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Re: How to replace object in Reaction?
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Oh, I see. I try latter method, it is smarter.

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How to replace object in Reaction?
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Just popping in


Hi,

I am trying to replace Reaction object in my GUI but I can't get it working. What is correct procedure to replace objects?

APTR obj CreateTextPreview(r, &r->TextAttr);

if (
obj)
{
    if (
SetGadgetAttrs(r->objs[FID_PREVIEWPARENT], r->winobjNULLLAYOUT_ModifyChildr->objs[FID_PREVIEW], CHILD_ReplaceObjectobjTAG_DONE) == 1)
    {
        
RethinkLayout(r->objs[FID_PREVIEWPARENT], r->windowNULLTRUE);
    }

    if (
DoMethod(r->winobjWM_RETHINK) == 0)
        
DoMethod(r->winobjWM_NEWPREFS);

    
r->objs[FID_PREVIEW] = obj;
}


WM_RETHINK and WM_NEWPREFS were used in ClassACt sample code demonstrating dynamic GUI changes but seems these methods do nothing. RethinkLayout() I found from layout.gadget documentation but it does nothing either.

I tried RefreshGList() but it crashes.

static APTR CreateTextPreview(struct Data *rstruct TextAttr *font)
{
    return 
LabelObject,
        
IA_Fontfont,
        
LABEL_JustificationLJ_CENTRE,
        
LABEL_Text"foobared",
    
End;
}

LAYOUT_AddChildr->objs[FID_PREVIEWPARENT] = LayoutObject,
    
CHILD_Labelr->objs[FID_PREVIEW] = CreateTextPreview(rr->textattr),
End,


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Re: MUI problem - how to make a custom button?
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Quote:

MUIA_Pressed,MUIV_InputMode_RelVerify


This is wrong. You should not set it and value you set is wrong.

No idea why it is not showing an image but I am always usint Dtpic.mui class.

You can also turn it into custom class. This allows better control (i.e. tinting selected image state).

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Re: ragemem benchmark results thread !
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@Vulture

There is no L3 cache in Pegasos. It is the OpenFirmware reporting L3 cache wrong and MorphOS just reports what OF gives. Hence it comes wrong up to OS4Emu.

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Re: Porting more interesting stuff
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@Chris

Netsurf is GPL'd so there is no need to ask permission from anyone. But yeah in some aspects it didnt go well. I made a port in hurry and in last days I used all possible means to finish it before I was going to work abroad (that happens occasionally). When developers queried for source code I was unaware of matters as I didnt read my personal emails until I was back. Netsurf developers were pissed but sometimes sh*t happens. I talked with developers on IRC and case was closed.

As far as editing common source for all platforms... if original porter used interfaces I usually leave it as is and write new code for OS3 or MorphOS port. I think it is easier because I cant know if original developer had other ideas for interfaces. Sometimes sections can be merged to one #ifdef AMIGA section. But there is also a chance that you accidentally break other builds, happened to me couple of times with some SVN projects.

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Re: Porting more interesting stuff
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@Chris

Netsurf had to be ported again. OS4 version uses Reaction and I didnt want it. Reaction classes are not part of default MorphOS install (you either have to get it from Aminet or from OS 3.9 CD) and I have been doing MUI software last 15 years. I have got zero experience from Reaction/ClassAct.

Once Netsurf is ported to MUI it no longer has nothing in common with Reaction version. They are so different and especially since subclassing is used very often in MUI programming code works differently.

OS3 version of Netsurf is quite mess... devs had lot of problems due to inexperience with UI and other probs... (i.e. converting true colour rendering to work properly with OS3 API).

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Re: Help Joerg
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@joerg

Quote:

Of course you don't do that in AmigaOS software, it's not required since it only runs on big-endian CPUs.


For now it only runs on BE but who knows what there is in the future?

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Re: Help Joerg
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@joerg

Quote:

Unless you want to limit the AROS version to AROS/PPC you have to do the same for all endian depending memory accesses, for example in the AmigaOS font implementation, since AFAIK the AROS compilers for little-endian CPUs don't support generating code which automatically fixes them like the Amithlon GCC did.


