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From: <jh...@lm...> - 2004-12-11 00:04:10
|
My solution is similar; I have long since abandoned QUALCOMM's file format. I rolled my own command-line tool that reads a simple line-oriented text file. (Aaron, my ZLIB decompressor is about the same size :). I also support a simple RLE compression, and when I have an application which is memory bound but not asset bound, or a low-asset app on a slow device, I cut out the ZLIB decompressor and just go with RLE (which has a 300 byte stateless decompressor). I had three major complaints with QUALCOMM's tools. The first was the lack of command-line invocation which I understand they have now fixed. The second problem I had was the need to maintain multiple .bri/.brx files when I've got more than one build of the same app. I wanted something that better supported the Single Point Of Truth design rule; I wanted a single "bar template" file which served *all* the builds for each app. My solution is to support a *very* simple template format, but then I pass the template through the C preprocessor before building. This lets me do things like: #ifdef BUILD_BIG_PHONES asset.bmp bigAssets/asset.bmp ZLIB #else asset.bmp smallAssets/asset.bmp RLE #endif or even: asset.bmp BUILD_DIR/asset.bmp BUILD_BMP_COMPRESSION Though I despise preprocessor use in code, I have been very happy with this simple trick, and it only took me five minutes to implement it in my Makefiles, and the dependencies for the entire process were easily integrated and expressed with a few short pattern rules. I don't believe that the XML-ization of the .bri files helps much on this score, though human-inspectability is a *huge* improvement. The final, damning problem I had was the .brh file. While it's "efficient" to refer to each asset as a simple integer, I think it's bad practice to generate code which requires a recompile each time you tweak the assets. Strict dependency checking would require you to recompile the .bar each time you edited a single pixel of a single asset, and this in turn would require you to recompile and relink your project. Sloppy dependency checking would lead to mistakes with .brh version skew as assets are added or rearranged. My soution to this final problem was to use symbolic names; the "asset.bmp" in the first column of the above examples. My resource file comes with a symbol table which contains the offsets, sizes, dimensions, and transparency-use of all the art. In this I'm following the same pattern we have in the J2ME world, where your resource file is file-system-like. In fact, I support exactly this syntax: Image img = Image::createImage("asset.bmp"); Since stuff like image height and width live in the symbol table, this allows me to delay loading (and uncompressing, and converting to native format) all of my assets until draw-time. I can happily do calculations on img.getWidth(), etc., but the actual data isn't loaded until (unless) I draw it. -JHW Quoting Aaron Isaksen <ais...@ap...>: > Here was my solution to the BRI/BAR problem: > > As with almost all the BREW builtins (text drawing, file reading/writing, > etc), I found it very helpful to write my own. I don't use BAR files at > all. It uses zlib compression, which is pretty good for a small ARM > footprint (I got the decompressor down to about 6K). The resource tool, > written in python which also has built-in zlib support, reads in specially > formatted .h file that defines all the IDs and filenames. This way my .h > file can't ever get out of sync. My makefiles also know how to read the > header file, so they can rebuild the resource file once any of the required > files are changed. > > -Aaron > > > > -----Original Message----- > > From: gam...@li... > > [mailto:gam...@li...] On > > Behalf Of Bill Kendrick > > Sent: Friday, December 10, 2004 4:02 PM > > To: gam...@li... > > Subject: [Gamedevlists-brew] Alternative to BREW Resource Editor GUI? > > > > The BREW Resource editor has always irritated me. The new > > version includes some features I had always wanted (like the > > ability to sort the collection of resources based on their > > label or contents... before it didn't even seem to properly > > sort them by ID, which was insanely ridiculous!) > > > > However, the new version is still irritating to use, and just > > now I took over a project from someone else, and had to go in > > and change about 50 hard-coded paths in the BRI file to be > > relative paths (e.g., "..