How to do a live presentation by sharing android screen? - android

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.

Related

Detect zooming on the Samsung S7 (nougat)

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!

Android Studio Preview Differs from Actual Device

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?

CSS #media queries on Samsung Galaxy S III

I'm working on a website with responsive design and mobile optimization.
I'm having issues targeting the Samsung Galaxy S III default browser, as it does not scale font-sizes.
The funny thing is that everything works fine using Google Chrome for Android on the same device, so I don't think there is a problem with my #media queries. Of course I've triple checked them and I am sure the Galaxy S III displays fits in them. All the other conditional styles apply, except for font-sizes.
Everything works well on other Android based devices, eg the Samsung Galaxy Nexus's default browser.
Is there anything I should do to target The Galaxy S III default browser? Does it interpret in some funny way font sizes?
To answer one of your questions yes it does interpret font size in a odd way. The Samsung GS3 default browser is pretty bad in that regards. I am not really sure there is a work around on it. I can't imagine too many people are using the default browser anyways.

Preparing apps for the nexus 10

I am working on an android Audio Recording application, our app is currently designed to work on all android phones, the Nexus 7 and the Motorola Xoom tablets.
I was wondering if there are any guidelines or best practices to re-design/modify our app for Nexus 10. More specifically, any pointers on the below points would be really helpful:
UI guidelines to support the new 2560x1600 resolution
Android resource files related modifications (based on similar guidelines)
Any sample or open sources apps that have been modified to work on the nexus 10
Best practices creating and running a nexus 10 emulator since there is no such AVD device by default (screenshot below). Any thoughts on creating one, keeping the high resolution in mind.
As long as you have xhdpi assets, and layouts made for 10" tablets, you shouldn't have to do anything (except add a new xxhdpi launcher icon, as #Mattias mentioned).
To make a Nexus 10 AVD, navigate to Device Definitions:
Then, click New Device. Fill it out something like this:
Now it will be listed in the devices drop-down that you show above.
Regarding your second point, resources:
While the nexus 10 is a xhdpi device, it will use the launcher icon from xxhdpi "one bucket up" if available, so make sure to provide one as it will look much better/clearer/sharper. Reason is that there is room for a bigger icon on this device. Launcher icon size at xxhdpi is 144x144 pixels.
For reference see:
https://plus.google.com/118292708268361843293/posts/ePQya3KsTjW
The best way to emulate the Nexus 10 is to use AndroVM. I am currently running Android on it with the full Nexus 10 2560x1600 resolution and it fits onto my HD screen if I set AndroVM to use 320dpi.
Oh.. and it's VERY fast :-)
I personally use it over emulators and real hardware devices as it's extremely responsive and the deployment of the APK is lightning fast.
I do not contribute to the AndroVM project myself by the way, but it has speeded up my own development cycle considerably. In all development cycles, a developer waiting to see if their code tweaks work using an emulator or a hardware device adds considerable time overhead. I would thoroughly recommend using AndroVM regardless of screen size during normal code development.

What hardware devices do you test your Android apps on?

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.

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