Building Mobile Enterprise Applications : Using webMethods Mobile Designer : Activating Devices : About Activating Devices
About Activating Devices
When you set up your mobile application project, you add devices to the project. Each device you add is a device your mobile application supports. 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.
Copyright © 2007-2017 Software AG, Darmstadt, Germany.

Product LogoContact Support   |   Community   |   Feedback