I have downloaded vspainter LE from here:
http://www.virtualspaghetti.com/index.php?index=3&language=en
But when i start it it immediately crashes back to programs. It should be compatible right? its in the compatible software list on the xda wiki. Can anyone explain to me how to get it working?
Greetings.
edit: just installed vsbenchmark, and that completely froze my device... :-( really hope they fix those programs soon.
In order to use VSPainter, you have to install the WVGA Fix, and then switch your screen to 640*480, cause VSPainter doesn't work with a 800*480 resolution.
damnit! it would be soooo awesome in 800x480
I completely agree. It's a shame to see all these programs for WinMo which seem to have the resolution "hardcoded" in them, where every applications on a regular computer can adapt to any resolution you're using.
Zaza le Nounours said:
I completely agree. It's a shame to see all these programs for WinMo which seem to have the resolution "hardcoded" in them, where every applications on a regular computer can adapt to any resolution you're using.
Click to expand...
Click to collapse
you, you would think adaptive resolution wouldnt be that hard to create, even if its only getting bigger and bigger.
anyway, can someone advise me another drawing app, wich does work at 800 x480?
Snuurtje said:
you, you would think adaptive resolution wouldnt be that hard to create, even if its only getting bigger and bigger.
Click to expand...
Click to collapse
I must confess I don't know anything about programming. But even if the resolution of a program is not adaptive, the programs could been at least coded for the different resolutions used on telephones, as there isn't a lot of them : SQVGA, QVGA, SVGA, VGA, WVGA... and that's about it.
i know about programming (not professional) and imo its not that hard to program adaptive windows, especially because there is almost always an area that isnt fix (like a toolbar or something), which is the only thing that has to adapt.
anyways.. its a shame many programs dont work, especially vspainter which looks pretty good. there is lots of programming involved and i bet much more complex than an adaptive window
I guess they are just currently working on new versions (also for their other apps) to match the wvga resolution which is gaining momentum with the HD and the X1.
I use VirtualNotepad2 and they released a bug fix for WVGA but this leaves a lot to be desired since it just stretches the current graphics to WVGA mode making them a little bit blurry. I am really looking forward to their normal WVGA versions.
allright good to hear they are working on it. But i still need a little schetch app, if it were only to paint black lines and save it to .jpg Anyone able to recommend one that works?
Yaaaay, i found a great painting app! It's called pocket artist, it does a LOT i want a painting and photo editing to do. The only thing i havent managed to find is a layers function like in photoshop. Furthermore it does have a lot of similar functions photoshop does. Im in the process of uploading a youtube video i just shot.
here is the link its still converting though, should be up shortly:
http://nl.youtube.com/watch?v=vmfNqOHJxPU
this isn't so good, VSpainter is more powerful
To me Vspainter is worthless without it working fullscreen. By the way i have discovered layers in this app. You can do a lot with it what can be done with photoshop aswell. Precise selection, layers. gradient, text, diverse filters, cropping, resizing rotating.
Related
Hi,
as many of you allready know, HTC released the new HTC Touch as a response to Apple's iPhone.
I looked at some videos on youtube and some technical specs of the phone.. and it simply seems a program that runs on a WM6. So it shouldn't be some difficult to port it to other devices, I don't think that the HTC Touch has some special hardware or touchscreen.
The only thing I read is that it has different touchscreen drivers, but that shouldn't be a problem: I already saw here on xda-dev many other ports or programming miracles
Ok it's a program native for QVGA... that sucks and could possibly cause many problems to port it on the Universal.
It could also be that it wouldn't have decent performance playing the animantions (page flip,...) because of the VGA resolution.
I don't know.... but I would like to create this thread in order to see the progress and the news of the Touch Technology (let's call it so) port on Universal.
Helmi, Midget and all other gurus of the universal... please help us with this cool Touch Tech
Videos of the HTC Touch:
http://www.youtube.com/watch?v=cI9h3TRndhY
http://www.youtube.com/watch?v=Gj8PMcvYTZo
...and here is some basic infos and some dumps:
http://forum.xda-developers.com/showthread.php?t=311225
I've to say that the today plugin and the rest of the menus are very similar to Spb Mobile Shell... the only thing more are the gestures that you can make on the touchscreen and the animations between the menus.
Ok let's go!
We'll see how it goes on now
So...
It's kinda just a new interface for Windows Mobile?