\bitmaps\" instead of > > "C:\blah\blah\blah\blah\bitmaps\") > > > > Is there an easier way to do this? I come from the world of > > Unix and Linux development, where the Makefile rules. If I > > were to design something like the BREW Resource editor, my > > first step would be to make a command-line tool that takes a > > set of inputs (BRI, which would be editable in a text editor, > > as well as the various resources: BMP, MID, etc.), and then > > spit out the output (BAR binary archive and BRH C header file). > > > > I know some of the BREW tools have command-line options, but > > was wondering if the new BREW 3.x resource editor can be used > > in this way, or if anyone here has any examples of how > > they've simplified this process. > > > > -bill! > > (whose wrist now hurts from all the tedious mousing... >:^P ) > > > > > > ------------------------------------------------------- > > SF email is sponsored by - The IT Product Guide Read honest & > > candid reviews on hundreds of IT Products from real users. > > Discover which products truly live up to the hype. Start reading now. > > http://productguide.itmanagersjournal.com/ > > _______________________________________________ > > Gamedevlists-brew mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew > > > > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > Gamedevlists-brew mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew > > |
From: Jon-Eric S. <jsi...@sh...> - 2004-12-10 23:16:30
|
In every game we do, we return TRUE for the EVT_APP_NO_SLEEP to keep the phone from going into power saving mode (which yields unacceptable performance). I would think the correct implementation would be that the phone would attempt to go to sleep some time after my app has exited and that attempt would be successful since there is no app to stop it. Perhaps some phones incorrectly never sleep once an app has denied them that option. Commenting out the EVT_APP_NO_SLEEP handling on an offending handset would show if there is any connection. Just a thought. -Jon-Eric -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Aaron Isaksen Sent: Friday, December 10, 2004 3:59 PM To: gam...@li... Subject: [Gamedevlists-brew] Power issues on phones Hello, Has anyone experienced any power problems AFTER your app has been run on a handset? A developer I work with is reporting some odd behavior, where his LG test phones burn down much quicker after we've run our app and its been exited normally. Our app doesn't do anything fancy with background behavior, its just a game. He reports that after running our game for 5 minutes and then quitting, the phone will be dead in 8 hours. Even if he puts the phone on the charger right after playing the game, waits for it to charge up, and then removes it from the charger, it will still burn down in 8 hours, so its not itself that burns too much power. He also reports this behavior with some games he downloaded (Tetris, Q-Bert) a while ago. We are running some tests to measure this, but I wanted to know if anyone experienced something similar. Thank you, Aaron Isaksen President/CEO, AppAbove Inc. ais...@ap... TEL: 646-613-0484 ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://productguide.itmanagersjournal.com/ _______________________________________________ Gamedevlists-brew mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew |
From: Aaron I. <ais...@ap...> - 2004-12-10 23:03:33
|
Thanks Guido... I'll check out my 8900 and see if I see similar behavior on it. -Aaron > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Guido Henkel > Sent: Friday, December 10, 2004 5:18 PM > To: gam...@li... > Subject: Re: [Gamedevlists-brew] Power issues on phones > > Funny you should say that... > > I have observed similar behavior on the CDM-8900 for some > time but never really paid much attention to it. It was more > down the line of a phone that I thought was charged suddenly > displayed only one battery bar left and the only thing I > remebered doing was run my apps on there for e few minutes > and/or did one or two phone calls. Nothing that should > normally suck the battery emtpry like this. This happened to > me on a few occasions but I never investigated it, always > blaming it on my being too stupid to really charge the phone. > > Guido > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from > real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > Gamedevlists-brew mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew > |
From: Aaron I. <ais...@ap...> - 2004-12-10 23:03:00
|
> Perhaps the BREW core leaves something running (eating CPU > and therefore > batteries) once it gets run the first time. I bet if you ran > an application, and then turned off the phone and back on, it > wouldn't drain rapidly. Yes, Paul, that is exactly what happens. If you reset the phone, it stops draining. We are now testing to see if it's a particular kind of app that causes the drain, or if its just BREW in general. P.S. Lets keep this secret so NSTL doesn't start testing for it. |
From: Paul Z. <pa...@bl...> - 2004-12-10 22:59:26
|
