Re: [codenameone-discussions] Re: build list gets stuck

2021-07-10 Thread Dave Dyer
The stuck builds don't hurt anything, you can just submit a new build and 
it will go through.
...except you can never tell when they are stuck, you just have to guess.


On Saturday, July 10, 2021 at 2:55:50 AM UTC-7 javier...@gmail.com wrote:

> The build server for android is broken. Last I checked was 10 hours ago. 
> Is an issue really needed for this? It's not really a feature or a bug, 
> it's kind of like the service itself
>
> On Sat, 10 Jul 2021, 06:00 Shai Almog,  wrote:
>
>> I suggest filing an issue. 
>>
>> On Friday, July 9, 2021 at 4:55:07 PM UTC+3 javier...@gmail.com wrote:
>>
>>> Seeing this now too for android
>>>
>>> On Tue, 6 Jul 2021 at 03:05, Shai Almog  wrote:
>>>
 Odd that it happens on the short build, I'll try to look into this.
 On Monday, July 5, 2021 at 8:31:35 PM UTC+3 daved...@gmail.com wrote:

> For whatever reason, they seem to be happening a lot.  This is on my 
> short build which only takes 2 minutes.
>
> On Sunday, July 4, 2021 at 6:56:19 PM UTC-7 Shai Almog wrote:
>
>> These are crashes or timeouts in the servers. We're looking into 
>> these but they're pretty hard to debug.
>>
>> On Sunday, July 4, 2021 at 6:30:46 AM UTC+3 daved...@gmail.com wrote:
>>
>>>
>>> Sometimes the builds list gets stuck with an app in "building" state,
>>> where it actually has finished.  Refreshing the browser window
>>> doesn't fix it.  The underlying database knows the truth and lets
>>> me start another build, but I can never get the status or result
>>> of the bad build.
>>>
>>>
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>> 
>> .
>>
>

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[codenameone-discussions] Re: editing properties on a new platform

2021-07-10 Thread Dave Dyer
I still use the plugin in eclipse.   I have a customized build xml which 
will be a pain to convert to maven.

On Friday, July 9, 2021 at 9:58:53 PM UTC-7 Shai Almog wrote:

> Is this on Maven or on the plugin. I suggest moving to maven where this 
> migration should work more smoothly.
> On Friday, July 9, 2021 at 9:54:45 AM UTC+3 daved...@gmail.com wrote:
>
>> also, after editing to make the paths superficially acceptable, the wizard
>> is unable to save - but there are no complaints, just a lack of result.
>>
>> On Thursday, July 8, 2021 at 10:06:38 PM UTC-7 Dave Dyer wrote:
>>
>>>
>>> This is a minor FYI.  I'm experimenting with moving
>>> projects from a PC to a Mac, and I expect to have to
>>> do some wrangling to get the path names correct.
>>>
>>> However, the "Codename1 Settings " action in eclipse
>>> doesn't even open the wizard due to some problem with
>>> the pc style pathnames embedded in codenameone-settings.properties
>>>
>>>

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[codenameone-discussions] Re: editing properties on a new platform

2021-07-08 Thread Dave Dyer
also, after editing to make the paths superficially acceptable, the wizard
is unable to save - but there are no complaints, just a lack of result.

On Thursday, July 8, 2021 at 10:06:38 PM UTC-7 Dave Dyer wrote:

>
> This is a minor FYI.  I'm experimenting with moving
> projects from a PC to a Mac, and I expect to have to
> do some wrangling to get the path names correct.
>
> However, the "Codename1 Settings " action in eclipse
> doesn't even open the wizard due to some problem with
> the pc style pathnames embedded in codenameone-settings.properties
>
>

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[codenameone-discussions] editing properties on a new platform

2021-07-08 Thread Dave Dyer

This is a minor FYI.  I'm experimenting with moving
projects from a PC to a Mac, and I expect to have to
do some wrangling to get the path names correct.

However, the "Codename1 Settings " action in eclipse
doesn't even open the wizard due to some problem with
the pc style pathnames embedded in codenameone-settings.properties

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[codenameone-discussions] Re: build list gets stuck

2021-07-05 Thread Dave Dyer
For whatever reason, they seem to be happening a lot.  This is on my short 
build which only takes 2 minutes.

On Sunday, July 4, 2021 at 6:56:19 PM UTC-7 Shai Almog wrote:

> These are crashes or timeouts in the servers. We're looking into these but 
> they're pretty hard to debug.
>
> On Sunday, July 4, 2021 at 6:30:46 AM UTC+3 daved...@gmail.com wrote:
>
>>
>> Sometimes the builds list gets stuck with an app in "building" state,
>> where it actually has finished.  Refreshing the browser window
>> doesn't fix it.  The underlying database knows the truth and lets
>> me start another build, but I can never get the status or result
>> of the bad build.
>>
>>
>>

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[codenameone-discussions] build list gets stuck

2021-07-03 Thread Dave Dyer

Sometimes the builds list gets stuck with an app in "building" state,
where it actually has finished.  Refreshing the browser window
doesn't fix it.  The underlying database knows the truth and lets
me start another build, but I can never get the status or result
of the bad build.


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[codenameone-discussions] Re: How to convert a string to date

2021-06-25 Thread Dave Dyer
The problem with SimpleDateFormat is that it can't cope with a lot of the 
junk that passes for "date" out there
in the real world.  I gave up and wrote my own parser, which I have 
extended to handle the dates that I actually
encounter.


On Thursday, June 24, 2021 at 8:30:41 PM UTC-7 Shai Almog wrote:

> Hi,
> I don't understand the problem. We have SimpleDateFormat in Codename One 
> it's just under the codename one packages in the import.
>
> On Thursday, June 24, 2021 at 11:35:56 AM UTC+3 rdvg...@gmail.com wrote:
>
>> Hi,
>>
>> I created a new method in CodenameOne, but it is sending me an error. 
>> To test:
>>   fecha = new Date (). ToString () 
>>   tipo = "T"
>>
>> public static String cambiaFormatoFecha(String fecha, String tipo) {
>> String formato = tipo.equals("F") ? "-MM-dd" : 
>> tipo.equals("H") ? "hh:mm:ss" : tipo.equals("T") ? "-MM-dd hh:mm:ss" : 
>> "";
>> SimpleDateFormat formaFecha = new SimpleDateFormat(formato);
>> Date d = null;
>> try {
>> d = formaFecha.parse(fecha);
>> } catch (ParseException ex) {
>> Dialog.show("Error", "Error formato de fecha", "Continuar", 
>> null);
>> }
>> return formaFecha.format(d);
>> }
>>
>> El Wednesday, June 23, 2021 a la(s) 11:17:52 PM UTC-5, rdvg...@gmail.com 
>> escribió:
>>
>>> Hi,
>>>
>>> In java you could have the following method:
>>>
>>> public static Date ParseFecha(String fecha) { 
>>>  SimpleDateFormat formato = new SimpleDateFormat("dd/MM/"); 
>>>  Date fechaDate = null; 
>>>  try { 
>>>fechaDate = formato.parse(fecha); 
>>>   }   
>>>catch (ParseException ex) {
>>>System.out.println(ex); 
>>>   } 
>>>  return fechaDate; 
>>>  }
>>>
>>> How can I get this to work in CodenameOne?
>>>
>>

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[codenameone-discussions] IOS Udp broadcast

2021-06-18 Thread Dave Dyer

My UDP broadcast code for IOS mysteriously stopped working. Code from the 
same source still works on old iphones, which makes me suspect some snafu 
in the build process. According to some docs, apple requires 
com.apple.developer.networking.multicast entitlement as of IOS 14.  I've 
never done anything specifically to provide that,
but I'm pretty sure the code was previously working under IOS 14.

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[codenameone-discussions] Re: build times (again)

2021-06-06 Thread Dave Dyer
I'm pointing out that I had to do it 3 times to get one build, which is 
sub-optimal for everyone.
Also, it's odd that the build times vary that much - they're not a very 
good metric.

On Sunday, June 6, 2021 at 6:08:56 PM UTC-7 Shai Almog wrote:

> We had this discussion before. You create queues with these long builds. 
> This is probably the impact of the new xcode. That's not something we can 
> fix.
>
> On Monday, June 7, 2021 at 12:37:35 AM UTC+3 daved...@gmail.com wrote:
>
>>
>> Your IOS build times are pretty irregular.  The first three "apple" builds
>> in this snap are identical.   In my case, using an arbitry build time 
>> limit
>> is a counter productive strategy if your intent is to conserve your 
>> resources.
>>
>> [image: slow.jpg]
>> -- it would be more rational to have a "build time" build hint so I could
>> annotate these long builds, and retain your timeout (at a much lower 
>> value)
>> as the default to catch genuine runaways.
>>
>

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[codenameone-discussions] build times (again)

2021-06-06 Thread Dave Dyer

Your IOS build times are pretty irregular.  The first three "apple" builds
in this snap are identical.   In my case, using an arbitry build time limit
is a counter productive strategy if your intent is to conserve your 
resources.

[image: slow.jpg]
-- it would be more rational to have a "build time" build hint so I could
annotate these long builds, and retain your timeout (at a much lower value)
as the default to catch genuine runaways.

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[codenameone-discussions] Re: ios builds are broken again

2021-05-12 Thread Dave Dyer
thanks.  we all bow to the big A

On Tuesday, May 11, 2021 at 9:24:27 PM UTC-7 Shai Almog wrote:

> We didn't make a change. This is a failure related to Apple, we made an 
> attempt at working around it.
>
> On Tuesday, May 11, 2021 at 7:29:40 AM UTC+3 daved...@gmail.com wrote:
>
>> revert.  take your time to really fix it.
>>
>> On Monday, May 10, 2021 at 8:07:31 PM UTC-7 Shai Almog wrote:
>>
>>> We're looking at this. I tried a simple workaround but it isn't a simple 
>>> fix.
>>>
>>> On Tuesday, May 11, 2021 at 3:52:10 AM UTC+3 daved...@gmail.com wrote:
>>>

 Process return code is 0
 Exception: org.xml.sax.SAXParseExceptionpublicId: -//Apple//DTD PLIST 
 1.0//EN; systemId: http://www.apple.com/DTDs/PropertyList-1.0.dtd; 
 lineNumber: 1; columnNumber: 2; The markup declarations contained or 
 pointed to by the document type declaration must be well-formed.

 com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:257)

 com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:339)
 javax.xml.parsers.DocumentBuilder.parse(DocumentBuilder.java:121)

 com.codename1.build.daemon.ProvisioningProfile.(ProvisioningProfile.java:74)
 com.codename1.build.daemon.IPhoneBuilder.build(IPhoneBuilder.java:1421)
 com.codename1.build.daemon.Executor$8.run(Executor.java:1118)
>>>
>>>

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[codenameone-discussions] Re: ios builds are broken again

2021-05-10 Thread Dave Dyer
revert.  take your time to really fix it.

