>From experience, I can tell you that if you do the work and write
high-quality code that makes OpenJFX better, I'm sure it will be possible
to integrate it.
- Johan
On Mon, Sep 11, 2017 at 3:00 AM John-Val Rose wrote:
> Thanks Nir.
>
> I am very aware of the formal
<swpal...@gmail.com> wrote:
> Hi Johan,
>
> Excellent! Do you have a build or instructions somewhere?
>
> Thanks,
>
> Scott
>
> On Feb 10, 2017, at 4:03 AM, Johan Vos <johan@gluonhq.com> wrote:
>
> Hi Scott,
>
> I actually have this
Hi Scott,
I actually have this working, leveraging the new mesa driver for the Pi.
It is using monocle and ES2 and it integrates very well with the X11 system
on the Raspberry Pi.
- Johan
On Thu, Feb 9, 2017 at 8:19 PM Scott Palmer wrote:
> Just wondering if there are some
Hi,
I agree with most that has been said here, but I want to add a few things.
I've seen a number of "performance issues" with JavaFX in customer
projects. Most of them are simply due to the application doing things on
the FX App Thread that shouldn't be done there.
Apart from these obvious
There was a bug on iOS where the fontsize of the native text inputfield
didn't match the size of the JavaFX TextField in case a custom font size
was used, or in case the component or one of its parents was scaled.
This has been fixed by
Indeed, this doesn't have any impact on JavaFX.
The Gluon tools are currently using the RoboVM AOT 1.8, which was the last
open-source version.
RoboVM delivered a whole set of products, including an AOT, but also a
system that provides some JNI functionality, a set of bindings that create
Java
the scan
> stride of the buffer is based on the content size, not the physical size.
> Thus, the checkUpdateParams() method overestimates how many bytes are
> consumed by the operation.
>
> Changing that to maskTex.getContentWidth() should be fine...
>
> ...jim
Hi,
I think the best way to get started really depends on your personal
preferences (e.g. do you like to read code, docs, diagrams,...).
I can only comment on how I do it, but others may have other approaches:
First of all, you can run a simple JavaFX apps with lots of verbose info.
See
Hi,
It seems to me you might be running in the same issue we had on Android
with the recent Adreno drivers:
http://mail.openjdk.java.net/pipermail/openjfx-dev/2015-July/017575.html
See that thread for discussion, and for a fix-proposal here:
Hi,
Thanks for reporting this. We'll investigate it (both the issue and making
old releases available somehow).
- Johan
On Mon, Feb 1, 2016 at 10:35 AM, Benjamin Gudehus
wrote:
> >Until this is fixed, I recommend to continue using Scenebuilder 8.0.0
> It saved the comment
Hi Felix,
I think this is a good idea. If someone creates a matrix with the different
modules, I'm happy to fill the cells I have knowledge about.
- Johan
On Sun, Jan 17, 2016 at 9:32 PM, Felix Bembrick
wrote:
> I think developers would find it useful if there was a
Hi John,
I don't consider Xamarin a JavaFX competitor, but even apart from that,
there is no problem, as explained in this blog entry:
http://gluonhq.com/gluon-supports-multiple-jvms/
- Johan
On Fri, Jan 1, 2016 at 6:25 PM, John C. Turnbull
wrote:
> Now that Xamarin
Hi Felix,
The Oracle Mobile JVM ports are headless so they are very complimentary to
the work done in javafxports/Gluon.
A couple of months ago, we tested the iOS simulator (created a JDK 9 build
and added a slightly modified javafxports version on top) with a simple
JavaFX app and that worked
Hi Dirk, all,
Although this person from Codename One attacked me a few times before
(using words like we're selling snake oil), I tried to ignore it. This is
very uncommon for the Java community. In the Java community, we have
different views, we prefer different technologies, but we show at
As far as I know, all of JavaFX is open source indeed.
If someone wants to make a big change, e.g. create another rendering
pipeline, it is very well possible to do so. I would recommend submitting
that work back to OpenJFX, by following the same procedures for committing
to the OpenJDK project,
setPulseRunning()
returning false anymore.
- Johan
On Mon, Nov 23, 2015 at 5:41 PM, David Hill <david.h...@oracle.com> wrote:
> On 11/22/15, 6:24 AM, Johan Vos wrote:
>
> I implemented this in the javafxports clone of the OpenJFX 8u-dev repo,
> and the diff is here:
>
>
there as well, but I think it needs a
bit more discussion first?
- Johan
On Sat, Nov 21, 2015 at 9:23 PM, Johan Vos <johan@gluonhq.com> wrote:
> I have a working implementation that needs more stress-testing on
> different platforms, but it seems a good and easy solution so f
sense to keep it there?
- Johan
On Fri, Nov 20, 2015 at 8:14 AM, Johan Vos <johan@gluonhq.com> wrote:
> I didn't plan to intercept or cancel pending/submitted jobs, but I have to
> wait until they are done before the android callback method returns.
