MoSync experiences - android

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

Related

Portable Mobile/Tablet application proof of concept

I need to develop a portable application mainly for Windows 8.1 and iPad, but could be expanded for Android, WP and iOS later.
The application consists of calling web services to display data in grids and it contains CRUD operation, and it may save some local data for offline mode then synchronizes later when connectivity is up.
I'm torn between too many solutions, I need your advise for better solution.
1- Solution 1: Go Native for each OS (VS for Windows 8.1 [RT and pro] and xCode for iPad): this solution requires code duplication, logic and UI.
2- HTML5 with WebView app: I think this is a weak solution especially that we have local storage, checking for connectivity and calling ws ...
3- Using Xamarin: I think Xamarin does not support WinRT or Windows 8.1 to share logic code between iPad and Windows 8.1
4- Using Xamarin.Forms: Building the UI is tough and also it does not support Windows 8.1.
From your perspective, what is the best solution? please advices if you have any other proof of concept.
Many Thanks.
Most of the html/hibrid frameworks like Cordova (cordova.apache.org), Ionic (http://ionicframework.com/), etc, uses a native WebView on Android. Until Kitkat the performance of WebView is not production-ready and if you've a list with a lot of elements, the scroll experience is really bad.
If you want to do a simple proof of concept, prototype or whatever, I think that html frameworks are a good alternative. But if you are going to put your bussiness on top of one of this framworks, I would not recommend.
There is an alternative to embed a Chrome using Cordova & crosswalk (https://crosswalk-project.org/documentation/cordova.html) but you will end with an APK ~40Mb for a simple hello world.
Just my 2 cents. I don't see a point in using libraries that are unsupported across the platforms you plan to release and support on. Personally, I'd code natively for each platform. While this takes a lot of work, if you have to ask for direction on which path you want to take your application, then this type of project sounds more like a "you reap what you sow" application. Also, you'll be able to directly support each problem without having to wait for patches, but there are 2 sides to that coin as well. Your opportunity cost is missing future features the library will provide, if it's worth it to you.
If you aim at quality, going native is the only way... You can reduce the amount of work like Google is doing: writing the business logic and unit tests in Java, then converting it to ObjC with J2ObjC and to Javascript with GWT.
In your case, being that Java is a dumbed-down version of C#, you can easily find tools to convert to the latter, finding yourself with native business logic for every platform! That should account for 50%-70% of the codebase...
I think going with HTML5 with webapp view is better option.
Using Cordova (Phonegap) most of the native features are easily achievable in HTML webapp.
PhoneGap Platform Guide
Alot of other plugins are available for the advances features like BLE, NFC.
Calling webservice is really not an issue in HTML5.
Simple ajax is enough, however now a days many advanced frameworks are available which makes your work easy. One of the best among them is Angular JS(maintained by Google ).
Angular JS
For database you can access native database of the target OS or SQLite db of the mobile device.
You can check this link
Storage options
So developing a webapp can be a more efficient solution in your case. It can be best way for you as per my view point. However, you can do some R & D and can find the appropriate for you.

Asp.NET Apple Android Windows8 phone GUI

I am thinking of developing a program within ASP.NET. But that I could port easily to Apple, Android and Windows phones and tablets. I also want the program to be able to run on PCs (MACĀ“s?).
This seems to be fine. However, the normal GUI of Windows does not look at all like the GUI from e.g. iOS or Android. And this would be a big show stopper. It should be at least optimized for touch mode. So all on screen widgets should be a bit bigger.
Are there libraries, providing controls, which looks like normal ones on the operating system? It would be best if this works kind of automatically. So the program should find out where it runs and load the standard GUI best fitting to the device, where it is being started.
I could of course develop own controls, but this may be a bit too much of effort.
It would also be very nice if the library would handle different screens or modes like portrait and landscape. So that it may switch depending on the orientation of the tablet, or phone for instance.
I am searching for something like that, which provides a good result, without the programmer needing too much to do by himself.
I also like if one can recommend a library he is using already by a bigger program. From my own experience, you get to know the strengh and weakness of such libraries with the time passing by.
Best Regards.
I already discovered some tools like PhoneGap, Sencha, Mono. I do not know, if these are well suited for me.
I like to create an app most likely for all plattforms at the same time. Is this the case with e.g. PhoneGap?
I am not familar with JavaScript, or CSS or HTML development.
I am an experienced C# programmer and I am quite familar with Java. So VisualStudio is my daily working environment, and I am using Eclipse also a lot.
Mono:
I only read about it and found out this aspects:
cost 999$ to use it in Visual Studio. Hope that this price includes development for all plattforms and not just one. Did not yet check this.
The coding looks very good.
There are APIs for Android, iOS, and Windows Phone to setup controls. So these parts needs to be rewritten for any supported application. One may create a core library, which can be used for all components. This aspect is not so nice.
However, I would prefer a solution, where the GUI is even described on another level. And then it should be brought to the current plattform automatically, if not specific libraries are used. So HTML5 may be more flexible.
Best Regards,
Patrick

