Early version of Leap for HD2 - HD2 Windows Mobile 6.5 Themes and Apps

http://forum.xda-developers.com/showthread.php?t=687078
I tried it. i'm not sure how to assign it to a hardware key but it does work.
The images are static but surely someone can get this beast farther along

Related

Looking for timer software

Hi,
i'm looking for software that, with one push on a button, places a time/datestamp (real date and time) in a table everytime you push
the same button and then advances to the next record.
There is such software here, but it is only for the Palm:
http://www.stevenscreek.com/palm/pockettimer.html
Does anyone know if there is something like that for the PPC?
TIA
On my P900 I once tried out an application called billable buddy by Mastersoft. Might be what you are after might however not.
http://www.mastersoftmobilesolutions.com
Timersoftware
Thanks for your suggestion but thats not what i'm looking for.
Maybe there are some programmers among us who can make such a simple program.
The only thing it has to do is with one push on a button record time (and date) in a table, everytime you push a button.
like loading the date and time into the clipboard and do a ctrl +v
unless i'm mistaken
Rudegar,
that's correct!
But it has to be in a table and everytime it must put the real time and date
in a new record of the same table.

Why WM6.5 SHOULD have Multitouch!

Firstly, I've been following the leaks so far, and so I don't want to hear, oh there won't be a multitouch. The bottom line is, we don't know what the final product will be.
Secondly, it goes without saying, that I support any efforts by MS to incorporate capacitative screens. Currently, there are two known and upcoming solutions to replace the stylus, one an RF pen (a stylus that should work with cap. screens- google it!) and a solution that MS has recently invested in, called something like N-trig.
The purpose of this thread is to discuss, and make content those who are against multitouch if it comes to 6.5, or for that matter, 7.
Now, the main argument against multitouch, is that it is against single-handed usage. Here I will list why that is a moot/null/void argument:
- Using the iPhone as an example firstly (and pretty much throughout but it is not due to me having a liking for it, rather I hate it, but I hope to convey a more profound message), though there is argument over the pinch gesture in Safari (their internet browser), the double-tap to zoom is still available. So, the double-tap that we are used to in Opera, is also in Safari. So one can have it both ways. So, to sum up this point, devs would need to make sure that their programs are made for single handed usage, but that multitouch offers a different (and as some would argue, more enhanced) method of using the phone. So single-handed usage is still there, basically.
- Some games, require pressing of more than one button simultaneously. Now if buttons A, B and C are onscreen and are only viable via touch entry, then we're screwed once again as only one given button can be pressed at one time. If you're a gamer, you will know how big a limitation this is to your phone. It hurts in so many scenarios. If you're not into games, or your games are limited to puzzles: trust me, this is a biggie!
- A similar and relevant point; phones like Touch HD bear the brunt of lacking multitouch, as they don't even have a D-pad for games. So all buttons onscreen (D-pad inclusive) can only be pressed one-at-a-time!
- Whether you like this app or not, it demonstrates that some apps simply cannot do without multitouch. Why put limitations? If you want to argue it is against single-touch usage, then press one button at a time !
- Another app that is somewhat heartwarming . I've used it on an acquaintance's iPhone, and it's nice to swirl two of your fingers through the pond making multiple ripples. Again, just use single touch if you're against double ripples .
- Text entry for those of us that type at lightning speed would be hindered where we are required to press one button right next to the next one in quick succession. Why put this limitation?
- I will add more here onwards if something comes to mind. Maybe. Maybe not.
So all in all, single handed usage can still be there, and MS can enforce this in their SkyStore (app store equivalent), though granted it could be difficult. But most developers would do this, as most do what their customers want, not what I, the dev want.
LASTLY, this is not a WM bashing thread if you think like that, so stop hating! This is for improvements only!
Just to let you know...it's not all M$'s fault..Mostly HTC and the companys that make the devices. Just look at the omnia. It has a capactive touchscreen.
Good Points, and just because WM6.5 has Mutlitouch available doesn't mean devs or phone builders would HAVE to use it.
I'm a big fan of "many options."
Side Note: Moved to General Discussion.
