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Android Ported to C#

May 2, 2012 in Applications, Frameworks

According to a blog entry on xamarin.com, they’re working on porting the Android to C#. Quoting from the post:

Oracle and Google are currently in a $1 billion wrestling match over Google’s use of Java in Android.

But Java is not the only way to build native apps on Android. In fact, it’s not even the best way: we have been offering C# to Android developers as a high-performance, low-battery consuming alternative to Java. Our platform, Mono, is an open source implementation of the .NET framework that allows developers to write their code using C# while running on top of the Java-powered operating system, and then share that same code with iOS and Windows Phone.

Unlike Sun with Java, Microsoft submitted C# and the .NET VM for standardization to ECMA and saw those standards graduated all the way to ISO strong patent commitments. The .NET framework is also covered by Microsoft’s legally binding community promise.

Fast forward a few months: Mono for Android is doing great, and we are starting to think again about improving our own product’s performance on Android. What if we could swap out Java with faster C# and get rid of various Dalvik limitations in the process? Could we create an Android phone completely free of Java, and free of the limitations of the Dalvik VM?

We decided it was crazy enough to try. So we started a small skunkworks project with the goal of doing a machine translation of Android from Java to C#. We called this project XobotOS.

The result of our efforts is that today we have most of Android’s layouts and controls entirely in C#. Here are some screenshots of XobotOS running on a Linux workstation, no Java involved:

Getting to this point required that the majority of the Android Java code be translated from Java to C#, so what you see above represents very significant progress.

For more information about this project, a more detailed description, information about the performance and next steps, please read the original article here.

Good OpenGL ES resource for Android

April 29, 2012 in C++, Frameworks, Games, Java, JNI, News, OpenGL, Tutorials, Tutorials, WebGL

Via NeHe

Kevin sent us an email about his site teaching OpenGL ES 2 for Android which looks really cool. If you’re an Android developer or plan to be, be sure to have a look!

http://www.learnopengles.com/

The tutorials are quite good using modern OpenGL ES 2.0 and in tutorial 7 is starting to use libgdx for backward compatibility reasons (froyo 2.2 open gl bugs related)

ps:libgdx does have an interesting architecture  and the list of games build-ed with it is impressive

Android Development liked this post

Necessitas alpha 3 update 2

December 13, 2011 in Android X86, Applications, C++, Frameworks, News, Qt framework

Hello folks,

I’m honored to announce the second update of Necessitas alpha 3 release [1].
This release brings a new keyboard implementation which I announce it early this month [2]. As I said before there are a few small things which are still missing (I’d like to mention the selection which is not the best in town), but, overall I can say that all Qt users will enjoy a first class experience when it comes to input support. Also I tied to make it a little bit smarter:

  • If the input widget is bigger than 2/3 of the screen size your window will be resized.
  • Else the window will be moved in order to ensure widget visibility.

Yours sincerely,
BogDan.

[1] http://groups.google.com/group/android-qt/browse_thread/thread/1d729d895b0379ed
[2] http://groups.google.com/group/android-qt/browse_thread/thread/3be1cba871e7e51c

[Ed:The sdk files from sourceforge are the same  for example i have downloaded for linux and ran  ./necessitas-0.3-online-sdk-installer-linux and it will download the new release ,If you have the sdk already installed you should upgrade from the menu Help-Start-Updater ]

Android Development liked this post

QML components for Android “demo” apps available

December 6, 2011 in C++, Frameworks, NDK, Tutorials

Here are 2 apps to demo the qml components on Android. So far, nothing fancy regarding the look&feel, it is the symbian one. The components are not (yet) integrated in Ministro, so they are embedded in each application.

SemperWebML: Simple browser
sources: https://gitorious.org/semperwebml/semperwebml
apk: http://dl.dropbox.com/u/7264433/Android/SemperWebML-debug.apk (armv7a/api lvl 10)

SemperXbmc: XBMC (http://xbmc.org/) remote control
sources: https://gitorious.org/semperxbmc/semperxbmc
apk: http://dl.dropbox.com/u/7264433/Android/SemperXbmc-debug.apk (armv7a/api lvl 7)

Thanks again to the Qt for Android team for allowing this to happen.

