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Re: Alternatives to current development
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Indeed, people who are skilled at REing are always needed with this type of project - and hard to come by. I guess I'll go back to what vinceweis said. Put up or shut up - either you help out, actually implement what you're talking about, or lurk and enjoy what the other developers are working very hard on. Your choice, I'm certainly not trying to discourage you from what you're doing - but from this angle and this stage in the game, it frankly seems counter-productive. If you think you can do it, then do it and prove us all wrong :D. |
Re: Alternatives to current development
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Re: Alternatives to current development
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Re: Alternatives to current development
I think AmeiseMike's idea is not so bad but it is so much hard to make it reality. The abstract layer is really flexible to make it usable most cross platform API like use .dll on Linux or .so on Windows but we can not implement all the JNI wrapper for each device, it is a very very big job and who know what's happen with them. Also Windows & Linux kernel is 2 kind of kernel and it all difference. AFAK, Android use Linux as a based but it also use emulator and native linux binary format, and many system process made to interactive directly with kernel signal and many other things like access /proc, /dev, /sys ... everything are related to Linux stuff, I think we can not handle it all.
There are simpler & easier way is use Ndiswrapper method to load WinCE's driver and call it's API, it is use in many Linux distro to reuse Windows's drivers such as closed source driver.... You all can read more about it in Wiki's page: NDISwrapper - Wikipedia, the free encyclopedia Good luck! |
Re: Alternatives to current development
I think the primary problem with this is that it would not bypass the very issues with WM6.5 that push me to Android on this phone. For example, sending and receiving texts. Would that just thunk calls down to MAPI under WM6.5, or is it possible to access lower-level radio functions and process all of that directly within Android? If it relies on MAPI then so much additional overhead will be incurred that there will be significant performance penalties. Further, the amount of RAM that WM can make available may not be enough for Android in the first place. I had this problem when I ported Quake 2 to Pocket PC. Some device models simply could not allocate enough contiguous memory for the game to run (20-30 MB). The hardware had enough physical memory, but because of OEM implementation issues it could not allocate such large blocks. These are the sorts of problems that would be encountered running one entire OS on top of another on hardware that is already resource-limited to begin with.
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