Kraize said:
Just to let you know...it's not all M$'s fault..Mostly HTC and the companys that make the devices. Just look at the omnia. It has a capactive touchscreen.
Click to expand...
Click to collapse
Is this truly true ? If so, why doesn't Samsung advertise it as much? Also, doesn't the small buttons become difficult to use?
JimmyMcGee said:
Good Points, and just because WM6.5 has Mutlitouch available doesn't mean devs or phone builders would HAVE to use it.
I'm a big fan of "many options."
Side Note: Moved to General Discussion.
Click to expand...
Click to collapse
This is precisely my point! The only little niggle is that devs should make sure that productivity tools allow single handed usage as well. One way would be to enforce this through the SkyStore. Another would be to let the magic happen itself.
I really want to see what people will say against my strong defence of multitouch. Come on people!
It will raise the cost of the devices (both due to the much more expensive screen AND the need for a special, larger stylus) and create a further layer of incompatibility between WM devices (those with multi-touch and those without).
Surur
surur said:
and create a further layer if incomparability between WM devices (those with multi-touch and those without).
Surur
Click to expand...
Click to collapse
Which is why everyone should have to buy a new device when Windows Mobile 7 is released.
Seems people are forgeting WM6.5 is more like Vista, a stop gap before the better OS ie Windows 7
Why WM6.5 does not have mltitouch ?
I will try to answer this question.
The big hardware manifacturers are in the begining of producin multitouch capable phones (you all know that you need multitouch capable digitizer in order to be able to use multitouch). Microsoft communicated with manifacturers and they were not ready with such devices, which is the reason multitouch to be reserved for windows mobile 7.
Seems people are forgeting WM6.5 is more like Vista, a stop gap before the better OS ie Windows 7
Click to expand...
Click to collapse
Totally agree
I see no real benefit in multi-touch on small screen. granted, in games with on devices with minimal input buttons, but until device manufactures actually start releasing 3D drivers for the devices the point about gaming isn't of much substance because there will only be mediocre games.
I don't know what the masses want but I see little benefit in it on screens that one can stretch the thumb from bottom left of the device and reach the top right.
I rather draw a counter clockwise circle to zoom and a clockwise to zoom out.
the real benefit is in the screen response, not the multi-touch. aside from gaming, tell me what other real benefit is there? because I don't see it.
Text entry for those of us that type at lightning speed would be hindered where we are required to press one button right next to the next one in quick succession. Why put this limitation?
Click to expand...
Click to collapse
I think this depends on the sip you're using and have no reliance on multi-touch capabilities. I see myself as a very fast typist and this is thanks to the sip I'm using.
do this, ask your friend to do this with his iPhone: press 2 keys at the same time while typing the word "Quilts", so your friend would type it like this "Qu" then "il" then "ts" and tell us what's the result. I am pretty curious as to what the results will be. I would ask my girl to do it but she's at work now.

[Q] REQ Darts App

Hey Folks,
I love playing darts but I´m really tired of counting the scores the whole time...
Does anyone of you know an app that can do this for me and my mates? It would be great if this app offers different gametypes such as 501, 301, cricket and so on.
Hmmm, it shouldn't be too hard to create an app that can do this (if you've got Visual Studio, maybe an express edition might be enough). After all isn't scoring in darts just multiple rounds of subtraction (with... a "logic" step at the end to prevent a negative score)?
Heh, correct me if I'm wrong since my only exposure to darts has been GTAIV
Although it'd be awesome if the background was an image of a blackboard and the numbers written in chalk (been playing too much GTAIV I spose).
EDIT: When you say "501, 301, cricket" do you mean different dart game types or different sports altogether since I know that cricket is a different sport but not what 501 and 301 are.
EDIT2: Nevermind, good old google revealed that 501, 301 and cricket are indeed all dart game types.
EDIT3: Heh, kinda forgot to answer your original question - there are actually quite a few however they are mostly paid apps and I'm not sure about compatability with WM6.5, but this is what I've found (I bascially just googled for "dart score WM"):
Someone said (http://www.modaco.com/content/pocket-pc-software/264953/darts-scorer-program/#entry0) that this one crashed (though its free): http://www.freewarepocketpc.net/ppc-download-the-count-v1-0.html but the link appears broken.
