Re: [SailfishDevel] Bacon2D for sailfishOS

2015-04-04 Thread Martin Windolph
Hi,

are you sure you don’t have other errors in your project? I’m using Bacon2D in 
a new game project for Windows/Android/SailfishOS and it worked out of the box. 
I’m using the static version of Bacon2D.
If I exit the game I get the message:
"bash: line 1: 4185 Terminated DISPLAY=:0.0 QT_NO_JOURNALD_LOG=1 
/opt/sdk/harbour-minerx/usr/bin/harbour-minerx"
But the game works.
Maybe you should also try static linking?

BR
Martin

-Ursprüngliche Nachricht-
Von: devel-boun...@lists.sailfishos.org 
[mailto:devel-boun...@lists.sailfishos.org] Im Auftrag von Andrin Bertschi
Gesendet: Samstag, 4. April 2015 19:50
An: devel@lists.sailfishos.org
Betreff: [SailfishDevel] Bacon2D for sailfishOS

I am trying to get Bacon2D running on sailfish os, armv7|i486.
Therefore, I compiled Bacon2D for my corresponding target in Qt Creator and 
added it as private qml module in my harbour sailfish project.

├── qml
│   ├── Bacon2D
│   │   ├── Boundaries.qml
│   │   ├── BoxBody.qml
│   │   ├── ChainBody.qml
│   │   ├── CircleBody.qml
│   │   ├── EdgeBody.qml
│   │   ├── ImageBoxBody.qml
│   │   ├── PhysicsEntity.qml
│   │   ├── PolygonBody.qml
│   │   ├── RectangleBoxBody.qml
│   │   ├── libbacon2dplugin.so / either armv7 or i486
│   │   └── qmldir
│   ├── main.qml

Further, I added the qml to the import path.

view->engine()->addImportPath("/usr/share/harbour-sailrun/qml”);


The demo game looks like:

import QtQuick 2.1
import Sailfish.Silica 1.0
import Bacon2D 1.0

Page {
Game {
id: game
anchors.centerIn: parent
height: 680
width: 440
gameName: "my-game"
}
}


So far so good, the module is found by the runtime and the imports work without 
any compiler or runtime issues.
However, after I launched the sailfish application, it exists with a 
segmentation fault error.

[D] DeclarativeCoverWindow::DeclarativeCoverWindow:63 - DeclarativeCoverWindow: 
I have a default alpha buffer
bash: line 1:  3772 Segmentation fault  DISPLAY=:0.0 QT_NO_JOURNALD_LOG=1 
/usr/bin/harbour-sailrun
Application finished with exit code 139.


The demo project is here:
https://github.com/abertschi/sailrun.git, branch bacon2d


Bacon2D QML Game engine: https://github.com/Bacon2D/Bacon2D

Any help would be very appreciated.
Happy Easter.

andrin bertschi


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Re: [SailfishDevel] Updates to resource policy implementation in QtMultimedia (update8)

2014-07-03 Thread Martin Windolph
Hi,

thanks! That really sounds like I can update my game (Morzyn) in the near 
future to activate sound again.

But I have a question regarding volume behavior:

You wrote:
"Unless volume or category is explicitly set for the classes, all follow 
system media volume (changed with the hardware volume keys)."

I like to fade the game main menu music (mp3) in and out. So I use an animation 
on
the volume property of my Audio-QML-Object. So I set the volume explicitely 
from 100% to 0% (fade out) and from 0% to 100% (fade in). 

When system volume is eg. about 30%, does that mean that my menu music "global" 
volume fades from 30% to 0% or from 100% to 0%? 30% to 0% would be correct in 
my opinion...it also does so on Windows and Android.
For the SoundEffects (wav) I don't change the volume. So they should be 30% 
(following system volume).

