I want to build my project by using a custom program. Does the Flash Professional CS5 give support to some API that i can use to build the FLA project from outside the IDE to build the project?
You can use JSFL scripts to send open and build commands to Flash Professional, but you'll need to have it installed, and there is no commandline compiler, each script will be run by the IDE itself.
Related
Just like the latest Visual Studio 2017, .NetCore2(backend) and an SPA(frontend) can be build under one command or under one Project. I think Microsoft team managed to implement the building tool for backend and frontend at the same build command.
I am looking for an IDE or a plugin or any way that can do such feat with GoLang(backend) and VueJS(frontend).
Coding
All Jetbrains products provide their official Vue.js plugin. I'm using GoLand and this plugin to achieve what you need.
Running
I open up two terminals inside the IDE. Then I start the client and server separately.
I've been trying to figure out on how to setup a Cross-Platform project for MonoGame. Whats the conventional way of doing so ?
Is that done through a Shared Project and can I keep all my content in 1 project ?
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
Targeted Platforms : WINDOWS, LINUX, MAC
The best way to setup a cross platform MonoGame project IMO would be to use a Shared project. Shared projects can also include .mgcb file so you won't need to duplicate your content either. How to do:
Use "Xamarin Studio/MonoDevelop" and create a "MonoGame Shared Project" with the name of your game
If you are going to use using "Visual Studio", close the "Xamarin Studio/MonoDevelop" after this, and open up the created project vith it
you are gonna have to include the generated "Content\Content.mgcb" file with build action "None" so it will be visible in Project View area
Add a MonoGame Project for the platform you wish to launch the game from, ie. create a "MonoGame Crossplatform Project" and name it "(gamename).DesktopGL"
Delete "Game1.cs" and "Content Folder" from the Platform project
Add a reference for your Shared project
For your platform project, in options set the Output Assembly Name to be the same as your shared project
this step might not seem important, but if you are using a custom importer/processor this will allow you to not have to compile the content separately for each platform.
There you go, you should be able to run your project now.
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
The created executable from DesktopGL project is runnable on Mac even when compiled from Windows, the Mac user just has to launch it using Mono. In case you want you can package your game using MonoKickstart so that your Linux and Mac users don't have to have mono installed: https://github.com/MonoGame/MonoKickstart what's more, it also includes other needed native libraries. Description on how to use it are in the link.
Since you're just targeting Windows, Linux and Mac, you can use Xamarin/MonoDevlop which runs on all three of your target platforms.
Once it's installed, then add the Monogame through the Addin manager. The addin on version 5 of Xaramin and MonoDevlop.
You can then use the same Solution project file between all three platforms assuming you use the OpenGL Template. I use this method for developing between Windows and Linux.
The only time you'll need to use a shared project or something similar would be if you started developing for Mobile (iOS/Android) or for Windows on DirectX instead of OpenGL.
I want to compile a tiny actionscript file. Is there something out there that exists and works?
I tried compiling and installing swftools without success. I also read about Flex SDK on all other posts. However all links are either broken or outdated. Seems like there isn't a package for Linux?
The easiest way to compile and test out ActionScript is to use Wonderfl. It is a web-based Flash IDE that will compile ActionScript and allow you to view and download the resulting SWF.
To develop on your own machine, you can use the Flex SDK, which can be downloaded from Adobe Open Source. This includes mxmlc, the command-line ActionScript compiler. You can find more information on using mxmlc in the Flex documentation. You could also try FB4Linux, a project that ports the Flash Builder IDE to Linux.
checkout redbean
http://redtamarin.com/tools/redbean
it is a command line tool written in AS3 that reuse the asc.jar
to compile AS3 to ABC (ActionScript ByteCode)
download the redtamarin SDK
http://download.redtamarin.com/
it will gives you redshell, redbean, etc. for Linux
alternatively you can also install as3shebang
which will allow you to run AS3 as shell scripts
https://github.com/Corsaair/as3shebang
What is "node-waf" for node.js and how do I get it on a Windows development machine?
node-waf is a wrapper around the build system waf to simplify building of native C++ extensions for node.js. As far as I know there's not yet a replacement for windows.
But I know that some people managed to build native extensions with Vistual Studio instead.
This repository contains a windows build for contextify, needed for jsdom. Maybe you can look at how it is built and adapt that.
i have developed application in visual c++ 6.0,i have do exe of that application,i have done by using icnt.exe(install creator),but when i run my application exe file on other system which does't have the vc++ software it's showing dll files are missing,how could than i downloaded the dll files again it is asking other dll's files.i want run my application without installing vc++ software in windows,how can i solve it,plz help me i'm touble.
How to make Realease build? by default its debug build
thanks for reply.
As a wild guess, you have deployed the Debug build, which depends on DLLs that are not allowed to be shipped.
If that is the case, have VC6 create a Release build and deploy that.
You can verify which DLLs are required by your application with the depends.exe utility that came with Visual Studio.
Edit: The easiest way to get a release build when ready is to use the Batch Build command from the Build menu. It will let you pick among all of the known build types in the project, and choose to either build them clean (recommended) or to just bring them up to date.
It is also possible to switch the GUI to default to the Release build instead of Debug. That is the right thing to do if you actually need to run the debugger on the Release build. Note that both builds include debug symbols. The differences have more to do with which runtime libraries are linked, and certain optimizations such as making the assert() macro have no effect.