@unlying, with openURL you cannot attach a file (in the traditional sense) but you could in the body, send the fie as UUEncoded string, which would be part of the body.
@ar2rsawseen, that's because you are trying to make it as an attachment. My suggestion made it inline rather than an attachment and hence added to the body.
Thanks for your efforts, ar2rsawseen. I have one more question. Everytime I try to capture the screen from the gideros windows player running on monitor #2, I get a whole screen of monitor #1. Is there any way to get right scene from monitor #2?
@folded unfortunately there is no way to currently work with multiple monitors. It will take screenshot of the default (1st monitor) and look for the Gideros window and crop it out. But if it is not there, well, won't crop anything out
Copy luajit.dll file from luajit folder to your Gideros installation folder (where you have lua.dll file) Delete lua.dll file Rename luajit.dll to lua.dll
Mac OSX
Open Gideros installation folder Right click on GiderosPlayer and select Show Package Contents Navigate to Contents/Frameworks Copy libluajit.dylib file from luajit folder Delete liblua.1.dylib file Rename libluajit.dylib to liblua.1.dylib
Installation mobiles
Prerequisites
To make mobile project work with LuaJIT you need to make some changes to Gideros Installation and reexport the project's assets again
Windows installation
Inside Gideros installation folder, go to Tools folder and rename luac.exe to luac2.exe
Mac OSX installation
Inside Gideros installation folder, right click on Gideros Studio and select Show Package Contents
Navigate to Contents/Tools and rename luac to luac2
Android
Copy libs folder from luajit folder into your exported project overriding existing liblua.so files
IOS
Copy liblua.a from luajit folder into your xCode's project folder overriding existing liblua.a
Reverting back
If for some reason you want to revert back to plain lua, there are old lua binaries for each platform available in plain-lua directory
You would not usually create multiple desktop players, would you?
Samples on using LuaJIT? well it is basically same lua, all the same code should work, maybe with some couple of differences as varargs
function test1(...)print(arg)-- prints nil with luajitendfunction test2(...)local arg ={...}print(arg)-- prints table with argumentsend
Is it appstore ready? well I am testing and testing and testing trying finding differences, and for now I did not have found any that would crash my apps, so if you test your app and it works, I think yes you can publish an app with it
You would not usually create multiple desktop players, would you?
Why not? I have multiple players on my device one as a standard player and one with plug-ins. So with the desktop player, why not? One with Lua and one with LuaJIT.
I made a player for the LuaJit and it works. But if I export a final version (with code assets) then eclipse reports it can't load the .lua files. If I replace the libs with the noe jit versions then it works again.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Ahh, missed the bit about renameing luac, sorted now. Works.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
When I export my program to android with luaJIT, it takes much longer to start than before. I tried jit.off(true, true) but still it starts slow. Am I supposed to try something else?
And os.tmpname() gets an error on luaJIT that cannot make an unique name, which can be trivial, FYI.
I noticed it taking quite a bit longer to start too, maybe 2 or 3 seconds. Maybe it would be a good idea to have some kind of built-in splash screen (like the one with the free licence) - but where the licence holder could put their own image of a specific size.
eg - if there is a file called 'splash.png' in assets then that would be faded in, positioned centrally if they had a proper licence before any other assets or lua are processed.
On the good side, I did notice a big speed increase - so I now do some pre-processing on my background map to pre-merge some sprites using rendertarget. Before it took quite a while - now you don't even notice it. The bug with rendertarget taking too much memory (depends on screen scaling) is still there btw - you have to allocate new rendertargets with no screen scaling, I'll be glad when that's fixed....
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@OZApps and not once but twice @unlying that is awesome @folded I will try to play with os.tmpname The longer loading might due to the fact, that previously all code was precompiled lua bytecote, but now LuaJIT compiles it everytime launching an app (and probably with all those internal optimizations that it does, it also takes some time), however it can probably optimize the code better because it knows the hardware they are on and could use some hardware specifics to make it perform even faster.
The splash and icons is something that also bother us on desktop, so maybe it would be really cool to implement providing inclusion of them in the IDE and project itself, however without the additional resource, I don't see that happening any time soon
And the bug is in the internal tracker and we are aware of it
Shame a quick unsupported patch couldn't be made in the meantime to put a splashscreen in though, it would explain away the luajit delay....
