Can anyone make the rowConfig for cardboard work? - rally

I'm currently trying to upgrade a custom app from sdk 1.x to new version 2.0rc3. I saw the Task Board app or Custom Board app in the AppCatalogs have ability to group the tasks by WorkProduct, however I have unable to make it work.
I have copied/pasted exactly the given example here and it does not work also.
In the screenshot from this link: https://rally1.rallydev.com/apps/x/doc/#!/example/groupable-board
it shows the cardboard grouped by the owner but when I try it, cards item is not sorted into group as expected.
if anyone know how to make it work, please help me.
Thanks!

The swimlanes feature that rowConfig enables is not available in 2.0rc3. The version x SDK and documentation are not officially released, but we will be releasing a new 2.0 version early in 2015 which will definitely include support for this feature.
In the meantime you can use /apps/x/sdk.js to build apps with the usual caveat that this is not a stable version of the API yet and we make no guarantee that any apps written against it will continue to work.

Related

setup of xamarin studio to work with PCL & MVVMCross

I really enjoy Xamarin Studio and I'm looking for a template solution to start developing a cross devices application with MvvmCross.
But I can't find how to set a project to work with PCL and MvvmCross with Xamarin Studio.
If anyone can give me a link where I can find a tutorial to make it, it would be awesome.
I would be very pleased to contribute to this community by giving my feedback and providing some tutorial about how to start using Xamarin Studio, PCL MvvmCross and get rid of Visual Studio :D
As #duDE's answer pointed out, for working in Visual Studio on the PC in the pre-Xamarin2.0 world, there were quite detailed instructions available on http://slodge.blogspot.de/2012/12/cross-platform-winrt-monodroid.html
As various releases of Xamarin 2.0 have been released over the last month, these type of instructions have become more and more difficult to keep up to date... and this situation is likely to continue for a little while yet as Xamarin are currently adding:
.Net 4.5 (Mono 3) support
async/await support
PCL support
This work is being done with some urgency, but without any official target date - so I'm afraid there isn't any easy way to predict dates for Alpha, Beta or final availability.
For the current OSX setup, I think you can use:
the current XamarinStudio/MonoDevelop - 4.0.2
the current stable Xamarin.iOS/MonoTouch and Xamarin.Android/MonoDroid - do not use the Aplha channel
For the current PC setup, I think you can cannot use Xamarin.iOS, but you can use:
VS2010 or VS2012
the current stable Xamarin.Android/MonoDroid - do not use the Aplha channel
with just a couple of changes:
you need to add two supported framework xml files - one for Android and one for MonoTouch - you can find these on http://slodge.blogspot.co.uk/2013/03/xamarinios-with-mvvmcross-in-vs2012.html
For discussions on getting things building and running, don't use StackOverflow - instead use one of:
http://forums.xamarin.com/discussion/1549/pcls-and-mvvmcross-in-the-new-tools#latest
as a backup you can also try https://jabbr.net/#/rooms/mvvmcross
Don't even think about trying to get an MvvmCross app built - on the free version of Xamarin - it's limits are way too low for any app I've tried to build.
If you are looking for some starting app templates, use: https://github.com/slodge/MvvmCross-Templates
If you are looking for some pre-built binaries, use one one of the folders on: https://github.com/slodge/MvvmCross-Binaries - please note that portable libraries built on the Mac are not portable across to the PC (or vice versa) - they will be 'soon' but not yet.
Sorry for the fact that we don't have a neater, finished solution... we've now been fighting to hack PCLs into Xamarin for a year. However, the good news is that really soon that battle will be over and we can all get on with the apps :)
I guarantee this answer is out of date inside a week...
Xamarin.Studio 4.2 allows you to create PCL projects.
Take a look at this article: http://slodge.blogspot.de/2012/12/cross-platform-winrt-monodroid.html
Many information about using PCLs as well as some special infos about MVVMCross

Why do projects built with the old Kinect SDK fail to run on the latest version?

