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  • run buildbot on Windows XP

    - by chrmue
    I recently stumbled over buildbot and wanted to give it a try. My problem is that I have to run it under Windows because we don't use Linux on workstations or servers in my company. I've already tried different installations: python 2.6, Twisted-9.0.0-py2.6, buildbot 0.7.12 python 2.6, pywin32-214-py2.6, Twisted-9.0.0-py2.6, buildbot 0.7.12 python 2.4, pywin32-214-py2.4, Twisted-9.0.0-py2.4, buildbot 0.7.12 and tried to run it in a Windows XP VM. In all installations I ran the buildbot test suite and got several errors and the buildbot documentation sais that no test should fail. Does anybody here have experience with buildbot under Windows? Is it worth the pain or do I have to use Linux?

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  • MSBuild file for deployment process

    - by Lee Englestone
    I could do with some pointers, code examples or references that may help me do the following in an msbuild file to help speed up the deployment process.. This scenario involves getting a developers 'local' version onto a 'development' server.. Increment a developers local Web Applications Assembly version number Publish a developers local Web Application files somewhere .rar the publsihed files or folder into the format v[IncrementedAssemblyNumber].rar Copy the .rar to somewhere Backup (.rar) the existing live website folder (located elsewhere) in the format Pre_v[IncrementedAssemblyNumber].rar Move the backed up .rar to a /Backup folder. Overwrite the development web files with the published local web files Should be simple for all those MSBUILD Gurus out there. Like I said, answers or 'Good and applicable' links would be much appreciated. Also i'm thinking of getting one of the MSbuild books. From what I can tell there are 2, possibly 3 contenders. I am not using TFS. Can anyone recommend a book for beginning MSBUILD? Ideally from people that have read more than one book on the subject. Cheers, -- Lee

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  • Build Your Own Adapter For Cheap Mains Power on Portable Devices

    - by Jason Fitzpatrick
    If you’re looking for a way to build a battery-to-wall-power adapter for one of your portable devices, this tutorial can serve as a template for your DIY adventures. Mike Worth wanted an outlet adapter for his Canon camera, but Canon wanted $75 for it. Not looking to spend that kind of cash on a very simple adapter, he set out to build his own. The build is quite simple, consisting of a transformer with the proper voltage, and a set of dummy battery casings with thumb tacks and washers to serve as the negative and positive leads. Hit up the link below to see the full build. Making a Mains Adapter [via Hack A Day] HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • How to make distributed builds using XCode 3.2 on OS X 10.6

    - by Sorin Sbarnea
    After I upgraded using a clean install from OS X 10.5 to 10.6.2 and upgraded the XCode to 3.2.1 I wasn't able to use distributed builds feature anymore. There are several issues that I detected: In most cases Bonjour is not detecting the other computers even they are on the same switch. I added a custom 'set' where I added manually the IP addreses of each computer. Even so I still get status: "unreachable" on them.BTW, ping does work without problems. Both share my computer for shared workgroup builds (distcc) and distribute builds via shared workgroup builds options are checked.

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  • Maven: add a dependency to a jar by relative path

    - by flybywire
    I have a proprietary jar that I want to add to my pom as a dependency. But I don't want to add it to a repository. The reason is that I want my usual maven commands such as mvn compile, etc, to work out of the box. (Without demanding from the developers a to add it to some repository by themselves). I want the jar to be in a 3rdparty lib in source control, and link to it by relative path from the pom.xml file. Can this be done? How?

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  • iOS build machine setup: problem with certificates

    - by cbrulak
    some background: work with multiple team mates each work on our own MBP I'm setting a build machine that we can git push to in order to generate a build (aim to allow anyone to push to the build machine and then generate an archive, upload to testflight and send on its way) problem: getting my apple developer certificates on the build machine. I installed Lion, XCode, etc and I signed into my developer account through Xcode organizer, provisioning profiles download,etc. but beside each one it says: valid signing identity not found I also download my certificate from the developer.apple.com page, imported it into keychain, etc but no luck. Anyone else have a similar issue? Or maybe hints to fix? Thanks

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  • Toolset agnostic build server and Silverlight projects

