How would I go about making my BlackBerry 10 App compatible with the newly released version of BES? I'd like to support pushing out the application and user settings centrally.
I've scoured the web but have not managed to find anything so far.
We talked to BlackBerry and this is not currently possible with BES10.
It is planned to be implemented in BES12 due late 2014.
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I recently found in news that KaiOS has been used in 4G Volte Enabled feature mobile phones. I was wondering how to create apps for KaiOS. Any help on creating apps for KaiOS has been greatly appreciated.
You can find the kickstart here https://developer.mozilla.org/en-US/docs/Archive/B2G_OS/Firefox_OS_apps/Building_apps_for_Firefox_OS but as KaiOS is B2G forked i would still suggest you to go to kaiOS official website to check the proper flow for the application development.
Below are the series of steps you need to go through if you don't want to get stuck in between of development:
First you should understand how applications actually work in kaiOS environment and for that you need to first understand the architecture for that. You can give a read to https://developer.kaiostech.com/introduction/architecture for more understanding.
Then comes setup for your application which you will find here at https://developer.kaiostech.com/environment-setup . Mozzila firefox shift+F8 will open the webIDE where you can see your devices connected but for that you should have proper drivers installed for your phone. You can use firefox emulator 2.2 (stable) as well for initial start.
Now its time to have your first application onboard to kaiOS . You can make your application in any of the client specific JS like angular , react or even plain javascript but the important part is to have manifest.webapp in root folder for compatibility.You can give a read to https://developer.kaiostech.com/first-app.
You are able to see your first application on your phone !! Now the real pain arrives when it comes to navigate through the application by keypad but thanks to naviboard library which will do this work for you to align your navigable items and navigate through it by simple API’s. You can find the library at https://github.com/amanboss9/naviboard.
When you are done with navigation part of feature phone, you can go through and develop as much as you can as if it is a web application and can develop a lot of things.
Check the sample project at https://github.com/amanboss9/kaios-angular-app. This Boilerplate can save lot of time when it comes to setting up everything from scratch.It included Angular1.6, naviboardJS(For auto handling navigation part of your application) and Gulp.
KaiOS is based on Mozilla's open source B2G OS. The apps are built purely with HTML/JS/CSS stack and any web application/website that is mobile friendly can be an app with just minor modifications. You can use the inbuilt webIDE to build apps for Mozilla OS, see more here.
https://developer.mozilla.org/en-US/docs/Archive/B2G_OS/Firefox_OS_apps/Building_apps_for_Firefox_OS/Firefox_OS_app_beginners_tutorial
I used to build apps for Firefox OS before it was dead lets hope to see whether it's reincarnation succeeds.
I will try making apps when I get my hands on the Jio Phone and will update here.
Update:
KaiOS has released a newly updated their website with a new IDE called Kaiosrt which is much better and actually works.
KaiOS is a B2G OS forked from Firefox OS.
You can use Angular/React/Jquery or any JS lib/framework to develop apps on Kaios
Packaged app should have all js/image/html/css file packed locally, External link reference in index.html will not work. Blocked by default- CSP policy.
Mobiles (JioPhone/Nokia Banana phone) with keyboard needs to handle its own key events, Refer Kaios Sample app
This is in the FAQs of KaiOS offical website:
Can I develop apps for KaiOS?
KaiOS is a curated platform for apps and we are working closely with
app developers to provide the best experience for our users. At the
moment we are not accepting submissions into the Store, but will do so
in the future.
(https://www.kaiostech.com/faq/#question-12)
Guess you could leave your contact email there and will get updates in the near future.
KaiOS have officially launched the KaiOS Developer Portal.
It's got everything developers need to start building and distributing KaiOS apps.
Furthermore, build your first app with JavaScript (Vanilla), React,
Vue.js and Angular with code examples herein. Then, testing your
apps with WebIDE or Simulator.
Tools and resources include:
A guide to building your first app, with sample code, reference guides, and software development kits (SDKs).
Instructions for ENV setup to configure your development environment.
A simulator running Gaia and web apps in a Gecko-based environment.
I'm not a new developer but I am new to Xamarin. I'm hoping someone can clue me into how to best use Xamarin from a high-level perspective. I know they offer some great tools but I'm assuming (1) I will still need a Mac (2) I will still need an Apple Developer account.
Are these assumptions correct? Is it possible to use Xamarin and still deploy to iPhone WITHOUT a Mac machine (ie all on a PC)?
Yes. You need a Mac for iOS development. You can develop and debug from a Windows computer but the build itself needs to be done on a Mac computer (as it requires, among other things, linking with Apple's libraries);
You need an Apple developer account to be able to provision and deploy to iOS devices. Otherwise you'll be limited to the iOS simulator.
