How to port an android application to blackberry? - android

I am developing apps for ios and android sdk. Is there any tutorial that explains how to port an existing android app to blackberry, and to publish it to the blackberry market?
I have no clue as far as blackberry is concerned. I saw a recent video on RIM playing an android app on an blackberry playbook. Is there is a possiblity of porting an android app in blackberry playbook? Does the porting only narrowed to blackberry playbook or the all other blackberry products?

The android player works on the QNX platform which is what playbook has. You can port your android app to run on the android player fairly easily and test it on the playbook. when the new Blackberry 10 phones are launched, they will run QNX and your ported android app should run on it.
Although the android player has limitations. Among several limitations, one I can recollect is it cannot do C2DM.The others are
It cannot run
anything built using the Native Development Kit
apps containing only App Widgets
apps containing more than one activity tied to the Launcher.
any packages which rely on Google Maps
in-app billing services,
Android's text-to-speech engine
I dont think it is worth spending time and money to port your android app to blackberry devices pre 10 as RIM has announced that they are killing java on blackberry. So best bet is to use android player and port your app to run on it so it works on playbook,blackberry 10 onwards.

Porting existing android app to blackberry is explained in below tutorial
http://www.whitesof.com/?q=node/37

Related

Use Android Auto App in Android Automotive Emulator

I saw that there is a DHU for Testing Android Auto Apps during development.
At the same time, there is an Emulator with system images from Volvo and Polestar to use Android Automotive in Android Studio.
I found this on Google Android Auto webpage:
You enable Android Auto to connect with your phone app by creating
services that Android Auto uses to display a driver-optimized
interface to the driver. You reuse these services for your Android
Automotive OS app, but users do not install your phone app on their
cars.
I was wondering if I develop some app for Android Auto, how complicated is the process of transforming this app to use it in Android Emulator or as an Android Automotive App?
The whole let's say business logic behind Apps should stay the same and services, according to Google, should work on Automotive as well? So the only difference is in UI?
Thanks!
Take media app as an example
It isn't complex, there is step-by-instructions at https://developer.android.com/cars to port your Android Auto app to Android Automotive OS.

Blackberry Server : "Qnx/Android" is not supported

I'm converting my Android app (apk) to Blackberry OS 10 (bar).
Everything is ok if i install the bar file to my BB.
But when I try to upload to our BB server to deploy to software to the Z10, i have the problem:
"Qnx/Android" is not supported
I found the root cause here:
It is currently not possible to add Android applications to the work
perimeter on the BlackBerry Playbook tablet or BlackBerry 10
smartphone; this is by design.
Since all applications added to the BlackBerry PlayBook tablet or
BlackBerry 10 smartphone via BlackBerry Device Service are installed
in the work perimeter, Android applications cannot be installed.
Alternatively, Android applications can be successfully downloaded
directly into the personal perimeter on the BlackBerry PlayBook tablet
or BlackBerry 10 smartphone.
What's should i do now?
I need to install my app to more hundred of BB10.
Can i reuse my Android code?
If can't, what's the best solution, best language if i must you write all the code from scratch.
Thanks you
Possible duplicate of
Deploy repackaged android (BB10) APP in Blackberry Enterprise Server within workspace
You can't reuse any of your code.
The best option depends on the type of application. If it is reasonably complex, with interaction with on device stuff like location, then Cascades/C++. Alternatively, you might consider html5. Have a look round here for more:
https://developer.blackberry.com/
Playbook is another curve ball. If you have to support that then you can't use Cascades.
And to be honest, there is a certain amount of personal preference involved here too - what do you like writing in?
Just a FYI, it took me about 6 months, part time, to feel fully comfortable with C++/Cascades. This was from nothing, no C, no C++, no experiences of GUI design tools and a different IDE. But I created my first app, a really simple one, in two weeks.

In blackberry does android player supports push notifications or C2dm?

I want to develop android application so that it also works on blackberry. I have searched that blackberry onward 10 and blackberry playbook supports android application and android player to run android applications. So in my application I'm using C2DM Push notifications from server so does this feature is supported by blackberry android player, if I make this in native android?
For the above scenario do I have to make application in native android and blackberry each or I can make for only android and it will run in blackberry with the C2DM feature?
Thanks in Advance!!
Android C2DM requires the presence of Google Play (formerly Android Market). Without this component, your client won't be able to receive notifications.