    - by Marko Apfel
    Problem Normally I try to have my continuous integration as most a possible toolset free to ensure that no local stuff could have an impact to my build. My Silverlight app references a special compile target in a folder outside my developer tree: <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v10.0\WebApplications\Microsoft.WebApplication.targets" /> So I copied the stuff from this folder to a local one and changed the call to this target in my csproj: <Import Project="..\..\..\tools\WebApplications\Microsoft.WebApplication.targets" /> And now Visual Studio Conversion Wizard welcomes my with this: Solution Regardless of which line I write – this conversion comes back again and again, if the line has another form than <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v10.0\WebApplications\Microsoft.WebApplication.targets" /> So it seems that there is no simple way to change this behaviour. Workaraound I must accept, that this line must be in the csproj and to run the build the toolset must be copied to the build server at the correct location. So go to your development machine where Visual Studio is installed and copy the folder “C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v10.0\WebApplications” to your build server at the equivalent location.   Xmas wishes to Microsoft: Please provide technologies to let us developers bundle all needed stuff for a project in one developer tree. It should be possible that one checkout starts us up! No additional installations regardless whether it is a developing machine or dedicated build or continuous integration server. Silverlight is only one example, code analysis configurations could also be terrible and much more …

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  • Launchpad fails to build a package for my PPA

    - by AZorin
    I'm trying to build a package on Launchpad's Debian build system for PPAs but I'm having some issues with a certain package. The package I'm trying to build (zorin-xwinwrap) contains a source C file which I'm trying to get to compile and build on Launchpad's server so that it would install and work on 32 bit (i386) and 64 bit (amd64) systems. Unfortunately I keep on getting an Error code 2 with the debian/rules file and I have no clue how to fix this issue. The following link is the source package of the software I'm trying to add to my PPA: http://goo.gl/GjZvd The following link is the buildlog for the failed package on Launchpad: http://goo.gl/6A2rQ I would greatly appreciate any suggestions if anyone may have any. Thank you for your time.

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  • Do you use Phing?

    - by Sam McAfee
    Does anyone use Phing to deploy PHP applications, and if so how do you use it? We currently have a hand-written "setup" script that we run whenever we deploy a new instance of our project. We just checkout from SVN and run it. It sets some basic configuration variables, installs or reloads the database, and generates a v-host for the site instance. I have often thought that maybe we should be using Phing. I haven't used ant much, so I don't have a real sense of what Phing is supposed to do other than script the copying of files from one place to another much as our setup script does. What are some more advanced uses that you can give examples of to help me understand why we would or would not want to integrate Phing into our process.

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  • How do I build mDNSResponder?

    - by Alex
    I have tried checking out the mDNSResponder source from Apple's SVN host, with the thought of compiling it and tweaking it. This failed miserably. Here is the last line of the output of cd trunk SRCROOT=. make I get the same error for several tags in the SVN tree, so I'm not sure if there is something on my end wrong? The following build commands failed: mDNSResponder: CompileC mDNSResponder.build/mDNSResponder.build/Objects-normal/i386/mDNSMacOSX.o /Users/myname/Desktop/mDNSResponder/trunk/mDNSMacOSX/mDNSMacOSX.c normal i386 c com.apple.compilers.gcc.4_2 PhaseScriptExecution "Run Script" /Users/myname/Desktop/mDNSResponder/trunk/mDNSMacOSX/mDNSResponder.build/mDNSResponder.build/Script-D284BE6C0ADD80740027CCDF.sh mDNSResponder debug: CompileC "mDNSResponder.build/mDNSResponder debug.build/Objects-normal/i386/mDNSMacOSX.o" /Users/myname/Desktop/mDNSResponder/trunk/mDNSMacOSX/mDNSMacOSX.c normal i386 c com.apple.compilers.gcc.4_2 Build Some: PhaseScriptExecution "Run Script" "/Users/myname/Desktop/mDNSResponder/trunk/mDNSMacOSX/mDNSResponder.build/Development/Build Some.build/Script-FF045B6A0C7E4AA600448140.sh" (4 failures)

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  • How do I install PyYAML into local install of Python?