Another thing to consider is that in order to see what your UI will look like while developing, and in order to have drag/drop development for your UI, you need to be using a MAC, not a PC. There is no 'Design View' for iOS apps in the Visual Studio pluggin, or in the Windows version of the Xamarin Studio. The Xamarin Studio on a MAC just navigates you into the XCode IDE and lets you do your drag/drop development in there.
I've spent a good few weeks looking at different options for creating an app for a magazine.
I've looked at Adobe Digital Publishing, Aquafadas, PadMan, WoodWing and Mag+ but haven't found a suitable solution.
My requirements are to take existing artwork (produced in inDesign) and produce
1. An iPhone App,
2. An iPad App
3. A cross browser compatible web version.
My question - is there one of these type of solutions that can produce all 3 versions that I require?
Another option I considered was to create a HTML5 / Javascript version of the magazine and hire a developer to make the 3 versions. This would be time consuming for me as, although I'd have the content for the magazine, I'd be coding from scratch. Any suggestions from someone who has created an app with a web version available too?
Our project on Kickstarter will export HTML5 directly from InDesign:
http://www.kickstarter.com/projects/ajarproductions/indesign-to-html5
We hope to include web app functionality as well.
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!
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Starting iPhone app development in Linux?
Is there a way to use Ubuntu Linux for developing iPhone applications destined to be listed on Apples app store ?
Many of the other solutions will work, but they all make use of the open-toolchain for the iPhone SDK. So, yes, you can write software for the iPhone on other platforms... BUT...
Since you specify that you want your app to end up on the App Store, then, no, there's not really any way to do this. There's certainly no time effective way to do this. Even if you only value your own time at $20/hr, it will be far more efficient to buy a used intel Mac, and download the free SDK.
Not officially, no. It's just Objective-C though and the compiler's open source - you could probably get the headers and compile it and somehow get the binary on the device. Another option is compiling on the device. All these options will require jailbreaking though.
A Mac Mini is just $599...
There are two things I think you could try to develop iPhone applications.
You can try the Aptana mobile wep app plugin for eclipse which is nice, although still in early stage. It comes with a emulator for running the applications so this could be helpful
You can try cocoa
(Extra) Here is a nice guide I found of guy who managed to get the iPhone SDK running in ubuntu, hope this help -_-. iPhone on Ubuntu
I found one interesting site which seems pretty detailed on how you could setup a ubuntu for iPhone development. But it's a little old from November 2008 for the SDK 2.0.
Ubuntu 8.10 for iPhone open toolchain SDK2.0
The instructions also include something about the Android SDK/Emulator which you can leave out.
With some tweaking and lots of sweat, it's probably possible to get gcc to compile your Obj-C source on Ubuntu to a binary form that will be compatible with an iPhone ARM processor. But that can't really be considered "iPhone Application development" because you won't have access to all the proprietary APIs of the iPhone (all the Cocoa stuff).
Another real problem is you need to sign your apps so that they can be made available to the app store. I know of no other tool than XCode to achieve that.
Also, you won't be able to test your code, as they is no open source iPhone simulator... maybe you might pull something off with qemu, but again, lots of effort ahead for a small result.
So you might as well buy a used mac or a Mac mini as it has been mentioned previously, you'll save yourself a lot of effort.
Probably not. While I can't log into the Apple Development site, according to this post you need an intel mac platform.
http://tinleyharrier.blogspot.com/2008/03/iphone-sdk-requirements.html
It can be done!!!!!!
There is someone who did it.
Enjoy :)
There are several way to do it, may decide to go the native way by downloading a VM application for linux and the install Mac OS in your VM and then download the Xcode application for mac But the true is i tried this path but it was really long so i decide to get sencha touch and phonegap for mobile phone,here the sencha-touch is a javascript framework that will help you in developing the interfaces and the phonegap is also javascript library which will help to access the feature of your Iphone or any oher mobile platform
I'm using sencha-touch and phonegap ,its really work for me
Perhaps the best way would be to implement your app as a web app. I think you can also make web apps that run direct on the phone, without internet access or a remote server.
Web app, sounds lame? But a lot can be done with DHTML / HTML5 / JavaScript. It's a rare app that requires more power and couldn't be done as a web app. And you get pretty good cross platform with Web / JavaScript - the browsers vary a bit but a good web dev can write one web app that works pretty much everywhere.
Of course if you're writing a high-performance 3D game, the browser might not deliver what you need! maybe in a few years... Apparently some Google hackers ported Quake 2 to HTML5 already!
http://web.appstorm.net/roundups/browsers/10-html5-games-paving-the-way/