Architecture for Client Side Apps [closed] - android

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I need to write a client side application which communicates to a WCF service.
The app is actually targeted for multiple platforms.
Internet Browser.
Android.
iOS
Windows Phone.
The client side is rich on UI.. should contain animations and "fireworks"..
In the past, Flash used to be the generic 'Glue' to hold all that.
But These days, I keep seeing and reading about HTML5 hype..
I also heard and read a bit about Xamarin but will not dive into it before I get some confirmation that it can deliver what it promises.
So, My questions are as follows:
What would be the technology to use in order to develop client side?
Html5 or Xamarin - or should I just stick to flash?
do note - this is not a request for opinions - or in other words:
I'm looking for answers of experienced developers who already done something like that and can tell me of a sure path to success.
Xamarin and visual studio - is it correct that this will allow me to develop everything on VS.2012/2013 IDE and will be able to output packages per OS?
Keep in mind I'm MS oriented dev.
Thank you.

You mention candy crush.
The realistic answer in business today is simply develop the iOS, Android, and anything else natively. It's the only thing that really works.
Trying to save a few dollars on 'cross-platform' is useless.
For 2D or 2D games specifically, you should use Unity3D, which is the overwhelming market dominator, currently, for games production.
In general there are any number of better-or-worse "cross-platform" things like xamarin, appcelerator, etc etc.
But the overwhelming factor in your project will be, you need to forget about a server side and change to parse.com. That time-saving will utterly overwhelm any "minor" decisions about what to program the different platforms with.
FYI Unity3D works with c#. Android is Java. iOS is objective-C.

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Using webview instead of native apps [closed]

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When you have to implement system which needs:
Backend, Frontend (Angular for instance), Android, IOS
You are considering implementing a mobile version of frontend and use webview instead of native Android or IOS app?
Of course, it depends on the project, but let assume:
We don't have to use Android / IOS features like notifications, sensors (Bluetooth, nfc, ...)
Our project is a page for instance "StackOverflow", where the user may authorize herself
Nowadays, we are also implementing the mobile version of the frontend as a good habit
Usually, native apps would always be better, but maybe it's faster and enough to use webview instead of implementing two native apps?
There is no correct answer to this. One could use a PWA, a hybrid app (many ways of doing that). As always, it depends. I don't even know if native apps are always better. They are more expensive in many cases, but if that is 'better'? Wouldn't a web app work too? It almost certainly is faster and cheaper to develop one (web-)app for multiple platforms, but what way to go is the best in your case is entirely up to you to decide.

Should I learn Unity C# for PC before learning Unity for Android? [closed]

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I want to start learning Unity, I'm a web developer and I have a decent level in C# but I've never touched Unity before.
I mainly want to create games for Android (maybe iOS in the future), there are many courses on the internet but I'm wodering if I need to have a good understanding of Unity PC/Mac.. before trying to learn Unity for Android.
I found this course : https://www.udemy.com/course/unitycourse/, It seems like a it's a complete and detailed one, but it has nothing to do with Android. Should I learn something like this first?
I'll appreciate any advices, thank you.
As an android developer that made a few games with unity, I think that if your end goal is to develop for android so just start with that..
I developed several apps(games) for android and I didn't had any problem with it and I didn't even know C# before.
Besides, you will get a better idea about how to make an optimized app that can work well on Android.
You can find some great Videos on youtube, for example this channel
Do a quick project on the desktop first.
The setup required to build for android devices will be an extra hurdle to get over, so I would recommend starting with a project that you can develop directly on the desktop, if the primary goal is just learning.
Besides the small amount of extra work it takes setting up Unity3d to build for Android, it will also be a slower to build and run the project on a smartphone than just running it directly on a desktop. And there will always be a lot of trial and error when you are still learning.
And if you think ahead, it might be no problem porting your desktop-project to mobile after a while. Touch can be pretty similar to a mouse, and Unity3d won't care about the difference in many cases.

