What apps can not be created with flutter? [closed] - dart

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I am very interested about what apps I can not create using flutter?
It seems like almost everything (except what?) can be done, and the only price of cross-platform is app speed.

The primary downside of using Flutter is library support. Only a very small number of libraries have been ported over. For instance, Realm is a popular database solution. It has not been ported to Dart or Flutter. So if you have either an existing app or an idea for an app that you want to develop in Flutter, then you should first think about what libraries you need (databases, maps, etc.) and then ensure that there exist the appropriate libraries.
Everything CAN be done in Flutter, but unless all of the main libraries you need have been ported over, it will be a lot of work. So in that case, you should choose a different framework.

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Modular iOS app [closed]

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I'm considering a way to make an easy extensible iOS app. Let me explain, a client want's an app which is easy extensible with modules, so we can make separate modules and add them as wished to a base app. It have to be a possibility to make de modules in a new Xcode Project (it may be that inheritance of an interface is necessary). So in the end, de modules have to be added tot the Xcode Project of the base app and the new added module (UIView) is automatically added to the tab bar menu (or any other menu structure).
I'm not asking for code snippets but just your opinion of how to solve this problem or what the best way is to do it.
It sounds like you need to develop a framework. Find the pieces of the app that you want to be shared among other apps. Make that into its own, standalone entity.
On my projects, I have similar apps with different UI's. So the core of how data is retrieved and manipulated is all the same code. What differs is the UI.
That's the approach I would take.

What's the state of developing iOS apps in Linux? [closed]

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I thought this would be the appropriate community to ask this question.
Back when Apple had their developer's conference over the summer, I was aware that they were going to make Swift open source.
I was under the impression that Xcode would not be ported to Linux, but I was under the understanding that some entity would create a development program to imitate Xcode.
Therefore, I am wondering about new developments in this situation.
Does anyone have any more current knowledge about this topic or any experiences with this?
There's a misunderstanding here.
Swift the programming language is open source.
It doesn't mean that iOS or OS X frameworks, like Cocoa, UIKit, etc, are available in Linux - Apple didn't announce that.
When you make an app for iOS using Swift, you have to import UIKit and other libraries - those are the iOS parts.
Swift is just the language - you can already make an iOS app with Ruby, Objective-C, JavaScript, etc, using these same libraries.

Support both 32 & 64 bit iOS binary without code changes in Xamarin [closed]

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I wanted to check if its possible to build iOS app with both 32-bit and 64-bit support without using the new Unified Apis in Xamarin. Unified API support will require code changes in existing Xamarin iOS apps which are using MonoTouch Foundation and we want to avoid that.
Any pointers will be welcome
Thanks in advance!
No it is not possible to support 64 bit apps with the classic API. This is explained in the Xamarin blog post: http://blog.xamarin.com/unified-api-with-64-bit-support-for-ios-and-mac/
It is actually quite easy to update to unified, so i don't see a reason why you want to avoid that, also because it will be a requirement of Apple soon, and you can't publish new updates anymore after there deadline. For more information on how to update see the Xamarin documentation on that: http://developer.xamarin.com/guides/cross-platform/macios/updating_ios_apps/

Is it possible to develop an app that reads other apps' usage data? [closed]

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With the new app-extension kit, I'd like to know if it's possible to build an app that tracks various usage statistics of other apps. For e.g., the no of times someone uses their calculator or the no of minutes spent on Quora.
This is a really nice idea to enhance the ability of iOS system. However, even in iOS8 this is unlike to achieve. Apple has offered so limited APIs for APPs to access other APPs. In those APIs, I cannot find any one to record other APPs' launching or closing. (Except you call that from your own APP so that you can record the time, but this is meaningless.)
In the official document for App Extension Programming, manager for APP is not a type that is mentioned in the guide. I'm afraid that you have read it and it cannot give you more help.
I tried to do research on the most detail list of iOS APIs to find whether this is possible. But since iOS5.0, Apple no longer provided the API diffs. Here is the search result.

RubyMotion for game development [closed]

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How suitable RubyMotion for iOS game development?
I was not able to find CoreAnimation topics in documentation, but as I've heard someone was able to use cocos-2d with RubyMotion.
If you have some useful information which you are willing to share, I would greatly appreciate this!
If you are willing to program your game completely programmatically, RubyMotion is a fine choice. There is no appreciable drop in performance and every C library and API is available to RubyMotion. Using motion-cocoapods you're even able to include CocoaPods and you can also include Objective-C libraries.
The one issue you may run into is a lack of RubyMotion-specific tutorials and documentation for games.
EDIT: I successfully (with help) recreated the Sparrow game engine demo in RubyMotion:
https://github.com/jamonholmgren/demo-sparrow
It runs beautifully.
You can try JoyBox it combines popular 2D game engine for iOS, Cocos2D, folds in with Box2D physics engine, and wraps into Ruby API. Joybox can be found at this link on github.

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