Yep
markymanxxx said:
So...
It's kinda just a new interface for Windows Mobile?
Click to expand...
Click to collapse
Yep I think so too. It doesn't seem to me that there are significant hardware differences between the HTC Touch and other PocketPCs.
But let's wait and see what our gurus say to it
Sorry to dissapoint....
Sorry to be the bearer of bad news guys & gals, but over at the Athena and Hermes forums and some others over at 4winmobile have been looking into this for some time now and there is a major difference other than the .dll driver.
The Touch has a new technology screen that is completely different from what has been in PPC's before. Most of the software can be ported from the HTC Touch/Elf, and will work on QVGA WM5/6 devices and some conversions will be necessary for our VGA devices, but the actual Cube Touch GUI will NOT work without the right hardware.
see here for more info:
http://forum.xda-developers.com/showthread.php?t=310459&page=3
mackaby007 said:
Been following a cool thread over at 4winmobile.com about the whole HTC Touch themes, cabs and interface etc...Looks like everything else is transferable, except the cube GUI, as......
Also...
Sorry peeps. Looks like new screen hardware after all But no one is giving up on an alternative.
Anyway, take a look at that thread anyway as it is very interesting all the same.
http://www.4winmobile.com/forums/hermes-black-rom-announcements/9739-black-iv-shadow-preview.html
Click to expand...
Click to collapse
have to confirm that it is new hardware, and that the plugins/programs have the resolution hard-coded into them so nothing useful for our uni yet...
interestingly enough though the biotouch (what they call it) calls use native windows mobile dll's (albeit new functions that previously were not in there, so we can speculate that this isnt a one off and more devices will be seen with these type of screens)
dll's and VGA
Basically when I see how they use this touchscreen I see no big difference between an old one.
For the cube GUI the system has only to recognize a "touch & drag" on the screen. If this function isn't in our dll's they could somehow be ported on our uni
But the most big problem I see is the VGA resolution.....
Anyone knows the HTC Touch specs? Has it some new and high performance graphic chip (perhaps nvidia or something similar?)
Because we have to consider that VGA = 4x QVGA (number of pixels) and as I know our beatuful Uni hasn't a luxus graphic processor. I remember some benchmarks and compared to other devices it had a somehow slower graphic chip.
I'm afraid that if we can port the gui to Uni on VGA it won't work with decent performance
Does anyone know more of the Cube GUI? Is it precalculated (only an animation) or is it a realtime rapresentation of the current objects flipping over the faces of a cube?
To be honest I think it's precalculated graphics... Why make it realtime and performance-cost? The cube turns very fast and it would very difficult to see the difference between a simple animation and a real 3d rendering.
And when we think how many open processes a user has on his pocketpc; I could easly imagine that if we only were listening to music with an mp3 player, with a resident antivirus (lol) and some other background apps....the cube would have big problems to be rendered at a decent framerate.
Ok these are only speculations, I have no idea of how the HTC Touch really works. I only saw the youtube presentation
If the cube won't be ported on Uni... I'll wait for someone to adapt Beryl for PocketPC eheheheh lol
Go on folks...
Greets
Touch on..... Prophet.
I made some changes in touch rom and it can run on my prophet, but i have alot of bugs like battery bug and touchscreen bug.
Silver_Gost said:
I made some changes in touch rom and it can run on my prophet, but i have alot of bugs like battery bug and touchscreen bug.
Click to expand...
Click to collapse
Does the cube GUI work (even partially) ?
are there no news for the Universal??
Hello everyone,
I have been looking for software that will allow me to run a VGA application on my PPC that is only equipped with a QVGA screen. I have seen the packages that do the reverse but, nothing that the direction I need.
Any help is greatly appreciated.
why wouldyou want to do that???
Try Nyditot Virtual Display 5 - a good app, and has a trial version so you can try before buying/cracking
sp3dev said:
Try Nyditot Virtual Display 5 - a good app, and has a trial version so you can try before buying/cracking
Click to expand...
Click to collapse
Nyditot for all i know is only for ppcs with VGA display to enable SEVGA, what he is asking is to enable VGA apps to run on his QVGA screen, which if im not mistaken is not possible (if this was otherwise im guessing you'll need a microscope to read the damn font which is already small in QVGA) . For VGAs you cant try tweaks2k2's TrueVGA brute force without actually changing the resolution of the PPC, it only affects the program which was VGA brute Forced. This is useful for adobe pocket reader or IE to see all the contents without scrolling sideways.
fallenczar said:
why wouldyou want to do that???
