i find that i prefer using my nst more & more.. in fact, my swanky but gas-guzzling tablet has been all but discarded, except for watching movies in bed.
i am going to find open-source apps, and recompile the latest sources specifically for android 2.1 eclair, as i find that most devs and google market are removing eclair from their horizons. i am particularly interested in small-sized efficient apps. i do use quite a lot of them, but mostly very old versions.
for this purpose, i want to setup a eclair-dedicated dev environment. i am happy to share all apps that i compile & use myself. hopefully, many others might find useful too.
where i need your help is with advice on how best to setup a tiny/efficient (not bloatware) dev environment, bearing in mind that it will only be used to recompile apks for eclair on b&w eink. i notice that some of you are very efficient in creating extremely small apk, and this is what i want to do.
platform:
on my debian wheezy host, i installed virtual box and created a debian wheezy minimal guest. virtualbox guest additions has significantly altered my perception of virtualbox. i had been using kvm previously.
pre-requisites:
install openjdk-7-jdk
dev environment:
google lists android studio as the only official one. it is huge, bulky, cumbersome bloatware imho. i think this is targetted at the new kids on the block not used to terminal environments. but this seems to be my only option for now, till i hear from you lot of some simpler dev tools.
my requirement is very simple, all i need to do is, change some code somewhere and compile.
so i downloaded android studio, and unpacked it in a directory reserved for my android development. loading it is like watching windows booting up! and then it downloads android sdk, which is another huge bloatware, particularly since it insists on downloading all the crap-lollipop-ware which i have no intention of using.
so my dev environment is almost ready! if anyone has suggestions or tips, or want more detailed instructions/commands, please comment..
Don't forget that the NST only runs 2.1 Éclair apps, as its OS is 2.1 Éclair.
This sounds like a great project - I also prefer my NTG (in fact, I'm on it right now!).
veloo said:
for this purpose, i want to setup a froyo-dedicated dev environment.
Click to expand...
Click to collapse
Check requirements for compiling Eclair/Froyo itself, SDK version doesn't matter since it supports all API versions.
Personally I'd use a virtual machine with oldest supported 32-bit *buntu release- better chance that required packages versions will be present in official repos.
EDIT:
This may help, discussion was related to kernel compilation however there should be link to quick tutorial about CM6 (Froyo) compilation- http://forum.samdroid.net/f28/setup-kernel-build-environment-using-virtualbox-windows-7-64-bit-4007/ (sorry if 10-sec advertisement pops up)
thanks folks.. my bad! indeed it is eclair, and not froyo. i have updated my op above.
gen_scheisskopf said:
EDIT:
This may help, discussion was related to kernel compilation however there should be link to quick tutorial about CM6 (Froyo) compilation- http://forum.samdroid.net/f28/setup-kernel-build-environment-using-virtualbox-windows-7-64-bit-4007/ (sorry if 10-sec advertisement pops up)
Click to expand...
Click to collapse
that discussion seems to be about iphone development
veloo said:
that discussion seems to be about iphone development
Click to expand...
Click to collapse
Nope, it's for Samsung i5700 Spica (latest official firmware- 2.1)
all that talk about crosstool toolchain arm-iphone-linux-gnueabi got me confused.. sorry!
No problem. Back then we had to use whatever was available and compiling Crosstool-NG was easier option than to get precompiled Android toolchain.
Anyway check links in the thread, there were tutorials about compiling Froyo from scratch (note: samdroid's wiki is down) and IIRC Eclair had about the same requirements
thx but my objective atmo is not compiling froyo or eclair or any roms. it is purely to compile apps for use on the nook.
I'm aware of that. IMO link provided can help you in preparation of build environment
At work I use Android Studio to build apps, but at home I still just use Notepad++, the Windows tools in the Android SDK and the (ancient) Borland make.
I probably will migrate to Android Studio at home eventually.
Still, coding by hand you learn a lot about things.
