I am planning to create a complex application which has lots of Database requests and Network data sending back and forth. Is it advisable to use Basic4Android(B4A). I am confused ? I downloaded the trail version and liked it because its easy atleast at the beginning, don't know about later examples. The points am concerned about is
1> Is it possible to Customize Controls Easily using Basic4Android.
2> Is it fast as compared to Eclipse in terms of understanding and coding time.
3> Updating Application later when want to add new features.
4> Can the API available for android can be used in Basic4Android, Like the jar files which we add as external jars to the classpath can that be done in B4A?
5> Also can a plugin kind of application be made in Android , if yes then is it possible using B4A?
If someone has made application using B4A please Guide me.
Currently am trying the examples from the guide the B4A guys have on the web and am finding it amazing. But I need an expert "REVIEW" who has previously worked on B4A.
I need to work on application ASAP.
Thanks in advance.
1> Is it possible to Customize Controls Easily using Basic4Android.
Yes, you can use images,panel and reflection lib to customize
2> Is it fast as compared to Eclipse in terms of understanding and coding time.
Yes learning curve is very short
3> Updating Application later when want to add new features.
You can save the b4a project and change when ever you need to update.
4> Can the API available for android can be used in Basic4Android, Like the jar files which we add as external jars to the classpath can that be done in B4A?
You can add (wrap) external jar files in Eclipse or use B4A Simple Library Compiler. Check out tutorials. You can also make your own libraries
5> Also can a plugin kind of application be made in Android , if yes then is it possible using B4A?
Depends on what plugin you want to make. The source code of apk created by B4A app is stored in src folder. You need to check out whether it can be incorporated in your android IDE.
Related
I have to build an android app in which I have to integrate unity player with an existing android application. I need to get values from a sensor and animate the gameObject in unity. Should I make a plugin using ndk or jni? Please help. I'm new to this. I have read the docs but I am confused.
You can choose to build an Android Studio project instead of an APK. To do this, select the "Google Android Project" checkbox from the android build settings.
This will give you a project with a main activity which is a UnityPlayerActivity. You can add/remove activities, views and do anything you want with the project. You should also be able to move the contents to another project and merge them. The important thing here is to keep all the libraries and resources Unity builds intact. This should all feel natural if you're familiar with Android Studio.
To pass data to/from Unity, you can use the AndroidJava* classes, which essentially allow you to call any Java code (from the OS libraries or your app package) as if you were using reflection API.
I am working in a team to create an andorid application.Initially we worked on a particular single system for developing.
Problem is that we want to divide the work among all of the team members so that they can work on a particular section of the development in seperate systems.
But we dont know how to divide a project into different systems.Also we would like to know how to club these works together after completion to form the application.We are using eclpse for developing.
Please help us.We are having a great problem with this.
Please help us.
#user3285824 : You need a Revision Control or Source Control Tool. Please check out Apache Subversion which is the best tool to develop separate modules in eclipse with team members.
Follow the tutorial to install SVN in eclipse.
Use GIT repositories in a common server. There you can get your own copy of the project and you can modify your copy. Then you can update your changes in the server. Please refer to http://git-scm.com/book/en/Git-on-the-Server-Setting-Up-the-Server
I have been working on a project for both native iOS and Android apps. Now that my parent projects are done, I need to run clones for them. These clones will use more or less the same code but with different languages, resources and possibly XIB files as well. I have been using GIT for code management and I google the best way to handle this and the suggested technique was with Forking which was no good because it started creating issues with different Package IDs in the projects.
Now, you know the problem that I am facing. I am looking for expert opinion to handle this scenario.
Don't know how about Android, but for iOS you can use targets and then set which files should be used by selected target. Each target may have its own Info.plist file, different graphic assets and more.
Start with duplicating an existing target:
You will notice Info-copy.plist file, which is a setting file for the new target.
Then use a proper scheme to run your new target:
If it's not there, go to "Manage schemes" and press "Autocreate schemes now"
I have a project that I have been working on which is a standard android application that does not include any other external libraries at this time. I am now looking at making a game at the end of the app(its a quiz so after the questions I want to make a mini game).
So what I am trying to find out is can I just import the libraries that it uses and connect them to my project rather than creating a LibGDX project and importing that?
What it comes down to is your personal preference. In answer to your question, yes you could just add in the jar files and such into your current project, however you are going to have to edit your manifest and some add in some other stuff besides jars using this Setup. In my personal opinion it would be easier to create a libgdx project using the tutorial found here, but in the end as I said before it all depends on what exactly you want to do.
Before deciding, ask yourself.
Do I want to have everything in one project, or can it be in more than one?
What would be better in the long run for managing my app.
Do I want ease now or later?
Cheers!
It's quite often that we see two versions of an android app: a paid version and a free version. I'm also developing an app that would like to release two versions. What is the best way to do this? Creating two projects and copying files in between does not seem to be the best way in my mind.
Use Library Project, as the official dev guide suggested:
If you have source code and resources that are common to multiple Android projects, you can move them to a library project so that it is easier to maintain across applications and versions. Here are some common scenarios in which you could make use of library projects:
If you are developing multiple related applications that use some of the same components, you move the redundant components out of their respective application projects and create a single, reuseable set of the same components in a library project.
If you are creating an application that exists in both free and paid versions. You move the part of the application that is common to both versions into a library project. The two dependent projects, with their different package names, will reference the library project and provide only the difference between the two application versions.
Update: This method is really only good for compiling with Eclipse, since Android Studio supports build flavors which can achieve exactly this.
While #yorkw's and #Nate's answers are both good, this is the method I use due to its simplicity. From the article:
com.example.myapp – Android Project Library - This is where my ENTIRE app lives. All the functionality for the FULL and LITE versions.
com.example.myapp.full - Android Application Project - This is a shell that contains graphics and resources needed for the full version only. Basically it’s a super lightweight shell.
com.example.myapp.lite - Android Application Project – This is another shell that contains nothing but graphics and resources needed for the lite version. Again, its a super lightweight shell.
I also keep a static variable IS_PRO in a library class which is set when the app launches. This should be used only for notifications, alerts, and so on (such as asking the user to upgrade to pro).
However, this method has one drawback: you must clean and rebuild any time the library or its resources are modified. Also be sure to read this post on sharing resources between a project and a library.
I would call this a FORK in development. Start a new App development, but have your common code coming from a common file location. Make your free based edits to the forked code, and try your best to keep that code completely separate.
I actually did this on an iPhone based app, I have a free version and 2 different payed versions (a single player only and a multi-player). I would do it the same way on Android.
U can use git for example.
Create branch "app_with_ads", and master will be your "paid" version.
Develop in master and merge periodically to another.
before publish u probably will have to change app package, or something else in Android\ Manifest.xml
Here's a little blog tutorial about doing this.
Basically a howto for building a Full and Lite version of the same app, using a library project to accomplish code reuse between the two versions.