Erm, you obviously use endian aware macros when accessing endian depending memory. Preferably one doesnt try to parse font data on the disk directly at all... but that is another story.

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Re: Wing Commander vs any other Amiga game
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@DaveP

Amiga port got better music and sound then the original game. Not amazing but does its job.

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Re: Wing Commander vs any other Amiga game
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@DaveP

Wing Commander runs well with faster CPU so it is does not look like gfx was bottleneck there but slow 68000 @ 7MHz. You can not expect singe developer squeeze that great 386+VGA game to Amiga 500 without resorting to compromises.

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Re: Break en entire program from inside a function.
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Using abort() in the Amiga software is not recommended and I would not recommend using exit() either if native API calls are used (windowed applications mostly).

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Re: An open discussion on where we go from here
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Blast from the past: OpenAmiga.

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Re: Amiblitz3 new version
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@Wanderer

Quote:

However, those 40K are enough on Classic, but might not be engough on OS4 or MOS.


Typically you double the stack size on the PPC. So if 68k needs 40K stack you use 80K stack on the PPC. Ambient takes care of it automatically (it doubles the stack size).

If 500k stack is needed then there is a design problem or some other task is trashing your stack.

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Re: Who has a new SAM flex coming?
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@amigakit

Do you mean it is not possible buy SAM without an OS 4 ?

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Re: Update on OGR-25 Emergency
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(Removed, OT)


Edited by porthan on 2008/11/1 17:58:51
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Re: Amiga OS4 Classic And Emulated 68k
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@xeron

Quote:

Trying to use the real 68k on OS4 would make both 68k and PPC programs run slower!


Could be quite trouble for a real 68k to jump into PPC code.

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Re: Amiga OS4 Classic And Emulated 68k
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@Hans

Quote:

What causes the huge performance hit on the context switches then?


Cache flush. It is needed when 68k and PPC are exchanging data.

Quote:

How could they run concurrently if the OS has no concept of this?


New kernel called PowerUp was developed to run PPC software.>PPC software ran on PUP and 68k software ran on OS3 like it always used to be. WarpUp implements same but in hand written PPC assembly.

If PowerUp or WarpUp kernels had 68k emulator you could switch off 68k and run 68k code on PPC only... sounds familiar, doesn't it?

Quote:

Given that Amiga OS 3.x had no concept of private memory, how did PowerUP/WarpOS know which memory areas were and weren't being shared?


There were new memory allocation functions to provide required memory. You could allocate memory as non-cacheable (for PPC or 68k or both) or in writethrough mode and so on.

Quote:

It sounds like having two processors really didn't help.


In the end PowerUp boards were only expensive MP3 players.

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Re: Amiga OS4 Classic And Emulated 68k
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@Rogue

Quote:

That is also the reason why you could never use both CPU's at once, even on WarpUp/PowerUp, because their caches might see totally different data


Slightly incorrect. On PowerUp and WarpUp you can take an advantage of parallelism. You only flush caches when you must share data i.e. when PPC is trying to pass decoded MP3 data to 68k AHI driver.

However there is performance penalty when both CPUs have cache misses at the same time and only in some applications both CPUs can run continuously at full speed.

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Re: Amiga OS4 Classic And Emulated 68k
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@Hans

Quote:

IIRC, the 68k & PowerPC processors on that board couldn't operate concurrently (was this a hardware limitation, or a software one?).


They operate concurrently but only one can access the ram at a time.

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Re: Older versions of SFS?
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@joerg

Quote:

Does it work on MorphOS?


It does.

Quote:

If it works at least one of the exec V45+ functions in broken in the MorphOS exec, in this special version I've changed the (SysBase->LibNode.lib_Version >= 45) tests to (SysBase->LibNode.lib_Version >= 45 && !FindResident("MorphOS")).


I think MorphOS exec functions beyond V40 names are not compatible to V45 exec functions.

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