Is it possible to develop a widget for Samsung Gear Fit 2?
I've tried creating-your-first-app/web-widget but I'm not able to 'Run' or 'Debug' it.
This creating-your-first-app/web works on the device and emulator:
I'm using "Tizen Studio 1.0.1 with IDE installer" 64bit from the Samsung website.
So far I know, you can't develop widget for Gear fit 2 in Tizen web till now. There're available samples for native widgets but web widgets are only available since wearable-2.3.2
Go through the resources you provided in the post carefully. You'll get the applicable platform for Tizen web widget there.
I've created an app for Gear Fit2 and got the following error when tried uploading it to Samsung App Store:
I've contacted Samsung support asking about the error above, and they basically said that only watch face development is supported for this platform for general public, however they do open the full dev capabilities for their partners.
UPDATE
Samsung has currently added support for GearFit2 and GearFit2 Pro, and you can now upload app binaries, not only watch faces to Galaxy App Store. You can also customize the emulator to make sure that it looks like a real GearFit2 watch as I've described here:
Emulator for Samsung Gear Fit 2 Tizen
Related
Does anyone know how the Apple TV Developer kit differs from the commercial one?
For instance, The App Store doesn't seem to be available on the Dev Kit
The 13T396 "GM" tvOS build has been available since October 21st.
However, on October 29th the "release version" of tvOS was added to the Apple website. Annoyingly, this is also marked as build 13T396.
The tvOS App Store showed up on my Dev Kit after downloading and restoring the release build. I had tried restoring the "GM" several times, after the App Store went live, with no success.
Make sure to download the new bits released on 10/29, and use that build (13T396) rather than the GM (13T396).
Once the Release build has been installed, your dev kit will be at "absolute parity" with retail Apple TVs.
Yes - there will be an update that brings the dev kit OS to absolute parity with shipping units.
https://forums.developer.apple.com/thread/18615
According to this post on the developer forums, the App Store is not available yet. Sometime in the future (Unknown at the moment) the dev kit will be able to update "to absolute parity with shipping units."
https://forums.developer.apple.com/thread/18615
I am trying to find Simulators for multiple mobile Operating Systems, but i am always getting Emulators instead.
What i need basically is maybe a Web Version of different mobile OS, not to run or test applications, just to navigate through their menu and settings (go at settings, change settings, setup email etc.)
The purpose for this is to guide through users on how to change their settings on their phones, without the need of the actual device or having multiple emulators.
UPDATE
After a lot of search around i managed to find an Android web simulator that suits my needs at Manymo.
It has versions : 4.2 , 4.1 , 4.0.3 , 2.3 , 2.2 , 2.1
Still in search for something similar for iOS, Windows Phone and Blackberry.
You could easily set up such emulators with a bit of CSS and jQuery (for the animations when changing screens).
From time to time I run into such "simulators" on cell-provider companies' websites. But they are very limited to a teaching a few functions, and are accompanied by text on the side.
You might want to hire a web developer, give him 3-4 days and then you have a nice simulator for the 3 popular OSes.
Just beware that having an Android simulator may not be enough; The OS changes with the devices, as manufacturers do whatever they want with the OS and compile for their specific device.
Have you considered creating a free account on http://deviceanywhere.com?
There are some 'fun' apps built for Windows Phone to emulate other phones
iFun - iPhone simulator
Fundroid - Android simulator
B7B - BlackBerry simulator
I haven't tried them out myself so I can't say how well they simulate phone settings, but is this kind of what you're looking for?
Something like http://www.mobilephoneemulator.com/ then perhaps. Or do you want it for apps rather than web pages? Then I don't think it's possible.
There are packages like jQuery Mobile that is designed to generate web apps that look like native mobile apps.
I have a server at work that I want to host an iphone application on.
I want it so that the user goes to the web browser on their ihpone and clicks a download link on a html page and iphone application is installed on their phone.
Is there any way that this is possible using xocde? Perhaps some way I can build a .plist file that does this?
