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.
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I'm planning to create a cross platform (Windows, Linux, macOS, Android, iOS, Wasm) audio player using latest AvaloniaUI along with LibVLCSharp. Unfortunately only support for Windows, Linux and macOS is listed for Avalonia.
I think that this might be a lack of documentation only, since Avalonia pretty recently introduced Android and iOS support officially.
So how is the state of this? Would it be possible to create a REAL cross platform player for all the listed platforms with LibVLCSharp? And if not, is there an alternative, that could be used with AvaloniaUI?
I found these libs for C#, that are (partially) capable of playing audio:
LibVLCSharp (unmanaged/wrapper, cross platform including Android + iOS)
SharpAudio (mostly managed, cross platform, but poor codec support atm)
cscore (unmanaged/wrapper, well designed, development stalled)
libsoundio-sharp (unmanaged, pretty raw)
ManagedBass (unmanaged/wrapper for BASS, awesome but only free for open source)
NAudio (awesome managed library, but windows only atm, although efforts to evolve to cross platform)
I'm developing an app for API level 15+ that has some jni code and i'm wondering if there are devices with armeabi ABI (ARMv5) and API level 15+
Can i include only armeabi-v7a and x86 libraries and skip the old armeabi?
Android itself doesn't support ARM versions below ARMv7 from Android 4.4 (API level 19). Since Android 4.0 (API level 15), it doesn't support ARMv5/ARMv6 by default but can be modified to build for those platforms (see https://groups.google.com/d/msg/android-building/Q_gU1zb6DLc/Bq5QryioQ_kJ), and there are custom builds that run on ARMv6. I'm not entirely sure if there are any official, certified compatible devices that run such a combination (Android 4.0-4.3) though - there should at least not be any such certified devices running Android 4.4, since the compatibility definition document strictly requires ARMv7 from that version.
So in practice you should be pretty safe to skip it, but you might exclude some fringe third party ROMs by doing that.
See https://stackoverflow.com/a/28926267/3115956 for a similar answer to a similar question.
Can i include only armeabi-v7a and x86 libraries and skip the old armeabi?
No, iff app is to be used on old cpu based architecture devices.
And Yes, if we are sure that no customer have older than ARM7 cpu based architecture device.
In our case we purchased the Chilkat licence for one year and they happily supported with ARMEABI .SO files. Hence it is upto the use case. It is affordable for and organisation.
Also wants to share the contact point for Chilkat if anyone wants to contact them for help. Email them at -> support#chilkatsoft.com
Thank you and Happy coding!!!
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 am a newbie to J2me. I am programming a Java program to recognise QRs.
The specifications of the projects include the compatibility with most of cellphones. For example, Nokia with Symbian, iPhone or HTC with windows mobile.
I have started downloading, JDK, WTK, eclipse and MTJ.
Any other advice would be of help.
To do this, I will need to provide a different distro for every commercial mark? or OS?
You can't run J2ME applications on iPhone or Android.
iPhone apps are written in Objective-C, and Android apps are written in regular Java (almost). Don't know about the Symbian case (but that probably runs J2ME just fine).
If you want a high degree of code-reuse, I strongly advice you to try to do the application web-based, preferably executed in the browser, or with a minimal OS-specific implementation of a front-end.
I have to create a mobile installable/client application...and I dnt know nothing abt this..
what SDK,language should I use?? if this will in .net will be fine(optional)... any Ideas
Will really appreciate this...
Thanks!!!
First you will need to decide what mobile platform or platforms you want to support. Often your choice of language and toolset will be completely dictated by that. For example, if you want to write software for the iPhone, you will need to use Objective C (and use a Mac) while Android-based phones and BlackBerry devices require Java. Windows Mobile and Symbian devices natively support C/C++ and their own proprietary APIs but you can use frameworks like Qt to make things easier (and portable between the two). Windows Mobile in particular also supports lots of other platforms that run on top of the base OS, such as slightly limited version .Net or Java (but bring-your-own-JVM).
The one common denominator between them all is web applications. If you want a single codebase that will work everywhere and that doesn't use a completely proprietary toolset, you can build a web app.
Programming languages: Objective-C, Java, C# .NET CF etc. It depends on what devices you application should be running.
You can use Visual studio to target Mobiles have Windows Mobile OS or Windows CE or Pocket PC, for other OSs you have to see the SDK that the Manufacture company provide.
I you got no clue to start with, I suggest you start with Java ME. Java Mobile Application is, in my opinion, the safest way to go for starters as they have the widest acceptance among mobile device platforms.
Good luck.