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-   -   [BETA RELEASE] PhoneME Advanced (Java Mobile) (https://talk.maemo.org/showthread.php?t=81969)

pepitoe 2012-03-05 21:43

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
I managed to eventually find the problem with the app I posted about earlier. It had some language definitions in the .jad file and one of these had a tab instead of a space which phoneme didn't seem to like, although it worked like that on the N8. I don't know whether that is something that is technically against spec but is permitted in some implementations.

The only slight issues I have now is that the menus in the app are a little small to be touch friendly, and I would prefer if the keyboard automatically appeared when the field was selected or was permanently shown.

DavyP 2012-03-05 22:08

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1174864)
Thanks for the help. I found this on another website,

http://www.mynokian900.com/2011/03/p...r-maemo-5-cssu

but I don't have these options, only:
-Clock & Alarms
-Profile
-Internet connection
-Bluetooth
-USB connected

I guess I need to install a package called status-area-orientationlock-applet to enable this feature

Davy

OK, I got it working now, but only with the option forcerotation=1.
I actually think during my previous attempts I rotated the device in
the wrong direction (causing it to stay in landscape mode).

Davy

DavyP 2012-03-05 22:27

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by pepitoe (Post 1174872)
I managed to eventually find the problem with the app I posted about earlier. It had some language definitions in the .jad file and one of these had a tab instead of a space which phoneme didn't seem to like, although it worked like that on the N8. I don't know whether that is something that is technically against spec but is permitted in some implementations.

The only slight issues I have now is that the menus in the app are a little small to be touch friendly, and I would prefer if the keyboard automatically appeared when the field was selected or was permanently shown.

Nice catch. Not sure what the spec says, but I used the manifest
parser to read the contents of jad files. Also, some lines seem
to be longer than 72 characters. Normally these lines would be
wrapped.

I have been looking into hooking up the native virtual keyboard,
but I have not been able to get it properly working yet.

Davy

Arthuro_Adam 2012-03-06 20:32

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
I tried the latest build on N9. It's great, it didn't overwrite Opera Mini, so all settings remain. It works properly in portrait mode too.
One thing is missing: usage of accelerometer. If you want to change between portrait and landscape mode you have to do it in the settings.

Thanks for your work.

DavyP 2012-03-06 21:30

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by Arthuro_Adam (Post 1175452)
I tried the latest build on N9. It's great, it didn't overwrite Opera Mini, so all settings remain. It works properly in portrait mode too.
One thing is missing: usage of accelerometer. If you want to change between portrait and landscape mode you have to do it in the settings.

Thanks for your work.

Thanks for testing

Yes, I agree. On the N900, the auto-rotation happens out of the
box with the latest software upgrades and if you force allow
rotation for all devices. If you rotate your device, the Qt4 window
gets a window resize event which I then interpret to force
re-render the midlet in the new display size.

I have no idea whether auto-rotation works out of the box for all
other applications on the N9, and whether you need to modify
your application to support this. However, while it is technically
possible to monitor the accelerometer, I do think that auto-rotation
is a feature that MeeGo should handle (through passing events to
the applications), and not every application on its own.

Cheers,
Davy

DavyP 2012-03-06 23:39

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
I did some investigation, and it seems that Qt4 applications based on
QWidget() don't auto-rate on MeeGo. Unfortunately, that is what I use.

So, for auto-rotation to work on the N9, the UI front-end needs to be
rewritten using the MeeGo Touch APIs.

Davy

Arthuro_Adam 2012-03-07 07:43

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Thanks, so for autorotation, we have to find somebody, who can rewrite the UI front-end?

freemangordon 2012-03-07 07:51

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1175574)
I did some investigation, and it seems that Qt4 applications based on
QWidget() don't auto-rate on MeeGo. Unfortunately, that is what I use.

So, for auto-rotation to work on the N9, the UI front-end needs to be
rewritten using the MeeGo Touch APIs.

