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  • Mounting Samsung Galaxy S2 via USB on Ubuntu 13.04

    - by argvar
    Connecting my Samsung Galaxy S2 to Windows 7 worked seamlessly. Now that I'm on Ubuntu 13.04 I'd like to access my phone's drive via the USB cable, but that's not working. When I do plug it in I get a error message in Ubuntu: Unable to mount SAMSUNG_Android Unable to open MTP device '[usb:002,008]' Then when I unplug it I see a error message on the phone: Attention Unable to find software on your PC that can recognize your device. Service pack 3, Windows Media Player, version 10 or higher, for Windows XP or Android FIle Transfer for Mac OS must be installed. You can download and install PC Kies from http://www.samsung.com/kies in order to sync data with your device, back up data, and upgrade your device (Windows and Mac OS are supported) What can I do here to fix this? I don't want to use any special software with the phone, just access the phone's drive.

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  • Advantages and disadvantages of libgdx [on hold]

    - by Paul
    I've been an android developer for a while and am thinking about getting into gaming. While looking for a game dev framework, I thought libgdx provides very friendly documentation and functionality. So I would like to use it if there is no big obstacle. But when I tried to see how many developers employ this library, I could find not that many. Is there anything wrong with this library? In other words, I would like to know its advantages or disadvantages from any experienced developer. UPDATE: After reviewing its documentations and trying to build simple games with libgdx, I decided to go with it as its documentations are good enough and its community is very active. What I liked the most is that it provides a bunch of demo games that I can learn a lot from.

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  • Samsung Sells 10 Million Galaxy S Smartphones

    - by Gopinath
    Since it’s launch in June 2010, Samsung managed to sell 10 million Galaxy S smartphones around the world. Out of the 10 million units sold, US sales accounted for 4 million units and Europe 2.5 million units. JK Shin, President and Head Of Mobile communications at Samsung says: The Galaxy S is the result of our 22 year heritage in the mobile industry. It is the realization of our concept of ‘the Smart Life’ – we wanted to makes users’ lives more convenient, more exciting, and more integrated. Today’s milestone shows that we have succeeded: 10 million Galaxy S users around the world are living the Smart Life. Samsung Galaxy is one of the most popular Android phone launched in 2010. This article titled,Samsung Sells 10 Million Galaxy S Smartphones, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • How to increase ad revenue

    - by Brian515
    I have an Android game in which I've included ads from Millennial Media and Admob. Between these two networks, my fill rate is consistently above 95%. Right now, I'm getting over 45,000 requests for ads per day, and I'm starting to see exponential growth. But, my eCpm for both Millennial and Admob is ridiculously low. Millennial's is $.12 and Admob's is $.01. I've been reading some other posts and it seems like people are getting between $1 and $4 per 1,000 views. How can increase mine? Thank you!

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  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

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  • Starting a career in mobile development in next 5 months?

    - by Jungle Hunter
    I will be starting my career shortly and have the opportunity to being my career in mobility. I have an option to be in more traditional fields (the ones that have been around for quite some time now like web development and Java apps development). What are the pros and cons of both? Also, if I do choose mobility, then I might be presented with the option of iOS or Android. Pros and cons of choosing each? Period: Joining in next 5 months. Mobility company profile: Major consulting company.

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  • Mobile app technology choice - popularity trend data?

    - by Ryan Weir
    I'm familiar with the arguments for HTML5 apps over native, but was looking for some numbers or data to indicate a trend of how popular they are relative to each other for mobile app development. E.g. Surveys among programmers, data collected from the various app stores, number of downloads of development tools for those platforms. Your source could consider new apps, existing apps, categorized by downloads, app downloads weighted by popularity - basically any source you've got I would like to see. In my own personal monkey-sphere of developers, HTML5 seems to be starting to dominate as of about 6 months ago over iOS and Android by a wide margin as the technology stack preference - so I was wondering if this reflects a trend that's been measured globally and if there was objective data to support it.

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  • File formats to download ringtones

    - by Osvaldo
    What file formats and other specifications must be used to give ringtones (to download) in a website? I'm interested in giving away just one ringtone. The target audience uses smartphones with Android, iOS and Windows Phones launched in the last 2/3 years. Is it necessary to include instructions or is it something relatively easy to do? Or can't be done for some reason? The ringtone has to be downloaded to a desktop first? Or has to be downloaded from the mobile phone while accessing the web page with the download?

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  • UDP Code client server architecture

    - by GameBuilder
    Hi I have developed a game on android.Now I want to play it on wifi or 3G. I have game packets which i want to send it form client(mobile) to server then to another client2(mobile). I don't know how to write code in Java to send the playPackets continuously to server and receive the playPacket continuously from the server to the clients. I guess i have to use two thread one for sending and one for receiving. Can someone help me with the code, or the procedure to write code for it. Thanks in advance.

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  • Do Apple and Google ask for a share if custom payment is done in a free app?

