Converting .Xcodeproj file to .Apf file - cocos2d-x

I am developing a game in xcode using cocos2d-x i want to convert the .xcodeproj file to .apk file for that i use the Stella SDK. after download the package I try to configure it. But i am getting the following error, I typed in terminal.Please help me.
mac-man:~ srikanthreddy$ cd / opt
mac-man:/ srikanthreddy$ git clone https://github.com/morningtec/StellaSDK.git
fatal: could not create work tree dir 'StellaSDK'.: Permission denied

You are trying to clone the git project into /opt which is a directory that you may not have write permission for.
Usually you'd create such projects in your home directory, so try this instead:
mkdir ~/StellaSDK
cd ~/StellaSDK
git clone https://github.com/morningtec/StellaSDK.git
Note that this step is only cloning the StellaSDK project, it has nothing to do with the task you described (creating an .apk file). From that I take it you haven't fully understood that StellaSDK is a game engine / framework just like cocos2d-x, so you can't use that to create an .apk file unless you start a new project. In particular you can't just convert a .xcodeproj to work with Stella SDK, there is no automatism like that.
While at the same time cocos2d-x is a cross-platform engine capable of creating Android .apk apps. The reason why you're trying to use Stella for (or in place of?) an already existing cocos2d-x project is a bit of a mystery to me.

Related

Do all Caffe2 projects have to be under caffe2 install folder?

I've successfully installed Caffe2 on my TX2 with jetPack by NVIDIA.
I am trying to figure out if I could make a folder that's not under my caffe2 installation folder (where caffe2 is installed) and make a new cmake project.
How does one connect the libraries from that root caffe2 folder to execute in that folder that's not under the installation folder?
Thanks!
I am not sure if I understand the question.
If you want to replace a Caffe2 dependency (like a library) by a library that comes from your project, you can do that by setting LD_LIBRARY_PATH accordingly.

How to install cocos2d-x in windows8 and VS2013

I want to install cocos2d-x on my windows8 but i download this "http://bit.ly/18xmkJ9" from "http://cocos2d-x.org/download" in the tutorial says that i must execute a .bat in there or in some other pages says that i neet to create a project in VS, but when i try to do what they say in the tutorial i dont see anithing that is shown.
I'm very lost and help needed.
Could anybody say me hoy to createand start a project on cocos2d?
I have answer the similar question here.
Before cocos2d-x 2.1.2, you can still use templates in VS. However, you can only use python to create project
Install python 2.7
Open command line in Windows
Go to your cocos2d-x-2.1.5\tools\project-creator folder
Run create_project.py. Usage:
create_project.py -project YourProjectName -package com.example.PakcageName -language cpp
-language option:[cpp | lua | javascript]
Your project will be created in cocos2d-x-2.1.5\projects
Then find the win32.proj , open ***.sln

nuget package restore with MonoDevelop

I have a solution that is primarily developed in Visual Studio 2012. I would like to develop in MonoDevelop without major incompatibilities.
Thus far, I have installed mrward's nuget addin for MonoDevelop and things work if I manually add each package in packages.config through that interface. However, this is highly onerous. This addin doesn't have support for automated package restore as of this writing.
I downloaded nuget.exe from CodePlex ("NuGet command line utility", as it's labeled). I use a simple find/xargs combination to install all required packages:
find . -name packages.config | xargs -I '{}' mono nuget.exe install '{}'
This creates several dozen directories in the directory from which it is run instead of putting things under packages/ as expected, and it also doesn't touch the project files so MonoDevelop still thinks that it should be looking for package references in the directory from which MonoDevelop was started.
I therefore opened MonoDevelop from the working directory that contains all of these package folders, and I still get invalid references. I think this is probably because the project is looking for package_name/ reference, but the folders are name package_name.version/ in the working directory.
Any suggestions for a sane, simple way to interact with this solution? I'm next going to try modifying my shell command so that it automatically drops to project/packages and runs nuget from that directory.
Did you try using the -o command line parameter with NuGet.exe? You can use that to get the packages to install into a particular packages folder.
The NuGet addin for MonoDevelop supports package restore from version 0.6 or above. Right click your project and select Restore Packages. This will download all the packages defined in your packages.config for all projects in the solution. It uses NuGet.exe to do this.
Another way to get this working is to use the custom NuGet MSBuild target so the package restore happens at build time when using xbuild. It would require some manual editing of project files though. Under the covers the custom MSBuild target just uses NuGet.exe with a similar command line to what you have already just with the output directory option specified. So I would try the command line approach since that will be less work.
You would have to get the following files from the NuGet repository on codeplex:
NuGet.exe
NuGet.targets
NuGet.config
Put these in a directory somewhere. Typically these are put in a .nuget directory in the same directory as your solution file. Then you need to edit your project files to include the NuGet.targets file and also define the SolutionDir property. So something like this:
<SolutionDir Condition="$(SolutionDir) == '' Or $(SolutionDir) == '*Undefined*'">..\..\</SolutionDir>
<Import Project="$(SolutionDir)\.nuget\NuGet.targets" />
You will also need to enable package restore on your machine. You can do this using the NuGet addin for MonoDevelop in the Options dialog. Under Linux this is available from the Edit menu under Preferences. Then look in the NuGet - General options and there is a checkbox for enabling package restore.
There is an example project on GitHub created by Jonathan Channon which uses package restore and works when building with xbuild inside MonoDevelop. There is also an issue on GitHub about using NuGet restore on Linux which might be helpful.
Update: 2014-05-14: NuGet addin for MonoDevelop now supports package restore.