    - by Daryl Spitzer
    I've installed Python 2.6.4 into (a subdirectory in) my home directory on a Linux machine with Python 2.3.4 pre-installed, because I need to run some code that I've decided would require too much work to make it run on 2.3.4. (I'm not on the sudoers list for that machine.) I was hoping I could run ~/Python-2.6.4/python setup.py install (from the PyYAML directory in my home directory, where I untarred the PyYAML sources) and it would be smart enough to install it into my local Python 2.6.4 install. But it's not. (See the P.S.) Is it possible to install PyYAML into my local Python install, so that "import yaml" will work when I invoke that Python? If so, how do I do that? P.S. Here's the output when I ran ~/Python-2.6.4/python setup.py install: running install running build running build_py creating build/lib.linux-ppc64-2.6 creating build/lib.linux-ppc64-2.6/yaml copying lib/yaml/composer.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/nodes.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/dumper.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/resolver.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/events.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/emitter.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/error.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/loader.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/cyaml.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/scanner.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/__init__.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/serializer.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/reader.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/representer.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/constructor.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/tokens.py -> build/lib.linux-ppc64-2.6/yaml copying lib/yaml/parser.py -> build/lib.linux-ppc64-2.6/yaml running build_ext creating build/temp.linux-ppc64-2.6 checking if libyaml is compilable gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -fPIC -I/home/dspitzer/Python-2.6.4/Include -I/home/dspitzer/Python-2.6.4 -c build/temp.linux-ppc64-2.6/check_libyaml.c -o build/temp.linux-ppc64-2.6/check_libyaml.o build/temp.linux-ppc64-2.6/check_libyaml.c:2:18: yaml.h: No such file or directory build/temp.linux-ppc64-2.6/check_libyaml.c: In function `main': build/temp.linux-ppc64-2.6/check_libyaml.c:5: error: `yaml_parser_t' undeclared (first use in this function) build/temp.linux-ppc64-2.6/check_libyaml.c:5: error: (Each undeclared identifier is reported only once build/temp.linux-ppc64-2.6/check_libyaml.c:5: error: for each function it appears in.) build/temp.linux-ppc64-2.6/check_libyaml.c:5: error: syntax error before "parser" build/temp.linux-ppc64-2.6/check_libyaml.c:6: error: `yaml_emitter_t' undeclared (first use in this function) build/temp.linux-ppc64-2.6/check_libyaml.c:8: warning: implicit declaration of function `yaml_parser_initialize' build/temp.linux-ppc64-2.6/check_libyaml.c:8: error: `parser' undeclared (first use in this function) build/temp.linux-ppc64-2.6/check_libyaml.c:9: warning: implicit declaration of function `yaml_parser_delete' build/temp.linux-ppc64-2.6/check_libyaml.c:11: warning: implicit declaration of function `yaml_emitter_initialize' build/temp.linux-ppc64-2.6/check_libyaml.c:11: error: `emitter' undeclared (first use in this function) build/temp.linux-ppc64-2.6/check_libyaml.c:12: warning: implicit declaration of function `yaml_emitter_delete' libyaml is not found or a compiler error: forcing --without-libyaml (if libyaml is installed correctly, you may need to specify the option --include-dirs or uncomment and modify the parameter include_dirs in setup.cfg) running install_lib creating /usr/local/lib/python2.6 error: could not create '/usr/local/lib/python2.6': Permission denied

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  • Visual Studio: How to override the default "Build Action" for certain extension types per project or solution?

    - by Lukasz Podolak
    I'm serving my asp.net mvc views from many assemblies and copying views to the main application on post-build event. This works, however, I realized, that when I change something in view and just hit F5, changes are not included. What I have to do to see changes is to: save, build<- explicitly clicking, and then hit F5. However, it's pretty annoying solution. I discovered that setting Build action to "Embedded Resource" on view solves the problem as well, however other devs may not remember that they have to do this after adding every view to the solution. Is there a way to override the default build action for certain file extensions, such as: *.aspx, *.ascx in project or (better) in solution ? What I've found is an ability to add this setting globally, per machine, but I do not want to do that (link: http://blog.andreloker.de/post/2010/07/02/Visual-Studio-default-build-action-for-non-default-file-types.aspx) Any ideas ?

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  • Can I have a workspace that is both a git workspace and a svn workspace?

