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  • Mobile Java, shiny and new: Nokia Asha and Nokia SDK 2.0

    - by terrencebarr
    Nokia has announced a series of new S40 phones called “Asha” – mass-market devices with smart-phone features: Good-sized touch screens, 1 GHz processors, WiFi connectivity, social networking integration, and more. Prices starting around €60 retail. In case you don’t know, the S40 series is built on Java ME and has a huge deployed base in many parts of the world where price/performance is critical. Along with the new phones, Nokia is also making available the new Nokia SDK 2.0 for Java (beta), which enables developers to build rich Java applications with multi-touch, sensor support, an improved Maps API, and the Lightweight UI Toolkit (LWUIT) (more API & tools details). Furthermore, there is a host of developer information, the remote device access service, and even a porting guide to help you port your Android app to the new Asha platform. Last, but not least: More and better options to monetize your applications. Nokia has enabled in-app advertising and in-app purchasing, and improved the way applications can be discovered by customers. Nokia has seen downloads from the Nokia app store rise by 63%, now totaling billions. From what I’m hearing, the revenue opportunities on S40 for developers are often way better than what is typical for other smart-phone platforms (where competition is huge and consumers are fickle). Cheers, – Terrence Filed under: Mobile & Embedded Tagged: Asha Series, Java ME, Java ME SDK, Mobile Java, monetization, Nokia, S40

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  • Suitable SDK to develop quick game?

    - by gRnt
    I'm currently undertaking a personal project at home that I need to turn around inside the next few months (which working full time and still learning programming makes it a tad difficult). I'm looking for suggestions on SDK's or tools (preferably free or that come with games, similar to steam tools) that I can use to develop a "game". I'm OK with coding but have no 3D development skills at all. I've very little experience with mod tools or SDK's at all but I'm hoping someone can point me in the direction of one that does the following: A decent library of prefab 3D models to build scenes. Ability to add scripting to the scene I've used Unity before and would prefer to continue to do so however I really have the worst 3D skills imaginable and can't waste time learning them. I'd be looking for pre-fab items that are both industrial and possibly more lush environments (trees etc). If it makes any difference (due to licencing and what-not) I WILL NOT be selling this game or marketing it in any way and I am a University Student if any places do educations licences. Another alternative would be to source free 3d models elsewhere but again while I'm still learning I have no idea where to look if someone could point me in the right direction I'll do the rest of the digging. Thanks

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  • Switching VS2010 to use Windows 7.1 SDK

    - by freefallr
    I've used VS2008 on my development machine for some years now, with windows SDK v7.1. I've installed VS2010, and it's using the Windows SDK v7.0a, but I need it to use the Windows 7.1 SDK (which I had installed prior to installing VS2010). When I run the Windows SDK 7.1 configuration tool, to switch the Windows SDK in use, the tool updates for VS2008, but not for VS2010. The message it reports is: "The Windows SDK Configuration Tool has successfully set Windows SDK version v7.1 as the current version for Visual Studio 2008" The configuration tool is installed with the Windows 7.1 SDK and is found here: "C:\Program Files\Microsoft SDKs\Windows\v7.1\Setup\WindowsSdkVer.exe" VS2010 continues to use WSDK 7.0a, which extremely frustrating, as I need to do DirectShow development (so I need to build the baseclasses, which aren't released with 7.0a release of WSDK). Would I be correct in assuming that it's not updating VS2010 settings because VS2010 wasn't installed at the time that I installed Windows 7.1 SDK? Can I fix this manually, or should I uninstall Windows 7.1 SDK, then reinstall it? Any other suggestions / workarounds for this?

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  • Android SDK PATH Error: doesn´t find home directory [migrated]

    - by THeo Oliveira
    I use Ubuntu 12.10 and I tried to follow this guide Install android sdk and eclipse in Ubuntu 12.04 but I keep getting this error: Error: The AVD manager normally uses the user's profile directory to store AVD files. However it failed to find the default profile directory. To fix this, please set the environment variable ANDROID_SDK_HOME to a valid path such as ¨~¨. Any ideas how can I fix this?

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  • 2D game editor with SDK or open format (Windows)

    - by Edward83
    I need 2d editor (Windows) for game like rpg. Mostly important features for me: Load tiles as classes with attributes, for example "tile1 with coordinates [25,30] is object of class FlyingMonster with speed=1.0f"; Export map to my own format (SDK) or open format which I can convert to my own; As good extension feature will be multi-tile brush. I wanna to choose one or many tiles into one brush and spread it on canvas.

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  • Corona SDK: Quality of support and resources?

    - by Nick Wiggill
    I've not used Corona SDK before and am looking into it for a friend. (He is also considering Unity.) I wonder what the support is like for Corona? While Unity has a great many customers and so the Unity team can often not address issues directly, the community at large is very helpful and there are many excellent resources: tutorials, forum posts, code resources. What is Corona like in this regard, and by comparison?

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  • Javascript SDK on Facebook

    - by Eamonn Fox
    I am trying to use the Javascript SDK for Facebook but I keep getting the message : Given URL is not permitted by the application configuration.: One or more of the given URLs is not allowed by the App's settings. It must match the Website URL or Canvas URL, or the domain must be a subdomain of one of the App's domains but I have copied and pasted my canvas URL from the settings section. Anyone any ideas whats up?

