Thanks for the write up. The motionstreak and particles are known
issues. Android has a very limited implementation of OpenGLES 1.1 and
some things need to be reworked. I'm looking into some issues with GLU
and camera in transition scenes as well. I'll look into the other
issues you reported this weekend.

Please make sure you upload the latest version i just checked in. I've
added and fixed a few issues. The major change is that Box2D is now in
the project.

Thanks,

Philip

On Jan 26, 12:52 am, Vladimir <[email protected]> wrote:
> Hi Philip,
>
> I built the project from source and tested it on 1.6 G1, will test on
> 2.0.1 Droid and 1.5 Hero later.
> 1. Got a bunch of "lock_layer timed out (is the CPU pegged?)" and an
> ANR after returning to the menu from AtlasSpriteTest. Couldn't
> reproduce though.
> 2. Of all the examples in the "Atlas Test" category only the first one
> (Atlas: TextureAtlas) works. The rest don't display anything except
> the static text label and the 
> buttons:http://www.androidpokertools.com/cocos2d/s1.png
> LabelAtlas works on emulator but not on the device (hence the missing
> FPS counter in all tests).
> 3. EditableTileAtlas example floods console with "Value.r must be non-
> zero" messages.
> 4. MenuTest doesn't respond to touch/trackball events. After I flipped
> the screen a couple times it gave me an ANR with the usual "CPU
> pegged" stuff in the console.
> 5. MotionStreakTest shows weird 
> flickering:http://www.androidpokertools.com/cocos2d/s2.png
> these green lines appear for a few seconds each time the animation is
> restarted
> 6. ParticleTest causes segmenatation fault (signal 11 (SIGSEGV), fault
> addr deadbaad) at some point during the demonstration (<30 seconds)
> and is really slow.
> 7. SceneTest demonstrates nothing but the text label and doesn't seem
> to respond to input.
> 8. TransitionTest works for the first 2 transitions, after that smooth
> transition was replaced with blank screen between images.
> 9. Every instance of LabelAtlas causes a lot of GC (70+ calls per
> minute) really slowing down the animation. This is probably caused by
> CCFormatter implementation.
>
> The rest seems to function as intended.
> All issues except #1 were reproduced in 100% tests.
>
> Keep up the good work and feel free to e-mail me if you need
> clarification or more testing - I am really interested in this
> project.
>
> Vladimir
>
> On Jan 26, 7:15 am, Philip <[email protected]> wrote:
>
>
>
> > The parallax code has been refactored to use a ParallaxNode. I've also
> > udpated the ParallaxDemo test. Please check it out and let me know.
> > Thanks, Philip
>
> > On Jan 20, 12:34 am, Lance Nanek <[email protected]> wrote:
>
> > > I tested out the debug build from the site on my G1 phone running the
> > > OTA Android 1.6 
> > > firmware:http://cocos2d-android.googlecode.com/files/Cocos2D-debug.apk
>
> > > AtlasSpriteTest, AtlasTest, ClickAndMoveTest, CocosNodeTest, MenuTest,
> > > MotionStreakTest, SceneTest, SpritesTest showed white squares where I
> > > would expect textures:http://i.imgur.com/3w3En.png
>
> > > Some of DrawPrimitivesTest works:http://i.imgur.com/Es2H7.png
>
> > > ParallaxTest crashed:
> > > W/dalvikvm( 9532): threadid=3: thread exiting with uncaught exception
> > > (group=0x4001da28)
> > > E/AndroidRuntime( 9532): Uncaught handler: thread main exiting due to
> > > uncaught exception
> > > E/AndroidRuntime( 9532): java.lang.RuntimeException: Unable to start
> > > activity ComponentInfo{org.cocos2d/org.cocos2d.tests.ParallaxTest}:
> > > java.lang.NullPointerException
> > > E/AndroidRuntime( 9532):        at
> > > android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
> > > 2401)
> > > E/AndroidRuntime( 9532):        at
> > > android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:
> > > 2417)
> > > E/AndroidRuntime( 9532):        at android.app.ActivityThread.access$2100
> > > (ActivityThread.java:116)
> > > E/AndroidRuntime( 9532):        at 
> > > android.app.ActivityThread$H.handleMessage
> > > (ActivityThread.java:1794)
> > > E/AndroidRuntime( 9532):        at android.os.Handler.dispatchMessage
> > > (Handler.java:99)
> > > E/AndroidRuntime( 9532):        at android.os.Looper.loop(Looper.java:123)
> > > E/AndroidRuntime( 9532):        at android.app.ActivityThread.main
> > > (ActivityThread.java:4203)
> > > E/AndroidRuntime( 9532):        at java.lang.reflect.Method.invokeNative
> > > (Native Method)
> > > E/AndroidRuntime( 9532):        at java.lang.reflect.Method.invoke
> > > (Method.java:521)
> > > E/AndroidRuntime( 9532):        at com.android.internal.os.ZygoteInit
> > > $MethodAndArgsCaller.run(ZygoteInit.java:791)
> > > E/AndroidRuntime( 9532):        at com.android.internal.os.ZygoteInit.main
> > > (ZygoteInit.java:549)
> > > E/AndroidRuntime( 9532):        at dalvik.system.NativeStart.main(Native
> > > Method)
> > > E/AndroidRuntime( 9532): Caused by: java.lang.NullPointerException
> > > E/AndroidRuntime( 9532):        at org.cocos2d.nodes.CocosNode.addChild
> > > (CocosNode.java:336)
> > > E/AndroidRuntime( 9532):        at org.cocos2d.tests.ParallaxTest.onStart
> > > (ParallaxTest.java:236)
> > > E/AndroidRuntime( 9532):        at
> > > android.app.Instrumentation.callActivityOnStart(Instrumentation.java:
> > > 1205)
> > > E/AndroidRuntime( 9532):        at android.app.Activity.performStart
> > > (Activity.java:3519)
> > > E/AndroidRuntime( 9532):        at
> > > android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
> > > 2373)
> > > E/AndroidRuntime( 9532):        ... 11 more
> > > I/Process (   79): Sending signal. PID: 9532 SIG: 3
>
> > > RotateWorldTest:http://i.imgur.com/Nfkzv.png
>
> > > SpritesTest and SceneTest wouldn't start about half the time I tried
> > > them: "Sorry! ActivityCocos2D(in applicationCocos2D) is not
> > > responding." Log was this message repeated very many times:
> > > W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> > > pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
> > > W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> > > pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
> > > W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> > > pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
> > > W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> > > pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
> > > W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> > > pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
>
> > > I was talking to someone who usedcocos2don the iPhone recently. It
> > > sounded like he got a lot of great functionality without having to
> > > implement it himself: particle systems, sprites with acceleration/
> > > physics, plugins for facebook/twitter. It would be great to see it
> > > make it to Android. Thanks for putting in the work so far.
>
> > > On Jan 20, 2:13 am, Philip <[email protected]> wrote:
>
> > > > New release fixes a bunch of problems with transitions, menus, events,
> > > > and sprite rendering.
>
> > > > Code is released under BSD license and available for download here:
>
> > > >http://code.google.com/p/cocos2d-android/source/browse/#svn/trunk
>
> > > > I am doing development on a Mac emulator so I would really appreciate
> > > > if you guys can download the code or prebuild package and test it on a
> > > > real phone.
>
> > > > Thanks!
>
> > > > Philip

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

Reply via email to