Re: QMainWindow crashes when it closes while the menu is visible

2010-02-25 Thread Antonio Aloisio
Hi,
to produce a BT please read this [1].

Regards,
Antonio

PS: If you are the author of the thread in Forum Nokia Discussion board [2],
  please avoid multi-posting.


[1] http://wiki.maemo.org/Qt4_Hildon#Debugging_a_Qt_application
[2] http://discussion.forum.nokia.com/forum/showthread.php?t=194179

On Wed, Feb 24, 2010 at 9:29 PM, ibrahim ibrahim@asgatech.com wrote:

 Antonio Aloisio wrote:

 Hi ibrahim,
 Are you using 4.5 or 4.6? Could you show us a backtrace?

 i am using 4.5.3. and iam afraid i  don't know how to produce the
 backtrace.


 Thanks,
 Antonio


 On Wed, Feb 24, 2010 at 7:10 PM, ibrahim ibrahim@asgatech.commailto:
 ibrahim@asgatech.com wrote:

Greetings;

I have a little bit strange crash that occurs in my Qt
application. I have a QMainWindow Object that has a QMediaObject
object inside it to play sound. When the sound player finishes,
the QMainWindow sends a signal to its parent, so the parent can
close it (programatically, by calling window-close(); and my
QMainWindow is set to DeleteOnClose).
Everything works fine with no problems at all. But when I view the
menu in that window, and it closes (when sound player returns),
the application crashes 
I don't know what is wrong with that issue. why does it crash when
the menu is shown?
and how to avoid that issue ?? is there's a way to detect the open
menubar and close it programatically before  destroying the
application ???

any assistance is higly appreciated;
thanks in advance;
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Re: Maemo 5 PR1.2 and Extras

2010-02-25 Thread Marius Vollmer
ext Dave Neary dne...@maemo.org writes:

 Then a new version of the SDK comes out, which is not backwards
 compatible. A number of potentially bad things can happen:

I agree with your points in general, but I want to qualify them a bit.

There are two issues:

- I think it is very important to be able to release new OS versions and
  new SDK versions that add APIs.

- I also think that it is important to be able to remove APIs in a
  controlled way, but much less so than being able to add APIs, and we
  can leave that for later, once we have figured out how to add APIs.

 1. New uploads get compiled with the new SDK, and get downloaded onto
phones with the old OS, where they don't work.

This is one kind of bug: the new SDK has added APIs compared to the old
API, and applications that use the new SDK wont run on OS versions that
doesn't have that API.

Some will not work, and some will not even install, but most of them
should install and work.  New uploads should only not install or work
(by necessity) when they actually use the added API.  If they don't use
any of the added API, they should install and work with the old versions
of the OS.

Our SDKs are not very good at producing the necessary dependency
information for this (i.e., our library packages don't use
dpkg-gensymbols, and we do not maintain the -V option of dh_makeshlibs),
and as a result, almost all packages will erroneously refuse to install
into a old OS when they have been compiled in a new SDK.

This is a bug in the SDK (i.e., in the tools and in the packages), it is
unfortunately _not_ trivial to fix, but it is very worthwhile to fix it.
(RPM does it differently, so maybe this isn't actually worthwhile to
fix, but let's ignore that for now...)

We should at least check each new SDK release for undesired changes in
the shlibs files.

 2. Developers working with the old SDK upload applications which don't
even build with the new SDK

This is a different kind of bug: this will happen when the new SDK has
removed APIs compared to the old SDK.

It's a bug in the SDK and should be fixed.

 3. To mitigate 2, we decide that all Extras apps need to be recompiled
with the new SDK, [...]

That would be foolish, and we should not do it.  As you say, we would
run into the SDK bug responsible for category 1 above.  We can and
should avoid that by not recompiling applications just because the SDK
has been updated.

Instead, before accepting a SDK release, we should check whether it can
still compile all the Extras apps.  If not, we have found a bug, either
in the SDK or in the Extras app.  That bugs needs to be fixed, and there
wont be many of these.

 All of these push inconvenience to the phone user  application
 developer - all unnecessary overhead, especially if the APIs haven't
 changed and there are issues with run-time library versions (as we saw
 with PR 1.0 to 1.1).

Agreed.

 The only way to avoid badness when upgrading the SDK in a
 not-backwards-compatible way is to have scratchbox, every developer
 copy of the SDK, and the N900 firmware all upgrade at the same time.

