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We are working on an S60 version and this platform has a nice Python API..
However, there is nothing official about Python on Android, but since Jython exists, is there a way to let the snake and the robot work together??
One way is to use Kivy:
Open source Python library for rapid development of applications
that make use of innovative user interfaces, such as multi-touch apps.
Kivy runs on Linux, Windows, OS X, Android and iOS. You can run the same [python] code on all supported platforms.
Kivy Showcase app
There is also the new Android Scripting Environment (ASE/SL4A) project. It looks awesome, and it has some integration with native Android components.
Note: no longer under "active development", but some forks may be.
Yes! : Android Scripting Environment
An example via Matt Cutts via SL4A -- "here’s a barcode scanner written in six lines of Python code:
import android
droid = android.Android()
code = droid.scanBarcode()
isbn = int(code['result']['SCAN_RESULT'])
url = "http://books.google.com?q=%d" % isbn
droid.startActivity('android.intent.action.VIEW', url)
Pygame Subset for Android
Pygame is a 2D game engine for Python (on desktop) that is popular with new programmers. The Pygame Subset for Android describes itself as...
...a port of a subset of Pygame functionality to the Android platform. The goal of the project is to allow the creation of Android-specific games, and to ease the porting of games from PC-like platforms to Android.
The examples include a complete game packaged as an APK, which is pretty interesting.
As a Python lover and Android programmer, I'm sad to say this is not a good way to go. There are two problems:
One problem is that there is a lot more than just a programming language to the Android development tools. A lot of the Android graphics involve XML files to configure the display, similar to HTML. The built-in java objects are integrated with this XML layout, and it's a lot easier than writing your code to go from logic to bitmap.
The other problem is that the G1 (and probably other Android devices for the near future) are not that fast. 200 MHz processors and RAM is very limited. Even in Java, you have to do a decent amount of rewriting-to-avoid-more-object-creation if you want to make your app perfectly smooth. Python is going to be too slow for a while still on mobile devices.
Scripting Layer for Android
SL4A does what you want. You can easily install it directly onto your device from their site, and do not need root.
It supports a range of languages. Python is the most mature. By default, it uses Python 2.6, but there is a 3.2 port you can use instead. I have used that port for all kinds of things on a Galaxy S2 and it worked fine.
API
SL4A provides a port of their android library for each supported language. The library provides an interface to the underlying Android API through a single Android object.
from android import Android
droid = Android()
droid.ttsSpeak('hello world') # example using the text to speech facade
Each language has pretty much the same API. You can even use the JavaScript API inside webviews.
let droid = new Android();
droid.ttsSpeak("hello from js");
User Interfaces
For user interfaces, you have three options:
You can easily use the generic, native dialogues and menus through the
API. This is good for confirmation dialogues and other basic user inputs.
You can also open a webview from inside a Python script, then use HTML5
for the user interface. When you use webviews from Python, you can pass
messages back and forth, between the webview and the Python process that
spawned it. The UI will not be native, but it is still a good option to
have.
There is some support for native Android user interfaces, but I am not
sure how well it works; I just haven't ever used it.
You can mix options, so you can have a webview for the main interface, and still use native dialogues.
QPython
There is a third party project named QPython. It builds on SL4A, and throws in some other useful stuff.
QPython gives you a nicer UI to manage your installation, and includes a little, touchscreen code editor, a Python shell, and a PIP shell for package management. They also have a Python 3 port. Both versions are available from the Play Store, free of charge. QPython also bundles libraries from a bunch of Python on Android projects, including Kivy, so it is not just SL4A.
Note that QPython still develop their fork of SL4A (though, not much to be honest). The main SL4A project itself is pretty much dead.
Useful Links
SL4A Project (now on GitHub): https://github.com/damonkohler/sl4a
SL4A Python 3 Port: https://code.google.com/p/python-for-android/wiki/Python3
QPython Project: http://qpython.com
Learn SL4A (Tutorialspoint): https://www.tutorialspoint.com/sl4a/index.htm
Cross-Compilation & Ignifuga
My blog has instructions and a patch for cross compiling Python 2.7.2 for Android.
I've also open sourced Ignifuga, my 2D Game Engine. It's Python/SDL based, and it cross compiles for Android. Even if you don't use it for games, you might get useful ideas from the code or builder utility (named Schafer, after Tim... you know who).
