I decided to share this with the community because I haven't seen this mentioned once anywhere.
To sum it up:
The main principle of AndroidBooster is to compile and execute embedded Java code (applications, services) as binary. Java code is executed faster and uses less CPU cycles. This saves battery life while boosting performance. Compatible with all Android platforms, AndroidBooster can increase performance by 10x compared to Dalvik Interpreter or 3x compared to Dalvik JIT.
You need an evaluation license to get your hands on this. More info at www.flexycore.com
Could something like this be used to make, say, minecraft (which is built from java but not dalvik) run on android?
Sent from my MIUI SCH-i500
sageDieu said:
Could something like this be used to make, say, minecraft (which is built from java but not dalvik) run on android?
Sent from my MIUI SCH-i500
Click to expand...
Click to collapse
if androidbooster is true to its words, i think its possible
--deleted--
any dev know how effective this would be?
I remember reading that most ARM11 and Cortex CPUs supports Java extensions, so there should be a boost.
By the way, look here to see test results for your device.
Edit: Just ran CaffeineMark (from Market) on my device (LG Optimus One P500 with heavily tweaked CyanogenMod 7) and compared it to the test results over FlexyCore.com:
Me: 1888
FlexyCore database entry for Gingerbread: 2726
Both benchmarks were made on 600MHz. I re-ran the test with my device overclocked to 748MHz and the test result was 2436.
So - AndroidBooster does work.
sageDieu said:
Could something like this be used to make, say, minecraft (which is built from java but not dalvik) run on android?
Sent from my MIUI SCH-i500
Click to expand...
Click to collapse
there is minecraft available for Xperia PLAY
Sent from my Xperia PLAY R800i using XDA App
Ianis G. Vasilev said:
I remember reading that most ARM11 and Cortex CPUs supports Java extensions, so there should be a boost.
By the way, look here to see test results for your device.
Edit: Just ran CaffeineMark (from Market) on my device (LG Optimus One P500 with heavily tweaked CyanogenMod 7) and compared it to the test results over FlexyCore.com:
Me: 1888
FlexyCore database entry for Gingerbread: 2726
Both benchmarks were made on 600MHz. I re-ran the test with my device overclocked to 748MHz and the test result was 2436.
So - AndroidBooster does work.
Click to expand...
Click to collapse
now we just need to know if any dev is willing to implement this into a rom. it would be great to see a significant boost in any rom
None of our developers can implement it as it is a closed source project. They (FlexyCore) offer to modify any ROM we send them, but they do not give out the code itself. They wouldn't earn money otherwise
Ianis G. Vasilev said:
None of our developers can implement it as it is a closed source project. They (FlexyCore) offer to modify any ROM we send them, but they do not give out the code itself. They wouldn't earn money otherwise
Click to expand...
Click to collapse
what a bummer
Implemented in KitKat
Sent from my GT-I9082 using xda premium
akiratoriyama said:
Implemented in KitKat
Sent from my GT-I9082 using xda premium
Click to expand...
Click to collapse
well google bought them so I guess yeah, implemented in KitKat :good:
Related
Has anyone had any luck getting the leaked 10.2 Flash player on Hero CDMA? If so, could you share what you did to get it working and what setup you have? If you followed a specific forum post, could you link it? I have searched but none of the forum posts here I've tried have worked.
I've tried changing the user agent in the browser, however, I could not find 'Desktop' as some of the other posts have suggested. At this point, I've tried installing the leaked version directly: no joy.
I'm running CM7 RC2 with no mods at the moment.
Here is the link I used for the leaked Flash 10.2:
http://www.crunchitech.com/2011/03/15/download-flash-player-leak-version-10-2-for-android-2-22-33-0/
its not going to work, never will the reason why has been answered on here atleast 100000000000000000000 times, good find but wasted in here
ARMv6 vs. ARMv7 = Adobe refuses to set compiler flags.
thoughtlesskyle said:
its not going to work, never will the reason why has been answered on here atleast 100000000000000000000 times, good find but wasted in here
Click to expand...
