Mobile Development 10.11 | webMethods Mobile SuiteWeb Help | Using webMethods Mobile Designer | Installing and Testing Mobile Applications | Activating Devices | About Activating Devices
 
About Activating Devices
Mobile Development will add devices that you want your application to support to your project when you define launch configurations. For more information, see webMethods Mobile Development Help, Building a Mobile Project.
However, you can continue to add devices using Ant targets as described in Adding Devices to a Mobile Application Project. When testing how your application runs on one of the devices, you need the run-time settings to be set for a specific device. To get the correct settings for a device, you can activate it. For example, if you want to test your application using Phoney, you might first activate the device for which you want to test, then run Phoney to test your application.
When you activate a device, Mobile Designer
*Hot-swaps in the required Mobile Designer run-time classes. For more information, see Mobile Designer-Provided Run-Time Classes and Run-Time Classes Properties.
*Sets up the project compile path appropriately by creating the .classpath file that provides information about how to compile the Java code.
*Runs the project’s resource handler so that the com.softwareag.mobile.runtime.Parameters class contains settings for the device you activate.
*Compiles the code.
For more information about the steps Mobile Designer takes when you activate a device, see Activate Devices Ant Summary and Steps Performed to Activate Handsets.
To activate a device, you use the ++Activate-Handset or ++Re-Activate-Handset Ant targets. For instructions, see Activating a Device.