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Inconsistences when testing a QML application on Android devices

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  • sierdzioS sierdzio

    You are not anchoring your elements but using X / Y positions instead. On every device, there are different pixel density, resolution etc. and while you can hand-tweak the x, y positions to look good for one screen, it will fail on others. Try using more anchors or layouts instead. Or make sure that your x, y bindings are properly abstract - that they will work well on all screen sizes and DPI settings.

    The reason why your black racket is in wrong position, just to pick one error, is that you tie it's position to table width - 40 pixels. However, the table position depends on width of the border element, which has X set to one 14th of window width. Now that dimension will be different on different screens.

    To see problems with positioning more clearly, try running your app on desktop in windowed mode and resize it to a few different sizes - you will see which elements go out of their proper places and should be fixed.

    tomyT Offline
    tomyT Offline
    tomy
    wrote on last edited by tomy
    #3

    @sierdzio
    Thank you very much.

    I removed the border rectangle and replaced its id with table then used anchors here:

    main.qml:

    ...
    Window {
        id: window
        visibility: Window.Maximized
        title: qsTr("The PingPong Game - A QML Game")
        color: "gray"
    
        Rectangle {
            id: table
            width: window.width / 1.15; height: window.height / 1.15
            x: window.x + 100; y: 10;
            border.width: 10
            border.color: "white"
            color: "royalblue"
            property int count: 1
            property bool turn: false
            property bool lightState: false
            property double step: 3.0
            property int duration: 4
    
            Racket {
                id: blackRacket
                anchors.left: table.left
                anchors.leftMargin: width * 2
                y: height
                color: "black"
            }
            Racket {
                id: redRacket
                anchors.right: table.right
                anchors.rightMargin: width * 2
                y: height
                color: "red"
            }
    
    
            Ball {
                id: ball
                x: table.width/2
                y: table.height/2
            }
    
            Column {
                spacing: 3
                anchors.centerIn: table
                anchors.top: table.top
                Repeater {
                    model: table.height/(blackRacket.height / 2 + 3)
                    delegate: Rectangle {
                        width: 5
                        height: blackRacket.height / 2
                        color: "white"
                    }
                }
            }
    ...
    

    Racket.qml:

    ...
    drag.maximumY: table.height - height - 10
    ...
    

    The output on the android device is fine:

    0_1514461640193_photo_2017-12-28_15-15-19.jpg

    The problem that bothers the players is that, moving the rackets affects the speed of the ball, by the way, dragging the racket is not easy. It's hard.

    1 Reply Last reply
    0
    • tomyT Offline
      tomyT Offline
      tomy
      wrote on last edited by
      #4

      I don't know why whoever replies to my questions will be offline for days! :( :(

      K 1 Reply Last reply
      0
      • SGaistS Offline
        SGaistS Offline
        SGaist
        Lifetime Qt Champion
        wrote on last edited by
        #5

        Hi,

        1. Weekend
        2. End of year holidays
        3. Preparing new year's eve celebrations
        4. Recovering from Christmas celebrations
        5. Others (too much sweets, kid's toys to construct, not enough presents, death, etc.)

        Don't forget that this is a community driven forum. People come here on their own time providing help for free.

        They have no obligation of answering at any specific rate.

        Interested in AI ? www.idiap.ch
        Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

        1 Reply Last reply
        0
        • tomyT tomy

          I don't know why whoever replies to my questions will be offline for days! :( :(

          K Offline
          K Offline
          kenchan
          wrote on last edited by
          #6

          @tomy be careful what you say or people may not care to answer you!

          1 Reply Last reply
          0
          • tomyT Offline
            tomyT Offline
            tomy
            wrote on last edited by tomy
            #7

            Hey guys, especially kenchan: you're misunderstanding. I said nothing aggressively. And I know how to act.

            Thanks SGaist, yeah, you're right. the most important case is that it's being a new year so people are mostly very buys.

            1 Reply Last reply
            0
            • sierdzioS Offline
              sierdzioS Offline
              sierdzio
              Moderators
              wrote on last edited by
              #8

              @tomy said in Inconsistences when testing a QML application on Android devices:

              The problem that bothers the players is that, moving the rackets affects the speed of the ball, by the way, dragging the racket is not easy. It's hard.

              Make the area of the rackets bigger, then, for example by padding them with an invisible Item. Pseudo code:

              Item {
                width: 200
                height: 200
                MouseArea {
                  anchors.fill: parent
                }
              
              Racket {} // (better integrate that Item padding into Racket component itself, of course)
              }
              

              (Z(:^

              tomyT 1 Reply Last reply
              1
              • sierdzioS sierdzio

                @tomy said in Inconsistences when testing a QML application on Android devices:

                The problem that bothers the players is that, moving the rackets affects the speed of the ball, by the way, dragging the racket is not easy. It's hard.

