NativeScript limitations - nativescript

I´m evaluating differents mobile frameworks, and I think that nativescript is a good option. But I don't know if exists limitations on the development process. For example I had limitations on the styling (and that's not so important), but I want to know if in the future I can have a limitation and can´t use some native feature or external library.
Thanks!

I have been using NativeScript since v0.90. I have written multiple apps and over 40 plugins for NativeScript, so I am very familiar with the ins and outs of the platforms.
This post is features as of v6.50.
I can think of only a couple limitations;
Tooling sometimes leaves a lot to be desired, however using the IDE's supported make this better than the Native CLI in a lot of cases.
Sometimes errors aren't always propagated back from the app to the screen/ide -- so you have to do things like "adb logcat" to see the full error log to see the error that got filtered out by the CLI.
Native Services (i.e. background services) --- This is much better written as native code. The NS runtimes take memory while running; so a service you typically want as small of a memory footprint as possible -- I would not use anything but Java/ObjC for a background service.
OpenGL on android needs to run in a separate thread, NS by default switches you back to the main thread when returning from any native calls; this basically kills direct NS opengl calls. However, it is actually better to create any OpenGL stuff in Java or Kotlin anyways; and then have NS call into your native code that handles all the rendering, so this is more of a minor annoyance.
Beyond that I can't think of any "real" limitations; you have full access to the native platform and can actually style any control as long as you know how to do it via native calls; if for some reason the control doesn't support the normal css styling. I & others have used many Android and iOS libraries in our apps. You can easily reuse native android/ios components you have full access to anything out there that is available to a native iOS or Android app.
You can look at https://plugins.nativescript.rocks for a list of all the plugins in the NativeScript community.

I have been developing with Nativescript for some time now, and while finished product (application) is more than decent, the process of development is really painful. The primary reason for that are frequent bugs in Nativescript platform itself, and it's official plugin for VSCode.
I am currently working on Nativescript 2.0.0 and have been trying to update to newer versions since they came out, but there were always some errors, ether with Node, or with Gradle for Android, and that is just one of many problem examples I face with the platform. I wish they improve it in the near future.

For now native apis are fully accessible from JS but if you want you can do some library in native languages and call them from JS code too, about external libraries it depends if you mean native libraries or JS ones, but there quite many options/plugins done in JS code using some native libraries but in case not as JS plugin you can do it yourself with native libraries

Community support is low compared to other frameworks available in the market. This should improve as people adopt the framework. I see that as a limitation for now.
And Yes, Debugging is indeed a limitation.

Nativescript is the best cross-platform solution in my opinion, but like the others stated there can be limitations. Besides background services, accessing the hardware CAN be a bit tricky. I have been using it to work with BLE devices though, and once you understand how to interact with native APIs, it isn't so bad.

I've written one NS app (core).
Some of the cons are:
performance - loading and also run-time. I'm replacing an Android native app with a NS app (because it's cross platform) and few customers have complained that the new app is slower and jerky...I agree.
bugs in NS core. I think that they've spreading themselves too thin. They need to get their core product stable and improve it (i.e. make it faster).
plug-ins varying quality with minimal support. Here NS could curate a few important plug-ins and make people pay for it.
Yes it's free - but that's not a huge issue for me - I'd prefer to pay for a more polished product.
At the end of the day - the product works - have my app in the app-store and look forward to future improvements.

Related

Which technology projects like Nativescript are there, in the sense a native platform to Javascript+native reflection proxy binding?