BR
Martin


> Date: Thu, 3 Jul 2014 13:57:36 +0300
> From: juho.hamalai...@tieto.com
> To: devel@lists.sailfishos.org
> Subject: [SailfishDevel] Updates to resource policy implementation in 
> QtMultimedia (update8)
> 
> Updates to resource policy implementation in QtMultimedia
> =
> 
> In next update (update8) there will be QtMultimedia with updates to the 
> resource policy implementation. The goal of these resource policy 
> implementation changes is to allow easier and simpler use of Qt/QML 
> audio APIs while behind the scene playing nicely with the system 
> resource manager.
> 
> There are three types of Qt classes for audio handling with resource 
> policy implementation,
>   * QMediaPlayer  [1]
>   * QSoundEffect  [2]
>   * QAudioOutput  [3]
> 
> There are two QML types for use with resource policy implementation
>   * Audio  [4]
>   * SoundEffect  [5]
> 
> In real life applications only QAudioOutput functionality changes 
> noticeably (QAudioOutput didn't have any resource policy support 
> previously), QMediaPlayer has already resource policy support and 
> QSoundEffect resource policy support is improved.
> 
> QMediaPlayer / Audio
> 
> 
> This class is meant for playing longer audio files, for example if 
> implementing media player or background music for game.
> 
> When QMediaPlayer object is created, it will automatically connect to 
> the resource manager in the background and is immediately ready to use. 
> When setting the object to playing state, QMediaPlayer internally tries 
> to acquire resources for the application, and if resources are aqcuired, 
> playback starts immediately. Otherwise playback will stall. When 
> QMediaPlayer is in end of media or set to paused or stopped, after 2 
> second timeout the object will release resources it has acquired.
> 
> QSoundEffect / SoundEffect
> ==
> 
> This class is meant for playing short sound effects, for example 
> application UI clicks or other notifications, game sounds, etc. All 
> sound effect type sounds are mixed on top of other sounds, so there can 
> be media player playing music while sound effects are played.
> 
> When QSoundEffect object is created, it will automatically connect to 
> the resource manager in the background and is immediately ready to use. 
> When higher priority application is active (voice call, ringtone), 
> calling play for the object does nothing. When no higher priority 
> applications are active, or media player object is active, sound effect 
> is played.
> 
> QAudioOutput
> 
> 
> This class is meant for example when audio data is streamed.
> 
> When QAudioOutput object is created, it will automatically connect to 
> the resource manager in the background and is immediately ready to use. 
>   When setting the object to playing state, QAudioOutput internally 
> tries to acquire resources for the application, and if resources are 
> aqcuired, playback starts immediately. Otherwise playback will stall. 
> When QAudioOutput is set to paused or stopped state, after 2 second 
> timeout the object will release resources it has acquired.
> 
> Notes for both QMediaPlayer and QAudioOutput
> 
> 
> User needs to  follow state changed signals from the object, since the 
> change can  happen even without interaction with the application itself. 
> (Other application acquires resources, voice call acquires resources)
> 
> Only one media player or audio output object can be in playing state at 
> given time. Last object acquiring resources gets the resources.
> 
> Short note about volume behavior
> 
> 
> Unless volume or category is explicitly set for the classes, all follow 
> system media volume (changed with the hardware volume keys).
> 
> 
> [1] http://doc.qt.digia.com/qt-5.1/qtmultimedia/qmediaplayer.html
> [2] http://doc.qt.digia.com/qt-5.1/qtmultimedia/qsoundeffect.html
> [3] http://doc.qt.digia.com/qt-5.1/qtmultimedia/qaudiooutput.html
> [4] http://doc.qt.digia.com/qt-5.1/qtmultimedia/qml-qtmult

Re: [SailfishDevel] porting QML app to non sailfishos archs

2014-05-26 Thread Martin Windolph
Hi,

my way was the opposite. I had an app for Windows and then went for Android. As 
Sailfish OS came out, I ported it to Sailfish OS. The porting afford to 
Sailfish OS was a lot higher than for Android. So you are fine when using basic 
QtQuick 2.0 there without any Silica (I use separate pro files for 
Windows/Android and Sailfish OS).

BR
Martin

> Date: Mon, 26 May 2014 14:07:34 +0200
> From: mikete...@gmail.com
> To: devel@lists.sailfishos.org
> Subject: [SailfishDevel] porting QML app to non sailfishos archs
> 
> Hi in short time I'm going to 'port' my pure QML application to android and 
> ios.
> 
> Currently I import QtQuick 2.0 and QtQuick.LocalStorage 2.0
> (and Sailfish.Silica 1.0)
> 
> I use LocalStorage and XMLHttpRequest, I try to keep it simple, I'm using 
> only Rectangle, Row, Text, TextInput, MouseArea, few anchors.
> In short, nothing specific to Silica.
> 
> Do you think that I'll be fine with this ?
> Do you have some experience to share ?
> Is QML on android and ios stable ?
> 
> 
> Thanks for your attention,
> wish you a great week,
> Mike
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Re: [SailfishDevel] was "Acceptable Behaviour.." --> Forum

