.

2013-07-30 Thread a1
> The best solution to your problem is probably to "bite the bullet" and > rewrite your code to use shaders in OpenGL ES 2.0. All major phones and > quite a few minor ones support it now. > It may be your only solution, if the Galaxy S3 has to move too many more > bits than the P350 did, or

[android-developers] Re: Dealing with 1000's of different devices, each one with its own bugs

2013-07-29 Thread a1
> > .I've decided to move to iOS development, and the only way to convince me > otherwise is to give me a decent, reliable way of dealing with fragmentation There isn't any reliable way of dealing with fragmentation - devices and platform bugs has to be workaround (if possible) or device marke

[android-developers] Re: API to submit stack traces to Google Play

2013-06-25 Thread a1
> Well, I never said I was catching everything indiscriminately. I catch > things that I can do something about. Sometimes there's a silent fall-back > and the app doesn't even need to bother the user about it. Sometimes I need > to involve the user in what to do next. Sometimes I simply tell

[android-developers] Re: API to submit stack traces to Google Play

2013-06-25 Thread a1
> > > >> Assuming you are doing all that and giving the best user friendly message >>> to the user possible, you still might have a vested interest in the nitty >>> gritty details of those exceptions to fix the problem. Original poster's >>> query is very legitimate. >>> >> Why? How can you fi

[android-developers] Re: API to submit stack traces to Google Play

2013-06-25 Thread a1
> > The idea of exceptions as "unexpected" falls away once you are doing > anything like network access or even file access. > Java distinguish between this two situation with checked and unchecked (runtime) exception. Runtime exceptions should never be cached (unless you can propose some val

[android-developers] Re: API to submit stack traces to Google Play

2013-06-25 Thread a1
> The alternative is to start removing catch clauses so that the app will, > in fact, crash and the developer can at least see something. This seems > like a silly approach, though. > Quite the contrary: if you are catching runtime exceptions then you are doing it wrong (most of the runtime e

[android-developers] Re: IabHelper (and OpenGL) losing the application context once a payment process is started

2013-06-25 Thread a1
W dniu wtorek, 25 czerwca 2013 13:06:35 UTC+2 użytkownik reaktor24 napisał: > > Hi. thanks for the reply. I support Android 2.2 plus so don't really want > to use that method. Also I don't like the look of this: > > 'the EGL context *may* be preserved when the GLSurfaceView is paused' > > EGL c

[android-developers] Re: IabHelper (and OpenGL) losing the application context once a payment process is started

2013-06-25 Thread a1
By default GLSurfaceView destroy context on pause, you can modify this behavior with: http://developer.android.com/reference/android/opengl/GLSurfaceView.html#setPreserveEGLContextOnPause(boolean), if you app supports API levels < 11 you can use one of many GLSurfaceView replacements with this

Re: [android-developers] Re: Strange issue with glGenTextures returning 0 when it shouldn't (GLES20)

2013-06-20 Thread a1
> Hmm. I did not know that OpenGL managed itself that way, last thing I want > is to mess up the VSync. But anyways, I realize that using a game engine > would make this significantly easier, but where's the fun in that? > In making game itself? > But I am stumped, please explain to me ho

[android-developers] Re: Strange issue with glGenTextures returning 0 when it shouldn't (GLES20)

2013-06-19 Thread a1
You are queening events from constructor so they may be executed before context is created and bound (make current in render thread - if you check GLSurfaceView you will notice that renderer thread is started when renderer instance is set but egl will not be initialized until surface is attached

Re: [android-developers] Re: Call glGetShaderPrecisionFormat before GLSurfaceView created

2013-06-17 Thread a1
> I haven't found workaround so until then I wanted to disable the feature > from ui. > Could you be more specific about 10-bits-mediump fragment precision > workaround? > I'm interested. > As I said that really depend what is your issue, I use several different techniques for this, as I ment

[android-developers] Re: Call glGetShaderPrecisionFormat before GLSurfaceView created

2013-06-17 Thread a1
> My app is using some graphic filter with GLSurfaceView & OpenGL API > and I recently found my algorithm depends on shader precision. > > Now I want to my app to show the GLSurfaceView only if the device supports > proper shader precision. > But what's your issues exactly? I'm guessing you hav

