SDK or NDK w/o OpenGL in app to save battery? - C++ or Other Android Development Languages

I would like to develop and app, which has the main functionality to show a 2D chart. There are others and settings, but this is the main.
Existing similar applications aren't using technologies as how it should and they are releasing apps with to few features or they are draining battery like crazy. This I would like to improve it.
This is for web / desktop
View attachment 2397770
Here are a few sentences from my experience, please correct me if I am wrong!
Many-many of implementations are using SDK and 2D graphics. They draw the whole screen every time. Just sere how your battery drained in 1-2 hours! - some really bad implementation they can drain in 3 minutes, I will show later. One exception is: Metatrader 4: it use NDK and OpenGL, Hey pay me, because I am advertising you!
I think the SDK code (.class files) it need to e compiled at runtime execution by virtual machine, which takes CPU usage.
NDK is compiled only one => will use less CPU => will drain less batter as the SDK version.
If this is correct, than it should move more code to NDK if is possible. Not sure about JNI calls overhead!
NDK huuuuge advantage: it will allow to use the phone max available memory ( 1.5GB was last time) instead of SDK max allowed value: 256MB ( in my case, but some devices allow only 24Mb for SDK apps)
If you don't touch this chart than nothing changes, if you set the "Live" option, than the last "candle" will change. The candles are those Red & Green rectangles with the line in upper side and down side with meaning of the open, high, low, close prices. - it is related to business logic, but this special bars can have those 2 lines, which are important. The border of the 1pixel black around the red-green rectangles are for visual effects only. To save battery can be omitted.
(The background text and logos are just for advertisements, nobody cares, not really needed for the user for his actions)
As you can see there is a toolbar, and there are maybe other components too, but when the user want to see highest amount of data than will rotate to landscape and there should be given a Full Screen (in portrait not by default)
I have started the development with a component for rendering with OpenGL ES 2.0.
The UI is in SDK , the renderer there is called, but the method implementation calls the native methods via JNI. The business logic, rendering implementation are all in NDK, which is a native shared library.
Not sure why I started with OpenGL, to have some cool effects, who want to drain his battery faster? or I tough if is faster than will consume less battery? - maybe faster drains, but more: 100 mA from GPU for 0.01 seconds rendering is the same as 10 mA for 0.1 rendering at CPU.
Here I am not sure if I am saving energy. Tell me your opinion!
So I have started learning OpenGL ES 2.0 and all what I saw in tutorials it was triangle triangle triangle, but in this chart there is no triangle, but rectangle, or rectangle+lines or just lines with set width or many triangles?
Here is a cool candle, I would like to see this, but I know the gradients will burn battery.
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Here is a bit magnified and you can see how I am thinking:
but can't decide. Because I haven't enough experience, don't know the benchmark results. I would like to see a tear down and expected results:
GL_Lines + glLineWidth
GL_triangles
GL_triangle_strip
As the first option with GL_lines:
A candle would be 1x small line from the Low and High price drawn first. Lets say with 5 pixel width to have room for gradient too, if needed. In worse case only 1 pixel, as how they are using others now.
The candle body: the red/green rectangle with has the info of Open/Close price can be another GL_Lines with 50 pixel width - for example.
Will be gradient or not that would depends on user settings. Not sure how is possible to draw black 1-2 pixel of border for candle body in this case - if the user has that settings.
Seconds option with triangles:
2x triangle can make a square.
There is a square as the small line and there is another one the larger square : the candle body.
The triangle strip case:
if only one GL_triangle_strip:
bottomline: 4 vertices
body other 4
upper line 4 vertices
or small line 4x vertices
+
other 4x vertices , so 2x GL_triangle_strip
I made this:
The first thing it was:
Code:
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY)
It is a rectangle with 2x triangle and a line with width.
The line has less vertices of course, but in this chart is expected to have 50- 200 bars maximum. Minimum 10-20.
What is needed is that cross at mouse location: that dashed line and the numbers ( price ) on the right and some other texts in bottom. X, Y coordinates in text.
Please post your experience, benchmarks, opinion.

Hi matheszabi,
ok, your question was rather compheresive . So right way to find solution is rather complicated too.
I woudn't choose solution according to differences between JDK / NDK to same function calls of OpenGL ES 2.0
According to my experience, performance (and power consumption) is almost the same.
GLOBAL aproach: I suggest
1) you create your application in Java - use JDK versions - creating native function for just few draw calls is, imho, hard compared what you get
2) if your application is NativeActivity
- use direct calls - be prepared for differences between devices, proper creation of surface, .... but it's faster
- subclass Native Activity and use JAVA as well
3) not using OpenGL ES directly at all - i suggest trying layout and buttons / images inside of it, i saw 200 control buttons on 1 screen and it ran perfectly. And layout is movable by 1 command - offset. I suppose, this is completely written in native code anyway. You just get drawing interface in JAVA.
Now, to OPENGL ES itself (JAVA or NDK)
cons:
- OPENGL is 3D interface so pixel perfect drawing is something which is not supported by itself. (note: opengl has pixel / texel center at 0.5 not at 0.0/1.0)
- you need pixel perfect draw - boxes you draw must be perfectly aligned to screen pixels - othewise you get blurry results
- you might not need texturing - thats PLUS, otherwise drawing pixel perfect opengl suraces is "pain in the ..." - viz. texel interpolation and drawing a pixel checker aligned with screen pixels is real nightmare and it differs on each device (I tried )
- pixel perfect with mipmaps - awful again
- alpha blending (when you have something which is transparent) - you will need sorting to draw it properly
- will you need font ? oh my ...
- NO EMULATOR - will need to test each device if it's working properly (not every, at least each vendor)
to consider:
writing vertex/fragment shader in a world with 3500 (number of opengles 2.0 devices according google) suitable devices/compilers/android versions ... ehm
pluses:
- you draw exactly what you want
- use of fragment shader (alhough i suggest using gradient textures instead)
- i suggest draw primitives in vertex buffers (indexed triangles or triangle strips). Not one box by one - compose all in one array and draw it by one draw call. Doubling points in strips can help you
- instancing is not supported) but there is way surpassing this (preparing buffers with)
- i don't recommend using lines with width definition - each implementation draws this differently - and it's equal to drawing lit cylinder
- in native activity loop - handling if you need redraw - it's difficult
I would try normal android GUI first
pluses:
- you get pixel perfect draw, with / without bitmaps, images, gradients ....
- i suppose its fast enough
- no sorting needed
- redraws will be invoked when something changes
- translation / clipping will be handled internally
- no need to care about device !!! that's big plus
cons:
- zoom will be problematic
- rotations as well (but i suppose you don't need them)
note to power consupmption - both OpenGL :
just swaping screen buffers 30 per sec will deplete most of devices within 2-3 hours. But of course, doing it so only when needed is doable
But I might be wrong so best way is to decide by yourself and, of course, try it and see.
If you have qustions about drawing through ES, i'll post some samples of pixel perfect draw (from my gui)
Good luck, post your decision, and if you have some results, post them too! will be very interesting.
PS.

