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  • Dartisans Ep 4 - Dart hangout with the Dart Editor team

    Dartisans Ep 4 - Dart hangout with the Dart Editor team This is Dartisans, the Hangout show that brings you interviews and access to the Dart team. This episode features the Dart Editor team, who will demo all the new features of the editor and will take your questions live. You'll love what the Dart Editor team has been up to. This episode was recorded on on Friday, 3/30, at 10am PDT / 6pm GMT. From: GoogleDevelopers Views: 68 3 ratings Time: 36:42 More in Science & Technology

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  • Are the criticisms against Dart valid?

    - by Hassan
    According to this Wikipedia article, Microsoft, Apple, Mozilla, and others criticize Dart, a programming language Google introduced to work in web browsers, because they feel "it seems harmful (cf. VBScript in IE)". But Dart also compiles to Javascript, so a web application written in Dart can run on any modern browser. So are their concerns valid? Can Dart really be a threat to the web's openness?

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  • Dart and NetBeans IDE 7.4

    - by Geertjan
    Here's the start of Dart in NetBeans IDE. Basic Dart editing support is done and on saving a Dart file the related JavaScript files are automatically generated. In the context of an HTML5 application in NetBeans IDE, that gives you deep integration with the embedded browser and, even better, Chrome, as well as Chrome Developer Tools. Below, notice that the "Sunflower Spectacular" H1 element is selected (click the image to enlarge it to get a better view), which is therefore highlighted in the live DOM view in the bottom left, as well as in the CSS Styles window in the top right, from where the CSS styles can be edited and from where the related files can be opened in the IDE. Identical features are available for Chrome, as well as on Android and iOS. And if you like that, watch this YouTube movie showing how Chrome Developer Tools integration can fit directly into the workflow below. Anyone want to help get this plugin further? What's needed: Much deeper Dart editing support, i.e., right now only very basic syntax coloring is provided, i.e., an ANTLR lexer is integrated into the NetBeans syntax coloring infrastructure. Parsing, error checking, code completion, and some small code templates are needed. A new panel is needed in the Project Properties dialog on NetBeans HTML5 projects for enabling Dart (i.e., similar to enabling Cordova), at which point the "dart.js" file and other Dart artifacts should be added to the project, so that a Dart project is immediately generated and the application should be immediately deployable. Whenever changes are made to a Dart file, Dart should run in the background to create the Dart artifacts in some hidden way, so that the user doesn't see all the Dart artifacts as is currently the case. Some way of recognizing Dart projects (there's a YAML file as an identifier) and creating NetBeans HTML5 projects from that, i.e., from Dart projects outside the IDE. I think that's all... The official Dart Editor is based on Eclipse and requires a massive download of heaps of Eclipse bundles. Compare that to the NetBeans equivalent, which is a very small "HTML5 and PHP" bundle (60 MB), available here, together with the above small Dart plugin. Plus, when you look at how NetBeans IDE integrates with a bunch of Google-oriented projects, i.e., Chrome, Chrome Developer Tools, and Android (via Cordova), that's a pretty interesting toolbox for anyone using Dart. And bear in mind that ANTLRWorks, Microchip, and heaps of other organizations have built and are building their tools on top of NetBeans!

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  • Why do some people hate Dart? [closed]

    - by Hassan
    First, I'd like to note that this question is not intended to compare two languages or technologies, but is only asking about criticisms aimed at a language. I've always thought it a good idea to somehow get rid of Javascript. It works, but it's just so messy. I think many will agree with me there. And that's how I interpreted Google's release of Dart. It seems to me like a very good alternative to Javascript. Now, it looks like some are not very happy that Google has released this new language. Take a look at this Wikipedia page to see what I'm talking about. If you don't feel like reading it, I'll tell you now that some seem to think that Dart is similar to Microsoft's VBScript, in that it only works on Microsoft's browsers. This goes against the web's openness. But it's my understanding that Dart can be compiled to Javascript, which will allow it to be run on any modern browser (as the Wikipedia article also states). So my question is: are these criticisms valid? Is there a real fear that Google is trying to control the web's front-end to be more compatible with its browser?