Davy

Well, no idea how it is on Harmattan, but judging from my experience with Qt on Maemo5, one should listen to QDesktopWidget::resized signal and decide on current orientation. You have CSSU with forced rotation enabled, so h-d rotates applications no matter if they want to be rotated. Don't rely on that. The correct way is:

in you MainWindow::MainWindow() you should:

Code:

    setAttribute(Qt::WA_Maemo5AutoOrientation, true);
    connect(QApplication::desktop(), SIGNAL(resized(int)), this, SLOT(orientationChanged()));

and in orientationChanged() slot

Code:

    QRect screenGeometry = QApplication::desktop()->screenGeometry();
    setUpdatesEnabled(false);

    if (screenGeometry.width() > screenGeometry.height())
    {
        /* Do landscape stuff */
    }
    else
    {
        /* Do portrait stuff */
    }
    setUpdatesEnabled(true);


DavyP 2012-03-07 08:12

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by freemangordon (Post 1175706)
Well, no idea how it is on Harmattan, but judging from my experience with Qt on Maemo5, one should listen to QDesktopWidget::resized signal and decide on current orientation. You have CSSU with forced rotation enabled, so h-d rotates applications no matter if they want to be rotated. Don't rely on that. The correct way is:

in you MainWindow::MainWindow() you should:

Code:

    setAttribute(Qt::WA_Maemo5AutoOrientation, true);
    connect(QApplication::desktop(), SIGNAL(resized(int)), this, SLOT(orientationChanged()));

and in orientationChanged() slot

Code:

    QRect screenGeometry = QApplication::desktop()->screenGeometry();
    setUpdatesEnabled(false);

    if (screenGeometry.width() > screenGeometry.height())
    {
        /* Do landscape stuff */
    }
    else
    {
        /* Do portrait stuff */
    }
    setUpdatesEnabled(true);


I do it a bit differently. I actually don't care if I am in landscape or
portrait mode. If I just get informed after rotation, that the window
width and height has changed, that is all I need.

Based on what I have read, it is a limitation of pure Qt4 on MeeGo.
The MeeGo SDK has APIs that are somewhat similar to Qt4. I
might have a go at implement it myself, but have no way to test
auto-rotation with the emulator so you guys could give me a hand
with that.

Davy

freemangordon 2012-03-07 08:22

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1175714)
I do it a bit differently. I actually don't care if I am in landscape or
portrait mode. If I just get informed after rotation, that the window
width and height has changed, that is all I need.

Based on what I have read, it is a limitation of pure Qt4 on MeeGo.
The MeeGo SDK has APIs that are somewhat similar to Qt4. I
might have a go at implement it myself, but have no way to test
auto-rotation with the emulator so you guys could give me a hand
with that.

Davy

And my code is an example for how to get this information in the correct way on Maemo5, relying on hildon-desktop force-rotation option is a hack. Would you mind to share how exactly you are doing it now?

Arthuro_Adam 2012-03-07 10:30

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1175714)
I do it a bit differently. I actually don't care if I am in landscape or
portrait mode. If I just get informed after rotation, that the window
width and height has changed, that is all I need.

Based on what I have read, it is a limitation of pure Qt4 on MeeGo.
The MeeGo SDK has APIs that are somewhat similar to Qt4. I
might have a go at implement it myself, but have no way to test
auto-rotation with the emulator so you guys could give me a hand
with that.

Davy

If you upload a new version, I will test it on N9.

DavyP 2012-03-07 10:57

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by freemangordon (Post 1175720)
And my code is an example for how to get this information in the correct way on Maemo5, relying on hildon-desktop force-rotation option is a hack. Would you mind to share how exactly you are doing it now?

I basically intercept window resize events with resizeEvent(QResizeEvent* event).

I use this both to capture going fullscreen or normal screen, but also for screen rotations.

I agree that the forcerotation was a hack. And I was able to get rid of that by adding setAttribute(Qt::WA_Maemo5AutoOrientation, true); But I don't need another signal/slot to figure out whether I am in portrait or landscape mode (I just care about the window ize).

So thanks for the feedback.

Davy

DavyP 2012-03-07 12:18

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by Arthuro_Adam (Post 1175778)
If you upload a new version, I will test it on N9.

It seems that setAttribute(Qt::WA_Maemo5AutoOrientation, true);
does not compile for MeeGo ('WA_Maemo5AutoOrientation' is not
a member of 'Qt'). So I had to '#ifdef Q_WS_MAEMO_5' that
instruction.