On Monday, May 10, 2021 at 8:07:31 PM UTC-7 Shai Almog wrote:

> We're looking at this. I tried a simple workaround but it isn't a simple 
> fix.
>
> On Tuesday, May 11, 2021 at 3:52:10 AM UTC+3 daved...@gmail.com wrote:
>
>>
>> Process return code is 0
>> Exception: org.xml.sax.SAXParseExceptionpublicId: -//Apple//DTD PLIST 
>> 1.0//EN; systemId: http://www.apple.com/DTDs/PropertyList-1.0.dtd; 
>> lineNumber: 1; columnNumber: 2; The markup declarations contained or 
>> pointed to by the document type declaration must be well-formed.
>>
>> com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:257)
>>
>> com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:339)
>> javax.xml.parsers.DocumentBuilder.parse(DocumentBuilder.java:121)
>>
>> com.codename1.build.daemon.ProvisioningProfile.(ProvisioningProfile.java:74)
>> com.codename1.build.daemon.IPhoneBuilder.build(IPhoneBuilder.java:1421)
>> com.codename1.build.daemon.Executor$8.run(Executor.java:1118)
>
>

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[codenameone-discussions] ios builds are broken again

2021-05-10 Thread Dave Dyer

Process return code is 0
Exception: org.xml.sax.SAXParseExceptionpublicId: -//Apple//DTD PLIST 
1.0//EN; systemId: http://www.apple.com/DTDs/PropertyList-1.0.dtd; 
lineNumber: 1; columnNumber: 2; The markup declarations contained or 
pointed to by the document type declaration must be well-formed.
com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:257)
com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:339)
javax.xml.parsers.DocumentBuilder.parse(DocumentBuilder.java:121)
com.codename1.build.daemon.ProvisioningProfile.(ProvisioningProfile.java:74)
com.codename1.build.daemon.IPhoneBuilder.build(IPhoneBuilder.java:1421)
com.codename1.build.daemon.Executor$8.run(Executor.java:1118)

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Re: [codenameone-discussions] Re: IOS sdk issue

2021-05-07 Thread Dave Dyer
Similar results from an android build attempt on a pc
SLF4J: Class path contains multiple SLF4J bindings.
SLF4J: Found binding in 
[jar:file:/C:/Users/Ddyer/.p2/pool/plugins/org.eclipse.m2e.maven.runtime.slf4j.simple_1.16.0.20200610-1735/jars/slf4j-simple-1.7.5.jar!/org/slf4j/impl/StaticLoggerBinder.class]
SLF4J: Found binding in 
[file:/C:/Users/Ddyer/eclipse/java-2021-03/eclipse/configuration/org.eclipse.osgi/5/0/.cp/org/slf4j/impl/StaticLoggerBinder.class]
SLF4J: See http://www.slf4j.org/codes.html#multiple_bindings for an 
explanation.
SLF4J: Actual binding is of type [org.slf4j.impl.SimpleLoggerFactory]
SLF4J: Class path contains multiple SLF4J bindings.
SLF4J: Found binding in 
[jar:file:/C:/Users/Ddyer/.p2/pool/plugins/org.eclipse.m2e.maven.runtime.slf4j.simple_1.16.0.20200610-1735/jars/slf4j-simple-1.7.5.jar!/org/slf4j/impl/StaticLoggerBinder.class]
SLF4J: Found binding in 
[file:/C:/Users/Ddyer/eclipse/java-2021-03/eclipse/configuration/org.eclipse.osgi/5/0/.cp/org/slf4j/impl/StaticLoggerBinder.class]
SLF4J: See http://www.slf4j.org/codes.html#multiple_bindings for an 
explanation.
SLF4J: Actual binding is of type [org.slf4j.impl.SimpleLoggerFactory]
[INFO] Scanning for projects...
[INFO] 

[INFO] BUILD FAILURE
[INFO] 

[INFO] Total time:  0.084 s
[INFO] Finished at: 2021-05-07T18:44:28-07:00
[INFO] 

[ERROR] No goals have been specified for this build. You must specify a 
valid lifecycle phase or a goal in the format : or 
:[:]:. Available 
lifecycle phases are: validate, initialize, generate-sources, 
process-sources, generate-resources, process-resources, compile, 
process-classes, generate-test-sources, process-test-sources, 
generate-test-resources, process-test-resources, test-compile, 
process-test-classes, test, prepare-package, package, pre-integration-test, 
integration-test, post-integration-test, verify, install, deploy, 
pre-clean, clean, post-clean, pre-site, site, post-site, site-deploy. -> 
[Help 1]


On Friday, May 7, 2021 at 6:42:20 PM UTC-7 Dave Dyer wrote:

> Isn't cocopods something I'd find on a mac?  this choice is being offered 
> on a pc.
>
>
> On Friday, May 7, 2021 at 6:40:53 PM UTC-7 Steve Hannah wrote:
>
>> Did you install cocoapods as the error advises?
>>
>> On Fri, May 7, 2021 at 6:36 PM Dave Dyer  wrote:
>>
>>> The "life cycle" problems keep builds from working for me
>>>
>>> [ERROR] Failed to execute goal 
>>> com.codenameone:codenameone-maven-plugin:7.0.26:build (build-ios) on 
>>> project testapp-ios: Failed to build ios app: Please install Cocoapods in 
>>> order to generate Xcode projects.  E.g. 'sudo gem install cocoapods'.  See 
>>> https://cocoapods.org/ -> [Help 1]
>>> org.apache.maven.lifecycle.LifecycleExecutionException: Failed to 
>>> execute goal com.codenameone:codenameone-maven-plugin:7.0.26:build 
>>> (build-ios) on project testapp-ios: Failed to build ios app
>>> at 
>>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:215)
>>> at 
>>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:156)
>>>
>>>
>>> On Friday, May 7, 2021 at 6:10:03 PM UTC-7 Steve Hannah wrote:
>>>
>>>> They build fine for me.  I see those errors in Eclipse only (not any 
>>>> other ide) and they don’t seem to affect ability to build and run the 
>>>> project.
>>>>
>>>> On Fri, May 7, 2021 at 6:08 PM Dave Dyer  wrote:
>>>>
>>>>> The skeleton builder doesn't produce an error-free mavin project.
>>>>>
>>>>> On Friday, May 7, 2021 at 5:05:12 PM UTC-7 Steve Hannah wrote:
>>>>>
>>>>>> Maven “local Xcode builds” work fine for me from eclipse.  In the 
>>>>>> worst case you can build from command line if your eclipse won’t 
>>>>>> cooperate.
>>>>>>
>>>>>> On Fri, May 7, 2021 at 3:37 PM Dave Dyer  wrote:
>>>>>>
>>>>>>> The promised "few minutes" seems not to have materialized - my 
>>>>>>> builds are timing out after 30 minutes.
>>>>>>> .. also or alternative the self-build capability with mavin isn't 
>>>>>>> supported yet with Eclipse.
>>>>>>> .. also, when these timeout builds occur, there's no way to get the 
>>>>>>> xcode sources and build it myself.
>>>>>&

Re: [codenameone-discussions] Re: IOS sdk issue

2021-05-07 Thread Dave Dyer
Isn't cocopods something I'd find on a mac?  this choice is being offered 
on a pc.


On Friday, May 7, 2021 at 6:40:53 PM UTC-7 Steve Hannah wrote:

> Did you install cocoapods as the error advises?
>
> On Fri, May 7, 2021 at 6:36 PM Dave Dyer  wrote:
>
>> The "life cycle" problems keep builds from working for me
>>
>> [ERROR] Failed to execute goal 
>> com.codenameone:codenameone-maven-plugin:7.0.26:build (build-ios) on 
>> project testapp-ios: Failed to build ios app: Please install Cocoapods in 
>> order to generate Xcode projects.  E.g. 'sudo gem install cocoapods'.  See 
>> https://cocoapods.org/ -> [Help 1]
>> org.apache.maven.lifecycle.LifecycleExecutionException: Failed to execute 
>> goal com.codenameone:codenameone-maven-plugin:7.0.26:build (build-ios) on 
>> project testapp-ios: Failed to build ios app
>> at 
>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:215)
>> at 
>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:156)
>>
>>
>> On Friday, May 7, 2021 at 6:10:03 PM UTC-7 Steve Hannah wrote:
>>
>>> They build fine for me.  I see those errors in Eclipse only (not any 
>>> other ide) and they don’t seem to affect ability to build and run the 
>>> project.
>>>
>>> On Fri, May 7, 2021 at 6:08 PM Dave Dyer  wrote:
>>>
>>>> The skeleton builder doesn't produce an error-free mavin project.
>>>>
>>>> On Friday, May 7, 2021 at 5:05:12 PM UTC-7 Steve Hannah wrote:
>>>>
>>>>> Maven “local Xcode builds” work fine for me from eclipse.  In the 
>>>>> worst case you can build from command line if your eclipse won’t 
>>>>> cooperate.
>>>>>
>>>>> On Fri, May 7, 2021 at 3:37 PM Dave Dyer  wrote:
>>>>>
>>>>>> The promised "few minutes" seems not to have materialized - my builds 
>>>>>> are timing out after 30 minutes.
>>>>>> .. also or alternative the self-build capability with mavin isn't 
>>>>>> supported yet with Eclipse.
>>>>>> .. also, when these timeout builds occur, there's no way to get the 
>>>>>> xcode sources and build it myself.
>>>>>> .. and finally, why do production builds take twice as long as debug 
>>>>>> builds?
>>>>>>
>>>>>> A year ago, when my build was only a little bit smaller, a production 
>>>>>> build took 10 minutes.
>>>>>>
>>>>>> On Tuesday, April 27, 2021 at 6:44:50 PM UTC-7 Shai Almog wrote:
>>>>>>
>>>>>>> We'll add a few minutes this weekend but it's already 30 minutes 
>>>>>>> which is insanely high.
>>>>>>>
>>>>>>> On Tuesday, April 27, 2021 at 10:26:01 AM UTC+3 daved...@gmail.com 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> ..if i's only that the process is slower (my build didn't change 
>>>>>>>> since yesterday) please change your time limit.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:
>>>>>>>>
>>>>>>>>> It looks like there may be some unresolved problems with the 12.4 
>>>>>>>>> option:
>>>>>>>>>
>>>>>>>>> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64
>>>>>>>>>  
>>>>>>>>> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>>>>>>>>>  
>>>>>>>>> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>>>>>>>>>  
>>>>>>>>> -fno-objc-arc -include 
>>>>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>>>>>>>>>  
>>>>>>>>> -MMD -MT dep

Re: [codenameone-discussions] Re: IOS sdk issue

2021-05-07 Thread Dave Dyer
The "life cycle" problems keep builds from working for me