    - by Troy
    I have checked out now a local working copy of a codebase that lives in an svn repo. It's a big Java project that I use Eclipse to develop in. Eclipse of course builds everything on the fly, in it's own way with all the binaries ending up in [project root]/bin. That's perfectly fine with me, for development, but when the build runs on the build server, it looks quite a lot different (maven build, binaries end up in a different directory structure, etc). Sometimes I need to recreate the build server environment on my local development system to debug the build or what have you, so I usually end up downloading an entirely new working copy into a new workspace and running the build from there (prevents cluttering my development workspace with all the build artifacts and dirtying up the working copy). Of course sometimes I'm interested in running the full build on code that I don't want to check in yet, so I will manually copy over the "development" workspace onto the "build" workspace. Besides taking a lot of extra time copying a lot of files that I don't actually need (just overlaying the new over the old), this also screws up my svn metadata, meaning that I can't check in changes from that "build workspace" working copy, and I often end up having to re-download the code to get it back into a known state. So I'm thinking I make my svn working copy a local git repo, then "check out" the in-development code from the svn working copy/git master, into the local build workspace. Then I can build, revert my changes, have all the advantages of a version controlled working copy in the build workspace. Then if I need to make changes to the build, push those back into the git master (which is also a svn working copy), then check them into the main svn repo. |-------------| |main svn repo| <------- |---------------------| |-------------| |svn working copy | <------- |--------------------| | (svn dev workspace/ | | non-svn-versioned | | git master) | | build workspace | |---------------------| | (git working copy) | |--------------------| Just switching everything to git would obviously be better, but, big company, too many people using svn, too costly to change everything, etc. We're stuck with svn as the main repo for now. BTW, I know there is a maven plugin for Eclipse and everything, I'm mainly interested to know if there is a way to maintain a workspace that is both a git working copy and an svn working copy. Actually any distributed version control system would probably work (hg possibly?). Advice? How does everybody else handle this situation of having a to manage both a "development" build process and a "production" build process?

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  • How to build Open JavaFX for Android.

