I am using Visual Studio 2015. I am trying to follow the basic tutorial of Xamarin from here
https://developer.xamarin.com/guides/xamarin-forms/getting-started/hello-xamarin-forms/quickstart/
When I get to the build part, I get problems, some of which because I don't have a Mac connected.
I only want to try things for now, and don't have any need for my app to work, or even compile for iOS, but still I want it to be written in Xamarin forms, just to learn how it works.
For Android, everything seems to compile, and my only physical device runs Android.
I would like to disable iOS and Windows build, and only remain with Android, and play around with that, and only later busy myself with Windows and iOS trouble.
How can I remain with only the portable and Android parts?
In VS and XS, you can right-click on a project in the solution and choose to either Unload or Delete. Unload is temporary, Delete is permanent.
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I wanted to enable one of my Android project to the new KMM but will deploy only for Android platform for the time being. According to this FAQ page it seems that the plugin works only for macOS. But was confused on the next paragraph stating
The good news is that you can work with cross-platform projects on
Android even without the Kotlin Multiplatform Mobile plugin. If you
are going to work with shared code or Android-specific code, you can
work on any operating system supported by Android Studio.
I am not planning yet to run the iOS part as I am still learning it, all I want for now is to prepare my project so when I am confident with my iOS skill starting it would be easy. I do not have a good Mac device as of now that is why I prefer to use my Windows machine for now which is more reliable for heavy stuff like Android development.
I just found the right place and reference and it is possible according to this documentation
I have a question, is it possible to write android apps without android studio? I know languages like C and java The problem is the following: I have a 4 GB RAM and as you all know, android studio is hungry for memory. I have tried to reduce android studio memory usage by disabling some plugins. One of the sources I have seen is This: https://techzog.com/development/android-studio-high-ram-usage/ however, I still have problems, particularly with my screen reader crushing and needing to constantly restart screen reader to read out contents of the window. So, my thinking was, is there a way to develop apps with IDE like visual studio code for example, or even simpler, notepad++ and then somehow build the project? The issue with this is project file structure creation, which has a lot of files and etc. Besides that, android studio has powerful capabilities for debugging on device, managing dependencies, APIs and etc. Is there some way to do this (possibly harder way) but without android studio? I prefer developing native vs hybrid or web apps. I have even tried python and developing some apps with beeware, but I still prefer native. Any suggestions are welcome. Thanks in advance.
Yes, you can do with Visual Studio code by using Kotlin. Also your app will be able to run at Android and IOS.
I'm a relative PHP newbie (10 months) and Javascript absolute novice, so please go easy on me.
I've just started playing with Cordova and have a couple of small apps for use internally within our small business that I could really do with, but testing my code is causing me grief. I've been using Intel XDK with the built in simulator, but it can't simulate SQLite or the FileTransfer plugin.
At the moment, the only way I can see of doing this in XDK would be to compile the app and transfer it to my Samsung mobile for testing, but this seems very cumbersome and will lead to everything taking much longer. I've just found Apache Ripple, but didn't want to spend a day looking into it to find there's a better tool.
Is anybody able to point me at a tutorial page that gives the easiest method for testing a Cordova app with plugin support, please? I tend to work from about 4 different computers, so something web-based that means I can pull the latest version of my code from Google Drive and start working with no setup hassle would be excellent, if it exists.
Cheers
Andy
The Ripple Emulator has similar coverage as the Cordova Simulator. Unlike Ripple, the Simulator can be extended to support specific plugins, but it will require writing simulation code to make that happen. See the cordova-simulate project for details on how to do that.
Otherwise, the next best option (and the most accurate) is to build the app and use remote Chrome DevTools to debug the app (see this XDK doc page for some help with setting that up). It is not necessary to rebuild your app to make this work. If you structure your code so that you can redefine key functions using the JavaScript console, you can actually debug quite a bit without performing a rebuild and reinstall.
Use the interactive JavaScript console to redefine functions within your app and then run those redefined functions directly from the console or restart your app, in situ, using the window.location.reload() function. An example of using this technique can be seen in this video, starting at about 18:30. The video is demonstrating the use of the weinre debugger, but the debugging technique can also be applied to remote CDT when debugging a built app.
Now I know this question pops-up frequently, but since I could not find a satisfying answer yet, I'm gonna ask here again:
I'd like to setup a cross-platform project for cocos2d-x using cmake.
My intention would be to have the general setup in my CMakeLists.txt files and be able to use this setup for Windows and Mac development at the same time, so I would easily be able to test our progress on Windows Phone, Android, iOS (iPad), Blackberry, etc.
I don't want to drag and drop files to XCode every time I need to deploy the game on the iPad when I applied changes to my Visual Studio solution and vice versa (when a colleague made a change to the XCode project).
Now I found the ios-cmake project hereand the android-cmake here.
Are they any good, i.e. are they still maintained and any good for developing with cocos2d-x?
Has anyone of you gathered any experience using cmake for cocos2d-x development or is there another common way to handle that kind of cross-system development with cocos2d-x? (I know there is the python script for the initial setup, but as I said, i need it to keep the project maintained at any time).
Thanks in advance!
A year ago, Reuben Bond made a fork to crosscompile cocos2d-x, you can see it Here. Exist a pull request supported by the official cocos2d-x project Here 3 months ago for Linux only, and another with windows Here.
I'm interested on cross-compiling and I hope cocos2d-x V3 support it.
I've built an Android app in the past (on a Windows machine using Eclipse), but having downloaded Ubuntu, the Android source and built it successfully (whew), I'm not sure how to tie it all together. How do I load my app into the Android that I've built?
If you really want to be building your own ROM you should head over to the Android Platform Developer's Guide and read it all through.
However if you simply want to develop your own applications then you only need the SDK (and on rare occasions when you want to add some native code also the NDK).
The easiest way to develop Android applications is by utilizing the Eclipse integration, which does most of the work for you.
You also probably want to know what all of the SDK tools (even if you are building your custom ROM) that the Eclipse plugin is using behind the scenes do, so head over to the Tools Overview.
You may want to take a look at the Android Cookbook.
It has loads of nice wee snippets of code to get you started.