2014-05-26 Thread Martin Windolph
Hi,

personally, I like the structure of pages like stackoverflow and TJC a lot more 
than usual forums, because of it's flat structure organized by tags. I don't 
know if the usage of TJC for developer question irritates some users to much or 
if the mixture can be even good so that a few wishes and users meanings can be 
mixed into the technical questions.
But TJC would need a bit of improvements for that, e.g. some kind of saved 
searches, I can organize in "tabs" (instead of "All", "Unanswered" and 
"Followed"). Help wouldn't be that good if you can ask your questions there, 
but nobody finds them to answer (it gets mixed with a lot of other non-devel 
questions), so every developer question should be easy to mark as such 
(predefined tag?).
The mailing list is quite good in case someone needs a fast answer because the 
questions are directly in the inbox of everyone of us and organizing works with 
some Mail Clients. But I often use just my Jolla or some other smartphone, when 
I'm not at home and then it gets quite difficult to track the topics because of 
the missing structure. Searching is also not as simple and different from 
device to device.

So my vote goes for tjc with additions for developers. Subscribing should also 
be easy, so that I can get a mail from tjc when some question/answer arrives. I 
can delete all these mails and the questions/answers are all stored on tjc.

BR
Martin


> Date: Mon, 26 May 2014 10:50:11 +0300
> From: stefano.mosc...@jolla.com
> To: devel@lists.sailfishos.org
> Subject: Re: [SailfishDevel] was "Acceptable Behaviour.." --> Forum
> 
> On 26/05/14 10:21, Ruediger Gad wrote:
> > Hi,
> >
> > just to add a bit of my opinion as well.
> >
> > Just a mailing list is imho not enough.
> >
> > Personally, I like a forum.
> > Even though, due to its nature(?), it might attract more OT discussion.
> > However, such OT discussion can be canalized by proper categorization,
> > e.g., OT sections etc.
> > Canalizing discussions into topics, e.g., hardware, software, OT,
> > general, etc. is imho one nice feature of a forum.
> > But other neat features had been mentioned here already as well.
> >
> > I think Q&A sites like stackoverflow or tjc are also very handy.
> >
> > Why not let the users make the decision?
> > I.e., we have a mailing list and a Q&A site already, just the forum is
> > missing.
> 
> Aren't a Q&A site *and* a forum quite overlapping?
> 
> What is missing from the current together.jolla.com that you would have in a 
> forum?
> 
> Currently (to my knowledge):
>   * You can edit your posts afterwards
>   * You can have sticky posts
>   * You can find quickly the right [TM] answer
>   * You can have karma
>   * You cannot have sections and subsections (but you have tags)
>   * You can have mail notifications of posts
> 
> Should we invest our time into making a better together.jolla.com rather than 
> a 
> different platform (this is not rhetorical)?
> 
> Stefano
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Re: [SailfishDevel] App splashscreens on Sailfish

2014-01-21 Thread Martin Windolph
Hi,

I don't know if there's something official by Silica, but I got a harbour 
rejection for long loading times a while ago.
I did the following:
On
 my "initialPage", I just show some splash image (anchors.fill: parent) 
and I include a "Loader" item that overlaps that (also anchors.fill: 
parent). The Loaders asynchronous property is set to true.
The item, 
the Loader loads, does the rest of the apps initialization, so you get a
 state change when it's done Loading. Then it's done, I make "the Loader
 visible" (and the splash screen invisible). That reduced my initial 
loading times a lot.
example: https://github.com/yoktobit/morzyn/blob/master/qml/MorzynPage.qml

bg
Martin

> Date: Wed, 22 Jan 2014 08:22:41 +0100
> From: christopher.l...@thurweb.ch
> To: devel@lists.sailfishos.org
> Subject: [SailfishDevel] App splashscreens on Sailfish
> 
> Hi all
> 
> Does sailfish support application splash screens? Is so how?
> 
> This indicates https://github.com/nemomobile/mapplauncherd that  
> Sailfish does not - at least when starting with mapplauncherd.
> 
> My semi-ported app is taking a little too long to start, and while I  
> have a clear medium term goal to find out what is taking time and  
> optimise / eliminate that, at the moment I am focussed on getting  
> things working on Sailfish, and therefore a splash screen would be  
> handy. Once everything is working, I can then turn to get it working  
> ever more slickly!
> 
> Chrsi
> 
> 
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Re: [SailfishDevel] QML Timer stops running

2014-01-16 Thread Martin Windolph
Hi,


to avoid trial and error with Harbour for you: I don’t think you will make it 
into Harbour with this Audio Workaround :-(


This is a part of my last rejection reason:

“It seems that there are problems in audio usage. […] Also audio usage is 
blocking suspend when I press Power button .”

