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  • Android Plugin for Eclipse problem

    - by tbneff
    I am using a laptop with Windows 7 Home Prem x64. I have installed Java JDK1.6.0_18 and Eclipse Gallileo. I have downloaded and installed the latest version of Android SDK with several Platforms loaded and a AVD defined. I can install the Android Eclipse plugin from the remote site stated in the instructions. The plugin installation performs without any errors and I can verify that the plugins are indeed installed. My problem begins when I go to Windows - Preferences, there is no Android section to configure. And when I go to File - New - Project, there is no Android Project to choose. I have uninstalled the plugin and reinstalled at least 10 times, trying different things and still no luck. I originally had the 64 bit version of the JDK installed, but removed it and installed the 32 bit version. Has anyone heard of this type of problem? Is it because I am using Windows 7? Thanks for any help. tbneff

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  • Port Java Application to Android

    - by mihirk
    I am not so sure about the question or what I should call what I am trying to achieve. I use a dialer called super sify. Here is the download - http://thegoan.com/supersify/supersify.zip The when extracted it has two files for linux, one is a .jar file which consists of some classes. The application was written in java. The other is a .sh file, which is a shell executable and takes some parameters like username and password and machine id and stuff. I want to port this app to android. What exactly would I have to do. Some more information is the .jar file is named supersify.jar and the .sh file is named ss.sh so here is the code for ss.sh java -jar supersify.jar $* if [ $? -eq 1 ] then read fi Please help me out. This is an open source software.So I am not doing any illegal modifications. I need to port this app to android, so would I have to write the whole thing again or just something else. I know some basic hello world android app development, and I have made an app to add two numbers, I am still on my way to become an android app developer, but I need this app and will learn a lot to make this possible unless it involves rewriting all the java classes. Thank you in advance If you have anymore question I will be glad to answer to them :D.

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  • Loading jQuery gallery after the Ajax call

    - by TiiMoo
    I am trying to put a jQuery gallery after the Ajax call. On my main site, I create a div which wrap the main content (e.g site_content). When users click on one of the hyperlink on the main page, the "site_content" will get updated and display other content which is saved at other HTML file and I am using AJAX to avoid the whole page refresh. However I having a problem of running the JavaScript/jQuery gallery because the JavaScript won't work after the AJAX call. I understand that because the browser does not know there will be some functions to call after the content (from the other HTML file) is successfully displayed. I tried to use the jQuery getScript method but it is still not working. Could anyone give me some ideas how can I run the javaScript/jQuery gallery after the AJAX call? Thanks

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  • Xoom Giveaway Courtesy of the Complete Android Guide [Giveaway]

    - by Jason Fitzpatrick
    If you’re an Android fan and looking to score an Android 3.0 tablet, you can enter to win a Xoom tablet courtesy of the Complete Android Guide. What do you need to do? Per their official rules: Contribute content to the site. To do so: Sign up (via the Register link in the top-right corner). Email android ‘at’ completeguides ‘dot’ net and request contributor access to this site. Write a killer tutorial, reference or chapter for the book.  Buy the book, in paperback or ebook form.  The deadline is March 31, the winner will be drawn in in April. Note: The link to the officials rules appears defunct, we’ll update shortly when the URL is fixed. Xoom Drawing @ Complete Android Guide [Complete Guides] How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Google I/O 2010 - Android UI design patterns

    Google I/O 2010 - Android UI design patterns Google I/O 2010 - Android UI design patterns Android 201 Chris Nesladek, German Bauer, Richard Fulcher, Christian Robertson, Jim Palmer In this session, the Android User Experience team will show the types of patterns you can use to build a great Android application. We'll cover things like how to use Interactive Titlebars, Quick Contacts, and Bottom bars as well some new patterns which will get an I/O-only preview. The team will be also available for a no holds barred Q&A session. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 6 0 ratings Time: 58:42 More in Science & Technology

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  • Curiosity on any Smartphones that Run on Android 2.3.3 with Different Screen Reoslution

    - by David Dimalanta
    I have a question regarding about any smartphones that run only in Android 2.3.3. Is the size of screen or the screen resolution is always HVGA or does it have capable of running this OS (Android 2.3.3) on big screen size (4" to 5") at about 720x1280? I'm thinking of the game's compatibility depending on the version of the Android OS and the screen resolution, which affects the change of coordinates especially for assigning touch buttons and drag-n-drop at exact location, before I'm gonna decide to make one. My program works on the Android 4 ICS and Jellybean, however, will that work on Android 2.3.3 in spite of precise touch coordinate or just dependent on the screen resolution (regardless how large it is) as the X and Y coordinate? And take note, I'm using Eclipse IDE for Java developers.

