I'm working in Actionscript in Adobe Air, and I want to get a device's model name, such as 'EVO' or 'DROID X'. Has anyone been able to do this? Thanks.
Capabilities.os and Capabilities.manufacturer are probably sufficient for identifying an iOS device (iPhone, iPod, iPad, as well as their generation). On Android, the platform you specified, these properties are too general. In my testing, manufacturer is "Android Linux" and os is "Linux" plus numbers indicating the exact Linux version. This is enough for your code to recognize it's running on Android but little else.
To access device name on Android, you'd need to write or find a Native Extension that returns android.os.Build.MODEL. Based on searching, no such extension exists yet.
You can try Android-Native-Device-Info it has device's brand, model, OS version and CPU, LCD Density, etc.
Take a look on Capabilities class (there are two properties os and manufacturer). I'm not sure if the device name is included in any of this.
To get these details (SSID, MAC address and device name) from iOS I found this ANE from as3 Gamegears. Github Project link.
Probably late answer but maybe others still need it. If you looking for Native Extension to get Android device info you can check this DeviceInfoANE. Feel free to use and modify!
I found it... It is here: android.os.Build.MODEL
Related
I'm developing a macOS app which needs to detect & get information from connected iOS devices via an USB cable.
I've read here how I can get the name of the devices connected via USB, but I'm only able to get a short name of the device (i.e. iPhone instead of John's iPhone)
I'm looking for a way to retrieve the device's full name, and other information about the device: iOS version, device id, carrier etc.
Can this be achieved using Swift?
Thanks to #Robert's comment, I found out about libimobiledevice's ideviceinfo which does what I needed. I couldn't find a way to directly include it in my app, but I found the imobiledevice-net repo, which has macOS libraries on the release page.
These libraries can be used with the help of Swift's Process class.
I'm currently using the iOS simulator that comes with xcode but it has limitations. I'd like to have a virtualized version of the iPhone, as close as possible to the real thing in all aspects.
Does such software exist to do this? I search but nothing came up.
Thanks,
John
I think the given iPhone simulator of Xcode is the only one you can use for it..or maybe the best one.
The only chance for something better would be to submit for the apple developer program and use a real device for testing.
Im pretty sure iOS Simulator is the best simulator you could find, talking about the nearest experience to a real iOS device. If you are asking this because you are not Enrolled in the Apple Developer Program you can always use other alternatives to test in real devices (Jailbreak Tweaks and stuff like that). Or just Eroll the program.
Hope it Helps.
I want to use fonts that will work on web pages viewed on all recent iPads. I found lists of fonts that come with a given version of IOS. But that's not what I want. I prefer a list of fonts that actually comes with a given iPad, not version of IOS. How to figure this out?
I always use this site to deal with fonts: http://iosfonts.com
It will help you.
I prefer a list of fonts that actually comes with a given iPad, not version of IOS. How to figure this out?
That's not how it works.
Fonts are tied to the device's operating system, not the device itself.
An iPad will have whatever fonts come with the version of iOS that is installed on it.
To see which versions of iOS are supported by which device generation, check out the iOS Version History on Wikipedia.
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.
Is there a way to limit devices, i.e. iPhone 3G and higher, and not to support the iPhone 2G and lower. I can't find an element that is different. I would limit it to iOS 3.1, however I'm pretty sure that iPhone 2G and lower can run iOS 3.1.
There is a similar question about 3GS+. But 3G+? That might be tough. I don't see anything in the UIRequiredDeviceCapabilities that specifies the 3G radio. You could try using another key based on a hardware feature that the 3G has that the iPhone doesn't, but then you risk getting your build rejected by Apple.
Using run-time checks to detect hardware as Sam Ritchie also suggests is also a bad idea since (1) that will most certainly trigger a rejection, and if it doesn't (2) people with older devices will be able to purchase the app, only to find out it won't run, and they will complain, which will cause Apple to pull your app from sale anyway.
The only way to do it without resorting to things that Apple disallows is to target iOS 4.0 or higher. 4.0 does not run on the 1st generation. I realize you want to target iOS 3.1, but you either allow all devices, or target 4.0.
One nice way to do this would be to check out the UIDevice-Extension project on github. It gives you the ability to detect what hardware you're running on.
I suspect that the way to solve this would be to examine your app and figure out what exactly you don't want a user of an earlier phone to be able to access. Once you've narrows down the feature, you can easily check for the existence of that specific feature on the device. To do this, include the UIDeviceRequiredCapabilities key in Info.plist, and take a look at Apple's Build Time Configuration guide for a list of all possible values. You'll find it under the "Declaring the Required Device Capabilities" heading. Good luck!
Add some minimal Location based functionality to your app (so that Apple can't reject it), and then add the "gps" key to your app's UIRequiredDeviceCapabilities.
But consider that the percentage of 2G's users who actually still buy apps appears to currently be microscopic, and not worth bothering over. Just state the lack of support for these devices in your description.
This answer seems to answer your question:
https://stackoverflow.com/a/4128248/285694
The solution is to require "armv7" in the required device capabilities xml.