Java to Android Conversion - java

I have seen a few things on this website about converting java code to android. However, I do not want to re write my code unless absolutely necessary. I have always wanted to release a game to the google play store, and have been working hard to do so in the past couple of weeks. I decided to code the game in java, thinking that I could convert it to work on the Android operating system when finished. However, I am now at the point where I am ready to convert the game, and I am having lots of trouble. My game requires java's "paintComponent" and Graphicsd2D. My question: is there any possible way to use java's Graphics in android? I use lots of things with this class, such as resizing images

There is No direct way to convert Java (Swing/AWT) GUI into Android GUI. Since Java GUI is heavier for mobile applicaiton.
However you just start converting your java GUI components into Android XML view one by one. That is the only way.
If working on Web Application, You can use this WebSwing. It will allows to run any swing application inside your web browser using only pure HTML5. It is Open Source.

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What is the advantage of using JavaFX for an android project instead of android UI itself other than portability of the code

The reason why most people would ever make their android project in javafx would be to have the same codebase across different platforms (such as ios, desktop, android, maybe even web using Bck2Brwsr/teavm/doppio)
But my question is, is there any advantage in javafx ui framework itself when compared to android ui framework?
I have never ever written even a hello world application for android, but I intend to do it now. So I am wondering if having the code in javafx is worth the effort when I can develop directly on android apart from the benifit of portability.
This type of question might result in a subjective/opinionated answer but I think it is a good question so I will provide my assessment.
Having the same codebase across all those platforms is huge. Do not dismiss this. I'm using Gluon Mobile to port aspects of the Deep Space Trajectory Explorer (DSTE) to Android and iOS. As you can see from the video its extremely complex application. There's no way I would rewrite that in native Android... it would be a no-go from a cost perspective.
Starting development from JavaFX makes it easier to make complex visuals. I don't just mean traditional 2D GUI forms. Again looking at the DSTE you will see we use Canvas to do dense renderings and JavaFX 3D along with the FXyz library to do 3D renders. These things are easy in JavaFX and again using Gluon simply "just work" on Android/iOS. In fact it only took about a day to get those aspects of the DSTE code base to work on a Pixel C tablet, most of which was getting the Gradle build setup properly. Now imagine having to port 3D code from JavaFX to a Native framework? I'm a 3D guy and I still wouldn't try it.
Testing is so much easier on the desktop than a mobile device. This doesn't mean the testing is 100% on desktop. Sometimes something that works on desktop "doesn't work" on the mobile platform and you have to tweak accordingly. However you can save a LOT of time standing up the application using JavaFX knowing that 90% of it will work the same on your mobile device.
Word of advice though... remember that a desktop application is NOT a mobile application. You will be tempted to just "port" your desktop app to your device. I was my first time. You can get into other issues where the interfaces and layouts you design for a desktop "work" on the mobile device but are not appropriate and so the usability goes down. Start slow when you port. Think of what aspects of your desktop workflow should be mobilized. Only port the things you absolutely belong in a mobile workflow. Save yourself some headaches.