The latest build of today is available on
http://davy.preuveneers.be/phoneme/public/maemo/deb/

Though on the N9, I don't think you will see any auto-rotation.
There seems to be an approach to wrap QWidgets in a QML
project to support auto-rotation.

http://www.developer.nokia.com/Commu...d-N9-qt-Widget

I will first have a look at that before I go and restart rewriting the
UI frontend.

Davy

geneven 2012-03-07 12:42

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
I am just running Opera on my N900 with this, and every version works beautifully for me, with few exceptions.

freemangordon 2012-03-07 12:53

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1175801)
I basically intercept window resize events with resizeEvent(QResizeEvent* event).

I use this both to capture going fullscreen or normal screen, but also for screen rotations.

I agree that the forcerotation was a hack. And I was able to get rid of that by adding setAttribute(Qt::WA_Maemo5AutoOrientation, true); But I don't need another signal/slot to figure out whether I am in portrait or landscape mode (I just care about the window ize).

So thanks for the feedback.

Davy

Well, stritly speaking, you should not rely on your window size to decide if you are landscape or portrait, that is why desktop size is. Anyway, it is up to you.

When I am back home I will post some other Maemo5 specifics for fullscreen that might boost performance even further.

Arthuro_Adam 2012-03-07 16:22

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1175853)
It seems that setAttribute(Qt::WA_Maemo5AutoOrientation, true);
does not compile for MeeGo ('WA_Maemo5AutoOrientation' is not
a member of 'Qt'). So I had to '#ifdef Q_WS_MAEMO_5' that
instruction.

The latest build of today is available on
http://davy.preuveneers.be/phoneme/public/maemo/deb/

Though on the N9, I don't think you will see any auto-rotation.
There seems to be an approach to wrap QWidgets in a QML
project to support auto-rotation.

http://www.developer.nokia.com/Commu...d-N9-qt-Widget

I will first have a look at that before I go and restart rewriting the
UI frontend.

Davy

You were right, nothing visible change on N9.

DavyP 2012-03-07 16:38

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by freemangordon (Post 1175873)
Well, stritly speaking, you should not rely on your window size to decide if you are landscape or portrait, that is why desktop size is. Anyway, it is up to you.

When I am back home I will post some other Maemo5 specifics for fullscreen that might boost performance even further.

Actually, I don't make any distinction between running in portrait
or landscape mode, i.e. I don't need the window size to decide if
I am in landscape or portrait mode. I need the windows size for
other purposes. Let me try to explain this:

The phoneME backend is responsible for rendering a midlet in a
virtual framebuffer, i.e. a 16-bit RGB buffer of size width*height.
The Qt4 frontend then draws this buffer (after wrapping it in a
QPixmap). If the width or height changes (after going full screen
or after rotation), I get a Qt4 window resize event, and pass along
the new width and height to the phoneME backend so it can
update its RGB buffer accordingly.

Furthermore, since phoneME is drawing in a virtual framebuffer, it
only needs to know what the width and height of the framebuffer
is, not whether it is running in portrait or landscape mode.

Basically, the Qt4 front-end is only responsible for displaying a
16-bit RGB buffer and for redirecting all pointer and keyboard
events to the phoneME backend. The phoneME backend informs
the Qt4 front-end when the 16-bit RGB buffer has changed so that
the front-end can repaint it again. Next to that the front-end also
notifies the backend about window size changes, and can also
draw text on the RGB buffer using the local font (if you are not
using the monospace bitmap built-in font). The phoneME backend
does not use any Qt4 at all.

Anyway, I am looking forward to any tips you may have to further
improve the full screen drawing performance.

Cheers,
Davy

DavyP 2012-03-07 18:14

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Another request for N9 owners:

In my latest meego build available from http://davy.preuveneers.be/phoneme/public/maemo/deb/
I added some sound feedback for MIDP alerts. As the N9 emulator
does not seem to be producing any sound, could you check if you hear
anything when running the microemu demo midlet (Alert->Alarm alert etc).

