I was reading the following article about updating an app to take full advantage of devices like the Galaxy S8 or LG G6
https://android-developers.googleblog.com/2017/03/update-your-app-to-take-advantage-of.html
And what I want to do is to test the app in an emulator of these screens and test it before and after adding the line of code the article suggests:
<meta-data android:name="android.max_aspect" android:value="2.1" />
I have tried creating an AVD inside of Android Studio with a screen size of 5.8 and a resolution of 2960x1440 (Galaxy S8 screen resolution), and my app runs fine without any black bars, even though it's a portrait-only app, and due to that it'd be expected to show black bars, so I think I'm not configuring the emulator appropiately.
Any ideas?
Thank you.
I have been looking for similar thing to test my app and found that Samsung provides online test lab like firebase.
You can go http://developer.samsung.com/rtlLanding.do and check it out. They give 5 minutes free if you don't have developer account.
As per samsung you can get following
20 credits are provided to each Samsung Developer user every day.
With 1 credit, users can use the Remote Test Lab service for 15 minutes.
Minimum reservation: 30 minutes (2 credits)
Maximum reservation: 10 hours a day (40 credits)
More details : http://developer.samsung.com/remotetestlab/rtlAboutRTL.action
You can change your targetSdkVersion to 24,The default is already available。
Related
last week on tuesday 1/12/2021 all devices with version prior 9 started to set location mode to "Device only" after a device reboot.
This behavior changed suddenly, i didn't found anything about it. I have an app that requires high accuracy mode to work "fine" and this is affecting the normal usage of the app.
I wanted to know if there is an alternative to persist the high accuracy mode between reboots, and if this was intentionally changed by Google.
Thank you very much,
Jesús
do you have more info?
I have 2 tablets
A Samsung Tab Galaxy 2 (T319) with Android 7 doesn't have this issue.
A Samsung Tab A6 (T585) with Android 8.1 with this issus since last week.
We have one application which is having the MapFragment and count down timer. We used this app for 1 hr with the Acer tablet (Android 6) with 1 GB RAM and it works perfect. Now, we used new latest Acer tablet with 2 GB RAM (Android 7) for 4 hrs.
After using 4 hrs of test we are getting ANR issue. Also, lot of apps on the system are giving same ANR issue like Settings app, Clock App, Chrome App. This device has remained with ample amount of storage. But, memory it is showing 1.8 gb used (92 %).
I tried to reproduce the same issue on another new tablet ( Acer tablet with 2 GB RAM (Android 7)) but i couldn't able to reproduce it. (I tried lot of cases by running the app up to 1 hr but i haven't run app for 4 hr.)
Is it a RAM issue or It is because of some system problem?
Or is it because of some system updates and incompatibility of the app?
Or it is due to my android app?
Can anyone please suggest the best way to tackle such unusual scenario
So, I did a video-game in UE 4.8 and compiled it for Android.
It’s a game for training mathematical abilities in first and second
graders, using Android tablets. However, the game won’t run in the
tablets we are using for the training program. After installing the
APK, when I try to run the game, it immediately closes and a sign
appears saying: “The application has stopped”. I installed the
application in other several android devices and it works fine (e.g.
LG F60, Samsung Galaxy S5). However, I need to make it work for this
particular tablet, because those are the ones we are using for the
training program and we have like 80 of them. The tablet is a
ProntoTec X1, these are the specs:
CPU: All winner A31s Quad Core-Cortex A7, 1.2GHZ;
OS: 4.4 KitKat;
RAM: 1G DDR3;
10.1-inch screen, 1024 x 600 Pixels
I’ve tried different things, like compiling an empty project, but is the same: it works on other devices, but not on these tablets. I also compiled the game using different API versions of the SDK and NDK, but that didn’t help either. These are the versions that I’m currently using: ndk-r10e, ant-1.9.6, jdk-1.7.0, sdk platform-19 (android studio 1.2.2).
Please, any suggestion is welcome. Thanks!
Take a look at the droid versions supported, also have a look at the droid permissions, I had this issue some time ago and the permissions is what did it for me.
We are evaluating Delphi XE5 specifically to see how easy it is to develop mobile apps. We have developed a simple Android app that scrolls through a TClientDataset using a DBNavigator. The application comprises a few input fields, labels and slider controls (TSwitch).
Everything works ok and sliders (animations) are responsive, except on a Google Nexus 10 (Android 4.3) where everything happens in slow motion. It is like the app is still running in emulator mode. (A sliding button takes over 2 seconds to move from left to right!)
We have successfully tested the app on a Samsung Galaxy S3 (Android 4.1.2) and a HTC One (4.2.2) and the UI is as responsive as one would expect.
Update.
We asked the question at Code Rage 8 and they are referring it to the R&D Department. Will update when or if we get an answer.
I see mention of the screen resolution in comments. Has it actually been determined that it is the screen resolution that is the issue here?
Can you go into the developer options on the Nexus and try anything there that forces GPU usage or whatever might potentially help things along graphics-wise?
And is there anything clue-like in logcat? Run monitor.bat in the Android SDK tools directory or, if the path to it has spaces in, then that won't work so run ddms.bat instead from the same location (DDMS doesn't abort due to spaces in the path).
It would be good to get more evidence on the problem, rather than (educated) guesswork.
If it turns out to be screen size, well that will be interesting for Embo.
I made a game for the first time and had just finish the dev. So I sent my game to some friends for beta testing, The apk work well for every tester exept for one using a Samsung Galaxy note 2.
The game crash when he pressed the "play" button. But when I made an emulator with the same carac, the game work well (exept for a switch between 2 activities, but without crashing).
I can't get the note 2 cause my friend is far, so I can't use the LogCat to see whats happened.
My emulator is :
Galaxy note 2
720x1280 large xhdpi
Keyboard = off
skin = on
android 4.1.2 (the same he have)
Proc: MIPS(mips)
Ram 748
vm heap 32
Storage 1Gb
I really don't understand what happend and that make me mad >,<
You can ask your friend to send you the LogCat.
There maybe some issue specific to his device(conflicts from other apps, etc). Get someone else with a Note 2 to test as well to confirm.
Or I can help you with beta-testing if you want. I'll send the LogCat.