Mixpanel is not supported for cocos2d-x? - cocos2d-x

I have to port game from Cocos2d to Cocos2d-x and in Cocos2d was used Mixpanel for data/event tracking. I looked on Mixpanel official site and they officially do not support c++. Is there any plugin/class for c++ sending events to mixpanel or I have to use REST API ?

Mixpanel has native iOS and android SDKs. For iOS you can call objective-c code from c++ and for android you have JNI to call Java from c++. You dont need to make an REST calls.That is how I have done it for all native SDKs.

Related

Shared library between UWP and REST api

I have a REST service that has many commands that can be called to return JSON data. I have a library of the DTO's that I use to build this JSON. I want to reference this library in my UWP app so that I can ensure they decode correctly. However I cannot reference the dll in my UWP app. I tried the backwards approach too, adding a UWP library to my REST service and referencing it in my UWP app, however then I cannot refrence it in the REST API. Any suggestions?
Move all your DTO's to a class library built using .Net Standard 1.4
This will allow you to share code between your REST service and UWP app.

Xamarin WP8 DataTransferManager

Windows Phone API has the namespace DataTransferManager to share files from internal storage.
I'm trying to use this feature on my Xamarin App.
I got a WP8 XAML page displayed via Xamarin's PageRenderer. Inside this page I call DataTransferManager.GetForCurrentView() like described in many tutorials. But at runtime the App crashes with NotSupportedException.
Please help me on how I can share files (no pictures) from my App.
Thanks
I found a solution: Upgrading the WinPhone Project to WP8.1.
So far there are no errors with PCL and 8.1.

If I use Javascript for my scripts in Unity, will I be able to export the project to Windows Phone?

As above. Will I be able to publish the app to Windows Phone which is using Javascript inside Unity project?
unity is a cross platform engine so what you code inside it can be used all across platforms . no matter what language you use

LibSpotify and Windows Store App

I'd like to start work on a Windows Store App client for Spotify, using LibSpotify. However, it seems that I'm unable to use the libspotify dll from inside a Metro app, presumably because it uses parts of the win32 api that are off-limits to the Metro Sandbox.
Loading in my own simple test dll using LoadPackagedLibrary works ok, but loading in libspotify gives error 1114 - ERROR_DLL_INIT_FAILED.
Is there any hope for me?
Thanks
Tom
If you are trying to create a Metro-Style-App - you have no hope until Spotify releases an updated library or someone reverse engineers their library to make it work in WinRT.
If you want to create a Metro style app that is not WinRT - based - there are WPF libraries that let you theme your application to look Metro, but you won't be able to sell it in Windows Store unless you work for Spotify and get into a deal with Microsoft.
You can only use the WinRT library in Windows 8 Metro Apps, not Win32.

Creating HTML5-based apps for the Mac App Store

The new Tweetdeck for the Mac is supposedly HTML5-based:
http://www.cultofmac.com/134237/tweetdeck-releases-html5-based-app-in-the-mac-app-store/
Anyone know how to build a HTML5 app for the Mac App Store like this? I can't find any documentation on it.
My guess is they do something similar to what PhoneGap does - add a webview in an XCode project. Webviews are basically embedded browsers that can run html5 and javascript. Then, they code their pages in html5 and can call their dataservices via ajax.
Here is actually a tutorial on how to add your html5 code to a webview in xcode: http://www.lostdecadegames.com/how-to-embed-html5-into-a-native-mac-osx-app/
Check out this http://www.tidesdk.org/ build apps with html5
Today you have some great tools made to build Mac OS X applications with HTML5/CSS3 and JavaScript. Like Sentenza Desktop : http://codecanyon.net/item/sentenza-desktop-for-mac/4070984
http://nwjs.io/
NW.js lets you call all Node.js modules directly from DOM and enables a new way of writing applications with all Web technologies. It was previously known as "node-webkit" project.