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  • Multi-Device Development in Visual Studio

    - by Daniel Moth
    You've read on Soma's blog post that Microsoft is broadening Visual Studio's reach to other platforms (including for example Android)…  specifically this is what Soma wrote: "With bring-your-own-device trends in the enterprise, and heterogeneity in the consumer mobile device market, developers are increasingly focused on building apps that can target a variety of devices. We are committed to enabling developers to build apps for this heterogeneous, mobile-first world with Visual Studio for the technology of your choice - whether .NET, C++ or JavaScript." If you live in Washington state in the USA (or are willing to relocate here) I am looking for a Program Manager to help with this effort – read the rest of the job description here which is also where you can apply for the position (or email me). Comments about this post by Daniel Moth welcome at the original blog.

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  • Nexus One & Windows XP USB Driver

    - by Stefan
    I've been unable to get my Nexus One working as a development phone on Windows XP. I've got the driver (revision 3 for N1 support), I've got it installed according to the official installation guide, and the phone appears in the Device Manager just as the guide says it should. However, adb still can't find the phone. 'adb devices', for example, returns no active devices. Am I forgetting some basic step? One thing I've noticed is that the driver is labeled in Windows as version 2 released November, 2009 (I need version 3 from January 2010 for N1 support). However, I've never had version 2 installed. I've used the SDK to download version 3 several times - even deleted it and redownloaded it. I've uninstalled/reinstalled the version 3 driver multiple times. It still says version 2. Is this the problem, or this something completely unrelated? Note: The phone is working as a dev phone on Ubuntu, so I know the phone/cable/etc. are good. It's either my fault or the driver's.

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  • Which org.apache.http is android using? And where can i get that as a jar?

    - by Janusz
    At the moment I'm trying to build some integration tests for an android project. I would like to use the same apache http classes I use on the android. Which version is this and can I get a jar of that somewhere? Trying to use the jar that comes with android only resolves in Exceptions... But most of the tests won't need running them in the emulator all the time just because I use some apache libraries or do they?

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  • Download And Install apk from a link.

    - by rayman
    Hi, I`am trying to download and install an apk from some link, but for some reason i get an exception. I have one method downloadfile() which downloading the file and a call to and installFile() method, which supposed to install it in the device. some code: public void downloadFile() { String fileName = "someApplication.apk"; MsgProxyLogger.debug(TAG, "TAG:Starting to download"); try { URL u = new URL( "http://10.122.233.22/test/someApplication.apk"); try { HttpURLConnection c = (HttpURLConnection) u.openConnection(); try { c.setRequestMethod("GET"); c.setDoOutput(true); try { c.connect(); FileOutputStream f = context.openFileOutput(fileName, context.MODE_WORLD_READABLE); try { InputStream in = c.getInputStream(); byte[] buffer = new byte[1024]; int len1 = 0; int totsize = 0; try { while ((len1 = in.read(buffer)) > 0) { totsize += len1; f.write(buffer, 0, len1);// .write(buffer); } } catch (IOException e) { e.printStackTrace(); } f.close(); MsgProxyLogger.debug(TAG, TAG + ":Saved file with name: " + fileName); InstallFile(fileName); } catch (IOException e) { e.printStackTrace(); } } catch (IOException e) { e.printStackTrace(); } } catch (ProtocolException e) { e.printStackTrace(); } } catch (IOException e) { e.printStackTrace(); } } catch (MalformedURLException e) { e.printStackTrace(); } } and this is the install file method: private void InstallFile(String fileName) { MsgProxyLogger.debug(TAG, TAG + ":Installing file " + fileName); String src = String.format( "file:///data/data/com.test/files/", fileName); Uri mPackageURI = Uri.parse(src); PackageManager pm = context.getPackageManager(); int installFlags = 0; try { PackageInfo pi = pm.getPackageInfo("com.mirs.agentcore.msgproxy", PackageManager.GET_UNINSTALLED_PACKAGES); if (pi != null) { MsgProxyLogger.debug(TAG, TAG + ":replacing " + fileName); installFlags |= PackageManager.REPLACE_EXISTING_PACKAGE; } } catch (NameNotFoundException e) { } try { // PackageInstallObserver observer = new PackageInstallObserver(); pm.installPackage(mPackageURI); } catch (SecurityException e) { //!!!!!!!!!!!!!here i get an security exception!!!!!!!!!!! MsgProxyLogger.debug(TAG, TAG + ":not permission? " + fileName); } this is the exception details: "Neither user 10057 nor current process has android.permission.INSTALL_PACKAGES". and i have set in my main app that permission in the manifest. anyone has any idea? thanks, ray.

