how to Make small ticker screen Blackberry - blackberry

I want to customize very first MainScreen of my Blackberry application as like small ticker screen. My aim is that the first MainScreen should be of size 320width,100height so when user launches the application then he will just see screen of size 320width and 100height (0,200,320,100) while remaining screen will be transparent and user will see other applications through transparent screen.

The best you could do is take a screenshot with your app backgrounded, to capture what would be underneath. Then draw the 320x100 UI on top of that screenshot. This has the visual effect you want, but if the underlying screens try to draw any update, that update will not be reflected in your UI.

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iOS development - launch screens where image on main screen can change?

So I am new to iOS development and I have a question about the launch screen.
My app will have an image (that loads when the app opens from the internet) this can change anytime the image is updated on the website, so what is the done thing when designing a launch screen as the image could be different to what is on the launch screen?
Thanks
In Apple's Human Interface Guidelines, they suggest that the launch screen should match the first screen of your app. In the example they give, the only parts of the launch screen are the non-dynamic parts (the UI around the web content).
Design a launch screen that’s nearly identical to the first screen of your app. If you include elements that look different when the app finishes launching, people can experience an unpleasant flash between the launch screen and the first screen of the app.
The launch screen is presented before your app loads, and it should be used for static content only.
If there are any UI elements around the image that is displayed, show those in your launch screen. If not, choose a neutral background color that works well with the theme of your app.
Omit the image. A launch image should be a bare outline of what the screen will certainly contain. It might be no more than the correctly-colored background. It is just to cover the gap between nothing and something.
Read the Guidelines: https://developer.apple.com/ios/human-interface-guidelines/graphics/launch-screen/ Look at the picture on the left. That's a launch screen — basically empty.
LaunchScreen image is always the same..
You can set it in LaunchScreen.storyboard
The launch screen is used to display something whilst your app is initialising, making network requests or whatever.
You shouldn't be looking to load dynamic content here as if a user is on a very slow connection then they wont see anything until your image has loaded. This is why it doesn't have a view controller associated with it. it should be static.
You should only really be loading your logo or something in here, you could just use the company name. it will only show for a short amount of time. then when assets change, submit the changes to store

How can I make a LauchScreen in XCode with Swift, with animation?

In XCode, how can I make a LauchScreen, that moves a square after 45% loading. Delaying is not the best, because launch times differ by memory usage, phone model, etc.
So after loading 45% of the app, the next 10% animates a square into the center of the screen.
Thanks in advance!
Edit:
It would be a table game with 9( 3^2 ) places to place your coins on. The loading screen is the bottom and the middle row are in place, but the top row only has 2 squares on start, pushed to the right. As the loading process progresses, the squares move to the left. Upon finishing the loading, the same screen remains with the menu on the bottom displaying, but that's just a tab bar.
You can't, the loading screen is static, even if you use Nib or storyboard.
The only thing you can do is start your app as fast as possible, by only loading a simple screen and displaying it right after your app is started.
Then load the more complex part of your app and remove this loading screen once your app has completely started.
As stated in the documentation, the Launch Screen is there to give the impression of quick loading.
Design a plain launch image that improves the user experience. In particular, the launch image isn’t an opportunity to provide:
An “app entry experience,” such as a splash screen
An About window
Branding elements, unless they are a static part of your app’s first screen
If you want something animated when the app launches, create a custom class, but keep in mind:
Because users are likely to switch among apps frequently, you should make every effort to cut launch time to a minimum, and you should design a launch image that downplays the experience rather than drawing attention to it.
Edit: I missed your edit, and understand your intentions!

How do I make iOS 7 Control Center behave like it does in Maps (small tab)?

In Maps in iOS 7, if you swipe up from the bottom of the screen as if opening control center while the map view is full screen, you get a small tab instead of the full Control Center, and the map scrolls normally. You then have to grab that tab and pull it up to open Control Center fully. See this screenshot as an example:
I have an app with significant functionality triggered by dragging up on a small UI element at the bottom of the screen, and it's tricky to grab it in iOS 7 without swiping up from the bottom. How do I trigger the same Control Center behavior in my app? Is there a key in Info.plist that I can set? Or is that some kind of private API that Apple uses? It doesn't happen when the bottom toolbar is visible, so maybe it's some kind of state that can be set programmatically?
UPDATE: The same behavior occurs when you swipe down from the top of the screen as if to open Notification Center.
UPDATE 2: The camera app does the same thing, according to this question about UIScreenEdgePanGestureRecognizer.
I believe you have to hide the status bar for the grabber to come up first. That being said, I think users would expect Control Center to come up when they drag up from the bottom of the screen, so I'd say preventing that from happening isn't a very good user experience.

Programmatically change splash screen in iOS?

I am currently trying to figure out how to change the splash screen (default png) in iOS.
From what I understand, the ideal way to present an application to the user at the very beginning is to have the launch image a skeletal representation of the UI elements in the app (like this: http://h.dropcanvas.com/u90tr/IMG_0388.png).
Now, in my application, when I switch tabs and go to another app or the home screen, when I return to the application, the splash image is no longer relevant to that particular tab.
Ideally, what I would like to do is programmatically change the launch image in applicationDidEnterBackground so I can present a relevant splash screen when returning to the application.
Many thanks for your help!
You can't do this, and shouldn't need to bother. The launch image (it is NOT a splash screen!) is only used when your application is launched from scratch. If its just been into the background, the OS will take its own snapshot and use that when you return to the app.
Your launch image therefore only needs to show a basic representation of your app as it will appear when launched from scratch. If you have a tab bar, it shouldn't show any icons or labels (as they can change with localisation) - literally just the black glossy background, all the way across. In your link, I would lose the bar button item, for example.
If you can't make a representative image, a plain black image (or no image at all) would be best.

Blackberry ads on J2me GameCanvas

I want to add blackberry ads on my GameCanvas. But we can only show the Blackberry ads on Blackberry MainScreen. Is there any way to show the ads on GameCanvas?
If Banner class is not final (I don't have API docs) I think you can try in this way:
Create banner field object and resize it for your particular frame
Create RIM graphics with corresponded size Bitmap
Every Canvas repaint call paint of Banner field (it's protected so you need to extend Banner)
Draw Bitmap pixel on your canvas particular frame
It's just idea. There could be other hidden required calls like simulate adding field to screen, call setVisible, etc. And I'm 90% sure that Banner is final.
So it's 90% impossible I think :)

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