Is necessary purchase some physical devices (smartphone/tablets) for develop/test a mobile website? - jquery-mobile

I'm currently developing a mobile website with jquery mobile, not exactly responsive web design. I know I can develop the project in the browser on my desktop PC with some plugins or use some online services or simulators available. But I'm not sure if I missing something really important for test.
Example:
touch/swype events or viewport rotation.
Is necessary purchase some physical devices (smartphone/tablets) to develop/test the project? Why?

Intro
First don't let anyone tell you it is not necessary to purchase a real devices for a test purpose. I will tell you why from an Android perspective, same thing, just in a much smaller manner also goes for iOS development.
Good sides of an emulator testing
It is free, you only need a computer which will run your emulator.
You can test your applications in different cases (different screen resolutions, different OS versions)
Faster I/O and network operations but this is not so much a good point if you calculate how much everything else is slow.
Bad sides
It is slooooooooow, if you never tried to use it you can comprehend how slow it is (iOS emulator is fast like hell in a comparison). It doesn't matter if you have a top of a line hardware PC or Mac it is just that slow.
Emulator is simply to darn buggy, there will be a lot of times when application will work just fine on a read device and it will brake on an emulator.
This also goes other way around, sometimes application will work just fine on an emulator but will brake on a real device, in some case it will not work at all or it will not work on some devices. This is usually a case when working with hybrid applications. for some reason Android web view acts differently on real devices and on an emulator.
Emulator simply don't have some functionalities to interact with a hardware nor it can successfully emulate it. Hardware connection it can emulate even don't work correctly sometimes.
I have talked about how slow it is (because of a converting ARM bytecodes to x86 ones on the fly) but from a graphics standpoint it tends to be even slower so don't expect to do any game development on it.
Real devices comes with much more preinstalled software which may slower your application or in some ways enhance its functionalities.
Real world GPS testing is out of a question
Final notes
If you are intending to work with iOS only emulator can be used to do much of a development. Sheer lack of different screens sizes and hardware diversity makes it a perfect platform for a test purposes. Android on the other hand is completely different story, its emulator is simply useless for test purposes. I have several real Android devices, ranging from Android 2.1 + , different screen sizes and finally hardware architecture. You don't need to believe me but everything I mentioned play a significant role while testing Android applications.
If your main concern is testing your jQuery Mobile application I would still advise you a use of a real device in case of Android while in case of iOS you can successfully use emulator. Android is problematic because transition effects are to darn slow and that includes everything else that requires animations. Swipe will not be a problem and I can vouch it works just fine. Second real problem is a device rotation. jQuery Mobile sometimes can have a problem with it, mostly when used with non responsive 3rd party jQuery plugins (carousels, sliders ....). Third problem is mentioned in my list of bad sides, basically web view used in a emulator acts different then one in a real phone so sometimes you will see one thing in your real device and one thing in your emulator.

It is not necessary to purchase such a device.
For Android there is an emulator provided by the Android Development Kit (ADK). You can use it to configure multiple emulated devices with defferent screen sizes, etc. to test for multiple resolutions and Android (browser) versions.
[edit] Though to really test it for iphones you would need that emulator too I suppose, to make sure the website is correctly displayed in the provided browser.
[edit 2] To test "real" smartphone apps (not webapps), it is better to have a real device at hand.

This very much depends to which level you want to test it before you are happy to hand it over for the usage. After you do that and someone reports a defect, will you be able to see where is the problem (if it works on your PC)?
The development itself can be done in your browser, you can even simluate swipe events by dragging mouse. You don't even need any simulators, you can just make chrome window smaller (most of the devices are using some version of webkit, same as chrome).
However, once it comes to testing, I wouldn't feel great if I didn't know how it looks on the device itself. So I think having at least one device (ideally two with different OS and resolution) is always beneficial.
I would also be unsatisfied if I was working on something of which I could not see the result :)

Related

Debug freezing safari on iphone

Problem: So I have that website which is developed with Google Web Toolkit (gwt). However, since the recent patch, the application freezes at a certain point for iPhone5 users with Safari. Other iOS-Devices like iPad seem to work fine so far.
My approach:
However, since I do not have an iPhone, I tried various online tools simulating websites on the iPhone but neither of them is having any trouble. Then I tried the Chrome's built-in device emulator which did not cause any trouble, as well.
Question: Is there any way, I can debug this case or at least reproduce it given the fact that I do not have access to an iPhone?
In case the answer is 'no': how can I debug a freezing Safari given the fact that I get access to an iPhone?
Bonus question: Why do the iPhone emulators not freeze? At least I would expect them to behave in a strange way or give me some message, that something might be wrong.
Solved the problem by using browserstack.com, which emulates an OS environment in-browser, where I could use the iPhone-Dev-Tools. Other browser-based emulators did not work as they did not emulate the OS and thus did not recreate the errors described.