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  • Android : ugly TABS in 2.0 vs 1.5 ... why ? where are my rounded corners TABS ?

    - by Hubert
    I simply use the tabwidget : mTabHost = getTabHost(); mTabHost.addTab(mTabHost.newTabSpec("tab_1").setIndicator(getString(R.string.day0)).setContent(R.id.tab1_content)); mTabHost.addTab(mTabHost.newTabSpec("tab_2").setIndicator(getString(R.string.day1)).setContent(R.id.tab2_content)); mTabHost.addTab(mTabHost.newTabSpec("tab_3").setIndicator(getString(R.string.day2)).setContent(R.id.tab3_content)); mTabHost.addTab(mTabHost.newTabSpec("tab_4").setIndicator(getString(R.string.day3)).setContent(R.id.tab4_content)); mTabHost.addTab(mTabHost.newTabSpec("tab_5").setIndicator(getString(R.string.about)).setContent(R.id.tab5_content)); mTabHost.setCurrentTab(0); Why are my tabs so uggly in 2.0 (no more rounded corners as in 1.5/1.6) ? ugly tabs here = this was better What should I do now to show "rounded corners" TABS to Nexus One (for exemple) users ;-) ? Is it because of the following manifest lines : <uses-sdk android:minSdkVersion="3" android:targetSdkVersion="4" /> <supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:anyDensity="true" /> I have to keep android:anyDensity="true" otherwise I've got a problem with re-sizing of the menus described here As a separate question, my users can change the Locale within my app itself, I then "redraw" the menus using onPrepareOptionsMenu (Menu menu) to refresh the strings within the menu with the new language choosen by the user. Is there an equivalent for TABS (I have local strings within the Title of the TABS) or do I have to delete all the tabs and re-create them from scratch ? Txs in advance for your help. Hub

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  • Is ther any DLL or DLL like concept in Android?

    - by Prashant
    Hello, We know that we can use a concept "Java Package" but I just wanted to know that whether Android has provided a DLL or DLL like concept where we can write a most of the functionality. Or can we use Activity for serving a purpose of DLL. Can any one tell me is there any concept like DLL on Android OS? Can we develop a DLL for better modularization and other benefits on Android? Thanks and Regards, Prashant.

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  • How to build an android test app with a dependency on another app using ant?

    - by Mike
    I have a module called MyApp, and another module called MyAppTests which has a dependency on MyApp. Both modules produce APKs, one named MyApp.apk and the other MyAppTests.apk. I normally build these in IntelliJ or Eclipse, but I'd like to create an ant buildfile for them for the purpose of continuous integration. I used "android update" to create a buildfile for MyApp, and thanks to commonsware's answer to my previous question I've been able to build it successfully using ant. I'd now like to build MyAppTests.apk using ant. I constructed the buildfile as before using "android update", but when I run it I get an error indicating that it's not finding any of the classes in MyApp. Taking a que from my previous question, I tried putting MyApp.apk into my MyAppTests/libs, but unfortunately that didn't miraculously solve the problem. What's the best way to build a test app APK using ant when it depends on classes in another APK? $ ant debug Buildfile: build.xml [setup] Project Target: Google APIs [setup] Vendor: Google Inc. [setup] Platform Version: 1.5 [setup] API level: 3 [setup] WARNING: No minSdkVersion value set. Application will install on all Android versions. dirs: [echo] Creating output directories if needed... resource-src: [echo] Generating R.java / Manifest.java from the resources... aidl: [echo] Compiling aidl files into Java classes... compile: [javac] Compiling 5 source files to /Users/mike/Projects/myapp/android/MyAppTests/bin/classes [javac] /Users/mike/Projects/myapp/android/MyAppTests/src/com/myapp/test/GsonTest.java:3: cannot find symbol [javac] symbol : class MyApplication [javac] location: package com.myapp [javac] import com.myapp.MyApplication; [javac] ^

