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[JB] [CM10] ColdFusionX 2 for the ZTE Skate [UPDATED - 19/11]


Guest tilal6991

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Guest Bomberjack

Hi, I hope somebody can help me.

I use this latest build, and I used the previous version too.

When I start a call, my LCD screen go to black. I can't STOP a call, I can't do anything (and the screen is black).

How can I fix this problem?

Is anybody have the same problem?

2nd problem is the memory allocator for opengl textures.

You can test it in angry birds seasons, and I can reproduce it in my app.\

I didn't show it in the standard angry birds.

At first, I switched on Large Heap mode. (it have to be allows 64 mbyte heap).

And I try to allocate textures, but It generate various crashes:

1. simple out of memory, my app killed by system

2. my app started with white blocks (some textures is a simple white 0xffffffff, some textures works)

3. the phone crash and reboot

When I started my app I had 197Mb free memory(I check it in ES Task manager widget)

My app worked with the factory's 2.3 system.

I get error messages in Logcat:

09-30 18:08:15.430: D/dalvikvm(8327): GC_FOR_ALLOC freed 5130K, 52% free 5849K/12103K, paused 40ms, total 43ms

09-30 18:08:15.440: I/dalvikvm-heap(8327): Grow heap (frag case) to 17.956MB for 4194320-byte allocation

09-30 18:08:15.590: D/dalvikvm(8327): GC_CONCURRENT freed 10K, 33% free 10963K/16263K, paused 4ms+24ms, total 144ms

09-30 18:08:15.700: I/dalvikvm(8327): Jit: resizing JitTable from 1024 to 2048

09-30 18:08:15.970: D/dalvikvm(8327): GC_FOR_ALLOC freed 4104K, 58% free 6875K/16263K, paused 29ms, total 29ms

09-30 18:08:15.970: I/dalvikvm-heap(8327): Grow heap (frag case) to 18.958MB for 4194320-byte allocation

09-30 18:08:16.110: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 33% free 10970K/16263K, paused 4ms+6ms, total 140ms

09-30 18:08:16.590: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:16.710: D/dalvikvm(8327): GC_FOR_ALLOC freed 4096K, 58% free 6874K/16263K, paused 31ms, total 31ms

09-30 18:08:17.140: I/dalvikvm-heap(8327): Grow heap (frag case) to 23.708MB for 9175056-byte allocation

09-30 18:08:17.370: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 38% free 15834K/25287K, paused 16ms+45ms, total 226ms

09-30 18:08:19.270: D/TEX LOADED(8327): loaded - w:2048 h:1120

09-30 18:08:20.080: I/Adreno(8327): ioctl code 0xc00c092f (IOCTL_KGSL_GPMEM_ALLOC) failed: errno 12 Out of memory

09-30 18:08:20.120: I/Adreno(8327): ioctl code 0xc00c092f (IOCTL_KGSL_GPMEM_ALLOC) failed: errno 12 Out of memory

09-30 18:08:20.120: E/Adreno200-ES20(8327): <qgl2DrvAPI_glTexImage2D:412>: GL_OUT_OF_MEMORY

09-30 18:08:20.120: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1914>: GL_OUT_OF_MEMORY

09-30 18:08:20.140: D/TEX LOADED(8327): loaded - w:256 h:128

09-30 18:08:20.140: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:20.250: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:20.310: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:20.340: D/dalvikvm(8327): GC_FOR_ALLOC freed 13184K, 73% free 6875K/25287K, paused 31ms, total 32ms

09-30 18:08:20.340: I/dalvikvm-heap(8327): Grow heap (frag case) to 18.958MB for 4194320-byte allocation

09-30 18:08:20.470: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 57% free 10970K/25287K, paused 4ms+36ms, total 127ms

09-30 18:08:20.480: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:20.980: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:21.010: D/dalvikvm(8327): GC_FOR_ALLOC freed 4096K, 73% free 6874K/25287K, paused 32ms, total 33ms

09-30 18:08:21.010: I/dalvikvm-heap(8327): Grow heap (frag case) to 18.958MB for 4194320-byte allocation