That's fortunately not the only way, although the way outlines above
isn't particularily easy.  The established GNU/Linux upstreams and
distributions have this pretty much under control.
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Re: Problem running ogles2 program on Nokia N900

2010-02-25 Thread Kimmo Hämäläinen
On Wed, 2010-02-24 at 22:37 +0100, ext Jonny Karlsson wrote:
 I have successfully compiled an OpenGL ES 2.0 program on scratchbox for 
 the FREMANTILE_ARMEL plattform. However, when running the program on Nokia 
 N900 the compilation of the vertex and fragment shaders fails. This is the 
 error code:
 
 
 Failed to compile fragment shader: Compile failed.
 ERROR: 0:1: 'varying' : syntax error; parse error
 ERROR: 1 compilation errors. No code generated.

mediump varying - varying mediump

 
 Failed to compile fragment shader: Compile failed.
 ERROR: 0:1: 'attribute' : syntax error; parse error
 ERROR: 1 compilation errors. No code generated.

Try removing highp/lowp/mediump from attributes, since those are given
as input, so maybe you cannot define their precision.

-Kimmo

 
 
 Failed to link program: Link Error: Vertex shader is missing.
 Link Error: Fragment shader is missing.
 --
 
 This is my vertex shader:
 
   const char* pszVertShader = \
 
   highp attribute vec4 myVertex;\
   lowp attribute vec4 fargKod;\
   mediump attribute vec2 myUV;\
   highp uniform mat4 yRotMatris;\
   highp uniform mat4 xRotMatris;\
   highp uniform mat4 frustMatris;\
   lowp varying vec4 outColor;\
   mediump varying vec2 myTextCoord;\
   void main(void)\
   {\
   outColor = fargKod;\
   myTextCoord = myUV;\
   gl_Position = myVertex * yRotMatris * xRotMatris;\
 
   };
 
 and this is my fragment shader:
 
   const char* pszFragShader = \
   uniform sampler2D sampler2d;\
   mediump varying vec2 myTextCoord;\
   void main (void)\
   {\
   gl_FragColor = texture2D(sampler2d,myTextCoord);\
   };
 
 
 These shader compile successfully and works fine when I run the same 
 OGLES2 program in the simulation environment.
 
 Does anyone have a clue what could be wrong? Is there perhaps something 
 that need to be installed on the Nokia N900 to add shader compilation 
 support to it???
 
 
 /Jonny
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Re: Maemo 5 PR1.2 and Extras

2010-02-25 Thread Marius Vollmer
ext David Greaves da...@dgreaves.com writes:

 My wife must have done an 'ignore' on a Maemo5 update sometime in oct/nov.

 The device never reminded her again. She only got pr1.1.1 because she noticed 
 my
 device made a sound on account connections and hers didn't... I did 2 upgrades
 in succession. Normal users wouldn't have even noticed.

That's a bug in the ignore machinery: I think we only store which
packages have been ignored, but not which versions.  This means that if
you ignore a OS update, you will never be notified again about OS
updates ever.
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Re: qmake

2010-02-25 Thread Tatu Lahtela
On Thu, Feb 25, 2010 at 9:26 AM, daniel wilms daniel.wi...@nokia.comwrote:

 ext ianaré sévi wrote:

 I'm having problems building my package using qmake on extra-devels.

 make[1]: Entering directory
 `/home/builder1/maemo-fremantle-armel-extras-devel/work/tipqalc-0.3.0/src'
 make[1]: *** No rule to make target
 `/usr/share/qt4/mkspecs/linux-g++/qmake.conf', needed by `Makefile'.



 Do you have libqt4-dev as a build-dependency?


Another option is that you have run qmake outside the scratchbox environment
and created invalid Makefiles. You might have to delete your current
Makefiles manually and then re-run qmake in the target platform.

-- 
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Re: Maemo 5 PR1.2 and Extras

2010-02-25 Thread David Greaves
Marius Vollmer wrote:
 ext David Greaves da...@dgreaves.com writes:
 
 My wife must have done an 'ignore' on a Maemo5 update sometime in oct/nov.

 The device never reminded her again. She only got pr1.1.1 because she 
 noticed my
 device made a sound on account connections and hers didn't... I did 2 
 upgrades
 in succession. Normal users wouldn't have even noticed.
 
