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Post #21 Posted: Thu Jul 04, 2013 5:01 pm 
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amnal, they all look quite nice! Congrats and thanks!!


Thanks!

EdLee wrote:
Totally unrelated question about Android, what's the meaning of this funny little icon?
Attachment:
icon.jpg


I'm not really sure what it's supposed to be a picture of, but it means 'android debug bridge' is enabled because it's plugged into my computer. The phone is communicating on the adb protocol that lets me do stuff like send receive files, view logs in real time, and upload packages straight from my computer.

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I have no smartphone or tablets (no iPhone, no Galaxy, no Windows 8, nothing). But I hope others can enjoy your nice new UI!


I didn't until a few months ago but then I gave in for a phone. And suddenly it's super tempting to make an app to fix all my annoyances...and after that it's become tempting to get a tablet to work with it. A slippery slope!

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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #22 Posted: Sat Jul 06, 2013 10:27 am 
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The new boards and stones look nice! :)

Another oddity I just discovered in playing mode--Nogo lets you make suicide moves. If you play in an illegal, surrounded spot, your group or stone is captured, and it's the next player's turn. I'm not sure if suicide moves are illegal in every ruleset, of course. It also lets you illegally recapture Ko right away. I guess the players will have to keep their eyes open to not accidentally make illegal moves.

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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #23 Posted: Sat Jul 06, 2013 10:39 am 
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Inkwolf wrote:
The new boards and stones look nice! :)

Another oddity I just discovered in playing mode--Nogo lets you make suicide moves. If you play in an illegal, surrounded spot, your group or stone is captured, and it's the next player's turn. I'm not sure if suicide moves are illegal in every ruleset, of course. It also lets you illegally recapture Ko right away. I guess the players will have to keep their eyes open to not accidentally make illegal moves.


Ah, good catch. This is semi-deliberate behaviour based on my own use case, but I think I should at least make it an option to catch suicide (it is allowed in some rulesets, but of course it isn't normal) and enforce the normal ko rule. I guess I'll also make full superko an option.

I've just about got sgf file open behaviour to work, so next release (shortly!) noGo should appear in sgf file open menus :)


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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #24 Posted: Tue Jul 09, 2013 5:09 am 
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I hit some problems with the python/android intent integration, and now I'm away for a few days, so there won't be an update on this until next week. It looks like the problem has been resolved recently in the newest framework version so it should still be okay when I get a chance to look at it.

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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #25 Posted: Wed Jul 10, 2013 5:26 am 
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I've been testing it too on my Samsung galaxy s2 with the latest jelly bean from cyanogen.

The menu interface is wrong... Fro some reason it fails to weight properly the widths of each column. This doesn't happen any more if I switch to tablet mode. Here you have my screenshot Image

Reviewing is very nice and the guess next move feature is awesome. However, when I try to create a new game it crashes.

And I was surprised by the size of the app... Currently about 50mbs. Though it doesn't bother me currently, it would have on my previous phone.

Thank you for your app.
I'll be looking for the next updates.

I'm sure you already answered this but I can't find it anymore: why aren't you uploading it to Google play?


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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #26 Posted: Wed Jul 10, 2013 9:04 am 
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alejo wrote:
I've been testing it too on my Samsung galaxy s2 with the latest jelly bean from cyanogen.

The menu interface is wrong... Fro some reason it fails to weight properly the widths of each column. This doesn't happen any more if I switch to tablet mode. Here you have my screenshot


Ah, yes, I know about this problem. It is because I'm just using the built in config panel provided by the gui framework, but as you see it has some strange problems. I hope to fix it after a first release, since it does at least work.

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Reviewing is very nice and the guess next move feature is awesome. However, when I try to create a new game it crashes.


For the former, good :) . For the latter...oh no! Do you mean when you press 'new board' it immediately crashes, or sometime later in the process?

Quote:
And I was surprised by the size of the app... Currently about 50mbs. Though it doesn't bother me currently, it would have on my previous phone.


Hmm...I hadn't noticed this though my device reports the same thing. A relatively large size is to be anticipated when uncompressed (it includes 11MB of pro games and a python interpreter/stdlib), but 50MB is more than I expected. I'll look into it.

On the other hand, it probably isn't a problem on any recent device (the S2 is a couple of years old now, and is more or less okay?), so I hope it isn't a problem in general.

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Thank you for your app.
I'll be looking for the next updates.

I'm sure you already answered this but I can't find it anymore: why aren't you uploading it to Google play?


When I first announced it here, I was aware of several relatively big bugs and important missing features. Having received some good feedback and implemented most of this, I intend to put it on google play very soon. I'm away for a few days so this will probably be sometime next week.

