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Inconsistences when testing a QML application on Android devices

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  • 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
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      • 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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