MapBox Android - issue to find equivalent expression when migrating from 5.1.5 to 6.5.0 - mapbox-android

I'm updating an application working with MapBox (migrating from 5.1.5 to 6.5.0).
Now, everything works fine (with LocationEngine CompassEngine, new class/package naming, etc.) but I'm facing an issue to find the equivalent expression (in 5.1.5) :
PropertyFactory.lineWidth(CameraFunction.zoom(ExponentialStops.exponential(Stop.stop(10,PropertyFactory.lineWidth(1f)), Stop.stop(18,PropertyFactory.lineWidth(3f))).withBase(1f)))
This line allows to change line width depending on zoom. I don't find the equivalent expression in mapbox 6.5.0.
Any help would be appreciated.

The 6.5.0+ equivalent would be the following:
PropertyFactory.lineWidth(Expression.interpolate(Expression.exponential(1f), Expression.zoom(), Expression.stop(10, 1f), Expression.stop(18, 3f)))

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Mvvmcross 7.0.0: using MvvmCross.Forms.Platforms.Android.Core not found

I want to clear some troubles with adding MVVM cross 7.0.0 in an empty project (Xamarin.Forms). I had followed this guide from MVVM cross docs: https://www.mvvmcross.com/documentation/tutorials/tipcalc/a-xamarin-forms-version
By the way, they didn't add actual MVVM cross ver for this tutorial :( So now I'm facing issue with the invalid package name in Forms Android project, so I couldn't use "MvxFormsAndroidSetup" and "MvxFormsAppCompatActivity".
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VS error img
You are getting the error because your Android Project targetting monodroid9.0 or lower. When you're upgrading to MvvmCross 7.x, you have to set your Android-Target version to monodroid10.0 or higher. As you can see in the picture, with android 9, it didn't recognize the mvvmcross-nugget.
Look at the release-news to see all changes;

Why is the Camera of AreaLearning Demo Sence different from Gankino and IKariotikos Version? Is there a special reason?

Hello? I am a Korean developer who is developing using the Tango Unity SDK.
I'm using the GanKino version and are now updating to the IKarioTikos version.
Is there a specific reason to use TangoCamera instead of Tango ARCamera in IKarioTikos's Demo Sence, AreaLearning?
Actually the change has been made since Gankino's update in may 2017. If you look at the release notes, it says:
SDK updates: The Tango Unity SDK now has a single TangoCamera prefab
that supports the TangoARCamera and TangoDeltaCamera use cases.
What I understand is that they just grouped the different prefabs they used to have (TangoARCamera, TangoDeltaCamera) into one single prefab called TangoCamera. The point is that they didn't update the examples so AreaLearning example still uses the now deprecated TangoARCamera.
Except the fact that they say it is now deprecated, I personnally have no problem of still using TangoARCamera prefab in my app. I might change when the examples and tutorials will be fully updated.
TangoARCamera and TangoDeltaCamera have been deprecated in the latest release. You can just use TangoCamera now. Just remember to enable the TangoARScreen script component in order to enable AR functionality.
I've successfully built and run AR apps with TangoSDK_Ikariotikos_Unity5 on Unity 5.6.3f1 using the above approach. Do note that initial releases of Unity 2017 does not support the Tango downloaded package so best to use 5.6.xxx

How to update Kobold2D 2.1 project to MacOS10.10 / XCode 6.1?

we've got a major project written in Kobold2D by Steffen Itterheim, (which is itself a wrapper for Cocos 2.1), and since upgrading to XCode 6.1/OS X 10.10, the new iOS 8 framework seems to render many parts of the Kobold-library and the Cocos implementation unusable, or it seems to need a rewrite.
Has anyone updated a Kobold2D project successfully to iOS8 yet?
Are there simple ways to upgrade it, or is it necessary to rewrite the entire library?
If there are no simple ways to upgrade, has anyone migrated a project from Kobold to cocos 3 yet?
Any hints would be much appreciated!
Averett
PS. I have seen this question: How to convert Kobold2D into a new Cocos2D 3.x project? - but the answer is not very helpful, as this solution would omit iOS 8.
We actually have created a script to make the necessary changes to Kobold2D. You can find it in this post:
https://www.makegameswith.us/gamernews/406/xcode-6-fixes-for-kobold2d
Basically all you need to do is run
curl https://s3.amazonaws.com/mgwu-misc/xcode6_kobold_patch.sh | sh
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I have just compiled my Kobold2D 2.1 project using XCode 6.0.1. It breaks initially at several lines, but it's easy to fix. I only found a couple of errors:
Multiple methods named 'setPosition:' found
Example:
[_target setPosition: newPos];
Fix: cast the object to CCNode
[(CCNode*)_target setPosition: newPos];
Do this for all errors found
You also need to import "ccNode.h" at the top of the file.
Use of undeclared identifier 'MPMovieControlModeHidden'
I found that the #ifdef__ #endif enclosing the offending line was commented out. Uncomment them to fix the problem.

Checking PhoneGap version in xCode

I have a problem with my phonegap-based project, and I'm suspecting I'm running a different version than I think. the config.xml file I'm using states it's 2.0.0, while I thought it's 2.9.
Is there a way to actually check the phonegap version in xcode, and not relay on a comment in a single file?
Thank you!
you can use device object's cordova(device.cordova) property to get the version of phonegap.
Below link provides more information for same.
http://docs.phonegap.com/en/3.0.0/cordova_device_device.md.html#Device
I thought I would add to #user1279357's answer, which demonstrates how to acquire the version of Cordova from the JavaScript side. However, on the Objective-C side, if you add #import <Cordova/CDVAvailability.h> you can call the constant: CORDOVA_VERSION_MIN_REQUIRED.
This constant is an int that will provide you with the version of Cordova you are using. The value is in the form of: 20000 = 2.0, 20800 = 2.8 e.t.c.
If you need to do checks against this value, there are other constants defined in this file for each of the versions, e.g. __CORDOVA_2_0_0 = 2.0.
Look here to see the source file for CDVAvailability.h.
Look in your cordova.js file at the top in the comments.
If you're using a really old version of cordova, it will be in the listed in the filename like "Cordova2.7.js"

KineticJS-saveImagedata() , Problems updating to new kineticjs library

I used kinetic-v3.10.4.js for almost all my work.
Now the requirement changed and I need to add few more functionality that are available in newer versions.
So I started using kinetic-v4.0.1.js.
I made a sample file and it is working fine but few functions like saveImageData();,DetectionType.etc. are not working in 4.0.1 as they have been updated and instead of saveImageData(), createBufferImage() is the new function.
I am redoing everything with kinetic v4.0.1 now.
I can't find the old example in the website that was using createBufferImage() for image event detection as it has been updated to 4.3.3
So anyone having any old example that help in pixel detection/image detection with 4.0.1
How about searching from archived internet contents, archive.org
http://web.archive.org/web/*/http://html5canvastutorials.com

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