what classes in Java SE supports for libgdx cross-platform development? - libgdx

I am new to libgdx, i want to develop an application with libgdx, and supports for all libgdx target platforms(Windows, Linux, Android, iOS...), what classes in Java SE can i use?
I tested with javax.swing.JFrame, and ClassNotFoundException is thrown in Android platform! so, how do I make sure which classes in Java SE is supported for all libgdx target platforms?

Java SE is mainly for desktop applications (Windows + Linux) and there you can use everything from SE and it will work if the version of Java is correct.
With other platforms it is a little bit more complicated and specific because android for example can not provide all functionality which Windows can (JFrame, ...). For android there is an API reference and there you can find all packages you can use on android (again, be aware of different API verions).
Libgdx on web browsers uses GWT. Again, you can find available packages for GWT here.
I have no experience with iOS but I am sure you will find somewhere which packages are available on this platform.
If you are creating just a small game, I do not think you will need everything from SE and commonly used classes are often available on every platform. Do not care much about this unless you need something specific which is not available on every platform. (JFrame can be replaced with e.g. Activity on android, but if you want your game to be truly platform independent, then use only classes from libgdx)

Related

Using libGDX for business app

I am just looked at libGDX
Wikipedia says
It is cross-platform, supporting Windows, Linux, Mac OS X, Android, iOS, and web browsers with WebGL support.
Can I use it for non-game development, e.g. business app (that usually are database centric)
Are there widgets library and advanced widget like table?
Maybe there is some real cross-platform alternative (PC+mobile+web)...
Thanks to #Tenfour04
Scene2d.ui is starting point, there is dedicated page for Table
and generally read more at wiki

how can i make in app buying in actionscript

I have a child book mobile application and my customer asking me that
he wanted to 10 book 5 free and 5 purchasable.How can i do that
You will need a Native Extension (ANE)
You could make your own, but i would reccomend buying one like this -> milkmangames.com
For Android, you need to use an AIR Native Extension (ANE) (link is a tutorial on how to create and use one). An ANE allows you to run a native code (Java on Android, Objective-C on iOS and Mac, C++ on Windows). You would tie into the native APIs already available for in-app purchases. There are free options available, though they are generally not well documented. I recently had luck with the GCM ANE found here (though you will need to rebuild it in order to use your own icon).
For iOS, Adobe actually provides a way to do it within AIR itself using the RemoteNotifier class. I was able to implement this extremely easy. No trouble whatsoever and it is documented fairly well. This also uses native APIs, but it is built into the AIR SDK and is fully supported by Adobe. I highly recommend using this over an ANE. Read this article

Adobe Flash Builder

Is there any way which can be adopted, to create cross platform responsive mobile apps using Flash Builder ?
We are using our custom written Resigning Engine for this purpose right now, but we tend to replace it with any generic Resigning tool or to cater responsiveness for all kind of devices/platforms.
Being on the same cross platform development, i.e. Flex, Action Script and MXML, is there any solution for this?
Thanks
It's possible deploy Flex-apps on Mobile devices, see Mobile app development
at Adobe Devnet more details
You definitely can develop Android and iOS apps using Adobe Air, Flex, AS3, MXML and publish them on Apple App Store and Google Play Store. But it's limited to these platforms, and Adobe is very unlikely to add any new platform to this list.
Pros:
it's really cross-platform. Once your application works on one, it's really easy to get it working on the other; so the development cost compared to native applications is much lower;
you may have some OS specific features/design; using by example OS specific CSS directives;
You perfectly may create an app with a responsive design, all tools are provided, but like for HTML/CSS, it requires a lot of work;
you may access all phone features (sensors, camera, etc...) using Adobe Native Extensions
Cons:
the size of the generated application: as it includes the AIR runtime, even a very simple app will weight around 12 Mb (9 for the runtime + 2.5 for Flex);
the performances are correct but not as good as those of native apps; one of the reasons is that Flex does not allow to use GPU for rendering (but Flex is not a framework for creating games);
it would be costly to get an app looking like a native one, as you would have to mimic all of native components. There was a project to do this (Eskimo), but it looks dead, and the components were not polished enough to be used in production when they stopped the development;
Adobe Native Extensions offer is rather limited, and they are quite tricky to write; (these drawbacks are not strong ones: you can write extensions, assuming you know to write native code; and most of the common features are available as ANE);
like with any other cross-platform technology, there are a few issues that you can't fix by yourself; you just can wait for Adobe to fix them when it's a problem in the compiler or the AIR runtime; hopefully they follow a 3 months release cycle since they launched AIR on mobile;
it runs on Android 2.3+ devices only; and only devices that are matching the minimal requirements defined for the AIR runtime; that is to say, most of the smartphones and tablets, except cheap ones like ZTE products. When a device is not considered as powerful enough by adobe, the AIR based apps are not displayed in the stores.
Some recommendations:
The best way to organize your code is to create a project for each OS, with specifics assets (icons by example) and a specific manifest file (app.xml), and put all of your application code in a library used by these two projects. It will allow you to test your code (Flex mobile project can't be unit tested), and will avoid you permanent modifications of the manifest.
Worflow: it's usually faster to develop for Android, and then adapt you app for iOS, because it's faster to deploy and test on Android device (although you may use the Adobe Simulator most of the time).
Use the latest release of Apache Flex; it handles the high resolution devices. Forget Adobe's release (4.7 and lower)
Test quickly and often on mobile, especially for the responsive aspects.
Use FXG instead of bitmap graphics each time it's possible (i.e. if they arent animated); it's lighter and very easy to scale.
Mad Components
Alternatively, you may consider using Mad Components instead of Flex.
Flex was not designed for mobile at first; MC was. So it's faster (looks like native), and much lighter (although you still need the embedded AIR runtime which weights 9 Mb).

