A few issues that I encountered (hxcpp and nme)

classic Classic list List threaded Threaded
4 messages Options
alx
Reply | Threaded
Open this post in threaded view
|

A few issues that I encountered (hxcpp and nme)

alx
Hi,

I've recently finished a large development were I made heavy use of hxcpp and nme.

Just noticing a couple issues:

On nme.display.graphics
1) There are no RADIAL gradients (like "beginGradientFill"; only works on the software renderer). I've already posted about this but I'm putting it again in order to "summarize" what I've found.
2) drawEllipse behaves differently. On flash, the first two parameters define the top-left corner; on nme they define the center (like how drawCircle works).

On haxe-hxcpp I found an "error" that can be worked around but it's not so "comfortable":

var o:Dynamic = {};
o.array = [1, 2, 3, 4, 5];

o.array[0]; <---- THIS FAILS (only on cpp, because "there is no filed named __get" or something).

cast(o.array, Array<Dynamic>)[0]; <--- THIS WORKS

Everything else (and I used almost everything else that could be used) works incredibly well; all the way to iOS.

Garbage collection on iOS for some reason is better that using Obj-C. I mean, on Obj-C you should do your own gc, or rely on so called "convenience" methods, but my app was loading around 200 (512x512 or so textures) bitmaps from disk and drawing them to the screen each second; app never crashed, no "low memory" warnings either.

--
haXe - an open source web programming language
http://haxe.org
Reply | Threaded
Open this post in threaded view
|

Re: A few issues that I encountered (hxcpp and nme)

sledorze
Very encouraging report! great to hear :)
Did you used gm2d or something else atop NME?

Reply | Threaded
Open this post in threaded view
|

Re: A few issues that I encountered (hxcpp and nme)

singmajesty
In reply to this post by alx
Sweet! Have you tried other targets? webOS or Android?

This feedback will be helpful to try and smooth out the bumps



On Wed, 05 Oct 2011 11:48:53 -0700, alx <[hidden email]> wrote:

> Hi,
>
> I've recently finished a large development were I made heavy use of hxcpp
> and nme.
>
> Just noticing a couple issues:
>
> On nme.display.graphics
> 1) There are no RADIAL gradients (like "beginGradientFill"; only works on
> the software renderer). I've already posted about this but I'm putting it
> again in order to "summarize" what I've found.
> 2) drawEllipse behaves differently. On flash, the first two parameters
> define the top-left corner; on nme they define the center (like how
> drawCircle works).
>
> On haxe-hxcpp I found an "error" that can be worked around but it's not  
> so
> "comfortable":
>
> var o:Dynamic = {};
> o.array = [1, 2, 3, 4, 5];
>
> o.array[0]; <---- THIS FAILS (only on cpp, because "there is no filed  
> named
> __get" or something).
>
> cast(o.array, Array<Dynamic>)[0]; <--- THIS WORKS
>
> Everything else (and I used almost everything else that could be used)  
> works
> incredibly well; all the way to iOS.
>
> Garbage collection on iOS for some reason is better that using Obj-C. I
> mean, on Obj-C you should do your own gc, or rely on so called  
> "convenience"
> methods, but my app was loading around 200 (512x512 or so textures)  
> bitmaps
> from disk and drawing them to the screen each second; app never crashed,  
> no
> "low memory" warnings either.

--
haXe - an open source web programming language
http://haxe.org
alx
Reply | Threaded
Open this post in threaded view
|

A few issues that I encountered (hxcpp and nme)

alx
@sledorze just nme and nothing else

@joshua haven't tried others because I don't own any of those devices, however I will try the "new" html5 target and tell you what happens

also, on a side note, when you make an html5 app (lets say javascript) is there a way to protect your code? without obfuscating? so that it's not as easy as right-click//inspect

On Wednesday, October 5, 2011, Joshua Granick <[hidden email]> wrote:
> Sweet! Have you tried other targets? webOS or Android?
>
> This feedback will be helpful to try and smooth out the bumps
>
>
>
> On Wed, 05 Oct 2011 11:48:53 -0700, alx <[hidden email]> wrote:
>
>> Hi,
>>
>> I've recently finished a large development were I made heavy use of hxcpp
>> and nme.
>>
>> Just noticing a couple issues:
>>
>> On nme.display.graphics
>> 1) There are no RADIAL gradients (like "beginGradientFill"; only works on
>> the software renderer). I've already posted about this but I'm putting it
>> again in order to "summarize" what I've found.
>> 2) drawEllipse behaves differently. On flash, the first two parameters
>> define the top-left corner; on nme they define the center (like how
>> drawCircle works).
>>
>> On haxe-hxcpp I found an "error" that can be worked around but it's not so
>> "comfortable":
>>
>> var o:Dynamic = {};
>> o.array = [1, 2, 3, 4, 5];
>>
>> o.array[0]; <---- THIS FAILS (only on cpp, because "there is no filed named
>> __get" or something).
>>
>> cast(o.array, Array<Dynamic>)[0]; <--- THIS WORKS
>>
>> Everything else (and I used almost everything else that could be used) works
>> incredibly well; all the way to iOS.
>>
>> Garbage collection on iOS for some reason is better that using Obj-C. I
>> mean, on Obj-C you should do your own gc, or rely on so called "convenience"
>> methods, but my app was loading around 200 (512x512 or so textures) bitmaps
>> from disk and drawing them to the screen each second; app never crashed, no
>> "low memory" warnings either.
>
> --
> haXe - an open source web programming language
> http://haxe.org
>
--
haXe - an open source web programming language
http://haxe.org