I have an android 4.2.2 phone and bluetooth gamepad. I want to be able to interface with the gamepad using my custom app. That app is not for distribution, its only for my personal use. I could have used this app (called sixaxis controller) to interface with gamepad, but it requires, that Bluetooth must be turned off to operate, while I need an RFCOMM Bluetooth connection with another device in my app.
How can I have both requirements? I had tried Sixaxis Compatibility Checker and it works, so its possible somehow.
I tried to google for it, but did not found anything specific. There was a piece of advice to use NDK to interface with Bluez, that is base for Android BT API. On other side I found, that in Android Jelly Bean, Bluez was switched for Bluedroid, and its possible to build full custom android rom image with Bluez instead of Bluedroid.
I had an idea, that I could somehow compile Bluez for Android as library with NDK. Then I may put it in my app and use it. Is it right? If so, how can I do it?
Related
I'm making app with using Xamarin.forms (PCL project).
I'm making app like FITBIT and its wearable device.
I'm using nrf51822 MCU from Nordic.
Someone has done lots of work for syncing with ble device for Xamarin.Forms and fortunately it's working great.
Now, I need to use DFU OTA library to support firmware-update for users.
Nordic provided great examples and source code.
dfu lib for iOS : https://github.com/NordicSemiconductor/IOS-DFU-Library
full project(iOS) : https://github.com/NordicSemiconductor/IOS-nRF-Toolbox
dfu lib for Android : https://github.com/NordicSemiconductor/Android-DFU-Library
And How can I convert this library for using it on Xamarin?
What documents or technique should I look?
Any tips will help me. (It might be lots of pain?)
Thanks.
Nordic says they didn't even start to look Xamarin, So there are only three guys(including me) are looking for these binding project.
discusion here : https://forums.xamarin.com/discussion/comment/214516
you can read this documentation Xamarin.Android supports the use of native libraries via the standard PInvoke mechanism. You can also bundle additional native libraries which are not part of the OS into your .apk.
Android.
https://developer.xamarin.com/guides/android/advanced_topics/using_native_libraries/
the same for
iOS.
https://developer.xamarin.com/guides/ios/advanced_topics/native_interop/
Regards. I hope this help you.
Are there WebRTC libraries ported to BlackBerry? If not, is it possible to port Android NDK code to BB10 project?
Thanks in advance!
WebRTC is completely free for both paid and unpaid apps.
Currently, BlackBerry is interested in delivering support for WebRTC and are researching/investigating on the technology. However, no dates or release schedules have been announced at the moment.
Depending on the APIs being used in the Android app. it may or may not be possible to port Android NDK code to BlackBerry10.
Though the Android Runtime would not support WebRTC projects, BlackBerry10 OS is built on QNX, which is a fully compliant POSIX system.
The QNX compiler, QCC, has a GCC-compliant mode to easily port over existing code.
I am new to Xamarin, and performing a feasibility study.
I am not sure if Xamarin provides a Common API for Bluetooth Low energy across platforms including iOS, android, Windows? In iOS, this API is coreBluetooth.
Please provide details; I couldn't find any good information when searching the net.
Yes Xamarin.iOS and Xamarin.Android do support Bluetooth.
No, they do not supply a common API
For my Sphero hacking - I wrote a cross platform BlueTooth Sphero-specific module https://github.com/slodge/BallControl/tree/master/Cirrious.Sphero.WorkBench/Plugins/Sphero
On iOS this module used ExternalAccessory rather than CoreBLuetooth - just because that is the way Sphero works, but on the other platforms Sphero uses Bluetooth SPP
If you need some CoreBluetooth sample code, then I wrote and tested some code in http://forums.xamarin.com/discussion/comment/7576/ and Solving 'CBConcreteCentralManager is not powered on' in Core Bluetooth in MonoTouch
I got a game written in C/C++ using GLES v1.1 (yeah that was an iPhone game), as Im porting it to android I realize that I got some logs on the LogChat of Eclipse that tells me that the GL functionality (like glGet*) that I want to use is not implemented.
Digging on Google I found that you can cast a GL10 to GL11 context, however, since my API calls are all native, I cannot use that...
Is there a way to initialize a GL11 context in Java and then use the native GL11 API call?
If you are running on the emulator, be aware that currently (SDK Tools Rev9, ndk-r5b) the emulator (no matter the platform version) only implements the GLES 1.0 interfaces. It won't matter that your context is for GL11. You'll need to test on hardware to successfully call the unimplemented API entry points.
I want to develop a J2ME application for my Sony Ericsson XPeria X10 (and then the Xperia Arc when it comes out), but i am not uncertain whether the Xperia's (which operates on an Android platform (OS)) has the ability to run MIDlets?
Or do i need to develop Android Apps instead?
You will be far better off writing an Android app as there are many great APIs available, that will make it far easier to make a rich user experience, however it is possible to make use of generic Java code between both Java ME and Android platforms and just port out the specifics
Using microemu is also an option if you have existing Java ME code
http://microemu.blogspot.com/2009/08/converting-javame-applications-to.html