phonegap cordova unable to locate blackberry-nativepackager - command-line

I am trying to create a blackberry10 project with phonegap cordova command line tool. I am following through the phonegap document (http://cordova.apache.org/docs/en/2.9.0/guide_cli_index.md.html#The%20Cordova%20Command-line%20Interface) but keep running into the same problem.
When I run "cordova platform add blackberry10" in the terminal, it returns [Error: blackberry-nativepackager cannot be found on the path. Aborting]
Does anyone know why and what am I missing? Why is it trying to locate the blackberry-nativepackager, instead of the webwork sdk?
All I want to do its just loading up an external url in bb10. Any better suggestion? Does anyone has any good tutorial/walkthrough on how to create a blackberry10 project?

I'm pretty sure the nativepackager thing is needed to create a package, even with WebWorks. You'll find it in $BBNDK/host_10_x_xx_xxxx/linux/x86/usr/bin/blackberry-nativepackager (adapt to your OS). You'll need to add this folder to your path. Doing this depends on your OS.
The easiest way to do this is to run the bbndk-env script, located in your NDK root directory.

Here's some updated documentation to align with Cordova 3.0. It will cover all the steps needed (including the NDK setup, which seems to be currently missing in your environment).
http://cordova.apache.org/docs/en/3.0.0/guide_platforms_blackberry10_index.md.html#BlackBerry%2010%20Platform%20Guide

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How do I access the "New Module" option in Android Studio?

I'm attempting to follow these instructions to integrate the Bolt Mobile SDK into my Flutter project, where step 5a is, after opening my project in Android Studio:
Click File, select New, then select New Module.
However, I do not appear to have any such option:
Is there something I need to do to enable it? Was it moved somewhere else, or merged into another option (Import Module doesn't seem to cover it)? The Android web site confirms that it should be there, and that page was last updated 8 days ago as of this writing.
If you are trying to access the module into the main project than follow the instructions:
Move the module in your project directory.
Suppose if your module name is - library
In setting.gradle file add this lines
include ':library'
In build.gradle file, inside the dependencies block add this lines
implementation project (':library')
.........................................
Happy coding :)
Follow the instructions on image
After that you will find multiple options, go to new and then at the top you will find New Module option. From there you can create new module or you can import, do as per your requirement.
Happy coding :)
I give a solution for this issue,
Just follow my steps :
Step 1
Step 2
Step 3
Feel free to ask if any problem comes.
Happy coding :)
I think you have to check your flutter sdk set up because when you set up your flutter sdk it will be added automatically.
And If you done this.
Then check that did you add flutter plugin into android studio ? If not then follow this step.
Go to setings
Then search plugin
then search flutter into plugin
section.
Then click on install on install button into flutter plugin
Then restart your android studio
I hope this problem will be solved because this is probable solution for this problem .
Thank you .