[android-developers] Re: Adding AdMob jar to javac breaks compilation

2013-05-23 Thread a1
> I am trying to add AdMob to my project, but I have a big problem during > the compilation part. Basically I have a script which does all the steps to > generate the APK. When I don't add the AdMob jar, my script works > perfectly, except that javac will throw an error that AdMob is not > de

[android-developers] Re: Adding AdMob jar to javac breaks compilation

2013-05-23 Thread a1
> > > call javac -verbose -classpath > %APK_SDK_PLATFORM%\android.jar:C:\Programas\GoogleAdMobAdsSdkAndroid-6.4.1\GoogleAdMobAdsSdk-6.4.1.jar > > -d bin\classes src\%APK_PACKAGE_PATH%\TrueDemocracy.java > gen\%APK_PACKAGE_PATH%\R.java src\com\jjoe64\graphview\*.java > src\com\jjoe64\graphview

Re: [android-developers] New app doesnt show in Google Play

2013-04-02 Thread a1
W dniu wtorek, 2 kwietnia 2013 19:19:41 UTC+2 użytkownik bergstr napisał: > > >> First thing first, you should go to the console and check your app >> settings. It will also tell you what devices are being filtered and why... >> > > thats what I did. All my devices (currently, a Nexus 7 and Ne

[android-developers] Re: Eclipse or Intellij.. what's the verdict?

2013-03-12 Thread a1
W dniu wtorek, 12 marca 2013 18:13:16 UTC+1 użytkownik Jason napisał: > Bashing eclipse is popular because eclipse is a horrible experience, from > start to end. Exaggerating a bit, don't you think? Sure 4.2 isn't such a great release (new UI framework is still buggy, but SR2 helped a lot - a

Re: [android-developers] Re: how to tell why Activity.onPause() is called

2013-03-06 Thread a1
W dniu środa, 6 marca 2013 10:24:29 UTC+1 użytkownik latimerius napisał: > > On Wed, Mar 6, 2013 at 7:48 AM, a1 > wrote: > >> >>> My minSdk is 7. Preserving GL context is a hint. You call it and pray >>> it works. See the official docs at http://de

Re: [android-developers] Re: how to tell why Activity.onPause() is called

2013-03-05 Thread a1
> Oh my god, really? We are in 2009 again or something? Since Android 3.0, >> you can call setPreserveEGLContextOnPause method to prevent GLSurfaceView >> from releasing context, >> > > My minSdk is 7. Preserving GL context is a hint. You call it and pray it > works. See the official docs

Re: [android-developers] Re: how to tell why Activity.onPause() is called

2013-03-05 Thread a1
W dniu środa, 6 marca 2013 00:06:32 UTC+1 użytkownik RichardC napisał: > > > On Tuesday, March 5, 2013 10:20:38 PM UTC, a1 wrote: >> >> >> Oh my god, really? We are in 2009 again or something? Since Android 3.0, >> you can call setPreserveEGLContextOnPaus

Re: [android-developers] Re: how to tell why Activity.onPause() is called

2013-03-05 Thread a1
I'm not quite sure about the rendering thread though - that's controlled by > GLSurfaceView and I'm afraid I can't just pause it with no other > side-effects. I think the only way would be to > call GLSurfaceView.onPause() which however also means a lot of other > undesirable things includi

[android-developers] Re: Sprite Batcher using OpenGL 2

2013-02-16 Thread a1
> But this means you can only send a maximum of 24 sprite positions with > each update. That isn't good enough. Mario's code is sending 100 sprites > every frame, not 24. Surely it should be easier under OpenGL 2 and not more > complicated. Anyone got any advice? > You'd be better off if you

[android-developers] Re: Textures being lost due to context being destroyed. Is this still an issue?

2013-02-04 Thread a1
It was never an issue, GLSurfaceView was a bit eager to destroy context on pause, since 3.0 you can use setPreserveEGLContextOnPause or if you need to support older version you could just backport GLSurfaceView from 4.0 or use one of many existing implementation (eg. the one from replica island)

Re: [android-developers] Re: text in OpenGL

2013-01-31 Thread a1
> > > >- Use Canvas to create a texture map with all used characters for the >current locale (and I agree, that looks like a big PITA unless you're >supporting just a single or a few languages) > > It's usually done offline (see BMFont http://www.angelcode.com/products/bmfont/ a

Re: [android-developers] Convert a view (layout) to a Bitmap

2013-01-27 Thread a1
W dniu niedziela, 27 stycznia 2013 04:04:22 UTC+1 użytkownik Justin Buser napisał: > I did actually, not that it's really relevant. I also looked back through > the aosp commit logs and found a grand total of 1 commit that he made, but > that's not really relevant either as it doesn't really PR

Re: [android-developers] OpenGL 1.0 or 1.1?