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
setContentView(R.layout.main); //get main layout final FrameLayout layout = (FrameLayout)findViewById(R.id.layout_main); //layout parameters final FrameLayout.LayoutParams adParams = new FrameLayout.LayoutParams( FrameLayout.LayoutParams.WRAP_CONTENT , FrameLayout.LayoutParams.WRAP_CONTENT , Gravity.TOP);
// Add the Gideros view to main layout layout.addView(mGLView);
Is it possible to have a complete example project export for me to compare?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Here's an example, even a bit simpler than on tutorial
But in Eclipse it is actually much easier than xcode, you hover the red line and it offers you a solution, to import this or that class. To get resources R recognizible, all you need to do is to build a project, so it can generate resource package (which it also does automatically when you try running it)
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
import com.giderosmobile.android.player.*; import com.sinistersoft.martians.R; // your com.company.app here
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
with openURL you cannot attach a file (in the traditional sense) but you could in the body, send the fie as UUEncoded string, which would be part of the body.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
@OZApps way may also work, let me check that
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Everytime I try to capture the screen from the gideros windows player running on monitor #2, I get a whole screen of monitor #1. Is there any way to get right scene from monitor #2?
http://giderosmobile.com/labs/luajit
Likes: phongtt
Fragmenter - animated loop machine and IKONOMIKON - the memory game
how do you use Lua JIT on the mac
)
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Installation desktops
Windows
Copy luajit.dll file from luajit folder to your Gideros installation folder (where you have lua.dll file)Delete lua.dll file
Rename luajit.dll to lua.dll
Mac OSX
Open Gideros installation folderRight click on GiderosPlayer and select Show Package Contents
Navigate to Contents/Frameworks
Copy libluajit.dylib file from luajit folder
Delete liblua.1.dylib file
Rename libluajit.dylib to liblua.1.dylib
Installation mobiles
Prerequisites
To make mobile project work with LuaJIT you need to make some changes to Gideros Installation and reexport the project's assets againWindows installation
Mac OSX installation
Android
Copy libs folder from luajit folder into your exported project overriding existing liblua.so filesIOS
Copy liblua.a from luajit folder into your xCode's project folder overriding existing liblua.aReverting back
If for some reason you want to revert back to plain lua, there are old lua binaries for each platform available in plain-lua directoryLikes: OZApps
this is app store safe.
so when creating the device player, the same holds true, replacing the liblua1.dylib with libluajit.dylib, right?
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
http://www.nightspade.com
Samples on using LuaJIT? well it is basically same lua, all the same code should work, maybe with some couple of differences as varargs
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
https://deluxepixel.com
Installation mobiles
Prerequisites
To make mobile project work with LuaJIT you need to make some changes to Gideros Installation and reexport the project's assets againWindows installation
Mac OSX installation
Likes: SinisterSoft
https://deluxepixel.com
Likes: SinisterSoft
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
https://itunes.apple.com/us/app/love-is...-photo!/id815188272?l=ru&ls=1&mt=8
So Media plugin works on iOS and Apple accept it without any problems.
Likes: OZApps, SinisterSoft
When I export my program to android with luaJIT, it takes much longer to start than before. I tried jit.off(true, true) but still it starts slow. Am I supposed to try something else?
And os.tmpname() gets an error on luaJIT that cannot make an unique name, which can be trivial, FYI.
eg - if there is a file called 'splash.png' in assets then that would be faded in, positioned centrally if they had a proper licence before any other assets or lua are processed.
On the good side, I did notice a big speed increase - so I now do some pre-processing on my background map to pre-merge some sprites using rendertarget. Before it took quite a while - now you don't even notice it. The bug with rendertarget taking too much memory (depends on screen scaling) is still there btw - you have to allocate new rendertargets with no screen scaling, I'll be glad when that's fixed....
https://deluxepixel.com
@unlying that is awesome
@folded I will try to play with os.tmpname
The longer loading might due to the fact, that previously all code was precompiled lua bytecote, but now LuaJIT compiles it everytime launching an app (and probably with all those internal optimizations that it does, it also takes some time), however it can probably optimize the code better because it knows the hardware they are on and could use some hardware specifics to make it perform even faster.
@SinisterSoft
The splash and icons is something that also bother us on desktop, so maybe it would be really cool to implement providing inclusion of them in the IDE and project itself, however without the additional resource, I don't see that happening any time soon
And the bug is in the internal tracker and we are aware of it
Likes: SinisterSoft
https://deluxepixel.com
http://appcodingeasy.com/Gideros-Mobile/Animated-splash-screen-for-android-in-Gideros
https://deluxepixel.com
setContentView(R.layout.main);
//get main layout
final FrameLayout layout = (FrameLayout)findViewById(R.id.layout_main);
//layout parameters
final FrameLayout.LayoutParams adParams = new FrameLayout.LayoutParams(
FrameLayout.LayoutParams.WRAP_CONTENT ,
FrameLayout.LayoutParams.WRAP_CONTENT ,
Gravity.TOP);
// Add the Gideros view to main layout
layout.addView(mGLView);
Is it possible to have a complete example project export for me to compare?
https://deluxepixel.com
But in Eclipse it is actually much easier than xcode, you hover the red line and it offers you a solution, to import this or that class. To get resources R recognizible, all you need to do is to build a project, so it can generate resource package (which it also does automatically when you try running it)
Likes: SinisterSoft
https://deluxepixel.com
import android.graphics.Color;
import android.graphics.drawable.AnimationDrawable;
import android.os.Handler;
import android.view.Gravity;
import android.widget.FrameLayout;
import android.widget.ImageView;
import com.giderosmobile.android.player.*;
import com.sinistersoft.martians.R; // your com.company.app here
https://deluxepixel.com