Carbide.c++ 1.2.2 not displaying SDK S60 2nd Edition CW templates - symbian

I downloaded Carbide.c++ 1.2 and also downloaded the SDK S60 2nd Edition CW.
I installed the SDK and it is recognized in the Window->Preferences->Carbide C++->SDK preferences.
but when I try to create a new project, the templates related to the SDK aren't displayed.
and the editor seems not to detect the SDK.
has anyone ever experienced this ?
how do you solve it ?

Attilah, these are quite old versions of both the SDK and Carbide. But if you need to develop an app for an S60 2nd edition device this makes sense. I don't have either of this installed currently, so it's hard to diagnose exactly.
You said the SDK is recognized. In the SDK preferences, if the checkbox next to the SDK is turned off then the SDK is disabled. Make sure it's enabled.
One thing you could try is to turn of the "Filter templates based on enabled SDKs" checkbox in the new Symbian OS C++ project wizard.
Also, you could try importing one of the example apps from the SDK to confirm you can import and build the project OK.
If you decide to do any work with 3rd or 5th edition phones then you can get the latest Carbide from http://developer.symbian.org/main/tools_and_kits/downloads/view.php?id=2

Related

Where to download titanium studio?

I have been developing with Titanium Studio for some time at the start of the year, and would now after a longer break get back into it again. I've tried to find a place to download the latest version, but for some reason i can only find old releases.
On the Appcelerator website i can see that there is still a description on how to download and install Titanium Studio, but the download page doesn't offer the actual download anymore: http://docs.appcelerator.com/platform/latest/#!/guide/Downloading_and_Installing_Studio-section-30083017_DownloadingandInstallingStudio-InstallingTitaniumStudio
As i understand i can also use Appcelerator Studio offers the same features, plus more. But i don't really need these additional features, as they seem to be mainly related to the Appcelerator Platform.
Is Titanium Studio still supported? If yes, where do i get it from?
A lot has changed since you last used Titanium. They introduced a whole new platform.
If you used Titanium before April 1st, you qualified for a free indie seat, but you should've redeemed it by now. There still is the open source variant, but you need to use your editor for that. I personally don't know exactly how that works.
When using the Indie seat, you can download Appcelerator Studio, and the latest SDK's.
You can develop apps for free, but when you want to deploy them to production you will need an indie seat (at least) when using the platform, or you can dive into the open source variant.
Any questions can also be asked at http://tislack.org, a slack community with about 450 Titanium Developers (and counting).
As far as I know you cannot use Titanium Studio any more. My version stopped working as they changed to Appcelerator studio this summer. If you have been using Titanium Studio earlier I think you qualify for an "Indie seat" which gives you some more facilities (and you do want to claim that). Have a look at appcelerator.com and send an email to them.
/John

Application cannot be imported; it is either an invalid one or it contains specific features that are not supported

I followed the recommended solution:
IBM Worklight v6.0 - Error while adding an application to the Mobile Test Workbench
still got the error even though my jdk seems to be already correct
I didn't see any errors in the test workbench mobile client log (emulator), which log should I be looking at?
I suppose that you are using Android 4.4 and not Android 4.4W or 4.4L which are not yet supported. And you should have made recently an update of the Android SDK tools to version 23 (you can verify by opening the SDK Manager)
Google has modified in this release the way the tools are organized and this made MTWW regressed when instrumenting.
There is a workaround: copy <android-sdk-dir>/build-tools/20.0.0/zipalign[.exe] to <android-sdk-dir>/tools.
Dominique
I had same problem. You may need hotfix or uptdate to RTW8.6.
https://www-304.ibm.com/support/docview.wss?uid=swg21678859

Where can I download the Core Audio SDK for Xcode? (Not apple developer site it seems)

As per the instructions here:
http://developer.apple.com/library/mac/#documentation/MusicAudio/Conceptual/CoreAudioOverview/WhatisCoreAudio/WhatisCoreAudio.html#//apple_ref/doc/uid/TP40003577-CH3-SW1
It says:
The Core Audio SDK assumes you will use Xcode as your development environment.
You can download the latest SDK from http://developer.apple.com/sdk/. After installation, the SDK files are located in /Developer/Examples/CoreAudio.
I looked at all the SDKs and did a search for Core audio. Nothing shows up. Does anyone know where I can find the Core Audio SDKs?
The Core Audio framework is just a standard framework in /System/Library/Frameworks, so you already have the headers and libraries. The additional SDK stuff is now installed as part of the Xcode 4 installation - you'll find it at /Developer/Extras/CoreAudio after installing Xcode 4.
The document you referred to is kinda old (written in 2007) and you've discovered that Apple isn't always super good at updating their documentation.
The Core Audio SDK has been folded into the SDK's for MacOS and iOS.
At least one of sample programs referenced on the instruction page, PlaySequence, can be downloaded as sample code from Apple's developer website. I'm not sure what happened to PlayFile.
It seems the CoreAudio SDK was renamed Core Audio Utility Classes, and can be found there:
http://developer.apple.com/library/mac/#samplecode/CoreAudioUtilityClasses/Introduction/Intro.html
The documentation is out of date. Core Audio SDK is included with current Xcode 4.2. You need to link to it like this:
and of course include its header file.

