Is there anything available for Haxe which would be suitable for real-life enterprise application development? (i.e. A professional high level UI component framework.)
Just a note - I know we all love our tools of choice, but please try to keep it objective.. don't just recommend Haxe for something without thinking about whether it's really an effective tool for business requirements.
On one hand, as Jason suggested in his comment, there is missing a haxe-based native UI framework.
On the other hand, we don't really need a haxe-based UI framework, but using the UI framework available to the target platform is enough. Unlike building a library, which is better to be target independent, building a "real-life enterprise application" only requires targeting a specific platform. Since UI is highly dependent on the target platform, it means that we should use a target-specific UI framework. For example, the best UI solutions to an web app are probably jQuery, ReactJS, AngularJS etc., which all can be used in Haxe (jQueryExtern, react.hx, angular.haxe). For Flash/Java/C#, we can simply use any "native" libs by -swf-lib path/to/lib.swc, -java-lib path/to/lib.jar, and -net-lib path/to/lib.dll. For C++, however, although there is continuous improvement (watch the wwx2014 talk), it is still somewhat hard to use native libs.
We are making games in haxe + OpenFL + StablexUI. Not sure if it suitable to post their urls, so that you could see the quality. But it helps if you need your custom ui not native (iOS, Android).
Related
I need to build a web based application that can list available ssid in the area.
From my understanding, these probably can do what i want
Java applet
Adobe Flash
However, Im not sure whether these can do or not
HTML5/JavaScript
Java Web Start
I'm a .NET developer and I'm not familiar with these web technologies.
Are there any other method to get a list of SSID that i have not mentioned?
Thanks.
You'll never be able to list available SSID's with HTML5, Javascript, or any other strictly web-based technology. That's a very low-level task and won't be natively possible in any browser for security reasons. That being said, you may be able to draw on some technology like Java Applets, ActiveX, or even Silverlight 5 if I remember correctly. I don't know your project requirements, but you're better off creating a native application for this type of feature. If this application is being used by/sold to the general public, you're setting yourself up for a lot of headache by going with Applets/ActiveX/etc.
I'm a Microsoft stack developer most familiar with Windows Forms and WPF, but have a need to develop a Linux desktop application that can display some web apps in a modern browser that offers very recent HTML 5, CSS 3, SVG, etc.
I'm thinking GtkSharp running on top of Mono is probably the replacement for WinForms/WPF running on top of .NET which will best leverage what I already know. As for the embedded browser control, I have other requirements strongly advocating CEF over any other solution (although I'm still open to strong suggestions to do otherwise).
Anyone have experience with any of this?
Try looking at CefGlue, it has a CefGlue.Demo.GtkSharp project which would indicate it's possible.
https://bitbucket.org/xilium/xilium.cefglue/
https://bitbucket.org/xilium/xilium.cefglue/issues/108/linux-support
Personally I've never used CefGlue so I cannot say more than I've seen in passing.
I do know that all three can be used to make mobile games. And can create fast games. But i only know of openfl which i learned is something called nme but improved.
So i would like to know couple of things...first simply describe them and their relations..then their disadvantages plus advantages..and your preference and why.
Secondly, verify my assumptions...
you need to know haxe.
you need to understand openfl on top of ex. awe6?
Laslty can you summarize the workflow of how you go from idea to making app with openfl or and flambe/awe6...etc.
http://getflambe.com/
https://code.google.com/p/awe6/wiki/ProjectObjectives
OpenFL is not a game engine. It is a cross-platform tool based on Haxe and open-source implementation of Flash API. It allows to write and deploy applications to many different platforms from one codebase. Also you can find more info on OpenFL on its github page.
Unlike OpenFL, Flambe and AWE6 are game engines. They can be compared to HaxeFlixel, HaxePunk and other game engines based on Haxe. The main defference between these two is that AWE6 is using OpenFL to target platforms such as iOS and Adnroid, while Flambe is focused more on HTML5 and Flash games. It can be also used to target mobile targets, but native Android and iOS apps are packaged using Adobe AIR.
you need to know haxe.
Yes, but if you already have some experience with Flash API and you are using OpenFL, the learning should be very easy.
you need to understand openfl on top of ex. awe6?
AWE6 is based on OpenFL, so yes, but as far as I know, only basics. The main workflow is wrapped by game framework.
And the answer is "no" for Flambe, because it is not based on OpenFL.
Long time lurker, first time questioner here :)
I have been looking into our company's next software system architecture. We have been using CSLA.net, to some extent, as our business object framework and are thinking of building our new architecture around it. CSLA.net has support for the platforms mentioned in the title and we are looking for mvvm framework that would work well with it.
