I created an Android client / appengine cloud endpoints server project with Android Studio. I would now like to generate the iOS Objective-C sources of the endpoint to use for an iOS port of the Android client. How can I generate the source? I cannot find the endpoints.sh or any other command line tools with the project. Also, the gradle sources for the endpoints plugin seems to have java-libs only hardcoded.
You can't generate an iOS client from Android. You need a computer with Xcode installed. See here. The endpoints SDK only allows Java client library generation, because of this, and also because most other clients are generated dynamically and/or external from the client generator service.
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I am new to this flutter based app creation. Now I successfully created one sample app in my windows system android studio with flutter plugin that app also running successful. OK, now I want to generate the IPA app for the same application. I don't know how to generate the IPA for IOS device in using android studio? anyone help me please..
I am using windows 10 system and my android studio version as 3.4.2
I want to generate .ipa file in android studio, like how i generate .apk file in android studio.
The only way to generate an IPA from you windows machine is by using a CI/CD service like Codemagic using the steps described in this article:
link your repository (Github, BitBucket , or Gitlab).
from settings > build for platforms > IOS
change the .app file you received to .zip and extract it.
You will find a file called Runner.app, put in a folder and compress it back.
change the extension from .zip to .ipa.
And here's your first IOS build without a Mac device.
I am New to flutter and i love it. i have an app on the playstore built using java and i want to redo it using flutter so my question is:
Will i be able to rebuild the app and host it on playstore as an updated version of the current android app or will it be a completely different app from the app on the playstore(users wont be able to get the update)?
You can build the app with flutter and update it on the Play Store over your existing Java app. All you need to make sure is
Both have same Package name.
Both have same Signing Key.
Flutter one has Version Code higher than Java one.
I 'm just getting started with Unity 3D and I 'm going through android games development learning and I wonder how to setup Unity to work with android studio ?
For the majority of your tasks, you will not be working in Android Studio. You will be working directly in Unity. The only reason you would need to work in Android Studio would be to create native plug-ins for additional functionality that is not provided in the Unity Engine.
A detailed description of the requirements to build for Android are available in the Unity3D documentation. An abbreviated description:
When you are ready to test on your device, you will build for Android: File>Build Settings, and select Android from the list
You will need to have the Android SDK installed, and have at least one API Level installed using the Android SDK Manager (minimum).
In Edit>Project Settings>Player Settings, open Other Settings. Choose the Minimum API Level for your game. This API level must be installed using the Android SDK Manager
Finally, When you've finished building, you will have a .APK file.
You can copy to your Android device, and install with a file manager. -OR-
You can install it on an Android Emulator.
I hope this helps in some way!
I am using visual studio for Xamarin development and I have a business license for both Android and IOS. The Android version of my project is nearing completion and I want to begin development on the IOS version.
I am following the process listed in the requirements and installation section of the below link:
http://developer.xamarin.com/guides/ios/getting_started/installation/windows/introduction_to_xamarin_ios_for_visual_studio/
I have added my Apple Account ID to XCode however as far as I can tell you need to manually assign an IOS Certificate to the build hosts keychain to beable to build from visual studio
If you are using Visual Studio for Xamarin.iOS development, you also
have the option of provisioning manually using the Apple Developer
Portal.
Now as far as I can tell this has a $99 cost involved? Is this fee mandatory before I can build any IOS apps from visual studio ?
EDIT:
After pairing the build host and building my app it seems my suspicions are confirmed. A IOS Development Certificate
stored in the keychain is required
As far as i know you don't actually need the iOS Certificates for developing with Visual Studio and the build host, as long as you're running your app on the iOS simulator. However, as soon as you want to test your app on a real device you need the certificates. And just a reminder, you should test on real devices as soon as possible. I got some really bad surprises after developing exclusively on the simulator for more than 6 weeks ...
I want to create an application using Xamarin. This is a web Server and client iPhone and Android. I would like to know Can I make my core web Application Using Xamarin.
Sorry, I do not have any Experience in Xamarin. Then, I want to connect this Web Server Xamarin App to an iPhone and Android App.
Thanks!
At the core, Xamarin's iOS and Android Technology is based on Mono which in turn implements most of the parts of Microsoft's .Net Stack. So the answer is yes, you could build your backend using .Net with either Microsoft's or Mono's ASP.Net Stacks and have your Xamarin Mobile apps connect to it.