Raspbian QML bad performance - raspberry-pi

The same QML program run on Freescale/Yocto and Raspberry/Raspbian, these two test devices have almost same CPU armv7. But the Raspbain side had very bad performance. and give this warning
JIT is disabled for QML. Property bindings and animations will be very slow.
Visit https://wiki.qt.io/V4 to learn about possible solutions for your platform.
Even simple QML example also gives that. So to enable JIT, do I have to rebuild the Qt environment? or it's a bug of Raspbain platform.

I found the solution to improve the performance:
Enable OpenGL driver solved the problem.
Open raspi-config
Advanced Options
GL Driver
GL(Full KMS)
Now working well, but still get the JIT warning.

You must rebuild Qt to get full eglfs or X11/openGL features
and crosscompiling features

Related

Unity for PS Vita

With the end of the PSM program ending, how does one Sony plan to support development of games in Unity for the Vita? Do I apply to the regular development program? Is it still as open/simple? Can I still use a retail Vita to test?
What do I do?
I am afraid you will not be able to use the regular retail kits even as test devices. There is a connection process between PSM developer key and your PS Vita which will no longer work after May 31st.
If at all possible you will want to get your hands on a development kit for PS3/PS3/PS Vita - this will allow you to use Unity on these platforms. Please note that Unity will require authorisation from Sony before releasing their plugin for Unity that allows you to target Sony platforms.
Technically this is wrong as you can install Testkit modules to vs0 on a Modified 3.60+ Retail unit, all you need is a "CEX/DEX" Converter, there are a few, then you need plugins from Autoplugin homebrew, that will contain plugins that allow to reactivate PSM and decryption of Psm applications, there are a couple other related changes but all will be clear if you look for it on the Autoplugin.vpk / github / modding forums, also Twitter developers do a lot of great work for the scene! Sony can have all the backing for official Sdk development they want it wont stop developers from doing there thing! :) practice is everything!
There are also leaked keys for unity PS modules, but this is best with official resources etc it probably could produce issues

Flash Builder, export release build error

I am unable to do an export build for an Apple ios from flex.
I get the following error when i try to export.
how do i get around this error.
Also i able to successfully export for android.
This problem is probably due to some characteristics of your flex project: too many classes or linked projects or assets or whatever.
Some months ago we posted some recurrent problems regarding the development with Adobe AIR for iOS. The blog post is in spanish so I'm linking to a translated page by Google (I hope it is readable).
Anyways, what we listed there is the following:
Increase your java heap size memory (it didn't work for us). When you compile a flex project it uses the mxmlc compiler which is implemented in java (at least some parts of it are implemented in java). Giving more memory could make the exportation work for you (I don't think so though).
Switch your Adobe AIR SDK version to latest version 3.4
Try to export your application using a Mac OS instead of a Windows machine (if you have one available for you).
Hope this helps you a bit.

Are there any smartphones with good Python interpreter support?

I'm getting a new phone and I am looking to do some programming on it. Python is my language of choice, so I was wondering what phones have support for Python interpreters.
I know, I know, "you program too much already", yeah my girlfriend says that all the time too, but I can't help it.
I'll probably do a lot of on-the-go style simple debugging, and I'd like to also get into programming some simple custom apps to streamline my smartphone workflow.
I see there is support on Android through SL4A and Py4A but I couldn't figure out which version of Python it resembles. I also see that PyS60 on Symbian is available, based on 2.5.4. Also, there's a string of Python-iPhone threads starting here which were very informative but not very current. Lastly I found a cool youtube video of a guy doing something geeky in python on his iPhone.
Yes I am still researching on my own but I figured someone on SO might be able to give me a pointer in the right direction. Which of these options is halfway decent?
Does anyone know which of these is easiest to get started with? How about which is most powerful for development using the native smartphone capabilities? Anything
With regards to Py4A, in view of discussion at the link below, my guess would be Py 2.7.1, 2.7.2.
http://code.google.com/p/python-for-android/issues/detail?id=10&q=python
The Nokia n900 comes with Maemo 5 Linux, and can easily run a full Debian Linux for ARM. It's not locked down in any way. I have one (in the shop, really hope they can fix it) and it's great.
Python? Basically like using it on any desktop Linux distribution.