2013-01-08 Thread a1
W dniu wtorek, 8 stycznia 2013 20:53:49 UTC+1 użytkownik bob napisał: > > Yeah, I thought I remember something about 1.5 allowing you to do this. > > > But, I built it for 1.5, and it complains on the Nexus 7. > Because it's a bug and in fact a really bad one. GL take ownership of pointers pas

Re: [android-developers] OpenGL 1.0 or 1.1?

2013-01-08 Thread a1
W dniu wtorek, 8 stycznia 2013 18:39:38 UTC+1 użytkownik bob napisał: > > Well, I was getting this error: > > ... called a GL11 Pointer method with an indirect Buffer > > > As a long shot, I was hoping maybe OpenGL 1.0 would just let me use > indirect Buffers. Then maybe I wouldn't have to chan

[android-developers] Re: HelloEffects confusion

2012-12-13 Thread a1
> GLES20.glUniform1i(mTexSamplerHandle, 0); > > I would think it should be: > > GLES20.glUniform1i(mTexSamplerHandle, texId); > > But that doesn't work. > > Can someone help me understand this line? > Each GPU has multiple texture units (at least 8 as required by GL ES 2.0 specification), sam

Re: [android-developers] Re: OOM with heap enough

2012-11-23 Thread a1
> > Did you check with MAT? Also you may try to verify this theory by > forcing process termination with System.exit. > > I've doing that since half hundred of versions ago, more or less, so I am > pretty sure about it. > No you don't only you only kill on explicte exit (probably in onBackP

Re: [android-developers] Re: OOM with heap enough

2012-11-23 Thread a1
W dniu piątek, 23 listopada 2012 12:31:22 UTC+1 użytkownik Fran napisał: > > On 11/23/2012 10:30 AM, a1 wrote: > > > As told to Mark, I do not think so: the game is just starting, loading >> the first Screen at all. >> > > Really? > > Well, th

Re: [android-developers] Re: OOM with heap enough

2012-11-23 Thread a1
> As told to Mark, I do not think so: the game is just starting, loading > the first Screen at all. > Really? Data suggest quite the contrary: your heap is heavily fragmented, your process have allocated 48MB and released a lot (since there is 15MB), that's suggest lots of memory operations

Re: [android-developers] Re: cross-platform development, barebones?

2012-10-16 Thread a1
W dniu środa, 17 października 2012 00:27:27 UTC+2 użytkownik Kristopher Micinski napisał: > > The NDK is for *pieces* of an app. Typically very high performance > pieces, but not the actual app itself. > Not really, since 2.3 there are two legitimate scenarios for NDK use: 1) as you mention

[android-developers] Re: List of Phone/Manufacturer/OS specific issues with Android.

2012-07-26 Thread a1
W dniu środa, 25 lipca 2012 23:22:41 UTC+2 użytkownik Matt Terry napisał: > > While 16:9 is a common aspect ratio for TVs, displays, and monitors...it's > not a "common" ratio, or dimensions, for Android's screen qualifiers... > Yes it is. All high end motorola phones has 16:9 ratio (854x480 -

[android-developers] Re: With ICS, EditText with PasswordTransformation has visible content in landscape mode (extracted UI)

2012-06-25 Thread a1
W dniu poniedziałek, 25 czerwca 2012 16:05:30 UTC+2 użytkownik Miha napisał: > > Hi! > > In my app, I am showing an alert dialog and in it an EditText for the > password with code like this: > > _input = *new* EditText(BaseInfoActivity.*this*); > _input.setSingleLine(); > _input.setInputType(I

[android-developers] Re: need help working with very large (photo) bitmaps

2012-04-20 Thread a1
> When trying to blend the full-size camera image with an equal-size > bitmap for the filter, unless I reduce the image size, I get an > out of memory error. I really would like to allow users to get the > maximum resolution possible. > After scanning through the thread I've noticed that no one

[android-developers] Re: Random() gives same result

2012-03-23 Thread a1
> Thanks for pointing that out for me. > This is wrong of course: r.nextInt(0) will throw IllegalArgumentException. First of all try to remove try/catch block - you are suppressing all errors that way and none of the function that you are calling inside it should throw. My guess is that you

[android-developers] Re: Why are new apps not featured on Android market anymore?

