yashsingh1/xdaforums huggingface dataset:
[Galaxy Note II Accessories] donec:
The point is the same as colored glasses. When I was young I thought the blue glasses were cool because they made the grass white like snow. Further some people do not like the tent of the Note 2 and want a warmer or cooler tint to the screen and a colored screen protector could make that happen.
[Galaxy Note II Accessories] richii0207:
Its not a color/tinted screen protector. It is basically a skin for the face of the note with a screen protector integrated. It will make your note look a different color by covering either the white or gray area of the face depending on what color note you have.
[Galaxy Note II Accessories] outkast22:
This is what I was referring too,

http://www.ebay.com/itm/Samsung-Gal...042350?pt=PDA_Accessories&hash=item2329acbf2e
[Galaxy Note II Accessories] thatruth132:
Try this ..... Aegis® Neon Glowing Edge Shock/scratch-resistant Screen Protector for Galaxy Note 2 -Green http://www.amazon.com/dp/B00BXU13KC/ref=cm_sw_r_an_am_at_ws_us?ie=UTF8
[Galaxy Note II Accessories] Subiegsr:
Looks cool, Anyone have this?
[Android Q&A, Help & Troubleshooting] tanus.hka:
Hello, I have chinese mobile MTK6515 with android 4.1.2 and need help with rooting. I tried many programs like SuperOneClick and many others and no one can work...please advise me :/
[Galaxy Tab 2 Q&A, Help & Troubleshooting] crazycat9x:
The menu button (the three dots at the bottom edge of the screen) doesn't seem to work on my CyanogenMod 10.1 p5100( jelly bean 4.2.2). Does anyone experience the same problem. plz help this is getting really annoying
[Galaxy Tab 2 Q&A, Help & Troubleshooting] mrkhigh:
I have the 3113 running nightly from the sixth no problems
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] djpeanut:
Hello XDA-Developers. This is my first post here. (Wish I didn't have to make it!)

I was using my S5830i (rooted, O2 UK stock ROM) to take a photo using the Pudding Camera app when it hung. This app had crashed the phone a few times before, but this particular time after rebooting it seemed I was stuck in a boot loop.

I'm not a newbie when it comes to computers (I have a Computer Science degree and I work as a web developer), but I'm also not interested in fiddling with phones - I just want them to work. I rebooted into (stock) recovery mode and performed the data/cache formatting routines and reset the phone. But I got the following message upon doing so:

E:failed to mount /data (invalid argument)
E:copy_log_files_to_data: can't mount /data
Rebooting...

It reboots, and I am still stuck in the same bootloop.

Next stop: Google. I came across various fixes here on XDA. Tried CWM Recovery (5.0.2.6). Flashed it from my SD card, tried all the options, still no luck. And it doesn't seem to persist - after every reboot, the stock recovery console returns instead of CWM. (Is that normal?)

An example error message from CWM:

Backing up boot image...
Backing up system...
Backing up data...
Can't mount /data!

And another...

-- Wiping data...
Formatting /data...
Error mounting /data!
Skipping format...
Formatting /cache...
Formatting /sd-ext...
(etc)

(I could post more, but it's obvious that the error lies with the /data partition. I can't mount it, and nothing seems to be able to access it.)

Next stop: Odin. I downloaded my stock firmware image from sammobile.com, Odin, the toolkit used to split the image, the USB drivers. Connected the phone in download mode. Odin recognised it. Loaded up the PDA, MODEM and CSC packages. Followed all the instructions. Flashed the phone with the stock firmware, and...

Still stuck in the same bootloop.

I tried again with Odin, but this time selecting 'repartition' and using the supplied .pit file. Still stuck in the same bootloop.

So now I'm out of options altogether - hence this post. It seems that the /data partition is somehow corrupt. I can't figure out if it's a hardware or a software issue, and I also haven't been able to figure out whether or not flashing the stock firmware should also recreate the partition table for the internal storage (it would seem that it doesn't). If the problem is with the partition table, I can't find any information on how to rescue/rebuild/recreate it. I thought about flashing a custom ROM, but if doing so won't fix the /data partition it seems pointless to do so.

But I'm willing to give it a go, rather than bin the phone altogether...

