How to do a Flutter Firebase app for both Mobile and Desktop at the same time - windows

I see many samples and videos on how to do firebase for mobile and they call this "multiplatform". However, I don't see much on the desktop. There is one video on firebase flutter Windows by using a web and it seems to work. However, I do not see any tutorials for both mobile and desktop. Firebase would be a great example on syncing between desktop and mobile. We have such an app in development right now. Desktop development is new, but I'm surprised how little there is.
There is a library called firebase_dart, but the documentation seems weak.

The package firedart with the video listed above works in both desktop (linux and android without much modification..
What needed to be modified?
I had difficulty with the button on the very top of the phone, so I
added a sized box.
I had difficulty with debugPrint or print so I
added a Text widget with the results (to string).
That also worked.
Although I would like to not use fluent_ui, it does work for both desktop and mobile. I'm not sure what to do with realtime db, but I think I can make the firedart work for user sync between mobile and desktop.
It would be better if I could get firebase_dart to work.
https://www.youtube.com/watch?v=Tw7L2NkhwPc

Related

Google play tablet 7-inch screenshots

Google play console wants me to add some 7-inch tablet screenshots in order to make the app easily accessible to tablets. But I don't have any tablet. Don't understand what's the problem. I have made screenshots in the final phase of development, testing the game in the Unity editor. I suppose these .png images are as good as if they were made from a phone. I don't even know how to make screenshots from a phone.
Is there a hidden feature to identify a screenshot as being made from the 7-inch tablet? Why don't they simply state the image resolution they want for the tablet "screenshot"??
Actually, it doesn't matter what resolution your image is. Just upload the images to that section, the purpose of that section is only to let your users have a first look of what your app looks like before they install it. If you don't intend to make your app for Tablet, just let that section empty, upload images only to Phone's section.
If you are using an Android phone such as Samsung, I would recommend you have a look at Settings/Advanced Features/ Smart Capture (turn it on). Then you can swipe your screen to take a screenshots (it has a tutorial there)

Not able to debug phonegap app running on windows 8 mobile

I have a phonegap application that has some layout problems. I can run the app in browser for the most part, and this usually get me over the line. But with a new design I need to debug the application layout on windows phone 8.
I'm currently looking at weinre but its not showing anything on the desktop when browsing the local server, I have added the link to my application I have cleaned up everything I can think of. Still blank. Any good tuts around the ones I have read just copy and paste the original docs or are not on my same error.
There's a public weinre server available here:
https://the-weinre.herokuapp.com/
You may have better luck with that than with your local server. There's a demo available on that page, give that a try and see if it works on your windows 8 mobile device.

Opening google earth api in mobile web browser

I wrote a web site with google earth api and it is working fine.
I want to open this site via mobile browser, and it's giving me the following error:
"the plug-in of google earth is available only for win and mac".
How can i get through it?
Thanks.
:)
I am having a similar issue. I wish to try and use Android WebView instead of setting up GooglePlayServices at this time for an art project
I have the example loading just fine on Windows and Mac, but I need this for my Android art project.
My source code can be viewed at this link below:
www.rennakanote.com/earthdraw
I will attempt to see what I can try from Google Maps V3 APIs as per your instruction JasonM1 and see if I find a way to load this in Android.
Unfortunately, the Google Earth Plugin and Google Earth API is currently only supported on the Windows and Mac platforms.
Full list of which OS versions and browsers are supported can be found here:
https://developers.google.com/earth/documentation/index#installing_the_google_earth_plugin
The mobile version as well as the Linux version of Google Earth does not currently support the Google Earth plugin.
If you redesign your web site using Google Maps V3 APIs then it would be supported by mobile and desktop web browsers. Google Earth is a thick desktop and has restrictions especially with respect to mobile devices that a pure web application such as using Google Maps APIs can avoid.
Although the Google Earth plugin doesn't work on mobile devices, both Android and iOS devices have a Google Earth app available for them.
Thus a good way to show your data on both desktop and mobile devices is simply to publish it as a KML file, which will load in all versions of the program. The mobile devices don't actually offer a "load file" option, but instead rely on the fact that if you present the device with a KML file with the correct mime type, then the system works out that the Google Earth app is the appropriate one to display the file.

App approved, but crashes

I have made a Windows Phone app (for WP7.1) that uses BackgroundAudio for streaming, nothing too complicated. It was approved and made available for download in the store. However it no longer works, i.e. the app worked in debug+release when run from VS2012, and I assume the .xap I uploaded worked since microsoft approved it (they rejected it once and I was able to reproduce and fix the bugs they reported).
When downloaded the app simply bails on load on WP8 (lumia 820) i.e. flips back to the tiles immediately.
On WP7 (lumia 800) but the playbutton ignores input, however it downloads and displays the playlist, so some kind of functionality+network connection works.
I have tried the basics: installing using the application-deployment tool (app working), running the "Store Test Kit" which reports some slowdowns in the UI animations, but nothing serious (I hope).
Any ideas how to reproduce ".xap approved and downloaded from store but not working" or getting debug info from the phone without VS? Or any other things i can try out?
Every time your app crashes it will be logged and reported on your Windows Phone Dev Center Account. Just go in there and export the details to excel. Get the stack trace and put it in here. Maybe we can help.
The very first thing i can tell you is the opening page has some exceptions and that too it doesn't go well with some phones. Seriously there are concerns when a wp7 app is ported on wp8 device and vice-verse. To the extent of my knowledge there might be some binding issues. make sure you got the binding class to be public. And just as #AMR mentioned go the dev center and export the stacktrace. Try resolving them. Moreover if an app get certifies, it doesn't mean it is completely error free. The tests are limited to very coomon errors only.

iPad - Test an HTML5 site on a Win7 PC

I'm looking to target a website specifically for an iPad but we don't have any Macs in house for testing. What's the most accurate way to test the site on a PC? I image I could use the Safari browser and shrink the window down to approximate the iPad screen size but I wonder if there's a better method out there.
If you target a website specifically for a particular device, buy that particular device. This doesn't only apply to iPad.
Two caveats I noticed a lot of websites have for a touch-oriented device like an iPad, iPhone:
The mouse-hover event isn't generated. So, the HTML/CSS/Javascript menu structure which works without clicking on a WebKit browser (like Safari) on a mouse-oriented device might stop working completely.
The scrolling event (coming from a flick of a finger) is not passed to elements inside a page; instead it just scrolls the entire page. A subelement shown with a scroll bar on a non-touch-oriented device might be shown without the scroll bar at all. So, sometimes you lose the ability to scroll inside a subelement.
There might be other caveats. It's really difficult to imagine all the way a device might behave differently from a mouse-oriented device; so, buy an iPad.
By the way, it's of no use to buy a Mac in this situation: Safari on a Mac still behaves (as far as the mouse/touch events are concerned) rather differently from Safari on an iPad/iPhone. An iPad can be paired with a Windows PC.
See this Apple document for a few advices for preparing a web page for the iPad.
I'd just use Safari, as the mobile version uses the same rendering engine (though possibly modified to fit the iPads resources).
It should display the same, if not close.
You can try to use online imitation services.
For example http://app.crossbrowsertesting.com/, or https://saucelabs.com/. They provide lots of imitations environments, for different devices and OS. You can test the site, that is already in the web, or your local files.
I myself am working currently with app.crossbrowsertesting.com for the first time. It really shows the problem, that the client encountered on his iPad. Also have good notices about these services from experienced developer, a friend of mine.

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