2012-02-14 Thread a1
I honestly think that changing from "Just In" to "Top New Free/Paid" helped indie developers. Just before scrapping, "Just In" was in sorry state - lot's of "developers" gaming it (either through constant "updates" or even constant republishing of same content: http://goo.gl/7A17r) so anyway you

Re: [android-developers] Re: Almost nobody is rating my app.

2012-02-09 Thread a1
> > Could you release an update and offer something for the rating? Additional > levels, characters, some way to personalize the game for the user? Which is, of course, violation of market content policy terms ( http://www.android.com/us/developer-content-policy.html see "Spam and Placement"

[android-developers] Re: ICS Open GLES 1.0 | glTexImage2D + glTexSubImage2D not working?!

2011-12-24 Thread a1
At first glance: internalformat in glTexImage2D do not match format in glTexSubImage2D. You should either define texture as RGB565 or change data format passed to glTexSubImage2D. -- Bart Janusz -- You received this message because you are subscribed to the Google Groups "Android Developers"

[android-developers] Re: Passing big array of strings from Java to JNI

2011-12-14 Thread a1
It's not a problem of passing such a big array but rather a problem with processing it. You didn't show your code but it probably looks like that: void native_function(JNIEnv *env, jobject thiz, jobjectArray jarray) { ... for (int i = 0; i < env->GetArrayLength(jarray); i++) { jstring

[android-developers] Re: Reverse Engineering .APK files

2011-12-06 Thread a1
Using obfuscator is always a good idea because it shrink code (ant build system from ADT supports proguard), on the other hand do not really count on making bytecode temper proof, it's really easy to crack any licencing solution even if code is obfuscated. -- You received this message because

[android-developers] Re: NDK GetMethodID problem

2011-11-15 Thread a1
Signature should be "(II)Landroid/graphics/Bitmap;" colon is used as class name string terminator not as type list separator (types in signatures are single uppercase letters, except of classes which are represented by L; where colon is terminator) -- a1 -- You received this messa

[android-developers] Re: function texture2D not supported on target

2011-10-25 Thread a1
Just a small correction, constant to check VTF support name is: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS. -- 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 unsubscribe from

[android-developers] Re: function texture2D not supported on target

2011-10-25 Thread a1
While specification states that texture lookup are available for both vertex shader and fragment shader not all GPU supports VTF (vertex texture fetch), you can check if GPU supports VTF by querying GL_MAX_VERTEX_TEXTURE_UNIT (which is allowed by GL ES specification to be 0). -- You received

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-30 Thread a1
And did you correctly setup attenuation equation? Attenuation is controlled by glPointParameter function ( http://www.khronos.org/opengles/sdk/1.1/docs/man/) with pname GL_POINT_DISTANCE_ATTENUATION, where you suppose to provide array of 3 floats with attenuation equation coeffs (a, b and c).

[android-developers] Re: Odp: SoundPool and DualCore (Samsung Galaxy S2) : Random Crashes ingame

2011-07-04 Thread a1
You may try to set even lower max streams value (like 4). This is basically trial and error - I've tested several combination of codecs and streams count (eg. raw mono pcm worked fine in my case but they are huge). Make sure you test on orginal samsung galaxy with 2.3 firmware as it tend to have

[android-developers] Odp: SoundPool and DualCore (Samsung Galaxy S2) : Random Crashes ingame

2011-07-04 Thread a1
Lower number of max streams to 8 and re-encode sounds to mp3 96k+, generally speaking sound drivers and player implementation on samsung device with android 2.3.x are nightmare, what I found out: - some OGG files that play on every other android device fail to load through MediaPlayer on SGS wi

[android-developers] Re: Google removed 10 mallware apps - I'm affected. Please help

2011-06-14 Thread a1
I really doubt it has anything to do with this malaware report, judging on appbrain page your app/account was removed because you violated Market Content Policies (http://www.android.com/us/developer-content-policy.html): "Product descriptions should not be misleading or loaded with keywords in

[android-developers] Galaxy S2 problems / tester wanted

2011-05-13 Thread a1
Good day, With recent release of SGS2 I've received several notifications (market comments and mails) that my app crashes on this phone. Unfortunately it's looks like crash in native code so no error report from market, what's more important few user contacted me directly, so I ask them to use o

[android-developers] Re: Anybody seen a slowdown in sales?

