Flex Command Line compiler capablities [closed] - command-line

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Although the Flex command-line compiler (mxmlc) can compile MXML+ActionScript files into SWFs, I need specific insights into its capabilities, via the command-line switches.
Configure which language you're writing in, ActionScript 2 / 3
Configure which Flash Player version you're targetting, 7 / 8 / 9 / 10
Configure what frames of the movie, contain what ActionScript code.
An article covering Mxmlc, an intro to the Flex SDK.

$> mxmlc --help target-player
-target-player <version>
specifies the version of the player the application is targeting.
Features requiring a later version will not be compiled into the
application. The minimum value supported is "9.0.0".
You can't define the language afaik - mxmlc version 3 is an actionscript 3 compiler only. There may be some backwards compatibility, but it's not a combined AS2 and 3 compiler.
I'm not even sure what your third point actually means, or in fact what you're asking overall.

Though not a direct answer to your question, it's interesting to note that the following arguments to MXMLC will allow you to write AS1-style code:
-strict=false -as3=false -es=true
With those arguments, you'll be able to extend via prototype again and the compiler won't use strict mode. It's a fun way to "extend" the language and play with the JS-like capabilities not normally used with AS3.

Using the flex complier is not the same as making something in flash, you do not put specific code into specific frames. Flex apps only have 2 frames anyway.
If you wished to compile your code for AS2 then you'd need to use the mxmlc that was build for flex 2, if you’re using the latest mxmlc then it does it for AS3.
If you are coding in AS3 then you must target flashplayer 9 or above.

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Create a .jar file from some *.so files using perl scripts [closed]

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I need to create a .jar file out of few .so files using perl scripts
This is not generally possible.
A .so (shared object) is a library that can be loaded dynamically, like a .dll on Windows systems. These libraries contain natively compiled code, and may depend on other libraries in turn. A .jar is an archive for the Java Virtual Machine (JVM). It too can be loaded dynamically, but it contains .class files that contain code compiled for the JVM.
Which much hackery, you could perhaps translate a program in machine code to JVM byte code (or write an emulator e.g. for the x86 architecture), but it would be excessively difficult to do, as the execution model of a CPU and the JVM differ substantially, e.g. in their treatment of memory. The result would likely be highly inefficient. And re-compiling a dynamically loaded library would be rather unportable, thus defeating the purpose of the JVM.
If you simply want to interface with a native library from the JVM (e.g. a program written in Java), then you could use the Java Native Interface (JNI) instead. In that case, you'd have to write a C or C++ wrapper around the .so, and would then be able to call the functions.
I have no idea why you mentioned Perl. While a nice language, it cannot help here.

What UI mockup tools can be used to produce Eclipse UI "screenshots"? [closed]

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What UI mockup tools exist that could be used to produce designs that look like Eclipse UI? Perhaps there is an Eclipse project available for this? (http://www.eclipse.org/projects/listofprojects.php doesn't make it easy to browse through all the projects and learn about them.) I would consider tools for any platform.
They are wireframe sketches rather than Eclipse-UI like mockups, but I find http://wireframesketcher.com/ or http://marketplace.eclipse.org/content/wireframesketcher very useful.
It's quick and easy to use, see the feature list here:
http://wireframesketcher.com/features.html
One thing they don't seem to mention there is their SWT Spy plugin which "allows you to convert your existing SWT UI into a wireframe that you can edit and revise afterwards" (their words from the help content of the wireframe sketcher feature).
They have a 14 day trial.
I ended up buying SwordSoft Layout in the Mac OS X App Store. It's inexpensive ($6.99) and easy to use. While it doesn't have Eclipse-specific templates, it wasn't hard to create mockups that looked close enough to what I'm proposing.
We use balsamiq Balsamiq site. You can use their web version for free. Web version
However, the web version doesn't save. So you need to manually store the xml. Use export as xml and copy paste to a local file and use again import as xml to restart.
You can take a look at ForeUI, which can help creating UI mockup with various styles (Handdrawn, Wireframe, Windows xp, Mac OS X and Windows 7), and allows you to define behavior of your mockup then run HTML5 simulation in web browser.
For reference, Eclipse has a project
http://eclipse.org/windowbuilder/
that actually can be used for constructing plugin mockups and to start off the plugin project through generating much of the UI stuff. Since it is an Eclipse project using all Eclipse artefacts as they show in Eclipse, there's probably no better tool at the moment.
You can use MockupUI. It is a desktop user interface mockup software. Not using Eclipse, but it lets you draw high fidelity UI screens with a native Windows 7,8 or 10 look and feel.

