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  1. #1
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    nokia s60 5th flash extension bug (nokia 5800)

    ====edited====
    --- not fixed... there is a bug: the asynchronous communication is made with a buffer; well that is wrong from the start... the definition of asynchronous is that data might be lost, and the definition of the buffer is made for not loosing the data ...

    STILL WAITING
    =============

    hello

    I got this sample code http://wiki.forum.nokia.com/index.ph..._in_Flash_Lite and I've done an adition (a moving ball), but the animation was not soft, so I've added an FPS count

    in the sample it is said that the method is asynchronous, but somehow slows flash FPS at the same rate the sensor data is changing (. please fix this in the next update...; or maybe I'm doing something wrong...

    I have model:nokia 5800, type:RM-356; software version 10.0.0.010 - 04-11-2008

    here is my modified source: http://www.shpe.ro/test/test1.fla and the swf http://www.shpe.ro/test/test1.swf

    and a video sample: http://www.youtube.com/watch?v=unSu3ef7oEc first run is without allowing the swf accesing the phone's accelerometer data, and second with access; notice the differencesin FPSs, first si 15-16FPS-constant, and second is 5-17FPS-variable; up is sensor data and the FPS speed of data coming to flash

    can anyone form nokia stuff can answer me? did I do something wrong in the application? really because the flash extension is one of the important reason that I bought this phone...
    Last edited by shpe11; 2010-08-07 at 21:19. Reason: video added

  2. #2
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    Re: nokia s60 5th flash extension bug (nokia 5800)

    nobody?!?!?!?!?

  3. #3
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    Unhappy Re: nokia s60 5th flash extension bug (nokia 5800)

    I'm getting the same problem.

  4. #4
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    Re: nokia s60 5th flash extension bug (nokia 5800)

    Hey,

    If items are moving around the screen then you should not expect the framerate to remain stable. Flash is a single threaded runtime and so scripting and drawing share time on the CPU.

    Try these:

    1. Do not show the text updating on the screen
    2. Reduce the sensitivity of the incoming accelerometer data
    3. Do not perform the updates to the ball using onEnterFrame
    4. Do not perform the updates to the ball for every frame using onEnterFrame, maybe every 2 fps

    Mark
    www.flashmobileblog.com
    Mark Doherty
    Developer Evangelist
    Adobe Systems, Mobile and Devices EMEA

  5. #5
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    Re: nokia s60 5th flash extension bug (nokia 5800)

    Hello markadoherty,

    Your tips were welcome. My game for the Flash Lite Developer Challenge is much better now, thanks.

    By the way, I would like to ask you if the fact that actionscript be single thread is the reason to the flash lite play just one sound in a time. Just because I'm trying to play a background music and some sound effects in my game and didn't work.

    Best regards,

    Atila Correia

  6. #6
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    Re: nokia s60 5th flash extension bug (nokia 5800)

    Hi Atila,

    Flash Lite only uses a single sound channel to playback audio, it's not a threading issue but simply a "feature". Playback of single channel audio is the most consistently available API when porting Flash to hundreds of different platform, so we choose that.

    Sounds are generally played back on the timeline and it's speed and length are dictated by the device OS's ability to provide CPU time to Flash.

    Mar
    Mark Doherty
    Developer Evangelist
    Adobe Systems, Mobile and Devices EMEA

  7. #7
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    Re: nokia s60 5th flash extension bug (nokia 5800)

    Quote Originally Posted by markadoherty View Post
    Hey,

    If items are moving around the screen then you should not expect the framerate to remain stable. Flash is a single threaded runtime and so scripting and drawing share time on the CPU.

    Try these:

    1. Do not show the text updating on the screen
    2. Reduce the sensitivity of the incoming accelerometer data
    3. Do not perform the updates to the ball using onEnterFrame
    4. Do not perform the updates to the ball for every frame using onEnterFrame, maybe every 2 fps

    Mark
    www.flashmobileblog.com
    I have experience in flash since year 2000
    the frame rate drops on massive animation (more than 50% from screen)
    the frameRate drops not from the flash render but from the getting data from ACC... looks that the call in no asincronus but sincronus...
    is a software problem...

    anyway I have something going on... a photoManager, demos here: http://www.youtube.com/user/shpe11

  8. #8
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    Re: nokia s60 5th flash extension bug (nokia 5800)

    Great job shpe11.

    The deadline is tomorow for the contest and it seems impossible to play a background music + accelerometer game control in my game, .

    I did an optimazed (bitwise, best practices) code and follow the tips from adobe flashlite development and it's not enough to get a good performance...

  9. #9
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    Re: nokia s60 5th flash extension bug (nokia 5800)

    BUG FIXED IN THE FLASH LITE UPDATE (SOFTWARE UPDATE)

    10x nokia & adobe

    --- not fixed... there is a bug: the asynchronous communication is made with a buffer; well that is wrong from the start... the definition of asynchronous is that data might be lost, and the definition of the buffer is made for not loosing the data ...

    STILL WAITING
    Last edited by shpe11; 2010-08-07 at 21:18.

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