Petr Sovis said:
Hi matheszabi,
ok, your question was rather compheresive . So right way to find solution is rather complicated too.
I woudn't choose solution according to differences between JDK / NDK to same function calls of OpenGL ES 2.0
According to my experience, performance (and power consumption) is almost the same.
GLOBAL aproach: I suggest
1) you create your application in Java - use JDK versions - creating native function for just few draw calls is, imho, hard compared what you get
2) if your application is NativeActivity
- use direct calls - be prepared for differences between devices, proper creation of surface, .... but it's faster
- subclass Native Activity and use JAVA as well
3) not using OpenGL ES directly at all - i suggest trying layout and buttons / images inside of it, i saw 200 control buttons on 1 screen and it ran perfectly. And layout is movable by 1 command - offset. I suppose, this is completely written in native code anyway. You just get drawing interface in JAVA.
Now, to OPENGL ES itself (JAVA or NDK)
cons:
- OPENGL is 3D interface so pixel perfect drawing is something which is not supported by itself. (note: opengl has pixel / texel center at 0.5 not at 0.0/1.0)
- you need pixel perfect draw - boxes you draw must be perfectly aligned to screen pixels - othewise you get blurry results
- you might not need texturing - thats PLUS, otherwise drawing pixel perfect opengl suraces is "pain in the ..." - viz. texel interpolation and drawing a pixel checker aligned with screen pixels is real nightmare and it differs on each device (I tried )
- pixel perfect with mipmaps - awful again
- alpha blending (when you have something which is transparent) - you will need sorting to draw it properly
- will you need font ? oh my ...
- NO EMULATOR - will need to test each device if it's working properly (not every, at least each vendor)
to consider:
writing vertex/fragment shader in a world with 3500 (number of opengles 2.0 devices according google) suitable devices/compilers/android versions ... ehm
pluses:
- you draw exactly what you want
- use of fragment shader (alhough i suggest using gradient textures instead)
- i suggest draw primitives in vertex buffers (indexed triangles or triangle strips). Not one box by one - compose all in one array and draw it by one draw call. Doubling points in strips can help you
- instancing is not supported) but there is way surpassing this (preparing buffers with)
- i don't recommend using lines with width definition - each implementation draws this differently - and it's equal to drawing lit cylinder
- in native activity loop - handling if you need redraw - it's difficult
I would try normal android GUI first
pluses:
- you get pixel perfect draw, with / without bitmaps, images, gradients ....
- i suppose its fast enough
- no sorting needed
- redraws will be invoked when something changes
- translation / clipping will be handled internally
- no need to care about device !!! that's big plus
cons:
- zoom will be problematic
- rotations as well (but i suppose you don't need them)
note to power consupmption - both OpenGL :
just swaping screen buffers 30 per sec will deplete most of devices within 2-3 hours. But of course, doing it so only when needed is doable
But I might be wrong so best way is to decide by yourself and, of course, try it and see.
If you have qustions about drawing through ES, i'll post some samples of pixel perfect draw (from my gui)
Good luck, post your decision, and if you have some results, post them too! will be very interesting.
PS.
Click to expand...
Click to collapse
Hello thanks for sharing your idea experience.
I have asked in other forum a similar question.
It was a response than the GPU has optimised methods so it will have less power consumption
Also he likes to draw the whole frame not only a part - I'm case of my optimisation
Also I have asked an opengl expert and he told me to use the ortho instead of perspective projection. He has right.
Now I don't have bliry results anymore but is pixel perfect!
For benchmark I made 100 candles : 100 line + 200 triangles.
I have calculated how much is the wigth and the height for the surface => how much space can have a candle and used the matrix transformations and render it.
A nice surprise the fist time it took 18 milliseconds but after that only took 5-6 millisec the. Sdk->ndk->opengl-> SDK steps.
That is very good result on MY trash device. But I think it has a trick: the ndk gives order to render to GPU and it will return. So in those 5-6 milliseconds will start to work the GPU for who knows how much....
Note: audio , video , sensor intensive projects should be developed on real devices not at emulators.
With my method the problem is starting with text drawing and leak of knowledge.
Vbo or texture... Not sure which one but if a native 2D can do it than I can me too.
Cairo as rendering 2d engine is a bit big to include in android.
I still think the ndk is the correct place. Also is isn't so easy to watch the engine code as a decompiled SDK code

Ok! you chose your path - good for you!
18/5-6 ms is just for draw (200 triangles+100 lines) ?, or whole frame time ? Can you tell me the the device you are testing your app on ?
Note: Ortho, i didn't mean to advice perspective transform, ortho is still 3d, and pixel perfect - wait for texturing/text drawing, but you'll manage!
Just few tips to font rendering:
bitmap fonts: I can't add links so google: angelcode bmfont
font bitmap creator: google: angelcode bmfont
+ sample: google: nehe 2d_texture_font
freetype implementation - it's possible to compile it with ndk - i use it and it's simple
google: freetype
and code for starters: google: nehe freetype_fonts_in_opengl
Cheers
P.

Petr Sovis said:
Ok! you chose your path - good for you!
18/5-6 ms is just for draw (200 triangles+100 lines) ?, or whole frame time ? Can you tell me the the device you are testing your app on ?
Note: Ortho, i didn't mean to advice perspective transform, ortho is still 3d, and pixel perfect - wait for texturing/text drawing, but you'll manage!
Just few tips to font rendering:
bitmap fonts: I can't add links so google: angelcode bmfont
font bitmap creator: google: angelcode bmfont
+ sample: google: nehe 2d_texture_font
freetype implementation - it's possible to compile it with ndk - i use it and it's simple
google: freetype
and code for starters: google: nehe freetype_fonts_in_opengl
Cheers
P.
Click to expand...
Click to collapse
My phone is a THL W8S. has FHD resolution
It had a mixed layout, but better I show you:
I have misscalculated the lines positions but for now doesn't matter.
The GLSurface takes a considerable amount of the screen space and that is counted.
On a Samsung Note 10" - at least 1 year old device, lower resolution, but better CPU + GPU it is a lot less this numbers.
My device is a trash (by far not for gamming), I told you:

Hi,
ok, as I understand, the time is just for drawing 200 tris + 100 lines - ok that seems a "little to much" for that.
Besides, your device is not trash at all
I don't know if I can share my examples - but scene from app I released week ago draws 50KTris per frame with some heavy shaders (normal mapping + specular ligting from 2 light sources) and draws text over it + particles + GUI (my ndk gles2.0 engine) and I suppose it will run over 30 FPS on your device (its PoverVR 540 or something) (google play: "Asteroid Hunters" by me)
So, can you post fragment of your drawing code ? maybe there something not really right ?
P

