How to easily test my drawable, icons, splashscreens - layout

I am developing a android game with a friend of mine and I would like to ask you a question about design testing.
Currently, to test my drawable, icons ... I set them on the right size for my android phone, I save it as a PNG, transfer it on my device and only then I can test it directly on my phone ...
Also, sometimes, I set them on the right size, save the png, put it on my drawable folder and build the .apk file ...
Each of this method is a huge time cost for me ! Is there any chance a program can help not wasting my time with all this step ?
Maybe there is something allowing us to put png on a app folder and directly test it on the device ?
Thank you everobody, hope I am clear enough ^^

have a look at this: http://www.html5rocks.com/en/tutorials/developertools/mobile/
Until now, while remote debugging you've had to shift your eyes back
and forth between your device and your devtools. Now, Screencast
displays your devices's screen right alongside your devtools. Seeing
it is good, but interacting with it is even better:
Clicks on the screencast are translated into taps and proper touch
events are fired on the device.
Inspect element on your device with your desktop pointer Type on your desktop keyboard--all keystrokes are sent to the device. A
huge timesaver over typing with your thumbs.
Scroll the page by flinging it with your pointer or just sliding on your laptop trackpad.

Related

How can I configure MRTK to work with touch input in editor and on mobile devices?

I'm building an application that will run on both HoloLens and mobile devices (iOS/Android). I'd like to be able to use the same manipulation handlers on all devices with the goals:
Use ARFoundation for mobile device tracking and input
Use touch input with MRTK with ManipulationHandler and otherwise use touch input as normal (UI)
Simulate touch input in the editor (using a touch screen or mouse) but retain the keyboard/mouse controller for camera positioning.
So far I've tried/found:
MixedRealityPlayspace always parents the camera, so I added the ARSessionOrigin to that component, and all the default AR components to the camera (ARCameraManager, TrackedPoseDriver, ARRayCastManager, etc.)
Customizing the MRTK pointer profile to only countain MousePointer and TouchPointer.
Removing superfluous input data providers.
Disabling Hand Simulation in the InputSimulationService
Generally speaking, the method of adding the ARSessionOrigin to the MixedRealityPlayspace works as expected and ARFoundation is trivial to set up. However, I am struggling to understand how to get the ManipulationHandler to respond to touch input.
I've run into the following issues:
Dragging on a touch screen with a finger moves the camera (editor). Disabling the InputSimulationService fixes this, but then I'm unable to move the camera...
Even with the camera disabled, clicking and dragging does not affect the ManipulationHandler.
The debug rays are drawn in the correct direction, but the default touchpointer rays draw in strange positions.
I've attached a .gif explaining this. This is using touch input in the editor. The same effect is observed running on device (Android).
This also applies to Unity UI (world space canvas) whereby clicking on a UI element does not trigger (on device or in editor), which suggests to me that this is a pointer issue not a handler issue.
I would appreciate some advice on how to correctly configure the touch input and mouse input both in editor and on device, with the goal being a raycast from the screen point using the projection matrix to create the pointer, and use two-finger touch in the same way that two hand rays are used.
Interacting with Unity UI in world space on a mobile phone is supposed to work in MRTK, but there are few bugs in the input system preventing it from working. The issue is tracked here: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/5390.
The fix has not been checked in, but you can apply a workaround for now (thanks largely to the work you yourself did, newske!). The workaround is posted in the issue. Please see https://gist.github.com/julenka/ccb662c2cf2655627c95ffc708cf5a69. Just replace each file in MRTK with the version in the gist.

How can I disable Chrome opening the Windows on-screen keyboard when debugging as iPad?

