XLET - how to create a simple xlet MHP javax.TV - netbeans

I'm trying to create my first xlet project.
Can you help me?
I don't know which library I need to download.
What kind of project I have to create? (I'm using netbeans)

This site has a lot of useful info:
http://www.interactivetvweb.org/tutorials/javatv/first_xlet
You can use XletView to view your Xlet.
http://sourceforge.net/projects/xletview/
You will need to get a hold on the various API's, which is somewhat troublesome (I've heard).
But there are also other ways of getting them. For example, if you own PowerDVD, you'll be able to find BDJ.jar somewhere in that package. Add that to your classpath, and you'll be able to compile your Xlet.
If you're running Windows, you can probably develop Xlets with JavaME SDK 3.0 too (sadly not available for Linux though).

Related

Errors with Alamafire SDK with XCode 6.3 and iOS 8.3

Anyone please let me know what is this all about? I am stuck since a week on this and no help from searching. I posted my query to the developer of Alamofire but still no response. Please help! I am totally confused what is wrong in the integration of Alamofire. I have followed every step and this issue is coming with XCode 6.3 as before it was running properly.
When I am adding the Framework under "Copy Frameworks", it is adding the Framework twice showing different paths but when I am Going to there location, it is taking me to the same location. Here is the screen shot.
I have also created the video for that issue. May be that can help in a better way. Please see HERE
Moreover, latest SDK contains framework for MAC OS as well but I didn't add that. I hope all the above information will help you in helping me. Thanks!
This is going to be incredibly difficult to debug without a sample project that is set up in the same manner as your actual one. If you had imported Alamofire project into your project, you wouldn't see two versions of Alamofire appear when you add it to the Copy Frameworks build phase. If you truly want to resolve this quickly, you have two options.
Option 1
Push up a sample project to Github and link it here. We can then take a look at the project and pretty quickly access what the issue is. The main reason it's so difficult here is that there are roughly 10 different things that could be the cause of the issue. Therefore, it's much faster for you to create a sample project than for us to go round-and-round (which we've already started with #Masterfego).
Option 2
Take the leap and try out CocoaPods. It is a fantastic dependency management system that will forever alleviate these annoying types of project management issues. CocoaPods itself has fantastic documentation. Also, the Alamofire README breaks down in detail how to add Alamofire to your project using CocoaPods.
Recommendation
I would highly encourage you to choose Option 2. That is definitely the fastest way forward and you won't regret moving to a more robust dependency management system. It makes managing library updates and new installations extremely simple.
If you do end up going with Option 1, then I'll take a look at your sample project and revise my answer.

How to add my own tool in sakai 2.9 like announcement?

I am new to sakai, i want to add my own tool in sakai source code like announcement,syllabus...etc That tool having some my own functionality for this what i have to do, how can i develop my own tool in sakai.
Thanks.
Use one of the archetypes to get you started, then customise it. When you are comfortable you can change the UI layer to be whatever you like.
https://confluence.sakaiproject.org/display/BOOT/Developer+Tools
If you are looking for a solid "base" tool shell to begin with tool development my recommendation would be to start here: "Sakai Wicket Maven Archetype". There are a few other very good archetypes available but are often outdated and may cause you some problems based on my experience. This has been the one I've had the most success with.
This uses Wicket but does not mean you have to use Wicket to develop further with it. Make sure to pull the 1.2 version as last check the binaries for the others were not available yet so replace -DarchetypeVersion=1.4.1 with -DarchetypeVersion=1.2 It will compile and deploy successfully as a tool "as-is" that you can modify as needed. It also allows you to code in Java to directly access the sakai API and pull from its database or even add your own tables. I've successfully used it with NetBeans 8.0.1 and MySQL 5.6 under Windows 7 with Maven 3.2.3 and Sakai 10.1.
The code is well-documented and is no-frills but with enough varied functional use examples to allow you to do "almost" anything you want. The wicket manual is 600+ pages but in my experience you should be able to accomplish a lot just by looking at the code in the archetype.

Porting app from LWUIT to CodenameOne

I have 3 apps developed in LWUIT using the Resource editor and adding more functionallity with Netbeans. I want to port them to codenameone. What is the best way to do that?
I see that the navite Componentsfrom LWUIT have an equivalent Componentin codenameone, but J2ME methods and classes , now have to be ported to J2SE, is that right?
The methods in the StateMachineBase have changed too. showForm() for example, doesn't exist now.What further changes are in StateMachineBase?
Thanks
Start by creating a new Codename One project then just copy your source code/resource files and fix the import statements.
You can't use the MIDP API's anymore (and you can't use J2SE either), there are new API's and a new lifecycle object which you can use for pretty much everything. showForm does exist and wasn't modified, I'm not exactly sure why you didn't find it.
Generally Codename One is much simpler since it doesn't have the project hierarchy issue and you don't need to deal with MIDP/RIM/Android differences. Its all handled for you.

Considerations for including library as binary vs source

I'm trying to write an SSH client for the iPhone, and I'd like to use the libssh2 open source library to do so. It's written in C.
How should I include this C library for my iPhone app? Should I compile it into some binary that I include into the my app, or do I add all the source to my project and try to compile it along with the rest of my app?
I'm interpretting this question as:
"Should I compile the C library code once, and include the binary library in my project? Or should I include all the source and compile it every time I build my app?"
It depends. One of the projects I work one depends on several external libraries. Basically, we have a simple rule:
Do you think you will need to change code in the C library often?
If you will be changing the code, or updating versions often, include the source and build it with the rest of your project.
If you're not going to change the code often or at all, it might make sense to just include the pre-built binary in your project.
Depending on the size of the library, you may want to set it up as a distinct target in your project, or for even more flexibility, as a sub-project of your main project.
If I was in your place, I would build libssh2 ahead of time and just include the binary library in my iPhone project. I would still keep the libssh2 source around, of course, in case it does need to be re-built down the road.
I have an iPhone app that is 90% c. I have had no problem adding 3rd party sources to my project and compiling. I am using Lua, zLib, and libpng with no modifications. I've also included standard libraries like unistd and libgen and they just work™
The Three20 iPhone library has a great howto on adding their library to your xcode project. Give that a shot.
I think you will find in the long run you will be better off building it into a standalone library and linking it with your application. This makes it easier to integrate into future apps. Another benefit is that it encourages code separation. If you feel pretty confident with the library, you can link your debug exe to the release build of the library and get some extra performance.
I can't really think of any downsides to creating a library, after the initial cost of setting it up, and having an extra project to modify if you have some changes that need to be made to all your projects. Even if you don't know how to make a library for the iPhone, this is a good excuse to learn.
Just adding the source to you project should work fine as well.

How can I make my application support plugins?

I'm work in an aplication that need be capable of support plugins, but i dont know how this work.
See Design Pattern for implementing plugins in your application?
The answers tend to get very platform specific. It also depends on how much control of your core app data and logic the plugin must have.
The C++ QT4 book has a good description of adding a file-type plugin to it's architecture, there area also a bunch of modeling apps (openscenegraph, blender, povray ) that have good documentation for their plugin architectures.
You need to design your application's API in such a way that plugins can be created, and you need to add the necessary plugin management interfaces and supporting code to invoke the plugins. There is no catch-all way of managing plugins.
Take a look at the open source application called Rawr (c#). Each addin is a seperate .dll and the main app uses reflection to access the code. Very nicely done.
www.codeplex.com/Rawr