<div dir="ltr">Thanks Rob - really appreciate this.<div><br></div><div>May I recommend that this is published on the aerogear website. This kind of knowledge is gained through hard knocks. It can save many others the same pain.</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Fri, Jan 22, 2016 at 1:22 PM, Rob Willett <span dir="ltr"><<a href="mailto:rob.aerogear@robertwillett.com" target="_blank">rob.aerogear@robertwillett.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Anton,<br>
<br>
Its difficult to do some things without a phone, you can certainly<br>
develop on Cordova and get a long way on screens designs, controllers,<br>
services, posting to and getting stuff from servers but somethings need<br>
a hardware device.<br>
<br>
Off the top of my head things that don’t work properly on<br>
iPhone/Android simulators or at all.<br>
<br>
1. Background processing. JavaScript timers continue to work in the<br>
background but do not on a real phone. Sounds innocuous but its a<br>
massive hassle for us.<br>
2. GPS is very limited on the iPhone emulator. You can set simple GPS<br>
routes up and thats it. The genymotion has a GPS on off switch to save a<br>
position, useful for very, very limited uses.<br>
3. No notifications on the iPhone emulator. Zilch. You can get them on<br>
the Genymotion with the link I posted.<br>
4. No In-App purchasing on the iPhone. No access to the sandbox, its a<br>
nightmare even on a real phone. No idea on Android as we have up on the<br>
iPhone.<br>
5. Some weird effects of different versions of IOS and background<br>
processing with geolocation and posting to servers with ATS. We can’t<br>
work it out at all, so we use real phones.<br>
<br>
You can get so far without a phone but at the end of the day you will<br>
need one to develop and test. There is no getting away from it. Ups<br>
cannot develop and simply deploy and hope it all works. Emulators will<br>
work, but not with any success for at least the things I’ve quoted<br>
above.<br>
<span class="HOEnZb"><font color="#888888"><br>
Rob<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
On 22 Jan 2016, at 12:10, Anton Hughes wrote:<br>
<br>
> Thanks Rob<br>
> On Fri, Jan 22, 2016 at 12:59 PM, Rob Willett <<br>
> <a href="mailto:rob.aerogear@robertwillett.com">rob.aerogear@robertwillett.com</a>> wrote:<br>
><br>
>> Unclear as to why deploying to a real device is such a problem, we<br>
>> develop on iPhone and Android using Cordova and even though I like<br>
>> the<br>
>> iPhone, the development and debugging tools on a real Android device<br>
>> are<br>
>> excellent and fast. When we have a real problem, we tend to ignore<br>
>> Xcode<br>
>> and Safari and the iPhone and debug it on a real Android device. We<br>
>> don’t have any real issues, though we always want things to be<br>
>> quicker.<br>
>><br>
><br>
> Its a problem for me as I dont have a cell phone - seriously.<br>
> But, it just sounds odd, to have to deploy and install on a new piece<br>
> of<br>
> hardware each time you want to test. My usual workflow would be to<br>
> develop<br>
> locally, then when things are working, then deploy.<br>
><br>
> And, for now, I am just doing a proof of concept - my goal is just to<br>
> prove<br>
> that it is possible to send a push notification from UPS to android<br>
> using<br>
> cordova. I'm surprised at how complicated it is. But I suppose my<br>
> confusion<br>
> and frustration is simply because I am new to this style of<br>
> developing.<br>
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