Android Studio Framwork For Mac Download



Kivy - Open source Python library for rapid development of applications
that make use of innovative user interfaces, such as multi-touch apps.

Android Studio is a comprehensive Android development environment designed to come as a replacement for Eclipse with ADT. It is worth mentioning that Android Studio is currently in beta and, as a result numerous features and tools are not yet implemented and users might encounter various bugs. React Native lets you create truly native apps and doesn't compromise your users' experiences. It provides a core set of platform agnostic native components like View, Text, and Image that map directly to the platform’s native UI building blocks. When talking about Android app development frameworks, the list is incomplete without React Native. Developed and launched by Facebook in 2015, this open-source mobile framework is built on the top of ReactJS and allows you to use React framework along with its native capabilities for developing Web, Android, and iOS apps.

Cross platform

Android Studio 3.6 Download

Kivy runs on Linux, Windows, OS X, Android, iOS, and Raspberry Pi. You can run the same code on all supported platforms.

It can natively use most inputs, protocols and devices including WM_Touch, WM_Pen, Mac OS X Trackpad and Magic Mouse, Mtdev, Linux Kernel HID, TUIO. A multi-touch mouse simulator is included.

Business Friendly

Kivy is 100% free to use, under an MIT license (starting from 1.7.2) and LGPL 3 for the previous versions. The toolkit is professionally developed, backed and used. You can use it in a commercial product.

The framework is stable and has a well documented API, plus a programming guide to help you get started.

GPU Accelerated

The graphics engine is built over OpenGL ES 2, using a modern and fast graphics pipeline.

The toolkit comes with more than 20 widgets, all highly extensible. Many parts are written in C using Cython, and tested with regression tests.

Usage example

Studio

See how easy it is to create a simple Hello World application that shows an actionable button:

Result

Be social !

Download

The current version is 1.11.0, released on June 1st, 2019. Read the Changelog.

Installation instructions can be found here.

Operating SystemFileInstructionsSize
Windows 7, 8, 10 (32/64 bit) Python 2.7 and 3.5 to 3.7 is supported. Install using pip, follow the instructions hereInstallation on Windows ...
OS X 10.9 or later

Install using pip, either using the system python (python2.7), or an installed python from 3.5 to 3.7.

Or install using Kivy.app:
Python 3 123.0MB OSX > 10.13.5
Python 2 92.7MB OSX > 10.13.5

Installation on macOS ...
Linux (Ubuntu, Mageia, Arch, ...) Python 3.5 to 3.7 wheels using pip, follow the instructions here. Or from source for Python 2.7, 3.5 to 3.7: Kivy-1.11.0.tar.gz (Mirror) Installation on Linux 23 Mb
Conda-Forge

Install using conda with conda-forge: conda install kivy -c conda-forge.

Supports Windows, OSX, and Ubuntu.
For audio/video support also install gstreamer and gst-plugins-base
on OSX and Ubuntu, or ffpyplayer on all platforms.

... ...
Ubuntu PPA

Stable PPA
Daily PPA

12 Mb
OpenSUSE ... ...
Fedora ... ...
Android (>= 2.2, with OpenGL ES 2) Kivy Laucher 1.9.0 ( APK ) Packaging for Kivy Launcher 13 Mb
Raspberry Pi KivyPie - Image for Raspberry Pi containing Kivy Installation on Raspberry Pi 532 Mb
Slackware SlackBuilds - Downloads for installing Kivy on Slackware Installation on SlackWare ...

Android

Demo examples are published on Google Play:

Create your own APK by following the documentation on Packaging for Android

IOS

Read the documentation on Packaging for IOS

Source code

Take a look at our guide toinstallation of the development version.

Android studio for mac

Documentation

  • Or see the Wiki for a list of projects, snippets and more

Community Support

  • Report a bug or request a feature in our issue tracker
  • Ask your questions on the Kivy users forums
  • Or send an email to kivy-users@googlegroups.com

You can also try to contact us on Discord (online chat), but make sure to read the Discord rules before joining. Connect to Discord

Licenses

The Kivy logo was made by Vincent Autin. The logo is placed under

All the screenshots on the website that came from Kivy's examples are under the Public Domain.

All the screenshots in the Gallery are from their respective owners. Contact them first if you want to use the content.

About us

Kivy is a community project, led by professional software developers. We are responsible for developing and supporting Kivy, alongside of the community. We also work for companies that use Kivy for their professional products.

