I have just mavenized the Apache Flex 4.9 SDK. Now, how can I build my application with maven?
Does anybody have an example pom-File for this?
Is there a flex-mojos version out yet, which is working with this flex version? Or are there any alternatives?
Btw.: My application is running, when I build it with Flash Builder 4.7.
I'm the guy currently in charge of continuing the development of Flexmojos.
I have to say, that RIAstars comment is not correct. I created the Mavenizer for usage with an updated version of Flexmojos and it is reported to work quite nicely together with it. Unfortunately I haven't released FM6 yet as I wanted to have it stable first. Because of this you have to fetch my github fork from https://github.com/chrisdutz/flexmojos ... I was planning on merging my changes back to the public repo as soon as Atlassian finally sets up our GIT repo at https://flexmojos.atlassian.net
I am currently working on making FM6 a parity release to the FM5 but with the difference that it works with the fdks generated by the mavenizer. What is true, is that I will not add any new features to FM, such as native Air bundling for mobile devices and support for falcon.
This is because we have already started the development of a purely Apache maven plugin that should replace FM one day. The main reason is the enormous effort you have to invest in maintaining a plugin that builds all FDKs starting with Flex 2.x and eliminating some design problems that were causing a lot of support traffic on the mailinglist.
So I would say: Yes you can use the Mavenizer to mavenize your FDKs and then you use FM6 to build your apps with it because that's what I created them for :-)
FlexMojos as it is will no longer be developed for future versions of Flex. As such I don't think you'll be able to use it with your mavenized version of Flex (but I might be wrong; I'm not exactly certain how it all works).
However the current maintainer of FlexMojos (Christofer Dutz) is working on a brand new Flex/Maven plugin. So for future versions you should be able to use that. Unfortunately to my knowledge this projects is far from finished.
As an alternative there is GradleFx which is a plugin for Gradle. You can set up an Apache Flex SDK dependency simply like this:
dependencies {
flexSDK group: 'org.apache', name: 'apache-flex-sdk', version: '4.9.0', ext: 'zip'
}
repositories {
add(new org.apache.ivy.plugins.resolver.URLResolver()) {
name = 'Apache'
addArtifactPattern 'http://apache.cu.be/flex/4.9.0/binaries/[module]-[revision]-bin.[ext]'
}
}
Personally I find Gradle much easier to work with than Maven. (Disclaimer: I am a contributor to the GradleFx project, but I only became one because I loved it so much).
Related
Anyone try using Microsoft.Identy.Client package with Xamarin.Forms in MacOS project?
I try to implement OpenUrl method according to sample: https://github.com/Azure-Samples/active-directory-xamarin-native-v2/tree/master but in AppDelegate in MacOS project VS cannot see AuthenticationContinuationHelper class. Microsoft.Identity.Client class is limited:
Microsoft.Identity.Client in MacOS Project not show all items
At .Droid and .iOS project everything work properly.
Anyone was handled with this?
So there is a video from Build 2018 as well as the Slide Deck that discuss that. You need to make sure in your nuget settings you have the "show pre-release packages" checked, and then install the Microsoft.Identity.Client. I had the same issue until I did that, installed the nugets, cleaned and rebuilt the solution.
The problem with Xaramin.mac is that the library does not currently, nor does it sound like it will any time soon support the Xaramin.mac platform. This is mentioned in Open Issue #522 on the GitHub repository, after some further reading into it. That was dated on February 20th, with no news since then, so I don't believe they have it on their roadmap. Must be something with the way MacOS handles the brewer handoff, let alone the MacOS was just recently supported by some of their services in Azure, which makes me think there is not enough market share there yet in this space?
I've got a WPF App using the latest version of Prism for WPF (6.3.0) and Unity. Just a few modules. It works great.
When I manage NuGet packages for my solution, it tells me that there is a new version of Unity (5.4.0) available. Unfortunately, if I try to update to that version, I can no longer build.
It's pretty clear to see why: Upgrading unity via this method removes all references to it (Unity) from my project. Specifically the following 3 references completely disappear from all my projects without any replacement:
Microsoft.Practices.Unity
Microsoft.Practices.Unity.Configuration
Microsoft.Practices.Unity.RegistrationByConvention
(The Prism references remain, of course)
Error messages tell me that IUnityContainer is defined in an unreferenced assembly (Microsoft.Practices.Unity. 4.0.0.0). Given that it removed those assemblies, this all makes sense.
If I then try to go looking to add Unity back in, the Add Project Reference dialog cannot even find Microsoft.Practices.Unity when I search for it.
