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  • Google I/O 2012 - Up Close and Personal: NFC and Android Beam

    Google I/O 2012 - Up Close and Personal: NFC and Android Beam Martijn Coenen, Robert Hamilton A session covering the developer-oriented NFC features we've been adding to the Android platform. Learn how to use Android Beam to add magic sharing abilities to your application, and see what other new and exciting NFC features we're working on. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 251 4 ratings Time: 01:03:13 More in Science & Technology

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  • Google I/O 2012 - Google Cloud Messaging for Android

    Google I/O 2012 - Google Cloud Messaging for Android Francesco Nerieri Cloud-to-device-messaging (C2DM) is coming out of beta and getting a new name: Google Cloud Messaging for Android. GCM for Android incorporates the lessons we learned in the C2DM beta, many of which take the form of new features. This session will cover the new service end-to-end and in detail. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 419 11 ratings Time: 52:11 More in Science & Technology

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  • Android&ndash;Finding your SDK debug certificate MD5 fingerprint using Keytool

    - by Bill Osuch
    I recently upgraded to a new development machine, which means the certificate used to sign my applications during debug changed. Under most circumstances you’ll never notice a difference, but if you’re developing apps using Google’s Maps API you’ll find that your old API key no longer works with the new certificate fingerprint. Google's instructions walk you through retrieving the MD5 fingerprint of your SDK debug certificate - the certificate that you’re probably signing your apps with before publishing, but it doesn't talk much about the Keytool command. The thing to remember is that Keytool is part of Java, not the Android SDK, so you'll never find it searching through your Android and Eclipse directories. Mine is located in C:\Program Files\Java\jdk1.7.0_02\bin so you should find yours somewhere similar. From a command prompt, navigate to this directory and type: keytool -v -list -keystore "C:/Documents and Settings/<user name>/.android/debug.keystore" That’s assuming the path to your debug certificate is in the typical location. If this doesn’t work, you can find out where it’s located in Eclipse by clicking Window –> Preferences –> Android –> Build. There's no need to use the additional commands shown on Google's page. You'll be prompted for a password, just hit enter. The last line shown, Certificate fingerprint, is the key you'll give Google to generate your new Maps API key. Technorati Tags: Android Mapping

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  • Leaked Gmail for Android Version 4.2 Features Pinch-to-Zoom and Swipe-to-Delete [Video]

    - by Jason Fitzpatrick
    If you love keeping an eye at what’s around the corner, this video showcases some of the new features in Gmail for Android–there’s even an APK for those adventurous readers who want to try it. Courtesy of AndroidPolice, we’re treated to the above video showcasing Gmail for Android’s new look and features–including pinch-to-zoom and a swipe-to-delete (or archive), similar to the notification dismissal in Android Jelly Bean. If you’re up for a little unofficial app installation, you can even hit up the link below to check out the full writeup and grab a copy of the unofficial installer. Exclusive: Upcoming Gmail For Android 4.2 Will Finally Have Pinch-To-Zoom, Swipeaway Delete/Archive [AndroidZoom] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • Google I/O 2010 - Writing zippy Android apps

    Google I/O 2010 - Writing zippy Android apps Google I/O 2010 - Writing zippy Android apps Android 201 Brad Fitzpatrick Come hear tips & war stories on making fast, responsive (aka "non-janky") Android apps. No more ANRs! Eliminate event loop stalls! Fast start-ups! Optimized database queries with minimal I/O! Also, learn about the tools and techniques we use to find performance problems across the system and hear what's coming in the future. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 3 0 ratings Time: 57:38 More in Science & Technology

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  • Google I/O 2012 - Writing Efficient Drive Apps for Android

    Google I/O 2012 - Writing Efficient Drive Apps for Android Alain Vongsouvanh, Claudio Cherubino This session goes through how to write Drive apps that synchronize files with Android devices. We'll also go into how to open files on Android devices, or create new files from this environment. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 234 5 ratings Time: 52:45 More in Science & Technology

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  • Utiliser une ProgressDialog dans ses applications Android, par Axon de Tuto Mobile

    Axon_TutoMobile vous propose un article sur l'utilisation d' une ProgressDialog dans les applications Android Citation: Le but de ce tutorial est d'expliquer comment utiliser une ProgressDialog dans son application Android. Il peut être parfois utile d'afficher une barre de progression renseignant l'utilisateur sur l'avancement. Android fournit un moyen via la ProgressDialog pour les phases d'attente.