This seems to be an online scoring system: http://uniscore.unicorn-darts.com/
Another one here (paid): http://download.cnet.com/Dart-Scorekeeper/3000-2056_4-10955810.html
I'd like a app like this . I've got visual studio but not sure where to start . I'll give it ago .
iainbp said:
I'd like a app like this . I've got visual studio but not sure where to start . I'll give it ago .
Click to expand...
Click to collapse
Heh, was supposed to give it a go myself but I've become a bit too busy recently.
Anyways what you'll have to do is to install the Windows Mobile 6.5 SDK then you'll be able to build applications for it. Ummm, not sure where I found the instructions I used but this should do: http://www.smartmobiledevice.co.uk/HowTo/DeployToWM65
I assume you know how to use Visual Studio to make VB.net/C# applications. Its pretty much the same process, except you'll have to be smart about how much space you use (mobile phones have small screens )
You'll need to have VS2008 or VS2005 since VS2010 apparently doesn't support anything other than WP OS 7 (when it comes to mobile OS development, AFAIK).
I actually wanted to try making a nice "graphical" app, say use an image of a blackboard and have the letters drawn on with chalk (just like in GTA4). But from googling around it doesn't seem possible to do (at least not without building to WP7 since you can use silverlight/expression blend there to make all sorts of pretty things).
EDIT: Finally decided to give it a good bash. Still have to work out how I'm going to code the 'meat' of it i.e. the game scoring bit. Probably going to use a loop to constantly subtract - not sure if this will work for the cricket game type.
I must say feature creep is a big problem. At first I was not going to bother having customisable "names" but for some reason I went ahead and coded it (and it sure was a pain to do so).
Now I'm thinking of having a save/load feature so that you can save a game halfway through or load a previously completed game... but I really don't think I will, so make sure you finish your games (I might add a "custom starting score" feature so that if you remember who had what score, you could resume).
Ok, decided to make a new post (bump!) since I've got something reasonably stable to release.
So here it is, along with a screenshot. I've removed the options screen from the previous version since it really wasn't doing that much. Oh and I haven't programmed the "Cricket" game type yet since it seems alot more complicated than simply substracting scores.
I've also gone and changed the application icon from the previous version.
Heres some other things which I've picked up during my testing:
Known Issue 05: If you press the Windows button while running 'Dart A Score', it will take you out of the app. Press the "X" to return/bring Dart A Score back into focus.
Known Issue 06: If you press the Home or Back buttons while running 'Dart A Score' it will take you out of the app. Use task manager to "swtich" back.
Known Issue 09: If you close 'Dart A Score' via the task manager, you may not be able to relaunch it. Softreset your phone [not sure why, anyone?]
Known Issue 11: After selecting who starts the game, you cannot easily go back since the game asks you to enter the score for the first turn immediatley. Either enter a turn or enter nothing (get an error) to see Form 3/Main game and then press the "Back" softkey. Done by design. [may reimplement the options screen with a toggle for this]
Known Issue 12: The game does not detect a winner immediatey (score of 0). When a player reaches the score of 0 you press the "Next turn" button for the game to detect it. [will have to fix this in a later version, maybe]
Known Issue 13: The buttons on the dialouge box, that pops up after the game has detected a winner, do nothing. These controls are yet to be programmed. Press "OK" or "Cancel" on the dialouge box then press the "Back" softkey to start a new game. [yep, gonna have to implement this too]
Known Issue X: The keyboard does not automatically switch to numeric mode when the user is asked to input a score. [don't think I can fix this as it requires the use of "native code" (I think)]
Possible future features:
00: Implement a check so that only valid dart scores are possible. Probably not.
00: Implement custom names with persistant storage (i.e. write out/read in from a text file). [Going to be alot of work]

Stay away from AnDOSBox

As I'm sure many of you are aware, people posting pirated apps the Android market has been a problem, but with in that problem is people posting GPL based applications, but refusing to comply with the terms of the the GPL. I've recently discovered that AnDOSBox, based on the DOSBox open source project, is one of those. It's not "convenient" for them to comply at this time. As an open source developer myself (but not of DOSBox itself, so I unfortunately can't file the DMCA violation request with Google), I hate to see people ripping off open source software and blatantly violating the license. Please do not buy AnDOSBox from the market.