    - by PictureCo
    Here's a short recipe for baking JavaFX for Android dalvik. We will need just a few ingredients but each one requires special care. So let's get down to the business.  SourcesThe first ingredient is an open JavaFX repository. This should be piece of cake. As always there's a catch. You probably know that dalvik is jdk6 compatible  and also that certain APIs are missing comparing to good old java vm from Oracle.  Fortunately there is a repository which is a backport of regular OpenJFX to jdk7 and going from jdk7 to jdk6 is possible. The first thing to do is to clone or download the repository from https://bitbucket.org/narya/jfx78. Main page of the project says "It works in some cases" so we will presume that it will work in most cases As I've said dalvik vm misses some APIs which would lead to a build failures. To get them use another compatibility repository which is available on GitHub https://github.com/robovm/robovm-jfx78-compat. Download the zip and unzip sources into jfx78/modules/base.We need also a javafx binary stubs. Use jfxrt.jar from jdk8.The last thing to download are freetype sources from http://freetype.org. These will be necessary for native font rendering. Toolchain setup I have to point out that these instructions were tested only on linux. I suppose they will work with minimal changes also on Mac OS. I also presume that you were able to build open JavaFX. That means all tools like ant, gradle, gcc and jdk8 have been installed and are working all right. In addition to this you will need to download and install jdk7, Android SDK and Android NDK for native code compilation.  Installing all of them will take some time. Don't forget to put them in your path. export ANDROID_SDK=/opt/android-sdk-linux export ANDROID_NDK=/opt/android-ndk-r9b export JAVA_HOME=/opt/jdk1.7.0 export PATH=$JAVA_HOME/bin:$ANDROID_SDK/tools:$ANDROID_SDK/platform-tools:$ANDROID_NDK FreetypeUnzip freetype release sources first. We will have to cross compile them for arm. Firstly we will create a standalone toolchain for cross compiling installed in ~/work/ndk-standalone-19. $ANDROID_NDK/build/tools/make-standalone-toolchain.sh  --platform=android-19 --install-dir=~/work/ndk-standalone-19 After the standalone toolchain has been created cross compile freetype with following script: export TOOLCHAIN=~/work/freetype/ndk-standalone-19 export PATH=$TOOLCHAIN/bin:$PATH export FREETYPE=`pwd` ./configure --host=arm-linux-androideabi --prefix=$FREETYPE/install --without-png --without-zlib --enable-shared sed -i 's/\-version\-info \$(version_info)/-avoid-version/' builds/unix/unix-cc.mk make make install It will compile and install freetype library into $FREETYPE/install. We will link to this install dir later on. It would be possible also to link openjfx font support dynamically against skia library available on Android which already contains freetype. It creates smaller result but can have compatibility problems. Patching Download patches javafx-android-compat.patch + android-tools.patch and patch jfx78 repository. I recommend to have look at patches. First one android-compat.patch updates openjfx build script, removes dependency on SharedSecret classes and updates LensLogger to remove dependency on jdk specific PlatformLogger. Second one android-tools.patch creates helper script in android-tools. The script helps to setup javaFX Android projects. Building Now is time to try the build. Run following script: JAVA_HOME=/opt/jdk1.7.0 JDK_HOME=/opt/jdk1.7.0 ANDROID_SDK=/opt/android-sdk-linux ANDROID_NDK=/opt/android-ndk-r9b PATH=$JAVA_HOME/bin:$ANDROID_SDK/tools:$ANDROID_SDK/platform-tools:$ANDROID_NDK:$PATH gradle -PDEBUG -PDALVIK_VM=true -PBINARY_STUB=~/work/binary_stub/linux/rt/lib/ext/jfxrt.jar \ -PFREETYPE_DIR=~/work/freetype/install -PCOMPILE_TARGETS=android If everything went all right the output is in build/android-sdk Create first JavaFX Android project Use gradle script int android-tools. The script sets the project structure for you.   Following command creates Android HelloWorld project which links to a freshly built javafx runtime and to a HelloWorld application. NAME is a name of Android project. DIR where to create our first project. PACKAGE is package name required by Android. It has nothing to do with a packaging of javafx application. JFX_SDK points to our recently built runtime. JFX_APP points to dist directory of javafx application. (where all application jars sit) JFX_MAIN is fully qualified name of a main class. gradle -PDEBUG -PDIR=/home/user/work -PNAME=HelloWorld -PPACKAGE=com.helloworld \ -PJFX_SDK=/home/user/work/jfx78/build/android-sdk -PJFX_APP=/home/user/NetBeansProjects/HelloWorld/dist \ -PJFX_MAIN=com.helloworld.HelloWorld createProject Now cd to the created project and use it like any other android project. ant clean, debug, uninstall, installd will work. I haven't tried it from any IDE Eclipse nor Netbeans. Special thanks to Stefan Fuchs and Daniel Zwolenski for the repositories used in this blog post.

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  • Recommendations for Continuous integration for Mercurial/Kiln + MSBuild + MSTest

    - by TDD
    We have our source code stored in Kiln/Mercurial repositories; we use MSBuild to build our product and we have Unit Tests that utilize MSTest (Visual Studio Unit Tests). What solutions exist to implement a continuous integration machine (i.e. Build machine). The requirements for this are: A build should be kicked of when necessary (i.e. code has changed in the Repositories we care about) Before the actual build, the latest version of the source code must be acquired from the repository we are building from The build must build the entire product The build must build all Unit Tests The build must execute all unit tests A summary of success/failure must be sent out after the build has finished; this must include information about the build itself but also about which Unit Tests failed and which ones succeeded. The summary must contain which changesets were in this build that were not yet in the previous successful (!) build The system must be configurable so that it can build from multiple branches(/Repositories). Ideally, this system would run on a single box (our product isn't that big) without any server components. What solutions are currently available? What are their pros/cons? From the list above, what can be done and what cannot be done? Thanks

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  • MSBuild - How to build a .NET solution file (in an XML task script) from pre-written command line commands