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  • Twitter annonce son application Android officielle, de quoi raviver les craintes des développeurs in

    Mise à jour du 04.05.2010 par Katleen Twitter annonce son application Android officielle, de quoi raviver les craintes des développeurs indépendants ? Twitter vient de rendre disponible son application officielle pour les appareils tournant sous Android. Comme promis par les dirigeants du réseau social, elle est gratuite. Son widget apparaît sur l'écran d'accueil de l'utilisateur et lui permet de visualiser directement ses tweets sur une carte ou dans son carnet d'adresses, de visualiser ses flux, etc. L'application synchronise également les contacts. Elle ne fonctionne qu'avec Android 2.1 (et versions ultérieures). Elle a été co-développée avec le team d'Android...

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  • GDD-BR 2010 [1G] Android: Building High-Performance Applications

    GDD-BR 2010 [1G] Android: Building High-Performance Applications Speaker: Tim Bray Track: Android Time: G [16:30 - 17:15] Room: 1 Level: 151 Build Android applications that are smooth, fast, responsive, and a pleasure to use. Also, learn about the tools and techniques we use to track down and fix performance problems. From: GoogleDevelopers Views: 20 0 ratings Time: 33:34 More in Science & Technology

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  • Google I/O 2012 - Android Design for Success

    Google I/O 2012 - Android Design for Success Rachel Garb, Jens Nagel, Nate Streu, Matias Duarte You have a great idea for an Android app. You want it to stand out among hundreds of thousands. You want your users to love it and tell everyone they know. The Android User Experience team is here to help. We'll talk about the Android Design guide and other tricks of the trade for creating apps that delight users and help them accomplish their goals. No design background is required. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 46 5 ratings Time: 01:03:04 More in Science & Technology

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  • Android : Google étend le champs d'application de l'API "Fragments" pour lutter contre la fragmentation de l'OS

    Android : Google étend le champs d'application de l'API Fragments aux versions 1.6 de son OS Pour lutter contre la fragmentation de sa plate-forme mobile Dans la lutte contre la fragmentation d'Android, Google vient d'étendre aux anciennes versions de l'OS, l'API « Fragments » conçue à l'origine pour Android 3.0 (alias Honeycomb). Initialement, Fragments a été conçue pour faciliter la tâche de rendre les anciennes applications compatibles avec les périphériques à écrans plus larges, notamment les tablettes que ciblent ess...

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  • Is it possible to detect Android and iOS devices based on DHCP requests?

    - by abbot
    I want to configure DHCP server in a way that it puts "regular" smartphones and tablets into a separate subnet. Is it possible to detect if the DHCP request comes from an Android or iOS device based on the DHCP request itself? For example: a Sony android phone which was around set the following DHCP options in request, which are potentially useful for identification bootp.option.vendor_class_id == "dhcpcd-5.2.10:Linux-2.6.32.9-perf:armv7l:mogami" bootp.option.hostname == "android-c7d342d011ea6419" Are there any known common patterns in DHCP request options better then MAC prefix?

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  • Justice : Apple s'attaque à Android 4.1 dans un deuxième procès contre Samsung

    Justice : Apple s'attaque directement à Android 4.1 Dans un deuxième procès qui l'oppose à Samsung Combien de fois avons-nous lu, dans certains commentaires de nos articles qui traitent des procès qu'Apple intente aux constructeurs qui lancent des modèles sous Android, que Google et son OS mobile n'étaient pas visés ? Nous avions beau expliquer que c'était bien Android qui était dans la ligne de mire d'Apple (ce qui est d'ailleurs l'analyse de Google), pour certains, nous ne faisions qu'extrapoler pour jeter le doute dans l'esprit des développeurs de cette plateforme. Que ceux-là veuillent bien nous excuser. Apple assigne aujourd'hui Android 4.1 en justice. ...

