Some newbie questions about starting webOS emulator in Eclipse - eclipse

I just followed the following link:
https://developer.palm.com/content/resources/develop/developing_with_the_eclipse_ide.html
to install webOS SDK, virtual box, Eclipse plugin etc.. and everything seems working fine.
However, I do find some problems annoying and I dont know how to fix them:
the emulator always starts with the window size as 1024x768, which is too big and I can not find where to resize the window
I just clicked the "hello world App" in Eclipse and then run the app in emulator, the app seems working fine except the app had been rotated 90 degrees clockwise. I haven't done anything yet, but don't know how to fix the problem.
So far, not so pleasant user experiences with webOS development.

Good questions. One problem is that you're following examples for creating Mojo apps whereas the emulator you've installed is setup for Tablet development, which uses Enyo. Try some of the examples in the Enyo framework directory or try following the Enyo tutorial from here: https://developer.palm.com/content/api/dev-guide/enyo/tutorial.html
Also, if what you did want to do is do phone development then you'll want to take a look at the bottom of the SDK download page: https://developer.palm.com/content/resources/develop/sdk_pdk_download.html
Just download whichever image(s) you want and install it following the instructions found there. When the emulator starts it will start in the size appropriate to the device being emulated.
For more information on the emulator itself, check this page: https://developer.palm.com/content/api/dev-guide/tools/emulator.html
And to answer the comment on your question, there are a lot of TouchPad tablets out there which HP has said it will continue to support. Developers are reporting very good sales of apps.

Related

How to detect if mobile version on WEB game

I have a game based on libgdx that's hosted online.
It runs great on desktop but on mubile it depends on the phone's size.
The game is usually a bit too big and it's quite some trouble to try to make it fit the whole screen.
I have an option to put the game fullscreen, but I'd like for the game to automatically be fullscreen IF it's online AND on a mobile device.
However I haven't found anything to help me with that in libgdx's library, any ideas?
(edit, added code, I didn't show code in the first place because the solution may be in doin php redirection if there's nothing better... then I'd have 2 version of the code, one for desktop and the other one would automatically be fullscreen, for mobile... but having all the source code twice just for an "if" looks overkill to me...)
Here's how I can see wether the game runs on a web page, android or desktop :
(Gdx.app.getType() == ApplicationType.WebGL)
But more then knowing that it's on WebGL, I want to know if the web page ran from a cell phone or tablet or from a desktop.
thanks

run AR codes in eclipse emulator

Im new in augmented reality.I get sample codes and change them to learn codes. but i dont know how to run these codes in eclipse emulator and see the result. I run the code in eclipse and copy the apk file in my phone ,then see the result in my phone. Is there any way to see the result of change in eclipse emulator? please help me.
There are many threads on the Vuforia developer forum, such as this, that mention the SDK does not support the Android emulator. This is has been my experience with every AR SDK I have worked with... you have to test on a real device.

IPHONE api demo

Android has a API demonstation you can install directly onto a Android device and see how the widget, buttons and all the other toys work. Its great to see whats available. I need the same thing for IPHONE but i cant find it under a search engine query. Can anyone point me to where it is?
BTW: I found the link to the android API demo on this site i cant find the link but the apk application was titled "API demos" for android and i think it was from the Android developer site.
There's plenty of sample code at http://developer.apple.com/, section “Sample Code”.
You may want to take a look at UICatalog, this is what you're looking for.
There is no “God App” which includes everything though.

iPhone Browser Live Testing

I'm using win7.
and i have website which i want to test it with iPhone browser environment.
which it's use most flash (jISFR).
this is the website i talking for,
http://www.hamuranalodge.com/
may you can see menu navigation is using flash jSIFR, which it's seems not work in iPhone, and want to fix it. of course i need iphone Testing for it.
Is there somebody know how i can test it with iphone browser?
may there is a software can do it?
or a website give service like that?
Thanks
Not a perfect solution but you might be able to test it on the Android browser instead. The SDK runs on all major OSs and is free to download and install. Just make sure that flash support is turned off. I'm pretty sure iPhone and Android both use WebKit so you should get similar behaviour on both.
You could use the iPhone simulator if you have access to a Mac.
There are sites like this:
http://www.testiphone.com/
but this one doesn't work very well, at least not for this particular request. Go there and point it at www.worldsbk.com - it renders the Flash block on the top right hand side just fine on my desktop computer (Firefox3 Mac OS X), but have a look here:
http://www.flickr.com/photos/bigiain/5037577763/
to see a screen grab of that page from my iPhone... Note the big grey block where the flash bit should be...

Netbeans, mobile development and screen size

I'm looking at prototyping with a HTC Advantage, which runs Windows Mobile 5 and has a screen resolution of 640x480 (or the other way if in portrait).
Before anyone jumps in and suggests developing as a native Windows mobile app, we're prototyping as a Java midlet because we also want to find out what restrictions/limitations/design considerations there are if we decide to then take the code to run on other mobile platforms: Java allows us the largest mobile-base with fewer code changes.
I'm using Netbeans 6.8 for the development, and I can't see any way to change the "Device Screen" view of a midlet from a typical mobile-phone sized screen, nor change the view from Portrait to Landscape; similarly, the emulator doesn't have a large-resolution device.
I'm using the default mobile device of ClamshellCldcPhone1. I've looked at some of the other device profiles, but none of them seem to be targetting larger screen devices from what I can see. And I can't find any documentation that tells me the difference between, say, ClamshellCldcPhone1 and DefaultCldcPhone2.
Has anyone any experience of this? Most of the existing things I've read have said to design for the smaller resolution and use anchoring to ensure controls stay in place; however as I've got a screen that's twice the resolution, I want to write for that resolution (given this is currently in prototype world). I can copy the code over to the HTC device to test, but this will (probably) get painful, especially during the early stages.
Any advice welcome :-)
What you need is a new emulator configuration for your handset form factor.
The emulator in Netbeans is the same as the J2ME SDK (formerly Wireless ToolKit, hence the WTK acronym) from SUN Ltd.
You can make a copy of the ClamshellCldcPhone1 folder that is presumably located inC:\Program Files\NetBeans 6.8\mobility8\WTK2.5.2\wtklib\devicesand modify the images and .properties file in your new configuration to match the device you want to emulate.
You can add/remove physical keys, resize the screen and make it touchscreen that way.
This should all be explained in the J2ME SDK documentation.
It's been a very long time since I did any of this, but I think you can just copy one of the existing profiles, rename it, and change the settings to what you want.