Steps of reproduction:
Use 4.2.2. Android system (but not cyanogen mod since the issue is fixed there)
Make a webview and serve it a canvas element through a server
You get a black screen / it does not render canvas at all
Correct behaviour:
You serve it a canvas element and it renders what it is on it. It works on all possible android versions we were able to test except the 4.2.2. .
We confirmed the problems on at least these devices which are at the moment running this version of Android: Moto G, Samsung Galaxy SII, Samsung Galaxy SIII , Samsung Galaxy SIV, HTC One X, HTC One S mini...
I presume the bug is already known but i was not able to find it or more accurately not able to find any way of reproduction. If anyone knows if there is any workaround it would be nice
you can try this, it work for me on HTC device:
in html:
<canvas style="background-image:-webkit-canvas(mask);" />
in javascript:
var ctx = document.getCSSCanvasContext("2d", "mask", 150, 80);
//now you free to use canvas normally
Related
I have a small web app built on top of fabricjs, with gestures enabled, very similar to the gesture demos on fabricjs tutorial site.
The app draws an image (jpg, 2000x2000) using another image (png, 2500x2500) as a mask.
The web app works flawlessly on desktop PC and in the iPhone; it is slower on Android phones; that's fine, I was expecting this behaviour.
The weird thing is that the same js, on the same device, works much faster under firefox than under chrome.
This behaviour is the same on every android release (tested on android 4.4, 5,x, 6.x) and it's the same on every Android device (tested many, say galaxy note 10.1 2014ed, galaxy note 2, honor 8).
Can you give me any hint? Why chrome, on canvas operations, is consistently slower than firefox?
Thanks!
We are developing a motorbikes racing game under Unity 5.3.4p4 for Android.
I have a spotlight attached to a gameobject (the motorbike), the farther it is from the center of the world (0, 0) the more unstable/shaking it becomes when moving. I've tested on many devices with different GPU and Android versions but this only happens in Samsung Galaxy Edge S6 and S7 devices (MALI GPU).
Does anyone has the same problem or know any solution for this?.
Thanks for your time.
EDIT:
After a lot of testing there seems to work fine only using Deferred instead of Forward rendering and enabling OpenGLES3, at least for the S7, the S6 has the same problem no matter what I do.
I've also tried downgrading to Unity 5.2.5 and upgrading to unity 5.3.5 without success.
As #Paul-Jan says, it seems it also affects iOS: https://community.unity.com/t5/Graphics/Problems-with-spotlight-on-mobile-precision-issue/td-p/2473711
I have two Samsung S4, one is 4.2.2, the other 4.3. I am running the same game, which is drawn on SurfaceView. On 4.2.2 drawing takes about 30ms, while on 4.3 almost 100ms. Drawing is performed from the other thread. I have checked, that the problem is with drawBitmap method. Any suggestion how to fix it? The problem appears only on S4 with Android 4.3. I also checked on Nexus 7 with 4.4.2, everything is ok.
Using jSignature (https://github.com/willowsystems/jSignature) within a PhoneGap, JQuery Mobile application.
When trying to sign in the content div using the Samsung Galaxy S4 the drawn line is not displaying. The signature is there when I pull the data but is for some reason not displaying. Any ideas why this might be? It has been working on other devices such as Samsung Galaxy S3, iPhone, and iPad.
<script>
var signatureContentDiv = $("#signatureContentDiv");
signatureContentDiv.html("");
signatureContentDiv.jSignature();
</script>
<div id="signatureContentDiv"></div>
I have also just run into this. For me, the error appears on the Galaxy Note 2.0 while running Chrome. I tried changing to Firefox and it works properly. The same behavior is noted when trying the demo directly on jSignatures site. I would suggest checking against their site and seeing if your device works properly to eliminate your code being the issue.
Hopefully this will get fixed.
Additional Info: I have just determined that it seems to be based on the dimensions of the image. Anything over 66,000 pixels (such as 600x110) will cause the failure. This still seems to only happen on certain devices, all running the same version of Chrome.
Interesting that I wind up responding to the last thread I answered about this issue almost 2 years ago.
It seems the most recent update to Chrome on Android (V 43.0.2357.78) causes new failures to jSignature. If the page is in it's native size (no browser zooming), it works properly. If you zoom the screen, it fails. This is new behavior (on existing code). Other browsers seem to work properly.
I have written a program for Bar code scanner application it works fine in the Samsung Galaxy S551 but it didn't detect the bar code in the Samsung Galaxy Y.I compared both the devices and found it that might be due to Android version compatibility.I build application for Android 2.2 and tried to ran it on the Samsung Galaxy Y so again I build application for Android 2.3, I got the same result.Samsung Galaxy Y still didn't detect the bar code...
The Samsung Galaxy Y has no auto-focus on its camera. This prevents it to get a sharp picture of a bar code and in this way it cannot read it.
I do not know for sure if this is a hardware limitation but I think it is.
I had same problem and found that the api i am using is using autofocus of camera to detect the barcode and samsung galaxy y failed in that case. I tried other application also which is avialable in market and samasung galaxy y is not working properly for barcode scanner.