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  • GDD-BR 2010 [1E] Android: Effective UI Best Practices

    GDD-BR 2010 [1E] Android: Effective UI Best Practices Speaker: Tim Bray Track: Android Time slot: E [14:40 - 15:25] Room: 1 Level: 201 Download Slides (PDF) Good user interfaces and optimized user experiences are important on any device, but are even more important on mobile devices that have limited screen real estate and are being used by people in a hurry. We'll talk about UI and UX design patterns on Android and how to use them to greatest effect. From: GoogleDevelopers Views: 1 0 ratings Time: 38:16 More in Science & Technology

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  • Android 2.2 supportera Flash annonce le responsable de l'OS chez Google, qui répond également aux pr

    Mise à jour du 28/04/10 Android 2.2 supportera Flash C'est ce qu'annonce le responsable de l'OS chez Google, qui répond également à Steve Jobs et à ses propos sur Android L'ingénieur en charge du projet Android chez Google, Andy Rubin, vient d'accorder une interview au New York Times dans laquelle il annonce que Froyo (pour « Frozen Yourt » - nom de code de la prochaine version de l'OS mobile) assurera le « support total » ("full support") de Flash. Reste à savoir ce que ce « full support » recouvre : support d'une version Flash entière (différente de la version Lite généralement présente dans l'univers du développemen...

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  • Testing HTML5 and javascript code for iPhone and Android devices

    - by Pankaj Upadhyay
    I have developed a simple HTML5 webpage that uses a javascript file. This is a fun learning page so I wanted to know as to how will they show up on mobile devices like iPhone and Android smartphones. The pages are hosted on a server and i have tested the thing on my desktop. But, how can i test the same for these mobile devices. i.e. how the page will look on mobile and stuff. I don't have an iPhone or Android. There is no serious development going in here so i was thinking if there is some free website or tool that acts as a iPhone or android browser. The main aim is just to see how the webpage will show up on an android phone.

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  • Android sera désormais mis à jour annuellement, pour éviter sa fragmentation face à la profusion de

    Android sera désormais mis à jour annuellement, pour éviter sa fragmentation face à la profusion de versions existantes Le responsable d'Android chez Google, Andy Rubin, vient de faire une annonce importante : les mises à jour d'Android deviendront très bientôt annuelles. Cette décision a été prise dans l'intérêt de la plateforme, afin d'en réduire la fragmentation provoquée par l'arrivée continuelle de nouvelles versions. D'autant plus que la majorité des téléphones embarquent une version d'Android modifiée par son constructeur. Chaque mise à jour du logiciel demande donc en plus une actualisation du skin du fabriquant. Des updates planifiées sur une base annuelle apporteront en confort et en simplicité, autant pour...

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  • Is this an effective monetization method for an Android game? [on hold]

    - by Matthew Page
    The short version: I plan to make an Android puzzle game where the user tries to get 3-6 numbers to their predetermined goal numbers. The free version of the app will have three predetermined levels (easy, medium, hard). The full version ($0.99, probably) will have a level generator where there will be unlimited easy, medium, or hard levels, as well as a custom difficulty option where users can set specific vales to the number of numbers to equate to their goal, the number of buttons to use, etc. Users will also have the option to get a one-time "hint" for a fee of $0.49, or unlimited hints for a one-time fee of $2.99. The long version: Mechanics of Game and Victory The application is a number puzzle. When the user begins a new game, depending on the input by the user, between 3 and 6 numbers show up on the top of the screen, and between 3 and 6 buttons show up on the bottom of the screen. The buttons all have two options: to increase every number the same way, or decrease every number the same way. The buttons either use addition / subtraction, multiplication / division, or exponents / roots, all depending on the number displayed on the button. Addition buttons are green, multiplication buttons are blue, and exponential buttons are red. The user wins when all of the numbers displayed on the screen equate to their goal number, displayed below each number. Monetization If the user is playing the full (priced) version of the app, upon the start of the game, the user will be confronted with a dialogue asking for the number of buttons and the number of numbers to equate in the game. Then, based on the user input, a random puzzle will be generated. If the user is playing the free version of the app, the user will be asked to either play an “easy”, “hard”, or “expert” puzzle. A pre-determined puzzle from each category will be used in the game. If the user has played that puzzle before, a dialogue will show saying this to the user and advertising the full version of the app. The full version of the app will also be advertised upon the successful or in successful completion of a puzzle. Upon exiting this advertisement, another full screen advertisement will appear from a third party. Also, the solution to the puzzle should be stored by the program, and if the user pays a small fee, he/she can see a hint to the solution to the program. In the free version of the app, the user may use their first hint for free. Also, the user can use unlimited hints for a slightly larger fee. Is this an effective monetization method?