Processing on iOS with Intel's Multi-OS Engine

I was looking for a way to develop iOS apps with Java. Especially Java because I want to be able to use Processing as a Java library.
First I found RoboVM. Just to find out Microsoft did shut it down after they bought Xamarin.
Then I found Intel's Multi-OS Engine, which is a technical preview right now. It looks like you can develop an Android app just like you used to do with Java and Android Studio. Then you rewrite the UI (and probably some iOS specific API calls) and build it for iOS. Either on a Mac with Xcode or in Intel's build cloud (which seems to be free).
Using Processing in Android apps is not a new thing (even if it would be new to me). But it looks like with iOS apps it's different.
Since you have to rewrite the UI for iOS, I not sure if it's still possible to use Processing the same way.
If that's not possible I wonder if it would possible/a good idea to call loadPixels() at the end of the draw function, then read all the pixel values and write them to an iOS UI element.
Would it use up to much CPU power to do that every single frame or could this be a solution if there's no other way?
Of couse that would only give me UI output for processing. Somehow I still have to get touch events into processing if I want to handle those events there.
In jQuery I can not only register a callback for an event with $("#myButton").click(myFunction); but also simulate an event with $("#myButton").click();. When you call the click function without any arguments the event is triggered on that DOM element instead of registering a callback for that DOM element and that event.
Is there a way in Processing to do something like that?
If so, I could get touch events from Multi-OS Engine an then pass them to Processing.
You can think of Processing as actually being two things: it's a library, and it's a set of tools that handle exporting for you.
If you're using the Processing editor, then you're using the tools that handle exporting for you. You can deploy as a Java application, or as an Android app, or even as JavaScript through Processing.js. These tools take your Processing code and then converts it into the format needed to deploy your code.
However, you can also use Processing as a Java library, just like you would any other Java library. You do this by simply adding Processing's jars to your classpath, and then you can call Processing functions exactly like you can call any other library. If you do this, then you're in charge of writing your code and then deploying it. But it's certainly possible to use Processing as a Java library to draw to an image, and then draw that image to a native component.
Where it gets tricky is that you can't just write Java for iOS, so you can't just write code that uses Processing as a Java library. That's what RoboVM helped with. You might want to check out one of the alternatives mentioned in RoboVM's closing announcement:
Depending on where you are in the development of your apps, there are several options available to move forward, including tools that will help you port to Xamarin, and alternative Java SDKs which target iOS. In particular, libGDX has just announced their support for Intel’s Multi-OS Engine, which means there is an alternative for the majority of RoboVM’s active developers.
Another option you might consider is using Processing.js or p5.js to deploy as html and JavaScript. Then you could just visit your webpage on your phone's browser.

Developing a Java app that runs both on the web and as an Android app?

I'm working on a game which would work both on the web, as an applet, and on the Android phone, as an app.
Is that possible to do, and if so, what do I need to be aware of to make that work (i.e if there are any settings that I shouldn't hard code and instead determine them based on the user's device when the game is run, or any java libraries that I shouldn't use?).
Also, the game needs to accept touchscreen as input for the Android app. Is that possible to build into the same game which will also be run as an applet? May be so at run time, the applet decides whether to use Mouse or Touchscreen for the input when it is run?
Although Android apps are written in Java, the framework around the app is extremely different of the framework wrapped around an applet. You won't be able to have one .jar file that you can include as an applet and throw at an Android device because that's just not how it works.
You will however probably be able to create all the game logic and objects and have them in be shared with the applet code and android app. You can probably even get away with having them in one repository and project (although it's probably going to have to be an Android project that you then wedge in your app build scripts).
In order to tackle the different controls for your game you are probably going to have to abstract away the input, and have your game/level object have a call back like userHasPoked(int x, int y) and then have the applet call that method on click of the mouse and the android app calls it on touch (which is oddly still called onClick).
I think it'll be a long road, but much easier than rewriting the whole thing. It'll probably seem like a lot more work up front, but once you are done wedging your code into an applet and an Android app, you'll probably "never" have to touch that code again and can just keep adding to the game.
I wouldn't underestimate the task, but that sounds like a very fun programming exercise. Good luck!
What kind of game do you develop? It may be the better approach to develop an Javascript game.
That can be installed with phonegap (cordova) onto an android device.
Let me break this for you....
Model - The Business Logic and Data
View - The Display of the Output of the Model
Controller - On which the action is done.
The advantage of using this MVC architecture is that, you can keep the same model and keep changing the Views.
So keeping this idea in mind, you can have the same model for both the Web App and the Android App, and then implement each others Views to it respectively.