OK, I'll have to get it by alternative means then!
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
greatht said:
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
You are one of the devs on aDosBox??? Congrats on the new release! A really long wait... but worth it
And for those who don't know... aDosBox is heaps better than this AnDosBox... try it out on the Market!!!! I give it a 5 star rating!
erlern said:
aDosBox is heaps better than this AnDosBox...
Click to expand...
Click to collapse
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
erlern said:
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
lol that's quite funny, because adosbox just uses the original logo of adosbox, and andosbox is just slightly different - and you're accusing him of something? LOL
wujekandrzej said:
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
Click to expand...
Click to collapse
What games are you running on it? I have tried Airborne Ranger, Xenon 2, Magic Candle, Bard's Tale, Rogue, 2400AD, Altered Beast, Tyrian 2000, Ultima 4 and 5, Dune and none of them have any lag in them. I tried Andosbox and don't think that I'll support it at that price.
I'm using a snapdragon device btw.
Really hope aDosbox gets more releases out. Hope I could contribute somehow, but I have no clue how the software is being developed.
I tried adosbox recently after finding out that Raptor was available for the Apple Store.
aDosBox runs raptor too, but for my device it doesn't work that great yet. I still have hope.
Meanwhile, I found out that even though the developer of aNdosbox is charging 4 bucks, since it's under the GPL, people who paid for it are free to redistribute it. There is a 1.0.1 version hovering around on the net. If you can't find the link then let me know. But, andosbox can't even run some of the stuff adosbox does.
wujekandrzej said:
uh, it's like you've just said - i didn't try andosbox... because its really way better than all other dosbox ports for android. i tried adosbox today to see if it improved, but it's still no comparision to andosbox - it's not even half as smooth.
Click to expand...
Click to collapse
hm..... Can't understand here. Which one had you really tried?
wujekandrzej said:
lol that's quite funny, because adosbox just uses the original logo of adosbox, and andosbox is just slightly different - and you're accusing him of something? LOL
Click to expand...
Click to collapse
Let me clarify what I was talking about:
aDosBox 0.1 alpha was published in Feb 2010 and its logo is a combination of DosBox icon and Android robot icon. (just google aDosBox)
If you compare it with anDosBox icon, you will understand what I want to deliver.
PS: aDosBox is a hobby, not a product and it will never be. All credits belong to DosBox's author and the person who ported SDL to android platform(i.e. Pelya).
Everyone who wants to contribute and make dosbox run better on our android devices is welcomed to join us.
They do provide the source now, though you have to prove that you've got the binaries from them (which seems to be fine per GPL - they only have to provide sources to people they distribute the binaries to, and not just everyone; though of course others should be able to share once they get sources for themselves).
greatht said:
hm..... Can't understand here. Which one had you really tried?
Let me clarify what I was talking about:
aDosBox 0.1 alpha was published in Feb 2010 and its logo is a combination of DosBox icon and Android robot icon. (just google aDosBox)
If you compare it with anDosBox icon, you will understand what I want to deliver.
PS: aDosBox is a hobby, not a product and it will never be. All credits belong to DosBox's author and the person who ported SDL to android platform(i.e. Pelya).
Everyone who wants to contribute and make dosbox run better on our android devices is welcomed to join us.
Click to expand...
Click to collapse
Thanks for the minor updates over the last week. If I may suggest something, I find that it is a bit hard to see what I type on the screen because the virtual keyboard opens up and covers most of the screen, is it possible to show just the command prompt line above the virtual keyboard instead of having to hide and re-open the virtual keyboard to see whether input is correctly made? Thanks a lot.
Much work has been put into AnDosBox, and it is the best DosBox emulator by far at the moment. It has games working better on the Android than I could make them run on any of my PCs, which is quite a feat.
Its mouse control is really great. The only way to do a mouse control on a touch phone without having a bluetooth mouse and tv-out of some kind.
