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Showing most liked content on 12/10/2011 in Posts

  1. 1 point
    Promo here: https://market.android.com/details?id=apps_timed_promotion&feature=banner Well this is one the best sales we’ve ever seen in the Android market today. “10 Days of Offers: Top Premium Apps, 10¢ Per App.” Visit the Android Market today and you'll see one of the spotlights is a sale: "10 Days of Offers: Top Premium Apps, 10¢ Per App." They're not kidding when they say premium, either; just check out today's deals: SoundHound Asphalt 6: Adrenaline HD Minecraft - Pocket Edition Swiftkey X Endomondo Sports Tracker Great Little War Game Sketchbook Movile Fieldrunners HD Color & Draw for Kids (Phone) Paper Camera ... are all just 10¢ in celebration of 10 billion apps downloaded from the Android Market Source: Phandroid/Android Police
  2. 1 point
    OK so here is a simple to do guide to get 1x data on palm pre for reliance and also for tata pre requirements 1) palm pre running webos 1.1 or 1.2 ( u can just use update program on pre and do OTA update which is safe) 2) palm pre DIAG drivers 3) root acess 4) qpst 2.7 1) connect ur palm pre to qpst now i m tired of mentioning it again and again on how to root a pre for programming here i m writing it in simple steps a) install palm sdk on ur pc http://developer.pal...ter&sdkdownload make sure u have latest version of java on ur pc c) once sdk is installed its very simple to gain root access on ur palm pre enter developer mode to do so from ur keyboard type konami code it will show developer mode icon , turn it on d) go to startmenu --run --type cmd e) it will open up command prompt f) just type following then type the following now it will show root@castle:/# ←[J now just type done it will ask u for pre drivers and direct to to location where u have it g) now just go to qpst and connect to corresponding com port 2) setting data in qpst when data isn't provisioned on palm pre , u will just see signal bars and battery indicator thats all see this pic of my palm pre without data http://img230.images...7/imag0006z.jpg 1) open up qpst 2) press read from phone , it will ask for spc code , put in 000000 or whatever spc u have 3) go to mip tab and in "mobile ip behaviour" select "simple ip only" 4) u will see user profiles , click on profile 1 and press edit 5) it will open up profile 1 edit screen , clcik tab profile enable 6) in NAI write xyz@sprintpcs.com 7) teethered NAI xyz@modem sprintpcs.com 8) check rev tunnel preferred 9) make primary HA HOME HA AND SECONDARY HA ADDRESS 0.0.0.0 10) press ok and click write to phone see below two screenshots from my pre to get an idea http://img169.images...01oct020004.gif http://img101.images...02oct020004.gif 11) now go to ppp tab u will see an option of username and password, go to UM and AN TABS and write username and password , in this case i wrote it as username - UTS@ relianceinfo.com password- i4gE7DW ( u can put any other username password) click write to phone 12) now press read from phone tab and make sure all settings are there 3) setting up data on handset 1) from ur phone dialpad dial ##evdo# ie ##3836# and select 1xrtt http://img401.images...8/imag0019a.jpg 2) from ur phone dialpad dial ##data# go to browser and zero PRIMARY /SECONDAY NCG and ports done now reboot ur phone if all settings are configured properly ur data will start working u will see a 1x sign next to signal bars ( 1x sign indicates data is activated , if u dont see1x sign it means ur settings are not proper) see pic of my handset after data got provisioned http://img101.images...72/imag0008.jpg pre drivers.rar
  3. 1 point
    Source I get tired of seeing so much misinformation posted and repeated all over the place about how graphics rendering works on Android. Here is some truth: • Android has always used some hardware accelerated drawing. Since before 1.0 all window compositing to the display has been done with hardware. • This means that many of the animations you see have always been hardware accelerated: menus being shown, sliding the notification shade, transitions between activities, pop-ups and dialogs showing and hiding, etc. • Android did historically use software to render the contents of each window. For example in a UI like http://www.simplemob...2-home-menu.png there are four windows: the status bar, the wallpaper, the launcher on top of the wallpaper, and the menu. If one of the windows updates its contents, such as highlighting a menu item, then (prior to 3.0) software is used to draw the new contents of that window; however none of the other windows are redrawn at all, and the re-composition of the windows is done in hardware. Likewise, any movement of the windows such as the menu going up and down is all hardware rendering. • Looking at drawing inside of a window, you don’t necessarily need to do this in hardware to achieve full 60fps rendering. This depends very much on the number of pixels in your display and the speed of your CPU. For example, Nexus S has no trouble doing 60fps rendering of all the normal stuff you