Just getting into this ionic framework. build an simple app with just a tab and menu, deploy to android phone. it seems like it takes a good 3 seconds to load. the black screen last for 3 seconds then the app shows. I also try the ionicview app from ionic. similar experience. my question is, is it just something I missed or it's just one of the draw back of this kind of hybrid app? it make sense that the webview need to load and parse the js and html then render the UI.
Crosswalk provides a bundled Chrome Webview with the app, resulting in better performance and predictability. It helps a lot on older Androids and also speeds up the newer phones.
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Having tested a simple (hello world) app in ember a few months ago, I was really excited because I knew that Google was able to fetch and therefore index it. Another app I built in Angular a few years was also being indexed! So I pressed on with my ember development and now have an application ready to deploy. This uses a PHP/MySQL backend api.
Today, I uploaded the production build to a server and then checked things in webmaster tools using the fetch and render tool. This time, nothing is being rendered !!!! I have double checked and uploaded the hello world app to the same server, which was fetched and rendered without any problem. I have absolutely no idea why this is happening!
I then looked at ember-cli-fastboot (having not really worried about it before because I thought that Google could index single page apps) and when I run
ember fastboot --serve-assets
I get
jQuery is not defined
ReferenceError: jQuery is not defined
So I'm now at a complete standstill after a lot of work!
Any help in resolving this would be much appreciated! Ideally I don't want to have to use fastboot, but if I have to, I'm not sure how to resolve the above issue.
unfortunately, ember-fastboot has some limitations and jQuery is one of them. You could use Phantom-based prerender instead.
I have developed a web app using html, css, jquery and django, and has made it compatible for the screen in mobile devices. But now I want to make it a hybrid app for android/ios and users can install it for extra features. Googled and found phonegap to be a perfect solution. On further searching for the tutorial, most of the tutorial are using jquery mobile for the purpose. My question is, do I need to use jquery mobile to develop a phonegap hybrid app?
No, its not needed, jQuery, without mobile version, its perfectly capable of working with Cordova (I have also made several professional projects with it).
The only limitation is with some touch events, like swipe or pinch to zoom, in what you are going to need another library, like hammerjs
I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.
I've just developed my first Google Glass app (Android Studio) and I was hoping you all might help me work through a problem. I initially developed the app for Android and made the necessary modifications to be able to target Glass (a few updates to the manifest and a few new xml files). The app installs and runs just fine on Glass, with the exception of one quirk: the app icon and title are overlaying the top ~20% of the Glass display, like a title-bar banner.
Is there something that needs to be added/subtracted from a typical android development environment to disable this overlay?
Sorry I don't have a screenshot. I can try to figure out how to capture one on Glass if it helps.
I got to the bottom of if.
Remove app title bar android
I failed to put the android:theme="#android:style/Theme.NoTitleBar" declaration in the correct place in the manifest.
Thank you.
I was wondering if is possible to use GDK to develop a app capable of creating vignettes on Glass, like this.
Is it possible?
Interesting question. I imagine your app would need to do 3 steps:
Take a screenshot
Take a picture
Put them together
Steps 2 and 3 are pretty easy and shouldn't be a problem on Glass.
When it comes to step 1, you can take a screenshot from your app in Android by creating a bitmap from a view, which should work on Glass as well. But I don't think you can screenshot other apps or the timeline, so I don't think it is doable in general.