Anyone have one of these and is coding for it ?
Have you had any problems at all ?
Is there anything that doesnt work, but you`ve managed to make a work-around for ?
I ask because my games refuse to work on these even tho they appear to work on everything else. Ive tried trimming my code down and adding points to show where in the code it appears to be bugging out. But more often than not it appears random (sometimes working with certain code, othertimes failing point blank)
Any advice wit this would be greatly appreciated.
I have one of these. Haven't experienced problems so far myself but I haven't tested that much either.
I wonder if my apps will work on other Galaxy S IIs. Anyway, do you want to coordinate some testing?
I own a Galaxy Mini and have had no problems coding for it (not that it's the same thing of course). My sister has both the Galaxy S and Galaxy S II, I might try one of my programs on hers and see if it works ok.
Do you have a packaged Android program that you have trouble with on your Galaxy S II that we can test on our devices?
Both my recent free games bork on the S II ;( And its doing my head in not knowing why ;( Thing is, with the second game it was working fine on it (I got someone to test it as I was developing) then I had the mad final push tofinish it so no testing for a week. Then it didn`t work ;(
You can find both in the market thread if you want to have a gander.
http://www.glbasic.com/forum/index.php?topic=6213.msg58393#msg58393
http://www.glbasic.com/forum/index.php?topic=6213.msg59515#msg59515
Any luck with these ?
Unfortunately I haven't been able to check it on my sisters Galaxy S II yet. I did test both on my Galaxy Mini (which I'm pretty sure uses the same Android version as the SII) ie. 2.3.4.
Anyway the results were surprising. The free version of 'GL-X-EONS' seems to run ok, but 'Earth Invasion - Free' seems to have a few issues. While the game title screen seems the correct size for my mobile phone, it seems as if the mouse pointer screen area hasn't scaled with it. What I mean is I can only click on a button (so far only gotten the Continue button on the pause screen to do this) by clicking a long way away from it. eg.
[Button] >click here instead of on the Button<
Will have to wait longer unfortunately for Galaxy S II unless I can get my sister to install and try them (don't like your chances), as I don't know when I'll see her next.
Anyway hope Wampus is able to help...
Thanks chap ... least thats highlighted 1 bug for me (I did know about it, but thought I had fixed it). Suprised that GLXEONS works tho as it just dies full stop an the GS2 ;(
Been afk for a few days ;/
Will try the apps myself tonight and report back.
Well I saw my sister and she didn't bring her Galaxy S II. After explaining that I needed to test something on it (and she needed me to fix something on her phone), she jumped into action by not bothering to get in contact since. ;/
So I think I might have to withdraw any offer of testing on my sisters Galaxy mobile phones. I didn't think it would be a problem because a) she normally has both with her (uses one for herself and the other for her business) and b) she is normally around here quite a lot. Oh well...
Haha. Typical reaction of non-geek family members.
The free version of Glowing Sky works just fine. Looks very nice on the G2.
When I try GL-X-EONS the screen goes black, there is a long wait and then the following message appears:-
Sorry!
Acivity GL_X_EONS_free (in application GL_X_EONS_free) is not responding.
I then get the option to force the app to close, wait or report a problem. If I wait, nothing happens for a minute or so then the error message pops up again. If I force the app to close that seems to fail and everything is still black. I have to exit with the back button and go into the application managements screen to force a stop to the app there.
Once I saw on the application management screen that the app was slowly consuming more and more system resources like RAM and especially CPU, even though nothing at all appeared to be happening. I have not been able to repeat this.
Things go from bad to worse. Now my apps are not working on the Asus Transformer ;( I have absolutely no idea whats wrong ;(
Are you doing lengthy operations without a showscreen? Or any possible infinite loop wehn some data has unexpected values?
Quote from: Kitty Hello on 2011-Dec-05
Are you doing lengthy operations without a showscreen? Or any possible infinite loop wehn some data has unexpected values?
No, Im very carefull with that. But even if it was that, why would it work on PC, pandora, other android devices, but only go belly up on certain devices ? Its a strange one indeed.