Is owning hardware necessary for iOS development and testing?

I'm learning iOS development and I need to know what hardware I need to test my apps.
Is the iPhone/iPad simulator in Xcode sufficient? Or do I need the hardware? I have an iPad 2, and an iPhone 3G. The iPad 2 is one generation old, while my iPhone 3G is three generations old.
My first project is a basic card game with networking, based on a tutorial.
Opinion: Considering the number of questions I see of the form "this works great on the simulator but not on my device" I'd say that having hardware for testing is necessary. I don't think you need every possible device but certainly ones that cover the features that your app uses.
It depends on features you need.
Example of things you can't test in the simulator:
Push notifications
Performance of an OpenGL game (usually you need a wide set of device to test OpenGL)
The simulator can be used for development, but the simulator is not relevant for efficiency. It is very recommended to testing on a real device too. Some of the services can not be developed on the simulator:
the push notifications
in-app purchase
iCloud services
And you know, that the iPhone 3G is not able to be updated for the lastest iOS (your iPad is able).
The first answer is YES, you need hardware as there are differences between the behaviour of the simulator and the devices. They won't always act the same as the simulator is a bit more forgiving than the device.
For example the simulator will find files (images/sounds/models etc.) even if the case is different between the request and the file name, the device will not find them. And there are more.
An other point is whether to buy/have devices to hold different iOS versions. I don't have them all as this is too expensive for me but I can say that this is a problem. No matter how much you will try to consider the differences between the devices you will always miss something and your app might not work or crash on this device.
Still you can consider this question by looking at the apps that you are going to work on. I would say that if your apps don't use the device hardware (camera for example) and don't have features that might cause problems on different devices you will be able to start with out the devices.
Bottom line is that if you want to deploy good working apps, in most cases it will be better if you could test your apps on a variety of devices.
It's not a requirement to have a equipment to test, but certainly very important. You can test FPS of your app, even not containing hand-made OpenGL. All features that you use on your app, like view effects, are tested for sure on a device. Since simulator uses your mac memory, you won't see any side effects from memory shortage. I believe your best chance is to have a iPhone 4 and your iPad 2.

Which BlackBerry Devices/OS to target? (July 2012)

We have a fairly simple mobile application, completed for iPhone and Android that does the following:
queries a web service to verify the user's account information
display an animation to show that the user, in fact, has a valid account
We got the application working very quickly on a PlayBook by using the Android version.
Now the customer has asked us to explore getting it to work on other BlackBerry devices.
None of us know that much about BlackBerry, and the main source for our question returned from google searches (http://us.blackberry.com/developers/choosingtargetos.jsp) comes up as 404 page.
According to this chart there is still a wide variety of devices in use. Which ones does it make sense to target?
Thanks
I had posted an answer last year about this here on stackoverflow, but as you noted, that link has recently broken.
The only thing I've found that's similar is this BlackBerry developer page. It shows, for example, that paid apps are being purchased by devices that are about 97% on OS 5.0 and above.
From what you've told me, I don't know that your app is going to be that different on different devices, aside from maybe the obvious smartphone vs. Playbook difference. Different devices certainly have different screen sizes, so you'll need to make sure your UI is coded to handle that gracefully.
If you guys are new to BlackBerry, you might want to stay away from OS < 5.0. There are some things in prior OS versions (e.g. location services / maps, browser, and networking) that are a little tough to work with, and with such a small percentage of paying customers still on OS < 5.0, it probably isn't worth it to you.
So, I guess I'm recommending that you target specific OS levels (e.g. 5.0+). That will be a bigger driver for how you build your app, than a specific set of devices. This is because each OS version adds more and better APIs to use.
Once you've decided which OS to target, then you should download the SDK for each major OS. For example, if you use the Eclipse BlackBerry plug-in, you can install the 5.0 SDK (aka component pack), the 6.0 SDK, the 7.0 and 7.1 SDK.
Once you have those SDKs installed, you'll then have a bunch of simulators (each SDK has a simulator folder). Run your app on all those simulators, and that'll probably be a good start.
Of course, there's no substitute for running on real hardware, too, but if your app does mostly standard things (not interacting with hardware sensors, just displaying web pages, and making HTTP requests), the simulators should give you a pretty good test environment. They certainly will give you all the screen size configurations.

