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  • portable cross-platform WebDAV Client

    - by theduke
    I am looking for a portable application that will allow me to do this: Browse a WebDAV share and open a file. Edit the file locally. Save the file, and automatically propagate the change to WebDAV. Is there any CROSS-PLATFORM application out there that will let me do this and exists as a portable? The reason I need this functionality is that I regularily have to access files via WebDAV from public machines where I do not have the neccessary permissions to natively mount a webdav share, or to install the neccessary components.

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  • Enumerable Interleave Extension Method

    - by João Angelo
    A recent stackoverflow question, which I didn’t bookmark and now I’m unable to find, inspired me to implement an extension method for Enumerable that allows to insert a constant element between each pair of elements in a sequence. Kind of what String.Join does for strings, but maintaining an enumerable as the return value. Having done the single element part I got a bit carried away and ended up expanding it adding overloads to support interleaving elements of another sequence and support for a predicate to control when interleaving takes place. I have to confess that I did this for fun and now I can’t think of any real usage scenario, nonetheless, it may prove useful for someone. First a simple example: var target = new string[] { "(", ")", "(", ")" }; var result = target.Interleave(".", (f, s) => f == "("); // Prints: (.)(.) Console.WriteLine(String.Join(string.Empty, result)); And now the untested but documented implementation: using System; using System.Collections; using System.Collections.Generic; using System.Linq; public static class EnumerableExtensions { /// <summary> /// Iterates infinitely over a constant element. /// </summary> /// <typeparam name="T"> /// The type of element in the sequence. /// </typeparam> private class InfiniteSequence<T> : IEnumerable<T>, IEnumerator<T> { public InfiniteSequence(T element) { this.Element = element; } public T Element { get; private set; } public IEnumerator<T> GetEnumerator() { return this; } IEnumerator IEnumerable.GetEnumerator() { return this; } T IEnumerator<T>.Current { get { return this.Element; } } void IDisposable.Dispose() { } object IEnumerator.Current { get { return this.Element; } } bool IEnumerator.MoveNext() { return true; } void IEnumerator.Reset() { } } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); return InterleaveInternal(target, new InfiniteSequence<T>(element), (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); return InterleaveInternal(target, elements, (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, new InfiniteSequence<T>(element), predicate); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, elements, predicate); } private static IEnumerable<T> InterleaveInternal<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { var targetEnumerator = target.GetEnumerator(); if (targetEnumerator.MoveNext()) { var elementsEnumerator = elements.GetEnumerator(); while (true) { T first = targetEnumerator.Current; yield return first; if (!targetEnumerator.MoveNext()) yield break; T second = targetEnumerator.Current; bool interleave = true && predicate(first, second) && elementsEnumerator.MoveNext(); if (interleave) yield return elementsEnumerator.Current; } } } }

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  • Camera lookAt target changes when rotating parent node

    - by Michael IV
    have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , the camera lookAt changes too.That is nor what I want to achieve.I need it to work like in Adobe AE when you parent camera to a null object:when null object is rotated the camera starts orbiting around the target while still looking at the target.What I do currently is multiplying parent's model matrix with camera model matrix which is calculated from lookAt() method.I am sure I need to decompose (or recompose ) one of the matrices before multiplying them .Parent model or camera model ? Anyone here can show the right way doing it ? UPDATE: The parent is just a node .The child is the camera.The parented camera in AfterEffects works like this: If you rotate the parent node while camera looks at the target , the camera actually starts orbiting around the target based on the parent rotation.In my case the parent rotation changes also Camera's lookAt direction which IS NOT what I want.Hope now it is clear .

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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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  • form target iframe not working in IE7- in facebook fan tab

    - by greatcaesarsghost
    This issue is similar to the one discussed in this thread, only mine is in a Facebook fan page tab (FBML/FBJS). The fix described in the referenced question works fine outside of Facebook, but for whatever reason I can't get it to work in the posted FBJS. Here's a stripped down version of what I'm trying to do: <script type="text/javascript"> function doit() { document.getElementById('msg').setInnerXHTML('<iframe id="testframe" name="testframe" frameborder="0" />'); } </script> <div id="msg"></div> <form action="http://somesite.com/whatever.php" method="post" id="testform" name="testform" target="testframe"> <input type="text" id="txt1" name="txt1" /> <input type="submit" id="btn" name="btn" value="test" onclick="doit();" /> </form> -- This behaves as you'd expect in all browsers, except IE <= 7, where it opens a new window. IE's dev tool shows the iframe as having a 'submitName' attribute, but no 'name' attribute. Even by manually setting the name (document.getElementbyId('testframe').setName('testframe') fails to work the way it would outside of Facebook. Has anyone run into this same issue, and if so, is there any way around it? Thank you.

