Hey Folks, any one here involved in a localization process? Using Spreadsheets or a TMS for the translations? - string

We are building a solution meant to be the most Developer friendly TMS in the market. Would love to know any pain points or inefficiencies that you are experiencing.
At the time we have an Iphone, Android, and Flutter SDK With Over The Air functionalities. Can also integrate with repositories like Bithub, Gitlab, Github, etc...

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Flutter as GUI on Linux (non-Android)

I am thinking about creating a GUI for an embedded system using Flutter/Dart. The system will be a plain non-android system running on ARM.
The GUI will be the only piece of software visible on the screen, so there will be no need for a desktop environment.
I have done this before using QT embedded/C++, but the design requirements for the new device's GUI are such that this approach would be inefficient.
I was wondering if anyone might have succeeded in such an effort and would be willing to share.
Thanks.
The official Flutter documentation and examples for building a desktop shell is at:
https://flutter.dev/desktop
Desktop, embedded system, and web are still experimental and not yet fully supported, but building upon what others have attempted and links shared from the comments, so as mentioned:
There’s https://github.com/google/flutter-desktop-embedding, though some parts have been merged into the main Flutter SDK, others parts are still currently relevant for launching desktop apps, such as /example/linux inside flutter-desktop-embedding/example/.
Nov 2018, medium/Flutter on Raspberry Pi (mostly) from scratch, involves a Flutter engine built for ARMv7 and the embedder as https://github.com/chinmaygarde/flutter_from_scratch.
And one more, Oct 2019, medium/Flutter mobile, web and desktop, most recent and perhaps most useful since it demonstrates across three platforms (though not quite your requirements, since it runs in a desktop environment).
but I was able to get this sample running on Chrome and my Linux desktop following this, it will involve flutter-desktop-embedding/example/linux.
Otherwise, working examples are few and far between.
(there is another medium/Flutter for Desktop: Create and Run a Desktop Application, but is not recommended because it is based on an even older version, prone to various issues)
Updated 2020:
https://elinux.org/ELC_Europe_2020_Presentations, on the page, search "Graphical User Interface Using Flutter in Embedded Systems" for the pdf slides and youtube video.
the companion source code seems to be on https://github.com/sony/flutter-embedded-linux. (very active, should be more progress in 2021)

Implementing an Alternative to Adobe AIR in for Linux

I use a product called ReadCube on my desktop, and the creators haven't developed a version for Linux because AIR for Linux does not include many features the same way the Mac and Windows versions do, and so the development of a Linux version would be difficult for them to do. From reading adobe's website, it looks like there won't be any updated version of AIR for linux anytime soon.
I'd like to know if it would be feasible for one person to develop an alternative to AIR for Linux that app developers could build upon. I'm not sure what this would entail as I can't see the source code for AIR so I'm not sure what technology is involved aside from the short wiki description that it allows developers to combine HTML, Javascript, Flash and other things to make applications.

Application Development for Windows CE

I have a POS software and need to develop a collecting module for windows CE to run on a Honeywell Dolphin 6100 device.
I need to develop a simple application to run on a Honeywell 6100 device. This application should:
Get a list of products (code, description and price) from my POS software
Process Sales reading product's barcode showing Total due and number of items
Upload that sale to my POS software (via network, files, or something like that)
What are my options? Are there any Application builder for Windows CE? If not what could I use to develop such application?
You have a few options, but few (if any) of them will allow you to create the application without writing code. I'm aware of no "application builder" products that will get you there in Windows CE, and I've been working with CE for some time. That's not to say some obscure thing might not exist, but I am not aware of one.
You can write your application in .NET - either C# or VB.NET are supported - using the .NET Compact Framework (CF). For that you will need Visual Studio 2008 Professional and really little else, other than a device. There are lots of tutorials and online resources for CF development, so I won't put in a list of them here.
You can write your application in C/C++. For this, again you'd want to use Visual Studio 2008 Professional. Yes, there are options that use other compilers, but if you want to spend time actually writing the app and not building up a development tool chain and figuring out how to get it connected and debugging, then Visual Studio is the route you want.
If you'd like a non-Microsoft solution, there are others that are supported to more or less of a degree. NS Basic has been around a long time, so it's probably pretty robust and has reasonable support. I've never used it, but I've heard good things about it from those who have.
Anything else and you're a bit off the reservation. Support will likely be minimal at best, tooling will likely not be robust, support, tutorials and all of the other goodness that developers often rely on to move forward will be scant. You can likely get any language working under CE, given enough time and resources, but the options above are the most likely to lead to success.
Since you said you know Delphi and didn't want to learn another language, you can use Delphi Prism to write a client app to run on windows CE, pull the data you need, and post it to a webservice:
Is Delphi Prism a new version of Delphi .net?
http://en.wikipedia.org/wiki/Oxygene_(programming_language)
(edit) Just checked and it's now a part of this package:
http://www.embarcadero.com/products/rad-studio/faq

Is there a cross platform desktop framework that would utilize native libraries such at .NET and Cocoa?

