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  • OpenGL ES 1 Pixel Error?

    - by Beginner001
    I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it looks like 1 pixel) all the way across the top that has the same colors as the bottom 1-pixel line of the texture. It is almost as if the bottom line of the image raster was copied and pasted as the top line as well. Is anyone familiar with this type of error? What could the problem be?

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  • How to work with scenes in a 2D game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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  • Clicking on clues and other objects in a 2D cluedo like game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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  • Why did visual programming never take off and what future paradigms might change that?

    - by Rego
    As the number of "visual" OS's such as Android, iOS and the promised Windows 8 are becoming more popular, it does not seem to me that we programmers have new ways to code using these new technologies, due to a possible lack in new visual programming languages paradigms. I've seen several discussions about incompatibilities between the current coding development environment, and the new OS approaches from Windows 8, Android and other tablets OS's. I mean, today if we have a new tablet, it's almost a requirement for coding, to have, for instance, an external keyboard (due it seems to me it's very difficult to program using the touch screen), exactly because the coding assistance is not conceived to "write" thousands of lines of code. So, how advanced should be the "new" visual programming languages paradigms? Which characteristics these new paradigms would be required?

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  • How can I open binary image files? (.img)

    - by Simon Cahill
    I'm a Windows/Mac/Ubuntu and Androoid user, so I know what I'm talking about, when I say: How do I open binary image files? (.img) They just won't open, on any OS... I'm an Android dev... I'm currently working on a ROM, (I also program, using Windows) but I need to extract files, from .img files. I've converted them to .ext4.img but they just aren't recognized by Linux (Definitly not by Android), by Mac OS or Windows. In other words, I can't open, extract or mount them. Can anyone help me? I'm kinda confused...

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  • Animations / OpenGL (ES 2) in game menu

    - by user16547
    (I am specifically asking for Android) If you look at Angry Birds (and in fact many other games), you can already see a lot of animations & effects going in the main menu and in other places even before starting to play. I assume they are done with OpenGL, more precisely a FrameLayout is used and inside it a GLSurfaceView is somewhere at the bottom of the hierarchy; above the GLSurfaceView you have regular Android buttons and texts. Is this how it's done*? Also would you reuse the same GLSurfaceView when running the actual game or should another one be created? *I am aware an alternative approach would be to make absolutely everything in OpenGL. Of these two I prefer the FrameLayout one, but I don't know whether other developers agree.

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  • Wifi Works with Android and Windows 8 but not Linux and Win 7

    - by eramm
    Support has told me that our company wide wifi network is setup to support mobile phones only. However it doesn't make sense to me that they can identify a mobile device rather they have setup the Access Point to use a protocol that is only supported on Android and Windows phones. Because the Access Point supports Windows mobile this means that laptops running Windows 8 can also connect to the Access Point (proven). So it stands to reason that since Android is based on Linux there must be a way to connect using Linux as well. iwlist shows IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : TKIP CCMP Authentication Suites (1) : 802.1x WIreshark seems to show that a connection is being made to a website to get a certificate and use a Domain Controller for authentication. Questions: 1) what protocol could they be using that is supported on Win Mobile and Android but not on Win 7 and Linux (Debian) ? 2) what tools can I use to help me discover what protocol i need to support ? I have used iwlist and wireshark but I was not able to glean to much useful information from them. I can post the results if needed. 3) is there an app i can use on my Android phone to help me understand what kind of network it is connecting to ? I can provide more information if you tell me how to get it. I just don't know what I am looking for.

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  • Phone complains that identical GLSL struct definition differs in vert/frag programs

    - by stephelton
    When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 _position; lowp vec4 _ambient; lowp vec4 _diffuse; lowp vec4 _specular; bool _isDirectional; mediump vec3 _attenuation; // constant, linear, and quadratic components }; uniform Light u_light; I know the struct is identical because its included from another file. These shaders work on a linux implementation and on my Android 3.0 tablet. Both shaders declare "precision mediump float;" The exact error is: Uniform variable u_light type/precision does not match in vertex and fragment shader Am I doing anything wrong here, or is my phone's implementation broken? Any advice (other than file a bug report?)