Enjoy
- Chris -

#Android #QT Necessitas alpha4 status report

December 6, 2011 in C++, Frameworks, News, Programming

Hello folks,

I writing this mail to inform you about Necessitas alpha4 release status. When we released alpha 3 we said that will try to release alpha 4 (the last one) till the end of November, but I forgot to mention the most important thing: that we also depend on Nokia to release the sable 4.8, because we can’t guarantee something which is not guaranteed by its creator.

Meanwhile we’ll release new updates for current release which will bring more fixes and improved features.
On this occasion I’d like to let you know that I just close the very first (and the oldest) Necessitas issue [1]. It is about virtual keyboard support which I managed to rewrite it and (almost) finish it

[2]. There are a few small things which are still missing (I’d like to mention the selection which is not the best in town), but, overall I can say that all Qt users will enjoy a first class experience when it comes to input support. The new implementation will be added to the
next update (which will come soon).

Cheers,
BogDan.

[1] http://code.google.com/p/android-lighthouse/issues/detail?id=1
[2] http://commits.kde.org/android-qt/d4853d1ce71e591fc031c0f9e505b814f833e332

Cocos2d-1.0.1-x-0.10.0 released

December 6, 2011 in Applications, C++, Firmware, Frameworks, JNI, NDK, News, Programming

A new release of Cocos2d-x was released. From the changelog:

Changelog

  • bada
    • Feature #223: integrate cocos2d-bada branch to master
    • Bug #852: fix a bug that CCSpriteBatchNode can’t be drawn correctly
  • all platforms
    • Feature #854: integrate pthead and write a test case on all platforms
    • Feature #465: implement CCTextureCache::addImageAsync()
    • Feature #850: upgrade box2d from 2.1.2 to lastest 2.2.1
    • Feature #781: add functions for effects
    • Feature #760: add methods to get/set CCDirector::m_pNotificationNode
    • Bug #883: fix the crash of SpriteTest
    • Refactor #879: use CCAssert() instead of assert()
    • Document #882: Write a document describes some cautions about using pthread
  • android
    • Feature #838: support android x86 platform
    • Bug #758: fix a bug that custom TTF fonts causing low memory
    • Bug #848: fix a bug that accelerometer values are wrong if the content is scaled
    • Bug #885: fix a bug that SimpleAudioEngine::setEffectVolume() don’t take effect immediately
    • Document #864: write a describe how to build on sdk 4.0 & ndk-r7
    • Document #878: write a document describe how to build project for x86 android
    • Document #881: write a document describes building android ndk project with ndk-r7
  • linux
    • Bug #780: fix build error on ubuntu11.0
    • Bug #776: fix a bug in the audio player

Additionally, some new documents were uploaded / created:

Android Development liked this post

Android NDK revision 7 released

November 14, 2011 in Android X86, C++, Frameworks, JNI, NDK, News

Quote from the Android blog:

Today we are releasing an updated version of the Android NDK, now in revision 7. The updated NDK lets developers who are using native code get started with the new native APIs available in Android 4.0.

Android NDK r7 includes a number of build system improvements and bug fixes, but most importantly it gives you access to two new sets of APIs:

Low-level streaming multimedia: A new API based on Khronos OpenMAX AL 1.0.1 provides a direct, efficient path for low-level streaming multimedia. The new path is ideal for applications that need to maintain complete control over media data before passing it to the platform for presentation. For example, media applications can now retrieve data from any source, apply proprietary encryption/decryption, and then send the data to the platform for display.

Audio decoding into PCM: Extensions to the existing native audio API based on Khronos OpenSL ES let native apps decode compressed audio assets to PCM format.

For detailed information about how to use these new APIs, please see the documentation included with the Android NDK r7 package. To read about the build system improvements and bug fixes included in this release, check out the release notes.

Nikhil Akare liked this post

Cocos2d-1.0.1-x-0.9.2 released

October 20, 2011 in Applications, C++, Frameworks, NDK, News, Programming

A new release of Cocos2dx was released (Cocos2d-1.0.1-x-0.9.2). Many bugs were fixed and new features were added on all platforms. Also, a linux port has born. There are available some new documents, related to How to run HelloWorld and tests on linux, information about device orientation and how to simulate android behaviors on win32

To get more information about this release, follow this link.