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  • Google I/O 2010 - Writing real-time games for Android redux

    Google I/O 2010 - Writing real-time games for Android redux Google I/O 2010 - Writing real-time games for Android redux Android 201 Chris Pruett This session is a crash course in Android game development: everything you need to know to get started writing 2D and 3D games, as well as tips, tricks, and benchmarks to help your code reach optimal performance. In addition, we'll discuss hot topics related to game development, including hardware differences across devices, using C++ to write Android games, and the traits of the most popular games on Market. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 10 0 ratings Time: 58:57 More in Science & Technology

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  • SDK Android : améliorations de performances pour l'émulateur avec le support du GPU

    SDK Android : améliorations de performances pour l'émulateur avec le support du GPU Google vient de publier une mise à jour du kit de développement (SDK) pour Android. Au coeur de cette nouvelle version, des améliorations de performances et de nouvelles fonctionnalités pour l'émulateur Android qui viennent résoudre le problème de lenteur de l'environnement qui ne cadrait plus avec les nouvelles versions de l'OS. L'outil permettant aux développeurs de tester leurs applications Android sur un ordinateur de bureau prend désormais en charge le GPU pour Android 4.X. Cette nouveauté va permettre de profiter de l'accélération matérielle pour avoir une simulation plus réaliste de...

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  • Google déploie Android 4.2 et publie son code source ainsi que son SDK

    Fuite des fonctionnalités d'Android 4.2 : nouveau Google Play, gestion du multi-utilisateur et contrôle parental Google a récemment envoyé des invitations à la presse pour un évènement Android le 29 octobre prochain à New York. Au cours de cet évènement, l'éditeur pourrait dévoiler Android 4.2, une mise à jour mineure de la version 4.1, Jelly Bean. Cette nouvelle a laissé place à des rumeurs qui viennent dévoiler quelques-unes des nouvelles fonctionnalités et améliorations qu'apportera cette version d'Android. Selon le site spécialisé Android Police, la prochaine mise à jour de l'OS mobile de Google apportera une nouvelle version de la galerie d'applications...

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  • Fuite des fonctionnalités d'Android 4.2 : nouveau Google Play, gestion du multi-utilisateur et contrôle parental

    Fuite des fonctionnalités d'Android 4.2 : nouveau Google Play, gestion du multi-utilisateur et contrôle parental Google a récemment envoyé des invitations à la presse pour un évènement Android le 29 octobre prochain à New York. Au cours de cet évènement, l'éditeur pourrait dévoiler Android 4.2, une mise à jour mineure de la version 4.1, Jelly Bean. Cette nouvelle a laissé place à des rumeurs qui viennent dévoiler quelques-unes des nouvelles fonctionnalités et améliorations qu'apportera cette version d'Android. Selon le site spécialisé Android Police, la prochaine mise à jour de l'OS mobile de Google apportera une nouvelle version de la galerie d'applications...

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  • Optional route parameters in ASP.NET 4 RTM no longer work as before

    - by Simon_Weaver
    I upgraded my project to ASP.NET 4 RTM with ASP.NET MVC 2.0 RTM today. I was previously using ASP.NET 3.5 with ASP.NET MVC 2.0 RTM. Some of my routes don't work suddenly and I don't know why. I'm not sure if something changed between 3.5 and 4.0 - or if this was a regression type issue in the 4.0 RTM. (I never previously tested my app with 4.0). I like to use Url.RouteUrl("route-name", routeParams) to avoid ambiguity when generating URLs. Here's my route definition for a gallery page. I want imageID to be optional (you get a thumbnail page if you don't specify it). // gallery id routes.MapRoute( "gallery-route", "gallery/{galleryID}/{imageID}/{title}", new { controller = "Gallery", action = "Index", galleryID = (string) null, imageID = (string) null, title = (string) null} ); In .NET 3.5 / ASP.NET 2.0 RTM / IIS7 Url.RouteUrl("gallery-route", "cats") => /gallery/cats Url.RouteUrl("gallery-route", "cats", 4) => /gallery/cats/4 Url.RouteUrl("gallery-route", "cats", 4, "tiddles") => /gallery/cats/4/tiddles In .NET 4.0 RTM / ASP.NET 2.0 RTM / IIS7 Url.RouteUrl("gallery-route", "cats") => null Url.RouteUrl("gallery-route", "cats", 4) => /gallery/cats/4 Url.RouteUrl("gallery-route", "cats", 4, "tiddles") => /gallery/cats/4/tiddles Previously I could supply only the galleryID and everything else would be ignored in the generated URL. But now it's looking like I need to specify all the parameters up until title - or it gives up in determining the URL. Incoming URLs work fine for /gallery/cats and that is correctly mapped through this rule with imageID and title both being assigned null in my controller. I also tested the INCOMING routes with http://haacked.com/archive/2008/03/13/url-routing-debugger.aspx and they all work fine.