Core developers
  • He became a programming expert from working in IT for years before starting with Kivy. He's French, and founded Melting Rocks.
    On IRC, he's tito.
  • Gabriel Pettier
    He is an Information Systems engineer. He's from France, but currently lives in the Netherlands.
    On IRC/discord/the internet, he's tshirtman.
  • He is a freelance developer. He is from India.
    On IRC, he's qua-non.
  • He is a software engineer, with a little time to make fun graphical interfaces. He lives in the UK.
    On IRC, he's inclement.
  • He is a developer using Kivy with Python to automate scientific research. He lives in the eastern USA.
    On IRC, he's matham.
  • Richard is an educational software developer (B.Sc, Hons) from South Africa. He likes being silly, meditating, music and hugging fluffy things. On IRC, he's ZenCODE.
  • Linux geek and open source addict, he works as a software architect and lives in Spain.
    On IRC, he's AndreMiras.

Contributors
  • George Sebastian (georgs)
  • Arnaud Waels (triselectif)
  • Joakim Gebart
  • Jonathan Schemoul
Past core developers
  • Thomas Hansen (hansent)
  • Christopher Denter (dennda)
  • Edwin Marshall (aspidites)
  • Jeff Pittman (geojeff)
  • Brian Knapp (knappador)
  • Ryan Pessa (kived)
  • Ben Rousch (brousch)
  • Jacob Kovac (kovak)
  • Armin Sebastian (dessant)
  • Thomas-Karl Pietrowski (thopiekar)
  • Peter Badida (KeyWeeUsr)
Special thanks
  • Mark Hembrow, who was one of our first sponsor, by giving us a Mac Mini. Which was used for all the build system: unit test on Windows / OS X and Ubuntu + building the HTML and PDF documentation.
  • Vincent Autin for his work as a designer for the project, specially on the logo.

Many people have contributed to Kivy and we're always interested in growing our community. If you want to help in terms of writing code, improving documentation, testing, etc. or simply making a donation, please do not hesitate to contact us.

Talks

Here is a list of talks about Kivy (if you have made a talk, don't hesitate to share it)

  • Interfaces tactiles et mobiles avec Kivy. (slides) 15 April 2017 - Robert Niederreiter
    Meetup Innsbruck, Austria
  • Interfaces tactiles et mobiles avec Kivy. (slides) 27 Octobre 2013 - Gabriel Pettier
    Pycon-fr, Strasbourg, France
  • Our journey to Kivy (slides) 3 Octobler 2013 - Richard Larkin
    PyconZA 2013 in Cape Town, South Africa
  • Utah Python August 2013 meeting 8 August 2013 - Jacob Kovac
    Utah Python August 2013 meeting
  • Kivy Intro and Tutorial
    2 March 2013 - Ben Rousch
    GrDevDay 2013 in Grad Rapids, MI, USA.
  • OpenGL and Python on computer and embed devices (slides)
    24 July 2012 - Mathieu Virbel
    EuroPython 2012 in Florence, Italia.
  • Kivy - Python UI Library for Any OS
    28 April 2012 - Rokas Aleksiūnas
    PyCon LT 2012 in Vilnius
  • NIU en Python: Kivy
    (Starting at 2:28:00 in the video)
    28 November 2011, Gabriel Pettier
    La Cantine in Paris, France
  • Spaß mit Natural User Interfaces und Python
    October 2011 - Ernesto Rico Schmidt
    PyCon DE 2011
  • Quick Multitouch Apps using Kivy and Python
    September 2011 - KP Singh (kpsfoo), N Chadha
    PyCon India 2011
  • GLES2 Python framework for NUI
    19 July 2011 - Mathieu Virbel
    RMLL 2011 in Strasbourg, France
  • Lightning talk about Kivy
    22 June 2011 - Mathieu Virbel
    Europython 2011 in Florence, Italia
Contents
  • Get the Flutter SDK
  • iOS setup
  • Android setup

System requirements

To install and run Flutter,your development environment must meet these minimum requirements:

  • Operating Systems: macOS (64-bit)
  • Disk Space: 2.8 GB (does not include disk space for IDE/tools).
  • Tools: Flutter depends on these command-line tools being availablein your environment.
    • bash
    • curl
    • git 2.x
    • mkdir
    • rm
    • unzip
    • which

Get the Flutter SDK

  1. Download the following installation bundle to get the lateststable release of the Flutter SDK:

    For other release channels, and older builds,see the SDK releases page.

  2. Extract the file in the desired location, for example:

  3. Add the flutter tool to your path:

    This command sets your PATH variable for thecurrent terminal window only.To permanently add Flutter to your path, seeUpdate your path.

You are now ready to run Flutter commands!

Android Studio Framwork For Mac Download

Note: To update an existing version of Flutter, see Upgrading Flutter.

Run flutter doctor

Run the following command to see if there are any dependencies you need toinstall to complete the setup (for verbose output, add the -v flag):

This command checks your environment and displays a report to the terminalwindow. The Dart SDK is bundled with Flutter; it is not necessary to installDart separately. Check the output carefully for other software you mightneed to install or further tasks to perform (shown in bold text).

For example:

The following sections describe how to perform these tasks and finish the setupprocess.

