Air for ios app weird size issue - actionscript-3

So i updated to the newest flash version and started using Air for ios 3.4. That's great, now i can properly auto orient the screen and always keep it in landscape easily. BUT for some reason the app is just one fourth of the screen and is in the upper left corner with the rest of the screen being white.
Here is an image of the problem: [http://i.imgur.com/i4ZSt39.jpg][1]
Before, with air 3.2 the size was right and i have no idea what caused this with air 3.4. All the grapichs are 1024*768
Any help will be deeply appreciated

I believe 3.3 or 3.4 is the version that fixed support for retina displays. Prior to that, all AIR versions reported the retina iPads as non-retina.
You should make sure that <requestedDisplayResolution>high</requestedDisplayResolution> is found in your app.xml in the iOS Additions section.
Additionally, you need to make sure that you are not using static values for your app's sizing. Non-Retina iPads are 1024x768 (the resolution your app is using, I believe), but Retina iPads are 2048x1536. Your positioning and sizing should be completely fluid and responsive and never rely on fixed sizes. Instead of setting a Sprite's width to 1024 to fill the entire screen, you should instead use stage.stageWidth, for example.
Word to the wise, though: if you want to submit to the App Store, you're going to need at least the most recent release of AIR 4.0. iOS 7 requires new icon sizes that weren't added until 3.8 or 3.9 and all apps are now required to be compiled using XCode 5, something that AIR 4.0 added support for. For the record, we are currently on AIR 13.0 (after 4.0, version numbering system was changed to a rapid release system and bumped to 13.0 to make it match Flash Player)

Related

How to emulate Surface Pro 4 in browser

I have a user who is using my web app on a Surface Pro 4. The app doesn't render very well. The best way I can describe it is that it appears the browser window has been resized to a small size and it's trying to bunch stuff up. However, I believe he has his browser maximized.
Since I don't have a Surface, I've been trying to get both Chrome and Edge to emulate the rendering issues. Here's what I've tried:
Edge: Has a preset for the Surface Pro 4. I figured that once I selected this mode I would see the problem. It's actually the opposite situation. I actually have to expand the browser window to multiple displays to be able to see all the content (even the browser scrollbars). I suspect that's due to the Surface having a higher resolution than my PC.
Chrome: No preset for the Surface and I couldn't find anyone who had the specific settings. I tried 2738 x 1834 and all three of the built-in pixel ratios (1.0, 2.0, 3.0). Chrome zoomed out so that it all fit on my screen. It also had no rendering issues. Changing pixel ratio made no difference.
I'll admit that web UI development is not my strong suit. And it doesn't help that I inherited a lot of this code. But I'm really scratching my head here.
If I try to emulate with a phone preset, then I can see rendering issues because the app isn't phone friendly, nor does it really need to be. That seems to suggest the emulation in the browser is working fine. What's left? The only thing I can think is that he must be using some kind of scaling that's messing things up.
Also, I should note that I had a friend with an iPad (Sorry don't know what model) try the app out as well and he also sees the same bad rendering issues. In fact, he thinks it's rendering worse than the Surface.
Edit 1:
I put together a test page that shows the header from our app. It is here: https://app.astrolabe-analytics.com/surfaceTest
Here are screenshots of the various displays being tested:
Here is Surface Pro 4 Hardware - Notice buttons are wrapping
Next one is iPad Hardware (I don't believe it's the pro version)
Then here is the way I have Chrome set up to emulate the Surface Pro
Surface Pro 4 emulation in Edge. Note that I had to extend the browser window onto my second monitor to take the screenshot.
Finally, the standard appearance in Chrome
It seems that the emulation works well on my side. please check the following screen shots:
Edge emulation for iPad,
Edge emulation for Surface Pro 4,
Chrome emulation for iPad:
Chrome emulation for Surface Pro 4:
Besides, I also found that if we resize the browser window (change the width property), if the width is too small, the text will wrap or disappear. Please check this image:
So, I suppose the issue is related to the CSS style, as a workaround, you could try to set fixed width property (or using the min-width property) for the navbar-nav class, also, you could refer to the following links to use Bootstrap navbar styles:
Bootstrap Navbar
Angular Bootstrap navbar

How to use single SplashScreenImage.jpg file for multiple Windows Phone resolutions

In documentation stated that it is enough to keep the only WXGA splashscreen file and it will be scaled by windows Phone OS automatically.
To display a splash screen for all resolutions, use a single image
file named SplashScreenImage.jpg that is 768 × 1280. The phone
automatically scales the image to the correct size.
http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj206974(v=vs.105).aspx#BKMK_Splashscreens
But when I'm using the only file no scaling occurs. I still could see black line on the top of the phone during app start.
Sample here:
https://dl.dropboxusercontent.com/u/19503836/SplashSample.zip
Thanks for any suggestions
You'll notice that it says "scale" and not stretch - which is exactly what's happening. Windows Phone 8 supports 3 resolutions (so far)...
480x800 (15:9)
720x1280 (16:9)
768x1280 (15:9)
You'll notice that the aspect ratio of #1 and #3 are the same, but #2 is different - and that's the problem.
For an image to fit all resolutions it would have to be stretched, which would look very bad so Windows Phone 8 doesn't do that. Instead, it scales the image to fit the screen but a black/white bar appears at the top of screen for #2.
The only way to avoid the black/white bar at the top of the screen is to create 3 separate splash screen and specify them in the WP8 manifest file.
Note: Making your app work and look correct at multiple resolutions is what every app developer should do. All the major platforms (iOS, Android, Windows 8, etc) support multiple screen sizes and/or resolutions so creating multiple icons sizes, splash screen sizes, background images, and other assets is part of the jobs.
I don't think a "splashscreen.jpg" is a good choice in wp8 any longer, even the templates of sdk doesn't have one.
The reason is if the firts page of your app is massive and your have a splashScreen, you may find your screen blink when starting.
So I would add a blank page and set it as the first page. Also you can add your "Splashscreen" Image here.