Click to collapse
I should have been less specific in my use of the search tool. You are right. Hero is ARMv6 and Flash is compiled for ARMv7. Oh well, thanks for at least replying to me.
Now it would be nice if there was a module you could load into memory that would do machine code translation from v7 to v6... at least make it runable/compatible or make v7 programs 'think' they are running on v7. I'm sure that what be a nightmare of processor faults. And if it did run, it probably wouldn't be fast at all. Perhaps a v7 virtual machine? Again, another pipe dream because the Hero has less memory than a 486.
It's Adobe's fault anyway. A v6 plugin would not be hard to compile from the source. Just set the compiler flags and go. Grrr.
Thanks again.
Your right it probably wouldn't be hard but I think they did it this way because on the hardware acceleration side phones with v7 usually have the resources to spare to make flash run smoothly even flash lite is clunky at times on our v6 phones
They will chalk it up to delivering a consistent experience on their supported devices
zansatsu said:
I should have been less specific in my use of the search tool. You are right. Hero is ARMv6 and Flash is compiled for ARMv7. Oh well, thanks for at least replying to me.
Now it would be nice if there was a module you could load into memory that would do machine code translation from v7 to v6... at least make it runable/compatible or make v7 programs 'think' they are running on v7. I'm sure that what be a nightmare of processor faults. And if it did run, it probably wouldn't be fast at all. Perhaps a v7 virtual machine? Again, another pipe dream because the Hero has less memory than a 486.
It's Adobe's fault anyway. A v6 plugin would not be hard to compile from the source. Just set the compiler flags and go. Grrr.
Thanks again.
Click to expand...
Click to collapse
Sent from my PC36100 using XDA App
Unfortunately, the ARMv7 logic doesn't hold much truth as I was not able to run flash on my Samsung moment. I think there may be more factors involved.
aqualls said:
Unfortunately, the ARMv7 logic doesn't hold much truth as I was not able to run flash on my Samsung moment. I think there may be more factors involved.
Click to expand...
Click to collapse
I thought samsung used something other than ARM whatever it is I don't think they are using arm v7 I think the processor is close to what apple uses in the iphone 4 the cortex but I am not sure.
Sent from my PC36100 using XDA App
aqualls said:
Unfortunately, the ARMv7 logic doesn't hold much truth as I was not able to run flash on my Samsung moment. I think there may be more factors involved.
Click to expand...
Click to collapse
samsung moment is ARM11 which is ARMv6... not v7
I learned this one the hard way...
At first glance, ARM chip designations can be confusing but the difference is the ARM Family version vs. ARM Architecture version:
Note that architecture version names contain a 'v' and the family version names do not:
http://en.wikipedia.org/wiki/ARM_processor#ARM_cores
The Hero and Moment are ARMv6 architecture whereas newer phones are ARMv7.
It sucks, d00d! You are SOL just like me and many other Hero owners.
EDIT: Technically: The one notable exception to the 'v' observation is the ARMv5TE: Bulverde. But, heh, it works for me.
bk718 said:
samsung moment is ARM11 which is ARMv6... not v7
Click to expand...
Click to collapse
Not according to the the specs and every hardware app on the market. Trust me. If it was I could have run flash and apps for .avi video without audio sync issues.
Sent from my HERO200 using XDA Premium App
aqualls said:
Not according to the the specs and every hardware app on the market. Trust me. If it was I could have run flash and apps for .avi video without audio sync issues.
Sent from my HERO200 using XDA Premium App
Click to expand...
Click to collapse
what specs are u looking at??
Click here and scroll over to samsung moment.. ARM1176 which is ARMv6
refer to the link that zansatsu posted... its in there as well
or this link
or where its discussed here
i could go on and on or u can google it if you like and see for yourself..
im not trying to downplay you, but just trying to inform you that the information that you've been given is incorrect regarding the samsung moment having an ARMv7 chip..
