OPUS Audio codec encoding for iPhone - audio

Can the recently released OPUS Audio codec (libopus?) be compiled to run on mobile devices (read iPhone/Android)?
I've searched and came to the conclusion that te documentation states it runs on ARM devices but after trying to compile the library it always fails when cross-compiling.
Am I mistaken or there is no support for such devices tat this time?

The one thing I was missing was the Host, it turned out to be 'arm-apple-darwin' now it is working correctly.
./configure --host=arm-apple-darwin

For me it builds directly on Xcode. No need to use cross compilers. I am compiling it for iOS.

Related

Avalonia / LibVLCsharp support for iOS, Android and WASM

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)

Compile Programs for Arduino on Ubuntu Linux - any other ways?

There are two official ways of compiling Arduino sketches; The Arduino IDE that can either be installed by ppa or by downloading the source or the "ino" compiler that also could be downloaded by source.
I don't like both of them. The Arduino IDE needs to be run as root to work fully correctly and has a way too simple editor. The Ino Compiler Doesn't work with my Sketches (especially those with ethernet support, see Arduino CLI Compiler “ino” and some basic sketches lead to compile errors) and I also don't really know how it behaves when I feed it with some C++ or even C++11
What I really like to know: Is there a way to compile the arduino sketches the "Unix"-Way either with gcc or with clang. What libraries do I need to include, are there any example makefiles? How do I upload them to my arduino?
btw. Using Ubuntu 13.10 and soon 14.04 on 64bits. Having Arduino Mega 2560, Arduino Uno and Arduino Mini/Nano compatible board as well as an Ethernet Shield.
The Arduino IDE needs to be run as root to work fully correctly and has a way too simple editor.
that is a configuration fault of the deb package. Arduino ide runs fine if user has right priviledges on the serial. Especially the newest 1.5.6-R2 witch is compatible with new linux /run rules (old RXTX has been replaced)
The Ino Compiler Doesn't work with my Sketches
you are not using the packaged compiler, but your distribution one's witch is a lot newer and break code. Also we don't know witch patch are applied on that compiler, so the results will be unreitable. Try to download the arduino IDE from the official site, and just unzip it and run. It will compile fine, as it will use its own (old) compiler. On github you'll see they are working on resolving these bug, you can download the specific branch.
Is there a way to compile the arduino sketches the "Unix"-Way
yes, but not easily. you have to convert the .ino into a .cpp and add a main() method. there are some makefile that do that, but they will be break-prone, you should use CLI now that it has been provided. If you still want to use an external makefile, see https://github.com/sudar/Arduino-Makefile

Can Chromecast run Native C libraries?

As I understand it, Chromecast runs a modified version of ChromeOS.
Hackers examining the device have "concluded that it’s more Android than Chrome OS," adding, "to be specific, it’s actually a modified Google TV release, but with all of the Bionic / Dalvik stripped out and replaced with a single binary for Chromecast."
With this in mind can one conclude that Chromecast can only run HTML/JS code and that it can't run any Native C code?
What if I have a Native C library which already runs on Android and iOS, what will be the best approach to port it so that it could be run on Chromecast?
No, there is no provision for supporting a native application.

