How do I create an emulator in Ecllipse Juno - android

May be my question seems to be dumb as i'm new baby to this...
I'm trying to run an android application in 7 inch Samsung Galaxy tab(7 inch)...everything work fine but when i move on to Samsung Galaxy Tab S2(10 inch) i faced an alignment issue in my application...Getting crashed sometimes too.
Can anyone suggest what should i do to resolve it...Have to create separate layout files for 10 inch tablet????
Please also tell me how can i test my application in an Samsung Galaxy Tab S2 10 inch emulator.

I can really recommend using Genymotion as an Emulator. It' very fast, and only has some minor limitations as free version, like you might not be able to use Google APIs.
It also provides predefined settings for different Devices.
If you don't want to use a third Party Emu, you could of course use the Android Studio Emulator too.
For the crashes: get used to use the Debugger and to using Unit Tests.
I would also recommend switching from Eclipse to Android Studio, since Eclipse is no longer the supported IDE by Google. Migrating your project shouldn't be a hassle.
Without your Layout code people won't be able to help you on that part.

Related

Can we based on Android Studio Emulators for different display screens create the App

Can we based on Android Studio Emulators for different display screens create the App? Can we trust Android Studio Emulators ?
I mean for example whatever that's displayed on the Nexus 7 Emulator, would be exactly the same as it is really displayed on the real Tablet itself.
Yes, we can.
I've compared lots of emulators vs real devices - they are almost identical
Android Emulators give you a basic idea of different layout. Padding and pixel adjustment may be different in real device due to difference between system screen resolution and real device screen resolution.
The Android Emulator is built hand-in-hand with the Android platform for the Android SDK. Moreover, the latest Android Emulator system images (API 24+) 100% pass the Android Compatibility Definition, so that you can have even more assurance that app behavior will be exactly the same between the Android Emulator and a physical Android device.

UE4 - Application won’t run on Android tablet

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.

Delphi XE5 Android app running slow on Google Nexus 10

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.

Camera preview shows unwanted tiles only on Android 4.2.2 (S4, full HD screen)

My app runs with many devices but 2 users have send me simular images as below.
As far as I know the behaviour is only seen on Android 4.2.2 (Samsung S4).
On the full HD screen there seem to be 3 compressed tiles of 160x600 pixels.
I have tried an AVD with full HD screen but that fails to start.
On 4.03 devices I don't see this. I don't use tiles.
Does anybody have a hint what or where this goes wrong ?
This looks like a possible bug in the Android platform on Samsung's S4 devices with that particular Android version. My experience tells me that it's a very real possibility. It could also be that you do something wrong in your app that only causes actual problems on that version (and maybe even only on that device), but there is no indication of that from what you tell. Android 4.2.2 should be backwards compatible with 4.0.3, so in general it should work on the later version too, of course.
I would advice you (or anyone in the same situation) to try it out on other devices with the same Android version if possible. Also, double check that you're not violating anything in the Android API documentation.
Please add more info about what you're doing and how if you need more detailed answers. I guess you've probably found a solution or workaround by now, but still adding my answer here.

Will coding done in android 2.2 work in 4.1 Jellybean Phones?

I have wrote an application using android 2.2 in eclipse.
My app is working fine on the samsung galaxy mini android 2.2. However, it is not working on samsung galaxy s3 android 4.1.
My app is only taking up half of the screen on the samsung galaxy s3.
Why is my app not working on higher resolution devices?
How can i make the app compatible with other devices running
different versions of android?
Sounds like it's most likely you just have a LinearLayout at the top of your layout XML and it just takes up less space on the S3.
I would advise taking a look at the two links below; if you want a specific starting point, you could adjust your layout to match_parent and use the l/m/h/xhdpi folders to place different size graphics in. Also worth checking whether you are using dp or dip (density independent pixels)
http://developer.android.com/training/multiscreen/index.html
http://android-developers.blogspot.co.uk/2012/11/designing-for-tablets-were-here-to-help.html
The best way to ensure that your app will work on other devices is to get access to other devices and test your application on those devices before you release.
Another way is to make sure that you are targeting the correct SDK you need to target and use the AndroidSupportLibrary when needing to have backwards compatibility.
For us to help with your specific problem we would need more details as to what exactly is going on, but make sure the packages and libraries you are using are compatible with the android versions you are trying to target.
And make good use of the AndroidSupportLibrary.
Did you check the resolution compatibility? This seems more like an Android Manifest issue then an Android version issue.

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