Windows Phone 8 , how to share code,xmal,asset between multiple projects - windows-phone-8

Now I have AppA finished. but I want to make AppB,AppC. and AppB,AppC share most of the code in AppA(including xaml, asset, code,etc.). only a few changes for the AppB,AppC respectively.I mean, the 3 apps can be installed on the same windows phone separately with different icons.
Does anybody know how to build AppB,AppC referring AppA in code?
thanks.

Either extract as much as you can in a shared/common project or use "Add as Link" to include files from AppA into AppB and AppC.
Note that XAML files don't support conditional compilation so they must be identical for all projects in order to link them. You can potentially extract XAML differences into App.xaml StaticResources (identical keys) in order to make them identical and link them.
Sharing XAML is very reasonable when targeting the same platform.
You can also link cs files even if they are similar (few changes) by using conditional compilation.
Partial classes can also spare you the conditional compilation ceremony in many cases.
Finally Resource files are very good candidate for reuse. If you decide to put them on a shared library remember to wrap the generated Resource class in another public one with a public constructor shown here in order to avoid the internal constructor issue.

You can put all your code in an external class library. As far as I know though your assets and pages need to exist in each project.

If you want to share code and assets between multiple assemblies, you can create a class library for Windows Phone and put all the code inside it. When you need to use that library, simply link it in your target applications.
When you want to navigate to a page in your library, use the following syntax:
NavigationService.Navigate(new Uri("/AssemblyName;component/page.xaml", UriKind.Relative));

Related

Always include the latest version of custom Google Drive library

I'm trying to link a custom library to a document that will be copied and shared with many people. I want to have all documents link to the latest version of the library, so when I modify the library I don't have to access all the documents to change the link.
This is the scenario:
I created a simple single function library (e.g. library TestLib, function foo()), and saved a first version of it. Then I've created a SpreadSheet with a script that generates a user menu that calls function TestLib.foo(). I've linked version 1 of the library to the script. Now I want to make several copies of the document, one for each people who will need it. The problem is that these documents are linked to version 1 of the library. If I made a change to the library and create a version 2, I have to manually re-link all documents to the new version. That's gonna be lot of work...
Is there a way to have the script to always link to the latest version?
NOTE: the library project is shared in read-only mode (people won't collaborate with the code. They just call foo() from the menu when needed).
Thank!
MIX
I made a new test, trying to overtake the version "limitation" problem.
The idea is a little complicated, but promising. The spreadsheet calls a function in library LinkLib: this library will be saved in a single version and the source code will never modified. The library function simply calls a function on another library (MainLib), whom source code can change over time. Spreadsheet doesn't need to change the version of the linked library (there will never be new version of BaseLib source code), while BaseLib can change the version of MainLib linked if I made changes in MainLib's source code..
The problem is: changing the version of a linked resource is treated as a source code modification. So you need to save a new version of BaseLib to actually use an updated version of MainLib's function.
Hope this mess is somewhat clear...
It makes sense that the described version management behave like this. But damn, I'm still stuck with this problem...
this is possible but with a risk. simply use "development mode" for all documents using the library. whenever you update the library it will include the new code automatically.
the risks are that you will have to be careful to never save an intermediate/partial change as all changes need to not break anything. this can be tricky and is best to have a separate library copy to use when making and testing changes. once tested you may copy all files and "save all" together so the script doesnt have partial saves.
basically you lose the development facilities of using versions.
read more about library development mode in the official docs.

yii2: where do my project's own html, css, js, and php-include files go?

Choices:
create an asset bundle (nicely explained by Ivo Renkema at How do I manage assets in Yii2?). this is what I need if I want to package my code for other use. alas, should I also do this for my own php include library functions? Or should I still stick them into the same php location as my other php files? In any case, if I want to go this route, presumably I would then customize the AppAsset class, included in the template, as explained in http://www.yiiframework.com/doc-2.0/guide-structure-assets.html .
stick my files directly into $basePath/web, where $basePath is typically something like /var/www/myapp/ (i.e., as $basePath/html/mine.html [and refer to it simply as href='/html/mine.html'], $basePath/css/mine.css , $basePath/js/mine.js, and $basePath/php/mine.php [and refer to it as $basePath= \Yii::getAlias('#webroot'); require_once('$basepath/php/mine.php') ])?
stick my local files where my php view code sits. the advantage is that the files are close to where I will use them. the disadvantage is that I may litter the view directories not only with php files, but also with my non-asset assets, even though they will be used only by these (my) php files.
it's a beginner's question for the google cache reference. it's about best practice when getting started. I can guess the answer, but we wouldn't want a novice to disseminate bad info.
If you need your CSS and JS files only in one view or one Controller you have 2 choices:
1- Create a asset bundle Here other guide if you need it.
2- Use registerJsFile() from View Class
You can acces from controller using:
Yii::$app->view->registerJsFile('js.path');
(Same with CSS files but using registerCssFile())
With the PHPfiles I always try to convert the code to yii's MVC. If you have a entire library try to add it as a component. Here a usefull guide

Sharing source between 2 projects?