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  • What needs to be done to port a Windows Flash game to Android?

    - by Russell Yan
    My team has developed a game using Flash (with Lua embeded) that targets Windows. And we want to port that game to Android (also iOS in the future). It's acceptable to rewrite the Flash part of client. And some other team in our company recommended Unity3D to replace the Flash part. Since we have no experience in Android/iOS development, we would need to learn some new tool/language anyway. So we would like that learning still be useful after the porting and when we starting a new game. Any thoughts? Edits: I think it is worth noticing the background of the game : the project is started by a tester and developer, both without knowing much about flex and actionscript. They built the game while learning, so most of the code is hard to maintain. I and other two developers joined the project after a year or so when one has leave (and the other be our manager). The other two developers are just graduates with little experience and little knowledge of flex. I am good at the server part and the c# language. Based on the fact that the code is hard to maintain (and we do need to change a lot of code to make the game easier to playe in a mobile device), and I am good at c# (and learning). I still tend to do the porting with Unity, which could get better performance and possibly save time.

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  • Selling Android apps from Latvia? or should I just put banners?

    - by Roger Travis
    I am in Latvia ( which is not supported to sell apps at android market ), so I am thinking about the best way of monetizing my app. So far I've come up with such options: somehow imitate that I am from a supported country, get a bank account there, etc. use PayPal for in-app purchases. The player get, say, first 10 levels for free, but then is asked to pay 0.99$ for the rest of the game. downsides: player might not feel comfortable entering his paypal details into an app. also android market might not really like that. making the app free and get money from advertising... let's do some calculation here, say, I get 1m free downloads, each user during his playtime would see 10 banners, therefor 10m / 1000 * 0.3 = gives roughly 33k$ ( if we use adMob with their 0.3$ per 1000 impressions ). On the other hand, if we use paypal in app purchase, we need a 3% or more conversion rate to beat this... hmm... What do you think about all this? Thanks! edit: from what I just read all over the net, it looks like advertisers will change their eCPM price a lot without you understanding why... while using in-app paypal purchase you can at least somehow monitor the cashflow.

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  • Iphone/Android app – chatroom development – what framework & hosting needs?

    - by MikaelW
    I have some experience regarding IPhone and Android development but I am now struggling to solve a new class of problem: apps that involve a client/server chatroom feature. That is, an app when people can exchange text over the internet, and without having the app to constantly “pull” content from the server. So that problem can’t be solved with a normal php/mysql website, there must be some kind of application running on a server that is able to send message from the server to the phone, rather than having the phone to check for new messages every 10 seconds… So I’m looking for ways to solve the different problems here: What framework should I use on the two sides (phone / server)? It should be some kind of library that doesn’t prevent me to write paid apps. It should also be possible to have the same server for the Iphone and android version of the app. What server / hosting solution do I need with what sort of features, I just have no experience regarding server application that can handle and initiate multiple connections and are hosted on hardware that is always online I tried to find resources online but couldn’t so far, either the libraries had the wrong kind of license/language or I just didn’t understand… Sometimes there were nice tutorial but for different needs such as peer2peer chat over local network… Same with the server and the hosting problem, not sure where to start really, I’m calling for help and I promise I will complete this page with notes about the experience I will get :-) Obviously the ideal would be to find a tutorial I missed that include client code, server code and a free scalable server… That being said, If I see something as good, it probably means that I have eaten the wrong kind of mushroom again… So, failing that, any pointer which might help me toward that quest, would be greatly appreciated. Thanks in advance. Mikael

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  • Iphone/Android app – chatroom development – what framework & hosting needs?