2010-12-18 Thread a1
Looks like algorithm used to determine position in top list had been reworked as there is a lot of changes in top through last few days -- Bart Janusz On Dec 18, 6:29 am, TreKing wrote: > On Fri, Dec 17, 2010 at 8:34 PM, Zsolt Vasvari wrote: > > Has anybody seen anything like this with their ow

[android-developers] Re: Multi-touch for a Piano

2010-09-26 Thread a1
I think you should first take a look at: http://developer.android.com/reference/android/view/ViewGroup.html#onInterceptTouchEvent(android.view.MotionEvent) and here: http://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=core/java/android/view/ViewGroup.java I really think that thi

[android-developers] Re: MyTouch 3G Slide test request

2010-09-17 Thread a1
> There are a wide range of libraries available that will let you > collect stack traces (Flurry, DroidDrop, etc.) or LogCat output > (Android Log Collector). Integrate one of these into your application > in the next update, so you can get more diagnostic information. I use stack trace collector,

[android-developers] Re: MyTouch 3G Slide test request

2010-09-17 Thread a1
Sorry for bumping but I'd really appreciate some help. -- Regards, Bart Janusz On 17 Wrz, 06:48, a1 wrote: > Hi, > > Does someone have or have access to this phone? After last update of > my game I two comments and a email from a user stating that there are > some freezes

[android-developers] MyTouch 3G Slide test request

2010-09-16 Thread a1
Hi, Does someone have or have access to this phone? After last update of my game I two comments and a email from a user stating that there are some freezes and crashes on this very handset, but without logcat it's not much I can do. If someone has myTouch Slide and would like to help please send m

[android-developers] Re: Activity inside a view

2010-09-06 Thread a1
> Does anyone has a simple example of to use LocalActivityManager or > something else to meet my requirements. void createInnerActivity(ViewGroup container, Class activityClass) { if (container.getChildCount() != 0) { container.removeViewAt(0); } final Intent i

[android-developers] Re: Activity inside a view

2010-09-05 Thread a1
> Because you can't put an Activity inside a View - that's simply not > supported and makes no sense. You can and moreover it makes a lot of sense, TabHost in fact relies on this. > > > see: > > developer.android.com/reference/android/app/LocalActivityManager.html > > And ... ? Subclass Activity

[android-developers] Re: LVL found to be easy to crack

2010-08-24 Thread a1
> But I'm not sure that native code is any harder to patch, and there > are still identifiable syscalls or calls back up to java for i/o to > show where it tries to accomplish verification. First of all it's much harder to bypass especially if you are dealing with optimized code and you will have

[android-developers] Re: LVL found to be easy to crack

2010-08-24 Thread a1
, eg. alloc some object etc return performValidityCheck() } sure entry point is in bytecode but removing entire call will cause crash. -- Bart Janusz (Beepstreet) > > Only obfuscation will help to some extend, making it harder to find > what to patch, IMHO of course :) > > Hugo > &

[android-developers] Re: LVL found to be easy to crack

2010-08-24 Thread a1
ake it > harder to find the point to patch in the decompiled code. > They will always be able to pirate your app, but it's not as easy as > copying the apk and putting it up on a website anymore. So in that > sense it helps. > > Hugo > > On Aug 24, 6:48 am, a

[android-developers] Re: LVL found to be easy to crack

2010-08-23 Thread a1
It's really simple, if you use stock implementation of LVL your app will be cracked in no time, otherwise (if you make the code complicated enough and then obfuscate) it will take at least week or two to crack it. If you use native code and put most of the antypiracy code there you will be good for

[android-developers] Re: LVL Feedback

2010-08-08 Thread a1
Hi, Do you use default policy implementation provided with LVL (ServerManagedPolicy)? With 10k user base I received about 10 "can't validate" reports, and rollback LVL. -- Bart Janusz (Beepstreet) On 8 Sie, 11:37, Pent wrote: > LVL has been in use for around 48 hours with my modest several > th

[android-developers] Re: Android Market Abusive developers...

2010-08-06 Thread a1
> I don't know how google could push paid apps but is it a coincidence > the ratio of paid to free is massively higher on apple? Because developers from only 9 countries can sell apps? > I personally wouldn't mind a moderated market place. I know apple aren't > popular > here but no one can deny

[android-developers] Re: Android Market Abusive developers...

