Is Boost::asio officially supported on ios & android? - android

Is Boost::asio officially supported on ios & android ?
I am using asio for networking on ios & android. It works all fine, but I don't want to get into trouble after my app is released & one fine day with one ios/android OS update asio stops working.
Hence, wish to check:- Is Boost::asio officially supported on ios & android ?

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google JS input tools (transliteration) not working

I am developing a website with Google input tools API.
The transliteration api is not working on android devices.it is working fine on iOS devices and desktop devices. (did not test on windows mobile)
Google input tools link
even the above link (Google hosted) is not working in android devices. I am using "Sihala" language. I know that the API is deprecated, but is there any way I can get this working on android devices?
mostly it looks like it's an issue with keyboard input and not the platform itself like android or ios.
in case you connect a physical keyboard to your android mobile , it will work but not with the android keyword.

Mobile version to Tablet version and iOS version

I've made a mobile version of a specific app. But the next requirement now is to build an app that can be run from mobile OR tablet.
If my app supports the compatibility version in mobile from M to lower, will it run also to a tablet. (Given it is also an android tablet not an iOS)
Next Question
Also, i'm sure that the next requirement will be to develop for an iOS app.
do I need to work it again in iOS version or there is a certain way to convert or to do at once the android and iOS version?
thanks for advance
just a quite beginner here in android dev and new to iOS and Tablet app development:)
*C# - XAMARIN DEVELOPER
In Android if you are making app for Mobile Only and you want to support Tablet also then don't worry just add one folder that contains the Tablet layout file and set the layout compare to Tablet that you have to display.
IOS Development :
For Ios If you have to Create Only App for iPhone and you have support Tablet also.
Then go to Info.plist. file and change Devices setting to Universal
that can support iPhone and iPad both.
If you have any doubt then free feel to ask.

Using WebGL in native Android App

I need to make a 3D animation across the web, android and iOS platforms. My question is, is it possible to use WebGL to make the animations in native android and iOS apps? As I would write the animation once and it would in theory port to the android and iOS with out any problems or am I going to have to simply use the OpenGL ES to make the animations for the mobile devices and webGL for the web.
Disclaimer: I work for ludei
So, that's exactly what a company called ludei is preparing to launch ;)
We have it working on Android 2.3 (even on a Nexus One!) through 4.2, and iOS 4 (I think?) and up. We don't rely on the system browsers or webviews, so there are no "private libraries" problems, and we support versions of Android that can't have WebGL otherwise.
We're giving it the final touches now, but we should be able to release it in a few weeks :)
Check out http://impactjs.com/ for iOS they are allowing you to use threeJS //asmallgame.com/labsopen/webgl_impact/ right now for Android it is only supported on Chrome Beta and you have to enable the flag http://thenextweb.com/google/2013/01/25/google-finally-makes-it-easy-to-enable-webgl-support-in-latest-chrome-for-android-beta/ I would expect webGL to be fully supported with key lime pie version of android coming out soon. Also you can hack the iAd platform to support it on iOS but you will not get it through the app store due to using private libraries. github.com/benvanik/WebGLBrowser also be aware of github.com/kripken/emscripten because firefox recently came out with asmJS on odin monkey techcrunch.com/2013/03/21/firefox-nightly-now-includes-odinmonkey-brings-javascript-performance-closer-to-running-at-native-speeds/ this enabled firefox to port over unreal engine to webgl in only a few days at the last GDC so hopefully chrome and other browser start supporting asmJS for the obvious speed boost. techcrunch.com/2013/03/27/mozilla-and-epic-games-bring-unreal-engine-3-to-the-web-no-plugin-needed/
WebGL is not fully supported on all browsers, however both Android and iOS have native OpenGL views that can be used (and will provide a much faster experience than WebGL). Once your environments are set up for each platform, using the same code will be mostly trivial.
Although cocos2d-x does not support 3D animations, its documentation may help you get started for cross-platform apps using openGL.