Petr Sovis said:
So, can you post fragment of your drawing code ? maybe there something not really right ?
P
Click to expand...
Click to collapse
I will post, but for me this is good enough others are drawing in 200-2000 milliseconds
The SDK part:
Code:
@Override
public void onDrawFrame(GL10 gl) {
long start = System.currentTimeMillis();
LibJNIWrapper.rendererOnDrawFrame();
long end = System.currentTimeMillis();
//Log.e("Renderer", "onDrawFrame() took: "+ (end-start)+" millisec (1e-6)");
}
The related NDK part:
Code:
void renderer_on_draw_frame() //4
{
LOGE("renderer_on_draw_frame");
//copy
static float grey;
grey += 0.01f;
if (grey > 1.0f) {
grey = 0.0f;
}
glClearColor(grey, grey, grey, 1.0f);
checkGlError("glClearColor");
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
checkGlError("glClear");
int i;
for (i = 0; i < CANDLES_COUNT; i++) {
//LOGE("chartengine rendering i= %d",i);
renderLine((candles[i].coloredSingleLine));
renderRectangle((candles[i].coloredSingleRectangle));
}
glFlush();
}
line rendering:
Code:
void renderLine(ColoredSingleLine* pColoredSingleLine) {
if (pColoredSingleLine == NULL) {
return;
}
//matrixTranslateM(mvpMatrix, rndX, rndY, 0);
//LOGE("###renderLine pColoredSingleLine %p\n",pColoredSingleLine);
glUseProgram(pColoredSingleLine->programColoredLine.program);
checkGlError("Line: glUseProgram");
// Enable a handle to the triangle vertices
glEnableVertexAttribArray(pColoredSingleLine->programColoredLine.a_position_location);
checkGlError("Line: glEnableVertexAttribArray");
// Prepare the triangle coordinate data
glVertexAttribPointer(pColoredSingleLine->programColoredLine.a_position_location, pColoredSingleLine->lineData.COORDS_PER_VERTEX_LINE, GL_FLOAT, GL_FALSE,
pColoredSingleLine->lineData.vertexStride, pColoredSingleLine->lineData.vertices);
checkGlError("Line: glVertexAttribPointer");
// Set color for drawing the triangles
glUniform4fv(pColoredSingleLine->programColoredLine.u_color_location, 1, pColoredSingleLine->lineData.color_rgba);
checkGlError("Line: glUniform4fv");
// Apply the projection and view transformation
glUniformMatrix4fv(pColoredSingleLine->programColoredLine.u_mvp_matrix_location, 1, GL_FALSE, pColoredSingleLine->lineData.mvpMatrix);
checkGlError("Line: glUniformMatrix4fv");
glLineWidth(pColoredSingleLine->lineData.lineWidth);
// Draw the line
glDrawArrays(GL_LINES, 0, pColoredSingleLine->lineData.vertexCount); // (GLenum mode, GLint first, GLsizei count);
checkGlError("Line: glDrawArrays"); // GL_INVALID_ENUM
//GL_INVALID_ENUM is generated if mode is not an accepted value.
//GL_INVALID_ENUM is generated if type is not GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT.
GLint error = glGetError();
if (error == GL_OUT_OF_MEMORY) {
LOGE("Out of Video memory error...congrats...is your device a stone ?");
}
// Disable vertex array
glDisableVertexAttribArray(pColoredSingleLine->programColoredLine.a_position_location);
}
and the rectangle:
Code:
void renderRectangle(ColoredSingleRectangle* pColoredSingleRectangle) {
if (pColoredSingleRectangle == NULL) {
return;
}
//matrixTranslateM(mvpMatrix, rndX, rndY, 0);
glUseProgram(pColoredSingleRectangle->programColoredRectangle.program);
checkGlError("Rectangle: glUseProgram");
// Enable a handle to the triangle vertices
glEnableVertexAttribArray(pColoredSingleRectangle->programColoredRectangle.a_position_location);
checkGlError("Rectangle: glEnableVertexAttribArray");
// Prepare the triangle coordinate data
glVertexAttribPointer(pColoredSingleRectangle->programColoredRectangle.a_position_location, pColoredSingleRectangle->rectangleData.COORDS_PER_VERTEX_RECTANGLE, GL_FLOAT, GL_FALSE,
pColoredSingleRectangle->rectangleData.vertexStride, pColoredSingleRectangle->rectangleData.vertices);
checkGlError("Rectangle: glVertexAttribPointer");
// Set color for drawing the triangles
glUniform4fv(pColoredSingleRectangle->programColoredRectangle.u_color_location, 1, pColoredSingleRectangle->rectangleData.color_rgba);
checkGlError("Rectangle: glUniform4fv");
// Apply the projection and view transformation
glUniformMatrix4fv(pColoredSingleRectangle->programColoredRectangle.u_mvp_matrix_location, 1, GL_FALSE, pColoredSingleRectangle->rectangleData.mvpMatrix);
checkGlError("Rectangle: glUniformMatrix4fv");
// Draw the square
glDrawElements(GL_TRIANGLES, NELEMS(pColoredSingleRectangle->rectangleData.drawOrder), GL_UNSIGNED_SHORT, pColoredSingleRectangle->rectangleData.drawOrder); // GL_INVALID_ENUM on Galaxy note
checkGlError("Rectangle: glDrawElements"); // GL_INVALID_ENUM
//GL_INVALID_ENUM is generated if mode is not an accepted value.
//GL_INVALID_ENUM is generated if type is not GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT.
GLint error = glGetError();
if (error == GL_OUT_OF_MEMORY) {
LOGE("Out of Video memory error...congrats...is your device a stone ?");
}
// Disable vertex array
glDisableVertexAttribArray(pColoredSingleRectangle->programColoredRectangle.a_position_location);
}
At any benchmarks my fps is bellow 12, while other devices has 30 or 50 fps. Believe me not my device has the best CPU + GPU by far:
some output from on old code:
Code:
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS);
....
void printGLString(const char *name, GLenum s) {
const char *v = (const char *) glGetString(s);
LOGE("GL %s = %s\n", name, v);
}
// ### GT-N8000 ### Galaxy note 10" - GL Renderer = Mali-400 MP
// GL_EXT_debug_marker
// GL_OES_texture_npot
// GL_OES_compressed_ETC1_RGB8_texture
// GL_OES_standard_derivatives
// GL_OES_EGL_image
// GL_OES_depth24
// GL_ARM_rgba8
// GL_ARM_mali_shader_binary
// GL_OES_depth_texture
// GL_OES_packed_depth_stencil
// GL_EXT_texture_format_BGRA8888
// GL_EXT_blend_minmax
// GL_OES_EGL_image_external
// GL_OES_EGL_sync
// GL_OES_rgb8_rgba8
// GL_EXT_multisampled_render_to_texture
// GL_EXT_discard_framebuffer
// ### THL V8S - GL Renderer = PowerVR SGX 544MP
// GL_EXT_debug_marker
// GL_OES_rgb8_rgba8
// GL_OES_depth24
// GL_OES_vertex_half_float
// GL_OES_texture_float
// GL_OES_texture_half_float
// GL_OES_element_index_uint
// GL_OES_mapbuffer
// GL_OES_fragment_precision_high
// GL_OES_compressed_ETC1_RGB8_texture
// GL_OES_EGL_image
// GL_OES_EGL_image_external
// GL_OES_required_internalformat
// GL_OES_depth_texture
// GL_OES_get_program_binary
// GL_OES_packed_depth_stencil
// GL_OES_standard_derivatives
// GL_OES_vertex_array_object
// GL_OES_egl_sync
// GL_OES_texture_npot
// GL_EXT_multi_draw_arrays
// GL_EXT_texture_format_BGRA8888
// GL_EXT_discard_framebuffer
// GL_EXT_shader_texture_lod
// GL_IMG_shader_binary
// GL_IMG_texture_compression_pvrtc
// GL_IMG_texture_compression_pvrtc2
// GL_IMG_texture_npot
// GL_IMG_texture_format_BGRA8888
// GL_IMG_read_format
// GL_IMG_program_binary
// GL_IMG_uniform_buffer_object
// GL_IMG_multisampled_render_to_texture

materials
OK!
i know why it's so slow, you practically draw something 300x per frame and it doesn't really matter if it has 2 trinagles or 300 per one call.
300x setup shader per frame is almost a limit for slower(not slow) devices.
Main issues:
1) do not ever call glGetError when not debugging/running debug build - it makes pipeline stall (pipeline stops and waits until all commands are executed)
2) since you have 100 lines - and using for all of them same program, why not to group them in one array ?
2 solutions
-----------------
A)
= you are not using vertex buffers - so
1) create temporary memory and pre-transform all lines/triangles into one array - will be much faster
2) setup shader once + set uniforms
3) setup attributes - start of temporary array you created (every call - believe me, it will be faster, good practice is create array on stack, but beware of overflow - but for 300 lines is practically impossible)
3) call one draw call for all lines/triangles at once
B) even faster solution (fake instancing) - this is really fast
= create vertex buffer with data (and now create this as real VBO !)
- and not with only 1 instance of line, but with reasonable count - for instance 300 (fake instancing) - 300x line data repeated,
- in tex.x,y (for instance) - set index 0.299 -> x = (float(index % 256) / 256.0f ) y = ( (index & (~255)) / 256.0 ) - using lowp vec2 inTex; attribute
= in shader:
- create uniform array with coordinates for instance uniform mediump vec3 positions[300];
- in vertex part - something like this
gl_Position.xyz = inPosition.xyz + positions[(int) ((inTex.x * 256.0) + (inTex.y * 65536.0)) ];
1) use shader
2) fill array with positions and set it to uniform
3) set attributes
4) draw - and according to situation change count of elements drawn
if you need draw more than 300 lines, enlarge array OR just do more calls this time this is getting efficient
But i suppose 1st solution will be more than enough.
Cheers.
P.

Petr Sovis said:
OK!
i know why it's so slow, you practically draw something 300x per frame and it doesn't really matter if it has 2 trinagles or 300 per one call.
300x setup shader per frame is almost a limit for slower(not slow) devices.
Main issues:
1) do not ever call glGetError when not debugging/running debug build - it makes pipeline stall (pipeline stops and waits until all commands are executed)
2) since you have 100 lines - and using for all of them same program, why not to group them in one array ?
2 solutions
-----------------
A)
= you are not using vertex buffers - so
1) create temporary memory and pre-transform all lines/triangles into one array - will be much faster
2) setup shader once + set uniforms
3) setup attributes - start of temporary array you created (every call - believe me, it will be faster, good practice is create array on stack, but beware of overflow - but for 300 lines is practically impossible)
3) call one draw call for all lines/triangles at once
B) even faster solution (fake instancing) - this is really fast
= create vertex buffer with data (and now create this as real VBO !)
- and not with only 1 instance of line, but with reasonable count - for instance 300 (fake instancing) - 300x line data repeated,
- in tex.x,y (for instance) - set index 0.299 -> x = (float(index % 256) / 256.0f ) y = ( (index & (~255)) / 256.0 ) - using lowp vec2 inTex; attribute
= in shader:
- create uniform array with coordinates for instance uniform mediump vec3 positions[300];
- in vertex part - something like this
gl_Position.xyz = inPosition.xyz + positions[(int) ((inTex.x * 256.0) + (inTex.y * 65536.0)) ];
1) use shader
2) fill array with positions and set it to uniform
3) set attributes
4) draw - and according to situation change count of elements drawn
if you need draw more than 300 lines, enlarge array OR just do more calls this time this is getting efficient
But i suppose 1st solution will be more than enough.
Cheers.
P.
Click to expand...
Click to collapse
Thanks
When I wrote I saw the glerror maybe it will slow down a bit.
Since I am coming from an object oriented development environment it was designed on that way...
The candle: line + triangle can have other data too. Maybe need to keep elsewhere the data...
The last candle line and rectangle and his color can change almost at each draw method: just 1 of the 4 params will nort change.
When the last candle is closed a new one need to be staeted
In this case needs to. Shift to left all other candles. Maybe for this I am keeping in separate methods.
I thought the shader setup is done in other part at least there I am getting the pointer to they. On surface changed/ created - I am not at PC now.
Text with price + time scale should be with a texture to a rectangle?

