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    Tuesday, April 14, 2020

    Android Dev - Running my project on Nexus 5 API 27 but my application is not running on android studio 3.5. Min sdk version is 23 and target is 29. No stack overflow solution worked out. Help me out please

    Android Dev - Running my project on Nexus 5 API 27 but my application is not running on android studio 3.5. Min sdk version is 23 and target is 29. No stack overflow solution worked out. Help me out please


    Running my project on Nexus 5 API 27 but my application is not running on android studio 3.5. Min sdk version is 23 and target is 29. No stack overflow solution worked out. Help me out please

    Posted: 14 Apr 2020 07:10 AM PDT

    Modern User Storage on Android

    Posted: 14 Apr 2020 01:11 AM PDT

    I ��️ made these free responsive themes to help Android devs create websites for their mobile apps

    Posted: 13 Apr 2020 10:50 AM PDT

    I 🏗️ made these free responsive themes to help Android devs create websites for their mobile apps

    Hey,

    I'm an Android dev, but recently I started looking into web dev. I found some nice CSS framework, Tailwind, and I played with it, by creating these beautiful themes. I attached a video with all themes.

    You can download any theme for free, edit it and upload it on your server.

    I'm not sure if I'm allowed to post the website, but if you like them I can give you a link.

    Btw, If you want to create a website, but don't have a design tool to create your app preview I can help. Send me screenshot of your app and I will create a beautiful mock-up for Android or iOS.

    Let me know if you find them useful. Thanks!

    EDIT: They can be found here LPFMA - landing pages for mobile apps

    https://reddit.com/link/g0nw1d/video/2mh22dgngms41/player

    submitted by /u/dragosivanov
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    COVID 19 app will leverage Google Play infrastructure for broad implementation as it seems, supporting Android versions down to Marshmallow Android 6.0

    Posted: 13 Apr 2020 05:22 PM PDT

    1.3 million lines of code, for bumble + badoo, what?? Am I missing something?

    Posted: 14 Apr 2020 04:33 AM PDT

    Thanks to the team at bumble for doing this AMA, but when I read 1.3million lines of code, I couldnt help but this what in the world is needing all that the client is using?

    https://www.reddit.com/r/androiddev/comments/fsuwr2/ask_us_anything_were_the_bumble_android/

    Is this normal, from those who have been working in apps with this scale?
    Been working at a large startup/scale up and since we decided the backend/gateway will compute and the app is only rendering most things, I can't stop thinking of all these lines of code.
    Even assuming half, thats 700k for each app.

    submitted by /u/akshshr
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    I want following functionality in an Android fragment. Stuck on choosing between different views

    Posted: 14 Apr 2020 05:29 AM PDT

    I have created a fragment and two tabs (hence two other fragments) in it. I want following functionality from each tab. I have a list of items in the following way inside a tab fragment. A button will be present at end. (Outside below the two Tab fragment)

    CustomerName1 Phone_Number Amount Product_1 Quantity Number CheckBox Product_2 Quantity Number CheckBox Product_3 Quantity Number CheckBox CustomerName2 Phone_Number Amount Product_2 Quantity Number CheckBox Product_3 Quantity Number CheckBox CustomerName3 Phone_Number Amount Product_1 Quantity Number CheckBox 

    The functionality I'm searching for is

    1.) You can add as many customer as you want (I tried it with ListView)

    2.) There can be any number of products that a customer wants (Variable products length)

    3.) One clicking the checkbox and pressing the button below at the bottom, that product should be removed from list.

    4.) After the last product for a customer is removed, the customer entry should also be gone.

