I'm completing a project for the iPhone entirely written in Objective-C. I'd like to port this for Android too.
While the user interface of the iPhone and the Android OS are very different and will need different code, can I some how import the core of my code (ie. the black box that does the thinking) as is to Android as part of some Java code?
I have no familiarity with bridging between Objective-C and Java even though I have written in both.
You got luck! Phil Hassey has recently ported his own game from iPhone to Android within a week and wrote up what he did steps by steps. Here is his journey: http://www.philhassey.com/blog/2010/08/03/porting-galcon-using-the-android-ndk/
You could have a look at Apportable which allows to generate an Android app from an existing Objective-C code base. See this article too.
there is a fork of the gcc that supports objective-c on the android by patching the NDK on
http://code.google.com/p/android-gcc-objc2-0/. But it's considered beta at the moment and i'm not sure if jni/java bridges are already implemented
I have been doing a lot of work on this front — for example by creating my own C++ base framework that does not depend on STL (called Platform Core) and writing the core of the next version of my iOS app with that, so that I can easily port it to Android and whatever else has a C++ compiler and strikes my fancy.
I suggest having a (ick, I can't believe I'm about to say this, but eh), ahem, having a C++ core (there, I said it!) so it can be easily ported.
Related
Are there frameworks/generators for producing iOS code from any other language?
A dynamic language like JavaScript, ruby or Python are preferred. Googling for iOS code generators was largely fruitless.
The problem with systems like PhoneGap is that their output is a full-fledged application. What I need to produce is a library (.a & .h file eventually) that other Objective-C developers can reuse in their projects.
RubyMotion may or may not do what you want. I haven't seen much about the practicalities of it yet, but I'm thinking since it's statically compiled chances are good that it can produce libraries that can be simply linked into Objective-C projects. One might need another tool to produce the header files.
Of course, this is all speculation.
I think the best solution for what you're looking for is Titanium. It has its own sdk (in JavaScript), a complete IDE and allows you to have one codebase for all major platforms (iOS, Android included). What it's really awesome is the fact that it actually generates native code (a valid XCode project or a Java one for Android). It's also free and open source. Definetely worth a look.
I've never seen code generators, but there are a variety of "spoofs" as it were.
http://xamarin.com/monotouch - iOS on C#
http://phonegap.com/ - iOS on HTML, CSS , Javascript
http://ipodtoucher55.blogspot.com/2010/06/how-to-create-iphone-apps-in-flash-cs5.html - one of several tutorials for flash on iOS
I've seen links to python libraries and I think java too.
When it comes down to it though, they're all work arounds, not direct development.
Using Delphi XE2 we can export sources into xcode and compile them with free pascal compiller. But all examples i'v ever seen dont modify .pas files in xcode, just export and run.
I wonder if I could add any delphi units or libraries into Objective C application and compile them together? How to include .pas unit into .xcodeproj?
I wish to port delphi application to iOS, exporting all project is impossible, it seems a good idea to make a GUI for iOS in native ObjectiveC and import logic and methods from delphi units. Is it possible?
Since Delphi XE2 is using the Free Pascal Compiler when targeting iOS, you can use any programming technique of FPC.
In fact, if you do not need FireMonkey, and prefer using native User Interface, you do not need Delphi XE2 at all!
You can use the free FPC to compile your application from XCode.
The best reference web site is http://web.me.com/macpgmr/ObjP
In particular, "Developing with Objective Pascal" articles is exactly what you are looking for:
Develop the UI within XCode;
Use FPC to code your business logic in Pascal;
For both Max OSX and iOS.
See just the introduction page, and I suspect you'll be amazed, like I was.
From my POV, the "Object Pascal" paradigm used with FPC (i.e. object pascal "dialect", which can coexist with the default object pascal code) is more advanced, lightweight and integrated than the interface-based "plumbing" of Delphi XE2 compiler (with on-the-fly marshalling using RTTI). This is perhaps a matter of taste...
I'm about to write code for Windows that has somewhat similar functionality to the one existing in already written application for iPhone. I'm thinking of separating common functionality to form a component and compile it to both to iPhone and to Windows. This code is written in Objective C and uses RestKit and Core Data (and probably sqlite). Is compiling it for Windows a viable task? As I understand it GCC could compile Objective C on Windows but I'm unsure about the RestKit and Core Data api availability on Windows. I have seen two names that could be of use: GNUStep and Cocotron but I don't know if they will play well together with RestKit.
Note: I have no idea about iOS development so I might be confusing things. Any help is appreciated.
You will not easily be able to share this functionality between your applications. CoreData uses a custom opaque (not documented) format for the sql store. You would be hard pressed to reverse engineer this.
You will probably save a lot of time by rewriting that part for windows, rather than trying to get it working. There really isn't much iOS code that can be reused under windows, unless you have written pure C or C++.
I have a .NET application, which I want to port to OSX. Up to now I used a DirectShow DLL for WebCam handling. Can I use an Objective-C DLL for Mono? How? I'm a newbie on Mac. Is there an existing (WebCam handling) solution for this? Is there a better solution?