In my case there were a few Audio elements in my app that blocked suspend mode, 
allthough they had finished running or were paused. And at least in my case it 
seems to be a bug in Sailfishs QtMultimedia implementation that will (I hope 
so) get fixed some day.


br

Martin






Von: Jens Persson
Gesendet: ‎Donnerstag‎, ‎16‎. ‎Januar‎ ‎2014 ‎23‎:‎24
An: Sailfish OS Developers





So, I switched my shutdown logic to qml timers and they work just fine when the 
gstreamer pipeline is in paused state. And I got a bit curious so I also tested 
with the qml multimedia plugin and it worked just fine too. So basically all 
you need is one line (and one import) to make timers work in qml:

Audio { source: "file.mp3" }





That's it. I don't know which way is the best but I know which is the laziest. 
Just throw in a few cool sounds to complement the obnoxious beeper. :)





Greets Jens




On Tue, Jan 14, 2014 at 12:32 PM, Thomas Tanghus  wrote:

That's an interesting approach :) I just might try that if it doesn't pass QA.



On Tuesday 14 January 2014 07:28 Jens Persson wrote:
> Ok, did some fast checking now. Yes you were right, QTimer doesn't work,
> singleShot or not. :( But ... it works for my app because it plays audio
> and it works even if the gstreamer pipeline is in paused state. My app uses
> gstreamer directly but you can try some other (easier) way, I think there's
> quite a few of them. Just load an audio file and set it to paused state and
> timers will hopefully work just fine. Hopefully you will make it to the
> harbour this way. :)
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Re: [SailfishDevel] Harbour QA process...

2014-01-10 Thread Martin Windolph
Hi,


I tried out Davids QtMultimedia workaround, but that doesn't help while I have 
found other issues with sound after digging a bit deeper, not only the volume 
problem with the Audio element. 
Btw. if I just remove the fading effect behaviour from my title music, the 
system volume isn't changed as the volume of all the Audio elements is never 
changed then and they also use the correct systems volume. 



But I decided to remove all audio in Morzyn for Sailfish this weekend until 
there is a QtMultimedia fix.


I've found the following additional issues (maybe they are all related, but I 
want to summarize the symptoms here):


1. Using the Audio element with mp3-Sounds, every time I play a sound when a 
creature attacks, the game lags a few frames, (doesn't happen on desktop and 
weaker Androids)
2. short sounds <12kb don't play at all, maybe because of:
3. I get a few warnings like this on app start:
[W] QGstreamerPlayerSession::pause:828 - GStreamer; Unable to pause - 
"file:///usr/share/harbour-morzyn/qml/sounds/meleemiss01.mp3"


I converted them to wav and the gstreamer warnings disappeared and I heard the 
sounds, but the lags were still there.


So now with my wav files I tried the "SoundEffect"-Element, which solved the 
lags...great!, but:


4. all SoundEffects run with 100% volume, no matter what system volume is set 
to (this works for “Audio” elements if you don’t change their own volume).


I hope this helps a bit to fix QtMultimedia.


br and have a nice weekend
Martin






Von: Reto Zingg
Gesendet: ‎Freitag‎, ‎10‎. ‎Januar‎ ‎2014 ‎15‎:‎06
An: Sailfish OS Developers





Hi,

On 10.01.2014 15:56, Martin Windolph wrote:
> Hi,
>
> oh, thanks for the information and sorry then for hijacking this thread.
> I thought that it was just an assumption that Audio was the reason.
>
> How can I find out if it's audio that is preventing suspend mode
> (emulator or device)?
>
> So Audio output seems to be really a problem in Sailfish OS. I'm using
> the QML "Audio" Element of QtMultimedia. Isn't it supported? I use Audio

as Robin wrote in 
https://together.jolla.com/question/421/qaudiooutput-isnt-integrated-with-system-volume-and-libresource-like-qmediaplayer/#post-id-6991
 
this combination is an issue at the moment.

