It very heavily depends on the kind of app. I'm nearing the end of a
project porting a 2d game over and it's been rough. It took me a week
and a half translating line by line several thousand lines before I
had something I could even attempt to run. That's because none of it
was using the Android APIs and it was all done using a port of
Cocos2d. The menus leading into the game, which were done using the
Android APIs, only took me a day, and I was able to build
iteratively. NullPointerExceptions were common because declaration
and initialization are done separately in Java, whereas that isn't
always the case in C languages. Those are easy to fix though. Also
watch out for pass by value/pass by reference issues. Really the
biggest issues for me were the library problems with Cocos2d-android-1
and JBox2d. That and proper scaling.
Note that this was only because I was using a 2d library (and if it
had been written in Cocos2d-x I could have just used the NDK and a few
wrapper classes to do it). If they used the iOS UI kit, you're
probably better off doing a full rewrite, and maybe translate any
tough logic that might be in it. By all means have the iOS code
available (For much of it I had Eclipse open on my PC notebook, and
XCode open on one of our spare Macbooks), but you won't use most or
any of the UI stuff.
Also, speaking as an Android user, DON'T just copy the iOS UI. They
are two different paradigms. So help me, if I see the typical 'back'
button in the action bar it's grounds for an immediate uninstall
('Up', on the other hand, can be useful, but follow the Android UI
guidelines). Android phones have buttons; use them. Take advantage
of the menu button (or action bar on honeycomb). Don't make it look
like an iPhone app. Words with Friends and PlayOn are two infringers
that immediately come to mind.
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