1. "Access to media gallery on android" ? If you're taking pictures in Qt and want them to appear in the gallery, you currently have to save them to the gallery and reboot the device. Or implement a Broadcast message to tell Android to scan/add the image.  Yet another thing Qt is missing on mobile...
 
2. Sensors (accelerometer) work. In fact I regularly use most of the sensors. 
 
3. Can you elaborate on your keychain needs?
 
Sent: Monday, February 25, 2019 at 2:48 PM
From: "Bernhard B" <schluc...@gmail.com>
To: "Jason H" <jh...@gmx.com>
Cc: "Tuukka Turunen" <tuukka.turu...@qt.io>, "interestqt-project. org" <interest@qt-project.org>
Subject: Re: [Interest] Fwd: vs. Flutter
definitely a +1 from my side.
 
I totally get that there are limited resources and therefore management has to focus on some parts, but if I just look at the Qt mobile functionality (and blend away everything else), I have to agree with Jason. Fortunately I am in a position where I do not "depend" on Qt in any way - I am just a hobby developer that likes to tinker around. So, if it turns out that the mobile development halts, I'll probably migrate my apps away from Qt at some point and/or use a different framework for new projects. But I guess that's a bit more difficult for developers that earn a living with their Qt apps - porting away from Qt then will be a huge pain (and most often not worth it from a business point of view, unless it gets unbearable).
 
The main reason, why I am still with Qt on mobile is, that I know most of Qt's quirks and that I really LOVE QML. Another huge plus is, that I've grown a pretty solid set of
device dependend helper tools/functionalities over the years. Namely:
 
- Notifications (GCM)
- Hardware buttons
- Vibration
- Sensors (Accelerometer)
- Screen Control (keep screen on)
- Keystore/Keychain integration to store credentials
- Access to media gallery on android (I have to check, but I _think_ that functionality is now part of Qt 5.13; at least according to https://wiki.qt.io/New_Features_in_Qt_5.13)
 
If I wouldn't have those ready at my fingertips, I am not really sure whether I would choose Qt again...
I also found it pretty hard (I would almost say impossible) to convince my friends to give Qt a shot. No matter how good Qt's declarative language is, there are certain functionalities that every mobile app developer expects from a framework and unfortunately, Qt's missing quite a few of them :/
 
Cheers,
Bernhard
 
Am Mo., 25. Feb. 2019 um 17:06 Uhr schrieb Jason H <jh...@gmx.com>:
Tukka, 
 
I don't think that there is a single Mobile user that finds your reply adequate.
 
It sounds like you're dragging Mobile users along. We need a specific mobile effort to add those mobile specific APIs the platform should have.  Without these APIs, my organization will not be able to justify continued usage of Qt. I have to continually defend our selection of Qt. I've never spoken to someone who was happy to have to use Qt. Xamarin, Flutter, and ReactNative are what other developers want to use. I cannot expect to continue to win this fight as Qt falls behind.
 
 
I'm not the only one. I'm just the Squeakiest wheel. I can't really justify another $1000/yr (1. that's just Indie, not Enerprise, 2. No transparent pricing) after spending $3000 on Qt. 
 
I'm begging you to add mobile APIs for:
- Device Hardware Control
-- Device Button Integration (volume, etc)
-- Display Brightness
-- Volume Control
-- Screen Control (Full Screen/ Nav Buttons, Wake Lock)
- Notifications (Push & Local, Desktop?) (Probably the dingle biggest pain point)
- iOS NFC (starts at iPhone 7, iOS 10)
 
These all might seem "not that hard", until you consider I have to do it for 3 platforms: OSX, iOS, Android, each with their own tech stack. (ObjC, JNI, Java) This is a huge pain point, considering that is the fundamental problem that Qt claims solve. Except it doesn't... on Mobile. It's not like I'm asking for bleeding edge APIs. Qt started supporting iOS & Android 12th Dec 2013 with Qt 5.2. In the 5 years since, none of the above have made it in and those are pretty basic features. Since that time there were some early iOS accessibilty additions and Android service capabilty. That's it. 
 
I'm not asking for every possible mobile API to be supported, just a 80/20. Other developers have their own needs, and I'm in favor of us together coming up with that list, and having Qt commit to the top item(s) each release. That's what I mean when I say I want a transparent roadmap for mobile.
 