In the old days for text editing very large data files I used VE & Vedit plus the old Norton commander file manager, I could select any sort of columns within a text file in VE, hex, plus grep commands. Or ms-word macros with VB APIs if needed too. But these were for huge files from publishers. For most things though I had been using Notepad++ or UltraEdit for years. In recent past I hardly use them, instead I use Sublime Text Editor for almost everything, I like the recent portable version which launches fast. Also if I'm debugging live with breakpoints & watches & changing code in PhpStorm, the open instance of Sublime updates code as I work in PhpStorm. I tried a few modern text editors in the same league which supposedly have bested Sublime, but I keep going back to it for most coding or text. Apart from php and various text formats, Sublime handles & color codes for other types too like html, JavaScript etc. Interesting discussion on modern text/code editors & IDEs:
https://www.youtube.com/watch?v=5K-TalfLFas
Hey a nice effort to build apps optimized for Nook Simple Touch.
Renate, Marspeople, have already created some nifty apps for our device.
How about you update the OP with links to their apps(with due credit to them and express permission for the same) besides sharing your own collection of NST optimised apps ?
I'm totally noob at this, My little dream it's develope a clock app for the nook but I'm stuck in "hello world" when I try to compile my app in Android Sudio 2.1.3 it throws this error: "uses-sdk:minSdkVersion 7 cannot be smaller than version 9 declared in library" Can somebody help me?
I
Use SDK suite ver. 9 and higher or declare in library, that you're using ver.7.
Necropost, I know, but do you hhave links to posts by the people mentioned, with the apps they've developed?
aiamuzz said:
Hey a nice effort to build apps optimized for Nook Simple Touch.
Renate, Marspeople, have already created some nifty apps for our device.
How about you update the OP with links to their apps(with due credit to them and express permission for the same) besides sharing your own collection of NST optimised apps ?
Click to expand...
Click to collapse
Related
Hi all,
I created this thread to collect informations, suggestions and links for who want to start learning developing android applications, whitout being an expert developer.
I like programming (vb6, vb.net ) but I don't know anything about android and linux, and just a little about java... Now I bought an Hero and I met android world... I downladed Eclipse IDE, Android SDK and I starded with dev guide on SDK... I just take a look to helloandorid application... it works! and now? In the xml layout seems easy to add View like buttons or text... but how can I handle to the user actions like the button click? in vb is simple to manage the buttonpressed event...!
If someone knows some simple guides about java, eclipse and android, please let links on this thread!
Thank you!
This one's awesome for learning how to create widgets:
http://nm-blog.sanid.com/wp-content/uploads/2009/07/android_howto-hellowidget.pdf
here are some other resources you could easily find by using google search:
http://www.helloandroid.com/tutorials
http://nexsoftware.net/wp/2009/07/29/tutorial-creating-a-custom-analogclock-widget/
http://www.anddev.org/index.php
Other than that, just start from the simplest Hello World -examples on Google's own Android site.
I'm going to start leurning Android programming
If ill find nice links i will post them here. Is there btw a way to program inside visual studio? Cuz all tutorials on the net are using eclipse.
You'll need to use Eclipse to my knowledge as its all Java based. The other alternatives are the IntelliJ plugin and doing it all from Command line/Text Editor.
Back to the Topic, I'm just trying my hand at a little Android development this week too, the tutorials and manuals at developer.android.com have been great!
Another thing, while I remember, if you've done any sort of .NET/ASP.NET development before you should find it a breeze, apart from the lack of Visual Studio (best IDE that ever was), they're VERY similar compared to some other languages/technologies I've used.
HeY Furios, Im new to android dev also, so if you don't mind, I would like to follow you and share any info I find with you and to whom ever else would like any info...Thanx
SDK 2.1
Hi Guys,
I went onto the SE developer site and got he x10 SDK, but it only gives me the choice for a 1.6 virtual Machine. Is there another place that I have to go to get the SDK for 2.1?
Thanks.
It would be cool to learn how to develop roms as well...or is that much deeper?
Well guy's start here on this thread first >>>http://forum.xda-developers.com/showthread.php?t=667298
Made me think
need minor help!
im actually developing a few games, but im running into some seemingly basic issues, that i seem i cannot get to work. basically a button mash game, single/multi player, well on multi player i cannot for my life get the multi player functions to work, as in in the end the game already knows who the winner is based on an integer score, then it is supposed to use an sqlite database to take the highest scored player such as P1 or P2 and allow them to input there name to be permanently displayed. it cannot seem to differentiate using IF statements, but the feature does work with single player flawlessly, i may link source code if asked, TY
I'm sure things will sail smoothly once I can just get to the programming environment... thing is, that's a trial in itself.