[ERROR] Failed to execute goal 
com.codenameone:codenameone-maven-plugin:7.0.26:build (build-ios) on 
project testapp-ios: Failed to build ios app: Please install Cocoapods in 
order to generate Xcode projects.  E.g. 'sudo gem install cocoapods'.  See 
https://cocoapods.org/ -> [Help 1]
org.apache.maven.lifecycle.LifecycleExecutionException: Failed to execute 
goal com.codenameone:codenameone-maven-plugin:7.0.26:build (build-ios) on 
project testapp-ios: Failed to build ios app
at 
org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:215)
at 
org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:156)


On Friday, May 7, 2021 at 6:10:03 PM UTC-7 Steve Hannah wrote:

> They build fine for me.  I see those errors in Eclipse only (not any other 
> ide) and they don’t seem to affect ability to build and run the project.
>
> On Fri, May 7, 2021 at 6:08 PM Dave Dyer  wrote:
>
>> The skeleton builder doesn't produce an error-free mavin project.
>>
>> On Friday, May 7, 2021 at 5:05:12 PM UTC-7 Steve Hannah wrote:
>>
>>> Maven “local Xcode builds” work fine for me from eclipse.  In the worst 
>>> case you can build from command line if your eclipse won’t cooperate.
>>>
>>> On Fri, May 7, 2021 at 3:37 PM Dave Dyer  wrote:
>>>
>>>> The promised "few minutes" seems not to have materialized - my builds 
>>>> are timing out after 30 minutes.
>>>> .. also or alternative the self-build capability with mavin isn't 
>>>> supported yet with Eclipse.
>>>> .. also, when these timeout builds occur, there's no way to get the 
>>>> xcode sources and build it myself.
>>>> .. and finally, why do production builds take twice as long as debug 
>>>> builds?
>>>>
>>>> A year ago, when my build was only a little bit smaller, a production 
>>>> build took 10 minutes.
>>>>
>>>> On Tuesday, April 27, 2021 at 6:44:50 PM UTC-7 Shai Almog wrote:
>>>>
>>>>> We'll add a few minutes this weekend but it's already 30 minutes which 
>>>>> is insanely high.
>>>>>
>>>>> On Tuesday, April 27, 2021 at 10:26:01 AM UTC+3 daved...@gmail.com 
>>>>> wrote:
>>>>>
>>>>>> ..if i's only that the process is slower (my build didn't change 
>>>>>> since yesterday) please change your time limit.
>>>>>>
>>>>>>
>>>>>> On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:
>>>>>>
>>>>>>> It looks like there may be some unresolved problems with the 12.4 
>>>>>>> option:
>>>>>>>
>>>>>>> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
>>>>>>> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>>>>>>>  
>>>>>>> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>>>>>>>  
>>>>>>> -fno-objc-arc -include 
>>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>>>>>>>  
>>>>>>> -MMD -MT dependencies -MF 
>>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
>>>>>>>  
>>>>>>> --serialize-diagnostics 
>>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
>>>>>>>  
>>>>>>> -c 
>>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>>>>>  
>>>>>>> -o 
>>>&g

Re: [codenameone-discussions] Re: IOS sdk issue

2021-05-07 Thread Dave Dyer
The skeleton builder doesn't produce an error-free mavin project.

On Friday, May 7, 2021 at 5:05:12 PM UTC-7 Steve Hannah wrote:

> Maven “local Xcode builds” work fine for me from eclipse.  In the worst 
> case you can build from command line if your eclipse won’t cooperate.
>
> On Fri, May 7, 2021 at 3:37 PM Dave Dyer  wrote:
>
>> The promised "few minutes" seems not to have materialized - my builds are 
>> timing out after 30 minutes.
>> .. also or alternative the self-build capability with mavin isn't 
>> supported yet with Eclipse.
>> .. also, when these timeout builds occur, there's no way to get the xcode 
>> sources and build it myself.
>> .. and finally, why do production builds take twice as long as debug 
>> builds?
>>
>> A year ago, when my build was only a little bit smaller, a production 
>> build took 10 minutes.
>>
>> On Tuesday, April 27, 2021 at 6:44:50 PM UTC-7 Shai Almog wrote:
>>
>>> We'll add a few minutes this weekend but it's already 30 minutes which 
>>> is insanely high.
>>>
>>> On Tuesday, April 27, 2021 at 10:26:01 AM UTC+3 daved...@gmail.com 
>>> wrote:
>>>
>>>> ..if i's only that the process is slower (my build didn't change since 
>>>> yesterday) please change your time limit.
>>>>
>>>>
>>>> On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:
>>>>
>>>>> It looks like there may be some unresolved problems with the 12.4 
>>>>> option:
>>>>>
>>>>> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
>>>>> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>>>>>  
>>>>> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>>>>>  
>>>>> -fno-objc-arc -include 
>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>>>>>  
>>>>> -MMD -MT dependencies -MF 
>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
>>>>>  
>>>>> --serialize-diagnostics 
>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
>>>>>  
>>>>> -c 
>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>>>  
>>>>> -o 
>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:147:22:
>>>>>  
>>>>> warning: values of type 'NSUInteger' should not be used as format 
>>>>> arguments; add an explicit cast to 'unsigned long' instead [-Wformat]
>>>>>  (NSUInteger)(arc4random() % NSUIntegerMax)];  
>>>>>  ^~
>>>>>  (unsigned long)
>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:138:23:
>>>>>  
>>>>> warning: implicit conversion loses integer precision: 'unsigned long' to 
>>>>> 'CC_LONG' (aka 'unsigned int') [-Wshorten-64-to-32]
>>>>> CC_MD5( cStr, strlen(cStr), result );
>>>>> ~~^~~~
>>>>> 2 warnings generated.
>>>>>
>>>>> CompileC 
>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcm00

[codenameone-discussions] Re: IOS sdk issue

2021-05-07 Thread Dave Dyer
The promised "few minutes" seems not to have materialized - my builds are 
timing out after 30 minutes.
.. also or alternative the self-build capability with mavin isn't supported 
yet with Eclipse.
.. also, when these timeout builds occur, there's no way to get the xcode 
sources and build it myself.
.. and finally, why do production builds take twice as long as debug builds?

A year ago, when my build was only a little bit smaller, a production build 
took 10 minutes.

On Tuesday, April 27, 2021 at 6:44:50 PM UTC-7 Shai Almog wrote:

> We'll add a few minutes this weekend but it's already 30 minutes which is 
> insanely high.
>
> On Tuesday, April 27, 2021 at 10:26:01 AM UTC+3 daved...@gmail.com wrote:
>
>> ..if i's only that the process is slower (my build didn't change since 
>> yesterday) please change your time limit.
>>
>>
>> On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:
>>
>>> It looks like there may be some unresolved problems with the 12.4 option:
>>>
>>> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
>>> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>>>  
>>> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>>>  
>>> -fno-objc-arc -include 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>>>  
>>> -MMD -MT dependencies -MF 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
>>>  
>>> --serialize-diagnostics 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
>>>  
>>> -c 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>  
>>> -o 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:147:22:
>>>  
>>> warning: values of type 'NSUInteger' should not be used as format 
>>> arguments; add an explicit cast to 'unsigned long' instead [-Wformat]
>>>  (NSUInteger)(arc4random() % NSUIntegerMax)];  
>>>  ^~
>>>  (unsigned long)
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:138:23:
>>>  
>>> warning: implicit conversion loses integer precision: 'unsigned long' to 
>>> 'CC_LONG' (aka 'unsigned int') [-Wshorten-64-to-32]
>>> CC_MD5( cStr, strlen(cStr), result );
>>> ~~^~~~
>>> 2 warnings generated.
>>>
>>> CompileC 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>>  
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>  
>>> normal arm64 objective-c com.apple.compilers.llvm.clang.1_0.compiler (in 
>>> target 'Launch' from project 'Launch')
>>> cd 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist
>>> export LANG\=en_US.US-ASCII
>>> 
>>> /Applications/Xcode12.4.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang
>>>  
>>> -x objective-c -target arm64-apple-ios8.0 -fmessage-length\=0 
>>> -f

Re: [codenameone-discussions] moving to mavin

2021-05-05 Thread Dave Dyer


There apparently hasn't been any progress on making the Mavin builds 
available with Eclipse ? or did I miss something.
The initializer still produces projects that eclipse opens with errors.

On Thursday, April 1, 2021 at 1:53:14 PM UTC-7 Steve Hannah wrote:

> i can do that. 
>
> On Thu, Apr 1, 2021 at 1:51 PM Dave Dyer  wrote:
>
>> I'm not an eclipse guru, but it would definitely help if the names the 
>> launch options
>> included the name of the project they are launching.
>>
>> On Thursday, April 1, 2021 at 1:45:01 PM UTC-7 Steve Hannah wrote:
>>
>>> I'm open to suggestions on how to make things easier for Eclipse users.  
>>> The launch options seemed like the way to go, but now I'm not so sure.  
>>> Each IDE has its own way of working with Maven projects.  IntelliJ's 
>>> support is by far the best.  NetBeans is pretty good.  Eclipse, so far, 
>>> leaves much to be desired.  If you have used any other Maven projects in 
>>> eclipse that provide multiple build options in a nice way, I'd be 
>>> interested to hear about them.
>>>
>>> Both NetBeans and IntelliJ allow me to add "actions/configurations" to 
>>> the project directory that will be picked up by the IDE to add the 
>>> appropriate UI options (build options) only for that project.  So far I 
>>> haven't found a nice way to do that in Eclipse.  Launch options is close, 
>>> but now that you raise the issue of multiple projects in a workspace, it 
>>> has some problems.
>>>
>>> On Thu, Apr 1, 2021 at 1:14 PM Dave Dyer  wrote:
>>>
>>>> All the entries have the same names, not per project, so if I have both 
>>>> a hello world and a kitchen sink 
>>>> project open in the workspace, there are two of everthing in the 
>>>> debug-as menu
>>>>
>>>> Still do not work - the javase project is one of the 4 that have errors
>>>> [INFO] Reactor Summary:
>>>> [INFO] 
>>>> [INFO] mtest .. SUCCESS [  
>>>> 0.000 s]
>>>> [INFO] mtest-common ... FAILURE [  
>>>> 2.678 s]
>>>> [INFO] mtest-javase ... SKIPPED
>>>> [INFO] 
>>>> 
>>>> [INFO] BUILD FAILURE
>>>>
>>>> On Thursday, April 1, 2021 at 1:02:54 PM UTC-7 Steve Hannah wrote:
>>>>
>>>>> Right now, you need to make sure the root module is selected in the 
>>>>> package manager before selecting one of these options because all "mvn" 
>>>>> commands must be run from this directory.  I'm working on getting Eclipse 
>>>>> to not require this, but so far it has been uncooperative.
>>>>>
>>>>> On Thu, Apr 1, 2021 at 12:32 PM Dave Dyer  wrote:
>>>>>
>>>>>> The items are there, but they don't work as far as I can tell.  (this 
>>>>>> example for the converted kitchen sink project
>>>>>>
>>>>>> [ERROR] Failed to execute goal 
>>>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>>>> (generate-gui-sources) on project sink-common: Execution 
>>>>>> generate-gui-sources of goal 
>>>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>>>> failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
>>>>>> its dependencies could not be resolved: Could not find artifact 
>>>>>> com.sun:tools:jar:1.8.0 at specified path C:\Program 
>>>>>> Files\Java\jre1.8.0_144/../lib/tools.jar -> [Help 1]
>>>>>> org.apache.maven.lifecycle.LifecycleExecutionException: Failed to 
>>>>>> execute goal 
>>>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>>>> (generate-gui-sources) on project sink-common: Execution 
>>>>>> generate-gui-sources of goal 
>>>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>>>> failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
>>>>>> its dependencies could not be resolved: Could not find artifact 
>>>>>> com.sun:tools:jar:1.8.0 at specified path C:\Program 
>>>>>> Files\Java\jre1.8.0_144/../lib/tools.jar

[codenameone-discussions] Re: Secondary account for testers to access builds page

2021-04-28 Thread Dave Dyer
Once you upload to the IOS store, many people can be given access via test 
flight, before making an official release.