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  • Can you target Google Chrome? (Yes, you can)

    - by Kyle Sevenoaks
    Hi, I need to position this update button on www.euroworker.no/order (you'll have to add an item to the cart, use the Kjøp button to add and Handlevogn to view the cart). Works in FF and IE. (Although there is another alignment problems with IE) but not in Chrome or Safari. I had it working before, but the only thing I can think of to do is target safari and Chrome. Is this possible? Here's the CSS and HTML(Smarty) for you. HTML(Smarty): {capture assign="cartUpdate"} <div id="cartUpdate"><!--<input type="submit" class="submit" value="{tn _update}" />--> <button type="submit" class="submit" id="oppdatersubmit" name="saveFields" title="Oppdater" value="">&nbsp;</button> </div> {/capture} {assign var="cartUpdate" value=$cartUpdate|@str_split:10000} {php}$GLOBALS['cartUpdate'] = $this->get_template_vars('cartUpdate'); $this->assign_by_ref('GLOBALS', $GLOBALS);{/php} {form action="controller=order action=update" method="POST" enctype="multipart/form-data" handle=$form id="cartItems"} CONTENT {/form} And the CSS: #oppdatersubmit { background-image:url(../../upload/oppdater.png); background-repeat:no-repeat; background-position:left; background-color:none; border:none; overflow:hidden; outline:none; white-space: nowrap; width:77px; height:25px; cursor:pointer; position:absolute; } #cartUpdate { position:absolute; width:160px; height:30px; left:580px; bottom:130px; } Need to change these for Chrome and Safari. Thanks.

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  • C++: Platform independent game lib?

    - by Martijn Courteaux
    Hi, I want to write a serious 2D game, and it would be nice if I have a version for Linux and one for Windows (and eventually OSX). Java is fantastic because it is platform independent. But Java is too slow to write a serious game. So, I thought to write it in C++. But C++ isn't very cross-platform friendly. I can find game libraries for Windows and libraries for Linux, but I'm searching one that I can use for both, by recompiling the source on a Windows platform and on a Linux platform. Are there engines for this or is this idea irrelevant? Isn't it that easy (recompiling)? Any advice and information about C++ libraries would be very very very appreciated!

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  • C++: Platform indepentend game lib?

    - by Martijn Courteaux
    Hi, I want to write a serious 2D game, and it would be nice if I have a version for Linux and one for Windows (and eventually OSX). Java is fantastic because of its platform independent. But Java is to slow to write a serious game. So, I thought to write it in C++. But C++ isn't very cross-platform friendly. I can find game libraries for Windows and libraries for Linux, but I'm searching one that I can use for both, by recompiling the source on a Windows platform and on a Linux platform. Are there engines for this or is this idea irrelevant? Isn't it that easy (recompiling)? Any advice and information about C++ libraries would be very very very appreciated!

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  • Consuming a web service with the Netbeans Platform

    - by Dean
    I have an application that is written with the NetBeans Platform 5.5. I'm having trouble consuming a web service. If I create a Java SE application in NetBeans, I can add a web service reference without problem. Since my application is using the NetBeans Platform, many of the menu choices change. So, I cannot figure out how to add a reference to the web service. I've googled this topic a number of ways but haven't found any pages that deal with consuming a service through the platform. They all talk about consuming a service with a Java SE application. Changing the application from the Platform architecture is not an option.

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  • OrbitFX: JavaFX 8 3D & NetBeans Platform in Space!

    - by Geertjan
    Here is a collection of screenshots from a proof of concept tool being developed by Nickolas Sabey and Sean Phillips from a.i. solutions. Before going further, read a great new article here written on java.net by Kevin Farnham, in light of the Duke's Choice Award (DCA) recently received at JavaOne 2013 by the a.i. solutions team. Here's Sean receiving the award on behalf of the a.i. solutions team, surrounded by the DCA selection committee and other officials: They won the DCA for helping facilitate and deploy the 2014 launch of NASA's Magnetospheric Multiscale mission, using JDK 7, the NetBeans Platform, and JavaFX to create the GEONS Ground Support System, helping reduce software development time by approximately 35%. The prototype tool that Nicklas and Sean are now working on uses JavaFX 3D with the NetBeans Platform and is nicknamed OrbitFX. Much of the early development is being done to experiment with different patterns, so that accuracy is currently not the goal. For example, you'll notice in the screenshots that the Earth is really close to the Sun, which is obviously not correct. The screenshots are generated using Java 8 build 111, together with NetBeans Platform 7.4. Inspired by various JavaOne demos using JavaFX 3D, Nick began development integrating them into their existing NetBeans Platform infrastructure. The 3D scene showing the Sun and Earth objects is all JavaFX 8 3D, demonstrating the use of Phong Material support, along with multiple light and camera objects. Each JavaFX component extends a JFXPanel type, so that each can easily be added to NetBeans Platform TopComponents. Right-clicking an item in the explorer view offers a context menu that animates and centers the 3D scene on the selected celestial body.  With each JavaFX scene component wrapped in a JFXPanel, they can easily be integrated into a NetBeans Platform Visual Library scene.  In this case, Nick and Sean are using an instance of their custom Slipstream PinGraphScene, which is an extension of the NetBeans Platform VMDGraphScene. Now, via the NetBeans Platform Visual Library, the OrbitFX celestial body viewer can be used in the same space as a WorldWind viewer, which is provided by a previously developed plugin. "This is a clear demonstration of the power of the NetBeans Platform as an application development framework," says Sean Phillips. "How else could you have so much rich application support placed literally side by side so easily?"

