Is it possible to generate a library with only the component your need - altium-designer

I have a project i'm working on and i'm suppose to share the sources with my client at the end of it.
I downloaded a bunch of libraries to have all the component i needed. The problem is i don't want to put a folder with 10 libraries for the client to be able to have control of the project.
Is there a way to generate a new library with just the component in the Schematic ?
Thank you

Ok so i found out how :
On you schematic : Design >> Make Integrated Library

Related

Xcode : how i can know my path is good for my frameworks?

I tried to plug a frameworks (it's like a scanner for augmented reality) i'm facing about 2 big issues :
My project is created with react native and i have to plug this framework with swift.
So first of all i created a bridging Header , i import my stuff for react native and also for my framework.
For my framework , i import him on roots projects and on my linking librairie VDARSDK :
Then i checked if my path is good on my framework search path
Despite of that, i have two errors :
I'd usually code only with react native so i'm not very confortable with swift . Someone can help me with that ?
ou can try this solution. I have solved the same problem by this way.
Product > Scheme > Edit Scheme > Select "Build" on Left Menu > Find implicit dependencies.
check [Find implict dependencies].
:

How do I access Ionic framework from Trigger.io?

I want to use the Ionic UI framework with Trigger.io for my hybrid mobile app, but it isn't clear to me just how to combine the two in my code because it's not like using Jquery where you just add the library to a script tag.
After install, both of these frameworks provide their own "hello world" type of index.html file, their own css and js files as well as framework specific configuration files which I know are important. So which one do I use as a base and how do I call into the other framework from that base? How do I structure the project file tree to combine the two so that when I go to do an app build for distribution, there isn't some crazy error because the frameworks are set up to look for their own files via set paths?
Here is one answer I found in my googling.
What steps do I need to take to use the Ionic Framework with trigger.io?
here is an example project on git hub:
https://github.com/travisrussi/ionic-triggerio
here is the link to the ionic cdn to be used for testing:
https://code.ionicframework.com/#

Unity3d protect code

We have a code in a unity3d game that we wish to protect from decompilation(will be published in ios,android,webgl and unity plugin). How should we protect it? Should we write that part of code as unmanaged plugin(c++)?
It's not possible to release software that can't be reverse-engineered.
This is POSIBLE. Some packages have standart unity packager format. So.. If you use dynamic assets or if you use CodeContainers you need to protect your code.
So what you shoud do:
If you use dynamic assets packages: Make dll's from code or make one controller class.
If you use CodeConainers (JS) make main C# controller. After this you can extends classes or simply call methods.
PS: If you want to secure not code assets, you need make binary encoding. And when you load level or prefab you just decode this asset and use.
You could use obfuscation techniques, which allows you to protect your package from reverse engineering, but just from those, who is not VERY (i am talking about high-level reverse engineers, who could decompile your code and deal with ASM or could decompile your iOS/Android project) interested, in any case for Unity, iOS
You can obfuscate the your source code using the Remiix Obfuscator plugin in unity asset store.
It's free and easy to use and support many platform of build on unity(android, ios).

Using MEAN.IO how will my package's assets get aggregated?

I'm not an experienced Javascript application developer, however, I've recently been learning some MEAN using http://mean.io/#!/ as my scaffolding.
I can see that the out of the box assets are listed in:
/server/config/assets.json
and when the app is running the referenced assets get combined into client side files:
/modules/aggregated.css
/modules/aggregated.js
When I create a package using MEAN.IO's CLI:
mean package myPackage;
and start including css or scripts in this package, presumably it is bad practice to then put the packages assets into the application's assets.json as these packages are supposed to be reusable modules that could be added to someone else's MEAN application.
What's the right place to reference the new package's assets so that they are added into the aggregration process?
you want to add css or js files into your packages.
If so, it's easy. As the doc says in "Assets and Aggregation" http://learn.mean.io/#mean-packages-assets-and-aggregation
you should use
//Adding another library - global by default is false
MyPackage.aggregateAsset('js','jquery.min.js', {global:true});
//Adding some css to the mean project
MyPackage.aggregateAsset('css','default.css');

How to use omnigroup framework in an iOS project?

I need to be able to write and read from a rtf file in iOS.
The omnigroup framework has the 2 classes i am looking for :
OmniUI/iPad/RTF/OUIRTFReader
OmniUI/iPad/RTF/OUIRTFWriter
I managed to build the frameworks but i cant figure out how to integrate theses classes in my own project.
I had the following frameworks to my project :
OmniAppKit.framework
OmniFoundation.framework
OmniBase.framework
I still get some undefined identifier such as :
RCS_ID("$Id$");
OBINITIALIZE
OMNI_POOL_START
Has anybody been able to use the omnigroup framework in your own project ?
Thanks,
Vincent
We do need some better documentation for this, but the TextEditor example app in OmniUI/iPad/Examples/TextEditor may be a good starting point for seeing how we include the frameworks in our apps.
In this particular case, you may prefer to pull out the OUIRTFReader class and any dependencies it needs from OmniAppKit and OmniFoundation into your project. updating the #imports to be "..." instead of <OmniThis/AndOmniThat.h>.
Perhaps you could try following the instructions given as part of this thread on the Omni Group forums. They appear to have been able to build the framework under the iOS 4.2 SDK.
I don't think you want the OmniAppKit framework, as that is just for the Mac.