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  • Why `#import("dart:unittest")` can't run?

    - by Freewind
    I write some dart test code: #import("dart:unittest"); main() { test('this is a test', () { int x = 2+3; expect(x).equals(5); }); } It doesn't display any error in dart editor, but when I press the "run" button, it reports: Do not know how to load 'dart:unittest''file:///home/freewind/dev/dart/editor /samples/shuzu.org/test/model_test.dart': Error: line 1 pos 1: library handler failed #import("dart:unittest"); ^ I see there is a "dart:unittest" library in my dart-sdk. Why it can't be run?

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  • How does the GPL work in regards to languages like Dart which compile to other languages?

    - by Peter-W
    Google's Dart language is not supported by any Web Browsers other than a special build of Chromium known as Dartium. To use Dart for production code you need to run it through a Dart-JavaScript compiler/translator and then use the outputted JavaScript in your web application. Because JavaScript is an interpreted language everyone who receives the "binary"(Aka, the .js file) has also received the source code. Now, the GNU General Public License v3.0 states that: "The “source code” for a work means the preferred form of the work for making modifications to it." Which would imply that the original Dart code in addition to the JavaScript code must also be provided to the end user. Does this mean that any web applications written in Dart must also provide the original Dart code to all visitors of their website even though a copy of the source code has already been provided in a human readable/writable/modifiable form?

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  • Debunking Dart Myths For Web Developers

    Debunking Dart Myths For Web Developers Addy Osmani interviews Seth Ladd to learn more about Dart. Join this episode to discover how Dart relates to JavaScript, who the intended audience for Dart is, and what Dart's motivations are. If you're curious what Dart is all about, and if it wants to replace JavaScript, this is the episode for you! From: GoogleDevelopers Views: 0 1 ratings Time: 00:00 More in Science & Technology

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  • Dart Package Management with Pub

    Dart Package Management with Pub Pub is the package manager for Dart. With pub, you can manage libraries and dependencies for your Dart apps. This video shows you an early preview of pub and gives a demo of a Dart app with 3rd party libraries installed by the pub command line. Dart is a new structured web programming language, libraries, and virtual machine. Dart works across the modern web, thanks to its Dart to JavaScript compiler. You can try Dart, and pub, today at www.dartlang.org From: GoogleDevelopers Views: 2 0 ratings Time: 03:47 More in Science & Technology

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  • How to use Dart Editor

    How to use Dart Editor Dart Editor, part of the open-source Dart project, is a light weight and productive editor for Dart. It can help developers editor, refactor, and debug Dart apps. Watch this video to learn more about Dart Editor and its many features to help developers be more productive building high performance web apps. From: GoogleDevelopers Views: 104 2 ratings Time: 05:34 More in Science & Technology

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  • Differences between TypeScript and Dart

    - by margabit
    Microsoft recently unveiled Typescript, a new JavaScript-like programming language. Some time ago, I heard about Dart, a new programming language created by Google to solve problems related to Javascript like performance, scalability, etc.. The purpose of both new languages seem the same to me.. What do you think? Are the purposes of the languages the same? What are the real differences about them?

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  • Has Dart something useful that javascript doesn't have?

    - by marko
    http://www.dartlang.org/ I've checked out the site very briefly, and got curious. Is there any advantages of using Dart? Is it just a replacement for javascript? It looks like simpler java. Writing quite a lot of C# at work, the language feels very much like what I'm used to, so learning the syntax looks like a breeze to learn. Has anybody any opinions or experiences with the language? (Compared to coffeescript (= I'm not doing ruby syntax) the syntax looks more familiar to me).