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  • Font Anti-Aliasing on iPad SDK

    - by Felix Khazin
    I'm using a custom pixel font on the iPad SDK, and I'm trying to find a way to disable font anti-aliasing for UIFont. Pixel fonts usually work best when they don't have Anti-aliasing. I disable it easily in Photoshop when I create static resources, but this time I need a dynamic output with the custom font. Any ideas? Thanks.

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  • How to switch versions of iPhone SDK?

    - by mobibob
    Now that I installed SDK 3.2 for my iPad development, I need to build with the previous version for my old iTouch. Is this possible to switch or do I have to uninstall 3.2, install 3.1.x and re-install 3.2 in a "versioned" folder?

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  • Change/check minimum iPhone OS for Universal apps?

    - by Moshe
    The dropdown in XCode shows a base SDK of 3.2, but my iPod Touch (2nd generation), running OS 3.1.3, will run the app just fine in debug mode. (Command + Return/Enter) What is the actual base SDK of my iPhone/iPod touch version of the app and how can I change this? Changing it by right clicking on the project name in the "Groups and Files" pane and changing "Base SDK" under the "Build", doesn't do much. Edit: While writing this question, I found that scrolling down in "Build" and changing "iPhone OS Deployment Target" seems to be what I'm looking for, I'm posting this anyway. Perhaps someone has more insight into this...

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  • Database Server Hardware components (order of importance), CPU speed VS CPU cache vs RAM vs DISK

    - by nulltorpedo
    I am new to database world and would like to know what are crucial hardware specs when it comes to database performance. I have searched the internet and found this so far (In order of decreasing importance): 1) Hard Disk: Get an SSD basically (much more IOPS than spinners) 2) Memory: Get as much as you can afford 3) CPU: For the same $ spent, prefer larger cache size over speed. Are these findings sensible? EDIT: I would like to focus on CPU speed VS CPU cache size. EDIT2: The database is used to store some combination of ints and int arrays with few text fields. There are a lot of Select queries looking for existing entries. If entry is not found, then insert it. I would say most of processing would be trying to find a match across a table with 200 columns and 20k rows. The insert statements are very few. EDIT3: Also, we have a lot of views (basically select queries).

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  • iPhone SDK 3.2 and UIAppFonts

    - by tarmo
    I've added my custom font to UIAppFonts and it's loaded just fine: (shows up in [UIFont familyNames] ). When I manually set the font in viewDidLoad { [myLabel setFont: [UIFont fontWithName:@"CustomFont" size: 65.0]]; } everything works and the font is rendered. However doing the same thing in IB doesn't (some other default font is used instead). Having to create IBOutlets for each label and fixing up the fonts manually in viewDidLoad is pretty painful. Anyone else had problems getting the custom font support to work with 3.2 SDK and IB?

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  • IPhone SDK 4 background process for incoming call

    - by shaimagz
    I would like to track (run some code - or invoke function) when the user get an incoming call. for example: for every call the user receive I want to save the number, and check something during or before the call is answered (with a background process..) until now without the background processing I couldn't find a way to do this. But I'm still not sure it is possible. I'll be grate full if anyone with information about the new sdk 4 or a good idea to solve it can help me please. Thanks. Shai.

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  • OpenXML SDK Spreadsheet starter kits

    - by JWendel
    I am trying to start working with excel documents through the OpenXML SDK Spreadsheet API. But I havent found any good guides or even examples on how to create a xlsx file from scratch. Only how to open an existing document and modify it. I have been thinking on having a empty template document and make a copy of it an then begin my proccessing on it. But it doesent feel right. It might be easier but I not comfortable using a technique I dont feel that I understand "pretty" good atleast. So my question is: Anyone has any god tips on articles or books or any other type of resource that explains the API. Thanks in advance. /johan

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  • iPhone SDK - Implement Tap to Scroll feature on ImageScrollView

    - by NobodyNobody
    SDK: xCode 3.2 Device: iPhone 3GS OS 3.13 / iPad Case: In Apple Sample Library [ScrollViewSuite]. The [2_Autoscroll] project. In [ThumbImageView], We can drag and drop to scroll the view. So that we can see any menu item by touch the screen and do moving. How to implement this feature in [TagDetectingImageView] ? I have try to copy [touch event] function from [ThumbImageView], modify it and implement to [TagDetectingImageView]. (Just rename the [ThumbImageView] to [TagDetectingImageView] inside those function) But when i touch and move on the [TagDetectingImageView], the view will moved out of the screen (Don't know where is it) Source - Please find the 2_Autoscroll source code in: http://developer.apple.com/iPhone/library/samplecode/ScrollViewSuite/Introduction/Intro.html Thanks

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  • Corona SDK (Lua) vs Native Obj-C for iPhone only word puzzle type game [closed]

    - by dodgy_coder
    I am trying to decide on whether to use the Corona SDK & Lua versus native Objective-C to develop an iOS app. This will be the first game on any smartphone I have developed and so its not that ambitious - a single player word puzzle type game - something sort of like scrabble. The advantages of Corona I can see are: Lua is probably easier to learn than Obj-C (shorter learning curve) meaning a possibly quicker development time Possibility to port to Android once its finished Advantages of native Obj-C are: Access to all and latest features of iOS More / faster available libraries Has anyone made this decision before? Are there any major advantages or disadvantages I've missed or got wrong here? Thanks.