Come to think of it-- I have a 4400 for my personal use, and I always figured its batteries were just shot, the way it sucks thru them. But sometimes it lasts forever.. and if I think about it, that may correspond with not running any BREW applications. Perhaps the BREW core leaves something running (eating CPU and therefore batteries) once it gets run the first time. I bet if you ran an application, and then turned off the phone and back on, it wouldn't drain rapidly. -Paul -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Guido Henkel Sent: Friday, December 10, 2004 2:18 PM To: gam...@li... Subject: Re: [Gamedevlists-brew] Power issues on phones Funny you should say that... I have observed similar behavior on the CDM-8900 for some time but never really paid much attention to it. It was more down the line of a phone that=20 I thought was charged suddenly displayed only one battery bar left and the=20 only thing I remebered doing was run my apps on there for e few minutes=20 and/or did one or two phone calls. Nothing that should normally suck the battery emtpry like this. This happened to me on a few occasions but I never=20 investigated it, always blaming it on my being too stupid to really charge=20 the phone. Guido=20 ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now.=20 http://productguide.itmanagersjournal.com/ _______________________________________________ Gamedevlists-brew mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew |
From: Guido H. <gh...@g3...> - 2004-12-10 22:17:53
|
Funny you should say that... I have observed similar behavior on the CDM-8900 for some time but never really paid much attention to it. It was more down the line of a phone that I thought was charged suddenly displayed only one battery bar left and the only thing I remebered doing was run my apps on there for e few minutes and/or did one or two phone calls. Nothing that should normally suck the battery emtpry like this. This happened to me on a few occasions but I never investigated it, always blaming it on my being too stupid to really charge the phone. Guido |
From: Aaron I. <ais...@ap...> - 2004-12-10 21:59:31
|
Hello, Has anyone experienced any power problems AFTER your app has been run on a handset? A developer I work with is reporting some odd behavior, where his LG test phones burn down much quicker after we've run our app and its been exited normally. Our app doesn't do anything fancy with background behavior, its just a game. He reports that after running our game for 5 minutes and then quitting, the phone will be dead in 8 hours. Even if he puts the phone on the charger right after playing the game, waits for it to charge up, and then removes it from the charger, it will still burn down in 8 hours, so its not itself that burns too much power. He also reports this behavior with some games he downloaded (Tetris, Q-Bert) a while ago. We are running some tests to measure this, but I wanted to know if anyone experienced something similar. Thank you, Aaron Isaksen President/CEO, AppAbove Inc. ais...@ap... TEL: 646-613-0484 |
From: Tom H. <to...@am...> - 2004-12-10 21:55:51
|
> I am using John Szeder's "ReszTool." John is on the list too, so I expect > him to speak up as well on this and maybe get a demo version of > it in your > hands. His resource editor is XML based, meaning you write an XML file > listing the resources you want in the BAR file and the toll > builds it based > on that. It allows to create different builds in a single XML > file, so you > can have dedicated builds for each handset if you need to and so forth. > Becasue it's command line based you can directly include it in your make > file or VS project builds as well. > > I have worked in the tool a bit and also implemented the ability > to compress > files as they are included into the BAR file, which is very > important to me > to avoid intermediate files etc. I made a few other changes that I needed > and I'm very happy with the tool overall, so I can only recommend > it highly. I'm using a vastly modified version of John's tool as well. At this stage the tool is heavily tied to my framework but I've modified it to do things like image format conversions (we use GIF for BREW and PNG for J2ME), easily handle multiple languages, emit J2ME classes and BREW headers, etc. It's one of the pieces of our tools that lets us do BREW and J2ME essentially simultaneously and target assloads of handsets during development (instead of porting after). >From what I hear there's now an XML based BAR compiler as part of the BREW tools, but I haven't used it and don't know how to get it. Tom |
From: Aaron I. <ais...@ap...> - 2004-12-10 21:54:16
|