You are supposed to hear some wav samples from /usr/share/sounds/ui-tones/

snd_default_beep.wav
snd_warning.wav
snd_information.wav
snd_query.wav
snd_warning_strong.wav

Thanks,
Davy

Arthuro_Adam 2012-03-07 19:19

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1176050)
Another request for N9 owners:

In my latest meego build available from http://davy.preuveneers.be/phoneme/public/maemo/deb/
I added some sound feedback for MIDP alerts. As the N9 emulator
does not seem to be producing any sound, could you check if you hear
anything when running the microemu demo midlet (Alert->Alarm alert etc).

You are supposed to hear some wav samples from /usr/share/sounds/ui-tones/

snd_default_beep.wav
snd_warning.wav
snd_information.wav
snd_query.wav
snd_warning_strong.wav

Thanks,
Davy

No sound on N9.

santiago 2012-03-07 20:06

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
My God!!! You added the sound support?!?!?!
Oh God!!!

!!!!!!A M A Z I N G!!!!!!!


thx thx thx thx thx!!!!!!!!!!!!

U made my day!!!!

Brian_7 2012-03-07 20:45

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Did you add sound support for the n900?

Because in my game i can not heard anything and sound support still is on your todo list

santiago 2012-03-07 20:49

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Brian sorry i made a mistake,
but sound event works on Microemu-demo :) by the way thx again

freemangordon 2012-03-07 20:51

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
@DavyP: There are 2 things you can try to increase performance. Search in Qt documentation for their effect.

First one is Fremantle specific, In your MainWindow constructor (in the same #ifdef..#endif block where WA_Maemo5AutoOrientation lives, place:
Code:

    setAttribute(Qt::WA_Maemo5NonComposited);
that may cause flickering, but I hope that won't happen, as you are double-buffering (AIUI)

Second tweak should work in both Fremantle and Harmattan, in your MainWindow constructor place:
Code:

setAttribute(Qt::WA_OpaquePaintEvent, true);
As you are repainting the whole widget area, there is no need Qt to draw the background first.

BTW I found a bug in your build using WA_Maemo5AutoOrientation:
If you enable "Enable portrait mode" in MIDlet Settings, then window appears rotated 90 degrees (shows landscape when in portrait and vice versa)

Hope the above will help you a bit, thanks a lot for your work, keep it that way :)

DavyP 2012-03-07 21:32

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by Brian_7 (Post 1176129)
Did you add sound support for the n900?

Because in my game i can not heard anything and sound support still is on your todo list

I only added some hardcoded audio samples for the MIDlet alert
messages. I hope the next steps to play custom samples will be
straightforward. If I also find a nice way to play tones of a particular
frequency and length, then I hope I will have most sound playback
support covered.

Unfortunately, MeeGo does not play ball (as the audio-playback does not seem to work on the N9).

Davy

DavyP 2012-03-07 21:40

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by freemangordon (Post 1176131)
@DavyP: There are 2 things you can try to increase performance. Search in Qt documentation for their effect.

First one is Fremantle specific, In your MainWindow constructor (in the same #ifdef..#endif block where WA_Maemo5AutoOrientation lives, place:
Code:

    setAttribute(Qt::WA_Maemo5NonComposited);
that may cause flickering, but I hope that won't happen, as you are double-buffering (AIUI)

Second tweak should work in both Fremantle and Harmattan, in your MainWindow constructor place:
Code:

setAttribute(Qt::WA_OpaquePaintEvent, true);
As you are repainting the whole widget area, there is no need Qt to draw the background first.

BTW I found a bug in your build using WA_Maemo5AutoOrientation:
If you enable "Enable portrait mode" in MIDlet Settings, then window appears rotated 90 degrees (shows landscape when in portrait and vice versa)

Hope the above will help you a bit, thanks a lot for your work, keep it that way :)

Thanks for the suggestions.

About the bug: The "Enable portrait mode" feature is only meant
for devices on which phoneME always starts in landscape mode.
So if auto-rotation works, you should not enable this feature.
With this feature enabled, I actually rotate the midlet 90 degrees.
That is why you are getting the landscape version in portrait mode
and vice versa if auto-rotation works.

Perhaps I should call the feature "Rotate midlet 90 degrees". That
description would be more accurate.

Davy

DavyP 2012-03-07 22:01

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
I added the above two tricks and used both JBenchmark and
JBenchmark2 to measure the performance improvement, and I get
overall scores that are up to 8% higher than without the two tricks. Not
world shocking, but a nice improvement nonetheless.

