I am on a process of converting an Android app to run in Blackberry platform and to publish it in BlackBerry World (BB Market place).
So I continued to follow the following TUTORIAL and yes it runs well in BlackBerry 10 Device Simulator but with some issues.
In the android App, it has seperate UIs defined for the main screen catogories as follows and works great in all the screen sizes when it is running on android.
layout-small
layout
layout-large
But the converted App to BB, in some cases a part of the UI from the bottom goes beyond the screen limit (In BB 10 device simulator) and does not fit well with the blackberry screen. Basically UI height is too much for BB 10 emulator screen
Also when I check in the converted app while it's running on BB 10 Device simulator it has refered to the UIs defined under layout-small from android APP.
So my questions are
1). What can I do to make the UIs fit well (In converted android App to BB) with all the screen sized BlackBerry devices?
2). How can I ensure that the app will work fine in all the Blackberry screen sizes? (Cause I am using BB 10 device simulator and found no way to get BB Z10 or Q10 device skins)
3). Is it possible to convert the Android app to work fine with pre blackberry 10 OS versioned devices? (As I am not getting the exact point explaining under the "Overview" section of the following LINK)
If someone have experienced the above issues and found solutions would be great to hear and also aprreciate any guidance to get this sortedout. Thanks in advance...!!!
1.) That's a tricky point. If the layout-small is used, I guess you are using the 720x720 simulator, which is Q10 resolution (the Z10 will use layout-large, according to http://supportforums.blackberry.com/t5/Android-Runtime-Development/Android-drawable-folder-layout-folder-for-BB-Z10-and-Q10/m-p/2169275#M3862). Your layout is probably not adapted for a square screen. I'll guess there's no magical answer: you'll have to adapt it. Maybe try it with a Z10 resolution (see point 2) first, to check that it solves your issue.
2.) With the latest simulator, you can choose between a 1280x768 (Z10) or 720x720 (Q10) screen. If the layout is displaying fine on both screen sizes on the emulator, it will display fine on real devices. To change between Z10 and Q10 resolution, you have a number to choose when the emulator is starting (at the very begining).
3.) Android apps runs on two kind of devices: the PlayBook, running BB Tablet OS, and BB10 devices (Q10/Q5/Z10). I guess your question was related to BBOS 7 and before. No, there's no way to run Android apps on them.
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I have an app being developed in React Native and on compilation, it looks good in iPhone 7 but gets jumbled in iPhone X. I understand there has been size and resolution changes from iPhone 7 to iPhone X and read about something called, safe area. Tried to fix using those but not sure how to approach this issue. I am not an app developer so..
This is a problem when autoscaling is on by default which is the case with React Native based apps. You either can turn it off to turn off the accessibility entirely or work with app layout to make sure it can handle bigger fonts when the fonts are made bigger through phone settings for people with eye issues.
On my iPad Mini I can only install up to iOS 9.3, the website looks fine there and on any other device. But colleagues with a new iPad and iOS 11.0.3 have the website only filling about 60% of the screen (both portrait and landscape mode).
see iPod photo a colleague sent me
I made the website for 100% screen width on all devices and never had a problem, worked fine the last 2 years. I would say the website code is sober, the problem comes from iOS. But since I can only check iOS 9.3 or iOS 11, I do not exactly know at which version of iOS the error exactly started.
I can not find any information whatsoever about where this may come from or other people mentioning such a problem. Does iOS11 handle viewport different?
It used to work properly, with 100% as well as 50%. Then I did not use the simulator for some time but only the console, having moved the simulator almost out of site. Now I need it but realize that instead of an iPhone surface just a regular window is shown, like in this thread:
XCode iPhone simulator does not look like an iPhone
I read lots of proposal I found on the web to this problem and followed the advices.
So I changed the size to 100%, tried different iPhone devices. And finally I deleted the Xcode application from the application folder and removed all remaining items by putting in the order
sudo /Library/uninstall-devtools --mode=all
into the terminal.
I downloaded Xcode again.
The problem is still there.
The very strange thing about it: It did work properly when I installed Xcode for the first time, about 6 weeks ago.