Here was my solution to the BRI/BAR problem: As with almost all the BREW builtins (text drawing, file reading/writing, etc), I found it very helpful to write my own. I don't use BAR files at all. It uses zlib compression, which is pretty good for a small ARM footprint (I got the decompressor down to about 6K). The resource tool, written in python which also has built-in zlib support, reads in specially formatted .h file that defines all the IDs and filenames. This way my .h file can't ever get out of sync. My makefiles also know how to read the header file, so they can rebuild the resource file once any of the required files are changed. -Aaron > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Bill Kendrick > Sent: Friday, December 10, 2004 4:02 PM > To: gam...@li... > Subject: [Gamedevlists-brew] Alternative to BREW Resource Editor GUI? > > The BREW Resource editor has always irritated me. The new > version includes some features I had always wanted (like the > ability to sort the collection of resources based on their > label or contents... before it didn't even seem to properly > sort them by ID, which was insanely ridiculous!) > > However, the new version is still irritating to use, and just > now I took over a project from someone else, and had to go in > and change about 50 hard-coded paths in the BRI file to be > relative paths (e.g., "..\bitmaps\" instead of > "C:\blah\blah\blah\blah\bitmaps\") > > Is there an easier way to do this? I come from the world of > Unix and Linux development, where the Makefile rules. If I > were to design something like the BREW Resource editor, my > first step would be to make a command-line tool that takes a > set of inputs (BRI, which would be editable in a text editor, > as well as the various resources: BMP, MID, etc.), and then > spit out the output (BAR binary archive and BRH C header file). > > I know some of the BREW tools have command-line options, but > was wondering if the new BREW 3.x resource editor can be used > in this way, or if anyone here has any examples of how > they've simplified this process. > > -bill! > (whose wrist now hurts from all the tedious mousing... >:^P ) > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide Read honest & > candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > Gamedevlists-brew mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew > |
From: Matt S. <ma...@en...> - 2004-12-10 21:44:37
|
Hi Bill, Recent versions of the BREW Resource Editor support an XML format (.BRX instead of .BRI), and can generate BAR files from the command line. You can convert your existing BRI files to the new XML format by doing a "Save as" from the resource editor. Our makefiles have something along the lines of: $(BREWBIN)\brewrc -o $(APPNAME).bar $(BUILD).brx Matt. |
From: Guido H. <gh...@g3...> - 2004-12-10 21:13:27
|
> Is there an easier way to do this? I come from the world of Unix and > Linux > development, where the Makefile rules. If I were to design something like > the I am using John Szeder's "ReszTool." John is on the list too, so I expect him to speak up as well on this and maybe get a demo version of it in your hands. His resource editor is XML based, meaning you write an XML file listing the resources you want in the BAR file and the toll builds it based on that. It allows to create different builds in a single XML file, so you can have dedicated builds for each handset if you need to and so forth. Becasue it's command line based you can directly include it in your make file or VS project builds as well. I have worked in the tool a bit and also implemented the ability to compress files as they are included into the BAR file, which is very important to me to avoid intermediate files etc. I made a few other changes that I needed and I'm very happy with the tool overall, so I can only recommend it highly. Guido |
From: Paul Z. <pa...@bl...> - 2004-12-10 21:03:03
|
I agree with Matt-- I think its best to choose who to add to the pool, rather than constantly dredging it clean. -Paul AKA Keless -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Matt Sponer Sent: Friday, December 10, 2004 12:46 PM To: gam...@li... Subject: RE: [Gamedevlists-brew] Gauging the vibe... Guido, If this list is too open then it is not differentiated from the BREW Forums. I also believe that it's easier, more polite, and less maintenance to only allow people you invite instead of allowing everyone and then removing them-- the gatekeeper role is probably more enjoyable than a policeman role, since you would only need to make a join/no-join decision once instead of feeling you must read most of the list traffic and constantly judge if someone is generating too much noise.=20 Matt. ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now.=20 http://productguide.itmanagersjournal.com/ _______________________________________________ Gamedevlists-brew mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew |
From: Bill K. <bi...@pe...> - 2004-12-10 21:02:29
|
