my question for today is:
Is there a way for me to detect if a cellphone is touch capable by code on J2ME? Or even J2ME Polish?
Thanks for your replies.
In J2ME MIDP 2 - Canvas.hasPointerEvents() Checks if the platform supports pointer press and release events
Related
As stated in the title, I would like to know if Codenameone allows the creation of Android Tv specifics applications.
Thx
Short answer is: no.
Longer answer: it shouldn't be too hard but we didn't see any demand for TV or Android Wear for that matter.
The code itself should work just fine on TV since it handles focus behavior and physical keys correctly. It derives from LWUIT code which was optimized for TV's in the day and is in fact the basis for a DTV standard.
In theory you can just use include source and try to update the project settings to support TV. I don't think it would be hard but I haven't tried it myself.
I am trying to create a mobile P2P game with network library written in c (enet/libuv).
I have read in some forum that there is risk of blocked port by the router and I need to do something called port-forwarding.
Most of the topic related are for console games and I'm trying to do mobile game, which theoretically should be the same.
Sorry for my noob question but, will it be a big issue for my game and how can I fix this problem (without using any third-party help) ?
Many thanks for the help.
Problem
Having grown tired of writing functions to move sprites and characters diagonally and assigning keys that do not flow with the 4 main directional keys(UP, DOWN, LEFT, RIGHT) such as W,A,S,D is a bit of a drag and a bore. However i recently got this usb controller http://www.logitech.com/en-us/gaming/controllers/devices/288 and i would like to be able to add its usage to my console based games or windows applications. AS it has the analog sticks that support comfortable diagonal movement.
Workaround/Possible Solution
There is a fair amount of documentation on doing this in C# but i am more comfortable in C and know next to nothing about C#.
Question
Is it possible in C without additional libraries and if so how can i could use the usb controller support in my programs(and add the functionality to my future projects). Any resources or tips are much appreciated. Linux or Windows solutions are welcome. thanks in advance.
If you are using Windows you may try Direct Input, or XInput it has excellent support for Joysticks and GamePads. It is also used in XBox development. Many Game Projects use this, here is a complete list
Another good option is SDL, it has adequate support for GamePads (which is built on top of DirectInput on Windows Systems) and is Platform-Independent , so that may be an advantage. Also I think Allegro supports them, but I'm not sure.
NOTE: Sorry, if you don't intend to reinvent the wheel and write a driver and api for every damn GamePad in the market, you'll have to use an additional library.
What are the current possibilities to run silverlight on the iPad please ?
Other than the video streaming MS demo of course.
If there's no official packages or something, I'm interested in hacks too
Thanks
Have a look at this article:
http://www.machackpc.com/featured/flash-silverlight-on-ipadiphone-with-out-installing-any-apps-videos/
Also, perhaps you can give us more of an idea what you are trying to achieve with silverlight for a more detailed answer?
You should also bear in mind that the main issue is the support on the apple devices - a political decisions by Apple. There are ways and means to get the support unofficially, but I can vouch for them being flawed and as good as useless.
NO. There isn't anything available right now...
Try alternative solution.
With ABYTY Browser you can run any Flash and Silverlight apps for business and entertainment like on desktop.
For view Silverlight or Flash on your iPhone (iPad, iPod) you not need of jailbreaking it or installing any applications from the App Store or Cydia. You not need install flash player or silverlight on your iphone. Simply open link ABYTY Browser from iDevice and follow appeared instructions. At this moment it little bit ugly and not have sound, but working in basic on iPhone and iPod too.
I would like to develop on a mobile device, probably with Windows Mobile platform, which device would you guys recommend for me to use? But one requirement on the device is that I need that device to be able to capture signature (human writing on the device).
Many Thanks
Sounds like any PocketPC (or "Professional") device would do. Personally I currently have an HTC Touch Pro, which would be suitable for what you describe. For testing purposes, it might also be a good idea to also test on a device with smaller resolutions (I have an HTC Elfin for example that would do well here, but it shows its age..). Or on the emulator provided with the SDKs.
However some of the newer ones have capacitive touch screens and no stylus. (For example HTC HD2.) So while HD2 is otherwise an excellent phone, capturing a human writing on it probably wouldn't work as well as older devices with resistive screens and a stylus.
Any Windows Mobile 6.0/6.1 based phone with resistive touch screen. A good example is HTC Touch Pro2.
Also, some S60 5th edition phones, such as N97, may be a good choice.
It depends on the languages you intend to use to write the application.
If it's Java, I'd go with an android system.
If you're a c# coder I'd say any windows device would be ok.. You could likely get one on EBay for dirt cheep and for the most part you can be sure your code will run on most of them (I know this is a generality), especially if you keep the code simple.
If you're a c++ developer then the same as above, any pocket PC/winmobile will do.
If you own a mac, and you've written apps in objective c then IPhone is a good choice.
In part you have to base decisions like this on what you know going in.
If you're a blank slate.... well then you've got to figure out what direction you want to take your knowledge. I've personally picked Java and Android because I've recently been convinced it's the road to the future.