Port AS3/Flex app to iPhone

I believe Adobe tools like CS5 have ways to output as an iPhone app, but what about a regular AS3 or Flex project? Are there any tools to auto-port, or AS3/Flex iPhone implementations out there?
Out of interest, how does the CS5 thing work? Is it a totally different code-path or something less drastic? For instance Flash supports Shapes and Timelines, etc... do they in fact provide an iPhone Flash runtime of some sort?
Packager for iPhone is what you should try out:
http://labs.adobe.com/technologies/packagerforiphone/
I guess its still a beta, but doesn't hurt in trying. It also has a standalone version (without the need of CS5).
Actually it is still the flash runtime, the same way that when you export a .exe in the publish settings (not an AIR native EXE, just a projector exe). It grabs the flash VM, and your source code, compiles your source and the flash vm wrapped up together into a single executable. It's just compiled down to ARM. There is still the flash runtime running inside that executable and your bytecode is still being executed against it. So virtualization is still essentially taking place. You're right in saying it's "native" assembly code but it's a far cry from a "native" application.
Regarding how it works, it is not a Flash runtime, but a way to compile ActionScript to native ARM assembly code, via LLVM.
Edit: also see Jesse Nicholson's answer.

Apple/iPhone Development IDE Preferences?

I'm going to do something I never thought I'd do... learn how to program for Apple hardware . After working in C, C++, C#, .NET, and even in the golden days of DOS (a little DOS4G/W memory extender in Borland Turbo-C, anyone?) and even as a kid, playing around with Atari 8-Bit Turbo-BASIC, I feel a little traitorous on multiple levels :) Anyway, I'm going to grad school, studying music full-time - it'll be the first time in years I won't have a full-time programming gig - and I thought it would be fun to pick-up some Objective-C in my free-time - and maybe a little extra pocket change (one can always hope :)
So, to the point of the post. I'm very used to Visual Studio, the designer, the XAML editor, the code-behind, blah blah blah. A friend pulled up X-Code on his little MacBook to show off how cool it's supposed to be. Sure, it has the same sorts of things as VS overall, but it seemed a little more scattered then I'd like. I'm sure once I got used to it, it would be fine, but I was just wondering if there are other good, free (or almost free)/or open-source editors out there for the Intel-based Apples that could also handle iPhone development. Or any tips on getting into xCode? I've just decided to do this, so I feel like I'm starting from scratch. I'm not slamming X-Code... I haven't really used it yet. I was just wondering what coders' preferences are.
Thanks for any advice!
There really is no alternative IDE on OS X for writing native applications. Some dislike the Xcode built-in editor, however. One very popular alternative is TextMate (non-free, but well worth the ~$50). Xcode can be configured to use your editor of choice for editing text files. Free alternatives include Emacs and Vim ports for OS X.
You can, of course, use the gcc toolchain without Xcode (e.g. using one of the Unix-style build systems such as Make). You can also use xcodebuild at the terminal command line to build an Xcode project without using the Xcode GUI at all (you'd be hard-pressed to configure and manage the project without the GUI, however). Combining these two, one could cobble together an IDE from e.g Eclipse to build an OS X app. iPhone would be harder since Xcode handles certificate signing etc. for you, but still possible. You would loose all of the nice Objective-C completion and documentation integration you get from Xcode, of course.
So, in summary, Xcode is pretty much the only game in town. It will undoubtedly take a while to get used to coming from VS. In particular, code generation is almost unheard of in the Cocoa world. When you feel yourself searching for those kind of tools, train yourself to try a different approach. Objective-C's late-binding combined with the power of NIB/XIB (bundles produced in Interface Builder that describe the UI of an app; XIB is a newer, version-control-friendly XML-based format that is automatically compiled into a NIB, the old-style format from NextStep days) makes code generation unnecessary.
For non-Cocoa/iPhone development, the ecosystem is naturally larger. Nokia has their own IDE for the Qt toolkit which can be used to write OS X (but not iPhone) apps. Eclipse can be used to write Java apps using any of the Java toolkits (including SWT and the Qt-Java framework, QtJambi).
For pure Windows-developer familiarity, there's also Mono which runs on OS X. MonoDevelop may run on OS X, but I'm not sure.
I think XCode is the most popular choice amongst Cocoa developers. I think the best thing you could do is go straight into writing apps and exploring.
http://cocoadevcentral.com/ - Has some great tutorials, they're also usually very screenshot friendly.
For pure ease XCode will be the way to go since it integrates with the iPhone simulator and Interface Builder. Also, when you want to deploy your app to an actual device XCode does the certificate installation and management. I don't have experience with any other IDE's for OSX though so I can't 100% answer your question. But, these are things you'll want to be aware of during your investigation.
Let us know what you find!