 
 
Sent: Monday, February 25, 2019 at 3:20 AM
From: "Tuukka Turunen" <tuukka.turu...@qt.io>
To: "Bernhard B" <schluc...@gmail.com>, "interestqt-project. org" <interest@qt-project.org>
Subject: Re: [Interest] Fwd: vs. Flutter

Hi,

 

I focused mainly in the tooling and cross-platform features in the roadmap blog post. There are other items done as well – more than what reasonably fits into a post. Mobile is an area where we are making constant development, just like we do on desktop and embedded.

 

Currently the biggest new investment goes towards tooling and 3D – both of which have some benefits for mobile as well. This of course eats some development capacity away from other things, but it does not mean nothing else would be done.

 

Many of our desktop and embedded users also address mobile – in addition to those who address mobile only (or start with mobile). That is the beauty of the cross-platform, with a growing number of users deploying to mobile.

 

Yours,

 

                Tuukka

 

From: Interest <interest-boun...@qt-project.org> on behalf of Bernhard B <schluc...@gmail.com>
Date: Friday, 22 February 2019 at 14.28
To: "interestqt-project. org" <interest@qt-project.org>
Subject: Re: [Interest] Fwd: vs. Flutter

 

Many thanks to Tuukka for the Qt Roadmap 2019 blog post (https://blog.qt.io/blog/2019/02/22/qt-roadmap-2019/) - very much appreciated! 

 

As the mobile part was not explicitly mentioned, I assume that it won't be a focusing area for 2019 then? :/

 

Jean-Michaël Celerier <jeanmichael.celer...@gmail.com> schrieb am Fr., 22. Feb. 2019, 12:09:

> They even included, scripts to build the app. I'm not sure you have to go quite that far to be compliant, but awesome nevertheless.

 

You explicitely have to:

 

LGPLv3 4. e): Provide Installation Information, but only if you would otherwise be required to provide such information under section 6 of the GNU GPL, and only to the extent that such information is necessary to install and execute a modified version of the Combined Work produced by recombining or relinking the Application with a modified version of the Linked Version. (If you use option 4d0, the Installation Information must accompany the Minimal Corresponding Source and Corresponding Application Code. If you use option 4d1, you must provide the Installation Information in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.)

 

And the corresponding GPL part (section 6, emphasis mine) :

The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work.

 

 

 

On Fri, Feb 22, 2019 at 11:55 AM René Hansen <ren...@gmail.com> wrote:

 

On Fri, 22 Feb 2019, 13:47 Jean-Michaël Celerier, <jeanmichael.celer...@gmail.com> wrote:

Cisco did it with an app that uses gstreamer (which is under LGPL) : https://itunes.apple.com/ua/app/cisco-jabber/id467192391?mt=8.

They send it on request, with the proprietary part in a static lib (see at the end here :

)

 

That is really cool. They even included, scripts to build the app. I'm not sure you have to go quite that far to be compliant, but awesome nevertheless. Maybe someone can clarify this further. I.e. Are you responsible for providing a, or instructions for creating a, working build environment, in order to be LGPL compliant. 

 

 

Best,

Jean-Michaël

 

On Thu, Feb 21, 2019 at 6:07 PM Sylvain Pointeau <sylvain.point...@gmail.com> wrote:

Do you have one example of someone who put a LGPL app in the app store and provided the binary object files?

 

On Thu, Feb 21, 2019 at 3:58 PM Julius Bullinger <julius.bullin...@gmail.com> wrote:

On 21.02.2019 15:44, Christian Gagneraud wrote:
> Qt is free (on mobile), free as in liberty, as long as your
> application is free, as in liberty.
> That's basic (L)GPL rules.
>
> Now there's the business rules:
> If you want your (mobile) app to be non-free (as in proprietary), then
> you'll have to pay the Qt company for that. Disregarding the fact that
> you want to make money or not.

Please do not spread this misinformation! As long as you adhere to the
terms of LGPL, you can create non-free, proprietary and closed apps with
Qt (or any other LGPL library for that matter). You only need to make
sure that the user can replace all LGPL parts with their own builds.

The fact that the mobile OS's and app stores make it exceptionally hard
to do that is not an issue with the license terms. If you find a way
that enables the user to replace LGPL parts (for example by dynamic
linking or by making all object files and linking instructions available
on request), that's perfectly valid and legal.

_That_ is a basic LGPL rule.

https://tldrlegal.com/license/gnu-lesser-general-public-license-v2.1-(lgpl-2.1)

https://tldrlegal.com/license/gnu-lesser-general-public-license-v3-(lgpl-3)
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