What is minimal requirements for Android device for use Corona SDK???
I'm trying do run test app on Huawei SONIC - error force close;
on Sony Ericsson Live with Walkman - all correct.
The version android on this devices is 2.3.4
Some ideas or links?
Not sure about your specific issue as that could be a bug in Corona, a bug in what you are doing or just the device itself but check out this link http://producerism.com/blog/where-corona-sdk-falls-flat/ - it has a lot of info on coronas downfalls and might show you something useful for your situation.
I have found out by experience that there is at least one major thing to consider, especially if your app runs in the simulator, but not on your device. The simulator appears to not be case sensitive, but your device (phone/tablet) probably is case sensitive. Check any files you are using to make sure they are not mixed case. For example, myimage.png or myimage.PNG will both work on the simulator if it is coded as myimage.png in your lua code, but will install on your device, but fail to execute and usually force close when you touch the screen, or hit the back button several times.
Android devices should have :
Android OS 2.2+
ARMV7 architecture devices.
If you have device that has above specification then only you can run your CORONA application on the device.
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One of my customers is experiencing terrible slow downs only on the iPad 1 device. Is there any way of getting the iOS Simulator to emulate the performance/hardware of the original iPad?
I would rather not have to go out and buy an iPad one as iOS 6 won't support it this autumn.
The app runs fine on the iPad 2 and 3. I have tested using the allocations and activity instruments.
Any ideas? Thanks again. The OS is 5.1.1 and the App was compiled with XCode 4.4.1.
As far as I know, the simulator is what it says, a simulator, and as such will run as fast as it can on whichever computer you're using. You'll probably need to put delaying code into your run loops to simulate the slowness of the iPad 1, but maybe your client needs to be aware that the iPad 1 is much slower than the newer models - there are certainly some (particularly graphic intensive) operations which will struggle - you may find you need to adapt the user experience according the the device being used (Apple don't encourage this - they prefer you to check the iOS version - but there are several questions on SO which could help you here).
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.
I am developing an application for iPad but in reality i don't have the iPad.So is their any way to perform this task on windows platform without having the iPad.Is it possible to have an ipad simulator for windows?
Your help will surely appreciated.
Thanks in advance!
Arvind Thakur
I did this for a project. It's a pain, but it can be done with VMWare, you just emulate Snow Leopard or whatever Mac OS (which you will have to purchase, luckily they are very cheap compared to Windows.) Then from VMWare you run can run XCode, which has a very nice iPad simulator which, while not a perfect simulator, certainly gave me no problems.
Short answer: No.
Long answer: Ok, there are things like hackintoshs, however I don't think it's worth the while.
Seriously, if you're planning to release an app for iPad, you should have tested it on an actual iPad prior to release. While the iPad Simulator is good, there still are differences - if your app runs on the simulator, that does not necessarily mean it will run on the device.
I think I remember that testing on an actual device prior to release is even required in the iOS Developer Terms of Use somewhere.
You'll find nicely priced 16 GB 1st Gen Units at an auction platform of your choice.
You can use Safari on Windows to simulate much of the iPad web environment if you're building a web-app, however building a true iPad application will require using Xcode on the Mac.
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.
How to find percentage of users on different iOS devices (not OS versions) ? Is there a source from where I can get this information. It would help developer to decide whether go through pains of supporting older devices and sometimes even iPads.
For the iPhone you can look it up at Wikipedia:
http://en.wikipedia.org/wiki/File:IPhone_sales_per_quarter_simple.svg
And for the iPod Touch it will be likely the same. But in general your App should run fine on at least the 2nd Gen Devices.
If this is for your own app, you can at least get iPhone / iTouch / iPad from Google Analytics. If you're using Flurry or something else, this article suggests some ways to send the data yourself, though technically Apple doesn't approve it.
How can I learn which devices/OS versions my iOS app is being run on?