 That's a bug in the ignore machinery: I think we only store which
 packages have been ignored, but not which versions.  This means that if
 you ignore a OS update, you will never be notified again about OS
 updates ever.
Has a fairly big impact on the assumptions being made including those who
will never see the update that fixes the bug...

David

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Re: Problem running ogles2 program on Nokia N900

2010-02-25 Thread Jonny Karlsson

Thank you for your prompt answer!

I noticed I had precision and variable type the wrong way and changed that 
(it still worked in the emulator though). I also removed the precision 
values from all attributes. But I still get the same error. This is very weird, it 
seams like the shader code is not recognized on the Nokie device at all..


/Jonny


On Thu, 25 Feb 2010, Kimmo Hämäläinen wrote:


On Wed, 2010-02-24 at 22:37 +0100, ext Jonny Karlsson wrote:

I have successfully compiled an OpenGL ES 2.0 program on scratchbox for
the FREMANTILE_ARMEL plattform. However, when running the program on Nokia
N900 the compilation of the vertex and fragment shaders fails. This is the
error code:


Failed to compile fragment shader: Compile failed.
ERROR: 0:1: 'varying' : syntax error; parse error
ERROR: 1 compilation errors. No code generated.


mediump varying - varying mediump



Failed to compile fragment shader: Compile failed.
ERROR: 0:1: 'attribute' : syntax error; parse error
ERROR: 1 compilation errors. No code generated.


Try removing highp/lowp/mediump from attributes, since those are given
as input, so maybe you cannot define their precision.

-Kimmo




Failed to link program: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
--

This is my vertex shader:

const char* pszVertShader = \

highp attribute vec4 myVertex;\
lowp attribute vec4 fargKod;\
mediump attribute vec2 myUV;\
highp uniform mat4 yRotMatris;\
highp uniform mat4 xRotMatris;\
highp uniform mat4 frustMatris;\
lowp varying vec4 outColor;\
mediump varying vec2 myTextCoord;\
void main(void)\
{\
outColor = fargKod;\
myTextCoord = myUV;\
gl_Position = myVertex * yRotMatris * xRotMatris;\

};

and this is my fragment shader:

const char* pszFragShader = \
uniform sampler2D sampler2d;\
mediump varying vec2 myTextCoord;\
void main (void)\
{\
gl_FragColor = texture2D(sampler2d,myTextCoord);\
};


These shader compile successfully and works fine when I run the same
OGLES2 program in the simulation environment.

Does anyone have a clue what could be wrong? Is there perhaps something
that need to be installed on the Nokia N900 to add shader compilation
support to it???


/Jonny
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Re: Problem running ogles2 program on Nokia N900

2010-02-25 Thread Kimmo Hämäläinen
On Thu, 2010-02-25 at 10:38 +0100, ext Jonny Karlsson wrote:
 Thank you for your prompt answer!
 
 I noticed I had precision and variable type the wrong way and changed that 
 (it still worked in the emulator though). I also removed the precision 
 values from all attributes. But I still get the same error. This is very 
 weird, it 
 seams like the shader code is not recognized on the Nokie device at all..

We use shaders in hildon-desktop. Maybe looking at those helps with the
syntax:
http://maemo.gitorious.org/fremantle-hildon-desktop/hildon-desktop/blobs/master/src/tidy/tidy-blur-group.c

Notice that the GLES shader specification allows the implementation to
slack at times when it comes to precisions. 
http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf

-Kimmo

 
 /Jonny
 
 
 On Thu, 25 Feb 2010, Kimmo Hämäläinen wrote:
 
  On Wed, 2010-02-24 at 22:37 +0100, ext Jonny Karlsson wrote:
  I have successfully compiled an OpenGL ES 2.0 program on scratchbox for
  the FREMANTILE_ARMEL plattform. However, when running the program on Nokia
  N900 the compilation of the vertex and fragment shaders fails. This is the
  error code:
 
  
  Failed to compile fragment shader: Compile failed.
  ERROR: 0:1: 'varying' : syntax error; parse error
  ERROR: 1 compilation errors. No code generated.
 
  mediump varying - varying mediump
 
 
  Failed to compile fragment shader: Compile failed.
  ERROR: 0:1: 'attribute' : syntax error; parse error
  ERROR: 1 compilation errors. No code generated.
 
  Try removing highp/lowp/mediump from attributes, since those are given
  as input, so maybe you cannot define their precision.
 
