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      <title>ODK (OUYA Developer Kit) - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 05:07:34 +0000</pubDate>
         <description>ODK (OUYA Developer Kit) - OUYA Developer Forums</description>
   <language>en-CA</language>
   <atom:link href="http://forums.ouya.tv/categories/odk/p13/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>14ms glClear?!?</title>
      <link>http://forums.ouya.tv/discussion/491/14ms-glclear</link>
      <pubDate>Mon, 21 Jan 2013 23:20:11 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>jbanes</dc:creator>
      <guid isPermaLink="false">491@/discussions</guid>
      <description><![CDATA[During development, I've run into something rather odd that I was hoping someone here might be able to explain.<div><br /></div><div>It appears that, per frame, the first draw command to the GL context - be it a 1px poly, a glClear() call, or a simple texture draw - appear to take a minimum of 14ms. All other rendering must wait upon that first call completing whatever it's doing. The target resolution does not appear to affect this result.&nbsp;</div><div><br /></div><div>Note that I am timing entirely inside the onDrawFrame() method, so it should not be affected by the buffer copy. Here's the snippet I use:</div><div><br /></div><div>&nbsp; &nbsp; int total;</div><div>&nbsp; &nbsp; int count;</div><div><br /></div><div><div>&nbsp; &nbsp; public void onDrawFrame(GL10 gl)</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; long start = System.currentTimeMillis();</div><div><br /></div><div>&nbsp; &nbsp; &nbsp; &nbsp;&nbsp;GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT );</div><div><br /></div><div>&nbsp; &nbsp; &nbsp; &nbsp; total += (System.currentTimeMillis() - start);</div><div>&nbsp; &nbsp; &nbsp; &nbsp; count++;</div><div><br /></div><div>&nbsp; &nbsp; &nbsp; &nbsp; if(count &gt;= 100)</div><div>&nbsp; &nbsp; &nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; System.out.println((total/count)+"ms");</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; total = 0;</div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; count = 0;</div><div>&nbsp; &nbsp; &nbsp; &nbsp; }<br /><div>&nbsp; &nbsp; }</div></div><div><br /></div><div>If I do <i>anything</i> other than a GL operation (e.g. ALL the in-game logic), the system runs sub-millisecond and can't even be measured.&nbsp;</div><div><br /></div><div>Even more interesting is that it appears that GLSurfaceView is automatically clearing the buffer. I dropped the glClear() to see what difference I'd get and expected to see overdraw. I did not see any overdraw. Not even my favorite, "oh, this is the buffer from two frames ago". The screen is quite obviously being cleared. (The only thing I left running was the warp stars. There was no background texture.)</div><div><br /></div><div>This issue is rather frustrating since only 2ms are left to render the rest of the frame. This leads to late or dropped frames, which is the opposite of what I want to see.&nbsp;</div><div><br /></div><div>This leads me to my questions for you, my fellow developers:</div><div><ol><li>Has anyone else seen this and/or know what it is?</li><li>Is it possibly an issue with the GLSurfaceView design? Should I be eliminating the GLSurfaceView panel from my design and create the GL context myself?</li><li>Is it possible that this is a problem with the Mali-400 GPU and isn't exhibited by the Tegra 3?</li></ol><div>My setup is as follows:</div></div><div><ul><li>Using the GLES20 context (OpenGL ES 2.0)</li><li>Developing on an MK808 (Dual core Rockchip Cortex A9 w/Mali-400 Quad Core GPU)</li><li>720p display that can accept a 1080p signal (tried both)</li></ul><div>Your help is most appreciated!</div></div>]]></description>
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   <item>
      <title>BatteryTech SDK / Engine Support</title>
      <link>http://forums.ouya.tv/discussion/592/batterytech-sdk-engine-support</link>
      <pubDate>Sat, 26 Jan 2013 04:52:32 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>rbgrn</dc:creator>
      <guid isPermaLink="false">592@/discussions</guid>
      <description><![CDATA[Hi All,<div><br /></div><div>For those of you running BatteryTech SDK or BatteryTech Engine, we have just finished testing the engine on Ouya and have posted Ouya controller support code in the support forums. &nbsp;It's a simple drop-in code support in your Activity. &nbsp;Thanks to Ouya for making it fairly easy. &nbsp;We're officially supporting Ouya and will be also producing more standardized controller APIs as soon as we've settled on the design.</div><div><br /></div><div>BTW things are running great on the Ouya dev kit so far and we're excited to be updating our existing games and launching with good controller support.</div><div><br /></div><div>For the most part, we just need to add a selection state onto our buttons and set up a focus chain so it's easy to move up/down/left/right on menu options and press them. &nbsp;We assume most others will have to do about the same, but if you get tripped up, let us know and we can see about helping you out.</div><div><br /></div><div>Thanks everyone</div><div><br /></div>]]></description>
