Samsung Smart TV App Picture in Picture - samsung-smart-tv

Have developed an app and deployed to the TV. Now I want to have the Single-Wide behavior (partially covering the screen over an underlying input, channel), but am unable to do so. Here's what I've done:
a) Put
body, html {background-color:transparent;} in the CSS file
b) config.xml - tag changes:
<fullwidget>n</fullwidget>
<dcont>y</dcont>
<movie>y</movie> (since my app could contain some html 5 video feed)
When I deployed, the background just showed black. However, there is a HDMI input from my laptop to the TV which shows fine. The ESPN app works fine with that input, just my app doesn't. Pretty sure I'm missing something regarding how to initialize the background program, screen.
PS:Using 2012 Emulator and 7500 Series 60" device for testing

Make sure you have in config.xml
<srcctl>n</srcctl>

Related

How Do You Diagnose MAUI Splash Screen Issues

I use a custom PNG for the splash screen in my MAUI app. It works fine on all of the IOS emulators I run the app on. It works fine on the Android emulator it runs on. However, when I connect my physical Android device to my computer and deploy to it, the splash screen does not appear.
I've tried looking at the device log, but there are literally thousands of entries in there which make it problematic for troubleshooting. What are the recommended debugging or diagnostic steps I can realistically use to track this down?
EDIT:
I managed to grab the device log entries during the splash screen loading and thought I would paste them here to see if anyone can make any more sense of what's going on. Here's a color coded version of it that I formatted in Excel:

Poster attribute not working in video tag on iPhone 5

Does anybody know if iOS7 Safari for the iPhone has problems with the poster attribute in a video tag?
I've been having issues with my application though it works for Chrome (iPhone, iPad, laptop) and iOS7 Safari (iPad only). While videos plays fine, iOS7 Safari for iPhone doesn't render the poster image.
Per HTML5Test.com, iOS7 Safari for iPhone supports the video element and provides Poster image support. But, using the sample code from http://www.w3schools.com/tags/att_video_poster.asp, you'll notice the poster image doesn't load for Safari on your iPhone (but it works fine on Chrome).
Also, per Apple (see "Showing a Poster"):
"Setting a poster image normally has a transitory effect—the poster image is shown only until the first frame of the video is available, which is typically a second or two. On iOS, however, the first frame is not shown until the user initiates playback, and a poster image is recommended, as shown in Listing 1-2."
https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/Using_HTML5_Audio_Video/AudioandVideoTagBasics/AudioandVideoTagBasics.html
Just want to make sure I'm not missing something simple before I use a hack to get around this.
I got this working by using a PNG instead of a JPG.
Weird thing is, the JPG worked in iOS Safari locally (via a POW server on local wifi) but when pushed to staging the poster image didn't load. Both the local and staging code were referencing the same file on S3.
Changed the file format to PNG and it loads fine.

Image rendering on HTML5 canvas on iPhone 5 running iOS 7

canvasOn a web page in a mobile web application I am developing, I have a fileinput control that is used to take a picture with a mobile device camera. The image from the camera is then drawn onto an HTML5 canvas object on the same page.
The issue I am having is that if the web application is run on an iPhone 5 running iOS 7 (in the Safari web browser), the image appears extremely distorted. Specifically, the image appears to be vertically squished when drawn on the canvas. If the same web application is run on an Android device, no distortion is seen.
In previous versions of iOS and on iOS devices prior to iPhone 5, some vertical squishing was seen (although not as bad as this), and a jquery plugin named megapixel-image.js could be used to correct the vertical squishing. This tool unfortunately is not compatible with iOS 7.
Is this related to image subsampling in Safari or something else? What can be done to correct this? I obviously cannot have my users see this distorted image. Any mobile web app developer who wants to use the camera and HTML5 canvas is going to run into this, so a solution is mandatory.
megapixel-image.js does handle this correctly. I found I was passing some parameters to the plugin incorrectly, causing it not to work. My thanks to Ray Nicholus for his assistance with this issue.

iPhone 5 Optimization Requirement - Launch image really necessary?

When trying to upload a binary to App Store, I get the following response in an email:
"iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All apps must include a launch image of the appropriate size. Learn more about iPhone 5 support by reviewing the iOS Human Interface Guidelines."
Also, the status of the app is "Illegal binary".
I've read that I must include a launch image called "Default-568h#2x.png". Question is: My app was not intending to have a launch image at all. Am I really required to have a launch image now?
Yes you must include one. Not only does the launch image give the hint to the OS about the app's iPhone 5 (4" screen) support, but launch images in general are required:
From Apple's Interface Guidelines
To enhance the user’s experience at app launch, you must provide at least one launch image. A launch image looks very similar to the first screen your app displays. iOS displays this image instantly when the user starts your app and until the app is fully ready to use. As soon as your app is ready for use, your app displays its first screen, replacing the launch placeholder image.
Furthermore:
Generally, design a launch image that is identical to the first screen of the app.
So really, making a launch image that is about the same as the first screen of your app (e.g. if the first screen is a UITableViewController with a toolbar and navigation bar, perhaps the screen looks like an empty navigation bar, an empty toolbar, and an empty table view, which then suddenly all become populated as soon as your app really gets going), is the way to go for the best user experience.
If really you don't want or need this, then make the default images just be black.
Yes, as stated, as of May 1, 2013, all new apps and app updates must provide support for the new iPhone 5 4-inch display.
The way to indicate that your app supports (has been tested with) the new iPhone 5 resolution is to simply include the launch image for that device.
You can simply create a black .png image (which is what your other default launch images are anyway) that is 640 x 1136 pixels and use that as the launch image for that device.
Simply including the new splash screen image (Default-568h#2x.png) is not enough
You must re-build your project with the iOS 6.0 SDK (or newer) - which supports iPhone 5
So if you're still using an older SDK, update your XCode in the App Store first
Yes. from 1st May, you can't upload application with out including Default-568h#2x.png in your application.

How to make top of page visible in iphone simulator when running selenium tests

When I run Selenium tests (using the Selenium iWebDriver xcode project) against a web app (built on jQuery Mobile) on the iPhone simulator, the top of the page is always cut off (1st image). When I load the app normally in Safari (2nd image), everything looks fine. Is there a way to make the Selenium case always show the top of the page. I've tried window.scrollTo(0,1), but that didn't make a difference. In fact, when I drag to scroll up, I see the top of the page, but as soon as I release the top of the page bounces back to its former hidden position (1st image).
Loaded in simulator using Selenium iWebDriver:
Loaded normally in Safari:
Figured it out.
The UIWebView in the Selenium iWebDriver xcode project is sized specifically for the Simulator when the Simulator's device setting is 'iPhone retina 4-inch'.
So I created a new project based off the original Selenium 'iphone' xcode project and modified the UIWebView's dimensions to fit the Simulator when the Simulator's device setting is 'iPhone' or 'iPhone retina 3.5-inch'.
It's too bad that I need a separate project for each type of display. Maybe there's a better way (programmatic) to fix this, but I'm not familiar enough with iOS development to know what that might be.