The Samsung SPH-M900 (Moment) processor is an ARM11 Family, ARMv6 Architecture CPU:
http://en.wikipedia.org/wiki/ARM11#ARM11-based_products
zansatsu said:
The Samsung SPH-M900 (Moment) processor is an ARM11 Family, ARMv6 Architecture CPU:
http://en.wikipedia.org/wiki/ARM11#ARM11-based_products
Click to expand...
Click to collapse
i think with my links and ur links are point should be driven by now..
thanks to seo we have kingdom nice lockscreen
http://forum.xda-developers.com/showthread.php?t=1062962
problem is that if it's used with default bravo adreno libs we have no icons and no caller picture.
Logcat says
18:39:47.211 Debug mode10 1887 [mode10] Maximum number of texture units exceeded!
If you replace adreno libs with the ones from ace the is somehow working (after alot of errors and other problems - expected since is for ace not for bravo)
So best solution would be for us to patch lockscreen not to use other gpu libs
now the libs responsible for that error message are libmode10GLES20_ml.so libmode10Graphics.so
The reason for ace adreno libs *working* is because of the more OPEN GL extension supported ( i don't know if is only in driver or also in gpu )
Call 911 (snq)
sry for the OT.
What with overclocking the gpu, i men we can overclock cpu, maybe that would help make things faster, i mean so we can't raise the available texture channels, but it would be faster.
JeckyllHavok said:
What with overclocking the gpu, i men we can overclock cpu, maybe that would help make things faster, i mean so we can't raise the available texture channels, but it would be faster.
Click to expand...
Click to collapse
Useless imho to overclock gpu... Will result in more battery drain only without significant boost... I think the easier solution is to port or create the right drivers that can handle allctextures.or, if possible, to reduce them maybe with lower resolution...
That probably means that the driver can't handle that much textures, but if the Ace driver works, then it's not a hardware limitation, but rather a software one. So IMO something should be done not with the lockscreen but with the drivers to remove that software cap.
UPD: I wonder if the same limit is present in all drivers... More texture units unlocked => more general graphics performance...
Sent from my HTC Desire using XDA Premium App
well its impsossible to add more texture units to the desire so that wont be possible so only way is to create some hacked libs but snq can help but sadly he aint been working on these ports atm
JeckyllHavok said:
What with overclocking the gpu, i men we can overclock cpu, maybe that would help make things faster, i mean so we can't raise the available texture channels, but it would be faster.
Click to expand...
Click to collapse
Oc'ing the GPU will not give you the texture power that is required.
K900 said:
That probably means that the driver can't handle that much textures, but if the Ace driver works, then it's not a hardware limitation, but rather a software one. So IMO something should be done not with the lockscreen but with the drivers to remove that software cap...
Click to expand...
Click to collapse
This has to be the way forward, if this works with the ACE drivers then it is the case that the Adreno 200 driver software is saying 'no way' to the requests when the actual hardware can handle it.
The other idea I had is whether we can bundle the ACE drivers and edit/hack the lockscreen to use them only whereas everything else can use the standard Desire Adreno 200 drivers.
whats with reducing the animation to a desire handable level?
sry for bad english
revthanki said:
The other idea I had is whether we can bundle the ACE drivers and edit/hack the lockscreen to use them only whereas everything else can use the standard Desire Adreno 200 drivers.
Click to expand...
Click to collapse
I'm not a Java guru, but it seems to me that the libs are actually called by the VM itself and applications interact with the public API through Dalvik. So it's not like lockscreen - hack - libs, but more of lockscreen - hack? - dalvik - hack? - libs
Sent from my HTC Desire using XDA Premium App
K900 said:
I'm not a Java guru, but it seems to me that the libs are actually called by the VM itself and applications interact with the public API through Dalvik. So it's not like lockscreen - hack - libs, but more of lockscreen - hack? - dalvik - hack? - libs
Click to expand...