Python for IOS or Android

I have been looking at the different packages for python on android and IOS as i am going to be upgrading my phone soon.
However, i dont know which OS to go with. For android they have the SL4A package, but for IOS they have their equivilent. However, im stuck on which to go for. Does anyone have any suggestions for this?
I know its kind of a stupid question, however im just getting into mobile development since they allowed scripting languages on the mobile platform.
The python support for Android is pretty good, but still under development. You can do things that a scripting language can but not the stuff that Python as a OO language can.
Example:- When you go through the api reference here, you can see that one can write scripts to do basic to complex tasks, but, in a restrictive way. You can never build full blown apps, and even if you do, it will always be slow because the SLA4 is just another layer on top of few other layers in the Android hierarchy. There have been a lot of fun stuff that has been done using Python scripting, example: http://www.wired.com/gadgetlab/2010/07/nexus-one-phone-rides-a-rocket-up-28000-feet/#ixzz0v7LFT7ay (A bit over-board and crazy, but awesome nonetheless.)
I don't have much experience on an IPhone to pass on such comments. But, an IPhone is expensive. You can always get a used Nexus phone and do all kinds of Python hacking/scripting. All depends on your budget and your need.
That is all.
I had been on the lookut for Python on iOS for sometime. About 2-months ago, one one released to the iTunes app store -- http://pythonforios.com/ and it is fantastic! It includes the complete set of Python 2.7.2 documentation -- which alone is worth the $3 price.
It's a bit of a challenge to code any serious apps (which I suspect is the result of the developer having to comply w/ Apple's app guidelines), but it is a perfect place to test ideas from a train or airport (when you are without a laptop).
1 caveat -- I've only tried it on an iPad. It could be a bit cramped screen real-estate on an iphone.
Pythonista is an excellent alternative for the iOS platform - here's a nice article on it. And this one details how you can achieve workflow automation on the iPAD.

Is there a technology which makes it possible to develop a game for Android, iOS and Web simultaneously?

As the topic states - is there any technology that would let me write code for a simple commercial 2D game which could be then compiled to work well on Android, iOS and Web browsers or at least two of them (e.g. Android and iOS)? There is so much buzz about cross-platform nowadays that I was wondering if I'm missing something.
My goal (set by my producer) is to make this game for all of these three platforms, and so far I planned to use:
- Web browsers: Adobe Flex,
- Android phones: Java (since my favourite C++ is recommended only for short snippets),
- iPad/iPhone/iPod: Objective-C (are there any alternatives?).
It pretty much means re-writing the same source code three times. Is there any way to speed it up by using a technology that would work on at least both of them?
However, I don't want to use Adobe Flex for all three (though it's possible), because it requires Adobe AIR (works only with Android 2.2 and higher) and not a lot of phones have it (it's totally different with browsers where 98% of people have Flash).
I don't mind adding some platform-specific code for each version, of course.
Also, if you have any suggestions about choosing a fancier technology for any of the platforms (maybe some nice frameworks?), I'd really appreciate that, too.
Take a look at Corona and Moai both are Lua-based frameworks for game development targeting multiple platforms.
I would like to say that Multimedia Fusion was capable of doing this, but it isn't quite ready yet. There are currently a number of runtime exporters for the product which allow you to export your game to multiple target platforms which include flash, java and iOS at the moment. XNA and Android exporters are currently in the works. I should probably mention that I am only affiliated with these guys as a happy consumer of their products. It is probably worth checking it out even if they can't do everything you want yet. If it's not suitable for your needs it is still a very good choice if you wish to rapidly prototype your application.
See:
http://www.clickteam.com
On a side note, personally I would recommend against going down the js+html5 route, particularly if you are targeting mobiles. I should probably stress that it's simply an opinion I have and that there are plenty of people here who will disagree with me. In all javascript games I have played, I have felt the garbage collector. The issue is that without control over garbage collection it is free to run when it feels like, causing infrequent but very obvious pauses in the middle of your game. You can work around this but I don't see why it should be that difficult. I can definitely align with the ideals of being able to write the thing once and run it on all platforms, but I can't see it working just yet.
To offer some advice assuming you find no suitable tools for the job, your aim is to maximise reusability. This means all of your games resources and levels should be well defined as independent resources. For non-critical logic you can make use of embeddable scripting languages such as Lua, which will maximise your code reuse. C (or C++) code will also be reusable on a lot of platforms, and might be a good choice if you are familiar and confident with the language.
I'm personally using Phonegap and Zepto.js. But you may have more luck with jQuery mobile. Phonegap is nice because its website will compile the apps for you.
1) If you write your game in C++ you can use it for iPhone & Android (NDK) as well. Preferably, you write your game engine in C++, than you can use a OS specific layer for UI stuff..
2) Implement your game in HTML & Javascript. iPhone/Android users will have to use a webbrowser to play your game. For iPhone, you can even create a launcher, that looks like an app, but actually is a webview with HTML & Javascript
Unity3D should be able to do this for you, if you purchase some extra sprite addins to handle 2D (like Ex2D or SM2 or Toolkit 2D). Also right now until Apr 8, the iOS and Android license is free.
Game Maker Studio. It has a package that let's you deploy on all of the platforms you outlined.
http://www.yoyogames.com/gamemaker/studio

Is Titanium 1.8 finally free from the memory starvation issue from release 1.6 and 1.7

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.

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