    - by MikaelW
    I have some experience regarding IPhone and Android development but I am now struggling to solve a new class of problem: apps that involve a client/server chatroom feature. That is, an app when people can exchange text over the internet, and without having the app to constantly “pull” content from the server. So that problem can’t be solved with a normal php/mysql website, there must be some kind of application running on a server that is able to send message from the server to the phone, rather than having the phone to check for new messages every 10 seconds… So I’m looking for ways to solve the different problems here: What framework should I use on the two sides (phone / server)? It should be some kind of library that doesn’t prevent me to write paid apps. It should also be possible to have the same server for the Iphone and android version of the app. What server / hosting solution do I need with what sort of features, I just have no experience regarding server application that can handle and initiate multiple connections and are hosted on hardware that is always online I tried to find resources online but couldn’t so far, either the libraries had the wrong kind of license/language or I just didn’t understand… Sometimes there were nice tutorial but for different needs such as peer2peer chat over local network… Same with the server and the hosting problem, not sure where to start really, I’m calling for help and I promise I will complete this page with notes about the experience I will get :-) Obviously the ideal would be to find a tutorial I missed that include client code, server code and a free scalable server… That being said, If I see something as good, it probably means that I have eaten the wrong kind of mushroom again… So, failing that, any pointer which might help me toward that quest, would be greatly appreciated. Thanks in advance. Mikael

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  • OS X is based on the codex Gigas the devils bible: Android OS n 4.4 Dio Ra Egyptian deity why is that?

    - by user215250
    GUESS WHO? The Internet and all computers are based on a mathematical number system that seems to be 3, 4, 6, 8 and 10. The HTTP is 888P and UTF-8 and Windows 8 and 8 gigas of RAM(88) on a 64biTOS X-10 or Aten(satan) why is it allowed to be so evil and who all knows about it? Is this activity illegal and should I sew these companies for being involved in satanic practices? iC3 iC3 iC3 I do see XP (X) Chi and (P) Rho a monogram and symbol for Christ, consisting of the superimposed Greek letters. The X is ten, The X code, OS X(O Satan) and codex The Gigas the Devil bible and the P is Payne, The House of Payne in which God dwells. Windows 8, Google Android and Apples OS X are the foundation on which we operarte on the Internet and our Mobiles devices. What is it that these 3 companies have chosen to base their OS’s on such evil? Windows 8 is windows hate H8, HH and H8. Said to be the Devil. Google’s (UGLE) M the Masonic M behind Android OS.in 4.4 is Dio (R) DNA O Sin and 44 is the Devils name in Twain’s The Mysterious Stranger. Apple’s evil (i) OS X (ou-es-ten) O Satan them all beat (B8) considering Apple put their first product on the market for $666.66. The Holy Grail of computers they say. Your Excellency, Lord and King OS2 Eisus Uni Peg Unix: The Unicorn Pegasus Jesus Christ

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  • How bad would be to focus on iOS/Android development for an indie developer?

    - by kender
    After some time developing games for others I'm thinking of moving towards my own productions. My background is 10+ years of software development, with last 2 years spent on the iOS development (Objective-C and CoronaSDK). With my current experience in Corona I can quickly develop for iOS and Android systems. And this is something that I'm probably gonna do with several of the game ideas I have, at least for the prototype part. But - I'm wondering if it's not a bad idea to focus on those 2 systems only. After all there are other mobile platforms, there are PCs, Macs and Linux boxes... All of them having gamers using them. I was wondering if it wasn't a good idea to try some other SDK, giving me more flexibility when it comes to platform-independance. There's Unity3D (I think I can develop a 2D game in it though), there's MoAI from what I checked. I see a few options, not sure which one is best as I have little experience in this field (publishing own games): Stick with CoronaSDK for the whole time, release for iOS and Android platforms, screw other mobile devices and PCs, Use Corona for prototyping, then when the idea goes more into the "production" phase rewrite it in MoAI or Unity3D for more platforms support, Start with one of those 2 SDKs right now (which means the prototype phase will be delayed a bit, but after that I can jump right into real coding). Any clues here, what to do?

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  • Best practice for combining a Java Applet/ Android interface?

    - by Pearsonartphoto
    I'm working on an online game, which I am seriously considering writing a Java Applet for it. The game is not overly complex on the features. I'm considering at some point having at least 3 versions of the game, which include a Java stand alone, applet, and Android game. I know from Design Patterns that the best way to use differing things like buttons and the like is to use a Bridge interface, where I have a common template for the common buttons. However, I'm having a bit of difficulty understanding what to do about the following. I know that Android programs use an Activity structure, which I am well familiar with, and that Applets extend the Applet interface, which I am not as familiar with. I also know that a stand alone java program uses basically a main() function, which doesn't have much structure. I'm convinced that there should be a way to design a common design pattern between the two, but somehow I'm missing what that is exactly. What can I do to make the different frameworks work with as much common code as possible?

