API documentation for KMM modules? - kotlin

I am using KMM for writing the business logic and further exporting to native ios, Android, and JS libraries. I followed the Dokka` documentation to write the documentation which is working perfectly fine for me.
However, Is there a way to convert the dokka-generated doc-generated into native library syntax such as ios, android, and js?

Related

Using Baidu Map for react native/expo

I'm building a React Native App for a Chinese Company. I'm using Expo.
I really would love to use Google Maps, but it is not allowed there...
The best solution I found was to use Baidu Map,
I searched for SDKs and found some of them in GitHub.
I decided to use this one: https://github.com/qiuxiang/react-native-baidumap-sdk
which provides great documentation.
Although, I'm having some trouble implementing it to the app. I think that they don't support expo.
Does anyone here ever have a similar problem?
Or used another map...
Would really save my life!
This library uses native (Android & iOS) SDKs and provides a React Native API on top of them. Expo does not yet support custom native modules, which means you'll have to eject from it to use this package (or any other that uses BaiduMap or other native code).
I'm guessing they probably have a web based JS SDK instead which you could try to integrate into your app via a <WebView /> instead?

Capture "call end" event using Ionic, React Native, NativeScript, and Flutter?

The scenario:
For both iOS and Android, capture a "call-end" (hangup) event.
Use the captured event to trigger an options window.
What would the differences be to do this using Ionic, React Native, NativeScript, and Flutter?
Implementing a feature for Ionic, ReactNative, and Flutter are more or less same. You must probably write a plugin where you will have to implement the feature in native languages (Objective C / Java) and interface them with JavaScript for Ionic & ReactNative / Dart for Flutter.
But it's quite different with NativeScript as it has a JavaScript runtime that has 100% access to all device apis. You may write a plugin if you are willing to reuse the code or just directly access any api within your project using just JavaScript. If you use TypeScript, life will be even more easier with the typings for all the native apis.
Here is a video that briefly discusses the differences between these platforms.

Can you add libraries with native dependencies to an Expo react native project?

Can you use libraries like https://github.com/tolu360/react-native-google-places in an Expo project? I assume any npm library is ok to add, but what about libraries like this google places picker that requires post install steps to link the native projects. Are they supported with Expo?
Regular Expo projects are written only in JavaScript and don't support npm packages that contain Objective-C or Java. However, Expo provides an advanced SDK called ExpoKit for when you absolutely need to use custom native code. From the Expo docs:
Normally, Expo apps are written in pure JS and never “drop down”
to the native iOS or Android layer. This is core to the Expo
philosophy and it’s part of what makes Expo fast and powerful to
use.
However, there are some cases where advanced developers need native
capabilities outside of what Expo offers out-of-the-box. The most
common situation is when a project requires a specific Native Module
which is not supported by React Native Core or the Expo SDK.
You could "detach" your Expo project to create Xcode and Android Studio projects that contain ExpoKit. Then you would add custom Objective-C or Java the same way as with any other Xcode or Android Studio project.
However, the Expo docs also warn about some of the downsides of writing custom native code; many features often can be implemented well in JS, allowing you to retain all of the benefits of a standard Expo project.
Warning: We discourage most of our developers from taking this route,
as we believe almost everything you need to do is better accomplished
in a cross-platform way with JS.
Writing in JS enables you to best take advantage of over-the-air code
deployment and benefit from ongoing updates and support from Expo.
You should only do this if you have a particular demand from native
code which Expo won’t do a good job supporting, such as (for
example) specialized CPU-intensive video processing that must happen
locally on the device.

Why do react-native packages use native SDKs and not JS/web versions?

Purely informational question, not really a problem but:
I remember following the instructions and seeing that there were some steps to get the react-native-fbsdk working. These steps involved messing with my android build.gradle and adding the iOS SDK and the info.plist and whatnot. That aside, why doesn't Facebook utilize the javascript SDK? Is it not possible? If so, why is it not possible for Facebook to do this? If it is possible, why did they opt to utilize the both the android and iOS SDK?
One value prop of React Native is that it's not just an HTML 5 website embedded in a native wrapper. It literally uses the native APIs/components, and the same goes for SDKs. Technically, a pure JS SDK could be optimized for a browser experience, rely on window or document, and while the functionality might be able to be executed natively, the polyfills provided in RN might not be enough to cover the implementation. The way it makes API calls are probably different too. The views are different too (no DOM in RN), so that would apply for any SDK views (button?).
I just finished converting an iOS SDK to a React Native package and I feel that the implementation will be more inline with how the original iOS SDK was designed, since it's using those methods under the covers instead of pure JS. JS is just invoking the native methods, not taking over the methods.
Just my $0.02...

How can I use native 3rd party libraries with Cocos2D-JS?

I am evaluating to switch from CoronaSDK to Cocos2D for cross platform development.
The main requirement is that I need to be able to include native libraries for iOS and Android. I have come across How To Integrate a 3rd party SDK into Plugin-X, but I am not sure if and how this would apply to Cocos2D-JS.
How can native 3rd party libraries (like ad network SDKs) be integrated into a Cocos2D-JS project, that will get compiled into native iOS and Android apps? Anybody with experiences or best practices?
That would work like normal native lib integration. For example. You want to integrate Firebase for Android platform.
What you will do is open the Android cocos project into your favorite Android editor and write native code, you can make calls to Java functions you have defined by using JSB which is a mechanism provided by Cocos2d-JS to call native functions from JS code.
When you build for Android, your lib for Firebase and code will get compiled perfectly.
Same is the case if you want to do for iOS.
Cocos2d also has support for SDKBox which has many third-party services SDK already implemented for you for both iOS and Android.