Using the Mobile SDK for the Mavic 2 what language needs to be used for the iOS app? - dji-sdk

I'm looking into the Mavic 2 Pro for autonomous flight. I just need to get some more information on what language I should use, and which SDK is the best: Mobile, Ux, Onboard, or the Windows SDK.
Thanks in Advance!

autonomous flight is a wide topic.
based on gps or gpsless there could be a huge difference.
when dealing with normal
MSDK
normal Java should be sufficient.
But when you dealing with research level vision-based navigation .e.g. SVO, then bottom layer has to be C++ and you need a corss compiler for it.
DJI
wsdk
also can give what you want. Below is the demo that I did use DJI WSDK alpha release and Windows UWP. As for what language it is, I think it is C#. but not sure(uwp not traditional C# anymore), I coded it without knowing what language it is. Just follow the sample style and API. You can code without knowing what language
https://www.youtube.com/watch?v=CcndnHkriyA&t=12s

Related

How control the Mavic Air drone with the computer

right now, I’m on a study project for School. I'm french. I have the Mavic Air drone, and I do to control my drone with my computer. DJI Developer has some SDK for different plateforme, whose a Windows SDK. But it was in beta version and he don't support the fly mod.
I think, to take the OX SDK (Android Version in JAVA) and translate it into a Java App for a Windows version. OX SDK support drone control commands. You thinks it's a good ideas ? And some people can help to translate this app ?
Can you help me find a solution? Have you some command-line to give to me?
Thanks you all.
It's unclear from your question if you've actually tried to implement the Windows 10 SDK and ran into difficulties or if you saw something which stated flight is not supported by the SDK. According to the SDK documentation (https://developer.dji.com/windows-sdk/), high & low level flight control are supposed to be supported. For example, the ComponentManager.FlightControllerHandler has methods such as StartTakeoffAsync, StartGoHomeAsync, etc. Joystick control is available via the VirtualRemoteController.UpdateJoystickValue method. So far, I have only used these while my Mavic Air is in simulation mode (without propellers on!) and haven't encountered any issues. But I haven't seen any documentation that states the beta SDK doesn't support actual flight either. Before launching into a conversion effort (does DJI even provide the source? I haven't checked...), I'd stick with with Win10 SDK.

Can I develop Scripts for DJI Drones and in which programming language?

I am thinking about buying a DJI Mavic pro Drone to develop my own scripts for Deep learning tests like autonomous flights, object recognition, and a lot more.
I want to know which libraries or SDK are out there to do this and what kind of programming languages it requires to do so?
I know some cheap drones allow you to program scripts in Python or many different languages and also you can change prewritten functions of their SDK, but what about DJI?
All SDKs and documentation are available here: http://developer.dji.com/mobile-sdk/
For Mavic Pro, we support iOS and Android and we have for both an SDK with all controls you might want along with a VideoPreviewer for handling the video feed and a UILibrary for drone-specific app UI objects.
For languages:
iOS: Objective-C, Swift or C++ will work fine.
Android: Java.
Finally if you are interested in object recognition, check out this project:
https://github.com/game-of-drones/dji-mobilesdk-vision
For a Mavic I think it would have to be iOS or Android
http://developer.dji.com/mobile-sdk/

Do Windows Mobile 6.5 applications work on Windows Phone 7?

And if not then what do I have to do to make them?
(Our apps are in latest C# .NET.)
No. You would need to port your apps to the WP7 platform. You may be able to reuse some code, but the UI model is completely different.
Much of the C# sharp code is most likely the same but some things like saving and loading are different as well as you having a choice between XNA and Silverlight. The link below should contain a lot of the information you need.
http://create.msdn.com/en-US/education/catalog/

What's the main developing framework for the next Windows?