But David found a workaround for that at least for his application, 
which passed store QA.

checkout his main.qml from:

https://build.merproject.org/package/files?package=screenshot&project=home%3Albt%3Asailfishos

he does something like:

ffmpeg -ar 48000 -t 0.1 -f s16le -acodec pcm_s16le -ac 2 -i /dev/zero 
-acodec copy noSound.wav

ApplicationWindow {
...
 Audio {
 id: noSound
 source: "/usr/share/harbour-screenshot/noSound.wav"
 }
 // workaround a bug in QtMultimedia
 Component.onCompleted: noSound.play()
 }
}

br
Reto

> just for a few things:
> 1. Play title music
> 2. Play attack sounds of the creatures
>
> I temporary disabled 1. because of a known volume bug
> (https://together.jolla.com/question/421/qaudiooutput-isnt-integrated-with-system-volume-and-libresource-like-qmediaplayer/)
> by setting the source to null.
> 2. is still enabled (because I don't change their volume), but I do play
> sounds only if the application is active and I don't hear anything if I
> run it on my device.
>
> Maybe setting the source of 1. to null is the reason? But in my opinion,
> playing a null source should just result in a returning play() method...
>
> the source of the audio element:
> https://github.com/yoktobit/morzyn/blob/master/qml/MorzynPage.qml
>
> Thanks
> Martin
>
>  > Date: Fri, 10 Jan 2014 15:29:31 +0200
>  > From: reto.zi...@jolla.com
>  > To: devel@lists.sailfishos.org
>  > Subject: Re: [SailfishDevel] Harbour QA process...
>  >
>  > Hi,
>  >
>  > On 10.01.2014 11:01, Martin Windolph wrote:
>  > > Hi,
>  > >
>  > > another point for me is a possibility to contact the tester.
>  > > A prior rejection reason for an update of my game "Morzyn" was a
> missing
>  > > menu button (that was absolutely ok, because it leads to bad usability,
>  > > so I included one), my last rejection reason was battery consumption
>  > > when minimizing while the AI players do their move.
>  > > This is intended behaviour, but my game was rejected because it
> consumes
>  > > 3%-10% CPU while the AI players move (round-based) and the game is
>  > > minimized (measured by top). When the game waits for the players
> move, I
>  >
>  > According to my information the app got not rejected because of AI still
>  > running, but because the audio blocks the power management to go to
>  &g

Re: [SailfishDevel] Harbour QA process...

2014-01-10 Thread Martin Windolph
Hi,

oh, thanks for the information and sorry then for hijacking this thread. 
I thought that it was just an assumption that Audio was the reason.

How can I find out if it's audio that is preventing suspend mode (emulator or 
device)?

So Audio output seems to be really a problem in Sailfish OS. I'm using the QML 
"Audio" Element of QtMultimedia. Isn't it supported? I use Audio just for a few 
things:
1. Play title music
2. Play attack sounds of the creatures

I temporary disabled 1. because of a known volume bug 
(https://together.jolla.com/question/421/qaudiooutput-isnt-integrated-with-system-volume-and-libresource-like-qmediaplayer/)
 by setting the source to null.
2. is still enabled (because I don't change their volume), but I do play sounds 
only if the application is active and I don't hear anything if I run it on my 
device.

Maybe setting the source of 1. to null is the reason? But in my opinion, 
playing a null source should just result in a returning play() method...

the source of the audio element:
https://github.com/yoktobit/morzyn/blob/master/qml/MorzynPage.qml

