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Old 06-12-2005, 11:42 PM   #1 (permalink)
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Default Using Multiple COD files

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I am developing a rather large game (~200k) using JDE 4.0. After discovering that it is possible to split a large application into smaller 64k COD files, I made the necessary changes. I uploaded all the files to my test server and proceeded to test it on my Blackberry 7290 simulator. The simulator successfully downloaded it from my test server, but when it tried to run the application it said it could not find my graphics (which are in a COD file seperate from my application code).

My question is how do I compile the COD files so I can use graphic files/resources between them?

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Old 06-13-2005, 07:51 AM   #2 (permalink)
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Quote:
Originally Posted by Phuknutt
I am developing a rather large game (~200k) using JDE 4.0. After discovering that it is possible to split a large application into smaller 64k COD files, I made the necessary changes. I uploaded all the files to my test server and proceeded to test it on my Blackberry 7290 simulator. The simulator successfully downloaded it from my test server, but when it tried to run the application it said it could not find my graphics (which are in a COD file seperate from my application code).

My question is how do I compile the COD files so I can use graphic files/resources between them?

Thanks
Bitmap.getBitmapResource(modulename,filename.png); in your code to get the graphics

Be sure your JAD file has referances to download the other modules the simulator may be using a copy of a file loaded from the JDE.
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Old 06-18-2005, 05:13 AM   #3 (permalink)
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The 4.0 development kit will automatically split a large app into small COD files (it appears as one large .cod but internally it's a ZIP archive of smaller CODs). 200K ought to be fine, but over 300K might "brick" some devices (really). RIM naturally denies this support for COD files larger than 64K even exists and they refuse to support it. And of course no individual resource can be larger than 64K; that's a Java limitation.
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Old 06-19-2005, 12:11 AM   #4 (permalink)
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Originally Posted by jcomeau_ictx
The 4.0 development kit will automatically split a large app into small COD files (it appears as one large .cod but internally it's a ZIP archive of smaller CODs). 200K ought to be fine, but over 300K might "brick" some devices (really). RIM naturally denies this support for COD files larger than 64K even exists and they refuse to support it. And of course no individual resource can be larger than 64K; that's a Java limitation.
This is true but I have tired it with large .cod files lets say like 200k OTA and it has given me an error message like 907: Invalid Jar...I read somewhere that some networks may be limited somehow. I know once I broke my project up and used a few smaller .cod's it worked fine for OTA. I wish RIM would provide more percise documentation on this subject amoung other things.
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