blackberry 10 Unresolved inclusion <QObject> - blackberry-10

I'm using the new version of Blackberry (Blackberry 10) . I'm trying to integrate c++ code with QML , but I faced some problems that I thinks connected to other . in the .h file Q_OBJECT , Q_PROPERTY signals and slots shows that there is syntax error . and in the QML file in which I try to use this type (i.e import CustomTimer 1.0 for example) I got this problem module "CustomTimer" is not installed . how to solve this issue???

I'm using QNX Momentics Version 10.1.0
I resolved my errors by right-clicking on my project folder, then selecting Configure -> Add Library..., and then choose Standard BlackBerry Platform Library. Choose the relevant library to include and click Finish.
For QObject, I found it under Platform > Qt Core

I corrected the issue in following manner:
Right Click on your project in Project Explorer.
Goto Index.
click Rebuild.

For the syntax errors that you are reporting in QNX Momentics for the Q_OBJECT macros and other Qt macros, these errors went away for me after updating to the latest Momentics and SDK release. However, there are still some others who seem to have this issue, and some workarounds have been posted in the Blackberry Developer support forums:
http://supportforums.blackberry.com/t5/Cascades-Development/Beta-4-Momentics-IDE-autocompletion-does-not-work-for-Qt-classes/td-p/2014793
For the error in your QML file, I think you encountering a known limitation with the QML preview for custom components from C++ registered and imported into QML. The QML preview only understands how to display the core Cascades components. This should not affect how your code runs in the simulator or on an actual device.
See:
https://developer.blackberry.com/cascades/download/releasenotes/
under "Known Limitations":
QML preview with C++ objects The QML preview can load and render
components based on the Cascades plug-in only (in bb.cascades 1.0).
Objects that are registered in C++ in your project are not understood
by the QML preview and cannot be loaded and rendered.
In some cases, as a workaround in order to see the preview for the rest of your QML document, you can just comment out the import MyLibrary 1.0 when using the QML preview. However in some cases this could mean commenting out half of your document. For more than very basic QML layouts, and usually after the initial design stage, I have found it more efficient just to build and launch my app to view the actual working QML UI.

This worked for me:
I right-clicked my project, and selected in the drop-down menu:
Index > Re-resolve Unresolved Includes
Index > Rebuild
(Using Momentics 2.1.1)

Related

Barcodes in PDFs generated by BIRT

I'm trying to simply include a barcode in a report generated by BIRT.
Here's what I have:
BIRT Runtime 4.4.2
Eclipse BIRT Project 4.6
Eclipse Neon.3 Release 4.6.3
First I tried to simply set the font on a standard text item. This works fine in the designer, but when the pdf is generated, the text item just shows the text in the standard font, not the barcode font that I set in the designer.
I have also tried plugins from these guys:
OnBarcode.com - I was using Eclipse 2019-11 but the Barcode item didn't appear at all in the pallete when editing a report. I had to go back to Neon to get the item to show. I was then able to ad a barcode item into the report and save the report. Then when my server code tried to generate a barcode, BIRT just crashed.
BusinessRefinery.com - Even in Eclipse Neon the Barcode item didn't show in the palette. I couldn't do anything with this.
I know where the plugins folder is in my Eclipse, so I guess it's just a versioning issue somewhere with teh plugins. Also I can see that the plugins are stored in a completely different place in Eclipse 2019-11 so it's no surprise that the two plugins I mention above don't work because I would guess that the plugin architecture has changed.
I would love to hear from anybody who has achieved either of these two:
Got a non-standard font to appear in a pdf generated by BIRT.
Got a barcode plugin that works with the versions of BIRT and Eclipse that I mentioned above.
Thanks in advance.
We are using the Java libraries from ID automation and generate images on the fly by using the Java libraries with Javascript from inside BIRT.
This is not as elegant as a plugin, but it works fine.
For QR-Codes, we are using Google's ZXing library in a similar way.
I've been using this PLUGIN (source code): https://code.google.com/archive/p/birt-barcode-extension/
It's not very sophisticated, but you can insert / EDIT the barcodes on the template with a "default" preview.
It relies on ZXing (you must get it from GITHUB)

