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setInterval() called differently in debug and after released

I was making a watch face for fitbit Versa.

https://gam.fitbit.com/gallery/clock/4c529ed4-7746-4a68-8953-68f7d55a8413

 

I use setInterval() to run through a set of images to get GIF like animation.

 

I build it in debug mode and test in on my Fitbit Versa for about a week and I was very happy with the result and there were no animation bug what so ever.

 

My app just got reviewed and it is currently in the market. I downloaded it and found that the animation speed is almost twice faster than that of when I tested in the simulator and my Versa. Additionally, there were some bug where all the images aren't shown. I tried sideload the same build to my simulator and my versa and everything is perfect. I'm wondering if there are any different if you sideloaded the build in debug mode or when the clockface is released?

 

Also, is there anyway I can take my clockface off the marketplace now? Fitbit GAM does not really have an option for me to delete my app in anyway.

 

Thanks

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There shouldn't be any difference between side-loading and gallery installation.

 

Make sure you're using PNG images, JPG takes longer to render on device.

 

I'd also take a look at the animations guide. There are some better techniques than using setInterval. https://dev.fitbit.com/build/guides/user-interface/animations/

 

I have marked your app private in the gallery, you can publish it again when you're ready.

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Thanks,

I'm using PNG images. Currently, I still have no idea on what happen.

I was looking for a better technique for showing GIF like way, but I couldn't find any so I use setInterval to do it. Let me check out your animations link.

Thanks again.

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