On Wednesday, April 28, 2021 at 2:28:37 AM UTC-7 P5music wrote:

> If I am not wrong, on iOS real devices the installation with QR code is 
> only possible from the dashboard.
> I do not know if this already exists in CN1. Maybe for subscribers it is 
> so yet?
> It would be useful being able to grant access to third parties for the 
> builds, so they can download and test the apks or ipas. 
> I mean as it is for the Developer consoles of Google and Apple, where some 
> secondary accounts are available that have limited access.
> Is that already possible? I cannot find it.
> Thanks
>
>

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Re: [codenameone-discussions] Re: IOS sdk issue

2021-04-28 Thread Dave Dyer
oops, my error - I accidentally uploaded the previous build again.  New 
builds with the hint are accepted.


On Wednesday, April 28, 2021 at 12:43:24 PM UTC-7 Steve Hannah wrote:

> Is it the exact same error message from the App Store?
>
> On Wed, Apr 28, 2021 at 12:35 PM Dave Dyer  wrote:
>
>> the ios xcode build hint doesn't work.  app store is still complaining.
>> [image: xcode.jpg]
>>
>> On Wednesday, April 28, 2021 at 11:40:38 AM UTC-7 Dave Dyer wrote:
>>
>>> I have noticed that build times have been creeping up, but yesterday my 
>>> debug builds took 10 minutes, today they take 20. 
>>> We're being victimized by apple bloat.
>>>
>>>
>>> On Tuesday, April 27, 2021 at 6:44:50 PM UTC-7 Shai Almog wrote:
>>>
>>>> We'll add a few minutes this weekend but it's already 30 minutes which 
>>>> is insanely high.
>>>>
>>>> On Tuesday, April 27, 2021 at 10:26:01 AM UTC+3 daved...@gmail.com 
>>>> wrote:
>>>>
>>>>> ..if i's only that the process is slower (my build didn't change since 
>>>>> yesterday) please change your time limit.
>>>>>
>>>>>
>>>>> On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:
>>>>>
>>>>>> It looks like there may be some unresolved problems with the 12.4 
>>>>>> option:
>>>>>>
>>>>>> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
>>>>>> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>>>>>>  
>>>>>> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>>>>>>  
>>>>>> -fno-objc-arc -include 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>>>>>>  
>>>>>> -MMD -MT dependencies -MF 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
>>>>>>  
>>>>>> --serialize-diagnostics 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
>>>>>>  
>>>>>> -c 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>>>>  
>>>>>> -o 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:147:22:
>>>>>>  
>>>>>> warning: values of type 'NSUInteger' should not be used as format 
>>>>>> arguments; add an explicit cast to 'unsigned long' instead [-Wformat]
>>>>>>  (NSUInteger)(arc4random() % NSUIntegerMax)];  
>>>>>>  ^~
>>>>>>  (unsigned long)
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:138:23:
>>>>>>  
>>>>>> warning: implicit conversion loses integer precision: 'unsigned long' to 
>>>>>> 'CC_LONG' (aka 'unsigned int') [-Wshorten-64-to-32]
>>>>>> CC_MD5( cStr, strlen(cStr), result );
>>>>>> ~~^~~~
>>>>>> 2 warnings generated.
>>>>>>
>>>>>> CompileC 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcm0

Re: [codenameone-discussions] Re: IOS sdk issue

2021-04-28 Thread Dave Dyer
Yes, still complaining that xcode 13.2 is in use.


On Wednesday, April 28, 2021 at 12:43:24 PM UTC-7 Steve Hannah wrote:

> Is it the exact same error message from the App Store?
>
> On Wed, Apr 28, 2021 at 12:35 PM Dave Dyer  wrote:
>
>> the ios xcode build hint doesn't work.  app store is still complaining.
>> [image: xcode.jpg]
>>
>> On Wednesday, April 28, 2021 at 11:40:38 AM UTC-7 Dave Dyer wrote:
>>
>>> I have noticed that build times have been creeping up, but yesterday my 
>>> debug builds took 10 minutes, today they take 20. 
>>> We're being victimized by apple bloat.
>>>
>>>
>>> On Tuesday, April 27, 2021 at 6:44:50 PM UTC-7 Shai Almog wrote:
>>>
>>>> We'll add a few minutes this weekend but it's already 30 minutes which 
>>>> is insanely high.
>>>>
>>>> On Tuesday, April 27, 2021 at 10:26:01 AM UTC+3 daved...@gmail.com 
>>>> wrote:
>>>>
>>>>> ..if i's only that the process is slower (my build didn't change since 
>>>>> yesterday) please change your time limit.
>>>>>
>>>>>
>>>>> On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:
>>>>>
>>>>>> It looks like there may be some unresolved problems with the 12.4 
>>>>>> option:
>>>>>>
>>>>>> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
>>>>>> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>>>>>>  
>>>>>> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>>>>>>  
>>>>>> -fno-objc-arc -include 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>>>>>>  
>>>>>> -MMD -MT dependencies -MF 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
>>>>>>  
>>>>>> --serialize-diagnostics 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
>>>>>>  
>>>>>> -c 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>>>>  
>>>>>> -o 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:147:22:
>>>>>>  
>>>>>> warning: values of type 'NSUInteger' should not be used as format 
>>>>>> arguments; add an explicit cast to 'unsigned long' instead [-Wformat]
>>>>>>  (NSUInteger)(arc4random() % NSUIntegerMax)];  
>>>>>>  ^~
>>>>>>  (unsigned long)
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:138:23:
>>>>>>  
>>>>>> warning: implicit conversion loses integer precision: 'unsigned long' to 
>>>>>> 'CC_LONG' (aka 'unsigned int') [-Wshorten-64-to-32]
>>>>>> CC_MD5( cStr, strlen(cStr), result );
>>>>>> ~~^~~~
>>>>>> 2 warnings generated.
>>>>>>
>>>>>> CompileC 
>>>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermed

[codenameone-discussions] Re: IOS sdk issue

2021-04-28 Thread Dave Dyer
the ios xcode build hint doesn't work.  app store is still complaining.
[image: xcode.jpg]

On Wednesday, April 28, 2021 at 11:40:38 AM UTC-7 Dave Dyer wrote:

> I have noticed that build times have been creeping up, but yesterday my 
> debug builds took 10 minutes, today they take 20. 
> We're being victimized by apple bloat.
>
>
> On Tuesday, April 27, 2021 at 6:44:50 PM UTC-7 Shai Almog wrote:
>
>> We'll add a few minutes this weekend but it's already 30 minutes which is 
>> insanely high.
>>
>> On Tuesday, April 27, 2021 at 10:26:01 AM UTC+3 daved...@gmail.com wrote:
>>
>>> ..if i's only that the process is slower (my build didn't change since 
>>> yesterday) please change your time limit.
>>>
>>>
>>> On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:
>>>
>>>> It looks like there may be some unresolved problems with the 12.4 
>>>> option:
>>>>
>>>> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
>>>> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>>>>  
>>>> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>>>>  
>>>> -fno-objc-arc -include 
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>>>>  
>>>> -MMD -MT dependencies -MF 
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
>>>>  
>>>> --serialize-diagnostics 
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
>>>>  
>>>> -c 
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>>  
>>>> -o 
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:147:22:
>>>>  
>>>> warning: values of type 'NSUInteger' should not be used as format 
>>>> arguments; add an explicit cast to 'unsigned long' instead [-Wformat]
>>>>  (NSUInteger)(arc4random() % NSUIntegerMax)];  
>>>>  ^~
>>>>  (unsigned long)
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:138:23:
>>>>  
>>>> warning: implicit conversion loses integer precision: 'unsigned long' to 
>>>> 'CC_LONG' (aka 'unsigned int') [-Wshorten-64-to-32]
>>>> CC_MD5( cStr, strlen(cStr), result );
>>>> ~~^~~~
>>>> 2 warnings generated.
>>>>
>>>> CompileC 
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>>>  
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>>  
>>>> normal arm64 objective-c com.apple.compilers.llvm.clang.1_0.compiler (in 
>>>> target 'Launch' from project 'Launch')
>>>> cd 
>>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist
>>>> export LANG\=en_US.US-ASCII
>>>> 
>>>> /Applications/Xcode12.4.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchai

[codenameone-discussions] Re: IOS sdk issue

2021-04-28 Thread Dave Dyer
 I have noticed that build times have been creeping up, but yesterday my 
debug builds took 10 minutes, today they take 20. 
We're being victimized by apple bloat.


