Problem
We use react-native-bootsplash to auto-generate our Splash Screens. The Problem is that even when using the --logo-width=288 option (which is the max size), the generated images are still too small.
Is there a way to adjust them afterwards? I tried using the Cordova resource generator to adjust the files in Android Studio, but the generated files just crashed the app.
The problem is mainly with Android, the tools in iOS seem to be better.
Related
The top image is compiled Chromium and the bottom one is a design I made in Photoshop
I downloaded the gclient files and can now see all the components that make the Chrome build. The files are a lot though and I didn't find the file responsible for this. Any help?
https://source.chromium.org/chromium/chromium/src/+/master:chrome/browser/ui/views/location_bar/location_bar_view.cc;l=1
most of the ui stuff you would want to customize is in chrome/browser/ui/views
and most of the ui graphics are in
ui/resources/default_100_percent/
200_percent is for the retina displays, basically 2x resolution
I have an angular 2 application in production environment that allows you to choose a profile picture. Recently, performing tests with safari mobile, specifically for IOS 13.3.1 version(older) and IOS 13.4.1(new) version. I noticed that the image is shown rotated depending of safari browser version used (I built a stackblitz for this that you can review):
IOS 13.3.1 version(older)
IOS 13.4.1(new)
When I take images from an iPhone's in portrait mode and upload the image to my app it is shown rotated only for IOS 13.3.1 version(older). However, I examined the EXIF meta-information images from each of my devices and found that both images have the same value in the orientation property:
IOS 13.3.1 version(older)
IOS 13.4.1(new)
My question is. Why does the image display change depending on the IOS version, knowing that in both cases the orientation EXIF is the same value (6)?
This is a subject that worries me since I had already solved this problem by rotating the image depending of EXIF orientation value for its correct display (e.g. exif.js have been created to handle this situation by detecting the exif orientation flag), but this problem now appears again with the new version of IOS. What would be an example of code that I can use to make it sustainable over time? Is there not a consensus among the browsers to manage the orientation of the images?
What is the explanation for this illogical behavior?
Thank you so much!
We also stumbled upon this when our mobile suddenly behaved differently and finally find the root cause of this.
Both WebKit (iOS) and Android (Chrome) have just recently changed the default behavior of the image-orientation CSS propterty. While it was none before, it is now from-image. This means: Before, they ignored the EXIF data of an image by default, while they are now using it to auto-correct the image. Which break our own auto-correction based on the exifreader library.
Here are some relevant links:
https://www.fxsitecompat.dev/en-CA/docs/2020/jpeg-images-are-now-rotated-by-default-according-to-exif-data/
https://bugs.webkit.org/show_bug.cgi?id=89052
Funny enough, also the Slack team seems to have run into this:
https://bugzilla.mozilla.org/show_bug.cgi?id=1634180
Fortunately, the author of the exifreader library (who just some weeks later ran into the same problems) also guided me to a way to detect the behavior. You can find his answer here:
https://github.com/mattiasw/ExifReader/issues/99#issuecomment-640217716
I also noticed that Modernizr has a test for this, so I am actually using a custom modernizr build now to detect the browser behavior.
The webkit browser is rotating the images before you upload them based on the EXIF data then it gets applied again by your app. We were able to confirm this on new (81) version of Chrome and Mobile Safari on 13.4. then the app is rotating them further and it gets twisted.
I am new to html. I'm currently using django to create a website and wondering is there some way that I can preview my website at phone? For instance, if I set my width to be 1000px, how this will behave in a mobile device?
if you are using google chrome, you can inspect the page (CTRL + SHIFT + I ) and then select the device icon in the upper left corner. This option will show you how your website will respond on mobile.
You should build a responsive web application. Responsive Web design is the approach that suggests that design and development should respond to the user’s behaviour and environment based on screen size, platform and orientation.
The practice consists of a mix of flexible grids and layouts, images and an intelligent use of CSS media queries. As the user switches from their laptop to iPad, the website should automatically switch to accommodate for resolution, image size and scripting abilities.
You can use the Google Chrome dev-tools, but I find them woefully inadequate and often inaccurate. They don't render the site I am currently working on very well.
I would recommend using a tool like Ngrok. It can be used to let you host the development environment on your local machine while easily viewing the site on your mobile device.
First of all, I reccomend using frameworks like Bootstrap which make all your components on your page 100% responsive (components adjust to the display size automatically) if you want them to be.
When your testing your website on your browser, right click anywhere and select "inspect". You will be promted a viewing window where you can select the mobile device of your choice to emulatee your website on it.
See image
I need to display a huge image (at least 2000x2000) on Android with Titanium and let the user scroll around, just like they were using a scroll view on iOS. However, I know Android doesn't support the same kind of scroll view, so I opted to use an ImageView.
I'm unable to display this image properly or at least the way I'd like (without it being blurry when you zoom in) because of memory issues. Has anyone found a way to make large scrollable images work in Titanium on Android without potential memory crashes?
I tried WebView also, but it seemed to resize my image and when you zoomed it was blurry as well. I was hoping Android webview supported SVG, but it looks like they don't on a majority of devices.
This is by far the best answer I've found:
http://www.tenxperts.com/2011/07/13/working-with-large-images-in-android/
I tried it and it works well with Titanium web views.
Very strange problem:
I've created a small HTML5 canvas game with box2dweb.js.
So far, all my work has been on desktop and today I've decided to move it to the iPhone (which usually consists of wrapping the app in a PhoneGap/Cordova application, change a few settings, and that's it.
The problem is, when I run the app on my desktop browsers (Chrome, Safari) as well as the iPhone and iPad simulators - everything works correctly - but when I actually deploy to my device (iPhone 4S) only some of the pictures show up. In fact, only the player sprite animation plays, and everything else (while still there physically) does not get drawn unless it doesn't have a specific animation (whether it's a sequence of images or just one image).
What seems even more strange, is that only the player entity is being drawn (with animation, too!) but all other entities that have animations are simply not drawn.
I've attached images to show the differences:
My question is - where do I even start debugging this? I tried running the index.html page without the cordova app on the iOS simulator so I could access the debug console, but there were no issues. How is this even possible? I was under the impression that if it worked as a web page, it should work as a PhoneGap app.
Alright, I've solved the problem. It was incredibly simple but hard to find. It's not even a PhoneGap problem:
The game has a level editor, and so it also has a saving/loading mechanism. While I specify all the images as './graphics/image.png', when a level gets deserialized it saves the loaded image's source, and not the original './graphics...' path. So the problem was that I was trying to load local files from my computer to my iPhone. I guess it was a path problem after all...