Sencha touch + phonegap in android - android

I need to develop an app in Sencha touch and phonegap in android.I got decent performance in iphone.Does it produce good performance in Android?

Use sencha touch 2 for android. They have improved the performance significantly and also resolved most of the issues on android. To use phonegap you need android 2.2 so most of the devices that have this OS have good performance so you should be ok.

It'll depend on the device.
In my experience web apps don't perform any where near as well on Android as they do on iPhone. Specifically, many Android devices don't support hardware acceleration on the web which can make transitions between pages jerky, and scrolling panes rather slow. An app which looks and performs great on iPhone can look a little 'retro' on some Android devices. I'm sure there are newer, faster Android devices I haven't tried which are much better though!
Make sure you can get hold of some real devices to test on.

Well I just started using Sencha and Phonegap, it looks good especially if you need a quick solution.
Using the Eclipse IDE - http://developer.android.com/sdk/eclipse-adt.html
Phonegap Plugin (helps quickly package Sencha and Phonegap libraries) - http://wiki.phonegap.com/w/page/34483744/PhoneGap%20Eclipse%20PlugIn%20for%20Android

Related

How to improve WebView on Android Eclaire?

I have an old device (Nook Simple Touch). It based on Android 2.1. I am writing simple application for this device (only for personal usage). This application is a WebView linked to special WEB-site. Site was build using JQuery Mobile.
I get a trouble with it. WebView on this device is not perfect and shows some elements incorrectly. New versions of WebView works well.
Is it possible to improve WebView on old version of Android? May be here is a way to upgrade it or i can use some library for it?
Unfortunately, there's nothing WebView related you can do here.
jQuery Mobile performs badly on Android systems below 2.3
To be more specific, jQuery Mobile performs badly on Android systems below 4.0, however, performance drops even further if Android 2.2 and below is used.
On Android 4.0 you could have used Crosswalk to make your application faster, however, it is limited to Android 4+.
The good news is you are not out of possibilities.
CSS3 is the main reason jQuery Mobile performs purely on Android 2.X devices. You can disable jQuery Mobile styling and do it on your own making sure not to use or overuse CSS3, especially CSS3 drop shadows.
Another possibility would be to upgrade the Android version. Unfortunately, an official upgrade was never released nor there was a custom ROM on XDA developers.

Using WebGL in native Android App

I need to make a 3D animation across the web, android and iOS platforms. My question is, is it possible to use WebGL to make the animations in native android and iOS apps? As I would write the animation once and it would in theory port to the android and iOS with out any problems or am I going to have to simply use the OpenGL ES to make the animations for the mobile devices and webGL for the web.
Disclaimer: I work for ludei
So, that's exactly what a company called ludei is preparing to launch ;)
We have it working on Android 2.3 (even on a Nexus One!) through 4.2, and iOS 4 (I think?) and up. We don't rely on the system browsers or webviews, so there are no "private libraries" problems, and we support versions of Android that can't have WebGL otherwise.
We're giving it the final touches now, but we should be able to release it in a few weeks :)
Check out http://impactjs.com/ for iOS they are allowing you to use threeJS //asmallgame.com/labsopen/webgl_impact/ right now for Android it is only supported on Chrome Beta and you have to enable the flag http://thenextweb.com/google/2013/01/25/google-finally-makes-it-easy-to-enable-webgl-support-in-latest-chrome-for-android-beta/ I would expect webGL to be fully supported with key lime pie version of android coming out soon. Also you can hack the iAd platform to support it on iOS but you will not get it through the app store due to using private libraries. github.com/benvanik/WebGLBrowser also be aware of github.com/kripken/emscripten because firefox recently came out with asmJS on odin monkey techcrunch.com/2013/03/21/firefox-nightly-now-includes-odinmonkey-brings-javascript-performance-closer-to-running-at-native-speeds/ this enabled firefox to port over unreal engine to webgl in only a few days at the last GDC so hopefully chrome and other browser start supporting asmJS for the obvious speed boost. techcrunch.com/2013/03/27/mozilla-and-epic-games-bring-unreal-engine-3-to-the-web-no-plugin-needed/
WebGL is not fully supported on all browsers, however both Android and iOS have native OpenGL views that can be used (and will provide a much faster experience than WebGL). Once your environments are set up for each platform, using the same code will be mostly trivial.
Although cocos2d-x does not support 3D animations, its documentation may help you get started for cross-platform apps using openGL.