Once you have installed any missing dependencies, run the flutter doctorcommand again to verify that you’ve set everything up correctly.

Downloading straight from GitHub instead of using an archive

Studio

This is only suggested for advanced use cases.

You can also use git directly instead of downloading the prepared archive. For example,to download the stable branch:

Update your path, and run flutter doctor. That will let you know if there areother dependencies you need to install to use Flutter (e.g. the Android SDK).

If you did not use the archive, Flutter will download necessary development binaries as theyare needed (if you used the archive, they are included in the download). You may wish topre-download these development binaries (for example, you may wish to do this when settingup hermetic build environments, or if you only have intermittent network availability). Todo so, run the following command:

For additional download options, see flutter help precache.

Warning: The flutter tool uses Google Analytics to anonymously report feature usage statistics and basic crash reports. This data is used to help improve Flutter tools over time.

Flutter tool analytics are not sent on the very first run. To disable reporting, type flutter config --no-analytics. To display the current setting, type flutter config. If you opt out of analytics, an opt-out event is sent, and then no further information is sent by the Flutter tool.

By downloading the Flutter SDK, you agree to the Google Terms of Service. Note: The Google Privacy Policy describes how data is handled in this service.

Moreover, Flutter includes the Dart SDK, which may send usage metrics and crash reports to Google.

Update your path

You can update your PATH variable for the current session atthe command line, as shown in Get the Flutter SDK.You’ll probably want to update this variable permanently,so you can run flutter commands in any terminal session.

The steps for modifying this variable permanently forall terminal sessions are machine-specific.Typically you add a line to a file that is executedwhenever you open a new window. For example:

  1. Determine the directory where you placed the Flutter SDK.You need this in Step 3.
  2. Open (or create) the rc file for your shell.Typing echo $SHELL in your Terminal tells youwhich shell you’re using.If you’re using Bash,edit $HOME/.bash_profile or $HOME/.bashrc.If you’re using Z shell, edit $HOME/.zshrc.If you’re using a different shell, the file pathand filename will be different on your machine.
  3. Add the following line and change[PATH_TO_FLUTTER_GIT_DIRECTORY] to bethe path where you cloned Flutter’s git repo:

  4. Run source $HOME/.<rc file>to refresh the current window,or open a new terminal window toautomatically source the file.
  5. Verify that the flutter/bin directoryis now in your PATH by running:

    Verify that the flutter command is available by running:

Note: As of Flutter’s 1.19.0 dev release, the Flutter SDK contains the dart command alongside the flutter command so that you can more easily run Dart command-line programs. Downloading the Flutter SDK also downloads the compatible version of Dart, but if you’ve downloaded the Dart SDK separately, make sure that the Flutter version of dart is first in your path, as the two versions might not be compatible. The following command (on macOS, linux, and chrome OS), tells you whether the flutter and dart commands originate from the same bin directory and are therefore compatible. (Some versions of Windows support a similar where command.)

As shown above, the two commands don’t come from the same bin directory. Update your path to use commands from /path-to-flutter-sdk/bin before commands from /usr/local/bin (in this case). After updating your shell for the change to take effect, running the which or where command again should show that the flutter and dart commands now come from the same directory.

To learn more about the dart command, run dart -h from the command line, or see the dart tool page.

Platform setup

macOS supports developing Flutter apps in iOS, Android,and the web (technical preview release).Complete at least one of the platform setup steps now,to be able to build and run your first Flutter app.

iOS setup

Install Xcode

To develop Flutter apps for iOS, you need a Mac with Xcode installed.

  1. Install the latest stable version of Xcode(using web download or the Mac App Store).
  2. Configure the Xcode command-line tools to use thenewly-installed version of Xcode byrunning the following from the command line:

    This is the correct path for most cases,when you want to use the latest version of Xcode.If you need to use a different version,specify that path instead.

  3. Make sure the Xcode license agreement is signed byeither opening Xcode once and confirming or runningsudo xcodebuild -license from the command line.

Versions older than the latest stable version may still work,but are not recommended for Flutter development.Using old versions of Xcode to target bitcode is notsupported, and is likely not to work.

With Xcode, you’ll be able to run Flutter apps onan iOS device or on the simulator.

Set up the iOS simulator

To prepare to run and test your Flutter app on the iOS simulator,follow these steps:

  1. On your Mac, find the Simulator via Spotlight orby using the following command:

  2. Make sure your simulator is using a 64-bit device(iPhone 5s or later) by checking the settings inthe simulator’s Hardware > Device menu.
  3. Depending on your development machine’s screen size,simulated high-screen-density iOS devicesmight overflow your screen. Grab the corner of thesimulator and drag it to change the scale. You can alsouse the Window > Physical Size or Window > Pixel Accurateoptions if your computer’s resolution is high enough.
    • If you are using a version of Xcode olderthan 9.1, you should instead set the device scalein the Window > Scale menu.

