Dll not found exception - macos

I'm new to Leap Motion. I'm trying to implement Leap Motion using my mac. But the error shows:
DllNotFoundException: LeapC
Leap.ClockCorrelator..ctor ()
Leap.Unity.LeapServiceProvider.Awake () (at Assets/LeapMotion/Scripts/LeapServiceProvider.cs:162)
However the LeapC.dll is available in plugins/X86 folder.

It sounds like you're trying to use the Orion Unity assets with the V2 software (as the Orion tracking software is not available for OSX). The Orion Unity assets are built on the LeapC API, which was introduced in Orion. You need to switch to a Windows machine or revert to the older V2 Unity assets, which can be found here: https://github.com/leapmotion/LeapMotionCoreAssets

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IDE/Hosting issues w/ Meteor/WebStorm/Cloud9

My next work project is going to be using the Meteor framework. Our team recently got licensed to use WebStorm IDE, which has been our favorite up until this point. so we were planning on continuing the project with it.
That is, until it was time to install it. Then we found out that the Windows version of Meteor is only partially finished, and all of our development PC's are windows based.
So we were considering as a work-around for this, we may use Cloud9 as our development IDE, as it supports Meteor. The sharing functions may help our team productivity a bit as well.
But this has some problems...
First, we just invested in WebStorm, so we would ideally like to use it as our primary IDE. But I do not know how we would be able to work with WebStorm if we can not run an up to date version of Meteor on our windows systems?
Second, I'm not sure if it's even possible to use Cloud9 as the development IDE, but then move the C9 project over to our Ubuntu server for hosting when it is time to go live?
Third, even if we could deploy to our Ubuntu server after C9, we plan on many updates to our live application after deployment. I'm not sure if there would be issues with this if our development is on C9 and deployment on a completely different server.
So I'm wondering if anyone has a potential solution for these issues? Is there any way for us to work with Meteor on our live Ubuntu server, or Cloud9, from WebStorm on our Windows systems? Or any way we could integrate Cloud9 and WebStorm together for the best of both worlds? Or any way we could use a Linux emulator or something to allow us to use Meteor on our local windows system, without making it difficult for multiple developers to work on the project at the same time?
Thanks in advance!
The Windows port of Meteor actually is working quite well; the only major issue is that mobile development doesn't work. That is going to be fixed in Meteor 1.1 anyway, whose primary goal is to get Windows support up to that of Linux and Mac OS X.
As the user who initially pushed for Webstorm to add Meteor support back in October 2012, I'd recommend starting with Webstorm and Meteor on Windows right away, unless you need mobile development. In that case, you need native *nix machine (an Ubuntu VM on Windows won't be able to run the Android emulator, for example).
WebStorm also supports server-side Meteor debugging, and they're pretty responsive when it comes to fixing bugs you report on YouTrack. See for example https://youtrack.jetbrains.com/issue/WEB-13490
With Cloud9, you cannot currently SSH into a workspace you have, so a hybrid Webstorm/Cloud9 situation might not be doable at this point.
As for deploying your stuff from Cloud9, that is very doable. There's some documentation here about that: https://docs.c9.io/v1.0/docs/deploying-via-the-command-line

I want to develop in Go on Windows and deploy to Google App Engine

I want to develop in the Go Language (go-lang) using Google App Engine to run my app and I use IntelliJ on Windows. How can I do this?
If you use the official installer, it is very easy to get Go up and running on Windows.
Edit: The latest Zeus beta now has support for the Go Build, Format and Run commands and also does Go initellisene (i.e. auto complete).
Edit, Jun 2012: As at the 1.7 version, there is now experimental support for windows:
https://developers.google.com/appengine/downloads
The Go App-Engine development server is available for Linux and Mac only [1]. The Go language is available for Windows, but not the app-engine tools. I imagine it would be possible to port the GAE dev server to run under windows, because it just uses python, go and sqlite, but I don't think anyone has done so.
Of course you can run a linux virtual machine, or remote into a linux server to do the development. You could even edit in windows using sftp if your editor supports it.
[1] https://developers.google.com/appengine/downloads#Google_App_Engine_SDK_for_Go
You can find golang builds for Windows here. Golang is primarily focusing on unix-like OSs (golang devs are from bell labs), but while writing an application for appengine you won't hit any issues because you're using a Window's version. The appengine platform doesn't let you do things like manipulate files: instead you use the appengine's datastore/blobstore to store things. The main issues the Window's golang port are related to simply operating system functionality and since you won't be using any on appengine, there's no issue.
As for an IDE on Windows that has code completion, goclipse probably has the most "out of the box"; it's distributed with golang plugins and autocompletion. Golang itself is distributed with plug-ins/configs for the most popular editors (vim, emacs, sublime, etc...). You can use pretty much any popular editor with nsf's gocode for autocompletion if you want to take a little time to set things up.
The development for golang is pretty quick; I'm actually turned off from using appengine until it supports Go 1. There are some big changes between r60 and the current golang. Most libraries are keeping up to date with the quick golang development, which causes some pains using r60 golang.
There is a Windows version of the go toolset, you will have to install that from golang.org.
You can start with goclipse. If you don't like Eclipse, then you can use Emacs (available from gnu.org) for Windows; or any editor that you like.
Go on Windows isn't fully supported yet. Another option would be to download Virtual Box; install Linux on a virtual machine and use that as your development machine.

install Iphone SDK 4.0 on top of 4.2

There is a nasty bug in IOS 4.2 having to do with the tint color of the navigation bar in a split view controller.
I have the 4.2 sdk on my mac, is there a way to install 4.0 on top of it and have them both work?
The relevant SDKs live in:
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs, and
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs
In the past I've been able to keep an SDK from a previous version by simply copying the relevant folder forwards. Xcode simply spotted the old SDK and continued offering it as a Base SDK. So you'd need to install the old SDK somewhere, keep hold of the relevant iPhoneOS4.0.sdk and iPhoneSimulator4.0.sdk folders, install the new SDK and then copy the backed up folders in. If you use Time Machine, you may even be able to grab them directly from there.
However, I believe this to be an unsupported way of proceeding, so it's not necessarily guaranteed to work. And all the usual warnings about doing anything Apple don't support apply.