  -Kimmo
 
 
 
  Failed to link program: Link Error: Vertex shader is missing.
  Link Error: Fragment shader is missing.
  --
 
  This is my vertex shader:
 
 const char* pszVertShader = \
 
 highp attribute vec4 myVertex;\
 lowp attribute vec4 fargKod;\
 mediump attribute vec2 myUV;\
 highp uniform mat4 yRotMatris;\
 highp uniform mat4 xRotMatris;\
 highp uniform mat4 frustMatris;\
 lowp varying vec4 outColor;\
 mediump varying vec2 myTextCoord;\
 void main(void)\
 {\
 outColor = fargKod;\
 myTextCoord = myUV;\
 gl_Position = myVertex * yRotMatris * xRotMatris;\
 
 };
 
  and this is my fragment shader:
 
 const char* pszFragShader = \
 uniform sampler2D sampler2d;\
 mediump varying vec2 myTextCoord;\
 void main (void)\
 {\
 gl_FragColor = texture2D(sampler2d,myTextCoord);\
 };
 
 
  These shader compile successfully and works fine when I run the same
  OGLES2 program in the simulation environment.
 
  Does anyone have a clue what could be wrong? Is there perhaps something
  that need to be installed on the Nokia N900 to add shader compilation
  support to it???
 
 
  /Jonny
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Re: Maemo 5 PR1.2 and Extras

2010-02-25 Thread Xavier Bestel
On Wed, 2010-02-24 at 17:48 +, Graham Cobb wrote:
 On Wednesday 24 February 2010 17:18:29 Thomas Tanner wrote:
  On 24.02.10 18:04, Graham Cobb wrote:
   Why do I think many people will not upgrade?  This device is a phone.
 
  The N900 is a mobile computer.
 
 I am talking about the people who perceive it to be a phone.  Like the 
 iPhone.

I don't think iPhone owners really have the choice to not update.

Xav

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Re: UK Maemo firmware location = Rapidshare??!

2010-02-25 Thread Dawid Lorenz
On 24 February 2010 22:51, Jan Knutar jknu...@nic.fi wrote:

 If you're going to flash, why not flash the global firmware? Or will Bad
 Things(TM) happen from that?


There should be no dragons hidden in flashing generic firmware, really. The
main question is - should I really be bothered to do that, since I have
device capable receiving system updates OTA?!? Personally, I only regard
flashing as appropriate when I've entered major, non-fixable otherwise issue
with my device. I know it's quick to do, I know there's pretty good backup
app which restores nearly all my settings (apart from those I made manually
via CLI, obviously - but yet another annoyance after flashin) but... I am
really not finding this as the workaround for OTA update that just *should*
be there. I've been in that zoo for few years once (Windows Mobile, I am
looking at you!) where each system upgrade required a total havoc in device
and I am seriously very far away from entering similar area again.

For the record, I currently have generic UK firmware (.203) ver. PR1.1 and
I'm not happy about lack of PR1.1.1 in my application manager ready to
download. I can somewhat understand operator-specific fw upgrades being
delayed due to external acceptance procedure, but why oh why generic
editions are getting such delays too???

-- 
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null://I would love to change the world, but they won't give me the source
code
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Re: UK Maemo firmware location = Rapidshare??!

2010-02-25 Thread Andre Klapper
Am Donnerstag, den 25.02.2010, 10:26 + schrieb Dawid Lorenz:
 but why oh why generic editions are getting such delays too???

I don't get that part. Do you refer to the few weeks difference between
week/year in the x.year.week-y versioning scheme and the actual
publishing date? That's because there's some internal testing first that
takes a while...

andre
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Re: Maemo 5 PR1.2 and Extras

2010-02-25 Thread Martin DeMello
On Thu, Feb 25, 2010 at 2:33 PM, Marius Vollmer
marius.voll...@nokia.com wrote:

 That's a bug in the ignore machinery: I think we only store which
 packages have been ignored, but not which versions.  This means that if
 you ignore a OS update, you will never be notified again about OS
 updates ever.

How do I clear out my ignore history?

martin
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Re: UK Maemo firmware location = Rapidshare??!

2010-02-25 Thread Dawid Lorenz
On 25 February 2010 10:34, Andre Klapper aklap...@openismus.com wrote:

 Am Donnerstag, den 25.02.2010, 10:26 + schrieb Dawid Lorenz:
  but why oh why generic editions are getting such delays too???