see in the Android UI like scrolling lists on its 800x480 screen. The original Droid however struggled with a similar screen resolution. • "Full" hardware accelerated drawing within a window was added in Android 3.0. The implementation in Android 4.0 is not any more full than in 3.0. Starting with 3.0, if you set the flag in your app saying that hardware accelerated drawing is allowed, then all drawing to the application’s windows will be done with the GPU. The main change in this regard in Android 4.0 is that now apps that are explicitly targeting 4.0 or higher will have acceleration enabled by default rather than having to put android:handwareAccelerated="true" in their manifest. (And the reason this isn’t just turned on for all existing applications is that some types of drawing operations can’t be supported well in hardware and it also impacts the behavior when an application asks to have a part of its UI updated. Forcing hardware accelerated drawing upon existing apps will break a significant number of them, from subtly to significantly.) • Hardware accelerated drawing is not all full of win. For example on the PVR drivers of devices like the Nexus S and Galaxy Nexus, simply starting to use OpenGL in a process eats about 8MB of RAM. Given that our process overhead is about 2MB, this is pretty huge. That RAM takes away from other things, such as the number of background processes that can be kept running, potentially slowing down things like app switching. • Because of the overhead of OpenGL, one may very well not want to use it for drawing. For example some of the work we are doing to make Android 4.0 run well on the Nexus S has involved turning off hardware accelerated drawing in parts of the UI so we don’t lose 8MB of RAM in the system process, another 8MB in the phone process, another 8MB in the system UI process, etc. Trust me, you won’t notice -- there is just no benefit on that device in using OpenGL to draw something like the status bar, even with fancy animations going on in there. • Hardware accelerated drawing is not a magical silver bullet to butter-smooth UI. There are many different efforts that have been going on towards this, such as improved scheduling of foreground vs. background threads in 1.6, rewriting the input system in 2.3, strict mode, concurrent garbage collection, loaders, etc. If you want to achieve 60fps, you have 20 milliseconds to handle each frame. This is not a lot of time. Just touching the flash storage system in the thread that is running the UI can in some cases introduce a delay that puts you out of that timing window, especially if you are writing to storage. • A recent example of the kinds of interesting things that impact UI smoothness: we noticed that ICS on Nexus S was actually less smooth when scrolling through lists than it was on Gingerbread. It turned out that the reason for this was due to subtle changes in timing, so that sometimes in ICS as the app was retrieving touch events and drawing the screen, it would go to get the next event slightly before it was ready, causing it to visibly miss a frame while tracking the finger even though it was drawing the screen at a solid 60fps. (Edit: for those who need this made clear, yes of course this particular issue is fixed.) • When people have historically compared web browser scrolling between Android and iOS, most of the differences they are seeing are not due to hardware accelerated drawing. Originally Android went a different route for its web page rendering and made different compromises: the web page is turned in to a display list, which is continually rendered to the screen, instead of using tiles. This has the benefit that scrolling and zooming never have artifacts of tiles that haven’t yet been drawn. Its downside is that as the graphics on the web page get more complicated to draw the frame rate goes down. As of Android 3.0, the browser now uses tiles, so it can maintain a consistent frame rate as you scroll or zoom, with the negative of having artifacts when newly needed tiles can’t be rendered quickly enough. The tiles themselves are rendered in software, which I believe is the case for iOS as well. (And this tile-based approach could be used prior to 3.0 without hardware accelerated drawing; as mentioned previously, the Nexus S CPU can easily draw the tiles to the window at 60fps.) • Hardware accleration does not magically make drawing performance problems disappear. There is still a limit to how much the GPU can do. A recent interesting example of this is tablets built with Tegra 2 -- that GPU can touch every pixel of a 1280x800 screen about 2.5 times at 60fps. Now consider the Android 3.0 tablet home screen where you are switching to the all apps list: you need to draw the background (1x all pixels), then the layer of shortcuts and widgets (let’s be nice and say this is .5x all pixels), then the black background of all apps (1x all pixels), and the icons and labels of all apps (.5x all pixels). We’ve already blown our per-pixel budget, and we haven’t even composited the separate windows to the final display yet. To