Termux
You can use the Termux app, which provides a POSIX environment for Android, to install Python.
Note that apt install python will install Python3 on Termux. For Python2, you need to use apt install python2.
Some demos: https://www.youtube.com/watch?v=fqqsl72mASE
The GitHub project: https://github.com/termux
Kivy
I wanted to add to what #JohnMudd has written about Kivy. It has been years since the situation he described, and Kivy has evolved substantially.
The biggest selling point of Kivy, in my opinion, is its cross-platform compatibility. You can code and test everything using any desktop environment (Windows/*nix etc.), then package your app for a range of different platforms, including Android, iOS, MacOS and Windows (though apps often lack the native look and feel).
With Kivy's own KV language, you can code and build the GUI interface easily (it's just like Java XML, but rather than TextView etc., KV has its own ui.widgets for a similar translation), which is in my opinion quite easy to adopt.
Currently Buildozer and python-for-android are the most recommended tools to build and package your apps. I have tried them both and can firmly say that they make building Android apps with Python a breeze. Their guides are well documented too.
iOS is another big selling point of Kivy. You can use the same code base with few changes required via kivy-ios Homebrew tools, although Xcode is required for the build, before running on their devices (AFAIK the iOS Simulator in Xcode currently doesn't work for the x86-architecture build). There are also some dependency issues which must be manually compiled and fiddled around with in Xcode to have a successful build, but they wouldn't be too difficult to resolve and people in Kivy Google Group are really helpful too.
With all that being said, users with good Python knowledge should have no problem picking up the basics quickly.
If you are using Kivy for more serious projects, you may find existing modules unsatisfactory. There are some workable solutions though. With the (work in progress) pyjnius for Android, and pyobjus, users can now access Java/Objective-C classes to control some of the native APIs.
Using SL4A (which has already been mentioned by itself in other answers) you can run a full-blown web2py instance (other python web frameworks are likely candidates as well). SL4A doesn't allow you to do native UI components (buttons, scroll bars, and the like), but it does support WebViews. A WebView is basically nothing more than a striped down web browser pointed at a fixed address. I believe the native Gmail app uses a WebView instead of going the regular widget route.
This route would have some interesting features:
In the case of most python web frameworks, you could actually develop and test without using an android device or android emulator.
Whatever Python code you end up writing for the phone could also be put on a public webserver with very little (if any) modification.
You could take advantage of all of the crazy web stuff out there: query, HTML5, CSS3, etc.
Not at the moment and you would be lucky to get Jython to work soon. If you're planning to start your development now you would be better off with just sticking to Java for now on.
QPython
I use the QPython app. It's free and includes a code editor, an interactive interpreter and a package manager, allowing you to create and execute Python programs directly on your device.
Here are some tools listed in official python website
There is an app called QPython3 in playstore which can be used for both editing and running python script.
Playstore link
Another app called Termux in which you can install python using command
pkg install python
Playstore Link
If you want develop apps , there is Python Android Scripting Layer (SL4A) .
The Scripting Layer for Android, SL4A, is an open source application that allows programs written in a range of interpreted languages to run on Android. It also provides a high level API that allows these programs to interact with the Android device, making it easy to do stuff like accessing sensor data, sending an SMS, rendering user interfaces and so on.
You can also check PySide for Android, which is actually Python bindings for the Qt 4.
There's a platform called PyMob where apps can be written purely in Python and the compiler tool-flow (PyMob) converts them in native source codes for various platforms.
Also check python-for-android
python-for-android is an open source build tool to let you package Python code into standalone android APKs. These can be passed around, installed, or uploaded to marketplaces such as the Play Store just like any other Android app. This tool was originally developed for the Kivy cross-platform graphical framework, but now supports multiple bootstraps and can be easily extended to package other types of Python apps for Android.
Try Chaquopy
A Python SDK for Android
Anddd... BeeWare
BeeWare allows you to write your app in Python and release it on multiple platforms. No need to rewrite the app in multiple programming languages. It means no issues with build tools, environments, compatibility, etc.
From the Python for android site:
Python for android is a project to create your own Python distribution including the modules you want, and create an apk including python, libs, and your application.
