Exploded portrait HDMI output on Android (Samsung Galaxy S III) - android

Currently, when you connect an external monitor to an Android phone that supports mirroring, the phone makes the assumption that the external monitor is set up in a landscape orientation. Thus, when the phone is held vertically (in this case, the Galaxy S III) in a portrait orientation, the video output on the display is portrait, but centered with black bars on either side. Of course, when the phone is held horizontally, the output fills the external display.
What I'm looking for is a way to force the Galaxy S III to mirror its screen such that when it is held in a portrait orientation, the output will fill the external display. It would have to work across Android - I'm not talking about a specific app in particular, it needs to work consistently across all apps.
The external display would be mounted vertically, so it's essential that the output from the Galaxy S III while in portrait orientation completely fills and has the correct orientation on the external display.
Can anyone give me any advice on where to begin? I've already looked through the source code for the S III and haven't been able to find any clues (I'm not experienced in writing my own drivers on Android). This would be for the US variants (specifically Verizon, though the video hardware - Adreno 225 GPU and SiI9234 MHL controller chip - is the same across all US variants). Perhaps someone who is more experienced in that field could shed some light on this.

Unfortunately that is not possible. you would have to develop your app in landscape mode and then rotate all your views/content to make it seem it is in vertical portrait mode. One option for that would be animations. ie:
rotateAnimation.xml:
<rotate xmlns:android="http://schemas.android.com/apk/res/android"
android:fromDegrees="0"
android:toDegrees="-90"
android:pivotX="50%"
android:duration="0"
android:fillAfter="true" />
Your Code:
TextView text = (TextView)findViewById(R.id.txtview);
text.setText("rotated text here");
RotateAnimation rotate= (RotateAnimation)AnimationUtils.loadAnimation(this,R.anim.rotateAnimation);
t.setAnimation(rotate);
Also you can have a look at this post:
Vertical (rotated) label in Android

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This allows me to set the bottom margin of each button to have some space with the right side having no space while in mobile (portrait mode), but then have the bottom margins set to 0 and the right (end) margins set to have some space while in landscape mode and every size larger than the smallest size.
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In the Android Studio design preview, my layout fits perfectly on screen.
Even when I played it though AVD, it fits well.
But when I connect my phone with Android studio and run it, it doesn't fit in my phone screen. It seems like centerCrop is on the whole screen. all layouts have the same problem.
I'm using a Samsung s8+. Preview setting is also Samsung s8+ which Android Studio provides.
At first, I thought that this problem is caused by 18.5:9 ratio of my phone. But in that case, the screen should be cut only at bottom and top. But it seems like centerCrop is enlarging based on the center?
The screenshot on the left is what I see on the preview and on the right is what I see on my physical phone:
Two Solutions:
Go for Linear layout if you don't bother layout hierarchy and coding style, as it fits for the most number of screens.
The design which you saw in the emulator will not be same in Actual mobile device in all cases. So try to debug your app in actual mobile device and design accordingly.
Make sure that your custom emulator has the same settings ( Height, Width, RAM ) as your phone.

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Reference links :
http://3dvision-blog.com/5798-testing-the-3d-capabilities-of-the-lg-optimus-3d-p920-smartphone/
http://blog.gsmarena.com/htc-evo-3d-vs-lg-optimus-3d-taking-the-fight-to-another-dimension/

Android augmented reality. Bad sensors reading

First of all, sorry for my english. I'm programming an Augmented Reality Browser for Android following the steps in Raghav Sood's book. Its title is Pro Android Augmented Reality. The thing is that when i launch the example of chapter 9 (named Pro Android AR 9 and located in https://github.com/RaghavSood/ProAndroidAugmentedReality) in my devices, it works fine or not depending on the kind of device.
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Changing the axis to:
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Android Orientation Sensor Different for Different Devices?

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The app runs in landscape on both devices. The problem is that on the Eee Pad, the orientation is measured with the device sideways (landscape mode) while the Infuse measures in upright (portrait) no matter what I do. This makes is so the ball moves left when I tilt my Infuse left, but when I tilt the Eee Pad left, the ball moves up or down.
I can switch the orientation angles, so they move the ball the other way, but it only works for one or the other at a time. Any ideas how I could fix this?
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Google's docs make it clear that the sensor coordinate system is relative to the default orientation of the device. That description mentions the getRotation() and remapCoordinateSystem() calls you can use to adjust appropriately.

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