Thanks
Martin

> Date: Fri, 10 Jan 2014 15:29:31 +0200
> From: reto.zi...@jolla.com
> To: devel@lists.sailfishos.org
> Subject: Re: [SailfishDevel] Harbour QA process...
> 
> Hi,
> 
> On 10.01.2014 11:01, Martin Windolph wrote:
> > Hi,
> >
> > another point for me is a possibility to contact the tester.
> > A prior rejection reason for an update of my game "Morzyn" was a missing
> > menu button (that was absolutely ok, because it leads to bad usability,
> > so I included one), my last rejection reason was battery consumption
> > when minimizing while the AI players do their move.
> > This is intended behaviour, but my game was rejected because it consumes
> > 3%-10% CPU while the AI players move (round-based) and the game is
> > minimized (measured by top). When the game waits for the players move, I
> 
> According to my information the app got not rejected because of AI still 
> running, but because the audio blocks the power management to go to 
> suspend mode.
> 
> And since there is no sound audible it might be that sound output is 
> done in a not supported way. (But don't ask me how to do it correctly 
> :-) But I'm sure here are other Sailors which can help you with that in 
> your particular case).
> 
> see also about how we test:
> https://lists.sailfishos.org/pipermail/devel/2014-January/002440.html
> 
> br
> Reto
> 
> > don't see it in "top". I love to finish my move, switch to my mail
> > folders or read facebook messages while the other 6 AI players make
> > their move.
> > Another point is that in future I want to include network gaming.
> > Therefore I also want it to run in background. The great thing of
> > Sailfish OS is that one can simply close an app like in the good old
> > desktop days, if you don't want it to consume power.
> > So now I have no idea how to react on this and just did nothing, because
> > I also have desktop and Android versions to take care of. But I'm not
> > happy that the few users of Morzyn can't profit from the fixes of the
> > update and have to deal with the version in store.
> >
> > Martin
> >
> >  > Date: Fri, 10 Jan 2014 08:57:50 +0100
> >  > From: a...@mecadu.org
> >  > To: devel@lists.sailfishos.org
> >  > Subject: [SailfishDevel] Harbour QA process...
> >  >
> >  > -BEGIN PGP SIGNED MESSAGE-
> >  > Hash: SHA1
> >  >
> >  > Hi,
> >  >
> >  > currently, the Harbour QA process is quite frustrating, as problems
> >  > are reported one after the other, with a delay of several days
> >  > inbetween... reminds me of the old time cobol compilators!
> >  >
> >  > It would be cool if the efforts made by the developper to provide free
> >  > native application were a bit more considered.
> >  >
> >  > Ok, I'm talking out of frustration, but I had my app rejected first
> >  > because of naming conventions of the app itself (I didn't properly
> >  > read the FAQ, but it is not stated either in the app submission page
> >  > of Harbour), delay of 7 days, then because of rmp file naming
> >  > convention (which I did not find clearly stated except in the
> >  > rejection notification - 5 more days). Now I am waiting for next step
> >  > (2 days for now...)
> >  >
> >  > I understand this is a lot of work, but what I suggest is :
> >  > - - more controls and more information in the app submission page
> >  > (te

Re: [SailfishDevel] Harbour QA process...

2014-01-10 Thread Martin Windolph
Hi,

another point for me is a possibility to contact the tester.
A prior rejection reason for an update of my game "Morzyn" was a missing menu 
button (that was absolutely ok, because it leads to bad usability, so I 
included one), my last rejection reason was battery consumption when minimizing 
while the AI players do their move.
This is intended behaviour, but my game was rejected because it consumes 3%-10% 
CPU while the AI players move (round-based) and the game is minimized (measured 
by top). When the game waits for the players move, I don't see it in "top". I 
love to finish my move, switch to my mail folders or read facebook messages 
while the other 6 AI players make their move.
Another point is that in future I want to include network gaming. Therefore I 
also want it to run in background. The great thing of Sailfish OS is that one 
can simply close an app like in the good old desktop days, if you don't want it 
to consume power.
So now I have no idea how to react on this and just did nothing, because I also 
have desktop and Android versions to take care of. But I'm not happy that the 
few users of Morzyn can't profit from the fixes of the update and have to deal 
with the version in store.

Martin

> Date: Fri, 10 Jan 2014 08:57:50 +0100
> From: a...@mecadu.org
> To: devel@lists.sailfishos.org
> Subject: [SailfishDevel] Harbour QA process...
> 
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
> 
> Hi,
> 
> currently, the Harbour QA process is quite frustrating, as problems
> are reported one after the other, with a delay of several days
> inbetween... reminds me of the old time cobol compilators!
> 
> It would be cool if the efforts made by the developper to provide free
> native application were a bit more considered.
> 
> Ok, I'm talking out of frustration, but I had my app rejected first
> because of naming conventions of the app itself (I didn't properly
> read the FAQ, but it is not stated either in the app submission page
> of Harbour), delay of 7 days, then because of rmp file naming
> convention (which I did not find clearly stated except in the
> rejection notification - 5 more days). Now I am waiting for next step
> (2 days for now...)
> 
> I understand this is a lot of work, but what I suggest is :
> - - more controls and more information in the app submission page
> (testing the naming conventions of at least the files seems trivial)
> - - when doing QA, report all problems at once, not just the first one
> - - maybe provide a QA tool so that developpers could do this job and
> let jolla teams concentrate on real QA (power consumption, security
> checks, ...)
> 
> Hope this does not sound too demanding...
> 
> Best regards,
> Franck
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.14 (GNU/Linux)
> Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/
> 
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> =uJPj
> -END PGP SIGNATURE-
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Re: [SailfishDevel] QtMultimedia SoundEffect Vs Audio

