Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
  1. Home
  2. Mobile Development
  3. Mobile
  4. C++ mobile SDK, tips and how tos?

C++ mobile SDK, tips and how tos?

Scheduled Pinned Locked Moved Mobile
adobequestionc++androidios
4 Posts 3 Posters 0 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • V Offline
    V Offline
    VooDooChicken
    wrote on last edited by
    #1

    ** this was first posted as a question, but I don't see it in the questions list so I don't know if it was removed or what happened to it (or where did I posted it). Hi. I want to make apps for the big two mobile platforms (plus desktop), and want to make these in C++. The idea is to use the same code, with as little change as possible for both systems. My current state is that I have knowledge in C++, and I am aware that the sdk for android includes an extension for compiling code in C++ (ndk); but, I don't know which compiler should I use for IOS, and what standard libraries should I get to use graphics in the same way or with the same code in both cases. ---- Here is the background: I am interested in making mobile apps, and as common sense dictates, if I want to make the apps for both systems, the idea would be to use a tool that allows me to do the development for both platforms at the same time, and not repeat the effort in making the same thing twice. With this in mind, as cross platform tools my choices were either Flash or Unity. The thing is, I already have some Flash licenses, though kinda old, and Unity, though 'free', is not really free, and I may end up paying more than what I have to pay to develop the app in Flash in the long term, if I am successful, which would be the idea I already had an old Flash version installed, plus I had done some things in Flash previously, which would be a starting point. I also know how to use the tool, so the most adecuate choice was Flash I am aware that if I choose a third party development platform, I am subject of what the platform can or can not do, and if they change the platform, I have to be subject to this. Anyway, the version of Flash I had installed was an old version that allowed me to make the development, but would not let me export it as a mobile app, as this functionality came later. I had (have) though, a more recent version, which I had not installed till recently, because for what I was doing, the installed version was enough. I don't plan to get the more recent version if not neccessary (CC, or cloud); I already have legal permanent licenses, instead of paying rent of $20 per month per product Ok, so I start making my project, based on previous works, in an older version. Recently I installed the more recent, yet old version (5.5; 6 was the last one before it went cloud) but which would allow me to export it as Air for Android (Air is supposed to be a superset of Flash, so the same code made in Flash is supposed to run the same wa

    L D 2 Replies Last reply
    0
    • V VooDooChicken

      ** this was first posted as a question, but I don't see it in the questions list so I don't know if it was removed or what happened to it (or where did I posted it). Hi. I want to make apps for the big two mobile platforms (plus desktop), and want to make these in C++. The idea is to use the same code, with as little change as possible for both systems. My current state is that I have knowledge in C++, and I am aware that the sdk for android includes an extension for compiling code in C++ (ndk); but, I don't know which compiler should I use for IOS, and what standard libraries should I get to use graphics in the same way or with the same code in both cases. ---- Here is the background: I am interested in making mobile apps, and as common sense dictates, if I want to make the apps for both systems, the idea would be to use a tool that allows me to do the development for both platforms at the same time, and not repeat the effort in making the same thing twice. With this in mind, as cross platform tools my choices were either Flash or Unity. The thing is, I already have some Flash licenses, though kinda old, and Unity, though 'free', is not really free, and I may end up paying more than what I have to pay to develop the app in Flash in the long term, if I am successful, which would be the idea I already had an old Flash version installed, plus I had done some things in Flash previously, which would be a starting point. I also know how to use the tool, so the most adecuate choice was Flash I am aware that if I choose a third party development platform, I am subject of what the platform can or can not do, and if they change the platform, I have to be subject to this. Anyway, the version of Flash I had installed was an old version that allowed me to make the development, but would not let me export it as a mobile app, as this functionality came later. I had (have) though, a more recent version, which I had not installed till recently, because for what I was doing, the installed version was enough. I don't plan to get the more recent version if not neccessary (CC, or cloud); I already have legal permanent licenses, instead of paying rent of $20 per month per product Ok, so I start making my project, based on previous works, in an older version. Recently I installed the more recent, yet old version (5.5; 6 was the last one before it went cloud) but which would allow me to export it as Air for Android (Air is supposed to be a superset of Flash, so the same code made in Flash is supposed to run the same wa

      L Offline
      L Offline
      Lost User
      wrote on last edited by
      #2

      VooDooChicken wrote:

      or where did I posted it

      Just hover your mouse on your name above, and select one of the options to find your questions, comments, answers etc. After 8 years on this site you should know the basics.