From what I gather, all I'll need is the SDK+ADT plugin for Eclipse... and Eclipse Helios.
...yet they don't exactly make it clear cut as to which of all this stuff I actually need to have a compatible Helios.
Depends on what you want to develop
ROMs? Kernels? Apps/Games?
I'm trying my hand at Unity 3D (program used on Shadowgun). Looks simple enough but is hard as hell to get anything working. Most I could do is a couple of platforms and a stationary character :S
I'll upload the APK and you can have a look. Its nothing special though. I'm gonna try and do some more work on it though and get a working build done
Im hopeless at using Winrar so its 2 seperate Rar files. Unpack first one then unpack second one when prompted.
CTU_Loscombe said:
Depends on what you want to develop
ROMs? Kernels? Apps/Games?
Click to expand...
Click to collapse
Apps/Games.
Eclipse is a modular IDE, with lots of plugins to develop in many different languages. You can download any of those packages, since you'll have to download the Android ADT Plugin as an external repository later anyways. Thing is, those prepackaged Eclipse installers set you up with the latest kit for your platform of choice so you can start coding. It would be little wonder if they added an "Eclipse for Android Developers" in the future.
Btw the latest Eclipse, which is the one you're downloading from the Eclipse website, is Eclipse Indigo. Beware that Eclipse is a huge beast, it needs lots of resources and the interface is quite a bit convoluted.
Swypesation
TLRtheory said:
Apps/Games.
Click to expand...
Click to collapse
For games I'd say Unity but its quite expensive. I torrented it for testing purposes as i know Im never gonna make anything that works.
Eclipse is good for app development providing you are good at Java
http://www.appinventor.mit.edu/
This is a good little tool to mess about with as well. Allows you to make apps within your browser
Logseman said:
Eclipse is a modular IDE, with lots of plugins to develop in many different languages. You can download any of those packages, since you'll have to download the Android ADT Plugin as an external repository later anyways. Thing is, those prepackaged Eclipse installers set you up with the latest kit for your platform of choice so you can start coding. It would be little wonder if they added an "Eclipse for Android Developers" in the future.
Btw the latest Eclipse, which is the one you're downloading from the Eclipse website, is Eclipse Indigo. Beware that Eclipse is a huge beast, it needs lots of resources and the interface is quite a bit convoluted.
Swypesation
Click to expand...
Click to collapse
"Convoluted" seems to be a good overall word to describe this whole experience.
When I can't just easily get to a programming environment, they should have a more direct option.
Lemon
MODERN BROWSING
FEATURED
Massive Overhaul - completely rewritten to optimize the code and unify the overall interface
OTA Updates - updates require little to no user interaction
Security - hide and lock the browser with the touch of a button
Privacy - browsing history is only stored locally and can even be automatically deleted on exit
Auto Complete - suggests words depending on your history
Screenshot - nothing special, but you may take HD screenshots right within the browser
Notepad - notes that save automagically
Open Source - the source has now been released
Click to expand...
Click to collapse
NEW
Privileges Fixed - no longer runs needs to run in administrator mode thanks to @SixSixSevenSeven
Click to expand...
Click to collapse
BUGS
Outdated Browser Component - this browser is based off IE7 on some computers
Mishandles Links - links that open in a new window or tab will most likely open in your default browser
Click to expand...
Click to collapse
Lemon has been abandoned for quite some time now and I have removed the screenshots and download links. I am considering coming back to this project in the near future when I have time to put Windows on my MacBook. Until then, however, you may play with the source.
Source // Website
Maybe post some screenshots, or possibly a download?
netham45 said:
Maybe post some screenshots, or possibly a download?
Click to expand...
Click to collapse
Thank you for the recommendations Just uploaded 3 screenshots and added a download link towards the bottom.
Nice start. No go on RT.
cx1 said:
Nice start. No go on RT.
Click to expand...
Click to collapse
I wonder why this is not working on the RT.. I wish I had this device to test some things on. Anyways, this build was focused on 4.0 .NET framework made in visual studio 2012 for windows 8 Desktop. Thanks for trying.
EDIT: Problem is with the installer, download the ZIP below it and use that. I will try to find a fix for the installer. Sorry for the inconvenience.
mellowdev said:
I wonder why this is not working on the RT.. I wish I had this device to test some things on. Anyways, this build was focused on 4.0 .NET framework made in visual studio 2012 for windows 8 Desktop. Thanks for trying.