I will reply inline:
matheszabi said:
Thanks
When I wrote I saw the glerror maybe it will slow down a bit.
Since I am coming from an object oriented development environment it was designed on that way...
Click to expand...
Click to collapse
Object development has nothing to do with this , glGetError is NOT a function to retrieve error status from GL functions, its for debugging purposes only. Its commonly used as: (simple form)
#ifdef _DEBUG
#define CHECKGL(x) x; assert(glGetError() == GL_NO_ERROR)
#else
#define CHECKGL(x) x
#endif
CHECKGL( glUniform4f(.... .) );
or still very fast
#define CHECKGL(x) x; if (globalDebugGL) { assert(glGetError() == GL_NO_ERROR); }
matheszabi said:
Thanks
The candle: line + triangle can have other data too. Maybe need to keep elsewhere the data...
The last candle line and rectangle and his color can change almost at each draw method: just 1 of the 4 params will nort change.
When the last candle is closed a new one need to be staeted
In this case needs to. Shift to left all other candles. Maybe for this I am keeping in separate methods.
Click to expand...
Click to collapse
Again - preparing something to vertex buffer is 100x faster than calling gluseProgram, gluniform and then draw call.
Different values per "candle": you can change (per candle) color, position, tex coords, and another values - to max 16 vec4 attributes per vertex in vertex buffer.
just for your imagination what does exactly glUniform: it recompiles and rebuilds shader with new values. It's not fast at all. So drawing 2 triangles with new shader setup (different uniform values) is not very smart. You have only 800-1000 such operations per frame tops. New card can handle much more. Look for term "draw call batching" to learn more. Unity's main feature.
Just imagine, even chip in your phone can easily draw 20 textured MTris per sec and you draw just few thousands and it's sweating.
Very nice article about GLES 2.0 from apple - google for "OpenGL ES Design Guidelines" most of it is true on android as well
matheszabi said:
Thanks
I thought the shader setup is done in other part at least there I am getting the pointer to they. On surface changed/ created - I am not at PC now.
Text with price + time scale should be with a texture to a rectangle?
Click to expand...
Click to collapse
That differs according to your situation.
- Is price/time always same ? (texture)
- it's changing per frame, (prerender texture)
- it's changing per "candle" ? - I posted articles about text in gl apps in the last post.
I thing you can choose your way !
Cheers
P.

Thanks for answer.
Petr Sovis said:
That differs according to your situation.
- Is price/time always same ? (texture)
- it's changing per frame, (prerender texture)
- it's changing per "candle" ? - I posted articles about text in gl apps in the last post.
Click to expand...
Click to collapse
Price/time is the same until: the user press a button, than will change the time ( From To values) and collecting data will result a min price and a max price. So the price probably will change at that button event, but not all the time.
Also the last candle price value is "moving" at least the close value, but an move the min or max value too, which can be the min or the max of the whole chart, on those rare situations need to change the coordinate system too. Can be used here a trick as it is changing and it will add +20% so what not need to change on each tick (frame)

233528246055
matheszabi said:
Thanks for answer.
Price/time is the same until: the user press a button, than will change the time ( From To values) and collecting data will result a min price and a max price. So the price probably will change at that button event, but not all the time.
Also the last candle price value is "moving" at least the close value, but an move the min or max value too, which can be the min or the max of the whole chart, on those rare situations need to change the coordinate system too. Can be used here a trick as it is changing and it will add +20% so what not need to change on each tick (frame)
Click to expand...
Click to collapse
I would definitely use rendering text technique I already posted. Its very fast (when implemented properly) and you can "print" whatever you want.
One of the following
bitmap fonts: (more content preparations - you need to prepare texture for each font)
-------------------
font bitmap creator: google: angelcode bmfont
+ sample: google: "nehe 2d_texture_font"
freetype implementation: (easier use - free type can generate font you want - also very fast)
-------------------------------------
it's possible to compile it with ndk - i use it and it's simple
google: freetype
and code for starters: google: "nehe freetype_fonts_in_opengl"
Cheers
P.

