How to improve the performance and accuracy of codescan.CodeScanner library of cn1 - codenameone

I use the CodeScanner library of cn1 for QR code scan.
This library installs Barcode Scanner + simple for the scanning process.
But the performance and accuracy of Barcode Scanner + simple are poor.
Also Barcode Scanner + simple are depreciated reported by android before installing.
Any recommendations for replacing the cn1 library for QR code in ios and android?

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React Native Graphic Library for Windows?

I plan to develop cross-platform app that includes android, IOS, and windows.
I'm researching react-native, and I found that there is very small resource for windows OS.
Almost component libraries do not support windows, so I wonder if it's good idea that I implement app for cross-platform by RN.
component library, I only found 'fluent UI' by MS. it doesn't support android.
graph library, I have not found any.
is there more library that can be used for RN for windows? or RN is not the answer?

Can I make an android game using OPEN GL ES with c language?

I saw that most OPEN GL ES resources are written in java. And i don't know java. Can I make an android game using OPEN GL ES with c language? Is this possible? If possible, will I have trouble in compiling and similar situations?
Note:I want to make a 2d game for android.
Yes you can. Use Android NDK - native developer kit for C/C++ developers: https://developer.android.com/ndk
The Android NDK is a toolset that lets you implement parts of your app in native code, using languages such as C and C++. For certain types of apps, this can help you reuse code libraries written in those languages.
Example:
https://developer.android.com/ndk/samples/sample_na
The native-activity sample resides under the NDK samples root, in folder native-activity. It is a very simple example of a purely native application, with no Java source code. In the absence of any Java source, the Java compiler still creates an executable stub for the virtual machine to run. The stub serves as a wrapper for the actual, native program, which is located in the .so file.

How can I develop a game engine that supports android

I am thinking about developing a game engine in which I can make games for android and other mobile platforms and I have no clue for it.I just see tutorials for making game engine just for one specific platform and have not found any tutorials for making a game engine for various kinds of platforms!.please give me some clues for it
I recommend you read Game and Graphics Programming for iOS and Android with OpenGL ES 2.0, if you really want to make game engine for Android. His projects sample is too old and written on Eclipse (which is deprecated by Google for Android development), it take me a lot of time to convert his old project to Android Studio. His source code is very small but run smoothly on new devices. His project also include iOS XCode project too, but also some minor modify to migrate older XCode to newer. Two Android and iOS projects sharing ~ 95% C source code (truly cross-platform) and some platform code (Java for Android and Objective-C for iOS but it just only ~ 5%).
I am also recommend you consider use OpenGL ES graphic API for cross-platform game engine instead of using multiple graphic API, because you can use Google ANGLE project to convert OpenGL ES graphic API to native API for other devices like DirectX (Windows PC, Windows Phone), Metal (MacOS, iOS), Vulkan, Desktop OpenGL just one code base. The most successful game engine base on OpenGL ES API is Godot Engine. One of the most the popular project using ANGLE is Google Chrome.
In 2014, Apple announce they deprecated OpenGL ES for their Metal API (but I am tested OpenGL ES project still run on new iOS 13), so only choice if using OpenGL ES is ANGLE. If you want to follow ANGLE Metal you can follow here
Initialize when Microsoft create Windows Runtime (Windows Store, Windows Phone) is just support DirectX, but they also create tutorial for ANGLE to convert OpenGL ES to DirectX, see tutorial here

Run native C++ code on codename one

I have an android app where I am running native C++ code using JNI (Java Native Interface). I want to port it to codename one so that it can run on iOS as well. What is the alternative to JNI on codename one that will allow me to run my native C++ code?
You can call C++ from Objective-C we did just that in the ZXing demo for the iOS port see: http://github.com/codenameone/codenameone-demos
For Android you will need to wrap the C++ code using the NDK in order to use it. Chen discussed this a while back in a blog post here: http://www.codenameone.com/blog/integrating-android-3rd-party-libraries-jni.html
The relevant section is this:
We recently added a 3rd option :aar files. The aar file is a binary format from Google that represents an Android Library project.
One of the problem with the Android Library projects was the fact that
it required the project sources which made it difficult for 3rd party
vendors to publish libraries, so android introduced the aar file which
is a binary format that represents a Library project.
To learn more about arr you can read this.
You can link an aar file by placing it under the native/android and
the build server will link it to the project.
Notice that for Android you might want to use the new gradle build system which would also make this simpler: http://www.codenameone.com/blog/material-icons-background-music-geofencing-gradle.html
Codenameone has it's native interface that allows adding native codes.
Each platform has it's native code and as far as I know C++ is not in any of them.
I would suggest you translate your code from C++ to Java and Objective-C manually and you can use those code in implementing CN1 native interface.
Read about Native Interface here and also have a look at native demo

can i use spritebuilder to develop cross platform mobile app?

I wanna develop a game app, which should be platform independent. is spritebuilder a cross platform?
Currently, SpriteBuilder exports project files for Xcode limiting development to iOS. Plans are in the works so that SpriteBuilder can export for Android Studio as well, but as of this writing the current version of SpriteBuilder does not support this capability.
If you are still interested in using SpriteBuilder for iOS, you can use Apportable's free service to help translate your Objective-C code to run natively on Android. This will require additional programming and knowledge of another SDK such as Android Studio.
Unity is another free SDK that you can use to publish cross platform games that are 3D, although you will no longer be building truly native Apps for either iOS or Android.
Should this answer be sufficient, please mark "correct answer", else, let me know if there are any further questions you may have.

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