I am getting a weird bug when I load a movie on the iPad device but not in the simulator using MPMoviePlayerController. Works perfect in simulator.
When I load the movie on device it's frame is set incorrectly but when I rotate it sets the frame correctly. The movie is set to play only in landscape mode. If my previous view is in portrait mode it works perfectly by rotating it to landscape but when I am in landscape mode it initially places the x,y coordinates wrongly on device.
There are several bugs -- especially UI bugs -- in the simulator that cause it to not behave as the devices does. In addition, there are timing issues (your computer is almost certainly faster than an iOS device) memory issues can be masked (your computer has more RAM), etc.
This is why the simulator is good for initial testing, but all software should be tested on the device before being shipped.
Related
I want to share a note in Notability app on my ipad as a white board for an online Zoom lesson.
For that I connect my ipad to my mac through cable, and mirror my ipad screen to my mac using the Zoom application's option of share of ipad via cable.
The ipad's screen is mirrored, namely, appears on my mac (usually, sometimes it doesn't and I have know idea why). However, the ipad's Screen Mirroring window (accessed via the ipad's control center) is stuck in a weird intermediate state: it keeps thinking and does not show any devices, but does show a Stop Mirroring button. In addition, Notability app in the ipad does not recognize the mirroring and does not enable the new presentation mode (but rather keeps showing the Send-to button instead of the display-mode button). For some reason, the mirroring occasionally does work fine, but usually it doesn't, and I cannot replicate what causes it to work.
How can this be fixed?
(My mac, ipad and notability are all updated: versions 10.15.4, 13.4, 9.3.1 respectively.)
This issue is happening in iOS ONLY, all android and pc versions of the app display in landscape mode fine with no issues
I am trying to get the app to display in landscape mode in iOS OR at the very least be able to orient to landscape mode when the iphone/ipad is tilted to landscape position
However no matter what I try the app will always open in portrait mode
The dimensions are 480x320 and I have tried setting the aspectratio in publish options to landscape, I have even tried
stage.setAspectRatio(StageAspectRatio.LANDSCAPE);
I have also tried adding "aspectRatio> landscape /aspectRatio>" to the XML file
I have been looking for DAYS for a fix on this issue and nothing works
Please some one help!
How are you publishing your app (i.e. FlashCC, FlashBuilder etc) and are you using the latest AIR SDK?
Publishing landscape only iOS apps is definitely possible with AIR so I suspect it's going to be an issue with how your settings currently are.
If you're targeting iPads perhaps try including a landscape default image.
Default-Landscape.png, Default-LandscapeRight.png etc.
I am trying out an application on pitch detection based on Demetri Miller Tutorial. But i am having issues when i try it with iPad. Is it because the microphone settings of iPhone and iPad are different.
The app works for iPhone and in simulator,but when it comes to ipad not always working.I have tested with 2-3 iPads and all are having this problem. So confirmed not problem with mic of iPad.Is there a way i can increase the microphone performance of iPad. Since the way mic is behaving in case of iPhone and iPad is different.
Is there any specific setting changes on ipad that needs to be done?
I'm developing a game in Adobe Flash, using Adobe AIR to publish a version for iOS devices. The issue I'm encountering is being unable to turn the stage's orientation to Landscape - it appears permanently stuck on Portrait. The publish settings make no difference to this, even when set to Landscape, the game doesn't turn. What is strange is that the iPhone menu at the top does orient to Landscape - so the clock reads landscape, whilst the game is still in portrait. Has anybody ever encountered this issue?
Do you use a framework that may change dynamicaly the orientation ?
Otherwise the right way to get Landscape only in a Air application is to set the following in your nameofyourapp-app.xml
<autoOrients>false</autoOrients>
<aspectRatio>landscape</aspectRatio>
I'm trying to get an external screen for an iOS iPad app up and running. Currently I just could test this with the iOS simulator (VGA connection kit is on it's way).
My problem is that when starting the app in landscape (left or right) or portrait upside down the external display remains black. If started in normal portrait mode then everything is fine.
You can test the whole thing with the sample project provided by Apple. It works in 1 of 4 cases (see below) and behaves exactly like my project:
https://developer.apple.com/library/ios/#samplecode/ExternalDisplay/Introduction/Intro.html#//apple_ref/doc/uid/DTS40010724
Steps to reproduce the problem:
Start your iPad 6.0 simulator by hand (not via Xcode, run project).
In the menu bar: Hardware > TV-Out - pick a screen resolution. A second window will appear and act as a second screen.
Turn it via CMD+ArrowLeft/Right to landscape-left/right or portrait upside down.
Now run the project in your iPad 6.0 simulator.
If the application has started (don't worry, this app just was not designed by Apple to rotate its interface correctly) press the button in the navbar.
-> The second screen will remain black.
Same test in protrait mode (will work correctly):
Quit the simulator, repeat steps 1,2,4,5, don't turn the simulator, leave it in normal portrait mode.
-> The second screen will be filled.
Now I wonder why that is. It's not very nice to only have the second screen at hand if the app was started in portrait mode. And it's not very pleasant to develop and test with this problem.
Funny thing is that whenever you start the app in portrait mode it works, but if you start it once in an other orientation it won't work anymore till you restart the simulator.
Maybe you can also tell me if this is also a problem with the real device and a connection kit / airplay.
Concrete questions:
- Is this bahaviour of the simulator normal?
- Did I just forgot something?
- Is this problem just occuring in the simulator and not with running apps on devices connected to a seconds screen?
Thankful for any hint or advice!
Problem has solved itself. With the newest versions of Xcode/iOS Simulator it works as expected now. The code iteself was ok, just the Simulator did not handle everything like it would happen with a real device.