The most fundamental feature of Nativescript is that it converts different platforms' languages and API:s into Javascript (or another given single language e.g. C#), e.g. for iPhone it's the Objective C language and the iOS API:s, and for Android phones it's the Java language and the Android API:s.
Nativescript's "build-time reflection to Javascript proxy" is central here.
Reading through various "Nativescript vs. whatever" pages online, it's clear to me that the authors of those pages not really discuss that exact aspect, so those articles cannot be used to get an overview of that situation at all.
Therefore I want to ask you here:
What projects out there are there that provide that fundamental feature - a language+API binding from different smartphone (and possibly desktop) platforms, to Javascript (or another single language such as C#)?
ALL WebView/HTML rendered UI-based solutions are DISQUALIFIED here. Only native UI component solutions qualify. Do feel free to list the DISQUALIFIED solutions also, for everyone's reference, and mark out carefully that it is disqualified.
Hence I understand that Apache Cordova (https://cordova.apache.org/docs/en/latest/guide/overview/) is DISQUALIFIED.
I prefer Javascript, however let's enumerate all projects independent of which language is used at the unification layer, therefore Xamarin is qualified in this thread.
Also for those respective qualified solutions, are they really as holistic / complete as Nativescript is, in support, or how do they compare?
For the respective solution, do they also provide an runtime that integrates the underlying different UI API:s into one single coherent UI API that spans the multiple platforms? (For Xamarin I understand the answer to this question is NO - different code is needed for the different platforms.)
Also what are their primary difference in approach?
Some names I picked up that could be qualified, are "React Native", "Appcelerator Titanium", and "Electron" (https://electron.atom.io/).
This question is important for any app creator or startup, like me, that will rely on the solution a lot, and also hopefully contribute a lot, so it's a long term choice.
So, for each relevant solution I want:
* NAME, URL: Its name, with URL
* DISQUALIFIED?: Disqualified or not
* AUTO-REFLECTION: Has automatic build-time reflection or not, any details
* LANGUAGE: Unifying language (e.g. Javascript)
* UNIFIED UI CODE: UI code same between platforms
* PLATFORMS: Platforms supported
* CODE TRANSFORMATIONS: Any notes about how the app sourcecode is managed, e.g. is it run as Javascript on the device, is any code transformation applied to the Javascript code (e.g. to parse out custom tags which are actually not in themselves valid Javascript), any kind of compilation applied on the Javascript, etc.
Please let me know.
This is extremely valuable for overview.
Thanks again to Telerik and the Nativescript team for making this fantastic tech!!
Mobile:
Cordova/PhoneGap/Ionic - https://cordova.apache.org/ - Disqualified - Unified UI - JS/HTML/CSS - Basically a wrapped webview with the ability to make native bindings that you can call from it. In once sense you access the native platform via plugins you create. In fact Microsoft has a project called Project Ace https://microsoft.github.io/ace/ which allows you access to the Native API inside your Cordova/Phonegap application. The application code is running inside a webview; and everything is thunked out to the OS and plugins that you build into your app. Despite the "marketing" speak (ionic is really bad about attempting to confuse the market here); Cordova/PhoneGap/Ionic is NOT truly a native application. It might use some native controls, but the engine is running in a webview.
Flutter - https://flutter.io/ - Disqualified - Unified UI - Dart - This is another interesting entry in the market; it is fully compiled code on all the platforms, so it is can be more performant than JS based engines. In addition it was written to be a very performant UI (separate thread for UI). To access the native api's on the platforms, you need to create plugins with the interface the compiled dart will be expecting and the iOS or Android API's.
Fuse - https://www.fusetools.com/ - Disqualified - Unified UI - JS - This is a interesting project; it actually compiles the markup into compiled code. I believe the JS engine is running on its own thread and the Fuse runtimes handle the GUI thread. To my knowledge all thunking/reflection has to be done via plugins.
NativeScript - https://www.nativescript.org - Qualified - Unified UI - JS/XML/CSS - Uses the same markup language for screen layout on both devices, has its own builtin system to marshal calls into the OS on both platforms. No extra plugins needed to access any API resource, everything on iOS and Android is accessible from plain JavaScript. Runs a Javascript engine on the Main thread of the Application, which can cause performance issues if you make the main thread busy. Because of its design it can re-use pretty much all Android AAR/JAR plugins and iOS cocoapod plugins unmodified, bringing a wealth of Native controls that you normally would only get to use if you were using ObjC/Swift/Java. It also is the only one that has zero day access to new API's because reflection is resolved at runtime.
React Native - http://www.reactnative.com/ - Disqualified - Unified UI - JS - It is also a JavaScript engine based system, but it has no built in reflection. Pretty much all access to the device API's needs to be ran through compiled plugins that give access to the native api's. One thing to note is that this JS engine runs on its own thread and the main thread is reserved for the GUI. This can make apps be more performant out of the box as anything blocking will occur on a separate thread, but makes GUI related plugins much harder to do.
Xamarin - https://www.xamarin.com/ - Qualified - ??? - C# - It has sorta built in reflection. When they release the new versions they basically create a thunking library with the current reflections. So when new versions of the OS comes out, they have to regenerate the C# thunkings before you can use it. Application is compiled on iOS, on Android I believe it is using Mono to run the app. So you cannot do certain things at runtime on iOS, like eval('console.log("hi"); /* even more JS code */') as you can on the JS based engines.
Desktop:
Electron - https://electron.atom.io/ - Unqualified - Unified UI - HTML/CSS/JS - This is a desktop based environment that merges node and chrome. So you can access any of the Node api (which is pretty large) and any of the chrome api and create an application. However, anything lower level you will need to create a plugin.
NW - https://nwjs.io/ - Unqualified - Unified UI - HTML/CSS/JS - Basically the same notes as Electron.
A couple notes:
All JavaScript based engines DO NOT compile the code; they all run the JavaScript code at runtime.
You can use Cordova/PhoneGap/ionic to share an app between desktop (using electron/nw), web and mobile fairly easily. But it is still a web app on all platforms.
You can also use NativeScript with Angular to create app that shares probably 98% of its code base between a mobile, web, and desktop(electron/nw) application. Basically the only differences in some applications is just the screen layout as you need div/input tags for Web, and StackLayout/TextInput for the Mobile side. But the rest of the code and logic can be generic and access the elements as normal.

