Google Play Console Main Store Listing for Wear OS - wear-os

Your app’s Play Store listing provided a non-valid Wear OS screenshot which is framed within the device. A valid Wear OS screenshot must include the full-frame image of the app interface.
To those who have successfully rolled out a Wear OS app, would you please tell me what Google is trying to say. Thanks!
Edit:
I have taken Yuri's advise have uploaded the 384px by 384px image below for the Wear OS section and created another release. Now, I'm just waiting for Google's feedback. Thanks, Yuri
Second Edit:
The image above fixed my issue.

https://support.google.com/googleplay/android-developer/answer/9866151#zippy=%2Cscreenshots
Upload screenshots with a minimum size of 384 x 384 pixels, and with
a 1:1 aspect ratio.
Provide screenshots showing only your app
interface. Screenshots must demonstrate the actual in-app or in-game
experience, focusing on the core features and content so users can
anticipate what the app or game experience will be like.
Don’t frame
your screenshots in a Wear OS hardware device.
Don’t include
additional text, graphics, or backgrounds in your Wear OS screenshots
that are not a part of your app's interface.
Don’t include
transparent backgrounds or masking.
Make sure the one on the left does not have a transparent background, prefer a flat black background instead.
Also the one of the right shouldn't have a device in the picture, it should just be the circle of the screen without a frame.

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)

getUserMedia video quality

I am working on a tablet (HP) with Windows 8.1. We developed a web application, accessed from the tablet with the Chrome browser, which accesses the tablet's webcam using the getUserMedia API (the implementation is simple, based on JavaScript, similar to the one here for example: https://davidwalsh.name/demo/camera.php).
Our application will be used to take photos of identity cards, and then submit them to a servlet.
The quality of the picture taken inside the browser, using the getUserMedia API, is quite poor, and the letters on the identity cards are sometimes not easily readable in the image.
If I use the "Camera" application from Windows 8.1 on the same tablet, and take pictures of the same identity cards, in the same light conditions and from the same distance, the resulting images (JPEG) are very clear.
Why is this difference in quality? I read all about the getUserMedia API, and I tried all the available parameters (constraints, width, height, jpeg quality), but I cannot obtain a good quality image.
What is the reason for which the same camera on the same tablet results in such a quality difference when used in the browser, and when used with the Windows camera application, and is there a way to obtain better quality in the browser (develop a custom plugin)?
To answer your question "Why is this difference in quality?" In short it is because the Browser emulates the camera feed and does image transformation underthehood to allow the ability to send different streams to different clients. WebRTC main focus is for P2P media streaming, not for taking high quality photos.
You can use ImageCapture to gain more camera properties (and to get it as an ImageBitmap) but support right now is still very weak.
Please read my answers below which goes into more depth on MediaCapture and ImageCapture for their use cases for more information.
Why the difference in native camera resolution -vs- getUserMedia on iPad / iOS?
Take photo when the camera is automatically focused

Custom Color action buttons, transparent card background,full screen custom layout notifications.Changing card color

Custom Color action buttons, transparent card background,full screen custom layout notifications.Changing card color,ttf fonts for texts. changing text color . placing on different areas.
are these things possible ??
if its , why we cant use .
if its not how these peoples used these things
I really wanted to develop apps with these features. but current public api is really bad.
it provides nothing at all.but when we see screenshots new beautiful features exists.
I liked google wear and i see future about it . but when we compare with samsung galaxy gear or sony smartwatch, development in public goes slow.Maybe google devs doing things at the background,but if we don't have resources,how can developers can build apps for it.
I shared a basic app with my wishes and ideas.nobody answered about 2 days on google+ no one cares about posts on google+.public support of google wear for developers is sucks at the moment.
I need more customizable things for android wear to build apps.
but in current stage,i can't do much things with it.
i wish we had these features in screenshots below..
Those things are still not possible with the current preview release of AndroidWear.
If you look closely, you'll see that they've been using photoshop (or some other photo editing software)
Using these templates to design an app for Android Wear.
And for testing the design on the watch they used Android Design Preview which is a tool that lets you mirror a portion of your desktop to your device:

CameraCaptureTask in Windows Phone 8 - auto saves to camera roll

I have an existing application developed for Windows Phone 7, which uses CameraCaptureTask.
The captured image is returned back to the app, which will be processed for grayscale conversion.
While testing the same app (same binary to be precise) in Windows Phone 8 Lumia 920, I figured that a copy of all the images captured through the CameraCaptureTask are saved in "camera roll" folder.
This is a bit annoying as the users of my app are not expecting the captured images crowding the "camera roll" folder. I looked up the documentation http://msdn.microsoft.com/en-us/library/windowsphone/develop/hh394006(v=vs.105).aspx and found the below quote,
On Windows Phone 8, if the user accepts a photo taken with the camera capture task, the photo is automatically saved to the phone’s camera roll. On previous versions of Windows Phone, the photo is not automatically saved.
So far I couldn't find a way to avoid this case in Windows Phone 8.
Is there a way to turn off this feature before calling the CameraCaptureTask's Show() method in Windows Phone 8?
No. This is a consumer feature request implemented on WP8 that's transparent to developers. The usecase here is that a consumer uses the CameraCaptureTask to line up a perfect shot, doesn't use it an app for whatever reason and can't find it ever again later.
As a side-note, I actually had this happen a few times to me when using various twitter and photo editing apps and it's quite annoying.
Makes no sense. CameraCaptureTask was created to allow apps to capture photos for the app use, not for users to push them into Camera Roll. That is what Lenses are for (either custom code can write into camera roll as well).
It is not transparent to developers because one of my apps has just been removed from the WP8 market. They say because can cause "undesired upload of an app photo to skydrive".
Justin are you sure it isn't a bug? is it going to be fixed?
This forces me to break my development into 2 now: WP7 and WP8. I don't want that hassle right now...

Fullscreen Cocoa app retina support

I'm developing a screenshot application working in fullscreen mode. I have a bug report about issues with MBP Retina, but I have no idea how to test and fix them. It looks like QuartzDebug can change displays to HiDPI mode, but I'm not sure that will do the trick. Can't find any "Retina Emultaion" related topics in Apple docs.
So my question is how can I test app (not just icons, but whole fullscreen application) for being compatible with retina display without buying one.
It's actually all in the Apple docs, though slightly hard to find: Testing High Resolution Content.
I'll sum it up for you: you should always test on a real device (or go to the Apple Store and put your application on to one of their demo retinas). But as an intermediate step, emulating the retina works too.
Quartz Debug's HiDPI mode works for this, and is a method Apple delineates as one to test with. You can also tint high resolution images using the command (in Terminal)
defaults write -g CGContextHighlight2xScaledImages YES

Resources