SWIG is a tool for generating cross-language interfaces - it provides interoperability of C++ and other languages (C++ and Java in our case). SWIG just simplifies and automizes cross-language interaction; otherwise, you may end up with thousands of lines of handwritten JNI code - but SWIG covers this for you.
This guide is for newbies (Part 1) and for those who experienced in SWIG (part 2). I'm starting from basic setup and usage and ending with complex & weird cases encountered in development. The latter cases are not so complex, rather usual for modern languages, which SWIG doesn't support yet (as lambdas).
This guide is practical. In opposition to overcomplicated huge-volume SWIG documentation, this guide is showing the cases practically. The bits developed by myself while working on the different projects or taken from StackOverflow. This guide allows you to quick-start an Android Studio project and giving practical examples of using SWIG. The link to the Android Studio project is here.
This guide is Android-first. The goal was to make it simple to onboard for Android developers. There are many articles about SWIG, but they are mainly for desktop Java applications, and it is quite an overhead to just try them on Android to check if the solution for the particular problem is working. While this guide includes an Android Studio project, with which you can play around instantly. Of course, all the information given here applies to any Java application.
Warning! I should warn you, that nowadays cross-platform development offers powerful tools. If you are developing a new application it is much more cost-efficient in practice to use ReactNative, Flutter of Kotlin-Native than the SWIG. While SWIG is more suitable to connect the C++ library or existing C++ application core.
Introduction and Context
So you’ve just finished developing the next mobile gaming smash hit. You’ve already planned to launch your game worldwide and win the hearts of gamers everywhere. But what you haven’t done yet is think about how you’re going to make any money from your success and hard work. Of course, you’ve imagined becoming an instant millionaire, but you just don’t know how to get there.
Fear not, intrepid developer! Instead of just rehashing the tired headlines and beating the same old drum, we’ve tailored our Ad Monetization write-up for developers who are gearing up to publish their game or app in China. We’ve scoured the internet, grabbed insight from ad giants like Google, Smartyads, and PocketGamer.biz and combined it with our own hands-on knowledge of what works in China—knowledge that we have gained from the past 5 years in the industry.
We need to briefly explore how monetization functions as a utility within the context of game design. This is especially true when examining how developers in China have made meaningful design decisions that have both shaped and been shaped by user habits. Unpacking the utility of Chinese game monetization will help developers understand why Ads Monetization or Hybrid Monetization strategies have become so popular, especially in China.
Moving from monetization design, we’ll examine some of the best practices regarding Ads Monetization. Finally, we’ll turn to specific case studies in the Chinese market that show how powerful Ads Monetization, specifically Rewarded Videos, can be in a well-balanced monetization strategy.
Designing Monetization as a Utility
Recently Epic Games’ Fortnite was removed from the Apple App Store and Google Play Store. The main reason being Epics bypassing of in-app purchases instead of using the officially sanctioned system for both platforms. While it is still possible for you to download Fortnite directly, this large scale case brings to light the duopoly of Apple and Google in the mobile market.
For most developers, these two stores account for almost all of their revenue and userbase. While Epic Games will be fine to go without, for the time being, what about the other 99% of developers who rely on these two stores for distributing and monetizing their apps. In this article, we’ll provide some of the alternative stores available for both developers and consumers for finding or distributing apps.
For one reason or another, you may have found yourself wondering, ‘where are some other places I can go to find and download new apps and games for my mobile device’? Or ‘are there any other marketplaces for me to share my apps’?
Major players in the Chinese app market are joining forces to take on the almighty Google Play store. Xiaomi, Oppo and Vivo are reported to launch the Global Developer Service Alliance (GDSA), a platform allowing Android developers to publish their apps in the partnering stores from one upload.
The GDSA is expected to launch in nine countries—including India, Indonesia, Malaysia, Russia, Spain, Thailand, the Philippines, and Vietnam—although paid app support may vary across the regions. Canalys’ Nicole Peng explains the wide reach of this alliance:
By forming this alliance each company will be looking to leverage the others’ advantages in different regions, with Xiaomi’s strong user base in India, Vivo and Oppo in Southeast Asia, and Huawei in Europe.
The Chinese Mobile RPG: the Genre of Giants.
Chinese RPGs make up 56% of the top 500 grossing iOS games in China. According to data gathered in 2019 by Game Refinery’s Joel Julkunen. Let’s take a look at the genre and some important points for game developers and RPG enthusiasts to consider Chinese Mobile RPGs.
RPG or role-playing game is a game where the player plays as a character, often the main character, in a fictional game world.
(originally published on Medium)
I have talked to many Android developers, and most of them are excited about Kotlin. So am I. When I just started learning Koltin, I was solving Kotlin Koans, and along with other great features, I was impressed with the power of functions for performing operations on collections. Since then, I spent three years writing Koltin code but rarely utilised all the potential of the language.
During this year, I did more than a hundred coding problems on Leetcode in Java. I didn’t switch to Kotlin because I know the syntax of Java 6 so well, that I could effortlessly write code without autocompletion and syntax highlighting. But I didn’t keep track of new Java features, as Android support of Java SDK lacked many versions behind. I didn’t switch to Kotlin for solving problems right away. Although I was writing Kotlin code for several years, I felt that I need to make an extra cognitive effort to get the syntax and the language constructions right. Solving algorithmic problems, especially under the time pressure, is very different from Android app development. Still, the more I learned about Kotlin, the more I realised how many powerful features I’m missing, and how much boilerplate code I need to write.
One day, I have decided that I need to move on, so I started a new session in Leetcode and switched the compiler to Kotlin. I solved just a few easy problems, but I already feel that I have something to share.
During the COVID 19 pandemic, majorly single people are getting bored the most by sitting at home and just doing work from home; that's why they are searching for the alternatives to be busy and entertained.
This is the main reason why dating apps like tinder usage is increasing day by day.
Source: Google Images
Source: Google Images