Possible way to install win10 mobile on non lumia devices? e.g google pixel, Samsung etc. - Windows 10 Mobile

Recently both of my newer lumia's commited motherboard levels of sudoku and want to experience it in some way while still having it on an mobile device on mostly native level without any emulation. But if it isn't "mostly" possible on native level i will accept emulation as an option.

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Android 4.3 Announced and Rolling Out to Nexus Devices, Images Available

We were all expecting it. In fact, we’ve all been waiting for it ever since this year’s Google I/O. However, that conference came and went, without a trace of Android 4.3. But after last week’s Android 4.3 leak, we knew it was finally coming soon. And in today’s Google event, which also marked the release of the Nexus 7 refresh, it has finally been made official.
So what’s new in this latest flavor of Jelly Bean? Here are some of the key changes, courtesy of the Android Developers blog post:
OpenGL ES 3.0 — Game developers can now take advantage of OpenGL ES 3.0 and EGL extensions as standard features of Android, with access from either framework or native APIs.
Bluetooth Smart — Now your apps can communicate with the many types of low-power Bluetooth Smart devices and sensors available today, to provide new features for fitness, medical, location, proximity, and more.
Restricted profiles — Tablet owners can create restricted profiles to limit access to apps, for family, friends, kiosks, and more. Your app can offer various types of restrictions to let tablet owners control its capabilities in each profile.
New media capabilities — A modular DRM framework enables media application developers to more easily integrate DRM into their own streaming protocols such as MPEG DASH. Apps can also access a built-in VP8 encoder from framework or native APIs for high-quality video capture.
Notification access — Your apps can now access and interact with the stream of status bar notifications as they are posted. You can display them in any way you want, including routing them to nearby Bluetooth devices, and you can update and dismiss notifications as needed.
Improved profiling tools — New tags in the Systrace tool and on-screen GPU profiling give you new ways to build great performance into your app.
Much has also been done to improve UI performance. Most notably, the Android 4.3 Platform Highlights page mentions a change to the hardware-accelerated 2D subsystem that modifies the stream of drawing commands to send the commands to the GPU in an optimized manner. And in instances when the CPU is required, these operations are now multi-threaded, allowing the use of multiple CPU cores. Improved window buffer allocation also speeds up buffer allocation, resulting in speedier rendering starts. And to best harness the GPU’s power in 2D hardware-accelerated tasks, the system now uses OpenGL ES 3.0 for optimized texture management and to maintain higher gradient rendering fidelity. Of course, however, the main use of OpenGL ES 3.0 will be to provide game developers with the framework and native API access they need to produce high quality and efficient games.
Another major highlight in this Jelly Bean refresh is a substantial refresh to the notification system, whereby third-party apps can observe the stream of notifications and display them or transfer them to nearby connected Bluetooth devices. And just as before, notifications can be enabled or disabled per app. Building upon this, however, now users are allowed to see and toggle which apps have access to the notification stream.
The tablet multi-user feature has also been revamped. Now in 4.3, users are given the option to set up restricted profiles. This allows owners to easily create separate environments for each user, with the ability to manage restrictions in apps available in those environments. This feature is aimed to sharing your device with friends and use at kiosks.
Other notable changes include Bluetooth Smart Ready to aid in discovery and communication with nearby devices, Bluetooth AVRCP 1.3 support for richer interactions with media streaming devices, an improved DRM framework, and a VP8 video encoder.
You can learn more by heading over to the Android Developers blog post and Android 4.3 Platform Highlights page. If you’re lucky enough to own a Google Nexus 4, Nexus 7, Nexus 10, or Galaxy Nexus, you can expect this update to come over-the-air shortly. And if you find yourself impatiently waiting, you can get a head start and download the images by visiting the Nexus device factory images.

Why does ouya require a custom xbmc build?

I read that a stable xbmc build for ouya was released. I'm curious as to what is need for a custom build? Is it to use the joystick? I don't think that's the case as I read something regarding hardware accel playback. But if that's the case why does the generic build of xbmc just work with other tablets/phones?
It is probably because the regular version isn't 100% compatible with the OUYA
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Actually XBMC isn't universal, because different manufacturers have different ideas on how to deal with drivers at the abstraction level. Search around a bit, the Ouya isn't the only device requiring a custom build.
It is probably because the regular version isn't 100% compatible with the OUYA
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duh really?? No kidding??
I assume obviously there is an incompatibility but at least the other post was a little more insightful regarding the abstraction layer.
But xbmc in the end will use two things: opengl, and hardware accelerated video playback. So why would that need a custom build? If the android OS is designed properly this should all be done through an abstraction layer and not have to be coded to be hardware specific.
I guess somewhat related, when I first got my nexus 7 and heard about tegra optimized games. They are boasting that but I didn't actually like to hear that. I read that some other tablets that may actually have a better video chipset, could perform worse with these tegra optimized games. Even though nvidia and ati try and make similar claims, if the game is d3d compliant it will run fine on either. That's how it should be with android, so I shouldn't need an ouya optimized build. But this is my layman's understanding so maybe there's something else I'm not seeing.
The Ouya's lucky tho, my Galaxy S2 still doesn't have a build with hardware acceleration that isn't a beta, so anything but basic XVID AVIs play like molasses. =.=' (Samsung's own video player works better...)
Android's compatibility throughout all devices isn't guaranteed at any level below the abstraction layer. Games don't really have this problem because everything graphic intensive must be done in OpenGLES, which is at least backwards compatible - and unlike Windows you don't have DirectX vying for compatibility with it.*
Video processing is a different beast altogether, because unfortunately OpenGLES isn't a compression/decompression/streaming library. Google by the way doesn't actually promise HD video decompression from the very beginning, just the standard cellphone codecs. Not even VP8, the codec they back. Non HD MP4 is the only decent codec that's guaranteed.
Apple doesn't have this compatibility problem because it is its own manufacturer and nobody else manufactures devices that runs iOS. Android and Windows, not so. <_<'
* And even then remember that some graphics cards support only up to a certain version of DirectX OR OpenGL. Anything greater and the game either won't run, or WILL but won't let you see anything. The only reason why you don't see this in the DX9-10-11 transition was that game engines implemented fallback mechanisms. I still remember the transition between DX8.1 and DX9. <_<'