How can i create a SDK (own iPhone OS framework) ? [duplicate]

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We have an idea for an framework or library that will be very helpful for any iOS developer. So we're seriously thinking about switching from app development to framework/library development.
But when we want to charge for the library/framework, we must protect the code somehow. How can we build a framework in such a way that the user of our framework can't see the source code, similar to how we can't see the source code of Apples frameworks? They only ship the header files and some weird Unix exe file with the compiled framework, I guess.
Or if it is not possible to make an compiled framework / library that other iOS developers can use without being able to copy&paste our source code, then is there a way to obfuscate the objective-c code?
Yes, it is possible to build frameworks so the user of the framework can't see the source code.
Check out these articles (I've successfully used the first one to create frameworks in the past -- the later articles are updates to the original):
http://www.drobnik.com/touch/2010/04/making-your-own-iphone-frameworks/
http://www.drobnik.com/touch/2010/05/making-your-own-iphone-frameworks-in-xcode/
http://www.drobnik.com/touch/2010/10/embedding-binary-resources/
To use the framework, your users would just drag the .framework bundle into Xcode. They will be able to see the header files you copy into the bundle (see the articles above), but not the source (as it's not included -- only the compiled output is in the bundle).
This can also be a great way to distribute code that is used for multiple projects within your company.
Update:
Check out the link featherless added below -- it is much more recent and all on one page: http://github.com/jverkoey/iOS-Framework. It also lays out the issues with several other approaches. This is the guide I now follow when trying to remember what to do when setting up a new framework. :)
Update2 (with Xcode 6 release)
There is a option, exactly that you a re looking for:
Universal Framework for iOS!
Will be my code visible to others? A: No. This Framework will export a compiled binary, so anyone can see inside it. You can make the same for some other files, like XIBs.
Why I need this? A: This is for developers/teams that want to share their codes without shows the entire code (.m/.c/.cpp files). Besides this is for who want to organize compiled code + resources (images, videos, sounds, XIBs, plist, etc) into one single place. And this is also for that teams that want to work together above the same base (framework).
(c) http://blog.db-in.com/universal-framework-for-ios/
This guide is a bit more recent for creating iOS static frameworks:
https://github.com/jverkoey/iOS-Framework
There is also a template for XCode 4 that will let you create iOS static framework projects.

Porting Any OS - Where do I start? [closed]

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What things must be done in order to begin with porting? Is there any documentation or something that will help me understand the steps of OS porting ?
Here is the mirror of what you want to find. But can you specify what you want to do?
Not sure if this is what you're looking for as things differ based on the platform, but it's a step in the right direction if you're interested in Linux hardware. As mentioned in your other link the Android x-86 stuff is also a place to start.
depends on what you are trying to port. If you want to port Cyanogenmod or port MIUI or from Here too, If just any rom, You can replace the files from the stock of your phone, with the new files from the wanted Rom.
If you are using ubuntu, & wanna port a rom which is Android 5.0+, You will need a package called android-tools-fsutils which can be installed by running sudo apt-get install android-tools-fsutils , to extract img files
NOTE : img files in android are not the same as the img files supported by ISO apps & unrar apps. Specific tools are needed.
If you want to port Ubuntu Touch, This will help.
You need to learn about the Kernel of any OS , it's how the OS interacts with hardware, Makes it boot & controls the hardware e.g CPU clock speed / GPU clock speed.
You need to learn about filsystems as well, maybe a scripting language like perl/python will be enough but it's not obligatory, you can continue your rough way, a scripting language will turn things easy.
Actually, I saw this question right now while I'm downloading cyanogen source to try to port , I don't know how actually, but I know about cpus/kernel & some programming languages. So, I think I will make it. You will find many words that you may not understand, Don't ignore.
ALWAYS try to learn every word you see, Know how apps interact with the RAM/CPU/GPU/BOARD/HDD , Know shortcuts e.g GPU > Graphics Processing Unit, This will help in trying to understand everything & will prevent your brain from mixing shortcuts like CPU/GPU/APU .
there's just something to say, If you are afraid to do something in your device & scared of failing to fix it after that, This is the 1st thing that will make you FAIL. So, Try on a device that you can leave it not working for days, Trying to make it work.

How to program a plug-in? [closed]

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Hey Folks, I need to create a plug-in that updates an application.
Look, I have a host application, but probably I will update it with to more functions. I am working in Windows with Delphi 7.
Basically, "my plugin" should add 2 or 3 new functions to the host application.
How can I program a plug-in (or a functionality) that inserts new code (new functions) in the host application without re-compiling it??
Note: I am sorry about my English. My natural language is Spanish.
Thanks anymore,
Yulien.
You didn't specify the language or the platform on which you are working, so I can only give you a generic answer.
Plugins can be implemented in several different ways. The simplest (YMMV) is to compile the plugin to a Dynamically Linked Library (DLL in Windows) or a Shared Object (.so under Linux), and then you use the appropriate function to get specific functions from the DLL and call them.
Search the internet for the function LoadLibrary() on Windows or dlopen() on Un*x/Linux systems for more information.
An alternative is to embed a scripting language interpreter in your program. Firefox, for example, is implemented in C/C++ and exposes its internals to its JavaScript interpreter (SpiderMonkey) - in this way, all Firefox plugins can be written in JavaScript.
There are different ways to accomplish this, I will give you one of the most basic.
Say you are programming with C# on Windows (Other languages and environments are similar)
Part 1. You need to be able to load an assembly (if C++ a DLL). You might want to take this from a configuration file. Do this for every piece of functionality you want the plugin applications to extend.
Part 2. You need to be able to invoke code from this plugin, so put the functionality in an interface. For example, the main application will code to an interface IMyPluginCapability and your plugin will include some class which implements this interface. You can figure out which class through reflection.
Part 3. Invoke the functions you wish your plugin to extend.
Your language, environment will surely have similar capabilities. You can lookup details for that environment.