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • How to explain that writing universally cross-platform C++ code and shipping products for all OSes is not that easy?

    - by sharptooth
    Our company ships a range of desktop products for Windows and lots of Linux users complain on forums that we should have been written versions of our products for Linux years ago and the reason why we don't do that is we're a greedy corporation all our technical specialists are underqualified idiots Our average product is something like 3 million lines of C++ code. My and my colleagues analysis is the following: writing cross-platform C++ code is not that easy preparing a lot of distribution packages and maintaining them for all widespread versions of Linux takes time our estimate is that Linux market is something like 5-15% of all users and those users will likely not want to pay for our effort when this is brought up the response is again that we're greedy underqualified idiots and that when everything is done right all this is easy and painless. How reasonable are our evaluations of the fact that writing cross-platform code and maintaining numerous ditribution packages takes lots of effort? Where can we find some easy yet detailed analysis with real life stories that show beyond the shadow of a doubt what amount of effort exactly it takes?

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  • Why don't we use browser detection and platform-specific CSS?

    - by Pankaj Upadhyay
    Nowadays, the common phenomena is to develop a website for a browser and then corresponding apps for Android phones, iPhone, tablets and so on. Since all the platforms come with a browser, why aren't companies using CSS to accommodate them? Surely we can detect from the request which browser was used and from which platform the request came. Reading those values, why don't we just implement the corresponding CSS for different platforms. Like we do for IE, Chrome and Safari. This way we can use the platforms' browser capabilities and don't need to develop subsequent apps for a platform.

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  • makefile internal calls to target

    - by Michael
    How can I distinguish in makefile, which targets and how(when) they are called internally? I have a makefile with number of targets which are actually variables. UPD: here is an example http://pastebin.com/inaEsGnW

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  • Creating Mobile Cross-Platform Scripting Solution

    - by Aplomb
    I am having the dream to design a Mobile cross-platform scripting solution to achieve Developer only need to code once by scripting language(it's possible be Javascript or others need further investigation), then the solution will be able to generate the installation files for multiple mobile platforms like J2me, Android, Symbian, BlackBerry, Palm, Windows Mobile/Phone, iPhone, etc. Using the scripting language, developer can code with unified platform API. And other extension frameworks under scripting language, like, 1. 2D UI framework Most probably using for Mobile Applications, the UI style will compete with native UI framework and no longer every application in particular platform looks similar. 2. 3D UI framework Provide the platforms who has 3D capability can represent their Mobile Application with more fashion 3D style which will be much more abstractive. 3. Variable game engine Developers can can use it for easily and high-quality build games. 4. etc This Mobile solution is providing three points, 1. Cross-Platform 2. Scripting 3. Middleware So guys, what do you think about this idea, is it good for Developers? is it profitable? where is the better direction for this idea?

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  • Cross-platform file system

    - by Console
    I would like my external drives to be readable and writable from Linux, Mac OS X and Windows. FAT32 works, but the 4 GB file size limit is a showstopper these days. Are there any alternatives?

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  • Run .ipa file on cross platform? [closed]

    - by Fookraa
    Possible Duplicate: iPad Simulator (install ipa on pc) My platforms are Linux and Windows. Now I have a software whose extension is .ipa I am looking for a way to run this file either on Windows or on Linux. There exists Wine which can run .exe files on Linux, similarly is there something which can run .ipa either on linux or windows?? I am also comfortable with getting into virtualization and emulation to get the software work!