Davy

freemangordon 2012-03-07 22:22

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1176172)
I added the above two tricks and used both JBenchmark and
JBenchmark2 to measure the performance improvement, and I get
overall scores that are up to 8% higher than without the two tricks. Not
world shocking, but a nice improvement nonetheless.

Davy

Sounds pretty enough for 2 lines of code :). And have in mind those affect only graphics.

EDIT:
non-compositing should have bigger effect in fullscreen

DavyP 2012-03-07 22:41

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by freemangordon (Post 1176184)
Sounds pretty enough for 2 lines of code :). And have in mind those affect only graphics.

EDIT:
non-compositing should have bigger effect in fullscreen

Yes, if I would get an average 5% performance improvement
for every two lines I add, I am willing to add even more lines like that :-)

BTW, I ran the benchmark in full screen. Perhaps to low
improvement is due to the fact I emit a Qt4 signal to trigger for
every midlet window update, and perhaps Qt4 is smart enough to
coalesce repaint events. Also note that the JBenchmarks probably
measure more than just the rendering speed.

Davy

freemangordon 2012-03-07 22:57

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1176192)
Yes, if I would get an average 5% performance improvement
for every two lines I add, I am willing to add even more lines like that :-)

BTW, I ran the benchmark in full screen. Perhaps to low
improvement is due to the fact I emit a Qt4 signal to trigger for
every midlet window update, and perhaps Qt4 is smart enough to
coalesce repaint events. Also note that the JBenchmarks probably
measure more than just the rendering speed.

Davy

I have no idea how is your painting structured, but if you do a full QPixmap paint for every midlet window update, then it might be a good idea to set some clipping when painting the pixmap, that should boost the performance significantly (not that it is slow now, but you know, as Pooh says...)

DavyP 2012-03-07 23:22

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by freemangordon (Post 1176202)
I have no idea how is your painting structured, but if you do a full QPixmap paint for every midlet window update, then it might be a good idea to set some clipping when painting the pixmap, that should boost the performance significantly (not that it is slow now, but you know, as Pooh says...)

PhoneME does provide midlet display repaint callbacks with
clipping ranges, but they are usually much bigger than the
bounding box of the pixels that have changed that it usually does
not make much of a difference when painting the full midlet
window or just the area within the clipping ranges.

Especially midlets that paint their own UI on a Canvas or
GameCanvas (like Opera Mini or J2ME Polish/LWUIT midlets),
this definitely does not make much of a difference. This was my
experience on Android, I have not tested this on the N900.

So, for the time being, I think the rendering speed is good enough
so I would rather focus on some more interesting features.

Davy

DavyP 2012-03-08 00:27

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Does anybody know of a working API to play and mix multiple sounds?

QSound does not work, and Phonon audio playback with MediaObject and AudioOutput does not allow me to play multiple samples concurrently. Rather than mixing two sounds, the latter stops the former's playback. On MeeGo this API does not seem to work at all.

FWIW I added minimal audio playback in my latest build (wav and mp3 seem to be supported on my device).

http://davy.preuveneers.be/phoneme/public/maemo/deb/

There is now a test midlet called PlayWav.jar in /opt/phoneme which seems to work on the N900. Perhaps your game is now able to make some noise too.

Davy

santiago 2012-03-08 01:02

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1176234)
Does anybody know of a working API to play and mix multiple sounds?

QSound does not work, and Phonon audio playback with MediaObject and AudioOutput does not allow me to play multiple samples concurrently. Rather than mixing two sounds, the latter stops the former's playback. On MeeGo this API does not seem to work at all.

FWIW I added minimal audio playback in my latest build (wav and mp3 seem to be supported on my device).

http://davy.preuveneers.be/phoneme/public/maemo/deb/

There is now a test midlet called PlayWav.jar in /opt/phoneme which seems to work on the N900. Perhaps your game is now able to make some noise too.

Davy

:) in N900 it works :) now i'll try midi files with some javame games

midi files don't work
kar files don't work

mp3 worked
ogg worked
wav worked

but some apps still crashed

is it normal that Run Midlet doesnt open Jad file? It searches for a jar but it doesnt download it.. Normally it has to download the jarfile.

