TideSDK tutorial? [closed] - titanium

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Is there an actual TideSDK tutorial that is not a remnant of the old Titanium Desktop? I can't seem to locate any clear tutorial that outlines coding to testing to building on TideSDK. Most of the things I've seen are intended to be used for the late Titanium Desktop. If anyone can outline the app creation process of TideSDK, it would be more than welcome. (E.g. Code, compile test? / Code, test, compile?)

Downloads from the TideSDK.org site currently provide Titanium Desktop 1.2.0.RC4 in the interim while the TideSDK Team continues to prepare for the upcoming 1.3.0-beta release (that is expected quite soon). Therefore, the legacy documentation from Appcelerator can still be used for getting you started on your desktop projects today. If you run into any issues there are friendly people on our mailing list to help. The only change in the API for 1.3.0 will be the change in the namespace from 'Titanium' to 'Ti'. Please consider joining the TideSDK mailing list https://groups.google.com/forum/#!forum/tidesdk for assistance or follow us on Twitter http://twitter.com/tidesdk to keep up to date on TideSDK news and announcements.
Keep in mind we've been working through a transition with the legacy code and materials. It is a significant effort to assemble a capable and dedicated team, work through the complex code base, set up continuous integration infrastructure and organize the efforts the team is currently engaged in. Our repository on Github has grown from a couple of repositories to 48 over the past few months. The team is continuing to clean and organize the code that we inherited from Appcelerator so that it is possible to build upon it for the future. We are also striving to become a non profit organization as funding to support the team of 16 programmers, developers and UI designers and for the infrastructure we need for such the project. This is an important key to our success for the future.
The TideSDK team has been putting substantial effort into high quality documentation under the direction of Christian Engel, our Developer Education Lead, in anticipation of the upcoming release. TideSDK's documentation consists of API docs together with a series of Guides. A Guide is focused on a particular topic. In some cases, Guides serve as focused tutorials. To view the documentation under development, visit the brand new tidesdk.org site (launched at the end of August 2012) and click on the docs button. In the short term, the effort has been on API docs and code examples. This effort will shift to Guides quite soon.
No new features will be added for the 1.3.0-beta release but it will provide updates to the underlying libraries. This will enable the SDK to compile and be used on OSX Lion, OSX Mountain Lion, Ubuntu 12.04 and Windows 7 and 8. Scripting language versions are being brought up to date also. Perhaps the most significant thing it will upgrade the WebKit to the lastest available. This will mean the most current HTML5 support available.

TideSDK-1.3.1-beta is available. Please use this the most recent version of TideSDK found here
http://tidesdk.org
and refer to the Getting Started Guide located at:
http://tidesdk.multipart.net/docs/user-dev/generated/#!/guide/getting_started

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React Native or Flutter [closed]

