Re: RevMobile: Native controls

2012-07-22 Thread Pierre Sahores
Good point to get in mind ! Thanks Andre.

Le 22 juil. 2012 à 02:49, Andre Garzia a écrit :

 On Sat, Jul 21, 2012 at 9:34 PM, Chipp Walters ch...@chipp.com wrote:
 
 I typically think either we're designing for Tablets or Phones-- but not
 for both at the same time. Most devs I've seen tend to develop 2 different
 apps if they need to support both.
 
 
 There is one good case for developing a single application that runs on
 both the iPhone and the iPad. Universal apps rank higher on the search
 results from the iTunes App Store.
 
 Also you will get a larger number of installs (the sum of the phone and
 tablet users) for the same app which will make it more attractive to
 Android uses because people look at how many people are using this before
 installing.
 
 Both comments are more useful for those developing generic horizontal
 market apps such as games or business apps with a broad appeal. If you're
 developing for a vertical then it doesn't matter, your users will have
 other ways of finding you.
 
 cheers
 andre
 
 
 
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Re: RevMobile: Native controls

2012-07-22 Thread Monte Goulding
That's it. Like using a blown up iPhone app on your iPad. It's not the density 
the causes the problem it's the relationship between density and the number of 
pixels: pixels / density = size. By working out the size we can determine if a 
device screen is large enough for us to present the tablet UI. Once we know 
which UI to present then your framework handles the rest.

Cheers

--
M E R Goulding
Software development services

mergExt - There's an external for that!

On 22/07/2012, at 10:01 PM, Chipp Walters ch...@chipp.com wrote:

 I'm thinking the real issue is with tablet vs phone

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Re: RevMobile: Native controls

2012-07-22 Thread Jim Lambert
In watching Chipp's videos, I wish LiveCode's Preferences would contain a 
control for setting the default image quality. For example, to good to avoid 
the repeated resetting.
One could do this by changing the templateimage, but a preference would be 
handy.

Jim Lambert
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Re: RevMobile: Native controls

2012-07-21 Thread Roger Eller
42 minutes of HD instruction; time well spent!  I can't wait to get the
stsResizeLib.

~Roger


On Sat, Jul 21, 2012 at 7:56 AM, Chipp Walters wrote:

 Check out my latest resizing library (using part of Ken's stsResizeLib).

 http://www.youtube.com/watch?v=vY6r46O0cVA

 --
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 CEO, Altuit, Inc.

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Re: RevMobile: Native controls

2012-07-21 Thread Jim Lambert
Chipp,

Nice tool. Very clear presentation.

Thanks,

Jim Lambert

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Re: RevMobile: Native controls

2012-07-21 Thread Monte Goulding
Hi chipp

Thanks for the video. This looks like a really helpful tool and I'm keen to get 
my hands on it.

Do you have any ideas for handling landscape and tablet views? For tablets I 
think in most cases you would want a different stack so using a main stack with 
most of the code and a handheld and tablet substack would work. For landscape 
we need to be able to reposition the same controls, hide some, show some etc. 
So it's more like a profile. In some cases just resizing will work. But it 
would be nice to have a when in landscape move here or hide/show or something 
option.

Also screen density on android is a headache because a high density phone could 
be higher res than a low density tablet. What are your thoughts on dealing with 
that?

Cheers

--
M E R Goulding
Software development services

mergExt - There's an external for that!

On 21/07/2012, at 9:56 PM, Chipp Walters ch...@chipp.com wrote:

 Monte,
 
 I agree with you. We all know by now that Apple discourages using faux
 Apple-like controls UNLESS they are pixel perfect and strictly follow the
 Apple UI guidelines. But, they readily accept different interfaces as long
 as they are well done. Plus, being able to code one GUI and have it run on
 all favors of iOS and Android seems to be a wonderful approach. Check out
 my latest resizing library (using part of Ken's stsResizeLib).
 
 http://www.youtube.com/watch?v=vY6r46O0cVA
 
 -- 
 Chipp Walters
 CEO, Altuit, Inc.
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Re: RevMobile: Native controls

2012-07-21 Thread Andre Garzia
On Sat, Jul 21, 2012 at 8:59 PM, Roger Eller roger.e.el...@sealedair.comwrote:

  Also screen density on android is a headache because a high density phone
  could be higher res than a low density tablet. What are your thoughts on
  dealing with that?

