I installed FDT5 and it gave me a warning about missing APIs. But at the FAQ it said the APIs weren't needed to use Haxe. Yet while trying to follow the Haxe FDT5 tutorial, it says to create a new FDT project. But FDT5 won't let me do this. It gives an error that the required SDK's aren't installed. So do I need to install Flex anyway? Or is there something I am doing wrong?
To solve your problem, either add the 3.6 & 4.5 Flex SDKs to FDT or wait till the 5.5 release which is due this month.
While you don't need the Flex SDKs to USE Haxe & FDT, there is a bug in the scenario when someone wants to use FDT for Haxe only, doesn't setup the Flex SDKs and tries to create a new project.
The bug is that when you try to create a new project, FDT's New Project Wizard will check to make sure that Flex SDKs are linked to FDT. This is to prevent customers from creating broken ActionScript projects. This is good for AS developers but a pain for Haxe only developers - who don't need the Flex SDKs.
Once you add the Flex SDKs, FDT will not warn you about missing SDKs when you try to create a Haxe project.
I suggest using extern classes. Write what you want on mxml or as. Compile it into swf (or swc). You can use it with help of extern classes. Look here for detais.
Related
I want to rewrite my old .net app based on FirebAse with the new C++ SDK, I have managed to link and compile the libraries in my VS2015 environment, but now have no idea about how to use them.
The firebase quick start here:
https://github.com/firebase/quickstart-cpp/tree/master/auth/testapp/src/desktop
doesn't really show anything.
Am I looking in the wrong place?
Cheers.
Firebase C++ only provides stub libraries as a convenience for desktop at the moment so while you'll be able to link the libraries they won't actually do anything. We have a desktop implementation of our light platform abstraction layer for internal testing only - notice we don't ship desktop MSVC or Xcode projects.
See the readme.md in the Firebase SDK zip file for more information.
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 have a problem with my Flex Builder Plug-in.
I'm using the Flex Builder 3 Plug-in in my Flex application (in Eclipse).
Now I want to customize the MessageResponder.as File in the Plug-In. I found the ActionScript File without any problems, but the point is, that my changes doesn't cause anything because the file is allready compiled. (That's my guess)
Now my question:
How can I compile the file after editing it? Is there a possibility at all?
Thanks for your help!!
What you want to do is called "Monkey Patching." What you need to do is create your own version of the file in the same package location, and yours will be used in preference to the one from the swc.
The MessageResponder.as class is a file in the Flex Framework. You can modify it if you want, and--in essence--create your own version of the Flex SDK. However, you will most likely have to re-buld the entire framework for this to work. You're best bet for doing this is to get the source for the most current Apache Flex SDK; modify your class and then build the framework from scratch. After that you can use the Flash Builder "multi-SDK feature" to use your modified SDK in a Flex Project.
I'm not sure if Flex Builder 3.x supports multiple SDKs.
This may be a time consuming process. The alternative is to extend the MessageResponder and add your changes. Then you'll have to make sure that your new MessageResponder class is used instead of the old MessageResponder class. This could difficult due to many private methods used in the Flex Framework.
I have a Flex Library Project which has both Flex specific classes, and Air specific classes.
When I reference the library in an Air project, the compiler complains about an overriding contextMenu in mx.containers.Panel, saying that the param should be of type NativeMenu (instead of ContextMenu). If I switch it over to NativeMenu then it compiles fine.
The issue is when I reference the library in a Flex Project. This time it complains that it doesn't know the type NativeMenu. If I try to change it back to ContextMenu, then I get the same error as above.
I've searched google to no avail (found that someone else encountered the exact same problem: http://forums.adobe.com/thread/598791?tstart=-1 )
The docs don't help too much either, except stating the above: http://livedocs.adobe.com/flex/3/langref/flash/display/InteractiveObject.html#contextMenu
I'm thinking that its just not possible to do the mixing of Flex vs Air SDKs that I want, but I was hoping that maybe someone has figured this out.
Thanks!
You can't really target the web Flash Player and the desktop Player using the same project.
I would recommend encapsulating out as much functionality as possible into a library project. Then create a single Flex project and a single AIR project, both using the same library project.
Each respective project can extend, or replace, the different functionality.
I am not sure if this is the exact same problem, but I was having an issue with being able to reference the AIR libraries in a Flex Library project and found the (rather simple) solution.
Using Flash Builder 4.5, when creating a Flex Library Project, (right-click .. New.. Flex Library Project) there is a checkbox for "Include Adobe Air Libraries" at the bottom. This must be checked or AIR libraries will not be included.
When you select the version of SDK/AIR you are using in the dropdown, the message should also indicate what the minimum version of AIR required is for your application.
I'm a little bit confused.
I want to start learn Flex3 with Eclipse and the FlexPlugin .
But I can't find the link.
Is the Standalone version of FlexBuilder free ?
How do i set up the Enviorement ?
Do i have to download the FlexBuilder ( free?)
Or do i have to download Eclipse and then add the plugin ( link ? )
Can anyone help me :(
Flex Builder Standalone will work as is just download and use, but no version of flex builder is free, you get a trail version of 30 days or so.
For Flex Builder plugin version you need to first download Eclipse from eclipse.org and then download the Flex plugin. On installation of the flex plugin, the wizard will prompt you to point it the eclipse (unzipped) location, it will take care of installing the plugins.
The plugin version is useful if you want to work on java based projects, if you just want to learn flex use Flex Builder Standalone version.
Flex Builder is not free. You can use Flash Develop together with flex sdk (both are free) to get syntax highlighting and code completion in mxml/AS files.
Actually, you can get hold of Flex Builder for free, assuming you fit into one of two categories, if you are unemployed or in education (educator or student)
See freeriatools.
Adobe Flex Builder is not free but you can download trial. Flex SDK is free though and will be enough at least for hello world examples.