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  • Android : Jelly Bean continue son ascension, Gingerbread baisse petit à petit, la fragmentation bientôt plus qu'un triste souvenir ?

    Android : Jelly Bean continue son ascension Gingerbread baisse petit à petit, la fragmentation bientôt plus qu'un triste souvenir ?Le dashboard pour les développeurs utilisant l'OS mobile de Google, Android, vient de révéler les chiffres de juillet concernant les périphériques mobiles qui ont eu accès à Google Play pendant cette période.L'écosystème d'Android a toujours été un casse-tête pour les développeurs du fait de sa forte fragmentation. À titre de rappel, Gingerbread pourtant sorti fin décembre 2010 s'est imposé, et ce pendant longtemps, comme l'OS le plus installé de tous les périphériques mobiles Android qui ont eu accès à Google Play.

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  • Now that Device Central is dead, how can I test my Flash Lite applications?

    - by Kirby
    I'm trying to use Flash Lite to make a simple game for my girlfriend, who only has a Nokia 5530, but I just realized in CS6 Adobe killed Device Central, so there's no way for me to test it without the device (and it's supposed to be a surprise). Is there any other way for me to test it? I know I can just export the movie and use Flash Player, but Device Central allowed me to test drag and drop and memory/processor usage for example... tl;dr, is there an alternative to Device Central for testing Flash Lite in older devices?

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  • Jelly Bean équipe un terminal Android sur deux, vers la fin de la fragmentation de l'OS ?

    Jelly Bean équipe un terminal Android sur deux vers la fin de la fragmentation de l'OS ?Comme il est de coutume, Google vient de publier son baromètre mensuel à destination des développeurs Android.Jelly Bean, les versions cumulées les plus récentes du système d'exploitation mobile, continue à s'accaparer des parts au détriment des versions les plus anciennes (Froyo, Gingerbread).Concrètement, Jelly Bean (Android 4.1.x, 4.2.x et 4.3) équipe désormais plus de la moitié des terminaux Android, avec...

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  • Android 3.0 : Flash Player 10.2 en bêta sur les tablettes à partir de vendredi prochain, Adobe publie la liste des appareils mobiles concernés

    Android 3.0 : Flash Player 10.2 en bêta sur les tablettes à partir de vendredi prochain Adobe publie la liste des appareils mobiles concernés Mise à jour du 14/03/2011 La sortie de la deuxième version du lecteur Adobe Flash Player pour les mobiles est prévue pour le vendredi 18 mars prochain, mais il ne sera disponible ce jour-là qu'en version bêta pour les tablettes sous Android 3.0 alias Honeycomb. En revanche, Flash Player 10.2 sortira vendredi en version définitive sur l'Android Market pour Android 2.2 (Frayo) et 2.3 (Gingerbread) Cette disponibilité ne concerne toutefois qu'un nombre limité d'appareils mobil...

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  • Ubuntu One Music - 'Unable to Parse '2006-12-12T08:00:00Z' as integer (iTunes Non-DRM AAC)

    - by Scott
    Good Morning; Title says most of it, uploaded a new song to my U1 Music (via my Android using the Files app). Which is an recently purchased iTunes .m4a song, so is non-DRM AAC. Uploaded fine, and browsing in U1 Music I see artist "Spray" fine, and then the Album, but attempting to open the Album to the song, returns: "'Unable to Parse '2006-12-12T08:00:00Z' as integer" Not sure if it's a problem with the file itself, or just how Android uploaded the file, as that is clearly a weird date code. All my other music is fine, no errors, and the service works awesome. My U1 account is under the e-mail address used for this question. Thanks!

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  • Eclipse: AVD not appearing

    - by dgood1
    I have installed the ADT bundle for 32 bit. Using Ubuntu 12.04 Updated it a bit and installed the 2.3.3 Android version. I have Eclipse Indigo. When I use the Android Virtual Machine manager, after choosing a device, I get the progress bar after pressing "Start" but it disappears when it finishes and no virtual machine appears. No errors, too. I fear it would be a problem with my RAM (Laptop's = 512(or less). Allocated to Device = 128 - 300), having been told by a teacher that the emulator requires 2 GB RAM. I would like confirmation and/or solution.