[Q] Best way to get universal compatibility with max speed

Java-Does not work on android/ios
Easy to program for.
Works on android if compiled to dex bytecode.(Cant be done on the phone)
Msdos-Works on all platforms with dosbox
//Currently my preferred platform
Requires slight knowledge of x86 asm(for keyboard/mouse interrupt)
Has setpixel.
Snes-Works on all platforms with snes9x
Has graphics limitations.(Not severe just some & Minimal 3D)
Hard to program for.(No good compilers,almost have to use ASM)
Javascript-Works on all platforms
Easy to program.
Slow for large programs.
Hard to control on mobile devices.
Adobe flash-All pcs & android phones(outdated and VERY slow)
Easy to program.
Runs fast.(On pcs)
Ps1-Runs on 1.2gz=> + 1gb ram=> devices
Extremely hard to program for.
Has good 3D rendering.
Gba-Same as ps1 without 3D
There is dev-kit pro that is easy to use if you understand gba hardware.
Android-Works on Android and pcs but not on ios
Graphics are confusing to me. // I have not studied android very much
Any I did not list that have high compatibility and decent graphics(3D rendering is optional),sound.
(I am listing universal targets not programing languages.)
I know it sounds ridiculous but the goal is universal compatibility and emulators seems like the easiest and most functional way.

The Best Universal Windows 10 Apps

With the arrival of Windows 10 Fall Creators update, it's time to revisit the app store. What? An app store for PCs? That's right, though many people may not realize it's one of the highlights of Windows 10. The apps in the store are lightweight, touch-friendly, and can run either full-screen or windowed. Updates are handled automatically, and you can install apps purchased on multiple devices. In short, if you haven't made the leap from Windows 7, you're missing out on these perks.
Universal apps (more recently dubbed UWP apps, for Universal Windows Platform) have some other benefits over traditional PC programs, too. They can interact with Windows' built-in notification and sharing features. UWP apps can display current info on live tiles in the Start menu—handy for things like weather, sports, and messaging. They are also vetted for security and quality, and run in their own sandboxes so as not to affect the rest of the operating system.
But the most appealing aspect of universal apps may be their ability to run on a wide variety of devices, from smartphones to tablets to laptops to powerful desktop PCs to game consoles and eventually the HoloLens 3D extended-reality headset. Let's not forget the enormous Surface Hub business conferencing unit, either.

General XDA Article: Here’s our first look at Pixel phone display mirroring on Chromebooks

https://www.xda-developers.com/pixel-mirroring-chromebooks/
February 15, 2022 11:52am Corbin Davenport
Here’s our first look at Pixel phone display mirroring on Chromebooks​Google has been working behind the scenes for at least a year on a feature that would allow apps on your phone to be streamed to a Chromebook, similar to what is possible with Microsoft’s Your Phone service on Windows PCs or wireless Samsung DeX. Now we have our first look at the feature running, thanks to a new report from 9to5Google.
The screen mirroring feature, internally named ‘Eche,’ uses functionality included in the first Android 13 Developer Preview paired with a web app front-end. Unlike most other screen mirroring implementations, it generates a separate virtual display for apps with a larger viewing area, instead of rendering apps with your phone or tablet’s typical aspect ratio and display resolution. Even though this is intended for Chromebooks, 9to5Google was able to get it working on a Windows 11 PC.
App list (Source: 9to5Google)
Chrome screenshot (Source: 9to5Google)
The first evidence of this feature in development was slightly over a year ago, in February 2021, when code commits to the Chromium repository mentioned screen mirroring functionality. The feature popped up again in June, that time in Google Play Services, with a string that directly mentioned streaming apps to Chromebooks. However, this is the first time the functionality has been enabled and showcased in a functional state.
9to5Google also discovered that the feature will be available from the ‘Phone Hub’ on Chrome OS. Tapping on a notification or app icon will open a phone-shaped window with a video stream of the application, much closer to the functionality of Windows Your Phone.
Chromebooks have offered native support for Android applications for years, making this functionality less useful on Chrome OS than other desktop platforms. However, it could still come in handy for applications and services you can’t easily set up on Chromebooks (such as non-synced two-factor apps, or apps/games that don’t support Chromebooks). We’ll have to wait and see what the final version looks like.
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