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Messages - Crivens

#16
My latest side app is for a company my friend works at. It's at beta stage but I should be getting a little money soon, and hopefully a load more once they sell to the companies that buy software from them. It's totally a business app with multithreaded (ie. it doesn't all freeze at any point) access to their online databases.

Best thing is I can tweak it just how they like, and it will (almost) work exactly the same on all the intended devices (Android/iOS/WebOS - Would be really (although unlikely from what I've read here) nice for Win8 (hint)!).

Worst thing is replicating core OS functionality. GLB is made for games, and doesn't link to much of the back end APIs. The result is having to simulate keyboards, intertial scrolling, touch zones, dragging, and numerous other things you take for granted in the OS. It's like using Visual Studio if you didn't have access to any of the objects and having to make them from scratch (which I have done in VB6 for custom stuff, but is a total pain in comparison). Some things are nicely coded as plugins by forum members (eg. the iAds plugin worked pretty well), but there isn't much out there, they go out of date and stop working correctly unless maintained, and unless you really know what you are doing are very unlikely to be modified by yourself (which kind of defeats the point of using this language in the first place).

Overall though, mainly because I want multiple device targets without learning a load of new languages (and because I've used a version of BASIC for decades and it fits like a glove) then it does it's job well. If you only want to develop on one device and want to quickly produce a lot of business type apps then it might be better to use another language.

Cheers     
#17
Sounds complicated. I just read about adhoc distribution. Sounds interesting in that it looks like it works through iTunes only (not even a mac I think).

Either that or an app called TestFlight which can do it just through the app apparently.

Will look into it all a bit more tomorrow

Cheers
#18
So I've published a couple of things on the iOS store, but now I'm doing an app for a friends company. I've given them the apk for Android which works fine on their devices, but they also want to install it on an iPad to demo to clients.

The problem is they are in another country so I can't install it personally on their iPad. It isn't jailbroken either (I assume this is easy if it is JB).

So the question is how do I get it on their iPad without publishing to the store (they don't want that yet as this is an early version to demo to customers)? Can I somehow remotely activate their iPad to my developer account? And if so what do I then need to send to them and what do they have to do?

Any suggestions would be great thanks!

Cheers
#19
QuoteI look on the screen keyboard which could been fun to add (but AMBOS have a nice onscreen keyboard rutine to been used).
The Ampos keyboard was really good, and a lot of us make our own. Most of the time it's fine for games, but for example my latest project is an app for a company (ie. not a game) and while they like my own keyboard it was mentioned that it would be nice for the proper Android keyboard to be used. It shows that for apps (rather than games) then the actual Android/iOS keyboard is preferable. My iOS keyboard is orange (Jailbroken), for example, and it's really glaring when it looks different in certain apps (including Cydia amusingly).

So go on, you know you want to implement the keyboard! =D I would owe you a bevvy of beers and build a statue of you in my lounge  :nw: Seriously though, would be quite an addition.

Cheers
#20
Bug Reports / S3 testing
2012-Nov-04
Hmmm so no pan-and-scan mode like on XP?

Cheers
#21
Bug Reports / S3 testing
2012-Nov-04
Interesting. Must admit hadn't thought of that. Nice one.

Actually is it possible to do a virtual resolution directly in Windows?

Also can you get monitors at a decent price that go upto Nexus10 levels (ie higher than ipad3/4)? And my laptop is HDMI out. Does that go higher than 1080p?

Cheers





#22
Yeah I thought it might also be a Windows thing. It's a good point about dividing the resolution. It's what I did just after I posted this. Just changed the target resolution and the final resolution to get a good replication of the problem.

But there should be something that detects the resolution and either warns you or changes the max resolution to your screen res. Otherwise you could possibly think there is a different bug on higher resolution devices like I did (ie. the S3 didn't lose the title graphics it was a completely different problem). My resolution is 1200 lines and the 1280 of the S3 looked correct in that the window was slightly bigger than my screen (why I used FreeSnap). But it was actually a 1200 line window which isn't terribly obvious. How about putting the exact resolution in the title of the window when in debug mode? That would help as I would immediately know it isn't the S3 resolution.

