How to identify device using flash actionscript3? - iphone

How can I get to know that the device is iphone or ipad using actionscript3.0?

Check out the Capabilities class: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/system/Capabilities.html
There's no 100% method to test if something is a specific device (Adobe say to not do it), mainly because you can end up with a ball of spaghetti code that's not future proof (e.g. the resolution/dpi roughly doubled between the iPhone 3GS and the iPhone 4, and who can say what the iPhone 5/6 etc will have).
What you could use are cpuArchitecture, manufacturer, os, pixelAspectRatio, screenDPI, screenResolutionX, screenResolutionY and touchscreenType to help try and figure it out.
There's also ContextMenu.isSupported as the context menu (what shows when you right-click on a swf) doesn't show up on smart phones or tablets (no right-click)

Related

Iphone app on Ipad - make Ipad select 640x960 instead of pixelated 2x320x480

This is for avoiding an extra target and writing any target-specific adaptation code for the Ipad, separate apps on App Store, etc etc - but instead let the Iphone app display in 640x960 rather than 320x480#2x using the "2x" button.
Even on a non-retina Ipad, there's room for 640x960, but the Ipad is still running Iphone apps on the Ipad as if they were made only for Iphone 3GS.
This is for an app used internally by a company and any authorized client/partner. The company has bought Ipads, but the clients/partners may want to use the Iphones they have.
So, I'm looking for a compile-time target flag or a snippet of code to execute to detect the platform is Ipad and make it display the window full-size.
Has someone succeeded in doing this and if so, how did you achieve it?
This isn't really how things work ... you're trying to create a workaround that will probably take you longer to get to work (if at all possible) than it would if you just commit to making iPad friendly layouts.
If you just make the project a universal binary, then it would run "natively" on the ipad rather than in iphone compatibility mode. After that, the simplest thing you could do is just make sure your view's resize masks are set correctly so they stretch. Depending on the complexity and makeup of your app, many times this is enough to get you through. However, in many cases it would behoove you to just make an ipad specific layout as usability is oftentimes greatly improved.

IPhone 4 and 5 different resolutions: problems

Sorry, perhaps because I'm not English, I don't know, but I cannot find any resource to a couple of questions; maybe I'm using not the correct words..
I would like to know something more about the different resolutions of the iPhone 4 and 5.
First of all: how can I tell my iPhone Simulator to simulate the "letterbox" graphics if I develop an app optimized for iPhone 4 resolution??
I would like to see how it appears but I have not the iPhone 5 yet
Second: what happens on the iPhone 4 if I design an app for the iPhone 5 resolution?
I mean, what does an iPhone 4 user see??
Can you please recommend me something article or similar to learn something more about these problematics?
Thanks
EDIT
I was making right!
The only things that makes the app running in letterbox mode with IOS 6 + iPhone 5 is the presence of the Default-568h#2x.png file for the splash screen.
I restar both the iPhone5 and Xcode, clean the project and compile it again. It works.
First: There are different simulators for each iPhone type. To change between them, open the simulator. Go to the Hardware menu bar item, then change which you want under device.
Second: You should be designing interfaces that scale however you can determine if you have a larger screen and change how it looks on the iPhone 5. If you are using standard components Xcode will try and upscale everything to look proper. However you should test to make sure it looks how you want on each device.

Making Iphone App Working on iPad

I have created an iPhone Application, which works only on iPhone.
Now, I want that App on iPad, too.
Is there any way that I can reuse my existing iPhone XIBs to support that App on iPad. (I don't want to recreate all the XIBs for iPad separately.)
Any guidance for that?
Also, What other points I need to take care of?
Your iPhone app will work in iPad if you choose 2x zoom view. But the display will not be of the highest quality. Now rumors are there that next iPad will have retina display. So, one suggestion I can give is, when you create a new project, Choose "Universal" as the option for device family.
Depending on your app, Feature detection might be one thing you have to look out for when you try to run an app on iPad. For example, Siri is available for iPhone 4s, but not iPad 2. (Although the API for Siri isn't out yet, I'm just putting it there). Also, iPhone 4 has camera, while iPad 1 doesn't have.
Click on your target, and under "Devices" change to Universal. Now your project should run on either device.

Flash stage dimensions when exporting for iPhone AND iPad

In the Flash CS 5.5 AIR settings for iOS, in the General tab of a panel, there's a menu that lets you specify the target device:
iPhone;
iPad;
(both) iPhone and iPad;
What happens if I specify the third?
That is: I can't understand if I can use the default stage dimensions (iPhone dimensions) or I must eventually create a stage (and assets) for iPad (and it will work for iPhone too).
Can't find any documentation.
I guess the best way to find out is to actually try it out!
Many apps that work on both iPad and iPhone use the default stage dimensions and just resize the whole thing 2x when on an iPad. Although I haven't tried it with an AIR app, I would say the same behavior should be expected.

