[mono-android] Problems localizing monodroid app

2011-12-02 Thread warren burch
My app is localized using the standard .NET RESX methods (ie. String.fr.resx, Strings.de.resx etc.) works great under Windows Phone. I am porting to Android using MonoDroid and I do not see the localized UI when I switch locales on the phone. If I rename the APK file to ZIP and open it I see that

Re: [mono-android] Problems localizing monodroid app

2011-12-02 Thread warren burch
Thanks Jon, This is exactly what I did. I also had to make a Resources.Strings accessor class to simulate the one generated automatically for you by Visual Studio but once it was in place it worked perfectly. I would love to see this functionality become part of monodriod, it would make porting of

[mono-android] Whitespace not being respected in Strings.xml?

2011-12-03 Thread warren burch
in my Strings.xml file I have items which have leading and trailing whitespace, when these strings are read from the resource these leading and trailing whitespaces are trimmed. taking the template app add the following to Strings.xml Hello World, Click Me! MonoAndroidApplication6 1

[mono-android] Mono for Android not closing properly?

2011-12-03 Thread warren burch
If I call Activity.Finish from my application and then go into the Application browser and check for running applications my app appears in the list. I tried to do this with the simple Android app wizard in VS (the hello world button one), I added Activity.Finish to the OnPause override and I saw t

Re: [mono-android] Whitespace not being respected in Strings.xml?

2011-12-03 Thread warren burch
Thanks Chris, the \u0020 trick worked a treat, it is *different* than the way .NET handles things and it would be easier if they were the same since this is just *one more step* you have to do to have a common build environment across platforms, but since I have to process the .resx anyway it's no

[mono-android] GC.Collect can crash

2011-12-03 Thread warren burch
I am seeing occasional crashes in GC.Collect (called on the screen just before my main game loop per level). I know some people are religious about not calling GC.Collect but done strategically it can be useful. Here's what I am seeing 12-03 10:03:29.951: DEBUG/AudioHardwareMot(6321): AudioStreamO

[mono-android] Handling texture loss in OpenTK on mono for android

2011-12-03 Thread warren burch
Hello, I am seeing a problem when my app is put into the paused mode. If my app have sufficiently large textures I see that Android is freeing up these resources but this does not seem to be handled by AndroidGameView. When my app returns to running mode my textures are all messed up. I tried relo

[mono-android] SrgumentOutOfRange in OpenTK.FrameEventArgs.set_Time

2011-12-04 Thread warren burch
I see this bug occassionally, I think the time delta shows as negative for some reason. 12-04 19:26:13.527: DEBUG/AlarmManagerService(1241): Kernel timezone updated to 480 minutes west of GMT 12-04 19:26:13.528: ERROR/mono(10469): Unhandled Exception: System.ArgumentOutOfRangeException: Argument

Re: [mono-android] ArgumentOutOfRange in OpenTK.FrameEventArgs.set_Time

2011-12-04 Thread warren burch
Looks like a well known OpenTK bug - fixed for iOS but needs fixing for Android also. http://bugzilla.xamarin.com/show_bug.cgi?id=1366 When can we expect a fix for this bug? Cheers Warren -- View this message in context: http://mono-for-android.1047100.n5.nabble.com/ArgumentOutOfRange-in-OpenTK

[mono-android] cant make package when referencing a .JAR lib.

2011-12-06 Thread warren burch
This worked with the previous version of mono for android. I use Google admobs JAR file, have a helper .JAVA class and a managed caller. Package complains that classes references that are within the JAR file are not available. How can I make this work now? Cheers Warren -- View this message in c

Re: [mono-android] Handling texture loss in OpenTK on mono for android

2011-12-06 Thread warren burch
Hi Chris, thanks for your note. I am currently using a layer on top of Mono called MonoGame which is a layer that simulates XNA. I am working with one of the developers on that to work out what Monogames behaviour should be here. Cheers Warren -- View this message in context: http://mono-for-andr

[mono-android] Garbage Collection performance can be very poor (new Mono for Android)

2011-12-07 Thread warren burch
Hello, I am seeing very poor garbage collection performance, even for quite small memory sets. here is a log from my game, I am seeing 35seconds+ for collection of less than a Meg. (These are not extraordinarily small or large objects, just some bitmaps/fonts maybe a sound) Also note the case whe

Re: [mono-android] Garbage Collection performance can be very poor (new Mono for Android)

2011-12-07 Thread warren burch
Hi Jon, per the title, this is the new drop of Mono (ie. this weeks - 4.0) Cheers Warren -- View this message in context: http://mono-for-android.1047100.n5.nabble.com/Garbage-Collection-performance-can-be-very-poor-new-Mono-for-Android-tp5055044p5057004.html Sent from the Mono for Android mailin

Re: [mono-android] Garbage Collection performance can be very poor (new Mono for Android)

2011-12-07 Thread warren burch
Also this was a Droid2 device. -- View this message in context: http://mono-for-android.1047100.n5.nabble.com/Garbage-Collection-performance-can-be-very-poor-new-Mono-for-Android-tp5055044p5057007.html Sent from the Mono for Android mailing list archive at Nabble.com.