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   <item>
      <title>Audio Problems on the OUYA</title>
      <link>http://forums.ouya.tv/discussion/310/audio-problems-on-the-ouya</link>
      <pubDate>Thu, 10 Jan 2013 20:56:56 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>frima45</dc:creator>
      <guid isPermaLink="false">310@/discussions</guid>
      <description><![CDATA[The audio isn't working on my OUYA:&nbsp;<div><ul><li>Build Number: 1.0.14_r1</li><li>Hardware Version: OUYA</li><li>Sortware Version: 0.0.5</li></ul></div><div><br /></div><div>When in-games and in the OUYA menus, I get this output log message in logcat :&nbsp;</div><div><br /></div><div><i><b>cannot open pcm: cannot open device '/dev/snd/pcmC0D3p' : No such device</b></i></div><div><i><b>[ 01-10 20:44L37.513 112: 333 E/nvaudio_hw ]</b></i></div><div><i><b>Stream is not in active stream list</b></i></div><div><br /></div><div>I'm I missing something? Is this normal for now?&nbsp;</div>]]></description>
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   <item>
      <title>OUYA Buttons Image</title>
      <link>http://forums.ouya.tv/discussion/41/ouya-buttons-image</link>
      <pubDate>Fri, 28 Dec 2012 20:26:36 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>hypercanestudios</dc:creator>
      <guid isPermaLink="false">41@/discussions</guid>
      <description><![CDATA[In an early version of the interface guidlines, I snabbed the OUYA button images.  Unfortunately the image wasn't in a great format to use for in-game stuff.<br /><br />Is there any chance we could get this image with transparency and packed for use as a texture atlas?  Or separate images so we can do the packing ourselves.]]></description>
   </item>
   <item>
      <title>Gameloop on Android with OpenGLES</title>
      <link>http://forums.ouya.tv/discussion/486/gameloop-on-android-with-opengles</link>
      <pubDate>Mon, 21 Jan 2013 13:37:52 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Wilds</dc:creator>
      <guid isPermaLink="false">486@/discussions</guid>
      <description><![CDATA[Standard we have the main thread which handles the UI and user input and if using OpenGLES we have the GLSurfaceView with it's renderer which resides in another thread.<div><br /></div><div>I was wonderin how people are managing their logic, do you use the renderer thread for logic and drawing or do you create another thread on android for the logic?</div><div>And if you have 3 threads how do you keep logic and drawing synchronized?<br /><div><br /></div><div><br /></div></div>]]></description>
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   <item>
      <title>No DPAD Events</title>
      <link>http://forums.ouya.tv/discussion/506/no-dpad-events</link>
      <pubDate>Tue, 22 Jan 2013 19:18:00 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>tacograveyard</dc:creator>
      <guid isPermaLink="false">506@/discussions</guid>
      <description><![CDATA[I can access key down events for O, U, Y, A, but none of the dpad directions.<div><br /></div><div>From what I read, I should be checking with:</div><div>
<p>OuyaController c = OuyaController.getControllerByDeviceId(event.getDeviceId());</p><p>c.getButton(OuyaController.BUTTON_DPAD_UP)</p><p>But this is never returning true. I reviewed the documentation here:&nbsp;<a href="https://github.com/ouya/docs/blob/master/controllers.md" target="_blank" rel="nofollow">https://github.com/ouya/docs/blob/master/controllers.md</a> but didn't see anything. I don't know what I am missing. Any suggestions?</p></div>]]></description>
   </item>
   <item>
      <title>start button functionality</title>
      <link>http://forums.ouya.tv/discussion/473/start-button-functionality</link>
      <pubDate>Sun, 20 Jan 2013 18:30:33 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>theaceofthespade</dc:creator>
      <guid isPermaLink="false">473@/discussions</guid>
      <description><![CDATA[Last I heard tapping the home button was going to act as a start button via an event handler. &nbsp;Any word on when this will be happening? &nbsp;Or has it already?]]></description>
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   <item>
      <title>Should I start with Emulator or on my Nexus 7</title>
