Need app to run at higher res - Windows Mobile Software Development

Hi all,
unfortunately I only know a little of coding and do not have time to learn (full time student AND full time job = little time for extra activities) so I hope you can be helpful..
My father needs to emulate an HP41cv calculator on a mobile device. I found an emulator that does exactly that, only the mobile device is an HP IPAQ with 4.3" 800x480 screen running CE 5.0.
The problem is that:
a) the app loads too small on the screen
b) at the wrong orientation.
b) isnt such an issue as we can solve this by rotating the screen, provided a) can be solved.
to fix a) i think it has something to do with the size (and possibly orientation) of the background bmps, or could possibly be fixed by SCALE code?
the link to the original app is below. source code is attached. first it installs it on PC then installs CAB through ActiveSync or Device Center (im running Win7).
http://hp41.claughan.com/file/eV41 Setup 0.93.zip
Any help is greatly appreciated.

Related

VGA on a QVGA screen

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.

Windows Mobile Development: RAM Problem

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...
Click to expand...
Click to collapse
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.
Click to expand...
Click to collapse
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.
Click to expand...
Click to collapse
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
Click to expand...
Click to collapse
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!
Click to expand...
Click to collapse
What do you mean by 'panel'?

480* 800 WVGA Device has shown Extra space on Application..How can I Resolve this..?

Hi..All,
I was developed windows mobile 6.1 Application.. I Installed it on Windows mobile 6.5.. That device is little bit longer(HTC).
But, Application work half of the device remaining part is shown an white..? I dont know why it occurs..
That correspoding emulator is 480*800 WVGA Emulator it was too large..
how can I solve the problem.. Its very urgent..
Eagerly waiting for the reply
Thanks in advance,
Bell
This can be one of the biggest bugbears of writing Windows Mobile applications. You write an app for one platform, your own perhaps. As good a choice as any, but when you run it on another device, it is all over the road.
It is a total pain in the butt, but do not assume anything.
Question 1. Is the device in landscape or portrait mode. How do you know?
Question 2. Are the dimensions of any of your screen objects hard coded into the program. If the answer is yes, it may be time for a rethink.
Answer 1: Use GetClientRect() [C++] or the Form.ClientRectangle property [.NET] to find the actual size of the window. This can determine a portrait, square, or landscape layout, dependant on the values. Remember that this can change during the time the app is running, so trap it in the WM_PAINT message [C++ Win32], ::OnPaint() event [C++ MFC], or Form1_Paint() event [.NET].
Answer 2: Use the values of those returned by Answer 1 to size your screen objects to fit, and also to centre the things on the form. Not hard coded but dynamically changed to fit. This may involve a serious rewrite of your app, but it will then work across all machines.
The real pain appears with bitmap or raster drawn objects which can look a bit crappy if resized. In this case another, simpler, approach may be much better.

[Request] GNU Boy CE updated

GNU Boy CE is a GameBoy/GameBoy Color emulator for the Windows CE platform developed. As a result, this is the first and only emulator I have been able to run on my Omnia 2 for these consoles that have fully working sound with frame skipping set to 0. Believe it or not, this aging application already supports a touch screen based virtual controller.
Here is the link (where you will also find the source code for the newest version:
http://gnuboyce.berlios.de/
The only problem is that this application has not seen an update in about 7 years. So, the source code is assuming your screen size is tiny. The native resolution for the GameBoy games is 160 pixels wide. The emulator does have a x1.5 stretch in it which pushes that to 220 pixels. It would be nice to replace the 1.5 times stretch with a 2.5 times stretch (400 pixels wide and ideal for a WVGA resolution screen.)
From what I can tell the following files appear to deal with the screen output:
lcd.c
lcd.h
lcdc.c
The truth is that I am only a novice programmer. So honestly, I am only guessing at this. I am hoping someone would be so kind as to make the revision to the application and make a new CAB since everything else about it is ideal. It uses next to no system resources on a WM device and allows for true sound.
Thank-you ever so much to anyone who takes the effort. By all means, feel free to take this program further if you like because I imagine that with this simple change that this will quickly become the most sought after GameBoy/GameBoy Color emulator for WM devices.
This website has some more recent sources (another mod).
In there are also sources for other emus however they don't have direct draw display nor onscreen buttons. If anyone could add those feature it'd be really cool (maybe using PocketSnes source at least for the onscreen controls).
The source for that application is definitely newer. Unfortunately, no touch screen controls (I have an Omnia II which has no buttons to play the game with.) Same problem with this update as the last. The emulator needs to be updated to have a 2.5x stretch instead of a 1.5x stretch to take advantage of the resolution.

Viewport HTML rendering in explorer on WM6.5

Howdy folks,
My company develops a web-based system that is accessed in the field through a mobile optimized web interface. We're currently having problems with the HTML rendering on the HTC Touch Pro2 device in Internet Explorer Mobile and were wondering if you folks could help!
The device is running Windows Mobile 6.5 with the latest ROM (1.90.61.0) available on the Orange (UK) network.
I've attached a zip (new user, can't post links) containing sample HTML and a screenshot of the WM6.5 emulator (WVGA Professional, 480x800) displaying the sample HTML. When I access the same HTML page with the HTC Touch Pro2, the box only displays over half of the screen. It almost seems that the text is either twice the size it should be, or the box is half the size.
We do have a client using another WM6.5 device which I believe is also not affected by this problem, which is a Toshiba TG01.
We're working to obtain a few more WM6.5 devices next to try and further pinpoint this problem but I was wondering if the folks here had any suggestions or had run up against this before?
I've had a search around for this issue but can't find anything other than a suggestion that the viewport in the registry is set too big but I've tried fiddling with that and it's made no difference, not to mention that it's the same as on the emulator.
Speaking directly to HTC about this problem they suggested using another browser. Although the device does come with Opera, we're not currently able to certify that our web interface will work with it. As these devices are used in the field by many different clients it's hard to make that kind of change for one client quickly.
I would love to hear if people have any suggestions as to a fix or have at least run up against this problem before.
Many thanks,
Matthew
Probably more useful if people can see what I'm talking about! I should also note that the sample code scales fine on WM5 and WM6 devices we have and has done for some time. This is, however, possibly the first high DPI device we have encountered.
Thanks all
Matthew

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