Some articles point to Windows 8 development being HTML-based instead of primarily using native code like C or C++ (as it has been until now) or .NET (as now, or even more so as it would have been in Longhorn, but never was.)
Is this true? Will the core APIs be accessible from Javascript then? What is the primary API / framework for Windows 8?
This is worth asking. When Windows 8 was demonstrated in June, a couple of comments by the presenter scared quite a few developers - or at least turned the Internet into panic mode. I'm surprised this question hasn't been asked here before.
The best article on the topic I have found is Windows 8 for Software Developers on Ars Technica.
The short answer is: it will remain the same.
The long answer is: it will remain the same, but several things will be added. You may want to pursue using those if you're willing to bet on new Microsoft technologies. One particularly interesting one is WinRT, which is a new object-oriented native code API exposed through COM, which is supposed to be a new version of the old flat Win32 API. Details are in the linked article.
It is very, very, very, very unlikely that anything that already exists, especially based on Win32 or .Net, would be removed. That means your existing programs written in .Net or native C++ or Delphi will continue to work fine. It is also unlikely that the primary development platform will be HTML. More likely is that HTML applications will be encourage for specific scenarios - perhaps touchscreen, kiosks and tablets.
I'd encourage you to read the article I linked to above - it covers this in far more detail than any answer here can.
There are three ways to develop for Windows 8, and they all access the same underlying API, the Windows Runtime.
Use C++ and call WinRT functions much like calling Win32 APIs back in the day (you know, yesterday)
Use C# or VB and call what appear to be .NET methods (but aren't)
Use Javascript and call WinRT functions
The UI is built with XAML using a pretty reasonable designer. More details are still coming out: check http://channel9.msdn.com/Events/BUILD/BUILD2011 for videos with detailed coding demos. http://channel9.msdn.com/Events/BUILD/BUILD2011/BPS-1005 is not a bad starting point.
There are 3 language/framework combinations that are all equally supported:
C++ and XAML
C#/VB and XAML
JavaScript and CSS/HTML
All are first class ways to write Windows 8 Metro style applications. Windows Runtime provides direct access to each of these languages and so choice of development environment can be based on familiarity or feature set of the language and not on restricted availability.
Update: I forgot one: C++/Direct3D (for games).
The original quote, in the context of writing a tablet desktop weather gadget application, is that the application uses "our new developer platform, which is, uhh, it's based on HTML5 and JavaScript."
The demonstrator never said a gadget is the preferred type for applications (How many Vista sidebar gadget or Windows 7 desktop gadget have you written in your life? Even when you can write them in simple HTML!), or the platform is the preferred platform for desktop weather gadget applications (How many animation control have you add to your application with video playing requirement? It is THE control used by Windows Explorer to display video!).
Today, after spending a few minutes playing with Windows 8 developer preview, I found that you can use Expression Blend 5 to easily auto-generate metro-styled applications in HTML and Javascript. Also in Visual Studio you can create exactly looking applications in Silverlight. :)
I am very excited!!! Go Windows 8! :)

What GUI toolkit does Valve use for Steam?

What GUI toolkit does Valve use for Steam? Is it Qt? I am interested in using the same toolkit for a project.
According to Valve itself:
"VGUI is Valve's proprietary Graphical User Interface. All Source and Steam applications use VGUI to draw windows, dialogs and menus. It also handles localization: the displaying of text in the user's preferred language. "
That's interesting, maybe if you guys do some research you can have it working in your programming language. I'll download the SDK to see if I can make it work with Java :)
http://developer.valvesoftware.com/wiki/VGUI_Documentation
Having had experience with the Source engine I know that Valve have an library called VGUI which they use for all their games and many of their tools (when in game the library sits on top of the Source renderer, when in tools it sits on top of the Windows API I believe). Although I can’t answer the question with 100% certainty I suspect that this is what they use for Steam as well (I seem to recall some Steam updates that mentioned VGUI) – I would be surprised if the new beta uses a different library.
Even if it is not using VGUI, given what I know of Valve I would think they will have written something else entirely in-house.
So, it is (almost certainly) proprietary and highly unlikely to ever be available for third party use (unless you have the funds to buy a Source engine license).
Steam only runs on Windows and predates QT for Windows, so I'd have to guess something else.
Since Steam has had the same GUI since 2003, chances are it uses some variant of MFC. It also uses an embedded Internet Explorer web browser for its Store and Community sections.
However, I can't give any guarantees about what the version currently in Beta uses. It looks quite a bit different and includs the Webkit rendering engine instead of using IE. It may use Webkit for everything rather than drawing their own GUIs.
Does this answer the question?
http://games.slashdot.org/story/10/02/25/0640233/Steam-UI-Update-Beta-Drops-IE-Rendering-For-WebKit

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