Click to expand...
Click to collapse
I have an app that only runs on 640.480. It is a app that runs my home automation. It is built for PPC but has the resolution requirement.
Eikichi said:
Nyditot for all i know is only for ppcs with VGA display to enable SEVGA, what he is asking is to enable VGA apps to run on his QVGA screen, which if im not mistaken is not possible (if this was otherwise im guessing you'll need a microscope to read the damn font which is already small in QVGA) . For VGAs you cant try tweaks2k2's TrueVGA brute force without actually changing the resolution of the PPC, it only affects the program which was VGA brute Forced. This is useful for adobe pocket reader or IE to see all the contents without scrolling sideways.
Click to expand...
Click to collapse
Thank you very much. All I need it to do is to trick the app into thinking it is running on a VGA screen. I do not mind scrolling if I need to. Since it is a GUI for a secrurity system. The prints can be small as it is all button based. It looks kinda' like a remote control.
This is the software I am talking about:
http://www.elkproducts.com/products/m1/ElkRM_additional_info.htm
Thanks for your help.
DaddyGoFast said:
Thank you very much. All I need it to do is to trick the app into thinking it is running on a VGA screen. I do not mind scrolling if I need to. Since it is a GUI for a secrurity system. The prints can be small as it is all button based. It looks kinda' like a remote control.
This is the software I am talking about:
http://www.elkproducts.com/products/m1/ElkRM_additional_info.htm
Thanks for your help.
Click to expand...
Click to collapse
this may not help much but how bout asking their support services to release a qvga version of it, im sure they are amenable to that since majority of today's PPCs are QVGA hence more revenues for them.
Yeah, I tried that. No go. They use the software on their WinCE touchscreen panels that use a 640*480 screen. They made the software available for free to the installers. THe panels are like $1000USD. They are not much into software.
Thanks for your help though.
My idea is to make a program that acts like WVGA-fix, that is, reducing the display area ( by 160 pixels in height) in order to make VGA applications compatible AND, at the same time, using the space gained at the bottom for a virtual D-Pad.
That would make many 3D games compatible and playable (becuase of the D-Pad) but also applications like Realcalculator or the SPB suite.
Does anyone want to do this? I'd donate at least 20 bucks and I guess there are lots of other people who would appreciate a solution like this.
Nice idea, but what's the point in the WVGA screen then? Might as well get a Diamond!
also thought about that. tgere is someone working on it. search for the d-pad sip thread.
the idea is to program an emulator, wich opens applications in a 640x480px Frame this way its simulates a VGA screen. the 160px left can be used for virtual D-Pad. when pressing a button on the virtual D-Pad, the direction has to be send to the frame - to the application / game.
Koffein Schluck said:
also thought about that. tgere is someone working on it. search for the d-pad sip thread.
the idea is to program an emulator, wich opens applications in a 640x480px Frame this way its simulates a VGA screen. the 160px left can be used for virtual D-Pad. when pressing a button on the virtual D-Pad, the direction has to be send to the frame - to the application / game.
Click to expand...
Click to collapse
If you want to go as far as having an on screen virtual keypad with the OS running at a lower resolution to accommodate it, I imagine this would need to be done through a replacement screen driver much like NYDITOT. If you've ever used NVD, you should know what I mean. They use a generic replacement for the screen/display/keyboard driver that then allows the OS display to be run at any resolution and then scrolled.
But since it replaces the entire screen driver (ddi.dll) with it's own generic version, this method is also a performance hit for more graphical apps like games. If someone can figure out something better and easier, go for it. I imagine you would only need to hack with the touch driver if you wanted an invisible on-screen dpad or something.
And it should look like this http://upload.csrune.com/files/dpadsip669.PNG ;-)
It's just another keyboard...
Hello, sorry to unburry this topic, but I consider the concept is of premium importance.
First of all, I think it should have nothing to do with resizing the screen, as it would just complicate the process and slow down the programs...
Games and other software using the HD's missing pad are generally already VGA (if not QVGA) sized (considering recent WVGA games can use the touchscreen or the accelerometer), so they already display black unused sections on the screen (and by the way, a lot of useful apps, such as WVGAFix or Hou Ming's Force Hires already manage the lost margin and/or resize QVGA to VGA).