Click to collapse
Got it. Therefore, to run both drivers concurrently you'd need to hack the VM to provide a different API just for the lockscreen to call. That sounds intuitively messy and complex.
I think your idea, to hack the Adreno 200 drivers and raise the
limit on the shaders sounds like a good way. Especially because of two facts:
1) That the ACE (Adreno 205) drivers do work in this regard, there's no graphical corruption to suggest that the Adreno 200 cannot handle the called number of shader units.
2) Backed up by the fact that v26 of Baad's InsertCoin Rom, in which he bundled the ACE drivers did seem to have incredible general graphical performance (apart from the maps/music/games force closes) ---> so maybe the Desire hardware is capable of more than the software drivers limits it to...
Edit: lol I didn't read !!!!!!!!!!!
NeoPhyTe.x360 said:
Try this. It works, not too fine, but works.
Click to expand...
Click to collapse
We already know about that, this thread is about finding a better solution...
HTC Swyped from my Sense 3 Desire using XDA Premium
K900 said:
That probably means that the driver can't handle that much textures, but if the Ace driver works, then it's not a hardware limitation, but rather a software one. So IMO something should be done not with the lockscreen but with the drivers to remove that software cap.
Click to expand...
Click to collapse
Some more evidence that the drivers on the Adreno 200 might be the limiting facor, from http://www.mobiletechworld.com/2011/03/31/first-adreno-220-benchmarks-show-that-it-is-a-beast/
"Qualcomm’s Adreno GPU’s have always been seen as being a sub-par graphics compared to competing offerings from Imagination (PowerVR) and others like NVIDIA’s Tegra. This was essentially true with the Adreno 200 on Windows Mobile and Android mainly because of poor driver quality. Things are a bit different on Windows Phone 7 where the Adreno 200 is the only currently supported GPU, thanks to the tight integration with the OS and relatively good support provided by Microsoft. You can check out my recent Fable Coin Golf video to see that some pretty nice things can be done with it."
Hey baadnewz, the line "Maximum number of texture units exceeded" your searching is stored inside of libmode10GLES20_ml.so.
Code:
StartFrameControllereglCreateImageKHReglDestroyImageKHRexternal/MagicLab-mode10/mode10_trunk_2821_20110218/trunk/graphics/mode10GLES20/src/GraphicsDeviceGL2.cppm_eglDisplay != ((EGLDisplay)0)[mode10] Maximum number of texture units exceeded!
Problem is that contains spaces in original file, so you cant find string, try opening file and try searching it with spaces like below:
Code:
M a x i m u m n u m b e r o f t e x t u r e u n i t s e x c e e d e d !
Hope it helps.
I was thinking about a thing. The problem is that if screen is locked it cant handle textures to show caller image and icons right? But thinking about the significate of texture, we know that they are images that "wear" tridimensional or 2d object, right?
So if it is right, they must be stored in some files that the lockscreen try to recognize but is blocked by the amount of these and give error... If is all corrent, can't be easier to find these texture and remove some or resize? Is a textures number or space (mb)probem?
I dont know if is all correct or not, sorry if not..
ivicask said:
Hey baadnewz, the line "Maximum number of texture units exceeded" your searching is stored inside of libmode10GLES20_ml.so.
Code:
StartFrameControllereglCreateImageKHReglDestroyImageKHRexternal/MagicLab-mode10/mode10_trunk_2821_20110218/trunk/graphics/mode10GLES20/src/GraphicsDeviceGL2.cppm_eglDisplay != ((EGLDisplay)0)[mode10] Maximum number of texture units exceeded!
Problem is that contains spaces in original file, so you cant find string, try opening file and try searching it with spaces like below:
Code:
M a x i m u m n u m b e r o f t e x t u r e u n i t s e x c e e d e d !
Hope it helps.
