I'm just learning nativescript now and I saw some examples use tns and another is ns what's the difference? Which one should I really be using?
They are the same, ns is the new standard as of NativeScript 7 which was released in August 2020.
As mentioned in this blogpost, tns will always work for historical reason, and ns is the new standard. There is also nsc which should work the same way.
Related
I started using Xamarin.UITest for cross-platform testing (IOS & Android).
With Android it worked instantly without any problem and it keeps forking even after any SDK update or JDK.. name it!
But for iOS there was so many issue encountered with the device agent that didn't want to start, the wrong Xcode commande one, the wrong Xcode. Some time it worked, but out of no where it crashes.. then you must clean, rebuild, retry, cross your fingers it doesn't crash or at least that it will launch..
But now April 19 2019, I had an iOS update, combine with an Xcode update and sadly, it doesn't work anymore. I made a lot of research and attempt to recover my test case:
Downgrade Xcode to 10.1
Downgrade Xcode commande line tool to 10.1
downgraded the OS!
To finally rethink it. It's not a good solid testing tool if it breaks at every updates.
On the AppCenter it still works for both platform. But to create your test, you have to run them locally.. You can't anymore with iOS and if you find how to make it work, let me tell you : "See you for the next update!"
So the question is:
What are the alternative to do some automated UI test for iOS & Android using Xamarin?
Xamarin.UITest Xcode 10.2 support
Sorry to hear about your difficulty with the Xcode update.
Unfortunately Xcode minor updates for the last several releases have tended to break local iOS simulator testing, and occasionally device testing. I've seen this be an issue since at least as early as Xcode 9.x versions.
For context, Xcode 10.2 support was added in this package: https://www.nuget.org/packages/Xamarin.UITest/2.2.7.2002-dev
If you or future readers of this discussion still do end up using Xamarin.UITest, I recommend checking the release notes when new minor versions of Xcode come out to see if that support has been confirmed. Typically the support has been added in the 1st Xamarin.UITest package released after a new minor version of Xcode has been released.
(I generally haven't seen this issue with patch versions though, for example Xcode 10.2.1 didn't seem to cause any issues when it came out if it was run against a test suite that was working for Xcode 10.2)
Other testing frameworks
As for other testing frameworks, if you're using App Center itself; then Appium (JUnit) or Calabash are both able to be used with App Center Test and can be used cross-platform to run against your IPA/APK, generally regardless of what was used to write the apps in the first place, like Xamarin.UITest. (Though each framework has slightly different set up requirements and limitations.)
Outside of App Center Test, there may be other testing frameworks you can use; but that gets more into individual developer opinion which strictly speaking is out-of-scope for Stack Overflow answers.
Appium Studio which holds all the pros of native Appium. It also supports parallel execution with built-in test reporting mechanism. They also provide cloud devices with which you can check whether it is feasible for your project. Check out their documentation for more features.
In my tests, Xamarin.iOS always seems to use two generations. That is, GC.MaxGeneration always returns 1. The Xamarin Cross-Platform Performance Documentation seems to support that by referring to the Mono SGen Documentation, which states the SGen uses two generations. On the other hand, the Xamarin API Documentation of GC.MaxGeneration suggests that MaxGeneration can increase over time.
Is GC.MaxGeneration fixed in Xamarin.iOS, or can it increase given enough time?
Also, just in case: Has the behaviour changed in the last year? Reason for this question: Alongside the current stable release of Xamarin iOS, we are using Cycle 6 Service Release 4 for bugfixes for an older product.
I want to play a bit with ChronicleMap and a bit confused which version should I use in production.
1.* looks like 'released' one, 2.* looks like in alpha stage. I would use release version but from my understanding current documentation refers features from an alpha version.
I.e. I don't see OffHeapUpdatableChronicleMapBuilder in 1.0.2. Since it is a 'official' documentation I can think that 2.* can be used in production as well. Can it?
PS Environment - java 8, 64 bit windows for dev, linux in production.
Chronicle Map 2.x is the version you should be considering.
It is in beta now, with no significant enhancements planned, only bug fixes.
The beta version is suitable for development and the API won't change significantly before the release.
How long it is a beta release depends on how many bugs are reported. Of course we are hoping this will be a week or two.
The first production quality release will be 2.1.
I was hoping that the Android version of the AR SDK was released since "The Rolling Dead" was released on Android.
Is it around for download now? What was used to create "The Rolling Dead"?
~Danilo
Currently the Sphero AR SDK only supports iOS, but we are working on Android.
https://github.com/orbotix/Sphero-AR-SDK
The SDK was added and then removed because it was unstable, the team no longer has time to update it.
Small discussion at the sphero forum:
http://community.gosphero.com/discussion/59/sphero-ar-sdk-for-android#latest
I'm interested in testing with Sphero AR for android as well and occasionally check in every few months or so to see if there's any new plans, thought I'd leave an updated answer :)
I'm wondering if anyone has any information or speculation as to when or if there will be a native windows version/port of Node.js.
There is an ongoing effort to provide a mingw port of Node.js. Version 0.3.6+ can be build that way.
However that is still experimental and anything but ready for more than quick and dirty development. Even in case this version matures, I suppose that it will always lag behind the *nix versions, mainly due to the fact that the event loop implementations that Node uses were originally written for those systems and APIs.
The windows version may become stable for development at some point in the future, but I hardly doubt it will ever be usable for production.
July 2011 Update:
#nodejs v0.5.1 is the first to ship with an official Windows executable. We're hoping to get some good feedback.
Microsoft has officially gotten involved with joyent in making node.js work natively on windows.
If one or two Windows C++ developers would put in the effort, then they could fill the gaps in the native Windows version and produce a node.js implementation that would be usable for production.
For now, there is a working Cygwin version and I don't know of any testing that shows it to be unsuitable for production. It certainly works fine (version 0.5.0pre) for development.
Have a look at:
http://www.rafaljonca.org/d/nodejs-windows
Which is based on the work of these guys here
http://node-js.prcn.co.cc/
Both good ways of getting node on windows if you dont have cygwin. However after many heartaches I found developing Node stuff on windows easiest by just using virtualbox with the ubuntu image.
Tnx
GT
I am strictly a Windows Dev and I have wanted to mess around with Node.js for quite a while.
It looks like Microsoft, Rackspace.com and the Node.js team are planning on working together port Node.js to Windows.
So, it's not hear yet but it should be soon. w00t!
The Official Node.js Blog
The first stable version has been released: Release details here.
Be sure to check for the latest version as the link above will go out of date.