i have stupid question)
im install 2013_Samsung_TV_SDK_4_1_MacOS.pkg and download 2013_Smart_TV_Emulator_4_1_VB.zip and setup .ova file for virtual box.
so i thought finally all is DONE. but not.
when im check in directory cd ~/Samsung_TV_SDK_4_Mac/ icon 'Samsung Smart TV SDK Editor' for launch editor i have this
==The alias “Samsung Smart TV SDK Editor ” can’t be opened because the original item can’t be found.==
so before i must insall ECLIPSE ?
because when i get info of icon = i seen the path of original ==/Users/SDK/SDK_INSTALL/build_tree/Samsung Smart TV SDK 4/eclipse/Eclipse.app==
i have not ECLIPSE IDE and i need install eclipse now ? and after egain install 2013_Samsung_TV_SDK_4_1_MacOS.pkg ?
if its true . which kind of ECLIPSE type ? indigo? juno? which version ? (i use MAC v 10.7.5)
so! my update! for everyone who need smart tv sdk for MAC . 8 steps
download eclipse-javascript-indigo-SR2 for macosx (example eclipse-javascript-indigo-SR2-macosx-cocoa.tar.gz)
download and install 2013_Samsung_TV_SDK_4_1_MacOS.pkg (go to link https://www.samsungdforum.com/Devtools/Sdkdownload)
move all files 'eclipse' folder (from archive eclipse-javascript-indigo-SR2-macosx-cocoa.tar.gz) to directory where your smart tv sdk (example ~/Samsung_TV_SDK_4_Mac/eclipse/)
install virtual box and setup 2013_Smart_TV_Emulator_4_1 (2013_Smart_TV_Emulator.ovf file) - instruction here http://www.samsungdforum.com/Guide/d10/index.html#install-the-smart-tv-emulator-in-virtual-box
launch Samsung Smart TV SDK Editor (i have icon-launcher here ~/Samsung_TV_SDK_4_Mac/)
setup work environment (all Apps must be here ~/Samsung_TV_SDK_4_Mac/Apps)
create project and if you need -> import file-application form other store (if someone already developed an app and you need to open that app)
launch virtual box -> launch smart tv emulator -> open App and choose your project
The accepted answer didn't work for me when getting the IDE up and running on OSX 10.8.4, but this did:
Install 2013_Samsung_TV_SDK_4_1_MacOS.pkg
It will install files to your User Directory
Download this version of Eclipse: http://www.mirrorservice.org/sites/download.eclipse.org/eclipseMirror/technology/epp/downloads/release/indigo/SR2/eclipse-javascript-indigo-SR2-macosx-cocoa-x86_64.tar.gz
Copy the Eclipse.app from the above download into ~/Samsung_TV_SDK_4_Mac/eclipse/ directory...
Tried the above steps but didn't get it to work. So I experimented a bit. Here's my two cents:
Make sure that the eclipse you download is the appropriate version for your Mac (that is 32bit or 64bit). If you get a strange error mentioning that it's not able to load SWT components, then it's likely you downloaded the wrong version.
I tried both copying all eclipse files from ~/Downloads/eclipse to ~/Samsung_TV_SDK_4_Mac/eclipse, and only Eclipse.app to ~/Samsung_TV_SDK_4_Mac/eclipse/. However it worked when I merged all files EXCEPT directory configuration and artifacts.xml from ~/Downloads/eclipse to ~/Samsung_TV_SDK_4_Mac/eclipse/. Make sure that you don't delete and write directories plugins/ and features/, as the Samsung SDK version contains the eclipse plugins.
Hope I helped!
Related
I downloaded and installed unity 2022.1.10f1 using links found in :
https://unity3d.com/unity/whats-new/2022.1.10
I am developing for android using windows os,
so I downloaded both unity editor installers:
https://download.unity3d.com/download_unity/9aa0f82c4f96/Windows64EditorInstaller/UnitySetup64.exe
and android target support:
https://download.unity3d.com/download_unity/9aa0f82c4f96/TargetSupportInstaller/UnitySetup-Android-Support-for-Editor-2022.1.10f1.exe
but the problem is, android target support does not include android NDK required for building android apks.
to find what specific version of android NDK required for this release of unity, after launching Unity editor I went to: Edit -> Preferences -> External Tools tab, and I went down to: Android NDK section, unticked "Android NDK installed with unity (recommended), and It shows me the required version of NDK. which in this case is: 21.3.6528147 as shown in the photo here
Unity recommends that I download Unity SDK and all of its relaated modules using Unity Hub: https://public-cdn.cloud.unity3d.com/hub/prod/UnityHubSetup.exe but there are sometimes when you have a limited internet package and you want to download offline installers for unity and modules so that you can re-install them if needed later on.
I looked on the internet for download link for that NDK version, but I can't find it.
I hope you can help.
Thank you
I found the link :
using Android Studio -> configure -> SDK Manager -> Android SDK -> SDK Tools, and then tick on "Show package details", then scroll down to "NDK (side by side)", and then tick on the required version. in my case: 21.3.6528147 as shown in the image bellow
and then press apply. It will bring you a confirmation screen, confirm it. then it will start downloading the file, and will show you a download screen like this screen:
now I can see the correct download link, which in this case is :
https://dl.google.com/android/repository/android-ndk-r21d-windows-x86_64.zip
I copied that link and stopped the downloaded. I used an external download manager to download the file and keep it offline. After the download had finished I extracted the file into a directory and set unity to look to that directory for Android NDK. as shown here:
This stopped me for some time, and I thought I should share it with you.
I hope it helps someone.
Thanks
For "Mac M1 Silicon" Download link for NDK (21.3.6528147) is https://dl.google.com/android/repository/android-ndk-r21d-darwin-aarch64.zip
I created a new empty project, switched platform to Android and started Build and Run. But when it comes to "Copying APK File to device" it just freezes and I have to restart Unity.
I installed Android SDK & NDK tools just before that (through Unity Hub). Android Build Support was installed by me manually a while ago so it was visible as installed in Add Modules window. I did not do any changes to the project. The most interesting thing is that the apk is built in my Builds folder. Not sure if it works though.
I am using Unity 2019.1.0f2. The device Android version is 9.0 (API level 28) and the minimum API set in Player is 16, so the problem should not be with API.
Does anyone know possible reasons for it?
Try to turn off the following setting on your android device.
Settings -> Developer options -> Monitor apps installed by ADB
This setting(if turned on) will ask a verrification if you want to install the app. It feels like this cuts off the connection with unity which causes it to get stuck.
Unplugging and replugging the device seems to work aswell. In case of big projects this is anoying tho since if you are to quick it will just say it lost connection and it will ask if you want to reconnect, which in turn causes the same problem.
This is the only answer that worked for me:
https://answers.unity.com/questions/1248123/build-run-apk-freezes-on-pushing-content-only-one.html
In short, Player settings -> Publishing settings -> Split application binary
First of I would ask you on what computer did you run this on? (performance wise)
Second you can just copy the .apk file to the phone and install it there. If you got to where it prompts for copying to android your apk file is fine and built.
Hello and thanks for your time. When I open the eclipse.exe file and go to file > new > project there are no samsung options. I have tried running the eclipse.exe file as administrator but no luck. I should mention my normal login has admin privileges as well. I have also redownloaded and unziped the IDE a few times. I am running windows XP 32bit. Thanks in advance for any help.
If you are a B2B developer then try downloading sdk from here:
http://www.samsungdforum.com/B2B/Devtools/SdkDownload
otherwise from here:
http://samsungdforum.com/Devtools/SdkDownload
Also install the Virtual Box and and its extension pack from here:
https://www.virtualbox.org/wiki/Downloads
Make sure to download and mount the Emulator on virtual box.
Also, as per mentioned by Samsung you must have Windows XP Service Pack 2 or higher.
Set the path for Chrome for web debugging. Also set the Emulator settings.
Here is the link to the Samsung Guide:
http://samsungdforum.com/Guide/
List of files after extracting the sdk:
Hope these resources will help you little bit.
Try:
New > Other (or simply Ctrl + N) and find "Samsung Smart TV" on the list. There are some types of apps you can create for Samsung TV: Web app, Caph or PNaCl
I have port an Android application to BlackBerry using Android Runtime. I can install that application successfully using Eclipse. Now I want to put those deploy files (MyApp.bar) in to a remote server and download the .bar file using a browser and install it to another BlackBerry 10 Dev Alpha device. I was able to download but unable to install the .bar file. What should I do?
I believe that you are looking for an app or tool that you can run from a BB10 device itself to install the .bar file, after you've already downloaded it. There used to be a tool like this for the Playbook, but it seems to be no longer maintained and Blackberry (RIM) have blocked the method this app used to perform the install in newer version of the Playbook OS (and presumably BB10 as well).
A solution which has been reported to work by some in the Blackberry Developer forums is the Playbook App Manager as a Firefox or Chrome plugin. You can use this plugin from the browser on your PC to push the .bar to your other Blackberry 10 Dev Alpha device over the network.
If that doesn't work, that leaves you only with external tools that you already know work like the Eclipse plugin, and you could also use the command line tools like blackberry-deploy or batchbar-deploy installed with the SDK.
Finally, crackberry.com has a tutorial on sideloading Android apps using the DDPB third party app, which requires Java and .Net (so the browser plugin tool is really preferred).
I am having troubles building my RCP Application for Mac using the Delta Pack. I have Delta Pack 3.7.2 installed and configured right (inserted into a target platform ) and the Building part completes just perfectly.
When I try to run the build app on my windows(Dev PC) it works fine. But when I zip the Mac version and try to run it on my mac, then it fails on every version I try:
Cocoa 32b,
Cocoa 64b,
Carbon etc
The app won't open and I don't get an error message.
Is there a way to get an error message anyway? Has anyone had this problem before?
When you build for a mac on a windows machine you should not build directly to a directory. Instead you should build to an archive. Then put this archive on the mac and expand it there. Then everything should work