Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Search
  • Get Qt Extensions
  • Unsolved
Collapse
Brand Logo
  1. Home
  2. Qt Development
  3. QML and Qt Quick
  4. Inconsistences when testing a QML application on Android devices
Forum Updated to NodeBB v4.3 + New Features

Inconsistences when testing a QML application on Android devices

Scheduled Pinned Locked Moved Unsolved QML and Qt Quick
16 Posts 5 Posters 3.3k Views 4 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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! :-(

                        1 Reply Last reply
                        0

                        • Login

                        • Login or register to search.
                        • First post
                          Last post
                        0
                        • Categories
                        • Recent
                        • Tags
                        • Popular
                        • Users
                        • Groups
                        • Search
                        • Get Qt Extensions
                        • Unsolved