      <link>http://forums.ouya.tv/discussion/453/should-i-start-with-emulator-or-on-my-nexus-7</link>
      <pubDate>Sat, 19 Jan 2013 17:38:26 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>barrand</dc:creator>
      <guid isPermaLink="false">453@/discussions</guid>
      <description><![CDATA[I'm about to start working on my game, (I don't have the dev console) and before digging too deep into it, I'm wondering if I should be testing on my emulator, or on my Nexus 7? Which will give me less headaches and be more like the real console?<div><br /></div><div>Have you guys had better luck with one or the other?</div><div><br /></div><div>Also, I noticed that in the getting started docs it says:</div><div><br /></div><blockquote><h5>Android Tablet</h5><p>If using a standard Android tablet, we recommend using a tablet with a usable display resolution as close as possible to 1920x1080 or 1280x720.</p><p><strong>Note</strong>: The Android navigation bar will consume some of the screen on standard tablets, which will not be the case for the OUYA console.</p><div>The OUYA game controller combines a standard controller (two joysticks, a D-Pad, four game buttons, two shoulder buttons, and two triggers) with a touchpad. For testing, we recommend using the Xbox 360 wired USB controller combined with a mouse or touchpad for testing joystick and game button interaction."</div><div><br /></div></blockquote>How do you get and xbox 360 wired controller connected to an Android tablet? Some type of USB to USB micro or something like that?]]></description>
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   <item>
      <title>Image loading fails on Android, is there a max memory limit?</title>
      <link>http://forums.ouya.tv/discussion/470/image-loading-fails-on-android-is-there-a-max-memory-limit</link>
      <pubDate>Sun, 20 Jan 2013 06:47:15 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>vinfang</dc:creator>
      <guid isPermaLink="false">470@/discussions</guid>
      <description><![CDATA[We're running into an issue where I'm trying to launch the game on the Ouya, but the debugging in Eclipse is showing us that it's suddenly stops loading images in this last batch of folders. It's not some FileNotFound Exception or any permissions, the Ouya just suddenly stops working when it's trying to load these last few images.<div><br /></div><div>Our Assets folder is a total size of 115MB in images so I think that's ok unless someone could tell otherwise.</div><div><br /></div><div>The LogCat is showing me that the garbage collector is being called a lot, freeing around 1100KB per run, but it mostly says that there is 63% of free 11868K/31431K.</div><div><br /></div><div>I've run it a bunch of times, restarted my computer and the Ouya, uninstalled the app and reinstalled it, but this problem continues to persist. I thought perhaps there was something wrong with the images, but when I changed the order of the images loaded, those images passed, and now it's a different set of images it crashes on that it use to be able to load.</div><div><br /></div><div>Has anyone come across this problem or have any suggestions? The images are PNG format.</div>]]></description>
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   <item>
      <title>Game sample crashes with "No Config Chosen" after clicking "new game".</title>
      <link>http://forums.ouya.tv/discussion/477/game-sample-crashes-with-no-config-chosen-after-clicking-new-game</link>
      <pubDate>Mon, 21 Jan 2013 02:02:55 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>tacograveyard</dc:creator>
      <guid isPermaLink="false">477@/discussions</guid>
      <description><![CDATA[I tried running the provided game sample on an emulator. The sample starts up fine, but as soon as I click "New Game" the application crashes with the following log data:<div><br /></div><blockquote><div><div>01-21 01:57:42.588: E/AndroidRuntime(10079): FATAL EXCEPTION: GLThread 111</div></div><div><div>01-21 01:57:42.588: E/AndroidRuntime(10079): java.lang.IllegalArgumentException: No config chosen</div></div><div><div>01-21 01:57:42.588: E/AndroidRuntime(10079): 	at android.opengl.GLSurfaceView$BaseConfigChooser.chooseConfig(GLSurfaceView.java:874)</div></div><div><div>01-21 01:57:42.588: E/AndroidRuntime(10079): 	at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:1024)</div></div><div><div>01-21 01:57:42.588: E/AndroidRuntime(10079): 	at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)</div></div><div><div>01-21 01:57:42.588: E/AndroidRuntime(10079): 	at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)</div></div></blockquote><div><br /></div><div>Any thoughts or pointers?</div>]]></description>