Click to expand...
Click to collapse
thanks alot mate ,now i feel like an idiot
revthanki said:
Some more evidence that the drivers on the Adreno 200 might be the limiting facor, from http://www.mobiletechworld.com/2011/03/31/first-adreno-220-benchmarks-show-that-it-is-a-beast/
"Qualcomm’s Adreno GPU’s have always been seen as being a sub-par graphics compared to competing offerings from Imagination (PowerVR) and others like NVIDIA’s Tegra. This was essentially true with the Adreno 200 on Windows Mobile and Android mainly because of poor driver quality. Things are a bit different on Windows Phone 7 where the Adreno 200 is the only currently supported GPU, thanks to the tight integration with the OS and relatively good support provided by Microsoft. You can check out my recent Fable Coin Golf video to see that some pretty nice things can be done with it."
Click to expand...
Click to collapse
read the line after your highlighted line. i watched the video of the fabile golf running on adreno 200 on WP7 phone and it looks pretty good! so the adreno 200 should be able to run Sense 3 as sense 3 does not contain as much 3D calculations as a game. Our issue is poor drives for adreno on android.
Nekromantik said:
read the line after your highlighted line. i watched the video of the fabile golf running on adreno 200 on WP7 phone and it looks pretty good! so the adreno 200 should be able to run Sense 3 as sense 3 does not contain as much 3D calculations as a game. Our issue is poor drives for adreno on android.
Click to expand...
Click to collapse
Hopefully... Though the worst case scenario (which I don't believe - as the ACE drivers do work) is that HTC have built the lockscreen and other elements of Sense 3.0 using some kind of GPU trickery that just cannot be supported by the Adreno 200.
Question: might it be worth looking at how the Adreno drivers are different for WP7? Of course there will be much OS related difference but could some binary hacking reveal anything of use to us?
baadnewz said:
thanks alot mate ,now i feel like an idiot
Click to expand...
Click to collapse
And i forgot also inside of file libmode10Graphics.so, same line.
BTW i use FileSeek, you can search entire rom and all the libs and stuff he can search for text, and it doesnt have prob's with spaces in names.
I dont know what you use, but if you wana try it, its free.
http://www.fileseek.ca/
I am posting here as I am not allowed to do so in development subforum.
Anyway, I am the developer of the OpenFIMG project (formerly GLES6410), which is aiming to provide proper OpenGL support on devices with FIMG 3DSE 3D engine, found in S3C6410, S5PC100 and probably also in S5P6442. The project is in a pretty advanced state as it is already capable of running Android 2.3 with hardware acceleration. Still many OpenGL extensions and some core features (like lighting) are still missing. More info can be found here: https://github.com/tom3q/openfimg/wiki.
It is very likely (and almost confirmed) that the SoC used in Galaxy 3 (S5P6442) contains the same GPU as the one in S3C6410, which is the chip inside Galaxy Spica and similar phones, at least basing on what Quadrant and GLbenchmark show and on GL libraries supposed to be dumped from Galaxy 3.
What I am trying to say is that my project may also be useful on Galaxy 3, but I am the only developer working on it and I am doing it in my free time, so it does not progress as fast as one may expect. In other words, I am looking for some other developers interested in this project.
If you are interested, then do not hesitate to drop me a PM.
Mod EDIT : moving this to development
EDIT: Attached some documents about FIMG 3DSE (based on S3C6410 documentation and my reverse engineering)
EDIT: The project has been successfully used on G3. Builds of ICS for G3 use OpenFIMG as primary graphics driver currently and there are update packages for CM7.
Very interesting .. I send you PM.
Galaxy 3 has no GPU.
mpbm23 said:
Galaxy 3 has no GPU.
Click to expand...
Click to collapse
Based on what?
All my sources state that it has exactly the same FIMG 3DSE rev. 1.5 as in S3C6410.
Based on the fact that no site says that the I5800 has a GPU and that graphics on games are really laggy.