DirectX application doesn't work over Remote Desktop

I have a WPF application which has a DirectX component within it. This component does not work over Remote Desktop--it just shows a corrupted image. The application works fine when not using Remote Desktop.
In trying to debug the problem I installed the February 2010 DirectX SDK. Now, when I run the program on the computer with the SDK and Remote Desktop to it from a separate computer, the component works just fine. However the opposite does not work--trying to use the application over Remote Desktop when it is running on the computer without the DirectX SDK (it has the original problem with the corrupted image).
I have already compared the loaded DLLs (using Process Explorer) between running the application on my SDK machine and non-SDK machine. They both are loading the same DLL versions.
What else could be causing this behavior?
EDIT: I have discovered that the application actually is loading a different DLL. I didn't notice because I didn't capture the DLL list properly. When I run the application on the machine with the SDK it loads D3DREF9.dll, the DirectX reference rasterizer. This gives me a clue as to what the problem is, although I am still working out the solution.
It turns out that the application that I was maintaining was attempting to create a DirectX Hardware device, and if that failed, it would attempt to create a Reference device, and finally, if both of those failed, it would create a Software device.
There is no Reference or Software renderer available on systems by default. To get a Reference renderer the DirectX SDK must be installed--and you're only supposed to use it for debugging, not deployment. For a software renderer, the system only needs .NET 3.5 SP1 and then the software must load it.
Basically I believe the problem was that the software was failing to create the rendering device properly. I've cleaned up the initialization code and it renders over Remote Desktop just fine now.
Try reducing the performance/experience display options in RemDesk. I'd start with turning off Bitmap Caching, reducing the color depth, etc..
DirectX hardware acceleration is disabled by design for native remote desktop functionality: http://support.microsoft.com/kb/260565

Blackberry Development on Mac OS X

I recently started creating applications for mobile devices and have successfully completed an application for the iPhone. I am now turning my attention to the Blackberry but haven't been able to find a convincing article or website that states that it can be done or a tutorial on how to do so. Can Blackberry apps be developed on Mac OS X? If yes, how do I go about doing so? Can anyone please point me in the right direction as I only have access to a Mac and really want to get this project on the road. Thanks in advance for your help.
UPDATE:
RIM has released a MacOS Eclipse plug-in for Blackberry Development: http://na.blackberry.com/eng/developers/javaappdev/macosx.jsp
While there is no built-in simulator, the plug-in DOES support USB tethered device debugging for the Torch 9800 handhelds. I plan to get one; they are ~$499 w/no contract. With a Torch and the new plug-in, Blackberry development is possible without using a VM. (Finally!)
PREVIOUS POST:
Building on MacOS works well once you set it up. I've had less luck with the simulator. On the whole though, being able to run Eclipse natively in MacOS and flip to a Windows VM only for debugging is a big win in my book.
You can get a MacOS version of preverify (see link below for details). I do my development with Eclipse on MacOS X and use Ant to build BB apps.
This blog is excellent and has many of the details to get you started:
http://www.azizuysal.com/2009/07/blackberry-development-on-mac-os-x.html (original link is dead. The "wayback machine" provides us with the original text content, but images and styling are lost to the sands of time. Still worth a read.)
The tricky part is getting the simulator to work. There is a Wine-based work-around, but on my computer, while the simulator was able to run under Wine, the LCD output was scrambled.
Currently, I build COD files from Mac, and my Ant build process drops them into a directory that is shared with a WinXP VM. I can run the simulator stand-alone in this VM. Debugging is also possible by installing Eclipse inside WinXP and pointing the debug configuration it at the source directories.
I've actually got a bit more magic. I enabled some of the Java 1.5 features by compiling against 1.5 and then translating the bytecode to 1.3 prior to the preverify script. (Blackberry only speaks a barbaric 1.3 java, flashback to circa 1992). It's not a silver bullet as some features still don't work, but it does cut down on the need to make everything an untyped Object reference.
Lately, I've been working on a x-platform framework to allow me to write app code once and build against both Android and Blackberry (both are Java). The Android part was easy. It's just a bitch to debug anything in Blackberry. Someone working at RIM decided that Blackberry didn't need to keep Exception stack traces unless there was a catch(Throwable), and then they could do something bizarre, non-standard, and undocumented (catching Throwable behaves weird). I've only kinda-sorta figured out a hack to get stack traces using JavaLoader.exe without breaking into the debugger, and it's barely worth it.
p.s., I now do x-platform development with a single code-base targeting Android, Blackberry, and Desktop. Desktop is great for testing app functionality, with very little Blackberry on-device testing needed once features work in the desktop 'simulator' (a Swing GUI built for debugging our games).
Even though certain components of the RIM development platform are java-based, such as the JDE - other components such as the preverifier and device simulators are implemented as native Windows executables.
Basically, the easiest way to do it is to install Windows on your Mac using Bootcamp or Parallels and run inside a real Windows environment on your Mac.
However, there are other "hackier" ways to do it using Wine, MacPorts, and a number of other tools - as an example see this blog post

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