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Bottom line of pixels dead - Not True (1 pixel line to many)


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Guest ultimasnake
Posted

Dont mind this post but the one after the quote

I read about loads of complaints of people wondering if the last line of pixels are dead or just not working , well after writting this test app i noticed that somehow the bottom line isn't dead But just not drawn at all

the application attached here test this by drawing a line in the top (x pos 0) and the bottom of the screen (x pos 220) , as result the bottom line doesn't even get drawed.

I think this is an serious issue

Try the app on your E200 and tell the results here.

Also can somebody make a similar program in C++? this might be an .Net problem (this app is written in C#) of some sort.

I have just found out i made a major bug in my app by making it draw on pixel 220 (through C#) but since it starts counting at 0 pixels (thus 1 for us) 199 is the pixel the last pixel line on the screen..

thus the phone uses the entire screen 176x220 pixels BUT!!!! it has 221 pixels in the height :|

here is a new tester , the line never goes out of screen but does cover all the pixels

Screen tester.zip

Guest Digital_Carnage
Posted

Yep same here mate. No red line at the bottom.

So Orange, what you got to say for yourselves now??

Guest ultimasnake
Posted

i will go to the orange shop if i got time this weekend...... i think this is just something they cant do... especially if they promise 220 pixel fullscreen :S

i will make a more interactive version for them guys to see....

Guest ultimasnake
Posted

I THINK I JUST MADE A GIGANTIC BIIIIG MISTAKE

it does draw the 220 pixel line... if the first pixel drawn is 0 and we got 220 pixels that means that programaticly the last pixel is 199 :| and that one works great.. thus the screen has 1 pixel line to many

Guest pacey2g
Posted

surely 219? :/ if its 0 and not 1, then it should lose one? making it 219? :/

im lost :lol:

im stil waitin 4 my e200 :x i ordered it last thursday from orange online, said 2-5 working days, and still no sign, tried OCS, but quit after 20 mins on hold....

ill give it til tuesday i guess : rolls eyes :

cya

Guest ultimasnake
Posted

Ok let me revise that line...

We got 200 pixels we count from 1 to 200 , though while programming we start at 0 (which is 1 for us) and 220 for us means programaticly its 219..... thus the spv has 221 lines

Guest midnight
Posted

erm, hehe, i think you are doing something wrong somewhere, its definitely 176 x 220, your app doesnt appear to be counting/displaying correctly, here is a screengrab of the display while running your app, take it into photoshop and you'll see that not only does it count incorrectly, but the whole area your app uses is 2 pixels short on the width and height (174 x 218, i've cropped the image bigger than the display size, but look at the line lengths)

admittedly this may be due to a flaw in it being displayed on the pc, but still, trust me, its 176 x 220 (ive made enough homescreens and games to know this is true) :lol:

while plotting to the screen, the top left corner is still 1,1 and not 0,0

the easy way of testing this..... an image in photoshop, say, 300 x 300 with white background, and in the middle draw a 176 x 220 red box, now position this box through code on the ms smartphone, you'll see it covers the whole screen

screenie.jpg

Guest ultimasnake
Posted

well midnight sorry to tell you so but running a C# based app on a windows machines makes the graphics all messed up (at least it does here) like when i play my drag race game graphics are almost 25% larger then the origional size....... i dont have the source though...

i am not saying the screen doesnt have 221 (usable pixels) but 221 pixels where 1 line is just useless , ones i reinstalled my computer i will try and mess with it

Guest midnight
Posted

ignore the fact i ran it on the pc then, there are still 176 x 220 pixels (1,1 - 176,220)

like i said, ive done loads of full screen pictures for the ms smartphone and have been working on games for it for at least 6 months, dont you think i would have spotted this bug by now?

i am not saying the screen doesnt have 221 (usable pixels) but 221 pixels where 1 line is just useless , ones i reinstalled my computer i will try and mess with it

dont quite know what you mean here, are you saying theres 221 pixels in the display, but the last row of pixels is dead, and so making the screen 176 x 220 (which its supposed to be)? or are you saying that theres 221 pixels because you can plot to line 220, so 0 to 220 = 221 pixels? if so, this is incorrect, the first row of pixels is 1, not 0 (1 to 220 = 220 pixels)

Guest ultimasnake
Posted
dont quite know what you mean here, are you saying theres 221 pixels in the display, but the last row of pixels is dead, and so making the screen 176 x 220 (which its supposed to be)? or are you saying that theres 221 pixels because you can plot to line 220, so 0 to 220 = 221 pixels? if so, this is incorrect,  
no i mean i can draw lines form 0 to 219 (thus 220 pixels lines to draw on) and yet the white line remains unused..

the first row of pixels is 1, not 0 (1 to 220 = 220 pixels)
if you programaticly want to draw on the first line of pixels you use (in c#) g.drawline(0,0,176,0) (by head i dont have .net installed at the moment)..... thus 0 is the programaticly starting pixel (just like arrays and all they all start at 0 :lol:)
Posted

the pixels coordinates are 0 based when referencing them, because it's an offset from the base memory point

so the display range is 0,0 to 175, 219

of course if you write your own render code, or the method you are using to display to the screen allows for the zero start points, then u might find u have to reference using 1,1 to 176,220

but in general in C (and so I guess in C#) pointers to existing memory stuff are always 0 start points because it's an offset that is added to the base memory location

Guest ultimasnake
Posted

Great explanation Muff.... (follow up to muff expl) thus since it draws a line at 219 (220) and the white line still apears this is an unused line of pixels..

i am curious why it does seem to go black sometimes

Posted

this is a little bit of a guess at what your app is doing, because I've not got an 2k3 OS to try on, but...

if you are talking about the last row (bottom) of the display, unless you set the app to be a fullscreen app, then the taskbar sometimes is placed on top of your app

and so if you have not told the app to be full screen, and also not given it any titles for the bottom menu, then you can get the white line you are talking about

Posted

open the game toki tori ( full or demo version and click on exit and that dreaded white line has gone black ,maybe some one can think up a boot up prog to remove this line ( or just keep playing the game toki tori ) :wink: :wink: :wink:

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