So it should only be about using this otherwise spilled and already existing dead zone to display a pad.
There are tons of applications for such a pad, and not only games !
Just browsing through directories can just be so painful without a pad, as Windows Mobile massively relies on its presence.
For instance, you have nice thumbnails showing when you parse pictures, but they are rendered useless, as you can't browse through them ! As soon as you select the next one with stylus or finger, it pops opened (well, popping isn't really the appropriate word, if you consider how slow the process is )
Then the best way to browse a directory, is to open the SIP keyboard, but of course, not the Microsoft one, as it has no arrow keys (remember : Windows assumes a pad is present) : you have to open this nice, but oversized HTC one, you know, the one that has arrows, but no Ctrl key, and therefore is unable to copy and paste !...
As keyboard arrows do work in any situation, I really, really think we all lack a simple 4 direction pad (plus "action" button, the other four classical buttons being physically present, phew) that would take no room on the screen, and help us browsing files and menus, or playing games.
The virtual pad should be available in the keyboards and other input devices list, exactly the same way the others are.
Ideally, we could imagine a tiny one that would overlap the central button and take no room on the screen, but just occupy about half an inch in the center of the lower bar, plus the usual SIP input choice arrow, in order we can still change keyboards at will.
For older VGA ou QVGA games, a larger and more finger friendly version could be imagined, either just a thick line of buttons, or why not, a larger pad, as shown on Wolfenzi's nice picture.
Just consider that a lot of virtual keyboards are available, so It doesn't seem to be something impossible to do !
It would be just another keyboard, just having only 5 keys, and nothing else !!!
I actually really can't figure out why nobody seems to be interested by such a simple yet useful idea...
Oh, and as Maati, I'm ready to remunerate anyone who'd do the effort, too.
El_Mariachi said:
Nice idea, but what's the point in the WVGA screen then? Might as well get a Diamond!
Click to expand...
Click to collapse
Well, not as I see it, and support the need for such a utility.
This utility would allow older (no longer actively supported?) applications what were design for VGA and control (only!) thru the D-pad, to still work.
Of course, new applications will be written to fully use WVGA, and have control thru means other than the D-pad.
maati said:
My idea is to make a program that acts like WVGA-fix, that is, reducing the display area ( by 160 pixels in height) in order to make VGA applications compatible AND, at the same time, using the space gained at the bottom for a virtual D-Pad.
That would make many 3D games compatible and playable (becuase of the D-Pad) but also applications like Realcalculator or the SPB suite.
Does anyone want to do this? I'd donate at least 20 bucks and I guess there are lots of other people who would appreciate a solution like this.
Click to expand...
Click to collapse
+2 Ditto.
Z80-Man said:
Hello, sorry to unburry this topic, but I consider the concept is of premium importance.
First of all, I think it should have nothing to do with resizing the screen, as it would just complicate the process and slow down the programs...
Games and other software using the HD's missing pad are generally already VGA (if not QVGA) sized (considering recent WVGA games can use the touchscreen or the accelerometer), so they already display black unused sections on the screen (and by the way, a lot of useful apps, such as WVGAFix or Hou Ming's Force Hires already manage the lost margin and/or resize QVGA to VGA).
So it should only be about using this otherwise spilled and already existing dead zone to display a pad.
There are tons of applications for such a pad, and not only games !
Just browsing through directories can just be so painful without a pad, as Windows Mobile massively relies on its presence.
For instance, you have nice thumbnails showing when you parse pictures, but they are rendered useless, as you can't browse through them ! As soon as you select the next one with stylus or finger, it pops opened (well, popping isn't really the appropriate word, if you consider how slow the process is )
Then the best way to browse a directory, is to open the SIP keyboard, but of course, not the Microsoft one, as it has no arrow keys (remember : Windows assumes a pad is present) : you have to open this nice, but oversized HTC one, you know, the one that has arrows, but no Ctrl key, and therefore is unable to copy and paste !...
As keyboard arrows do work in any situation, I really, really think we all lack a simple 4 direction pad (plus "action" button, the other four classical buttons being physically present, phew) that would take no room on the screen, and help us browsing files and menus, or playing games.
The virtual pad should be available in the keyboards and other input devices list, exactly the same way the others are.