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  • Can't get Angular Dart Router to work

    - by JesterXL
    I've tried this syntax in AngularDart 0.11.0: Angular Dart passing data from route service into a controller module.value(RouteInitializerFn, configureRoutes); void configureRoutes(Router router, RouteViewFactory views) { print("configureRoutes"); views.configure({ 'login': ngRoute( path: '/login', view: 'login/login.tpl.html'), 'today': ngRoute( path: '/today', view: '/today/today.tpl.html') }); However, my routing function never seems to get called. I've used both a print statement and breakpoint to no avail. When I attempt to call it like so: WorkoutLoggerApplication(this.rootScope, this.router) { print("WorkoutLoggerApplication::constructor"); new Future.delayed(new Duration(seconds: 2), () { router.go("login", {}); }); } I get: Bad state: Invalid route name: login I've tried 0.10.0, but no dice. I've also tried 3 varieties of the new bind function format, both also don't seem to ever fire the routing function.

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  • Google Dart vs CoffeeScript? Which one should one learn?

    - by garbage collection
    I was thinking about learning CoffeeScript some time in the future. In the mean time, Google came out with Dart that seems to do what CoffeeScript does. Google says: Dart code can be executed in two different ways: either on a native virtual machine or on top of a JavaScript engine by using a compiler that translates Dart code to JavaScript. This means you can write a web application in Dart and have it compiled and run on any modern browser. Does anyone know advantages and disadvantages of learning Dart or CoffeeScript?

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  • How do i connect with dart community to suggest something

    - by Muhammad Umer
    I am new to this stackoverflow and programming. So HI!!!! What i hope to do is tell something that i think is important to Dart community. If somehow it was possible to code android and or iphone apps using dart that would be very awesome and same for Dart.... There is one path, that is making program in dart compiling it to javascript and then making app using Adobe air..... .But looks inefficient. so is there any other way which i am unaware of, via which i can build an android app at least.. using dart i know you can build an app, using javascript..and css+html...so i am looking for html+css+dart. It'd be cool if adobe air supports dart language directly.

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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  • Dartisans Ep. 6 - Meet the community - Dart hangout

    Dartisans Ep. 6 - Meet the community - Dart hangout In this episode of Dartisans, we are joined by special guests from the Dart community. John Evans, Adam Smith, Chris Buckett, John McCutchan, and Lars Tackmann talk about their Dart libraries, what they like about Dart, and what they want to see in the future. Get started with Dart at www.dartlang.org From: GoogleDevelopers Views: 4 0 ratings Time: 48:11 More in Science & Technology

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  • jenkins-maven-android when running throwing the error "android-sdk-linux/platforms" is not a directory"