Unless you are not talking about a discrete GPU.
No mobile phone contains a discrete GPU. All of them are embedded inside some SoC chip, some are better (SGX, Adreno), some are worse (FIMG 3DSE).
It is exactly the same as with Spica and similar phones. Games are laggy because the hardware is not a speed daemon and the performance is even more impacted by really _broken_ drivers.
Then why nobody write that it has GPU like all the other phones like Galaxy S ,Nexus S etc?
mpbm23 said:
Then why nobody write that it has GPU like all the other phones like Galaxy S ,Nexus S etc?
Click to expand...
Click to collapse
Because it is a low end phone, software support for this GPU is very bad and the GPU itself is not a speed daemon.
tom3q said:
Because it is a low end phone, software support for this GPU is very bad and the GPU itself is not a speed daemon.
Click to expand...
Click to collapse
Okay..so your project involves developing real good drivers so that even the g3 low end gpu can perform better, right?
Sent from the 3rd Galaxy !
Yes. Of course, it will not work on par with Adreno 200 or similar GPUs, but should at least work a bit better. The main target is to run Android 2.3 (and future versions, which will not work will original drivers, because of missing extensions) with full hardware acceleration and without bugs found in Samsung drivers.
Hmmm.. Nice .. Good luck with your project.. One of our devs marcellusbe is working on porting CM7 to G3.. This would surely help him ..
Sent from the 3rd Galaxy !
cool... if so this is gonna make new benchmark .. pun intended ... best of luck man.... I had thought of throwing this phone a long time back but you guys always give hopes... and ofcourse result..
Wow interesting!
This should be moved to dev section I have sent a PM to haree
Cool. So what can others help with?
Too interesting
I'ld like to help with whatever i can
I'll back you up in spirit, sorry,i know nothing about programming
VERY intresting!
and yes the galaxy 3 does have a gpu and yes it has been confirmed (or atleast i heard) that it has this gpu..cant wait to see the outcome!
Actually, I will need some people who would compile, test and eventually fix the code for Galaxy 3, because the only phone with this GPU I have is a Galaxy Spica (i5700) and there may be some subtle differences between them. (Especially in the kernel part, where kernel modules may require changing of some addresses or some other fragments of code.)
Preferably, I would like someone to help me with the project, but I understand this is not an easy task, so not everyone can apply.
I don't mind being a tester
Edit: also will we be able to play gameloft games and nfs shift?
Sent from my GT-I5800 using XDA App
dilzo said:
I don't mind being a tester
Click to expand...
Click to collapse
Nice, thanks.
However, you have to understand that it is not a simple drop-in replacement of standard GL libs. This project replaces the whole graphics subsystem of the phone, including some kernel modules and this makes testing a bit more complicated as it needs pretty big modification of the phone software.
If it is not a problem for you then ok.
dilzo said:
Edit: also will we be able to play gameloft games and nfs shift?
Click to expand...
Click to collapse
It all depends if all the extensions required by these games will get implemented. Also, there may be some problems with screen resolution of Galaxy 3, which is a not standard one. I cannot give any claims regarding the performance as the real performance of this hardware is unknown.
so the g2x has a duel core processer that gingerbread does not support? so i'm only useing one. and ics does support duel cores. the only way i'll get ics is to root my phone and wait for on of the devs to get an ics rom working on the the g2x. thanks in advance
In a nutshell
Sent from my LG-P999 using xda premium
It controls the two CPUs as one, it doesn't just use one. The rest I believe is correct.
Sent from my LG-P999 using xda premium
I think even rooting the phone and waiting for ICS from here will still not use the dual core properly as it will not have the Nvidia drivers till after it is released by LG.
GTWalling said:
I think even rooting the phone and waiting for ICS from here will still not use the dual core properly as it will not have the Nvidia drivers till after it is released by LG.
Click to expand...
