Unable to select BlackBerry 9800 as default web simulator on Eclipse - blackberry-eclipse-plugin

I have some time now working with the BlackBerry's Eclipse Plugin with no issues using the Curve 8530 Simulator. Im trying to add the Torch 9800 Simulator but I get this:
Im pretty new on the BB Stuff.
Im I missing something?
Is there a debug-enabled version (I check and apparently the version that I have should be pretty capable of debugging)?
Help will be appreciated.
Edit: I noticed that I can only add simulators using OS v.5 (e.i BlackBerry Storm2 9550). But the why is still a mystery to me.

I've been looking for this issue for over a week, and the only think i can think of (yet not confirm) is that there are no debugging versions for OS other than 5x.
I was able to debug using all available models for OS5x (Pearl, Tour, Storm, Storm2, Bold, Curve)
So the official answer to this (until some one comes up with a more complete one) is...
There is no support for web debugging on versions other than OS 5x Simulators.

Not quite, I have a 4.6.0 simulator here (8220 "T-MobileEU" branded) that is debugging capable, but my 5.0.0 simulator (8530) is not listed as capable. The confusion continues.

Related

Can I debug a program with LLDB-MI via Eclipse?

It seems that LLDB plugin for Eclipse is still not developed yet, but this article claims that one can debug a program with LLDB-MI driver in Linux. However described way of integrating Eclipse and LLDB doesn't work for me (I always get "command --exec-continue not recognized" error message) and it looks suspicious that embedding LLDB-MI to Eclipse may be so easy.
Could anyone point me to curren materials on this topic? Google shows me only old Eclipse-bug-tracking threads.
There is a project called lldbmi2 that provides most of the functionality one would need. I know it's been developed primarily for the Mac and I don't know if it's been tested on Linux. It's not perfect, but I've been using it on the Mac for months and I'm pleased with its functionality.
See https://github.com/freedib/lldbmi2

REDHAWK IDE sandbox not appearing in SCA Explorer

I am using version 1.9.0 of the REDHAWK IDE on CentOS 6.5 and ran software updates today, made up of OpenJDK updates.
Before the updates, I was able to see the sandbox and chalkboard in the IDE. When I opened the IDE a little while after the updates, the sandbox was gone.
I tried installing Java SE JRE version 1.8.0_05 and restarting REDHAWK IDE without success.
I then tried a fresh IDE installation, which successfully showed the sandbox for two different times starting the IDE. Although, after being closed for an hour or so, the sandbox went missing again.
Does this sound like a java issue? If not, is the IDE breaking itself in some way?
Note that during the time of REDHAWK inactivity I was only using a word processor and a web browser.
Edit: Prior to the updates I had installed the newest GNU HAWK components and was able to load various GNU HAWK components onto the chalkboard with the sandbox still showing up.
I had the same issue, and ended up fixing it by commenting out the following line in the eclipse.ini file:
#-Dorg.omg.CORBA.ORBClass=org.jacorb.orb.ORB
For other people looking at this, I went through the basic example in the Getting Started and the plot window would flash and go away. It is related to that line in the accepted answer.

