I am building a QT application which I customize through QT stylesheets. The images I use for the controls are SVG images which are rendered properly when ran in Linux. But when I load the QT application into a mobile device, the SVG images don't seem to appear.
Does anyone know what's going on? What should I do to make the SVG images work?
First check the log file in your emulator and find out what is the error occurred:
svg while implementing on mobile device may fail because of the following scenarios.
1.Memory footpring issue because of different OS;mobile OS is relatively small in size.
2.Device type on which it runs.
3.Framework that is used for implementing SVG applications.The framework availability
4.Sometime image encoding can also be an issue.
So need to get a framework that support all these characters on mobile device.
Currently there are few open source and commercail frameworks available.You will get more from this link
http://developers.sun.com/mobility/midp/articles/s2dvg/index.html
Related
I have been working on adding background music to a Glitch project. I followed the Aframe.io documents to create a sound component and set it to automatically play upon running, however, when I try to run the project, the sound does not play automatically on my laptop. I have to open the Aframe inspector and un-pause my project for the music to begin. For some reason, I have not encountered this issue when I tried the same project on my phone. The sound played as expected once the program is up and running. I am not sure what is causing the sound to malfunction but any help is greatly appreciated. Here is the project I am working on: https://glitch.com/edit/#!/animation-animate?path=index.html%3A15%3A23
when working with sounds natively with Aframe, I had the same problem and one of the recommendations that I can give you is to play sounds with the HowlerJS sound library, which is compatible with most frameworks and also compatible with A-Frame
I share their page and the documentation, this library is very easy to use and implement to the project
https://howlerjs.com/
https://github.com/goldfire/howler.js#documentation
Autoplay audio on most modern browsers requires user interaction before enabling audio. You can put a div in front of your scene that upon click starts playing your background audio.
Check out a related SO question / answer for video autoplay that should help:
Autoplaying videosphere from A-frame is not working on any browser(Safari/Chrome)
Another user on A-Frame discord provided this example demo:
https://aframe-autoplay-background-music.glitch.me/
I am developing an app for Android TV it is a screensaver app and I just loading a URL in WebView I have used DayDream Service for this purpose everything is fine, I just want to know that how can I make my layout to support 4K resolution, because when I load [http://howbigismybrowser.com/] it shows 960*500 every time no what configuration I am using. I have seen google official doc on the link
[https://developer.android.com/training/multiscreen/screensizes]
also, I have seen this link and implemented the same link
I have tried by making folder configurations like
layout-sw320dp
layout-sw600dp
layout-sw720dp
[Which resource qualifier should I use to support 1080p, 720p android TV? - Android
I made subfolder in res\folder to support different screen size but am getting same result Like this
Could anyone please help me how can I target a full 4K resolution because right now my Webview looks blurry on 4K TV
I don't believe that it's possible to target a 4K resolution with your UI components natively. According to the Android 6.0 release notes around the 4K display mode:
While in 4K display mode, the UI continues to be rendered at the original resolution (such as 1080p) and is upscaled to 4K, but SurfaceView objects may show content at the native resolution.
I might be mistaken, but I believe the intention here is to allow developers to build their UI for a standard 1080p resolution without having to account for 4K, but this still allows native 4K video as that would be rendered to the SurfaceView.
I'm a beginner and I'm trying to use photoswiper in a PhoneGap app. I'm trying to use this example :
[http://jsfiddle.net/Gajotres/PFqVs/][1]
that works great in any browser, but just don't work on any device.
When I open, it's like I have a css issue since I don't see any king of style and when I touch any image, I just see it full size but can't swipe to see the next one.
Any help will be appreciated!
May be you should mention all sites with external resources in the WhiteList?
Im trying to implement a mini browser in adobe air. The browser should work in the same ways as a mobile phone browser, i.e. fit the width of the website to a certain width(specified within the html component) and leave the height to be scrollable.
I have managed to do a mini browser by using the scaleX,scaleY properties of the mx:HTML component however these make the websites look unreadable.
I have also tried setting the css3 zoom property, and that works fine, but it only zooms out certain elements, therefore messing up the site layout.
My question is: Is there a way to make a mini web browser which shows the full content of the website?
Thanks for your help
Air browser cannot be scaled without have an horrible look (no anti-aliasing).
A few years later but here is what I ended up doing:
The requirement was to show the full website that person B was looking at so that person A could guide them through the site. Due to all the limitations of the Adobe AIR Browser we ended up using IECapt (http://iecapt.sourceforge.net/) within an external process to capture the screenshot and send it back to AIR.
This is all well and good, but IECapt is quite out of date as well so recently we have started to look at the using Chromium (http://www.magpcss.net/cef_downloads/) as an ANE within our application and with that we can alter the zoom and dimensions of the page while still being able to keep it up-to-date.
Is there any way to access the internal images that the iPhone simulator uses?
For example, if I want to get the original image used for one of the default app icons (e.g. Contacts). This way I could get the highest possible resolution, and examine it for purposes of creating similar icons for my app.
Another example of an image I might want to access is the default icon for a contact:
I'm not asking for a programmatic solution (although that would work), I'm asking for a manual solution, possibly navigating the Simulator's file system using Finder.
You can find the apps at e.g. /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.1.sdk/Applications. The icon of Contacts is at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.1.sdk/Applications/Contacts.app/icon.png or icon#2x.png. But you can't easily read them, as they are in a strange format (it's not standard PNG), you need to convert them. See for example this article or this article.
EDIT: added two more links for iphone icon images.
You dont need to do this.
Just grab a User Interface Kit:
Heres a website you can go to to download the .psd files which you can use for your self for free:
http://webdesignledger.com/freebi
For another library of iphone icons. This one includes the contacts icon:
http://www.iphonestudio.co.uk/page/iphone_icon_gallery
And here are the iphone icons on the main screen made downloadable for your own use.
here are official icons in different sizes.
check the quality of the Photos icon.
wow.
http://www.iconarchive.com/category/application/iphone-icons-by-judge.html
Hope this helps.
Let me know if it did
PK