How to build OpenSSL for WP8?

How to build OpenSSL for WP8?
AFAIK, we must replace winsock.h by winsock2.h because WP8 only supports winsock2.h. And maybe we must replaces code to target WinRT architecture on WP8 (ThreadPool, ...)
The caveat is that we must build OpenSSL as WP8 static library, so that the output lib can be wrapped by WP8 runtime component, right ?
You can use the Microsoft openssl fork on github with support for windows phone 8.1/8.0 and Windows Store 8.1, that address the entropy on each platform using windows random generators, instructions are located at INSTALL.WINAPP, there is a script located at
ms\do_vsprojects.bat
you should be able to just execute that script withing the root location and open vsout\openssl.sln to build the openssl libraries for different windows platforms.
The fork is located at
https://github.com/microsoft/openssl
At this momment these changes are being in process to be integrated with the main OpenSSL source code base.
here is what you have to do, go to this link and download the VSbuild, now put that into the source files downloaded from the OpenSSL website, the folder structure should look like this:
apps
bugs
certs
.....
vsbuild
once that is done, open the solution, it should upgrade it to VS12, change the settings to a Windows Phone RT build, to generate DLL's there is no need to build *_lib*, so change the other projects, most changes you need to do are to libeay32, do not compile openssl project, just ignore that, start by building libeay32, and start making changes to the code, as there are some functions we don't have in WinRT, you can either #ifdef them out, or create your own functions,
NOTE for rand_win.c change the functions to use rand_s and #ifdef most of the code there is, this might muck up the security, you will have to test it out yourself
Good Luck !
This is so that if anyone wants to build the new version of OpenSSL "1.0.1g" that fixes the Heartbleed problem you can follow the previous steps whit the following changes:
I renamed the folder include to --include and create a new folder named include, the VS project will take care of copying the information, --include if you like you can remove this, when i build the project without this change there where compilation issues.
Note: the include folder that i changed is the one found in the root not the one found under VSbuild
Enjoy
Here is a download of pre-compiled OpenSSL libraries for Windows Phone 8.1 among other platforms:
https://www.teskalabs.com/blog/openssl-binary-distribution-for-developers-static-library
Disclaimer: I run that site.

Flash sdk on IntelliJ IDEA

I am trying to learn actionScript 3.0 from scratch and I was advised to use Intellij IDEA for development.However I am really struggling to install Flash SDK in it. Could someone help me with it? Please don't refer me to documentation, I tried already and faild miserably. Thanx
It is only for Ultimate Edition
The basic setup of IDEA for as3 project is:
Install & unpack (if needed) Flex SDK
With Idea opened, choose File->Project Structure (even if project isn't opened or created)
In SDK section, press + at the top of second columnd and choose Flex SDK from dropdown list
Select folder, where you have previously unpacked Flex SDK (where you have subfolders bin, frameworkds and so on)
Return to Project section in Project Structure window.
Choose default Project SDK from dropdown list (near New... button)
Press OK.
Now, you are prepared for project creating (via File->New Project...)
Also, the 3.6 SDK download has really messed up permissions. IntelliJ would let me select the folder, but just quietly do nothing.
I had to sudo chmod -R a+r [sdk dir] and sudo chmod -R a+x [sdk dir]/frameworks to get it to actually add the SDK after selecting.
Do the first one and see if it works, I was being pretty callous with my chmod'ing, but the frameworks directory had no permissions at all. It, at least, needs to be +rx.