mGWT debugging on Android emulators - debugging

I’m developing with MGWT 2.0.1 for iOS and Android platforms.
I need to debug my application on Cordova emulators and I read the article http://blog.daniel-kurka.de/2012/07/mgwt-super-dev-mode.html?m=1 for using Super Dev Mode with MGWT. I followed all instructions until the end of the article, so I can view the choice “Super Dev Mode: On” that you display as the latest image.
Now, how can I insert a breakpoint on app client-side and track the execution on Java source code?
To complete my question, I report you that I connected a Cordova-Android emulator with the remote debugger in Developer Chrome Tools.
I uploaded two snapshots here to explain better my situation: I cannot see Java sources:
https://drive.google.com/folderview?id=0ByBoszEV6J7rfnlZX29JTFFvUVkwLVNtZlBSalZqSHhJQVVZNThfem5FNVJPcGprV3g1enM&usp=sharing
How can I solve this issue?
Thank you very much,
best regards,
Dario

The blog post you linked is a bit outdated, maybe the mgwt wiki is more helpful.
As for the Java sources, the tricky bit on Android is when you try to load the source maps. If you try to load them from localhost, this will be interpreted as the Android emulator's localhost (which is 10.0.2.2). You can check if this is happening in the network tab.
Can you provide more information, which GWT version are you using? 2.7.0? What value did you give the -bindAddress parameter?

Related

Hololens 2 emulator not recognizing inputs

I am trying to build and deploy a basic unity project to a hololens2 emulator, however I am running into many issues:
There is no Unity C# use checkbox in the build settings for UWP (I see this as an option in many tutorials however no one has explained how to set up for a hololens2 emulator with the newest unity versions)
** Main issue: The emulator itself does not recognize any inputs from the mouse/keyboard and is frozen on the start screen. Also when I try and change the setting for the inputs it is wither grayed out or the changes do not go through**
If anyone has any help they can offer that would be great.
There is no Unity C# use checkbox in the build settings for UWP (I see this as an option in many tutorials however no one has explained how to set up for a hololens2 emulator with the newest unity versions)
The Unity C# Project checkbox has been deprecated in the latest version of Unity. It used to be available when the Scripting Backend as .Net. But now il2cpp is the only available backend for the UWP platform in Unity, so this checkbox is no longer necessary.
For Unity version, we recommend the Unity LTS (Long Term Support) stream as the best version to use when starting new projects, and the current recommendation is to use Unity 2019.4.9f1: https://unity3d.com/unity/qa/lts-releases
The emulator itself does not recognize any inputs from the mouse/keyboard and is frozen on the start screen. Also when I try and change the setting for the inputs it is wither grayed out or the changes do not go through
For Hololens-2 Emulator issue you got, I found a similar topic from the Unity forum: https://forum.unity.com/threads/hololens-2-emulator-input-controls-not-working.711713/#post-4758179 You can try the suggestions under this topic.
i assume that you used the official guide, is this correct?
Does the second point of the known issue section regarding AMD / Intel graphics apply to you? Also see the last point under Troubleshooting.
Let me know if that helps.

FirefoxOS and Gecko SDK on Windows

I am trying to get my hands dirty of firefox OS apps. I tried to follow instructions on https://developer.mozilla.org/en/docs/Gecko_SDK
to get the SDK. I downloaded Gecko 22.0 (Firefox 22.0) zip file for windows.
Could anyone please tell me how to build it on windows system. The details given on the website are not as clear as I expected(I had expected them to be like that on android's site). Or is there a binary available for the SDK?
No SDK needed, it is all HTML5. If people talk about SDKs in that context, its often frameworks or maybe tools that can export to HTML5. But generally, you can use all the languages that work in a browser and use them without any framework or SDK to make an app.
The developer docs on Marketplace have this great intro on app development and testing: https://marketplace.firefox.com/developers/docs/quick_start
Happy Hacking!
The "SDK" you are looking for is probably the Firefox OS Simulator Addon for the Mozilla Firefox browser. Actually, all you need to test your applications for most hosted ones is a browser of some sort, but the Simulator (also called as R2D2B2G) lets you preview most of the phones' functionality, API-s and install packaged apps.
Besides installing and testing your applications you will also get a feel of Gaia - the user interface of Firefox OS, written, too, in HTML5.
Like many of the answers here, there's no real SDK, as Firefox OS apps are basically HTML5 web pages with a manifest.webapp The firefox OS Simulator mentioned by Flaki is great to test your app.
I recommend watching this short video from Robert Nyman, one of Mozilla's FFos evangelists on getting started with it: http://www.youtube.com/watch?v=hqyrldlSx_o
And this is a good tutorial on developing an app: https://hacks.mozilla.org/2013/06/building-a-todo-app-for-firefox-os-part-1/

Firefox minimal build

I want to compile a portable version of Firefox 3 on a low cost Intel Celeron Windows Xp machine to run as a kiosk computer. So i just want the browsing functionality since i'll be running it on the fullscreen mode. What are the steps to do a minimal rebuild from the sources?
Also what is firefox's command line parameters to open a site from the cmd?
A "Stripped down minimal build" doesn't really make any sense. You can't really exclude any functionality that would make it run faster or be any smaller, since most of the code that Firefox needs to render webpages is the same code that it uses to render its user interface. Forget about trying to "strip down" the code.
That being said, it sounds like you probably want to use XULRunner, which will let you use all the web browsing functionality of Firefox, but wrap it in your own GUI. You can find an ultra-minimalist browser XUL application here:
http://benjamin.smedbergs.us/xulrunner/mybrowser-0.2.2.xulapp
There is a Kiosk mode addon (more for a lock-down) for Firefox.
You may be in general interested in this other question here:
How to lock down Windows XP for use as an internet kiosk?
Here is a gHacks reference for custom builds.
and, a Prism reference.
http://webconverger.com/ provides a minimalistic OS build featuring Firefox. There is also build instructions if you want to build your own customised images.

Where is the WebOS Palm Host application found?

I just watched a video about unit testing WebOS applications and they used the "Palm Host" application. Where can this app and documentation on how to use it be found?
palm-host was a small web server that allowed testing Palm webOS applications in a desktop browser, usually Safari, instead of in the device emulator. With the improvements made in the emulator since the early SDK releases, Palm has removed support for this because the internal Webkit version used on the device has drifted a bit from the version Apple has in their Safari build, and they've got external debugger support on the device/emulator now.
I don't think Palm-Host is supported anymore. It used to allow you to run Palm apps in Safari and use that debugger.
Are you sure it wasn't Palm Mojo or maybe they just meant they were using a Palm host?
http://developer.palm.com/
Have a look at:
Palm Developer or Palm Developer Main Page.
I found it pretty helpful.

How do I Emulate/Debug Windows CE 5.0 applications in C#?

Here's my problem. I'm currently trying to develop a .Net Compact Framework 2.0 application (in C#) to a Windows CE 5.0 device.
Firstly: How do I debug/emulate the application in Visual Studio 2008 ? I doesn't mean debugging an application already deployed on the device, but debugging the version on my desktop. I have limited or no access to the prototype device.
Secondly: How do I integrate it with the OS image made by Platform Builder for Windows CE 5.0 ? Do I need to ?
Thank you for your time
You have a few options. One would be to install the Emulator BSP, roll your own emulator image, build a custom SDK and install it, then debug targeting that emulator. It's fairly simple to do.
That said, I still wouldn't do it. A far better option is to just go buy a cheap WinCE device like an eBox 4300 jump start kit. It's way easier, faster and and more reliable to target real iron.
As for integrating the app, it's like any other. Make sure you have the CF component included in your OS design from the Catalog, then add your app to your PROJECT.BIB (and REG and/or DAT files if needed) and run makeimg again.
Okay, so thanks everyone for the quick and nice answers. Although I've found my own solution yours may be as valid as mine.
Basically what I didn't tell you (because I didn't really know it either) is that I didn't actually need to emulate the OS, I only needed to work with the framework. I found the best way to "emulate" such situation here.
Also, I found that the easiest way to deploy the application to the device is to use ActiveSync and I found just the right (MSDN) article for it.
Ctacke: It's probably due to my only learning this type of development, I somehow made an error while creating/installing "my own SDK" so the Visual Studio stopped functioning properly. But of course some digging made that go away. Thanks anyway. I liked the idea of developing with a testing device, unfortunately the company I work for already picked a device but they couldn't issue me a prototype for development purposes yet.
Frans, I haven't found your CE simulator, but I'm pretty sure that I didn't look for it enough so thanks.
You should use the emulator which comes with the CE SDK. You can use that directly from vs.net, and it has all win CE features. DEbugging then works on that emulator, so you can step through your code as if it's running on a device.

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