Another thing though. I use a dual monitor setup, with one monitor at 1600x1200 and the other at a lower resolution. I use the 1600x1200 resolution for full screen GLB coding, but the lower resolution screen is actually the main monitor (because of my job where I use a full screen VPN on the 1600x1200 screen, losing the taskbar which appears on the "main" monitor which is the lower res one). Anyway when I compile GLB the program runs on the lower res monitor (probably because it's the main monitor) regardless of where I kill it off. It must be picking up the max res from the GLB window as they are maxing at 1200 lines. But if I'm testing at a high res that's ok for the 1600x1200 screen but too big for the "main" screen then I always have to move it over. This sucks a little, esp as it seems Win7 (even with the move option from right clicking snapshot image on taskbar) doesn't allow me to move a GLB program. The FreeSnap program I mentioned helps here, but it would be nice if GLB started a program in the last place it was killed off (ie. I could move it to my 1600x1200 screen so it appeared automatically here the next time)

Cheers
#23
Bug Reports / S3 testing
2012-Nov-04
I'm doing a mobile app that dynamically resizes everything depending on the screen size (9998x9999 in resolution settings for mobile devices). It's targetted at Galaxy S3 resolutions (720x1280) and everything is scaled up or down depending on the device resolution. I've tested it on the PC and a few different devices upto an iPad2 resolution of 768x1024 and a Galaxy S1 & S2 (480x800). No worries.

However I'm doing the app for a mate who works for a company in the UK (I'm in Cyprus) who has shown me it works fine on his S2. But his boss has an S3 and it does not work. Specifically it seems it cocks up the location of touch zones I have setup for it.

Replicating the 720x1280 S3 resolution is a bit difficult on my biggest 1600x1200 screen (note FreeSnap works pretty well for moving windows where you can't see the titlebar and Windows itself won't move it (even with a right click and selecting Move)), but I've noticed that using 720x1280 as a PC resolution everything is not right. Specifically everything is moved up a certain amount, losing the top section off the window. I tested with a standard print command to make sure it wasn't my resizing code, and text at (0,0) indeed doesn't show in the window at all (it does on a lower resolution)

Hmm, just did a screengrab (ALT+PRTSCR) and it's not the right size. On my 1600x1200 screen it is almost fitting perfectly to the whole screen for the interior of the window. ie. the actual window resolution is somewhere around 1200, not 1280.

Is it that GLB cannot compile a window size greater than the Window GLB is running on (incidentally I have 2 monitors with the 2nd one being a lot lower resolution that 1600x1200) and reduces the compiled window to the size of the monitor? If so, and you can bypass that restriction, then brilliant as apps like FreeSnap can move windows around regardless of their size (standard Windows move (right click snapshot image) isn't working on the GLB window in Win7)

I would imagine (waiting on confirmation from the company boss) that the S3 looks perfectly fine but my zone code is incorrect. But obviously this is impossible to test without an S3 or at least a way of testing the higher resolution on my PC.

With the newer iPads and Nexus10 having massive resolutions, higher than most people's monitors, then in the absense of actually owning all these devices then there should be a way to test much higher resolutions than your PC monitor can handle. An app like FreeSnap works ok (annoying but acceptable) if GLB could compile to a much larger resolution, but some kind of PC resize (eg. compile at 720x1280 but have an option for debug mode to show the window at a percentage size) would be ideal for accurate testing of different resolutions.

I am not using the GLB Beta yet (still on latest release version) if it helps.

Cheers
#24
Excellent. Would love to see an Android keyboard. Nice work!

Cheers
#25
QuoteNice. Could this be used to call up the Android keyboard?
Do you think this is possible? Would be great to get a native Android keyboard working.

Cheers 
#26
Nice. Could this be used to call up the Android keyboard?

Cheers
#27
Out of interest does anyone else's app store in iOS6 really suck? I have my 3GS jailbroken so it's still on iOS5 (because I moved to Cyprus, and even though I'd been out of contract for like a year I couldn't get it sorted in time to be properly unlocked). No problem there.

But my iPod 4G has now been updated to iOS6 and it totally sucks in the app store. The search option is a massive pain and is slow as hell to scroll (one app per page? seriously?), and will then fully crash after a while. Nice.