Ideally, we could imagine a tiny one that would overlap the central button and take no room on the screen, but just occupy about half an inch in the center of the lower bar, plus the usual SIP input choice arrow, in order we can still change keyboards at will.
For older VGA ou QVGA games, a larger and more finger friendly version could be imagined, either just a thick line of buttons, or why not, a larger pad, as shown on Wolfenzi's nice picture.
Just consider that a lot of virtual keyboards are available, so It doesn't seem to be something impossible to do !
It would be just another keyboard, just having only 5 keys, and nothing else !!!
I actually really can't figure out why nobody seems to be interested by such a simple yet useful idea...
Oh, and as Maati, I'm ready to remunerate anyone who'd do the effort, too.
Click to expand...
Click to collapse
hail to this simple, yet working solution.
and even include gestueres perhaps like windows and resco keyboard has.
why is it that we dont have this yet than??
sorry for my bad english
Hey, there's even worse than our good old Touch HD !
I recently tried a Touch HD 2 a friend wanted to show me (actually the guy who sold me his Touch HD ! ) and now there's an even biggest problem with HTC Sense (or maybe just Windows mobile 6.5) and the capacitive multitouch screen !
The good old scroll bars on the sides of the windows have been replaced by a thin line popping a slider when you press on it...
But, now it's all but precise !
As your finger now touches an entire area at the same time, it becomes almost impossible to scroll precisely to a desired position in a long list or directory (just try to go where you want in the Windows directory, and you'll go quickly mad) !!!
Maybe it would be better with a stylus, but there's no stylus provided with the Touch HD 2...
Or maybe it would be better using the arrows keys... The ones that should be on the pad if it was there...
Now you know why I told you that story !
I owe both a Polaris and a Blackstone and, in my opinion, TouchCube is far better than TF3D. TF3D looks nice but let's face it... it eats up system resources, it's laggy, when browsing through tabs it's not very thumb friendly (you have to bend your thumb to the max), you can't customize the tabs position (it would help if they were placed on one side because it would be easier to scroll through the same number of items having at least 30% more room to place the tabs), the so called customization... is way too limited (you get to change the fonts, the tab order, the shortcuts... in the end you'll get the same layout), the multimedia section was divided with the unhappy default association of the video files with an application clearly meant for photos...
So... my question: can the TouchCube be ported on the Blackstone and, along with it the Polaris Audio Manager? Can the Album application be "broken" in two applications one handling the photos and the other the videos?
I was thinking just the other day "what happened to the cube?"
It was pretty cool. Think it would be good a replacement for the action screen thats floating about?
Try duttys ROM with new manila, TF3D is uber fast
Sallcho said:
Try duttys ROM with new manila, TF3D is uber fast
Click to expand...
Click to collapse
and what about ergonomics?
So... I get it that no developer is interested in porting the Cube to Blackstone
I have never tried it, but how about the option "Cube" under HTC TouchFLO when using Advanced Config. How about changing that to Enabled, will that do the job?
I'll make it my next project
I'm currently finishing an animated today screen for this phone while docked but when I'm done that that I'll start work on a cube launcher that replaces the current Program's tab with a custom app that gives you a cube with multiple options for launching programs... icon view, rotate to list view, rotate to cover-flow view etc
Did you try the cube here : http://forum.xda-developers.com/showthread.php?t=336234
Maybe you just have to adapt to wvga screen ?
http://forum.xda-developers.com/showthread.php?t=336234
I tried this one instead... installs ok but it's for qvga it starts and then it goes to the top-left corner. the animations work just fine, some of the links must be rebuilt... and that's about it. But... i mus admit it... i don't have the knowledge to port it to WVGA...
I know it won't be free, but what about something like SPB Mobile 3 due out at the end of March? Have a look at around 58 seconds in here:
http://www.wmexperts.com/update-spb-mobile-shell-3
edit...
Just found a video showing it on a Touch HD:
http://www.youtube.com/watch?v=xv8DDNE3lgA&feature=related
Cookie999
I appreciate the work of the people at SPB. It seams they did a good job. But... I am not a phonecentric person and something like the cube suites me better. SPBM3 looks like it requires a lot of time to be customized and even when you think you got it you wake up with a fully texted today screen and a directions map to help you swipe through screens...