When I open the Chrome debug view and set the device to "iPad Mini" to simulate its screen size (and touch events), interacting with a text input causes the Windows on-screen keyboard to open.
This computer is not a tablet, and has never had a touch screen. In the Windows Ease of Access -> Keyboard settings Turns on the On-Screen Keyboard is off.
I can only assume that Chrome "simulating" an iPad Mini is causing Windows to think there's a touchscreen. I've been using this feature for a few months now, and the keyboard opening only started happening recently. I may have simply flipped a switch in the settings (of Chrome or Windows) on accident. If that's the case, I'd like to know how to flip it back!
This is frustrating because I have to close the keyboard each time as it covers up a large portion of the web-app.
The same page without the "iPad Mini" simulation does not open the keyboard:
(This keyboard also opens when choosing any device that has a touch screen, not just iPad Mini.)
Chrome doesn't emulate the keyboards of the device profiles you pick. An image of a keyboard will show for certain ones, like the iPhone 5X, but it is non-functional and is just present to allow you to see how the various elements on the page respond to the keyboard. You can see my answer here for more details on viewing that. However, this is not the same keyboard you are seeing.
It looks as though there is something in Windows, which is triggering the on-screen keyboard. I'm not sure why it would still appear if you have it disabled, but you could try a couple of things, based on what I've found online:
Make sure 'Touch Keyboard and Handwriting Panel Service' is set to disabled in Services (services.msc)
SetLOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Authentication\LogonUI\ ShowTabletKeyboard from value 1 to 0 (regedit.exe)
Check there is no other 3rd party software running, which may affect your keyboard behaviour.

how to reduce Flash CS5 swf file size after adding button

i don't work on Flash much but i've made a small banner ad for a client...
its a simple banner with 3 images in it and a button with some actionscript linking to an external campaign monitor.
the target file size is about 70kb.
image compression is turned on in the publish settings.
without the button the file size is fine.
when i add a basic button in with a an event listener and about 5 lines of code the published swf size jumps up to over 200kb...
i've tried deleting the button and it drops back to 70kb...
anyone know what i can do to include a button but also keep the file size reasonably small?
cheers
dog
Are you using text in your button and have you embedded the font? That can really bloat an swf.
What you can try is either break the text apart so you don't need to embed the font (but it makes editing a lot of work)
Or you embed only the characters you have actually typed in the button.
If that is not the problem, please post any more details you can think of, including the code.
Check if you have any images in Flash Library that has Linkage id assigned to it. Remove the linkage id and publish swf.
well, it looks like it was a bug in CS5... i tried opening the banner in flash CS6 and did the same procedure of creating the button and giving it an action... published it and it was now approx 40kb...
very odd.

make my project maximize by default

im not too well versed in flash, i have a c#, java, c++ background so coding comes a little naturally
as of right now i have three soundslides projects playing in my flash project. The project has three buttons which load each different soundslide.
when classmates and my professor open my program the default size it too small, right now when i click ctrl+enter the bottom and bottom right portion of the screen are cut off...so i have to maximize the window maximize so i can see the play buttons?
stage["displayState"]="fullScreen";
This will make the SWF go fullscreen, if you put this in your document class constructor it will happen as the swf loads.

Opening a new browser page on the second monitor

Well, simple situation. Is it possible to detect if a user has a dual monitor setup from a web application?
If this is possible, is it possible to open a child browser page on this second monitor, so the new window doesn't overlap the old one?
Reason why I ask: I'm working on a web application and at home I have a dual-monitor system. When I go to the administration part of this site, I want it to open in a new browser, preferably on the other desktop. Of course, I could just click, then drag the new window, but doing this automatically seems more fun. :-)
Don't think JavaScript has the proper functions for this. How about Java itself?
I don't think you'll be able to directly detect a dual monitor setup, but you can probably make a good guess by looking at their screen resolution, using javascript's screen.width and screen.height. If the ratio of the width to the height is 8:3, its a good chance they have 2 standard 4:3 monitors side by side. You can do a similar calculation for 16:9 or 16:10.
Using maxpower47's suggestion about resolution, the only way to display the page on the other monitor would be to open a popup, and use the options to set the top, right, width and height properties so the window will appear on the second monitor in a decent size.
Here is a link that describes how to do this: http://www.netmechanic.com/news/vol4/javascript_no7.htm

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