Click to expand...
Click to collapse
Try targeting 4.5 for Windows RT.
netham45 said:
Try targeting 4.5 for Windows RT.
Click to expand...
Click to collapse
Just updated to .NET 4.5
Nope will not run on RT unless I'm doing something wrong?
THEBIG360 said:
Nope will not run on RT unless I'm doing something wrong?
Click to expand...
Click to collapse
hmm, any errors being displayed? Or just not opening?
EDIT: Problem is with the installer, download the ZIP below it and use that. I will try to find a fix for the installer. Sorry for the inconvenience.
You would need to target "Any CPU" in the .NET code, and recompile any third-party x86 libraries that you are using to target ARM, and it would probably work then. Most (although not all) of the system libraries on Win8 are also on Windows RT, and (at least in the case of .NET libraries), the ones that aren't can sometimes be brought over from a Win8 box anyhow.
GoodDayToDie said:
You would need to target "Any CPU" in the .NET code, and recompile any third-party x86 libraries that you are using to target ARM, and it would probably work then. Most (although not all) of the system libraries on Win8 are also on Windows RT, and (at least in the case of .NET libraries), the ones that aren't can sometimes be brought over from a Win8 box anyhow.
Click to expand...
Click to collapse
At the moment, I am trying to get geckoFX 15 and xulrunner 19 added to the project so I do not have to use the default WebBrowser component given in Visual Studio. If you would like, I could send you the source and maybe you could help porting to Windows RT and adding geckoFX? Btw after v1.0 this will be Open Source to all Thanks for all the support guys.
Works now thanks, scrolling is a little hitchy how ever its a great start. On another note would it be possible to make the onscreen keyboard auto pop up?
Will the flash be optimized, the browser is really fast. Its just the flash side of things that is buggy.
Seems to bypass the Flash whitelist on Windows RT. That's quite handy.
Re: [APP] Lemon Browser v0.9.7.3
I can surely attempt the auto pop up on screen keyboard, also the glitchy scrolling will be fixed soon. Thanks
Sent from my Nexus 4 using xda premium
Just FYI: a web browser requiring Administrator to run is absolutely unacceptable. Browsers should run with extremely limited permissions (lower than standard user, ideally) rather than elevated permissions. I fixed this by hand-editing the .EXE file's embedded manifest to run AsInvoker (rather than RequireAdministrator). You should change the manifest in VS. Preferably, the whole thing would run in a low-IL sandbox the way IE does, and/or use some other sandboxing technique.
Also, there's little reason, especially for RT-targeted builds, to use Debug unless you include the source files and expect people to use them when reporting bugs. Release builds are typically smaller and faster.
Finally, could you get this to use a somewhat less awful rendering engine than IE7? I don't mind using Trident in general, but IE7 is archaic and awful. How do you justify "faster than Chrome" on a browser that can't even pass Acid2, much less run a modern speed benchmark? Gecko would be awesome, though I don't believe anybody has managed to port it to RT yet so that would be x86-only at first.
There are other things I'd like to see, ranging from simple UI conventions (double-clicking the tab bar, tapping Alt to show the menu bar, etc.) to some significant security issues (loading mixed content - that is, HTTP content on an HTTPS site - is a potentially serious risk).
Re: [APP] Lemon Browser v0.9.7.3
I appreciate the feedback, about the debug, i honestly did not even think about that, its just much faster to update using the debug folder. I will make it the release build next time. Next - about the admin permissions - Unfortunately this is needed to enable the temporary download of version.txt (allows OTA updates). And I was not planning on targeting the RT at all. I simply made this on my windows 8 laptop and released to the public for however they would like. I am now working on a 3D FPS though and will be releasing the code to this very shortly. And for the IE7 subject, I tried using firefox component but it does not allow the "LoadComplete" sub. Simply put, I do not know how to do 'if web page loaded' do this. I need this feature so i can load favicons etc. Please understand that this was made < 1 week ago. I highly appreciate all the comments though because I can not even begin testing all of these. Plus with school and other activities I do not expext this to be a huge project. Just simply a fun project (focused on gui) to add to my projects. Thanks again
Sent from my Nexus 4 using xda premium
No worries on the Debug/Release, just a tip.