The HTC TouchCube might seam blunt compareing it to SPBM3 but this is what I like about it... an easy way to launch/hide, easy recognition of the page you're in... i can't explain it very well but for me... the TouchCube is more natural, more organized and a better interface than the windows start menu when it comes to basic tasks.
WOW!!!!!!!!!!!!! SPB Mobile 3 looks great... forget what I wrote before. No need to write what they have already written
Cookie999 said:
I know it won't be free, but what about something like SPB Mobile 3 due out at the end of March? Have a look at around 58 seconds in here:
http://www.wmexperts.com/update-spb-mobile-shell-3
edit...
Just found a video showing it on a Touch HD:
http://www.youtube.com/watch?v=xv8DDNE3lgA&feature=related
Click to expand...
Click to collapse
Dude! That looks freeking awesome and just think I neally bought an iPhone 3G
=]
nice i like it...
Cookie999 said:
I know it won't be free, but what about something like SPB Mobile 3 due out at the end of March? Have a look at around 58 seconds in here:
http://www.wmexperts.com/update-spb-mobile-shell-3
edit...
Just found a video showing it on a Touch HD:
http://www.youtube.com/watch?v=xv8DDNE3lgA&feature=related
Click to expand...
Click to collapse
looks great!!
it moves really good!
Please resize the cube for vga/wvga would love it!!
yea spb mobile shell 3.0 does look good buuuuuuttttttttttttt its not free cost almost $30 and to be honest like many of you have been saying, i do miss the cube app from the htc touch...that app was very cool an useful plus i loved how when you needed it you just swiped up an when you were done you swiped down an that was that... SO I TO HOPE THAT IT CAN BE RESIZED FOR VGA AND WVGA!!!!!
Mrferrari23
If only I could... I'd do it myself
If it was posible id like the touchcube too, it's more finger friendly imo and it's faster to use. Like said before, if I knew how to do it myself, I would..
Bell UI
Browsing the internet I found the Bell UI. Looks quite nice.
To all the chefs out there... is there a chance to port this to HD? 'Cause I'm kinda' giving up the idea of the Cube being ported to the HD...
Hey!
First of all: I know that there are many solutions to exactly this problem, but none of them works...
I am currenty working on an Windows Mobile 6.1 professional Application with Visual Studio 2005 Standard Edition in c#. My mobile is a Samsung Omnia i900. Additionally i use the Windows Mobile SDK 6 professional.
My Problem: the app seems to get not enough memory for executation. If i load a large image (2mb) i get an "OutOfMemory"-Exception. Weird: if i run the app via Visual Studio (Deploy on Device) i cant load even pretty small images. When i start the app on the device, i can load bigger images, but i need to load images of 2 mb and that doesnt work either way! This application will get pretty large so i was wondering how this can work, when i only got 1-2 mb ram, even though the mobile tells me that there more than 50 mf ram free to use.
i know that you can free ram of older images, when i dont need em anymore with dispose() but i even fail to load one image, if its big enough.
i also tried the OpenNetCF, didnt work either!
this really drives me crazy as im looking for solutions for the last few days, nothing works! i mean, how can i create a biger app, if i only have 2 mb or Ram to run it in??
please please help!
Michael
P.S.: as i am pretty new to visual studio, i have another tiny question: i added some references (DLLs) to the project, that i do not need anymore! how can i remove those references? cannot find the command *too stupid*
Do you know if you're using DirectDraw in those .NET wrappers?
Windows Mobile powered devices have a graphical memory limit, which no one can do anything about :S
If you use GDI (slower, not hardware accelerated imaging API) I think you'll have less problems.
I work with native code, so I'm not sure you can make those choices using .NET, nor if this is your actual problem.
hey and thanks for responding!
well, as you say im not sure if i am using it! i use the normal System.Drawing Stuff. When i load a picuter i use Image i = new Bitmap(path) or paint with graphics.drawImage, either way the memory overflows! this is driving me crazy
Can you try developing this using native code?
well isnt that extremely complicated? i am quite new to that stuff, so i am horrorfied to even think about writing this in native code!
well i could give it a try, do you know some good tutorials for that? i can code a little java, delphi, haskell, prolog and C#, but all of these are pretty far away from machine language ,so native coding would be pretty hard for me!
Ahah it seems you're under the impression native code = Binary?
Native code, as opposed to Managed Code (C#, VB) is simply running C or C++, without the .NET sandbox around.
