obfuscation with bouncycastle and LWUIT - java-me

I have build an application that using LWUIT for UI and bouncycastle for Hashing and Encryption, and every thing is working fine in the emulator but When I try to test it on real device
1- the application not installed correctly because of bouncycastle library need a high obfuscation level to run on the device without any problem
2- so I have set the obfuscation to high level but that made a lot of problem with LWUIT that can't build in the application
3- so I have decreased the level of obfuscation to 8 and the project build successfully but the UI now is not working probably as no button action applied and so on
4- also the application is not installed successfully because of bouncycastle
I need an urgent help please, what can I do to solve this problem

I have successfully used bouncy castle for a lwuit application, so i do not believe that this should be a problem, but if you are having problems with including the bouncycastle javaME jar, then i suggest you download the source files and copy the required classes only into your own code base, with the appropriate package name along with all dependencies.

Related

Importing LIBGDX library gdx-backend-android.jar into Android Studio Project

After a hiatus of a couple of years I'm picking up Android development again.
I installed the newest Android Studio(4.1.1) with the latest Android SDK version (Android 11, API 30). After that I created a new project with gdx-setup.
If I add the old java source to my newly generated project I get this error:
error: package com.badlogic.gdx.backends.android does not exist
I'm not sure how to add this jar into the new project. In the Gradle configuration I see mentions of the backend, but it's not available.
I also downloaded the 'gdx-backend-android.jar' from the nightly build and put the jar in the Android library folder, all to no avail.
Does anyone actually know how to correctly add this dependency into my project?
I added the jar but still have an error, don't mind the other errors, I first need to fix the GDX import.
The project dependencies are managed by Gradle, so there is no need for you to directly touch any .jar files at all.
The most likely issue you're facing is that you are trying to use Android-specific classes from the core module, which is platform agnostic.
In a typical libGDX project, you do almost all your game code in the core module so it can easily be compiled for any platform. The code you showed above would be in the android module, but your LiveWallpaperStarter class would be part of core.
Some might say there's no reason to use core at all if you're making a Live Wallpaper, since it can't run on any other platforms besides Android. But there is some advantage in keeping the rendering in core so you can test in a desktop game window, because you can more rapidly compile and run on the desktop. This library has some tools that make it easy to wrap your rendering code in a class that lets you simulate a live wallpaper on desktop, for testing.

Using flutter mobile packages in flutter web

I am using flutter web and I want to use some packages that are available for the mobile in the web version of flutter. The pubspec of flutter web look a bit different from that of flutter mobile but this is not the real problem. What I am concerned about is that is it possible to add the packages availble for mobile into that of the web. If yes, what is the proper way to do so?
This is not currently possible (as of June 2019) for any package which is dependent on the mobile OS. The reason for this is that the plugins on mobile use platform channels to communicate with platform-dependent code implementations for Android and iOS written in java/kotlin for android or objc/swift for iOS.
The only way those packages would ever work on the web is if a web-specific implementation were written for them which I assume would either use an emscripten-compiled library or more likely some sort of javascript bridge to call the relevant browser APIs.
From the flutter for web readme:
flutter_web does not have a plugin system yet. Temporarily, we provide access to dart:html, dart:js, dart:svg, dart:indexed_db and other web libraries that give you access to the vast majority of browser APIs. However, expect that these libraries will be replaced by a different plugin API.
For any plugin that is 100% dart code, you should be able to just include it in your pubspec.yaml the same way you would in flutter - under dependencies.
yes you can by take source code packages from github and take codes inside lib file inside package and put it in your project and fix errors may happen inside files by change path import to:
import 'package:flutter_web/material.dart';
and some more changes may need to do it.
it will work 100% and so easy :)

JBlend with LWUIT

I have made some applications on J2ME using LWUIT, CLDC 1.1, MIDP 2.0 and they are working great on Nokia handsets.
But when I tried to install these applications on Huawei G7206 (JBlend) some of the applications gives error (NOT SUPPORTED) and some crashes without displaying anything.
I have tested an application without LWUIT and it worked.
My question is,
what is the issue?
Either JBlend does not support LWUIT? or I have to downgrade my applications (I mean to remove some features)?
Does anyone know the limitations to work with JBlend?
Have you tested your applications on other devices?
Confirm that your jad doesn't include any other hidden requirements, jblend generally works with LWUIT but some VM's don't handle the full LWUIT properly and require an obfuscated application or similar hacks.
Whenever we use LWUIT in application the size of the application increase because of the jar file which we add in it. By obfuscation we can reduce the size of .jar file. And can become able to run in device.
Please try of obfuscate the application. You might get the solution of your problem

Blackberry Application Development by integrating code generated from MBO's in Sybase Unwired Platform

I am developing a simple Blackberry Application using Blackberry Plugins for Ecplise. I had created a MBO for Customer using the Customer table avaliable in the My Sample Database of Sybase Unwired Platform(version 1.5.2), and generated the codes for this MBO and added these Generated code to the src folder of my application in the Blackberry Plugin for Ecplise. Then added all the required .jar files and .cod files to the application. While running this application by choosing the Run as Blackberry Simulator, it is showing an error.
Error starting SUP101Sample: Module 'sup$2dclient$2drim' not found
Can you please help me, how to correct this error, and run the application?
Upgraded the Sybase Unwired Platform from 1.5.2 to 1.5.5.
Since I am using Sybase Unwired Platform of version 1.5.5, in order to access the code generated by this version I need to use Blackberry Plugin for Ecplise, which is having the JRE 5.0.0.
And in case of the .cod files we need to use sup_client_rim.cod and UltraLiteJ.cod for doing this.
This solves the problem.

How can Apple tell if an app was built in MonoTouch?

Monotouch compiles the app into the native code. How can Apple know that the app was built using MonoTouch? Does Monotouch leaves a signature in the application?
Does Monotouch has its own libraries which could be a trace of the origin or it compiles all the code and all its .NET libraries into native code?
The resulting .app package contains the application binary, your resources as well as the required additional libraries, such as:
montouch.dll;
System.dll;
System.Xml.dll and so on.
As such, it would be trivial for them to check if the application was built with monotouch or not - it is as simple as right clicking the package and then select "Show package contents" in Finder.
However, you need not worry about that, as Apple has just relaxed their License Agreement: http://daringfireball.net/2010/09/app_store_guidelines
And even if the assemblies containing metadata were not included in the app bundle (directory), I am quite sure it is relatively trivial to learn how to recognize from the patterns in the actual code in the app executable that it was produced by MonoTouch, if one would want to. So there is not reason for MonoTouch to try to "hide" that fact.

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