Any help greatly appreciated!
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] GiluxVanAce:
Hey dude, i had the same problem, i changed my sd card and flashed jellyblast. It's the best rom for our device and is still better than the stock rom. It takes some time to reboot, but it was the only sollution for me. Greetings from germany! :)

Phone: Samsung Galaxy Ace S5830i

Rom: Stock Rom XXLA2 (Jellyblast till 6.4.2013)
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] djpeanut:
Thank you - I'll try it and let you know if it works!
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] uchihachi:
Which odin version you try? If you failed using odin 3.07, try with odin 1.85.
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] djpeanut:
Thanks for all the suggestions. My phone is still bricked, though. Here's what's happened:

First, I tried to install JellyBlast 3.0.3 from the SD card by following these instructions. It appeared to install successfully, but after rebooting the phone was stuck on the first splash screen (Samsung GALAXY Ace GT-S5830i).

This was not a case of impatience as I left it in this state for 8 hours (it was fully charged when I applied the update). It now seems to be stuck in this state permanently. I can boot into CWM, but I still get all the same "/data" errors as before when using the various options.

Additionally, my Win7 laptop no longer recognises the phone when connected by USB in download mode. I get a 'USB device malfunction' error upon doing so. So I can no longer use Odin.

When plugging in the mains charger, the battery also fails to report its charge level.

I'm not sure if this provides any further clues, but the CWM log file upon wiping Dalvik Cache says this:

mount: mounting /dev/block/stl11 on /data failed: Invalid argument
W:failed to mount /dev/block/stl11 (File exists)
W:failed to mount /dev/block/stl11 (No such device)

Any ideas?

I'm increasingly resigned to having a brick on my hands...
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] GiluxVanAce:
Reboot phone normaly, sometimes you must reboot it more than one time. It took me five times, then worked :)

Phone: Samsung Galaxy Ace S5830i

Rom: Stock Rom XXLA2 (Jellyblast till 6.4.2013)
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] djpeanut:
Nope... nothing :(

Groan...

/data still borked...

Is there some way to rebuild the internal memory partitions?
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] mmlbbntr:
I think we have the same problem here - have you tried the things that were suggested to me in the following post?

http://xdaforums.com/showthread.php?p=40205690#post40205690
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] bobo 11uk:
I have no idea why it worked but when I had this problem I flashed ace cream using a temp cwm. and used it to restore back to my usual rom.
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] m@cF:
I'm in the same boat - did you get a fix?

I'm starting to think I have a hardware fault as nothing seems to work with firmware. Did you manage to find a fix?
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] Villagemaster:
Hallo, kannst du mir (Mobile-Dummie) auch auf deutsch helfen? - Hab das gleiche Problem mit "failed to mount/data (invalid argument)" und "cpoy-log-files-to-data :: can`t mount/data rebooting" , :crying:
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] iamareebjamal:
Hello

Please use English so we all can understand :)
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] Android-fany:
Geh ins CWM Recovery und mach einen Factory Reset ;) Und nächstes mal bitte auf Englisch schreiben damit es die anderen auch verstehen.

Go into CWM Recovery and do a Factory Reset. And next time please write in english so everyone can understand it.

S5830i

Sent from the evil Broadcom Chip
[Galaxy Ace S5830i Q&A, Help & Troubleshooting] takluyver:
Solved: very similar boot loop problem

I had an almost identical problem: on boot, it just got stuck showing the Samsung logo animation. Rebooting from recovery mode had the same error message:

E:failed to mount /data (invalid argument)
E:copy_log_files_to_data: can't mount /data

Things I tried that didn't work:

- Wiping cache and doing a factory reset from the recovery menu

- Installing ClockworkMod recovery and formatting /data from there

- Flashing a stock ROM that came as a single .tar.md5 file using ODIN.

- Flashing the same ROM and repartitioning using the .pit file that I got with ODIN

What finally did work:

The section of this post entitled "How to Unbrick Ace 5830i / How to use odin". I downloaded the repackaged Open Australia firmware linked from there, which includes four separate components: bootloader, pda, phone and CSC. I suspect it was the inclusion of the bootloader that was critical, but it could have been the other parts. I loaded those files in the correct places in Odin, left the option to repartition checked, and flashed it again. When the phone rebooted, I got the Android activation screen.
[C++ or Other Android Development Languages] kamuikun:
Hi everyone :)

I've been coding games in OpenGL ES 2, 100% in JAVA. My question : Will I have a performance boost (in FPS) if I coded some parts of my games in C++ ? Like the rendering part ect. Can I have an estimation ? (2x, ect.)