At the moment we only support windows environments but are also looking to support at least Android and iOS (also mono in general is under consideration). We are looking to share as much of the code as possible between the platforms and MvvmCross seems like really nice piece of mvvm (+) framework, especially in that context. I have watched few n+1 videos and what I have seen so far has been very impressive. I also like the Stuart's style of introducing the framework and concepts around it.
Has anyone tried to build a cross platform application that uses both of these frameworks (CSLA.net and MvvmCross)? If yes, what have been your experiences like? Also if Stuart could comment on the issue of how to merg the viewmodels of the two frameworks. I remember Rocky (Rockford Lhotka) recommending, as a general tip when working with mvvm frameworks, to inherit CSLA.net viewmodelbase(not viewmodel) and implement also mvvm framework's requirements into that class. You can find source of the viewmodelbase from https://github.com/MarimerLLC/csla/blob/master/Source/Csla.Xaml/ViewModelBase.cs.
Any input would be much appreciated.
Regards,
Harri
ps. I think, that this would make a great n+ video. Wouldn't it ;)
I've personally never used CSLA, but I have talked with it's original author, Rocky, both by email and in person.
CSLA presents itself as a business model object layer and that it can very successfully interoperate with independent Mvvm frameworks - see Rocky's post on CSLA+Mvvm
MvvmCross provides the more application and UI level support - and leaves application authors free to choose how they write their business services and models.
Because of this, yes I think it should be possible and even straight-forward to use both of the frameworks together if you want to. To get started, it might be useful to write some prototypes - and perhaps to look at the way other integration has been done - e.g. CSLA+Caliburn integration
ps. I think, that this would make a great n+ video.
I'd much rather see this type of article from someone who understands and uses CSLA. I would encourage all members of the MvvmCross community to contribute their own blog posts, articles, videos and github samples.
One caveat to this advice: I don't know if CSLA support Portable Class Libraries - if it doesn't then you'll probably need to use file-linking rather than PCLs in your app
Yes, you can use a multitude of MVVM frameworks; I've used CaliburnMicro and our own custom MVVM with success. If you haven't checked out Rocky's eBook series, you should definitely do so. One of the big gotchas is the limitations on reflection in Silverlight, hence also in WP8 and WinRT, so some reading up on that is well-advised.
Regarding Portable Class Libraries, you can't those for CSLA business objects (they require more stuff than is available in PCLs), so you do have to do the project linking. Typically, write the complete class in the .NET libary w/ pre-compiler directives, such as
#if !SILVERLIGHT
around code that can't be complied for Silverlight/WP8. I do use PCLs for some basic stuff, like enums and constants, but not for the business classes.
Xamarin have just released some updates that mean the latest framework 4.5 with async features can shortly be implemented...
I currently have a very simple memory game for Windows Phone that I would like to port over to iOS, Android and possibly Win8 using Xamarin tools.
I would like to centralize my business logic in one assembly and simply create the UI for each platform.
For the most part, the code is simple C#, but I do make use of Bitmaps to show the cards in the game. However, from what I've read, there is no standard support across the different platforms for using Bitmaps.
What would be a recommended approach to this problem?
I'm thinking I have to use something like MonoGame, but feel that is overkill for what I want to do.
You say your code is in C#. As far as I know Xamarin is the only way to get C# code to run on Android and iOS. Xamarin has a free starter edition that you might be able to use but your app will be size limited. Once you hit the size limit you'll need to pay for a license.
After you've decided to pay for a license there are no other costs involved if you want to use MonoGame for the port. If your game is already using XNA or you have some XNA experience I recommend using MonoGame. MonoGame is a port of XNA and is designed for making games, so many game related tasks are easier.
The alternative is to build your game as an app using the standard app building API. This is possible but I can't see any advantages doing it this way unless you are trying to save money by using Xamarin's free edition. If you plan to make more games in the future, you'd be better off biting the bullet and learning MonoGame.
Using bitmaps with MonoGame shouldn't be a problem. Although, you may need to convert them to PNG's first.
Centralizing the business logic in one assembly is sort of possible using Portable Class Libraries but due to the limitations of PCL's it's often easier to use file sharing. Basically you have a soft link to the files in each project. Updating the files updates them in all projects at the same time, but adding new files requires you to add them to each project individually. It's a little bit of a maintenance pain, but not much.
For sure, as a starting point you should separate UI and logic.
To reach this I highly recommend you to make console version of game. Using console it is possible only send commands with parameters to application. No mouse or real-time keyboards usages. All UI-related tasks will be left. Only business logic and commands to use will remain.
Then, you should try MonoGame. It's reliable enough for 2D games. Even more, If IL-code is not too much, it's free for iOS and Android!
Other way is... Unity 3D. Using that engine is depends of code you wrote. In some cases it's possible to use that game engine with shared business logic. Thanks to new Unity 3D policy, indie game developers could make and deploy their games for free.
In short, plan is:
Implement core functionality (with console I/O);
Then, choose engine and implement UI for target platforms.