2010-08-06 Thread a1
> Reading this thread, I understood that one spammer already has 3 or 4 > accounts on the Market. This means he already paid 100 dollars to publish > apps. > > Developing an app costs much more that the 10 $ of publishing fee you > propose. Even the simplest would require at least a couple of hours

[android-developers] Re: Android Market Abusive developers...

2010-08-06 Thread a1
On 6 Sie, 16:25, Alessandro Pellizzari wrote: > Il Fri, 06 Aug 2010 09:05:32 -0500, TreKing ha scritto: > > > Actually, I think it's a great idea. What hurts legitimate developers > > (and users, and the Android platform in general) is this rampant, > > uncontrolled garbage in the Market. Start

[android-developers] Re: Android Market Abusive developers...

2010-08-06 Thread a1
This will not change anything, the biggest problem with spam is that, well, they spam all categories, so adding additional category is pointless. I think that there should be a publisher fee for each app, this will stop spam for sure. -- Bart Janusz (Beepstreet) On 6 Sie, 07:42, metal mikey wrot

[android-developers] Re: LVL - live test

2010-08-01 Thread a1
On 1 Sie, 21:12, sblantipodi wrote: > have you tryed using a non authorized gmail account from emulator? > it returns always licensed... have you noticed the same? I do not test on emulator, since my games are GL based emulator is unusable (also it's slower than actual device), but from what I re

[android-developers] LVL - live test

2010-08-01 Thread a1
Hi everybody, I've just pushed emergency fix after last update which disabled LVL check, 3h after update I received about 5 emails and 4 1* comments due to licence verification failure on legit copies of my game. I've used slightly modified ServerManagedPolicy (with minimum cache time set to 1 we

[android-developers] Re: APKTool - decoding our apps

2010-05-11 Thread a1
Proguard make it a bit harder to RE, but it'll still possible (and the APKtool gives you possibility to debug which is a really powerful RE tool), moreover you cannot use all of proguard optimization because you will not be able to convert classes to dex, in fact you can only use shrink and agressi

[android-developers] Re: I've found a way to stop piracy of my apps

2010-05-06 Thread a1
On May 6, 9:18 pm, strazzere wrote: > As you could also note - there is nothing in Android-Market-Api's > license against this type of use. Yes there is, google APIs services in point 5.3 states that you are not allowed to use undocumented APIs: "5.3 You agree not to access (or attempt to acce

[android-developers] Re: I've found a way to stop piracy of my apps

2010-05-06 Thread a1
It uses this project: http://code.google.com/p/android-market-api/, you can do same, just note that in proto purchased field is missing, but you can simply extend App message in market.proto, purchased field has id 34. -- Regards, Bart Janusz (Beepstreet) On May 6, 8:22 am, Edward Falk wrote: >

[android-developers] Re: I've found a way to stop piracy of my apps

2010-05-06 Thread a1
On May 5, 8:09 pm, dadical wrote: > Hey Tim. > > You're correct that validating purchase with the market is a key piece > of our solution.  Figuring out how exactly to do that using Google's > binary market protocol in an efficient way (try doing everything that > AAL does in a 35 KB library) wa

[android-developers] Re: Will 900ms of calcs run faster in another thread?

2010-04-22 Thread a1
Running calculations in separate thread will only make things worse, but as I understand you are performing all math in Java I think using native code here can dramatically boost performance -- Regards, Bart Janusz On Apr 22, 5:15 am, BobG wrote: > I have this audio analyzer app that fills a b

[android-developers] Re: Multiple OpenGL Activities

2010-03-18 Thread a1
Check this bug http://code.google.com/p/android/issues/detail?id=2828&q=glsurfaceview&colspec=ID%20Type%20Status%20Owner%20Summary%20Stars - as you'll see current implementation allows only one glsurfaceview instance per process On Mar 18, 8:36 am, Tim Liu wrote: > Hi, > > I'm having a problem w

[android-developers] Re: OpenGL ES 1.1 question (one more time...)

2010-01-13 Thread a1
I'm sure bunch of divisions has nothing to do with your performance problems. If you call glColor such frequently you are also calling draw functions frequently (possibly with different textures) pushing geometry in small chunks will kill you framerate (not to mention pushing a lot of textures) try

[android-developers] Re: Resetting a HTTP InputStream...is this possible?