Chaquopy
Chaquopy is a plugin for Android Studio's Gradle-based build system. It focuses on close integration with the standard Android development tools.
It provides complete APIs to call Java from Python or Python from Java, allowing the developer to use whichever language is best for each component of their app.
It can automatically download PyPI packages and build them into an app, including selected native packages such as NumPy.
It enables full access to all Android APIs from Python, including the native user interface toolkit (example pure-Python activity).
This used to be a commercial product, but it's now free and open-source.
(I am the creator of this product.)
Yet another attempt: https://code.google.com/p/android-python27/
This one embed directly the Python interpretter in your app apk.
You can run your Python code using sl4a. sl4a supports Python, Perl, JRuby, Lua, BeanShell, JavaScript, Tcl, and shell script.
You can learn sl4a Python Examples.
You can use QPython:
It has a Python Console, Editor, as well as Package Management / Installers
http://qpython.com/
It's an open source project with both Python 2 and Python 3 implementations. You can download the source and the Android .apk files directly from github.
QPython 2: https://github.com/qpython-android/qpython/releases
QPython 3: https://github.com/qpython-android/qpython3/releases
Another option if you are looking for 3.4.2 or newer (3.9.6 as of this writing) is this archive on GitHub.
Python3-Android 3.4.2 or Python3-Android 3.9.6
I believe the original archive supports Python 3.4.2, the latest GRRedwings branch support 3.9.6 and the 22b version of the NDK. Older branches support other versions, but are not as easy to compile with docker.
The older version you simply clone the archive, run make and you get the .so or the .a
The newer versions follow the ReadMe, but it uses docker for consistent builds.
I currently use this to run raw Python on android devices. With a couple modifications to the build files you can also make x86 and armeabi 64 bit
Take a look at BeeWare. It has grown significantly. It is awarded with PSF (Python Software Foundation) Education Grant.
Beeware's aim is to be able to create native apps with Python for all supported operating systems, including Android.
Official Website: Beeware
Github Repo: https://github.com/beeware
Didn't see this posted here, but you can do it with Pyside and Qt now that Qt works on Android thanks to Necessitas.
It seems like quite a kludge at the moment but could be a viable route eventually...
http://qt-project.org/wiki/PySide_for_Android_guide
One more option seems to be pyqtdeploy which citing the docs is:
a tool that, in conjunction with other tools provided with Qt, enables
the deployment of PyQt4 and PyQt5 applications written with Python
v2.7 or Python v3.3 or later. It supports deployment to desktop
platforms (Linux, Windows and OS X) and to mobile platforms (iOS and
Android).
According to Deploying PyQt5 application to Android via pyqtdeploy and Qt5 it is actively developed, although it is difficult to find examples of working Android apps or tutorial on how to cross-compile all the required libraries to Android. It is an interesting project to keep in mind though!
Check out enaml-native which takes the react-native concept and applies it to python.
It lets users build apps with native Android widgets and provides APIs to use android and java libraries from python.
It also integrates with android-studio and shares a few of react's nice dev features like code reloading and remote debugging.
I was thinking of porting my Qt application on android.
My question is how a code written in C++ and Qt which is also a C++ library gets ported to android as android requires java code and an apk file is needed to install the app on device. I am curious as to how and what things they do on the code to make it work like a java code.
If the question is not clear , please comment and i will do my best to make it more clear.
Android applications are Java applications, running on a virtual machine called “Dalvik”. This causes many challenges for a Qt/C++ application to run on such a Java based platform. To ovecome this, a Qt for Android application has two parts. The first part is your Qt/C++ native application which is organized by qmake. The second part is a launcher which is a Java code generated by Qt Creator automatically based on your application preferences, settings and target Android version.
The launcher is a Java process, so Qt Android applications have a Java-based entry point. The Java code in launcher will load the required Qt libraries, based on the meta-information given in other files in the template. So when a Qt for Android application is started, it's just a regular Java application. The entry point will be in QtActivity.java which can be found under android/src/… in your project build directory.
After loading the Qt libraries, the Java code will start the application's native main() function on a new thread and the application will launch. At this point, the Java code is used to delegate events from Android into Qt. Qt for Android applications use "Java Native Interface" (JNI) to communicate between Java world and C++ world.