    I implemented each row of Customer-product combo using listView. Then for the products I created a linearLayout (I don't want products inside a specific customer to be scrollable) But I seem to have hit the dead end and feels like it's the wrong way to implement the functionality.

    submitted by /u/bejuzb0
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    Share .PDF is not working on android

    Posted: 14 Apr 2020 05:19 AM PDT

    Hello Every one. I'm trying to share a PDF file on android. The file are in assets and I have no idea but follow content provider example is not working. Works with text and maybe with image files but when is a .PDF I just received the message no data found. The code to know more about are here: GitHub code

    Anyone have a real example? Thanks for your advices

    submitted by /u/nicolaugalves
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    Emulator sound noise. Is anyone else experiencing this?

    Posted: 14 Apr 2020 05:16 AM PDT

    Recently, the audio (e.g., the voice from the Google Translate app, or a local MP3 file sound from Google Play Music) coming out from an AVD randomly has FM-radio-like noise. Is anyone else experiencing this?

    I am not sure about the exact condition, but if I start an AVD and play the voice in the Google Translate, the sound is noisy. If I keep pressing the voice button, the noise gradually gets reduced up to the level that I am not sure if there is a noise or not. Then, if I play mp3 in Play Music, there is no or minimal noise, too. If I do the same thing with Google Translate and Google Music reversed, the same thing happens. That is, Google Music has initially noisy, then I keep stop/play, the noise gradually disappears, and then if I start the voice in Google Translate, there is no or minimal noise.

    • Emulator version: 30.0.5-6306047
    • AVD: Google Play API 28,29,R
    • Sound hardware: On-board Realtek ALC887
    • OS: Windows 10 (1909)
    submitted by /u/evolution2015
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    Flowable (Fragment Navigator)

    Posted: 14 Apr 2020 08:04 AM PDT

    Flowable helps the interactions, which users navigate across any point where an event is being taking place from different parts of contents in the app. https://github.com/i-am-deoye/Flowable

    submitted by /u/i_am_deoye
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    RelativeLayout XML - How do I set the margin of an object from the right?

    Posted: 14 Apr 2020 08:00 AM PDT

    For example, I want to place a button 50dp from the right side of the app, how can I do so?

    submitted by /u/DeCoder656
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    I've got a question about Jetpack Fragment onViewCreated method

    Posted: 14 Apr 2020 07:37 AM PDT

    The onActivityCreated() method is now deprecated. Code touching the fragment's view should be done in onViewCreated() (which is called immediately before onActivityCreated()) and other initialization code should be in onCreate().

    This information written on Jetpack Fragment page. Does that mean that onViewCreated replaces only onActivityCreated method work or does it replace both onCreateView and onActivityCreated methods work?

    submitted by /u/Industrialman96
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    How to achieve effect like Twitter splash screen animation (from iOS Twitter version) in Android application?

    Posted: 14 Apr 2020 06:31 AM PDT

    Planets And Meteors | Dev Blog #01 | Google AdMob & Monetization

    Posted: 14 Apr 2020 02:42 AM PDT

    Planets And Meteors | Dev Blog #01 | Google AdMob & Monetization

    https://preview.redd.it/e0oi7xgy7rs41.png?width=1024&format=png&auto=webp&s=55faa8948f6780e5f72592dcfdefd73d3bf2c958

    Disclaimer: Please remove if android games made with Unity are not considered android development

    Hello fellow developers,

    This is going to be my first Dev Blog-ish type of post on my own android indie game. Since the game is already on its production channel in Google Play, I'll save you from the basics of unity which I would assume most of you are bored of already (Please let me know if any of you would like to see some more coding-oriented tutorial style posts, I think I know my way around a few topics to cover).

    If you want to try out my creation, here is the link.

    So far I have been relaying on Unity Ads as my ad network (have been using it for a previous game which has not been a big success but rather a way to learn) and have decided to swap it with AdMob as it looks like it provides better eCPMs. The decission was taken after analyzing the Unity dashboard and observing that it requires up to 5K impressions only to calculate your avg. stats. It was rather strange to discover that my new game (which has been already making more impressions than the previous, around 3-400 of them) was lacking any revenue data. So, after analyzing the dashboard and reading up different articles on the web, I have discovered that Unity Ads network is not among the favorites of advertisers so to say.