2013-12-20 Thread Martin Windolph
My app has not been rejected because of this, but this seems to be a bug, I 
recognized it on my Jolla device with my game Morzyn.


I do the following:

I use the Audio component for background music (and other sounds) and set the 
volume to 1 or 0 to fade in or out. For the fade effect I use a behaviour on 
volume.


expected behavior: 

The volume of just the Audio component is changed (1.00 volume in Audio 
component means 0.3 volume if system volume is 0.3).

This works for Linux, Windows and Android.


behaviour on Jolla:

titleSound.volume = 1.00; 

means, that system volume is changed to 1.00. This can be really annoying and I 
hope it is fixed soon because my app is accepted in store and installed on many 
Jolla devices. I’m so sorry for users who start it and always get full title 
Sound volume because of this ☹ I started it at work today and was really 
surprised about that.


Martin






Von: Robin Burchell
Gesendet: ‎Freitag‎, ‎20‎. ‎Dezember‎ ‎2013 ‎20‎:‎16
An: Sailfish OS Developers




Hi, 



On 20 Dec 2013, at 12:21, Kimmo Lindholm  wrote:




First I used QtMultimedia Audio component which seems to follow system volume 
setting, but after the sound is played, there is glitch in animations running 
on the screen.



This sounds like a bug. Can you please give me the source of your example 
demonstrating this, for use as a test case? (please see http://sscce.org/)




Then I switched to SoundEffect component, but it plays always with full volume 
regardless of system volume settings (or muting).

I can ‘manually’ adjust the volume through with SoundEffect.volume –property.

 

Is there any way that I can pass system volume/muted value to 
SoundEffect.volume?



This sounds like another bug. It should be inheriting this. Again: source would 
be appreciated so I can file this.



BR,

Robin___
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Re: [SailfishDevel] Icon issues again

2013-12-03 Thread Martin Windolph
Ok, thanks Jonni. 
I'll contact developer-care (the only official way?) and ask what to do now.

Martin

From: jonni.raini...@jolla.com
To: devel@lists.sailfishos.org
Date: Tue, 3 Dec 2013 05:36:06 +
Subject: Re: [SailfishDevel] Icon issues again







works for me, and the icon appears on my device. So maybe qa tester made a 
mistake



re, Jonni



From: devel-boun...@lists.sailfishos.org [devel-boun...@lists.sailfishos.org] 
on behalf of Martin Windolph [mar...@yoktobit.de]

Sent: Tuesday, December 03, 2013 12:12 AM

To: Sailfish OS Developers

Subject: [SailfishDevel] Icon issues again







Hi,



my app “Morzyn” got rejected today because of the following:
“1) I installed morzyn application

Expected result:

icon and label of application appears.

Actual result:

Icon of application is missing. There is only label.”



I followed the dev FAQ and can’t find any mistake in my RPM.
My package name ($NAME) is harbour-morzyn. So in my desktop file I use
Icon=harbour-morzyn
The icon path in my RPM is:
/usr/share/icons/hicolor/86x86/apps/harbour-morzyn.png



What am I doing wrong?



A copy of my RPM is stored here:
https://www.hidrive.strato.com/lnk/LMmDLZkZ



Thanks
Martin










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[SailfishDevel] Icon issues again

2013-12-02 Thread Martin Windolph
Hi,


my app “Morzyn” got rejected today because of the following:

“1) I installed morzyn application
Expected result:
icon and label of application appears.
Actual result:
Icon of application is missing. There is only label.”



I followed the dev FAQ and can’t find any mistake in my RPM.