If I buy a Nexus one in Best Buy can I use it for develop applications?

I want to start Mobile Phone development, but I am very very new to this area, I have 3 choices: iPhone, Nexus One and Windows Phone. I believe Nexus one atracts me more. But I have never bought a smart phone. My questions is: If a buy one Nexus One from Best Buy store, can I use it for developing Android applications?
I appreciate your help, nobody helps me with this question and I am a novice in smart phones.
Thnak you
Edgar
For the most part you do not need a device to start doing mobile development. You can download the Android SDK complete with an emulator here: http://developer.android.com/sdk/index.html
If you're not sure which kind of development you'd like I'd recommend downloading the toolkits for all the major ones, trying them out, and then decide.
Android
Windows Phone
iPhone
Blackberry
You don't develop mobile software ON a mobile device. You use them to test.
If your choice is Android vs. Windows vs. iOS, then you need to decide what kind of software you will be writing.
For native apps, all 3 use very different development platforms (java vs. .net vs. objective-c).
If you're going to go the HTML5 + Phonegap route, then it really doesn't matter. And you really don't need a physical device anyways...you can always test on simulators.
If you want to do ANY app dev for iOS, though (be it native or phonegap) you WILL need OSX on a desktop/laptop computer.
First decide what operating system you want to work on as DA suggested. If you have decided to develop applications for Android then iPhone and Windows phone is of no use to you.
Only those devices having Android Operating System you can use, Nexus One or Samsung GalaxyS are good options.
But before buying anything you can start developing applications as there is emulator provided which does most of the work that a device does.

Using Adobe AIR to develop Android mobile applications

Can anyone give a comparative information between developing Android mobile applications using Eclipse SDK and Adobe AIR?
Kindly share your opinion, anyone who has already having any experience on developing Android mobile applications using Adobe AIR.
I have gone through articles on developing Adobe AIR but wanted to know if anyone found it useful. I am aware that Android mobile applications developed using Adobe AIR is supported for Android 2.1 and 2.2.
Thanks in advance.
I will do my best to answer your question, though it's a little broad (if you could provide specifics on the information you need, I'd be happy to add more detail).
Firstly, there's a ton of information both from Adobe and from the Flash/Flex community on developing for AIR for Android. You can develop for AIR for Android using Flash and the Flash IDE or using Flex and the Flash Builder IDE currently in public preview on Adobe Labs (you can do straight ActionScript as well if you like).
One of the benefits of using AIR is that you can leverage your existing skillset in Flash/Flex/ActionScript rather than having to learn a new language. Another benefit is that yu can reuse code for existing Flash/Flex/AIR applications you may have built. Another benefit, and the one Sheikh mentions above is that Adobe is working on making AIR a cross-platform mobile runtime. If you search you will already find articles from Adobe and the community about people running AIR applications on the Playbook (the simulator anyway, since the device isn't released yet) and even using the preview Packager for iPhone to compile their applications to iPhone.
Although I haven't worked with AIR, but what I feel AIR is for, is cross compatibility.
Its like you're not building for Android, you're building for AIR. and since Android supports AIR, your applications will run on Android device.
In future more Mobile OS will start supporting AIR, so if you code an app for AIR, there will be a huge possibility that your same code runs on different platforms like Android, Windows Phone 7, iPhone (perhaps :-P). Thus, it will be saving a lot of coding effort for coders.
I have discovered that the cross-platform compatibility for AIR applications is quite good except for a few caveats:
1) User input boxes. They are generally not handled well in AIR applications. The popup keyboard can hide the input box, which it generally does not do with native JAVA apps for Android.
2) Real-time games. AIR for Mobile is SLOW. You may be disappointed if you try to develop any sort of real-time software.
3) Socket communication. This is my current peeve. I created a simple chat application in Flash and did some speed tests. This is in preparation for creating multi-player games for mobile devices. On the PC, the application can run over 200 messages per second to the server and get responses. On the AIR for Mobile, both on the iPhone and Android, it is about 11 messages per second max - and the app is doing nothing BUT sending and receiving the data strings. Add a layer of game play and the speed limitations could be crippling. This means real-time games may suffer if you need faster communications. It's plenty fast enough for turn-based or games that don't require lots of updates.
Basically, the cross-platform compatibility is nice. Just think about whether your particular project might be harmed by the speed issues as well as potentially poor handling of user input boxes. Do some testing.

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