                Make the area of the rackets bigger, then, for example by padding them with an invisible Item. Pseudo code:

                Item {
                  width: 200
                  height: 200
                  MouseArea {
                    anchors.fill: parent
                  }
                
                Racket {} // (better integrate that Item padding into Racket component itself, of course)
                }
                
                tomyT Offline
                tomyT Offline
                tomy
                wrote on last edited by
                #9

                @sierdzio
                Hi,

                I used this code for Racket.qml. It logically should work but in practice, no!
                What's its issue please?

                import QtQuick 2.9
                
                Rectangle {
                    id: root
                    width: 15; height: 65
                    property int oldY: y
                    property bool yUwards: false
                    property bool yDwards: false
                    
                    onYChanged: {
                        if(y > oldY)  yDwards = true
                        else if (y < oldY)  yUwards = true
                        oldY = y
                    }
                    
                    Item {
                        x: root.x - 50
                        y: root.y - 50
                        width: 100
                        height: 200
                        
                        MouseArea {
                            anchors.fill: parent
                            drag.target: parent
                            focus: true
                            hoverEnabled: true
                            pressAndHoldInterval: 0
                            drag.axis: Drag.YAxis
                            drag.minimumY: table.y
                            drag.maximumY: table.height - height - 10
                        }
                    }
                }
                
                sierdzioS 1 Reply Last reply
                0
                • sierdzioS Offline
                  sierdzioS Offline
                  sierdzio
                  Moderators
                  wrote on last edited by
                  #10

                  @tomy said in Inconsistences when testing a QML application on Android devices:

                  drag.target: parent

                  You are dragging an invisible item instead of your racket.

                  (Z(:^

                  tomyT 1 Reply Last reply
                  0
                  • sierdzioS sierdzio

                    @tomy said in Inconsistences when testing a QML application on Android devices:

                    drag.target: parent

                    You are dragging an invisible item instead of your racket.

                    tomyT Offline
                    tomyT Offline
                    tomy
                    wrote on last edited by tomy
                    #11

                    @sierdzio
                    I also changed the target to: drag.target: root but no expected result again!

                    1 Reply Last reply
                    0
                    • tomyT tomy

                      @sierdzio
                      Hi,

                      I used this code for Racket.qml. It logically should work but in practice, no!
                      What's its issue please?

                      import QtQuick 2.9
                      
                      Rectangle {
                          id: root
                          width: 15; height: 65
                          property int oldY: y
                          property bool yUwards: false
                          property bool yDwards: false
                          
                          onYChanged: {
                              if(y > oldY)  yDwards = true
                              else if (y < oldY)  yUwards = true
                              oldY = y
                          }
                          
                          Item {
                              x: root.x - 50
                              y: root.y - 50
                              width: 100
                              height: 200
                              
                              MouseArea {
                                  anchors.fill: parent
                                  drag.target: parent
                                  focus: true
                                  hoverEnabled: true
                                  pressAndHoldInterval: 0
                                  drag.axis: Drag.YAxis
                                  drag.minimumY: table.y
                                  drag.maximumY: table.height - height - 10
                              }
                          }
                      }
                      
                      sierdzioS Offline
                      sierdzioS Offline
                      sierdzio
                      Moderators
                      wrote on last edited by
                      #12

                      @tomy said in Inconsistences when testing a QML application on Android devices:

                              drag.minimumY: table.y
                              drag.maximumY: table.height - height - 10
                      

                      Is "table" defined and visible by your Racket? No errors or warnings?

                      (Z(:^

                      tomyT 1 Reply Last reply
                      0
                      • sierdzioS sierdzio

                        @tomy said in Inconsistences when testing a QML application on Android devices:

                                drag.minimumY: table.y
                                drag.maximumY: table.height - height - 10
                        

                        Is "table" defined and visible by your Racket? No errors or warnings?

                        tomyT Offline
                        tomyT Offline
                        tomy
                        wrote on last edited by
                        #13

                        @sierdzio

                        Is "table" defined and visible by your Racket? No errors or warnings?

                        table is the first Rectangle in the main.qml:

                        import QtQuick 2.9
                        import QtQuick.Window 2.2
                        import QtQuick.Controls 2.1
                        
                        Window {
                            id: window
                            visibility: Window.Maximized
                            title: qsTr("The PingPong Game - A QML Game")
                            color: "gray"
                        
                            Rectangle {
                                id: table          //   <<--- 
                                width: window.width / 1.15; height: window.height / 1.15
                                x: window.x + 100; y: 10;
                                border.width: 10
                                border.color: "white"
                                color: "royalblue"
                                ...
                        

