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Yes. And many are when you require a common code-base for iOS, Android, and other devices. (But C++ is used more commonly)

Video games are the ones that do this by default. It would be close to impossible to have feature parity by coding a game for iOS in Swift, for Android in Java, for Steam in C++, etc. Unreal or Unity will have C/C++ code-bases with very light integration layers to do system calls.(The payment system may have code in Objective-C, for example, but mostly a wrapper for convenience reasons)

The other extreme is to just use webapps in an electron wrapper. But electron itself is build in C++.

My guess is that most developers are going to use the default Java/Swift combination for mobile development because that is what each company taught in their websites. I would prefer, thou, that engineers were more inclined to use opensource solutions to create common interfaces and avoid vendor lock-in. But cool events and free tutorials are hard to beat.



Before settling on Electron, I recommend exploring Tauri. It's more lightweight, it's better with sandboxing and it allows dropping down to Rust when performance is critical.


It's more lightweight because it doesn't include a browser engine. The obvious downside is that there is more room for compatibility issues. I'm not sure it's worth it.


I agree. https://tauri.app/start/prerequisites/

> Tauri requires various system dependencies for development on Linux. These may be different depending on your distribution ...

> WebView 2 is already installed on Windows 10 (from version 1803 onward) ...

> iOS development requires Xcode and is only available on macOS.


Tauri v2 is very good


I would go for Kotlin Multiplatform if I needed a shared code-base these days.


Why Kotlin?


JVM compatible, native UI.


ooh why?




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