On Tuesday, April 27, 2021 at 6:44:50 PM UTC-7 Shai Almog wrote:

> We'll add a few minutes this weekend but it's already 30 minutes which is 
> insanely high.
>
> On Tuesday, April 27, 2021 at 10:26:01 AM UTC+3 daved...@gmail.com wrote:
>
>> ..if i's only that the process is slower (my build didn't change since 
>> yesterday) please change your time limit.
>>
>>
>> On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:
>>
>>> It looks like there may be some unresolved problems with the 12.4 option:
>>>
>>> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
>>> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>>>  
>>> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>>>  
>>> -fno-objc-arc -include 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>>>  
>>> -MMD -MT dependencies -MF 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
>>>  
>>> --serialize-diagnostics 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
>>>  
>>> -c 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>  
>>> -o 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:147:22:
>>>  
>>> warning: values of type 'NSUInteger' should not be used as format 
>>> arguments; add an explicit cast to 'unsigned long' instead [-Wformat]
>>>  (NSUInteger)(arc4random() % NSUIntegerMax)];  
>>>  ^~
>>>  (unsigned long)
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:138:23:
>>>  
>>> warning: implicit conversion loses integer precision: 'unsigned long' to 
>>> 'CC_LONG' (aka 'unsigned int') [-Wshorten-64-to-32]
>>> CC_MD5( cStr, strlen(cStr), result );
>>> ~~^~~~
>>> 2 warnings generated.
>>>
>>> CompileC 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>>>  
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>>>  
>>> normal arm64 objective-c com.apple.compilers.llvm.clang.1_0.compiler (in 
>>> target 'Launch' from project 'Launch')
>>> cd 
>>> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist
>>> export LANG\=en_US.US-ASCII
>>> 
>>> /Applications/Xcode12.4.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang
>>>  
>>> -x objective-c -target arm64-apple-ios8.0 -fmessage-length\=0 
>>> -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit\=0 -std\=c99 
>>> -gmodules -Wno-trigraphs -fpascal-strings -O3 
>>> -Wno-missing-field-initializers -Wno-missing-prototypes 
>>> -Werror\=return-type -Wno-implicit-atomic-properties 
>>> -Werror\=deprecated-objc-isa-usage -Wno-objc-i

Re: [codenameone-discussions] ios builds, again

2021-04-28 Thread Dave Dyer
I have noticed that build times have been creeping up, but yesterday my 
debug builds took 10 minutes, today they take 20. 
We're being victimized by apple bloat.


On Friday, April 28, 2017 at 11:31:34 AM UTC-7 Dave Dyer wrote:

>
>
> On Friday, April 21, 2017 at 2:12:37 PM UTC-7, shannah wrote:
>>
>> As I said, the change will take effect in the next server update. I don't 
>> know when exactly that will be as Shai is in the middle of the Boot camp 
>> right now.
>>
>> Another update went in today, and my new build time is 14 minutes - the 
> fastest build I've ever seen.
> Since the only relevant update in this build is  the increase in the 
> memory limit, I judge that what
> I'm seeing is avoiding the GC disaster I cited in another thread.
>
>

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[codenameone-discussions] Re: 32-bit ipa file not recognized by iPad

2021-04-27 Thread Dave Dyer
I use this method to be able to download and install old debug APKs after 
they are no longer
available directly from the codename1 builds. 

On Tuesday, April 27, 2021 at 12:21:05 PM UTC-7 P5music wrote:

> Thanks, I will inspect it by curiosity, checking your idea, but I think it 
> is not what I need,
> Regards
> Il giorno martedì 27 aprile 2021 alle 19:38:48 UTC+2 daved...@gmail.com 
> ha scritto:
>
>> It is possible but cumbersome, just look at the raw html in the codename1 
>> download link,
>> and imagine it rewritten to download from your own site.
>>
>> On Monday, April 26, 2021 at 11:15:39 PM UTC-7 P5music wrote:
>>
>>> I am not testing by myself on the real device, so I have to provide the 
>>> link or the ipa file to another person.
>>> iTunes cannot be used so the link is the only option, being that the ipa 
>>> file have to be sideloaded.
>>>
>>> I would like to understand whether I can provide the link or the QR 
>>> image without the tester having the CodenameOne app or my CN credentials.
>>> Is it possible?
>>> Regards
>>>
>>> Il giorno martedì 27 aprile 2021 alle 04:17:06 UTC+2 Shai Almog ha 
>>> scritto:
>>>
 The link will only work on installing via Safari with our QR code or 
 directly from the web app. To install the IPA directly you'll need to 
 sideload via itunes. It can't be installed through a file manager.

 On Tuesday, April 27, 2021 at 12:02:57 AM UTC+3 P5music wrote:

> I sent an iOS build with the 32-bit hint but on the target iPad (old 
> iOS version but supported by CodenameOne) the ipa file is not recognized 
> by 
> two different file managers. An app for it is requested, it is not 
> treated 
> as an installable app. The provisioning file includes the iPad id.
>
> I let the link expire, I think, but saved the ipa file.
> Before I create another build, I would like to know if the ipa file is 
> something that can be manually installed or only the download link will 
> work.
>
> Thanks in advance
>
>

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[codenameone-discussions] Re: 32-bit ipa file not recognized by iPad

2021-04-27 Thread Dave Dyer
It is possible but cumbersome, just look at the raw html in the codename1 
download link,
and imagine it rewritten to download from your own site.

On Monday, April 26, 2021 at 11:15:39 PM UTC-7 P5music wrote:

> I am not testing by myself on the real device, so I have to provide the 
> link or the ipa file to another person.
> iTunes cannot be used so the link is the only option, being that the ipa 
> file have to be sideloaded.
>
> I would like to understand whether I can provide the link or the QR image 
> without the tester having the CodenameOne app or my CN credentials.
> Is it possible?
> Regards
>
> Il giorno martedì 27 aprile 2021 alle 04:17:06 UTC+2 Shai Almog ha scritto:
>
>> The link will only work on installing via Safari with our QR code or 
>> directly from the web app. To install the IPA directly you'll need to 
>> sideload via itunes. It can't be installed through a file manager.
>>
>> On Tuesday, April 27, 2021 at 12:02:57 AM UTC+3 P5music wrote:
>>
>>> I sent an iOS build with the 32-bit hint but on the target iPad (old iOS 
>>> version but supported by CodenameOne) the ipa file is not recognized by two 
>>> different file managers. An app for it is requested, it is not treated as 
>>> an installable app. The provisioning file includes the iPad id.
>>>
>>> I let the link expire, I think, but saved the ipa file.
>>> Before I create another build, I would like to know if the ipa file is 
>>> something that can be manually installed or only the download link will 
>>> work.
>>>
>>> Thanks in advance
>>>
>>>

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[codenameone-discussions] Re: IOS sdk issue

2021-04-27 Thread Dave Dyer
..if i's only that the process is slower (my build didn't change since 
yesterday) please change your time limit.


On Tuesday, April 27, 2021 at 12:24:53 AM UTC-7 Dave Dyer wrote:

> It looks like there may be some unresolved problems with the 12.4 option:
>
> esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
> -I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
>  
> -F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
>  
> -fno-objc-arc -include 
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
>  
> -MMD -MT dependencies -MF 
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
>  
> --serialize-diagnostics 
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
>  
> -c 
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>  
> -o 
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:147:22:
>  
> warning: values of type 'NSUInteger' should not be used as format 
> arguments; add an explicit cast to 'unsigned long' instead [-Wformat]
>  (NSUInteger)(arc4random() % NSUIntegerMax)];  
>  ^~
>  (unsigned long)
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:138:23:
>  
> warning: implicit conversion loses integer precision: 'unsigned long' to 
> 'CC_LONG' (aka 'unsigned int') [-Wshorten-64-to-32]
> CC_MD5( cStr, strlen(cStr), result );
> ~~^~~~
> 2 warnings generated.
>
> CompileC 
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
>  
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
>  
> normal arm64 objective-c com.apple.compilers.llvm.clang.1_0.compiler (in 
> target 'Launch' from project 'Launch')
> cd 
> /var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist
> export LANG\=en_US.US-ASCII
> 
> /Applications/Xcode12.4.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang
>  
> -x objective-c -target arm64-apple-ios8.0 -fmessage-length\=0 
> -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit\=0 -std\=c99 
> -gmodules -Wno-trigraphs -fpascal-strings -O3 
> -Wno-missing-field-initializers -Wno-missing-prototypes 
> -Werror\=return-type -Wno-implicit-atomic-properties 
> -Werror\=deprecated-objc-isa-usage -Wno-objc-interface-ivars 
> -Werror\=objc-root-class -Wno-arc-repeated-use-of-weak -Wno-missing-braces 
> -Wparentheses -Wswitch -Wunused-function -Wno-unused-label 
> -Wno-unused-parameter -Wno-unused-variable -Wunused-value -Wno-empty-body 
> -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants 
> -Wno-conversion -Wconstant-conversion -Wno-int-conversion -Wbool-conversion 
> -Wno-enum-conversion -Wno-float-conversion -Wno-non-literal-null-conversion 
> -Wno-objc-literal-conversion -Wshorten-64-to-32 -Wpointer-sign 
> -Wno-newline-eof -Wno-selector -Wno-strict-selector-match 
> -Wundeclared-selector -Wno-deprecated-implementations -DCOCOAPODS\=1 
> -DNS_BLOCK_ASSERTIONS\=1 -DOBJC_OLD_DISPATCH_PROTOTYPES\=1 -isysroot 
> /Applications/Xcode12.4.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS14.4.sdk
>  
> -fstrict-

[codenameone-discussions] Re: IOS sdk issue

2021-04-27 Thread Dave Dyer
It looks like there may be some unresolved problems with the 12.4 option:

esPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources/arm64 
-I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/DerivedSources
 
-F/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/BuildProductsPath/Release-iphoneos
 
-fno-objc-arc -include 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/PrecompiledHeaders/SharedPrecompiledHeaders/8225370240782353001/Launch-Prefix.pch
 
-MMD -MT dependencies -MF 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.d
 
--serialize-diagnostics 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.dia
 
-c 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
 
-o 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:147:22:
 
warning: values of type 'NSUInteger' should not be used as format 
arguments; add an explicit cast to 'unsigned long' instead [-Wformat]
 (NSUInteger)(arc4random() % NSUIntegerMax)];  
 ^~
 (unsigned long)
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m:138:23:
 
warning: implicit conversion loses integer precision: 'unsigned long' to 
'CC_LONG' (aka 'unsigned int') [-Wshorten-64-to-32]
CC_MD5( cStr, strlen(cStr), result );
~~^~~~
2 warnings generated.

