Can Progressive Web Apps set up GPS in their web apps - progressive-web-apps

I want to make PWA in which its primary feature is GPS i.e. location based services but some of the sites are saying that a PWA does not support GPS, camera and many other features and some of the sites says that it does support GPS. I am confused.
Any help would be appreciated

PWA do not support GPS in the background. W3C/IETF/WHATWG have been aware of the demand and deed for this feature for at least 5 years and have ignored a perfectly good solution for over 3 years :-(
There is discusstions going on in WebKit about supporting this now.
If you use Cordova/PhoneGap/Ionic then you can run GPS in the background as a hybrid app.

Related

Ibeacon app developing

Just started reading about this ibeacon that apple is selling out to retailers. If I wanted to created an app that connects to these beacons.. how can I do so? Cant seem to find any apis or any help for doing this, it is a relatively new technology. Also, can Android devices also utilize this technology?
Apple has an app called AirLocate that they released at WWDC this year. If you search on "AirLocate" you can find it online.
It is an app that lets you turn your BLE-capable iOS device (iPhone 4S or later, iPad mini/ iPad 3 or later, or 4" iPod) into either a beacon or a beacon detector.
With that source it's quite easy to figure out the basics of iBeacon programming.
As the other poster said, the newest Androids are able to detect beacons, but so far the firmware does not support sending as a beacon.
Yes, Android devices can interact with iBeacons using Radius Networks' Android iBeacon Library.
You can find a table that compares the APIs for both Android and iOS on this page. You may also want to Google for a tutorial.

Creating a single SmartTV app for multiple platforms?

I want to develop a SmartTV application for the GoogleTV platform and i've been browsing trough the GoogleTV Guidelines (https://developers.google.com/tv/android/).
However, i don't want GoogleTV to be my only platform. I also want the same app to work on devices like Samsung SmartTV and/or LG SmartTV.
But do the guidelines from Google conflict with Samsung guidelines and does the code of my application need a lot of rework to work on other devices?
I'm editing my answer. I just checked the Samsung website and, I'm happy to say, they threw out all the junk.
They use to have a number of different, non-interchangeable, coding languages. And none of them really worked on the TV's of the other manufacturers either. This is most likely the reason why few applications were ever developed for those platforms.
Now they are supporting basic javascript. So, you have the opportunity to build yourself a TV web page and load it up as an application on Samsung and potentially run it from the Google-TV browser. However, I would verify whether your application requires specific HTML5 features (such as offline support) that may not be implemented in the Android-like browser version running on Google-TV. Having said that, you can always build an app that loads locally on Samsung and runs from a remote server on Google-TV?
... for some historical perspective on how we go to where we're at you can continue reading....
The implication of each manufacturer having their own unique OS creating developer fragmentation was probably predictable to them but they were likely working in a panic. After they became aware of the Apple TV when the first patents were make public in 2008 they understood the longer term impact if Apple provided hundred of thousand of applications worth of content and they had nothing to compete. So they got together and decided on a standard they would implement that would provide a non-fragmented solution allowing any app to run on the TV's of any supporting manufacturer. AKA: they got it right.
In 2009 a good number of them announced support for the Yahoo Connected TV standard. However, by 2010 the development framework, app store, etc that was promised had not materialized. This is likely when they all went in their own direction (although you can still buy Yahoo Connected TV sets from Samsung, Sony, LG, Vizio, and Panasonic today).
With the implementation of the Google-TV Market and the ability of developers to transition existing apps to Google-TV apps with only 20% or so of the effort of creating new (thus lowering the cost and supporting the business case for a TV version) that they have a solution that meets their original requirements.
Now, there's certainly going to be a little 'bitten once twice shy' coupled with revenue sharing discussions and perhaps the impact of Google being a hardware manufacturer (Motorola Mobility) but, at the end of the day, the inevitable is inevitable. They either take Google-TV or create their own, very close, must run existing applications, version of Android.
PS: I didn't look at the other manufacturers site.
For my understanding core components like the Player and Remote Control Management are platform specific.
You would need to use a configuration file and implements these components independently for each platform.
Alternatively you can use some cross platform SDK.
Searching on Google for "smart tv app development" I found out:
Joshfire Smart TV SDK
http://www.joshfire.com/products/
Works on Google TV and Samsung
But not on LG
Mautilus Smart TV SDK
http://www.mautilus.com/knowhow/smart-tv-application-development/
As written in their website it covers
LG Netcast 2012
Samsung 2012 / 2013 models.
I hope it can helps.
orangeejs is a new open source project aims to ease the pain of cross platform smart tv app development. The target platforms are latest model of samsung/lg/android/ios.
There is a framework developed by BBC and called TAL. It aims to help you with cross-platform development. All their Smart TV apps were developed using this library so take a look.
First of all if you consider to develop for many TV platforms see the:
https://developers.google.com/tv/web/lib/jquery/
It's jQuery library for Google TV, so you can develop application in HTML/JavaScript just like in Samsung and LG.
Of course there are the differences in key handling, video player, event handling so you will need to develop the framework which cover all this differences.
There are few open source frameworks out there but not mature enough to use it "out of the box".
for example: http://framework.joshfire.com/
You might want to take a look at cloudee-couch which is open-sourced by Boxee. This example/framework is built on top of Spine.js. Base classes take care of key handling, focus, and oauth authentication.
It's not a big deal to make an application for the smart tv platform that supports across the devices. Now the industry is filled with a lot of smart tv app development companies with their unique functionalities and features to offer the customized app as per the business models. FYI I'd suggest you choose the best smart tv app builder from the list. Hope it will be helpful for the video content creators & business owners to stream across the tv.
VPlayed
Zype
Uscreen
Explore the complete list here Ref: https://dev.to/dwarak17/5-smart-tv-app-development-companies-to-develop-tv-apps-in-2021-1584
While both Samsung and LG have proprietary Smart TV systems, they also both support Google TV. If you create an app for Google TV, you'll only have to write it once and it will run on Samsung's Google TV's, LG's Google TV's, Vizio's Google TV's, and Sony's Google TV's.

