How many addProximityAlert can be handled simultaniously

by Alexandre » Wed, 29 Apr 2009 20:19:10 GMT


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 Hi ,

Anyone know how many addProximityAlert can be handled simultaniously
without loosing performance?

Thanks
Alexandre
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1. Exceptions in user libraries

Hi there,

I am developing for Android from Eclipse running on the Windows OS. As
I have multiple projects that share certain parts of code, I have made
said code into an Android library, and then reference said libraries
to the projects. I am doing this by using the 'Library' panel under
the 'Android' section (when you right click -> Properties on a
project). The library projects have 'Is Library' ticked, and the main
projects add the library projects.

In terms of being able to build and run, this appears to work. However
I have run into two problems, one more serious than the other:

1. When I make a change to the source for a library, when I ask
Eclipse to run/debug it doesn't pick up the change. I have to instead
refresh (F5) the main project - this appears to correctly pull in
dependencies (incidentally, I also have to do this if I make a change
to native code using the NDK and rebuild the resulting .so file). Is
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be taken into consideration when I debug run? I have got reasonably
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track of what source file you are editing, and forgetting it is one in
a library that means a refresh is required. It can result in wasted
debug sessions when you are running unexpected code!

2. My more serious problem is: when an unhandled exception is thrown
in library code, it doesn't tell me about the exception in an easy
way. For example, today I had an exception raised, and it reported to
me that it was coming from the GLThread.run method, from
GLSurfaceView.java - so I went through the various hoops for getting
the source code for Android onto my PC, so I could view
GLSurfaceView.java, and saw the exception was coming from
'guardedRun', which in turn was calling 'onDrawFrame', which in turn
called out to my native render + update function (using the NDK),
which in turn called back into my Java code to load some music, and
*that* code then went onto attempt to access an array with an invalid
index. None of this was shown in the callstack (only GLThread.run
appeared there), instead I had to make my own version of GLSurfaceView
that had some try/catch statements that caught the exception, and gave
me a callstack of where the problem lies by using e.printStackTrace().
Once I had the callstack, I was able to fix up the offending code. I
don't remember having this problem before I made my code into a
library - I thought previously exceptions were getting caught much
earlier on. I am simply not remembering correctly? Or is there some
limitation when using libraries? If I am not remembering correctly,
clearly I just need to wrap my Java code that is being called from my
native code with try/catch/print exception blocks so I can avoid this
problem again.

I look forward to your responses,

Steve

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