There is any guide to migrate Cocos2d-x 2.1.5 to 2.2.4? - migration

I don't wanna rewrite all the code of my iOS/Android game I just wanna try to upgrade the Cocos' version but i have no found any guide for that, only for new projects, not for big ones like mine.
Any helpful doc in the net?
Thanks in advance.

Related

GoogleMLKit/TextRecognition examples

I have been using Firebase/MLVision, Firebase/MLVisionTextModel for ios but due to recent migration, I need to upgrade my application. Do we have some links on the forum for reference?
I am using the below method to recognize the text currently - nsFirebase.mlkit.textrecognition.recognizeTextOnDevice so I think that with the upgrade, I will need to change method call too? If yes, where can I find some documentation.
Please advice.
Thanks
Jyoti
The migration guide for moving your app from Firebase ML to the new standalone ML Kit SDK can be found here: Overview, Android-specific instructions, iOS-specific instructions.

what changed in play framework 2.x

doesn't play framework 2.0.4 support some consoles?
when i was using 1.x, i could use the console "play eclipsify"
and "play dependencies" to fbconnect and fbgraph modules
but from when i chaged the version, it's not working.
then how can i connect those modules? i've no idea to do that
i think the new version doesn't support those consoles for modules
is it correct?
is the way totally different? if then please let me know.
also juz awhile ago i checked the 1.2.5 version
and there is no dependencies.yml and module folder
would you let me know what changed and how can i apply and adjust?
Thank you for your time
https://github.com/playframework/Play20/wiki/Play-2.0-for-Play-1.x-developers
check this out
and i wanna tell you some people who evaluate my question
what if there is no begginer who really want to learn and ask, how developing survives?
i hate reputations!
Yes, it's TOTALY different, although some ideas are the same, Play 2.x is quite new product (as stated in many topics and questions since many months), there's (fortunately) no backward compatibility between Play 1.x and 2.x!
When you'll visit Play 1.x (only) modules page the first thing you'll see will be that disclaimer:
These modules are for the Play 1.x series only. Play 2.0 modules can be hosted anywhere on any Ivy, Maven or Git repository. We will add a directory for them here shortly.
Thanx to Pere Villega you can also search for Play 2.0 for Java or Scala modules on PlayModules.net site, however you need carefully choose between Play 1.x and Play 2.x series.
For working with eclipse, check the Play's 2.0 IDE documentation.

Are there any good tutorials for using ShareKit?

Does anyone know of a good tutorial that is easy to understand for ShareKit? I've looked but found nothing. I'm pretty new to Xcode.
The GitHub wiki for ShareKit v2.0 has a great page titled Installing ShareKit that should help you get up and running with the latest incarnation of this project.
The source tree also has an xcodeproj file which contains sample code showing how to integrate ShareKit into your own project.
You can checkout the documentation given in http://getsharekit.com ...after you downloaded and attached to your project open config file and read the comment lines given before each methods in it...it will direct you to correct way...There is no exact tutorial for it...If u got any specific issue then ask a question here..we are ready to answer...

Where is the libOAuth.a source?

Nowadays, I'm working on an iPhone project that is using social connections such as Twitter, Facebook..
When I tried to implement Twitter+OAuth solution into my project some another parts of project such as MySpace is giving error on oAuth implementation. It seems MySpace IOS SDK used old version of oAuthConsumer project.
So, I haven't find libOAuth.a source code. If I find it I will be handle my problem.
How do I find the libOAuth.a static library source ?
try downloading it from https://github.com/bengottlieb/Twitter-OAuth-iPhone/blob/master/Twitter+OAuth/Libraries%20&%20Headers/libOAuth.a?raw=true
Isn't this what you're looking for? And not only do you have to include it into the project but also make sure you copy into it. Then under Build Phases, you will have to add this to Link Binary to Libraries section.
You might find Google's new OAuth 2 library for Mac and iOS to be helpful.

How to Install FCKEditor in YetAnotherForum

I want to install FCK editor in latest Yaf(yetanotherforum.net) but the instructions I found in Yaf forums are not correct or not for the latest forum release of them.
Could some body give me the working instructions if they did the same thing.
Thanks in advance.
A lot of guidance can be found here Custom Editors with YAF