You want to use the QTKit framework to do this, in particular you can use the QTCaptureView as a reusable NSView that you can embed in an existing window or in an application to do the actual video capturing.
I have just added support for capturing to the MonoMac bindings a few minutes ago after I saw your question, so you will need to do a little bit of work.
Steps:
Install Mono, MonoDevelop and the MonoMac addin as described here: http://mono-project.com/MonoMac
Download the latest sources for MonoMac and MacCore from Github: http://github.com/mono/maccore and http://github.com/mono/monomac
Update the MonoMac.dll to the latest version, by going into the monomac/src directory and typing "make update"
At this point you should be able to use the QTCaptureView in your MonoMac applications like any other NSView. A tutorial showing the use of the API in Objective-C is here:
http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/QTKitApplicationTutorial/BuildingaSimpleQTKitCaptureApplication/BuildingaSimpleQTKitCaptureApplication.html#//apple_ref/doc/uid/TP40008155-CH8-SW1
You can just use the equivalent versions in C#
I'm not sure what you mean by "an object-c dll for Mono".
Your absolute best approach is to learn the platform you're targeting and port only the logic and general architecture.
To access cameras, microphones, line-ins, etc. on Mac OS X, use QTKit (Quicktime Kit). It's mind-numbingly simple to set up a web cam view, record to files, grab frames, etc. It's built in and designed to make this sort of thing mostly drag-and-drop for developers.
MonoMac is just one alternative. There are Monobjc, CocoSharp, NObjective, MObjc / MCocoa and ObjC# (I cannot choose between them). Theese are all "bridges" between Mono and Cocoa, what mean you can use Cocoa API in Mono application. But I don't want to use the API directly. I just want a dinamically linked library, which provide me some function for WebCam handling (as I said, I did this up to this time on Windows). In other words: I need a wrapper in Mono for QTKit.
PS: If I rewrite the application in object-c that means several months, and double work in the future when the application will grow. I love object-c but I hate to work unnecessary.
I tried the accepted code in XCode, and when I tried to port to Monodevelop, several classes are missing, eg. QTCaputureSession, QTCaputreDeviceInput, CVimagebuffer.
(Sorry, I cannot edit my previous messages, this is another account.)
First of all, is this possible?
If so:
What challenges would I encounter in making an XCode imitation for iPhone/iPod development for Windows or Linux?
I was thinking about using gcc as the actual compiler for the objective-c and (VB).NET for the IDE. Will that work?
It doesn't need to compile to iPhone OS until it is to be tested on the device or submitted to the app store. Perhaps it will be easier to compile to the local OS format (Windows or Linux) until "prime-time".
Is this concept possible? Comments? Ideas of how to implement?
If you wanted to support all of UIKit and Cocoa Touch, the problems would be insurmountable. You'd spend 2 years trying to get off the ground and then give up, while everyone else had fun developing apps for the iPhone and iPad and other devices. You would regret even trying it.
But if you wanted to create your own framework for making iPhone apps, built immediately on top of OpenGL, it might be possible. You would create a simulator that renders to an OpenGL view, and the final app would also render everything in an OpenGL view, touching none of UIKit. You would use pure C, or some robust cross-platform language like Lua, compiled or even interpreted. Incidentally, that's more or less how the Corona framework does it: built on top of OpenGL, touches little of the iPhone SDK, uses compiled Lua. They developed their own simulator, which only runs on OSX, but could probably relatively easily be ported to Linux.
You could even use Objective-C as the language, and make available a carefully chosen subset of the Cocoa API's by using (the iPhone compatible parts of) GNUstep Base. Then users could use standard classes like NSString.
Still, all of this is mostly interesting as a thought experiment, unless you got a team together to work on this as an Open Source project. It's harder than you think. Your simulator wouldn't be able to emulate the way that memory warnings are generated on the iPhone, for example.
If someone wants to develop iPhone apps on Linux, it makes more sense to just write the whole app in C/C++ using OpenGL, and then basically just smack that code onto a vanilla iPhone OpenGL project. That's the fastest path. The next possibility would be to use another language, which is also not too hard. But an "iPhone IDE" on top of that would be little more than putting an iPhone-like frame around the OpenGL view in Linux.
Actually, Felixyz touched on something your should take a look at. See: http://www.gnustep.org/ . They have binaries for just about every variant of *nix, OS X, and windows. The site claims "GNUstep seeks to be source code compatible with Cocoa and OpenStep, it can thus be used to develop and build cross-platform applications between Macintosh (Cocoa), Unix and Windows." It would be a good jumping off point for such a project,
I doubt all OSX's functionality is covered by GNUStep, but it's a start.
I'd imagine to develop iPhone/iPod apps on an alternate platform, you'd need to get Apple's includes (Legality is likely to be an issue), and apply all their toolchain patches, plus a million other things I'm probably overlooking.
What would be a better project is implementing the missing functions in GNUStep to support OSX apps seamlessly under the host platform. Maybe then you could run xcode native on your desired OS.