Also, C++ is compiled, so I suppose I will need to make 2 APKs, one for ARM and an other for x86 ?
[C++ or Other Android Development Languages] Deleted member 4303594:
You will have performance boost, c++ runs natively while java runs on vm

How much boost i don't know, i have never used c/c++. On today's modern hardware i presume not too much

You can make 2 apks, google play store allows adding separate apks for each supported architecture (mips, arm, x86)

But you dont have to if you dont want.

You can compile native libraries for both arm and x86. Then in java you determine which one to use
[C++ or Other Android Development Languages] kamuikun:
Thanks for your answer :)

Can someone that actually did the jump (from JAVA to C++) share about his experience ? Hom much FPS boost should I expect ?

I have a simple scene right now in 100% JAVA that is rendered at 17 FPS on an old mono 1 GHZ device, which is quite low. I was wondering if I optimized the rendering in C++ I would have 60 FPS on that device...
[C++ or Other Android Development Languages] TheUnkn0wn:
I can't talk from an OpenGL point of view but I made an Equation Solver a while back using the NDK and C++ as the engine for it. I can say the performance increase is quite dramatic.

http://www.youtube.com/watch?v=pHS4aXqPo-A

Go to 7:30, it shows an application that executes the same algorithm via Java and Native. You can see a large difference in performance.
[C++ or Other Android Development Languages] chrulri:
It depends on what you're doing. If you have some heavy physics engine or massive calculation of whatever else you gain a lot by using the NDK in addition to the SDK. Small calculations and simple games aren't worth the overhead because each call to native code via JNI has a huge impact.
[C++ or Other Android Development Languages] darkPrint:
C++ performance gain

Hi,

Indeed you should expect performance gain, as a rule of thumb, C si between 3x and 50x faster than Java and C++ is roughly 3% slower than C. These were the figures of 2000, Java might have been improving since. Definetly, you will have a performance boost. For all serious animated games, it should be C++, no doubt.

There might be a trick to compile C++ code at runtime saving you the burden to compile for all platforms. For instance, for RenderScript, which allows computation on GPU, the C code (C99) is compiled at runtime.

Hope this will help.

DP
[C++ or Other Android Development Languages] big_treacle:
It could be faster. Remember Java & C++ have quite a few differences: no garbage collection in C++, pointers, no reflection for example. Not trying to put you off but it could mean altering your design to compensate. Having said that I have used JNI in a project years ago to talk to some hardware (not for performance) & that was no problem.
[C++ or Other Android Development Languages] fun4game:
it is not easy from java to c++. c++ has some concept very different with java. for example pointer, free, delete memory. i think how to manage the memory space is very hard to java engineer.
[C++ or Other Android Development Languages] ApokrifX:
Nice stone age writing (for/about loopers) with some metrics :o
[C++ or Other Android Development Languages] Lyonsbane:
The first think I recommend you is to profile your code and get a clear idea of where is most of the time spent, if your time is mostly spent on gpu / draw calls then I don't think language is your problem.
[C++ or Other Android Development Languages] PiccoTripex:
my experience

I initially implemented my PlotimFree plotting app with Java and was not satisfied with the results. For the move to C++ I gave the Marmalade sdk a shot, and while I;m not sure I'd use it again if I started from scratch (due to pretty awful support), the performance boost was amazing. I expect pure NDK to be at least as good.

About two versions: Indeed, you need to compile for each target separately, which Marmalade limits, depending on the license you acquire. And there are a few more targets besides Arm and x86. I can testify, though, that converting my Android app to BB10 (which is also Arm based but still a different target) was no more than a two hour process.
[C++ or Other Android Development Languages] cycad:
This is exactly right, profile first and find out what is consuming the most processing time. Then from there you can determine if that component is something you can write natively in C and invoke from your Java code.
[C++ or Other Android Development Languages] jj.Hrasek:
It depends on your skills, I would consider to include shades rather than migrating to different language.
[C++ or Other Android Development Languages] Burkey:
As others have mentioned.. maybe look at the way you are rendering or the shaders. On most Android devices now we have a JIT, this basically compiles sections of the Java code at runtime to the platforms native format.