    - by Devtron
    Hello. I have been studying MSBuild as I have the need to automate my development shop's builds. I was able to easily write a .BAT file that invokes the VS command prompt and passes my MSBuild commands to it. This works rather well and is kinda nifty. Here is the contents of my .BAT build file: call "C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\amd64\vcvars64.bat" cd C:\Sandbox\Solution msbuild MyTopSecretApplication.sln /p:OutputPath=c:\TESTMSBUILDOUTPUT /p:Configuration=Release,Platform=x86 pause ^ This works well but I now have the need to use the MSBuild task for TeamCity CI. I have tried to write a few MSBuild scripts but I cannot get them to work the same. What is the equivalent build script to the command I am using in my .BAT file? Any ideas? I have tried using something like this, but no success (I know this is wrong): <?xml version="1.0"?> <project name="Hello Build World" default="run" basedir="."> <target name="build"> <mkdir dir="mybin" /> <echo>Made mybin directory!</echo> <csc target="exe" output="c:\TESTMSBUILDOUTPUT"> <sources> <include name="MyTopSecretApplication.sln"/> </sources> </csc> <echo>MyTopSecretApplication.exe was built!</echo> </target> <target name="clean"> <delete dir="mybin" failonerror="false"/> </target> <target name="run" depends="build"> <exec program="mybin\MyTopSecretApplication.exe"/> </target> What I simply need is an MSBuild XML build script that compiles a single solution for Release mode to a specified output directory. Any help?

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  • Review&ndash;Build Android and iOS apps in Visual Studio with Nomad

    - by Bill Osuch
    Nomad is a Visual Studio extension that allows you build apps for both Android and iOS platforms in Visual Studio using HTML5. There is no need to switch between .Net, Java and Objective-C to target different platforms - write your code once in HTML5 and build for all common mobile platforms and tablets. You have access to the native hardware functions (such as camera and GPS) through the PhoneGap library, UI libraries such as jQuery mobile allow you to create an impressive UI with minimal work. Nomad is still in an early access beta stage, so the documentation is a bit sparse. In fact, the only documentation is a simple series of steps on how to install the plug-in, set up a project, build and deploy it. You're going to want to be a least a little familiar with the PhoneGap library and jQuery mobile to really tap into the power of this. The sample project included with the download shows you just how simple it is to create projects in Visual Studio. The sample solution comes with an index.html file containing the HTML5 code, the Cordova (PhoneGap) library, jQuery libraries, and a JQuery style sheet: The html file is pretty straightforward. If you haven't experimented with JQuery mobile before, some of the attributes (such as data-role) might be new to you, but some quick Googling will fill in everything you need to know. The first part of the file builds a simple (but attractive) list with some links in it: The second part of the file is where things get interesting and it taps into the PhoneGap library. For instance, it gets the geolocation position by calling position.coords.latitude and position.coords.longitude: ...and then displays it in a simple span: Building is pretty simple, at least for Android (I'm not an iOS developer so I didn't look at that feature) - just configure the display name, version number, and package ID. There's no need to specify Android version; Nomad supports 2.2 and later. Enter these bits of information, click the new "Build for Android" button (not the regular Visual Studio Build link...) and you get a dialog box saying that your code is being built by their cloud build service (so no building while away from a WiFi signal apparently). After a couple minutes you wind up with a .apk file that can be copied over to your device. Applications built with Nomad for Android currently use a temporary certificate, so you can test the app on your devices but you cannot publish them in the Google Play Store (yet). And I love the "success" dialog box: Since Nomad is still in Beta, no pricing plans have been announced yet, so I'll be curious to see if this becomes a cost-effective solution to mobile app development. If it is, I may even be tempted to spring for the $99 iOS membership fee! In the meantime, I plan to work on porting some of my apps over to it and seeing how they work. My only quibble at this time is the lack of a centralized documentation location - I'd like to at least see which (if any) features of JQuery and PhoneGap are limited or not supported. Also, some notes on targeting different Android screen sizes would be nice, but it's relatively easy to find jQuery examples out on the InterWebs. Oh well, trial and error! You can download the Nomad extension for Visual Studio by going to their web site: www.vsnomad.com. Technorati Tags: Android, Nomad

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  • PHP, ANT and virtualhosts

    - by dbasch
    Hi all, I use the following standard folder structure with my projects: workspace myproject conf development.properties production.properties src build.xml build.properties build myproject Unfortunately, working with scripted languages nullifies the concept of separating the "workspace" from the "build". In my development environment, I use a virtual-host for each project. The virtual-host for a project is configured during the "deploytodevelopment" ANT task. Which method would you recommend for integrating PHP into my build process? Change the virtual-hosts setup to point to the workspace/myproject/src folder. Edit the PHP in the workspace/myproject/src folder. or Check out another working copy of the myproject/src folder to the build/myproject folder. Change the virtual-hosts setup to point to the build/myproject folder. Edit the PHP in the build/myproject folder.

