Google's AdMob page(Monetize your app) says the following:
Cross platform
AdMob connects you with millions of advertisers looking to reach users across platforms, including Android, iOS and Windows 8.
I have searched extensively, but failed to find the SDK for Windows 8.
Could anyone provide a pointer?
The Android SDK is at
https://developers.google.com/mobile-ads-sdk/download#downloadplay
There is no SDK specific to Windows8. SDK is dependent upon target dev platform, iOS, Android, WindowsPhone8 etc. That same page provides the SDKs for all platforms.
Related
Develop Unity apps that run on desktops (Windows, MacOS). I am developing a Unity app that runs on desktop (Windows, MacOS).
If I want to use Firebase Authentication for this app (on the above OS), which SDK provided by Firebase should I use?
(Firebase Unity SDK only works with Android and iOS apps?)
If you check the Firebase documentation for setting it up for Unity, it contains a section on setting up a desktop workflow (beta) that says:
Caution: Firebase Unity SDK desktop support is a beta feature. This feature is intended only for workflows during the development of your game, not for publicly shipping code.
When you're creating a game, it's often much easier to test your game in the Unity editor and on desktop platforms first, then deploy and test on mobile devices later in development. To support this workflow, we provide a subset of the Firebase Unity SDKs which can run on Windows, macOS, Linux, and from within the Unity editor.
So Firebase's SDK for Unity does support development workflows on Windows, macOS and Linux desktop systems. It does not support building release versions for these platforms though.
So if you want to develop a game on a desktop machine, the Firebase SDK for Unity would be the easiest way to do that.
If you want to develop a game targeted for desktop machines though, that is not supported through the Firebase SDK. The usual fallback would be to communicate directly with the Firebase REST APIs from your Unity code.
We have a well established iOS (iPad only) app written on top of Appcelerator's Titanium platform. We're looking to integrate a third-party piece of hardware with our app that interfaces with the headphone jack on the iPad. The third-party company provides an official iOS SDK to be used in XCode projects.
How can we get the provided SDK to work in our Titanium app?
You'll have to create a module. Check the guide here.
You can also search the internet. There might be existing modules already for your third-party SDK.
I tried finding the information both on their website and on the Internet, but it appears that everywhere I look, a different list pops up.
Their front page says iOS, Android, Windows and Mac.
In their documentation (http://docs.xamarin.com/), only Android iOS,
Mac are mentioned at the docs front-page. I'm wondering does this
mean Windows has lesser priority compared to others.
On the Internet, I've found even more inconclusive information. Also,
it's hard to conclude what Windows means, mobile or desktop.
I've never used the product, but would love to try it for the game that I want to create, so I have two questions:
Can you give me a complete list of supported platforms (Android, iOS, Mac, Windows, Windows Phone, HTML5, Flash...)?
Can I target Facebook app with Xamarin?
Thanks in advance.
To update and extend Jason's answer there is now Xamarin.Forms that let us build cross-platform GUI for Android, iOS and Windows Phone. Looking at Xamarin's FormsGallery sample app I think it is fair to say that it de facto supports Windows Phone as well.
In addition to Xamarin.Forms there's always the possibility to use Xamarin.iOS, Xamarin.Android and Xamarin.Mac for platform customizations.
Xamarin.Mobile is in a preview release and supports Android, iOS and Windows Phone. It is used as an abstracted API of the native services (camera, geolocation etc).
However since you need the local SDK's installed for compilation you need a Mac computer to be able to deply for iOS. In order to compile for Windows Phone you need to use Visual Studio and the Xamarin Plugin, Xamarin Studio is not able to do this.
To conclude Xamarin supports development for
Android
iOS
Windows Phone
Mac
However not all of Xamarin's API's are implemented for all platforms.
Xamarin has three products
Xamarin.iOS - write iOS apps using C#
Xamarin.Android - write Android apps using C#
Xamarin.Mac - write Mac desktop apps using C#
Xamarin does not directly support Windows Phone apps. However, because you can write iOS and Android apps in C#, and C# is the native language for Windows Phone, using Xamarin allows you to write code that is usable across all three mobile platforms. Xamarin also provides some tools (like their Xamarin.Mobile library) that make this easier by providing a common interface to some common platform functions that will run on all three platforms.
You can write a mobile app that uses Facebook's API with Xamarin, but you cannot create a Facebook app (one that runs on Facebook).
You may find the actual list of additional platforms here.
On April 2019, it's listed as:
Android (incl. Android Wear)
iOS (incl. watchOS and tvOS)
Windows (UWP and WPF)
Linux (GTK)
Mac
Tizen
Windows Phone not supported since Xamarin 3.x
I have been working on Blackberry 10 Cascades Native SDK. I tried to configure the SDK in Titanium Studio. Though the Titanium Dashboard indicates a green checker and states the SDK installed and configured, when i try to create a new project, the Blackberry SDK check option is still disabled. (Titanium is updated to the latest revisions. Blackberry 10 Native works fine. Simulator is good). Could somebody help?
From Appcelerator site :
To get started developing your app, you can gain access to the public
Titanium Mobile BlackBerry GitHub Repository. Installing the
BlackBerry 10 development tools are straightforward, and instruction
can be found at README. Read the Terms and Conditions for this offer.
Hope this help you..
I am working with the social framework. On iPads with IOS6 it works fine.
But when I test it on a device with IOS 5 I get the following error.
dyld: Library not loaded: /System/Library/Frameworks/Social.framework/Social
Referenced from: /var/mobile/Applications/3A3020E0-09D7-49DD-96E2-2E0F20C098D2/RacingGenk.app/RacingGenk
Reason: image not found
Can anybody help ?
Kind regards.
Stef
The social framework isn't available before iOS 6, which explains the problems you're having.
What you need to do is weak link the social framework, which will let you use it on iOS 6 but won't cause pre iOS 6 devices to try to load it. To weak link a library you should select your application's target in XCode, go to the Build Phases tab, and under Link Binary with Libraries make sure that the 'Social.framework' entry is set to Optional rather than Required.
The social framework was introduced in iOS 6, but if you want you have sharing ability for facebook, twitter and many other social networks / sites on devices running versions of iOS before 6.0 then feel free to explore sharekit:
http://getsharekit.com/
Its really easy to use and works for both iOS 6 apps and apps running on previous versions of iOS.
That is because the Facebook integration is only available on iOS6. You can however still use facebook using the original Facebook API for < IOS6 devices.