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   <item>
      <title>Ouya controller, how to prevent pressing the a button from canceling your game when running?</title>
      <link>http://forums.ouya.tv/discussion/403/ouya-controller-how-to-prevent-pressing-the-a-button-from-canceling-your-game-when-running</link>
      <pubDate>Wed, 16 Jan 2013 08:39:07 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>vinfang</dc:creator>
      <guid isPermaLink="false">403@/discussions</guid>
      <description><![CDATA[So I'm testing out our game on the ouya using the ouya controller and we created a little diagram test to verify the buttons we press on the controller map to the correct key values. However, if I press the A button while in game, it causes the game to cancel and takes me back to the games screen.<div><br /></div><div>How do I prevent this from happening?</div><div><br /></div><div><pre><a rel="nofollow" href="/profile/Override">@Override</a>
public boolean onKeyDown(final int keyCode, KeyEvent event){
    //Get the player #
    int player = OuyaController.getPlayerNumByDeviceId(event.getDeviceId());       
    boolean handled = false;

    //Handle the input
    switch(keyCode){
        case OuyaController.BUTTON_O:
            //You now have the key pressed and the player # that pressed it
            //doSomethingWithKey();
            handled = true;
            break;
    }
    return handled || super.onKeyDown(keyCode, event);
}</pre></div><div>Looking at this controller doc example code, do I need to make sure I prevent the super.onKeyDown from processing the event when the A button is pressed?</div><div><br /></div>]]></description>
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   <item>
      <title>IAP Sample Program</title>
      <link>http://forums.ouya.tv/discussion/209/iap-sample-program</link>
      <pubDate>Sat, 05 Jan 2013 12:41:39 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>pendran</dc:creator>
      <guid isPermaLink="false">209@/discussions</guid>
      <description><![CDATA[Hey guys,<div>i just tried to install and run the sample program by following the instructions in the README.txt. But at point 3 i ran into some problems, as the tests would fail. Now, i took me a while to figure out why it would always fail, but i finally managed to locate the bug: (please note, that i am located in germany, i guess that people who are located in countries that use the same number format as the US-Citizens do not run into this problem)</div><div><br /></div><div><b>Problem is</b>: The output string that is produced by&nbsp;Strings.formatDollarAmount(product.getPriceInCents()) does not work properly for my localisation (and i believe for many others as well). Furthermore, the imported packages in IapSampleActivity.java and (i believe it was) StringsTest.java do not refer to the included tv.ouya.sample.util.Strings.java.</div><div><br /></div><div><b>Solution is</b>: Import the correct class and change the Strings.formatDollarAmount(int amount) method to properly instanciate like this: NumberFormat.getCurrencyInstance(<b>Locale.US</b>)</div><div><br /></div><div>I was very confused that this topic has not shown up here already, so i guess i either overlooked it or the maybe the problem has already been fixed?</div><div>However, i hope that this information is useful for anybody at least.</div><div>Sincerly yours,</div><div>Fabian</div>]]></description>
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   <item>
      <title>A way to set a background image for your game in launcher?</title>
      <link>http://forums.ouya.tv/discussion/480/a-way-to-set-a-background-image-for-your-game-in-launcher</link>
      <pubDate>Mon, 21 Jan 2013 05:02:41 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>rubix</dc:creator>
      <guid isPermaLink="false">480@/discussions</guid>
      <description><![CDATA[is there a way I can give my game icon a background for the launcher? something similar to the ps3 where each game has an icon and background image.<br />]]></description>
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   <item>
      <title>Where can I find UUID?</title>
      <link>http://forums.ouya.tv/discussion/475/where-can-i-find-uuid</link>
      <pubDate>Sun, 20 Jan 2013 20:54:33 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Macy</dc:creator>
      <guid isPermaLink="false">475@/discussions</guid>
      <description><![CDATA[Where can I find my&nbsp;UUID?]]></description>
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   <item>
      <title>Cocos2d and ndk-crystaX-7?</title>
      <link>http://forums.ouya.tv/discussion/437/cocos2d-and-ndk-crystax-7</link>