    Another interesting thing about AdMob (which might push you towards implementing their plugin in your game) is that it provides the so called ANO(Ad Network Optimization) mediation tool. For those of you that do not know what an ad network mediation platform/tool is I'll try to provide my two cents on the overall concept.

    Ad mediation networks

    An ad mediation network (or tool in the case of AdMob) is a unified dashboard that allows the developer to include multiple ad networks into their app through a single API. The main advantage of this approach is that you will sell you advertising space to the highest bidder (among the platforms you registered in your mediation tool) therefore increasing your revenue. Also, keep in mind that everything is done through a single API (you are required to write less code).

    As you might have guessed already, in AdMob this tool is integrated as one of the tabs of the dashboard. There you can add other networks to the bidding list (including Unity Ads) and allow the platform to select the most profitable offer when an instance of your game requests ads.

    AdMob Implementation

    As far as implementing the newly chosen ad network goes, the tutorial available here is fairly straight forward. My two cents on this are the following:

    1. Mind special symbols like "&".
      1. The root folder for my project was named "Planets & Meteors". The Google Play Services resolver module in the AdMob package needed to link some dependencies. But as easy as this sounds I spent 2 hours on debuggers and on Google only to figure out it was failing because symbols such as "&" in folder names were not supported by this package. After renaming and relocalising the project in UnityHub everything worked as expected.
    2. Use the copy button for your APP ID key.
      1. Being a developer meant that I thought I was smarter than the platform I wanted to use. Therefore when copying my ID (to be used in linking the project in unity) I just selected it and attempted to copy with the shortcut. I ended up adding one more space which costed another half an hour of builds and failures. This was because in the Unity Editor, I received no errors in regard to my mistake, however, launching the app on my phone immediately crashed it every single time. Needless to say that once I realized it, everything went smooth.
    3. AdMob is rather counter-intuitive event-wise.
      1. After working with the simplistic API in the Unity Ads network I came to the conclusion that even though AdMob is very easy as well, it ads some extra steps. This is because it makes it a requriement to handle the load of ads as well as the display of ads (As opposed with Unity where you can just go ahead and display, the API will handle the rest). You firstly need to add some event listeners (I chose to only go with the "OnAdLoaded" and "OnAdRewarded" ones for testing). Then, if you look at the last line it calls "LoadAd", which does not display anything (as you might expect). In order to actually show the ad in the same go, you have to place your "Show" call within the callback for OnAdLoaded (as you can see in the second method). Then, of course there is another callback for the reward of the ad, but that's out of the scope. This all is fairly easy to understand, but it still makes for the worse experience in my opinion, just a matter of details.

    public void ShowRewardedAd(Action rewardCallback) { this.rewardBasedVideo = RewardBasedVideoAd.Instance; // Called when an ad request has successfully loaded. rewardBasedVideo.OnAdLoaded += HandleRewardBasedVideoLoaded; // Called when the user should be rewarded for watching a video. rewardBasedVideo.OnAdRewarded += HandleRewardBasedVideoRewarded; // Clean delegate and add reward callback OnReward = delegate { }; OnReward += rewardCallback; AdRequest request = new AdRequest.Builder().Build(); this.rewardBasedVideo.LoadAd(request, Rewarded_ID); } public void HandleRewardBasedVideoLoaded(object sender, EventArgs args) { if (rewardBasedVideo.IsLoaded()) { rewardBasedVideo.Show(); } } 

    Advertising model

    Most indie games (perhaps larger studios can afford to make so much content that ads are not necessary anymore, such a title would be Vainglory) rely on two things to make up their revenue on the market, Ads and IAP (in-app purchases). The problem with this is that one misplaced ad will drive your user away.

    So far, Planets And Meteors has been using the following model (both in terms of advertising and in-app goods).

