Any cross platform chat app (eg. Whatsapp) for Ash...
Hello,
Does anyone know any cross platform chat app which can be used on Asha 501? I bought the phone today and I was only able to find Nokia Chat which is preinstalled on the phone but that app is not available on android.
Any help regarding this?
Thanks.
Solved!
Go to Solution.
PrakashGupta wrote:
can any one tell whatsapp application supports for nokia asha 501?
Hello ! Please tell me the battery life , is very good ?
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Nokia Asha 210 Dual Sim - Chat apps fail to connect
My Nokia 210 works well both with GPRS and WiFi. The internet browser works ok, as well as Nokia Chat.
However, the third-party XMPP chat applications fail to connect to the server (this is true for GPRS and WiFi ):
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"nimbuzz needs your permission to connect to the internet"
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Simply tries to reconnect all the time, never manages to connect.
- Bombus (downloaded from the official site, run from the SD card, http://bombus-im.org/wiki/bombus/help_english)
Shows some Java exception, but obviously seems being unable to connect after trying for a few seconds.
I have checked:
- my Access Point settings which seems to be ok (the internet browser works ok);
- access rights for the chat apps (all of them are allowed to access the data connection).
SOLUTION:
1. I followed the advice here: http://discussions.nokia.com/t5/Asha-and-other-Nokia-Series-30/check-your-connection/m-p/2380795#M10...
2. Menu > Sim mgr > Sim 1 > Mobile data (set checkmark ON) -
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Recommendations for cross-platform software development?
I'm considering developing a new shareware product and I'd like for it to be able to run on both OS X and Windows, and Linux too if that ends up not requiring too much more effort.
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I could stick with Java and try out the SWT toolkit (it's better at getting native look-and-feel, and native performance) for building a GUI, but from what I've read SWT has its limitation as well, and besides, because of the nature of the product I have in mind -- something dealing with audio and music -- a lot of the open source code I'd like to incorporate into my product is written in C or C++, and I might need to do some low-level driver work too. Trying to bridge all of that into a Java app with lots of JNI work doesn't seem like the best route to take.
I could learn C# and use Mono to make my stuff work for OS X, but, although I've never worked with C# and whatever standard GUI libraries one would typically use with C#, I suspect that it will work best for Windows and be kind of iffy for Mac use.
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From my cursory preliminary research, the best looking C++ cross-platform development library I've seen so far is Qt from Trolltech. It's also very expensive from the viewpoint of a start-up operation -- a few thousand dollars, even with a 65% discount given to small start-ups.
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hey y'all
I'm making a multimedia app with LV2010 and I'm trying to make it cross platform (win and mac os x).
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Except for the actual system calls the VIs will be identical.
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Go to Solution.You want to wrap the platform-specific code in a Conditional Disable structure, with one condition for each supported platform. The OS symbol is already defined; see the help for Creating Conditional Disable Structures, which lists the pre-defined symbols and values.
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Will �cross platform app� run on one platform?
Hi there,
please forgive my stupidity but if I have a J2ME app which contains one function calling functions from Blackberry library. Can this app be installed and run ok on non Blackberry phones, such as Nokia (suppose that Blackberry related code will not be called under this non-Blackberry phone), within Nokia emulator environment, or real Nokia phones?
It would be much appreciated if someone could shed some light here so that my time and effort to try it out could be saved.
Many thanks in advance,
qmei from LondonHere, let me actually be helpfull...
It depends on the phone.
To be able to use the exact same app in multiple devices, when some are calling device specific code is possible, but it really does depend on a few factors...
1) You must not ever reference or instantiate any classes that import the device specific libraries. If any such classes are referenced directly in your application, the offending class will be loaded into memory, at which point the device's VM will notice that it's trying to reference a library that it doesn't recognize, and likely crash out.
2) You must only load such offending classes by name, and even then, there must only reference offending classes through an interface. So if you have a canvas class that imports nokia libraries, as well as other canvas classes that import other manufacturer libraries, you must make them all implement the same interface, and do something like this...
try{
Class cls = Class.forName("com.nokia.mid.ui.FullCanvas");
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Object o = (cls.newInstance());
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//cant' use nokia!
//try another manufacturer...
}... so I'll explain in greater detail...
1) Class cls = Class.forName("com.nokia.mid.ui.FullCanvas");This line with throw an exception if no class matches the supplied argument. Generally you'd do something like this to check for the existance of one of the classes you intend to import. If this line does not throw an Exception, than instantiating the desired display should be fine. In this case, if we don't throws an Exception, we can be sure that we are running on a Nokia device.
2) cls = Class.forName("NokiaGameScreen");This line actually grabbs the class you intend to instantiate, which contains the offending import. Only when we reach this point does the VM load the class into memory, and validate it's imports. We have already determined that we are running on a Nokia device from the previous line.
3) Object o = (cls.newInstance()); Get an instance of the desired class.
4) gameScreen = (GameScreen)o;gameScreen is of the type 'GameScreen', which is an interface I defined and is implemented by all of my different manufacturer/device specific Canvas's.
5) gameScreen.init(this);I am simply calling the 'public void init(Midlet)' function I created that is exposed through my 'GameScreen' interface.
As you can see in the above example, I never directly reference the 'NokiaGameScreen' class, and instead indirectly reference it through an interface it's implementing called 'GameScreen'.
This type of 'cross platform' coding works well on many, but not all devices. It's a headache, but some devices go through the entire .jar file and validate each and every .class file during the installation process. These annoying phones will cancel the install if they find any imports that are not recognized. So even if the class is simply accidentally left in the .jar, with no possible way to ever load or instantiate it, the device may decide it won't let you run or install.
Because of the problem devices, I always create a separate build for each manufacturer, and exclude the other manufacturer's classes from the build entirely.
Message was edited by:
hooble -
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