LibGDX cross platform websocket solution (Android,iOS,Desktop,HTML5) - websocket

I am developing a cross platform game using LibGDX.
I was searching for a websockets implementation for LibGDX that works on Android,iOS,Desktop and HTML5 platforms. Unfortunately I did not find anything relevant.I still hardly believe that such a trivial thing is not a part of the framework. Am I missing something ?
Does it means I should create an abstract class or interface and connect concrete implementation for each backend ? Sounds like a lot of work...
Anyone can suggest any ready to use solution ?
One that works against Echo Test is good enough for me.

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Is it really possible to use Xamarin Forms to share all views and view controllers?

I apologize if this is somewhat too open-ended of a question, but I'm still parsing everything about the Xamarin framework and it's hard to know even what to ask.
Everything I've read claims it's possible to, in theory, write a Xamarin app that has the same views and view controllers for both Android and iOS. The app I am developing has a very comprehensive design that uses almost no native look and feel, so I understand I will need to override the default platform's L&F. Because of this, it seems an ideal candidate to reuse everything for both device platforms, and Xamarin.Forms seems the ideal candidate.
However, I've yet to find a good example that does this. Even all of Microsoft's official examples of Xamarin.Forms (such as https://github.com/xamarin/xamarin-forms-samples/tree/master/BoxView/BasicBoxView) use ViewControllers/AXML files for iOS/Android. Huh? Isn't the point of Forms so I don't have to do that? Why are they mixing Forms and the native Xamarin in an example targeted towards Forms? Is this a sign it's not really possible?
Xamarin seems very flexible, which is great, but I'm also finding it confusing determining what will work together and what will not, plus how to determine the best solution.
Thanks.

How to make a floating chat head similar to the one in Facebook messenger in nativescript?

I've been searching for ways to make a floating chat head like the ones used in Facebook messenger. It needs to be draggable and be visible when the app is minimized, like so :
But it seems like the only way to do that is to write a wrapper plugin over an existing android library. Do you guys have any ideas?
Writing Native Code (in JavaScript/TypeScript) is going to be the only way to accomplish this. This tutorial on how to do it in Java seems rather straightforward and this can be re-created in NativeScript. You may not have to wrap an existing library. However depending on the library API's that may be a more straightforward route.

Unity WebGL build throws errors

I am working on a multiplayer game for WebGL platform and i am using (http://lockstep.io/ - SocketIo & node.js server ) for handling the game.
I am facing these issues as shown in the attached image.
I have no idea about what these errors state?
I don't think that the issue is from my coding side as my multiplayer game runs perfectly in standalone builds with more than 4 instances of the standalone build.
But it does not even open in my WebGL build.
Does WebGL does not support threading??
Please guide. What are these errors all about? Can these issues be solved?? or Do i have to change my whole project implementation?
Unity WebGl does not support Multithreading. Although Unity is working hard to bring Thread support in WebGL.
Do not compare standalone with WebGL because many features are not supported in WebGL. Looking at the error, it says something about Thread and that could definitely be the problem. About 90% chances it is the problem.
You cannot solve this problem right now unless you remove the use of SocketIo.
I don't know how SocketIo is implemented so I can't tell you if Thread is the only problem it has but if it uses other API's not supported in WebGL, then you will still have problems.
The only known network API that is made and optimized to work with WebGL is the new Unity web API called UnityWebRequest. You have to modify your code to use that. The link I provided provides many examples needed to get started with it.
if you use anything like webrequestm System.web or socket, WebGL will crash. UnityWebRequest is the only solution. It is faster than WWW and you need Unity 5.2 and above to use it.

How is Wave developed with GWT?

Whatever happens to Google Wave, its UI, in my opinion, is 'beautiful'. In fact, it's listed as a real world project that utilizes GWT on GWT's web site. I would like to learn how Wave was built using GWT, but there does not seem to be many documentation on that topic.
Could anyone please point me to the right direction with regards to documentation or show how that the Wave UI can be built using GWT.
Update: The question is how build the UI and not Wave itself.
You can browse through the reference source code and see how that's using GWT.
For starters I would check out this site that is built around the protocol that allows that sort of communication. At that point, it's just a matter of implementing a pretty UI in GWT (that's a bit of a simplification, but the gist is the same -- the protocol is really the meat and potatoes of Wave).

Which are the J2ME MVC frameworks?

I have to do a quite big project in J2ME for school.
I didn't used 'till now J2ME, so are there J2ME MVC frameworks
for which I can find books or at least very good online tutorials?
MVC is what I'm looking for because we have to do unit testing and
I'm familiar with MVC from ASP.Net MVC, Rails and Grails.
So, any good framework to use with this project?
We are developing this project for Blackberry cells.
With Java you don't really need a framework, creating MVC-based apps is just about using the principles correctly, so having controllers dictating the response to any action and so on. I'd think about using Observers to help by having your views observe your models and controllers observe your views (to get events and so on.) Unit-testing this then becomes quite simple.
If only, the fact is that every handset is very different - its extremely difficult to build an app that spans all the major J2ME-capable handsets that looks half way decent by following the basic principles. Which is why we end up doing things like using sprite based fonts (ugh). I don't think I've ever worked a mobile project using J2ME where we've managed to stick to just the standard J2ME (and, we try very hard). Even things that should be standard, like reading a JSON feed from a server, persistent storage or even really simple things like sprite rotation is really not very standard at all (yes, I'm looking at you RIM). And, then throw a requirement for Android into the mix and you're done.
I've used Polish, and its really very good. Commercial license is not cheap (but worth it), but for a school project its free. Flash (cough) is also a good alternative too. These days, personally, I find my projects need to span iPhone (Objective-C), Android (Java), Nokia (J2ME) and Blackberry (pseudo-J2ME) and it gets real tricky to not use a commercial framework (or roll your own, if you've the time and inclination). I'm open to ideas for frameworks that span all those platforms?
I'm not sure anything like this exist, as mentioned by previous poster, you just follow the principles of the pattern. However, look at J2ME Polish, it's a very nice framework which makes your life with mobile java much easier. Particularly strong features they offer is the usage of CSS for displays - this gives you pretty good "V" part in MVC pattern.

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