    - by user1590354
    I have a multiplatform game (web/iOS/Android) in the making. In the free version the core game is still fully playable but people who choose to pay will get more social features (and no ads, of course). I was thinking that rather than having a free and a paid version for all the platforms I may release the apps just for free and if the users want more, they have to register and pay a one-time fee (through a payment gateway or PayPal). The extra content would then be available in all the clients they have access to. Theoretically, this means a better value for the players and less maintenance and headache for me (obviously I have to handle all the payment troubles myself). Does it fit into the business model of Apple/Google? Or will they still claim their share of the registration fee?

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  • How to decide how much to charge for development?

    - by rik
    So two other friends and I are a very small game dev studio. So far we haven't released a game but we have 2 games almost ready to launch. A bigger studio saw our work and now they want to work with us; they need people to develop mobile games for them (iOS, Android). They want us to set the price for the projects (can't tell the specifics we signed a NDA). They will give us all the assets (graphics/sound) so we only have to code. And because they only work with Unity3D we have to learn it. How do we decide how much to charge for the projects?

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  • building a game for different resoulution phones

    - by Jason
    Hi, I am starting some tests for building a game on the android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as the all will have slightly different screen ratios (and even very different on some odd phones) What I am doing right now is making a view frustrum ( could also be ortho ) which I set to go from -ratio to +ratio ( as I have seen on many examples) however this causes my test shape to be stretched and sometimes cut off by the edge of the screen. I am tilting my phone to landscape to do my tests ( a bit extreame) but it should still render correctly if I have dome things right. Should I be scaling by some ratio before drawing or something? An example would be greatly apriciated PS I am doing a 2d game

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  • LIBGDX "parsing error emitter" with 2 or more emitters [on hold]

    - by flow969
    I have a problem with the use of particle effect of LIBGDX with 2 or more emitters. After using ParticleEditor to create my .p file, I use it in my code BUT...when I use only 1 emitter it's fine but with more than 1, not fine ! :( Here is my error code in java console : Exception in thread "LWJGL Application" java.lang.RuntimeException: Error parsing emitter: - Delay - at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:910) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.<init>(ParticleEmitter.java:95) at com.badlogic.gdx.graphics.g2d.ParticleEffect.loadEmitters(ParticleEffect.java:154) at com.badlogic.gdx.graphics.g2d.ParticleEffect.load(ParticleEffect.java:138) at com.fasgame.fishtrip.android.screens.GameScreen.show(GameScreen.java:313) at com.badlogic.gdx.Game.setScreen(Game.java:61) at com.fasgame.fishtrip.android.screens.MainMenuScreen.render(MainMenuScreen.java:71) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: java.lang.NumberFormatException: For input string: "- Count -" at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source) at sun.misc.FloatingDecimal.parseFloat(Unknown Source) at java.lang.Float.parseFloat(Unknown Source) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.readFloat(ParticleEmitter.java:929) at com.badlogic.gdx.graphics.g2d.ParticleEmitter$RangedNumericValue.load(ParticleEmitter.java:1062) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:866) ... 9 more And here is my particle effect .p file : Blanc - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.50980395 colors1: 0.7647059 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.36301368 timeline2: 0.6164383 timeline3: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png Bleu - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7254902 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 6 scaling0: 0.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 scaling4: 1.0 scaling5: 0.0 timelineCount: 6 timeline0: 0.0 timeline1: 0.047945205 timeline2: 0.34246576 timeline3: 0.6712329 timeline4: 0.94520545 timeline5: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png BleuFonce - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7294118 colors2: 1.0 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 0.0 scaling2: 0.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.001 timeline2: 0.5753425 timeline3: 0.79452056 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png For the "- Image Path -" missing it's normal if I let them in it doesn't work even with only 1 emitter PS : I've already updated my lib to the last release

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  • How can I play AMR files in Firefox on Ubuntu?

    - by Dave M G
    I use Evernote to keep voice and text notes. Unfortunately, I've just discovered that I can't take full advantage of the cloud storage capabilities of Evernote, because support for Android's native sound file format, AMR, is deficient in Ubuntu. When I view my voice notes in Firefox in Ubuntu, I get a "missing plugin" error. The problem is discussed on the Evernote forums, but the solutions offered there are really lacking. They all involve saving and converting files, which seems like an unreasonable amount of fiddling. Surely an AMR file is just a sound file, and surely Ubuntu could (and should) have a way of playing it? There is some suggestion that Media Player can play AMR format, and I thought there was a Media Player plugin for Firefox. But I can not find any specifics. How can I get Ubuntu to play AMR file directly in Firefox in Ubuntu?