iOS Safari and PhoneGap app crashes if the content is larger than 4000-5000 px

I'm developing a PhoneGap application. In iOS 5.1.1 there was no problem but in 6.1.3 there is a scrolling issue.
If I use a container with overflow:auto; -webkit-overflow-scrolling:touch; and the content is larger than 4000-5000 px, Safari crashes after scrolling.
You can test it with the link below. Click the map and scroll it after zooming in 4-5 times.
http://okngnr.com/arb/
I know the problem is not SVG or too many DOM elements. Is there a bug in iOS 6.x? How can I see the crash report of Safari? I'm using Windows and these isn't CrashReporter under \Users\<username>\AppData\Roaming\Apple Computer\Logs\
Thanks in advance.
Maybe an iOS issue. Did you test on iOS 7 (for having an idea) ? On Mac, using Xcode Phonegap project and the debugger, you might have more informations. Maybe the problem comes when you load in one time all the content.
If you paginate ? Four by four with a button in the bottom to load others. It's not cool for your interface but if it's an iOS issue, you may not have the choice...

Windows / Chrome / ATI / Browser fullscreen across multiple monitors

I am using the following test setup (Latest meaning as of July 14th 2012):
Core i7 with an ATI FirePro V9800 (Eyefinity)
Windows 7 Pro 64 Bit (latest updates / patches)
Latest Catalyst drivers
Latest Google Chrome Stable / Canary.
6 x 1080p displays (in a row) resulting in a 11520px by 1080px desktop.
I have tried the following to get a fullscreen web view across displays:
Set the maximize to whole desktop setting in the Catalyst control panel. That works for maximizing normal windows (except Chrome), but not for anything fullscreen.
Tried Chrome Kiosk mode (that would be ideal), same problem, only fills up primary display.
Using Chrome Fullscreen or HTML5 fullscreen API results in the same: Fullscreen on a single of the 6 monitors.
IE9 seems to have a limitation of about 10000px for the webview, thus i cannot even stretch it across the entire desktop manually (that works with Chrome).
Tried UltraMon.
Tried a number of Chrome command line switches (http://peter.sh/experiments/chromium-command-line-switches/) for kiosk mode, start in fullscreen etc., so right now using the --app="http://127.0.0.1/index.html" switch to at least get rid of most of Chrome's UI elements.
Tried to find an extension for Chrome, but no success.
Tried Chrome Frame in IE9, also only uses one display.
I understand it is most probably a driver issue reporting the wrong desktop size to Chrome (which I thought was the point of the Catalyst Maximize to full desktop size function). Chrome does not seem to get the desktop size from the same place as other "normal" windows do (obviously not very familiar with Windows windowing).
I would like to work on a full-screen Chrome webview across multiple monitors or a completely chromeless window that I can manually maximize. My browser configuration is flexible, even the OS is somewhat flexible.
I would like to know:
Has anyone gotten a fullscreen browser view across more than 1 monitor to work with Chrome (or any browser)?
Are there any tools that can fake the right (full) display size to Chrome?
Could this be workable in Windows 8?
Is there something that just displays a Chromeless Chrome browser that runs the very latest Chrome? (I have seen awesomium, but find that its price is too high for what I want it to do). Also I want to be able to use the most recent Chrome releases ideally.
Any comments welcome and sorry for the lengthy details.
Thanks for reading!
-Tobi
This worked for me using two monitors:
start C:\Users\terminal\AppData\Local\Google\Chrome\Application\chrome.exe --app="http://www.domain1.com" --window-position=0,0 --kiosk --user-data-dir=c:/monitor1
start C:\Users\terminal\AppData\Local\Google\Chrome\Application\chrome.exe --app="http://www.domain2.com" --window-position=1680,0 --kiosk --user-data-dir=c:/monitor2
I think the order of the parameters is relevant.

Starling game resolution in multiplataform

We're building a game in starling, and we want it to be multiplataform, but we found some problems with resolutions,
we have designed the game for iPad, and we want it to run in samsung galaxy tab 10.1 and iPhone,
The problem we have in SGT 10.1 is that we want to center the content and add an extra background to fix the black tires in the sides, and in iPhone 4, the content is bigger that the screen...
do you know a way to solve it?
Thanks
Here is a link that explains how to develop for multiple resolutions in starling:
http://wiki.starling-framework.org/manual/multi-resolution_development
If your assets were created from vector graphics, and don't want to stretch the result bitmap. or you don't want to include several texture atlases.
There's an open source library that should do the trick: https://github.com/XTDStudios/DMT
This library renders the vector assets according to what you give it, and cache it on the device.
online tutorial: http://goo.gl/6NhQk