      <pubDate>Fri, 18 Jan 2013 13:34:42 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>GhostWolf</dc:creator>
      <guid isPermaLink="false">437@/discussions</guid>
      <description><![CDATA[I'm trying to set up a HelloWorld project on my Ouya devkit using a cocos2d-x project built with crystaX NDK.<div><br /></div><div>The HelloWorld default project crashes immediately when the game launches, Fatal Signal 11.</div><div><br /></div><div>The interesting, terrifying thing is that the same project, when compiled against the official android-ndk-r8d, runs without a problem.</div><div><br /></div><div>I absolutely cannot use the official NDK, as it does not support wchars. I would be setting myself back months to find a way around that, and doing so isn't an option.</div><div><br /></div><div>Has anyone heard of this problem when using crystaX? If there's some fatal flaw with that, as well, I may just be completely out of luck.</div>]]></description>
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   <item>
      <title>Problem with code</title>
      <link>http://forums.ouya.tv/discussion/438/problem-with-code</link>
      <pubDate>Fri, 18 Jan 2013 16:16:22 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Molinware</dc:creator>
      <guid isPermaLink="false">438@/discussions</guid>
      <description><![CDATA[So I'm new at java programming, do you know if something is wrong in the syntax of this code:

OuyaController c = OuyaController.getControllerByPlayer(Integer.parseInt(_default));&nbsp;<div>if (c.getButton(OuyaController.BUTTON_O) || c.getButton(OuyaController.BUTTON_U) || c.getButton(OuyaController.BUTTON_Y)|| c.getButton(OuyaController.BUTTON_A)
|| c.getButton(OuyaController.BUTTON_DPAD_UP) || c.getButton(OuyaController.BUTTON_DPAD_DOWN) || c.getButton(OuyaController.BUTTON_DPAD_LEFT) || c.getButton(OuyaController.BUTTON_DPAD_RIGHT)
|| c.getButton(OuyaController.BUTTON_L1) || c.getButton(OuyaController.BUTTON_R1)){
    return _default;
}else{
    return "-1";
}</div>]]></description>
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   <item>
      <title>OUYA file systems/ file formats?</title>
      <link>http://forums.ouya.tv/discussion/319/ouya-file-systems-file-formats</link>
      <pubDate>Fri, 11 Jan 2013 02:53:32 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>mw2nukeboy</dc:creator>
      <guid isPermaLink="false">319@/discussions</guid>
      <description><![CDATA[I was just wondering, does the OUYA software use a custom file system with custom file formats? &nbsp;For example, the Xbox 360 uses a file system called STFS to parse packages and create packages for use on the X360. &nbsp;And the Xbox 360 also uses file formats such as XDBF &amp; GPD to handle profile data. &nbsp;So, does OUYA use any custom file systems/ file fomats? &nbsp;If so, where can I find info about them?]]></description>
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      <title>In App Purchase Flow</title>
      <link>http://forums.ouya.tv/discussion/434/in-app-purchase-flow</link>
      <pubDate>Fri, 18 Jan 2013 08:28:14 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>hypercanestudios</dc:creator>
      <guid isPermaLink="false">434@/discussions</guid>
      <description><![CDATA[I wanted to clarify what the intended flow is for in app purchases.<div><br /></div><div>For some reason I had thought that when making an in app purchase, the app would be paused in the background after the purchase call is made and resumed after the purchase attempt. &nbsp;Instead the app is destroyed just like when returning to the main menu.</div><div><br /></div><div>Is the intended behavior that the app be fully destroyed? &nbsp;If so, how do you ever get onSuccess/onFailure for the&nbsp;requestPurchase call?</div><div><br /></div><div>For a game where you would unlock the full game through an entitlement, would the expected flow be:</div><div>Start Game -&gt; Request Receipts -&gt; Validate Entitlement via receipts / saved file</div>]]></description>
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      <title>getControllerByDeviceId: (0-3) or (1-4)</title>
      <link>http://forums.ouya.tv/discussion/436/getcontrollerbydeviceid-0-3-or-1-4</link>
      <pubDate>Fri, 18 Jan 2013 13:33:54 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Molinware</dc:creator>
      <guid isPermaLink="false">436@/discussions</guid>
      <description><![CDATA[The Id of the devices are 0,1,2,3 or 1,2,3,4?]]></description>
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      <title>Graphics not being displayed (OpenGL ES 2.0 + LibGDX spritebatch)</title>
      <link>http://forums.ouya.tv/discussion/108/graphics-not-being-displayed-opengl-es-2-0-libgdx-spritebatch</link>
