Crank Storyboard Suite 1.3 Update!

December 19th, 2011

Hello Everyone,

Hope the holiday season is not stressing all of you out and that you have completed, or close to completing, all your holiday shopping. If there is that special someone who is hard to shop for and you do not know what to get them … why not send them a link to the Crank Storyboard Suite evaluation? Storyboard Suite 1.3 Update is chalked full of enhancements and bug fixes. Areas that have been improved are PSD import no longer truncates names, templates can now include tables and multiple controls, the properties layout have been restructured, and many items under the covers have been cleaned up for better stability and performance.

I would also like to take this time and wish everyone a Merry Christmas and a prosperous New Year!

See you all in 2012.

Thanks for reading.

-JamieV

QNX 6.5 running OpenGL ES 2.0

December 5th, 2011

Hello Everyone,

I just wanted to let you all know that Crank now has Storyboard™ Embedded Engine for QNX 6.5 available for installation. I’ve put together a step by step to get you all up and running quickly.

If you want to run OpenGL ES 2.0 on the QNX 6.5 target platform there are a couple of steps that you need to do first. I’ve added a link to our forums that describes what those steps are.

Thanks,

-JamieV

Freescale i.MX53 and OpenGL ES 2.0

November 28th, 2011

Hello Everyone,

I just wanted to do a quick post showing the Crank Storyboard Embedded Engine running on the Freescale i.MX53 with OpenGL ES 2.0. You have probably seen the BubbleMark and GUIMark tests in our other videos but the point I wanted to make here is that I simply took those Storyboard apps and placed them on the i.MX53 with our Embedded Engine. There was no need to add any OpenGL ES 2.0 specific code to the applications or recompile for the arm platform. This is one of the great features of using Storyboard. You can reuse your Storyboard applications across multiple hardware platforms and rendering technologies without the need to rewrite the application.

This is extremely useful in the early development stages of a product. Especially when hardware has not been ironed out yet. Development efforts can start right out of the gate regardless of what platform you start with.

Here we have the Framerate Storyboard application running on the i.MX53. We are seeing between 42 – 45 frames per second.

Here we have the BubbleMark Storyboard application running on the i.MX53. The number is a little high you say … 136 ish? This is because it is not a true frames per second rate. We are showing iterations through the event loop and displaying images per second.

Last but not least we have the Raiden Storyboard application running on the i.MX53. We are seeing between 52 – 55 frames per second.

All in all, not bad numbers for just taking a couple of applications and putting them down on a new platform without fine tuning or making any modifications.

Feel like taking Storyboard Suite for a test drive? Download a full 30 day evaluation and see for yourself!

Thanks for reading.

-Jamie

Rapid Android GUI Development with NDK Performance

November 14th, 2011

Coming soon to Storyboard will be support for Android. This means users can create an application in Storyboard Designer and immediately export an Android APK that can be installed on their favorite Android device for verification and testing. This will provide our users with a quick and easy method to verify and share designs on a device before the real hardware is available. Also in the future can provide a powerful development environment for Android app developers that require NDK performance without having to write OpenGL ES code.

Here you can see a few early examples of Storyboard running on the the Android platform (Sorry for weak camera work). The first 2 applications are benchmark applications we ported from the GUIMark tests by Craftyminds. You can see from results on most Android tablets with HTML5 that Storyboard will provide a true performance advantage by leveraging the OpenGL ES acceleration. Still a couple of issues to iron out, as you can see, but wanted to give you a preview of the performance we are getting and we haven’t done any tuning yet.

Stay tuned and we’ll continue to provide updates. If you are interested in being part of the Beta when it’s ready please drop us an email.

Jason

Storyboard Performance Logging

November 10th, 2011

Hello Everyone,

Here is a quick tutorial using performance logging to identify and preload images to prevent stalls on initial application start up with Storyboard Designer.

Open up the Storyboard Simulator Configuration.

 

Enable the libgre-plugin-logger.dll and check “Get Performance Information” and “Start Now” and then “Apply” and “Run”. This setup will display information to the console.

You can also export the information to a .csv file and then use the filter options in Microsoft Excel to help look through the data. To capture information to a .csv file instead of displaying to the console, do the same as above but enter a file name in the field provided. The .csv file will show up in your project directory after running the Storyboard application. If you don’t want the performance logging to start when the application starts, you only need to check the “Get Performance Information” action and leave the “Start Now” action unchecked.

Once you have the data you’ll want to do a filter to just show the load calls. All duration times are in ms.  Now you can identify the images that cause the largest issues and use the Lua gre.load_resource() call to preload these images during a splash screen or another appropriate time.

-JamieV

 

Adobe Flash Player for mobile devices

November 9th, 2011

Hello Everyone,

I was going through some of this mornings tech news and I came across this topic that I thought would interest some of you. Apparently Adobe is going to announce the end of their Flash Player for mobile devices and refocus on their HTML 5 strategy. As may of you know Apple has refused to support Flash on the iPhone and iPad for years due to poor performance. I image Steve Jobs is having quite the laugh right now :) Here is the link to the article.