 I don't get that part. Do you refer to the few weeks difference between
 week/year in the x.year.week-y versioning scheme and the actual
 publishing date? That's because there's some internal testing first that
 takes a while...


No no, I am referring to the actual moment when specific PRx.x.x is released
to the public. Namely, why majority of N900 users around the world did get
it already a ~week ago and I (+many others in the UK with .203/.205
variants) still didn't get anything? There was no such issue with PR1.0.1
and PR1.1, so why is this different with PR1.1.1? :-o

-- 
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null://real men never use Gmail
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Re: Maemo 5 PR1.2 and Extras

2010-02-25 Thread Marius Vollmer
ext David Greaves da...@dgreaves.com writes:

 That's a bug in the ignore machinery: I think we only store which
 packages have been ignored, but not which versions.  This means that if
 you ignore a OS update, you will never be notified again about OS
 updates ever.

 Has a fairly big impact on the assumptions being made including those who
 will never see the update that fixes the bug...

Yes, I agree.  Back then, I was thinking that it would be annoying to
notify people about every single subsequent update if they have ignored
the first, but I have changed my opinion now...
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Re: Maemo 5 PR1.2 and Extras

2010-02-25 Thread Marius Vollmer
ext Martin DeMello martindeme...@gmail.com writes:

 How do I clear out my ignore history?

Try this:

   $ rm ~/.hildon-application-manager/{seen,tapped}-updates

We don't really keep a history of what has been ignored, just a brief
record of what has been shown in the Updates view.  This is compared
to /var/lib/hildon-application-manager/available-updates to drive the
notifier icon.
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MobileDevCamp Helsinki competition

2010-02-25 Thread tero.kojo
Hi,

As part of MobileDevCamp [1], there is a 48 hour developer competition. Write a 
cool app in 48 hours to win a good prize.

The topic and rules will be announced today at 17:00 (EET).
Sign up [3], be creative and make good apps!

Tero

[1] http://mobiledevcamp.fi/
[2] http://wiki.maemo.org/Mobile_Dev_Camp_2010
[3] http://wiki.maemo.org/MDC#Participants_list

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Re: Problem running ogles2 program on Nokia N900

2010-02-25 Thread Jonny Karlsson
Now I finally managed to get my OGLES2 program working on N900. The 
variable type and the precision definition was still in the wrong order at 
one place in my code...


Here are my working shaders:

const char* pszVertShader =
attribute vec4myVertex;\n
attribute vec4fargKod;\n
attribute vec2myUV;\n
uniform highp mat4yRotMatris;\n
uniform highp mat4xRotMatris;\n
uniform highp mat4frustMatris;\n
varying lowp vec4 outColor;\n
varying mediump vec2 myTextCoord;\n
void main()\n
{\n
outColor = fargKod;\n
myTextCoord = myUV;\n
gl_Position = myVertex * yRotMatris * xRotMatris;\n
}\n;

const char* pszFragShader =
uniform mediump sampler2D sampler2d;\n
varying mediump vec2  myTextCoord;\n
void main ()\n
{\n
gl_FragColor = texture2D(sampler2d,myTextCoord);\n
}\n;


So, at least on N900, the variable type must be defined before the 
precision value. In the OGLES2-SDK emulator the order of these doesn't matter, it 
works anyway.


Thank you very much for your help Kimmo!


Jonny


On Thu, 25 Feb 2010, Kimmo Hämäläinen wrote:


On Thu, 2010-02-25 at 10:38 +0100, ext Jonny Karlsson wrote:

Thank you for your prompt answer!

I noticed I had precision and variable type the wrong way and changed that
(it still worked in the emulator though). I also removed the precision
values from all attributes. But I still get the same error. This is very weird, 
it
seams like the shader code is not recognized on the Nokie device at all..