Fulfilling differing Android / iOS UI conventions from a single React Native codebase?

Is this even possible?
Every overview / analysis of React Native I've found covers the basic reasons for using RN, and is either old (no Android, or "Android just released") or focuses on the fact that it compiles to native elements (ie. not HTML5)
What I'm missing is, how does an app built in React Native fulfill the style guides, conventions, and user expectations of how apps on each platform are supposed to behave? I don't want to make an Android app that looks like an iOS app, or vise versa.
As #jevakallio answered you can customize you UI to platform specific rules from Google or Apple.
Technically it can be done in several ways. If differences are small you can make conditional check with Platform module:
if (Platform.OS === 'ios') {
...
} else {
...
}
If differences are big then use file postfix (android or ios):
MyComponent.ios.js
MyComponent.android.js
https://facebook.github.io/react-native/docs/platform-specific-code.html
You even can make full different UI for each platform or device type (tablet or phone) saves all non-UI logic common.
The seminal resources for platform-specific style and interaction guides are the Material Design system for Android and the Human Interface Guidelines for iOS.
Implementing iOS-feeling UX on React Native is quite simple out of the box. Android apps may benefit from using react-native-material-design package to get native feeling controls.
One of the biggest challenges for web developers coming to mobile development via React Native (I am one) is to know what makes that native feel. This is a very subjective and touchy-feely topic, and cannot be easily solved by reading guides or applying logical engineering mindset to the problem.
I have found that using tons of popular apps and trying to reason about what makes them tick is a invaluable practice for this, as is critically evaluating your own work and putting time and care to details, as sometimes that is what makes all the difference.

Should I choose Xamarin native or Xamarin.Forms for existing Android app?