I really did not think the old dos games could run that well on an Android phone (mine is Samsung Galaxy S), but I do hope that others manages to make emulators run better as well, so we might see emulators with a better kind of Joystick support. Although the kind he has implemented is in the direction of what I would want to do for a onscreen joystick. Being able to just place your thump anywhere, and move up, down, left or right.
But it would probably be easier with a on screen firebutton as well, which is seems to lack. And being able to not have the joystick area in the middle of the Screen.
The Pelya stuff in aDosBox is nice, and it is probably able to run some games that AnDosBox cannot. But so far most games seems to run in AnDosBox better than I would have anticipated.
And they are finally sharing the source. I will try to ask him for it myself.
greatht said:
hehe, I agree.
I just found this while I am publishing aDosBox 0.2beta.
It even uses a similar icon(or almost the same with aDosBox)
Click to expand...
Click to collapse
I finally got to test aDosBox properly. For some reason I only got the SDL options to work with the menu button at first, and it sure helps being able to see the keyboard, quit button and all that. Since I cannot write anything in the developer section yet, I will post some feedback here:
Mouse support, I cannot get it to work at all. I have found that andosbox has a good mouse support, while adosbox has a good joystick / arrowkeys support. I am guessing I might be able to get the mouse to work if I make the Joystick control the mouse, but what I have come to find as the best method of controlling the mouse in games using a real mouse, is using the screen as a touch pad. But it seems a problem with Pelya to make that work properly.
Also an option to hide the on screen controls while they are still active would be nice.
Mouse calibration, that part might be the reason why the mouse does not work at all for me, but when going into it, I cannot select the screen. I can touch the 4 corners and it just goes into the Menu when I press menu after.
http://anddev.at.ua/load/emulators/dosbox_0_74/2-1-0-12
This one seems to show how that was meant to work, but I never really found a good way to make it work. My phone is a Samsung Galaxy S, so the bottom right corner goes into my menu key. Top right goes into the back key. The DoxBox for Android I just linked has attempted to make the keymapper available on the menu key, which seems to be rather fail, since at most settings it is impossible to get out off again. Your menu seems to work much better, but after going into the SDL settings it seems to be lost, and only the SDL is on the menu key.
I am looking into Android development myself, I hope I can help some day, but I am still only just learning my way around the SDL and making some tutorial apps to get started. Good luck with the aDosBox project though.
They denied my request for the source code because I refunded the app. Sigh.
This may be the wrong area to ask, but in using aDosBox I'm having trouble starting the keymapper since my android on-screen keyboard obviously doesn't have "ctrl" or F-keys. How are the rest of you mapping keys for playing games? I have an Xperia Play running 2.3.3. With the stock settings but checking the box for having "Arrows/joystick/dpad" I can get the directional buttons to work, but can't map the triangle/square/x/o buttons to what I need for Commander Keen 4. Any help?
I have a droid incredible.
That said I tried adosbox and it works, but pretty slow.
I looked up many reviews and finally broke down and bought andosbox. (15 min refund if you don't like it made the deal sweet)
I have to say for the games i have played andosbox is 200% better, smoother more polished system. I been playing masters of orion 2 and anvil of dawn. Well, no lag on andosbox and while they are playable on adosbox, the difference is worth the 4 bucks.
So you get what you pay for in this instance. I like both programs and sdl is only currently supported by adosbox so it has that going for it as well.
So thanks for creating these awesome ports. I do recommend using adosbox to see how it runs on your phone before getting andosbox. Just i find i like the tilt and menus in andosbox better (plus default speed boost)
-------------------------------------------------
Also to respond to the game pad question, you can get a blue tooth joystick. or look on the net / market for gamepad keyboards. or on screen game pads. loconet sells one but i bet there are free ones as well.
I have the htc droid incredible so hid bluetooth is not working, but there are some joysticks out there that still work.
If you want alternate onscreen buttons. You will have to find one in the market.
Basicly you change your default keyboard to replace it with one that has the inputs you need.
If anybody is looking for the source...
hxxps://sites.google.com/site/andosbox/system/app/pages/recentChanges
(1.1.8 -> hxxps://sites.google.com/site/andosbox/AnDosBox_1.1.8.rar?attredirects=0)
Have fun
Can you post the sources to the 1.1.9 version?