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  • Android 2.3 (Gingerbread) officially released

    - by Bill Osuch
    Google today officially released their latest version of the Android OS - 2.3, Gingerbread. It won't hit a phone (the Nexus S) until 12/16, but developers can start working with it today. Some of the new features include: Enhancements for game development Rich multimedia New forms of communication Simplified debug builds Integrated ProGuard support HierarchyViewer improvements Preview of new UI Builder See the complete details at http://developer.android.com/sdk/android-2.3.html

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  • Android : 600.000 applications, le nombre d'activations de terminaux en France explose

    Android : 600.000 applications Le nombre d'activations de terminaux en France explose La présentation d'Android 4.1, alias Jelly Bean, lors de la conférence du Google I/O qui se tient jusqu'à la fin de la semaine à San Francisco a été l'occasion pour Google de mettre à jour officiellement quelques chiffres concernant l'écosystème de son OS mobile. L'éditeur a par exemple confirmé que la galerie Google Play (ex-Android Market) a dépassé la barre des 600.000 applications (contre 450.000 en février). Pour Hugo Barra (Direc...

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  • Google interdit l'accès aux applications Android aux tablettes et livres électroniques, seuls les sm

    Google interdit l'accès aux applications Android aux tablettes et livres électroniques, seuls les smartphones y sont bienvenus Après des discussions enflammées autour de l'AppStore et des politiques parfois douteuses d'approbation des applications d'Apple, c'est au tour de l'Android Market de faire la polémique. Malgré que l'OS Android soit open-source et adaptable sur de multiples appareils (téléphone, tablette, cadre photo, etc.) ; Google excerce un contrôle musclé de son marché d'applications sur lequel il n'accepte que les smartphones. Pour pouvoir accèder à l'Android Market, le mobile doit répondre à plusieurs critères : il doit possèder un écran tactile, le wi-fi, une cméra, etc... La liste est longue.

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  • Technically, How does uploading Apps to an Android Phone Work?

    - by unixman83
    Amazon.com has an Android Marketplace. How do the apps go from Amazon.com to my phone? I am looking for a protocol level analysis. Do they use a basic protocol like FTP and then check with a Google digital signature? I do not own an Android. I wish for an explanation of how the protocol operates because I want to provide an android app for free download for my users off my website, like Amazon does.

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  • Google traine à corriger un bug faisant disparaître certaines applications de l'Android Market, son

    Google traine à corriger un bug faisant disparaître certaines applications de l'Android Market, son service technique est-il assez compétent ? Ca gronde dans la communauté des développeurs Android, après que plusieurs cas de soucis avec la publications d'applications sur l'Android Market aient été racontés dans des forums spécialisés. D'après les récits qui y sont faits, il serait difficile de pouvoir entrer en contact avec un être humain du staff de Google, puisque la firme privilégie un suivi via FAQ, forum ou e-mail. Autrement dit, en cas de problème, le service technique serait long à la détente. Or, vendredi dernier, de nombreux développeurs ayant renvoyé leurs applications à l'Android Market après les avoir mis...

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Google Drive SDK: Writing your first Drive app on Android

    Google Drive SDK: Writing your first Drive app on Android If you want to write a Drive app on Android and don't know how to get started, this is the sessions for you. We'll start from the very basics and go through all the steps needed to build an Android app that uses the device camera to take pictures and upload them to Google Drive. From: GoogleDevelopers Views: 0 0 ratings Time: 03:30:00 More in Science & Technology

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