React Native with Unity

Does anyone have any experience combining React Native and Unity? I'm looking to start a Unity project that's very UI Heavy and I'm thinking about using React Native to take advantage of its UI capabilities on mobile and web.
I'm curious what the workflow for such an approach would be.
Finally after a lot of trials managed to do this. These are the steps.
1) Using this link, export android project for Gradle.
Select Gradle in the Build Settings window and check the Export Project checkbox.
Click Export and select the destination folder.
2) Import the generated folder in Android studio. Select ok whenever prompted. In this process, you will encounter following issues
2a) Gradle Sync Failed due to org.gradle.api.internal.tasks issues. Resolve using this link
3) Create React Native App using this link
4) Start Integrating Android exported folder inside created react native app using this link. Don't upgrade Gradle as Android studio will ask you again and again. You will encounter following issues. Don't go through "Test Integration" until you are finished with #5 here.
4a) While configuring maven, use this url for maven url "$rootDir/../node_modules/react-native/android" .
4b) While configuring maven, if you encounter problem related to javax.inject:javax.inject". Use this link.
4c) You may also encounter this error "Conflict with dependency 'com.google.code.findbugs:jsr305'". You can solve this link.
4d) During Code integration section of this link, focus on the following section: If you are using a starter kit for React Native, replace the "HelloWorld" string with the one in your index.android.js file (it’s the first argument to the AppRegistry.registerComponent() method). Here you have to replace with project name.
5) Before going through "Test your Integration" section, you have to add code to call MyReactActivity from UnityActivity. This link will help.
6) Go through "Test your Integration" section of link provided in #4. You may encounter following problems.
6a) unable to load script from assets index.android.bundle. Use this link.
6b) could not connect to development server on android. Use this link.
Check my article on Medium
I've shown with an example on How to integrate react native with Unity 3D step by step. My aim was to use the react native within the Unity3D like a module which is quite convenient if you're gonna heavily work on Unity 3D. Hope this helps for someone who comes here later.
I'm unsure as how a Unity game is built for iOS, if it uses Cocoa Touch for rendering its core classes.
If it does, and you have access or ability to render a UIViewController then you can render your React Native application. The only thing you would have to facilitate is setting up communication between the two applications.
Here is an example of rendering a native UI Component inside a React Native app that may help. http://moduscreate.com/leverage-existing-ios-views-react-native-app/
I was curious as well, and created an example project of how to do this for Android: https://github.com/marijnz/unity-react.
If this is a viable option, at least depends on:
How long the project will be running, both React and Unity have to be updated and this gets probably tougher over time.
The amount of sdk's/dependencies the project has.
If you want to do iOS as well.
In general, I'd probably avoid going this way.
Even though the example seems pretty simple now, it was a pain to get to that (as Shaunak's answer already hints at ;))

Naming audio plug-ins using JUCE framework

I've been working on developing some audio plugins recently using the JUCE framework. I'm having an issue regarding naming the plugin. I've created separate projects for entirely different plugins. However when I load the plugin by starting Logic Pro X, I seem to only get the most recent plugin that I built, however, the plugin is always title as the very first plugin that I made. That is to say, It seems that when I make a new plugin, it takes on the name of my previous plugin and replaces it.
I've tried renaming the Plugin Code, but the AU validation tool recognizes the plugin as having the Plugin Code of the previous plugin.
Has anyone come across this problem or have any suggesting as to what might be causing it?
Additionally, I was using the WDL framework before using JUCE and had the same problem. This of course makes me think that the problem is not specific to JUCE or WDL.
Any input is appreciated, Thanks!
Open the Introjucer with one of your projects and select the "Config" tab in the left panel. Then select your project at the top of the tree view.
In the right panel, you should see 2 fields called "Plugin Manufacturer Code" and "Plugin Code".
Your other project should have the same Plugin Manufacturer code, but a different Plugin Code to uniquely identify each plugin.

blackberry cascades mapview

Hi I am trying to implement a mapview using blackberry cascades based on this link but whenever I import maps
import bb.cascades.maps 1.0 ,
the QNX IDE throws out an error saying
bb.cascades.maps is not installed.
I have set up the environment exactly as described in the developer site and dont seem to understand how do i install this module.
They seem to have left out some steps. Not all cascades objects are loaded by default into the development system, but they can be added at runtime. The biggest drawback is that the Eclipse can't do static analysis of the QML for errors only general syntax.
If you add the following lines to the main.cpp file you may get the example to work (I hacked this into one of my current projects and got it to load without errors but the MapView is all black):
#include #include <bb/cascades/maps/MapView>
Then just before the QmlDocument::create call:
qmlRegisterType<bb::cascades::maps::MapView>("bb.cascades.maps", 1, 0, "MapView");
This is the mechanisim that is used quite frequently to make Cascades objects not included in the default setup available, or to make your own specializations from CustomControl or other Cascades objects available to QML.
Finally this example seems to pre-date beta 3 so there may be some other issues that you may have to work through.
EDIT
I did some poking around and found this thread on the BlackBerry forum. Setting the altitude to 10000 actuall got me a usable map on the simulator and the Dev Alpha. It obviously needs more work but you can interact with it (drag to move, pinch to zoom, etc).
The MapView component seems to have been largely unusable until the most recent SDK update (10.0.9.2318), as somewhat admitted and referenced by this Blackberry DevBlog post:
http://devblog.blackberry.com/2013/01/cascades-mapview/
Also, check out the new CustomMapView example on Github for a working sample app using this latest update:
https://github.com/blackberry/Cascades-Samples/tree/master/custommapview
For the QML preview issue, this is known issue. QML Preview currently only supports the core cascades components. See my more detailed answer here:
blackberry 10 Unresolved inclusion <QObject>

Flash Builder plugin

I know that this is not a programming related question but what is the name of plugin in this video: http://johnlindquist.com/2010/01/21/as3-signals-tutorial/.
Here is screenshot I've took: http://i.stack.imgur.com/tBIJm.png
It is used to auto complete code generation as is is shown in movie (for example to create local variable after clicking key combination ad the end of line).
It would make my life easier :)
I'm currently using flash builder 4.6 on windows 7 x64. Plugins that I have installed are: SourceMate and CodeFormatter
Maybe this isn't a plugin after all, maybe I must install eclipse and flash builder as a plugin. Help me with this one please.
As I mention in comment to my question I found out that application that was used in this video is FDT5. I hope that someday these features will be build into Flash Builder.