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  • Multi Monitor Setup Problems

    - by Shamballa
    I have Ubuntu 10.04 LTS - the Lucid Lynx. I have until recently been using a nVida Graphics card (NVIDIA GeForce 9800 GT) with two monitors attached, this all worked fine and dandy. A couple of days ago I bought two new identical LCD monitors for a multi monitor setup and two ATI graphics cards (ATI Sapphire Radeon HD5450). NOTE *All monitors work fine in Windows XP, 2k, Vista and 7 After I had booted into Ubuntu only one display came on, that I kind of expected anyway, then I removed the driver for the nVidia card and downloaded the ATI version which gave me the ATI Catalyst Control Center - in that only two of the displays were showing the third was disabled and showing unknown driver. I enabled the third monitor that stated "Unkown Driver" and had to reboot, upon reboot none of the displays work. I restarted and booted up into recovery mode and from now that is only what I can get into using a failsafe driver. It seems according to the log that a server is already active for Display 0 and I have to remove /tmp/.X0-lock and start again. This is what the log file is saying: Fatal Server Error Server is already active for display 0 if this server is no longer running, remove /tmp/.X0-lock and start again. (WW) xf86 closeconsole: KDSETMODE failed: Bad file descriptor (WW) xf86 closeconsole: VT_GETMODE failed: Bad file descriptor (WW) xf86 closeconsole: VT_GETSTATE failed: Bad file descriptor ddxSigGiveUp: closing log I have tried looking at my xorg.config file but unfortunately I have not really got a clue as to how it "should" be - I have tried regenerating it using this command from a terminal: sudo dpkg-reconfigure -phigh xserver-xorg but that had no effect so I am currently stuck in failsafe driver mode but two monitors are active but are mirroring each other. I hope that this is not to long - looking back I have been going on a bit! but I am just trying to explain as much as I can... I have asked this on Linuxquestions but nobody seems to know either or at least I have not had any responses. Could some kind soul please help explain what I can do from here? I would be eternally grateful. Chris * Update * Removing xorg.conf does nothing other than allowing me to use only two monitors - using the command: sudo aticonfig --initial generates the xorg.conf file below: but does not work either - I just get two monitors... Section "ServerLayout" Identifier "aticonfig Layout" Screen 0 "aticonfig-Screen[0]-0" 0 0 EndSection Section "Files" EndSection Section "Module" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection I have tried using this command from a thread on the Ubuntu Forums with a question similar to mine: sudo aticonfig --initial=dual-head --adapter=all Generated xorg.conf file Section "ServerLayout" Identifier "aticonfig Layout" Screen 0 "aticonfig-Screen[0]-0" 0 0 Screen "aticonfig-Screen[0]-1" RightOf "aticonfig-Screen[0]-0" Screen "aticonfig-Screen[1]-0" RightOf "aticonfig-Screen[0]-1" Screen "aticonfig-Screen[1]-1" RightOf "aticonfig-Screen[1]-0" EndSection Section "Files" EndSection Section "Module" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "aticonfig-Device[0]-1" Driver "fglrx" BusID "PCI:1:0:0" Screen 1 EndSection Section "Device" Identifier "aticonfig-Device[1]-0" Driver "fglrx" BusID "PCI:2:0:0" EndSection Section "Device" Identifier "aticonfig-Device[1]-1" Driver "fglrx" BusID "PCI:2:0:0" Screen 1 EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[0]-1" Device "aticonfig-Device[0]-1" Monitor "aticonfig-Monitor[0]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-0" Device "aticonfig-Device[1]-0" Monitor "aticonfig-Monitor[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-1" Device "aticonfig-Device[1]-1" Monitor "aticonfig-Monitor[1]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection This upon reboot renders ALL monitors blank and I have to go into recovery mode and use a failsafe driver. This is so much harder than I thought it would be, I don't think Ubuntu likes ATI for multi (3) monitors or maybe the other way around. Can anyone help still?