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Hi I want to check out a new framework to develop an app. Now I'm wondering about which one to choose, for example React Native or Flutter. Can you give me some suggestions or experiences about what to choose and maybe their advantages or disadvantages?
Thanks!
Summary:
React uses JS, Flutter uses Dart
The learning curve for Flutter is pretty steep since if you don't already know Dart, you're going to have to learn that too as well as a new framework (and reactive programming).
For React Native, it's pretty easy to pick up if you have used React or just JS in general which I'm sure you have.
Architecture
Flutter tends to rely on the BLoC pattern which is endorsed by Google Developers.
React Native relies on Flux and Redux.
Ecosystem
Flutter came out in May 2017 so it has less of an ecosystem than React Native which came out two full years prior.
Compilation
Flutter compiles to device-native code which you can change when you create a Flutter project. All of this is done on one thread! For intensive works, you might want to use a Dart Isolate which spins up a new spot on the memory to do intensive works while Flutter works on the UI and other stuff. Dart is designed for asynchronous workloads. Dart has Streams and Futures (basically Promises in JS). You can use a package that essentially brings in Redux to Dart to allow for Observables (better Promises).
React Native does not compile to native-device code and instead compiles to device equivalent. The JS runs on a separate thread and communicates to UI components through bridges. For asynchronous workloads, you can use Promises like in JS.
Documentation
As far as documentation goes, React Native wins at being more user-friendly than Flutter. Although, Flutter does have what they call cookbooks with easy to follow along with code samples. Overall, this is up to you.
Cross Platform
Flutter allows you to make apps for way more devices than React Native can. React Native is only for Android & iOS (though you can make web apps with react-native-web, thanks #VilleKoo) while Flutter hopes to support desktop, and web apps as well as the aforementioned iOS & Android all from a single codebase which is pretty impressive. Keep in mind, web support is in beta and desktop apps are not stable at this moment in time.
Further reading:
https://nevercode.io/blog/flutter-vs-react-native-a-developers-perspective/
https://hackr.io/blog/react-native-vs-flutter
https://hackernoon.com/react-native-vs-flutter-which-is-preferred-for-you-bba108f808
I see that the technical side of the question is covered pretty well by the others, but it's worth having a look at this issue from the standpoint of the technology's popularity, community support, and how it will keep up in the long run. Here is what I've found:
The category of most loved technologies due to the StackOverflow statistics shows how many specialists began using a particular tool and would like to continue working with it. By this criterion, Flutter’s score is 68.17%, while React Native has 58.08% of voices. Github says that the number of open source projects is growing day by day. The statistics present the number of contributors to open-source projects. React Native has 9.1k contributors, while this number for Flutter reaches 13k. Google Trends is a metric that shows how often a particular query is entered into the search in relation to the overall search volume for a specific period. It means that it estimates a query as a percentage of all search queries in Google. We can see that Flutter’s popularity amounted to nearly twice the React Native. The average number of “Flutter” queries score is 86, while React Native takes 58. With Google Trends, we can also analyze how popular other hybrid frameworks are compared to the described two. The statistics have shown us that Flutter is the best hybrid app framework in 2020, and React Native is in second place. Interestingly, if we take the 5 years’ overview instead of 12 months, we can see the whole picture. The trend for Flutter has rapidly grown in the last 3 years’ time. The popularity of React Native and Cordova was stable, and Xamarin’s number of queries is steadily decreasing.
So as you see Flutter gains popularity very quickly, and I am rather surprised how quick it is. It looks like Flutter might be more future-proof because of the wider community, more new modules, and features, which result in better support, more updates, etc.
Here is some additional reading for you on that matter:
StackOverflow statistics 2021
Flutter vs React Native: Which is better?
Statistics about other frameworks' popularity

Bootstrap-based but accessible template (WCAG 2.0 compliant) [closed]