CompileC 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/arm64/OpenUDID.o
 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/Launch-src/OpenUDID.m
 
normal arm64 objective-c com.apple.compilers.llvm.clang.1_0.compiler (in 
target 'Launch' from project 'Launch')
cd 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist
export LANG\=en_US.US-ASCII

/Applications/Xcode12.4.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang
 
-x objective-c -target arm64-apple-ios8.0 -fmessage-length\=0 
-fdiagnostics-show-note-include-stack -fmacro-backtrace-limit\=0 -std\=c99 
-gmodules -Wno-trigraphs -fpascal-strings -O3 
-Wno-missing-field-initializers -Wno-missing-prototypes 
-Werror\=return-type -Wno-implicit-atomic-properties 
-Werror\=deprecated-objc-isa-usage -Wno-objc-interface-ivars 
-Werror\=objc-root-class -Wno-arc-repeated-use-of-weak -Wno-missing-braces 
-Wparentheses -Wswitch -Wunused-function -Wno-unused-label 
-Wno-unused-parameter -Wno-unused-variable -Wunused-value -Wno-empty-body 
-Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants 
-Wno-conversion -Wconstant-conversion -Wno-int-conversion -Wbool-conversion 
-Wno-enum-conversion -Wno-float-conversion -Wno-non-literal-null-conversion 
-Wno-objc-literal-conversion -Wshorten-64-to-32 -Wpointer-sign 
-Wno-newline-eof -Wno-selector -Wno-strict-selector-match 
-Wundeclared-selector -Wno-deprecated-implementations -DCOCOAPODS\=1 
-DNS_BLOCK_ASSERTIONS\=1 -DOBJC_OLD_DISPATCH_PROTOTYPES\=1 -isysroot 
/Applications/Xcode12.4.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS14.4.sdk
 
-fstrict-aliasing -Wprotocol -Wdeprecated-declarations -g 
-fvisibility\=hidden -Wno-sign-conversion -Wno-infinite-recursion 
-Wno-comma -Wno-block-capture-autoreleasing -Wno-strict-prototypes 
-Wno-semicolon-before-method-body -iquote 
/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Launch-generated-files.hmap
 
-I/var/folders/zh/kb_4hqhn4kg1h0r5dp_6htcmgn/T/build3100488520530737749xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/Intermedi

[codenameone-discussions] IOS sdk issue

2021-04-26 Thread Dave Dyer

Yesterday's build of an IOS app is rejected today at the app store,
complaining that it was built with sdk 13.2 but sdk 14 is required.

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[codenameone-discussions] Re: Cannot install iOS Debug build on real iOS device

2021-04-18 Thread Dave Dyer
The certificates for debug builds ennumerate the UUIDs of the devices they 
can be installed on.

On Sunday, April 18, 2021 at 7:15:07 AM UTC-7 P5music wrote:

> I sent a successful iOS Debug build
> but installation on real iOS device is not successfull as well.
> iPad 2 (2011)
> Model MC769TY/A
> iOS Version 9.3.5
> is this device supported?
> It happens both with link or .ipa file.
> In the attached images you can see the error:
> "Impossible to download the app
> At present time it is impossible to download the app"
> It is translated, so I do not know what the error is like in english 
> language.
> The provisioning certificate includes the ID of the device.
> Thanks
>
>

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[codenameone-discussions] Re: Simulator skins and real device size/dpi for screenshots

2021-04-07 Thread Dave Dyer
Apple doesn't require actual screen shots, as long as they are reasonably 
representative and don't obviously originate from a non-apple device.
So take a real screen shot and photoshop it to the required sizes.

On Tuesday, April 6, 2021 at 6:47:39 PM UTC-7 Shai Almog wrote:

> The size is identical. If you use the screenshot feature (without skin) 
> you'll get a size that should correspond to the device resolution. 
>
> On Tuesday, April 6, 2021 at 10:14:36 PM UTC+3 P5music wrote:
>
>> Being that at present time it would be very difficult for me to use the 
>> maven feature, and also I do not read anything about running on iOS 
>> simulator on the new maven guides,
>>
>> I am trying to just put the screenshots of my app's user interface inside 
>> the apple devices "frames" that I will take screenshots of in the iOS 
>> simulator (OSX).
>> We know that the CN IDE simulator has issues with dpi and the CEF 
>> BrowserComponent, also I see that the device screen is resizable, it can be 
>> even huge or tiny. 
>> The CEF BC stays with the same dpi, so just the amount of the displayed 
>> HTML changes if I resize the simulator, it is not resized, just its 
>> "viewport" changes.
>>
>> I would like to know if it is possible to know which size of the 
>> simulator windows (for a certain skin) is what corresponds to the real 
>> device screen size (with the given BC "dpi-inside-simulator" that is fixed) 
>> so to make screenshots of the real user interface that will fit perfectly 
>> inside the apple devices "frame".
>>
>> Thanks in advance 
>>
>

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[codenameone-discussions] Re: iOS build - app link expiration time

2021-04-03 Thread Dave Dyer
they last a while, but don't depend on it.

On Saturday, April 3, 2021 at 7:30:44 AM UTC-7 P5music wrote:

> Does the link to one iOS build app on the dashboard expires with time?
> Does it expires if a new build is sent?
>
> Thanks in advance
>

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Re: [codenameone-discussions] moving to mavin

2021-04-01 Thread Dave Dyer
I'm not an eclipse guru, but it would definitely help if the names the 
launch options
included the name of the project they are launching.

On Thursday, April 1, 2021 at 1:45:01 PM UTC-7 Steve Hannah wrote:

> I'm open to suggestions on how to make things easier for Eclipse users.  
> The launch options seemed like the way to go, but now I'm not so sure.  
> Each IDE has its own way of working with Maven projects.  IntelliJ's 
> support is by far the best.  NetBeans is pretty good.  Eclipse, so far, 
> leaves much to be desired.  If you have used any other Maven projects in 
> eclipse that provide multiple build options in a nice way, I'd be 
> interested to hear about them.
>
> Both NetBeans and IntelliJ allow me to add "actions/configurations" to the 
> project directory that will be picked up by the IDE to add the appropriate 
> UI options (build options) only for that project.  So far I haven't found a 
> nice way to do that in Eclipse.  Launch options is close, but now that you 
> raise the issue of multiple projects in a workspace, it has some problems.
>
> On Thu, Apr 1, 2021 at 1:14 PM Dave Dyer  wrote:
>
>> All the entries have the same names, not per project, so if I have both a 
>> hello world and a kitchen sink 
>> project open in the workspace, there are two of everthing in the debug-as 
>> menu
>>
>> Still do not work - the javase project is one of the 4 that have errors
>> [INFO] Reactor Summary:
>> [INFO] 
>> [INFO] mtest .. SUCCESS [  
>> 0.000 s]
>> [INFO] mtest-common ... FAILURE [  
>> 2.678 s]
>> [INFO] mtest-javase ... SKIPPED
>> [INFO] 
>> 
>> [INFO] BUILD FAILURE
>>
>> On Thursday, April 1, 2021 at 1:02:54 PM UTC-7 Steve Hannah wrote:
>>
>>> Right now, you need to make sure the root module is selected in the 
>>> package manager before selecting one of these options because all "mvn" 
>>> commands must be run from this directory.  I'm working on getting Eclipse 
>>> to not require this, but so far it has been uncooperative.
>>>
>>> On Thu, Apr 1, 2021 at 12:32 PM Dave Dyer  wrote:
>>>
>>>> The items are there, but they don't work as far as I can tell.  (this 
>>>> example for the converted kitchen sink project
>>>>
>>>> [ERROR] Failed to execute goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>> (generate-gui-sources) on project sink-common: Execution 
>>>> generate-gui-sources of goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>> failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
>>>> its dependencies could not be resolved: Could not find artifact 
>>>> com.sun:tools:jar:1.8.0 at specified path C:\Program 
>>>> Files\Java\jre1.8.0_144/../lib/tools.jar -> [Help 1]
>>>> org.apache.maven.lifecycle.LifecycleExecutionException: Failed to 
>>>> execute goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>> (generate-gui-sources) on project sink-common: Execution 
>>>> generate-gui-sources of goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>> failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
>>>> its dependencies could not be resolved: Could not find artifact 
>>>> com.sun:tools:jar:1.8.0 at specified path C:\Program 
>>>> Files\Java\jre1.8.0_144/../lib/tools.jar
>>>> at 
>>>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:212)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:153)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:145)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:116)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:80)
>>>>
>>>>
>>>> On Thursday, April 1, 2021 at 11:29:41 AM UTC-7 Steve Hannah wrote:
>>>>
>>>>> Ignore the project errors.  Those are there to make Eclipse users feel 
>>>>> at home.  There should n

Re: [codenameone-discussions] moving to mavin

2021-04-01 Thread Dave Dyer
Hoping to help the process, I'm updating my eclipse ide to the latest 
version.  This time I noticed
this in the import error window.

No marketplace entries found to handle 
codenameone-maven-plugin:7.0.19:compliance-check in Eclipse.  Please see 
Help for more information.

On Thursday, April 1, 2021 at 1:45:01 PM UTC-7 Steve Hannah wrote:

> I'm open to suggestions on how to make things easier for Eclipse users.  
> The launch options seemed like the way to go, but now I'm not so sure.  
> Each IDE has its own way of working with Maven projects.  IntelliJ's 
> support is by far the best.  NetBeans is pretty good.  Eclipse, so far, 
> leaves much to be desired.  If you have used any other Maven projects in 
> eclipse that provide multiple build options in a nice way, I'd be 
> interested to hear about them.
>
> Both NetBeans and IntelliJ allow me to add "actions/configurations" to the 
> project directory that will be picked up by the IDE to add the appropriate 
> UI options (build options) only for that project.  So far I haven't found a 
> nice way to do that in Eclipse.  Launch options is close, but now that you 
> raise the issue of multiple projects in a workspace, it has some problems.
>
> On Thu, Apr 1, 2021 at 1:14 PM Dave Dyer  wrote:
>
>> All the entries have the same names, not per project, so if I have both a 
>> hello world and a kitchen sink 
>> project open in the workspace, there are two of everthing in the debug-as 
>> menu
>>
>> Still do not work - the javase project is one of the 4 that have errors
>> [INFO] Reactor Summary:
>> [INFO] 
>> [INFO] mtest .. SUCCESS [  
>> 0.000 s]
>> [INFO] mtest-common ... FAILURE [  
>> 2.678 s]
>> [INFO] mtest-javase ... SKIPPED
>> [INFO] 
>> 
>> [INFO] BUILD FAILURE
>>
>> On Thursday, April 1, 2021 at 1:02:54 PM UTC-7 Steve Hannah wrote:
>>
>>> Right now, you need to make sure the root module is selected in the 
>>> package manager before selecting one of these options because all "mvn" 
>>> commands must be run from this directory.  I'm working on getting Eclipse 
>>> to not require this, but so far it has been uncooperative.
>>>
>>> On Thu, Apr 1, 2021 at 12:32 PM Dave Dyer  wrote:
>>>
>>>> The items are there, but they don't work as far as I can tell.  (this 
>>>> example for the converted kitchen sink project
>>>>
>>>> [ERROR] Failed to execute goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>> (generate-gui-sources) on project sink-common: Execution 
>>>> generate-gui-sources of goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>> failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
>>>> its dependencies could not be resolved: Could not find artifact 
>>>> com.sun:tools:jar:1.8.0 at specified path C:\Program 
>>>> Files\Java\jre1.8.0_144/../lib/tools.jar -> [Help 1]
>>>> org.apache.maven.lifecycle.LifecycleExecutionException: Failed to 
>>>> execute goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>> (generate-gui-sources) on project sink-common: Execution 
>>>> generate-gui-sources of goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>>>> failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
>>>> its dependencies could not be resolved: Could not find artifact 
>>>> com.sun:tools:jar:1.8.0 at specified path C:\Program 
>>>> Files\Java\jre1.8.0_144/../lib/tools.jar
>>>> at 
>>>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:212)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:153)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:145)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:116)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:80)
>>>>
>>>>
>>>> On Thursday, April 1, 2021 at 11:29:41 AM UTC-7 Steve Hannah wrote:
>>>>
>