Make a game with Cocos2dx on Linux

I'm some familiar with Cocos2d and Cocos2dx.
But only I worked in Mac, I know which is possible work with this engine (Cocos2dx) in Windows, but I don't know if is possible develop a game on Linux.
By the way:
I'm not talking about a port, I want develop a Videogame multiplataform on Linux.
Would be great know the way of how start my game on Linux.
Thanks!
While I haven't tried it, cocos-2dx is, according to their documentation, is usable on Linux although my understanding is that this means one can build android projects using cocos2d on Linux.
In terms of where to start, I've used both SFML and SDL as both are well supported on Linux. Both are cross platform although SDL supports a wider range of platforms - I have an SDL2 game in progress that runs on Linux and android for instance whereas SFML does not yet have android or iOS support. Coming from cocos2d though I think you'll find the SFML API easiest to pick up.
As a fair warning, the landscape is a bit confusing at present because both SFML and SDL have a popular stable release (1.6 for SFML and 1.2 for SDL) with one API along side a popular development release (2.0 for SFML and 1.3/2.0 for SDL) that has a similar but not identical API. This is particularly noticeable with SDL where the documentation for 1.2 is much better than the documentation for the development API. In terms of choosing one over the other, the stable releases are precisely that - stable. In both cases the development releases have been under way for some time so if you are willing to dig for documentation a bit and ask questions it's worth getting the new features.
There is book that provides a nice introduction to Linux game development that, while dated, might be a good first step if this is your first outing with games on Linux, especially if you decide to use SDL Programming Linux Games.
Update:
I saw the directions here and after (roughly) following them cocos2dx does build on my Ubuntu 12.04 x64 machine. The "Set up Environment" directions seem sound but the makefile information appears to be out of date as there is no build_linux.sh instead there is a make-all-linux-project.sh. After this finished pulling in missing deps and building I changed into the samples/HelloCpp/proj.linux directory and ran make. This created a HelloCpp binary in samples/HelloCpp/proj.linux/bin/debug. Running that popped a HelloWorld cocos2d screen. According to the output the verison is:
cocos2d-x debug info [cocos2d: cocos2d-2.1beta3-x-2.1.0]
That said, I don't see a lot of documentation for the linux port and most of the related community entries seem to be out of date so you may find more support from using one of the libraries I already mentioned.
Download cocos2d-x project there is a test sample games which compiles on all platform android, windows, iOS , Windows Phone ...See you are going to code in c++ that's it then whether you build it in linux or any other platform doesnt matter for cocos2d-x kind of engine
so i suggest start with the sample projects of cocos2d-x .... and as you want to do it in linux ...make something then compile it in linux like I do ...

Running J2me apps on Android phones

Is it possible to run J2ME apps on Android phones? If so, what is the installation procedure?
Otherwise, is it possible to convert .jad files to .apk? In this case, what is the procedure.
(I have already tested the procedure offered by netmite but it doesn't seem to work.)
Using this site http://www.netmite.com/android/srv/2.0/getapk.php you can convert your J2ME application in to Android Application. You need to just supply your .Jad & .Jar file in it and it will generate Android's executable file .apk for you.
However in it doesn't able to convert all the feature of Java ME to Android, but basics can be easily converted.
You can try phoneME, netmite j2me app runner, jblend, jbed like jeme emulators in android. For now, phoneME is the best. you can get various version of phoneME here http://davy.preuveneers.be/phoneme
You also need OI file manager to select files in phoneME.
A complete guide can be found here http://w3epic.com/run-java-apps-j2me-on-android-devices-guide/ for rest of other emulators (if you want to try).
#dennis
I got it, thanks.
MicroEmu open source project hasn't been mentioned yet, and here it goes: https://code.google.com/p/microemu/
I searched for a good JavaME emulator for Android for a long time, and finally found one. This here is what you need:
http://davy.preuveneers.be/phoneme/
No doubt the best there is for Android.
Added 15th January 2016:
Reply from the author of phoneME, Davy Preuveneers, in regards to the Android 5.0+ issue commented by Álvaro Gutiérrez:
Hi,
I am testing on a Samsung Galaxy S4 running Android 5.0.1, and the
"phoneME Advanced - Foundation Profile + MIDP FullHD Resolution" build
seems to run just fine on this device.
Also, following this thread
Position Independent Executables and Android Lollipop,
I ran:
$ readelf -l libcvm.so | grep -i "file type"
and it reports:
Elf file type is DYN (Shared object file)
So according to the website this is OK.
However, for the CDC and Foundation profiles (console like
applications), there is indeed an issue where you get this error:
"Error: only position independent executables (PIE) are supported"
However, for those 2 profile I call a native executables and redirect
the native stdout/stderr streams to Android, whereas for the MIDP dual
stack I load a library and create a complicated wrapper to get things going.
I can recompile with -fPIE and -pie options but will then end up with
binaries that are no longer backwards compatible with devices running
Android 4.0 and below. That is why I added some additional builds to my
website for Android 5+ devices:
http://davy.preuveneers.be/phoneme/?q=node/10
Best regards,
Davy

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