I think that we should all remember exactly what C++ is. It's a bunch of
*extensions* to the C language. I use a C++ compiler on Palm, Windows and
everything else, but I don't always write C++. I know that technically there
are some differences between writing C and compiling with a C++ compiler
To: Palm Developer Forum
Subject: Re: C or C++
- Original Message -
From: Idries Hamadi [EMAIL PROTECTED]
OO design is a far older concept than C++ and there is no reason not to
use it in a straight C
(I know this is off-list, so I'll keep it short.:)
A couple of folks have talked
intend to use the alpha channel, so for my purposes 444 is as good as
. Are there any tools out there for doing this?
Cheers,
Idries
Idries Hamadi
Programmer
for and on behalf of
IG
Email: [EMAIL PROTECTED]
Internet: www.igl.co.uk
Phone +44 (0) 20 7386 3000
I think that the question that you should be asking is why do you want to
run Code Warrior on a Palm device? What is the requirement that you are
trying to meet?
I can see 3 different possibilities for what you're trying to do:
1 - Run specific PC applications on a Palm device because you want
Ok, got the scaling working fine now.
However, my framerate counter is still screwed. WinDrawChars seems to draw
in 160x160 even though it's an OS function, anyone got a workaround for this
(short of drawing the text myself)?
-Original Message-
From: Aaron Ardiri [mailto:[EMAIL
Hi all,
I'm having a similar problem with the Handera 330. Basically my app writes
directly to the screen, and on the 330 the resolution is different (240x240
as opposed to 160x160) so everything looks wrong, fine. The manual says that
it has a Scale to Fit mode, which I'm trying to activate
Hi all,
I'm just wondering what everyone does when they're putting together their
compatability lists. Do you just test on every ROM that you can find? How
many physical devices do you test on? What do you do about devices that you
can't get ROM's for?
Thanx,
Idries
--
For
Or just have a mail rule to trash any message with autoreply or out of
office (and hypenated versions) to the trash :)
However, this doesn't work on one of the other mailing list that I subscribe
to as some of the people are using non-English mail programs, which get past
my clever rule :(
There are a number of other JVM types and vendors for Palm OS. esmertec for
example. IBM have a whole bunch of JVM's. It's worth hunting around for the
VM that best suits your abilities and requirements. However, as Vinu says,
there will be a performance hit using a VM, and most people use C/C++.
not have this problem
*unless* I terminate it with a new line as well. I am using \n for my
newline, is this wrong (have been stung by this on UNIX/DOS before)? I have
tried \r\n and \n\r and a bunch of other things. Does anyone know what's
going on, and how to stop it?
Cheers,
Idries
Idries
2 sections
on timings, 8-bit and 16-bit. I'm assuming that the Dragonball on the Palm
runs in 16-bit mode, can anyone confirm (or refute) this?
Cheers,
Idries
Idries Hamadi
Programmer
IG
--
For information on using the Palm Developer Forums, or to unsubscribe, please see
http
UInt16 is a 16-bit unsigned integer, I don't know off the top of my head,
but it's probably typedefed somthing like:
typedef unsigned short int UInt16;
Similarly, UInt32 is an unsigned 32-bit integer somthing like:
typedef unsigned long int UInt32;
They're just shorter ways of writing
supports JNI??
Regars,
Manoj K.S
On Mon, 08 Jul 2002 Idries Hamadi wrote :
I do not think that what you are trying to do is possible.
If you want to develop a game using J2ME (which I infer is what
you want to
do as you've got the J2MEWTK) then you are restricted to using
Java graphics
API's
I do not think that what you are trying to do is possible.