Related

[UTILITY] Battery calibration tools

This thread is for those following the battery calibration thread that would like to help build tools to read and set some advanced battery values, and ultimately recalibrate in learning mode.
It takes its inspiration from this forum thread over at precentral :
http://forums.precentral.net/palm-pre/256967-find-out-how-good-bad-your-battery.html
See HOW-TO in post 3 below, or in-thread post from mtw4991, for instructions on using app to calibrate
reference material
battery manufacturer technical info
DS2784 data sheet - http://datasheets.maxim-ic.com/en/ds/DS2784.pdf
Storing Fuel Gauge Parameters in the DS2784 - http://pdfserv.maxim-ic.com/en/an/AN4043.pdf
Lithium-Ion Cell Fuel Gauging with Maxim Battery Monitor ICs - http://pdfserv.maxim-ic.com/en/an/AN131.pdf
code
cyanogenmod github repository / kanged HTC code - http://github.com/CyanogenMod/cm-kernel/blob/android-msm-2.6.34/drivers/power/ds2784_battery.c
HTC Desire - http://developer.htc.com/ (use HTC Desire kernel source code download)
edit 2010/11/17: source code for battery driver mods - http://github.com/thelogin/n1batcal/
edit 2010/12/15: source code for app -
app availability
available from the Android Marketplace
link: https://market.android.com/details?id=net.jonrichards.batterycalibrator.ui (thanks, McFroger3!)
reference info
thread at precentral which was the inspiration for this thread - http://forums.precentral.net/palm-pre/256967-find-out-how-good-bad-your-battery.html
spreadsheet of registers - https://spreadsheets.google.com/ccc...VNzdXpqWVdFejNGM1pLWmc&hl=en&authkey=CJ_ItagO
related apps
Dr. Battery on the Pre - http://discussion.treocentral.com/homebrew-apps/260947-dr-battery.html
specific code references
(with reference to the manufacturer battery info above)
1 - CONTROL REGISTER FORMAT - page 12 - UVEN—Undervoltage Enable
1 - CAPACITY ESTIMATION ALGORITHM - page 21 - Figure 3: Top-Level Algorithm Diagram
1 - page 24
from Active Empty Voltage (VAE) - includes Aging Capacity (AC) and Age Scalar (AS)
CAPACITY ESTIMATION OPERATION - Learn Function ("A continuous charge from empty to full results in a learn cycle." then "First, the active empty point must be detected."!!)
1 - page 25 - STATUS REGISTER FORMAT
(to be completed)
with thanks to RogerPodacter for his help in compiling this list
progress status and useable findings
status
we have made mods to the kernel code (based on 2.6.35.x) to
make any register writable
make the following registers readable: AGE, Vae (ACTIVE_EMPTY_VOLT), and Status Reg (STS)
allow read/write of these registers via virtual files
remove pseudo-extended battery charging
edit 2010/11/17: created a "dumpreg" file to show all registers and their current values
edit 2010/11/17:
work is being done on a GUI app with the following initial functionality:
show when learn mode is hit
save age when learn mode is complete
the following functionality may be in:
option to restore age when app launched
HOW-TO
mtw4991 said:
How to calibrate your battery using the Battery Calibrator App....
(original text: http://forum.xda-developers.com/showpost.php?p=9583271&postcount=340)
1. Use the battery calibrator app v.1.3.0 to do the following:
a. Open the app and go to menu>settings and check all boxes. Auto-on airplane mode is optional
b. set your age to 100 using the battery app under the Learn Prep tab and press Save
c. set your full40 to 1452mAh in the same tab if using the stock capacity OEM battery and press Save
NOTE: set your full40 to 1650mAh or higher if using an aftermarket battery and save
2. In the Learn Prep tab:
a. set your aEvolts to 3201 (type on each line: Register:0x 66 Value: a4 and press save)
b. set your stop charging current to <20mA (Register:0x 65 Value: 06 and press save)
c. if Capacity/mAh drops to near empty prior to 3201mV being reached, the app will automatically raise capacity by 200mAh so phone doesn't auto-shutdown prior to reaching 3201mV
3. Achieving Learn Mode with the app:
a. turn learn mode on in Learn Mode tab
NOTE: to hit learn mode you must keep your current mA above -200mA draw at the empty point! The app will automatically enable GPS polling to keep you above the required minimum current draw.
b. wait for mV to drop to 3201mV (the learn mode pop-up box will appear & learnf button will light up)
c. insert charger IMMEDIATELY! (You will see a pop-up message saying Learn Mode is active.)
d. turn off and close any open apps you have running, but leave Battery Calibrator open.
e. put phone into airplane mode so that you don’t get unexpected current draw near the full point.
f. set SetCPU profile to disable overclocking. (set min/max to the same value, ie. 998\998max)
g. charge for a full 4 hrs with stock battery and screen off, 5 hrs for larger capacity batterys.
NOTE: if you want to, you can actually use your phone until the charge reaches 80-90%, then use airplane mode and DO NOT touch the phone, peek, turn on the screen....DO NOTHING but walk away til time is up.
h. unplug and reboot, your new age should be set automatically. Learn is now complete and your phone should now charge to 100% and die at 0-1%. Also, some have reported having to manually power down/power up with the new app to have age reset by the application. If age isn’t change upon reboot, try power off/power on.
4. Learn Failure:
If your new age shows 94% upon rebooting, then learn mode failed and you need to do it again, paying close attention as charging nears 80% and above. This is where learn mode can be lost by rogue apps, auto-updates, calls, etc pulling the current down below the minimum prematurely.
Note1: As current gets close to <50-60mA don't touch the phone or you may artifically increase the current draw pulling it below 20mA and it will end the learn cycle prematurely. Airplane mode helps prevent that.
Note2: Learn mode cannot be achieve with the phone off. Leave the phone on until learn is complete and the battery status register shows 0x81. Done!
How to perform a Capacity Test for your battery. Credit goes to the infamous Temasek!
Prepare for another learn cycle
This time we will do what I call a capacity test.
Perform another learn cycle.
Once cycle completed do not reboot. Check your battery log using an app like OS Monitor. See your highest achieved capacity at 99-100% before it completed its charge. The capacity should drop below your full40. Read the log properly. The highest achieved capacity before it drop below your full40 will be your new full40 value.
With your new full40 value, perform yet another learn cycle.
Enjoy your new calibrated battery!
Click to expand...
Click to collapse
HOW-TO2:
http://forum.xda-developers.com/showpost.php?p=24599586&postcount=284 (as requested by St4hli)
Initial investigation and analysis
OK, so I'm going to try and use the following repositories in github and in this order:
AOSP > pershoot > CyanogenMod > others
as I'd like it as generic as possible and ideally integrate any patches at the highest level.
Not being an expert in github, you'll have to excuse any obvious noobness! I couldn't see any of the 2784 battery stuff in AOSP so I'm guessing the CM team used the Desire kernel source from developer.htc.com to integrate the files. Actual code here:
http://member.america.htc.com/download/RomCode/Source_and_Binaries/bravo_54b7033a.tar.gz
------
At:
http://github.com/CyanogenMod/cm-kernel/blob/android-msm-2.6.34/drivers/power/ds2784_battery.c
we see device info struct as:
Code:
char raw[DS2784_DATA_SIZE]; /* raw DS2784 data */
struct battery_status status;
struct power_supply bat;
struct workqueue_struct *monitor_wqueue;
struct work_struct monitor_work;
struct alarm alarm;
struct wake_lock work_wake_lock;
with battery_status struct as:
Code:
u8 percentage; /* battery percentage */
u8 charge_source;
u8 status_reg;
u8 battery_full; /* battery full (don't charge) */
i.e. not many properties.
However, from the corresponding include file at:
http://github.com/CyanogenMod/cm-kernel/blob/android-msm-2.6.34/drivers/power/w1_ds2784.h
there are lots of defined registers, including several AGE and FULL_40.
Our 2784 code has both read and write functions (w1_ds2784_read/write), which are used in function ds2784_battery_read_status.
** Objective 1**
title:
to read some additional values such as AGE and FULL_40 and output them.
suggested implementation:
add in some other properties corresponding to AGE and FULL_40 values, populate these in the read function, parse them in the parse_data function, then output them at line 325 of the ds2784_battery.c file. Yes there will be lots of repetition, but the code is easily and quick to modify.
ideal implementation:
write a new app that outputs these but also outputs the status_reg value too. We can then use this to determine if and when our batteries go into "learning" mode. More below.
code-level:
1) modify struct battery_status, adding:
Code:
u16 age;
u16 full_40;
etc, with any other interesting ones too. Might as well grab all of them and output so we can hand-pick the ones that are useful.
2) from line 244 in parse_data, add something like:
Code:
s->age = raw[DS2784_REG_AGE_SCALAR];
etc
may have to convert from hex.
*****************
THEN I opened the HTC ds2784_battery.c and was amazed at what I saw!
*****************
*their* battery_info struct contains:
Code:
u8 level; /* formula */
u8 level_last;
u32 full_bat; /* Full capacity of battery (mAh) */
u32 full_level; /* Full level for battery control */
u8 guage_status_reg;/* guage status*/
u32 acr;
u32 active_empty;
their ds2784_device_info struct:
Code:
int guage_status_reg; /* battery status register offset=01h*/
int full_mah; /* battery full mah */
long full_charge_count; /* Full charge counter */
int acr;
int active_empty;
int full_level; /* Full level for battery control */
OK nothing earthshattering so far, BUT their Calculate_Full_mAh function uses the FULL_40 stuff.
** Objective 2 **
title: write values to registers
implementation: to be discussed once we have the values from Objective 1 and we still need it (i.e. learning mode does not exist or work to recalibrate).
Wrap-up:
The HTC charging code (from line 854) uses the following logic:
Code:
percent < 95, batt full = false
if status_reg = full and current <= 80 and percent = 100
then *IF IT HAS BEEN ONE HOUR OR MORE ON FULL CHARGE*!!!
then stop charging
WOW.
Nice thread. I'll give you a hand with this. Do you still need help getting your kernel compiling set up?
dvgrhl said:
Nice thread. I'll give you a hand with this. Do you still need help getting your kernel compiling set up?
Click to expand...
Click to collapse
yeah - how best to do this? what about gtalk? <mylogin>@gmail.com if you are OK with that. Will be online in two mins