The BREW Resource editor has always irritated me. The new version includes some features I had always wanted (like the ability to sort the collection of resources based on their label or contents... before it didn't even seem to properly sort them by ID, which was insanely ridiculous!) However, the new version is still irritating to use, and just now I took over a project from someone else, and had to go in and change about 50 hard-coded paths in the BRI file to be relative paths (e.g., "..\bitmaps\" instead of "C:\blah\blah\blah\blah\bitmaps\") Is there an easier way to do this? I come from the world of Unix and Linux development, where the Makefile rules. If I were to design something like the BREW Resource editor, my first step would be to make a command-line tool that takes a set of inputs (BRI, which would be editable in a text editor, as well as the various resources: BMP, MID, etc.), and then spit out the output (BAR binary archive and BRH C header file). I know some of the BREW tools have command-line options, but was wondering if the new BREW 3.x resource editor can be used in this way, or if anyone here has any examples of how they've simplified this process. -bill! (whose wrist now hurts from all the tedious mousing... >:^P ) |
From: Matt S. <ma...@en...> - 2004-12-10 20:44:48
|
Guido, If this list is too open then it is not differentiated from the BREW Forums. I also believe that it's easier, more polite, and less maintenance to only allow people you invite instead of allowing everyone and then removing them-- the gatekeeper role is probably more enjoyable than a policeman role, since you would only need to make a join/no-join decision once instead of feeling you must read most of the list traffic and constantly judge if someone is generating too much noise. Matt. |
From: Guido H. <gh...@g3...> - 2004-12-10 20:29:11
|
Guys, I wanted to check with you on the vibe of the list. I am a little undecided about one point of the list and wanted to see what everyone's feeling is. Should this list be open to virtually anybody and I simply remove people if they turn out to be newbies without a clue? Or should I try to keep this more of a closed list in which basically everybody knows everybody and we could discuss also more private matters and business information that you don't necessarily want anyone outside the list to know. Please let me know how you guys feel about it. Guido |
From: Guido H. <gh...@g3...> - 2004-12-08 23:33:22
|
Steven, That's a pretty safe way in general. I've been doing something similar in apps that are out on 50+ handsets or so, so no problems there. However, depending on what you do you may want to look at the Samsung a530 a bit closer. It has a broken display driver that oncverts 565-pixels into a truly obscure 343-format or so if I remember right. It's not a high volume handset, though, so you may just as well skip it. As for 8-bit displays, there are really no handsets out there nay more with 8-bit displays so no need to worry about that either. Guido |
From: Steven H. <st...@ha...> - 2004-12-08 22:57:14
|
Hi, I'm trying to write a set of routines to access the display buffer. = In order to do this I need to know the display type (Eg RGB565, 555, 444 = etc) or the device. This will allow me to select the appropriate blit routine = and so on. Below is the routine I'm using to do this. I know it will fail on = any devices that have palletised displays, I'll cross that bridge later...=20 Passing in the IBitmap obtained from the display should return the = correct type. I only have 1 handset to test on, so does this look like the way = to go? I've only tested it on a VX7000 and it reported 565 correctly. Any = show stoppers that will cause this to screw up? Am I missing some cunning GETDISPLAYTYPE() call tucked away in the API somewhere instead? Regards, Steven Haggerty. U8 GetColourFormatFromIBitmap(IBitmap *pBMP) { RGBVAL rgb; NativeColor n; rgb =3D MAKE_RGB(255,0,255); n =3D IBITMAP_RGBToNative(pBMP,rgb); switch (n) {=09 case 0xf81f : return mcPixelFormat_RGB565; case 0x7c1f : return mcPixelFormat_RGB555; case 0x0f0f : return mcPixelFormat_RGB444; case 0xff00ff : return mcPixelFormat_RGB888; default : return mcPixelFormat_None; } } |
From: Nick R. <nri...@gm...> - 2004-12-08 22:51:19
|
Greetings, I m also working for a The Man at TelecommunicationSystems, my name is Nick Richards, mostly on mobile web browser and brew location based services applications. On Wed, 8 Dec 2004 14:24:52 -0800, John Szeder <jo...@se...> wrote: > > Greetings, I am assuming I know anyone who must have already subscribed to > this list, if not, I am John Szeder, I have worked as an indie in mobile for > a few years, now working for The Man at Digital Chocolate. > -- yo! |
From: Bill K. <bi...@pe...> - 2004-12-08 22:43:00
|
Hello everyone, this is Bill Kendrick. Thanks for setting up an alternate discussion area, Dragon! Parrish, Nathan wrote: > I don't see any problems with quoting forum posts in this mailing list. > On the flip side, would you have any problem with us quoting this > mailing list on the forum? I wouldn't copy/paste it verbatim, but I can > see cases where issues discussed here would be relevant to the BREW > development community at large. If it counts, I agree. :) Also, like the BREW Forums, the archives of this list are (currently) available for viewing by anyone: http://sourceforge.net/mailarchive/forum.php?forum=gamedevlists-brew In both cases, it's always useful to include reference URLs when quoting, if possible. e.g., "Over on the forums, someone said 'No, such-n-such doesn't work' (See: http://forums/url/blah/blah )" -bill! |
