How to build an Image app in ionic? - ionic-framework

I'm building simple image editing app in Ionic. Primary task is to insert a logo to image selected. User should be able to move the logo, resize it and rotate it. Once the user has placed the logo, app shall be able to create image with logo attached.
My question: what will be the best approach to do something like this? Are there ready made APIs available?

Related

In flutter_driver test, How can we automate the part where we upload images or videos?

I am writing integration test using flutter_driver, there is a test flow where I have to upload profile picture, is there any way we can automate this part. as I cannot find anything relevant to this on internet.
The specific part where I am stuck is this when I come to this screen I need to tap on Upload image button in below screen
This is screen with upload images button
After tapping this I go to gallery where I select a image and it gets uploaded.
gallery screen
This part where we have to select an upload an image is what I want to automate but I am stuck in this part, how can we achieve this.
Is this possible? please help, thanks
Since the library or should I say intent is not part of your flutter activity, It would be very tricky or near to impossible to implement the task, but what you can do is you can create your own flutter page with the the slimier view and implementation inside the app(like gallery shown in screenshot) after that you can Implement that functionality. Here's one example of gallery application. You can modify according to your need and can do testing in that
https://github.com/aouahib/photo_manager_demo
It works on my machine. please let me know if it works on yours too. I think you are using android one phone. It should work on that.

How can I set the image for app introduction's background in Apple TV app store

I have developed and published one TVOS app. In my app project, I put icon images, launch image and top shelf image. I also put two screenshots in the app configuration part on the developer.apple.com.
Now the app is online. The top shelf image is fine when the app is in focus. But the top shelf image is not used as the background image in the App introduction part in the App Store. I want to get the full background like the game app. Where shall I configure that image and what is the dimension of the image? Thanks in advance! I attach images to make my questions more clear.
My app looks like this when it is focused on the Apple TV. I want to use this topshelf image for the app introduction background.
But it looks like this in the app store. I don't want to see the screenshot on the right side of the screen. There is no background image at the introduction part.
I want to get the full-background for the introduction page like this app.
You have no control over that. Only apps selected by Apple's App Store editors are given the privilege to have a customized App Store page.
Note, the standard background on the Apple TV App Store, is created automatically based on your app's icon. It's a large, blurred out version of your icon. So in your case, you see that red line, and a lot of white, which is exactly what you have in your icon.

Can Vuforia AR button open another view or app?

I'm making an app using unity and vuforia extension. When app will recognize an image it should show a button above it and, when the user presses it, I want to display a photo gallery. Is there a way to make this button trigger showing another UIView? Or show another app?
Yes, you can definitely do this. There are resources out there that will teach you how to create a plugin where you can launch an external UIView. For example: http://forum.unity3d.com/threads/56755-Unity-plugin-to-handle-loading-native-Cocoa-UI-s-with-ease
Also, you can open another app using Apple's URL scheme, described here:
https://developer.apple.com/library/ios/featuredarticles/iPhoneURLScheme_Reference/Introduction/Introduction.html

Which Launch Image Should I Use?

I'm building a game for the iphone, and the main window displays an image in the background describing the game, and I have few other layers of images which are the buttons such as Start New Game, Options and Help.
Should the launch image be only the background image describing the game without the extra image layers or should it be image including the other layers which are Start New Game, Option and Help?
Thanks.
The bit covering launch images can be found here. Below is an example launch image (left) provided by Apple.
Their docs specifically site concerns about localization, so it's probably best to do without the text and provide an image that just has your background chrome for the view.
The launch image should give the illusion of a really fast launching of your app. So the better image in your case is an hybrid of your proposal.
You should have the background image describing the game with the extra image layers without the text inside your buttons (Start new game, etc.) If you include the text, the user could think that your app is loaded and would tap on it.
Hope this helps
All the Apple guidelines on launch images are available here (scroll down to "Launch Images" section). It seems like the convention is to show buttons but not table view data, based on the examples show and from observing other Apple apps.
It's probably up to you to determine which looks better. I have seen many apps on the app store that totally ignore all of these things you aren't supposed to do:
An “application entry experience,” such as a splash screen
An About window
Branding elements, unless they are a static part of your application’s first screen
So I don't think it's that important for App Store acceptance, but it is very important for user experience.

iPhone App Tutorial/Help Screen UI

What is the best way to create tutorial or help screens that can be viewed in an iPhone App on launch?
I'm debating between using two paradigms:
Edit a screenshot of the app with an image editing program to add static help text. Interaction is tapping or scrolling through the tips. This involves creating a custom UIViewController to advance to the next help screen.
Create a custom iPhone UIControl on top of the App user interface that can be tapped to advance to the next tutorial tip. The application will transition between the modes and will be active, rather than static. It involves adding hooks into the App's custom ViewController's to handle "TutorialUIControl" objects.
Here's some screenshots of the application that I need to make help screen UI for, it's an application that creates artwork. More App Information
Screenshot 1: View mode that allows viewers to scroll through an image list, like the UIImagePicker, but for custom image collections.
Screenshot 2: Action mode - allows viewers to select images to save to the "My Saved" album from the active art generation album "My Evolution" or evolve images using sexual/asexual image reproduction.
The "right" answer really depends on the application you are designing. I would highly suggest getting as many apps as you can and looking at how they do help. See what works and what doesn't and think about how that is related to your own design.
In my app (a game) I chose to build a set of static images that could be scrolled through to provide detailed help (based on Apple's sample code). But, I also built an interactive tutorial that plays the first time you run the game. I also pop up a welcome overlay the first time the app is run and suggest what button to press to start a game.
It also helps if you test your tutorial with a lot of different people. After several designs with things too complex, I boiled down my instructions to something extremely simple: "Press the green buttons", and then built up from there.
You can easily store a preference to say whether the app has been launched before, and if that entry is blank you run the tutorial again.
You can create an HTML tutorial that you view through a UIWebView. In on of my iPad apps, I just made a large image that I presented modally with images and text explaining how to use the app.
For iPhone, the best way to include a "How-To" tutorial for your app would have to be a web document, seeing as how you can add images and formatted text.
Alternatively, You can add more views to your controllers with transparent backgrounds and animated buttons and text, for a more interactive feel.
To answer my own questions many months later.
I revamped and used WEPopover to show my help popups, as seen in the iPhone/iPad App, Wallpaper Evolution Lite. The help disappears only if tapped or the button it was attached to was pressed. Using this flow I could highlight a series of buttons to the user.
I added help images within the application to highlight interaction behaviors with the content. The tap, zoom, and drag images are fully interactive.
As #WrightsCS mentioned HTML is another avenue. I use the UIWebView to provide a more in depth help/tips screen with contact information.
In my upcoming app, I'm making use of a paging UIScrollView with help content highlighting app features. The help screen is loaded on the first start of the app, and is accessible through a help menu option.
Here's my fork of the WEPopover github project: https://github.com/PaulSolt/WEPopover