Qt for mobile
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Hey people
(First of all, sorry if there are some errors about what i'm writing, my english is not that good ^^)
Ok, so i plan to make a game on Android (and iOS later), and i'm a great fan of Qt. But is there any advantages to work with java, for Android?
I know, that Qt is now on Android, but can we see any bad things by developing game in Qt on android compared with java? It seems not, but i want to be sure
Thank you :)
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You should not complain about your English as we can read and comprehend what your are writing.
Generally speaking, building native app( on Android that is using Java ) is better compared with frameworks. I tried building and deploying simple Qt example on Android and it turns out to be as large as 8MB! Which however should be hundreds of KBs using Java.
Some companies and users are sensitive to app sizes, that is one of the main drawbacks using Qt. -
Maybe Qt takes always 8Mb for an application, So for a little application, it's a problem, but for a big application (like 50mb) it's not.
Or do you think Qt takes always 5-10 times more space than java application?
If that's the only one big problem of using Qt, that won't be a problem for me
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[quote author="totoby" date="1369729687"]Maybe Qt takes always 8Mb for an application, So for a little application, it's a problem, but for a big application (like 50mb) it's not.
Or do you think Qt takes always 5-10 times more space than java application?
If that's the only one big problem of using Qt, that won't be a problem for me[/quote]
That is not always the case.
Note Qt for android is currently under assessment, so there aren't any heavy and influential apps available.
Maybe you can take a glance at how Qt for symbian apps can be. A game app using Qt for symbian always needs PIPS, QtMobility and other modules, altogether over 10MB. -
Note that Qt for android (using necessitas) will download (through ministro) all required library the first time a Qt app is launched. So if several application use Qt, they will all use the same set. So there is only the one time download the first time a Qt library is used, then only your application will need to be updated.
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Hi,
it really depends on what kind of applications you want to create and what features you want to use. If Qt supports the features your app/game needs, I would definetely go for it, as you save time and effort in the long run as you do not need to re-write all your Java code in Obj-C (gets even more a hassle if you do not know the language). If you are familiar with Qt already, I would give it a try.Especially games are different in its requirements, because you usually do not need native-looking UIs as you have custom ones to match the style of your game. This is exactly the reason why we at "V-Play":http://v-play.net focused on games, as QML is a great way to design flexible UIs and also saves a lot of time when it comes to game logic.
Cool thing is, you still have the flexibility to go native for parts that you require in Java or Obj-C, as some frameworks are only available in these languages for Android or iOS. For the most common ones for games like "Game Center":http://v-play.net/doc/plugins1-gamecenter.html, "Flurry":http://v-play.net/doc/plugins1-flurry.html or "native Facebook SDK":http://v-play.net/doc/plugins1-facebook.html we already did the heavy lifting so you can access them with QML and JavaScript.
Regarding the discussion of Qt overhead of 8MB: what we can see in our "published games":http://v-play.net/doc/vplay-examples.html is that download size does not matter that much, as long as it stays below 50MB. However, it also depends on the target group of your game: in areas with low network bandwidth download size might be more of an issue, but most people have WiFi connection available at least once a day anyway.