Just use Qt5.4.0 and install NDK+android SDK you will find it's very easy that you can use c++ on Android.
Although a long-time developer, I've never seriously used an Android device - let alone programming one. So I'm new to this platform.
I'm looking at Lazarus for Android and found this link that has the following lines:
LCL-CustomDrawn-Android utilizes a minimal Java application which
communicates with our Pascal library and sends all events to it and
also obeys commands from it.
This raises a bunch of question for me.
In other words, is Lazarus running on the Android like a Windows app running on Wine (for Linux)?
If Java has to get in the way, wouldn't it be faster to directly run Java code without creating Lazarus/Pascal code?
Thanks!
In other words, is Lazarus running on the Android like a Windows app
running on Wine (for Linux)?
No. While there is a light preference for Java, native is quite common on Android, and they all need to connect to OS services via a Java skeletal application.
If Java has to get in the way, wouldn't it be faster to directly
run Java code without creating Lazarus/Pascal code?
No. The code that runs is native, only GUI events trigger some minimal java overhead.
The ARM CPUs on phones can execute Java bytecode natively, it's built into their instruction set. So it doesn't need to run through an interpreter like on Windows or Linux. Java doesn't provide such a speed penalty there as everywhere else. That's not true of x86 Android but ARMs were built partly to run Java. https://en.m.wikipedia.org/wiki/Qualcomm_Snapdragon
Is Lazarus running on the Android like a Windows app running on Wine (for Linux)?
Actually, it sounds more like a Java (Swing) application running in Windows. Swing is known for drawing its own controls, rather than using the controls provided by the host operating system (OS). The only connection between Swing and the host OS (Windows, etc) is the window chrome around the application and how the host OS controls this window chrome.
If Java has to get in the way, wouldn't it be faster to directly run Java code without creating Lazarus/Pascal code?
It would be faster, as Android is natively based on Java. In fact, if you can write Android apps in Java, I recommend you to pick that as your first choice. Start here to learn the basics.
I believe the purpose of this Lazarus/Pascal library is to help run Pascal apps on Android, or otherwise help Pascal programmers write apps for Android. It may also help write apps where any limitations of Java would require the use of Pascal.
To take the analogy further, C++ and C# apps generally run faster on Windows as the OS is natively based on these languages. However, many applications are still written in Java using Swing interface for various advantages such as programmer familiarity or cross-platform availability of the app.
I'm wondering if there is a standard method for deploying applications originally written in Java, to iOS4 devices.
I assume that the application in original format cannot be deployed - is there perhaps an emulation layer that I can use, or a stable compiler that compiles Java to ObjectiveC?
Option 1:
Use one of several cross compilers, compiling Java to ObjectiveC:
http://www.xmlvm.org/overview/
http://www.flexycore.com/ispectrum-overview.html
Option 2:
Package custom JVM with java application, with restrictions that meet the latest agreement (including no byte-code download capability and no JIT compilation). No JVM specifically designed for the iPhone is currently (Oct 2010) available, though the IKVM might run on top of Monotouch, and Oracle may build a version of the Java SE for the iPhone eventually.
Option 3:
Cross compile Java to one of the existing interpreters that are already accepted on the iPhone (eg, cross compile Java to C# and run the app on monotouch)
With the new current iOS SDK agreement and App store rules, it may be possible for you to embed a Java applet with your own JVM interpreter and runtime engine (but no byte-code download capability and no JIT compilation allowed).
Another seldom mentioned possibility for deploying any non media or graphic intensive networked app, such as many typical Java applets, is to run a customized RDP or VNC viewer on the iPhone and and view a Java app that is being hosted and run remotely.
Mechanically translating some of your code will likely work pending finding a cross compiler / translator. Trying to run a Java based GUI on iPhone is just plain stupid in my opinion. So the smart thing would be to port the GUI by hand.
The problem of course is if the app is mostly GUI you might as well write the whole thing over. Likewise if the app uses APIs that there is not a simple translation for you again might as well rewrite the entire app.
In a nut shell I think Steve J. Was right here, the route you are comtemplating just leads to poor user experiences. It actually makes me wonder why you would even think that a Java based app would be successful on iPhone.