09-30 18:08:21.130: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 57% free 10970K/25287K, paused 4ms+6ms, total 119ms

09-30 18:08:21.150: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:22.030: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:22.070: D/dalvikvm(8327): GC_FOR_ALLOC freed 4096K, 73% free 6874K/25287K, paused 32ms, total 33ms

09-30 18:08:22.070: I/dalvikvm-heap(8327): Grow heap (frag case) to 18.958MB for 4194320-byte allocation

09-30 18:08:22.200: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 57% free 10970K/25287K, paused 4ms+47ms, total 132ms

09-30 18:08:22.210: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:22.470: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:22.470: D/TEX LOADED(8327): loaded - w:16 h:6

09-30 18:08:22.470: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

edited: grammar issues

Edited by Bomberjack
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Guest hugobosslives

Hi, I hope somebody can help me.

I use this latest build, and I used the previous version too.

When I start a call, my LCD screen go to black. I can't STOP a call, I can't do anything (and the screen is black).

How can I fix this problem?

Is anybody have the same problem?

yer its common. go settings. advanced. and then calibrate the proximity sensor.

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Guest razzmataz1478
Hi, I hope somebody can help me.

I use this latest build, and I used the previous version too.

When I start a call, my LCD screen go to black. I can't STOP a call, I can't do anything (and the screen is black).

How can I fix this problem?

Is anybody have the same problem?

2nd problem is the memory allocator for opengl textures.

You can test it in angry birds seasons, and I can reproduce it in my app.\

I didn't show it in the standard angry birds.

At first, I switched on Large Heap mode. (it have to be allows 64 mbyte heap).

And I try to allocate textures, but It generate various crashes:

1. simple out of memory, my app killed by system

2. my app started with white blocks (some textures is a simple white 0xffffffff, some textures works)

3. the phone crash and reboot

When I started my app I had 197Mb free memory(I check it in ES Task manager widget)

My app worked with the factory's 2.3 system.

I get error messages in Logcat:

09-30 18:08:15.430: D/dalvikvm(8327): GC_FOR_ALLOC freed 5130K, 52% free 5849K/12103K, paused 40ms, total 43ms

09-30 18:08:15.440: I/dalvikvm-heap(8327): Grow heap (frag case) to 17.956MB for 4194320-byte allocation

09-30 18:08:15.590: D/dalvikvm(8327): GC_CONCURRENT freed 10K, 33% free 10963K/16263K, paused 4ms+24ms, total 144ms

09-30 18:08:15.700: I/dalvikvm(8327): Jit: resizing JitTable from 1024 to 2048

09-30 18:08:15.970: D/dalvikvm(8327): GC_FOR_ALLOC freed 4104K, 58% free 6875K/16263K, paused 29ms, total 29ms

09-30 18:08:15.970: I/dalvikvm-heap(8327): Grow heap (frag case) to 18.958MB for 4194320-byte allocation

09-30 18:08:16.110: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 33% free 10970K/16263K, paused 4ms+6ms, total 140ms

09-30 18:08:16.590: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:16.710: D/dalvikvm(8327): GC_FOR_ALLOC freed 4096K, 58% free 6874K/16263K, paused 31ms, total 31ms

09-30 18:08:17.140: I/dalvikvm-heap(8327): Grow heap (frag case) to 23.708MB for 9175056-byte allocation

09-30 18:08:17.370: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 38% free 15834K/25287K, paused 16ms+45ms, total 226ms

09-30 18:08:19.270: D/TEX LOADED(8327): loaded - w:2048 h:1120

09-30 18:08:20.080: I/Adreno(8327): ioctl code 0xc00c092f (IOCTL_KGSL_GPMEM_ALLOC) failed: errno 12 Out of memory

09-30 18:08:20.120: I/Adreno(8327): ioctl code 0xc00c092f (IOCTL_KGSL_GPMEM_ALLOC) failed: errno 12 Out of memory