 To be fair, try editing a stack for the new iPad resolution even on a
 1920x1200 monitor.  However, the resTool stack that was recently
 shared/offered to Chipp makes an easy task of managing every resolution
 known to man, it appears.  2 cents.  :-)


The problem is not editing the stacks, the problem is figuring out at
runtime if you're running on a cheap android tablet or an expensive high
end android phone.

We need something along the lines of:

mobileIsDeviceAPhone()
mobileIsDeviceATablet()

If we can figure out this then we can present a better layout. Another
thing would be a good way to return the screen physical size, for example 7
inches for Nexus 7 and Kindle Fire.





 ~Roger
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Re: RevMobile: Native controls

2012-07-21 Thread Mark Wieder
Andre-

Saturday, July 21, 2012, 5:08:46 PM, you wrote:

 If we can figure out this then we can present a better layout. Another
 thing would be a good way to return the screen physical size, for example 7
 inches for Nexus 7 and Kindle Fire.

Can you shell to xrandr to get this?

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 mwie...@ahsoftware.net


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Re: RevMobile: Native controls

2012-07-21 Thread Andre Garzia
On Sat, Jul 21, 2012 at 9:16 PM, Mark Wieder mwie...@ahsoftware.net wrote:

 Andre-

 Saturday, July 21, 2012, 5:08:46 PM, you wrote:

  If we can figure out this then we can present a better layout. Another
  thing would be a good way to return the screen physical size, for
 example 7
  inches for Nexus 7 and Kindle Fire.

 Can you shell to xrandr to get this?


Is there a xrandr on Android? :-O



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 -Mark Wieder
  mwie...@ahsoftware.net


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Re: RevMobile: Native controls

2012-07-21 Thread Chipp Walters
Hi Monte,

Landscape should work just fine-- it's the rotation which can possibly
cause problems. One way to do this is with 2 stacks. Another way to do it
is with a large square stack and different cards. The library has the
ability to render objects on all cards at startup, or using a preOpenCard
handler-- this way if you have a lot of cards and/or controls on cards, you
can defer the scaling to as needed.

I'll post the beta version of the plugin and framework today and you can
try it out.

On Sat, Jul 21, 2012 at 4:39 PM, Monte Goulding mo...@sweattechnologies.com
 wrote:

 Hi chipp

 Thanks for the video. This looks like a really helpful tool and I'm keen
 to get my hands on it.

 Do you have any ideas for handling landscape and tablet views? For tablets
 I think in most cases you would want a different stack so using a main
 stack with most of the code and a handheld and tablet substack would work.
 For landscape we need to be able to reposition the same controls, hide
 some, show some etc. So it's more like a profile. In some cases just
 resizing will work. But it would be nice to have a when in landscape move
 here or hide/show or something option.

 Also screen density on android is a headache because a high density phone
 could be higher res than a low density tablet. What are your thoughts on
 dealing with that?

 Cheers

 --
 M E R Goulding
 Software development services

 mergExt - There's an external for that!