      1 Reply Last reply
      0
      • V VooDooChicken

        ** this was first posted as a question, but I don't see it in the questions list so I don't know if it was removed or what happened to it (or where did I posted it). Hi. I want to make apps for the big two mobile platforms (plus desktop), and want to make these in C++. The idea is to use the same code, with as little change as possible for both systems. My current state is that I have knowledge in C++, and I am aware that the sdk for android includes an extension for compiling code in C++ (ndk); but, I don't know which compiler should I use for IOS, and what standard libraries should I get to use graphics in the same way or with the same code in both cases. ---- Here is the background: I am interested in making mobile apps, and as common sense dictates, if I want to make the apps for both systems, the idea would be to use a tool that allows me to do the development for both platforms at the same time, and not repeat the effort in making the same thing twice. With this in mind, as cross platform tools my choices were either Flash or Unity. The thing is, I already have some Flash licenses, though kinda old, and Unity, though 'free', is not really free, and I may end up paying more than what I have to pay to develop the app in Flash in the long term, if I am successful, which would be the idea I already had an old Flash version installed, plus I had done some things in Flash previously, which would be a starting point. I also know how to use the tool, so the most adecuate choice was Flash I am aware that if I choose a third party development platform, I am subject of what the platform can or can not do, and if they change the platform, I have to be subject to this. Anyway, the version of Flash I had installed was an old version that allowed me to make the development, but would not let me export it as a mobile app, as this functionality came later. I had (have) though, a more recent version, which I had not installed till recently, because for what I was doing, the installed version was enough. I don't plan to get the more recent version if not neccessary (CC, or cloud); I already have legal permanent licenses, instead of paying rent of $20 per month per product Ok, so I start making my project, based on previous works, in an older version. Recently I installed the more recent, yet old version (5.5; 6 was the last one before it went cloud) but which would allow me to export it as Air for Android (Air is supposed to be a superset of Flash, so the same code made in Flash is supposed to run the same wa

        D Offline
        D Offline
        David Crow
        wrote on last edited by
        #3

        VooDooChicken wrote:

        ...but, I don't know which compiler should I use for IOS...

        Objective-C, but things are migrating towards Swift. Both can be compiled using Xcode.

        "One man's wage rise is another man's price increase." - Harold Wilson

        "Fireproof doesn't mean the fire will never come. It means when the fire comes that you will be able to withstand it." - Michael Simmons

        "You can easily judge the character of a man by how he treats those who can do nothing for him." - James D. Miles

        V 1 Reply Last reply
        0
        • D David Crow

          VooDooChicken wrote:

          ...but, I don't know which compiler should I use for IOS...

          Objective-C, but things are migrating towards Swift. Both can be compiled using Xcode.

          "One man's wage rise is another man's price increase." - Harold Wilson

          "Fireproof doesn't mean the fire will never come. It means when the fire comes that you will be able to withstand it." - Michael Simmons

          "You can easily judge the character of a man by how he treats those who can do nothing for him." - James D. Miles

          V Offline
          V Offline
          VooDooChicken
          wrote on last edited by
          #4

          hi, tnx for your answer, but not what I meant. Objective c and swift are languages that get compiled in the sdk released by apple; I am not asking which language to use, as I have stated that I plan to use c++. The question was, which tool can I use to compile c++ code into an ios binary. Anyway, for the immediate plans, it seems I found a workaround for the problem in flash (basically, avoid garbage collection), but for a medium term, I plan to make my own c++ libraries that allow me to compile c++ code in many platforms

          1 Reply Last reply
          0
          Reply
          • Reply as topic
          Log in to reply
          • Oldest to Newest
          • Newest to Oldest
          • Most Votes


          • Login

          • Don't have an account? Register

          • Login or register to search.
          • First post
            Last post
          0
          • Categories
          • Recent
          • Tags
          • Popular
          • World
          • Users
          • Groups