I currently have an Android app on the Android Market. One of it's main purposes involves detecting incoming calls. Unfortunately, some phone models don't seem to be detecting this correctly. The version of Android isn't the problem (other phones with 2.1 and 2.2 work fine), so I'm wondering if the phones have something unique about them.
Because the main phone I've had problems with is the Epic 4g, I was hoping to get an emulator running simulating the phone. Is it possible to do this? I don't know anyone that personally has that model of phone, so this seems like my only option to debug the issue.
Thanks!
I've found this for Motorola Phones
which has helped me.
Generally, the emulator is based on QEMU, so it can be configured deeply. But thats not very useful as it is hard to get the actual hardware specs of any specific device as long it's developing company don't like to talk and share their secrets and flaws.
This said, it would be quite easy for an phone company insider to set up an exact emulator but very hacker style to set up for ourselves, needing days of investigation on the actual phone to check out its hardware details.
Related
I'm using flutter_beacon plugin, It was working awesome on android. Ranging the close devices and getting the information that the beacon was broadcasting. But now, It suddenly stops reading the information, as the beacon would have disappeared. Any suggestions how to fix this??
The library im using is this one:
https://pub.dev/packages/flutter_beacon
There are lots of reasons an Android device might fail to detect beacons. The flutter_beacon plug-in you mention is built in top of the Android Beacon Library, which is the most widely used beacon library for Android.
You may want to try out that library’s reference app for Android (or the BeaconScope app for Android which is also built upon that same library.) If you find that these native apps have a similar problem on your device, then the problem may be device-specific.
The Android Beacon Library has a troubleshooting page that may be useful to you. Many of the same checks will be applicable to using the flutter_beacon plug-in.
Let's imagine User A.
I want to build an application that detects all users of my app who are currently close to user A (in terms of real-life proximity). They should be able to send out ID's to each other to identify which users are currently around them. This should work cross-platform, so Android devices should be able to see iOS devices and so on.
I'm using Flutter and have done some research but none of the example apps worked cross platform. So far I tried flutter_blue, beacon_broadcast and flutter_reactive_ble.
If someone has experience in this field, I would be incredibly thankful for some advice on how to approach this.
Thank you so much in advance!
what could be the reason for that, that gwt mobile apps doesnt really work on mobile phone?
iam using a ZTE-Blade Android 2.1 (in germany Base Lutea) mobile phone and i have big problems with gwt-mobile-apps while using this mobile phone.
the gwt-apps are running but there is no reaction when i touch UI like buttons or something.
i must press the button maybe over 100 times to get a reaction.
and that is the case for every gwt mobile app.
Nearly no reaction from UIs like buttons for every gwt-mobile-app.
I wrote a little app in gwt and on the browser on my PC, it works perfect but on my mobile not really.
with other apps like android or jquery-apps, there are no problems.
everything works fine but with gwt-mobile-apps there are no reactions by touching UIs like buttons.
What could be the reason for that?
i really have no idea.
does somebody know this problem and are there similar problems for gwt-mobile-apps on other devices?
i had the same problem on my 2.1 android phone and the only problem is that android 2.1 is to old.
gwtmobile works very nice on younger android devices.
If you look when the developers made the last updates to this framework it shows that they haven't updated it since April 2010.
http://code.google.com/p/gwt-mobile-webkit/
Because of the deversity of mobile devices and browsers it hard to optimze javascript for every type of browser.
You should use a framework which is up to date like jQuery mobile or Sencha Touch 2. They are well focused on this topic.
http://jquerymobile.com/
http://www.sencha.com/products/touch/
Statement of sencha:
"A note about Android support: Due to the overwhelming diversity of physical Android devices on the market, we can only test so many. This support matrix is not intended to be exhaustive, but to give you an idea of the support for Android devices. Your mileage may vary." (http://www.sencha.com/products/touch/features/)
Take a look at m-gwt: http://www.m-gwt.com
This is a mobile library for GWT, that works very nicely.
It uses core GWT concepts (rebinding, clientbundles, ...).
I have a very popular Apple iPhone app and wish to port to another mobile platform. What is best the Palm Pre or Google Android? The Android has more popularity with manufacturers but I worry about installation issues and incompatibilities. The Pre has one carrier and one mfr but I worry its sales will be too low.
My app uses an SQLite database and is content rich and over 200MB.
You did not mention if your app was paid or free, and whether it included ads or not. The story is clear regarding both of those on Android. You can not yet sell Pre applications, and we don't even know how Palm is going to handle paid applications. I am also not aware of advertising solutions for Pre.
As for the number of users, Android beats Pre hands down currently. And being the more open platform, I have no doubt in Android enjoying faster growth as well.
Android has the ability to be written in Java a generic enough way that your J2ME ports which can then run on Sonys, Blackberries, Nokias and Samsungs should be a short hop away if you desired. However a lot more detail of what you application did would be necessary as it might be something that is very achievable in a short time frame on the Palm
Which may sway you decision as to Android and Pre thats probably a coin flip decision
You might want to add BlackBerry to your considerations.
When combining all of the RIM models available, the total number of units sold beats the total units sold for Pre and Android devices combined.
Plus they have their App World service up and running now for selling your app through.
Jim
Ahhh, the great debate. Likely to start a holy war. It seems to me that there is a bigger buzz about the Pre than the Android. On the other hand, Palm has failed at this once before, and I have a hard time counting Google out.