I have a game which was built on the older versions of the Kinect SDK. It doesn't seem to work on the latest Kinect SDK v1.6. I get many errors.
What are the changes that I need to make, so I can play the game using the Kinect sensor?
Several changes were made to the SDK in version 1.5, which breaks coded from older versions. The namespace has changed and how the skeleton is stored and referenced changed quite a bit. Other items changed too, and I am not aware of a complete comprehensive list.
Depending on the code you may just need to modify a few things, or really dig into the code more. Know that many of the errors you are getting are probably the same error happening multiple times. Fr example, when the skeleton is being referenced - it happens a lot, but after you fix it once you can easily fix it again and quickly.
You need to understand the latest SDK first. I suggest working through many of the examples, which do a good job of showing the basics. Then you can work through the game code and start to see how things are not referenced correctly... and fix them.

what happened to dialogs in the facebook sdk beta?

the old SDK has dialog methods to present a simple UI for various tasks. this call has been removed from the SDK beta, and there doesn't seem to be anything to replace it. how are we supposed to implement this stuff now?
Are you referring to Facebook's Dialogs?
if so, those are supported in the 3.0 version of the iOS SDK via the DeprecatedHeaders
There are more details here, the example is specifically for the Feed Dialog:
https://developers.facebook.com/docs/howtos/feed-dialog-using-ios-sdk/
Igy's answer is correct, and the link he listed is a good place to start when you need to use the deprecated headers.
Adding some details in terms of our plans; as you know we are starting to provide more native implementations for UI such as the FBFriendPickerViewController, etc. Meanwhile, there is still a need for UIWebView-based dialogs, and we will be adding additional support to the SDK for both native and webview dialogs. For now we are leaning on our backward compatibility with the previous SDK for dialog support. This gives us a chance to gather feedback on the direction we are taking the SDK, which will help to inform our future direction with dialogs and UI features in general.
Hopefully this helps to clarify the thinking a bit. We are eager to hear any feedback you have on the new UI components in the SDK. Thanks!

Discover calls to methods not available in earlier iOS versions

I am building my app using iOS 5.0 as base SDK and iOS 3.0 as deployment target.
I know I need to check for existence of methods and classes when I work with features that are not available in the earlier iOS versions, but lately I've lost a few hours on a problem just to discover I was calling a method not available in some iOS versions. I simply did not notice it was a new method and did no check before to call it. The app of course compiled with 0 errors and 0 warnings.
This is a big problem because if I forgot some other check somewhere in the app, I will not know it until I or, worst, some user will activate that specific part of code.
Maybe I am missing something, is there some compiler option I can set to detect the calls I make to methods not available in the iOS deployment target? How do you deal with such a problem?
This link might point you in the right direction. Supporting mutiple ios Versions in your apps. It explains how to deal with taking advantage of the newer ios features while maintaining backwards compatibility. Hope that helps.
The only way to check for compatibility with a prior version of iOS, currently, it to test the app on an old non-updated device running that version of the OS.
If you can't find a device that old, even just to borrow for short time, then there may not be a good buiness reason to set the Deployment target that low.

Is there a tool to determine what minimum OS my deployment target should be?

I've read several of the posts on stack overflow already about this topic, but none of them seem to have real answers.
Here is my question:
The Apple documentation clearly shows what OS is required for each method, so why isn't there a tool to let me know if I'm using any methods that require an OS later than my deployment target?
If there is such a tool I'd like to know.
I'm currently building an App that I think will run fine on iOS 3.2, but I want to make sure. It seems to work fine in the 3.2 iPad simulator, but like I said, I want to make sure.
I don't want to go through each method one by one, and I don't want to set the deployment target to anything >= 4.0 because of how many people with 3Gs phones haven't upgraded to 4.0.
BTW:
I'm running XCode 4.0.2
Generally one sets this to the oldest firmware version one has tested on, if you aren't entirely sure about what APIs you're using.
Protip: Get an old device if you want to test on old versions. Set your deployment target ALWAYS to the oldest firmware version you've tested on.
It looks like there is no tool that does exactly what I'm asking. If anyone else discovers something, please let me know. It seems like it would be fairly easy for Apple to implement something like this.