Now this isn't that big of a deal. I didn't need to upgrade. and it's easy for me to revert back. But I want to understand why this is failing for future reference.
Does this mean that Prism is tied to the older version of Unity and I just shouldn't upgrade?
Does this mean that types have moved to different namespaces and I need to make some other fix?
Some other reason?
Among the Unity 5 updates included a change of namespaces which as you noticed was a major breaking change. There are no plans for Prism 6 to support Unity 5, however the current Prism 7 previews (which is available for WPF) have updated both the Common Service Locator and Unity.
https://www.nuget.org/packages/Prism.Unity/7.0.0.336-pre
Can I just replace the two old version realm frameworks to the new version ones? Or what should I do?
Yep! If you're not using a dependency manager like CocoaPods or Carthage, you just need to delete the old framework folders and copy the new ones into the same place. Xcode should be fine handling that the next time you attempt to build your project.
If you are using a dependency manager, then you just need to hit the update command in their command line tools, and it'll be taken care of automatically.
Please keep in mind that Realm 0.97 has completely removed all of its previously deprecated APIs, so if you were using any of those, you will get build errors, but they'll be very easy to fix.
I cam up with the same question and while looking around came up with a good solution. This is in addition to what TiM has pointed out. Also, a few things to keep in mind:
I upgraded from version 1.0 to 1.0.1: so there weren't many changes to the framework and commands I used in my app.
I didn't use any special or very specific commands. Mainly the queries and writes/updates of objects. Nothing very fancy. If you have very specific requirements of Realm than I suggest look into those and see if there are any special changes to how they are managed.
Now to the steps:
Remove the frameworks from the "Embedded Binaries" section by clicking the "-":
General Tab - Embedded Binaries
Remove the frameworks from the project itself by right-clicking on them and select "Delete"
Navigator - Framework Files
Now just go and do the steps for installing the frameworks as found in the documentation "realm.io/docs/swift/latest/#installation-swift-22".
I understand this question is rather old, but looking through the SO I dint find a definite answer to this.
Hope this helped!
Our company's svn cannot allow single file larger than 40mb, realm framework needs 140mb+,so how can I build realm-cocoa with source code on github?
You could instead use the dynamic framework, which is a lot smaller (28,5 MB), through being already linked, but you won't be able to support iOS 7 in that way.
Alternatively I would recommend using a dependency manager like CocoaPods, which helps you with the setup and integration. But as a Core Member of this project, I'm obviously biased in that regard.
If that shouldn't be available for you, then you could theoretically use SVN externals to checkout the realm-cocoa repo (GitHub supports SVN transports), add the Realm.xcodeproj to your Xcode project, set the iOS framework target as dependency target of your app target and link to Realm.framework. But please not that this is not an officially supported way of integration.
I'm starting a new development position with a company that implements many of its products in Adobe Flex. What tools should I look to install (Ubuntu Linux options prefered) for Flex development?
As dirkgently said, installing Flex Builder 3 in Linux is a great way to get going. It's quick and easy to get up and running, and since it's based on Eclipse, the overall environment is decent.
That said, I was able to put together a decent Flex-building environment using Emacs and some third-party packages to get everything running under Linux.
Here's a quick rundown of what I used (this isn't comprehensive--just what I can remember):
Flex 3 SDK for Linux
actionscript-mode.el for AS code
highlighting
nxml bundle for MXML code
highlighting
ani-fcsh.el for running fcsh
from Emacs
ECB for code browsing in Emacs
snippet.el for creating code
templates in Emacs
This link was also helpful for getting started. It links to this article which talks about putting together a Flex development environment in Linux. I was able to put together some shell scripts for compiling and running applications.
Note: I didn't do any debugging, though Adobe has some info about it.
Note #2: If you decide to use Flex Builder, it will install the Flash Player 9 debugger version in your browser (you can tell it not to). I would recommend installing version 10's debugger. The builder will output a warning about not supporting the version, but everything else appears to work.
If you can, try Flex Builder 3 alpha for Linux. That's the you can get (not without its set of pet peeves though!). It lacks the following however:
* Design view
* States view
* Refactoring
* Data Wizards
* Cold Fusion - Data Services Wizard
* Web Services introspection
* Profiler
Since AIR/Flex are cross-platform technologies, I don't see why you want to limit yourself to Linux. At least for the time being, I think you are better off with the proper Flex Builder 3 on Windows for development. You can then test your product(s) on Linux.
about debugging - there is an external AIR debugger called MonsterDebugger which is pretty good