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  • Android: Conversion to Dalvik format failed: Unable to execute dex: null

    - by Adam Haile
    I'm trying to use the SmugFig SmugMug API on Android. It was designed for J2SE I would imagine, so I'm not sure it will even work on Android, but I figured it was worth trying as opposed to trying to create my own API. When I load the project though, I get the following error: Conversion to Dalvik format failed: Unable to execute dex: null It doesn't say what package it fails on, just "Android Packaging Problem", but it did not do this before I added SmugFig and it's dependency JARS to the build path. Where should I look? Or does this mainly me that it just won't work with those libraries?

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  • Android Device Chooser -- device not showing up

    - by mportiz08
    I'm using the android plugin for eclipse, and when I try to run my program using a real device through the android device chooser, my phone is not listed as a device. I have updated eclipse and all of the android packages, but it still isn't showing up. My phone is running 1.6, which is also the target version listed in the eclipse project. Also, the reason I decided to try testing on a real device is because the emulator doesn't seem to be working right anymore when I run my project. The emulator launches, but the program never does. Any ideas? (using windows 7/t-mobile mytouch 3g)

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  • Android WebView shows a blank page

    - by Sara
    Trying to create a WebView but it only shows a blank/white page. I have followed several examples and they all say that work with this code... Here is my code: import android.app.Activity; import android.os.Bundle; import android.webkit.WebView; public class PostenWebView extends Activity { public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.web_view); WebView webview = (WebView)findViewById(R.id.webview); webview.loadUrl("http://www.google.com"); } } And here is the web_view.xml:

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  • Android SlidingDrawer in Eclipse IDE

    - by user295447
    I am trying to design an application for Android that makes use of the SlidingDrawer, but I have not been able to use the form (layout?) designer to add this element without producing an exception "IllegalArgumentException: The handle attribute is required and must refer to a valid child." As of March 17th, I believe I have everything up to date (Eclipse, and the Android SDK). All the SDK components have been installed. I have created two Android virtual devices, One for version 1.0, and one for version 2.1 when I figured out that 1.0 didn't support the SlidingDrawer. I have tried importing the samples provided in the SDK, as well as several other layouts from the web that I have found, all of which produce this same exception. My programming background is mostly C++, and I consider myself to be a novice programmer, so feel free to talk to me as if I were an idiot so that I will understand. ^^;

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  • Issues with Android TabHost Example

    - by kevindtimm
    I have been attempting to implement the 'advanced' tabwidget example from google. But, when it tries to call tabHost.addTab(spec); I get a stack trace from the debugger. Sorry, I don't have the stack trace here, but I'm wondering if others have had this same issue (as this code had a number of typo's and missing information that stopped me from even compiling. Can anyone point me to a corrected/running version of this code? The updated information needed are: <activity android:name=".ArtistsActivity"></activity> <activity android:name=".AlbumsActivity"></activity> <activity android:name=".SongsActivity"></activity>

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  • Android daemon process

    - by J Andy
    Is it possible (without violating any licenses) to write a native C/C++ application on top of the Android OS and make it run as a daemon process? There are already several daemon process' running which one can see with the 'ps' command, the legal part concerns me the most. And also the lack of documentation on how to exactly do this. For the writing part, I guess one could use basic Linux programming concepts, since Android supports at least to some level the standard Posix API. To make it run as the phone boots, some modifications is of course required in init as well. I have no plans to have this app in the Android Market, so installing it manually to the phone is not a problem. As long as it does not require re-compiling the whole OS or kernel. I really appreciate all info on this topic, since there's isn't much available. Thanks.

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  • Android ListView background colors always showing grey.

    - by fiXedd
    I have a ListView that I'm populating from a custom ListAdapter. Inside the Adapter (in the getView(int, View, ViewGroup) method) I'm setting the background color of the View using setBackgroundColor(int). The problem is that no matter what color I set the background to it always comes out a dark grey. It might also be worth noting that I'm using the Light theme. Relevant (simplified) bits of code: AndroidManifest.xml: <activity android:name=".MyActivity" android:theme="@android:style/Theme.Light" /> MyAdapter.java: @Override public View getView(int position, View convertView, ViewGroup parent) { LayoutInflater inflater = LayoutInflater.from(mContext); View av = inflater.inflate(R.layout.my_row, parent, false); av.setBackgroundColor(R.color.myRow_red); mName = (TextView) av.findViewById(R.id.myRow_name); mName.setText("This is a name"); return av; } Any ideas/suggestions?

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