Google Analytics within iPhone SDK 4 Built App

Three questions for iPhone developers using Google Analytics within their apps for tracking use of their apps:
Will using Google Analytics cause us to be in breach of the terms and conditions of the Apple SDK 4 for developers?
If the answer to #1 is YES, then what are we -- as iPhone developers -- allowed to use to track usage of our apps?
Has anyone who is using the iPhone SDK 4 built their apps that included the Google Analytics library and found it not to work? I'm being told by my developer that it doesn't work when you build with a Base SDK set to iPhone Device 4.0 and and an iPhone OS Deployment Target set to iPhone OS 3.0.
Thanks in advance!
Answers to your questions:
Yes, with the current API and data collection it looks like it is not compliant with the terms of the SDK. I am using both Flurry and Google in my apps because they offer different feature sets that I need. While Flurry has been very vocal that they are working with Apple to resolve the terms of the SDK, Google hasn't said a peep. So, I'm nervous about using Google but not Flurry, because I think Flurry will change their data gathering if Apple presses hard enough. In any event, I have made sure that I can rip out either analytics service quickly if Apple rejects my app.
My understanding is that it's fine to collect your own device data, as long as you don't report it to others. You especially don't want to share any data that would hint at new devices. That's what got Flurry in trouble. Just remember that you are under NDA with Apple, so anything not publicly announced is between you and Apple. There are also rules about what you do with Device IDs, so make sure you understand those as well.
I am using Google analytics on iOS 4, with deployment target set to 3.0. While I no longer have a device to test against 3.0, it is deployed on the AppStore and seems to be working. (No crash reports)
Louie, I encourage you to take a look at Localytics, our app analytics service. Our service is real-time, we don't sell data to third parties and we release the source code to our libraries.
We also have an updated library that works better with the multitasking or fast-user switching in iOS 4: http://www.localytics.com/blog/
Check out www.flurry.com - they have an awesome service!
They allow you to add "events" so you know not only how many times the apps been downloaded, opened, removed... but you know what buttons and areas they are navigating to once the app is open.
If your app uses core location, you can even see where the users are on a map. Very cool!
Good luck my friend!