If you want to develop a game using J2ME (which I infer is what you want to
do as you've got the J2MEWTK) then you are restricted to using Java graphics
API's, as the J2MEWTK is centered around CLDC which does not allow native
methods to
That's the funniest thing that I've heard all day
-Original Message-
From: Joe Malone [mailto:[EMAIL PROTECTED]]
Sent: 08 July 2002 15:11
To: Palm Developer Forum
Subject: RE: Jave game on SONY CLIE NR-70
--- Idries Hamadi [EMAIL PROTECTED] wrote:
What will you gain
Hi all,
I'm using double buffering in my app. All of the examples that I have seen
call WinSetDrawWindow twice for each update. Once to set the draw window to
the buffer, and once to set it to the screen again. I am copying the buffer
to the screen directly, so there is no need to set the draw
Hi all,
I'm trying to place animations of my own on a page with system controls. Not
controls actually, just the system drawn menus. I want my animations to be
double buffered. I can't seem to get a smooth animation at all. Has anyone
managed this? The best results that I have got so far is
Hi all,
I'm planning to get a couple of devices for testing purposes. I know that
some Palms have upgradable OS's and some do not. Can anyone tell me if it's
possible to downgrade the OS on one of these devices, in order to test a
product with an earlier version of the OS.
Cheers,
Cheers for the info. I've come to the conclusion that playing anything more
that the basic system sounds is a version 2.0 feature.
Can you (or anyone else) direct me to any references/examples for accessing
the sound hardware directly? I have just been told by a more software
engineering
Hi all,
I want to capture the button input on the Palm. As far as I can see there
are 2 ways to do this.
1 - Call KeySetMask to disable all key events and then call KeyCurrentState
every tick to get the state of the keys.
2 - Intercept all of the key events in the message loop before I call
Ahhh, I see there is no keyUpEvent :(
Another windoze preconception wastes my time. #1 it is then.
Thanx.
-Original Message-
From: Aaron Ardiri [mailto:[EMAIL PROTECTED]]
Sent: 11 June 2002 13:43
To: Palm Developer Forum
Subject: Re: Capturing button input.
On Tue, 11 Jun
-Original Message-
From: Ben Combee [mailto:[EMAIL PROTECTED]]
Sent: 28 May 2002 03:36
To: Palm Developer Forum
Subject: Re: Access screen with Palm OS 4.0
In V8, new projects are created out of the wizard using one of the
prebuild precompiled header files we ship in the box.
Or even better than that, allow the sender to tell the reciever which byte
ordering it's using, and then require the reciever to convert it to whatever
it wants. This is (very, very slightly) more efficient, as at worst the byte
ordering is changed only once, while requiring a specific ordering
Hi all, it's me again.
Right, I've taken a few decisions, firstly, I'm only going to use 8-bit
colour for all color platforms. For the game that I'm doing there is no need
for more colours than that anyway. This leads to question 1: Are there any
devices that have some kind of colour support,
Secondly, I am going to support 320x320 on Sony devices.
Thanx to the guys that pointed this out to me, even if it
means that I have been introduced to a whole new world of
pain... :) In truth the Sony stuff hasn't been that bad at
all. But I have a question about that too (2) What is
with Palm OS 4.0)
On Wed, 5 Jun 2002, Idries Hamadi wrote:
Ok, I've had a go at doing this anyway, and whenever I
include a 320x320
bitmap (my background image for the 320x320 screen) in
pilrc, my PRC fails
to load into POSE (I forgot my Palm at home 2day, and it's
not a Clie
anyway
Forum
Subject: RE: Drawing performance (was Access screen with Palm OS 4.0)
On Wed, 5 Jun 2002, Idries Hamadi wrote:
So what? It is v big but there is plenty of space on the
palm (POSE) and the
fact that it is too big is for the designers/artists to
worry about. Later,
I will get
Thank you, this info (and your other mail about 64K chunks) is very helpful.
I CAN add a bigger bigger bitmaps to the end of the family. Well, not
exactly, they're taking the place of 16-bit bitmaps and then get their data
address manually from the family and pass them to my custom blitter, but
--
There are some devices (Sony for example) whose screen resolution is
320x320.
There are also some more funny devices (240x240).
PalmOS (the HAL) hides this feature and pretend them to have
160x160 screens
but
you can use some extended APIs to access the
--
You're welcome. How much significant ?
--
Using MemMove (just to copy the screen buffer to the screen) I'm at 43fps,
using FastBlit (with a couple of my own tweaks :) we're at 51fps. That's
significant enough for me. This is on an
Doh. Well spotted.
