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OverviewFelgo 1 Support › Parsing error while installing apk on android

Viewing 6 posts - 1 through 6 (of 6 total)
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  • #3988

    Heini

    Hi Chris,

    now I tryed the buildserver to built a android apk-file of Chicken Outbreak. I did it the following way: i zipped the whole content of the projects qml-directory as described in the documentation and uploaded it to the server. When i scan the qr-code with my mobile (HTC Magic with Android 2.1.1) I get linked to the download page and my mobile trys to start the download. On my phones download-details-view I can see “waiting for connection…”, but nothing happens and the download does not start.
    Then I downloaded the apk directly on my pc and copyed it manually to the mobile SD-Card. But when I try to install it, I get always a parsing error. I tryed it even with another, simpler project (an empty Felgo “Hello World” project ;)) , but with the same result. šŸ™

    Greetings

    Heini

    #4032

    Christian
    Felgo Team

    Hi Heini,

    unfortunately, the minimum required Android version is 2.3 alias Gingerbread. We needed to change this from the previous minimum 2.2 (which was prevalent until Felgo release 0.9.4) to also support the new Android 4 versions. These already take up more than 25% regarding the Android documentation: http://developer.android.com/about/dashboards/index.html

    On this link you can also see, that the Android 2.2 and below distribution equals 16%. Skipping to version 2.3 also made sense, because generally with version 2.3 above the Android devices are more recent devices and are guaranteed to run Felgo games with high performance. As a possible solution for your problem, you might upgrade your HTC Magic to 2.3 with these instructions to run the game on it: http://www.allroundgeek.com/2011/07/upgrade-your-htc-magic-to-android-23.html

    However, since your device is already more than 3 years old, performance may not be ideal on the device as the CPU and GPU power of the Android devices improved quickly in the previous years.

    Regarding the download issue:
    I just tried downloading one of our test builds from the build server to an Android Huawei Ascend G300 with Android 2.3 on it, and the download worked fine. Are you able to download other files from the web with your Android device browser? I am using the Dolphin Browser and QR Droid for scanning the Android downloadlink QR code – maybe you could try the download process with these applications?

    Cheers,
    Chris

    #4033

    Heini

    Hi Chris,

    I am also using QR Droid and the standart android-browser. My phone is version 32b that canĀ“t be upgraded ,so I have to buy a new one. ;(
    As the buildservers are working only with the QML-files, at the moment it isnĀ“t possible to add any gamelogic in c++. Will it be possible in future to create V-PLay games with gamelogic in c++?
    It seems, that cocos-renderer does not support the Rectangles radius and gradient properties. Will this be supported in the future? ItĀ“s a big advantage of QML, that offers the possibility to create nice looking buttons and statusbars without use of any images.

    Bye

    Heini

    #4034

    Christian
    Felgo Team

    Hi Heini,
    yes it will definetely be possible in future! In fact, we are currently working on a plugin system that allows sharing QML components written in C++ with other Felgo users! That system can also be used to implement platform-specific code for example in Java for Android or Obj-C for iOS.

    What kind of logic would you like to implement in C++? Is providing game logic as QML components sufficient for your use-case?

    For local testing on desktop, you can already register custom QML components written in C++ by calling

    qmlRegisterType()

    before calling

    VPlayApplication::startApplication()

    from main.cpp.

    If you are fine with contributing your C++ logic, we can incorporate your C++ component in Felgo. Otherwise, we can send you a template for writing a Felgo plugin as soon as we release it, estimated in December 2012.

    Regarding Rectangle:
    We were thinking about support of gradient and radius properties for Rectangle elements, but decided against it for performance reasons: It is much faster to use images for buttons because with batched drawing, only a single draw call is needed for all graphics in a sprite sheet. Whereas each Rectangle would require a different draw call, which is the graphics bottleneck on mobile devices. If you would urgently require the Rectangle functionality, we will set it on our requested features list though! Please let us know in the roadmap post how important the Rectangle support is compared to the other features mentioned here: http://felgo.com/beta-area/forum/?mingleforumaction=viewtopic&t=2 so we can prioritize our tasks based on your feedback.

    Cheers,
    Chris

    #4035

    Heini

    Hi Chris,

    this sounds great!
    At the moment i made the buttons and statusbars with images. Taking into account the other cool features in your roadmap, i would put the Rectangle -stuff to the features list with priority 2.
    Regarding the plugin system: i.e. for local builds on desktop i can add the qml-files as resources and compile them into the binary file. I think this will not be possible with a plugin system, or am I wrong? Is there something planned to protect the files from unauthorised access?

    Bye
    Heini

    #4036

    Christian
    Felgo Team

    Hi Heini,

    we are very much looking forward to the paid launch this week, as we have completed most of the features on the roadmap with prio1 we think it’s ready to leave the beta status – so stay tuned for the upcoming blog post and newsletter šŸ˜‰

    Regarding protection of qml files and source code:
    When you look at the android application package (the generated .apk file from our build server which you can install on Android devices), you will see there are no QML files included. That is because we already compile your QML files into the binary as Qt resources, which protects your source code! The same applies for iOS builds.

    As a creator of plugins which you might choose to provide for other Felgo users, you will get a QtCreator template for desktops, Symbian & MeeGo, an Android template and an XCode template to add native code for these platforms. These templates create a library from your source code, so the code will not be publicly available as well. For your plugin users, you can supply a documentation about your QML items created with the Qt source documentation tool qdoc.

    Cheers,
    Chris

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