Re: [mono-android] Garbage Collection performance can be very poor (new Mono for Android)

2011-12-13 Thread warren burch
> On Dec 7, 2011, at 4:54 AM, warren burch wrote: > > I am seeing very poor garbage collection performance, even for quite > small memory sets. here is a log from my game, I am seeing 35seconds+ for > collection of less than a Meg. > > Please try again on 4.0.1. It might not

[mono-android] "leave the following resource extensions uncompressed"

2011-12-14 Thread warren burch
in the Application properties tab does not appear to work. I have an XNB which is over 1Mb (problems uncompressing on Android 2.1) I wish for aapt to not compress XNB files. In the edit control on the project Application properties page called 'Leave the following resource extensions uncompressed"

Re: [mono-android] "leave the following resource extensions uncompressed"

2011-12-14 Thread warren burch
That did the trick. Thanks Jon Sent from my Windows Phone -- From: Jonathan Pobst [via Mono for Android] Sent: 12/14/2011 7:54 AM To: warren burch Subject: Re: "leave the following resource extensions uncompressed" Looks like a typo crept into one of our ch

[mono-android] Wishlist: Dont query for device to deploy to when there is only one

2011-12-15 Thread warren burch
First, I love the fact that the Xamarin developers are so active on the forum (I am looking at you Jon), I really feel the developer love here. Ok, that over with. I have a wishlist item - If I have a hardware device and there is only one, can we get a checkbox on the "Select Device" dialog to not

[mono-android] IDE gets really slow even after stopping debugging

2011-12-15 Thread warren burch
It takes the IDE (VS2010) a good while to get back to speed after stopping my app. The IDE UI is very sluggish, if I run task mgr I see memory rapidly going up above 1GB then quickly down to 400MB then back up in a cycle, maybe 30 seconds later it'll stop and the IDE will be back to full responsive

Re: [mono-android] Wishlist: Dont query for device to deploy to when there is only one

2011-12-16 Thread warren burch
Thanks Emiel, indeed it is. Tools\Options\Mono for Android\Use default device brilliant! Cheers Warren -- View this message in context: http://mono-for-android.1047100.n5.nabble.com/Wishlist-Dont-query-for-device-to-deploy-to-when-there-is-only-one-tp5079548p5079786.html Sent from the Mono fo

Re: [mono-android] Garbage Collection performance can be very poor (new Mono for Android)

2011-12-16 Thread warren burch
To close the loop on this. I dont see the massive 30+ second GC times now. I do however sometimes see memory usage go *up* after the GC completes which seems a little odd. -- View this message in context: http://mono-for-android.1047100.n5.nabble.com/Garbage-Collection-performance-can-be-very-poo

Re: [mono-android] Excessive JNI global references (2001) on hardware

2011-12-16 Thread warren burch
This is set low for debugging it means there are native resources being allocated which are not being freed - You can turn this off using... adb.exe shell setprop dalvik.vm.checkjni false however - *you dont want to!!* it means there is almost certainly a serious leak, and I bet in your case it

Re: [mono-android] IDE gets really slow even after stopping debugging

2011-12-19 Thread warren burch
FWIW, I am Win7 x64 also. On Sun, Dec 18, 2011 at 6:17 PM, Tossing, Chris [via Mono for Android] < ml-node+s1047100n5084921...@n5.nabble.com> wrote: > We have observed this strange memory behavior (rapid cycling up above 1GB > of usage and then back down) on Windows 7, as well (we are using Win7

Re: [mono-android] Strong Named assemblies

2011-12-23 Thread warren burch
If we had true strong naming then you could have the scenario of making a library have all it's classes marked internal, then add InternalsVisibleTo and describe only the assemblies we want to be able to use this library including their strong name signature. This way someone couldnt snarf your coo

[mono-android] OnTouchEvent responsiveness gets progressively poorer

2011-12-27 Thread warren burch
I am makng a game using monogame (I think I have effectively removed monogame from the performance considerations in my investigation). After my game is played for 30+minutes there is a noticeable lag between touching the surface of the device and the AndroidGameView registering an OnTouchEvent, up

Re: [mono-android] TypeLoadException for custom type when using shared runtime

2011-12-28 Thread warren burch
I had a similar issue. Turning off fast deployment for all my libraries fixed this up for me. Hope it does for you too. -- View this message in context: http://mono-for-android.1047100.n5.nabble.com/TypeLoadException-for-custom-type-when-using-shared-runtime-tp5104628p5105676.html Sent from the M

Re: [mono-android] OnTouchEvent responsiveness gets progressively poorer

2011-12-28 Thread warren burch
Hmmm. To try and work around the problem above I tried circumventing MFA handling of touch event entirely but I am seeing another problem. If I make a little android app in Eclipse and dump out the OnTouch events I see all the expected events (DOWN/MOVE/UP/etc.), if I do the same in my mono app r

Re: [mono-android] OnTouchEvent responsiveness gets progressively poorer

2011-12-29 Thread warren burch
OK, this may no be MFA's fault. I am now working on the understanding that the old AdMob library is causing this problem. If I turn off ads in my app altogether it can run for a very long time and I am not seeing any responsiveness problems. Sorry for the false alarm. Cheers Warren -- View this

Re: [mono-android] OnTouchEvent responsiveness gets progressively poorer

2011-12-30 Thread warren burch
This was definately related to the old AdMob JAR component. I now take down and rebuild the ads component at the start of every level and this appears to get rid of this cumulative delay problem. So that's it, the final blocking bug for my app fixed! I've posted to the Android marketplace and it's

Re: [mono-android] Facebook Connect bindings for MonoDroid

2011-12-30 Thread warren burch
Hello, I include basic Facebook status update functionality in my game as a means to promote it, I did this by building the java components from the facebook Android https://github.com/facebook/facebook-android-sdk/tree/master/facebook/src/com/facebook/android SDK inside of my mono project (Buil

Re: [mono-android] Facebook Connect bindings for MonoDroid

2011-12-30 Thread warren burch
Sure - Its pretty much like I outlined. The only thing I needed to do were the 2 facebook helper classes (C# & Java). The CustomWebView was on that site I sent you and you'll know soon enough about the icon id when you come to compile :) The classes I wrote are as follows :- first the FacebookHelp