I have a project containing a big package "global" of classes which is designed for Web, I need to share these classes with a new mobile project, but when i add them with :
Properties -> Flex Build Path -> Source path -> Add Folder
they start appearing with index [source path] before the package name, and since them Flash Builder start trowing error messages :
"A file found in a source-path must have the same package structure '', as the definition's package, 'global'."
How can i fix this issue ?
As we've discussed in the comments, I think it would be a better approach to compile your "global" classes into a library (.swc).
You were concerned about loading unnecessary classes: when you link to a library as 'merged', only the classes you use are actually compiled into the main application (and any classes they depend on), so there's no need to worry about that.
As a last argument I also think this is a more flexible approach. A compiled library is easier to reuse and version, so the code can more easily be distributed to other developers on your team.
Rename one of the packages with right click->refactor. Than is should work.
If not you can also try to have your two codes available at the same project, and then you can select which to run in Flash Builder, by right-clicking to that .as or .mxml file, and selecting set as ... (or something like that)
I guess if you will include 'src' fonder instead of 'src/global' that problem will disappear.

Entity Editor - How to dynamically generate a list of components?

I'm making a game and I an in-game editor that is able to create entities on the fly (rather than hard coding them). I'm using a component-aggregation model, so my entities are nothing but a list of components.
What would be the best way to obtain or generate a list of components? I really don't want to have to manually add entries for all possible components in some giant registerAllComponents() method or something.
I was thinking maybe somehow with reflection via either the knowledge that all components inherit from the base Component class, or possibly via custom metatags but I haven't been able to find ways to get a list of all classes that derive from a class or all classes that have custom metatags.
What sort of options am I left with?
Thanks.
For a project I did once, we used a ruby script to generate an AS file containing references to all classes in a certain package (ensuring that they were included in the compilation). It's really easy considering that flash only allows classes with the same name as the file it's in, so no parsing of actual code needed.
It would be trivial to also make that add an entry to a dictionary (or something similar), for a factory class to use later.
I believe it's possible to have a program execute before compilation (at least in flashdevelop), so it would not add any manual work.
Edit: I added a basic FlashDevelop project to demonstrate. It requires that you have ruby installed.
http://dl.dropbox.com/u/340238/share/AutoGen.zip
Unfortunately, there is no proper way of getting all loaded classes or anything like that in the Flash API right now. So finding all sub-classes of Component is out, inspecting all classes for a specific meta tag is out as well.
A while ago I did run into a class/function that inspected the SWF's own bytecode upon loading to retrieve all contained classes. That's the only option for this kind of thing. See this link and the bottom of my post.
So, you're left with having to specify a list of component classes to pick from.
One overly complicated/unfeasible option that comes to mind is creating an external tool that searches your source folders, parses AS3 code and determines all sub-classes of Component, finally producing a list in some XML file. But that's not a task for the faint-hearted...
You can probably think of a bunch of manual solutions yourself, but one approach is to keep an accessible Array or Vector.<Class> somewhere, for example:
public static const COMPONENT_LIST:Vector.<Class> = Vector.<Class>( [
CollisionComponent,
VisualComponent,
StatsComponent,
...
...
] );
One advantage over keeping a list of String names, for example, would be that the component classes are guaranteed to be compiled into your SWF.
If the classes aren't explicitly referenced anywhere else in your code, they are not compiled. This might occur for a simple component which you only update() once per frame or so, and is only specified by a string in some XML file.
To clarify: You could use the code in the link above to get a list of the names of all loaded classes, then use getDefinitionByName(className) for each of them, followed by a call to describeType(classObj) to obtain an XML description of each type. Then, parsing that for the type's super-types, you could determine if it extends Component. I personally would just hardcode a list instead; it feels too messy to me to inspect all loaded classes on startup, but it's up to you.

Maintain 1 codebase for SWF that is sometimes standalone, sometimes module

I have an app that has been a standalone app 'til now; however, in another app it's going to be a wee little module.
Is it possible to somehow maintain 1 codebase when the standalone has a source tag of:
<mx:Application>
and the module has a source tag of:
<myModuleBase>
Or is it better to keep a separate branch and just merge them together when the standalone has new changes that I want to propagate to the other?
The standalone app will eventually be taken down as part of phase 2 of this new project but that is several months off and features may be added in the interim.
Can I do this with a separate application file?
Thanks for any helpful tips!
This shouldn't be too difficult to implement. (Disclaimer: I have not messed with modules in Flex)
You have two top-level files, appNameStandalone.mxml and appNameModular.mxml
Those only include the main mx:Application and MyModuleBase tags, and contain inside them an MXML component that represents the actual application.
//appNameStandalone.mxml
<mx:Application ...properties>
<myComponents:UIAndFunctionalityComponent/>
</mx:Application>
//appNameModular.mxml
<MyModuleBase ...properties>
<myComponents:UIAndFunctionalityComponent/>
</mx:MyModuleBase>
If you're not certain how to do this in practice (say, in Flash Builder), you can work under one project directory with two Flex Applications (Project -> Properties -> Flex Applications) or have two separate projects containing only the top-level MXML file with the source folders containing the remainder of the application in the build path (Project -> Properties -> Flex Build Path -> Source Path).
If I've got some misunderstanding as to how the modular version works, please let me know and I'll attempt to correct my answer.