      <pubDate>Tue, 01 Jan 2013 22:34:40 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Amplify91</dc:creator>
      <guid isPermaLink="false">108@/discussions</guid>
      <description><![CDATA[I am using LibGDX as my framework for my game and launching the Android backend on the OUYA. Everything seems fine except that none of my graphics are being displayed! I can only tell what's going on because of Box2D's DebugDraw showing my physics. I am using LibGdx's spritebatch and OGLES 2.0.<br /><br />Am I doing something wrong with handling my resources for OUYA? What could be the problem?]]></description>
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      <title>(Solved) How to Import IAP Sample App</title>
      <link>http://forums.ouya.tv/discussion/24/solved-how-to-import-iap-sample-app</link>
      <pubDate>Fri, 28 Dec 2012 13:22:26 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>SpoonThumb</dc:creator>
      <guid isPermaLink="false">24@/discussions</guid>
      <description><![CDATA[Hi,<br /><br />Just tried to import the IAP Sample App into Eclipse, and had quite some problems. I just managed to get it to work (or at least run on the emulator), so for future reference, here is how I solved it. <br /><br />I started off importing the project in the usual fashion, getting the following error along the way:
<blockquote><div><br />Cannot nest 'IAPSampleActivity/src/java' inside 'IapSampleActivity/src'. To enable the nesting exclude 'java/' from 'IapSampleActivty/src'</div></blockquote>
<img src="http://www.crystallinegreen.com/wp-content/uploads/2012/12/iap_sample_import_bug_01.png" alt="image" /><br /><br />The project still imports, but gives the following error in console:
<pre><code>[2012-12-28 12:31:40 - IapSampleActivity] Android requires compiler compliance level 5.0 or 6.0. Found '1.7' instead. Please use Android Tools &gt; Fix Project Properties.<br /></code></pre>
To solve the first problem, I manually removed the java folder from the file structure (so it just goes src/tv/ouya/sample), and then edited the .classpath file to remove the '/java' part from the src path: <br /><code>	&lt;classpathentry kind=&quot;src&quot; path=&quot;src/java&quot;/&gt;</code> <br />becomes <br /><code>	&lt;classpathentry kind=&quot;src&quot; path=&quot;src&quot;/&gt;</code><br /><br />To solve the second problem, right click on the project and go to build path -&gt; configure build path.<br /><br />Remove the old reference to ouya-sdk.jar, as this points to the wrong place. Instead, add JARs, and select the ouya-sdk.jar from the libs folder:<br /><br /><a href="http://www.crystallinegreen.com/wp-content/uploads/2012/12/iap_sample_import_bug_02.png" target="_blank" rel="nofollow">http://www.crystallinegreen.com/wp-content/uploads/2012/12/iap_sample_import_bug_02.png</a><br /><br /><a href="http://www.crystallinegreen.com/wp-content/uploads/2012/12/iap_sample_import_bug_03.png" target="_blank" rel="nofollow">http://www.crystallinegreen.com/wp-content/uploads/2012/12/iap_sample_import_bug_03.png</a><br />]]></description>
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   <item>
      <title>Error code 2011: Gamer does not have enough credits</title>
      <link>http://forums.ouya.tv/discussion/274/error-code-2011-gamer-does-not-have-enough-credits</link>
      <pubDate>Wed, 09 Jan 2013 01:13:52 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>goodhustle</dc:creator>
      <guid isPermaLink="false">274@/discussions</guid>
      <description><![CDATA[I'm trying to test out the base iap-sample-app in the ODK (not the Unity one) on hardware, and when I attempt to purchase an IAP at any price (even $0.01), I'm getting back error code 2011, "Gamer does not have enough credits". The products I'm testing are entitlements and consumables without __DECLINED__ in the front - those ones return a "payment was declined" error message as expected. I thought removing __DECLINED__ was supposed to return success every time. o_O<div><br /></div><div>Anyone else run into this problem and/or have a fix?&nbsp;</div>]]></description>
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   <item>
      <title>Building APK with Unity</title>
      <link>http://forums.ouya.tv/discussion/411/building-apk-with-unity</link>
      <pubDate>Wed, 16 Jan 2013 16:02:52 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>ZeroDay</dc:creator>
      <guid isPermaLink="false">411@/discussions</guid>