Click to collapse
WOW, thats pretty weak.
It's not that you're only using one core, it's that the two cores cannot function independently. They both focus on the same task and clock at the same speed, all the time. So you do notice an increase in performance above, say, a Nexus S, but it's not as good as it could be.
This is not a limitation of Gingerbread per say, but more a limitation of the drivers. Since nVidia does not release their driver source, we have to wait for them to provide better ones, which in all likelihood will never happen.
Two processors, one task
Due to resource sharing (cache, memory, mass storage, I/O), it is VERY hard to get two processors to work on one task. Some manager/executive would have to partition or parallelize the work between the two processors. And most tasks have many serial operations - what mechanism is going to serialize the tasks amongst two processors? I have yet to see a linux kernel expert on these forums declare Froyo or GB his a linux kernel that supports this.
The procs have dedicated L1 cache, and a shared L2 cache - stale cache blocks (aka cache miss) would be a nightmare if two procs were working on the same task - it would actually be slower.
Symmetric multi-core is made for multiple tasks or threads, not trying to parallelize a single task. I thought this was discussed in another thread...
http://forum.xda-developers.com/showthread.php?t=1129074
Sent from my LG-P999 using XDA App
albertorodast2007 said:
http://forum.xda-developers.com/showthread.php?t=1129074
Sent from my LG-P999 using XDA App
Click to expand...
Click to collapse
thanks for the forward
edit:so i was reading the forwarded link and i ran in another like
http://api.viglink.com/api/click?fo...alcore-1015/&jsonp=vglnk_jsonp_13219228920753
and in this link it says the tegra 2 didn't use the asynchronous duel cores because nividia says it loses 10-15% performance. so i'm led to believe there not working independently. unless i'm misunderstanding.
Both cores are running just not as efficiently as they could with multi-threading. ICS will multi-thread and properly use the dual cores.
Thread scheduler
So does anyone know what mechanism handles thread scheduling? I guess it'd have to be at the Android layer... And I thought that was introduced in 3.0?
I was just wondering, the viewsonic gtablet is a tegra 2 harmony device and the guys at team drh have made a kernel for ics that is fully hardware excelerated so my question is since the g2x is a harmony device can the drh kernel be used as a base for a working g2x kernel with full video decoding just like the gtablet???
Harmony is for tablets. We have Ventana.
Closest best is the ZTE Mimosa X which has ICS and the Ventana. When it drops hopefully we can grab the drivers from there.
From the 2x side:
msedek said:
If porting full working drivers were possible in any way from any device to make o2x runs with everything working on ics it should be done by now.. Al the things you are thinking now developers though about it long time ago... I'm developer myself.. Just not android developer.. I develop in assembler for microcontrollers as I am electronics engineer, and trust me there's nothing that I don't know about the chips I work on...
Every microcontroler (I'm specialist in microchip) has different libraries to access the different modules... As microchip produce open source libraries I can access all the functionalities in the processor and microchip provide the full pdf with the instructions set for every processor.. But even chips from the same family with a minimum variation like let's say pic18f478 to pic18f478a can have bunch of different modules with a bunch of different libraries...
So once I can develop a function out of the instructions set (what's called here from scratch) I can then develop a library wich I can call in my main software every time I want the processor execute an action... So in this case Nvidia won't provide their instructions set for their processors... They only provide libraries to oems... And oems can develop procedures and functions with these libraries...
That said Nvidia has no responsibilities here... Because no matter what os oems use the chips and the libraries are the same and the method to access chipset function won't change from one os to another... That's processor architecture and can not be modified..
LG has to re develop the function and procedures to work with the new os that is low level (assembler compiled) and embedded into the os... Those functions are way different from one device to another and it's not possible to use them unless it's the same exact chip family with no variants...
Devs here can not develop functions because they don't have access to the libraries... They only have access to the final product or what I could call the UI for developer.. And that's the DRIVERS..
That's it..