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I am building an admin style, data-driven, internal business application (as opposed to a public facing website). I'd like to use a Bootstrap based template (even considering for-purchase templates from a Bootstrap marketplace or something), but the key requirement is that the site must be accessible (WCAG 2.0 AA compliant).
I know Bootstrap has had some accessibility issues (some colors, some javascript, etc.), but I also know that a lot of that has been getting better as newer versions were getting released. Bootstrap documentation itself offers only a small section on Accessibility and no mention of WCAG 2.0. Does anyone know what the latest status is for accessibility and Bootstrap (ver 3.3.7 at the moment)?
I've also come across Accessible+, which is a Bootstrap-based template, but I'm not sure whether the design fits well for the application I'm building, as it seems more public-facing (product/sales based). But it might work.
Alternatively, does anyone have any other Bootstrap based templates to recommend (free or not) which would work well for my need here, while also being very accessible?
I develop and maintain custom bootstrap websites that emphasize WCAG 2.0 AA compliance, but I'm looking for a good Bootstrap based template from which I can develop smaller projects without investing the time for a custom project.
One thing I'm noticing is that the few templates and themes out there advertising as WCAG 2.0 AA / 508 Compliant are NOT actually compliant, including Accessible+. Using the online WebAIM tool on their template it's registering 8 WCAG 2.0 AA coding errors, 16 alerts, and 4 contrast errors on the front page.
The WebAIM online tool is just a starting point, even getting zero errors on the tool does not make a site "compliant" there is no such thing as a "compliant" website ... the criteria is subjective. There are less and compliant and more compliant sites.
Validating with the WebAIM tool does definitely make a site more compliant. To get any sort of certification that a site is compliant actual lab testing by individuals with disabilities is required. Even then, a site can get a certification from the third party that does the testing, there is no universal compliance stamp that the Dept of Justice would refer to if a complaint was filed for a site.
Another thing I've found is that one needs to be careful about what third party to use for a certification of a site. Some are very expensive and do not necessarily have much credibility. The non-profit WebAIM program at Utah State University is one of the most credible and reasonably priced. Their site also offers some of the best overall information about web accessorily and compliance. Note, I have no affiliation whatsoever with that organization other than attending training there.
I'm in the same situation. I'm not sure about how the accesibility of Bootstrap has been improved since the 3.1.1. version.
I also saw the Accessible+ template, but it has been not updated since January, and I'm not sure if can fit what I need, so paying for it will be my last option.
These were my two main options:
Assets CMS GOV Framework. Its a modification of Bootstrap 3.1.1 with accesibility improvements to acomplish with the section 508 compliance (kind of USA govern alternative to WCGA 2.0, but a little less restrictive than WCGA AA). You can find it here http://assets.cms.gov/resources/framework/3.4.1/Pages/ the problem is that the package is just a bunch of folders with different scripts, styles, etc and I don't know where to start. I took a look to a previous version of the framework http://assets.cms.gov/resources/framework/2.0/Pages/ which was based on Bootstrap 2 and those files seems more like the kind of content I was expecting to find when I download it. So... after a couple of hours thinking if all those folders in the package wehere modificated, or where the originals and how to start, I declined about it... Maybe you can see it more clear.
The other option, which I'm starting to use, is the current Bootstrap version, with the Paypal Bootstrap plugin for accesibility https://github.com/paypal/bootstrap-accessibility-plugin. This seems more clear for me to figure out how to use, but is from 2 years ago and I don't have too much hope about it.
Anyway... both options are from a couple of years ago. I spent two days searching for anything else but seems that nobody cares a lot about accessibility nowadays. Several changes in accesibility have been implemented on Bootstrap since 3.1.1 but I think still can be far from be ready for a WCAG 2.0 AA.
In Bootstrap 4 beta seems to be more accesibillity improvements, but I don't know if they are enough to accomplish the WCAG 2.0 AA standards.
It will be good to know if you find something interesting!!
Disclaimer: I am the author of Accessible+ accessible bootstrap template as linked here by the question opener.
Accessible+ is in fact based on ASSETS which is based on Bootstrap.
I developed it because there were no Bootstrap accessible options available.
The main purpose was a regular template for "non-admin" websites.
Since I did not get overwhelming requests for doing an Admin template version, I never took the time to design one. But - I might in the future.
In any case, I can offer personal customization, even if you ask me to just make you a general "skeleton" for admin side.
Thanks for choosing to buy the template, I know it doesn't suit your needs 100% and I hope you succeed in converting it the way you need.
I was searching as well in the past for an accessible Bootstrap 4 template but found nothing. The ones I found failed in most accessibility tests.
Recently though, I searched again and found the "Labinator A11y-Bootstrap" template. It is basically an accessible Bootstrap 4 premium template that satisfies the WCAG 2.1 Level AAA guidelines. It also comes with an accessibility toolbar.
If you need though a free template and have good coding knowledge, then any modern Bootstrap 4 template can be made accessible with proper expertise in web development and accessibility. You can start by reading the official accessibility page of Bootstrap at (https://getbootstrap.com/docs/4.4/getting-started/accessibility/) then familiarize yourself with the WCAG 2.1 Level AA/AAA guidelines. There are some helpful checklists for those online, especially at the official website of WCAG.
Thereafter, you have to test your template with several web accessibility tools and verify the results manually. Two good tools are AChecker.ca and wave.webaim.org. Please note that all current web accessibility tools are not perfectly accurate - take them with a grain of salt. They can serve as a good pointer in the right direction rather than an ultimate guide.
It is good to note as well that Bootstrap 4+ is much better in terms of accessibility than Bootstrap 3+. As a full-time web developer working in the field, I would never pick Bootstrap 3+ or any template based on it when we have the modern Bootstrap 4.
I hope that helps!

How do I render nice desktop notifications from Java? [closed]