First steps of LCL-Android (Lazarus Component Library) are ready

October 1, 2011 in Frameworks

I am happy to announce that the basic infra-structure for a LCL-Android widgetset is done

Image:First_lcl_android_app.png

 

and this includes:

* An example LCL-Android application is located inside the Lazarus sources in lazarus/examples/androidlcl/androidlcltest.lpi
* An application which automatically generates bindings for the Android SDK
* Basic widgetset implementation for TForm and TButton

To create new LCL-Android applications one should first make sure that he can compile the example application and install and run it. Then copy it, modify all the ANT build files to the new project, change the Java files package name, add an icon, application name, etc, and it is should be ready. Of course, not much is implemented in the LCL-Android at this moment, so one will need to send patch for the LCL-Android to get things running =)

The LCL-Android uses native widgets at the moment, but complex widgets without a compatible Android equivalent will be implemented using an OpenGL surface and a control from the Custom Drawn Package.

Basically I just though it would be good to anounce that the LCL-Android achieved a milestone and that at this point it is rather easy for people to contribute to this project because the basic infrastructure is ready. Basically this means that contributors are welcome ;)

libgdx 0.9.2 released

September 20, 2011 in Applications, Frameworks, News, Programming

Badlogic Games announced a new version of libgdx. Straight from their website:

Hurray, a new libgdx version. Here’s the run-down of the most important changes, additions and fixes since 0.9.1.

  • A metric ton of bug fixes, see the SVN commit log.
  • Quite some improvements on the 3D API end. Still far from being done, you can see the WIP in the model-loaders extension. Not ready for prime time yet.
  • Two new demo games called Cuboc and Very Angry Robots. The later was kindly donated by Badly Drawn Rod.
  • A full-fledged UI library that has undergone some major changes since the first commit. Check out the latest blog posts by Nate on that topic as well as UITest.java. While this is only a tiny item on this list, a ton of work went into it and we should all bow down to Nate. Do it now!
  • Updated to the latest and greatest box2d version, including new shapes like ChainShape and EdgeShape, adding post/pre solve to the ContactListener and better pooling.
  • Fullscreen support and on-the-fly resolution changes on the desktop in addition to fullscreen antialiasing on all platforms if the hardware allows it.
  • Better configuration options via LwjglApplicationConfiguration/JoglApplicationConfiguration and AndroidApplicationConfiguration.
  • ImmediateModeRenderer20, so you can draw them fancy lines and stuff in OpenGL ES 2.0 as well
  • ShapeRenderer, build on top of the ImmediateModeRenderer implementations for even more convenient drawing of shapes
  • Completely reworked all resource classes like Texture, TextureAtlas, BitmapFont and so on to take OpenGL unaware XXXData instances. Cleaner design, less code in the resources themselves and paves the way for the next item on the list
  • Fancy schmancy AssetManager. I haven’t talked about it yet on here but will do so sometime next week, telling you how to use it. It’s incredibly powerful and allows for asynchronous loading of assets. See
    AssetManagerTest for a taste of what it is capable of.
  • ETC1 support, see ETC1Test
  • DecalBatch, kindly contributed by Vevusio who’s since disappeared. See DecalTest
  • Brand new JSON serialization framework to write and read object graphs. Again, thank Nate for that one. It’s the basis of the new Skin implementation among other things, so make yourself comfortable using it.
  • In-place operators for matrices, it’s been about time.

The above list is of course not extensive. For more detailed info check the SVN log.

Thanks to all the people helping out on the forums and reporting issues. Special thanks to Radioking for setting up the brand new Libgdx community wiki. Go check it out and contribute!

We have a couple of things cooking at the moment and iterate at quite a pace. So, sorry if we broke things in the process, but it’s for the betterment of the entire library.

As soon as the dust has settled a little i’ll try to get back to the 3D API again. At the moment i’m working through all the classes, improving the Javadocs. That might take some time. I also hope Tamas and i can finish of the development guide we’ve been talking about for so long in the coming month.

For more information and download of the library click here.