 On 21/07/2012, at 9:56 PM, Chipp Walters ch...@chipp.com wrote:

  Monte,
 
  I agree with you. We all know by now that Apple discourages using faux
  Apple-like controls UNLESS they are pixel perfect and strictly follow the
  Apple UI guidelines. But, they readily accept different interfaces as
 long
  as they are well done. Plus, being able to code one GUI and have it run
 on
  all favors of iOS and Android seems to be a wonderful approach. Check out
  my latest resizing library (using part of Ken's stsResizeLib).
 
  http://www.youtube.com/watch?v=vY6r46O0cVA
 
  --
  Chipp Walters
  CEO, Altuit, Inc.
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Re: RevMobile: Native controls

2012-07-21 Thread Andre Garzia
On Sat, Jul 21, 2012 at 9:34 PM, Chipp Walters ch...@chipp.com wrote:

 I typically think either we're designing for Tablets or Phones-- but not
 for both at the same time. Most devs I've seen tend to develop 2 different
 apps if they need to support both.


There is one good case for developing a single application that runs on
both the iPhone and the iPad. Universal apps rank higher on the search
results from the iTunes App Store.

Also you will get a larger number of installs (the sum of the phone and
tablet users) for the same app which will make it more attractive to
Android uses because people look at how many people are using this before
installing.

Both comments are more useful for those developing generic horizontal
market apps such as games or business apps with a broad appeal. If you're
developing for a vertical then it doesn't matter, your users will have
other ways of finding you.

cheers
andre



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Re: RevMobile: Native controls

2012-07-21 Thread Chipp Walters
FYI, New 5 min video explaining how to use the plugin:

http://youtu.be/TLWD5KsstFc
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Re: RevMobile: Native controls

2012-07-21 Thread Chipp Walters
Andre,

I suppose if you wanted to develop both for phone and tablet, you could use
2 different stacks, each using the same altMobileResizer framework and then
branch to them by editing the openStack handler on cd 1 of the main stack.

There is one good case for developing a single application that runs on
 both the iPhone and the iPad. Universal apps rank higher on the search
 results from the iTunes App Store.
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Re: RevMobile: Native controls

2012-07-21 Thread Andre Garzia
On Sat, Jul 21, 2012 at 10:06 PM, Chipp Walters ch...@chipp.com wrote:

 Andre,

 I suppose if you wanted to develop both for phone and tablet, you could use
 2 different stacks, each using the same altMobileResizer framework and then
 branch to them by editing the openStack handler on cd 1 of the main stack.


That is exactly what I am doing. The problem is that on android there is no
safe way of identifying if it is a tablet or a phone =)





 There is one good case for developing a single application that runs on
  both the iPhone and the iPad. Universal apps rank higher on the search
  results from the iTunes App Store.
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Re: RevMobile: Native controls

2012-07-21 Thread J. Landman Gay

On 7/21/12 7:49 PM, Andre Garzia wrote:

On Sat, Jul 21, 2012 at 9:34 PM, Chipp Walters ch...@chipp.com wrote:


I typically think either we're designing for Tablets or Phones-- but not
for both at the same time. Most devs I've seen tend to develop 2 different
apps if they need to support both.



There is one good case for developing a single application that runs on
both the iPhone and the iPad. Universal apps rank higher on the search
results from the iTunes App Store.


Another reason is to have only one copy of the stack to update. I am 
currently designing an app for any mobile device available: iPhone, 
iPad, Android phone, Android tablet, anything.


Monte asked how we manage resolutions and screen sizes. The way I do it 
is to ignore screen density and size and device type; I simply get the 
working screenrect and use pixels. All objects and placement are 
calculated by ratios. If a field needs to be a third of the size of the 
screen, then I multiply the width and height by .3 and that's how many 
pixels it is.


With this method I don't have to know anything about the device at all, 
only the number of pixels available. I don't need to worry that it won't 
fit some new device that comes out next week, and it doesn't matter what 
OS is currently running. It works with Retina displays as well as tiny 
2-inch phone screens. (I turn off the engine's auto-mapping for retina 
displays.)


I don't use square cards, btw. I use a generically proportioned 
rectangular card to get an idea of where objects should be placed, since 
virtually all existing screens are rectangular. It helps me see how to 
organize and proportion the layout in both portrait and landscape views. 
Once I have a good layout for my generic screen rect, I calculate 
proportions from that and apply them in resize handlers.


