I want to translate Flex Mobile DateSpinner month names into Turkish ones but I couldn't cause of lacking locale support for turkish language, and even when I created a new locale using copylocale command (http://tamanmohamed.blogspot.com/2011/04/flex-41-creating-new-locale-for-i18n.html) Eclipse shows me an error below:
unable to open '/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flexbuilder.project_4.7.0.349722/dcradSwcs/4.5/locale/tr_TR'
Is there any workaround? maybe by extending component but I don't have much experience with flex - actionscript.. Any suggestions?
UPDATE: adding locale parameter solved my issue
<s:DateSpinner id="dt" displayMode="date" width="100%" locale="tr_TR"/>
There should be folder "tr_TR" in your local Flex sdk folder - for example "FlexBuilder2Plug-in\Flex SDK 2\frameworks\locale". If it's missed in your sdk, try to download it from adobe site, it could be missed just because you PC local settings did't apply properly when you downloaded sdk.
Related
I have created a framework which I want to use in my OS X app. Since updating to Xcode 7 on El Capitan, when I try to command-click on the import statement, Xcode goes to the following view.
How can I get Xcode to display the Swift representation properly?
I've had it happen before, and my solution was to recreate every project file which I don't want to do again.
From my experience there are two possible causes for this issue.
The first one is that your framework can't be located. To fix this you need to go to target's Build Settings and add a path to Framework Search Paths either an absolute:
/Users/{user}/path-to-framework-parent-directory
or relative to project directory:
$(PROJECT_DIR)/path-to-framework-parent-directory
Another possible cause is that the path to your framework contains a space in it. I found that it doesn't matter whether you try to escape it with backslash ../Project\ Name/frameworks or take the whole path in double-quotes "../Project Name/frameworks". The result would be that SourceKit could not load the module.
Note that $(PROJECT_DIR) could expand to a path with a space in it and it would too result in the same error. So it looks like a bug in Xcode/SourceKit (I tried the latest Xcode 7.2-beta3 and the bug is still there).
My repository was on the second hard drive /Voluems/Macintosh HD/Repos. I just renamed the hard drive to HD, so the path looks like /Volumes/HD/Repos and the problem was gone.
Max S. answer pointed me in the right direction, however I was using the 'recursive' option for my framework path.
To get things to work I had to explicitly add a path to directly the framework in question's immediate parent directoy (as oposed to just having a path to one of its higher up directories with the 'recursive' option set).
HTH
I had this problem too and the other solutions didn't work. I finally figured it out in my case:
The target name cannot have a space in it either
To rename it:
Go to your project settings
Expand the target list column on the left if not already there
Click on the relevant target once (or press Enter or Tab when having it selected) and type in the new name without the space
Weirdly, just changing the name of my folder from 'Developer' to 'Development' fixed the issue from me.
Running Product->Clean, Product->Build is what worked for me.
In my case, I have created a framework for my SDK along with podspec for making it cocoa pod.
I had the same problem when i use my SDK and it fixed when I imported Foundation API to the file where I am consuming my SDK
import Foundation
Here is another potential solution - one that worked for me:
After importing the framework I never built for simulator, only for real devices. Swift Modules were not showing up, same error. Then I built for Simulator and it suddenly worked, I could see the Swift Modules.
The reason is that when I make my framework, I have a step that copies the swift modules from the iphonesimulator build to the universal build, but does nothing with the modules from the iphoneos build. So my guess is that this is why it didn't work.
Note: once I selected simulator and built it started working all the time, regardless of the build destination.
I'm trying to port some existing code to WP8 and have come across a problem.
The code i am porting uses a smart pointer thats is defined in comdef.h but for some reason when I try and include comdef.h I get the following error.
comdef.h(25): fatal error C1083: Cannot open include file: 'olectl.h'
I understand what the error means and it seems there is no trace of "olectl.h" in the WP8 SDK include paths on my machine. Is anyone else having this problem, I've tried "repairing" my installation of "Visual studio 2012 Express for Windows Phone"
I have found some code that appears to include comdef.h and has gotten around the missing macro problem the link at the end of this post is talking about by not using the macro at all and explicitly using the code that the macro would expand to.
(Here is the code that does what I want to: https://devel.nuclex.org/framework/browser/graphics/Nuclex.Graphics.Native/trunk/Source/Rasterization/Direct3D11/Direct3D11Api.h?rev=1782)
Has anyone else experienced this, or could someone with the SDK installed try including comdef.h somewhere to see if it works for them.
The missing macro link:
http://connect.microsoft.com/VisualStudio/feedback/details/751127/com-smartptr-typedef-causes-errors-when-used-in-winrt-build
Thanks.
Yes, I see this too, so it appears this is "by-design".
Basically if the API isn't listed on MSDN in the list of supported COM/Win32 APIs, then it isn't a supported API on Windows Phone 8. It looks like only the combaseapi.h header is supported.