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  • How to fix “Module ndiswrapper not found"

    - by jason328
    I have Ubuntu 12.10 and whenever I run sudo modprobe ndiswrapper, I get the following error. FATAL: Module ndiswrapper not found. The command dkms status returns with... ndiswrapper, 1.57, 3.2.0-32-generic, i686: installed The make.log in ndiswrapper returns with... DKMS make.log for ndiswrapper-1.57 for kernel 3.5.0-18-generic (i686) Wed Nov 7 22:16:12 EST 2012 make -C /usr/src/linux-headers-3.5.0-18-generic M=/var/lib/dkms/ndiswrapper /1.57/build make[1]: Entering directory `/usr/src/linux-headers-3.5.0-18-generic' LD /var/lib/dkms/ndiswrapper/1.57/build/built-in.o MKEXPORT /var/lib/dkms/ndiswrapper/1.57/build/crt_exports.h MKEXPORT /var/lib/dkms/ndiswrapper/1.57/build/hal_exports.h MKEXPORT /var/lib/dkms/ndiswrapper/1.57/build/ndis_exports.h MKEXPORT /var/lib/dkms/ndiswrapper/1.57/build/ntoskernel_exports.h MKEXPORT /var/lib/dkms/ndiswrapper/1.57/build/ntoskernel_io_exports.h MKEXPORT /var/lib/dkms/ndiswrapper/1.57/build/rtl_exports.h MKEXPORT /var/lib/dkms/ndiswrapper/1.57/build/usb_exports.h CC [M] /var/lib/dkms/ndiswrapper/1.57/build/crt.o CC [M] /var/lib/dkms/ndiswrapper/1.57/build/hal.o CC [M] /var/lib/dkms/ndiswrapper/1.57/build/iw_ndis.o CC [M] /var/lib/dkms/ndiswrapper/1.57/build/loader.o CC [M] /var/lib/dkms/ndiswrapper/1.57/build/ndis.o /var/lib/dkms/ndiswrapper/1.57/build/ndis.c: In function ‘NdisGetCurrentProcessorCounts’: /var/lib/dkms/ndiswrapper/1.57/build/ndis.c:2657:24: error: ‘struct kernel_stat’ has no member named ‘cpustat’ /var/lib/dkms/ndiswrapper/1.57/build/ndis.c:2658:31: error: ‘struct kernel_stat’ has no member named ‘cpustat’ /var/lib/dkms/ndiswrapper/1.57/build/ndis.c:2659:17: error: ‘struct kernel_stat’ has no member named ‘cpustat’ make[2]: *** [/var/lib/dkms/ndiswrapper/1.57/build/ndis.o] Error 1 make[1]: *** [_module_/var/lib/dkms/ndiswrapper/1.57/build] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-3.5.0-18-generic' make: *** [modules] Error 2 I have installed commons, utils-1.9, dkms, source but it's still returning this error. How do I fix this?

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  • Ubuntu won't boot after initializing the Build Environment for Android

    - by EntryLevelDev
    My laptop worked perfectly util I initialized the build environment for Android. The GUI won't start. It looks like some kinds of graphics card problems. I tried to fix it but after trying a lot of solutions on the internet nothing worked. (I only know basic linux stuffs.) I've already reinstalled the OS. However, I still want to build the Android from source. Any idea what might cause the problem? any workaround? Here is the command that I used to initialize the build environment: $ sudo apt-get install git gnupg flex bison gperf build-essential \ zip curl libc6-dev libncurses5-dev:i386 x11proto-core-dev \ libx11-dev:i386 libreadline6-dev:i386 libgl1-mesa-glx:i386 \ libgl1-mesa-dev g++-multilib mingw32 tofrodos \ python-markdown libxml2-utils xsltproc zlib1g-dev:i386 $ sudo ln -s /usr/lib/i386-linux-gnu/mesa/libGL.so.1 /usr/lib/i386-linux-gnu/libGL.so My laptop model is asus u36sd. (https://help.ubuntu.com/community/Asus_U36SD) Thanks Edit: Base on this, I guess libgl1-mesa-glx:i386 might cause the issue. sudo apt-get install libgl1-mesa-dri:i386 The following packages will be REMOVED: libgl1-mesa-dri-lts-quantal libxatracker1-lts-quantal ubuntu-desktop xorg xserver-xorg-lts-quantal xserver-xorg-video-all-lts-quantal xserver-xorg-video-vmware-lts-quantal The following NEW packages will be installed: libdrm-intel1:i386 libdrm-nouveau1a:i386 libdrm-radeon1:i386 libdrm2:i386 libexpat1:i386 libffi6:i386 libgl1-mesa-dri:i386 libllvm3.0:i386 libpciaccess0:i386 libstdc++6:i386

