Will Titanium work properly on all android sdk versions (1.5, 1.6, 2.0, 2.1, 2.2).....
Based on the research I've done, yes, I believe so. I'd recommend trying it out.
Yes it is.
But be warned that while Titanium has its strengths, it also has its weaknesses (ie; memory).
If you're working on a project for a client or are just starting your journey into mobile development, I would recommend learning how to code a native application. At least that gives you some options if you run into troubles. I've been burned a couple of times.
Titanium works with all android SDKs .You just have to make some changes to make it work with all SDKs. Titanium works with sdk 2.1 and below without any changes. But in order to make it work with 2.2 and above you have to add a symbolic link of adb file which is in
platform-tools(source) folder to tools(target).
Occasionally the platform-level support for a particular feature is different between the iOS and Android. For instance, the underlying audio support is significantly better on iOS; many features are simply missing on Android (we eventually patched them ourselves).
In addition, the way that the underlying platform's primitives are wrapped differs, so that code that is correct Javascript will result in incorrect Java on Android. An example we came across was related to the treatment of null and undefined when used with the Ti.App.Properties.setXXX functions. This issues are becoming fewer and farther between, as mentioned, but there are still issues not just related to UI.
I suggest you make a point of continuously developing and testing on both platforms; you'll find incompatibilities (mostly related to leaky abstractions) and their workarounds more easily that way.
Well it works great for the cross platform Execution.
The Only problem is that when user want to compare the iphone version & Android Version by developing same code.
iphone is excellent as per its gesture supports & fine UI works.While Android is still improving the terms.
So you should firstly check your terms and requirement then Go a head with Titanium. OtherWise
Appcelerator consistently working around all the native support as well as common features.
you need to find the possibilities in proposal for the Framework.it will be great approach & future perception as well.
Related
Hi there Im new to mobile application development. I had developed Android apps using Java and is just starting to get the hang of Cocoa Touch and Objective C. Now I am curious on mobile web application development to create cross platform/device applications which would at least run on Android and iOS(Apple devices: iphone, ipad). I tried Titanium and developing applications with this framework seems very promising. Although it is very powerful, popular, mature, documented and very easy to learn I had doubts investing time and to commit on using this framework for my projects after reading this blog which many Titanium users seems to agree with Why you should stay away from appcelerators titanium.
It seems that release v1.6 sdk and v1.7 sdk have the issue which they describe, the negative comments stopped right after the v1.8 sdk release was out.
My question is, is Titanium v1.8 sdk free from the memory starvation issue and other issues which were discussed on the blog post?
Would you personally recommend this for production use? And by the way I am using the 1.0.7.201112152014 Titanium build does this use the 1.8 sdk? Thanks in advance.
Take a close look at the progress of comments. It starts from people agreeing with him, and in the end everyone disagrees.
You can select the SDK you wish in the tiapp.xml editor, which is embedded in Titanium Studio. You should indeed use 1.8.x
The platform isn't, and probably never will be, memory issue free. But it also depends on how you build your app.
Stay away as much as you can from includes. And also stay away from creating a window/view/etc. with a file as url in it, this causes most memory issues because it's in a different space.
If you code well, you can use it perfectly without any issues.
Blog post author here. I don't fully agree with Topener - go ahead and read the comments yourself, it's just not true that "in the end everyone disagrees".
For what's worth: my experience is related to version 1.6.2. I've talked to people working with trunk and they told me that the memory issues are far from being resolved.
The only approach that seems to work is, as mentioned in the comments, the Tweetanium approach. But beware, that's not "if you code well". It's "if you code the way Titanium likes". If you take a look at Tweetanium (I suggest you to do it no matter what you decide to do in the end) you'll see that it has a very specific way to deal with architecture. If you follow that path, you should be good. If you think that the way Tweetanium is structured is good for you application, go for it. Be wary though, because (at least in what I consider to be complex) Tweetanium is not very complex, and with growing complexity I found that their approach is difficult to maintain. Again, evaluate for yourself.
Then there's the Android issue. Android support is far from optimal - Wunderlist decided to rewrite their Android version in native, I myself have had huge problems in making anything even remotely complex in iOS working decently on Android. If you need to support only iOS it's alright but, if that's the case, I don't see why you shouldn't write the app directly in Objective-C... considering also the (unavoidable) delay/mismatch between the Titanium and the iOS SDK.
Just my 2c. I suggest you not to take the decision lightly - it costed us a lot.
I'm not sure if this is the best place to ask this question so if it isn't please let me know and I will move it. I am looking to create a game for both Android and iPhone platform. I know Unity is a great game engine and my question is how well does it work for creating one code base to build for both Android and iPhone platforms? Time is a constraint on this project so I am very interested in how smoothly the process usually is when trying to build both applications and how much custom code must be written for each specific application. Any insite that people have on this topic would be much appreciated thanks.
Unity, as implied by it's very name, is designed explicitly to facilitate such multi-platform development in little time. You can for example define for each platform what the max size of each texture is, and it will automatically resize them for you when you build for that target platform - the build process really simple too. Since both your platforms are touch devices, it should be easy to have just one code base working seamlessly for both platforms (and more if needed), with very few custom code for each platform.
Unity has a no-questions-asked 30 day trial of the Android and (I think) iOS versions - I encourage you to try them and see for yourself how little time it will take you to have a proof of concept build for both platforms.
I know C# rather well and just love Visual Studio as IDE. :) Yet now I want to start developing for android...
