How do I maintain 508 compliance in my mobile application using Titanium? - appcelerator

I am upgrading an older application written years ago in Titanium.
I want to make it fully 508 compliant. Are there any suggestions, white papers, or tutorials addressing this design issue?

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Is it possible to develop a GUI on Linux Embedded with just HTML, CSS and JS?

I have been researching widely on this topic, but still haven't found a proper guide.
What I am doing is to create a GUI for an embedded system based on Linux Embedded and I would like to know if:
it's going to be possible to code the GUI using HTML, CSS and JS?
is it worth looking into porting a framework such as React JS?
is there any other alternative that allows for quick development and satisfying UI?
I am very new to this and I would be very grateful if someone more experienced could point me in the right direction.
Thanks so much.
I've just written an article listing the top 5 libraries for creating GUI on Embedded Linux. I've only mentioned one tool that renders HTML UI, the Sciter engine. It's much more compact than Webkit or Chromium. The owner of the project, Andrew Fedoniouk, recently released a new version called Sciter.Lite that will support embedded devices. Check out these two resources.
https://sciter.com/sciter-lite-is-published/
https://sciter.com/windowless-sciter-android-and-iot-devices/
Demos are already available on their GitHub
sdk/bin.lnx/x64lite
sdk/demos.lite
You don't have to limit yourself to HTML UI, check out the other tools I've recommended. All of them have a free version. For rich UI, I think HTML UI is easier. I mean, Sciter Notes doesn't look to shabby and it's just under 5Mb for Win, Linux and Mac. But the backend is C++. For more minimal hardware, you'll have to look into the C/C++ toolkits I've listed. TotalCross are planning to support Android XML but has not been released yet. So you can check on them also.
Oh. Almost forgot. Two whitepapers comparing QML and HTML5 were published in 2017. Qt requires you to register so I'll just give you the links so that you can download them without registering :)
Paper 1: Qt QML v HTML5 –a practical comparison
Published on May 2017 by Sequality Software Engineering an Austrian firm that is a Qt partner and does Qt consultancy.
Downlink Link 1, Download Link 2
Here is a review of the paper by a software engineer, Amir Shrestha, who provided the first download link. There is more discussion at Hacker News. There was also an interesting discussion thread in a YouTube video about the comparison. You can read the YT comment section but first search "Andrew MacAulay" and read that thread. He was the lead engineer for the autopilot system for the F-18 jets and has worked in other senior embedded roles.
Paper 2: Qt or HTML5? A Million Dollar Question
Published on Oct 2, 2017, by Burkhard Stubert a Qt consultant and developer.
Download Link
Here is the discussion on Hacker News.
An interesting piece of information I found in the second paper is that 90%+ of all home appliances are powered by micro-controllers with no OS or a very minimal RTOS.
Another interesting piece of information I discovered while writing my article, is that Micrium OS and components are now open-source under Apache 2.0. It has its own GUI toolkit written in C but it only targets Micrium OS and not embedded Linux. If developers start adopting Micrium OS (it was already quite popular in the industry and even launched in space) perhaps you can start looking into it too.

Nevron Open VISION Evaluation

I was reviewing the NOV for Mac OS X development, in my way I found that they have Nevron Writer for Mac, which is built using their SDK (did any one find the Visio-like application for Mac?), and it seems there is a huge problem in performance and rendering. They mentioned that they are supporting native look and feel, but Writer UI rendering is for sure not native. Is it achieving portability by sacrificing native rendering?
Full Disclosure: I work for Nevron
The Nevron Draw product is about to be released in the next couple of weeks, but is currently not available for download although the version is already built. We are now updating the Nevron Office site (www.nevronoffice.com) and it will soon contain information and downloads for Nevron Draw.
Regarding performance and rendering. What machine are you running the program on? NOV UI for Mac is very fast and in many aspects I would even say faster than native Mac UI controls.
Regarding native look and feel. We do not use native controls in NOV – the look and feel is made to resemble Mac via CSS. We are going to release a new and updated Mac theme very soon. There are many reasons for which we do not use native controls, including:
Portability - native controls are not portable and we support a large set of integration platforms. Achieving 100% single code base for Windows, Mac and other platforms is impossible with AWT like toolkits that use native controls.
Common denominator problem – the more platforms that you support means that toolkits that use native controls will suffer features, as all controls are very different on each platform. NOV UI is on the other hand very feature rich and we provide identical functionality for all users on all platforms.

DirectX 11 & Windows SDK: any modern project setup tutorials for Windows 7?