Re: [codenameone-discussions] moving to mavin

2021-04-01 Thread Dave Dyer
All the entries have the same names, not per project, so if I have both a 
hello world and a kitchen sink 
project open in the workspace, there are two of everthing in the debug-as 
menu

Still do not work - the javase project is one of the 4 that have errors
[INFO] Reactor Summary:
[INFO] 
[INFO] mtest .. SUCCESS [  
0.000 s]
[INFO] mtest-common ... FAILURE [  
2.678 s]
[INFO] mtest-javase ... SKIPPED
[INFO] 

[INFO] BUILD FAILURE

On Thursday, April 1, 2021 at 1:02:54 PM UTC-7 Steve Hannah wrote:

> Right now, you need to make sure the root module is selected in the 
> package manager before selecting one of these options because all "mvn" 
> commands must be run from this directory.  I'm working on getting Eclipse 
> to not require this, but so far it has been uncooperative.
>
> On Thu, Apr 1, 2021 at 12:32 PM Dave Dyer  wrote:
>
>> The items are there, but they don't work as far as I can tell.  (this 
>> example for the converted kitchen sink project
>>
>> [ERROR] Failed to execute goal 
>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>> (generate-gui-sources) on project sink-common: Execution 
>> generate-gui-sources of goal 
>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>> failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
>> its dependencies could not be resolved: Could not find artifact 
>> com.sun:tools:jar:1.8.0 at specified path C:\Program 
>> Files\Java\jre1.8.0_144/../lib/tools.jar -> [Help 1]
>> org.apache.maven.lifecycle.LifecycleExecutionException: Failed to execute 
>> goal com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>> (generate-gui-sources) on project sink-common: Execution 
>> generate-gui-sources of goal 
>> com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
>> failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
>> its dependencies could not be resolved: Could not find artifact 
>> com.sun:tools:jar:1.8.0 at specified path C:\Program 
>> Files\Java\jre1.8.0_144/../lib/tools.jar
>> at 
>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:212)
>> at 
>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:153)
>> at 
>> org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:145)
>> at 
>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:116)
>> at 
>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:80)
>>
>>
>> On Thursday, April 1, 2021 at 11:29:41 AM UTC-7 Steve Hannah wrote:
>>
>>> Ignore the project errors.  Those are there to make Eclipse users feel 
>>> at home.  There should now be short-cuts to the common build goals in the 
>>> run menu.
>>> [image: image.png]
>>>
>>> I'm surprised you got 7.0.20 working at all.  It doesn't look like it's 
>>> made it to maven central yet.
>>> https://search.maven.org/search?q=codenameone-maven-plugin
>>>
>>>
>>> On Thu, Apr 1, 2021 at 10:54 AM Dave Dyer  wrote:
>>>
>>>> in Eclipse, 7.0.20 still produces projects with errors, and a menagerie 
>>>> of separate projects instead of
>>>> a single rooted project.I assume you plan to eventually make 
>>>> projects that eclipse will like.
>>>>
>>>>
>>>> On Thursday, April 1, 2021 at 8:53:32 AM UTC-7 Steve Hannah wrote:
>>>>
>>>>> Note:  Made the maven project more Eclipse friendly with 7.0.19 
>>>>> (available now).  You would need to run migration again.
>>>>> 7.0.20 will be available in a few hours with a bug fix for native 
>>>>> interfaces on Android.
>>>>>
>>>>> By "Eclipse Friendly", I mean that the project now contains launch 
>>>>> files for all of the main build targets so that they will show up in the 
>>>>> run menu - so you don't have to futz with CLI parameters for the common 
>>>>> goals.
>>>>>
>>>>> Steve
>>>>>
>>>>> On Wed, Mar 31, 2021 at 10:52 AM Steve Hannah <
>>>>> steve@codenameone.com> wrote:
>>>>>
>>>>>> The migration tool expects sou

Re: [codenameone-discussions] moving to mavin

2021-04-01 Thread Dave Dyer
The items are there, but they don't work as far as I can tell.  (this 
example for the converted kitchen sink project

[ERROR] Failed to execute goal 
com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
(generate-gui-sources) on project sink-common: Execution 
generate-gui-sources of goal 
com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
its dependencies could not be resolved: Could not find artifact 
com.sun:tools:jar:1.8.0 at specified path C:\Program 
Files\Java\jre1.8.0_144/../lib/tools.jar -> [Help 1]
org.apache.maven.lifecycle.LifecycleExecutionException: Failed to execute 
goal com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
(generate-gui-sources) on project sink-common: Execution 
generate-gui-sources of goal 
com.codenameone:codenameone-maven-plugin:7.0.20:generate-gui-sources 
failed: Plugin com.codenameone:codenameone-maven-plugin:7.0.20 or one of 
its dependencies could not be resolved: Could not find artifact 
com.sun:tools:jar:1.8.0 at specified path C:\Program 
Files\Java\jre1.8.0_144/../lib/tools.jar
at 
org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:212)
at 
org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:153)
at 
org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:145)
at 
org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:116)
at 
org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:80)


On Thursday, April 1, 2021 at 11:29:41 AM UTC-7 Steve Hannah wrote:

> Ignore the project errors.  Those are there to make Eclipse users feel at 
> home.  There should now be short-cuts to the common build goals in the run 
> menu.
> [image: image.png]
>
> I'm surprised you got 7.0.20 working at all.  It doesn't look like it's 
> made it to maven central yet.
> https://search.maven.org/search?q=codenameone-maven-plugin
>
>
> On Thu, Apr 1, 2021 at 10:54 AM Dave Dyer  wrote:
>
>> in Eclipse, 7.0.20 still produces projects with errors, and a menagerie 
>> of separate projects instead of
>> a single rooted project.I assume you plan to eventually make projects 
>> that eclipse will like.
>>
>>
>> On Thursday, April 1, 2021 at 8:53:32 AM UTC-7 Steve Hannah wrote:
>>
>>> Note:  Made the maven project more Eclipse friendly with 7.0.19 
>>> (available now).  You would need to run migration again.
>>> 7.0.20 will be available in a few hours with a bug fix for native 
>>> interfaces on Android.
>>>
>>> By "Eclipse Friendly", I mean that the project now contains launch files 
>>> for all of the main build targets so that they will show up in the run menu 
>>> - so you don't have to futz with CLI parameters for the common goals.
>>>
>>> Steve
>>>
>>> On Wed, Mar 31, 2021 at 10:52 AM Steve Hannah  
>>> wrote:
>>>
>>>> The migration tool expects source files to be in the standard 
>>>> locations.   If you've modified the project structure, it will be up to 
>>>> you 
>>>> to migrate it manually.
>>>>
>>>> It expects source files in the src directory.
>>>> CSS files in the css directory.
>>>> native files in the native directory, etc...
>>>>
>>>>
>>>> On Wed, Mar 31, 2021 at 10:48 AM Dave Dyer  wrote:
>>>>
>>>>> FYI, your conversion scripts do not appear to handle legacy scripts 
>>>>> that have manually changed source paths.
>>>>> All of my codename1 projects keep the actual sources in a separate 
>>>>> hierarchy from the eclipse/codename1 
>>>>> project gubbish.
>>>>>
>>>>>
>>>>> On Tuesday, March 30, 2021 at 5:58:47 PM UTC-7 Dave Dyer wrote:
>>>>>
>>>>>> importing the project has some dangling errors.  I've tried both 
>>>>>> kitchensink and a new hello world project
>>>>>> [image: err.jpg]
>>>>>>
>>>>>> On Tuesday, March 30, 2021 at 5:50:15 PM UTC-7 Steve Hannah wrote:
>>>>>>
>>>>>>> I haven't gotten to eclipse yet.  I've been working with IntelliJ, 
>>>>>>> NetBeans, and CLI so far.  Will be attacking Eclipse soon.
>>>>>>> What errors are you getting, and in response to what commands?
>>>>>>>
>>>>>>> On Tue, Mar 30, 2021 at 5:48 PM Dave Dye

Re: [codenameone-discussions] moving to mavin

2021-04-01 Thread Dave Dyer
in Eclipse, 7.0.20 still produces projects with errors, and a menagerie of 
separate projects instead of
a single rooted project.I assume you plan to eventually make projects 
that eclipse will like.


On Thursday, April 1, 2021 at 8:53:32 AM UTC-7 Steve Hannah wrote:

> Note:  Made the maven project more Eclipse friendly with 7.0.19 (available 
> now).  You would need to run migration again.
> 7.0.20 will be available in a few hours with a bug fix for native 
> interfaces on Android.
>
> By "Eclipse Friendly", I mean that the project now contains launch files 
> for all of the main build targets so that they will show up in the run menu 
> - so you don't have to futz with CLI parameters for the common goals.
>
> Steve
>
> On Wed, Mar 31, 2021 at 10:52 AM Steve Hannah  
> wrote:
>
>> The migration tool expects source files to be in the standard locations.  
>>  If you've modified the project structure, it will be up to you to migrate 
>> it manually.
>>
>> It expects source files in the src directory.
>> CSS files in the css directory.
>> native files in the native directory, etc...
>>
>>
>> On Wed, Mar 31, 2021 at 10:48 AM Dave Dyer  wrote:
>>
>>> FYI, your conversion scripts do not appear to handle legacy scripts that 
>>> have manually changed source paths.
>>> All of my codename1 projects keep the actual sources in a separate 
>>> hierarchy from the eclipse/codename1 
>>> project gubbish.
>>>
>>>
>>> On Tuesday, March 30, 2021 at 5:58:47 PM UTC-7 Dave Dyer wrote:
>>>
>>>> importing the project has some dangling errors.  I've tried both 
>>>> kitchensink and a new hello world project
>>>> [image: err.jpg]
>>>>
>>>> On Tuesday, March 30, 2021 at 5:50:15 PM UTC-7 Steve Hannah wrote:
>>>>
>>>>> I haven't gotten to eclipse yet.  I've been working with IntelliJ, 
>>>>> NetBeans, and CLI so far.  Will be attacking Eclipse soon.
>>>>> What errors are you getting, and in response to what commands?
>>>>>
>>>>> On Tue, Mar 30, 2021 at 5:48 PM Dave Dyer  wrote:
>>>>>
>>>>>> And what about the errors in the project produced when importing into 
>>>>>> eclipse?
>>>>>>
>>>>>>
>>>>>> On Tuesday, March 30, 2021 at 5:46:25 PM UTC-7 Steve Hannah wrote:
>>>>>>
>>>>>>> Thanks.  Update your build.bat to this version.
>>>>>>>
>>>>>>> https://github.com/shannah/cn1-maven-archetypes/blob/master/cn1app-archetype/src/main/resources/archetype-resources/build.bat
>>>>>>>
>>>>>>> Update your run.bat to this version.
>>>>>>>
>>>>>>> https://github.com/shannah/cn1-maven-archetypes/blob/master/cn1app-archetype/src/main/resources/archetype-resources/run.bat
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Mar 30, 2021 at 5:22 PM Dave Dyer  
>>>>>>> wrote:
>>>>>>>
>>>>>>>> run the run.bat produced by maven
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tuesday, March 30, 2021 at 5:13:00 PM UTC-7 Steve Hannah wrote:
>>>>>>>>
>>>>>>>>> What exact command are you running?  I'll try it on my Windows 
>>>>>>>>> machine.  The example working fine for me on Windows 10.  Might be 
>>>>>>>>> some 
>>>>>>>>> differences in our commands.
>>>>>>>>>
>>>>>>>>> On Tue, Mar 30, 2021 at 5:05 PM Dave Dyer  
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> I missed sticking a windows path into the command structure, with 
>>>>>>>>>> that converting
>>>>>>>>>> kitchen sink runs, but the other 2 complaints stand.   The 
>>>>>>>>>> project produced has errors.
>>>>>>>>>>
>>>>>>>>>> On Tuesday, March 30, 2021 at 4:49:10 PM UTC-7 Steve Hannah wrote:
>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> Use the latest version.  7.0.17
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Mar 30,