Thanks for the comments. I'm glad you like some of it, and I'll work to improve the rest :)

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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #27 Posted: Wed Jul 10, 2013 11:51 am 
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amnal wrote:
alejo wrote:
Reviewing is very nice and the guess next move feature is awesome. However, when I try to create a new game it crashes.

For the former, good :) . For the latter...oh no! Do you mean when you press 'new board' it immediately crashes, or sometime later in the process?


Yes, it does immediately crash. Actually it sets me back to the desktop

About the size, it doesn't bother me at all. Moreover, some of the data can be moved to the SD card so the internal storage usage is fine. I was just wondering if everything was fine or there was some endless log created...

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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #28 Posted: Wed Jul 10, 2013 12:06 pm 
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alejo wrote:

Yes, it does immediately crash. Actually it sets me back to the desktop


I'd of course like to fix this, but I'm not able to replicate it and I don't know what it could be. If it persists in the next update, I'll try to take a closer look.

If you're interested, you could send me your phone's log (accessible via adb or an app like https://play.google.com/store/apps/deta ... gcat&hl=en ) which will probably show the python traceback for whatever is going wrong.

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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #29 Posted: Thu Jul 11, 2013 8:48 am 
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amnal wrote:
Quote:
And I was surprised by the size of the app... Currently about 50mbs. Though it doesn't bother me currently, it would have on my previous phone.


Hmm...I hadn't noticed this though my device reports the same thing. A relatively large size is to be anticipated when uncompressed (it includes 11MB of pro games and a python interpreter/stdlib), but 50MB is more than I expected. I'll look into it.


This is just a shot in the dark, but might it be related to the loading of images (eg, the board and stones)?

http://developer.android.com/training/d ... itmap.html

I read someone's "beginning Android dev" blog, and mentioned large ram usage due to un-optimized image handling (hence, I bookmarked that look, for when I reach that point myself).

edit:

Nevermind. I thought this was referring to RAM usage. I'll still leave my previous text though, since it might prove to be as interesting to other prospective Android developers as it was for me. :)


Last edited by LocoRon on Thu Jul 11, 2013 9:01 am, edited 1 time in total.
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 Post subject: Re: noGo - A new goban for Android (update: v0.1.8)
Post #30 Posted: Thu Jul 11, 2013 8:58 am 
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LocoRon wrote:
amnal wrote:
Quote:
And I was surprised by the size of the app... Currently about 50mbs. Though it doesn't bother me currently, it would have on my previous phone.


Hmm...I hadn't noticed this though my device reports the same thing. A relatively large size is to be anticipated when uncompressed (it includes 11MB of pro games and a python interpreter/stdlib), but 50MB is more than I expected. I'll look into it.


This is just a shot in the dark, but might it be related to the loading of images (eg, the board and stones)?

http://developer.android.com/training/d ... itmap.html

I read someone's "beginning Android dev" blog, and mentioned large ram usage due to un-optimized image handling (hence, I bookmarked that look, for when I reach that point myself).


This was my thought as well, as EdLee's original images were at quite a high resolution.

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 Post subject: Re: noGo (open-source android goban) released on Google Play
Post #31 Posted: Tue Jul 16, 2013 3:58 am 
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noGo has been released on Google Play, it's now available at https://play.google.com/store/apps/deta ... nclem.nogo . There are no significant changes since the last update (0.1.8), but it seems stable enough to release. Thanks for everyone's help, it is already very much better than the first version I released here!

The next feature I'm working on is having noGo appear in sgf open menus, as previously discussed. It's semi-working, but there are some framework bugs to resolve before it behaves properly.


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Post #32 Posted: Tue Jul 16, 2013 9:25 am 
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Great job! Now you get to look forward to more bug reports and feature requests. :)


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 Post subject: Re: noGo (open-source android goban) released on Google Play
Post #33 Posted: Tue Jul 16, 2013 4:55 pm 
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Would anyone be able to try the newest version, available at http://inclem.net/noGo/noGo-0.2.2-release.apk ? It should support opening an sgf from anywhere, appearing in the relevant menu and correctly opening the game file.

I'm not sure if it works because of a set of timing conditions that only apply to my device, or if it's working properly. Thanks to anyone that can check!

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Post #34 Posted: Tue Jul 16, 2013 7:54 pm 
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It worked! I found a SGF file with ES File Explorer, and when I clicked to open it, Nogo appeared in the apps list, and opened it with no problem.

That will make it easier to access my GoGod files. ^^

Thanks! I don't know if you made other changes, no time to give it an in-depth test this week.

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Post #35 Posted: Wed Jul 17, 2013 1:07 am 
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I tested it yesterday in a Samsung 10.1 tablet and it works for what I was looking for.