      <description><![CDATA[I've been trying to build an APK with Unity for quite a while. I'm trying to get the SceneShowController from the examples working but I'm running into a few problems that I just cannot find the cause of. I'm not sure if they're related.<br /><div><br /></div><div>When I try to compile Java from the Ouya Panel I get this error in the console:<br /><div>UNEXPECTED TOP-LEVEL EXCEPTION:</div><div>java.util.zip.ZipException: error in opening zip file</div><div>	at java.util.zip.ZipFile.open(Native Method)</div><div>	at java.util.zip.ZipFile.&lt;init&gt;(ZipFile.java:127)</div><div>	at java.util.zip.ZipFile.&lt;init&gt;(ZipFile.java:143)</div><div>	at com.android.dx.cf.direct.ClassPathOpener.processArchive(ClassPathOpener.java:206)</div><div>	at com.android.dx.cf.direct.ClassPathOpener.processOne(ClassPathOpener.java:131)</div><div>	at com.android.dx.cf.direct.ClassPathOpener.processDirectory(ClassPathOpener.java:191)</div><div>	at com.android.dx.cf.direct.ClassPathOpener.processOne(ClassPathOpener.java:123)</div><div>	at com.android.dx.cf.direct.ClassPathOpener.process(ClassPathOpener.java:109)</div><div>	at com.android.dx.command.dexer.Main.processOne(Main.java:422)</div><div>	at com.android.dx.command.dexer.Main.processAllFiles(Main.java:333)</div><div>	at com.android.dx.command.dexer.Main.run(Main.java:209)</div><div>	at com.android.dx.command.dexer.Main.main(Main.java:174)</div><div>	at com.android.dx.command.Main.main(Main.java:91)</div><div>	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)</div><div>	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)</div><div>	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)</div><div>	at java.lang.reflect.Method.invoke(Method.java:597)</div><div>	at SDKMain.main(SDKMain.java:88)</div><div>1 error; aborting</div></div><div><br /></div><div>When I build the APK through the build settings and run on my ouya I get the error:</div><div><div>E/AndroidRuntime(27156): FATAL EXCEPTION: main</div><div>E/AndroidRuntime(27156): java.lang.RuntimeException: Unable to instantiate activity ComponentInfo{tv.ouya.demo/tv.ouya.demo.OuyaUnityApplication}: java.lang.ClassNotFoundException: tv.ouya.demo.OuyaUnityApplication</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1983)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2084)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.app.ActivityThread.access$600(ActivityThread.java:130)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1195)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.os.Handler.dispatchMessage(Handler.java:99)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.os.Looper.loop(Looper.java:137)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.app.ActivityThread.main(ActivityThread.java:4745)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at java.lang.reflect.Method.invokeNative(NativeMethod)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at java.lang.reflect.Method.invoke(Method.java:511)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at dalvik.system.NativeStart.main(Native Method)</div><div><br /></div><div>E/AndroidRuntime(27156): Caused by: java.lang.ClassNotFoundException: tv.ouya.demo.OuyaUnityApplication</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:61)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at java.lang.ClassLoader.loadClass(ClassLoader.java:501)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at java.lang.ClassLoader.loadClass(ClassLoader.java:461)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.app.Instrumentation.newActivity(Instrumentation.java:1053)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1974)</div><div>E/AndroidRuntime(27156): &nbsp; &nbsp; &nbsp; &nbsp;... 11 more</div></div><div><br /></div><div>My uneducated guess is that the zip error means the jar isn't being built correct so it causes an error trying to find the OuyaUnityApplication class. But I'm sure I'm totally wrong, please help me figure this out.</div>]]></description>
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   <item>
      <title>.apk launcher and framework setup</title>
      <link>http://forums.ouya.tv/discussion/212/apk-launcher-and-framework-setup</link>
      <pubDate>Sat, 05 Jan 2013 16:40:16 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>fatalCombo</dc:creator>
      <guid isPermaLink="false">212@/discussions</guid>
      <description><![CDATA[So I added the 2 .apk files to my install directory:<br /><br />C:\Program Files (x86)\Android\android-sdk\platform-tools<br /><br />Then I Shift + Right Click to open a command window.<br /><br />&nbsp;I then type the adb install -r ouya-framework.apk command and it runs...<br /><br />It gives me some daemon prompt text and says waiting for device of something. How do I know this worked. Sorry I'm a total infant. Any help would be great!<br />]]></description>
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   <item>
      <title>QWERTY "C" deletes character.</title>
      <link>http://forums.ouya.tv/discussion/322/qwerty-c-deletes-character</link>
