Bad (FALSE) Rating 鈥?What re course does a developer have?

by Al Sutton » Sat, 07 Mar 2009 15:23:43 GMT

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 Short answer : Nothing.

I believe the idea behind market is that by using the average rating the 
erroneous bad reviews will be filtered out by the weight of good reviews.



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Bad (FALSE) Rating 鈥?What re course does a developer have?

by Beth Koenig » Sat, 07 Mar 2009 16:51:02 GMT

 As eBay store sellers we had the same problem. There are going to be
jerks out there. I am told that this happens in retail stores also,
the big difference is that online the world can see. Just keep trying,
hopefully they adopt a system that allows you to respond on feedback
so people get the whole story.

Beth Koenig
Director of Deaf Blind Services
Orange County Deaf Advocacy Center
2960 Main Street A100
Irvine, CA 92614 
Health, safety, and productivity are the cornerstones of independence.
At the Orange County Deaf Advocacy Center we provide the training and
services necessary for the deaf and disabled to achieve equality and
independence in all areas of life.


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Other Threads

1. How is your app selling on the Amazon Appstore?

Mine started out very slow, but has picked up some steam lately.  It's
still too few downloads to establish a pattern, but it's something for
nothing, so I can't complain.

How is your experience?


2. why can't draw text with OpenGL!!!

Nothing can see with following code which come from

    public void drawTag() {
        Bitmap bg = Bitmap.createBitmap(256, 256, Bitmap.Config.ARGB_4444);

        Canvas canvas = new Canvas(bg);

        Drawable drawable =

     // Draw the text
        Paint textPaint = new Paint();
        textPaint.setARGB(0xff, 0x00, 0x00, 0x00);
        // draw the text centered
        canvas.drawText("Hello World", 16,112, textPaint);

        int[] textures = new int[1];
        GL11 gl = mGL;
        //Generate one texture pointer...
        gl.glGenTextures(1, textures, 0);
        //...and bind it to our array
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

        //Create Nearest Filtered Texture

        //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,

        //Use the Android GLUtils to specify a two-dimensional texture
image from our bitmap
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bg, 0);

        //Clean up


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