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  • The ABC of Front End Web Development

    - by Geertjan
    And here it is, the long awaited "ABC" of front end web development, in which the items I never knew existed until I was looking to fill the gaps link off to the sites where more info can be found on them. A is for Android and AngularJS B is for Backbone.js and Bower C is for CSS and Cordova D is for Docker E is for Ember.js and Ext JS F is for Frisby.js G is for Grunt H is for HTML I is for Ionic and iPhone J is for JavaScript, Jasmine, and JSON K is for Knockout.js and Karma L is for LESS M is for Mocha N is for NetBeans and Node.js O is for "Oh no, my JS app is unmaintainable!" P is for PHP, Protractor, and PhoneGap Q is for Queen.js R is for Request.js S is for SASS, Selenium, and Sublime T is for TestFairy U is for Umbrella V is for Vaadin W is for WebStorm X is for XML Y is for Yeoman Z is for Zebra

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  • Can I use Data URLs in Android 2.1's Webkit-based browser?

    - by Sven Haiges
    Hi all, I am writing a tutorial about the HTML5 Canvas for mobile and did some basic tests. While I can call the getDataURL() Method on an iPhone's HTML5 Canvas Element, it does not seem to return the data URL on Android 2.1 (Google Nexus One) and it's webkit-based default browser. Here is the sample: var dataURL = canvas.toDataURL(); var img = document.createElement('img'); img.setAttribute('src', dataURL); document.getElementById('box').appendChild(img); This will work on iPhone, it will add a new image element with the same content as the canvas. It does nothing or fails on Android 2.1. Has anyone ever gotten this to work? I am also wondering if anyone could help me with understanding the WebKit Build numbers and what it means with regards to what features I can expect. For the iphone, I see a build number of 528.18, on Android 2.1's Browser I see (from the user agent strign) a WebKit build 530.17. So it looks Android 2.1's webkit browser is more up to date, still some features work on iPhone's webkit but not on Android. Does this comparison just make no sense? Thanx all!

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  • Failed to fetch URL http://dl-ssl.google.com/android/repository/addons_list-1.xml, reason: Failure initializing default SSL context

    - by user1156220
    Launching the android SDK manager from the command line gets me this error and others like: Failed to fetch URL http://dl-ssl.google.com/android/repository/addons_list-1.xml, reason: Failure initializing default SSL context I've done plenty of searches and have forced http instead of https, created an androidtool.cfg file and added the line sdkman.force.http=true permisions for all files in ~/.android are rw r r. I'm calling android logged in as the owner of those files. I am not using a proxy and I have no anti virus running. I just installed fedora 16 and am not sure of any firewalls running by default. I suspect a permissions problem somewhere along the line. any ideas?

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  • I am looking for an graduation project idea for bacelor of computer engineering [closed]

    - by project idea
    I am interested in computer graphics and I have developed many hobby projects, mostly 2D and 3D games/scenes in directX and openGL, But for a grad project, proffesors wont allow games. I browsed many similar questions here and I am convinced project should be something I am really interested in as I will give considerable time to it. But apart from games I am not able to decide on the topic. I am also open to ideas on social apps and android.

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  • Can one draw a cube using different method/drawing mode?