I posted the apk here, and even though it's GPL'ed software, my post was removed and I received an infraction from XDA.
BTW, it seems the reason that AnDosBox runs faster than aDosBox is because AnDosBox has a permanent framedrop hardcoded. Can someone try 1-3 framedrop on aDosBox and compare? I suspect the speed would be identical!
Try to build adosbox with Eclipse
This is what I done
svn checkout source trunk (adosbox source code from google code)
download Eclipse
build adosbox with Eclipse
build and install successfully on emulator/mobile.
BUT when I execute it Shows error message unfortunately adosbox has stopped.
also 0 errors but contains 2 warning , some yellow exclamation sign in MainActivity.java
Please help!!!!!!!!!!
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if (resultCode == Activity.RESULT_OK) {
if (requestCode == SELECT_CONFIG) {
Uri selectedImageUri = data.getData();
}
}
}
}
shows warning : The value of the local variable selectedImageUri is not used MainActivity.java /adosbox/src/org/hystudio/android/dosbox line 215 Java Problem
Hi, I apologize if I'm posting this in the wrong area. How do you bring up the in-app menu on the Samsung Galaxy S7? The menu (two squares) button tries to go to split-screen mode and the back button exits the app. Long-pressing either does not work. The Assistant Menu option (under Accessibility) does not work either. I can't even bring up the keyboard at the DOS prompt. Pressing the menu button worked on the S4 and long-pressing it worked on the S5, but no idea how to bring up the menu on the S7. Any ideas?? Thanks in advance!

Porting Chromium to Windows RT

So, I've been at this for about 48 hours now (not continuously, but closer than you might think) and I figured I should take a break from modifying project files and puzzling over alignment issues to discuss the project, share some of the problems I've been having and ask if anybody can help, and so on.
The general idea is "Chromium build for Windows (on x86/x64) and build on ARM (for Linux), so there must be a way to build it for Windows on ARM". For the most part, that even looks like it's true. Probably at least 80% of 654 Visual Studio projects (no, that's not a joke) either build just fine with only minor amounts of work, or are things that we don't actually need (I'll try building the test suites... once everything else builds!!)
Areas that have given me problems (caution: some chance of brief rants ahead):
v8. Less than you might think, though. Setting the flags for Arm seems to have been enough.
Sandbox. There's a fair bit of thunking coded in assembly going on in the sandbox for x86. Not sure what's up with it (I don't know exactly how the Chromium sandbox works) but it'll have to come out or be replaced. The Linux (including ARM) sandbox seems to be SELinux-based, which doesn't help at all.
Native Client (NaCl). I think all the assembly is in test code, though, so I may just boldly #ifdef if all away.
libjpg-turbo (libjpg). Piles of carefully optimized assembly... for x86 and x64. There is a set of ARM assembly (for Linux) that Visual Studio won't compile, but something else might... or I may tweak until it works. Of course, I could also just accept the speed hit and use the version of libjpg implemented in nice, portable C.
Anything where the developers tried to use some SSE to speed things up. I may be able to replace it with NEON code, or I may just remove it and hope **** doesn't break. We'll see.
Inline assembly in general. Even when it's ARM assembly, Visual Studio / CL.exe don't want anything to do with it (__asm is apparently now an invalid keyword). I suspect I'll have to just pull the assembly out into stand-alone functions in their own files, then compile them to object files and link them back in later. If I can figure out the best way to do this (for example, I'll want to inline the asm functions) then it shouldn't impact performance. Seriously though, I kind of hate inline assembly. I can read assembly just fine, but I'm usually staring at it in a debugger or disassembly tool, not in the middle of source code I'm trying to build...
Everywhere that the current state of the CPU is cared about (exception and crash handlers, in particular) because the CONTEXT structure is, of course, CPU-specific. They're pretty easy to get past, though.
Low-level functions, like MemoryBarrier. Fortunately, it's implemented in ntdll.h... but as a macro, which breaks at least half the places it's referenced. Solution: where it breaks things, undefine the macro and just have it be an inline function that does what the macro did.