Note: I just wanna say at first that I tried literally everything I could find about the subject (MSDN, Stack Overflow, D3DCoder, etc.) without any success (after solving one, another error was waiting for me). So I am posting here by pure demotivation (there are similar posts already, yes, but none of them actually helped me out).
Here is how it goes:
A few months ago, I decided to start learning modern OpenGL by pure curiosity, and finally decided to switch to DirectX after reading the downsides of OpenGL (I was also only targeting Windows platform). I think it was one of the worst move I ever made: I heard that OpenGL was lacking of documentation and everything was a mess with third party libraries, but I realized that DirectX was way worst than what it seemed to be compared to OpenGL. In fact, trying to code in modern DirectX 11 using Windows 7 and VS2013 is just a pain (especially shaders) and the time it takes to figure it all out is just a time waster. After reading a lot of porting articles on MSDN about alternative libraries, like DirectXTK, DirectXTex, DirectXMesh, Effects11 and DXUT, I still don't know what to do and how to setup a fully working modern project in Windows 7. Specifically, the 5 (/5_0) shader model (deprecated) combined with the new Effects11 library (not deprecated) is the thing that confuse me the most.
By the way, I am currently reading the latest Frank Luna book about the subject ('Introduction to 3D Game Programming with Direct3D 11') and I still can't get his samples working at all (even with DirectX SDK). Also, I don't know if what I am learning is relevant or not since he wrote it before the Windows SDK switch. For your information, the latest error I am trying to solve with his samples (for those who know the book) is a E_NOINTERFACE from D3DX11CreateEffectFromMemory function (at runtime):
HR(D3DX11CreateEffectFromMemory(compiledShader->GetBufferPointer(), compiledShader- >GetBufferSize(),
0, md3dDevice, &mFX));
// Done with compiled shader.
ReleaseCOM(compiledShader); -> crash here
All that being said, here is what I wanna know:
Are there any clear step-by-step tutorials on how to setup a modern DirectX 11 project in Windows 7 using VS2013 or it is still in pre-alpha stage (just kidding)?
What is actually going on with the shader model, the HLSL compiler, and the .fx files and what should be used (I hear everywhere that it is deprecated but no replacement seems to exist yet)?
For those who know the book, any idea on how to build the old DirectX SDK samples without getting this silly runtime error?
Thanks a lot!
E_NOINTERFACE is an usual error in that context, so likely there's something wrong with the code around it you are not showing in your question.
You can still use the legacy DirectX SDK with VS 2013, but it takes a slightly different procedure than was used with VS 2010. In VC++ Directories set Executable to $(ExecutablePath);$(DXSDK_DIR)Utilities\bin\x86 or $(ExecutablePath);$(DXSDK_DIR)Utilities\bin\x64;$(DXSDK_DIR)Utilities\bin\x86, Include to $(IncludePath);$(DXSDK_DIR)Include, and Library to $(LibraryPath);$(DXSDK_DIR)Lib\x86 or $(LibraryPath);$(DXSDK_DIR)Lib\x64. Read MSDN for some other details of doing this. I've also made some notes w.r.t. to that book here.
You actually don't need the legacy DirectX SDK, but you may find it easier to do that for now using that book. VS 2013 comes with the Windows 8.1 SDK that has all the OS headers for DirectX 11 along with D3DCompile #47.
You can use the Direct3D tutorial for a simple example of setting up a Win32 desktop app (i.e. one that works on Windows 7) with a device, swapchain, and window. This makes no use of legacy DirectX SDK.
There are some additional Effects Tutorial Win32 Sample you can use as well. Instructions on adding the Effects 11 library is on the CodePlex wiki under Documentation / Effects 11 / Adding to a VS solution.
Your questions about FX vs. not are also covered on the CodePlex: Is Effects 11 deprecated? and How do I avoid using fx_5_0?. Also on StackOverflow.
Many of the older DirectX SDK samples have been reposted to MSDN Code Gallery and do not require the legacy DirectX SDK to build. You should read these posts for the fate of various DirectX SDK things:
DirectX SDK Samples Catalog
DirectX SDK Tools Catalog
Living without D3DX
DirectX SDKs of a certain age
The story for learning DirectX 11 with Windows Store apps / Windows phone 8.x aps is a lot cleaner, and is well supported by VS templates and MSDN documentation. Win32 desktop apps are of course a completely reasonable option, but you have to distinguish between legacy and modern with a bit of research. You still start with the standard Win32 desktop app project template in VS.
Note: Windows by default only supports OpenGL v1.5 software renderer. You have to install 3rd party ICD to get anything else, and there are no OpenGL VS templates.