Create and run a simple Flutter app

To create your first Flutter app and test your setup,follow these steps:

  1. Create a new Flutter app by running the following from thecommand line:

  2. A my_app directory is created, containing Flutter’s starter app.Enter this directory:

  3. To launch the app in the Simulator,ensure that the Simulator is running and enter:

Deploy to iOS devices

To deploy your Flutter app to a physical iOS deviceyou’ll need to set up physical device deployment in Xcodeand an Apple Developer account. If your app is using Flutter plugins,you will also need the third-party CocoaPods dependency manager.

  1. You can skip this step if your apps do not depend onFlutter plugins with native iOS code.Install and set up CocoaPods by running the following commands:

    Note: The default version of Ruby requires sudo to install the CocoaPods gem. If you are using a Ruby Version manager, you may need to run without sudo.

  2. Follow the Xcode signing flow to provision your project:

    1. Open the default Xcode workspace in your project byrunning open ios/Runner.xcworkspace in a terminalwindow from your Flutter project directory.
    2. Select the device you intend to deploy to in the devicedrop-down menu next to the run button.
    3. Select the Runner project in the left navigation panel.
    4. In the Runner target settings page,make sure your Development Team is selected.The UI varies depending on your version of Xcode.
      • For Xcode 10, look under General > Signing > Team.
      • For Xcode 11 and newer, look underSigning & Capabilities > Team.

      When you select a team,Xcode creates and downloads a Development Certificate,registers your device with your account,and creates and downloads a provisioning profile (if needed).

      • To start your first iOS development project,you might need to sign intoXcode with your Apple ID. Development and testing is supported for any Apple ID.Enrolling in the Apple Developer Program is required todistribute your app to the App Store.For details about membership types,see Choosing a Membership.
      • The first time you use an attached physical device for iOSdevelopment, you need to trust both your Mac and theDevelopment Certificate on that device.Select Trust in the dialog prompt whenfirst connecting the iOS device to your Mac.

        Then, go to the Settings app on the iOS device,select General > Device Managementand trust your Certificate.For first time users, you may need to selectGeneral > Profiles > Device Management instead.

      • If automatic signing fails in Xcode, verify that the project’sGeneral > Identity > Bundle Identifier value is unique.

  3. Start your app by running flutter runor clicking the Run button in Xcode.

Android setup

Note: Flutter relies on a full installation of Android Studio to supply its Android platform dependencies. However, you can write your Flutter apps in a number of editors; a later step discusses that.

Install Android Studio

  1. Download and install Android Studio.
  2. Start Android Studio, and go through the ‘Android Studio Setup Wizard’.This installs the latest Android SDK, Android SDK Command-line Tools,and Android SDK Build-Tools, which are required by Flutterwhen developing for Android.

Set up your Android device

Android Studio Framework For Mac Download Windows 10

To prepare to run and test your Flutter app on an Android device,you need an Android device running Android 4.1 (API level 16) or higher.

  1. Enable Developer options and USB debugging on your device.Detailed instructions are available in theAndroid documentation.
  2. Windows-only: Install the Google USBDriver.
  3. Using a USB cable, plug your phone into your computer. If prompted on yourdevice, authorize your computer to access your device.
  4. In the terminal, run the flutter devices command to verify thatFlutter recognizes your connected Android device. By default,Flutter uses the version of the Android SDK where your adbtool is based. If you want Flutter to use a different installationof the Android SDK, you must set the ANDROID_SDK_ROOT environmentvariable to that installation directory.

Set up the Android emulator

To prepare to run and test your Flutter app on the Android emulator,follow these steps:

  1. EnableVM accelerationon your machine.
  2. Launch Android Studio, click the AVD Managericon, and select Create Virtual Device…
    • In older versions of Android Studio, you should insteadlaunch Android Studio > Tools > Android > AVD Manager and selectCreate Virtual Device…. (The Android submenu is only presentwhen inside an Android project.)
    • If you do not have a project open, you can choose Configure > AVD Manager and select Create Virtual Device…
  3. Choose a device definition and select Next.
  4. Select one or more system images for the Android versions you wantto emulate, and select Next.An x86 or x86_64 image is recommended.
  5. Under Emulated Performance, select Hardware - GLES 2.0 to enablehardwareacceleration.
  6. Verify the AVD configuration is correct, and select Finish.

    For details on the above steps, see ManagingAVDs.

  7. In Android Virtual Device Manager, click Run in the toolbar.The emulator starts up and displays the default canvas for yourselected OS version and device.

Web setup

Flutter has early support for building web applications using thebeta channel of Flutter. To add support for web development, followthese instructions when you’ve completed the setup above.

Next step

Set up your preferred editor.