From: John S. <jo...@se...> - 2004-12-08 22:38:18
|
Greetings, I am assuming I know anyone who must have already subscribed = to this list, if not, I am John Szeder, I have worked as an indie in = mobile for a few years, now working for The Man at Digital Chocolate. |
From: Parrish, N. <npa...@qu...> - 2004-12-08 22:27:12
|
Guido, I don't see any problems with quoting forum posts in this mailing list. On the flip side, would you have any problem with us quoting this mailing list on the forum? I wouldn't copy/paste it verbatim, but I can see cases where issues discussed here would be relevant to the BREW development community at large. -Nathan -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Guido Henkel Sent: Wednesday, December 08, 2004 1:50 PM To: gam...@li... Subject: Re: [Gamedevlists-brew] The new list Ye, Regarding guidelines, there aren't many other than "apply common sense." Don't quote millions of lines from previous posts, just the paragraphs in=20 questions or so. As for authority, well, evidently I will have the ultimate authority, but I=20 do not expect to exercise this much. After all this is a mailing list and=20 not a forum. I expect this to be a professional list run by mature=20 developers who know how to talk to each other. While I certainly encourage=20 discussion, including disagreements of course, I will not allow bickering=20 and personal attacks. If people get out of line repeatedly, they will be taken off the list. Well, maybe I'll make an official FAQ write-up or so sometime. Since the Brew dev forums are open to the public I would believe it is okay=20 to copy posts from there if they are of value or interest, especially of course if they contain solutions or content that relates directly to=20 discussions on this mailing list. Any objections, Max or Nathan? Guido ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now.=20 http://productguide.itmanagersjournal.com/ _______________________________________________ Gamedevlists-brew mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew |
From: Guido H. <gh...@g3...> - 2004-12-08 21:49:40
|
Ye, Regarding guidelines, there aren't many other than "apply common sense." Don't quote millions of lines from previous posts, just the paragraphs in questions or so. As for authority, well, evidently I will have the ultimate authority, but I do not expect to exercise this much. After all this is a mailing list and not a forum. I expect this to be a professional list run by mature developers who know how to talk to each other. While I certainly encourage discussion, including disagreements of course, I will not allow bickering and personal attacks. If people get out of line repeatedly, they will be taken off the list. Well, maybe I'll make an official FAQ write-up or so sometime. Since the Brew dev forums are open to the public I would believe it is okay to copy posts from there if they are of value or interest, especially of course if they contain solutions or content that relates directly to discussions on this mailing list. Any objections, Max or Nathan? Guido |
From: Guido H. <gh...@g3...> - 2004-12-08 21:45:26
|
Yes, I suppose. But at the same time it will be nice to be in the company of people who do know what they're doing. Of course, as of now, the number of members is also very small so, that keeps traffic low, too. I'll go about inviting a few more people to bring up some more volume, I hope. We'll see. It's worth a try. If it turns out to be a dead list we can always close it down again. Guido |
From: Yang, Y. <yy...@ja...> - 2004-12-08 21:27:03
|
I am wondering=20 1. If there will be a guide line for posting?=20 2. How the authority will be established (In BREW dev forum there are moderator from Qualcomm and they have final say of any issue). Are we going to have somebody like this? 3. Is it legal to copy the posts from BREW dev forum here?=20 Ye -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Tom Hubina Sent: Wednesday, December 08, 2004 1:03 PM To: gam...@li... Subject: [Gamedevlists-brew] The new list It occurs to me that this is probably going to be a pretty low traffic list since only people who know what they're doing are going to be allowed on .. heh. Tom ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now.=20 http://productguide.itmanagersjournal.com/ _______________________________________________ Gamedevlists-brew mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-brew |
From: Tom H. <to...@am...> - 2004-12-08 21:04:25
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It occurs to me that this is probably going to be a pretty low traffic list since only people who know what they're doing are going to be allowed on .. heh. Tom |