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  • Microsoft percevrait 2 milliards de dollars par an des licences Android, un revenu qui permettrait de masquer les pertes de la Xbox, selon un analyste

    Microsoft percevrait 2 milliards de dollars par an des licences Android un revenu qui permettrait de masquer les pertes de la Xbox, selon un analysteSelon un analyste, Microsoft gagnerait près de deux milliards de dollars par an avec Android. Un revenu provenant des redevances reçues des constructeurs Android pour utiliser son portefeuille de brevets sans être poursuivis.Depuis le lancement de son programme de licences Microsoft pour l'OS mobile Android et Chrome OS, Microsoft a signé des accords...

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  • Android 3.0 : Flash Player 10.2 en bêta sur les tablettes à partir de vendredi, Adobe publie la liste des appareils mobiles concernés

    Android 3.0 : Flash Player 10.2 en bêta sur les tablettes à partir de vendredi prochain Adobe publie la liste des appareils mobiles concernés Mise à jour du 14/03/2011 La sortie de la deuxième version du lecteur Adobe Flash Player pour les mobiles est prévue pour le vendredi 18 mars prochain, mais il ne sera disponible ce jour-là qu'en version bêta pour les tablettes sous Android 3.0 alias Honeycomb. En revanche, Flash Player 10.2 sortira vendredi en version définitive sur l'Android Market pour Android 2.2 (Froyo) et 2.3 (Gingerbread) Cette disponibilité ne concerne toutefois qu'un nombre limité d'appareils mobil...

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  • Google publie le code source d'Android 4, le kit de développement natif de l'OS supporte désormais les API de cette version

    Google publie le code source d'Android 4 Le kit de développement natif de l'OS supporte désormais les API de cette version Sur la mailing-list d'Android, un ingénieur de Google annonce la publication progressive du code source d'Ice Cream Sandwish sur son serveur Git public, d'où il peut être librement téléchargé. Cette ouverture constitue un pas significatif pour Android, car il s'agit de la première fois qu'une base de code de l'OS, adaptée aux tablettes, soit accessible. Android 4 représente un environnement unifié pour les s...

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  • What is "top new free" on GooglePlay

    - by Lumis
    On Android Market i.e. GooglePlay, there used to be a page with the latest new games. So every game had a chance to get noticed and make its way up especially if it was good. But now I see "top new free" page and no more the latest apps. I don't understand how can be "top new" Anybody knows how this works? If there are no more pages with the very latest uploaded games then the new apps will be barely seen to exist even if they are excellent, and new programmers have very little chance of getting noticed. Any good advice how to promote a new Android app these days?

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  • How do you reset a USB device from the command line?

    - by Casey
    Is it possible to reset the connection of a USB device, without physically disconnecting/connecting from the PC? Specifically, my device is a digital camera. I'm using gphoto2, but lately I get "device read errors", so I'd like to try to do a software-reset of the connection. From what I can tell, there are no kernel modules being loaded for the camera. The only one that looks related is usbhid.

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  • Server socket programming in Android 1.5, most power efficient way?

    - by Antek
    Hello people, I am doing a project where I have too develop an application that listens for incoming events by a service. The device that has to listen too events is an Android phone with Android SDK 1.5 on it. Currently the services that call events only implement communication trough UDP or TCP sockets. I can solve my problem by setting up a ServerSocket, but i doubt that's the most power efficient way. This application will be running most of the time, with Wi-Fi on, and I'd like too reach an long battery duration. I've been looking for options on the internet for my question for a while but i couldn't get a real answer. I've got the following questions: What is the most efficient way too listen to incoming events? Should I make an ServerSocket? or what are my options? Are there any other implementations that are more power efficient? Ive been also thinking of implementing communication trough XMPP. Not sure if this is the best way. I'm not forced too an specific implementation. All suggestions are welcome! Thanks for the help, Antek

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  • Android app resets on orientation change, best way to handle?