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  • Cross Platform Data Access with Xamarin & C# For iPhone, iPad, and Android - Local, Web Services, & Sql Server

    - by Wallym
    The following is a link to cross platform data access training with Xamarin & C#.   It is intended for use on iPhone, iPad, and Android devices.  The course covers local data in Sqlite, calling Web Services via REST and JSON, and calling Sql Server. Url: http://www.learnnowonline.com/course/cpx2/xamarin-cross-platform-data-access/  Course Data  Applications live on data. These applications can vary from an online social network service, to a company’s internal database, to simple data, and all points in between. This Course will focus on how to easily access data on the device, communicate back and forth with a web service, and then finally to a SQL server database. Outline Local Data (27:36) Introduction (00:36) Problem (01:57) Solution (02:01) LINQ (02:03) LINQ Status (00:48) SQLite (02:18) SQLite - .Net Developers (00:50) SQLite-net (01:07) SQLite-net Attributes (02:10) Getting Started (01:09) CRUD (01:05) SQLite Platforms (01:17) Demo: SQLite – Android (04:53) Demo: SQLite – iOS (04:56) Summary (00:20) Web Services Data (32:43) Introduction (00:19) Async Commands (03:15) HttpClient (01:26) HTTP Verbs (01:29) Notes (00:58) GET Operation (01:37) JSON.NET (01:50) Images (01:16) Other Http Verbs (01:27) Post (03:18) Demo: Http – iOS prt1 (05:26) Demo: Http – iOS prt2 (05:28) Demo: Http – Android (04:20) Summary (00:27) Direct Data (12:33) Introduction (00:23) Remote Data - Direct (02:47) Sql Server (01:15) Demo: Sql Server – iOS (04:15) Demo: Sql Server – Android (01:49) "codepage 1252 not supported" (01:03) Other Resources (00:43) Summary (00:15) Note: Thanks to Frank Kreuger for his data access library Sqlite-Net.  It is very helpful and I have used it in some other projects beyond just this training session.

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  • What language should I use for making a cross platform library?

    - by Andrei
    I want to build a SyncML parsing library (no UI) which should be able to build up messages based on information provided by the host application, fed in by the library's methods. Also, the library should to be able to do callbacks to methods in the host application. I want to be able to compile this and have it available on as many platforms as possible: Windows, Windows Phone 7 OS, OSX, iOS, Linux, Android, BlackBerry. Basically as many platforms as possible. The priority is to have this available on mobile devices. Questions: What setup should I use? (programming languages, compilers, IDE etc.) How would I compile this library for these different platforms and how would I connect to it? Any other info? e.g. articles that cover the subject of cross-platform development? I haven't done this sort of a cross-platform project before, so any available information to put me in the right direction would be welcomed. Myself, I have a background in C#/.NET and Objective-C.

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  • Best multi-platform mobile development tool, or use iPhone tools?

    - by Jesse Millikan
    I may be building a mobile app for a client soon. Their primary focus is the iPhone, but my boss would like to be able to target multiple platforms if it's feasible. The app will probably be a large but technically simple business application backed by a web service. So, here's the question as I see it: What is currently the strongest cross-platform mobile development tool that supports iOS? Would you choose it over native development tools? If you choose native, contrast it with a cross-platform tool you've used. In addition, For a project of the type we're expecting, what's the level of effort for your chosen tool versus other tools? What's the actual level of support of the tool for other platforms and their unique look and feel, capabilities, etc.? How thorough is the documentation of the product? How well do you like the development experience itself, e.g. the language, tools, documentation? Is it something you would choose to do long-term? I'll put a bounty out unless I get fantastic answers.

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  • Cross-platform builds with OGRE3D via CMake. Any tips?

    - by frarees
    I've been trying to compile a simple project for both OSX and Windows platforms, using OGRE3D, but I've got some problems on the way. I'm using CMake to create my platform specific project files (VS solution & Xcode project). Some problems I found are: OGRE3D source is distributed in 2 flavors, Windows sources and UNIX/OSX sources. In OSX, compiling dependencies (freetype, FreeImage and specially OIS) is such a pain. I don't know how to handle precompiled dependencies (they exist for both Win & Mac). May sound like a noob question, but I would appreciate some tips on this. Resources, forum posts, anything. There exists any "cross-platform base project for OGRE3D" on the net? Would be really helpful if someone who already managed to do this can bring some light. Btw, I'm not basing the project on OGRE3D, it's just that is the biggest library I'm probably using, so I depend a lot on it. Thanks in advantage!

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  • Cross Platform Tips, Tricks & Gotchas

    - by codeelegance
    If you've worked on a cross platform development project: What did you learn from the experience? What worked? What didn't? What problems did you run into and how did you solve them? Did you aim for consistent appearance and functionality across all platforms or try to take advantage of each platform's strengths? What language and cross platform libraries did you use and did they live up to their claims? Was it a desktop application or web-based?

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