The admin thing, though... that's a serious problem. If the problem is just downloading a file, download it to the local application data folder instead of the install directory. If auto-updating is desired, make a separate updater that runs as Admin, and have the browser launch the updater program when it detects an update.
That said, though, admin is only needed if the browser is "installed" to a location where Admin is required to write. Programs installed in (for example) the user profile don't require this. In fact, on machines where the user *can't* get Admin (think about computers at a school, library, or office), the fact that it can install and run without requiring admin is a major advantage.
I understand that this is a side project for you, and I applaud you for hobby programming and sharing it with us, that's fantastic to see. I also do quite like the GUI, although I find it a bit bare-bones at the moment. Additionally, you getting it to work on RT is fantastic. However... I cannot in good conscience recommend using a web browser that sets the state of environment security back by nearly seven years. The web is an extremely hostile "place" and we've learned many lessons over the years. one of the critical ones is that web browsers are simply too easy to attack for them to be trusted; the only safe way to use one is to assume it will be compromised, and run it in a suitable contained environment. Microsoft did his with the IE7 Protected Mode on Vista betas in 2006, but even on XP it was possible to run IE as a non-Admin.
Re: [APP] Lemon Browser v0.9.7.3
I will admit chrome will always be my favorite browser Just wanted to throw something visually appealing together though after seeing all the horribly designed ones on youtube lol. If anyone would like the source just email me. The code is (slightly cluttered) but OCD friendly. everything labeled and named properly. If someone would like the source, i recommend also downloading the android holo icons from their site. That is what I am currently using and this allows identical pre-made light / dark icons.
Sent from my Nexus 4 using xda premium
Hello !
really thank for this build ! :good:
A question:
Can you integrate a download manager which allow us to download files with screen off but which avoid the complet stand-by state of the tablet during the download ?
Because with IE it's impossible to download something with the Surface screen OFF.
It could be a really cool feature, and the only browser which allow that ! :highfive:
@+
*********_
Edit:
Oh......
Your browser yet intagrate this feature !
Cool... Now I can download big files with screen Off !
I love you
samco08 said:
Hello !
really thank for this build ! :good:
...
Cool... Now I can download big files with screen Off !
I love you
Click to expand...
Click to collapse
Thanks! I appreciate that aha. Major update (kinda lol) will be released soon. Have to work on Mango Tools first (I might toss a thread up on this tool) but this can be found on my site mellowdev.net It just allows you to easily perform ADB commands on android phone. Anyways right after this I will work on v0.9.8! Hoping to add lots of cool, unique features to give this browser an edge. I know that speed means a lot and I have received many complaints on using the IE7 component. However my focus at the moment is to add features. Web browsing for most is just type in words and search. I want this to be so much more. So anyways aha thanks again. Love the support here!
I'm called for a job interview this Monday. They need someone to port some programs children play with on the web to Android. It's educational software that looks accessible to children.
My only experience with porting is working with Unity and going back and forth from PC to my Android phones. My problem is I don't know how porting is done exactly.
Let's say I want to port a Java program to Android. Do I have to create a layer of coding around the original Java source code and make it work with Android? Or is it just modifying the original source code to fit the new platform?
I searched multiple forums and countless google searches. I'm going insane. Please help me!
Thank you! :laugh:
Well I guess it depends. Unless you are using a cross-platform framework (e.g. Xamarin), then it would involve re-writing the code in Java.
If you already have some Java back end code (e.g. some servlet implementation), then I would just create an interface to this module and leave it as it is. No point in rewriting working code in a language that already runs on Android (unless your one of these people who can't help themselves and has to refactor everything to death).
i dont think there is much for u to do, if the games are web based, just build a laucher that links to the games, otherwise look for similar games in android version and install them as a package on all phones.
Sent from my U8150 using xda app-developers app
I'm simply inquiring about how to make a x86 application into an ARM compatible application. I've acquired the source code of an old game, Lugaru, just to practice this. What would I need to start off with doing? I'm having trouble uploading, so you can download the source here: "https://code.google.com/p/lugaru/downloads/list". I have no experience in C or C++, only Java.