Running out of memory. Not even joking... well, OK, a little bit. I've got 32GB; I won't actually run out. Both Visual Studio and cl.exe do at times, though!. Task Manager says VS is currently using 1,928 MB, and before I restarted it, it broke 2.5GB private working set. Pretty good for a program that for some reason is still 32-bit...
Goddamn compiler flags. Seriously, every single project (I mentioned there are over 600, right?) has its LIBPATHs hardcoded to point at x86. Several projects have /D:_X86_ or similar (that's supposed to be set by the build tools, not the user, you idiots...) which plays merry hell with the #ifdef guards. Everything has /SAFESEH specified, not in the actual property table where the IDE could have removed it (unneeded and invlaid on ARM) but in the "extra stuff we'll pass on the build command line" field, which means every single .EXE/.DLL project must be modified or the linker will fail.
My current biggest goal is the JPG library; nobody wants to use a browser without it. After that, I'll tackle the sandbox, leaving NaCl for last... well, last before whatever else crops up.
Anyhow, thoughts/comments/advice are welcome... in the mean time, I'm going to go eat something (for the first time in ~22 hours) and then get some sleep.
Kudos for having the patience to look though this monster.
It's my understanding that NaCl is still a pretty niche thing at the moment. Is it possible to easily either disable it or completely hack it out, or do other more critical parts of Chromium now depend on it?
I don't think anything truly depends on it. I'll look in the VS dependency hierarchy and see how many things list it, and how awful it would be to remove them.. after I get the other stuff working. I may pass on the sandbox as well, if possible; it makes the security guy in me cringe something awful, but as they say, shipping is a feature..
great
Please make that happen !
Working on it! I've gotten over half of the projects to build and link, but some other stuff is adamantly refusing to work. I'm beginning to suspect I'll need to work from the other direction - rather than starting at the bottom and building all the dependencies, then combining them into browser components, and then eventually combining all the components into a complete piece of software, I may have to work from the top, removing components until the whole thing builds (at which point it will likely be useless, or all-but) and then seeing what I can add back in. I thought it would be faster to just assume everything can be made to work and only exclude something if it proved intractable, but at this point I've got a ton of very small components and almost no ability to combine them.
It would also help if VS was better at managing such truly immense tasks. For example, I have no simple graph of what all is and is not building, so I'm being forced to manually map that onto the VS dependency tree and see what is blocking a given component from building successfully, and how much is dependent upon it, one erroring project at a time (and there are a *lot* of erroring projects - my last attempt to build any substantial part of the system saw 50 of 400 projects fail).
GoodDayToDie said:
Working on it! I've gotten over half of the projects to build and link, but some other stuff is adamantly refusing to work. I'm beginning to suspect I'll need to work from the other direction - rather than starting at the bottom and building all the dependencies, then combining them into browser components, and then eventually combining all the components into a complete piece of software, I may have to work from the top, removing components until the whole thing builds (at which point it will likely be useless, or all-but) and then seeing what I can add back in. I thought it would be faster to just assume everything can be made to work and only exclude something if it proved intractable, but at this point I've got a ton of very small components and almost no ability to combine them.
It would also help if VS was better at managing such truly immense tasks. For example, I have no simple graph of what all is and is not building, so I'm being forced to manually map that onto the VS dependency tree and see what is blocking a given component from building successfully, and how much is dependent upon it, one erroring project at a time (and there are a *lot* of erroring projects - my last attempt to build any substantial part of the system saw 50 of 400 projects fail).
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I thinkt tht is a mutch better taktic and mutch less frustrading.
I would love to see just a minimal version of it. After that all the small componens can follow.
50 of 400 is pretty good i think. Better then i expected
Bear in mind that the entire thing is 650 projects. If 50 fail at that level, many of the higher-level ones (dependent upon the lower-level) will fail too. I'll see what I can do. I may or may not be able to get v8 actually working (without it, the JS speed will be very bad, think IE8 at best) and I may have to fall back to the legacy libjpeg (which will cut JPEG render speeds by at least a factor of 2). Skia (2D drawing library used by Chrome) has a bunch of assembly optimizations that I need to get it to use the Arm version of instead. There's a couple of total hacks with the library files I've had to pull, which may or may not result in a working final build. We'll see.