Now I'm keen to see what Chipp has done, I'm off to go look.

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: RevMobile: Native controls

2012-07-21 Thread Chipp Walters
Jacque,
This framework works pretty much like you first described. I suspect you
will find it worthwhile for your projects.


-- 
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CEO, Altuit, Inc.
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Re: RevMobile: Native controls

2012-07-21 Thread J. Landman Gay

On 7/21/12 8:43 PM, Chipp Walters wrote:

Jacque,
This framework works pretty much like you first described. I suspect you
will find it worthwhile for your projects.




Yup, I was just looking at the scripts. It's a lot like I described. :)

I see a stub in there from Ken's library that toggles whether you want 
to resize or just move an object, but the just move part is missing. 
That seems useful, any chance we can get it back in there?


Nice job on this, Chipp and Ken.

--
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HyperActive Software   | http://www.hyperactivesw.com

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Re: RevMobile: Native controls

2012-07-20 Thread Mikey
I've never really understood this issue:  Why is it that one has to code
the native controls on Android/ios?  Why doesn't the compiler/standalone
builder/whatever you want to call it just convert rr controls to native
ones?

-- 
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On the second day, God created the oceans.
On the third day, God put the animals on hold for a few hours,
   and did a little diving.
And God said, This is good.
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Re: RevMobile: Native controls

2012-07-20 Thread Bob Sneidar
Because that would take more work, and nobody has done that work yet. I don't 
think anybody will either unless you can make an argument for how much extra 
revenue it will bring in for RR. I'm not being snarky here. There are hundreds 
of questions just like that in the QCC. 

I will say however, that the major questions I had when I First started using 
LC (When it was Revolution) have been addressed in some fashion, either by RR 
themselves, or by another developer in the form of an addon or plugin. Heck, 
Mobile Development was one of those things a LOT of devs here were asking 
questions about, and mergExt is an example of a dev filling in the gaps for 
native controls. 

You can always post an entry in the QCC http://quality.runrev.com/ as a feature 
request, or vote up an existing request for the same thing. 

Bob


On Jul 20, 2012, at 6:44 AM, Mikey wrote:

 I've never really understood this issue:  Why is it that one has to code
 the native controls on Android/ios?  Why doesn't the compiler/standalone
 builder/whatever you want to call it just convert rr controls to native
 ones?


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Re: RevMobile: Native controls

2012-07-20 Thread Roger Eller
I would call mergExt a suite of native functionality add-ons (officially:
externals), specific to iOS only, rather than native controls for mobile.
 If runrev were to support native controls in the IDE, they would
automatically change to the appropriate look-and-feel of the platform,
either when you build or test in a simulator.

Guglielmo Braguglia just released an awesome DropBox Library, which has
been confirmed (after a minor tweak) to also work with Android.  This is
the kind of stuff I am interested in, more so than iOS specific.  Even if
it may not be optimal in the first version, at least it works everywhere,
and that has merit.

Native-looking controls have been brought to us by the uber-talented
Scott Rossi, and John Craig.  Their tools, which differ in approach, for
now are huge time savers for building interfaces that look and function
great.  Without them, we would only have gray motif unless we all become
graphic designers and roll our own, which some prefer to do.

I'm so glad we have this great community that shares so much awesome talent.

~Roger


On Fri, Jul 20, 2012 at 11:58 AM, Bob Sneidar wrote:

 Heck, Mobile Development was one of those things a LOT of devs here were
 asking questions about, and mergExt is an example of a dev filling in the
 gaps for native controls.

  On Jul 20, 2012, at 6:44 AM, Mikey wrote:
  I've never really understood this issue:  Why is it that one has to code
  the native controls on Android/ios?  Why doesn't the compiler/standalone
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Re: RevMobile: Native controls

2012-07-20 Thread Mike Kerner
Maybe I wasn't clear.  By Controls, I mean fields, buttons, etc.  It seems
a little odd as a design choice to say well if you want your field on
mobile to look like the platform you are building for, even though you
selected the platform in the Standalone Application Preferences, you have
to write this additional code, when the target platform is specifically
provided by RR and now is being used as a selling point.