>
> When And
or pending tasks in the
QuantumRenderer as well.
- Johan
On Wed, Nov 18, 2015 at 9:58 PM, David Hill <david.h...@oracle.com> wrote:
> On 11/18/15, 3:45 PM, Johan Vos wrote:
>
> Johan,
> I think that it would be reasonable to put in something to Quantum
> that causes the
might be better to let any
> existing renderJobs run (possibly discarding the results). This way you
> could send the pause message to the renderer as a special renderJob and not
> have to worry about jobs that are scheduled but not yet run.
>
> -- Kevin
>
>
>
> Johan Vos wrot
Hi,
On Android, a JavaFX Application might transfer control to another app (and
become invisible) and enter the foreground later. In that case, the
GLSurface we are rendering on becomes invalid. In order to avoid problems
and save battery, we want to pause the renderer thread, but this turns out
volved in accessing that
> hardware acceleration? Any timeline?
> >
> > I expect that implementing this significant change could be a
> make-or-break factor in determining whether JavaFX is truly viable and
> successful on Android.
> >
> > Good luck Johan!
> >
> &g
more room for optimization :)
- Johan
On Fri, Oct 16, 2015 at 7:55 PM, Johan Vos <johan@gluonhq.com> wrote:
> Hi,
>
> Thanks for the suggestions. There are 2 different things:
>
> 1. It seems indeed there is not much being cached, so there are definitely
> improv
tions of the glDrawElements on
> the 2 platforms?
>
> ...jim
>
> On 10/15/15 12:30 PM, Johan Vos wrote:
>
>> Thanks Jim.
>> I tried with different optimization flags, but it doesn't make a big
>> difference. Tracing it down to system calls, somehow the gl
&g
After spending lots of time optimizing JavaFX on iOS, I am now at the point
where scrolling is 10 times faster on iOS than on Android.
The scrolling in the iOS version of the Gluon JavaOne mobile schedule
builder is pretty good imho. On Android, it is much slower. I profiled and
compared both, and
...jim
>
>
> On 10/15/15 4:27 AM, Johan Vos wrote:
>
>> After spending lots of time optimizing JavaFX on iOS, I am now at the
>> point
>> where scrolling is 10 times faster on iOS than on Android.
>> The scrolling in the iOS version of the
At least on the Nexus 5 and Nexus 6 devices.
- Johan
On Thu, Oct 15, 2015 at 9:33 PM, Richard Bair <richard.b...@oracle.com>
wrote:
> Is it consistent among all android devices, or is it a specific device?
>
> > On Oct 15, 2015, at 12:30 PM, Johan Vos <johan..
I have the following issue:
Scrolling with inertia, initiated by a ScrollGesture, stops after a while
in a ListView.
The reason for this is the following: the javadoc for ScrollEvent has this:
The event is delivered to the top-most node picked on the gesture
coordinates in time of the gesture
I have issues displaying some text with special characters on mobile
platforms.
The text doesn't appear in a control (e.g. Label), and I saw this in the
log output:
"Only simple text supported."
Searching the source code for this, this occurs in
I have to admit I use firePulse() occasionally but only when for some
reasons a pulse isn't triggered while I expected it. That is a very bad
usecase for having this as an API, as I would rather have to investigate
why changes to the scenegraph don't result in a pulse.
If firePulse() is a public
Hi,
I am running into an issue on Android that seems more general to me.
I noticed that scroll gestures where passed with wrong coordinates, as
the physical coordinates are used instead of the logical (e.g. on a
screen with a density/scalefactor of 3, we would pass x = 900 instead
of x = 300).
Hi,
With the changes introduced in the fix for RT-27960 (
https://bugs.openjdk.java.net/browse/JDK-8098184), the hidpi support on
Android is broken.
As part of the changes in
http://hg.openjdk.java.net/openjfx/8u-dev/rt/rev/670ed25ed138, we
introduced a getScale method on NativeScreen, and the
Hi Scott,
You can build SceneBuilder from the sources on bitbucket.
hg clone https://bitbucket.org/gluon-oss/scenebuilder
./gradlew build
Resulting binary is in build/libs
(note: This is the Gluon Open-Source edition, using the same sources
as those in OpenJFX).
- Johan
2015-05-24 16:56
This is probably a dumb question, but now that I have the monocle glass
implementation instead of lens running on Android/Dalvik, I am a bit
confused with prism/es2/monocle, since it contains duplicate files of
prism/es2/eglfb?
The OpenJFX wiki is very clear in explaining Monocle as a glass
For those who worry, Applications created with the JavaFX Android SDK work
fine on ART (as expected). After all, we're following Android's rules.
- Johan
2014-06-23 20:31 GMT+02:00 John Smith john_sm...@symantec.com:
I don't know much about Android, but does it have to be a VM, or could you
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