~stalker_loki

Recent activity

Re: bogus destroy event caused by maximizing on linux ubuntu 20.10 a month ago

From Loki Verloren to ~eliasnaur/gio

 I have discovered that wayland in general is a pointless thing for most users
 currently due to nvidia lack of support, and so I iterated through some
 alternative nvidia driver versions to see if the bug had to do with the driver.
 Sure enough, "NVIDIA Server Driver metapackage from nvidia-driver-450-server"
 does not have this bug \o/ w00t!

 Since anyway most of the users will be running on windows which is fine (and
 great work eliminating the dependencies for it!), now just a note for nvidia
 drivers on linux to suggest for 10 series use that driver as it has no issues
 and there is a known issue of 460 and 4k displays and windows taller than,
 not sure but I can guess it's 1080.

Re: bogus destroy event caused by maximizing on linux ubuntu 20.10 a month ago

From Loki Verloren to ~eliasnaur/gio

I have discovered that wayland in general is a pointless thing for most users
currently due to nvidia lack of support, and so I iterated through some
alternative nvidia driver versions to see if the bug had to do with the driver.

Sure enough, "NVIDIA Server Driver metapackage from nvidia-driver-450-server"
does not have this bug \o/ w00t!

Since anyway most of the users will be running on windows which is fine (and
great work eliminating the dependencies for it!), now just a note for nvidia
drivers on linux to suggest for 10 series use that driver as it has no issues
and there is a known issue of 460 and 4k displays and windows taller than,
not sure but I can guess it's 1080.

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bogus destroy event caused by maximizing on linux ubuntu 20.10 a month ago

From Loki Verloren to ~eliasnaur/gio

Currently the go.mod on my project refers to this build:

gioui.org v0.0.0-20201229000053-33103593a1b4

and I have discovered that on Linux there seems to be some egl
error occurring that seems to shut down the render loop, main
trigger being to maximize the window, notably, on a 4K monitor
to near 3840x2160. It also can happen sometimes just by sizing
the window too tall, the vertical axis seems to be the trigger,
as any amount of width doesn't seem to affect it.

I tried upgrading to the latest version and it is the same.

My logs show the event is triggered and thereafter the

Events, Ops and Pipes 2 months ago

From Loki Verloren to ~eliasnaur/gio

Some future work I have in mind entails being able to run separate processes, communicating
via pipes, and I'm wondering, as I haven't looked closely, whether Ops and Events are 

serializable, and can be reconstituted and executed? Or is there some closures in there?

I want to make a shell that composes and paints the interface, and accepts input, that
can launch processes that send their UI data and read the input from the main application.
Hopefully also embedding, ideally via pass-through, instead of paint and blit.

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Re: Injecting custom frame update to the flow? 2 months ago

From Loki Verloren to ~eliasnaur/gio

It should be possible to take the pixels the other code is generating and put them
in an image op and update the window, does the other GL library have a headless
functionality? I assume the game environment captures events of interest also to
the proposed Gio GUI you want to frame/overlay on it.

If you can avoid the two things drawing into the same box there might be some way to
make the box for the GL paint directly as it normally does and Gio just render nothing
in the same place. There might be synchronisation issues with this also, but it probably
would only make some screen garbage/flicker etc. idk. just thinking out loud.

I have done a little work with headless rendering. I was initially going to go for a
more traditional offscreen private bitmap, using the headless context, to make a scrolling view,
but found I was able to skirt around doing so much blitting by running the widgets to
generate dimensions, as with dimensions computing how to render the view. That's how my scrollbar

Re: buillding on android (on windows) 2 months ago

From Loki Verloren to ~eliasnaur/gio

Excellent, thankyou for the tip.

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‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐

On Sunday, January 10th, 2021 at 23:36, Elias Naur <mail@eliasnaur.com> wrote:

> On Sun Jan 10, 2021 at 20:24, Loki Verloren wrote:
>
> > just updating, I got an apk file in the end, and the app doesn't run, immediately closes and pops up a process died error.
> >
> > So I guess I'm gonna have to work with the simulator to debug why it's not working. To be honest I'm not sure if apps with
> >

Re: buillding on android (on windows) 2 months ago

From Loki Verloren to ~eliasnaur/gio

ah yes, apologies, just had to add, it built fine with the latest SDK, and NDK version 20. At least it made an apk file anyhow.

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‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐

On Sunday, January 10th, 2021 at 21:24, Loki Verloren <stalker.loki@protonmail.ch> wrote:

> just updating, I got an apk file in the end, and the app doesn't run, immediately closes and pops up a process died error.
>
> So I guess I'm gonna have to work with the simulator to debug why it's not working. To be honest I'm not sure if apps with
>
> so many child processes are very straight forward to deploy onto android or ios devices. We have seen other, simpler apps
>

Re: buillding on android (on windows) 2 months ago

From Loki Verloren to ~eliasnaur/gio

just updating, I got an apk file in the end, and the app doesn't run, immediately closes and pops up a process died error.
So I guess I'm gonna have to work with the simulator to debug why it's not working. To be honest I'm not sure if apps with
so many child processes are very straight forward to deploy onto android or ios devices. We have seen other, simpler apps
build and run fine on android so far but I have not yet seen Pod run on one. There's so many factors in it that I
couldn't even hardly speculate what the bug is. It could be the spawning of child processes, it could be the UDP4
multicast in the miner component, it could be something to do with writing files (everything writes to the system profile
folder, how I set it up made things work with another app a colleague is working on, allowing it to display PDF files,
generated by a pdf generator script.), it could be pprof, or something else that is loaded at the start that hasn't got
proper android support. When I come to doing this task, I will just work with emulators until it even shows the unlock page.

Thanks for the help guys :)

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Re: buillding on android (on windows) 2 months ago

From Loki Verloren to ~eliasnaur/gio

sorry, wasn't clear. That was the version. Obviously d8 is not in version 27.

I am upgrading the sdk build tools to the latest, since as I am understanding everyone, that's what is
supposed to be done. Hopefully after this I get a build :/

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‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐

On Sunday, January 10th, 2021 at 19:00, Loki Verloren <stalker.loki@protonmail.ch> wrote:

> this is what I'm getting now, on version 29 as well as previous versions:
>
> gogio: exec: "C:\\Users\\loki\\AppData\\Local\\Android\\Sdk\\build-tools\\27.0.1\\d8": file does not exist

Re: buillding on android (on windows) 2 months ago

From Loki Verloren to ~eliasnaur/gio

this is what I'm getting now, on version 29 as well as previous versions:

gogio: exec: "C:\\Users\\loki\\AppData\\Local\\Android\\Sdk\\build-tools\\27.0.1\\d8": file does not exist
exit status 1

why is it looking for that? The installed version 27 also gave the same error.

I am using NDK 20

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‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐

On Sunday, January 10th, 2021 at 18:32, Loki Verloren <stalker.loki@protonmail.ch> wrote: