I wanted to follow this tutorial
But it says to create a BlackBerry 10 OS OpenGL ES 1.1 Application Template Project. But I dont see any option for that when I try to create a new blackberry10 C/C++ project in QNX IDE.
How do I add this option ?Thanks.
Make sure you have the latest tools loaded, when I follow the instructions in the link using the Beta 4 IDE I see:
Related
I would like to install ColdFusion Builder 2 Update 1 as a Plug-in for Eclipse 4.3.
The install seems to work without errors but when I attempt to register my license code, I get an error dialog box that says:
"The chosen operation is not enabled."
None of the CFB features appear in Eclipse.
In some of the documentation that I've found it references installing to Eclipse 3.6.
Can CFB 2u1 get installed on Eclipse 4.3? If not, does someone know which version of Eclipse to use for CFB? Hopefully it is something recent or I'm doing something wrong for the install.
I don't know if it matters, but I'm running:
Windows 7 Pro 64-bit
16GB RAM
According to the ColdFusion Builder System Requirements page one needs Eclipse 3.7.1. Having tried to install it on versions later than that, failing, and talking to Adobe about it, they confirmed that one needs that precise version. More recent ones won't do. This is a bit subpar on the part of Adobe, but so be it.
It sounds so simple and probably should be, but I just spend 3 hours trying to get the most basic setup running and I'm lost in the mess Adobe created. I followed a couple of tutorials and documents but none seem to be working.
All I want is to generate a Flex for mobile project with the latest Air 3.7 SDK.
I tried steps to replace the airsdk that is now deeply hidden in flashbuilders eclipse folders. That only allowed me to create an actionscript for mobile project with 3.7, but not a Flex project.
I tried to download the Air sdk that supposed to be for flex developers (http://airdownload.adobe.com/air/mac/download/latest/AdobeAIRSDK.tbz2). I overlayed these files into an existing Flex 4.6.0 folder. The result was that Flashbuilder didn't recognize the folder as a Flex SDK anymore.
I also tried the latter step on a PC and it work so far that I can compile and debug flex for mobile apps on the ipad (with fast mode). Standard mode and export release build end in an never ending packaging process (1.5 hours now for a hello world app and still at 0%)
Any help would be much appreciated. Thank you
Apache Flex has some scripts in the develop branch of the flex-sdk repo that will help you.
git clone https://git-wip-us.apache.org/repos/asf/flex-sdk.git sdk
cd sdk
git checkout develop
(The github mirror is a little out of date so can't post the direct links to the files sorry)
look in the ide directory and you'll see:
addAIRToSDK.sh - This downloads and merges an AIR SDK into an Flex SDK
checkAllPlayerGlobals.sh - Checks and downloads all versions of playerglobal.swc
setFlahsPlayerVerion.sh - Sets the minimum flash player version in a Flex SDK
The scripts support AIR 3.7 and Flash Player 11.7.
The mistake I made was to copy the files from the AIRSDK into the Flex SDK folder. This will work on a PC, but the macOS Finder does not merge folders as expected and eventually files get deleted.
The correct way to merge the folders is to use recync as explained in this post
Use Adobe Air 3.3 SDK with Flash Builder
I can't figure this out and I thought that someone might run through the same thing.
I have Xcode 3.2.3 (Pre Release with OS 4 beta) and I started to create my application, after the final touches and everything worked ok, I changed the Simulator - 4.0 to Simulator - 3.1.3 (latest iPhone OS) and I could never start my app again :-(
Does anyone know what I should do?
I created a simple Screencast of the problem so everyone can see what I'm writing about.
Thank you for all the help.
Independent of the NDA, the key thing to understand is that the base SDK does not have anything to do with you "deployment target", which basically sets what platform you are deploying to.
Go to your project settings and search for "iPhone OS Deployment Target". You can set that to 3.1.3 at your leisure. Even if your base SDK is 4.0 beta, it will work.
In the same way, if you had Base SDK 3.1.2, and wanted to be able to check whether you're safe on 2.1, you could set the iPhone OS Deployment Target accordingly.
I wish I could find the URL that answered this question for me when I had the same concern - it makes a very clear distinction.
You should ask on the Developer Forums, since OS 4 is in beta and under NDA.
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
I developed an application in using Cocoa using Xcode 3.1. Now I upgraded the OS version and tried to compile the code in Xcode 3.2, but the app crashes with an error:
CocoaJava: com.apple.cocoa.foundation.NSRuntime
-[NSJavaVirtualMachine initWithClassPath:] FATAL: cannot initialize ObjCJava
I still dont know how to resolve this. Please any one help me....
According to this Cocoa Java runtime support has been removed in 10.6 (scroll to the bottom). That page also has a solution to the problem.
CocoaJava was deprecated in 10.4.
I wouldn't be surprised if it has been completely removed in 10.6.
Important: The Cocoa-Java API is deprecated in Mac OS X version 10.4 and later. You should use the Objective-C API instead; this API is documented in Application Kit Framework Reference and Foundation Framework Reference.
http://developer.apple.com/legacy/mac/library/documentation/Cocoa/Conceptual/LanguageIntegration/LanguageIntegration.html