    - by den-javamaniac
    Hi. I've just started learning gamedev (in particular android EGL based) and have ran over a code from Pro Android Games 2 that looks as follows: /* * Copyright (C) 2007 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package opengl.scenes.cubes; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import javax.microedition.khronos.opengles.GL10; public class Cube { public Cube(){ int one = 0x10000; int vertices[] = { -one, -one, -one, one, -one, -one, one, one, -one, -one, one, -one, -one, -one, one, one, -one, one, one, one, one, -one, one, one, }; int colors[] = { 0, 0, 0, one, one, 0, 0, one, one, one, 0, one, 0, one, 0, one, 0, 0, one, one, one, 0, one, one, one, one, one, one, 0, one, one, one, }; byte indices[] = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; // Buffers to be passed to gl*Pointer() functions // must be direct, i.e., they must be placed on the // native heap where the garbage collector cannot vbb.asIntBuffer() // move them. // // Buffers with multi-byte datatypes (e.g., short, int, float) // must have their byte order set to native order ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4); cbb.order(ByteOrder.nativeOrder()); mColorBuffer = cbb.asIntBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } private IntBuffer mVertexBuffer; private IntBuffer mColorBuffer; private ByteBuffer mIndexBuffer;} So it suggests to draw a cube using triangles. My question is: can I draw the same cube using GL_TPOLYGON? If so, isn't that an easier/more understandable way to do things?

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  • How to specify lib folder for JARs when using Android-generated ant build file ?

    - by Eno
    Im using an ant build file that has been generated by android. Our Android application requires a JAR file that lives inside the lib folder of our project, so I need to adjust the classpath that ant is using when it builds stuff. When I run: ant -lib lib debug the project builds just fine, but this should really be inside the build file itself. The build file that android generates references the android_rules.xml so a lot of this stuff is automated. I guess my question, what the best practice here when working with the Android build rules ?

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  • Increase animation speed according to the swipe speed in unity for Android

    - by rohit
    I have the animation done through Maya and brought the FBX file to unity. Here is my code to calculate the speed of the swipe: Vector2 speedMeasuredInScreenWidthsPerSecond =(Input.touches[0].deltaPosition / Screen.width) * Input.touches[0].deltaTime; Now I wanted to take speedMeasuredInScreenWidthsPerSecond and use it to increase the animation speed accordingly like this: animation["gmeChaAnimMiddle"].speed=Mathf.Round(speedMeasuredInScreenWidthsPerSecond); However, this results in an error that I need to convert Vector2 to float. So how do I overcome it?

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  • running GL ES 2.0 code under Linux ( no Android no iOS )

    - by user827992
    I need to code OpenGL ES 2.0 bits and i would like to do this and run the programs on my desktop for practical reasons. Now, i already have tried the official GLES SDK from ATI for my videocard but it not even runs the examples that comes with the SDK itself, i'm not looking for performance here, even a software based rendering pipeline could be enough, i just need full support for GLES 2.0 and GLSL to code and run GL stuff. There is a reliable solution for this under Ubuntu Linux ?

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  • Effective versus efficient code

    - by Todd Williamson
    TL;DR: Quick and dirty code, or "correct" (insert your definition of this term) code? There is often a tension between "efficient" and "effective" in software development. "Efficient" often means code that is "correct" from the point of view of adhering to standards, using widely-accepted patterns/approaches for structures, regardless of project size, budget, etc. "Effective" is not about being "right", but about getting things done. This often results in code that falls outside the bounds of commonly accepted "correct" standards, usage, etc. Usually the people paying for the development effort have dictated ahead of time what it is that they value more. An organization that lives in a technical space will tend towards the efficient end, others will tend towards the effective. Developers often refuse to compromise their favored approach for the other. In my own experience I have found that people with formal education in software development tend towards the Efficient camp. Those that picked up software development more or less as a tool to get things done tend towards the Effective camp. These camps don't get along very well. When managing a team of developers who are not all in one camp it is challenging. In your own experience, which camp do you land in, and do you find yourself having to justify your approach to others? To management? To other developers?

