Delphi's Android Installer Combined with Android Studio - flutter

I have Delphi 10.3 CE, setup for only Windows development. I'd like to now set it up for Android development. I would, however, also like to add Android Studio (Flutter) to the same machine. Assuming I'd like the installations to go as easily and smoothly as possible, does it matter the order in which I do these installs? (Things I'm thinking about: Will accept-the-default installations leave me with two separate copies of the Android SDK? Might the first install set a PATH variable that's overwritten by the second install, causing problems? Do Delphi and Android Studio use different version of the Java Development Kit?)

By Default Delphi 10.3 installs Android SDK inside Public Documents folder of your computer. This means that by Default Delphi will not use the sam SDK as Android Studio.
But if you wish you can change path to Android SDK inside Delphi Options and even use Multiple SDK versions at the same time.

Related

Add android target to visual studio for Mac

I'm building over a non from scratch project, that a previous developer created in my office.
In a previous version of Unity - Visual Studio for Mac I generated some build for iOS, but now, with the newest version, I get this configuration:
Also, the configuration for Android is disabled.
How I can add Android as target for my project to generate an apk file?
UPDATE 1
VS Configuration.
UPDATE 2 / BUILD CONFING
Please refer to the following link to setup unity to make Android APK:
https://docs.unity3d.com/Manual/android-sdksetup.html
You will need to download: the latest version of java, and the android sdk.
You will need to set the unity path to the sdk
You will need to download and set up the android ndk.
Sounds like a lot of work but its really a lot of waiting. the Android SDK can take some time depending on which versions you wish to support and how far back you go.
Once you have followed the guide above you will be able to change your project to android in the project settings menu.
Good luck!
For mac users with unity looking to set up android:
Instructions for Mac
you should be able to select android here and then click switch platform...

Blackberry plugin for eclipse compatible with Blackberry 10

This may be an incredibly stupid question, but I have not gotten a clear answer through google. Will the eclipse Blackberry plugin work for the new Blackberry as well as older versions? I am actually an android developer so this is quite a change for me. Any hint will be appreciated. Thanx
EDIT You can use the BlackBerry Runtime for Android apps to run Android Jelly Bean 4.2.2 (10.2) platform applications on the BlackBerry 10 OS. If you are developing for a previous version of BlackBerry 10 OS, use Android Gingerbread 2.3.3. To use the runtime, you must first repackage your Android applications to BAR file format, which is the compatible file format required for an application to run on the BlackBerry 10 OS.
Got this from here. Does this mean that I should write two apps? One for the old blackberry devices and one for the new one?
I'm not sure that the above is clear, so thought I would restate the position as I understand it:
Android applications, repackaged to run on BlackBerry devices, can be used on BB10 and PlayBook devices only. These can not be run on BBOS devices, i.e. BB 5/6/7.
The later releases of BB10, specifically 10.2+, supports Android applications developed using Jelly Bean 4.2.2.
PlayBook and previous levels of BB10, support Gingerbread 2.3.3.
So for example, my Z10, which is running BB10.1, would only be able to load repackaged Android applications developed using Gingerbread. My Curve, running OS 7.0, can't run any Android applications.

Are After Effects plugins made with the AE sdk cross platform?

I am wanting to develop a after effects plugin in c/c++ using the after effects sdk. Are plugins made in this way cross-platform. I will be developing on a Mac, so will the plugin work on windows without any modifications? If not, will I have to make some small adjustments to make it cross platform, or will I have to re-develop the plugin under windows for it to run in windows?
Depends on your code.
If you use specific platform calls like GET_MAIN_WHND() you would have to alter your code according to each platform.
On the other hand it should be exactly the same code for windows.
just duplicate an existing project, exactly as you did on the mac, and copy your code.
The examples provided with Adobe's SDK are cross-platform. They will build on OSX and Windows (with XCode and Visual Studio) out of the box.
A .plugin bundle will be created for osx and a .aex file will be created for windows.
If you need to rely on libraries, you might have to check if the libraries support Windows and mac.
Here's a good starting point: https://ae-plugins.docsforadobe.dev/
and the SDKs: https://developer.adobe.com/after-effects/

How easy is it to develop an iPhone application using MonoTouch in Visual Studio?