    - by Sam
    I start setting up the jenkins-maven-android and i'm facing an issue when running the jenkin job. My Machine Details $uname -a Linux development2 3.0.0-12-virtual #20-Ubuntu SMP Fri Oct 7 18:19:02 UTC 2011 x86_64 x86_64 x86_64 GNU/Linux Steps to install the Android SDK in Ubuntu https://help.ubuntu.com/community/AndroidSDK since i'm working on headless env (ssh to client machine) i used following command to install the platform tools android update sdk --no-ui download apache maven and install on http://maven.apache.org/download.html mvn -version output root@development2:/opt/android-sdk-linux/tools# mvn -version Apache Maven 3.0.4 (r1232337; 2012-01-17 08:44:56+0000) Maven home: /opt/apache-maven-3.0.4 Java version: 1.6.0_24, vendor: Sun Microsystems Inc. Java home: /usr/lib/jvm/java-6-openjdk/jre Default locale: en_US, platform encoding: UTF-8 OS name: "linux", version: "3.0.0-12-virtual", arch: "amd64", family: "unix" root@development2:/opt/android-sdk-linux/tools# ran the following two command as mention in below sudo apt-get update sudo apt-get install ia32-libs Problems with Eclipse and Android SDK http://developer.android.com/sdk/installing/index.html As error suggest i gave the path to android SDK in jenkins build config still im getting the error clean install -Dandroid.sdk.path=/opt/android-sdk-linux Can someone help me to resolve this. Thanks Error I'm Getting Waiting for Jenkins to finish collecting data mavenExecutionResult exceptions not empty message : Failed to execute goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources (default-generate-sources) on project base-template: Execution default-generate-sources of goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources failed: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. cause : Execution default-generate-sources of goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources failed: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. Stack trace : org.apache.maven.lifecycle.LifecycleExecutionException: Failed to execute goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources (default-generate-sources) on project base-template: Execution default-generate-sources of goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources failed: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:225) at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:153) at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:145) at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:84) at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:59) at org.apache.maven.lifecycle.internal.LifecycleStarter.singleThreadedBuild(LifecycleStarter.java:183) at org.apache.maven.lifecycle.internal.LifecycleStarter.execute(LifecycleStarter.java:161) at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:320) at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:156) at org.jvnet.hudson.maven3.launcher.Maven3Launcher.main(Maven3Launcher.java:79) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:616) at org.codehaus.plexus.classworlds.launcher.Launcher.launchStandard(Launcher.java:329) at org.codehaus.plexus.classworlds.launcher.Launcher.launch(Launcher.java:239) at org.jvnet.hudson.maven3.agent.Maven3Main.launch(Maven3Main.java:158) at hudson.maven.Maven3Builder.call(Maven3Builder.java:98) at hudson.maven.Maven3Builder.call(Maven3Builder.java:64) at hudson.remoting.UserRequest.perform(UserRequest.java:118) at hudson.remoting.UserRequest.perform(UserRequest.java:48) at hudson.remoting.Request$2.run(Request.java:326) at hudson.remoting.InterceptingExecutorService$1.call(InterceptingExecutorService.java:72) at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334) at java.util.concurrent.FutureTask.run(FutureTask.java:166) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603) at java.lang.Thread.run(Thread.java:679) Caused by: org.apache.maven.plugin.PluginExecutionException: Execution default-generate-sources of goal com.jayway.maven.plugins.android.generation2:android-maven-plugin:3.1.1:generate-sources failed: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. at org.apache.maven.plugin.DefaultBuildPluginManager.executeMojo(DefaultBuildPluginManager.java:110) at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:209) ... 27 more Caused by: com.jayway.maven.plugins.android.InvalidSdkException: Path "/opt/android-sdk-linux/platforms" is not a directory. Please provide a proper Android SDK directory path as configuration parameter <sdk><path>...</path></sdk> in the plugin <configuration/>. As an alternative, you may add the parameter to commandline: -Dandroid.sdk.path=... or set environment variable ANDROID_HOME. at com.jayway.maven.plugins.android.AndroidSdk.assertPathIsDirectory(AndroidSdk.java:125) at com.jayway.maven.plugins.android.AndroidSdk.getPlatformDirectories(AndroidSdk.java:285) at com.jayway.maven.plugins.android.AndroidSdk.findAvailablePlatforms(AndroidSdk.java:260) at com.jayway.maven.plugins.android.AndroidSdk.<init>(AndroidSdk.java:80) at com.jayway.maven.plugins.android.AbstractAndroidMojo.getAndroidSdk(AbstractAndroidMojo.java:844) at com.jayway.maven.plugins.android.phase01generatesources.GenerateSourcesMojo.generateR(GenerateSourcesMojo.java:329) at com.jayway.maven.plugins.android.phase01generatesources.GenerateSourcesMojo.execute(GenerateSourcesMojo.java:102) at org.apache.maven.plugin.DefaultBuildPluginManager.executeMojo(DefaultBuildPluginManager.java:101) ... 28 more channel stopped Finished: FAILURE* android home Echo root@development2:~# echo $ANDROID_HOME /opt/android-sdk-linux

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  • Dartisans Ep. 16: Dart and Web Components Reloaded

    Dartisans Ep. 16: Dart and Web Components Reloaded In this episode of Dartisans, Dimitri Glazkov (one of the godfathers of Web Components) will give a presentation on Web Components. Also, John Messerly and Siggi Cherem (who helped build the dart-lang/dart-web-components library) will give a presentation on using Web Components in Dart. A lot of things have changed since our last episode focused on Web Components, and this is shaping up to be an awesome edition of Dartisans! From: GoogleDevelopers Views: 0 0 ratings Time: 01:00:00 More in Science & Technology

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  • Google I/O 2012 - Dart - A Modern Web Language