Make a game with Cocos2dx on Linux

I'm some familiar with Cocos2d and Cocos2dx.
But only I worked in Mac, I know which is possible work with this engine (Cocos2dx) in Windows, but I don't know if is possible develop a game on Linux.
By the way:
I'm not talking about a port, I want develop a Videogame multiplataform on Linux.
Would be great know the way of how start my game on Linux.
Thanks!
While I haven't tried it, cocos-2dx is, according to their documentation, is usable on Linux although my understanding is that this means one can build android projects using cocos2d on Linux.
In terms of where to start, I've used both SFML and SDL as both are well supported on Linux. Both are cross platform although SDL supports a wider range of platforms - I have an SDL2 game in progress that runs on Linux and android for instance whereas SFML does not yet have android or iOS support. Coming from cocos2d though I think you'll find the SFML API easiest to pick up.
As a fair warning, the landscape is a bit confusing at present because both SFML and SDL have a popular stable release (1.6 for SFML and 1.2 for SDL) with one API along side a popular development release (2.0 for SFML and 1.3/2.0 for SDL) that has a similar but not identical API. This is particularly noticeable with SDL where the documentation for 1.2 is much better than the documentation for the development API. In terms of choosing one over the other, the stable releases are precisely that - stable. In both cases the development releases have been under way for some time so if you are willing to dig for documentation a bit and ask questions it's worth getting the new features.
There is book that provides a nice introduction to Linux game development that, while dated, might be a good first step if this is your first outing with games on Linux, especially if you decide to use SDL Programming Linux Games.
Update:
I saw the directions here and after (roughly) following them cocos2dx does build on my Ubuntu 12.04 x64 machine. The "Set up Environment" directions seem sound but the makefile information appears to be out of date as there is no build_linux.sh instead there is a make-all-linux-project.sh. After this finished pulling in missing deps and building I changed into the samples/HelloCpp/proj.linux directory and ran make. This created a HelloCpp binary in samples/HelloCpp/proj.linux/bin/debug. Running that popped a HelloWorld cocos2d screen. According to the output the verison is:
cocos2d-x debug info [cocos2d: cocos2d-2.1beta3-x-2.1.0]
That said, I don't see a lot of documentation for the linux port and most of the related community entries seem to be out of date so you may find more support from using one of the libraries I already mentioned.
Download cocos2d-x project there is a test sample games which compiles on all platform android, windows, iOS , Windows Phone ...See you are going to code in c++ that's it then whether you build it in linux or any other platform doesnt matter for cocos2d-x kind of engine
so i suggest start with the sample projects of cocos2d-x .... and as you want to do it in linux ...make something then compile it in linux like I do ...

Can I make MonoDevelop look good on a Retina display?

I bought a new Retina MacBook Pro to develop for iOS with MonoTouch.
It is extremely frustrating that, probably because it is built on Gtk#, MonoDevelop is very blurry.
I can cope with blurry UI but I can't read or write code because it hurts my eyes.
What is the current status of Retina support in Gtk# and MonoDevelop?
Is there any (experimental) compile flag at least to enable proper code rendering?
If I want to contribute, which component is in charge of this? Is it Gtk# or Gtk itself?
Update
This has been fixed as of MonoDevelop 3.0.4:
Other improvements and bug fixes
Fixed rendering on MacBook with retina display
So just go and download it.
Workaround for Older Versions (and other apps, too)
There is a temporary work around I used for WebStorm that worked well. It should work for MonoDevelop too.
You can use that in the mean time until the Xamarin folks get an update to MonoDevelop out.
Here it goes:
Locate MonoDevelop in Applications and click Show Package Contents
Open Contents/Info.plist in any editor and add this after opening <dict>:
<key>NSHighResolutionCapable</key>
<true/>
Copy and paste MonoDevelop app bundle, delete the old one and rename the new one back to MonoDevelop. This will flush system caches.
You will notice that MonoDevelop.app info now has Low Resolution option unchecked and the code renders smoothly.

Why don't I have a iPhone monotouch project option in monodevelop after installing monotouch?

I just installed the following on my macbook pro running Mac OS X 10.6.6:
xcode_4.0.2_and_ios_sdk_4.3
MonoFramework-2.10.1_3.macos10.novell.x86
MonoDevelop-20402005
in that order as described by http://monotouch.net/Documentation/Installation.
However, when I start monodevelop, I am not seeing a iPhone Monotouch Project option under the C# projects. I don't get any error messages when monodevelop starts up.
Is there a way to troubleshoot this? Anyone have any suggestions on what else I can try to get this working?
You know I feel very stupid, Dimitris thank you i didn't realize that was a seperate download on the site for some reason i thought installing monodevelop would take care of it all. Installing monotouch (what do you know... ) did the trick

Resources