AOSP (Android 7). Add prebuilt library to the system - android-source

I have prebuilt jar library and I want to add it to AOSP android 7.
But, as I know, in order to use library I should have .jack library to.
Am I wrong or no?

Related

How to check what version of flutter sdk xcode is using?

I have several versions of the flutter sdk installed on my machine, each has an alias. I'm not sure what version xcode is using when building the app, how can I check it?
UPDATE:
I found a solution, information about flutter sdk which is used to build the version via xcode you can find in ios/Flutter/Generated.xcconfig. From here you can change the specific sdk path in FLUTTER_ROOT.

How can I write Platform specific code in a Flutter package?

I have a code, which I want to make available as a pub or a package to other Flutter projects. But this code makes use of some native android code in Kotlin.
In a Flutter application, we have both iOS and Android folders, so we can easily write native code there. But in case of a plugin or a package, there are no iOS and Android folders, so I'm confused how can we implement native code in a package.

Delphi's Android Installer Combined with Android Studio

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.

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...

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/