phoneGap app for iOs: if application works in xCode device emulator

I've got a newbie question about phoneGap and creating apps for iOs.
If my phoneGap app runs in device emulator in xCode and everything is ok, can I be sure that it will work the same way on a real iOS device when I publish it in the appstore?
The XCode simulator does what the name suggest - 'simulates'. It is not identical to the actual hardware, for a number of reasons. Here are just a few of them:
Performance - your computer has much more memory and processing power available than the phone itself. Your app may run fine on the simulator, but quite slow on the device. This is why it's a good idea to run on the device itself, especially if you're doing stuff which could use up a lot of memory.
Missing features - the simulator doesn't allow certain things to be tested, like in app purchase or media/asset management. And obviously you're missing things like the camera, the accelerometers, compass, etc. You can from iOS 5 simulate certain things like the GPS, but nowhere near everything.
Visuals - the simulator runs at your monitor resolution, whereas the phone itself has a much higher DPI display. Things that look readable or fine on the simulator can on device look very different.
If you're not testing your app on an actual device before releasing it to the app store you're doing a disservice to your users - this is Apple's point of view, and one shared by most developers. It's not necessarily what you might want to here, but unfortunately the simulator really is just that - a simulator. You wouldn't want to be in a plane piloted by somebody who had only trained on a simulator. And you probably wouldn't want to use an app that had only been run on the iOS simulator.
Here's what Apple have to say about it in their own documentation:
Although you can do much of your debugging and testing of an iOS application using iOS Simulator, simulation cannot completely match the results of running your application on the target devices; you must test your application on actual devices to ensure that it runs as intended and to tune it for performance on actual hardware.

Blackberry Development (Test Devices)

I'm planning to create an app for blackberry. The Android and iPhone Versions are almost done. Next on the list is the blackberry one.
So my question is: how good are the simulators? Do I need a real device to test? Which one would you recommend?
It is unlikely you'll be able to create a bugless app without a real device. However totally ignoring simulators would also be a mistake. Simulators are quite good, because they allow to test a substantial part of features on a wide range of device models/OS versions. It would be quite expensive to have a dozen of real devices. :)
Usual points to bear in mind while working on simulators:
real devices are slower in times.
simulators do not support permissions (simulators act as if permissions are always granted regardless of what you actually see).
real device may not support the same type of network transport that your simulator has (TCP, WIFI, BES).
big wireless providers (e.g. Verizon) usually install a slightly customized version of BB OS on their devices, and sometimes it results in a different behaviour (or even bugs).
I've had fairly good luck with the simulators. I've been using the Storm, and I have a real curve. I have a colleague with a real storm so I run everything by him as well.
There have only been 2 times that having a real device has helped me. 1. Making sure I had my install files correct. Since Eclipse just copies them out to the simulator it took me 2 attempts on a real device.
and 2. When testing creating & using a database on the sim card. I got about 95% there on the simulator, and the other 5% was really just verification.
That said, which one depends on what version you're writing for. Storm and some curves are 5.0 (and can be upgraded to 6.0) The Torch is only 6.0
Blackberry simulators are really good
They are exact replicas of the devices
I have worked with storm and also the torch devices
I have faced problems during the connections to the internet
and while using the SD cards (SQLite databases)
Getting images from the SD Card which is not possible from the simulator
If you are developing an application which needs the basic UI components and the native blackberry components, simulators are fine
But if you are really developing something out of the box device is a must
It would be more better if an app can be tested in the device before rolling out
Try your luck
Thank you.
The Blackberry simulators are fine. I believe they are built using the same code as actual devices, so they are pretty much identical to real devices. The only thing that makes a difference is the software that they run.
The simulators will provide you with almost all the same functionality with the exception of things like GPS. I believe I've used an image from an SD card before using the simulator as well...
As far as I know, simulators are set at a specific OS version, whereas in the real world there are tons of different OS versions being used (minor revisions). There have been cases where a feature has worked on the simulator but once it was built and launched on the device, the device shows something different. So if you want to get your app tested, you should test on your TARGET device and OS on simulator and real device.

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