get 60fps animation, Android 3.0 and later use a number of tricks. A big one is that it tries to put all windows into overlays instead of having to copy them to the framebuffer with the GPU. In the case here even with that we are still over-budget, but we have another trick: because the wallpaper on Android is in a separate window, we can make this window larger than the screen to hold the entire bitmap. Now, as you scroll, the movement of the background doesn’t require any drawing, just moving its window... and because this window is in an overlay, it doesn’t even need to be composited to the screen with the GPU. • As device screen resolution goes up, achieving a 60fps UI is closely related to GPU speed and especially the GPU’s memory bus bandwidth. In fact, if you want to get an idea of the performance of a piece of hardware, always pay close attention to the memory bus bandwidth. There are plenty of times where the CPU (especially with those wonderful NEON instructions) can go a lot faster than the memory bus. ------------------------------------------------- This explains why iOS seems more fluid than Android:
  4. 1 point
    Hi, I got these plans on reliance website. Are these plans are availbale for CDMA prepaid mobile internet. Source: http://www.rcom.co.in/Rcom/rworld/HTML/MobileNet.html#an2 MobileNet 2G Plans Prepaid MobileNet 0 Pay as you go Rental: Free - No rental charges! Browsing charges 10paisa/10 Kb. MobileNet 5Day Pack Rental: Rs. 5/- per day. Browsing upto 50 MB free. 10p/10kb applicable post free usage. To subscribe use any of these options… SMS M5 to 51234 (Toll free) Dial *123*005# (Toll free) Three Day Pack Rental: Rs.15 Pack Validity : 3 days Browsing upto : 500 MB 10p/10kb applicable post free usage Dial *565*015# to buy MobileNet 51 Fortnight Pack Rental: Rs.51/- for 15 days. Browsing upto 1 GB free. 10p/10kb applicable post free usage. To subscribe use any of these options… SMS M51 to 51234 (Toll free) Dial *123*051# (Toll free) MobileNet 29 Weekly Pack (Avaliable with Retailer on Erecharge and paper voucher) Rental: Rs.29/- for 7 days. Browsing upto 500MB free. 10p/10kb applicable post free usage. To subscribe contact your nearest retailer and ask for MobileNet MobileNet 99 Monthly Pack (Only through eRetailer) Rental: Rs.99/- for 30 days. Browsing upto 2.5GB free. 10p/10kb applicable post free usage. To subscribe contact your nearest retailer and ask for MobileNet Usage Details : To get your data Usage details on your prepaid Mobile SMS MBAL to 55333(tollfree). Thanks
  5. 1 point
    +1 to Dr. mufaddal ji for such a nice post. I got 1x on my Palm pre plus Verizon with the help of Dr. mufaddal ji's and all member posted here. Thanks everyone and yes Thanks to tarun Kabra for guiding me. Regards
  6. 1 point
    ^ ^ ^ If you go by the Shop And Ship route >> http://www.rimweb.in...hip-discussion/ following can be the approx landing cost in india. (Assuming the custom officer will play by the rules and is in good mood, otherwise no formula can apply.. ) Basic Cost US $ 235 + Customs* at 14.712% = US $ 42 + ShopAndShip *Freight (assuming parcel will be less than 500 gms) US $ 11.23 = US $ 288.23. Multiply this with Rs 54 (To be on safer side) and you get approx landed cost at Rs 15,564. *Note: Customs generally take invoice value + 21.125% of invoice value as Freight to calculate duty. Shop And Ship Freight is US $ 10 for first 500 gms and US $ 8 for every subsequent 500 gms + Service Tax.
  7. 1 point
    I used Netsafe Virtual Credit Card from HDFC Bank Credit Card. It can be used on any online website for payments just like your normal credit card. You can generate a virtual credit card only for the amount you need. So no question of mis use / overcharging. Biggest benefit is your actual credit card details like card number, validity, CVV are never exposed online, so you are protected completely. Netsafe FAQ >> http://www.hdfcbank....afe/netsafe.htm Check if your credit card issuer is offering similar service.
  8. 1 point
    Actually its Rs50.00 (But it shows by default as 50MB). And your net usage deduct with time based, i.e. 60paise per minit irrelavant of download & upload. So you will get a time of 83 minits i.e. 1.38hour, i.e. your cost is 6paise per minit. But be careful as after this 1.38hour, your usage will cut at 5paise for 10KB i.e. Rs.5.12 per MB from your main balance. I practically used and found this. I came to know another thing: if you recharge after 12:00, you will get 166 minutes of usage till 6 am ! via @saket actually night usage (10pm-6am) is double but to enjoy 166 min, you have to activate the pack after 00:00!!
  9. 1 point
    Actually its Rs50.00 (But it shows by default as 50MB). And your net usage deduct with time based, i.e. 60paise per minit irrelavant of download & upload. So you will get a time of 83 minits i.e. 1.38hour, i.e. your cost is 6paise per minit. But be careful as after this 1.38hour, your usage will cut at 5paise for 10KB i.e. Rs.5.12 per MB from your main balance. I practically used and found this.
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