GoodDayToDie said:
Bear in mind that the entire thing is 650 projects. If 50 fail at that level, many of the higher-level ones (dependent upon the lower-level) will fail too. I'll see what I can do. I may or may not be able to get v8 actually working (without it, the JS speed will be very bad, think IE8 at best) and I may have to fall back to the legacy libjpeg (which will cut JPEG render speeds by at least a factor of 2). Skia (2D drawing library used by Chrome) has a bunch of assembly optimizations that I need to get it to use the Arm version of instead. There's a couple of total hacks with the library files I've had to pull, which may or may not result in a working final build. We'll see.
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the v8 engine ( used in nodejs ) has been ported to ARM :
I still can't link : htt p://ww w.it-wars.com/article305/compiler-node-js-pour-arm-v5
perhaps it will help you
Edit : oups, I just see that another great user of this forum made the port of nodejs to RT
Yep... but they did it without v8. That's not an encouraging result, but I feel like I'm so close...
Is there a GitHub repo so we can help or track the progress of the project ?
Sorry, not at present. There probably should be. The sheer size of the codebase is incredible (about 2.4GB) and having some way to share it practically would be good.
Also, I suspect this would go a lot faster if I don't have to repeat the work of others. I know that there's a working Webkit DLL out there, for example (though with several features, including the V8 JS engine, missing) and if I could get my hands on that it would drastically reduce the number of additional components I need to build. Currently I'm working on the sandbux, but expect that I will need to rip the whole thing out and basically have the browser run as though it was always passed the --no-sandbox parameter, at least for the first build. Too damn much assembly.
http://www.engadget.com/2013/01/22/google-chrome-native-client-arm-support/
This wouldn't have any impact on this project, would it?
Sent from my SCH-I535 using xda-developers app, complete with annoying signatures.
It probably means that NaCl on Windows RT will be possible in the future. At present, I'm cutting it out of the build - too much x86-specific stuff there to port it over myself, and it owuldn't be able to run x86-compiled NaCl code anyhow.
You might have bit off more than you could chew. It'd better if you put your current progress under version control on some public site so that other people may be able to help you.
It's a big and complex project. You are taking a lot of time, and understandably so. But just open up to other people and you could get this done faster.
Yeah, this is probably true. My life also got unexpectedly *busy* in the last week; a couple weeks ago I had many times as much free time as I do now, and so porting has slowed down.
My upload speed would take ages (literally probably at least a day of solid activity; it's embarassingly slow) to push the full source anywhere, but I may make the effort anyhow. I'll have to post it somewhere for GPL compliance in any case...
You may upload only the diff files, they'll probably be smaller then the whole distribution.
Not to pour cold water on you however, IE10 is already faster than the latest Chrome build in Windows Phone, Windows 8.
I don't see the point of this.
I have personally jumped from IE8 > FF > Chrome and finally back to IE10 over the years depends on its usability, smoothness, speed, etc
Speed isn't the only reason to use a browser. I actually prefer IE myself, but there are some things that other browsers do better than it (in the case of Chrome, parts of HTML5, the syncing across Google services, etc.) Also, Chrome gets updated far more often than IE; IE9 was equal with Chrome on speed at its release, and was far behind by the time IE10 came out.
The reason for this project, though, is a mixture of interest in what it takes, and a desire to benefit the community. Microsoft has deeped that only software which they have blessed may run on the Windows RT desktop. I disagree, and have chosen (among several other things) to port a web browser because I feel that it's important for users to have choice.
LastBattle said:
Not to pour cold water on you however, IE10 is already faster than the latest Chrome build in Windows Phone, Windows 8.
I don't see the point of this.
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Some websites do not get along with the trident rendering engine. Some webdevs are so "Oh f*** IE I don't care" and block access to features just because it is IE. I have experienced this first hand on IE10 on my surface where it tells me to come back when I have a decent browser, only to not have the choice to do that.
This really isn't the webdevs fault either, for years IE was the scum of the internet, only recently has IE caught up to the rest of the browsers (and in my opinion exceeded some) but the years of IE being bad have left a lot of disjointed webdevs who won't even consider giving the latest IE a chance.

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