    1. Skippable video ads (at the end of a level, with a chance of 20%).
    2. Rewarded video ads (non-skippable).
      1. In the main menu, a user can watch an ad for 100 coins (in-game currency used to buy characters -> the planets). They can do so whenever they desire.
      2. At the end of each level (if no ad was shown) they can double their winnings (in-game currency) by watching a rewarded video ad.
    3. Purchasable VIP status (gives 10x currency winnings and power-ups + removes all skippable ads)
      1. This one is offered as a weekly subscription, 1.49 USD/ Week with 3 days free trial.
    4. Purchasable No-Ads (Removes all skippable ads)
      1. One-time payment, non-consumable, 2.49 USD

    Take-aways for monetization

    After reading through posts on Unity Ads and AdMob as well as revenue models for games on all the different platforms I could find, I went back to the drawing board with a few take-aways:

    • Users don't like pop-up ads (not surprising).
    • Rewarded ads should be worth it. (sometimes doubling 100 coins or gaining 100 coins from a 30 seconds ad does not feel like enough)

    The new model

    Since no user has purchased any of the in-game items I sell so far (not that I complain of it, I have just reached 200 downloads through my Google Ads campaign on a game that's about two weeks old on the store) I am going to change the model quite a bit hopefully for the good of the game.

    The main changes that I have on track to release this week (probably by Sunday) are:

    • No more ads poping up out of nowhere
    • Rewarded ads will receive the following updates:
      • maximum 5 per day per user
      • Instead of coins they will enable a booster for your winnings (x2 -> x3 -> x4 -> x5) that increments each time you watch an ad and can reach as far as x5 times your tipical winnings. This effect is of course stackable and lasts for 24 hours (if you have x2 and watch an ad before the 24 hours run out, you will get x3 and the timer will reset)
      • This new feature will be available via the main screen of the game. A label will let you know what your current multiplier is as well as how much time there is left to grab those coins.
    • These new rewarded ads will only be provided via AdMob for now.
    • VIP will still be available at a reduced price of 0.49 per week with the same 3-days trial.
    • If anyone purchases No-Ads this week, they will be rewarded with a hefty 20K coins.
    • A new in-game item will be added. Users will be able to purchase 7500 coins for just 0.89 USD.

    In conclusion

    As always, changes in any kind of business model don't come without their costs. Therefore, since content will be much more easily accessible to users, I will be monthly adding 3 new planets to unlock. Currently the cost model for unlocking planets is rather challenging but it will not change for now as this update will ballance it out with more ways to earn your coins. So, if you decide to try out this game, stay tuned for this weekend's update as well as the one at the end of the month.

    Thanks for reaching the end of my long article, I hope you learnt something from my experiences. I wish you a great day and stay safe :)

    submitted by /u/luci_crossfire
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    Getting started with Android Dev?

    Posted: 14 Apr 2020 03:38 AM PDT

    Coming from Web Dev, where my stack lies PHP / NodeJS, would like to transition to Android Dev. Is there any resources to get started? Such as tools, popular instructors, etc...? And what are some gotchas that rookies make, when their making transition?

    submitted by /u/unknownnature
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    Current App Store Review Times

    Posted: 13 Apr 2020 11:25 PM PDT

    Is anyone else seeing long app store review times?

    I've had a new app that has been "pending publication" for 6 days.

    I know the notice on the play console says it could be more than 7 days but my existing app publishes updates within a few hours - and I am only trying to publish to the internal track.

    I'd like to know if anyone has published anything new recently and how long it took to go through.
    What happens if it fails? Do I get an email? Does the page update? Do I need to contact support?

    submitted by /u/Gegenki
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    Is there any tutorial for broadcast receivers to control music in the app?

    Posted: 14 Apr 2020 03:10 AM PDT

    I'm building an audio streaming project in Android using Kotlin and firebase as a backend. I'm looking forward to blogs or tutorials to implement audio controlling in the notification. Kindly suggest me some articles about services & broadcast receivers for music streaming & controlling. Thanks in advice.

    submitted by /u/SpikeySanju
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    How I check if record exists on database list view before added?