loginwithnoname, very nice summary and overview. the HTC driver is what most interests me. i guess there would be zero chance of using the HTC code and logic, since it seems they A) use the better values of full_capacity, etc rather than the nexus "conservative" estimation. and B) theirs looks a little more straight forward than the nexus one.
where did you find the HTC driver? i cant seem to find it.
nice work!
just in case you still interested, here is the AOSP source code that pershoot used. well he used his code, then he posted this link in the other thread and said this is his current source he's using.
EDIT: sorry i meant this link
EDIT2: geez, still was cm code. i'll find it real quick.
finally:
http://android.git.kernel.org/?p=ke...54cfa3b22c61dd50eae;hb=android-msm-2.6.35-wip
RogerPodacter said:
the HTC driver is what most interests me. i guess there would be zero chance of using the HTC code and logic, since it seems they A) use the better values of full_capacity, etc rather than the nexus "conservative" estimation. and B) theirs looks a little more straight forward than the nexus one.
Click to expand...
Click to collapse
I think their code is old-hat given what we've done in the other thread, apart from the fact they wait an hour before deeming the battery "fully charged". I don't think as techies/devs we need that though.
thelogin said:
I couldn't see any of the 2784 battery stuff in AOSP so I'm guessing the CM team used the Desire kernel source from developer.htc.com to integrate the files. Actual code here:
http://member.america.htc.com/downlo...4b7033a.tar.gz
where did you find the HTC driver? i cant seem to find it.
Click to expand...
Click to collapse
Click to expand...
Click to collapse
aw, come on Rog! that'll be http://developer.htc.com then click the download button for HTC Desire kernel source code
theloginwithnoname said:
I think their code is old-hat given what we've done in the other thread, apart from the fact they wait an hour before deeming the battery "fully charged". I don't think as techies/devs we need that though.
aw, come on Rog! that'll be http://developer.htc.com then click the download button for HTC Desire kernel source code
Click to expand...
Click to collapse
ha i found the HTC developer site, and grabbed the 74mb source kernel for the desire, but i'm at my work computer which i have no admin rights to do anything. how could i view that code? i was hoping for online repositories like github.
RogerPodacter said:
i'm at my work computer which i have no admin rights to do anything. how could i view that code? i was hoping for online repositories like github.
Click to expand...
Click to collapse
It's a .tar.gz so you need to unzip it then extract it. If you're on Windows, I'm told WinZip will unzip/extract it for you (I used 7-Zip); if you're on linux, tar -zxvf <file>.tar.gz will do it for you...
i wont clutter up this thread anymore, but winzip was the first thing i tried. its a strange winzip used here though, so its expected.
theloginwithnoname said:
** Objective 1**
title:
to read some additional values such as AGE and FULL_40 and output them.
suggested implementation:
add in some other properties corresponding to AGE and FULL_40 values, populate these in the read function, parse them in the parse_data function, then output them at line 325 of the ds2784_battery.c file. Yes there will be lots of repetition, but the code is easily and quick to modify.
ideal implementation:
write a new app that outputs these but also outputs the status_reg value too. We can then use this to determine if and when our batteries go into "learning" mode. More below.
Click to expand...
Click to collapse
rather than doing it at line 325, wouldnt it make more sense to modify lines 103-118:
PHP:
unsigned n;
mutex_lock(&battery_log_lock);
seq_printf(sf, "timestamp mV mA avg mA uAh dC %% src mode reg full\n");
for (n = battery_log_tail; n != battery_log_head; n = (n + 1) & BATTERY_LOG_MASK) {
struct battery_status *s = battery_log + n;
seq_printf(sf, "%9d %5d %6d %6d %8d %4d %3d %s %s 0x%02x %d\n",
s->timestamp, s->voltage_uV / 1000,
s->current_uA / 1000, s->current_avg_uA / 1000,
s->charge_uAh, s->temp_C,
s->percentage,
battery_source[s->charge_source],
battery_mode[s->charge_mode],
s->status_reg, s->battery_full);
}
mutex_unlock(&battery_log_lock);
return 0;
how easy would it be to just add on to this? i suck bad a code and talk out my arse, barely enough to see what's going on. i dont even know where to come up with
seq_printf(sf, "%9d %5d %6d %6d %8d %4d %3d %s %s 0x%02x %d\n",
which seems like where the actual data is coming from for each parameter being output. cant we just add our get_full40, scalar, etc onto that output string?
theloginwithnoname said:
code-level:
1) modify struct battery_status, adding:
Code:
u16 age;
u16 full_40;
etc, with any other interesting ones too. Might as well grab all of them and output so we can hand-pick the ones that are useful.
2) from line 244 in parse_data, add something like:
Code:
s->age = raw[DS2784_REG_AGE_SCALAR];
etc
may have to convert from hex.
Click to expand...
Click to collapse
I think the parse function is line 320, i dont see anything at line 244. so the parse and then pr_info is what is output when we see our dmesg log? for the simplest and quickest result, i think adding registers to the batt_log i posted up above would be the path of least resistence, no? (ignore if i make no sense, i'm noob with code).
then objective 2 would be writing back to the register...
this driver also talks about read/write the bits, which i dont know if we looked thru this one yet. its definitely part of all this i think.
cm-kernel / drivers / w1 / w1.h
http://github.com/CyanogenMod/cm-kernel/blob/android-msm-2.6.34/drivers/w1/w1.h
at least i hope it is relevant!
theloginwithnoname said:
yeah - how best to do this? what about gtalk? <mylogin>@gmail.com if you are OK with that. Will be online in two mins
Click to expand...
Click to collapse
Sorry man, I had a hell of a day at work and didn't even get on IM at all or check back on this thread. My IM is my name at gmail.com, so tomorrow I will make sure to be online if you want. I am PST. Have you tried following the guide here: http://wiki.cyanogenmod.com/index.p...m_source#Install_development_support_packages? I assume so. Where do you get stuck at?
Definitely looking forward to this
Something like the Desire one would be nice too,
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I've been wanting to check the "health" of my battery like how they do on Thinkpads forever.
It shows values like "Design Capacity" & "Full Charge Capacity" to let you see how much your battery is worn. Sometimes I feel like my battery life issues is not with Cyanogen but with the actual battery itself (bought it 2 months used so i dunno how well the other person treated it, came in box and had all original stuff (sealed) tho no scratches!! ) I was thinking to buy another battery and see but might as well get a Seidio then if that's the case
So in that case, the main battery should be "1400 mAh" battery but maybe it's current charge capacity is only 1000mAh so that's why my talk/usage time is low.
Not sure this helps, but just to spark some thinking i grabbed this from page 25 of the spec sheet for the ds2784.
http://datasheets.maxim-ic.com/en/ds/DS2784.pdf
STATUS REGISTER FORMAT
The status register contains bits that report the device status. All bits are set internally. The CHGTF, AEF, SEF, and LEARNF bits are read only. The UVF and PORF bits can be cleared by writing a zero to the bit locations.
PHP:
ADDRESS 01h
BIT 7 - CHGTF
BIT 6 - AEF
BIT 5 - SEF
BIT 4 - LEARNF
BIT 3 - X
BIT 2 - UVF
BIT 1 - PORF
BIT 0 - X
CHGTF—Charge-Termination Flag. CHGTF is set to indicate that the voltage and average current register values have persisted above the VCHG and below the IMIN thresholds sufficiently long to detect a fully charged condition. CHGTF is cleared when RARC is less than 90%. CHGTF is read only.
AEF—Active-Empty Flag. AEF is set to indicate that the battery is at or below the active-empty point. AEF is set when the voltage register value is less than the VAE threshold. AEF is cleared when RARC is greater than 5%. AEF is read only.
Click to expand...
Click to collapse
good spot Rog - I might need to decompile all the tech info and add it as a technical analysis post here. Will be a few days before I can do this though.
I'll post these links here for completeness, it kinda wraps everything up with examples of everything. You really should read when you have a sec.
http://pdfserv.maxim-ic.com/en/an/AN3584.pdf
http://pdfserv.maxim-ic.com/en/an/AN131.pdf
http://pdfserv.maxim-ic.com/en/an/AN4043.pdf
http://pdfserv.maxim-ic.com/en/an/AN3463.pdf
been looking over the code, and i'm pretty sure for phase #1, step #1, to grab the info we need we'd have to add the following line 51, line 224-226, and line 325 and 331:
we need to define the additional variable:
PHP:
48 int current_avg_uA;
49 int charge_uAh;
51 int full40_uAh /*This variable added*/
We need to parse the additional data (MSB and LSB for full40):
PHP:
221 /* RAAC is in units of 1.6mAh */
222 s->charge_uAh = ((raw[DS2784_REG_RAAC_MSB] << 8) |
223 raw[DS2784_REG_RAAC_LSB]) * 1600;
224 /* full40 has same conversion units of 1.6mAh */
225 s->full40_uAh = ((raw[DS2784_REG_FULL_40_MSB] << 8) |
226 raw[DS2784_REG_FULL_40_LSB]) * 1600;
and finally, simplest way i see it is to just add it to the dmesg log (at least right now, later we can do whatever with it):
PHP:
ds2784_parse_data(di->raw, &di->status);
324
325 pr_info("batt: %3d%%, %d mV, %d mA (%d avg), %d.%d C, %d mAh, %d full40 mAh\n",
326 di->status.percentage,
327 di->status.voltage_uV / 1000, di->status.current_uA / 1000,
328 di->status.current_avg_uA / 1000,
329 di->status.temp_C / 10, di->status.temp_C % 10,
330 di->status.charge_uAh / 1000,
331 di->status.full40_uAh / 1000); /*added this output to dmesg log*/
332 return 0;
333 }
the only thing i am not sure on is the conversion units for full40, i cant find it yet. we could just not convert it at all and end up with a large raw value, but that would mess up the dmesg log readability. for above i just assumed it was the same conversion as charge capacity (very well could be the same).
next i'll attempt the same for age scalar.
besides, there is another way to find the full40 value, its the one that your dmesg log jumps to when you hit full charge, but you have to be at +40 C temperature (that's what full40 is, its the max our battery can hold at 40C since the higher the temp, the more capacity our battery can hold). in my case, my getfull40 is 1369 mAh.
should i post this in the battery thread and see if pershoot would compile a test kernel for me? i'd try this out.
EDIT: i'm almost positive this will work, so i'll see how to add in age scalar before posting it in the other thread for pershoot.

