I have a Google VR based application which had some very strange scaling issue on the Samsung S7.
I don't have the device at hand (that would be too easy...) but, with the help of the affected user, we tracked down the issue to the scaling feature that the new Nougat firmware applies by default to the device, reducing the resolution from WQHD to Full HD.
Is there a way to detect whether the down-scaling is activated? What classes are affected?
Thanks!
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I am having a bit of difficulty with regards to getting the "Preview" of an xml layout to accurately reflect what will show on my galaxy S5. I use genymotion to run the applications (Which is accurate) but I would like to have an AVD of the an S5 so I can see the changes made in real time while I code. I have created a hardware profile using the Galaxy S5 specs (Screen size 1080x1920). The real-time preview still appears different to the Genymotion and actual S5 screen after run-time. Can anyone guess why?
I submitted my app to samsung app store but it is rejected as it fails on Tablet Galaxy(WXGA) devices.
I don't know the bug.I tested the app through remote test lab devices but I am unable to open even a single device.It just shows a black screen.
Can you please tell me some other way to test the application on Samsung Note 8.0 or samsung galaxy tab 10.1..?
If it's not possible then please tell me that Whether Samsung note 8.0 device is ldpi/mdpi/hdpi.xhdpi device with screen size as small/normal/large/extra large,So that I can figure out the bug..?
Note 8.0 is hdpi-large last time we checked.
Here you can see during the launch of Samsung Galaxy Nexus the presenter displays a live android screen. I have been searching far and wide for any software that can do the same.
I have seen apps like droid#screen but there is a huge lag while streaming the phone screen. While coming to hdpi devices the lag becomes huge and becomes a showstopper.
Is there any way I could attain the same quality and speed ?
Attach your Galaxy Nexus to an HDMI projector (or, for compatible hardware, use Miracast, a.k.a., Samsung AllShare).
Or, root your Galaxy Nexus and find some software that can work directly with the framebuffer for this.
Droid#Screen is as fast as you can get using semi-supported techniques.
If you do not have the cable, TeamViewer QuickSupport is also an alternative, just tried it on Samsung Galaxy S3 and works like charm.
The emulator that comes with ADK for use under Eclipse is fine for testing basic Android application functionality, but:
it's not very performant
it doesn't reflect real-world hardware and software configurations
it doesn't support varying input devices such as d-pads, touch screens, trackballs or even Bluetooth/USB controllers.
Android Developer posts some very helpful rolling graphs of Platform versions, Screen sizes and densities, and OpenGL ES versions as extracted from Android Market:
http://developer.android.com/resources/dashboard/platform-versions.html
http://developer.android.com/resources/dashboard/screens.html
http://developer.android.com/resources/dashboard/opengl.html
Those really help to narrow the scope of some of the choices, but I find myself really wanting to know what the proportions of input methods various devices support are... is touch represented by 90% of the market, or only 5%? What proportion of those support multi-touch?
For example... anyone who has played the free and open source game Replica Island ( http://replicaisland.net/ ) will know that how you control the game varies between devices because it supports multiple input methods. I think Chris and Genki have done a fantastic job here, but if you use touch screens you know that the game is much more playable on 5-7 inch devices than it is on 10+ inch devices. This is because the left-right slide control doesn't maintain the same physical size as the screen size increases - meaning that you have to move too far on large touch screen devices (such as Honeycomb tablets) to be comfortable.
These are the sorts of issues you only find out when you start using various hardware devices to do your testing on. Or you can wait until users do your testing for you and start bringing your app ratings down.
So after my long introduction, here are my questions to you:
What collection of hardware devices have you bought to use in your software development and have you found those choices to have been beneficial or detrimental?
Do you instead use 3rd party testing services and just tolerate the long turnaround times between test reports (hours/days instead of instant gratification)?
For me test devices are sort of like pickup trucks: I'll make friends just to get access to their phones ;-)
Seriously, I do tap friends and family as resources. I'm a small shop and can't afford to buy a lot of test devices. Yet even with this limited pool of resources I've go the following devices available and it seems to have served me well:
Original Moto DROID (seems like such a dog now).
DROID Pro (broken screen but still good for testing).
Asus eTransformer
Samsung Galaxy Tab (7")
HTC Rezound (my personal phone--it rocks)
Samsung Charge (my wife's phone)
DROID X (son-in-law)
HTC-something I can't remember right now (daughter & son)
Amazon Kindle Fire (father).
So, as you can see, without spending a fortune I've got a pretty good set of test devices, not counting all the friends I press into service as beta-testers. With all those I really haven't had many problems with platform specific issues. I hear a lot of grumbling about fragmentation (perhaps mostly from iOS developers), but if you develop your app intelligently it isn't a huge issue.
At this stage I'm just testing with two phones:
HTC Magic (3.5" touchscreen)
Samsung Galaxy S II (4.3" touchscreen)
There's a pretty big difference in the perceived density between these phones, so it's been helpful for comparison in testing my own games. The major omission at this stage is a tablet - just haven't been able to justify the cost yet.
I'm also playing around at the moment with LCDDensity for Root which allows you to change the screen resolution on-the-fly. Interesting to see what the same sized screen would look like with more pixels stuffed in (i.e. closer to Retina display)
I have own collection of devices:
tablet with 10" screen (Motorola Xoom);
Nexus S as reference smartphone;
device with hardware keyboard (Motorola Droid);
one device from HTC (HTC Desire HD). I need it because it has slightly different UI (HTC Sense) and HTC phones are quite popular in my country. It is the least useful device in the collection;
a pair of devices with non standard screen resolutions.
I'm testing my app on different AVD setups in the emulator and ran into problems with zoom controls in MapView on Android 1.6 using QVGA resolution only (lcd.density=120).
When tapping on the screen so the zoom controls are displayed, the zoom in/plus sign is displayed much larger than zoom out, which seem to have the correct resolution.
I've tested different combination of Android versions and resolutions but only 1.6 with QVGA resolution seem to be having this issue. I've searched on Google but only found two Tattoo user reporting the same problems on their phones that seem to use QVGA.
Is this a known issue with the emulator only or is it still an issue on real phones? Why I want to support 1.6 is because SE X10-Mini has gained huge success here in Sweden and this phone run exactly 1.6 with QVGA until SE finally upgrade the phone.