    Posted: 14 Apr 2020 02:53 AM PDT

    How I check before add on database if record exists on database? And popup a message to user if record is on database?

    When click button to put data on database :

    btn_ok_add.setOnClickListener(new View.OnClickListener() {
    u/Override
    public void onClick(View v) {

    EditText region = (EditText) popup.findViewById(R.id.field_region);
    EditText code = (EditText) popup.findViewById(R.id.field_connected_code);
    SQLiteDatabase database = context.pdfDatabaseManager.getWritableDatabase();
    ContentValues newValues = new ContentValues();
    }
    newValues.put(PDFDatabaseManager.KEY_REGION, region.getText().toString());
    newValues.put(PDFDatabaseManager.KEY_CODE, code.getText().toString());
    long found = database.insert(PDFDatabaseManager.DATABASE_REGION_TABLE, null, newValues);
    database.close();
    a.dismiss();
    Toast.makeText(context, "insert correct!", Toast.LENGTH_SHORT).show();
    }

    on database class :

    final String QUERY_CREATE_REGION_DATABASE = "CREATE TABLE " +
    DATABASE_REGION_TABLE + " (" +
    COLUMN_ID_REGIONS + " INTEGER PRIMARY KEY AUTOINCREMENT, " +
    KEY_REGION + " TEXT NOT NULL, " +
    KEY_CODE + " TEXT NOT NULL, " + " BIT Default 0 NOT NULL"+
    ");";

    submitted by /u/Thomas_boz
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    Where should I put my images in android project ?

    Posted: 14 Apr 2020 02:40 AM PDT

    I have a project, having just few images in it, not that match, tehy are also dynamic, I am new to Android, Now I am just playing around and I see that there is a file in res folder having images, ( android logo images ) and I am thinking of putting images there and use them with code, but heard that there is a folder called assets ( sounds like web dev - assets folder is where we put images and fonts etc .. ) ..

    So should I create an assets folder and there I put my images ? if so where to create and how to get images from there ?

    If no, I put them in res/mipmap folder and get them ? is that it ?

    Any help or information or even indication would be much appreciated.

    submitted by /u/BelongToMeFap
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    How to go about making an image gallery in an Android App?

    Posted: 13 Apr 2020 10:05 PM PDT

    So I'm developing a Native android app and one Activity in the app contains various images (loaded from my backend) in a recycler view. What I want to do is implement an image gallery as follows:

    -Allow the user to click on any image in the recycler view. Once it is clicked the image should be displayed in fullscreen

    -The user should be able to swipe between the various images (when they are in full screen)..

    I've tried many approaches but all of them seem to be incompatible with my existing codebase (that is using a recycler view and the relevant recycler view adapter to load the images )... Does anyone have any idea about how I should go about this?

    submitted by /u/NotesOff
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    Animations using Lottie in Android!

    Posted: 13 Apr 2020 01:20 PM PDT

    How to make an view indicator?

    Posted: 14 Apr 2020 01:14 AM PDT

    Hi. I wanna make an indicator but have no idea how to do. I want something like this:

    When you get a notification from facebook or reddit and tab the notification, Then the one comment thet you get noification for shines or glows(dont know the correct word) for like two seconds between several other comments. I want to achive same thing? How can I do that.

    I need to do that in recyclerview.

    submitted by /u/dedemlililer
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    IntelliJ Plugin Development Tutorial Series!

    Posted: 13 Apr 2020 09:21 PM PDT

    Code expressivity++ with operator overloading

    Posted: 14 Apr 2020 12:02 AM PDT

    I'm a doctor looking for someone to help me develop a medical app

    Posted: 14 Apr 2020 04:35 AM PDT

    It's for a medical neccessity aimed at doctors. Send me a PM if you're interested :)

    submitted by /u/goingupanddown
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