09-30 18:08:20.120: E/Adreno200-ES20(8327): <qgl2DrvAPI_glTexImage2D:412>: GL_OUT_OF_MEMORY

09-30 18:08:20.120: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1914>: GL_OUT_OF_MEMORY

09-30 18:08:20.140: D/TEX LOADED(8327): loaded - w:256 h:128

09-30 18:08:20.140: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:20.250: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:20.310: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:20.340: D/dalvikvm(8327): GC_FOR_ALLOC freed 13184K, 73% free 6875K/25287K, paused 31ms, total 32ms

09-30 18:08:20.340: I/dalvikvm-heap(8327): Grow heap (frag case) to 18.958MB for 4194320-byte allocation

09-30 18:08:20.470: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 57% free 10970K/25287K, paused 4ms+36ms, total 127ms

09-30 18:08:20.480: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:20.980: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:21.010: D/dalvikvm(8327): GC_FOR_ALLOC freed 4096K, 73% free 6874K/25287K, paused 32ms, total 33ms

09-30 18:08:21.010: I/dalvikvm-heap(8327): Grow heap (frag case) to 18.958MB for 4194320-byte allocation

09-30 18:08:21.130: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 57% free 10970K/25287K, paused 4ms+6ms, total 119ms

09-30 18:08:21.150: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:22.030: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:22.070: D/dalvikvm(8327): GC_FOR_ALLOC freed 4096K, 73% free 6874K/25287K, paused 32ms, total 33ms

09-30 18:08:22.070: I/dalvikvm-heap(8327): Grow heap (frag case) to 18.958MB for 4194320-byte allocation

09-30 18:08:22.200: D/dalvikvm(8327): GC_CONCURRENT freed <1K, 57% free 10970K/25287K, paused 4ms+47ms, total 132ms

09-30 18:08:22.210: D/TEX LOADED(8327): loaded - w:1024 h:1024

09-30 18:08:22.470: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

09-30 18:08:22.470: D/TEX LOADED(8327): loaded - w:16 h:6

09-30 18:08:22.470: E/Adreno200-ES11(8327): <qglDrvAPI_glTexImage2D:1913>: GL_OUT_OF_MEMORY

edited: grammar issues

I've noticed big memory problems, especially with the bitmap renderer.

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Guest razzmataz1478

There are massive memory/graphics issues - basically the stuff that makes the ROM smooth also causes this stuff.

So our 512mb RAM is feeling the effect, eh?

A personal opinion:

I feel that this is the final OS version that our trusty Skates will be able to handle without it being unusable. A sad note but hopefully it will be some time before this happens and we still have this to play with until then. Who knows I may be wrong...

I'm thinking you're right.

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Guest matt4321
Computing and Maths at University.
I'm younger than the rest of my year. That's why there is a gap between you and me Raz.

Applying to Oxford and Imperial as well as 3 Scottish Unis.

I'm doing computing at uni next year! Not at Oxford, not smart enough, although i do live there. Its an awesome place! You'd love it.

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Guest Bomberjack

I've noticed big memory problems, especially with the bitmap renderer.

yes, I found a new fun, the memory is leaking in the os (not in my game).

When I rebooted the phone, this problem gone.

But I'm working on the phone, so I have to reboot to free this leaks.

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Guest ScouseMouse

I got 2 zte skates, ive put this rom on both of them however on 1 of them the wifi isnt working...I know the wifi is ok as it was working fine on a different rom I had on it earlier...any ideas?

Edited by ScouseMouse
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Guest rangeoshun

what's the difference? is it safe to flash?

Flashing should be safe, but it's not intended to be stable. Otherwise it would be in the first post. It's the experimental build of the experimental rom :)

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Guest creedence
I've decided to test run nightly builds. Both "theoretically" should be safe to flag but they are untested.

No problem! We will test it. Thank you

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Guest betasergio

I've decided to test run nightly builds. Both "theoretically" should be safe to flag but they are untested.

The 2 compilations doesn`t start properly, one has poblem graphics, and the other doesn`t start.

I love your job tilial. Waiting for a new release.

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