Attach Email

by Lesjaw Ardi » Sat, 12 Dec 2009 00:24:20 GMT


Sponsored Links
 Buat yg trouble attach email, di market ada app attachemail, bisa attach
file apapun..kompatibel dgn gmail..

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Attach Email

by widi dream » Sat, 12 Dec 2009 04:52:22 GMT


 thnx boss,
daku sudah ke solved problem attach ke email dengan OIFilemanager.
thnx anyway.

salam -widi-




Buat yg trouble attach email, di market ada app attachemail, bisa attach
file apapun..kompatibel dgn gmail..

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Sponsored Links


Attach Email

by Lesjaw Ardi » Sat, 12 Dec 2009 20:00:53 GMT


 MantafS...
Kadang butuh buat ngirim file apk yak...hehehehe





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Other Threads

1. Buat setan bola :-)

Mantaaabs :)

Working from my Nexus One
Powered by Telkomsel 3.5G




Walaupun saya ngga ngerti dan ngga demen bola,
Tapi mungkin ini cocok sama penggila bola yg bentar lagi  bakal rame fifa
worldcup 2010 south africa.
Bisa diunduh di pasar (market) dengan judul 2010 worldcup.
Berisi jadwal yg otomatis disesuaikan dengan timezone kita, jadi cocok buat
yg mau nonton di televisi.
Lengkap dengan hasil pertandingan dan komentar.
Enjoy

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"Indonesian Android Community [id-android]"

2. Vertex Array/Vertex Buffer Objects driver bug on Droid

Hi,

just wanted to drop by to tell you about a nice little bug i just
encountered on my droid. Here's some sample code:

        @Override
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        {
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                gl.glViewport( 0, 0, app.getGraphics().getWidth(),
app.getGraphics().getHeight() );
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                gl.glBindBuffer( GL11.GL_ARRAY_BUFFER, vboHandle );
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                gl.glEnableClientState( GL11.GL_COLOR_ARRAY );
                gl.glVertexPointer( 3, GL11.GL_FLOAT, 6 * 4, 0 );
                gl.glColorPointer( 3, GL11.GL_FLOAT, 6 * 4, 3 * 4 );
                gl.glDrawArrays( GL11.GL_TRIANGLES, 0, 3 );
        }

        @Override
        public void setup(Application app)
        {
                ByteBuffer buffer = ByteBuffer.allocateDirect( 3 * 6 * 4 );
                buffer.order(ByteOrder.nativeOrder());
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                vertices.put( new float[] {
                                        -0.5f, -0.5f, 0, 1, 0, 0,
                                         0.5f, -0.5f, 0, 0, 1, 0,
                                         0.0f,  0.5f, 0, 0, 0, 1,
                });
                vertices.flip();

                GL11 gl = app.getGraphics().getGL11();
                int[] handle = new int[1];
                gl.glGenBuffers( 1, handle, 0 );
                vboHandle = handle[0];
                gl.glBindBuffer( GL11.GL_ARRAY_BUFFER, vboHandle );
                gl.glBufferData( GL11.GL_ARRAY_BUFFER, 3 * 6 * 4, vertices,
GL11.GL_STATIC_DRAW );
                gl.glBindBuffer( GL11.GL_ARRAY_BUFFER, 0 );
        }

In the setup method i create a FloatBuffer holding three vertices,
each having 3 coordinates (x,y,z) and 3 color components (r,g,b). Next
i generate a vertex buffer object to store the vertex data in. As you
can see the vertex data is interleaved, so everything goes into a
single VBO.

In the render method i set the viewport and clear the screen first.
Next i bind the VBO and set the vertex and color pointer to start at
the correct positions in the interleaved vertex data in the VBO. This
code works perfectly fine on the desktop.

On my Droid it crashes horribly in glDrawArrays with  a segfault. I
triple-checked everything i did with the OpenGL ES specs and i came to
the conclusion that i'm not doing anything wrong (also, as i said it
works on the desktop). By accident i changed the number of color
components from 3 to 4 (r,g,b,a) and finally it worked.

This seems like a bug in the Motorola Droid PowerVR drivers. Can
anyone confirm this?

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