That's what I don't understand.

-- 
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   and did a little diving.
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Re: RevMobile: Native controls

2012-07-20 Thread Guglielmo Braguglia

Hi Roger,

the library doesn't need any tweak, is the enclose demo test program 
that every body need to adjust for their needs (/I have written the test 
program for desktop and iPad because I use them; the library, 
fortunately, doesn't use any specific OS function/). :-)


Guglielmo

/P.S. : Today I update the library to v1.03 (few new parameter in two 
functions and a new function to move file/folders) ... those who have 
downloaded v1.02 can download the new version./



On 20.07.2012 18:24, Roger Eller wrote:

...
Guglielmo Braguglia just released an awesome DropBox Library, which has
been confirmed (after a minor tweak) to also work with Android.
...


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Re: RevMobile: Native controls

2012-07-20 Thread Roger Eller
That's cool.  So, if you used mobileControlSet instead of iPhoneControlSet,
would it still work with iPad?  It should, I would think.

~Roger

On Fri, Jul 20, 2012 at 2:04 PM, Guglielmo Braguglia wrote:
 the library doesn't need any tweak, is the enclose demo test program
 that every body need to adjust for their needs (/I have written the test
 program for desktop and iPad because I use them; the library, fortunately,
 doesn't use any specific OS function/). :-)
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Re: RevMobile: Native controls

2012-07-20 Thread Guglielmo Braguglia

*Yes*, just tried now on iPad, ...

... on the test program, in the button Ask, change the 
iPhone.. with mobile., do the same in the button 
Connect, adjust the stack size for the size of your device and RUN ! :-)


On a future release I will change the test program so people can use on 
any device ;-)


Guglielmo


On 20.07.2012 20:21, Roger Eller wrote:

That's cool.  So, if you used mobileControlSet instead of iPhoneControlSet,
would it still work with iPad?  It should, I would think.

~Roger

On Fri, Jul 20, 2012 at 2:04 PM, Guglielmo Braguglia wrote:

the library doesn't need any tweak, is the enclose demo test program
that every body need to adjust for their needs (/I have written the test
program for desktop and iPad because I use them; the library, fortunately,
doesn't use any specific OS function/). :-)

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Re: RevMobile: Native controls

2012-07-20 Thread Monte Goulding
I've thought about this a little. While I think the current situation is not 
ideal I also think that what people want is not what people would get if we had 
a native appearance on ios.

The issue is we really need to be able to work in the appearance we are 
building for. If it were me steering the LC ship I wouldn't spend the 
engineering resources on native appearance for ios I would spend them on a 
fully integrated custom control framework and a set or two that ships with the 
IDE that looks nice on both iOS and android. Perhaps a native looking ios, a 
native looking android and something in-between. 

Then I would have a tool palette that clearly indicated if a control was 
desktop only using native appearance or was cross platform. Perhaps switching 
between themes and you can bind a theme to a stack so when you open it the tool 
palette switches to what you were last using.

Then I would add a new project menu and have built in best practice project 
frameworks and a way to add your own custom ones.

Cheers

--
M E R Goulding
Software development services

mergExt - There's an external for that!

On 20/07/2012, at 11:44 PM, Mikey mikeyt...@gmail.com wrote:

 I've never really understood this issue:  Why is it that one has to code
 the native controls on Android/ios?  Why doesn't the compiler/standalone
 builder/whatever you want to call it just convert rr controls to native
 ones?
 
 -- 
 On the first day, God created the heavens and the Earth
 On the second day, God created the oceans.
 On the third day, God put the animals on hold for a few hours,
   and did a little diving.
 And God said, This is good.
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