I want migrate my application to flutter, and i have now two versions (Android and iOS) of this application, for Android i have a third party library (Jar file) and for ios the same library (Framework file), the issue here is that i want to use flutter but i'm new with with it, so i want to know how to integrate the libraries for both plateforms, is there any way to do this ?
NB: The both libraries use bluetooth and for Android in addition we have Wi-Fi.
Thank you in advance.
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Hey I am learning Kotlin Multiplatform mobile. I starting learning from the doc. I successfully run the module in android and ios platform, without any problem. Now I want to implement this in real project. I successfully created the module inside my pre-existing android directory. According to this Make your cross-platform application work on iOS we can only use module inside the android directory. I work as android developer and my other team have ios developer. So the problem is we have different system for android and ios. So how can I share this module to the Ios team. Please guide me how to achieve this. I read somewhere ios need XCFramework. But I am not sure, how can I achieved this. Can someone guide me step wise? Thanks
In general, Kotlin Multiplatform Mobile provides you with an ability to build frameworks for iOS. It can be delivered in several ways:
Simple ModuleName.framework file ready to be imported into your teammate's app,
CocoaPods integration, providing your teammate with the ability to rebuild this framework from sources and to use third-party libraries from Kotlin code,
Universal (fat) framework and XCFramework. These two are designed to provide the framework user with the ability to build the result app for different CPU architectures. This would be helpful when publishing the app.
If your aim is to just show the iOS team an example of Kotlin Multiplatform Mobile power, I think it would be enough to declare the framework, build it by executing the appropriate gradle task and share the result file.
If they would also like to put some code into the iOS-specific part of your module, adding the CocoaPods integration will be a good idea.
I have developed an android library using which one can send messages to other android devices. I have developed many demo apps for mobile and watch to demonstrate this using native android projects. Now I want to explore hybrid android development. I want to know how a native android code can access my android library and use the functionalities.
I have come across custom Cordova plugins. Is it possible for me to build a Cordova plugin for my android library? If yes, can I then use it in a hybrid project and access the functionalities? If not, what is the best way to do it? Thanks in advance.
To answer your 2 important questions:
1. Is it possible for me to build a Cordova plugin for my android library?
Yes, it's possible to create a custom Cordova plugin for your library. That's how all the Cordova plugins are dependent on the base Android library.
2. can I then use it in a hybrid project and access the functionalities?
Yes, you can.
Some are the links that might be helpful to create a new custom Cordova plugin.
https://cordova.apache.org/docs/en/latest/guide/hybrid/plugins/
https://cordova.apache.org/docs/en/2.5.0/guide/plugin-development/android/
https://taco.visualstudio.com/en-us/docs/createplugintutorial/
I am using a third party android SDK for some functionalities (card reader, QR code scanner), I am able to use it in the native Android app, now I want to create a hybrid app on ionic and I want to use that 3rd party library.
Thanks in advance.
So finally I got the answer and it was pretty straight forward
If you have exported your module / plugin like
module.exports = new YourPluginJavaClass();
then you will be able to use it in your Ionic application as
(window as any).YourPluginJavaClass.yourFunction();
Is it possible to use an external C# library in a unity project to be compiled for iOS and Android?
In my case I need to use the encog library in my game, will I encounter issues from the translation for native iOS/Android code?
Basically, the problem is that unity uses a version of .Net that is older than what Encog supports. More info on this question:
Encog dll in Unity?
I am writing application for Android using Adobe AIR 3.0. And I need to integrate Flurry analytics in this project. On official site http://www.flurry.com/ I downloaded Flurry SDK for Android. It is jar file. How can I integrate it to my action script 3 project? I am using Flash builder 4.6. Thanks.
Develop a native extension.
http://www.adobe.com/devnet/air/articles/developing-native-extensions-air.html
You cannot as far as I can tell. There is no way to include native development SDKs in your Air/Flex applications.
The problem is that your AIR application doesn't have direct access to the native SDKs functionality; only the functionality that Adobe has bubbled to the surface. Since Flurry's SDK interacts directly with the native Java implementation, Adobe would have to write code to let those events, triggers, methods & classes be accessible inside of the AIR runtime.