Thanks
Unfortunately, you cannot install a native iPhone application without going through the App Store (unless you wish to publish your app solely to jailbroken devices). If you really don't want to use the app store, you can build a web app that runs on the server, but you cannot install and run arbitrary binaries on a users device that have not been approved by Apple.
EDIT: As people have pointed out, there are options for testing purposes that will allow you to install your app on other devices via the internet (TestFlightApp, iOS Enterprise program), but for a wide-scale deployment technique this will not work.
Jumhyn is right in his answer but there is a little more to it.
If you want your App to be available to iPhone users (non-jailbroken) you have to have an Apple developer account ($99/yr)
If you want to develop only for jailbroken devices you can, but i'm not sure about the license agreements you accept when using Xcode and Cocoa(touch) framework. It might be a violation of your agreement.
The last solution is the Apple Enterprise developer program ($299/yr). Here you can control who has access to your app and I think it is possible to distribute around the App Store. There is definitely some limitation.
One thing is sure. You cannot do installation from websites as you want without going around Apple's App Store. I strongly recommend sticking to the rules and agreements you accepted when activating OS X, Xcode, iPhone and the Cocoa Framework.
If you are trying to permanently deploy to a website, this will not work for legitimate App Store applications. You can however, once published to the app store, place a link to to it that will take them to the AppStore for downloading it.
If you need this for testing/beta purposes I reccommend www.testflightapp.com
I want to develop an cocos2d-x game for android & iphone. I don't know from were to start my development. I know there is an template available for iphone, but after creating it on iphone how build it for android platform?
And what if i want to develop game form the eclipse itself rather then developing on iPhone and then migrating to android
I had already tried various tutorials of ray wenderlich, tutorial on cocos2d-x.org, http://paralaxer.com/cocos2d-x-project-setup/, http://www.multigesture.net/articles/how-to-setup-cocos2d-x-windows-and-android/, http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html, http://gameit.ro/2012/01/creating-an-iphone-and-android-cocos2d-x-hybrid-project-updated/
From all of the above tutorials i am not able to get any proper solution.
Also tell me should i have to develop(code) on iPhone and then build for android?
Thank You in advance
simple :
-> Framework : cocos2d-X
-> Editor : Xcode
-> Language : C++
once you complete your Game for iphone then You can port your this game to any platform like Android or Windows. you already have all useful links . still follow this :
Setting_up_Android_Development_Environment_on_Mac_OSX :
http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Setting_up_Android_Development_Environment_on_Mac_OSX
How to port your project to win32,iPhone and Android
http://www.cocos2d-x.org/boards/6/topics/3001
Integrate Cocos2d-x (C++) into an Android application (Java)
http://jpsarda.tumblr.com/post/26000816688/integrate-cocos2d-x-c-into-an-android-application
-> You just have to convert this native code using some JNI or say NDK .
-> using Cocos2d-x u can Develop games on Windows, Mac OS and Linux .
Personally if you are deploying to multiple platforms your best bet is to use a gaming engine. Currently Unity3D, UDK, and newly released Havok's Anarchy Engine supports deployment to these platforms and more. This way you can develop once and deploy to multiple locations. Cost is free for Havok, UDK if you are a small company, and I believe Unity3D now has free licensing to iOS and Android for their non-Pro versions.
I think going this route is far more promising than using cocos2d
The method I use is to use the templates for both iOS and Android that create projects for Xcode and Eclipse respectively. When you have this, you remove the Classes and Resources folders in for example the Eclipse project and replace those folders with links to the Xcode folders Classes and Resources.
What you now have is two projects, one for iOS and one for Android, that both use the same C++ code and resources. You can now choose which of Xcode and Eclipse that you prefer to use when developing and just switch to the other to compile for that platform and do testing and releasing there.
Hope that helps. :)
Look in cocos2d-x folder under /tools/project-creator/create-project.py , you should run that and it will create project for many platforms already set-up and from there you can just code in XCode, and platforms will share same source code.
I am building an enterprise application using HTML5 for Blackberry OS 6.0. I am planning on using PhoneGap for developing the application. I found out that Blackberry also has something similar called WebWorks.