What mobile tools should I use in my project? [closed]

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I'm relatively new in mobile development, but I'm really familiar with HTML5. I have a project, wich will be used in pubs, where the customer orders the bar through his cell phone. Some informations:
The bar will have a local server to receive the requests (it will work in local network)
The clients application will have live a chat, so the customers can meet new people in the same bar :). However, the chat server will be online (the customer will need internet to access this functionality)
The application will likely use push notifications and maybe perform some simple background processing.
The application should be Cross Platform.
So what would be the ideal technology to use? Cordova? PhoneGap? Intel XDK? Xamarin? Embarcadero? Should I also use WebSockets?
Thanks!
So phonegap/XDK is really the same a cordova and they're all fantastic. Phonegap and XDK are just... implementations of Cordova. Phone gap can do everything you want it to. I've used phonegap to link multiple phones to a server(and each other) for a grocery deals app.
I would hold off on websockets(though they technically can do what you want). They're not the most maintainable or easiest to set up.
I've explored Xamarin a year ago and it looked like it would work for my(and your) applications. However, it seemed to be completely tied to the .NET framework. So if you don't mind being led by the nose for all you're profits...
I have no direct experience with Embarcadero, but I've now signed up for a trial due to this post.
Sources: 2013-2016 Mobile developer---successful and lucrative project completion
I don't have much idea about all the technologies you asked but I have worked with cordova and accomplished all the requirements for your app. It can be a good option. I'm not very familiar with other tech

Advice for moving from WP8/WPF to android development [closed]

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I'm a WPF and WP8 developer and I'm planning to develop all my current apps for android too. I did some research and read a little about android development. From what I've read, Android's XML is terrible compared to XAML. The tags are long and terrible (For example, why couldn't they just have Width instead of android:layout_width ?) And the most annoying part was that there is no equivalent for data binding.
So, I looked into alternatives and came across Xamarin, which seems a better. But I have a few questions I was hoping someone would help me with.
My biggest question is should I go for Xamarin or go ahead making native android apps in java? Is there any disadvantage on using Xamarin? Because there is a good thing about it that I can reuse most of my code..
Is there data binding like functionality in it?
Does Xamarin support all features that a native app would? Will I be able to get Material UI design templates in it?
Also, if you have any other advice or suggestions do let me know.. Thanks
My suggestion would be.
1)
Take it easy. Android development is not that bad.
It is true, you do not have data binding facilities as you have in WP but that is not end of the world.
Android xml is simple and it beautifully solves the issue of different screen sizes and types.
You have to write more code in android than in WP. WP came after android which allowed Microsoft to come up with better development patterns for rapid development.
2)
Big no for Xamarin. Xamarin reduces your options because it relays on android library wrappers in c#. Only benefit of Xamarin is to have common business logic. that is normally 5% percent of any project. In most cases you would find yourself in very tight situation; for instance, if there is any good 3rd party android library that you want to use in your project then you have to wait Xamarin wrapper for this library in order to use it.
3) Not always, you would find restrictions

Tkinter to android translation [closed]

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I have a relatively simple tkinter program that just uses Event, Button and Label objects. I would like to translate this to be usable on an android platform.
1) What python for android should I use? QPython, py4a?
2) And on that platform, what GUI module should I use?
I'd like a little bit of detail for why you think a specific module or app would be best, as I'm just getting into the android scene and want to make an intelligent jump.
Even for native purposes, most developers would advise you keep away from Tkinter. It's a dated and unintuitive library that often makes GUI creation and maintenance harder than it needs to be.
The main advantage of developing apps using a Python library and embedding in Android is cross-platform support.
These libraries will often allow you to port your app with ease to many different operating systems.
I will not answer which is "best" since this is an opinion-based question outside the scope of StackOverflow, however I will say it is (generally) easier to port from Kivy to android than it is in some other libraries (such as Qt). But take this with a grain of salt.
Most libraries nowadays offer advanced GUI capabilities built-in, and your choice will likely not limit you in that regard.
Either way, there is no direct/simple way to translate your Tkinter project to any of these, and you will likely have to rewrite it with the library you end up choosing.
I will add that if your intent is developing only for android, most would advise developing in a native Android language, such as Java or Kotlin, or using a development tool which makes use of such languages. This would result in smaller APK sizes and likely faster running times for your app.

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