As far as I know it depends on the deployment target whether the simulator shows the iPhone frame or not. I think if you set iOS 7 as the target you won't be able to see the iPhone image around your app screen. (For example, I have never seen an iPhone image in the simulator for a 4'' device.)
Try changing the deployment target and play around with different devices under Hardware / Device in the simulator.
Edit:
Here is a more detailed answer.
It's one of the replies to the question that you linked.
You better select your simulator and set Hardware -> Device -> iPhone
Note 1: If you want the simulator should looks like iPhone do not select the retina simulator.
Note 2: You must check the target version of you app in xcode it must be below 7.0
Note 3: Keep the scale of simulator always 100%.
Are you sure the current project you're working on is an iOS and not an OS X project? You can verify this be looking at the project's folder. If the app ist for OS X, there is most likely a .xib file. If it's a iOS project, there should be a storyboard file.
As the OS X apps use windows, like the one you described, this could be a hint.
I have found the solution for the problem I had (and other users as well):
At PREFERENCES / DOWNLOADS older versions of the iOS simulator are available. While at the moment the current version is 7.0 (beginning January 2014), versions 6.0 and 6.1 are being offered for download.
After downloading I could chose more devices than with version 7.0. Now also the non-Retina iPhone is available.
As a result, the iPhone surface is being displayed when set to 100% (at WINDOW - SIZE).
Thanks to everyone helping!
I want to make an iOS app but I don't have a Mac or any device with iOS. I read I can make an iOS app on Windows and Linux with Trigger.io. The app I want to make is rather simple.
What I would need is a device with iOS to test. Which devices should I get?
I was thinking on getting an Iphone 4 and Ipad 2 as they are cheap. What do you think? Will I be able to successfully build an app if I only test in those 2 devices?
Those would be good devices to test on. You'd be missing out on an iPad with a Retina display, which would mean you'd be guessing somewhat at the appearance of icons and launch images on those screens, but the most important thing is covering the phone and tablet form factors.
I've recently gotten into the world of contract programming, and two of my clients have indicated that they'd like to do something 'trendy', like ipod touch/iphone/ipad development. I have a mac laptop (first gen macbook pro) that I'll have to upgrade to snow leopard to do the development for any of them, from what I've read. So that's already a bit of a commitment, given all the stuff I have on that laptop I'll have to make sure is recoverable from backup.
My budget is limited, but I think I need to learn this skill. Which device should I get to learn this kind of development, an iPod touch or an iPad? I don't have the money for an iPhone.
I think that the iPhone/iPad SDK has an emulator mode, but I like to have the device I'm going to roll out on available to make sure that everything works as I'd expect, ie, what's easily readable on a laptop screen is still readable on the touch, etc.
iPad - since you can simulate the others on your mac and the iPad.
Right now, there's way over a hundred thousand apps for the iPhone and iPod Touch, so I'd suggest developing for the iPad. There's a lot fewer apps to distinguish yourself from.
You can use iPhone apps on an iPad, but I wouldn't recommend pushing them out without testing them on a real iPod Touch or iPhone. The feel will be much different. For example, I type on my iPhone one-handed while holding the phone in one hand, but the Ars Technica review of the iPad says this isn't really feasible on the iPad.
I'd get the iPad. I've been using an iPhone and now an iPad for dev work, and the iPad will run iPhone only apps at the iPhone screen size. Unless you need a camera its the best choice in being able to run apps developed for any iPhone OS device. You just should remember that app performance on an iPad will be much better then on a iPhone/iPod touch. Since it's contract work I assume its more along the lines of utilities, or basically their site as an app. So 100% performance testing isn't as crucial as a 3D game.
Ideally, you would always test apps on the actual target device. So, if you want to build iPad apps, you get iPad. If you want to build iPhone apps, you get iPhone or iPod Touch. iPad will run iPhone apps, but you will not be able to test for performance neither in simulator nor in iPad. Performance is always a concern on iPhone-class devices. Plus you cannot really evaluate the full iPhone user experience on iPad, because the physical form factor and screen resolution/pixel density and many other details are different.