2010-01-09 Thread a1
Usually stream returned by http connection will support mark (see InputStream#markSupported), but it's safer to wrap returned stream with BufferedInputStream since size of buffer is unknown on original stream (and it may not be large enough to keep all necessary data). With stream which support mar

[android-developers] Re: Trying to get rid of my last few Long calculations in my game and completely turn it into FP format. System.currentTimeMillis() giving me a headache.

2009-12-29 Thread a1
On 29 Gru, 17:49, Mika wrote: > OH sorry guys, my bad, I wasn't specific enough. > I'm TRYING To shift myself into fixed point(FP) world and trying to > get rid of the long calculations :) So.. does the topic make more > sense now? Sorry for being such a numnum and not realising that FP = > fixe

[android-developers] Re: Trying to get rid of my last few Long calculations in my game and completely turn it into FP format. System.currentTimeMillis() giving me a headache.

2009-12-29 Thread a1
Well, yes, you can simply shift to fixed since t is difference which I should be around 20. But what's the point? I'm using floating point exclusively for calculations, and really do not have problems with performance. If you do not perform heavy calculations it doesn't matter, and if you do interp

[android-developers] Re: Droid / Android 2.0 OpenGL Configuration Issue

2009-11-09 Thread a1
gt; I bet if you looked at the EGL_CONFIG_CAVEAT attribute, the RGBA > configs will be EGL_NON_CONFORMANT_CONFIG.  Passing > EGL_CONFIG_CAVEAT=EGL_NONE as your desired configuration should filter > out the RGBA configs assuming my assertion is true. > >   Ernest Woo >   Woo Games >

[android-developers] Re: Droid / Android 2.0 OpenGL Configuration Issue

2009-11-09 Thread a1
On 9 Lis, 10:13, "Michael Leahy (Tactel US)" wrote: > Greets, > > As with a lot of folks doing OpenGL ES dev it's really a test on > device situation. I'm really trying to get out the Typhon API (http:// > typhon.egrsoftware.com/) which is an open source platform for real > time / game developme

[android-developers] Re: ADC2 Results Post

2009-11-05 Thread a1
Congratulations! Your application 'Blockx 3D Pro (ADC2)' was selected by Android users as one of the top 20 in the Casual category! Well, good news... bad is that I know that this version doesn't work on droid. -- Bart (arcone1) Janusz -- You received this message because you are subscribed to

[android-developers] Re: how to be paid by the market?

2009-10-29 Thread a1
I think you should first take a look at this page: http://www.google.com/support/androidmarket/bin/answer.py?answer=150324, as you see Argentina is not supported merchant location. -- Regards, Bart Janusz On 28 Paź, 23:02, shadow_of__soul wrote: > Hi, > > i'm interested to develop games for the

[android-developers] Re: Out of surface memory in WVGA

2009-10-25 Thread a1
I dig a bit more to find reason of this behavior and in case someone will have similar problem I'd like to summarize my findings: This is original allocator dump: > D/Blockx.GameController(900): Surface created > E/SurfaceFlinger(577): not enough memory for layer bitmap size=1642496 > (w=480,

[android-developers] Re: Out of surface memory in WVGA

2009-10-24 Thread a1
> 10-24 12:42:49.860: DEBUG/Blockx.GameController(900): Surface created > 10-24 12:42:49.890: ERROR/SurfaceFlinger(577): not enough memory for > layer bitmap size=1642496 (w=480, h=854, stride=480, format=1) > 10-24 12:42:49.890: DEBUG/MemoryDealer(577):   LayerBitmap (0x2e9350, > size=8388608) >

[android-developers] Out of surface memory in WVGA

2009-10-24 Thread a1
I'm testing my application on WVGA854 emulator. I use two activities with GL surface one is a menu and second is game itself. While launching game in logcat there is a message about out of memory error and application is killed: 10-24 12:42:49.860: DEBUG/Blockx.GameController(900): Surface create

[android-developers] Re: Deadlock in GLSurfaceView

2009-07-29 Thread a1
> - Has anyone else run into this issue? Judging on the stacktraces I'll say you run into this issue: http://code.google.com/p/android/issues/detail?id=2828. -- Bart (arcone1) Janusz --~--~-~--~~~---~--~~ You received this message because you are subscribed to