                        Before widening the MouseArea the code used that and therefore recognized it.
                        As well as, I changed it, say, to:

                        drag.minimumY: 0
                        drag.maximumY: 300
                        

                        just for test. But no change again!

                        1 Reply Last reply
                        0
                        • tomyT Offline
                          tomyT Offline
                          tomy
                          wrote on last edited by
                          #14

                          Well, the code this way was helpful:

                          import QtQuick 2.9
                          
                          Rectangle {
                              id: root
                              width: 15; height: 65
                              property int oldY: y
                              property bool yUwards: false
                              property bool yDwards: false
                          
                              onYChanged: {
                                  if(y > oldY)  yDwards = true
                                  else if (y < oldY)  yUwards = true
                                  oldY = y
                              }
                          
                              MouseArea {
                                  anchors.fill: parent
                                  anchors.margins: -root.height
                                  drag.target: root
                                  focus: true
                                  hoverEnabled: true
                                  pressAndHoldInterval: 0
                                  drag.axis: Drag.YAxis
                                  drag.minimumY: table.y
                                  drag.maximumY: table.height - root.height - 10
                              }
                          }
                          

                          Now there is only one problem with the program which is:

                          • Moving the rackets when playing the game on the Desktop kit (Windows) doesn't affect the speed of ball's movement but when run on an Android device, moving the rackets affects the speed of ball's movement.
                            If you run the code on an Android device it will be obvious.
                          1 Reply Last reply
                          0
                          • johngodJ Offline
                            johngodJ Offline
                            johngod
                            wrote on last edited by
                            #15

                            I admit I havent check your code with much attention but here are a few ideias for you:
                            In rectangle id: table you have property int duration: 4, and in some timers you use
                            interval = (table.duration/4) wich mean you are setting a 1 ms timer trigger, wich means you're trying to get 1000fps (a little bit hight :) ).
                            Perhaps you could use int duration: 16, that will give you 60 fps that should be more than enought.

                            You seem to have one rectangle for table and another for the table border ? Cant you make it simple and use just one rectangle and make use of border.width and border.color properties ?
                            In the rectangle border you have something like
                            Rectangle {
                            id: border
                            x: window.x + window.width/14; y: window.y - 10
                            width: window.width -300; height: window.height - 120
                            since you would want your game to fit in phones and tablet and all have very different resolutions, screen sizes should really use anchorings, something like

                            Rectangle {
                            id: border
                            width: window.width * 0.8//just an example using 80% of the screen
                            height: window.height * 0.7//again just an example using 70% of the screen size
                            anchors.horizontalCenter: window.horizontalCenter
                            anchors.top: window top
                            anchors.topMargin: ...//use some margins if need, you get the point

                            Whenever I use qml, I tend to use dimensions in milimeters, not in pixel size, because things will get messy different sizes, in phones or tablet with diferente resolution.
                            For example in Ball. qml you have
                            Rectangle {
                            width: 18; height: 18
                            If you specify the size in milimeters instead of pixels you will get the same aprox. size in all type of screens and that is probably what you want. So how do you specify in size in milimeters ? Read on:

                            Rectangle {
                            property real calibrationFactor: 1
                            // you can also use diferent values if want to use diferente sizes for different plataforms
                            // calibrationFactor: Qt.platform.os === "android" ? 0.4 : 0.6
                            property real mm: Screen.pixelDensity * calibrationFactor
                            width: 5 * mm; height: 5 * mm

                            I usually tend to declare mm in main.qml and make general use of mm in setting width and height properties of all items (Button, Balls, ...) and usually have very good results.

                            In Ball.qml you have:
                            property double ran: Math.random() + 0.5
                            property double xincrement: ran
                            property double yincrement: ran
                            it seems the velocity will depend on the random ran value ? It doesnt look very acurate to me, make the velocity depend on some random factor.
                            I would do something like:

                            property real angle: 45//initially angle 
                            property double ran: 3 * mm //fixed value
                            	
                            //call move from the timer
                            function move() {
                                x += ran*Math.cos(angle)
                                y += ran*Math.sin(angle)
                            	
                            	/*
                            	for example, within the timer, you can check the limits of the ball, and change the angle, to make it bounce back in the walls or rackets
                            	or you can set properties here in Ball, with the limits of the field and the position of the backets, and check here for collisions
                            	*/
                            }
                            

                            Happy conding.

                            tomyT 1 Reply Last reply
                            1
                            • johngodJ johngod

                              I admit I havent check your code with much attention but here are a few ideias for you:
                              In rectangle id: table you have property int duration: 4, and in some timers you use
                              interval = (table.duration/4) wich mean you are setting a 1 ms timer trigger, wich means you're trying to get 1000fps (a little bit hight :) ).
                              Perhaps you could use int duration: 16, that will give you 60 fps that should be more than enought.