Maybe it's too much for now. I can't help with C# or VB, but I advise you to search for GDI and DirectDraw calls on Managed Code and see what you're using.
hehe, i was already wondering, what kind of dude you are, coding in machine language (that was my translation given by google). Ok, i think i can do some stuff in c++. Do i have to tell my visual studio explicitly not to use the .NET-framework when i start a C++ Mobile Device Project or is that the default configuration? sorry im really new to that, used to code in eclipse...
mhmpf! i like that wysiwyg stuff from c#, damn...
but thanks so far!
anybody else got any ideas? i mean it has to be possible... if not, ill try some c++
I suggest you just head over to MSDN.com and check what exactly those functions do. There's no point in learning "Windows driven" C++ if the problem rests in other place.
I'm almost sure there are GDI calls for .NET. I merely wanted you to try them!
hey, i am afraid i am already using the GDI-calls! Found several tutorials, which show how to load an image, exactly like i did it.
That's not good.
I must ask, why do you want 2mb images?
its a navigation-like software, and i need to load the complete image to be able to scroll smoothly through it! for the moment it works as i changed the image into a 600kb one... but im afraid, as the application gets bigger even those 600kb could be too much.when i implemented the other logics like routing and points of interest on the map, i think that will exceed those (apparently only) 2mb ram-space i have...
Sepplo said:
its a navigation-like software, and i need to load the complete image to be able to scroll smoothly through it! for the moment it works as i changed the image into a 600kb one... but im afraid, as the application gets bigger even those 600kb could be too much.when i implemented the other logics like routing and points of interest on the map, i think that will exceed those (apparently only) 2mb ram-space i have...
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I think it's best to buffer the current position's image and the neighboring ones. When the position changes you automatically show the pre-buffered neighbor, free the previous ones and load the next. If there's a sudden change by a lot, you'll just say "loading" and buffer the new far away position with its neighbors.
Don't try to have the complete "maps" always fully available.
but when the application gets bigger (other things too come), im almost sure i will need more than 1,5mb ram, besides: if i just load parts of the picture, i need to make more changes on the MouseMove-Event, Scrolling will get laggy with that :/
(by the way, thanks a lot for helping me, i appreciate it very much!!)
No, it can be done, buffering is essential in graphical intensive applications on Windows Mobile... You have to keep in memory what you are displaying and the next probable ones
No problem, it's what we're here for
Try writing the code that loads the images in a seperate assembly (dll) and call that from the main exe.
Ta
Dave
Sepplo said:
My Problem: the app seems to get not enough memory for executation. If i load a large image (2mb) i get an "OutOfMemory"-Exception.
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What kind of image is it? Remember that many image formats are compressed, so doing stuff with em takes more memory than you'd realize.
godefroi said:
What kind of image is it? Remember that many image formats are compressed, so doing stuff with em takes more memory than you'd realize.
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How big is the image as a Bitmap (ie a .bmp) - this will tell you how much RAM it requires to load (plus overheads for the object)
Its probably best if you take the Google\Bing maps approach and split it into a number of smaller images and load\unload each one as you need it
TehPenguin said:
How big is the image as a Bitmap (ie a .bmp) - this will tell you how much RAM it requires to load (plus overheads for the object)
Its probably best if you take the Google\Bing maps approach and split it into a number of smaller images and load\unload each one as you need it
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That's what I suggested, but he seems reluctant in buffering only the active and neighboring parts... I don't see any other way here =/
you guys were absolutely right! i knew before that jpeg is a compressed format, but the bmp is actually around 13mb big, that is really too much. Well i really will have to split the image. but thus week i have no time, due to another paper i have to write...
last question: what would be the best approach here?
1. one big panel and draw the images at the right position? (seems not good to me, cause i would have to repaint the panel with all images over and over again)
2. different panels to paint the pieces in?
3. different picture boxes to load the images into?
thanks very much for your help!
Sepplo said:
you guys were absolutely right! i knew before that jpeg is a compressed format, but the bmp is actually around 13mb big, that is really too much. Well i really will have to split the image. but thus week i have no time, due to another paper i have to write...
last question: what would be the best approach here?
1. one big panel and draw the images at the right position? (seems not good to me, cause i would have to repaint the panel with all images over and over again)
2. different panels to paint the pieces in?
3. different picture boxes to load the images into?
thanks very much for your help!
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Click to collapse
What do you mean by 'panel'?