Click to expand...
Click to collapse
redmonke255 said:
Harmony is for tablets. We have Ventana.
Closest best is the ZTE Mimosa X which has ICS and the Ventana. When it drops hopefully we can grab the drivers from there.
Click to expand...
Click to collapse
You mean this???
tonyp said:
Here is a high-speed mirror of the ROM: http://d-h.st/DDn
RC hasn't replied to me, yet.
Click to expand...
Click to collapse
redmonke255 said:
Harmony is for tablets. We have Ventana.
Closest best is the ZTE Mimosa X which has ICS and the Ventana. When it drops hopefully we can grab the drivers from there.
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Are you sure about that everything i read said g2x was a harmony board and its not as simple as one is phone one is tablet the Motorola xoom is a ventana board i do believe its more to do with components like memory and amount of memory sound chips and how they are implemented together
Everything you've read is wrong then.
http://www.en.wikipedia.org/wiki/Tegra#section_2
Sent from my LG-P999 using xda app-developers app
redmonke255 said:
Everything you've read is wrong then.
Sent from my LG-P999 using xda app-developers app
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So why are the xoom and transformer tf101 referred to as ventana devices on this site in their own forums???
Big_Doodie said:
So why are the xoom and transformer tf101 referred to as ventana devices on this site in their own forums???
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Because the people saying it are misinformed. Ventana is the phone version, harmony is the tablet version.
Sent from my LG-P999 using xda app-developers app
Is this of any use?
http://forum.xda-developers.com/showpost.php?p=29622231&postcount=378
lehjr said:
Is this of any use?
http://forum.xda-developers.com/showpost.php?p=29622231&postcount=378
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+1
Sent from my LG-P999 using xda app-developers app
Can this really be it? Somebody confirm so I can save some $ for donations!
Please be useful... I'm praying right now.
Fingers crossed
Wouldn't that be wonderful!
gpmartinson said:
Wouldn't that be wonderful!
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It might make me keep my G2x a lil' bit longer
Recently released Tegra 2 drivers are for Linux (Ubuntu), and they're binary so they're virtually impossible to hack for Android without superhuman effort and skills and unlimited time.
Read from XDA post:
http://forum.xda-developers.com/showpost.php?p=26960631&postcount=1
and read the information at the Wikipedia site about Open Source and NVIDIA:
http://en.wikipedia.org/wiki/Graphics_hardware_and_FOSS
and read the statement from NVIDIA
http://www.androidpolice.com/2011/0...ra-devices-as-long-as-their-manufacturers-do/
and read this statement by Ricardo Cerqueira:
https://plus.google.com/11504942893...jeUiS#115049428938715274412/posts/KycR8ZjeUiS
and read the Tegra Linux Driver Package release notes:
http://developer.download.nvidia.co...ux_Driver_Package_Release_Notes_R15_armhf.pdf
Core Memory said:
Recently released Tegra 2 drivers are for Linux (Ubuntu), and they're binary so they're virtually impossible to hack for Android without superhuman effort and skills and unlimited time.
Read from XDA post:
http://forum.xda-developers.com/showpost.php?p=26960631&postcount=1
and read the information at the Wikipedia site about Open Source and NVIDIA:
http://en.wikipedia.org/wiki/Graphics_hardware_and_FOSS
and read the statement from NVIDIA
http://www.androidpolice.com/2011/0...ra-devices-as-long-as-their-manufacturers-do/
and read this statement by Ricardo Cerqueira:
https://plus.google.com/11504942893...jeUiS#115049428938715274412/posts/KycR8ZjeUiS
and read the Tegra Linux Driver Package release notes:
http://developer.download.nvidia.co...ux_Driver_Package_Release_Notes_R15_armhf.pdf
Click to expand...
Click to collapse
Boooooo, I'm sad... again
Naive but
Not sure I get the problem...isn't android really a linux clone with less stuff? Wish I knew more about how this works.