Adwhirl Layout issue - android

I am currently using admob for a couple of my apps. This seems to work well, except the fill rates can get down to as low as 78%. So I decided to signup for AdWhirl.
So, I followed the instructions, what they are, on the setup instructions page for AdWhirl, but can not get anything to work. I either wind up with code that throws no errors and does not work, or if I add <AdWhirlLayout> to my xml the app will not run at all.
Can someone please explain to me what I need to do to get this working?
It appears there are some steps that are assumed and not explained.

I found this very helpful in getting AdWhirl up and running. The emulator is still very fickle in displaying the adds... watch the LogCat to try and decipher what is happening with AdWhirl, but first go to this link and follow instructions.
https://stackoverflow.com/questions/4898838/howto-implement-adwhirl-in-an-android-project
Oh, and it takes some time before the ads actually display (for me I had to wait overnight after implementing) for my key to work and serve up ads.

Related

AdMob works when I use test ID's but doesn't show ads when i use real ones

I've looked everywhere and tried waiting, its been 3 days but still nothing, I also tried updating my payment details but it says i can only do that when I reach the threshold.
Thank you in advance

Android chart library that's able to generate a PNG without showing the chart before that

Let's start with why do I want to do that:
The project my company's currently working in, involves the possibility to have one of our client's employee to go to the end of the world, with absolutely no way of having a connection to a mobile network, taking a portable printer with him, and print a report from his tablet. We currently have a working report already being printed this way, but they added a little detail that caused lots of trouble, which is the reason I'm here, I need to put 3 charts at the end of a Jasper report.
In a web application that would be extremely easy, since Jasper itself offer this functionallity, but since it's a mobile project, we tried using PDFReporter. This API generates a PDF from a .jrxml file, but it doesn't support every single feature from Jasper, and charts are one of them. Searching the web I've found that we could export a chart to a PNG and then add it to the report, which would work with PDFReporter.
Starting today by 8am I've spent my day searching and testing different chart-generating APIs, just to discover that, so far, 100% of the android APIs are meant to generate a chart directly on a view you specified on your activity, but that doesn't work for me at all.
I've also tested a few Java APIs, but got an issue there too, since most of them use java.awt resources to manipulate images, and that package is not included in android's SDK, nor is it supported (discovered that by adding JFreeChart to my project, which made my build take about 15 minutes and in the end fail with an OOM error).
So what I need help with is: is there an API I can use directly on a mobile project, with no connection whatsoever, that generates a pie chart as a PNG without having to render it on a view and just then fetching the Image?
I'd just like to make it clear that I'm NOT 100% sure about most of the things I've said above, except for the limitations of PDFReporter, those are confirmed, so please, any kind of help will be GREATLY appreciated, even a little "that's not how it works" will help.
Thanks in advance if you at least took your time reading it :)
I am not sure why you say "... generate a chart directly on a view you specified on your activity, but that doesn't work for me at all". Everything you see of your Android app is in some View anyway (in your case it would probably be an ImageView).
Do you just want to generate the chart as a PNG in memory and store it or manipulate it further? In that case, you could first generate it in a hidden ImageView using the API of your choice, then extract it using ImageView.getDrawable() for example. Assuming the API has no problem with the view being hidden. Maybe this helps

How to do a Google Image Search in an android app

I'm developing an Android app that will do a Google Image Search and return the images to the user in a list. I've looked around on StackOverflow and have run into some problems. First off, I'm a total newbie programmer with only 4 months' worth of programming experience, so I appreciate you guys being patient with me.
I looked through Google Image Search API and I know it's being depreciated and will get shut down someday. Because of this, I don't want to use it. After extensive research on the topic, I don't want to use Bing or another image search service, and I don't want to do a "reverse image search. I just want to use a simple image search via string. I've used this app (https://github.com/tonytamsf/Android-Image-Search) to look at the code, but in all honesty, it's just not helping and it's confusing me more on how to exactly search for an image on Google. Plus, the app won't compile in Eclipse :(
I've also looked around at Google Developer APIs, and I'm not sure if I need to turn on an API key for myself? Still, a bit confused about that. I thought I needed to do a custom search engine, but just by looking at that, I don't think it's exactly what I'm looking for.
Can anyone point me to some resources for this? I would really appreciate it. Thank you!
Just a heads up, but what you're asking is pretty challenging and it sounds like you're just getting started. Here's what I can suggest though:
To get that demo code working in eclipse, I had to right-click the project, click properties, click Android, then check the box for the version of android installed. (I had android 19 installed, and the code was expecting 16, so it was giving up. Tell it to use what you have, which probably is 19). This worked for me after using the git plugin in eclipse to import the project. If you are importing a different way, you may have different issues. * Using git and importing the project is a good skill to have, so if that's unfamiliar territory, take the time to look at that.
Ok, that's the end of what I am sure of. The rest is an educated guess, but I'm sure others can correct me.
Next, if tinkering with that project isn't enough, getting real google image search working will take several skills, especially since the old API is gone. In total you'll need to know:
Java
Android programming
google cloud services
google custom search API
REST
some other libraries to glue the custom search to your app
It's a big chunk there. Currently, it seems the only way to use google's image search is to run a google app engine (you basically set up an online account for google to run a server for you. It does computation and sends messages back and forth for you. You only get a little bit for free each day and then if you want more you have to pay. This is one-way Google earns money. It's not something they let you run on your own computer anymore.). Then you make your android app talk to that server using your new login ID, and the server will take the search term and send back the answers to your android app.
You can get the app engine running and use it in chrome without dealing with android to save yourself time, then add the android part later in the future. Good luck!