What are the differences between WebWorks and PhoneGap?
PhoneGap-BlackBerry-Widget uses the BlackBerry Widget SDK to support BlackBerry OS 5.0 & 6.0. WebWorks is basically Widget SDK 2.0 and it is intended to support OS 6.0 specific features.
The advantage of using PhoneGap-BlackBerry-Widget over WebWorks is that you can port your application to other platforms that are supported by PhoneGap.
You can still port an application that was written using WebWorks/Widget SDK, but you will need to switch out the BlackBerry-specific JavaScript bindings for the PhoneGap JavaScript bindings (e.g. invoking Geolocation, contacts, or accelerometer).
Looks like WebWorks is specifically for BlackBerry while PhoneGap is attempting to support multiple mobile platforms.
I haven't looked too deeply into WebWorks, it appears to be more tightly integrated with a specific device, a Blackberry
WebWorks is a specific development tool managed by RIM for BlackBerry, while PhoneGap is in the MEAP (mobile enterprise application platform) space where they represent the next generation of mobile development. You develop your app with PhoneGap and it helps you to deploy across all major platforms such as iPhone, Android, Windows Mobile and BlackBerry. If you're a developer then it opens the doors to more phone models and increased opportunity for app sales.
webwork vs phonegap
both are used for build application .using webwork u get for feature for specially blackberry....using phonegap u can use same code for multipal phone like iphone,android..
but i prefer webwork because phonegap add unwanted code to your applicatio due to application very slow ....phonegap + wework in blackberry 5.0 take too much load...it's min size is around 600 kb......
so for blackberry webwork is better than phonegap
One issue to consider is testing and compiling applications.
When testing on devices and simulators it is possible to compile/sign once and access/edit your JavaScript and HTML5 from a remote location, such as the SD Card or a local server. While PhoneGap and WebWorks are both using JavaScript to access native functions, I have found the 'compile once' method doesn't seem to pick up and utilise PhoneGap - this is also the case with the Ripple emulator. In my experience, using PhoneGap requires multiple, time-consuming compilations and launches when testing an application. If testing on a Blackberry device, you need to factor in the time it takes to have your app signed prior to each test and the time it takes for the device to reboot. I'm talking 2+ mins on a simulator or 4+ mins on a device, per each change to your code.
I'm working with webworks for Blackberry and phonegap for iPhone. Not sure whether the problem is with webworks or underpowered handsets but we've had to spend a lot of time ripping features out of the webworks app to get any kind of robustness or performance when running on the device. Static google maps and thumbnail photos had to go.
All webworks apps on a handset share the same pool of memory, about half of the memory available to the BB browser. Webworks also leaks memory. There's a thread a year old on the webworks forum about the memory leaks and no solution forthcoming from Blackberry, just "workarounds". We had to alter the webworks sdk to make the garbage collection more aggressive to stop the app running out of memory all the time. But if other webworks apps are running on the handset and haven't had this GC tweak you will still get grief with memory.
Don't know if phonegap is any better than this but it'd have to go some to be worse than webworks.
If you want to do a webworks app keep the design simple, package all the graphics and assets in the deliverable (we were trying to get icons from an api but have ended up storing them base64 encoded in localStorage) and get it onto a handset asap so you don't waste time adding features that the handset can't cope with.
To sum up, webworks is pretty poor.
PhoneGap : is an application with a webview control that renders your HTML5 and JS. PhoneGap has diferent versions or say release for different platforms like Android, iOS, BB, WP8 etc.
WebWroks : is conceptually the same thing as PhoneGap just that it is owned and developed by Blackberry (Previously RIM) themselves.
Also one most important thing in the context of the question is that, for Blackberry Phonegap uses WebWorks as its base, that is why while developing PhoneGap Apps for blackberry you need to download WebWorks SDK first, the build process is also the same as WebWorks so the benefit of using Phonegap for balckberry is that the same HTML5 + JS Code that you used for say Android will work on Blackberry as well.
However BB OS 7 and below do not have the best WebView Control, BB 10 and playbook are MUCH MUCH Better.