|How to Install Cyanogenmod-6.0 for Evo 4G|
| by Baskaran in Electronics|
For users with a rooted HTC EVO 4G, the third-party Android firmware
CyanogenMod adds functionality that users can't get from the version of
Android installed by carriers. If your own EVO is rooted, though, you can
take advantage of CyanogenMod 6.0 through the automated installation
package available through the group's
website.Difficulty:ChallengingInstructions Things You'll Need
|How to Load CyanogenMod Using ODIN|
| by krs in Electronics|
CyanogenMod is an aftermarket program for Android-powered devices. It is
used to enhance the performance of the phone, as well as add a few new
customizable features. With CyanogenMod, users have the ability to remove
notifications, add and change themes, use gesture recognition and
touch-focus the camera. Install CyanogenMod using ODIN, a program made for
the purpose of flashing files on Samsung
|Android CyanogenMod FM Player app|
| by riahc3 in Programming Languages|
Hi i am trying to build an FM player for cyanogen mod. I got the code
form Cyanogen mod git
This is for those which use MIUI Rom.
Is there any way for
me to compile the code and use it or customize it so as to built my on app.
When I import it to eclipse i get error for may imports that are not
|How to use CyanogenMod-specific API properly|
| by krs in Programming Languages|
I am interested in the ProfileManager api, but I am to ask some more
How to include the class for cyanogen
Is there any SDK/library package, or shall I download the whole
How to configure
eclipse to use this library?
Should I check
android_frameworks_base as a library? Or do I have t
|How to compile CyanogenMod's camera app.|
| by goffi in Programming Languages|
how can I compile the aosp camera app without building the complete ROM?
I know that I have to compile the Gallery2 with "mmm
packages/apps/Gallery2" but the output is only 2,x MB small. But there's
another file gallery2.odex. Is my way ok for compiling camera? And how can
I install the apk and the odex?
|Building CyanogenMod on Mac OS X - errors in strace|
| by apaunchev in Programming Languages|
I'm trying to build CM9 on Mac OS X Lion, I followed all the
instructions from android developers's site when set up the environment,
then moved CM9 sources to my MacBook from Linux notebook via rsync, and
when I rebuild it ($ brunch crespo), I'm getting this errors:
In file included from external/strace/syscall.c:121:
external/strace/linux/syscallent.h:359:3: error: #er
|Python scripts for monkeyrunner on cyanogenMod|
| by Barry in Programming Languages|
I have some scripts that run perfectly on htc desire with sense on it.
But when I start my scripts on htc desire with cyanogenMod it throws a lot
of weird exception. Is anybody familiar with this kind of topic ?
for example I have script that runs entirely good on sense, but on
cyanogen it throws exception for time.sleep(10), if I comment this out (on
cyanogen) I runs with no except
|Android cyanogenmod 9.1: Intent shouldn't be sticky|
| by Cadu in Programming Languages|
I'm testing my Android app on Cyanogen 9.1 (Android 4.0.4) and I found a
My app contains a BroadcastReceiver that
listens to android.net.conn.CONNECTIVITY_CHANGE.
According to Android
documentation, this intent is not sticky.
However, when the app
starts on CM9.1, it always receive a CONNECTIVITY_CHANGE intent.
Indeed, this intent is list
|Eclipse setup for a single AOSP or CyanogenMod java application|
| by laptop302.vn in Java|
Preamble: I am a Java Android developer. I know the standard Android
I want to start developing for AOSP-CM. I
follow the guide for import the whole Java source code in Eclipse, using
the .classpath file provided with the source code. So I have a Java Project
with all the source code, and I can browse and edit everything.
The next step is try to setup a
|OpenGL binds blank textures on Android 2.3.7(CyanogenMod-7) while it binds actual images on other Android versions|
| by Dave Lievense in Android|
gl.glBindTexture (GL10.GL_TEXTURE_2D, id);
gl.glTexParameterf (GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf (GL10.GL_TEXTURE_2D, GL10.GL_TE