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  • Modify game using external file

    - by Veehmot
    In Flash, for example, I can place an xml file along with the binary, then if I modify some variable the game will change for everyone. How to achieve something like that in Android? I know that for every change I make to the game, the player would need to download a new update. But the main goal I'm looking for, is modifying a game stats without the need for recompile the entire APK. I'm working with Haxe+OpenFL.

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  • Did anyone create the Java Code Formatter Profile for Eclipse IDE that conforms to the Android Code

    - by yvolk
    Android Code Style Guide defines "Android Code Style Rules". To conform to these rules one have to change quite a number of settings of the Java Code Formatter (Window-Preferences-Java-Formatter) default profile (in Eclipse IDE). Did anyone managed to configure the formatter to follow the "Android Code Style Rules" already? If yes, please export the Formatter profile and publish to be used by community. PS: I've tried to do this myself but I've found that there are too many formatter options available, and most of them are not mentioned in the Code Style Guide :-(

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  • importing BaseGameUtils library

    - by David
    Hey :) I am trying to add the BaseGameUtils library to my workspace, I am using this guide: https://developers.google.com/games/services/android/init , I have downloaded from here :https://developers.google.com/games/services/downloads/ The BaseGameUtils sample but when I am trying to import it using Eclipse it gives me so many wrong things like Main,MainActivity and not the real BaseGameUtils, what is wrong here?

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  • Does use of simple shaders improve performace/battery life?

    - by Miro
    I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking about implementing shaders in my game to simplify OpenGL pipeline if it can make better performance. Better performance = better battery life, unless fps is limited by software limit, not hardware power.

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  • Displaying performance data per engine subsystem

    - by liortal
    Our game (Android based) traces how long it takes to do the world logic updates, and how long it takes to a render a frame to the device screen. These traces are collected every frame, and displayed at a constant interval (currently every 1 second). I've seen games where on-screen data of various engine subsystems is displayed, with the time they consume (either in text) or as horizontal colored bars. I am wondering how to implement such a feature?

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  • Switch activity from a AlertDialog button

    - by Fahim Ahmed
    Let's say , I have three classes : MapsActivity , MyItemizedOverlay & GetDirectionActivity . In MyItemizedOverlay , I want to switch to GetDirectionActivity after the positive dialog button is clicked . ActiveDialog is placed under onTap method , so that I can get the GeoPoint. For this , what I've done : In ItemizedOverlay class : @Override public boolean onTap(GeoPoint p, MapView mapView) { // TODO Auto-generated method stub int lat = p.getLatitudeE6(); int lot = p.getLongitudeE6(); AlertDialog.Builder dialog = new AlertDialog.Builder(mContext); dialog.setTitle("Confirmation"); dialog.setMessage("Confirm this as end point ?"); dialog.setPositiveButton("Yes", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int arg1) { // TODO Auto-generated method stub Intent intent = new Intent(mContext, GetDestination.class); startActivity(intent); } }); dialog.setNegativeButton("No", null); dialog.show(); return true ; } here IDE shows that I have a error in startActivity(intent) line . I've tried that also : In MyItemizedOverlay class : @Override public boolean onTap(GeoPoint p, MapView mapView) { return super.onTap(p, mapView); } In MapsActivity class : GeoPoint point2 = null ; confirmationOverlay.onTap(point2, mapView) ; int latt = point.getLatitudeE6() ; int longt = point.getLongitudeE6(); final int endpointArray [] = {latt , longt}; if(some condition to show the alert dialog after tapping) { AlertDialog.Builder dialog = new AlertDialog.Builder(MapsActivity.this); dialog.setTitle("Confirmation"); dialog.setMessage("Confirm this location as end point ?"); dialog.setPositiveButton("Yes", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int arg1) { // TODO Auto-generated method stub Intent intent = new Intent(MapsActivity.this,GetDestination.class); intent.putExtra("geopoint" , endpointArray); startActivity(intent); } }); dialog.setNegativeButton("No", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int arg1) { } }); dialog.show(); } For the if statement what sort of condition I can use ? If I set it just like lat0 then the alertdialog appears without tapping on the map. I know this is very silly , but since I am new in both android & java , I hope you guys will consider it. Please help !

