I cannot find a coherent explanation of how to overlay air 15 onto Flash Builder 4.6.
Does someone know how to do this? On this page there are three options, but it isn't clear which one to select. It refers to 'for Flex Builders' but if Adobe renamed Flex some years ago to Flash Builder, why are they still calling it Flex? Is that the one to select?
If so, once it is selected, then what exactly are the steps to extract it? Adobe's instructions on this page say
Mac OS: In Terminal, cd to the root directory of the Flex SDK and run
this command:
tar jxvf AIR34_mac_sdk_XXXXXX.tbz2
If you have trouble overwriting files due to file permissions, try
this command:
sudo tar jxvf AIR34_mac_sdk_XXXXXX.tbz2
What is the root directory of the Flex SDK? In my Properties --> Build Path --> Library Path in Flash Builder my path shows Flex 4.6.0(build 23201) - /Applications/Adobe Flash Builder 4.6/sdks/4.6.0_AIR4.0 so I cd'd there and tried both of the above suggestions.
The command I used was
tar jxvf air15_sdk_mac.tbz2
and then I tried
sudo tar jxvf air15_sdk_mac.tbz2
Result:
Error opening archive: Failed to open 'air15_sdk_mac.tbz2'
So neither worked.
Can someone post or point to clear step-by-step instructions?
Thanks.
The file you need is the one under "AIR 15 SDK for Flex Developers". The error message you're seeing when you try to untar the file indicates that tar can't find the file you downloaded. Make sure you specify the full path of the downloaded file when you run tar.
It's also a good idea to back up the Flex SDK directory before you start; copying the "AIR 15 SDK & Compiler Beta" download file over your Flex directory will break the SDK.
Related
I'm trying to follow this tutorial on how to extract the frames from an iphone video:
http://www.codza.com/extracting-frames-from-movies-on-iphone#more-343
It says to do the following:
open Terminal
clone the repository: git clone git://github.com/lajos/iFrameExtractor.git
go to the ffmpeg folder in the project: cd iFrameExtractor/ffmpeg
build the ffmpeg libraries: ./build_universal
So there's no ffmpeg folder in iFrameExtractor after cloning the repository so I went to the github page and it says to download the latest version of ffmpeg and move to to the ffmpeg folder (I presume it just means within iFrameExtractor):
Download the latest ffmpeg (0.11.1 tested):
git clone git://source.ffmpeg.org/ffmpeg.git
So I've done that but there's no file or directory when I try to run ./build_universal and I can see that there isn't.
Any ideas what I'm doing wrong?
Alternatively I was also looking at just installing ffmpeg-ios and trying to extract the frames myself:
https://github.com/kewlbear/FFmpeg-iOS-build-script
and I've run the script so I've got that folder in my xcode project as well but I'm unsure on how to link it properly?
If you finish building FFMPEG with FFmpeg-iOS-build-script, the result should be an "FFmpeg-iOS" folder.
Copy the folder to iFrameExtractor project and make sure to setup the library path in "Build Setting".
Library Path in Build Setting example
Also, the project seems lack of iconv library, needs to be added in "Build Phase", and bit code enabled (would caused the failure on building project) which should be turned off.
Currently I am using DFURTSPPlayer (based on iFrameExtractor but added audio support) with FFMPEG 2.6.9 (which can be changed in the script file) to receive audio and video streaming.
https://github.com/durfu/DFURTSPPlayer
I downloaded Qt5.6 VS2013 32bit and try to run the official example of QtWebEngine.
I just followed the instruction but
When linking it gives out an error of
LNK1104 file not found c:\Users\qt\work\install\lib\Qt5Widgetsd.lib.
However, I have no idea of where this path c:\Users\qt\work\install\lib\ comes from.
I did text search in all directories of example folder and no hits other than generated files(makefiles and pdbs).
I also checked system environment variables but no hits.
Furthermore, I checked Qt Creator'r Projects panel and its Build Environment and still no hits.
Did I miss something?
P.S. this error was given out by linking DemoBrowser example of QtWebEngineWidgets pro
The link is generated by qmake when it generates the build scrip from the qt project file (*.pro). It is based from the qmake application path that is generaly installed together with the libraries (check you qt kit setup to change it if needed: Jst browse to qmake.exe application).
Then try regenerate the build script. It should fix the issue.
You may also have issue with installation not being in debug mode; you are trying to use Qt5Widgetsd.lib library instead of the non-debug one Qt5Widgets.lib
After running configure -static in C:\Qt\Qt5.1.0\Source, I ran mingw32-make. and I get this error (at the bottom of image).
System cannot find the specified file http://puu.sh/3tSh4.png
What files am I missing? I am using Qt 5.1.0, I have downloaded qt-everywhere-opensource-src-5.1.0-rc2.zip and extracted it into C:\Qt\Qt5.1.0\Source, Installed Perl64 in C:\Qt\Qt5.1.0\Source\, ran the prompt as admin, and I have followed this guide:
http://qt-project.org/doc/qt-4.8/deployment-windows.html#linking-the-application-to-the-static-version-of-qt
Building v8 needs python installed and in path make sure that you have it, see more information here especially the requirements to build Qt on windows.
I always get the error iOS Simulator launch requires AIR SDK 3.4 or higher when I try launching a mobile app on iOS Simulator.
I did everything they say on there website: http://helpx.adobe.com/flash-builder/kb/overlay-air-sdk-flash-builder.html
Which is basically just overwrite the AIRSDK directory with the new AIR SDK from: http://www.adobe.com/devnet/air/air-sdk-download.html
And as long as I have AIR 3.6 or higher which I have ( 3.7 ), I just need to change the project's application descriptor to the right version.
I went on and checked this forum post about it: http://forum.starling-framework.org/topic/flash-builder-47-update-tips
Here there is a mention that the AIR SDK must not be downloaded from the usual place, which is the one I used. It also says I could install the Gaming SDK which I did. I installed the earlier version 3.6. Went to their other website to check for versions: http://helpx.adobe.com/air/kb/archived-air-sdk-version.html I installed the version 3.7 from this other site and also the 3.6. Same problem over and over..
I am just missing something but what?
Thanks,
Dave
Yes, the over lay guide is just wrong in terms of where the IDE gets its AIRSDK (mainly the adt command invocation) files from. In order to see where your IDE gets it from you have to look at the launch command, to do this
just select your project then click on the Project menu item in the top bar -> export release build -> select your project in the window -> target version IOS -> click next -> Now the swf file will be built(might take a few secs to minutes depending on project size)
once successfully built you will get a pop up showing warnings if there are any warnings or errors (if you get errors you can't move to the next step, so please fix the errors).
In the next window click on the Native Extensions tab -> click on the customize launch button at the bottom -> opens a new window -> click on show command button at the bottom right -> you will see something like this
/usr/bin/java -d32 -jar /Applications/Adobe Flash Builder
4.7/sdks/4.6.0/lib/adt.jar -package -target ipa-ad-hoc -hideAneLibSymbols no -provisioning-profile path-to-your-provisioning file
-storetype pkcs12 -keystore path-to-your-ios-developer-certificate -storepass
Main.ipa Main-app.xml .DS_Store assets Default-568h#2x.png Main.swf
-extdir path-to-your-external-libs
if you look at the adt being invoked you see that it is not using the one eclipse/plugins/com.adobe.flash.compiler_xxx/AIRSDK/bin/adt.jar so it doesn't matter which version of air sdk you have in the AIRSDK folder under eclipse plugins, because those files are not used by your IDE at all. Idk why Adobe is misleading everyone like so.
So in order for you to properly update the AIR sdk that your project is using, you need to change the flex compiler from the default 4.6.0 (which uses AIR sdk version 3.1 afaik), to the latest AIR sdk or the air sdk version of your choice, in order to do this you need follow below steps
Download the latest Air sdk from here http://www.adobe.com/devnet/air/air-sdk-download.html.
It opens a page like shown in the above picture. If you click on the yellow Download now button it will down the merged air sdk + compiler files. What you need is only the air sdk so in the black encircled area click on the MAC link.(For mac ofc)
Once you finish downloading, extract it (to lets say ~/Desktop/AIR21.0/) open your terminal type
cd /Applications/Adobe\ Flash\ Builder\ 4.7/sdks
here you will have different folders for different flex compiler versions, just take the latest one (in my case its 4.6.0) and make a copy of it and rename the copied dir to 4.6.0_AIR21.0, you can do this with the following command
cp -r 4.6.0 4.6.0_AIR21.0
This will create a copy of the 4.6.0 flex compiler, now all you have to do is update the air sdk files this you can do by using rsync command.
First cd to the directory where you extracted the downloaded air sdk, (in my case ~/Desktop/AIR21.0/) cd ~/Desktop/AIR21.0 Then type the below command to sync the files from this directory to the 4.6.0_AIR21.0 directory (what rsync does is it overwrites all the files, and doesn't remove the files which are already present).
rsync ./* -avl /Applications/Adobe\ Flash\ Builder\ 4.6/sdks/4.6.0_AIR21.0/
Then you edit the following files in the frameworks directory,
air-config.xml
airmobile-config.xml
flex-config.xml
Update xml files:
<target-player>21.0</target-player>
<swf-version>18</swf-version>
In Flash Builder go to Preferences > Flash Builder > Installed Flex SDKs, add the new 4.6.0_AIR21.0 path, give it a name and make it the default sdk if you wish.
Don't forget to update your project xml namespace:
<application xmlns="http://ns.adobe.com/air/application/21.0">
I just finished writing a QML desktop application(with QtCreator and c++) on Windows.
I've installed QT Quick Desktop Components, according to these instrctions, with MinGw compiler, in C:\QtSDK\Desktop\Qt\4.7.4\mingw\imports\Qt\labs\components folder.
I installed it twice - once for debug - with the command: qmake && jom debug && jom install, and once for release - with the command: qmake && jom release && jom install, so I have now two dll files: 1.styleplugin.dll, 2.styleplugind.dll. and I'm using each of them when I need it. I've imported it to my application with:
import Qt.labs.components 0.1
Now I have to deploy my application, and make it work on all the machines: with Qt installed on it, or with no.I tried to do it with these steps:
coppied these files: application.exe, QtCore4.dll, QtGui4.dll, QtNetwork4.dll, styleplugin.dll and styleplugind.dll.
but when I'm running the .exe file - I'm getting a white, empty screen.
(BTW, when I'm running the .exe file from it's release folder - I can see again only a white window, and when I did the same to a simple Widget GUI application - it runs well from there).
Do you know about any reason to this situation?
Any answer would be appreciated!
May be you forgot deploy QML files to exe? (qrc)
Simple way to test it is copy folde with qml-files to destination near exe file
UPD:
Please read Qt Resource System article
I.e.:
First need add new "Resource File" in project menu,
Then place all of your qml files into this resource file
Change "Source" in your QDeclarativeView like a:
viewer->setSource(QUrl("qrc:/main.qml"));
One possible solution is to enable warnings by running the command
qmlviewer.exe -warnings show qmlfilename.qml
If qmlviewer cannot find any dependent import libraries, it will show up here.
To make sure qmlviewer can access the import libraries either use the -I <directory> on the command line
OR set the QML_IMPORT_PATH environment variable to the folder containing the import libs.
eg:
qmlviewer.exe -warnings show -I <directory> qmlfilename.qml
OR
set QML_IMPORT_PATH=<directory>
where <directory> is the module import search path (without the <>)