Developing mobile apps [closed]

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Given the landscape in which mobile applications exist is currently changing, i expect the "best" answer to this question to change as well, but for right now, which are the best operating systems/frameworks upon which to build mobile apps today.
I'm thinking in terms of cost, learning curve and market penetration.
Android
Cost: 0
Learning curve: More or less 0 if you know Java
Market penetration: HUGE
Android phone sales is expected to rise 900% this year, and the market isn't limited to phones. Some mini computers are going in that direction as well, choosing Android as their OS.
You need to define the end-result requirements for the application.
Part of the answer depends on what mobile hardware you will be running. And, whether or not you need to use unique abilities of your hardware (touch-screen, barcode scanner, gps, special buttons, VOIP, etc.) or if a simple input/output screen framework is sufficient.
That might drive your decision towards a local application or something more remote like a web application or terminal services. (There are, of course, local applications that use remote services also. Do you need to consider multiple front-ends?)
In addition, where are your development strengths? What are your language proficiencies? As you mentioned, mobile application development can have a steep startup curve for learning and for setting up your initial development/debugging/deployment environment. Is that worth it, or can you leverage desktop or web development experience and deploy remotely?
Once you make these decisions and determine your development environment and target, then you can take the next step to look at frameworks and methodologies specific to your needs.
This just in -
Today's Code Project Insider included this InfoWorld article -
"How to choose a mobile
development platform"
In terms of market share, at this point you won't get better visibility and hit ratio than you will get with the iPhone. There are plenty more Blackberrys than iPhones, but the number of people who buy and download apps on the iPhone are much much higher.
However, the cost are pretty high if you want to start developing for the iPhone.
You have to get a Mac if you want to do any sort of iPhone development. That'll set you back at the ~1k on the low end.
You'll have to pay for the iPhone Developer account for $99/year
Learning the iPhone SDK, which is in Objective-C, will be similar to C/C++ if you already know it.
That said, who knows what kind of splash the Palm Pre will make. So market share will be unknown, and I'm not sure of cost, but if you know HTML/Javascript, you're set.
In terms of Android, while it's a nice platform, market share is still barely a drop in the bucket. It is written in Java, and it has a lot of nice APIs, but until you have a lot more people with Android devices in their hands, it's kind of moot.
Blackberry would be a good platform to develop on if not for the iPhone. The SDK is in Java and from what I hear have decent tools to get the job done. The advantage here is that you'll have a lot of potential for consumer facing apps and potential for enterprise apps (because every business has too many of these :)
So, it depends on how much you want to spend and what kind of apps you're going with. Learning curve, I think, shouldn't be an issue because each of these platforms has their own SDK you'll have to learn anyway, so you're starting at about the same level for each of these platforms.
My picks are (in order):
iPhone
Blackberry
??
That said, that is the current view of mobile app development. It's always good to keep updated and at least have a notion of the other platforms so you could potentially branch out.
As you wrote, the environment is constantly changing, but if you plan to make your app the most portable as possible, in my humble oppinion you need to start developing with Java Micro Edition (J2ME). One of the best IDEs for the job is Netbeans.
Depends on the device I suppose. I don't think there is one common way to write something that will work on every device.
The big ones would be:
Windows Mobile: C++ or .NET Compact Framework (JavaME if you install the Java Runtime manually)
iPhone: C++ (i think). IIRC it doesnt support Java yet.
Android: JavaME
Blackberry: JavaME
Other non-smart/PDA devices: Probably C++?

Beginner Help for Developing Web Pages for Smart Phones

I have just started authoring web pages for use on "smart phones". I need to target Blackberry, WinCE, iPhone, etc. What resources or books would you recommend for someone with ample web and software development experience but no experience developing UI for these devices? What emulation kits would you recommend, and how accurately do they represent the real thing?
Edit: To clarify, I have a web application built in ASP.Net. I want a limited subset of the functionality available in the app to be available to mobile devices. I am writing a separate set of pages to accomplish this. I am starting with two, simple chunks of functionality. In the future I believe I might get requirements for more functionality to be ported.
Check out WURFL - the Wireless Universal Resource File
The WURFL is an XML configuration file
which contains information about
capabilities and features of many
mobile devices.
The main scope of the file is to
collect as much information as we can
about all the existing mobile devices
that access WAP pages so that
developers will be able to build
better applications and better
services for the users
Also Checkout the Wireless FAQ
Telling us the language you are using/know would be very helpful.
From an emulator standpoint, there are good ones out there, but honestly NOTHING beats having the actual device, yes it is expensive, but the user experience on a mobile device is much different than any emulator can illustrate. if you are serious about this, get a device or two for testing!
Documentation on developing web pages for iPhone can be found at Apple's iPhone Dev Center
You can test your site with the iPhone Simulator to get an idea of how it will look on an actual iPhone. Note: You need a Mac to run the iPhone Simulator.
If you are serious, you really need to test on actual devices.