You would have to guess that certain machines flip out far earlier than others. I remember years ago writing MIS software that needed to produce reports on data covering about 20GB of space. Even though the software was processing certain Windows systems would come up pretty early on with complaints that the software had stopped responding. Not all though. In the end made sure it used a doEvents() every now and again and it was happy.
In my game for example I have a configuration routine that resizes all graphics when the version of the app is updated (ie. only needs it once per update and only then when the screen size is different to the target res). However I read here that if it has a black screen for too long in iOS then it will be rejected. So I made sure it had a progress bar. Pretty much rule of thumb is not to let anything sit there for too long looking like it isn't doing anything.
Cheers
Quote from: Minion on 2011-Dec-05
Things go from bad to worse. Now my apps are not working on the Asus Transformer ;( I have absolutely no idea whats wrong ;(
All your apps? The free version of Glowing Sky I tried was working fine on the S II.
Is there something I can do for you with debugging on my S II? I could sign and fax you a non-disclosure agreement or whatever, then you could send me the code and I could try and track down what was causing the problem.
Its a strange one for sure. Ive had Andy from Ovine looking over my code and trying all sorts with it, ripping it apart to its bare bones etc and every time it fails to work at different points within the code (1 pass will get to the splash screen, so we add code to show which part of the splash screen routine its in, and then run again and it flies past that and fails in another part of the code - no matter where we put the trap routines, it either gets past them with no problems, or doesnt even get that far in the code). The really annoying thing is that I have a build thats *almost* finished and that works fine.
That is weird. Any idea what the general error is? An infinite loop? Illegal access? etc.
Nope, nothing. We tried removing all the polyvector routines and just using the bog standard sprite routines, but that didnt work. We tried removing huge chuncks of code (splash screens, intros, high score tables etc) too see if that would make a difference, but still nothing ;( I have a version of my game that does actually write to a file after every line of code (using CODELINE and CODEFILE), sadly Andy was unable to get to the package to extract the file once it had run, but it would have shown the exact line it was failing on and maybe shed some light as to what was going on.
[Apologies in advance for the bump....]
Testing on a GS2 my game also hangs - seemingly randomly but at specific commands (specific ENDPOLYs and STRECHSPRITEs). It only crashes whilst drawing to a virtual screen, and I haven't been able to find a logical explanation why.....
After a seemingly random number of loops, the first 'render' command after the USESCREEN seems to cause the program to hang. The app doesn't crash, and when the back button is pressed the app exits and logs normally, but before then it seems stuck executing the command...
If it feels like it, the app sometimes waits until a later STRETCHSPRITE call before it crashes - always crashing at one of these two places...
I can't seem to replicate it in a simpler example, even with a massive loop of POLYVECTORs and STRETCHSPRITEs. :giveup: Any ideas as to why? Could there be a hardware issue? Is it possible for the drawing commands to get stuck like this?
Can you get a stack trace?
Still working on that (i.e. googling to fill in my lack of knowledge) but I do notice that one of these messages shows up in the log every few seconds after the app hangs:
01-14 13:12:52.345 21165 21165 D dalvikvm: GC_EXPLICIT freed 70K, 53% free 2538K/5379K, external 0K/0K, paused 90ms
01-14 13:12:57.365 5431 5431 D dalvikvm: GC_EXPLICIT freed 42K, 53% free 2912K/6087K, external 0K/0K, paused 102ms
01-14 13:13:05.130 2965 2965 D dalvikvm: GC_EXPLICIT freed 55K, 47% free 3745K/7047K, external 0K/0K, paused 58ms
seems to go on indefinitely, a new logged message like this every few seconds, and not one of these shows up while the program is running normally.....
It seemed that I'd have to root my phone in order to kill the app in order to get a stack trace.... long story short I ended up installing MIUI (android v2.3.7) and it doesn't crash anymore :S
Quote from: Serpent on 2012-Jan-14
I ended up installing MIUI (android v2.3.7) and it doesn't crash anymore :S
So, it's a software bug? What a shit.