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2011-01-10
, 13:20
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Joined on Aug 2010
@ Wigan, UK
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#2
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The Following 2 Users Say Thank You to marxian For This Useful Post: | ||
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2011-01-10
, 14:50
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Moderator |
Posts: 3,718 |
Thanked: 7,420 times |
Joined on Dec 2009
@ Bize Her Yer Trabzon
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#3
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Sounds interesting, though I can't help but think that something like this will always be a compromise solution. From what I gather, the main limitations are that it's c++ only and lacks support for multithreading. Also, the UI design tools look basic when compared to Qt, though I usually stick to hand-coding anyway.
I'd be interested in trying it, but it's Windoze/Mac only, so no cigar.
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2011-02-14
, 02:20
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Posts: 3,718 |
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Joined on Dec 2009
@ Bize Her Yer Trabzon
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#4
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2011-02-15
, 08:40
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Posts: 3,718 |
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@ Bize Her Yer Trabzon
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#5
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Tags |
airplay, airplay sdk |
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Any other thoughts?
Check out:
www.airplaysdk.com
Supported platforms
Airplay SDK supports all open native operating systems
Airplay SDK is unique in providing the facility to build your application as an entirely OS-agnostic binary file that contains native CPU instructions. So no compromise on performance, yet no need to port your application between operating systems. Airplay SDK supports single-click deployment to all of the following operating systems:
* iPhone OS
* Android
* Samsung Bada
* Symbian
* Windows Mobile
* BREW
* Palm/HP webOS
* Maemo
Additionally, Ideaworks Labs is working closely with leading device manufacturers to open up new distribution opportunities for Airplay content.
Airplay SDK supports all devices within each operating system
Airplay SDK fixes fragmentation within each operating system by removing the need for developers to worry about individual device eccentricities. Here are just five examples of the hundreds of per-device problems that Airplay SDK solves:
* Dynamic portrait/landscape screen switching handled identically for all devices
* Accelerometer API implemented identically for all devices (despite the large number of bespoke device drivers and APIs in the market)
* Device-application interoperability handled identically for all devices (i.e. your application is guaranteed to 'play nicely' with the device software, for example to respond to incoming phone calls and messages)
* Audio handled identically for all devices (for example, by providing advanced software sound mixing)
* Single drawing API supports OpenGL ES 1.x, OpenGL ES 2.0 and super-fast software rendering, allowing your app to run with or without any form of hardware graphics acceleration
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Last edited by HtheB; 2011-02-15 at 08:39.