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  • Building boost 1.42 on FreeBSD 6.3

    - by Ivan Perekluyev
    Hi, i need to build mapnik on freebsd 6.3, but port marked as 'broken', so i forced to build it from source. With boost 1.41 (which is in ports) mapnik doesn't build. somewhere in internet, i found that mapnik successfully builded with boost 1.42. So, i download patch from wiki.freebsd.org/BoostPortingProject andd apply it: wget http://alexanderchuranov.com/boost-port/boost-from-1.41-to-1.42-2010-02-16-17-11.diff cd /usr/ports patch -p0 -i ~/boost-from-1.41-to-1.42-2010-02-16-17-11.diff after that, i trying to install boost-all metaport, but its failed. cd devel/boost-all make install 2>&1 | tee build.log tail -n 100 build.log > short_build.log Build.log (attention, 5m !): dl.dropbox.com/u/7365614/build.log Short build log: http://paste.pocoo.org/show/224474/ Thanks!

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  • How to build the mainline kernel source package?

    - by Maxime R.
    Ubuntu kernel PPA only provides linux-headers*.deb and linux-image*.deb packages. How can I build the corresponding linux-source*.deb package ? Context: I'm currently running Ubuntu 11.10 with the mainline kernel (3.2 rc6 now) to get a better support for my sandybridge IGP (Dell E6420 laptop with intel i5-2520M CPU). Appears, i'd like to install this touchpad driver, ALPS touchpads being badly supported (see previous link bug report), while waiting for upstream support in kernel version 3.3. Problem is, DKMS keeps complaining about not finding the full kernel source: Module build for the currently running kernel was skipped since the kernel source for this kernel does not seem to be installed. Appears I may not need the full source but I'd still like to try having it installed to see if it solve my problem. What I tried : Uncompressing the kernel.org source archive in /usr/src/. DKMS still complaining. Manually updating the kernel source package with uupdate and the mainline source package like explained here. Did not succeed. Manually building the linux-source package following @roadmr and @elmicha instructions. I eventually succeeded to build it but DKMS still complained about the missing source. At last I noticed an error I did not catch in the first place while reinstalling the kernel headers. Appears the .deb I got may have been corrupted, downloading it again did the trick :) Alas, while DKMS agreed to compile the module i ran into the following error which appears to have already been reported. This issue isn't yet solved but I won't try to because of the following: in the end I decided to test the precise kernel version 3.2-rc6 through the xorg-edgers ppa which appears to be correctly patched: it works. Nevertheless, it might still be of some interest to know how to build the mainline linux-source package as the Ubuntu Kernel Team doesn't provide it. Not to mention that I learned a lot in the process ^^

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  • Weekend Project: Build a Fireball Launcher

    - by Jason Fitzpatrick
    What’s more fun than playing with fire? Shooting it from your hands. Put on your robe and wizard hat, make a stop at the hardware store, and spend the weekend trying to convince your friends you’ve acquired supernatural powers. Over at MAKE Magazine, Joel Johnson explains the impetus for his project: A stalwart of close-quarter magicians for years, the electronic flash gun is a simple device: a battery-powered, hand-held ignitor that uses a “glo-plug” to light a bit of flash paper and cotton, shooting a fireball a few feet into the air. You can buy one from most magic shops for around $50, but if you build one on your own, you’ll not only save a few bucks, you’ll also learn how easy it is to add fire effects to almost any electronics project. (And what gadget couldn’t stand a little more spurting flame?) The parts list is minimal but the end effect is pretty fantastic. Hit up the link below for the full build guide, plenty of warnings, and a weekend project that’s sure to impress. How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

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