Just compiling for ARM doesn't mean it will run in the WinRT environment. Theoretically, getting it to compile on ARM and run in desktop mode on a jailbroken RT device would be trivial. On mobile here so I can't view the source easily, bit depending on how it's written, it will likely require porting from Java to C++ or C# and rewriting the graphics in DirectX. You're better off taking a few Windows 8 Dev tutorials first, honestly.
OK. First of all: there's already a thread about this. In fact, I think there's a couple. They've been inactive for a while, so you'll need to find them with search, but check the RT Dev&Hacking sub-forum for "porting apps" and you should get multiple hits.
Second: I think Lugaru was looked at before. It's possible, but it won't be easy. The build system it uses (CMake) does not, so far as I know, target Win32/ARM yet, so that will either require some manual building or some tweaking of the configuration. It *should* compile under MSVC, though; in fact, I think CMake can produce Visual Studio project files. Using one of those project files, just change the target platform from x86 (Win32) to ARM (you'll probably have to add it).
Lugaru has a lot of dependencies. We've already ported some of them, like the SDL and OGG/Vorbis. Others may need to be ported.
One problem often encountered with porting games is that Windows RT lacks an OpenGL driver. Games written against DirectX will probably work, although the compatibility layer code for older DX versions is missing. There is an OGL->DX conversion/wrapper library which can support many OGL programs (at some performance cost) but I don't know how practical it is to compile against it; never tried. Links to ported libraries are in the "ported apps" thread in my signature.
GoodDayToDie said:
I think Lugaru was looked at before. It's possible, but it won't be easy. The build system it uses (CMake) does not, so far as I know, target Win32/ARM yet, so that will either require some manual building or some tweaking of the configuration. It *should* compile under MSVC, though; in fact, I think CMake can produce Visual Studio project files. Using one of those project files, just change the target platform from x86 (Win32) to ARM (you'll probably have to add it).
Lugaru has a lot of dependencies. We've already ported some of them, like the SDL and OGG/Vorbis. Others may need to be ported.
One problem often encountered with porting games is that Windows RT lacks an OpenGL driver. Games written against DirectX will probably work, although the compatibility layer code for older DX versions is missing. There is an OGL->DX conversion/wrapper library which can support many OGL programs (at some performance cost) but I don't know how practical it is to compile against it; never tried. Links to ported libraries are in the "ported apps" thread in my signature.
Click to expand...
Click to collapse
I wasn't thinking it would be easy, I was wondering if it was possible. Thank you for the information, it was very helpful. I was not aware that CMake could produce Visual Studio project files. That may make this a little easier. CMake does not target Win32/ARM at all like you thought, so I may ask another couple of questions while playing around with the config. Will I have to port it to DX11?
I think anything DX9 or later actually works. If the code already target OGL (instead of just targeting SDL and using whatever SDL's preferred back-end on that platform is) then you could try re-writing it in D3D/D2D, or using the OGL-to-DX wrapper I mentioned.
GoodDayToDie said:
OK. First of all: there's already a thread about this. In fact, I think there's a couple. They've been inactive for a while, so you'll need to find them with search, but check the RT Dev&Hacking sub-forum for "porting apps" and you should get multiple hits.
Second: I think Lugaru was looked at before. It's possible, but it won't be easy. The build system it uses (CMake) does not, so far as I know, target Win32/ARM yet, so that will either require some manual building or some tweaking of the configuration. It *should* compile under MSVC, though; in fact, I think CMake can produce Visual Studio project files. Using one of those project files, just change the target platform from x86 (Win32) to ARM (you'll probably have to add it).
Lugaru has a lot of dependencies. We've already ported some of them, like the SDL and OGG/Vorbis. Others may need to be ported.
One problem often encountered with porting games is that Windows RT lacks an OpenGL driver. Games written against DirectX will probably work, although the compatibility layer code for older DX versions is missing. There is an OGL->DX conversion/wrapper library which can support many OGL programs (at some performance cost) but I don't know how practical it is to compile against it; never tried. Links to ported libraries are in the "ported apps" thread in my signature.
Click to expand...
Click to collapse
Actually CMake can target MSVC/ARM. Please check ReactOS's source code. I tried to build an ARM version before so I know that will work.
Can it now? Well, that's handy. Thanks for the tip! Can't test this for a while, but if anybody wants to give it a shot before I have time let us all know how it goes!