Adding Native support to gstreamer tutorial won't finish

I'm following this:
http://docs.gstreamer.com/display/GstSDK/Installing+for+Android+development
I'm using the Windows x86 ADT bundle, the Windows x86 r9d NDK, and the Gstreamer SDK linked to in the guide.
I was able to get the first tutorial to add native support, build, and run. Then I tried the 3rd tutorial, and Eclipse becomes unresponsive. Same thing happened with the 2nd tutorial. I left it to do it over the weekend in case it just took a long time. When I change anything for another attempt I delete the tutorial folder completely and use a fresh copy from the zip file. I have also remove the ADT bundle completely and started over from scratch.
If I cancel, I have the expected build errors of missing import com.gstreamer.GStreamer;
The GSTREAMER_SDK_ROOT_ANDROID value is set to C:/gstreamer
The NDK Location is C:\android-ndk-r8d
I switched to using r8d as recommended in: Adding Gstreamer support to an android NDK project
One comment also suggests adding to the gstreamer.mk file:
ifndef SYSROOT
SYSROOT := $(NDK_PLATFORMS_ROOT)/$(TARGET_PLATFORM)/arch-$(TARGET_ARCH)
endif
I attempted this but there is a gstreamer_prebuilt.mk file it may be using instead.
My only clue is that Tutorial 1 does not use gstreamer plugins and the tutorials that do not work use plugins.
Thank you for any help you can give.
Edit: I tried using android-ndk-r7c also.
Then I deleted the ADT bundle and tried going the "Use an existing IDE" route, same result.
I'm going to try a different machine, and also see if I can compile it without eclipse, but I would love to hear any guess on what's going on.
Edit2: I watched a youtube video of someone setting this up (as far as I can tell he adds the NDK manually adding a build program and pointing to the ndk-build.cmd file):
https://www.youtube.com/watch?v=nKfAELFdf9A
This seemed to work but I was still missing import com.gstreamer.GStreamer; so I closed the tutorial 2 project, built and ran tutorial 1, opened tutorial 2 again, cleaned, built, and it ran.
Problem solved.
I watched a youtube video of someone setting this up (as far as I can tell he adds the NDK manually adding a build program and pointing to the ndk-build.cmd file):
https://www.youtube.com/watch?v=nKfAELFdf9A
This seemed to work but I was still missing import com.gstreamer.GStreamer; so I closed the tutorial 2 project, built and ran tutorial 1, opened tutorial 2 again, cleaned, built, and it ran.
Problem solved.

Error while running CsipSample code.

I downloaded Csipsample from google code and trying to work on that.I built the app based on the instructions given in https://code.google.com/p/csipsimple/wiki/HowToBuild
while running the app on my mobile it is giving
"can't load native library. cpu arch invalid for this build"
Even when i try to run it on Emulator also it is giving the same error.In some forum i found there might be problem with .so files. Even i tried that one also but still its not working.
The same problem i found here also :
https://groups.google.com/forum/#!topic/csipsimple-dev/uxkRx1vmzNk
Can anyone please give a solution for this ?
Simply rename your Lib folder with Libs

DllNotFoundException: libgfxunity3d

I'm new to unity and I am trying to use a plugin named Scaleform and I'm following the steps indicated in readme file, I've created a new project, imported the plugin, selected Main Camera object and attached the specified script to it, but when I want to play, I get this error:
DllNotFoundException: libgfxunity3d
SFCamera.OnDestroy () (at Assets/Plugins/SF/SFCamera.cs:163)
I googled and all I got was this: http://forums.autodesk.com/t5/Scaleform-Unity-Development/dll-not-found-exception/td-p/4242779
I've downloaded and installed DirectX too, but still no change! :(
Does anyone know what should I do?
Thanks!
We also ran into this problem on Windows. Ultimately, reinstalling the DirectX runtime did fix it for us (the person who had the problem was missing the d3dx9_43.dll that the Scaleform dll depends on).
You might also check and make sure you have put the right key into the appropriate location in your inherited camera script. (In the example, I believe it is called MyCamera.cs.)
Finally, you should check that your build target matches the version of the Scaleform trial you have installed. If your Unity build setting is Android, for example, you need to have the Android runtime for Windows, not the Windows runtime proper.
I downloaded the Depends application from http://www.dependencywalker.com/ and loaded libgfxunity3d.dll. I was missing msvcr100.dll, IEShims.dll and wer.dll. I threw those dlls into the System32 directory and my program ran great. Hope this helps!

How to build and install yajl-objc on iOS

Hey I am trying to get http://github.com/gabriel/yajl-objc to work on iOS. It says to "Add the YAJLIOS.framework to your project" but I am not sure how I can get/build YAJLIOS.framework
Thanks!
-Ray
Although this is an old question, I came across the issue today updating a client's old project. The YAJL-objC project requires you to run a makefile command in order to compile the .framework file needed for installation.
To create the framework, checkout the latest from github, and then open Terminal. Change your directory to: yajl-objc\Project-iOS
Next, type the command make and run it. This will execute the compiling for you and create a new framework file here: yajl-objc\Project-iOS\Framework\YAJLiOS.framework
You can then drag that framework into the project you wish to use it in. Good luck!
I should have looked harder, but there is simply a download under the github download link that includes the framework.