Coding 4 fun library does not import Controller Class - windows-phone-8

I am trying to show toast message in foreground(while app is running).So i tried using Coding 4 fun library for this.But i can't seem to import controller class thus i am unable to create ToastPromt.I did install complete Coding 4 fun library with NuGet Package installer.
Btw I am making windows phone 8.0 project

Related

Avoid using web-only libraries outside Flutter web plugin packages

I'm building a Flutter app that I am trying to make work on the web. Part of it contains some web specific code:
import 'dart:html' as html;
import 'package:flutter/foundation.dart';
class DownloadViewModel extends ChangeNotifier {
static const String url = 'https://example.com/api/v1/app/myapp_1.0.0.apk';
void onAndroidDownloadPressed() {
html.window.open(url, 'AndroidApp');
}
}
However the dart:html import gives the following error:
Avoid using web-only libraries outside Flutter web plugin packages
The longer version of the warning looks like this:
Avoid using web libraries, dart:html, dart:js and dart:js_util in
Flutter packages that are not web plugins. These libraries are not
supported outside a web context; functionality that depends on them
will fail at runtime in Flutter mobile, and their use is generally
discouraged in Flutter web.
Web library access is allowed in:
plugin packages that declare web as a supported context
otherwise, imports of dart:html, dart:js and dart:js_util are disallowed.
And it's not just a warning. This actually prevents building an Android or iOS app (even though this method isn't accessible from non-Web Flutter apps).
The only solution I've figured out is to comment out the import when I am building for Android and iOS and then uncomment it when I am building for the web. Is there a better solution?
Use the universal_html package. It supports the browser, Dart VM, and Flutter and is a stand-in replacement for dart:html and other web related libraries.
dependencies:
universal_html: ^1.2.1
Then instead of using import 'dart:html' as html; you can use the following import:
import 'package:universal_html/html.dart' as html;
For those who came to this page for other related web import problems (like dart:js), this plugin also supports the following imports:
import 'package:universal_html/driver.dart';
import 'package:universal_html/html.dart';
import 'package:universal_html/indexed_db.dart';
import 'package:universal_html/js.dart';
import 'package:universal_html/js_util.dart';
import 'package:universal_html/prefer_sdk/html.dart';
import 'package:universal_html/prefer_sdk/indexed_db.dart';
import 'package:universal_html/prefer_sdk/js.dart';
import 'package:universal_html/prefer_sdk/js_util.dart';
import 'package:universal_html/prefer_sdk/svg.dart';
import 'package:universal_html/prefer_sdk/web_gl.dart';
import 'package:universal_html/prefer_universal/html.dart';
import 'package:universal_html/prefer_universal/indexed_db.dart';
import 'package:universal_html/prefer_universal/js.dart';
import 'package:universal_html/prefer_universal/js_util.dart';
import 'package:universal_html/prefer_universal/svg.dart';
import 'package:universal_html/prefer_universal/web_gl.dart';
import 'package:universal_html/svg.dart';
import 'package:universal_html/web_gl.dart';
Since the merge of Flutter-web into the main Flutter repository, it's no longer possible to directly add imports for web libraries (e.g. dart:html, or dart:js) in a Flutter project on the main channel when targeting Web, Android and iOS.
Use the universal html package which provides extensive support for multiple platforms and web libraries.
From the root level of your project, command
flutter pub add universal_html
import 'package:universal_html/html.dart' as html
This package isn't required to run some web files (e.g. dart:js). In my case, I just had to remove the import 'dart:js' import statement.

AG Grid module import error in Angular 8 using Ivy

I'm getting the following error when trying to import the ag grid module in an Angular 8 app using Ivy.
ERROR in There is no format with import statements in 'path_to_node_modules/node_modules/ag-grid-angular' entry-point.
The error goes away if i disable Ivy. Does anyone know a workaround?
Packages versions:
"ag-grid-angular": "^21.0.0",
"ag-grid-community": "^21.0.0",
"ag-grid-enterprise": "^21.0.0",
This is actually an issue on the Angular CLI side - see this issue comment here: https://github.com/angular/angular/issues/29564#issuecomment-486957461
In the meantime I believe you'll be able to get Ivy to work with ag-Grid (and other similar libraries) by using #angular/compiler-cli#next, instead of the latest Angular 8 release.

cocos2d-x c++ -> java for android

Currently I'am developing a game using cocos2d-x.
Of course, for multi-platform use.
basically I use a xcode for coding and development.
I want to attach IAP(In app purchases) separately to each coding for iPhone and Android
Problem to try to call a function of a certain class in Android that did not work.
Sources include the following:
cpp side
MyClass::invoke_init()
{
JavaVM* jvm = JniHelper::getJavaVM();
JNIEnv* env;
jvm->GetEnv((void **) &env, JNI_VERSION_1_2);
jclass cls;
jmethodID method;
cls = env->FindClass("com/joycestudios/game/SampleActivity");
method = env->GetMethodID(cls, "initFunc", "()V");
env->CallVoidMethod(cls, method);
}
java side
public class SampleActivity extends Cocos2dxActivity
{
public void initFunc()
{
Log.v("LOG_INFO", "initFunc()");
}
}
The first test as follows: I'm in progress.
build from xcode and build from build_natvie.sh and last build from eclipse.
But after run on eclipse, Just black screen and shuts down.
How to call a function of a java class?
What I looked at several samples, including also analyze the problem, I do not see any problems?
Can you tell if you find any error log?
First check if your game is working fine on android..
Den we can have a look how to call the function.
Generally for calling native method I use MessageJni class available in Cocos2d-x library.
I create my methods in MessageJni class which calls for native methods.
Its easy and convenient way of calling native methods.
Just google using MessageJni class. It will ease your work.
:)

Flash 11.2 sdk definition of base class Sprite was not found

I'm trying to build a simple sample project using FlashDevelop using Flash 11.2. For some reason it wont let me extend Sprite. When I try to compile it just says:
col: 31 Error: The definition of base class Sprite was not found.
All I have in my code is:
public class Game extends Sprite
{
}
Make sure that you have the following setup in your Flex SDK installation correctly:
\frameworks\libs\player\11.2\playerglobal.swc
and that you have a compiler constant called "swf-version=15" set in FD.
If that doesn't solve it, you have an ambiguous path to your libs. May they have spaces or special characters in them.
Did you import the right package? flash.display.Sprite
You put starling-framework as a tag so if you're using Starling it should be:
import starling.display.Sprite;

difference in Flex 4.5 & flex 4.5.1, air 2.5 and air 2.7

import spark.components.supportClasses.MobileTextField;
in my Flash Builder 4.5 there is a error: it can't find the MobileTextField class in the park.components.supportClasses. i think it is in flex4.5 sdk and air 2.5.
so i want to know how to do it in flex4.5.1 sdk.
That was a beta class and it didn't make the cut.
http://help.adobe.com/en_US/FlashPlatform/beta/reference/actionscript/3/spark/components/supportClasses/MobileTextField.html
Although, you should be able to just use a TextField. Is there some specific functionality you were needing?
you can also use the property MobileTextField as
MobileTextField(txtMyText.textDisplay).htmlText = "sample <b>text</b>";
and it works. Just needed to import:
import spark.components.supportClasses.MobileTextField;
to get it working.