iPhone device vs. iPhone simulator

I have heard of apps not working properly on the simulator but working properly on the actual iPhone device. Has anyone experienced an app that runs perfectly in the simulator but not on the actual iPhone device?
Filenames are case-sensitive on the iPhone, but not in the simulator.
So, for example, if you try to load an image with UIImage *iconImage = [UIImage imageNamed:"MyIcon.png"], but your resource is actually named "myicon.png", then it will work on the simulator, but not on the device.
If your app is graphics intensive, like say a game, the performance of the simulator DOES NOT resemble at all that of the hardware. Your application will probably be smooth and work great on the simulator, but on hardware it'll likely render at a crawl unless you know what your doing. You can easily go from 60fps to 3fps between Simulator and hardware.
The order in which function/constructor parameters are evaluated is different:
int i = 0;
int f() { return ++i; }
int a, b;
int test(int p1, int p2) {
a = p1;
b = p2;
}
test( f(), f() );
//simulator: a = 2, b = 1
//device: a = 1, b = 2
Trigonometry functions may return different results:
float a = cosf( 0.108271248639 );
printf("%.12f", a);
//simulator: 0.994144439697
//device: 0.994144380093
I know there are some differences in the OpenGL ES implementation between the device and the simulator. From what I understand this is mainly because of the graphics chip on the iPhone (PowerVR MBX) having vastly different capabilities than other mac machines. Many of the hardware limits are not enforced in the simulator, so it is entirely possible to get something running in the simulator that will totally crash on the device.
There are also some OpenGL ES extensions that are supported by the iPhone hardware that are not supported in the simulator. I believe the major one is PowerVR texture compression (PVRTC).
Another problem area can be memory footprint. Anecdotally, I have not seen the simulator automatically enforce the memory limitations of the device. Therefore, it is possible to have something that runs in the simulator fine, happily consuming copious amounts of RAM and never bothering to free any of it only to be swiftly terminated after a short continuance of such behaviour when running on a device.
There are certain bits of code that won't work on the simulator (using the iPhone Keychain, for example), but for almost all applications, the simulator will work exactly like the iPhone.
That said, there's absolutely no replacement for testing on a real device.
I had a problem running a relatively simple 1/30 sec timer to do updates for a game. It runs fine in the simulator, and freezes out input on the device.
Also note that you will be compiling against the OS X frameworks (where applicable) when building for the simulator so you could be using methods and classes that aren't available on the iPhone versions of the frameworks.
One example I can think of off the top of my head is NSPredicate. I was able to compile and run an app using NSPredicate in the simulator, but it wouldn't compile for the device since that class isn't available.
Fingertips are larger than the 1 pixel endpoint of a mouse cursor. To do proper, even minimal, usability testing you should deploy your App to a device.
If you enable GCC_ENABLE_FLOATING_POINT_LIBRARY_CALLS, your app will crash all over the place in the simulator but work on the iPhone.
Quartz graphics calls in the iPhone simulator are faster than Java2D calls on the same computer--wicked fast.
I've had issues in memory-hungry applications where the Simulator would work just fine (because it would assume the iPhone/iPod Touch's memory was all yours to play with), while the device would crash (because other apps had leaked and Apple background services had eaten up some memory) and I hadn't implemented proper memory management or a response to the didReceiveMemoryWarning selector.
One big thing that took me a while to spot was that the simulator does not support device tokens, so any code that involves those will not run on the simulator.
I had a bug where the app would work fine on the simulator, but would crash when I ran it on a device because there was a bug in the device token code. I couldn't figure it out for the longest time!
There are many trivial examples. For example you can allocate far more memory on the simulator than on a real phone. You cannot receive push notification on the simulator if you don't have a retina Mac, the display dot pitch is different.
At a more fundamental level, the simulator is just that, it simulates the iPhone OS X using Mac OS X. This is evidenced by the fact that the filesystem on the simulator may not be case sensitive but on the phone it will be. More subtly, it does not emulate hardware so things like location will not work the same and 3D is going to be very different - especially if you are using Metal.
You should always test on real hardware.
Without considering the performance differences between the two, there used to be some things that the simulator didn't do correctly - i.e. it would mess up audio in some cases (see this question). However since the 2.2 SDK this issue has been resolved and the sound seems to be fine in the simulator. That's not to say that there is some other incompatibilities lurking down there! (Just none I've run into)
Regarding sounds, I was having the same problem. The issue was that the sound encodings that the Simulator supports is a different set of sounds than the device. I hope that helps.
I had many problems with libraries and frameworks when moving from the simulator to the device. Not least that they seem to have different architectures!
I have seen the positioning of objects, like toolbars be different on simulator than on the phone. Very annoying.
Yeah....
Apps compiled for 2.x will work fine on 3.0 device, but it will crash on 3.0Simulator
Note: 1. If you compile for 3.0, app will work fine on 3.0 simulator also...
2. a)Compile for 2.x and launch the app in simulator.
b)Now change the iPhone Simulator Hardware to "3.0".
c)Then launch the app we installed earlier in step a).
CRASH !!!!!!!!
movie file (m4v type) as my exprience is first time playing properly
but at second time it flickers screen of simulator...
whereas in iPhone device it works fime...
I had some sound effects that played fine in the simulator, but not on the device. I had to change the format to something that the device would handle.
If status bar of application is hidden,In case of simulator it still consumes touch event. But in the device it behaves perfectly.
Yes - it happened to me the other day. I'm new to the iphone, and so had deleted MainWindow.xib thinking it was unused. The app worked perfectly on the simulator - but crashed when installing on the phone.
Another issue we ran into was our three20 dependencies, which were set to ios 3.2 instead of 4.1. Worked perfectly in the simulator, but bombed on the device (since the files were compiled for the wrong arch).
iphone video library is not accessible
in simulator but code work fine on
actual device
Resource loading in the simulator is MUCH faster than in the device. For example, loading and displaying a sequence of full-screen UIImages (like a rudimentary video) can look very smooth in the simulator, and choppy on a device.
In fact, remember that there is a huge speed difference between different devices. The original iPhone and the iPhone 3G are slower than the iPod touch 2nd Gen, which is also much slower than the iPhone 3GS, and so on.
When trying to access the UIDevice.currentDevice(), it returns iOS Simulator instead of the actual device you're testing. This sucks, since you can't do certain things on the simulator.