I found out about MonoDroid and wanted to ask if it has any downsides to it that would make Java more preferable, or should I uninstall Eclipse and dive straight into MonoDroid?
If I understand right, MonoDroid deploys/compiles native android applications and does not need any additional .net-like framework or anything?
Are there any significant limitations to what I can do with MonoDroid? For example, having the app run in the background or using some external .net libraries for image editing, etc. ?
I've been worrying about the same thing - productivity in C# instead of playing with an unfamiliar language, vs developing how the OS developers intended it to be.
Its easy to list pros vs cons -
pros (of monodroid, for C# developers)
familiar dev environment, can develop using Visual Studio
C# instead of Java
Reusable code assets - you can use a lot of code in your iphone project or Windows phone 7 project using monotouch and the WP7 SDK.
cons -
debugging could be difficult, due to lack of api documentation from Google. Will have to depend solely on monodroid documentation.
there could be a lag when it comes to latest cutting edge features - safe to assume that the monodroid team will require some time to wrap around the latest android features every time there is a new OS release
availability of libraries - I am not sure how you can use the open source libraries that would have evolved around the android platform, that could cut down on development time
Much of the documentation available is in Java: so if you run into difficulties with phone behavior when using MonoDroid you won't really find that much help or debugging information so you may want to stick with Eclipse.
There's a lot more than just a set of wrappers running under davlick, truth to be told, there is much more of a horizontal relationship between MonoDroid and Android;
When did using the same language as the OS developers become a big issue? There's lots of C++ programmers wondering how to use BSD or SVR5 and many C programmers who want to know what the heck to do on Windows++...
If you will write in c# anyway you will be have to wrap it into a Java code, so what's the point ? Also you may head with a very difficult issues while trying to understand the APIs who written for Java programming...
Here are some points that you can mull over:
Android applications are predominately written with Java. The Android SDK itself is natively written in Java.
Working in Mono may not provide all the functionality available in the Java SDK.
If you are a C# Developer you wont be able to find, in Java, some of the (cool) features available in C# (like Property Delegates etc).
Code written in .NET can be re-used for other environments - this may save a lot time that would have been spent learning a new language/environment (like Objective C), and coding in it.
.NET extends the Android development stack with it's existing libraries and API's.
I think both are good for certain reason. It will be very hard to say which one is preferable for Android development - in the end that is up to you too decide.
Also note that any release build using monodroid adds an additional 4mb to the apk filesize and increases app startup time with a few seconds.
For simple apps this can mean a 500-800% increase in filesize - whic is pretty bad in my book.
I have an app that works fine in Android 1.x but not in Android 2.x
i need to do things different based on the version of Android the app is running on (querying contacts).
is it possible to have two separate methods within the one app that i can choose based on the version of Android the app is running on?
many thanks
Ed
Use reflection and class loaders. See this post on the Android developers blog: http://feedproxy.google.com/~r/blogspot/hsDu/~3/9WEwRp2NWlY/how-to-have-your-cupcake-and-eat-it-too.html
Edit:
Thanks to CommonsWare for pointing out a sample project which uses both the new and old contacts content providers and conditional class loading: http://github.com/commonsguy/cw-advandroid/tree/master/Contacts/Spinners/
you can get the sdk version with BUILD.VERSION, check
How to retrieve the android sdk version?
however, i am wondering what function is runnable on 1.x and not available on 2.x.
did you use any of the internal classes?
I really suggest that you fix the function issue, rather than doing different things with different versions, if it can be avoid.
You can read out the OS version of the device.You can have different methods in your app depending on the device OS version, but you can only compile against one SDK version. Therefore, you need to choose the minimum, which at the moment currently is 1.6 (I think 1.5 is rarely used anymore)
see:
http://developer.android.com/reference/android/os/Build.VERSION.html
developing for multiple screens / devices:
http://developer.android.com/guide/practices/screens_support.html
The Business Card example that comes with the latest Android SDK was a big, big help. I recommend it to those that like me might not be a professional full-time developer. Thanks everyone for your kind input.
Does anybody have experiences from cross platform mobile app development framework MoSync?
It sounds very good and promises much. But does it deliver?
We have used MoSync for 8 months now and I have a good feeling about it. It is still magic to me that you code in C++ and out comes a jar-file or whatever platform you choose.
It is great for application development but I wouldn't recommend it for gaming with advanced graphics. It seems too slow for that on Symbian.
The APIs are very easy and I learned it very fast. And I have the freedom to do whatever components I want thanks to the MAUI framework and using widgets with skins. You can really make an application look very nice.
It is great for me as a developer that I can support so many phones and platforms. I can also do specific behavior and include/exclude functionality based on the phones capabilities.
When it comes to deployment I end up with hundreds of binaries for every device and I have to take care of them my self. To put them on a web server somewhere and make sure that every user get the correct binary when they try to download the app. I wished that they had some kind of app-store so they could host the apps.
MoSync still have a bit to go until it is working properly. There is no guaranty that an application that is build for a specific device actually works on that device. But I'm sure that they will reach there very soon. And when they do... I simply just need to rebuild my app with the SDK (I think).
Have you seen Mosync 2.6, I think this solves most of the problems you mentioned,
the feature list is at:
http://www.mosync.com/documentation/manualpages/whats-new-mosync-26-pyramid
I personally I'm quite excited about the whole HTML 5 integration, it sort of blurs the line between native and web app.
Hope this Helps
Tony