iManager - 3D Task Manager

Version: iManager 0.09.03b
Desc: Fast and tiny tap-oriented task manager.
Last update: 25.02.2011
Attention. Some people say that device works slower when iManager is in background. If you noticed that on your device please write about it with bug reports.
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Video, illustrating its functionality:
System requirements:
1. WM >= 5.0 (not tested on WM7 yet)
2. Does not require .NET at all.
Usage:
1. Launch exe file or use your hardware button to activate it
2. Move finger to switch the tasks
3. Move window left or right to close it
4. Tap and hold your finger longer than 2 seconds to exit the app.
Memory usage:
1 MB per each window task for 16 bit devices and 480x800 resolution
Changes since 0.09.02b
Changes since 0.09.00b
Version 0.09.00b
Changes since 0.05.00a
Changes since 0.04.00a
Changes since 0.03.05.02a
Changes since 0.03.04.04a
Changes since 0.03.04a
Changes since 0.03.03a
Changes since 0.03.02a
Changes since 0.03.01a
Changes since 0.03.00a
Changes since 0.02.04.01a
Changes since 0.02.03.01a
Changes since 0.02.02a
INI-file description:
[Config]
BackSkin=Off - { Off | image.jpg } - background image, Off or filename without path. Location of image - the same that iManager.exe has.
BackSkinOpacity = 50 - (0-100) background screenshot opacity percent. It is layered above background image.
CloseOnDeactivate = Off - close iManager on the first app activation
HideWhileInactive = Off - hide iManager when in background mode
HighPriority = Off - { Off | On } when "On", iManager has high priority while active
Multithread = On - { On | Off } - toggle multithread Direct3D render
Render = OpenGL - { D3D | OpenGL | GDI | Realtime } - choose render engine
ScreenSkin = Off - { Off | image.jpg} window image, Off or filename without path. Location of image - the same that iManager.exe has.
ScreenSkinOpacity = 50 - (0-100) window screenshot opacity percent. It is layered about window image (image.jpg)
ShowProcInfo = Off - { Off | On } - show process info in window screenshot (window name, executable name, memory usage)
UpdateTime = 0 - (0-...) - texture update frequency in background mode in seconds (0 - disable)
NotifyUpdate = Off - { Off | On } - enable or disable offline screenshots capture when applications switch
VibroNum = 1 - vibration port number
RemoveClones = None - { None, SameWindowName, SameProcessName, SameWindowAndProcessName } - remove window clones (see description)
[Control]
RemoveSpeed = 700 - window speed while removing from list (pixels per second)
ScrollSpeed = 1200 - scroll speed (pixels per second)
[Debug]
Enum=Off - toggle advanced debug information while windows enumeration
KineticTest = Off - if kinetics don't work for you then switch KineticTest=On and Log=On and send me bug report
Log = Off - { Off | On } - toggle bug report creation
Profile = Off - { Off | On } - toggle profile creation (profile is used to test program performance)
Render=Off - toggle advanced debug information while render
[Exclude windows]
desktop = Exclude - exclude window "desktop" from the list (not case sencitive)
[Exclude executables]
shell32.exe = Exclude - exclude window of process "shell32.exe" from the list (not case sencitive)
[GDI]
BPP = Default - { Default | 16 | 24 | 32 } GDI screenshots bit depth. Default is bit depth default to your device
[On Remove] - action when remove program from list
manila.exe = No Action - no action. for example manila can't be deleted, so no action
shell32.exe = Hide - hide window instead of closing it, for example, shell32.exe soft resets the device when I try to close it
[Remove Action] - see this for more info
Left = Remove - { Remove | Close | Hide | No Action } - action to perform while sliding the screenshot to the left
Right = Remove - --"-- to the right
[Render]
Alpha = On - { On | Off } - toggle alpha transparency
BackColor = #80202020 - background rectangle color #AARRGGBB (AA - alpha in hex, RR - red, GG - green, BB - blue. (AA = 00 - disable)
BackTexture = On - { On | Off } - toggle background texture
BilinearFiltering = On - { On | Off } - toggle texture bilinear filtration
Opacity = 90 - (0-100) - window screenshots opacity percent
TextureHalf = On - { On | Off } - toggle half sized textures
[Scroll]
ZoomTime = 200 - zooming time in milliseconds
Type = Snap - { Snap | Kinetic | Continuous | KineticSnap } - scrolling type
Vibrate = 0 - (0-...) vibrate when window is near center (0 - disable), milliseconds
Freeze = 0 - (0-...) time to freeze scrolling when window is near center (0 - disable), milliseconds
SnapSpeed = 10 - Scroll speed in snap mode
[StartUp]
AutoStartUp = On - start iManager on Windows start. Start/restart iManager to take effect.
WaitApps = On - wait for apps from [WaitApps] list to start. Then start iManager
WaitAppsNum = 0 - find [WaitApps] apps in memory attempts count (0 - infinite)
WaitTimeout = 2 - program start timeout
[WaitApps]
manila.exe = Wait - exe file name (not case sensitive)
Performance tips:
1. Switch background texture off. More textures - more often texture switches while render - perfomance reduce. (BackTexture = Off)
2. Switch both BackSkin and ScreenSkin off.
3. Switch half sized textures on (reduce videomemory and processor consumption) (TextureHalf = On)
4. Switch logging off (Log = Off)
5. Switch profile off (Profile = Off)
Donate me at moneybookers.com, [email protected]
Installing now. Just to confirm for install on HD2 do I just create a folder (iManager) in Program Files and put the exe in there then shortcut, etc?
Also what software do you recommend for reassigning hardware buttons?
If you want to assign the program to hardware button you should put shortcut to the \Windows\Main menu\Programs folder
UPD: The folder for the program itself is on your own choice.
OK, so I've got it installed and shortcut made, etc. Does it automatically hijack the start menu hardkey? I pressed that hardkey to launch WinStart and it launched OK, then iManager launched over the top of it. Once open it is not showing images of all open screens, just dark grey panels, and is running painfully slow (doesn't scroll at all to touch, catches up eventually - 10-20 seconds later). I'm running the latest Elegancia ROM with Chainfire 3D so driver's are all good. Anything I can check?
antru said:
If you want to assign the program to hardware button you should put shortcut to the \Windows\Main menu\Programs folder
UPD: The folder for the program itself is on your own choice.
Click to expand...
Click to collapse
Yes, I've done that but in WinMo Settings>Personal>Buttons it is only possible to assign to Long Press Send Key and nothing else.
Anything I can check?
Click to expand...
Click to collapse
Can you attach report files from the program folder? Thanks.
UPD: If noone attach report files I will not understand the problem. Report files are common text file and does not contain any private data. You can make sure of it by opening them.
well...
ko on my sgh-i900, french ROM WM6.1
bythe way, this hasn't a 3D accelerator, so maybe...
in attachment the file.
failure on the hd2
here are my attempts to run imanager on my hd2 (ROM in my sig), tmous variety.
unzipped imanager.exe and put in a folder called imanager. Put the imanager folder in Device/Windows/Programs
Set it to long press of my send key (only setable button on hd2).
Pressed it several times, imanager appeared in the top left of my task mgr, but never opened to anything.
Here are the logs (4 attempts). I don't think I need any 3d drivers, pretty sure I already have them.
edit: I didn't have dunc's problem of it trying to open on top on WinStart. Dunc, did you download beta2?
tried after soft reset, still no dice. It pops up in my taskbar like it's opening, then nothing.
Corwin9S said:
well...
ko on my sgh-i900, french ROM WM6.1
bythe way, this hasn't a 3D accelerator, so maybe...
in attachment the file.
Click to expand...
Click to collapse
Thanks great for the report. The problem is not quite clear to me but I'll try to fix this situation.
nrfitchett4 said:
here are my attempts to run imanager on my hd2 (ROM in my sig), tmous variety.
unzipped imanager.exe and put in a folder called imanager. Put the imanager folder in Device/Windows/Programs
Set it to long press of my send key (only setable button on hd2).
Pressed it several times, imanager appeared in the top left of my task mgr, but never opened to anything.
Here are the logs (4 attempts). I don't think I need any 3d drivers, pretty sure I already have them.
edit: I didn't have dunc's problem of it trying to open on top on WinStart. Dunc, did you download beta2?
Click to expand...
Click to collapse
I've understood the problem with HD2. It has 32bit color and offscreen surface is 16 bit so thats the problem and I'll try to fix it soon.
antru said:
I've understood the problem with HD2. It has 32bit color and offscreen surface is 16 bit so thats the problem and I'll try to fix it soon.
Click to expand...
Click to collapse
no problem. Definitely willing to donate if you get this working for the hd2. Great program.
nrfitchett4 said:
no problem. Definitely willing to donate if you get this working for the hd2. Great program.
Click to expand...
Click to collapse
Thanks.
It's strange because HD2 devices in Russia have 16 bit screen mode.
antru said:
Thanks.
It's strange because HD2 devices in Russia have 16 bit screen mode.
Click to expand...
Click to collapse
ahh, interesting factoid I didn't know. I'll keep an eye on it.
nrfitchett4 said:
ahh, interesting factoid I didn't know. I'll keep an eye on it.
Click to expand...
Click to collapse
maybe not all of them, but only specific ROM versions (I don't have such information)
At first use on a TP2 (Rhodium), works pretty well!!
No lag at all for me.
In fact it almost scrolls tooo fast.
Some screen images did not show, or just displayed the open applications icon on a white screen.
But mostly for a first release Beta, it is working well on my device.
Just thought I would give my first impression, especially since others with devices no better then mine were reporting lag.
I also did not use any of the add on files, just the .exe
I can and will report back again with more detail at some point and upload logs for you as well.
Thanks for your efforts so far.
I don't know whether XPERIA X1 meets the requirements or not but when I run iManager, the screen is flipped vertical. Moreover, when I touch, the program moved opposite direct.
Thank you for your program :x.
Hope I can use this with my X1
OK, so figured out why I was getting a 'clash' with Winstart and I'm happy to report it was a false alarm and nothing to do with iManager! Basically in Winstart the shortcut for iManager and the shortcut for Settings folder were somehow in the same screen position so when I clicked on the settings icon it not only opened the Settings folder but also started iManager - sorted the layout issue in Winstart and now this is all OK.
Waiting for the 32 bit fix so I can see it working properly now! Like Santod I did notice that on the odd occasion that I did get any image at all on any of the scrolling panels all that showed was just the app shortcut icon right in the middle of the panel and nothing else.
Keep going - really looking forward to this
picionevn said:
I don't know whether XPERIA X1 meets the requirements or not but when I run iManager, the screen is flipped vertical. Moreover, when I touch, the program moved opposite direct.
Thank you for your program :x.
Hope I can use this with my X1
Click to expand...
Click to collapse
Thanks for testing. It would be very great to receive some reports from your device.
santod040 said:
At first use on a TP2 (Rhodium), works pretty well!!
No lag at all for me.
In fact it almost scrolls tooo fast.
Click to expand...
Click to collapse
Thanks for the testing results. Fast scroll is because I don't use timer for scroll yet, I developed it firstly for my device (Max 4G) and some things such as scrolling, tap sensivity, etc. are results of testing on it. I'll turn on timer in future and it will scroll on all devices at the same speed.
Your device is new to me and it would be very interesting to look reports from it. They contain Direct3D device information that I want to see. Thanks.