-JamieV

Bit Depth Issues

October 31st, 2011

When you have a tool that supports emulation on a host system, one of the common problems that you run in to is the resulting project does not look the same on the target hardware.  An example of this is when you work with a bit depth of 32 on your host system and then run tour storyboard application on a target system that only supports 16 bits per pixel.  Why is this an issue?  Well it’s because you go from having millions of colors at your disposal to 65536.  This can cause problems like color banding in gradients.

We have discussed how we can make users aware of issues such of these before they get to the point where they are running an storyboard application on their target hardware, and one solution is to render things in the tool with a bit depth of 16.  Of course this would only happen if you set your storyboard application to have a bit depth of 16.  Otherwise we would render stuff with 32 bits per pixel.  The following is an example of what the comparison looks like:

 

32 bits versus 16 bits

Of course now, people may now believe that our tool doesn’t render correctly as opposed to our runtime, but as we move along, the tool can make it apparent to the end user why this is happening.

- Rodney

 

Toronto RTECC show October 28

October 27th, 2011

Hello Everyone,

Crank Software is a Silver sponsor at this years Toronto RTECC. Crank will be exhibiting Storyboard Suite, our embedded user interface (UI) solution, as well as an early preview of Storyboard Embedded Engine running on Android.

RTECC TORONTO

Friday October 28th
8:30 am – 2:30 pm
Sheraton Toronto Airport Hotel & Conference Centre
801 Dixon Road
Toronto, ON  M9W 1J5 Canada

Jason Clarke, Co-founder of Crank Software, will also be giving a  presentation on “Embedding Rich User Interfaces on Resource-constrained Devices” from 11:30 am – 12:15 pm.

Hope to see you all there!

-Jamie

Storyboard IO

October 25th, 2011

Hello Everyone,

We have had many customers and people evaluating Storyboard asking about communicating with external programs. Storyboard does this using what we call Storyboard IO. The Storyboard IO API provides a platform independent communication API that allows inter-task and inter-process queued message passing. To read more on Storyboard IO please see here.

Since this issue has come up many times recently I thought I would put together a step by step so anyone interested could run an external application and see Storyboard IO in action. This step by step assumes you are using Storyboard 1.3 and Microsoft Visual Studio 2008.

Lets get started!

1) Start Microsoft Visual Studio 2008 and create a console project

File -> New Project -> Win32 Console Application

Name: storyboardio
Path: c:\crank\<some dir name>

Agree to the defaults presented in the auto config wizard

2) Add in the include path for Storyboard IO

** Right click project (storyboardio) select Properties

** Expand C/C++ > General

** Add the Win32 Storyboard Engine include path:

C:\Program Files (x86)\Crank Software\Storyboard Engine\1.3.0.201109261539\win32-x86-win32-obj\include

3) Add in the header definition for Storyboard IO to the source

** Add in to the main source file (storyboardio.cpp)

#include <gre/greio.h>

4) Add in the MS missing standard C files (stdint.h/inttypes.h)

** Download http://code.google.com/p/msinttypes/downloads/list

** Add them to the project (wherever you want in the filesystem) and to the include path

** Suggest adding $(ProjectDir) to path

5) Add in the Storyboard IO library

** Right click project (storyboardio) select Properties

** Expand Linker -> Input

** Add libgreio.lib to  the additional dependencies

** Expand Linker -> General

** Add the path to the grieo library

C:\Program Files (x86)\Crank Software\Storyboard Engine\1.3.0.201109261539\win32-x86-win32-obj\lib

6) Build the project

** Build -> Build Solution

7) Below is a sample MS VS 2008 sample application.

** Run any Storyboard application with the command line option of:

-ogreio,channel=testgreio

C:\Program Files (x86)\Crank Software\Storyboard Engine\1.3.0.201109261539\win32-x86-win32-obj\bin\sbengine.exe -vvv -ogreio,channel=testgreio C:\Program Files (x86)\Crank Software\Samples\media_player\media_player.gapp

** Then run the MS VS 2008 sample application, it will cause the Storyboard application to quit.

----- Sample App -----
 // storyboardio.cpp : Defines the entry point for the console application.
 //
#include "stdafx.h"
#include <gre/greio.h>
int _tmain(int argc, _TCHAR* argv[])
{
    gre_io_t *handle;
    gre_io_serialized_data_t *buffer;
handle = gre_io_open("testgreio", GRE_IO_TYPE_WRONLY);
if(handle == NULL) {
    printf("I can't open the IO channel\n");
    return 1;
}
buffer = gre_io_serialize(NULL, NULL, "gre.quit", NULL, NULL, 0);
if(buffer == NULL) {
    printf("I can't serialize an event \n");
    return 1;
}
gre_io_send(handle, buffer);
gre_io_close(handle);
return 0;
}

Thanks,
-Jamie

What’s up doc?

October 24th, 2011

Hello Everyone,

With the release of Storyboard Suite 1.3 we also updated our documentation. Not only were they updated to reflect the new functionality of features new to 1.3 but, we also restructured / updated older content and refreshed the images. When you have a minute or two stop by and take a read.

Thanks,

-JamieV