One question.. The error.txt and the output.txt file, can help you to fix some things? Or is just to understand that CVM cannot run the midlet and then the error is in the log but just to know the for the moment is impossible to open some java classes?

DavyP 2012-03-08 07:48

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by santiago (Post 1176250)
:) in N900 it works :) now i'll try midi files with some javame games

midi files don't work
kar files don't work

mp3 worked
ogg worked
wav worked

but some apps still crashed

is it normal that Run Midlet doesnt open Jad file? It searches for a jar but it doesnt download it.. Normally it has to download the jarfile.

One question.. The error.txt and the output.txt file, can help you to fix some things? Or is just to understand that CVM cannot run the midlet and then the error is in the log but just to know the for the moment is impossible to open some java classes?

Yes, I am aware several audio types don't work. If Phonon cannot
handle them, neither can I.

The "Run MIDlet" is a fairly simple app. It assumes the jar file
is already downloaded and located at the same place, with
a file name similar to the jad file except for the file extension which
should be jar. I agree it should look at the descriptor and if it has
a http url download the jar if necessary.

The game might crash because some APIs are currently not yet
avaliable, or there might be a bug in my code. I do somethimes
get segfaults when I close a midlet, but there might be other
problems too. Feel free to post the output of the log files.

Davy

HtheB 2012-03-08 12:14

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Too bad it doesn't run eBuddy
It just stays on the "starting eBuddy" screen.

Is there anything that we can do to bypass this problem?

ivgalvez 2012-03-08 15:11

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
I have installed latest PhoneME package without any previous installation.

Launch Opera Mini from the applications menu without being connected to Internet and a message of error (no connection) is shown during the installation of Opera Mini. After that, if a connect to Internet and launch Opera Mini, it gets stopped in the installing process with no signs of progress.

Then I activated log traces in the configuration utility and it finally worked though it took some time to start the application.

DavyP 2012-03-08 15:56

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by HtheB (Post 1176473)
Too bad it doesn't run eBuddy
It just stays on the "starting eBuddy" screen.

Is there anything that we can do to bypass this problem?

I mentioned this before, but eBuddy needs support for JSR 234
as it at relies on the following missing class:

javax.microedition.amms.control.ImageFormatControl

Davy

DavyP 2012-03-08 15:57

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by ivgalvez (Post 1176555)
I have installed latest PhoneME package without any previous installation.

Launch Opera Mini from the applications menu without being connected to Internet and a message of error (no connection) is shown during the installation of Opera Mini. After that, if a connect to Internet and launch Opera Mini, it gets stopped in the installing process with no signs of progress.

Then I activated log traces in the configuration utility and it finally worked though it took some time to start the application.

During installation, Opera Mini actually downloads some data
before completing this installation. If this fails or if the connection
is unstable, you might experience some issues.

Davy

Brian_7 2012-03-08 16:26

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by DavyP (Post 1176234)
Does anybody know of a working API to play and mix multiple sounds?

QSound does not work, and Phonon audio playback with MediaObject and AudioOutput does not allow me to play multiple samples concurrently. Rather than mixing two sounds, the latter stops the former's playback. On MeeGo this API does not seem to work at all.

FWIW I added minimal audio playback in my latest build (wav and mp3 seem to be supported on my device).

http://davy.preuveneers.be/phoneme/public/maemo/deb/

There is now a test midlet called PlayWav.jar in /opt/phoneme which seems to work on the N900. Perhaps your game is now able to make some noise too.

Davy

Now my game doesn't even start anymore :(

christianko 2012-03-08 16:42

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Not sure if anyone has noticed:

http://m.google.com/maps/download/bi...maps_m2_ts.jar
works well with phoneme

you can show e.g. google's traffic layer, for which I did not know a convenient way on the n9 before.
one also needs http://www.google.com/url?sa=D&q=htt...GL1-Ix4FPajHnw
I guess, and match the filename in the .jad

DavyP 2012-03-08 17:56

Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
 
Quote:

Originally Posted by Brian_7 (Post 1176601)
Now my game doesn't even start anymore :(

Yes, I can confirm. I get a segfault too while trying to play a midi file.

Davy


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