[android-developers] Re: single device development scenario with questions
rh wrote:
George Baker wrote:
> In order to make a calendar app you should need to even have to worry
> about the source for the Android OS. What you will need is the
> Android SDK which you can get at
> http://developer.android.com/sdk/index.html , You'll want to look
> towards the bottom of the page under download for other platforms -
> SDK Tools only. You will also need a copy of JAVA 1.6.
Yes I did get these already. But I still need to learn how to remove
apps that I don't need and in my dabbling I wasn't able to remove
adb uninstall <package>
them. But I may need to spend more time on this part of the puzzle.
I think I've read this one but not sure, there's [sic] so many docs it's hard
to know. But read below.
The developer.android.com docs are the fundamental ones and not to be ignored.
"There's too much documentation" is not a legitimate complaint.
> also some tutorials on the site. They are for the Eclipse IDE
> however. While it is possible to build an Android app without an IDE
And others, such as command line. The docs are not limited to Eclipse.
> it will be very very difficult to do. This is especially true for
You exaggerate. It's not difficult really.
> the layouts of your calendar app and if you are new to Android
> development. In short not using an IDE will dramatically lengthen
> the amount of time development takes because of debugging, layout,
> etc... That being said it can be done. However, I wouldn't
> recommend it.
I never use the layout features of Eclipse. It's easier just to work with the XML.
It turns out that I will do something with a web app. The main reason
is that my x86 is 32-bit and anything past froyo has to be 64-bit. Other
That doesn't matter. Java is word-size independent.
reasons are due to the barrier to entry in the form of the terrbile
complexity of the dev. env. and sheer size. Also cross-compiling
in general is a pain.
What cross-compiling?
And the "dev. env." is not so very complex - far less than many platforms.
> Finally, as for building it for your phone only the process is
> virtually identical if you build it for your device only or many.
> About the only difference is you don't have to worry about testing it
> on other devices and won't have to upload to the Playstore.
Good points but the problem I see is that the environment is enormous
just to develop for a single device. But it's moot unless I buy a 64-bit
system.
I still don't understand this. Maybe it's the fact that any 32-bit system will be woefully
underpowered by today's standards, but the bit width /per se/ is not relevant.
Java bytecode is Java bytecode is Java bytecode.
Tell us specifically what goes wrong on your woefully underpowered dev box.
--
Lew
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to android-developers@googlegroups.com
To unsubscribe from this group, send email to
android-developers+unsubscribe@googlegroups.com
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
---
You received this message because you are subscribed to the Google Groups "Android Developers" group.
To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscribe@googlegroups.com.
For more options, visit https://groups.google.com/groups/opt_out.
0 Comments:
Post a Comment
Subscribe to Post Comments [Atom]
<< Home