gomobile compatibility - go

I'm writing some test apps with gomobile and native golang. Strangely the apps don't run on Galaxy S3 with Android 4.1.1 but work on Galaxy Note 5 with Android 5.1.1. Does anyone know the clear hardware and software requirements for current version of gomobile? I don't think it's in any of the documents or speeches.

The only hardware compatibility note I can find for Go Mobile is this one which states:
Note: Go Mobile runs on the same architectures as Go, which currently means ARM, ARM64, 386 and amd64 devices and emulators. Notably, Android on MIPS devices is not yet supported.

Related

Missing 64-bit support xcode 12.4

I get two errors when trying to validate the app. it works fine in simulators.
App Store Connect Operation Error
Missing 64-bit support. iOS apps submitted to the App Store must include 64-bit support and be built with the iOS 8 SDK or later. We recommend using the default "Standard Architectures" build setting for "Architectures" in Xcode, to build a single binary with both 32-bit and 64-bit support.
App Store Connect Operation Error
Invalid architecture: Apps that include an app extension and framework must support arm64.
same to me. but it hard to get solution from web.
all the common answer about the Valid Architecture arm64.
But xcode 12 already take out the Valid Architecture =(

Requiriments to run macOS with iOS emulator on PC (Windows or Linux)

I am a Flutter developer but I don't have a MacBook.
My idea is run in VirtualBox the macOS and run iOS emulator inside him.
How much memory ram is recommended to this virtual machine?
What is the minimum recommended processor to run this?
What you are asking to do is forbidden by Apple's license. You must have Apple hardware to run macos (even virtually).

Fat binaries in iOS

Is it possible yet to build 32bit and 64bit 'fat' binaries for iOS? My understanding was that this was coming down the line but I can't see an obvious way to do it in the latest update to Xcode?
I want my application to run in 64bit mode on 5S and 32bit on 5 and below (obviously),
I did read the docs:
Applications can now target iOS 5.1.1 and later while building for 64-bit using the “Standard architecture (including 64-bit)” build setting. This produces an Archive for the App Store with a single binary containing both 32-bit and 64-bit components. During development and testing, you must build only 32-bit when targeting an iOS 5.1.1 device (this is the default in Xcode).
However this is not clear regarding if it's possible to build a 32 and 64bit fat binary with a target deployment of iOS 7
Thanks.
Yes, it's possible. Make sure that you turn off "Build for Active Architecture Only" first. Doing this in XCode 5 and using Standard Architecture will produce a binary with armv7 and armv7s code, so adding 64bit support should do the same.
If you have any third party libraries, be sure to check for updates that support the new devices.

Dalvik Virtual Machine build target

I am new to Android platform and Dalvik VM. I have some questions about debugging the Dalvik VM.
How to debug Dalvik VM on an emulator?
I build Android by using full-eng as the target
source build/envsetup.sh
lunch full-eng
I am wondering how to build and debug a DVM targeted on host X86 machine instead of Android emulator or real device. I did some search online and find the target is called sim-eng. My Android version (JellyBean) does not have this lunch target option:
You're building on Darwin
Lunch menu... pick a combo:
1. full-eng
2. full_x86-eng
3. vbox_x86-eng
4. full_grouper-userdebug
5. mini_armv7a_neon-userdebug
6. mini_armv7a-userdebug
7. full_wingray-userdebug
8. full_crespo-userdebug
9. full_maguro-userdebug
10. full_panda-userdebug
Does anyone know how to build/debug on host target??
The sim-eng target hasn't been supported for several releases. It was never officially supported at all, really, so having a fully-working simulator build in AOSP was pretty rare.
The good news is that Dalvik VM is used by the Android build system, so if you can build the full Android tree for any target, you'll have a working copy on the desktop for free. In recent versions of Android (4.0 Ice Cream Sandwich and later), a copy of the dalvik script will be installed in your path (source), and can be executed directly.
dalvik -help foo

Does Qt support the windows bluetooth API?

Can anyone tell me whether or not Qt supports the windows Bluetooth API?
If so could you please share some information on how to use it?
The answer to this question has changed a bit since the last response was given. Qt version 5.2 implemented a Bluetooth API for Linux/BlueZ and BlackBerry devices. Qt 5.3 includes Bluetooth support for Android. Linux devices can connect with RFCOMM or L2CAP protocols. Android and Blackberry only have RFCOMM.
Bluetooth on Windows is still not supported, but that fact is hard to find. Currently, if you create a QBluetoothSocket on Windows and tell it to connect to an address, it fails silently even though there is a built-in error-reporting mechanism. If you use the QBluetoothLocalDevice interface to retrieve devices, you get back an empty list. Although the class documentations don't mention the fact, the Bluetooth Overview clarifies that
Currently the API is supported on Android, BlackBerry 10 and Linux (Bluez 4.x).
Starting from Qt 5.11, Qt documentation says:
Despite there not being a Win32 port yet, the WinRT backend is
automatically used if the win32 target platform supports the required
WinRT APIs. Minimal requirement is Windows 10 version 1507 with
slightly improved service discovery since Windows 10 version 1607.
Therefore Windows 7 and 8.x targets are excluded.
Bluetooth Chat Example tested successfully using following setup:
Qt 5.11.1Win10 Qt Kit MSVC2017 64 bit.
As January 2020 documentation, Qt 5.14 officially supports "Classic Bluetooth" for win32 builds.
However, it doesn't seem complete, here mentions a restriction about finding devices:
...it is only possible to find devices that have been previously paired through Windows Settings

Resources