I think I'm in the Pre camp. Get in early. Risk versus reward.
Couple of points to port your iphone application on Android and Pre devices
Android: recently they come out with native support, so it should not be too hard to port cpp code to android paltform using JNI
Palm Pre: As if now, development is purely supporting using Java script, and i am afraid you will have to re-write your app to support Pre.
My obvious choice will be go with Android first, this platform is supported by many OEMs and many carriers worldwide while Pre is limited to one carrier and with only one device at the moment in the market. Android definitely has much better market penetration than Pre
I'd definitely go with Android. The palm pre is making progress, but is still rare as far as smartphones go. If your app caters to a niche market in any way, you're likely to find the market is just too small.
Just one thing to remember with Android, though -- you can't make a 200MB app. The phones only allow apps to be stored in onboard memory, which is usually about 512MB with the OS taking 300MB. 200MB is the entire storage space for all apps on the phone. Android phones come with SD cards where data, but not applications, can be stored. You'll probably need to allow users to download your app's database to their SD card after they've installed a smaller, data-less application.
I'd go for Android too, (ok we now have a clearer vision compared to when the question was first asked ;) )
It's just there, everywhere now, so it can't be ignored. Plus i'm more of a Java developer ;).
Actually my concern is the opposite of yours: I'm an Android developer, and I port my apps to the iPhone. I used to do it by hand, but I found this product called ,iSpectrum ( http://www.flexycore.com ). There a video showing an Android 3D app ported to iPhone in 2 days only. This may be interesting a choice tool for you (if you decided to choose Android against Palm...)
I'm answering my own question because its been so long since I asked that a lot has changed. Primarily I went ahead and ported to the Android thanks to some very good answers here and my intuition that Palm was not stable enough as a company. And in hindsight that was the perfect move...Palm almost went out of business having been snapped up at the last minute by HP...and Android rocketed to be more popular than the iPhone. And our product, iBird Explorer, ended up becoming one of the most profitable ports we have ever done. Its also one of the best selling apps in the reference category of the Marketplace. Especially from a grossing income point of view.
I developed a flashcard program a while back for learning Japanese. I've been considering porting it to a cell-phone. What is a good target platfrom? I'm thinking about iPhone, HTC Touch HD (system software: Windows Mobile) or a Nokia (system software: Symbian). Since I know a bit of JavaME, something that runs that would also be cool.
Here's the most recent market share data. Have you considered building a web-based product consumable by all smartphones with decent web browsers? Sites like x.facebook.com are not OS-specific but are app-like enough to provide a good user experience. Building such a site and charging a subscription would be one approach to serve all markets.
Well the Apple store just celibrated its 1,000,000,000 download the other day, so I would say that the iPhone is the largest and easiest phone market to target. Also the Apple store makes it extremely easy to sell your application (they keep part of the revenue of course).
Perhaps you might like to ask which phone has the largest market share in Japan?
Also I understand Microsoft has plans to start an app store for Windows Mobile.
Since you know JavaME, take a look at developing for Android. It doesn't have a large market share, but at least you'll be able to leverage your existing skills.
You won't be able to find a common language and development environment that works on the majority of phone platforms. Once you select a platform, you're kind of committed to it unless you want to port your app to an entirely different language.
Nokia has started heavily pushing a mobile development platform based on Qt. Nokia sells a LOT more phones than Apple does.
Why write iPhone app #1,000,001 when you'd be lucky to get $500 for your investment?
There's a huge craze around iPhone apps... at this point it's totally unjustified from a developer point of view. (It's great for the users)
Qt is a really amazingly well done C++ platform (Nokia bought it, obviously :). I'm having a good time writing PC apps with it... I plan on buying a Nokia phone I can write Qt apps for soon. At that point, I'll be ditching my old iPhone (original unit, not 3G).
When the SDK came out, I thought the world of the iPhone. I even bought Apple stock. However, no Java & no Flash because Jobs is a control freak is just plain stupid. GPL incompatibility really hurts, too. I'm also not buying a Mac just to develop software for the thing.
A few weeks ago I was reading an article about a product called "rohmobile" that was a custom Ruby framework that run's on a micro ruby web server. It allows you to compile your application against all the popular mobile phones (Apple, Microsoft, Android, BlackBerry, Symbian). It seemed like a very cool idea and it's open source actively under development. The framework comes with a sync soltuion, so you can persist data to the local device using REST/SOAP. As I explored the product a bit more, the only thing that seemed like it would be a pain is the setup of the enviroment(s) needed to compile the code for the various device.... if you could make it past this, then you'd have a solution where you could support a bunch of difference devices with a single code base!
http://www.rhomobile.com/
** I've never programmed in Ruby but the syntax and the demo made it look really simple, since it's really just a local web page running on the micro web server installed on the device! The UI is HTML/CSS based. I think the product is still in Beta...
Just my 2cents~
Well I would start to find a system / programing language which is available for the top phones on the market.
I think a good go is python for that. Which makes it easy to use large portions of the same code on all of the phones which are going to be supported.
Then I would probably start with the iPhone, because I believe its userbase is still demanding for new toys :)
Creating a webapplication would be another way... but that would mean you need to be online. if you are not using flash or some other possibilities of persistent storage.
P.S.: I would not use javame :) .. I still don't like anything java at all