      <pubDate>Fri, 11 Jan 2013 06:00:32 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>LudemeGames</dc:creator>
      <guid isPermaLink="false">322@/discussions</guid>
      <description><![CDATA[Whenever entering a capital C into either the username or password field
 from the OUYA QWERTY onscreen keyboard instead of adding a "C" it 
deletes one character. Because of this, I cannot make it past the login screen.<br /><br />Are other people experiencing this problem? Is there a way to work around this?<br />]]></description>
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      <title>Samsung S2 (Sprint) not supported? "problem parsing the package"</title>
      <link>http://forums.ouya.tv/discussion/383/samsung-s2-sprint-not-supported-problem-parsing-the-package</link>
      <pubDate>Tue, 15 Jan 2013 07:15:04 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Randroid</dc:creator>
      <guid isPermaLink="false">383@/discussions</guid>
      <description><![CDATA[Hi,<div><br /></div><div>I'm trying to get the Ouya Framework and Ouya Luancher apps on my phone.&nbsp;</div><div><br /></div><div>When trying to install from my SD card I get an error, "problem parsing the package".</div><div><br /></div><div>I have checked off "Allow Unkown Sources" in my settings.</div><div><br /></div><div>Anyone else seeing this issue on their devices?</div><div><br /></div><div>Thanks</div>]]></description>
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   <item>
      <title>Debugging on the OUYA</title>
      <link>http://forums.ouya.tv/discussion/151/debugging-on-the-ouya</link>
      <pubDate>Thu, 03 Jan 2013 17:09:55 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Anticitizen</dc:creator>
      <guid isPermaLink="false">151@/discussions</guid>
      <description><![CDATA[Simplest way I can ask this question: Is there a tutorial anywhere of how to debug on the OUYA the same way you debug on an Android device? Preferably using Eclipse IDE?<br /><br />When I work on apps for an Android phone or tablet I can simply plug the device into my computer and debug/run with the push of one button in Eclipse. This does not seem to work with OUYA. I don't like the idea of having to create an .apk and then manually use adb from command line to push to OUYA every time I want to test a new change. Right now I'm leaning towards just setting up a test environment on my tablet and then only using the OUYA when I'm ready to test gameplay using the controller.<br /><br />Does anyone have a good system set up for debugging directly to the OUYA?]]></description>
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   <item>
      <title>ODK Extensions</title>
      <link>http://forums.ouya.tv/discussion/391/odk-extensions</link>
      <pubDate>Tue, 15 Jan 2013 21:57:27 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Trist</dc:creator>
      <guid isPermaLink="false">391@/discussions</guid>
      <description><![CDATA[<p>Is it possible for there to be a page containing all the extensions to the ODK, that people have done and want to share with the rest of the community. I'm no web specialist but it would be nice to have one repository and not have to search half a day to find an update for a particular extension..</p>]]></description>
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   <item>
      <title>ODK on GitHub?</title>
      <link>http://forums.ouya.tv/discussion/69/odk-on-github</link>
      <pubDate>Sun, 30 Dec 2012 03:13:07 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>noct</dc:creator>
      <guid isPermaLink="false">69@/discussions</guid>
      <description><![CDATA[Since the ODK is available to everyone, has the OUYA team considered a GitHub repo as an alternative to zip downloads? In addition to being easy to grab updates and get notifications, it might be nice to use for tracking issues as well.]]></description>
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   <item>
      <title>SyncManager</title>
      <link>http://forums.ouya.tv/discussion/359/syncmanager</link>
      <pubDate>Sun, 13 Jan 2013 22:42:53 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>stolk</dc:creator>
      <guid isPermaLink="false">359@/discussions</guid>
      <description><![CDATA[<div>Hi,</div><div><br /></div>What does the SyncManager do?<div>Should I be worried if I see these errors in my log?</div><div><br /></div><div>D/SyncManager( &nbsp;306): failed sync operation stolk (tv.ouya.account.v1), tv.ouya.user.keys, POLL, earliestRunTime 66898558, SyncResult: stats [ numIoExceptions: 1]<br /></div><div><br /></div><div>Thanks.</div><div><br /></div><div>&nbsp; Bram</div>]]></description>
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