We have an android application and want to recreate it for cross platform.
What are the facts for or against Xamarin native and forms?
The advantage of native would be, we could reuse all the xml-layouts while we have to recreate the iOS view in either XAML or XIB?
Is there anything what is really a blocker?
I'll comment based on Giorgi's answer with some actual insight and refer to the copied bullet points:
This is a resume of the experience i've gathered in the past 6 months:
Xamarin.Forms is best for:
Apps that require little platform-specific functionality
Wrong. With DI you can use any device functionality you could possibly want. Check out XLabs on GitHub if you doubt this.
Apps where code sharing is more important than custom UI
Kind of nonsense really. You can write your own renderers to represent controls of each platform in the way you want. I've also written more difficult renderers for custom controls such as a SideDrawer. In android i was done in 2 days, iOS about 2 weeks (android renderer was just a wrapper for the native control)
Developers comfortable with XAML
well yeah and anyone who enjoys convenient UI development. Mind you that there is a learning curve with xaml (which i already knew at the time i started from WPF development). But from what i have seen it's not that different from android.
Xamarin.iOS & Xamarin.Android are best for:
Apps with interactions that require native behavior
While hacking your solution up natively is certainly faster you can instead be done rather quick if purchase good controls / know a good native implementation and mirror it in C#, since the API in C# is very similar to the native one.
Apps that use many platform-specific APIs
Not sure why Xamarin is doing anti advertisement against forms. I had little trouble with it so far
Apps where custom UI is more important than
code sharing
Probably true, but it's also harder to keep UI functionality inline and you will need more manpower.
Things to consider about forms:
Forms seems to be stabilizing at the moment and i am sure Microsoft will do their best to turn it into a solid, reliable product (build issues have been a nightmare in the past sometimes, but it has gotten better over time)
The XAML for Xamarin is less developed compared to WPF XAML, though very similar. Recent nuget updates however provide mirrored functionality at an impressive rate. The vast majority of features you expect and love about XAML are present.
List performance is bad if you don't do your research (here). Performance increased loads in that area.
If i had to make the choice again i'd still go for forms. While there are sometimes things which seem flawed / bad you can usually figure out a clean fix somehow, while spending most of your time actually developing the app. (sometimes you will still find things which just make you frown why something isn't implemented, like the Margin property being implemented only just after microsoft purchased xamarin)
If you end up having a requirement of nested lists, make sure to have a look at embeded native controls in order to achieve the maximum performance - this was essential for a product i was working at. See this
According to Xamarin.Forms main page:
Xamarin.Forms is best for:
Apps that require little platform-specific functionality
Apps where code sharing is more important than custom UI
Developers comfortable with XAML
Xamarin.iOS & Xamarin.Android are best for:
Apps with interactions that require native behavior
Apps that use many platform-specific APIs
Apps where custom UI is more important than code sharing
Giorgis answer is the right one, but since you added some more constraints here are my thoughts.
I would analyze the current app. How much code is business logic which can be shared? How customized is the UI, should it look more native or more the same and how will it change in the future? If you plan to change a lot in UI and platforms should look similar, it might be easier to switch to forms.
Also consider if are you planning to develop for Windows Phone? If yes, you might save a lot of time just for this third platform.
After all there is one thing which I would also keep in mind. Developing in Xamarin.Forms does not mean, you cannot develop native. It is just an additional framework. In worst case you can still do everything natively.
Personally I use Xamarin.iOS & Xamarin.Android with MvvmCross, that way I can keep full control of the native UI on each platform while maximizing code reuse.
From Xamarin website (who knows better than them?):
Xamarin.Forms is best for:
Data entry apps
Prototypes and proofs-of-concept
Apps that require little platform-specific functionality
Apps where code sharing is more important than custom UI
[https://developer.xamarin.com/guides/xamarin-forms/]
With Xamarin.Forms at runtime, each page and its controls are mapped to platform-specific native user interface elements.
With Native Xamarin.Android and Xamarin.iOS apps leverage platform-specific hardware acceleration, and are compiled for native performance. This can’t be achieved with solutions that interpret code at runtime.
"Xamarin.iOS - The best way to build native iOS apps."
Ship native app bundles on the App Store. Our Ahead-of-Time (AOT) compiler compiles Xamarin.iOS apps directly to native ARM assembly
code, meaning your app is a native platform binary.
Access any iOS API. We bring 100% of Apple’s iOS SDK to C#, enhancing Objective-C APIs with stronger types and .NET naming
conventions so you feel right at home.
Call existing Objective-C code from C#. Use your existing Objective-C code, frameworks, and custom controls in your Xamarin app
using our automatic binding generator.
Build WatchKit apps. Use Xamarin Studio or Visual Studio to build new Watch Apps, edit Watch user interfaces in the iOS Designer, and
debug Watch apps in the iOS Simulator.
Stay up-to-date with Apple. We released same-day support for iOS 5, iOS 6, iOS 7, and iOS 8 so your apps can take advantage of the
latest iOS features as soon as possible.
[https://www.xamarin.com/platform]
"Xamarin.Android - The best way to build native Android apps."
Ship native Android packages. Xamarin.Android uses just-in-time compilation for sophisticated runtime optimization of your app’s
performance, meaning your app is a native Android APK.
Access any Android API, including new form factors. We bring 100% of Google’s Android APIs to C#, enhancing Java APIs with async support
and .NET naming conventions so you feel right at home.
Call existing Java code from C#. Use your existing Java code, frameworks, and custom controls in your Xamarin app using our
automatic binding generator.
Build Android Wear apps. With access to 100% API support for Android Wear, create full-featured applications capable of running on
Android Wear devices. Stay up-to-date with Android. Xamarin stays
up-to-date with the most current APIs from Google, so you can always
use the latest features in your apps.
[https://www.xamarin.com/platform]

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.

Winsock LSP vs API hooking

I need your advices what to use - Layered Service Provider or just load mine DLL in all
process and hook necessary functions using, NCodeHook or EasyHook library.
This is needed for inspection of HTTP traffic.
P.S. This need to be done for commercial application
Thanks!
Before making a decision you need to consider the following:
Code hooking:
AV doesn't like code hooking, if you're using a library that has external DLLs, run a check with AV total before committing to it.
Make sure the library's license works for you, for example, for LGPL you won't be able to embed the library as static without becoming GPL yourself.
I heard people managed to hook Metro apps, it's something to investigate.
If you have another code hooking app, it may conflict.
LSP:
The default MS sample/installer is broken.
You may get something working on a VM or fresh install, but to get LSP working properly across all OS and browsers, will take 6-12 months.
Will not work with Metro apps.
In Komodia we use a combo of LSP/WFP for our SDK, knowing what I know now, if I'd go back 4 years, I'd use LSP all over again.
Good luck.
Using Easyhook will be a nice way to do it check the following http://www.sghaida.com/easyhook-for-systemcall-hooking/

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