I am starting a project that is heavily graphics related (think, paint app with layers).
Anyway, I have a long history in C#, Java, JavaScript and Ruby. This application will be open source.
But what I'm looking for is a "build once, use everywhere" framework. Most of the platforms I've looked into either seem to be far too outdated, too complicated, or just not a right fit.
I've looked into Swing, WindowBuilder, wxRuby, etc. So many choices and none seem modern enough, have good documentation, etc.
I was a C# desktop developer for years so if I were targeting Windows only, I would go that route easily. But I want my app to run on Macs too. But, I would like the Mac version to look like it was designed for a Mac and the Windows version designed for Windows, etc. I'm looking at the Mono Project currently. But the idea of my Mac users installing Mono doesn't appeal to me.
Anything Ruby based would be cool but not required.
Anyway, what are some recommendations? I use NetBeans, Eclipse and Visual Studio. So I'm not concerned with learning new IDE's if I had to. I even thought about doing it all in JavaScript and using the canvas but since I need to work with large, local binary files, I didn't know if that would be a good option.
Thanks for any suggestions.
Real Studio can create cross-platform desktop apps for OS X, Windows and Linux. It can also create Cocoa apps and you can use it to interface with Cocoa directly when needed.
However, Real Studio creates Win32 apps, not .NET apps so you cannot directly interface with .NET libraries.

Make a game with Cocos2dx on Linux

I'm some familiar with Cocos2d and Cocos2dx.
But only I worked in Mac, I know which is possible work with this engine (Cocos2dx) in Windows, but I don't know if is possible develop a game on Linux.
By the way:
I'm not talking about a port, I want develop a Videogame multiplataform on Linux.
Would be great know the way of how start my game on Linux.
Thanks!
While I haven't tried it, cocos-2dx is, according to their documentation, is usable on Linux although my understanding is that this means one can build android projects using cocos2d on Linux.
In terms of where to start, I've used both SFML and SDL as both are well supported on Linux. Both are cross platform although SDL supports a wider range of platforms - I have an SDL2 game in progress that runs on Linux and android for instance whereas SFML does not yet have android or iOS support. Coming from cocos2d though I think you'll find the SFML API easiest to pick up.
As a fair warning, the landscape is a bit confusing at present because both SFML and SDL have a popular stable release (1.6 for SFML and 1.2 for SDL) with one API along side a popular development release (2.0 for SFML and 1.3/2.0 for SDL) that has a similar but not identical API. This is particularly noticeable with SDL where the documentation for 1.2 is much better than the documentation for the development API. In terms of choosing one over the other, the stable releases are precisely that - stable. In both cases the development releases have been under way for some time so if you are willing to dig for documentation a bit and ask questions it's worth getting the new features.
There is book that provides a nice introduction to Linux game development that, while dated, might be a good first step if this is your first outing with games on Linux, especially if you decide to use SDL Programming Linux Games.
Update:
I saw the directions here and after (roughly) following them cocos2dx does build on my Ubuntu 12.04 x64 machine. The "Set up Environment" directions seem sound but the makefile information appears to be out of date as there is no build_linux.sh instead there is a make-all-linux-project.sh. After this finished pulling in missing deps and building I changed into the samples/HelloCpp/proj.linux directory and ran make. This created a HelloCpp binary in samples/HelloCpp/proj.linux/bin/debug. Running that popped a HelloWorld cocos2d screen. According to the output the verison is:
cocos2d-x debug info [cocos2d: cocos2d-2.1beta3-x-2.1.0]
That said, I don't see a lot of documentation for the linux port and most of the related community entries seem to be out of date so you may find more support from using one of the libraries I already mentioned.
Download cocos2d-x project there is a test sample games which compiles on all platform android, windows, iOS , Windows Phone ...See you are going to code in c++ that's it then whether you build it in linux or any other platform doesnt matter for cocos2d-x kind of engine
so i suggest start with the sample projects of cocos2d-x .... and as you want to do it in linux ...make something then compile it in linux like I do ...

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