I have an android apk which I have decompiled. All libraries used are known to me. This include image loading and cachine libraries, airbnb lootie and crashlytics among others. I am trying to figure out the game engine used for the android apk. I have come across com.unity3d.ads which am not sure confirms this was developed on Unity3D. Can I use this to confirm? How can I know if this was done on android or if a game engine was used?
You cannot infer through com.unity3d.ads that the app is developed with Unity. You can use Unity Ads SDK to add advertisement to any platform iOS, Android or Java.
Extract the apk and navigate to lib folder and search libunity.so or libmono.so. If any of the file exists means the App was developed with Unity otherwise it is not.
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i have just finished coding of my android app and it is time to built it's apk but i want to create it's iOS version ipa to. i know i have to work on XCode on MAC for getting it's ipa output but i don't have any iOS device. nothing about Apple. so i want to use alternative ways like CodeMagic but i am new on development so it seems creating an ipa output will take a long time for me. in addition i didn't make any stuffs needs to be done for an iOS app can launch. for example i am using Firebase services but i only made it's android settings, didnt set anything about it's iOS version. so i have to do lots of things for creating my flutter project's iOS version and need time. at this point i have a question:
Can i built my app's iOS version after creating it's android version without make any settings for iOS? i want to built it's android apk or appbundle as soon as possible and i want to do it's iOS settings and built it's ipa later. is that possible? thaks for your helps.
Based on my experience... you'll have to setup the iOS separately to successfully build it.
For example when using firebase you'll need to add the GoogleServices file using Xcode.. or when using google maps you'll also need to add the api key on the appdelegate file.
I am still a beginner and I really don't know much and am working on my first app on android studio.
So is it possible to publish android studio project on iPhone App Store? If not is there any other way to do that?
You cannot publish a packaged compiled .apk Android Package file to an IOS app store. But an IPA file to IOS store
Google Play: - For Google play store you need to register for a Google play dev console account, plus a stock & rooted version of Android latest OS build phone
See this
Apple Store: - You need to have a Mac, plus an Apple developer license. A code editor like XCode, a know-how of programming language like Swift 3, an SDK toolkit & an iPhone
See Link1 and Link2.
android application is mainly build based on java program. ios application is build based on objective C.Its not because of programming language but rather due to final package its get compressed.
You can try learning xamarin cross platform native app development.
or
use ionic 2 framework. App Development based on HTML5,jss,css. Which use simple webview to display the content. That can be converted to any platform.
There is no way to do it as both have platform specific. So use their respective platform so audience can reach easily.
Mixing up of different platform caused confusion so follow each website rules.
I have SDK (.jar file) written in Java. I created an Android Java Bindings Library following that description. I used the generated JNI files from the jar to write the API for my Xamarin plugin. I dont have experience with Xamarin, so I would like to ask you these questions:
My SDK.jar file depends on the Google Play Services.jar file. How and where I have to add it? I want to make the plugin to add the Google Play Services automatically to the project where it's installed my plugin. Like Google Play Services plugin adds Support library when it's added.
Could someone explain to me what's the difference between Components and Packages? I have these folders and I dont know in which one I have to add the Google Play Services Plugin and what's the difference.
How to get the current activity from my API files? I dont use Xamarin.Forms. Should I?
Thanks in advance
To clarify:
Answer for 2:
Components are Xamarin Components whereby packages are mostly nuget packages. User is not forced to publish component on Xamarin Component store, but many do. Some don't because Xamarin Component must have accompanying samples, documentation and screenshots, so for the large number of users effort to implement component is substantial. That is the reason a lot of authors just publish their SDKs on nuget.
Xamarin Components are tested before publishing by Xamarin Components Team and the reason is mainly correctness and quality (something like Apple's app submission process). This should help users to have minimal/starter samples that show how the SDK/component work and some documentation.
Some authors publish their components in steps: first nuget and when samples and docs are ready then Xamarin Component which references nuget dependencies mentioned in 1st step. This is called empty-shell (or just shell component). User can install it either as nuget or as component into some application or library.
Packages (nuget) are installed via Nuget Package Manager in Visual Studio or Xamarin studio. While components are added to you project. Samples and docs can be found in Components/ folder in solution root.
Plugins are special form of component used mostly for cross platform Xamarin.Forms (but not only) applications and they utilize special technique called bait-and-switch for loading platform specific dlls (from nugets).
Google Play Services (GPS) are not plugins, because they are Android only, so no need for plugin (ios and Windows parts). I think there is only Game Service on iOS, but not sure.
GPS come in 2 flavors as nuget packages and as components (empty shell).
Here are the answers of my 2 questions:
in component.yaml file before publishing the plugin: http://developer.xamarin.com/guides/cross-platform/advanced/submitting_components/components_and_nuget/
Don't have the answer yet...
Can't get it from API files if you dont send it as a parameter, but then your API is not compatible with the iOS API. Because of this I separated the plugin: one for Android and another for iOS.
If I develop a mobile app in flash using AIR is it exporting as flash or is it converting? I know this is a really stupid question so I apologise in advance.
i don't think so... since last versions of android don't support flash technology natively. You can check http://www.adobe.com/devnet/air/articles/packaging-air-apps-android.html. They say that the exported file is an APK.
Is AIR exporting as flash? Well... Yes, and no.
On Android exported .apk consists of platform specific glue code (for startup and platform communication, along with any native extensions), and Flash files (regular SWFs) either linked to installed AIR runtime, or with captive runtime (basically Flash player bundled with the .apk). The bundled SWF is more or less the same as on other platform.
On iOS, .ipa file consists or ARM recompiled Actionscript code (since Apple doesn't allow interpreted code in apps), and SWFs which contain graphics and other data.
Right now I've finished an application that I want to distribute on Android Market.
It will have a payed version and a free version with some limited features.
While developing it, I was doing obviously just the main project of fully featured release. And now after finished I've included a "boolean" DEMO_VERSION=true that restrict those features.
My question is if it's possible to generate both apk from the same project? Or should I create new project with the same source but changing the java package to tell android market that they're two different applications.
Thank you very much
Here's a good article on exactly that question: http://ulrichscheller.blogspot.com/2009/10/android-deploying-multiple-targets-from.html