Implementing ads with both Marmalade and Cocos2d-x

I've been working for a month and a bit on a game, using cocos2d-x on the marmalade platform. Finding information about on the internet has been a frustrating experience due to its rarity, but that issue is amplified tenfold when cocos2d-x is thrown in the mix -- few people seem to use the combination, or at least ask and answer questions about it. But I digress. Currently I'm working on getting the Android side working before dealing with iOS.
I want to get ads into my game. I have found sdks for marmalade and for cocos2dx, but not both at the same time. This raises issues.
IwGameAds: iw2D and iwgl don't play nicely because they change both change gl states. Cocos2d-x uses gl. The solution to that problem is to wrap iw2D with save and restore, as mentioned here, but iwgameads requires this to be placed in the main loop:
// Update the ads view
IW_GAME_ADS_VIEW->Update(1.0f);
// draw the ads view
IW_GAME_ADS_VIEW->Draw();
The problem here being that the cocos2d-x main loop implementation is hidden to me. I could hook in the update easily enough, but the draw is more difficult -- where do I put it? Do I override my game layer's draw(), call super and do the gl state saving stuff before calling iwgamead's draw?
RevMob: neither revmob sdk (marmalade or cocos2d-x) allows for banner positioning (the default banner stretches to take up 1/4 of a landscape screen) or callbacks. I managed to get banners and fullscreens showing using their marmalade sdk easily, but the game continues to run behind the full-screen interstitial whenever it deigns to appear after being called... which often results in cocos2d-x crashing.
Their cocos2d-x sdk is much harder to integrate with marmalade and I've been unable to progress past "jni.h not found" errors. I presume that if I got that working the crash/running in background would resolve itself, but I'd be left with the more-than-problematic design flaws.
InMobi: marmalade's s3eInMobiAds subproject is nice and all, but won't allow me to test anything without a published app. This one is more promising than RevMob because banner positioning and event callbacks appear to be possible, but due to marmalade and cocos2d-x's gl conflicts, this might turn out to be just as bad a solution as iwgameads. I've emailed them about the possibility of being able to test+integrate during my app's development.
s3eFlurryAppSpot: The test project supplied with marmalade works (there's a bug where the first ad doesn't display), but I guess it doesn't play nicely with cocos2d-x as nothing displays despite the logs saying otherwise. Full-screen ads work, but appear to be portrait only.
As with revmob, these don't pause the game, but there are at least callbacks to fully control the flow of things.
AdMob and others: other ad providers I've found for cocos2d-x tap into the underlying java. It increasingly seems to me that this might be the direction I need to go in to implement ads. However I can find scant resources on how to do this sort of thing or even if it's possible under marmalade.
Has anybody had success with ads using marmalade+cocos2d-x and could point me in the right direction?
Sohan from the InMobi team here.
I really can't speak for the other ad networks, but you asked if you could "...test+integrate during my app's development."
To parapshrase President Obama, Yes you can!
The diagnostics mode can be used to test the InMobi integration before the App release. You will need to enter a device ID to see the test ads. Check this link

j2memaprouteprovider project is not working, gives me a force close

There was a question about drawing lines in google maps and one of the solutions suggested is a complete project which is found on the following link.
http://code.google.com/p/j2memaprouteprovider/source/browse/#svn%2Ftrunk%2FJ2MEMapRouteAndroidEx%2Fsrc%2Forg%2Fci%2Fgeo%2Froute%253Fstate%253Dclosed
I just downloaded this application and it is not working. The whole thing, It gives me a force close.
I expected it to work without changes, as it was posted in above link. What possible things I could do in order to let it work?
Also, I didn't get the idea of the URL, I mean parsing?

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