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I am writing this very basic J2SE application which alerts the user with some info every now and then. Currently I am using the SystemTray and TrayIcon classes to show notifications, but I am not really pleased with that. It does not allow me to tweak the notifications, nor gives them a good look.
So, does anyone know an easy to use library to generate nice notifications?
btw, I will be porting to Linux (Ubuntu) to, but will be using notify-OSD there, which is exactly what I need.
Shameless plug: I've just released a project called Twinkle that is pretty much Growl for Java Swing.
I' not aware of a Java library abstracting all OS specific desktop notifications. But if you know, you are limited to Ubuntu (and perhaps a limited number of other OS), you can create a own Interface and implement it for the specific OS.
Ubuntu: You can access /usr/bin/notify-send via Runtime like this: usr/bin/notify-send -t 30000 "Text1" "Text2" -i /path/to/48x48.png
Mac OSX: Java Growl API
For JAVA implementations you may look at Jazz or Mylyn (see Java Desktop Notifications).
You can use JCommunique for cross-platform Java desktop notifications. Here is a short demo adapted from the examples on the wiki:
// makes a factory with the built-in clean theme
// themes are customizeable
NotificationFactory factory = new NotificationFactory(ThemePackagePresets.cleanLight());
// factories build notifications using a theme, while managers handle how
// how they appear on the screen
// this manager just simple pops up the notification in the specified location
// other managers do sliding, queues, etc.
NotificationManager plain = new SimpleManager(Location.NORTHEAST);
// creates a text notification; you can also have progress bar Notifications,
// icon Notifications, Notifications that ask for user feedback, etc.
TextNotification notification = factory.buildTextNotification("This is a title",
"This is a subtitle");
notification.setCloseOnClick(true);
// the notification will disappear after 2 seconds, or after you click it
plain.addNotification(notification, Time.seconds(2));
Brief confession: I also am the creator of this project. It's open source so I don't get any revenue from it.
Some other libraries to have a look at:
Twinkle
This is already mentioned in another answer so I won't say too much about it. I tried the Java Webstart demo and it looked pretty nice. It allows for some more complicated background color options such as gradients that JCommunique doesn't have.
About 3,500 lines.
Has a bunch of fancy styling options such as round vs. rectangle close buttons, gradient vs. solid color, and light vs. dark notifications. However, has just one sequential manager.
The wiki has links to javadocs and a getting started document.
No external dependencies (I think?).
JCarrierPigeon
Very lightweight. Looking at the jar, it has just six classes.
Depends on the "Timing Framework" library.
The website shows that it can do some sliding in effects, but I don't think it does fading or other types of animations.
JTelegraph
Requires JCarrierPigeon and "Timing Framework" in the classpath to build
Has dozens of nice-looking icons included with the project. I'm not sure how these are licensed, but they could be useful if you don't have your own.
As far as I can tell, it doesn't include many more features than those provided in JCarrierPigeon. It mainly includes a bunch of built in icons and a different API.
I can't post links to these since I don't have enough reputation, but they are easy to find on the internet.
Now I will try to objectively evaluate my own library in comparison with the above. Please keep in mind that this list is a bit more extensive since I know more about my project than the others. Let me know if there is anything that I'm missing.
JCommunique
Many features. As far as Notifications go, there are TextNotifications, IconNotifications, AcceptNotifications, and ProgressNotifications (show a progress bar). NotificationManagers handle how Notifications show. These include SimpleManager, QueueManager (scrolls down old Notifications to reveal new ones), SlideManager (slides Notifications into position), and SequenceManager (only shows a Notification when the previous one has disappeared).
Relatively large. I think it clocks in at about 2,500 lines in total.
Has a wiki with a number of examples.
Notifications look a bit plain because they can only be one solid color. Twinkle wins in this respect; it has gradients and outlines around its notifications.
A handful of built-in themes. At time of writing these include dark, light, and aqua. You can also add your own.
No external dependencies other than Java.

Porting to which gaming platforms? [closed]

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I'm developing a pretty portable indie game engine and also a "demo" game to go with that. In the future I would however like to make a more comprehensive game to deploy on some different platforms. The details on the future game is less important, I'm more into the "how" than the "what" -- genre and content is irrelevant to me.
So what target platform would you recommend? And what cheap features (which rocked immensely) have you successfully developed for that platform? Please keep cost-effectiveness in mind, since my budget won't allow for purchasing SDKs with price tag of 10k U$.
Edit: I am really interested in what cheap features you have successfully developed for a certain platform. E.g. "I made this awesome two-finger-touch-input-control-method-for-a-retro-type-this-and-that-game for iPod in no time and it rocked -- I can really recommend that platform/approach!"
Since your budget doesn't allow purchasing mult-thousand dollar dev kits, your options are a bit limited - Playstation, Wii, and native XBox development are out.
I'd recommend Windows PC and XBox 360 using XNA Game Studio. XNA is free and runs on both of those platforms. It also has a good dev following, and there are lots of blogs and websites with info, tips and tricks, and samples. You can get started athttp://creators.xna.com.
PC - Free SDKs :)
PC, Linux, Mac, Iphone, XNA for Xbox 360, and Nintendo DS and Sony PSP homebrew are all very interesting targets. It's a fun challenge writing an engine that can work for all of those targets, but it's achievable.
If you abstract things well enough that you can hit all of those targets, extending it to something commercial like say... WiiWare in the future wouldn't be too big of a deal.
This doesn't help you but is worth mentioning: World of Goo made a big splash and was released for Mac, Windows, Linux and even Wii. Allegedly they used something called the Experimental Gameplay Project but it appears not to have been released yet.
you could also make your game engine cross platform that way you are able to develop for linux and windows at the same time. and if you are using your demo engine for a future position at a game company is a great achievement under your belt.
If you're wanting to consider development on the Wii/PS/etc. consoles that Michael notes are probably out of your price range, consider the homebrew development kits. They aren't supported or endorsed, but as far as getting to work with the technologies, they might help you decide whether you want to use those SDKs in future.
I hope that whatever project you are starting on works out well!
I think the question of "what" is VERY relevant in choosing a platform, since the platform has a major impact on who will be exposed to your game, and how it will be played.
Are you developing a game intended for multiple people sitting around the screen, ex. a trivia game, fighting game, sports game, etc? Then you probably want to be looking at a console like the 360. Are you looking for something a bit deeper? Dwarf Fortress, or the next great hex-based wargame? You probably want to go PC. A shooter? Something with a mouse. PC again. A flight sim that requires a thousand different buttons? Something with a keyboard, like the PC again. Are you building a simple Popcap-style puzzle game? you might look at an SDK for some kind of handheld device.
Tell us what you want to build and we can recommend a platform
edit: if it was me, PC would be my default platform no matter what
If you want to develop for PCs, may I suggest the Simple DirectMedia Layer (SDL)?
It is a cross-platform (Linux, Windows, Mac (we need more games, please!), BSD, and others that no one cares about) library for developing graphics that is well-tailored for games.
The best game of all time (at least, in my opinion) is written with it.
It is free and open-source, but released under a permissive license, so you can do whatever you want with code you write on top of it. You can even dig into its internals and see how you might go about porting it to a platform SDL doesn't support, should you choose to do so.

