Lua to be exported as .apk in Eclipse - eclipse

What I need is to create my .apk file with Eclipse. My application is based on .lua file and other files like sounds and images.
P.S. I was using LuaEclipse but you can recommend me something else if it is also related with Eclipse.
I am trying to create an .apk file. I see a new .apk saved on my desktop, but it is just a file with an extension with no data inside it.
I just recently moved from Corona SDK to LuaEclipse and what I need now is an explanation on how to combine all my files.
I have had a .lua file with other data such as images and sounds in a Project Files folder (when using Corona). Now I want to export these all files as .apk (to export by using Eclipse), but I can't because I don't know where to find the location of Project Files in LuaEclipse in order to put .lua file and other files in it.
I am a beginner so I apologize if the problem is not clear. Let me know about my inaccuracies, please, thanks a lot

Better you get .apk file from corona sdk.

For those who use Corona SDK to code their Native Android and iOS games, working without a proper IDE can be a nightmare at times. This is where CIDER comes in. CIDER hooks up directly to the Corona SDK and acts as it’s local IDE, and will speed up your development time dramatically.
CIDER is available for both Windows and Mac environments and has an array of very appealing features:
Download
and another-one IDE is
One of the very best IDEs for programming in Lua (and Corona SDK) for Windows. It supports auto-completion, code hinting, syntax coloring, all sorts of awesome features. I use other JetBrains software (PhpStorm) as well, so it felt very natural to me. The layout and feature set is very similar to NetBeans or Eclipse. Since the various features and setup is a bit more complex, take some time and read over the tutorial I wrote on Corona SDK development on Windows,
Download

Related

Is there a VS Code extension that can read/understand/compile GameSalad projects (gsproj)?

A few years ago, I created a simple mobile game using a simple but limited game creating platform called GameSalad. I was able to export the game with a key and everything and was able to install it on my own phone to try it, however it needed a MAC computer to do so (even though I edited my entire game using the PC version of their program).
Now I don't have access to a MAC computer anymore, and I don't have the APK anymore. However I have the folders of all the different versions of my game on my PC.
I was wondering if there'd be a way to open the project and compile it as an APK for android using either VS Code or Visual Studio ?
I believe GameSalad was using LUA as a langage. I tried searching for GSPROJ, GameSalad and all combination I could thinkl of in order to find an extension, but didn't find any. Maybe there's a way that I missed ?
While opening my folder in VS Code, the arborescence looks like this :
Screenshot
Most files are in .xml , the mainfile (with extension .gsproj) seems empty, and most other scripts/code parts are in a format/extension called ".behavior" and they also seem emtpy.
Any ideas or tips on how I could proceed ?
Thank you !
The GameSalad engine that interprets GameSalad's game project files is proprietary so there would be no easy way to compile from VSCode.
The GameSalad Viewer App should work with the current versions of GameSalad for Windows and GameSalad Creator 2 (the web version).

LibVLC v3.0.3 - How to know what are the only plugins needed by my application?

I am using LibVLC v3.0.3 for my application to play WAV sounds from memory.
So far I was able to determine the main plugin folders needed for this (and this is by only testing by deleting one folder at a time and test if the application is working and there is sound in the output).
I want to filter these 5 left folders which are (access, audio_filter, audio_output, codec and demux) to keep only the needed plugin DLLs.
I found out that: the less plugins are loaded, the more the application loads faster.
And, is it possible to link these plugin libraries statically with the application in the compile time !?
Thank you for your understanding.
How to know what are the only plugins needed by my application?
That would depend on what your application is doing. Once you know the features of your application, you can learn about which VLC plugins do what and possibly remove those you do not want using configure if you build yourself https://wiki.videolan.org/Configure/.
I found out that: the less plugins are loaded, the more the application loads faster.
I guess that's true, but not all plugins are loaded by default.
And, is it possible to link these plugin libraries statically with the application in the compile time !?
Depends for which platform. For Windows I don't think so, but current VLC apps for Apple platforms are statically linked.
I'd advise you to have a look at the official apps build scripts from the VideoLAN gitlab https://code.videolan.org/explore/projects/starred
If by any chance you're using the .NET stack (for Windows), that will be easier thanks to https://github.com/mfkl/libvlc-nuget/blob/master/cherry-picking.md

Creating and installing a Plugin for mobile Safari on ios4 devices

I have created a simple web plug-in to write data to file system. This works as expected on a mac Safari. Here i have to manually place the plug-in on to the /Library/Internet Plug-Ins folder. My question is there a way to find if the plug-in is not present through JavaScript and if it is not then download and install the same. I also would like to know if the same can be done on mobile Safari running on ios4 devices?
Obviously you can not load Plugins of any kind in Safari on the iOS device. This is the main reason Flash does not exist on iOS.
On the Mac you can do that. But you need to create the plugin in C++ and for each platform independently.
If you code the plugin correctly, it should be possible to "detect" it using JavaScript. I highly doubt you can download it automatically, though. This would pose a very large security hole for every user.

