Filter plugin for specific platform in phonegap/cordova - phonegap-plugins

is there any way to filter a plugin for a specific platform in PGB?
I want a plugin to be for iOS but not for Android. Both apps with the same code.
Cheers.

Yes. You use a plugin to detect which OS is running and then filter things from there.
https://cordova.apache.org/docs/en/3.0.0/cordova_device_device.md.html#device.platform

Related

Installing plugins in JetBrains Fleet

Hey guys I was trying out Fleet and really liked it but I had a hard time configuring it. I wanted to install a plugin but I couldn't find an option to add plugin anywhere.
Does anyone know how to install plugins in JetBrains Fleet?
I wanted to install a plugin but I couldn't find an option to add plugin anywhere.
That's because Fleet does not support custom (non-bundled) plugins yet (as of October 2022).
https://www.jetbrains.com/fleet/
Does Fleet support plugins?
Fleet will have its own extensibility model, and we are also looking into the option of re-using existing IntelliJ-platform plugins for Fleet. We will provide more information about these extensibility options at a later date.
https://blog.jetbrains.com/fleet/2022/10/introducing-the-fleet-public-preview/
At the same time, we’re working in the following areas:
API support and an SDK for plugin authors – Given that Fleet has a distributed architecture, we need to work on simplifying the approach for plugin authors. While we guarantee that we’ll be providing a platform for extending Fleet, we do ask for a bit more patience in this area.
with latest fleet preview, you could install plugins manually, e.g: use the famous vim plugin for fleet as an example:
download the latest zip from https://plugins.jetbrains.com/plugin/20568-fleetvim/versions#tabs
unzip the download file
copy the unzipped dir to the plugin dir of jetbrain fleet app, I installed the latest fleet preview by jetbrian toolbox, and the cp command would be:
cp -af ~/path/to/download/fleet.fleetVim-1.13.95 "~/Library/Application Support/JetBrains/Toolbox/apps/Fleet/ch-1/1.13.92/Fleet.app/Contents/Frameworks/FleetBackend 2023.1 EAP.app/Contents/plugins/"
restart the fleet app and choose Enable vim emulation from the General tab of the fleet app preference.
There's no information on how to install it, but I notice that the Svelte plugin claims to be Fleet compatible:
https://plugins.jetbrains.com/plugin/20504-svelte/
Fleet doesn't support plugins yet. JetBrain Fleet page
Sorry, screenshot is in French

Use NodeJs in Kotlin Android Project to use Stream.io Feed Api?

Would it be advisable to some how integrate NodeJs with a Kotlin project to use Stream.io Feed API? From what I understand there currently isn't any support for Kotlin/Android regarding the Feed capability. I currently have an iOS app that uses Stream and would like to connect my Android users to the community also. If this isn't the right way to thin about this, is there a better way to go about this?
https://github.com/getstream/stream-java provides java integration for feeds. See its io.getstream.cloud package to leverage it in android.
Later this year, more modern and android specific SDK will be developed too.

Using flutter mobile packages in flutter web

I am using flutter web and I want to use some packages that are available for the mobile in the web version of flutter. The pubspec of flutter web look a bit different from that of flutter mobile but this is not the real problem. What I am concerned about is that is it possible to add the packages availble for mobile into that of the web. If yes, what is the proper way to do so?
This is not currently possible (as of June 2019) for any package which is dependent on the mobile OS. The reason for this is that the plugins on mobile use platform channels to communicate with platform-dependent code implementations for Android and iOS written in java/kotlin for android or objc/swift for iOS.
The only way those packages would ever work on the web is if a web-specific implementation were written for them which I assume would either use an emscripten-compiled library or more likely some sort of javascript bridge to call the relevant browser APIs.
From the flutter for web readme:
flutter_web does not have a plugin system yet. Temporarily, we provide access to dart:html, dart:js, dart:svg, dart:indexed_db and other web libraries that give you access to the vast majority of browser APIs. However, expect that these libraries will be replaced by a different plugin API.
For any plugin that is 100% dart code, you should be able to just include it in your pubspec.yaml the same way you would in flutter - under dependencies.
yes you can by take source code packages from github and take codes inside lib file inside package and put it in your project and fix errors may happen inside files by change path import to:
import 'package:flutter_web/material.dart';
and some more changes may need to do it.
it will work 100% and so easy :)

Liferay Plugin SDK and CVS

To those working with Liferay and the Plugin SDK, the tutorials teach you how to create projects from the Plugin SDK directory. Unfortunately, this also keeps the project folder inside of the Plugin SDK directory.
My question is, has anyone figured a way to leverage the Plugin SDK but have your project directory anywhere you choose?
This leads to another issue because with everything contained in the Plugin SDK folder, we have to checkin the entire thing in our CVS. If we didn't do this, then all developers will have to install their Plugin SDK in a controlled manner, and the projects checked out from CVS directly to the Plugin SDK folder.
Any strategies, tips or alternatives are appreciated.
Thanks in advance.
When using ANT based plugins SDK (which is default when you use Liferay IDE or Developer studio), I used to check in entire Plugins SDK to SVN/CVS at the time of starting the project. The entire development team would then check out the plugins sdk and check in their artifacts in appropriate folders i.e. portlets, hooks, themes, etc. It worked really well for us. The SDK itself doesn't have a big footprint, and it really helps organizing your plugins and building them.
Another approach is to maven-ize them. With this approach you don't have to commit your plugins SDK to CVS/SVN, but it Liferay IDE is not configured with Maven based plugins sdk yet (AFAIK).
You can decide the best approach that suits your needs. Hope this helps!

How do I get started with J2ME?

i am new to J2ME. Please tell me how can I install it and where from.
What else do I have to download to install J2ME with JDK.
If you are a beginner, I recommend starting with Netbeans IDE. Download the version that includes the Mobility Pack. There are many tutorials available for developing mobile applications with Netbeans.
You may also need the WTK (don't remember if it comes with Netbeans),
It's not easy to start out with J2ME development (such as with MIDP) if you haven't done any Java programming before. You might want to start with this NetBeans quickstart.
There are also a bunch of emulators, requiring some configuration to do on your IDE (e.g. Netbeans or Eclipse). This is because different cell-phone manufacturers have their own implementation SDK's on J2ME (e.g. SonyEricsson).
Tools
The basic tool for j2me development is WTK(Wireless tool kit) from SUN which contains the emulator and other libraries needed for development. WTK also contains utilities for signing ,preverifying ,network monitoring tools.The IDEs like Netbeans and Eclipse are having plug ins for j2me development. These plugins will integrate the WTK and libraries.
For netbeans all are bundled into one package ,so easy to install and configure. For Eclipse you have to install the MTJ(mobile tools for java) plugin.
You can check both IDEs and select the one which your most comfortable with.
There is no such thing like a complete package. You need a basic setup and optional device-provider packages (mostly emulators).
Basic setup:
SUN WTK (includes basic J2ME SDK)
Eclipse Plugin
Optional packages:
Sony
Motorola
Nokia
You need the Sun wireless toolkit. You need this for the libraries, and also to 'preverify' your class files, otherwise they won't load on a mobile VM.
http://www.jguru.com/faq/view.jsp?EID=201507
You can download J2ME from the Sun Microsystems website

Resources