Processing for Android and regular input apps

Processing has Android support and it seems to be pretty awesome from my 10 minutes of playing with it. But I would like to make a regular (nongraphics) application like a twitter feed reader or something. So is there something like Processing that can do regular apps? Besides Titanium...
Basically I am looking for anything that will make coding for android easier, processing was so easy to get working that I was very happy with it, but it is for graphics only. Titanium didn't give me the same wow factor and it isn't open so that kind of takes away from it. What other tools are out there?
I'm going to give you the answer you are looking for and some advice.
Processing can do ANY of the things you are thinking about doing. If you want textboxes etc, you can use the Control P5 library. It's great. If you are an expert at Processing and just want to port over your Processing code to android, Processing for android is great.
But that's not what you want to do. You want to write an application. And you want to write it on Android. There are frameworks designed to give you a leg up in writing cross-platform mobile apps, but nothing is going to make writing an android application easier than learning Java and learning how the android stack works. It's actually really well designed and easy to follow once you start grokking "intents" and "bundles".
At the end of the day, you might even want to scale back a little further. Are you trying to write an application that needs to be used without internet access or that uses super special phone APIs? If you aren't, maybe you should try just writing your app as an html5 css3 website.
You can do plenty of input based stuff with processing. The original mouse events work as specified, except pass touches, but you can also access things like pressure and multiple fingers down. The hardware keys are also supported.

Design a GUI for a J2ME app

How do I create a J2ME app for cellphones with a GUI similar to the menus you see in Java games? I've tried MIDlets with Netbeans but they only show you one GUI element at a time. (textbox, choice, login, etc)
And which Java IDE would you typically design these GUIs in? Netbeans or Eclipse? and is IntelliJ IDEA usable for this aswell?
Do I have to write/get a library that draws GUI controls to screen via bitmap functions .. and keeps track of the keys pressed for focus?
Try to use LWUIT - nice UI toolkit for j2me:
https://lwuit.dev.java.net/
http://lwuit.blogspot.com/
You can also use minime: http://code.google.com/p/minime/
It's an open source GUI library for j2me. miniME works on canvas level (lowest level in j2me) to draw every control so your UI will look exactly the same whatever the handset it'll be running on. Other advantage are:
- miniME uses its own event loop to manage user controlled event (botton pressed, softbar, ..), so you Application will "behave" the same whatever the handset.
- miniME support the concept of Views and stack of view, in order to make navigation between different view/screens very easy.
Here is an example: A View is what you have on the screen at a given moment (for example the main menu screen), then to go to a sub menu, you create a new view, and by calling a simple API, you push it in the stack of Views. The previous view (the main menu) is still existing, but inactive. When the sub menu view complete his work (for example, user press back, or do a selection), you can just go back to the previous view by calling a pop api.
Your question is a bit vague to give a specific aswer, but you might want to check out LWUIT or Polish, you can develop both with either Eclipse or Netbeans.
As far as designing GUIs go, neither IDE will help from a visual perspective. J2ME UI development is all done in code, beyond creating any initial graphics in a proper graphics editor you don't get to see your output until you test.
Read up on the LCDUI package documentation which explains how the UI classes work and the differences between the 'High-level' and 'low-level' APIs.
I can't comment on which IDE to use - but I do know that to create custom UI (like the ones you see in J2ME games), you have to explicitly draw the GUI controls.
Beware that you may need to customize the GUI depending on the target phones. You have to cater for different screen sizes, key pad configurations, default theme etc. This would probably mean that you need different builds for things like different screen sizes which would drive up your Java Verified certification costs (if you need it).
You may be able to find a set of nice looking UI controls that you can buy online and use (try J2ME Polish). The easy way out of course, is to use default J2ME controls :)
Links to many j2me GUI libraries: link1, link2
I know that kuix is not bad and free - watch demo.
But i prefer to make my own gui elements - this is much more flexible (but takes some time).
As for IDE - you may want to make some kind of gui-editor tool, construct interface in it, save result to some file, and read it from your app.
It's way too cumbersome to write your own GUI, especially since there are so many available these days. If you're familiar with desktop development in VB.Net and C#, you might find "J2ME GUI" easy to use. You can download it from http://www.garcer.com/. It has a similar feel and makes it easy to learn. This is the kind of GUI that I expected to come standard with MIDP2 when I started mobile development. Would have solved a lot of issues.
If you are familiar with web stuffs then you can use KUIX (kalmeo.org/home/index) framework having xml and css supports. In place of It you can use also Polish framework (www.j2mepolish.org) it's also uses the xml in easy way rather than kalmeo kuix framework.

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