Cirrious.MvvmCross.ExtensionMethods not found in nuget Hot Tuna Starter Pack - mvvmcross

I'm trying to develop my first application using mvvcross. I'm following this tutorial http://slodge.blogspot.co.uk/2013/04/n0-first-mvvmcross-application-n1-days.html but I don't know why can't use in my code this namespace Cirrious.MvvmCross.ExtensionMethods
To add all project's references I'm using Nuget and the version of Hot Tuna Starter Pack is 3.0.10
In this page, http://monodeveloper.org/uncategorized/building-cross-platform-mobile-applications-in-visual-studio-using-xamarin-and-azure-mobile-services/ there is a mvvmcross example, and if I download the source code and add the references that this project is using in the References folder, I can use extensions :(
Like this:
var activity = this.GetService<Cirrious.MvvmCross.Droid.Interfaces.IMvxAndroidCurrentTopActivity>().Activity;
What is the problem? Maybe related with PCL assemblies?
Thanks in advance!

The this.GetService<T> style of service resolution was replaced with simple Mvx.Resolve<T> calls and with constructor based dependency injection in MvvmCross v3.
For more information on this, see https://github.com/slodge/MvvmCross/wiki/Service-Location-and-Inversion-of-Control

Related

AppPackagesApi not available in the Autodesk.Forge namespace

When I try to reference AppPackagesApi in my application, i am unable to refer it. There is class file for ActivityAPi and AppPackagesApi
Use the forge-api-dotnet-designautomation latest SDK available on NUGET.
The source is here https://github.com/Autodesk-Forge/forge-api-dotnet-design.automation/blob/790c93633efdf0e865ddb597c13c39863ed14a1c/src/Autodesk.Forge.DesignAutomation/ApiClient.gen.cs#L32
AppPackagesApi is old name now it is deprecated with Design Automation V2, please use Design Automation V3.
https://www.nuget.org/packages/Autodesk.Forge.DesignAutomation

What does 'program against' mean?

I'm not a programmer but I work on IT materials an a translator and translation reviewer in Korea.
I came across the following sentence at work:
Once the NuGet package has been added and the project references updated you can program against the APIs as you would with any project reference.
(source: https://developer.xamarin.com/guides/cross-platform/xamarin-studio/nuget_walkthrough/)
Anyone can please explain what 'program against the APIs' mean?
Thank you :)
It simply means to use the APIs. For example : "Once the NuGet package has been added and the project references updated you can program using the NuGet APIs as you would with any project reference."

Manifest references file 'Bing.Maps.dll' which is not part of the payload

Error 1 Manifest references file 'Bing.Maps.dll' which is not part of the payload. C:\Users\xxx\Desktop\xxx\Applicationxx\Applicationxx\Package.appxmanifest Application7
I added this into a existing Metro application and its giving me that error, anyone has solution to it?
Go to the properties of the project and under Build, you will see Platform Target. Choose either x64 or x86 instead of Any CPU and it should be solved.
~Guo Hong
To correctly reference Bing Maps for a Metro app...
Go to: Project -> Add Reference -> Windows -> Extensions
Now, select both the "Bing Maps for ..." and also "Microsoft Visual C++ Runtime Package"
If you don't select the 2nd package, things will seem to be fine until you try to actually deploy your app.

how access actionscript file in a different project?

I have two ActionScript projects in Flash Builder 4.5. The second project needs to use some of the actionscript files in the first project. Is there a way to do this without duplicating those files in the second folder? Is library project the answer? Any details appreciated.
I use Library projects for this type of sharing. It works well.
Create a new library project
File -> New -> Flex Lilbrary Project
Any files that you want to be shared can go into that project. I tend to organize it by folder, depending on what the classes do. (example: Views, Models, DTOs, Utilities, etc).
The output will be a SWC file in the bin folder.
Manually referencing the library project
If you aren't actively developing the library project, you can build it and drop it into the libs folder and use the classes like you normally would.
If you are like me and you are constantly working on the library projects, then I like to set it up so that the projects actually reference each other in a way that changes to the library project don't require a manual step.
Automatically referencing the library project
In the project that wants to reference the library project, do the following:
Go to Project Properties -> Flex Build Path -> Add SWC Folder
Add /LibraryProjectName/bin
Go to Project Properties -> Project References
Select the library project
That's it
Once you set it up this way, you can share files via the library project. I do this all the time. Reasons you might want to do this:
Library Project: MyProject.Behavior
Web Project: MyProject.Web
Mobile Project: MyProject.Mobile
Desktop Project: MyProject.Desktop
Administrator Desktop Project: MyProject.Administrator
Testing: MyProject.Specs
As you can see, I can have several projects that all use the same behavior (models, views, etc).
you can make a library project, and add this output library file into library of used project, and add this library used project by adding library in Eclipse.
Making library project sample:
http://cookbooks.adobe.com/post_Creating_a_Flex_Library_Project_in_Flash_Builder-17629.html
Or
you can share reference of the library project by adding reference project in Eclipse, it works fine to me.
HTH.

The definition of base class ByteArrayAsset was not found

I'm using FlashDevelop4.0.0 RC1 to create AS3 library project, in which I want to import Away3D library. I follow this tutorial to set up my FD.
http://www.mclelun.com/blog/2011/08/flashdevelop-stage3d-away3d/
However, FD generate error message when I use ExportSWC4.2 plugin to compile the project, I got error message said that
at away3d\materials\methods\TerrainDiffuseMethod_NormalizeKernel.as(10): The definition of base class ByteArrayAsset was not found
Can anyone help me with that? Thanks!
p.s.
I also have issue like the following link
http://sourceforge.net/tracker/index.php?func=detail&aid=3401191&group_id=252536&atid=1127375
not sure if it's related to my problem.
Are you downloading the zip package from http://away3d.com/download/ or accessing via SVN / GIT?
http://away3d.com/images/uploads/releases/away3d_4_0_110915.zip
Not sure about their GIT, but I found the SVN repo dated.
I did not see ByteArrayAsset anywhere in the inheritance chain within my version:
away3d.materials.methods.TerrainDiffuseMethod
away3d.materials.methods.BasicDiffuseMethod
away3d.materials.methods.LightingMethodBase
away3d.materials.methods.ShadingMethodBase
mx.core.ByteArrayAsset is an Adobe class.
There's a NormalizeSplats Pixel Bender linkage, but I did not see any Normalize Kernel.
I'd recommend grabbing the Broomstick ZIP package - I had no issues building the SWC with Flash Builder targeting Flash Player 11.