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  • Android performance/issues with Corona SDK?

    - by B5Fan74
    I know this is a fairly broad question. We are looking to develop a mobile game and want to use a multi-platform engine/SDK. We like what we see with Corona but in doing some reading, we are seeing a lot of references to poor performance on the 'droid platforms. I am unsure how much of this is still relevant? Many of the articles/posts/references/discussions vary in date from 18 months ago to earlier this year. Is there a reason we should not pursue Corona if Android support is important to us? The game is going to be 2D isometric view. Thanks!

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  • Example to get Facebook Events using sdk v4 from fan page into Wordpress site [on hold]

    - by Dorshin
    Been trying to update to the new FB php sdk v4 for pulling events into my website, but having trouble finding how to do it. I want to pull public event information from a FB "page" using their fan page ID number. For example, a venue that has multiple events. What are the minimal classes I need to "require_once" and "use" to only pull the events (don't need to login)? The site is on Wordpress which doesn't use sessions, so what do I do with the "session_start()" statement? Will it work anyway? Could I get a basic code example of how to get the event info into an array? (I want to make sure I get the syntax correct) So far I've got the below code, but it is not working. session_start(); require_once( 'Facebook/GraphObject.php' ); require_once( 'Facebook/GraphSessionInfo.php' ); require_once( 'Facebook/FacebookSession.php' ); require_once( 'Facebook/FacebookCurl.php' ); require_once( 'Facebook/FacebookHttpable.php' ); require_once( 'Facebook/FacebookCurlHttpClient.php' ); require_once( 'Facebook/FacebookResponse.php' ); require_once( 'Facebook/FacebookSDKException.php' ); require_once( 'Facebook/FacebookRequestException.php' ); require_once( 'Facebook/FacebookAuthorizationException.php' ); require_once( 'Facebook/FacebookRequest.php' ); require_once( 'Facebook/FacebookRedirectLoginHelper.php' ); use Facebook\GraphSessionInfo; use Facebook\FacebookSession; use Facebook\FacebookCurl; use Facebook\FacebookHttpable; use Facebook\FacebookCurlHttpClient; use Facebook\FacebookResponse; use Facebook\FacebookAuthorizationException; use Facebook\FacebookRequestException; use Facebook\FacebookRequest; use Facebook\FacebookSDKException; use Facebook\FacebookRedirectLoginHelper; use Facebook\GraphObject; function facebook_event_function() { FacebookSession::setDefaultApplication('11111111111','00000000000000000'); /* make the API call */ $request = new FacebookRequest($session, '/{123456789}/events','GET'); $response = $request->execute(); $graphObject = $response->getGraphObject(); } So far, not getting anything in the $graphObject and it's throwing this error as well: PHP Fatal error: Uncaught exception 'Facebook\FacebookAuthorizationException' with message '(#803) Some of the aliases you requested do not exist: v2.0GET' in ../Facebook/FacebookRequestException.php:134 After I get something in the $graphObject, I want to add the info to a DB table. This part I am OK on. Thank you for the help.

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  • help animating player in corona sdk

    - by andrew McCutchan
    working on a game in the corona sdk with lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. here is the player code function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end and here is the code for the line function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of " attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • help animating a player in Corona SDK

    - by andrew McCutchan
    Working on a game in the Corona SDK with Lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. Here is the player code: function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end And here is the code for the line: function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of "attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • Msql Partitioning - Key vs Hash vs List vs Range

    - by Imran Omar Bukhsh
    I went through some of the documentation of mysql but cannot understand the difference in the following ways of partitioning : Key vs Hash vs List vs Range.Can someone explain in pure english? Also we have the following table: How do we partition by forum_id? CREATE TABLE IF NOT EXISTS `posts_content` ( `id` int(11) NOT NULL AUTO_INCREMENT, `post_id` int(11) NOT NULL, `forum_id` int(11) NOT NULL, `content` longtext CHARACTER SET utf8 COLLATE utf8_unicode_ci NOT NULL, PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=79850 ; Thanking you

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • Showing Live Wallpaper in a 1.6 target app by detecting if it's a 2.1 device?

    - by itamarw
    We're building an Android app with target SDK 1.6, so it will run on 1.6 devices and higher. We'd like to support Live Wallpapers, which we know is 2.1+ only. Is there a way to build one app with 1.6 SDK as the target, but detect if the device it's running on is 2.1, and only in that scenario call the live wallpaper API. We're trying to avoid having to build a separate 1.6 and 2.1 versions, and would like to be able to support Live Wallpapers for only 2.1 devices. So to be clear- 1 app, that can support 1.6 and higher, and support live wallpapers for 2.1 devices. Any way of doing this?

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