                              You seem to have one rectangle for table and another for the table border ? Cant you make it simple and use just one rectangle and make use of border.width and border.color properties ?
                              In the rectangle border you have something like
                              Rectangle {
                              id: border
                              x: window.x + window.width/14; y: window.y - 10
                              width: window.width -300; height: window.height - 120
                              since you would want your game to fit in phones and tablet and all have very different resolutions, screen sizes should really use anchorings, something like

                              Rectangle {
                              id: border
                              width: window.width * 0.8//just an example using 80% of the screen
                              height: window.height * 0.7//again just an example using 70% of the screen size
                              anchors.horizontalCenter: window.horizontalCenter
                              anchors.top: window top
                              anchors.topMargin: ...//use some margins if need, you get the point

                              Whenever I use qml, I tend to use dimensions in milimeters, not in pixel size, because things will get messy different sizes, in phones or tablet with diferente resolution.
                              For example in Ball. qml you have
                              Rectangle {
                              width: 18; height: 18
                              If you specify the size in milimeters instead of pixels you will get the same aprox. size in all type of screens and that is probably what you want. So how do you specify in size in milimeters ? Read on:

                              Rectangle {
                              property real calibrationFactor: 1
                              // you can also use diferent values if want to use diferente sizes for different plataforms
                              // calibrationFactor: Qt.platform.os === "android" ? 0.4 : 0.6
                              property real mm: Screen.pixelDensity * calibrationFactor
                              width: 5 * mm; height: 5 * mm

                              I usually tend to declare mm in main.qml and make general use of mm in setting width and height properties of all items (Button, Balls, ...) and usually have very good results.

                              In Ball.qml you have:
                              property double ran: Math.random() + 0.5
                              property double xincrement: ran
                              property double yincrement: ran
                              it seems the velocity will depend on the random ran value ? It doesnt look very acurate to me, make the velocity depend on some random factor.
                              I would do something like:

                              property real angle: 45//initially angle 
                              property double ran: 3 * mm //fixed value
                              	
                              //call move from the timer
                              function move() {
                                  x += ran*Math.cos(angle)
                                  y += ran*Math.sin(angle)
                              	
                              	/*
                              	for example, within the timer, you can check the limits of the ball, and change the angle, to make it bounce back in the walls or rackets
                              	or you can set properties here in Ball, with the limits of the field and the position of the backets, and check here for collisions
                              	*/
                              }
                              

                              Happy conding.

                              tomyT Offline
                              tomyT Offline
                              tomy
                              wrote on last edited by tomy
                              #16

                              @johngod
                              Thank you very much for your suggestions especially the one for moving.
                              Please take a look at this code. It's a very simplified version of a program disclosing the problem. I also tried your method in it:

                              main.qml:

                              import QtQuick 2.9
                              import QtQuick.Window 2.2
                              
                              Window {
                                  visible: true
                                  width: 720
                                  height: 620
                              
                                  Rectangle {
                                      id: table
                                      anchors.fill: parent
                                      color: "gray"
                              
                                      Rectangle {
                                          id: ball
                                          property real angle: 45
                                          property real calibrationFactor: 1
                                          property real mm: Screen.pixelDensity * calibrationFactor
                                          property double ran: 3 * mm 
                                          property double xincrement: ran*Math.cos(angle)
                                          property double yincrement: ran*Math.sin(angle)
                              
                                          width: 15
                                          height: width
                                          radius: width / 2
                                          color: "white"
                                          x: 300; y: 300
                                      }
                              
                                      Racket {
                                          id: myRacket
                                          x: table.width - 50
                                          y: table.height/3
                                          color: "blue"
                                      }
                              
                                      Timer {
                                          interval: 15; repeat: true; running: true
                              
                                          function move() {
                                              ball.x += ball.xincrement
                                              ball.y += ball.yincrement
                                          }
                              
                                          onTriggered: {
                                              if(ball.x + ball.width >= table.width || ball.x <= 0)
                                                  ball.xincrement *= -1
                              
                                              move()
                              
                                              if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                                  ball.yincrement *= -1
                                          }
                                      }
                                  }
                              }
                              

                              Racket.qml:

                              import QtQuick 2.9
                              
                              Rectangle {
                                  id: root
                                  width: 15; height: 65
                              
                                  MouseArea {
                                      anchors.fill: root
                                      anchors.margins: -root.height
                                      drag.target: root
                                      drag.axis: Drag.YAxis
                                      drag.minimumY: 0
                                      drag.maximumY: 600
                                  }
                              }
                              

                              But when I test it on my Android device, the problem still exists! :-(

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