We use shaders in hildon-desktop. Maybe looking at those helps with the
syntax:
http://maemo.gitorious.org/fremantle-hildon-desktop/hildon-desktop/blobs/master/src/tidy/tidy-blur-group.c

Notice that the GLES shader specification allows the implementation to
slack at times when it comes to precisions.
http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf

-Kimmo



/Jonny


On Thu, 25 Feb 2010, Kimmo Hämäläinen wrote:


On Wed, 2010-02-24 at 22:37 +0100, ext Jonny Karlsson wrote:

I have successfully compiled an OpenGL ES 2.0 program on scratchbox for
the FREMANTILE_ARMEL plattform. However, when running the program on Nokia
N900 the compilation of the vertex and fragment shaders fails. This is the
error code:


Failed to compile fragment shader: Compile failed.
ERROR: 0:1: 'varying' : syntax error; parse error
ERROR: 1 compilation errors. No code generated.


mediump varying - varying mediump



Failed to compile fragment shader: Compile failed.
ERROR: 0:1: 'attribute' : syntax error; parse error
ERROR: 1 compilation errors. No code generated.


Try removing highp/lowp/mediump from attributes, since those are given
as input, so maybe you cannot define their precision.

-Kimmo




Failed to link program: Link Error: Vertex shader is missing.
Link Error: Fragment shader is missing.
--

This is my vertex shader:

const char* pszVertShader = \

highp attribute vec4 myVertex;\
lowp attribute vec4 fargKod;\
mediump attribute vec2 myUV;\
highp uniform mat4 yRotMatris;\
highp uniform mat4 xRotMatris;\
highp uniform mat4 frustMatris;\
lowp varying vec4 outColor;\
mediump varying vec2 myTextCoord;\
void main(void)\
{\
outColor = fargKod;\
myTextCoord = myUV;\
gl_Position = myVertex * yRotMatris * xRotMatris;\

};

and this is my fragment shader:

const char* pszFragShader = \
uniform sampler2D sampler2d;\
mediump varying vec2 myTextCoord;\
void main (void)\
{\
gl_FragColor = texture2D(sampler2d,myTextCoord);\
};


These shader compile successfully and works fine when I run the same
OGLES2 program in the simulation environment.

Does anyone have a clue what could be wrong? Is there perhaps something
that need to be installed on the Nokia N900 to add shader compilation
support to it???


/Jonny
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Re: qmake

2010-02-25 Thread Murray Cumming
On Thu, 2010-02-25 at 11:26 +0200, Tatu Lahtela wrote:
 Another option is that you have run qmake outside the scratchbox
 environment
 and created invalid Makefiles. You might have to delete your current
 Makefiles manually and then re-run qmake in the target platform. 

Users of (awful, horrible, hateful, doesn't-actually-do-much) qmake
regularly have to do complete rebuilds. Luckily, when using git, it's
easy to remove all generated files like so:
git clean -dfx

Back-up first, I suppose.


-- 
murr...@murrayc.com
www.murrayc.com
www.openismus.com

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Re: qmake

2010-02-25 Thread Ville M. Vainio
On Thu, Feb 25, 2010 at 2:17 PM, Murray Cumming murr...@murrayc.com wrote:

 Users of (awful, horrible, hateful, doesn't-actually-do-much) qmake
 regularly have to do complete rebuilds. Luckily, when using git, it's
 easy to remove all generated files like so:
 git clean -dfx

Or a bit more safely:

rm `find . -type f -name Makefile`

-- 
Ville M. Vainio
http://tinyurl.com/vainio
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Re: Problem running ogles2 program on Nokia N900

2010-02-25 Thread Kimmo Hämäläinen
On Thu, 2010-02-25 at 13:14 +0100, ext Jonny Karlsson wrote:
 Now I finally managed to get my OGLES2 program working on N900. The 
 variable type and the precision definition was still in the wrong order at 
 one place in my code...
...
 So, at least on N900, the variable type must be defined before the 
 precision value. In the OGLES2-SDK emulator the order of these doesn't 
 matter, it 
 works anyway.

N900 has the same order as the GLES shader specification, so the
emulator is at fault :)

-Kimmo


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Re: qmake

2010-02-25 Thread John Kemp
Hi Murray,

On Feb 25, 2010, at 7:17 AM, Murray Cumming wrote:

 On Thu, 2010-02-25 at 11:26 +0200, Tatu Lahtela wrote:
 Another option is that you have run qmake outside the scratchbox
 environment
 and created invalid Makefiles. You might have to delete your current
 Makefiles manually and then re-run qmake in the target platform. 
 
 Users of (awful, horrible, hateful, doesn't-actually-do-much) qmake

Is there an easy alternative for doing Qt builds?

- johnk
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RE: MobileDevCamp Helsinki competition

2010-02-25 Thread tero.kojo
The topic is now live, directly from 
http://wiki.maemo.org/Mobile_Dev_Camp_2010#Competition :

To win the contest write an application in Qt for Maemo or Symbian, ideally for 
both, which:

* uses the QtNetwork module,
* integrates some aspect of the social web AND
* the general topic is OUTSIDE 

Be creative! Interpret the rules! And start coding now!
The best application will be selected by a jury. Looking forward to seeing you 
on Saturday!

And the prize for the winner is an N900 if the app works on N900, an N97 if it 
runs on Symbian and _both_ if it runs on both.

Tero

 -Original Message-
 From: maemo-developers-boun...@maemo.org [mailto:maemo-developers-
 boun...@maemo.org] On Behalf Of Kojo Tero (Nokia-D/Helsinki)
 Sent: 25 February, 2010 14:13
 To: maemo-developers@maemo.org
 Subject: MobileDevCamp Helsinki competition
 
 Hi,
 
 As part of MobileDevCamp [1], there is a 48 hour developer competition.
 Write a cool app in 48 hours to win a good prize.
 
 The topic and rules will be announced today at 17:00 (EET).
 Sign up [3], be creative and make good apps!
 
 Tero
 
 [1] http://mobiledevcamp.fi/
 [2] http://wiki.maemo.org/Mobile_Dev_Camp_2010
 [3] http://wiki.maemo.org/MDC#Participants_list
 
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Re: qmake

2010-02-25 Thread Murray Cumming
On Thu, 2010-02-25 at 09:59 -0500, John Kemp wrote:
  Users of (awful, horrible, hateful, doesn't-actually-do-much) qmake
 
 Is there an easy alternative for doing Qt builds? 

I use autotools with Qt because autotools-created projects do things in
de-facto standard documented ways on Linux, and actually work. It's
slightly awkward due to moc, but that's not too bad. Daniel Elstner
created this little example to get started:
http://github.com/danielkitta/qhello

Here's another example, in a Nokia project, though I doubt that it's
quite as good as Daniel's:
http://maemo.gitorious.org/maemo-af/contextkit/trees/master

And lots of Qt and KDE people like CMake, though I don't personally:
http://www.murrayc.com/blog/permalink/2009/10/28/trying-qmake-and-cmake/

-- 
murr...@murrayc.com
www.murrayc.com
www.openismus.com

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invoking the application manager programatically in Qt

2010-02-25 Thread ibrahim

greetings;

I was hoping to add enable installing some features/add-ons/updates in 
the form of .deb packages (for example: font packages/ updates to my SW) 
from within my  Qt application. So, I used an approach similar to OTA 
installation. I add a '.install' file in some server, open the link to 
that install file inside my application using qwebkit's webview. and 
when the user clicks on the link to the '.install' file, the 
Hildon-application-manager gets invoked and my update package is installed.

but i faced the following problems:
first: the webkit component doesn't understand the association between 
the .install file and the required application to open it. the qwebview 
either displays the .install file as text in the browser or does nothing.


I can overcome this problem by delegating the webl inks and handling 
them on my own, ... when user clicks on the .install file's link, i can 
create a QHTtp object to download the file to any location (say /tmp)


but the real problem is : i have the .install file But i can't invoke 
the app manager to install the package with the file. Calling the 
command hildon-aaplication-manager install_file.install  from system() 
or using a QProcess object from within the code  - OR EVEN from 
command-line as root -  returns the following:
in the console: the app manager requests a password (??? what password 
should i provide ???)
then the app manager starts and shows the following notification: 
Operation Failed

just like that.

is there's a way to invoke the app manager to install a package from my 
Qt code ???


any assistance is  higly appreciated
thanks in advance;
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Re: qmake

2010-02-25 Thread Ville M. Vainio
On Thu, Feb 25, 2010 at 5:14 PM, Murray Cumming murr...@murrayc.com wrote:

 I use autotools with Qt because autotools-created projects do things in
 de-facto standard documented ways on Linux, and actually work. It's

Everything we have sort of sucks.

I was hoping something would come out of this some day:

http://labs.trolltech.com/blogs/2009/10/14/to-make-or-not-to-make-qmake-and-beyond-redux/

I'd be happy with SCons if it was supported, but last time I tried it
didn't co-operate with armel scratchbox.

