Sencha Touch: lags during animation (carousel) - sencha-touch

I have an application with few "pages" with images. When i use carousel for changing "pages" - it lags. And i can't understand why.

I'm guessing your browser is choking on the cpu-intensive CSS3 features involved in the carousel. They are supposed to be hardware accelerated (done on the GPU), but only certain platforms support this (iOS yes, Android not yet IIRC).
See this talk from SenchaCon 2010 on performance: http://vimeo.com/17882927

Related

How to use panning with WebKitGTK?

I want to use WebKitGTK on a touchscreen device. Since operating scroll bars on such a device is too cumbersome I would like to have some panning support. Since WebKit is used on quite a number of mobile devices which all support panning I hope that WebKit/WebKitGTK has some support for it.
So the question is how to activate it?
WebKitGTK does not have an API for activating it. CSS also does not seem to be suitable for switching it on.
Version of WebKitGTK to be used is 1.11.5 since the target architecture has no compiler with full C++11 support but is restricted to gcc-4.4.1.
Since you are using WebKit 1.x, you should put the WebKitWebView in a GtkScrolledWindow. If you have a new enough version of GTK, then the scrolled window should support vertical and horizontal scrolling on mobile devices.

Windows Metro Apps on touch Screen Monitors

I know this might seem odd, but I am working on a windows Metro app which would be displayed on touch screen monitors in our local university.
Now I am using the simulator for debugging, but in the simulator you have to start "Touch Mode" to even use the touch interface.
So when using the touch monitors, do we have to specifically specify touch mode ? Or it will automatically integrate the touch functionality ?
Thank you.
Touch is a first class-citizen in Windows Store applications, so no special accommodations are needed. I would recommend you test on a touch device though before deploying, it's a different way of interacting, and even though the simulator does a decent job of handling the mechanics, it will "feel" different to a user - especially if you're leveraging pinch-zoom, swipe and other gestures.
On another note... is this app intended for a kiosk-type application? If so, keep in mind with Windows 8/RT, you won't be able to easily prevent the users from swiping to the charms, navigating to other programs, etc. You may want/need to take a look at Windows 8 Embedded depending on the specific deployment requirements.

jQuery plugins conflict

See:
http://global-arts.4pixels.co.uk/global-arts-kingston/events-detail.html
I'm using MediaElement.js for the video at the top of the page and Flexslider for the Slider at the bottom. Both play happily together in desktop browsers, but on iPad and iPhone the video doesn't load and the slider has no images.
Has anyone encountered conflicts that only happen in iOS and is there a way of isolating the two scripts from each other? Similar to noConflict for clashing libraries.
a

Display App in 3.5" Resolution on iPhone 5 for Development/Debugging

Does anyone know if there is a way to force an app you're developing to run in a 3.5" screen size mode if you're on an iPhone 5, just for dev/debug purposes? Something such as what might look like a toggle in the Development section of Settings or something. In other words, run the app such that it LOOKS like it's running on a non-5 iPhone (black bars on top/bottom), that way I can test certain UI functions.
For clarification, I'm NOT saying "I don't want to support iPhone 5" - I most certainly do. Also, I'm aware that I can do the 'old' retina display in the simulator, but I do not want to use the iOS Simulator as the app includes libraries that do not support i386 architecture, uses push notifications, and heavily relies on GPS to function correctly. I'm just looking for a way to test both aspect ratios on the same device to save money/time.
Thank you!
It appears that by removing the app from device, deleting the Default-568h#2x.png launch image, cleaning the project, and re-running app, I can get the functionality I'm looking for, although not as nicely as a toggle switch.
Letter box in iPhone5

porting iPhone openGLES app to OSX?

Developing for the iPhone has been my first experience with objective-c and first in-depth experience with xcode. How difficult would it be to port an openGLES iPhone app to the OSX desktop using openGL? I am not asking about user interface - obviously there is no equivalent to cocoa touch UI on the desktop. I am asking specifically about the app delegate and openGLES layers. Are there any major hurdles? Is it as straight forward as simply creating a new app delegate in a project of type cocoa?
I've started looking into just the same thing, and it appears that OpenGL-heavy applications would be among the easiest to backport to the Mac. Pretty much everything in OpenGL ES is present in OpenGL on the desktop (with the exception of some of the fixed-point stuff), so that code can stay the same.
The way that OpenGL is handled on the iPhone is via a Core Animation layer (CAEAGLLayer), rather than a specific view. Therefore, you should be able to transfer that across to a Leopard-based desktop application, although you'll need to convert all references to EAGL classes to their OpenGL equivalent (EAGLContext to NSOpenGLContext, for example). You could render into a CAOpenGLLayer that's displayed by itself, or use that layer to back a custom NSView.
The fundamental structure of a desktop Cocoa application will be different than a Cocoa Touch one, but you should be able to start from one of the Xcode templates and add back in your components from the Cocoa Touch application.
Again, I haven't yet done this for my application, but it looks reasonably straightforward.