How to create a Webapp for iOS, Android, BBerry, Symbian

The Challenge
I would like to create a simple website for:
iPhone 3 and 4
iPad
Android 2.2
– BBerry OS 7 and Playbook Browser
Symbian
Desktop Webbrowser
The Problem
Whats the "best-practice" for detect, optimize and deliver the Webapp for each device/screensitze? I know this is about HTML5, CSS3 Mediaqueries and JS. HTML5 Boilerplate is a good point to start.
But:
Should I detect Browser/Devices via backend/front? What are good
libraries?
How Do I detect different screensizes? What are good libraries?
etc.
Use Phone Gap as your starting point.
Depending on your use case, there may be other libraries you may want to pile on top of it, but basically Phone Gap is what you should start with.
My suggestion would be to use Sencha Touch. Its a very mature mobile app frame work with a very active community. They support any mobile that uses the webkit based browser which is everything on your list(Im not sure about the symbian browser).
Sencha 2 which will be released by the end of october will have its own native packaging library, so the use of phonegap wont be required. But it work well with phone gap if preferred.
Mobl is new language for the mobile web. just a look on it.
Adobe's Edge is the most refined HTML5 creator that also supports Android, iOS and Playbook (IMHO forget about Symbian, that's Nokia's half dead platform). BB7 uses webkit like most other desktop and mobile browsers.
Note that coincidentally Phonegap (that I see in other answers here) is part of Adobe now.
You can give a try to Titanium's new web SDK too.
And then look at this SO question which is very similar to yours and has lots of useful links in it.

Is it a good idea to write mobile games in ActionScript3 rather than Java / Objective-C?

Hey,
I'm writing a simple game based on my physics engine for Android (in Java). Because I want to play with some special graphic effects performance is very important for me.
I read on the Internet that you can write an application in ActionScript3 and then just export it as an iPhone/iPad or Android application. That means, I wouldn't have to rewrite everything from Java to Objective-C if I wanted to make version also for iPhone.
Do you have any experience with writing games in ActionScript3 for both Android and iPhone/iPad? Are there any significant advantages / disadvantages?
I have made games with both AndEngine and air for android. Air for android is vastly slower. If you game needs performance, Air 2.6 - the current release - will not be able to handle it.
AIR 2.6 can handle simple games. One with a little performance to spare.
I am hopeful that AIR 2.7 (in beta now) will improve things, since it supports OpenGL. But for now I would have to say stay away from AIR for performance games.
To see an example of a simple game made with AIR, check out this one made my a friend of mine:
http://www.appbrain.com/app/kibble-katchers-free/air.com.munchiegames.KibbleCatchersFree
It plays OK, but chugs sometimes if you have a lot of things going on at once.
If your game is going to be more intensive than that, pass on AIR.
In my experience, it's always better to write applications in the native language for the device. Of course, depending on the scale of your game, the advantages may not matter. When using Flash to export to iOS, you are limited to what you can access on the phone (like UI widgets and features like accessing the camera). I've also read that Adobe is not going to include this feature in future versions of the Creative Suite. So you may lose support for your game. In my opinion, there are better tools to develop for both devices. Check out Corona or Unity.
MY impression is no, not a good idea until they get the performance up. Though this post makes it look pretty decent. Ive done an app for the playbook, and the simulator rendered it just fine, but once I saw it on the actual device it was pretty slow. I didn't realize there was a scroll box already there, and I made my own implementation with on enter frame listener and it was pretty slow.
If you're going for an iOS, then you end up with bigger file sizes. So while flash/as3 is great for prototyping and some simple applications, I would suggest using lower level language that doesn't have to be reinterpreted.
Perhaps the AndEngine could be something for you. It's a 2D Game Engine for Android and it supports physics. I played a little bit with it and it's really powerful but simple to use.
Performance is great, but think also about your game success in audience coverage - the flash is easy on web embedding. The flash is platform and its VM continuously enhanced due performance needs as well as mobile hardware. Try to write once and for all as possible)

Testing Android browser without the emulator?

I'm working on a javascript framework that generates webkit browser pages which emulate a native app for Android & iPhone.
I'm using an iPhone emulator (iBBPhone -- very nice) to see how my pages would look on the iPhone and iPad. I was curious if there was something besides the Android SDK phone emulator that would simulate the Android browsing experience. I'm using desktop Google Chrome right now as a "pretend Android" browser but I'm not sure how alike they really are.
The Android emulator that ships with the SDK is a bit too slow to fire up on my box to be of great use in what I'm doing (even when starting up a saved image), and I was curious if there was anything else out there that simulates Android browsing. Thanks!
I think this Firefox plugin will let you display the site as it would show up in several different types of browsers. I know it supports iPhone so I imagine it will do Android as well. This page also talks about some other Firefox plug-ins that may be useful to you.
Chrome has a nice add-on named Ripple that does the job nicely I've found. http://ripple.tinyhippos.com/
These guys pretend to meet this need. Might be a good idea to check it out.
http://www.browserstack.com/mobile-browser-emulator

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