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  • How Service Component Architecture (SCA) Can Be Incorporated Into Existing Enterprise Systems

    After viewing Rob High’s presentation “The SOA Component Model” hosted on InfoQ.com, I can foresee how Service Component Architecture (SCA) can be incorporated in to an existing enterprise. According to IBM’s DeveloperWorks website, SCA is a set of conditions which outline a model for constructing applications/systems using a Service-Oriented Architecture (SOA). In addition, SCA builds on open standards such as Web services. In the future, I can easily see how some large IT shops could potently divide development teams or work groups up into Component/Data Object Groups, and Standard Development Groups. The Component/Data Object Group would only work on creating and maintaining components that are reused throughout the entire enterprise. The Standard Development Group would work on new and existing projects that incorporate the use of various components to accomplish various business tasks. In my opinion the incorporation of SCA in to any IT department will initially slow down the number of new features developed due to the time needed to create the new and loosely-coupled components. However once a company becomes more mature in its SCA process then the number of program features developed will greatly increase. I feel this is due to the fact that the loosely-coupled components needed in order to add the new features will already be built and ready to incorporate into any new development feature request. References: BEA Systems, Cape Clear Software, IBM, Interface21, IONA Technologies PLC, Oracle, Primeton Technologies Ltd, Progress Software, Red Hat Inc., Rogue Wave Software, SAP AG, Siebel Systems, Software AG, Sun Microsystems, Sybase, TIBCO Software Inc. (2006). Service Component Architecture. Retrieved 11 27, 2011, from DeveloperWorks: http://www.ibm.com/developerworks/library/specification/ws-sca/ High, R. (2007). The SOA Component Model. Retrieved 11 26, 2011, from InfoQ: http://www.infoq.com/presentations/rob-high-sca-sdo-soa-programming-model

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  • Tracking feature requests for small-scale components

    - by DXM
    I'm curious how other development teams (especially those that work in moderate to large development groups) track "future" features/wishlists for functionality for internally developed frameworks or components. I know the standard advice is that a development team should find one good tool for tracking bugs/features and use that for everything and I agree with that if the future requests are for the product itself. In my company we have an engineering department, which is broken up into multiple groups and within each there can be one to several agile teams. The bug tracking product we use has been "a leader since 1997" (their UI/usability seems to also be evaluated against that year even today) but my agile team or even group doesn't really control what is being used by the whole department. What we are looking to track is not necessarily product features but expansion/nice to have functionality for internal components that go into our product. So to name a few for example... framework/utility library on top of CppUnit which our developers share low-level IPC communications framework Common development SDK that myself and several other team leads started to help share some common code/tools at the department-wide level (this SDK is released as internal "product" to each of the groups). Is the standard practice to use the one bug tracking tool? Or would it make more sense to setup something more localized specifically for our needs and maintain it ourselves? It's also unclear how management will feel if developers start performing "IT" roles of maintaining software and servers. At the same time, right now, we use excel files, internal wiki and MS OneNote for this kind of stuff and that just doesn't feel right. (I'm afraid to ask for actual software recommendations, since that might make this question more localized or something. Also developers needs this way more than management, so it would be nice to find something either free or no more than the cost of a happy hour).

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  • How to include different resolution icons with Android App?

    - by Gerry
    The Android docs indicate that I should ship with different icons for different resolution phone screens. http://developer.android.com/guide/practices/screens_support.html#qualifiers res/drawable-ldpi/my_icon.png // icon image for low density res/drawable-mdpi/dpi/my_icon.png // icon for medium density res/drawable-hdpi/my_icon.png // icon image for high density This does not work when compiling with Eclipse for the Android. Does anyone has an example of a manifest file that works for multiple resolution icons? Thanks, Gerry

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