    Google I/O 2012 - Dart - A Modern Web Language Lars Bak, Kasper Lund The two creators of Dart will discuss the rationale behind Dart's design and its impact on web scalability and performance. They'll also present how Dart helps developers innovate by increasing their productivity without breaking backwards compatibility. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 2066 36 ratings Time: 01:03:40 More in Science & Technology

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  • Google I/O 2012 - Migrating Code from GWT to Dart

    Google I/O 2012 - Migrating Code from GWT to Dart Ray Cromwell Curious to learn how to port your GWT code to Dart? In this session, we will go over Dart equivalents for various GWT libraries and idioms, techniques for interoperating with existing GWT server backends, and tricks to allow Dart code to talk to existing GWT and Javascript code. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 178 2 ratings Time: 57:46 More in Science & Technology

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  • Dartisans Ep. 7 - Dart news and special guests

    Dartisans Ep. 7 - Dart news and special guests In this episode of Dartisans, we talk to Kevin Moore and Bob Nystrom about the latest language changes as Dart heads to M1. We'll also chat about Dart's package manager and Kevin's proposed package structure. If we're lucky, we'll get a sneak peek at the Seattle Dart Hackathon (on July 14th) and Bob's Dart talk at OSCON. Learn more at www.dartlang.org From: GoogleDevelopers Views: 211 12 ratings Time: 42:04 More in Science & Technology

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  • Dartisans ep 14 - Dart Community Demos

    Dartisans ep 14 - Dart Community Demos The #dartlang community has been busy! You'll meet some members of the Dart community and see demos of their latest projects. Also, learn how an open-source contributor gained committer status for Dart! As always, ask and vote for questions for Dart engineers and community members. Meet +Kevin Moore, +Alexander Aprelev, and +John McCutchan show off their libraries and projects. You might just see WebGL, dart2js, and BOT in action. Ask questions here: developers.google.com Learn more about Dart at www.dartlang.org From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • How does one get UI_USER_INTERFACE_IDIOM() to work with iPhone OS SDK < 3.2

    - by drootang
    Apple advises using the following code to detect whether running on an iPad or iPhone/iPod Touch: if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { // The device is an iPad running iPhone 3.2 or later. // [for example, load appropriate iPad nib file] } else { // The device is an iPhone or iPod touch. // [for example, load appropriate iPhone nib file] } The problem is that UI_USER_INTERFACE_IDIOM() and UIUserInterfaceIdiomPad are NOT defined in the SDKs priory to 3.2. This seems to completely defeat the purpose of such a function. They can only be compiled and run on iPhone OS 3.2 (iPhone OS 3.2 can only be run on iPad). So if you can use UI_USER_INTERFACE_IDIOM(), the result will always be to indicate an iPad. If you include this code and target OS 3.1.3 (the most recent iPhone/iPod Touch OS) in order to test your iPhone-bound universal app code, you will get compiler errors since the symbols are not defined in 3.1.3 or earlier. If this is the recommended-by-Apple approach to runtime device-detection, what am I doing wrong? Has anyone succeeded using this approach to device-detection?

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  • UI_USER_INTERFACE_IDIOM() does not work with iPhone OS SDK < 3.2

    - by drootang
    Apple advises using the following code to detect whether running on an iPad or iPhone/iPod Touch: if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { // The device is an iPad running iPhone 3.2 or later. // [for example, load appropriate iPad nib file] } else { // The device is an iPhone or iPod touch. // [for example, load appropriate iPhone nib file] } The problem is that UI_USER_INTERFACE_IDIOM() and UIUserInterfaceIdiomPad are NOT defined in the SDKs priory to 3.2. This seems to completely defeat the purpose of such a function. They can only be compiled and run on iPhone OS 3.2 (iPhone OS 3.2 can only be run on iPad). So if you can use UI_USER_INTERFACE_IDIOM(), the result will always be to indicate an iPad. If you include this code and target OS 3.1.3 (the most recent iPhone/iPod Touch OS) in order to test your iPhone-bound universal app code, you will get compiler errors since the symbols are not defined in 3.1.3 or earlier. If this is the recommended-by-Apple approach to runtime device-detection, what am I doing wrong? Has anyone succeeded using this approach to device-detection?

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