OpenGL 2.0 shader not working on Galaxy S2

I've done a lot of coding of shader with GL and DX over the years so I thought I'll knock up a simple rotating cube on my phone. For me this really is a 10 minute job. 2 hours later I was stumped..........
The shader is just a transforms of the xyz and copy of the vertex colour. This works fine with one matrix. When I separated the model matrix out so now I upload a view*invcam matrix and a model matrix it all failed. After some hacking about I got to a point where just adding the one extra mat4 uniform stopped the shader from working. Feels like a bug in the OS, anyone know of Samsung GLES 2.0 shader bugs? I'm at work at the moment but later I'll post the shader. It really is "my first shader" simple stuff.
Here is my pixel and vertex shaders, very simple.
If I uncomment out the line "uniform mat4 trans;" the shader stops working.
Code:
precision highp float;
uniform mat4 proj_cam; //This is the projection * invcam matrix.
//uniform mat4 trans; //This is model to world space.
attribute vec4 vPosition;
attribute vec4 vColour;
varying vec4 v_colour; //The colour that is passed to the pixel shader.
void main()
{
gl_Position = proj_cam * vPosition;
v_colour = vColour;
}
Code:
precision mediump float;
varying vec4 v_colour; //The colour that is passed to the pixel shader.
void main()
{
gl_FragColor = v_colour;
}
So if I change the shader to use an array of matrices and upload the two matrices from one float[32] array it works...
Code:
precision highp float;
uniform mat4 proj_cam[2];
attribute vec4 vPosition;
attribute vec4 vColour;
varying vec4 v_colour;
void main()
{
gl_Position = proj_cam[0] * (proj_cam[1] * vPosition);
v_colour = vColour;
}
I smell an OS bug............
Questions or Problems Should Not Be Posted in the Development Forum
Please Post in the Correct Forums
Moving to Q&A
Sorry, I don't understand. This is a software development question, why move to the Q&A thread? Did I not post it in the software development forum?????
Just rewrote my test application in c/c++ (I think that is software development? ) with the NDK and it works so Samsung must have broken the GL2 mapping to the native code side in their version of the API.
I don't really need to work in c/c++ so thought using Java would allow rapid prototyping. Guess not seeing it's broken...........

Some tips on graphics for a coder coming from ActionScript

Hello, I come to ask only for a few tips or merely a bit of guidance on my development for Android.
I'm pretty skilled in ActionScript and new to Java. In this thread I ask how would I do some things in Java, providing the equivalent in AS.
I intend to draw shapes on screen and use them as UI - as a deeper layer within the Android XML UI.
In ActionScript, I can create Sprites or DisplayObjects, edit their "graphics" property like
// create a DisplayObject instance
_someDisplayObject = new DisplayObject();
// create a white square inside it
_someDisplayObject.graphics.beginFill(0xFFFFFF);
_someDisplayObject.graphics.drawRect(0,0,100,100);
_someDisplayObject.graphics.endFill();
// place it dinamically in a position relative to the Stage (canvas)
_someDisplayObject.x. = Stage.stageWidth / 2;
------------------
Also, are there Tweening libraries like TweenLite or Tweener ? Those which allows to create animation with one like of code like:
// move display object to position X = 300 with half transparency, in half second
Tweener.addTween(_someDisplayObject, { x:300, alpha:0.5, time:0.5, transition"EaseOutSine" } );
------------------
Can anyone give a clue, on what am I looking at, to try the same in Java for Android ?
Just an advice letting me know where to start would be greatly appreciated. :fingers-crossed:
Thank you !
You can create shapes in Android using XML or in your Java code or with both. You can also create Animations including Tween animations. (I haven't used animations before though so I can't help any further).
The first place to go is the Android Developers website (d.android.com/develop) and then in the API Guides section under User Interface option and App Resources option in the left hand menu. There are samples included in the Android SDK under API Demos which you can use to get your started.
I can't post links because I haven't made 10 posts yet, sorry.
As you already know, the Android display model is more complex than the one used in ActionScript.
There is no direct equivalent for the graphics property from AS3 in Android.
To draw low-level graphics you can use the canvas parameter provided in the onDraw method (you override it in your own class inherited from android.view.View).
As for the Tweening, like Kavrocks said, try to learn how to use the Animation class and it's extensions, because they are built inside the android framework, therefore optimized (that's just my opinion). All the tweening engines in AS3 are based on dynamic calling of properties (by name). Java uses the reflection api for calling dynamic properties, but it is much slower than a direct call (from a specialized Animation class, in this case).
I am also trying to figure out different modes of applying animations and effects in actionscript. There's a tutorial on Lynda where you can see som tips from migrating from AS to Java, and HTML5, both of this can help you understand better how to apply them in your application.

Custom Warping / Geometric Correction of UI (across all apps)

Hi there
I'd like to know if it's possible to perform geometric correction of the entire Android display (on an android media player) across all apps for projection onto an irregular / non-rectangular surfaces?
Is there an existing mod / theme / rom that allows this, or can someone develop this capability?
Basically, if I have a 3 x 3 grid with x,y co-ordinates, e.g:
-1,1; 0,1; 1,1
-1,0; 0,0, 1,0
-1,-1, 0,-1, 1, 1, -1
I'd like to redraw each pixel at, e.g:
-1, 0.6; 0,1; 1, 0.6
-0.9, 0; 0,0, 0.9, 0
-1,-0,8, 0,-1, 1, 1, -0,8
The mapping grid will be larger. Can anyone please advise if this can be achieved, and how I proceed (will pay for this).
I'm using the Zidoo X9 Android media player which has HDMI-in and out. I believe all the source code is on Github
If I can't "warp" the entire UI, then at least the display from the HDMI-in.
Thanks
Zaid

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