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Starting "Development" ... which framework?
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If the app you're considering to make is audio or midi related, then the obvious choice is JUCE, I think. Multi-Platform, free to get started**, and perfectly comfortable in Windows.
** The free version requires usage tracking, "Made with JUCE" splash screen, and below $50,000 revenue. $35/month or $700 one-time to get rid of those restrictions and go up to $200,000 revenue.
If it's a utility rather than a music app, then I would go with Python.
Phonegap is still a thing?
Or maybe Swift..?
https://www.infoq.com/news/2020/05/swift-5-3-windows-linux/
Not sure about the OP needs but I also remembered “tumult hype” as something useful for certain kind of apps. Not sure about windows being native just for mac app.
Why don't you just develop a browser centric app and host it on platform independent micro-servers. You can do this with Python or with Javascript and Node for the web server and many more. Since the browsers like Chrome run everywhere your app will too.
Lots of documentation and code to re-use or build from.
If you want to do more complex media types then I'd start with Flutter and watch it mature. Google tends to do the best multi-platform standards, IMHO and they have the revenue to support and maintain projects that have lots of users.
Don’t worry, just throwing some options for anyone reading the post without similar needs that maybe those fit their needs.
Good luck in your journey!
if your goal is to mainly target iOS and Windows, Xamarin seems a suitable option. I believe Xamarin, but also React Native et al., work by mapping their own UI framework's common components (lists, buttons, switches) to those of the various target platforms, so there will usually be some limitation as to which of the target platform's UI components you can access, especially the ones more specific to a platform (i.e., Slide Over, Split View etc. might not be available). also, there will be a (small) performance overhead compared to an app that is built using the native tools, since there has to be some 'glue' code between the framework and the targeted platform.
most importantly, however, choosing a platform such as Xamarin/.NET means investing a lot time and effort into that particular ecosystem by learning a programming language (C#), editor (Visual Studio), SDK (.NET) and many of its lower and higher level API's. a lot of this is specific to that platform/company, so there isn't a huge amount of transferable knowledge apart from general programming patterns/experience. similarly, if you choose Apple you would spend time learning Swift, Xcode, UIKit and/or SwiftUI, etc. these are giant systems with huge communities of users around and it can take years to master all the quirks of a specific SDK, programming language, UI framework, build system, etc. but again, if you're a happy Windows user and will continue to be, learning Xamarin could be a good investment.
then of course there are a lot of more portable technologies like C, C++, Python or web. however, on iOS and Android, being the closed systems that they are, you're pretty much tied to either the Apple/Google SDKs, progressive web apps or frameworks like the ones you mentioned unless you're comfortable coding your own UI framework in low-level C and OpenGL or something like that (and even then you'd still need a MacOS and Xcode to build and run your app on an iDevice).
my two cents, hope this is useful!
I’ve been very timidly dipping my toe in the Flutter pond, admittedly I’m using it on Macs only. I’m finding it very interesting. It’s almost the total opposite to the kind of programming I like and understand (ie, CSS, SVG SMIL) but I’m kind of gritting my teeth and tolerating the mess of brackets and other punctuation clutter. Also, the indenting seems insane. Still, I think I’m coming round to the idea that it might well develop into an ideal way of ‘describing’ what the end result should look like and behave like under all UA scenarios. I’m persisting with it.
Admittedly I’m a UX/UI Product designer, so I really have no care whatsoever whether my code produces anything functional or even works at all. As long as it looks good, that’s my bit done.
PhoneGap or at least Cordova, can have native Audio access.
We, at my company, are working on a Universal framework for years now.Although PhoneGap or Cordova is not the solution Because it use a lot of web technologies, it could be par of the complete solution as you have access to native view and native apis.
Our Framework although is still not ready for production, (maybe a year or more).
It’s based on a Urho3D engine, Cordova, Q-Audio DSP library and more.
That means It’ll have a full permissive open source licence.
Anyway we’ll be happy if anyone is interested to help us...
@tja
Check Cordova https://cordova.apache.org/ ...
i'm playing with it some time and it's really perfect... you develop whole app basically using HTML/CSS/Javascript and then you compile/deploy it to iOS, Android or Windows Mobile or WebBrowser app (or all of them)
It has plethora of plugins which are working as wrappers for calling native code directly from javascript ...
It's really great for anything except of realtime audio apps, thanks to fact you're developing app in HTML/CSS/JS it's super fast and easy to debug, and most of plugins for accessing things like camera, device storage and stuff like that are cross platform somyou don't need take a care about comparibility - your app will work on both Android and iOS
For music apps, i would choose C++ in case you have experience with it and JUCE.
Even if you choose Swift - for realtime audio part of code you will still need write C/C++ code because it is needed for non-blocking audio thread operations (in that case Swift is for all UI and non-realtime stuff, and then realtime DSP code written in C is bridget to Swift code using ObjectiveC adapter class.
Regarding frameworks - some best iOS apps are using JUCE (Gadget for example)
Unless Apple decides to make SwiftUI multi-platform, Swift is going to be a hard road for any cross-platform GUI plans you have. Personally, I don't see Apple doing that. But, we'll see.
Yes, sounds valid. But read again the third paragraph from the end. Without SwiftUI, building a cross-platform GUI would be difficult. There could be open-source cross-platform GUI frameworks that can be used with Swift. I haven't checked, but also haven't heard anything mentioned.
I kind of doubt Apple will release SwiftUI, but I could be wrong.
BTW, if you want to mess with Swift and still stay on your PC, its pretty easy to run Linux in VirtualBox or other virtual machine host software.
There's no perfect solution for this. Really you have to decide what it is you're trying to do, what your priorities are and pick the framework that best fits them. There is no solution that works for performance, and cross platform and native feel. You're going to have to give something up, and it's part of the engineer's job to work out what you can give up.
How about the Audiokit framework? Although I suppose it doesn't apply if the app you want to develop isn't audio related.
https://audiokit.io/