IntelliJ 10/11 AutoComplete broken with SWC dependencies from SWF Project - actionscript-3

I am working on setting up a project for some developers and helping them componentize some of their code into a swc. I have created an Ant build process for them, but when setting up dependencies in IntelliJ's Flex Facets we are seeing that code that is referenced from the Libraries is not autocompleting nor is it letting us step into classes accross libraries. I am sure this works as I have done it with a Maven setup before. I just wonder if there is some setting I am missing when doing ti manually as these guys are not willing to go the route of Maven yet.
Here is a quick screenshot of our test SWF that depends on two SWC libraries:
Notice that in this sample class the code that lives in the client-core project does not show up as code completed (it's red) but it compiles fine with Ant.
Any ideas as to what we are doing wrong here?

answered in InteliJ IDEA forum: http://devnet.jetbrains.net/message/5447354#5447354

Related

JUnit test in Kotlin

Warning: I'm a huge noob to TDD and Kotlin.
I've found good code snippets on the web for writing JUnit tests in Kotlin, but when I copy and paste, IntelliJ does not automagically import kotlin.test.* or org.junit.Test. Typically in Eclipse, when I copy and paste code snippets like this, the IDE can figure out where these libraries are in my underlying java install. Figured Kotlin/IntelliJ would be the same.
In the below screenshot, any idea why I cannot import test libraries? Do they need to be added explicitly to my path? Do I need to put these under a test, rather than the src folder?
Thanks
JUnit isn't in your project classpath, so IntelliJ can't find it's packages.
Follow the steps outlined in this answer: Correct way to add external jars (lib/*.jar) to an IntelliJ IDEA project, choosing libraries and then junit.

Coming from a Flash Builder background, how can I import a library into IntelliJ IDEA?

the only IDE I've used for many years was Flash Builder. Sadly the 4.7 version is in a poor state, so, I started looking at other IDE's lately.
I'm trying IDEA, but I don't know how to add a library to my project.
In FB it was simple, I go to the compiler settings and I just add a folder or swc. But here, it seems like there are 2 options, one under the "Libraries" tab and other is creating a new module, however, this new module requires a main app, SDK, and a lot of other stuff that doesn't make any sense to have in a library.
So, what is the equivalent of adding a library path here?.
Thanks.
"Libraries" is the correct way to do it. There are two kinds of libraries: libraries and global libraries. Global libraries can configured once and used in every project. Libraries are configured for each project. See http://www.jetbrains.com/idea/webhelp/configuring-project-and-global-libraries.html

cocs2dx faild to generate binary- blackberry Momentics ide

I am having source code which is having classes and resources folder. I tried to create one blackberry project and import those files inside same project. I have linked cocos2dx with proper steps. What I am not clear with is how you will run a source code which has only classes and resources in blackberry momwntics IDE. If anyone has any kind of idea or hint or clue or direction then please respond. Thanks ...
I also faced the same issues when trying to get cocos2d-x for blackberry running in the Momentics IDE. The code sample provided is not very well organised and clearly does not follow the file hierarchy or structure of conventional Momentics IDE bb10 projects. I personally find this to be quite confusing - especially to programmers with little experience programming in C++, linkers etc.
That being said, I there are a series of steps you can follow to get cocos2d-x for blackberry running .
Download the Cocos2d-x project from http://www.cocos2d-x.org/ . This folder contains the cocos2d main libraries , sample code, and platform specific libraries for different platforms (web, desktop, iphone, android, blackberry).
The next task is to import the cocos2d libraries required for blackberry
development into the Momentics IDE and successfully build the first project.
A quick search of the Cocos2dx source directory reveals a list of proj.blackberry files which indicate blackberry related projects that could be imported. I found that importing the following proj.blackberry files into my workspace were sufficient to help me build the sample project included .
/cocos2d-x-2.1.4/cocos2dx/blackberry/proj.blackberry
/cocos2d-x-2.1.4/CocosDenshion/blackberry/proj.blackberry
/cocos2d-x-2.1.4/extensions/blackberry/proj.blackberry
Note that the main reasons for importing the projects above it to make them
available as referenced projects to your libraries. This pretty much should
handle errors of missing files or paths etc.
/cocos2d-x-2.1.4/template/blackberry/proj.blackberry
(This is the sample project which we will run and compile – BBTemplateProject)
To import each of the above
File > Import > Existing Project into Workspace > Cocos2dx source directory above
At this point you should have the BBTemplateProject imported. Now try to build it..
I have written a more detailed post about this here
http://www.denvycom.com/blog/setting-up-cocos2d-for-blackberry-10-development/ . This post also includes a quick fix to handle a decode.h error you might encounter while trying to build your project.
P.S >
I found that the bar-descriptor.xml file lets the compiler know where the relevant included files/classes reside (including the strange Resources folder) . This is why the unconventional heirachy structure works. There are still a few issues Im having working with cocos2d-x for blackberry (such as getting the QtSql libraries integrated and working in a cocs2d-x for Blackberry project) and I'll post solutions as soon as I find any.

importing libgdx test projects Error

Problem
I downloaded the libgdx-master.zip library and unzipped it, then tried to import android tests project in eclipse, doing so gives an exclamation mark which is not a unique error but problems i am facing are below.
I did following to sort it out, but did not work for me
Created libs folder in the project and copied all the jars in that
In project properties i added the jar files that come along libgdx-master.zip libray
Cleaned the project
That is what i do when ever resources conflict or exclamation mark comes in my project
Errors
In the imports: The Classes this test project uses from libgdx-master libray
In Project Properties->Java build-> Project-> some missing projects appear
I searched a lot about importing the test projects present in this library, but, can only found creating new project to use this library
What i aspect from the community
Importing test projects from the library libgdx-master, any
tutorial link/guide you used yourself, i tried a lot.
Any one who used this library could answer more properly
what rating/ranking would you give to use this library for android board game development
I know how to import the projects and link the resources, but, in this specific case it did not work for me, if you please answer specifically, i would be grateful.
At the the end i would like to thanks who showed patience to read this.

Adding references when using in MonoDevelop when using MonoDroid

I have only just started experimenting with MonoDroid and this is my first time using Mono and MonoDevelop. I wanted to do some Json stuff and added a reference to ServiceStack.Text library. However, the namespaces in the newly added assembly references are not available in the intellisense until I restart MonoDevelop. Has anyone else encountered this? I can't quite tell if this is a MonoDevelop issue or something more specific to the MonoDroid/MonoDevelop combination.
I think it is related to Mono for Android somehow. I tired recreating your test case, which seemed as you described with a Mono for Android project. Creating a similar project just for MonoTouch, it loads the IntelliSense immediately not having to restart MonoDevelop. I suggest you file a bug in their BugZilla: https://bugzilla.xamarin.com/index.cgi