    - by Anthony Westover
    So I am making a basic chess app to play around with some various elements of android programming and so far I am learning a lot, but this time I am lost. When the orientation of the emulator changes the activity gets reset. Based on my research the same thing will happen anytime the application is paused/interrupted, ie. keyboard change, phone call, hitting the home key etc. Obviously, it is not viable to have a chess game constantly reset, so once again I find myself needing to learn how to fix this problem. My research brings up a few main things, overriding the onPaused method in my Activity, listening for Orientation, Keyboard changes in my manifest (via android:configChanges), using Parcelables, or Serialization. I have looked up a lot of sample code using Pacelables, but to be honest it is too confusing. Maybe coming back tomorrow with fresh eyes will be beneficial, but right now the more I look at Parcelables the less sense it makes. My application utilizes a Board object, which has 64 Cell Objects(in an 8x8 2D array), and each cell has a Piece Object, either an actual piece or null if the space is empty. Assuming that I use either Parcelable or Serialization I am assuming that I would have to Parcelize or Serialize each class, Board, Cell, and Piece. First and foremost, is Parcelable or Serialization even the right thing to be looking at for this problem? If so is either Parcelable or Serializable preferred for this? And am I correct in assuming that each of the three objects would have to be Parceled/Serialized? Finally, does anybody have a link to a simple to understand Parcelable tutorial? Anything to help me understand, and stop further headaches down the road when my application expands even further. Any help would be appreciated.

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  • How to disable Power off/Power on sound on Android phone? [closed]

    - by yvolk
    My Android phone (Android v.2.1) produces loud sound both before Power off and after Power on (boot) is being completed. I don't want to turn the sound off before reboot/powering it off and to turn sound on after reboot every time I'm restarting my phone. I just want to get rid of these sounds forever :-) How can I do this (maybe executing some script, changing some properties... preferably without rooting my phone)? Update: Thank you Christopher Orr! I've also found some information that partially allows to achieve what I'm looking for (on androidforums.com): "if you are going into SettingsSound & displayNotification ringtone that sets your notification tone for app updates, power on (rebooting) etc. If you want to change notification for messages you would have to go into messaging and then hit the menu key for notification option. You can do the same for email accounts as well." So I disabled Power on/off sounds (plus something else... but I didn't notice undesired side effect yet...) with built-in settings.

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  • Porting a select loop application to Android with NDK. Design question.

    - by plaisthos
    Hi, I have an network application which uses a select loop like this: bool shutdown=false; while (!shutdown) { [do something] select(...,timeout); } THe main loop cannot work like this in an Android application anymore since the application needs to receive Intents, need to handle GUI, etc. I think I have basically three possibilities: Move the main loop to the java part of the application. Let the loop run in its own thread and somehow communicate from/to java. Screw Android <= 2.3 and use a native activity and use AInputQueue/ALooper instead of select. The first possibility is not easy since java has no select which works on fds. Simply using the select and return after each loop to java is not an elegant possibility either since that requires setting the timeout to something like 20ms to have a good response time in the java part of the program. The second probability sound nicer but I have do some communication between java and the c++/c part of the program. Things that cold work: Using a socket, kind of ugly. using native calls in the "java gui thread" and callback from native in the "c thread". Both threads need to have thread safe implementations but this is managable. I have not explored the third possibility but I think that it is not the way to go. I think I can hack something together which will work but I asking what is the best path to chose.

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  • How do you handle key down events on Android? I am having issues making it work.

    - by user279112
    For an Android program, I am having trouble handling key down and key up events, and the problem I am having with them can almost certainly be generalized to any sort of user input event. I am using Lunar Lander as one of my main learning devices as I make my first meaningful program, and I noticed that it was using onKeyDown as an overridden method to receive key down events, and it would call one of their more original methods doKeyDown. But when I tried to implement a very small version of my own onKeyDown overide and the actual handler that it calls, it didn't work. I would probably copy and paste my implementations of those two methods, but that doesn't seem to be the problem. You see, I ran the debugger and noticed that they were not getting called - at all. The same goes for my implementations of onKeyUp and the handler that it calls. Something is a little weird here, and when I tried to look at the Android documentation for it, that didn't help at all. I thought that if you had an overide for onKeyDown, then when a key was pressed during execution of the program, onKeyDown would be called as soon as reasonably possible. End of story. But apparently there's something more to it. Apparently you have to do something else somewhere - possibly in the XML when defining the layout or something - to make it work. But I do not know what, and I could not find what in their documentation. What's the secret to this? Thanks!

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