2D Cross-Platform Game Development Engines [closed]

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I've worked for some time with Corona SDK and love how fast and easy I can create powerful apps using Lua. But it can only compile for iOS and Android, which feels like too little now.
My main interest is for it to be able to compile to Desktop AND Mobile. At least for the following:
Windows + Mac for desktop, as standalone applications.
iOS + Android for mobile.
I'd prefer it to lean more towards Lua type scripting instead of ActionScript, but please feel free to post anything that you have worked with and love.
I've found the following engines so far:
Marmalade Quick - After further looking into it, Marmalade Quick can only build for Mobile!
IwGame - Works on top of marmalade and says it can deploy to
desktop and mobile with Lua. Any info is greatly appreciated on this
sio2 - Says "SIO2 is an OpenGLES based cross-platform 2D and 3D
game engine for iOS, Android, MacOS and Windows" and "The engine also
allows you to port your game on the Mac Store and on Windows.", but
their forum and web title is "Game Engine for Mobile Devices". Can't
find any info on if it can deploy to desktop platforms, any info is
greatly appreciated again.
Loom Engine - Loom is similar to Haxe + OpenFL (attempts to attract Flash developers) in that it uses AS3-like of ECMAScript, but it doesn't build native code from it. However it uses Cocos2D for rendering so it should in theory be as fast as Cocos2D. -- Thanks to Bojan.
SDL - I've read in multiple places that SDL can deploy to nearly any platform or device and has a Lua binding. But i can't find how this works as it's not an engine. Any one who can explain how it works and if it's possible is once again, very much appreciated.
SFML - "Windows, Linux, Mac OS X and soon Android & iOS. " doesn't use Lua but can use other languages like Java and Python etc. Anyone have any information on this?
Torgue2D - "Torque 2D was developed with OS X, Windows, and iOS devices in mind and works equally well on all the platforms." uses TorgueScript and no Android =(
Sencha - Seems to compile to all platforms, uses Javascript too which I know. But even with V8 JS would this work well performance wise compared to other options?
GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development?
Construct2 - Same question as gamemaker
Corona - Lua but mobile only (Android and iOS only as well)
Cocos2D - Seems like it has lots of options but not sure with the same language? Seems like you'd have to re-write your entire code. Any info if cocos2D can deploy to desktop + mobile with almost the same code would be greatly appreciated.
Angel2D - Says it can deploy to everything except Android and uses Lua, anyone ever used this one before?
libgdx --- I've only seen good things about this. Here is a benchmark test for libgdx and is where I saw it reaching 40k sprites at 60fps. http://www.sparkrift.com/2012/1/love2d-vs-allegro-vs-clanlib-vs-libgdx-vs-cocos2d-x-vs-monogame-vs-xna-vs-sfml . It seems libgdx barely goes over 30k actually. But still seems amazing. This is on the same level as Qt for me, almost perfect, except I'm not really worried about performance on it. libgdx can build for everything pretty much.
XNA + MonoGame --- MonoGame's performance seems only slightly lower than libgdx, can build to most platforms. However I don't know much about XNA and I heard it won't be receiving future updates, but is quite stable? More information is welcome.
Citrus --- Don't have much information on Citrus either. AS3 game engine that can build for iOS, Android, Windows, Mac and more.
Haxe + OpenFL --- OpenFL (Haxe) builds to native on many platforms, not just to Flash. Windows, Mac, Linux and Android all get optional native deployment or OpenFL runtime called Neko which is in theory faster than Flash, and SDL 2.0 will enable iOS deployment soon(ish). -- Thanks to Bojan.
Qt-Project --- Just linking Qt project here, can build for everything and has a pretty big community with lots of third party libraries to help you even further.
Moai ---The only Lua engine that I know that can build for Desktop and Mobile. Only downside is the community isn't that big and documentation isn't the best. But if you can get passed those this is a great solution and the one I'm currently using.
Adobe --- Can't forget to add adobe here since it can build to everything that supports flash.
Unity3D --- Recently announced 2D integration looks very promising, should be released Q3-Q4 of 2013.
Cocos2d-x --- An open source engine. Supports JS, Lua, C++ and multiple platforms.
Html5 --- There seem to be a lot of emphasise on html5 mobile apps, here are just a few tools I found that can help port your html5 project to a platform:
Chromium embedded
Sencha
Phonegap
Appcelerator/Titanium
Icenium
So, I'd be happy if you could comment from your experiences with any engines and suggest which one you would recommend.
Thank you for your help!
EDIT: Since this topic is getting popular I'll be adding other options I've found over time. I suggest you choose what is most familiar to you and best for your project needs.
I would recommend V-Play (v-play.net) - it's a cross-platform game engine based on Qt for iOS, Android, Symbian, MeeGo, Blackberry10 and also can export for native desktop applications for Windows, Mac and Linux.
It's based on C++ but has a neat scripting support for QML & JavaScript. QML is a no-brainer to learn and can boost your productivity as less code is needed - just see the comparison with cocos2d-x(60% less Loc) or Corona(15% less LoC) for a comparison of the same games.
(Disclaimer: I'm one of the guys behind V-Play)
If you are into using Python, Kivy is a great solution these days. It compiles to all the platforms you ask for:
Kivy is running on Linux, Windows, MacOSX, Android and IOS. You can
run the same code on all supported platforms. It can use natively most
inputs protocols and devices like WM_Touch, WM_Pen, Mac OS X Trackpad
and Magic Mouse, Mtdev, Linux Kernel HID, TUIO. A multi-touch mouse
simulator is included.
Kivy uses lots of optimized code for graphics rendering (via Cython) so it is fast too.
Here is a speakerdeck that gives you some background and an overview (android specific).
How about HaxeFlixel? We have a great selection of demos, and of course support cross platform development via Haxe + OpenFL. This is an open source project hosted on GitHub. We support all major platforms (including iOS).
Here is my game framework Oxygine.
It is open source modern hardware accelerated 2D C++ framework for mobile and PC platforms.
Features: OpenGL(ES) 2, compressed textures, atlases, complex animations/tweens/sprites, scene graph, fonts, event handling, build tools, and others.
Can be built on top of SDL2 or Marmalade SDK.
In the basis of the engine there is a scene graph, that is similar to Flash one. To be short, You can call this as Flash for C++, but more comfortable and way faster. Initially it was developed for mobile platforms (iOS, Android), but can be also used for PC games.
No mention of App Game Kit (AGK) here so let me fill in the gap. It's a mainly 2D cross platform SDK allowing you to code once in either C++ or it's own "Basic" language. Version 2 just got over 400% funding on Kickstarter and will have full 3D support, Spine support (for 2D animated characters), bullet physics and whole bunch of other new features.
It already has Facebook, Twitter, a bunch of Ultrabook sensor commands, Box2D and more. I've been using it from the start and love it (can you tell?). No, I don't work for The Game Creators (the company that created it) although I admit I did do for a while making some apps.
One of the best features from my point of view is you can develop on Windows and broadcast from the IDE over Wi-Fi to any supported device, so while I'm coding I can (within seconds) test my code on iPad, Android, Windows, Mac or Blackberry Playbook.
If you have C# background. Have a look at Duality.
Duality is a flexible 2D game framework written entirely in C# –
and it’s here to make things a little easier for you. It provides both
an extensible game engine and a visual editor to match. There will be
no need for a level editor, testing environment or content manager
because Duality is all that by itself. And best of all: It’s free.
I'm just answering to give you some insights on how the SDL is used. As you said before it's not a game engine (it's just a library actually). Furthermore, it is not object oriented at all and you don't have some easy animation facilities (you have to code them by yourself).
How it works (I used the C version but I guess the Lua binding should be similar):
Include the headers needed to build the project on the platform you want.
Design your own game loop in which you will set up (at least) a whole event processing system, frame rate manager and a "screen cleaner (or updater)" (I'm insisting on the fact that you have to manually refresh your screen using the SDL_flip_screen routine which is something that is not one of your concerns at all with Corona).
Then, code your game using all the "mechanics" you made before.
The SDL is a low level library (don't expect to have an easy to use GUI framework or the storyboard framework of Corona for instance).
Finally, this library was used to port Civilization III to Linux, so yes it works but it will ask you a lot of energy to have something like you had with Corona ;)
PS: I am not a native English speaker, so please let me know if I wasn't clear :)
Gideros is a great Lua based 2d cross platforms engine, currently supporting both Android and IOS platforms, but more to come.
And it also has some great features as instant on device testing, auto scaling and auto image resolution to easily target various of screen sizes, as well as the option to extend each platform through native plugins.
You also have ShiVa3D, a serious competitor of Unity3D.
It uses Lua and supports many platforms from mobile to game consoles and web browsers.
Very intuitive to use and very nice UI to work with.

Common coding language for Sphero developers?

I just discovered Sphero and I love this little ball, so I want to develop apps!
Is there a common coding language that most of Sphero's app developers use so that I can learn it and start building?
From glancing over this page http://developer.gosphero.com. You can use Java for developing on the Android platform and Objective-C for iOS. Looks like there is also a plugin for Unity that uses C#.
That webpage also contains guides for the individual platforms and examples.
You could also use ruby with artoo framework: http://artoo.io/documentation/platforms/sphero/ or javascript with cylon framework: http://cylonjs.com/documentation/platforms/sphero/ or even go, with gobot.io/documentation/platforms/sphero/ framework too.
If you want to use Python, there are 2 options beyond the ROS Python plugin currently listed on the developer page.
SpheroNav
SpheroNav was written by Simon Nistad for his master's thesis in 2014, designed to support the control of multiple Spheros. I have forked his code, and will be extending it in upcoming months.
https://github.com/hydrosquall/SpheroNav
Kulka
This is a project by Karol Szuster, aimed at new programmers. Unfortunately I wasn't able to get his example code to work on my windows laptop, but maybe you'll have better luck.
https://github.com/zdanowiczkonrad/PythonSphero

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