Many times I consider switching to C++ but really cannot convince myself yet! The main benefits I see to it are:

- No garbage collector, so hopefully you can control your allocations more easily

- Platform independence, you can write most of your code in modules and keep non-platform specific parts away to make it easier to port later.
[C++ or Other Android Development Languages] Scalibq:
A lot depends on the quality of your Java code as well.

A big problem with doing graphics in Java is getting things smooth. If you create a lot of objects each frame, you will overload the garbage collector, and every few seconds, you will see a slowdown.

C++ won't suffer from this issue.

I have done a Java software rendering demo years ago (search for 'Croissant 9' on pouet.net), and spent a lot of time on minimizing the load on the garbage collector by re-using objects with a simple pool system, so that the demo ran smoothly throughout.

I recently tried to port it to Android, and found that Dalvik is worse at memory management than the JVMs I used 10 years ago when developing the original demo. Dalvik is also a lot slower. The original ran fine even on simple 1.6 GHz Northwood Celeron, easily 30-50 fps... A modern high-end Android phone should be faster, but the code runs with single-digit framerates.

So there's a lot to gain with C++ there.

But with hardware rendering, the bottleneck is not so much on the CPU, but on the GPU, if your code is designed properly.

As for APKs, I believe if you just add multiple platforms to your makefile, it will pack the multiple platforms into a single APK, and the proper code will get deployed on the device automatically.
[C++ or Other Android Development Languages] JVene:
I can confirm what many of the pro-C++ posts are saying, but I can also correct a few assumptions about Java development for OpenGL ES 2 targets.

I have decades of experience in C/C++, with targets ranging from 3D engines to robotics control systems.

Most of the high performance work you see on Android devices was written in C++, not Java.

There is very little if any benefit, contrary to the Android documentation, in mixing Java and C++ together. The JNI interface is a considerble bottleneck. If you're going to work in C++ for OpenGL ES 2 targets, you should work entirely in C++ - viewing the Java nature of Android applications as a necessary evil for getting I/O from touch.

There are a number of free C++ engines targeting Android. I can't heartily recommend them for you, but they exist as examples from which to base judgement. One that you can EASILY unpack and compare right now is GamePlay3D - from Blackberry (I know, it's a surprise source). With that, and the NDK, you can build 3D example games from the package and see for yourself what an all C++ development target does on your device.

Contrary to Google's claims, Java is slow by the standards expected from engineers familiary with C++ development. Little to zero can be done to change that. However, C++ is a complicated language to use effectively. The learning curve is steep, the potential perils are high and for Android it was an unwelcome, highly resisted addition to the platform (when the NDK was introduced). Since NDK 7 C++ has become a relatively first class member of Android development work, and virtually all high performance games use it for both portability and performance.
[C++ or Other Android Development Languages] svdree:
A lot of people seem to expect all kinds of magic performance improvements from going to C++, without realizing that their graphics coding might be sub-optimal. Too many state changes, too many draw calls, textures that are too big or shaders that are too complex, those are all quite common causes of slow graphics that are not going to be fixed by moving to C++.

Sure, if you really need every last bit of performance (and you know how to get it), go with C++. But given the power of todays hardware, most people should be able to get by just fine with Java.

It would be a different story if you're planning to port your stuff to IOS: then coding in C++ actually makes sense. I also do a lot of OpenGL stuff in C++; simply because it allows me to plug the renderer into a Qt application on the desktop, avoiding the upload to the device, and making debugging a lot easier.

BTW: the pain of writing JNI code can be eased a lot by using SWIG, which generates all the required wrapper code based on interface definitions.
[Android Stick & Console Computers General] g.b.a.:
Hi guys,

Maybe it's weird but do you think i can use an Android Stick in replacement for the Mac Mini?

Currently, the Mac mini is connected directly to Sony Bravia HDTV via HDMI and acting as HTPC.

And the only thing that we are doing mostly on the current connection is streaming videos from net Browsers (Chrome or Firefox).

We seldom use the XBMC or Plex apps on the mac mini since the TV Shows and Movies that we would like to watch are cannot

be found.

I've read a lot of items regarding Android Stick and based from them I've learned that most of the things that I can do on an android

phone can also be done to the Android Stick. (especially installing apps, playing games, etc.)

But I don't remember anyone mentioning about the Browser apps on the Android Stick.

Are they performing good? Can they play all videos including Flash videos?

