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  1. #1
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    HandleCommandL got EEikCmdExit when long press camera key

    thus my app will exit when long press camera key to start camera. (even my app is not running in Foreground)
    so how can i deal with this problem?

    does my app cost too much memory or vga-memory?

    I tested official example 'slideshow', it exit too.

    how could i prevent exit when long press camera key ?

  2. #2
    Nokia Developer Moderator
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    have you considered on trying to search odler threads ? I'm certain one of them would have pointed to our wiki: http://www.developer.nokia.com/Commu...emory_handling . Basically just one possibility of course, there is also the RAM monitoring going on etc.

  3. #3
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    Quote Originally Posted by symbianyucca View Post
    have you considered on trying to search odler threads ? I'm certain one of them would have pointed to our wiki: http://www.developer.nokia.com/Commu...emory_handling . Basically just one possibility of course, there is also the RAM monitoring going on etc.
    I'v tried official example 'SimpleCube'. It has no texture , so it use almost no graphics memory, and it will quit when long press camera key.
    notice , app get EEikCmdExit when camera start, so it may not a crash problem.

    when i start camera and start my app, and switch to camera, my app will not exit.
    so I not sure it is relate to graphics memory, so i wiki search with 'camera key', and find nothing helpful for my problem.

    I will check your example your url mentioned.
    and does GOOM mean Graphics Out Of Memory?

  4. #4
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    I suppose the official example was not updated to handle the graphics memory issues, anyway, I would hope that in future you first try out what has been suggested, and ask more only after failing to fix issues.

  5. #5
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    i tested that sample , it will not exit on camera started.
    but there is only lib and .h , is there any source for studying?

  6. #6
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    You would not need any other sources than are already available on that wiki page. Basically you simply catch the event and reduce handle your graphics memory consuming parts.

  7. #7
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    OpenGL_Slideshow_GOOM.zip‎ use a lib and an GOOM_Helper to use this dll

  8. #8
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    and my project is not a QT project.
    so symbianEventFilter is not suitable for me

  9. #9
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    I find another problem.
    OpenGL Slideshow GOOM.zip include a sis file.
    the sis file will not quit when camera started.
    but when I build a new sis without any change , it will quit when camera started.

    i compiled with Symbian^3 SDK
    Last edited by blueshell; 2012-05-07 at 05:10.

  10. #10
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    I think the libraries were included in teh Qt application only, so download it as well and find them from there. anyway if you are not using the API for asking whether there is graphics memory available, then you don't need the library really.

    For the quitting problem, you would need to debug and see what is happening there, basically you would simply need to handle the same Ws events as shown in there for Qt app, and you could find the Symbian C++ code from the Symbian C++ example.

  11. #11
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    Re: HandleCommandL got EEikCmdExit when long press camera key

    do you mean that, the lib is using Qt API ? and no GOOM API for pure Symbian c++? so we must use the lib in pure Symbian c++ project.
    but i compile a sis with this lib, GOOM event does not received at breakpoint.

    I receive the background message , is there any api for the reason for background (e.g incoming call, camera).
    C6-01 has 8MP camera , so it will cost 8,000,000*4 = 32M graphic memory.
    C6-01 has 32M graphic memory in total , so the other app will clear all graphic memory.

    i think the process as follows
    APP get background msg -> camera try allocate 32M GraMem (if got error) -> APP whose using GraMem get GOOM msg (if a Qt App)
    -> camera try allocate 32M GraMem (if got error) -> APP whose using GraMem get exit Msg -> camera allocate 32M GraMem(must be success)

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