It's interesting as my sales are up since the 5 came out (for what it's worth), but I can't see why with the app store in the way it is (even if perfect the one app per page on search is seriously naff)...

Cheers
#28
This is something I posted here a while back. It takes an image, loads it into memory, resizes it based on screen size and then saves it back as a new image. It's better than a straight sprite grab because it retains all the alpha values so full transparency settings are kept.
http://www.glbasic.com/forum/index.php?topic=6415.msg51359#msg51359

It manipulates an image completely (by removing pixels from it) so you should be able to change the code for what you want to do.

Cheerse
#29
QuoteYou can always chance your luck with some dodgy VMWare shenanigans
I did. Wasn't very good. So I bought a netbook (wanted one anyway) that was like 99% compatible. Installed OSX and it was pretty much perfect. But then I needed to upgrade something to get something else working. Did that, and took ages to get OSX working again (Hackintoshes are a bit tempramental when upgraded). Got it working. Had several steps like that before XCode even loaded. Then it told me to update OSX. I eventually did and then took even more time to get OSX working again. Etc etc every few weeks. Sod that. Bought a Mac Mini. Aaaaahhhh...

QuoteThanks to Crivens for the SCP, this it´s the first Time I ear this Protocol
Yeah, we use it all the time at work with Unix systems esp these days after credit card security massively ramped up and FTP and Telnet (SSH is equivelent) was seen as completely unsafe. I link a script upto a GLB macro and it's easy enough. I actually have 3 scripts for complete project transfer, just media, and one that only sends the updates to code (so if no media changed can just quickly send this and should be there on an XCode compile).

QuoteAnother thing it´s make whit GLBasic a simple utility scanning the new files in a folder and sending autmatically thru the local Net.
That's a good idea. Could just remember the last amended dates of each file in the project and then only SCP those that have changed (maybe also with filesize and possibly a checksum incase of files being overrwritten into the project from elsewhere). Get your scripting hat on and might be possible just in a script rather than a GLB program (at work we have done similar stuff in Unix for example).

So does anyone know if there is a way of remote controlling a Mac (ie. VPN) from a Windows PC and have the USB connections behave as if they are on the Mac? So then you could totally just use the PC and plug the iDevice into it and when XCode compiles on the Mac, through the VPN, then the compiled app would be transferred to your Windows PC and then through USB to the iDevice. Put simply, when you plug your iDevice (or any USB device) into your Windows PC it will show up on Mac which is running on a VPN rather than the actual Windows PC (or as well as, whatever). This would be quite useful even without thinking of GLB.

Also didn't Gernot, quite a while back, have a solution for GLB that would allow iDevice compilation from a Windows PC? If I remember rightly he couldn't get it working for actually fully publishing to the App store, but it did work for just getting it on your iDevice. Really should get that out the door as it's still a *very* useful tool that as far as I know no other SDK supports.

Cheers
#30
I have the same setup (Mini in Lounge on 46" TV or 104" projector). Only downside is that it's not so easy to do app stuff now (used to be next to my main development PC with SCP to transfer stuff quickly between the machines) that my wife uses it a lot for TV (Big Sat dish doesn't get so much as it used to thanks to satellite changes).

So what's this TeamViewer then? Is it just an easier to use VPN type setup? More importantly while I expect I can use it to compile stuff on the Mac from the PC (ie. exactly like the VPNs I use everyday for work), is there an easy way to have the iDevice plugged into the PC, but basically get the Mac to think it's plugged into it so that the app is transferred to the iDevice exactly like it would if it was actually plugged into the Mac? That would totally float my boat :)

RowMote? I have something similar for Windows. On the Mac though I use Remote Buddy. Is awesome for using with the standard little Mac remote control in apps like XBMC etc. Apparently the full version (which I have but I am just lazy setting stuff up) can work with other remotes such as the official Sony PS3 BT remote control. Nice.

Only downside? While my eyesight is fine, my wife's isn't. So even a 46" screen, at 1080p, is tiny from the distance we watch it from. Even I struggle at times. As a lifelong programmer where screen real estate is gold I seriously hate zooming stuff in, or horror of horrors lower the resolution (the projector is only 720p goddamn it).

Cheers