I know about Monotouch and I have virtual MacOS and Monodevelop/Monotouch installed.
However, is it better to build an iPhone application in Monotouch on Mac OS X or it's as easy as to build iPhone app in Visual Studio and port it to iPhone via Monotouch?
Is there anyone who tried porting c# project to iPhone? How different was it from building the app on mac os using monodevelop/monotouch?
ps. my favourite helper utilities does not exist on mac os and that's the reason for this Q
As mentioned, to compile your applications and upload them for appstore use, or debug using the simulator you'll need to use MonoDevelop on a Mac.
However it is possible to write a large portion of the code in Visual Studio 2008 or 2010.
I've written 6 Monotouch apps that are selling badly in the appstore, using primarily Visual Studio. The reason I use Windows and VS2010 is I'm a lot slower with the Mac keyboard, have my Visual Studio setup for speed, and a PC that is about twice the processing power.
Here's a few gotchas and tips:
Copy the monotouch DLLs from your Mac to Windows (search for "monotouch.dll" on the Mac), stick all the DLLs in a static place and reference them in your project. It should then compile in VS.
Make sure you keep 2 project files - a MonoDevelop and a Visual Studio one. I tried converting manually and also wrote a converter to go between the two but it breaks so often it's easier to just keep two files.
You can also convert the Mono XML documentation (it's in a different format to the Microsoft .NET XML documentation format) for Visual Studio intellisense. The link below has a download for the XML documentation I generated for Monotouch 2.1.
Avoid using a shared drive for development. This make compilation on the Mac very slow - stick to copying the files using a USB stick or ideally use an online source control site like bitbucket.org
I found it was quite fast with a single keyboard, monitor and mouse and a KVM switch going between PC and Mac.
For the layout (either XIB or C#) you'll have use your Mac, or write the bare bones in VS first.
I've written a fair amount on the process here.
You simply can't develop a MonoTouch application just using Visual Studio. You have to use the OSX tools to build the code and create the package for the phone. There's no way to work around that, and the easiest way to do it is using MonoDevelop.
What me and other developers have done in the past is to develop some of the C# libraries for the apps using Visual Studio, because even though MonoDevelop is pretty good, its still far from being as good as VS. Refactoring code, for example, is much easier with tools like Resharper, etc.
When developing the App in Visual Studio, there's a lot of things you'll have to deal with; for example:
You simply cannot run a build from Visual Studio: VS doesn't know how to build the kind of project necessary for the iPhone, and it doesn't have all the libraries that exist in the iOS SDK.
there's no visual editor to create the XIB files you you probably want to create for your app.
You'll have to do a lot of extra work here and there to get the VS to even open the solution (like copy lib files from OSX to Windows, create separate projects, etc) (although I think Novell Mono tools for VS may help a little on this one.
So here's what I've been doing for the last 6 months:
Break down the application into different projects for business logic and UI logic
You should be able to build, compile and even test the business logic from VS. Just remember not to use any UI libraries, or external libraries not available in MonoTouch
Use MonoDevelop to build the UI code part of the app. Being able to quickly run the app to test helps a lot.
Every once in a while, if you feel you need to to a big cleanup, open the code in Visual Studio, and do the refactorings; although you won't be able to build anything, the code checker in VS will help to make sure the code is still valid.
Hope it helps!
This has actually changed with new MonoTouch release rebranded as Xamarin.iOS that offers tight Visual Studio integration. You still need a Mac for building and testing but you can work from VS without much hurdle.
They even hooked up the debugger:
In this screenshot, VS and OS X run on the same computer, but they don't have to, given that there is a local network connection between them.
Read more here:
Xamarin iOS for Visual Studio allows iOS applications to be written and tested on Windows computers, with a networked Mac providing the build and deployment service.
Developing for iOS inside Visual Studio provides a number of benefits:
Creation of a single cross platform solution for iOS, Android and Windows applications.
Using Visual Studio tools (such as Resharper and Team Foundation Server) for all your cross-platform projects, including iOS source code.
Using the familiar (for existing Visual Studio developers) code editor, keyboard shortcuts, etc.
Xamarin.iOS for Visual Studio supports configurations where Visual Studio is running inside a Windows virtual machine on a Mac (eg. using Parallels or VMWare).
Note that Visual Studio integration is available in Business edition which is $999 per license.
(The license is perpetual per person but you only get free upgrades for a year.)
The MonoTouch home site states:
Please note that MonoTouch requires a
Mac, Apple's iPhone SDK and you must
be part of Apple's iPhone Developer
Program to test and deploy your
software on a device and to
redistribute your code.
I think some of the problems you are going to have using Visual Studio are
you won't be designing with the native UI controls
the emulator used for testing will be different
you may end up using API calls that aren't available in the MonoTouch libraries
I would stick with using MonoDevelop on the Mac.
Since you need the Apple's iPhone SDK (which is only available for OS X) installed to develop with MonoTouch you will be limited to developing on a Mac.
MonoDevelop is quite a good IDE, and its integration with Interface Builder and the iPhone/iPad simulator makes developing for iPhone with MonoTouch a pretty nice experience.

Deploying Silverlight applications to WinPhone7 emulator without Visual Studio

As per title, I would like to deploy my application without its Visual Studio project. I would prefer to place all executables/images/manifests in one directory and deploy it without needing the source or opening Visual Studio.
There is a way to do that for XNA apps, but it doesn't work for Silverlight apps for some reason. Other people had the same problem.
EDIT I know Phone Developer Tools are free and I am not trying to eliminate VS from my workflow. I just want to be able to grab the latest binary from the build server and quickly run it up in demo situations.
When you install the latest developer tools you get an application called "XAP Deployment" which can install a pre-built XAP onto either the emulator or the phone.
How to: Use the XAP Deployment Tool for Windows Phone
Visual Studio Express is free, and I think you can get a version of VS2010 now too.