However:
As it is now, to reach a game I have to navigate the folders, as it opens every time in root. Also, It takes a long time to open folders with a thousand games or so. At the same time, if I put the tablet in standby with nogo open, it takes a long while to get in again, as it's taken over 250MB of memory.

To solve those issues, I'd suggest three changes:
- Open the last used folder or add a configuration option to do so.
- Don't analyse the sfgs in a folder before selecting one. I don't know what the app is doing with them, but it takes a long time.
- When the user leaves a game, to go to a menu or anything else, don't keep that game in memory if it has no changes. Keep only the address and reload it when the user goes back to it. If it does have changes, save it to a temporary location and reopen it upon returning.


Thank you very much for having made this app.

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Post #36 Posted: Wed Jul 17, 2013 2:09 am 
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Inkwolf wrote:
It worked! I found a SGF file with ES File Explorer, and when I clicked to open it, Nogo appeared in the apps list, and opened it with no problem.

That will make it easier to access my GoGod files. ^^

Thanks! I don't know if you made other changes, no time to give it an in-depth test this week.


Thanks Inkwolf! I'll do a few more checks, but it looks like it should work for everyone :)

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Post #37 Posted: Wed Jul 17, 2013 2:18 am 
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Alguien wrote:
I tested it yesterday in a Samsung 10.1 tablet and it works for what I was looking for.


How is the UI on the larger screen? I intend a proper landscape tablet mode that uses the space more efficiently, but I don't really know how bad (if at all) the current one will feel.

Quote:
However:
As it is now, to reach a game I have to navigate the folders, as it opens every time in root. Also, It takes a long time to open folders with a thousand games or so. At the same time, if I put the tablet in standby with nogo open, it takes a long while to get in again, as it's taken over 250MB of memory.


The inbuilt filebrowser is a bit rubbish anyway, which is why the new version (releasing soon) supports opening games from a system filebrowser. I'll make some of the improvements you suggest, but in the long term maybe I can call a system filebrowser from within the app if one exists. That might be a much better experience.

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To solve those issues, I'd suggest three changes:
- Open the last used folder or add a configuration option to do so.
- Don't analyse the sfgs in a folder before selecting one. I don't know what the app is doing with them, but it takes a long time.
- When the user leaves a game, to go to a menu or anything else, don't keep that game in memory if it has no changes. Keep only the address and reload it when the user goes back to it. If it does have changes, save it to a temporary location and reopen it upon returning.


It doesn't do any analysis of sgfs in a folder, it's just that slow ;) . I have several ideas to minimise the need for a filebrowser, like importing folders into noGo's collections system which pre-scans them nicely. Your ideas are good though, and will fit in nicely with another plan to have noGo give the option to automatically reopen games if it's been force-closed by the OS.

Thanks!

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Post #38 Posted: Wed Jul 17, 2013 3:16 am 
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amnal wrote:
Alguien wrote:
I tested it yesterday in a Samsung 10.1 tablet and it works for what I was looking for.


How is the UI on the larger screen? I intend a proper landscape tablet mode that uses the space more efficiently, but I don't really know how bad (if at all) the current one will feel.


It's not bad. I used both phone and tablet mode on the tablet and they were both fine. I'll look at it with a more UI critic eye in case I'd change something.

Quote:
The inbuilt filebrowser is a bit rubbish anyway, which is why the new version (releasing soon) supports opening games from a system filebrowser. I'll make some of the improvements you suggest, but in the long term maybe I can call a system filebrowser from within the app if one exists. That might be a much better experience.


If you manage to open sgf files from the file browser, all other points are moot. I wouldn't even have noticed the functionality if I had been able to open the files directly.

Quote:
It doesn't do any analysis of sgfs in a folder, it's just that slow ;) . I have several ideas to minimise the need for a filebrowser, like importing folders into noGo's collections system which pre-scans them nicely. Your ideas are good though, and will fit in nicely with another plan to have noGo give the option to automatically reopen games if it's been force-closed by the OS.


Once opening sgfs from the browser works, the other problems become a non-issue for me. I wouldn't mind opening the app with a file and closing it once I'm done.

Maybe it could remember the last file opened and the navigation position in that file, and have a button for "Open last sgf" that would open the last file at the position it was when the app was closed.

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 Post subject: Re: noGo (open-source android goban) released on Google Play
Post #39 Posted: Wed Jul 17, 2013 4:20 am 
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For lots more go game sgf in public domain to add to your app, try http://badukmovies.com/pro_games

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Post #40 Posted: Wed Jul 17, 2013 4:41 am 
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tchan001 wrote:
For lots more go game sgf in public domain to add to your app, try http://badukmovies.com/pro_games


Oh wow, they are really all public domain :o

So many pro games will probably not fit in my app! Maybe I could make a separate package just for downloading them, that lets you open them in any reader...

Thanks!

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