Android Firebird JDBC Driver Jaybird 2.2.12 is updated for Android Studio

March 27, 2017 in Java, News, Programming by Adrian Marius

Android Firebird JDBC Driver Jaybird 2.2.12 is updated for Android Studio

Christian Mayer wrote on Android Jaybird discussion forum

Hi Toni,
i have updated the example in the download area.
Basically you have to go to File -> Project Structure and klick the green add sign in the upper left.
Then choose “Import .JAR/.AAR Package” and select the aar file.
After that in the group area select app and go to Dependencies.
Here klick the green add sign in the upper right a choose “Module Dependencies”
If that doesn’t work please use the provided example.

Ps: It’s compiled as Android-Library : AAR .
You can use it like this:
or this:

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Stingray Engine Code Walkthrough

January 27, 2017 in C, Game Engines, Stingray, Stingray, Tutorial by admin


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Qt Speech (Text to Speech) is here

January 25, 2017 in C++, News, Programming, Programming Languages, Qt by admin

via Qt blog:

“I’m happy that with Qt 5.8.0 we’ll have Qt Speech added as a new tech preview module. It took a while to get it in shape since the poor thing sometimes did not get the attention it deserved. We had trouble with some Android builds before that backend received proper care. Luckily there’s always the great Qt community to help out.

What’s in the package? Text to speech, that’s about it. The module is rather small, it abstracts away different platform backends to let you (or rather your apps) say smart things. In the screen shot you see that speech dispatcher on Linux does not care much about gender, that’s platform dependent and we do our best to give you access to the different voices and information about them.”

For more details, follow this link.

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Stingray Engine Code Walkthrough

January 25, 2017 in C, Game Engines, Programming, Stingray by admin


C++11 multithreading tutorial

January 23, 2017 in C++, Tutorial by Adrian Marius

The code for this tutorial is on GitHub:

In  previous tutorials I’ve presented some of the newest C++11 additions to the language: regular expressions, raw strings and lambdas.

Perhaps one of the biggest change to the language is the addition of multithreading support. Before C++11, it was possible to target multicore computers using OS facilities (pthreads on Unix like systems) or libraries like OpenMP and MPI.

This tutorial is meant to get you started with C++11 threads and not to be an exhaustive reference of the standard.



The lost art of 3D rendering without shaders

January 22, 2017 in Programming Languages, Swift by Adrian Marius

Let’s say you wanted to create a sweet bouncing cube, like this:

A bouncing cube

You might use a 3D framework such as OpenGL or Metal. That involves writing one or more vertex shaders to transform your 3D objects, and one or more fragment shaders to draw these transformed objects on the screen.

The framework then takes these shaders and your 3D data, performs some magic, and paints everything in glorious 32-bit color.

But what exactly is that magic that OpenGL and Metal do behind the scenes?

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Stingray Engine Code Walkthrough

January 20, 2017 in C, Game Engines, Programming, Stingray, Stingray, Tutorial by admin

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Low-level plugins in Unity WebGL

January 20, 2017 in C++, Game Engines, OpenCL, Tips & Tricks, Tutorial, Unity by admin

Last year the guys at Unity launched on their blog a series of technical articles on WebGL. They are now back with a new article, showing how to reuse existing C / C++ such as graphic effect written in OpenGL ES code in a webpage, using Unity WebGL.

For the article, follow this link.

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Live debugging ESP8266 with open-source tools

December 28, 2016 in C, C++, DIY, ESP8266, Microcontroller, Tips & Tricks by admin

The ESP8266 is a low-cost Wi-Fi chip with full TCP/IP stack and MCU (Micro Controller Unit) capability produced by Shanghai-based Chinese manufacturer, Espressif Systems.

Since 2014, when first came in the attention of the western makers, the documentation became quite available, together with couple of SDKs and firmwares for various programming langauges like Lua, together with the low price, made reasonable easy to develop applications hosted on this tiny chip. Some of this little chip’s features:

  • 32-bit RISC CPU: Tensilica Xtensa LX106 running at 80 MHz (can be overclocked)
  • 64 KiB of instruction RAM, 96 KiB of data RAM
  • External QSPI flash – 512 KiB to 4 MiB (up to 16 MiB is supported)
  • IEEE 802.11 b/g/n Wi-Fi
  • Integrated TR switch, balun, LNA, power amplifier and matching network
  • WEP or WPA/WPA2 authentication, or open networks
  • 16 GPIO pins
  • SPI, I²C,
  • I²S interfaces with DMA (sharing pins with GPIO)
  • UART on dedicated pins, plus a transmit-only UART can be enabled on GPIO2
  • 1 10-bit ADC

Although developing software to be hosted on it isn’t such a big challenge like it used to be due to the plenty of information available on the internet, debugging the code running on the MCU is a different story. Luckily, at the Attachix blog there is a series of articles about writing software for this MCU, and in the 4th article the owner was nice enough to describe how to set up step-by-step debugging of the code either by command line or even from Eclipse IDE. Please follow this link for the entire article.

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LibGDX game development with android studio – Creating Super Mario Bros

November 3, 2016 in Game Engines, Java, libGDX, Source Code, Tips & Tricks, Tutorial by admin

libgdx-logoA nice Youtube series of 32 videos by Brent Aureli about developing a Super Mario Bros game step by step using LibGDX and Android Studio. The videos include information about setting up libGDX with Android Studio, screens, viewports, aspect ratios, how to create a HUD, creating and rendering tilemaps, Box2D, spritesheeets and texture packer, animations, collisions, sound and music, moving & spawning items, and various other topics.

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