Looking back in SS in my original version I had dataPtr = ((u1*)bmPtr +
sizeof(BitmapType)); but I moved the cast when I cut and pasted :(
cheers again,
Idries
-Original Message-
From: Ben Combee [mailto:[EMAIL PROTECTED]]
Sent: 30 May 2002 13:54
To:
Thanx alot for this, just using your FastBlit to copy my screen buffer to
the screen has made a significant improvment. I am planning to implement
somthing similar for drawing my bitmaps, I will probably restrict them to
multiples of 16 in width and horizontal position to save on shifting.
I
a
Precompiled header file in VC++ but I can't figure out how to rebuild it
with ALLOW_ACCESS_TO_INTERNALS_OF_WINDOWS defined
-Original Message-
From: Idries Hamadi
Sent: 27 May 2002 14:30
To: Idries Hamadi; 'Palm Developer Forum'
Subject: RE: Access screen with Palm OS 4.0
to be like a
Precompiled header file in VC++ but I can't figure out how to rebuild it
with ALLOW_ACCESS_TO_INTERNALS_OF_WINDOWS defined
-Original Message-
From: Idries Hamadi
Sent: 27 May 2002 14:30
To: Idries Hamadi; 'Palm Developer Forum'
Subject: RE: Access screen with Palm
: Aaron Ardiri [mailto:[EMAIL PROTECTED]]
Sent: 28 May 2002 16:54
To: Palm Developer Forum
Subject: Re: Drawing performance (was Access screen with Palm OS 4.0)
On Tue, 28 May 2002, Idries Hamadi wrote:
Ok, going back to my original problem. I now have access to the screen and
all my bresenham
PROTECTED]]
Sent: 28 May 2002 16:54
To: Palm Developer Forum
Subject: Re: Drawing performance (was Access screen with Palm OS 4.0)
On Tue, 28 May 2002, Idries Hamadi wrote:
Ok, going back to my original problem. I now have access to the screen and
all my bresenham stuff works fine (in both 2 and 4
(was Access screen with Palm OS 4.0)
On Tue, 28 May 2002, Idries Hamadi wrote:
Ah ha! I've just noticed that my src bitmaps were being compressed by
pilrc.
DOH! Things are faster now (11-12fps using the API). This is probably not
fast enough though, so I'll be writing a blitter anyway.
well
-Original Message-
From: Aaron Ardiri [mailto:[EMAIL PROTECTED]]
Sent: 28 May 2002 17:56
To: Palm Developer Forum
Subject: RE: Drawing performance (was Access screen with Palm OS 4.0)
if i gave you answers to these questions - we would be giving up all
our tricks now wouldn't
Hi all,
This is my first post appologies if I'm on the wrong forum or anything else.
I'm writing a Palm OS game (right forum so far I take it?). In this game I
want to draw several elipse segments on the screen. I can't find any
functions in PalmOS itself to draw these and so I assume that I
Marshall [mailto:[EMAIL PROTECTED]]
Sent: 27 May 2002 12:26
To: Palm Developer Forum
Subject: Re: Access screen with Palm OS 4.0
On Mon, May 27, 2002 at 11:41:08AM +0100, Idries Hamadi wrote:
Error : illegal use of incomplete struct/union/class 'struct WindowType'
GamePage.cpp line 193
I touched the windows.h file and everything got fixed...
-Original Message-
From: Idries Hamadi
Sent: 27 May 2002 12:54
To: 'Palm Developer Forum'
Subject: RE: Access screen with Palm OS 4.0
Ok, the Beamer.c app compiles without a problem and it can access this
member without any
that was in my project by default. This seems to be like a
Precompiled header file in VC++ but I can't figure out how to rebuild it
with ALLOW_ACCESS_TO_INTERNALS_OF_WINDOWS defined
-Original Message-
From: Idries Hamadi
Sent: 27 May 2002 14:30
To: Idries Hamadi; 'Palm Developer Forum'
Subject: RE
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