symbian programming starter

I would like to start programming for symbianOS and have some starter questions.I am a little confused and would like someone with developing experience to advice me.
First of all what do I need to start programming? I have downloaded S60-5th edition Sdk and eclipse pulsar, are those enough or I need anything else?
also using that SDK I will target all the s60 devices or there are other dependencies as well?
what I mean is, using that sdk my application will be able to run under all devices using symbian s60?
also is there any deference in developing using j2me ,symbianC++ and c++? any additional restrictions?
is there any developer resources like android has and other have, which provide code samples, documentations and explanatory articles?
The S60 SDK is all you need if you're only targeting the device. For emulator toolchain, editor, debugger etc. I suggest you get Carbide.C++. (It's based on Eclipse. I don't know how it compares to Eclipse Pulsar as I have no experience about it.)
With the S60 5th Edition SDK you can target practically all S60 devices from S60 3rd Edition onwards. Of course, not all APIs available on 5th Edition are available on 3rd Edition.
If you are starting Symbian development anew and have no specific reason to use traditional Symbian C++, I suggest you have a look at Qt. It works on most S60 devices from 3rd Edition Feature Pack 1 (S60 3.1) onwards and is much nicer to work with than plain old Symbian C++. It also works nicely across platforms: the same source can in theory be compiled to almost any target supporting Qt (in practice some flagging is needed and not all APIs are available on all targets).
The Forum Nokia site is a good starting point for all of the above.

MinimumOSVersion problem in iphone sdk 3.0

i have installed the latest iphone sdk 3.0 beta 5, and trying to submit the first application build from this sdk,but when i upload to itunes connect, it give me the message "The binary you uploaded was invalid. The value provided for the key MinimumOSVersion is not acceptable." and cannot be uploaded. therefore i edit my info.plist file in the project and set this key to 2.2.1,like
<key>MinimumOSVersion</key>
<string>2.2.1</string>
and upload again but it still return the same message,have anybody met the same issues and how to get rid of this?
You SHOULD NOT specify MinimumOSVersion in your Info.plist. From the Information Property List Key reference:
MinimumOSVersion (String - iPhone OS, Mac OS X). When you build an iPhone application, Xcode notes the target OS (as determined by the Base SDK selection) as the MinimumOSVersion property. Do not specify this property yourself in the Info.plist file; it is a system-written property. When you publish your application to the App Store, the store indicates the iPhone OS release on which your application can run based on this property. It is equivalent to the LSMinimumSystemVersion property on Mac OS X.
What you need to do is change the Deployment Target setting in your project. The Deployment Target specifies the minimum OS you would like your application to run on. This is regardless of the SDK you build against, which should always be the most recent SDK so you can ensure your application runs correctly on the most recent OS version available. So, in short:
Set the Base SDK to be the latest OS available
Set the Deployment Target to be the earliest OS you'd like your app to run on.
Manually editing the Info.plist file is really just fooling the App Store into thinking your app can run on an OS it isn't built to run on, which could yield unpredictable results.
Please read the notice in the iPhone developer centre. You CANNOT use the iPhone 3.0 SDK to build apps for the App Store at the moment, not even if you compile them for the 2.x OS. You have to compile an app using the 2.x SDK to submit it to the App Store.
You can install both sets of developer tools side by side. When you get to the screen where you select which parts of the package you want to install, you can select an alternative destination for the install.
I had the same problem. Heres how to fix it!
My project was called SuperTennis, so I clicked the project in xcode, and clicked Get Info. Under the General tab, change "Base SDK for all iPhone configurations" to iPhone OS 2.0, then go into the build tab, and change "Base SDK" to "iPhone OS 2.0", then build it for your device. Reveal the app in finder, and then continue on, to upload it. Email me at ryan2925 at gmail.com if you want some more help. I hope this works for you, and anyone else reading.
I got this error when I finally upgraded things from 2.2.1 to the 4.0 SDK, and tried to use an existing project.
I had to:
Click on the project in XCode, then click on Info.
Click 'Build'
Pay attention to what 'Configuration' you are setting. Are you accidentally setting distribution when you are trying to debug?
Set 'Base SDK' to the highest possible.
Change 'Target Device Family' to whatever it is you are doing.
Set 'iPhone OS Deployment Target' to your device's OS (you can check by going to Window > Organizer).
My main time sink was setting my distribution settings when trying to debug and not realizing it.
Try this:
ARMV6: before iPhone 3GS
ARMV7: including and after iPhone 3GS
"Proj." and "Target(s)" right-click, Get Info. Select:-
Base SDK: iPhone 4.0 (latest s greatest)
Standard: ARMV6, ARMV7
Uncheck build for Active Architecture
Deployment Target: 4.0 (not older ones 3.1.3; you don't have the SDK if you upgrade to 4.0)
Compiler section: Ensure that both ARMV6 and ARMV7 checkboxes are ticked under Generate Code, Thumb section.
The binary output is slightly bigger as it is generic code that supports both architectures.
If you want to support ARMV7 only, don't check ARMV6 in compiler section, selection code optimised for ARMV7, check active architecture only. In info.plist, add armv7 in UIRequiredDeviceCapabilities items. This field already exists in info.plist and probably has other system requirements auto-specified.
Right click on your project and go to your build tab. Near the top of the list you can specify your Base SDK. This is the minimum you will compile against. After this your build settings drop down will have the older versions. When you go to make your distribution make sure you aren't using 3.0 cause that will cause your binary to get rejected (as you found out).