Blackberry plugin for eclipse compatible with Blackberry 10 - eclipse

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.

Related

Unity aab not compliant with the Google Play 64-bit requirement

I have a Unity project that I'm switching from APKs to AABs (app bundles). Previously, when I was building it as an APK, the Google Play Console told me the APK was 64-bit compliant.
Now that I'm building an aab, I'm getting the warning:
This release is not compliant with the Google Play 64-bit requirement.
The following APKs or App Bundles are available to 64-bit devices, but
they only have 32-bit native code
I have both ARM7 and ARM64 architectures set.
I am excluding x86.
When I open the .aab in an archive viewer, the lib folder has all of
the .so's for both arm64-v8a and armabi-v7a.
I'm using IL2CPP, .NET 4.x
I'm using Unity 2018.3.7f1
My ndk version is 16b
My
Android Studio is up to 3.4.2 and gradle is 3.2
A lot of similar threads here talk about following the "Learn more" links, which I've done. I had already done all of the work to get my app 64-bit compliant before switching to app bundles.
Other threads talk about Android Studio solutions, which I can't use because my automated build process involves building with Unity from command line, so it has to be Unity configurations or bust.
My expectation was the app bundles were supposed to be the hot new way to let Google build better APKs for you, but it seems like it's getting confused on whether or not aabs are actually 64-bit compliant, which seems to defeat the whole purpose.
Is this a Unity problem, does Google have an error in their system with regards to app bundles, or is there some other step I'm missing?
For those who have this problem since yesterday (August 19, 2019):
In Player Settings > Other Settings you must now uncheck the x86 box (It is for the 32-bit Intel architecture).
You will now only have the following warning:
The device types on which your application can be installed will be more restricted.
But, in my case, it drops from 12392 devices to 12385 devices.
Here is the opinion of a Unity member on the issue:
x86 is used by less than 0.4% of all Android devices, so it shouldn't have any real impact.
x86 target will be removed completely in Unity 2019.3.
It looks that there was a bug in the Play Console where this message was displayed even when the AAB was compliant. This should have been fixed last Friday afternoon.
Try again now.

Minimum Android version with flutter

Which minimum android version is supported by flutter?
Do some plugins have any effect on which version is not supported?
I tried to run my flutter app on an android emulator, but with the version android 16 it doesn't work and the app crashes. Do I have to change the compile version in some config files or why doesn't it work?
Flutter support 16. But to run app on Android emulator, use over 19.
https://github.com/flutter/flutter/issues/11094
https://github.com/flutter/flutter/issues/9108
https://github.com/flutter/flutter/issues/8610
From Flutters FAQ
flutter.dev/docs/resources/faq#what-devices-and-os-versions-does-flutter-run-on
Mobile operating systems: Android Jelly Bean, v16, 4.1.x or newer, and
iOS 8 or newer.
Mobile hardware: iOS devices (iPhone 4S or newer) and ARM Android
devices.
Note Flutter currently does not support building for x86 Android
(issue #9253) directly, however apps built for ARMv7 or ARM64 run fine
(via ARM emulation) on many x86 Android devices.
We support developing Flutter apps with Android and iOS devices, as
well as with Android emulators and the iOS simulator.
We test on a variety of low-end to high-end phones but we don’t yet
have an official device compatibility guarantee.
We believe Flutter works well on tablets. We do not currently
implement all of the tablet-specific adaptations recommended by
Material Design, though we are planning further investment in this
area
The answer to this question also, partly, needs to take into consideration what parts of Android you want to take advantage of in your application. The question of what min version Flutter supports has been answered here a couple of times so I won't answer that, but the Android support libraries will also need specific min versions.
If you plan to use plugins of any kind then you will probably hit multiple issues if your min version is too low. Do you need Firebase? Do you need specific camera functions?
Google also just announced required bumps for min versions with regards to Google Play that you should review.
My advice is to follow documentation, analytics and best practices to determine what you "true" min version should be.
The Flutter documentation has this answer to Android and iOS. Now it says that support: Android Jelly Bean, v16, 4.1.x or newer, and iOS 8 or newer. However, this information can change according to the new Flutter version. By this reason, it is better that you review the next link:
https://flutter.dev/docs/resources/faq#what-devices-and-os-versions-does-flutter-run-on
Furthermore, it would be best if you analyzed the plugins because they could need higher versions of Android and iOS.
This answer can be useful :
Devices and OS versions on which Flutter runs
Mobile operating systems: Android Jelly Bean, v16, 4.1.x or newer, and iOS 8 or newer.
Mobile hardware: iOS devices (iPhone 4S or newer) and ARM Android devices.
You can learn more here

Looking for an alternative to the Motorola Java ME SDK for for platform emulator customization

I'm following a tutorial that utilizes the Motorola Java ME sdk for device profile customization, as it uses quite a user-friendly UI, but this SDK seems to no longer exist. Can anyone suggest an alternative?
I'm using netbeans as my IDE.
Currently you can't find any Motorola emulator for Java ME. Because they fully moved to Android. So better you can try with some other emulator for Java ME.

Install blackberry plugin in Titanium studio OsX

i have a huge problem since yesterday!!
i have installed titanium studio,it runs with android and iphone.
I know it does not support blackberry yet, but is there a workaround that let me build app using the blackberry plugin?
If so, can anyone guide me to a tutorial on installing the BB plugin in titanium?
I tried to follow this and this with no success:
thank you.
You might notice that in the second link, near the top of the page it states "Currently, BlackBerry development is enabled on Windows OS only." This is because we (Appcelerator) dont support beta software, and the only non-beta version of the BlackBerry emulator (provided by BlackBerry) is windows only. This emulator is required to do any kind of BlackBerry development.
It appears that the blackberry OSX plugin requires "rosetta" to install on OSX so the installer will not work on later versions of the operating system
i just needed to be registered as minimum with indie account !!

How do I develop for Xperia X10 on Android 2.1 when the SDK addon only supports Android 1.6

I have installed android tools and eclipse successfully (making the hello World and hello widget examples) and have run these successfully on the Xperia X10 add-on that I downloaded from the developer site of SE.
However, my phone is running the updated Android 2.1, and any apps that I make will either have to run on 1.6, or will not be able to be tested on the Xperia X10 during development without moving it to my physical phone.
I have contacted Sony and they told me there is no add-on with 2.1 on it. And that is all they would say.
My Question:
Is there anyone out there who has developed for this phone, who knows what to do? Do I somehow run the SE update tool on the virtual phone to upgrade the OS of the image? Or am I missing something much more obvious?
As of April 2011, this is (an estimate of) Android usage share:
That's 3.5% for Android 1.6 and 2.7% for Android 1.5. As time goes by, those percentages will only decrease.
Just develop for 2.1.
Why do you prefer to use the emulator, anyway? Most Android devs (myself included) have found that the emulator is painfully slow, and it's just plain easier to plug in a real phone and test on that.
You can use the adb for getting your phone in debug mode.
Or you can just install your APKs via OTA or via USB in your physical phone.
Or you could just develop on 2.1 knowing that almost everything will work. I don't get the problem, really.