_com_ptr_t<T> and it's friends aren't on the list...
I am trying to compile this sample program but I am brand new to Flare and ActionScript. Here is the DependencyGraph example that I am trying to compile: http://flare.prefuse.org/apps/dependency_graph.
The error I am receiving right now is:
Access of unidentified property App
Are there certain packages or project files that I will need to import or add to the source code in order to fix this?
Looks like you need to grab this class as well:
http://flare.prefuse.org/src/flare.apps/src/flare/apps/App.as aside from that it looks like the imports are all coming from packages in flare and should be included in the flare swc file.
Edit
Okay so starting from scratch I was able to get Flex 3.4 SDK playing nicely with the flare demos:
Download zip http://sourceforge.net/projects/prefuse/files/flare/alpha-20090124/prefuse.flare-alpha-20090124.zip/download
extracted flare.apps to my desktop and build/flare.swc to my desktop
In FlashBuilder/Eclipse import a project (existing project) select the flare.apps folder on the desktop.
replace the existing library reference to bin/flare.swc with the one from the desktop. When I imported the project it had in the project properties->ActionScript Build Path I selected the bin/flare.swc entry it had and hit remove, then hit add swc and browsed for the one extracted to my desktop from the flare.zip.
Compile/Run
That all worked great with Flex 3.4 (Flare is out-dated if you haven't noticed). Upping my SDK to 4.6 I had to replace JSON (ambiguous due to a new one in the default package) with com.adobe.serialization.json.JSON. With Flex 3.4, did you see any errors relating to JSON? I don't have 3.4 on my system so I am using 3.6 right now and see many errors regarding the ambiguity of JSON. With regard to 3.4 I had no JSON errors, think the Class may have been introduced around when 3.6 was put out so that makes sense too... the issue is if you import JSON from some package but then it also has JSON in the default package, it doesn't know which one you want to use, if you use the fully qualified class name wherever you were using the shortened version it will remove the ambiguity so where you had JSON.decode just replace with com.adobe.serialization.json.JSON.decode, believe the one in the default package is the new one and doesn't match up to the old one's interface (method names) 100%.
After building with 4.6 it's a mixed bag... I see the loading bar and all the lines between dependencies but not seeing the labels themselves, my guess is something to do with the change in the font/text rendering engine between versions is making a difference though I'm not sure immediately how to resolve that. No errors compiling/running though.
Edit 2 good deal just had to add this to the font embed for it to work in 4.6
,embedAsCFF='false'
[Embed(source="verdana.TTF", fontName="VerdanaCust",embedAsCFF='false')]
Let me know if you try out these steps and still have issues, or if this helps you resolve your problems.
Edit 3
Also added you on my gmail alternatively can chat on SO directly to keep any relevant information connected to this QA
I am trying to run the program from http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf61c8a-7ff4.html
I am using Adbobe builder version 4.6 i encounter this problem WAVwriter class not found
when i do import com.adobe.audio.format.WAVWriter;
Also var outputFile:File = File.desktopDirectory.resolvePath("recording.wav"); File type is not found..
How to resolve this error
Exactly as Adnan Doric said. And if you want to output your file using Flash Player runtime (instead of AIR), you should use flash.net.FileReference class. Calling its dowload() method will pop up an external dialog which can be used to save your file.
File is an AIR class, make sure your project is for desktop or mobile (AIR). If not, you can make new desktop project by going to File/New/Flex Project... and check in the Desktop checkbox (for mobile, choose Flex Mobile Project).
Regarding WAVWriter, make sure you linked the related sources.
I'm new to FDT and I'd like to move some (actionscript)projects from FlexBuilder to FDT.
I've noticed FDT can read .actionscriptProperties from FlexBuilder, so just setting the workspace to my FlexBuilder workspace got the projects, the current one open, the rest of them closed which is great.
I got a an error on the way:
"Error opening the editor.
No editor descriptor for id com.adobe.flexbuilder.editors.actionscript.ActionScriptEditor"
which makes sense...I the last editor used was the as editor from flexbuilder, which isn't present in fdt...no biggie here.
My problem is that I don't get the FDT autocomplete working, not even for the default AS3 classes( Sprite, TextField, etc. )
I've tried right clicking the project then Flash Project > Remove Flash Nature
then Flash Project > Add Flash Nature again...but it didn't seem to do anything.
I don't even know what it does. I'm guessing it's telling FDT to treat this project as CS3 or Flex compiled project.
I've also imported a project from SVN in FDT and no autocomplete.
So, how do I get the great FDT auto-completion for a FlexBuilder Actionscript Project opened in FDT ?
The currect version of FDT ships with an "Flex project importer". In the flash explorer under "Import -> Import Flex Builder 3 Projects".
I think I must be satisfied with the answer that there is no easy answer. The is no lazy-man's option of just opening a flexproject in fdt just like that and having everything working.
So I guess the answer would be using Export/Import.