Can I browse the internet without any problem just like in an Android phone?

Or should I consider other devices instead of Android Stick?
[MDA II, XDA II, 2060 ROM Development] felcas:
I would like to know if it is possible to modify the first screen (today screen) and put on it my most used programs like I was used to do on Palm or even my Windows descktop computer.

I also would like to know if there is some alternative to the phone software that comes with the XDA2 since I did not find the one attractive.

Thank

Felipe
[Motorola Droid RAZR] Tom9:
Hi guys

My XT910 was submerged in a river a couple of weeks ago. It did not short circuit, but I think it got soft bricked.

Whenever it boots, it will display AP Fastboot Flash Mode (S).

I can boot to Boot Mode Selection Menu with Power + Vol+ + Vol-, but I cannot scroll or select anything. I usually enter the page so that I can access BMM to Power Off the device or access the internal storage.

I tried to Fastboot an Asia ROM but the process got stuck at Step 2. I had no choice but to unplug USB. From then on, my laptop could never detect my phone again. I am using the latest Motorola Drivers and cable.

Today, I tried what was suggested here:

http://xdaforums.com/showthread.php?t=1738769

but because my phone could not be detected by my laptop, I transferred the Boot_new.img to MicroSD and used BMM to flash new kernel. (I wasn’t sure what I was doing.)

Now, when I boot my phone, AP Fastboot Flash Mode (S), and what I get after Boot Mode Selection Menu is a brief Motorola logo and Invalid Flash Mode (S) (Boot Failure).

As of last check (half hour ago), battery health was at 96%. I cannot power down the device without BMM, or at least I don’t know how to. Can anyone assist me on restoring my phone to a functional state again?

Edit: prior to all this, my phone was on Euro OTA Jelly Bean
[Motorola Droid RAZR] TheMrcool212:
Theres no way back to ICS after updating to euro jelly bean, read the first post carefully, it warned you about it

You can use this tutorial how to unbrick it

http://xdaforums.com/showthread.php?t=2194825
[Galaxy S II General] kobi_shalom:
Hello, I saw that google nexus 10 (tablet) probably will get the Android 5 and it's not fair that Galaxy 2 will not accept, as Nexus 10 has a Cortex-A15 Dual Core 1.7GHz frequency on Exynos 5250 platform and Galaxy 2 has a dual-core 1.2 GHz Cortex-A9 so it does not look to me like a significant and it's really not fair Why Samsung is not making an effort and adjusts the system to S2 it also lowers the company, it really takes off and makes me think of the move really Nexus or something else, and I do not see why not make a Android suit herself processor, which means that if the CPU is 2 cores then it will use the two cores if you have 4 or more so she will know to take advantage of the 4 and get more like it should be like Linux comes soon and I hope we can install it on Hgalksi, I personally have 3 Galaxy S2 and I was really annoying me these two things ...
[Galaxy S II General] juanono:
lol wut????
[Galaxy S II General] Donnie Sins:
Okay, so what do you want to accomplish with this post? It's not like we can do anything about or with it.

Sent from my Dragonball GT-I9100
[Galaxy S II General] immortalneo:
Not this again...:D
[Galaxy S II General] zippocat:
i like how he didn't finish one sentence properly but just kept on going. :good:
[Galaxy S II General] R3M768:
This guys interesting :)
[Galaxy S II General] kobi_shalom:
I'm just saying it sucks Galaxie 2 not getting the Android 5,Samsung neglecting its buyers, it is impossible to make a protest and demand that they give both Galaxy 2
[Galaxy S II General] Farooq95:
At least we will or may have cm11.
[Galaxy S II General] Filgaliel:
Yeah well I hate that my old HTC Magic won't get it either. Think I'll start a new thread about it..
[Galaxy S II General] immortalneo:
That is a perfectly reasonable opinion. But that doesn't mean you should create a thread about it here.

Share something useful or a problem u face, or ask a question.:)

"To err is human, to forgive is divine"

Sent from my SGS II
[Galaxy S II General] Force Close:
You do realise that the Cortex-A15 Exynos 5250 in the Nexus 10 is a lot more powerful than most of the current quad core CPUs out there and quite possibly more powerful than some Galaxy S4 variants? Not to mention the beast that is the Mali T604.
[Galaxy S II General] crachel:
This thread isn't really going anywhere.

Closed