Flash Builder: Mobile AS3 Project or Mobile Flex Project?

This month I started to play with Flash Builder because I don't have a mac to create native iPhone apps.
I have made a Flex Mobile Project and an AS3 Mobile project. Both do mostly exact the same and I see great differences in operation speed (AS3 version is much faster). Also the size of the AS3 version is less than the size of the Flex version when I deploy the project.
But one thing disappoints me, the size of a deployed AS3 app (Android) is still about 8MB. I think that is quite huge for a simple app, or is it normal? I did not test the iOS version because I am not an Apple Developer member (is there a trick to deploy an iOS app with fake certificates)?
Resources I have used in the apps:
Two images approx. 35kb in size
A StageWebView
I want to know:
What is the average size of a simple app when it is a native app (apk file)?
What is the difference between an AS3 app and a Flex app except the libraries that re used?
Is the AS3 app converted to C or another language?
Why is the apk so huge (IMO)?
Is there a trick to deploy an iOS app with fake certificates? (just for testing)
Thanks for the answer(s).
What is the average size of a simple app when it is native app (apk file)?
I have no idea. When you were comparing sizes; did you export a release build or a debug version? The full version of my app; using Captive Runtime is 12MB. That includes all the embedded images. I thought that roughly 8MB is the size of the embedded runtime. Of course, if you don't use Captive Runtime then the app will be smaller; but it will have a depency on the user having the runtime installed.
What is the difference between an AS3 app and a Flex app except the libraries that are used?
For all intents and purposes nothing. The Flex Framework will need to execute code to setup the framework and such. In theory this 'impact' is offset by the value that the framework brings.
- Is the AS3 app converted to C or other language?
Not for Android or Playbook. It relies on the Mobile AIR Runtime--which I assume is written as a native app somehow. For iOS there is a more in depth conversion taking place; but no on knows the exact magic sauce; but it the process is much more intensive than Android or Playbook and people believe that your code and the AIR Runtime is converted to Objective C somehow in a way that is not in violation of the Apple licensing agreement.
Why is the apk so huge (IMO)?
Huge is open to interpretation. Without seeing your full app code; it's tough to judge.
Is there a trick to deploy an iOS app with fake certificates? (just for testing)
I don't think so; although there may be possibilities on unlocked devices.
You would like to use Mobile AS3 Project if you want you apps to be smaller and your GUI mainly contains vector graphics and Mobile Flex Project if you prefer to use standart GUI Controls that comes together with Flex framework but adds overhead in size because of controls that come with it.
As of the other questions:
the size of the apps is different on mobile platforms. Typical iOS app is about 2MB - 20MB. It really depends on resources you store with your app. What might be important to you is not to overcome 20MB if not needed because 20MB+ apps require Wi-Fi connection to be downloaded.
(However you should export release build version only as mentioned by www.Flextras.com)
there is no fundamental difference between AS3 and Flex apps - they both compile to the same instructions that executes on targeted mobile platform.
as far as I know (being iOS developer myself) there is no workaround to deploy an iOS apps. You need to use Mac and become Apple Developer to deploy with valid certificate.
to make your app smaller try to pai special attention to the resources you add to the project. Although I believe the size is so big because of framework itself, you would like to use more vector graphics vs. bitmaps when compiling apps with Flash/Flex.
When you export for Android you have an option of embedding the air framework in the application, that way your users don't have to download air. you can export your application without air embed which will result in a much lighter application, however your users will need to download air runtime. http://cookbooks.adobe.com/post_How_do_I_create_an_AIR_application_for_Android_tha-19299.html

Unity 3d in touch sensitive webstore interface

I need to create a touch version of the webstore with 3D elements. At the beginning I chose a WebGL technology because of the straightforward integration with databases (such interface will need to download thumbnails of products and basic information about it using MySQL).
Problem is the lack of simple tools to create such a project. Recently I became interested in Unity. I just don't know whether its capabilities allow me to do this. What do you think about Unity 3d? Is a good choice for such a task?
Unity3D web player needs a plugin installed at the user's browser. This plugin is not available for iPhone and AFAIK for Android neither. Thus it is not possible to create a pure browser based online store solution.
What you can do with Unity3D as a workaround: Do the project in Unity3D and export it once as web version for desktop clients and then export it as app (i.e. a fat client that needs to be installed) for iPhone and again for Android. But even then you will have a lot of work providing different layouts for all target devices.
Although I like Unity3D very much, I would not recommend it for development of an online store.