My package name ($NAME) is harbour-morzyn. So in my desktop file I use

Icon=harbour-morzyn

The icon path in my RPM is:

/usr/share/icons/hicolor/86x86/apps/harbour-morzyn.png



What am I doing wrong?



A copy of my RPM is stored here:

https://www.hidrive.strato.com/lnk/LMmDLZkZ



Thanks

Martin___
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Re: [SailfishDevel] App rejected, missing libc.so.6

2013-11-13 Thread Martin Windolph
Hi,
thanks for testing! 
So I don't have to worry about libc anymore and I'll define my next tasks as- 
correct icon path- load Views dynamically to increase startup time- think about 
reducing the fields in the game area to make them larger on small devices
Thanks!Martin

> From: jonni.raini...@jolla.com
> To: devel@lists.sailfishos.org
> Date: Wed, 13 Nov 2013 06:18:20 +
> Subject: Re: [SailfishDevel] App rejected, missing libc.so.6
> 
> Hi,
> 
> Few pointers, application installs and starts.
> 
> desktop file Icon path is wrong so app icon is empty on grid. If you change 
> Icon line to:
> Icon=/usr/share/icons/hicolor/90x90/apps/morzyn.png
> Then icon would show up in the grid too. 
> 
> Your startup time is pretty slow so you might want to optimize&hunt down 
> bottlenecks in startuptime by using qml debugger. (Or maybe add some 
> splashscreen while application is starting).
> 
> Its pretty hard to choose player in game area, you might want to think about 
> increasing the size in there, or maybe even add some zooming possibility to 
> game field.
> 
> re, Jonni
> 
> From: devel-boun...@lists.sailfishos.org [devel-boun...@lists.sailfishos.org] 
> on behalf of Martin Windolph [mar...@yoktobit.de]
> Sent: Tuesday, November 12, 2013 11:13 PM
> To: Sailfish OS Developers
> Subject: [SailfishDevel] App rejected, missing libc.so.6
> 
> Hi,
> 
> my game, submitted to Jolla Harbour yesterday, just got rejected for the 
> following reasons:
> 
> The Installation brought up:
> error: Failed dependencies:
> libc.so.6(GLIBC_2.0) is needed by morzyn-0.7.14-1.armv7hl
> libm.so.6(GLIBC_2.0) is needed by morzyn-0.7.14-1.armv7hl
> 
> I never had these missing dependencies in the emulator. What am I missing 
> here? The only “non-predefined” Qt things I use (in my opinion) are
> QT += xml
> #include 
> 
> Do I have to include some more PkgConfigBR-Entries?
> 
> I now cleaned up my qmake-File to be as lightweight as in the new template 
> and I found a non-used #include  in my code, which is now removed. 
> Maybe that was the libc.so-guy? Morzyn is now repackaged, but before 
> resubmitting, I’d like to know if it works now.
> 
> Could someone with a real device please test if it is installable now? - or 
> just send me a device, then I do it on my own 😉
> The emulator never had any problems with libc.so.6, so testing there is 
> pointless.
> 
> The new RPM is located here:
> http://yoktobit.de/morzyn/downloads/morzyn-0.7.14-1.armv7hl.rpm
> 
> Thanks!
> Martin
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[SailfishDevel] App rejected, missing libc.so.6

2013-11-12 Thread Martin Windolph
Hi,


my game, submitted to Jolla Harbour yesterday, just got rejected for the 
following reasons:



The Installation brought up:

error: Failed dependencies:
libc.so.6(GLIBC_2.0) is needed by morzyn-0.7.14-1.armv7hl
libm.so.6(GLIBC_2.0) is needed by morzyn-0.7.14-1.armv7hl



I never had these missing dependencies in the emulator. What am I missing here? 
The only “non-predefined” Qt things I use (in my opinion) are

QT += xml

#include 


Do I have to include some more PkgConfigBR-Entries?


I now cleaned up my qmake-File to be as lightweight as in the new template and 
I found a non-used #include  in my code, which is now removed. Maybe 
that was the libc.so-guy? Morzyn is now repackaged, but before resubmitting, 
I’d like to know if it works now.


Could someone with a real device please test if it is installable now? - or 
just send me a device, then I do it on my own 😉

The emulator never had any problems with libc.so.6, so testing there is 
pointless.


The new RPM is located here:

http://yoktobit.de/morzyn/downloads/morzyn-0.7.14-1.armv7hl.rpm


Thanks!

Martin___
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