PhoneGap Android iOS NFC

I want to build an Cross-Platform App with PhoneGap. This App should run on Android and iPhone. The Android Version should be able to scan NFC Tags. Is it possible to do this with PhoneGap or do I have to write two native Apps, one for Android and one for iOS?
Thanks
Iphone has no NFC enabled devices yet. You can build the app with Phone GAP and will work in Android (there's a lot of blogs that explain how to do it) however not sure about if the app will launch in iphone due to it NFC required capabilities....
Today I suggest to write the app Native on Android... and wait a little to the Iphone 5.
You can write a plugin for PhoneGap to provide the NFC capability of the platform you are on. Here's one for Android.
https://github.com/chariotsolutions/phonegap-nfc/
When iphone 5 comes out with NFC you can just write the plugin for iPhone and add it to your project.
Update: iPhone 5 doesn't have NFC. However iPhone 6 does, but only supports ApplePay and SDK/API is not yet provided by apple.

Will Android support WebSockets in an upcoming version?

If so, does anybody know which version it's scheduled to be supported in (in built-in Chrome Lite browser)? Also, is it currently supported on any of the alternative browsers for Android like FireFox or Opera Mini?
Will Android support WebSockets in an upcoming version?
Probably, given Google's HTML5 emphasis.
If so, does anybody know which version it's scheduled to be supported in (in built-in Chrome Lite browser)?
Google does not publish that sort of detail in advance of releases. Hence, you'll know about it when it ships, not sooner.
Also, is it currently supported on any of the alternative browsers for Android like FireFox or Opera Mini?
Firefox Mobile's FAQ does not list it among the HTML5 features it presently supports. I have no idea about other browsers.
The iOS 4.2 beta currently has WebSockets support: http://twitpic.com/2yiygv
Come November when iOS 4.2 actually ships, if it still has WebSockets turned on (it has been in a previous beta and been turned off before shipping), then you can be sure that google won't be far behind.
Regardless, I predict that it will arrive with Gingerbread (the next one) since they are making such as big for other HTML5 features in that version: http://www.shoutpedia.com/what-is-next-to-froyo-android-2-3-might-be-released-by-fall-of-2010-3457/
Opera Mobile, Opera Mini and Firefox Mobile do not currently (Feb 2010) support WebSockets and won't do so until a change to the specification has been made. This is because a security issue was found in November 2010 in the underlying protocol: http://www.ietf.org/mail-archive/web/hybi/current/msg04744.html
I imagine WebKit support is also on hold until it's safe again, but it's not clear when that will be.
It's 2012, and the Android Browser still doesn't support Websockets (at Android v4.0). Also, there does not seem to be any indication into have websocket in the Android Browser. some speculation seems to revolve around Google switching the Android Browser with Chrome for Android (why they didn't do this before, is beyond me).
iOS (safari, chrome and opera*) has been supporting Websockets for some time now, however, you loose iPhone 3 (and below) clients. Not that they're much nowadays (from statistics).
Flash....well, flash isn't a browser platform, but it's a good fallback. Thanks to Flash, you can get websocket goodness on older browsers like IE, even on Windows Mobile.
Still, it doesn't fix the issue on Android (the default flash player is a slim vendor-specific mutilation) nor does it work for older iPhone/iPad versions (they tend to get sick whenever they hear anything about flash).
*Opera Mini DOES NOT support websockets, as opposed to Opera Mobile.
Even BlackBerry 6.1+ supports Websockets, but not Android. Google was first in HTML5 among desktop browsers and seemingly last one among mobile platforms.
The iOS WebKit does only support old, outdated WS spec. Not RFC6455.
On Android: built-in browser up to and incl. Android 4: no WS support whatsoever.
Firefox Mobile .. current WS spec support. Same with Chrome for Android (only avail. for Ice Cream).
===
Btw: For Android native apps, there is Autobahn WebSockets for Android
https://github.com/oberstet/AutobahnAndroid
It supports the final RFC6455, integrates well with UI and service apps, provides RPC and PubSub over WebSockets, and more. Check out the project README on GitHub.
Disclaimer: I am the author of Autobahn.
Firefox Mobile 7(Aurora) support WebSocket(renamed to MozWebSocket):
console.log(window.MozWebSocket.prototype)

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