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Welcome to Multi-OS Engine Documentation! — Multi-OS Engine Documentation

Welcome to Multi-OS Engine Documentation! Welcome to Multi-OS Engine Documentation! Creating Your App’s User Interface (UI). Using Third Party Native Libraries for iOS*. Nat/J library for Java to native binding. Creating a Database App. Creating a Game App.

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Welcome to Multi-OS Engine Documentation! — Multi-OS Engine Documentation | doc.multi-os-engine.org Reviews

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Welcome to Multi-OS Engine Documentation! Welcome to Multi-OS Engine Documentation! Creating Your App’s User Interface (UI). Using Third Party Native Libraries for iOS*. Nat/J library for Java to native binding. Creating a Database App. Creating a Game App.

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Overview — Multi-OS Engine Documentation

https://doc.multi-os-engine.org/multi-os-engine/1_Overview/Overview.html

Creating Your App’s User Interface (UI). Using Third Party Native Libraries for iOS*. Nat/J library for Java to native binding. Creating a Database App. Creating a Game App. The following image shows the typical development of mobile apps that target the two popular target platforms: Android and Apple iOS. It shows you how to create a simple Hello World app for Android and iOS devices that use shared common logic code that gets used by both app modules.

2

Using Third Party Native Libraries for iOS* — Multi-OS Engine Documentation

https://doc.multi-os-engine.org/multi-os-engine/5_using_thirdparty/using_thirdparty.html

Creating Your App’s User Interface (UI). Using Third Party Native Libraries for iOS*. Using WrapNatJGen from the Command-Line Interface. Using WrapNatJGen from the Android* Studio Context Menu. Nat/J library for Java to native binding. Creating a Database App. Creating a Game App. Using Third Party Native Libraries for iOS*. Using Third Party Native Libraries for iOS*. Generate Java* bindings for selected native header files. Generate JAR files based on CocoaPods* specs. WrapNatJGen is a wrapper around a...

3

Nat/J library for Java to native binding — Multi-OS Engine Documentation

https://doc.multi-os-engine.org/multi-os-engine/6_natj/NatJ.html

Creating Your App’s User Interface (UI). Using Third Party Native Libraries for iOS*. Nat/J library for Java to native binding. Nat/J: Interoperability with Native Code. Creating a Database App. Creating a Game App. Nat/J library for Java to native binding. Nat/J library for Java to native binding. Nat/J: Interoperability with Native Code. Using the NatJ Library.

4

Introduction — Multi-OS Engine Documentation

https://doc.multi-os-engine.org/multi-os-engine/2_Introduction/Introduction.html

Multi-OS Engine Architecture Overview. IOS* Development Workflow with the Multi-OS Engine. Creating Your App’s User Interface (UI). Using Third Party Native Libraries for iOS*. Nat/J library for Java to native binding. Creating a Database App. Creating a Game App. An application starts as an Android project in Android Studio. The Multi-OS Engine configures the project to build and run as an iOS app on the iOS simulator that you can invoke from Android Studio or on a real device. Ahead-of-time (AOT) compi...

5

Creating Your App’s User Interface (UI) — Multi-OS Engine Documentation

https://doc.multi-os-engine.org/multi-os-engine/4_create_ui/create_ui.html

Creating Your App’s User Interface (UI). Creating UIs Using Xcode Storyboards. Using Third Party Native Libraries for iOS*. Nat/J library for Java to native binding. Creating a Database App. Creating a Game App. Creating Your App’s User Interface (UI). Creating Your App’s User Interface (UI). The Multi-OS Engine provides support for defining the layout and UI for your Apple iOS applications, by using Apple Xcode* Interface Builder and generating Java bindings in Android Studio. For more information, see:.

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Support - Multi-OS Engine

https://multi-os-engine.org/support

Is the best place to ask for help or discuss the features of the Multi-OS Engine. Is the project lead and core developer of Multi-OS Engine. We provide commercial support, custom development and training services.

multi-os-engine.org multi-os-engine.org

Features - Multi-OS Engine

https://multi-os-engine.org/features

Based on the Android Runtime for great performance and stability. Use Xcode or the custom MOE Designer to create native UI designs. Choose your Dev OS. Develop with MOE on Mac or Windows (Linux Coming Soon! Access every iOS API and Library with ease using Nat/J bindings. Create your own bindings automatically with the Nat/J Binding Generator. Share code across platforms. Use Java to write platform-independent code and share it between Android and iOS.

multi-os-engine.org multi-os-engine.org

Multi-OS Engine

https://multi-os-engine.org/blog

MOE 13.0 beta 2 released. The huge leap, improved! Using LibGDX with MOE 1.3.0 beta 1. Enjoy the best of MOE also for game development. MOE 13.0 beta 1 released. Small stepwho are we kidding? This is a huge leap! Plans for MOE 1.3. More flexible than ever. MOE Roadmap 2016 - 2017 Winter. Exciting new features and releases ahead. MOE 12.x: Patch Releases. Updates to the stable branch. MOE 12 Support Landed in LibGDX. Read on to find out how to test it. Removed Features - Behind The Scenes.

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Get Started - Multi-OS Engine

https://multi-os-engine.org/start

Upgrading from MOE 1.1. This is a quick summary for upgrading, please read the rest of the installation documentation for the details on each topic. If you don’t have MOE 1.1 installed yet, you may skip this section. Upgrade your IDE plugin. Remove the UI Designer plugin. If you had it installed. Upgrade the MOE Gradle plugin in your projects’. Change your existing projects to use. For the iOS binding packages. Enter the default Development Team Id in. Prerequisites for an Apple macOS host. If you have a...

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Welcome to Multi-OS Engine Documentation! Welcome to Multi-OS Engine Documentation! Creating Your App’s User Interface (UI). Using Third Party Native Libraries for iOS*. Nat/J library for Java to native binding. Creating a Database App. Creating a Game App.

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