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  • Preventing pop-up dialogs when connecting an MTP device

    - by DrownedSensors
    I'm using Lubuntu 14.04 with a Samsung Galaxy S3 running Android 4.3. Each time I connect my phone via USB, I get the following dialog: Unable to open MTP device '[usb:002,023]' A few moments later, I get the "Removable medium is inserted" dialog, prompting me to open in File Manager. After that, the phone is connected and fully accessible. So MTP works. The problem is that I plug in my phone to charge every time I sit down, and unplug it every time I step away. Dismissing these two dialogs every time is a pain. I would think the "Removable medium" dialog is the easier candidate. How do I tell Ubuntu to take no action and stop prompting me? For the MTP error, all the discussion I can find is for people who can't get MTP working at all. For me, it's working, but only after throwing this initial error. I've verified that my device is present in /lib/udev/rules.d/69-libmtp.rules

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  • When should one use the Abstract, Implements, or extends keywords?

    - by kdavis8
    I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond basic things, like hello world. but i'm having issues with some pretty basic OOP concepts; When should i derive from an abstract class? When is it more efficient to use an Interface instead of simply sub classing a parent? Basically, between extends, implements, and the abstract keywords, which keywords should be used instead of the others? i'm not looking for a basic definition, as i know them. i need to no when and why i should apply them to my code? what advantages does one have over the other? which is best for game development?

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  • What Type of Options should be on the Game Settings Menu?

    - by A13X
    I have seen a post about the main menu options here: UI: Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should/need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on/off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones?

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  • Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

    - by Chris
    I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like to know if anyone has practical experience with GCM for pushing 'real-time' turn data to game clients. What kind of performance and limitations does it have? I'm also considering using a RESTful approach with GAE or Amazon EC2. Any advice about these approaches is appreciated.

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  • Large resolution differences

    - by Robin Betka
    I want to develop a game on multiple devices such as PC, Android or IOS. Want it to be in 1080p, but that means a massive scale down for the smartphones. I know how to do that, just render everything on a 1080p rendertarget and then render it on the screen smaller. But what should I do so that the scalling down doesn't look bad and blury? I can't do it vector based or anything because the sprites simply need a specific size. Should I make the sprites power of two size to get some nice mipmapping? And which other settings can I do? Or should I rather go with a lower resolution but then having a little bit worse look PC version? The performance seems not to be a problem for me, so would be sad not using 1080p because of other problems.

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  • Phone pictures not showing in UbuntuOne folder on computer

    - by user34924
    I downloaded the Android app for my phone and set it up to move my pictures from the phone into UbuntuOne. When I go to the UbuntuOne web site the folder shows up and I can view the pictures after I download them. But when I open the UbuntuOne folder on my laptop, the folder with the pictures from my phone isn't listed. How can I get the picture folder to show up in the UbuntuOne folder on my laptop? I was hoping this would be an easy way to get photos from phone to computer.

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  • How do I correctly group albums in Banshee?

    - by Kevin
    I use Banshee to manage & play my music (most of which came from emusic and CDs). I consistently have problems getting songs from the same album to appear as one album. This is particularly a problem with compilations, i.e. multiple artists on the same album. When I transfer songs to my Android phone (Nexus S), this issue follows. How do I edit files so that Banshee correctly identifies all the songs as belonging to the same album? I am using the latest Banshee via the unstable PPA.

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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  • I'm Sick of Web Development - What avenues are open to me ...?

    - by 5arx
    I've been working as a web developer since 1998, mostly with ASP/ASP.Net/C# but began as a Java coder (JSP mostly). Its been fun but now I'm feeling jaded and can see the need for a change. I've considered iOS/Cocoa development and Android development recently (Objective-C looks hard while I'm a former Java developer) but I'm not sure of Career opportunities being proficient in either would afford The incline of the learning curve - I just turned 40 and I know I'm not as sharp or as quick as I once was. Does anyone have any experiences/ opinions/ advice for me? Thanks.

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  • The Ultimate Nexus 7 Troubleshooting Guide: 6 Potential Problems and How to Fix Them

    - by Chris Hoffman
    Have you had any issues with your Nexus 7? We’ve run into quite a few problems and fixed them all – from bad performance and touch-screen responsiveness issues to tablets that won’t power on and separating screens. Some of these problems may not be common – or may be fixed with newer hardware or software updates — but they’re all problems we’ve run into. We’ve collected the solutions here so you don’t have to dig through forum posts. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Does HTML5 have a feature that enables a user to add an icon to the Apps screen when "installing", and if not, when are they planning to add it?

    - by Jason Livesay
    I know that the mobile bookmark bubble might sort of work for iOS, but it isn't going in the same section. And for Android, bookmarking is really not going to cut it for a mobile HTML5 application install since users just don't think to go to their bookmarks and that bookmark process takes two or three steps. To me this issue of getting the application (bookmark) installed pretty much makes the rest of the HTML 5 features aimed at mobile HTML much less useful. I can't realistically expect users to prefer the bookmark install and launch process over regular apps, so I can realistically expect them to ignore my mobile HTML5 application and use a native app. The groups behind mobile HTML 5 features do seem to be pushing for HTML 5 apps adoption with things like Application Cache etc. To me it seems obvious that the bookmark bubble is not going to cut it. Someone please tell me they have addressed this or at least are working on it?

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