Java Beginner - Coding on Macbook Pro (Blackberry App building)

I'm just beginning to teach myself Java coding, in hopes of building a few blackberry apps.
I assume I should:
learn the basics.
buy a blackberry app building book - learn the ropes
acuqire necessary software - here's where my questions begin...
Do I use Eclipse as the IDE? What about the Java API? Remember, I'm a complete newb, so my jargon may be somewhat...well...wrong. But, I think these two peices are initial steps, no?
And most importantly, should I even be trying to code on my Macbook Pro? Or should I stick to my IBM compatibable, and learn from there?
Thanks for your help!
I'll answer each of your questions separately.
Yes, you have the basics of how you should learn. More than anything, it is important to understand the concepts of the Java language before you go too far in development because understanding those concepts can be the difference between a successful application and a failure (which will, ultimately, discourage you and perhaps cause you to give up).
With respect to what IDE you can use to code, you can use Eclipse (my personal favorite), NetBeans, or, just a notepad. Oracle's Java Development Kit (JDK) is what provides the Java compiler that you actually need to build your code and get it to run. However, a solid IDE can ease the process as well as provide a large number of features to make your development much easier.
It does not matter where you develop. A major advantage of Java is that it is platform independent. You can code Java on a Mac and it will work on a PC and it will work on Linux, etc, etc. All you need is the proper JDK to build Java for that specific platform. So, don't worry about that and work on the machine that is best suited for your needs.
You may want to browse around StackOverflow for a bit and read up on some of the other beginner questions on Java. Other than that, I would highly going out and getting a good Java development book and reading the tutorials that are available online.
Hope that helps get you started. Good luck and welcome to StackOverflow!
Blackberry Development on Mac OS X
The new eclipse blackberry plugin for OS X does not have a simulator so if you want ot debug you will need to hook up an actual blackberry(or run the simulator from a windows vm).
Blackberry uses Java ME and some rim classes(net.rim namespace).
Documentation is here http://www.blackberry.com/developers/docs/6.0.0api/index.html
Note that just because a class with the same name as a regular(java SE) class is there does not mean it has all of the same functionality.
Also why do you want to develop for the blackberry specifically?
You can use Eclipse as an IDE, it would certainly do the job. I'm partial to Netbeans myself, and it would do the job too. XCode is Apple's own IDE, and from what I hear you can do Java development with it (it's been a while since I last used it). Finally, I hear from other sources that IntelliJ might be worth considering.
Particularly important to note is that all of these work fine on a Mac, so there's absolutely no need to move to a different platform (Windows, etc) unless you want to. I know from experience that both Eclipse and Netbeans both work on a PC, so you could consider those if you do decide to change to PC. XCode isn't released for PC on the other hand. I don't know about IntelliJ.
As for the Java API, all of these IDEs should install a copy of the Java Development Kit (JDK) when they are installed. This includes all of the API files, compilers, tools and documentation you should need to get started.

How do you setup Eclipse to work on iPhone development (instead of Xcode)?

Although I've been getting more and more familiar with Xcode while developing for the iPhone, there are times I just wished I had a better IDE, something like Eclipse.
So I was wondering does anyone know how to migrate iPhone projects to Eclipse, and if it's worth it?
XCode largely uses standard Unix tools for a lot of its work. iPhone applications are compiled using GCC 4.0, it uses gdb for debugging, so it should be possible to set up Eclipse to at least compile applications.
If you look in the Build section of the Project Info pane (select the project, hit the Info button in XCode, choose the Build tab from the top) you can see many of the options.
I'm not sure what is required to copy a file to the simulator and attach a debugger to do a test run, it might not be worthwhile to jump through all the hoops and Apple may require an XCode generated build to accept an app into the App Store.
It may be the case that for regular code editing you can work reasonably well in Eclipse, then switch to XCode for interactive debugging.
Most of the existing Eclipse plugins seem to be oriented towards developer iPhone-aware web applications, so I'm not sure if you'll get any help there.
As far as I know you cant use Eclipse or any other IDE to develop for iPhone.
Apple only supports XCode and this wont change in the future. So I think you have to get used to XCode.
Late in the game, but you might want to kick the tires with JetBrains's AppCode, eventually a full feature drop-in replacement for xCode ... and very similar to IntelliJ (GUI, work flows, etc...). Still Early Adopter as of now, it performs some tasks rather well. I still use xCode for configuring the build options and targeting the device, but that will eventually be taken care of.
regards
There's cross compiling that give you ability to develop IPhone apps on eclipse
http://www.youtube.com/watch?v=TG-NIt2O5J8
There are no plugins that support Apple IOS application development in Eclipse but on windows, you can develop using Adobe CS5. This is one of the powerful tool from Adobe in which you can develop .ipa applications on windows but you need some stuff to be ready before you start developing IOS applications using Adobe CS5