-- 
Ville M. Vainio
http://tinyurl.com/vainio
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Re: Conversation Facebook plugin

2010-02-25 Thread Xavier Bestel
Hi,

On Thu, 2010-02-11 at 17:34 +0100, Xavier Bestel wrote:
 On Thu, 2010-02-11 at 10:01 +, Jonny Lamb wrote:
  On Wed, Feb 10, 18:42:48 -0600, Kahlil Johnson wrote:
   Facebook recently change to XMPP protocol and this might affect the
   Facebook addition to Conversations that used to rely on JSON. Would
   love to see an update soon
  
  I intend to do this today or tomorrow.
 
 Thank you very much for this.
 Do you intend to migrate the contacts automatically ?

Any news about that ?

Xav

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Re: Garage project takeover

2010-02-25 Thread Javier S. Pedro
Graham Cobb wrote:
 I suggest a formal email from Niels, in the name of the council,
 notifying him that someone else wants to take over his project and that
 the council agrees.
 
 As the project is currently empty, and so nothing will be lost, I would
 give him 1 more week to respond to that email.

Note that I clicked Garage's be a maintainer link a few months ago, as 
any Garage admin would be able to tell (I guess ;P).

But I agree with the general idea -- the first email could get lost in some
spam filter. Garage has no ability to resend it, so I sent him an email
from my own mail address but he may be ignoring that (spambox account
 with aggressive filtering?).

Ideally, could we send him a mail from some official @maemo.org address?

-- 
Javier

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RE: Maemo 5 PR1.2 and Extras

2010-02-25 Thread Aldon Hynes
Random comments:

While some people view the N900 as a mobile computer, and I use mine that
way, I do believe that the majority of people buying an N900 are/will be
buying it as a phone.  I bought it primarily as a phone and everyone I know
that has considered buying it, have been making the consideration in terms
of it being a phone.  Many try to decide whether to buy an iPhone, an
Android or an N900.

In terms of the ability to upgrade or not, one of my friends who is a big
iPhone fan comments that she doesn't think that you can sync the iPhone with
a Mac without it automatically making any free upgrades.  However, for
upgrades that you have to pay for it is not automatic.  That includes moving
from one generation of the operating system to another.

They also note that if you've jailbroken your iPhone you can control what
you get for upgrades.  One final comment was that if you don't ever sync
your iPhone with a Mac, you can go indefinately without any upgrades.

Based on this, I do believe it is reasonable for many people not to upgrade
for extended periods.

My two cents,
Aldon

-Original Message-
From: maemo-developers-boun...@maemo.org
[mailto:maemo-developers-boun...@maemo.org]on Behalf Of Xavier Bestel
Sent: Thursday, February 25, 2010 5:12 AM
To: Graham Cobb
Cc: maemo-developers@maemo.org
Subject: Re: Maemo 5 PR1.2 and Extras


On Wed, 2010-02-24 at 17:48 +, Graham Cobb wrote:
 On Wednesday 24 February 2010 17:18:29 Thomas Tanner wrote:
  On 24.02.10 18:04, Graham Cobb wrote:
   Why do I think many people will not upgrade?  This device is a phone.
 
  The N900 is a mobile computer.

 I am talking about the people who perceive it to be a phone.  Like the
 iPhone.

I don't think iPhone owners really have the choice to not update.

Xav

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SQLite

2010-02-25 Thread Demetris

Hi all,

  I was able to install and run mySQL on both the N800 and N810 fairly 
easy.
I want to also test out the SQLite - I download the binaries for it from 
the SQLite
site (http://www.sqlite.org/sqlite3-3.6.22.bin.gz), chmod on it to x, 
and launch but
it fails - meaning it is not actiing as a binary for Linux. Any ideas or 
any links to

SQLite software for Diablo?

Thanks very much

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Re: SQLite

2010-02-25 Thread Fred Lefevere-Laoide
Sqlite is available in the extras repository as a lib (gpe and others depnd on 
it)

Fred
- Original message -
 Hi all,

      I was able to install and run mySQL on both the N800 and N810 fairly
 easy.
 I want to also test out the SQLite - I download the binaries for it from
 the SQLite
 site (http://www.sqlite.org/sqlite3-3.6.22.bin.gz), chmod on it to x,
 and launch but
 it fails - meaning it is not actiing as a binary for Linux. Any ideas or
 any links to
 SQLite software for Diablo?

 Thanks very much

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