Most rapid RAD environment for prototyping [closed]

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What do you consider the most rapid RAD environment for a working prototype? Not for debate.
language
platform
IDE
DB
(personal note)
Thank you.
P.S.1 I was pretty happy with PERL for back-end prototyping... I get stuck when dealing with the UI... it doesn't seem to come as easy...
It's all pretty subjective I guess, but as you asked 'what do you consider', so...
Delphi 7 onwards (technically object pascal or Delphi language, I guess)
Windows 2003/XP
version 7 is the classic, newer ones don't seem as easy to prototype stuff in (to me)
SQL Express
in comparison I've used VB6, MS VC++ (from a long time ago), FoxPro/Windows and Visual FoxPro, and a very small smattering of VS2005 (C#). For me, Delphi is the all-round king every time. :-)
For prototypes on Windows, Visual Basic is hard to beat. If you need to suppoort another platform (or multiple platforms), then Tcl/Tk is fairly productive, as well.
I've always considered Perl to be my prototyping language of choice, for a few reasons:
CPAN - There's a module for just about anything.
It's easy to create hacks to mimic, fake or do something quick and dirty.
It works everywhere.
I think "most rapid" is heavily subjective. A developer with many years in VB will likely be fastest at prototyping in VB. A Java developer in Java. Ruby in Ruby. The "most rapid", then, is going to be heavily skewed by the assets (code libraries, developer experience and tools) you already have in house.
What you define as a "prototype" also heavily affects things. Is a set of pseudo-working screen shots mocked up in Flash to have some clickability for navigation enough? What is the required feature set and what is the target audience for the prototype?
As you can see "best" is going to vary pretty widely. It's probably close to certain that the language will be high-level and the IDE tools are going to have nice UI designers (assuming the prototype has a UI). If you have a lot of DB work, then database wizards that do the SQL grunt work for you will save time and generate reasonable, if not optimized, objects. The platform would likely be whatever platform the prototype should be for - after all prototyping a Windows app under Linux or a Symbian app under Palm OS probably won't give you too much benefit.
VFP is great for prototyping. I've seen posts (sorry, don't have links) from Microsoft teams where they say WPF allows fast prototyping for them.
Enthought Python Distribution. You create the model of your problem in python and then you say "create a UI for that" in one line of code. If you don't like some parts of the UI, you override the defaults for those parts (and nothing else).
Doesn't get faster than that if you're doing a Desktop app.
The resulting prototype will work on Windows, Linux and Mac.
If you're looking for a web RAD, I suggest to give Grails or TurboGears a try. TurboGears is easier to use, Grails gives you access to the vast space of Java web frameworks (hard to beat).
I'd say Python with wxPython
I find that prototyping using the Netbeans GUI builder gives me a great start. I'm a Java programmer mostly though.
Try out Axure RP Pro.
We did give it a try and found that it to be really very good. It generates the whole prototype in HTML with a few JavaScripts so it becomes easy to distribute prototypes.
Do check it out.
Handcraft
When you prototype any GUI interactively in the browser, you can go from as low or high fidelity as you want. Handcraft is focused exactly on prototyping, so it does a whole lot less than IDE's intentionally.
For working prototype:
non-gui: python
gui: ruby on rails
For mockups don't use IDE but some specialized mockup tool, read this here on SO: Whats the best way to create interactive application prototypes?
For hybrid approach (mockups then code): QT designer is the only viable option I found, due to it's specific architecture
There you go.