Re: [codenameone-discussions] moving to mavin

2021-03-30 Thread Dave Dyer
importing the project has some dangling errors.  I've tried both 
kitchensink and a new hello world project
[image: err.jpg]

On Tuesday, March 30, 2021 at 5:50:15 PM UTC-7 Steve Hannah wrote:

> I haven't gotten to eclipse yet.  I've been working with IntelliJ, 
> NetBeans, and CLI so far.  Will be attacking Eclipse soon.
> What errors are you getting, and in response to what commands?
>
> On Tue, Mar 30, 2021 at 5:48 PM Dave Dyer  wrote:
>
>> And what about the errors in the project produced when importing into 
>> eclipse?
>>
>>
>> On Tuesday, March 30, 2021 at 5:46:25 PM UTC-7 Steve Hannah wrote:
>>
>>> Thanks.  Update your build.bat to this version.
>>>
>>> https://github.com/shannah/cn1-maven-archetypes/blob/master/cn1app-archetype/src/main/resources/archetype-resources/build.bat
>>>
>>> Update your run.bat to this version.
>>>
>>> https://github.com/shannah/cn1-maven-archetypes/blob/master/cn1app-archetype/src/main/resources/archetype-resources/run.bat
>>>
>>>
>>> On Tue, Mar 30, 2021 at 5:22 PM Dave Dyer  wrote:
>>>
>>>> run the run.bat produced by maven
>>>>
>>>>
>>>> On Tuesday, March 30, 2021 at 5:13:00 PM UTC-7 Steve Hannah wrote:
>>>>
>>>>> What exact command are you running?  I'll try it on my Windows 
>>>>> machine.  The example working fine for me on Windows 10.  Might be some 
>>>>> differences in our commands.
>>>>>
>>>>> On Tue, Mar 30, 2021 at 5:05 PM Dave Dyer  wrote:
>>>>>
>>>>>> I missed sticking a windows path into the command structure, with 
>>>>>> that converting
>>>>>> kitchen sink runs, but the other 2 complaints stand.   The project 
>>>>>> produced has errors.
>>>>>>
>>>>>> On Tuesday, March 30, 2021 at 4:49:10 PM UTC-7 Steve Hannah wrote:
>>>>>>
>>>>>>>
>>>>>>> Use the latest version.  7.0.17
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Mar 30, 2021 at 4:38 PM Dave Dyer  
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Well for a start then, sample "converting kitch sink" doesn't work
>>>>>>>>
>>>>>>>>
>>>>>>>> Running the example from 
>>>>>>>> https://shannah.github.io/codenameone-maven-manual/#migrate-existing-project
>>>>>>>>
>>>>>>>>
>>>>>>>> [INFO] Parameter: artifactId, Value: kitchensink
>>>>>>>> [INFO] 
>>>>>>>> 
>>>>>>>> [INFO] BUILD FAILURE
>>>>>>>> [INFO] 
>>>>>>>> 
>>>>>>>> [INFO] Total time:  2.995 s
>>>>>>>> [INFO] Finished at: 2021-03-30T15:08:19-07:00
>>>>>>>> [INFO] 
>>>>>>>> 
>>>>>>>> [ERROR] Failed to execute goal 
>>>>>>>> org.apache.maven.plugins:maven-archetype-plugin:3.2.0:generate 
>>>>>>>> (default-cli) on project standalone-pom: A Maven project already 
>>>>>>>> exists in 
>>>>>>>> the directory C:\Users\Ddyer\Downloads\kitchensink -> [Help 1]
>>>>>>>> [ERROR]
>>>>>>>> [ERROR] To see the full stack trace of the errors, re-run Maven 
>>>>>>>> with the -e switch.
>>>>>>>> [ERROR] Re-run Maven using the -X switch to enable full debug 
>>>>>>>> logging.
>>>>>>>> [ERROR]
>>>>>>>> [ERROR] For more information about the errors and possible 
>>>>>>>> solutions, please read the following articles:
>>>>>>>> [ERROR] [Help 1] 
>>>>>>>> http://cwiki.apache.org/confluence/display/MAVEN/MojoFailureException
>>>>>>>> [INFO] 
>>>>>>>> 
>>>>>>>> [INFO] BUILD FAILURE
>>>>>>>> [INFO] 
>>>

Re: [codenameone-discussions] moving to mavin

2021-03-30 Thread Dave Dyer
run the run.bat produced by maven


On Tuesday, March 30, 2021 at 5:13:00 PM UTC-7 Steve Hannah wrote:

> What exact command are you running?  I'll try it on my Windows machine.  
> The example working fine for me on Windows 10.  Might be some differences 
> in our commands.
>
> On Tue, Mar 30, 2021 at 5:05 PM Dave Dyer  wrote:
>
>> I missed sticking a windows path into the command structure, with that 
>> converting
>> kitchen sink runs, but the other 2 complaints stand.   The project 
>> produced has errors.
>>
>> On Tuesday, March 30, 2021 at 4:49:10 PM UTC-7 Steve Hannah wrote:
>>
>>>
>>> Use the latest version.  7.0.17
>>>
>>>
>>> On Tue, Mar 30, 2021 at 4:38 PM Dave Dyer  wrote:
>>>
>>>> Well for a start then, sample "converting kitch sink" doesn't work
>>>>
>>>>
>>>> Running the example from 
>>>> https://shannah.github.io/codenameone-maven-manual/#migrate-existing-project
>>>>
>>>>
>>>> [INFO] Parameter: artifactId, Value: kitchensink
>>>> [INFO] 
>>>> 
>>>> [INFO] BUILD FAILURE
>>>> [INFO] 
>>>> 
>>>> [INFO] Total time:  2.995 s
>>>> [INFO] Finished at: 2021-03-30T15:08:19-07:00
>>>> [INFO] 
>>>> 
>>>> [ERROR] Failed to execute goal 
>>>> org.apache.maven.plugins:maven-archetype-plugin:3.2.0:generate 
>>>> (default-cli) on project standalone-pom: A Maven project already exists in 
>>>> the directory C:\Users\Ddyer\Downloads\kitchensink -> [Help 1]
>>>> [ERROR]
>>>> [ERROR] To see the full stack trace of the errors, re-run Maven with 
>>>> the -e switch.
>>>> [ERROR] Re-run Maven using the -X switch to enable full debug logging.
>>>> [ERROR]
>>>> [ERROR] For more information about the errors and possible solutions, 
>>>> please read the following articles:
>>>> [ERROR] [Help 1] 
>>>> http://cwiki.apache.org/confluence/display/MAVEN/MojoFailureException
>>>> [INFO] 
>>>> 
>>>> [INFO] BUILD FAILURE
>>>> [INFO] 
>>>> 
>>>> [INFO] Total time:  5.815 s
>>>> [INFO] Finished at: 2021-03-30T15:08:19-07:00
>>>> [INFO] 
>>>> 
>>>> [ERROR] Failed to execute goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.13:generate-app-project 
>>>> (default-cli) on project standalone-pom: Failed to generate project using 
>>>> cn1app-archetype.  Exit code 1 -> [Help 1]
>>>> org.apache.maven.lifecycle.LifecycleExecutionException: Failed to 
>>>> execute goal 
>>>> com.codenameone:codenameone-maven-plugin:7.0.13:generate-app-project 
>>>> (default-cli) on project standalone-pom: Failed to generate project using 
>>>> cn1app-archetype.  Exit code 1
>>>> at org.apache.maven.lifecycle.internal.MojoExecutor.execute 
>>>> (MojoExecutor.java:215)
>>>> at org.apache.maven.lifecycle.internal.MojoExecutor.execute 
>>>> (MojoExecutor.java:156)
>>>> at org.apache.maven.lifecycle.internal.MojoExecutor.execute 
>>>> (MojoExecutor.java:148)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject 
>>>> (LifecycleModuleBuilder.java:117)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject 
>>>> (LifecycleModuleBuilder.java:81)
>>>> at 
>>>> org.apache.maven.lifecycle.internal.builder.singlethreaded.SingleThreadedBuilder.build
>>>>  
>>>> (SingleThreadedBuilder.java:56)
>>>> at org.apache.maven.lifecycle.internal.LifecycleStarter.execute 
>>>> (LifecycleStarter.java:128)
>>>> at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:305)
>>>> at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:192)
>>>> at org.apache.maven.DefaultMaven.execute (DefaultMaven.java:105)
>>>> at org.apache.maven.cli.MavenCli.execute (MavenCli.java:95

Re: [codenameone-discussions] moving to mavin

2021-03-30 Thread Dave Dyer
I missed sticking a windows path into the command structure, with that 
converting
kitchen sink runs, but the other 2 complaints stand.   The project produced 
has errors.

On Tuesday, March 30, 2021 at 4:49:10 PM UTC-7 Steve Hannah wrote:

>
> Use the latest version.  7.0.17
>
>
> On Tue, Mar 30, 2021 at 4:38 PM Dave Dyer  wrote:
>
>> Well for a start then, sample "converting kitch sink" doesn't work
>>
>>
>> Running the example from 
>> https://shannah.github.io/codenameone-maven-manual/#migrate-existing-project
>>
>>
>> [INFO] Parameter: artifactId, Value: kitchensink
>> [INFO] 
>> 
>> [INFO] BUILD FAILURE
>> [INFO] 
>> 
>> [INFO] Total time:  2.995 s
>> [INFO] Finished at: 2021-03-30T15:08:19-07:00
>> [INFO] 
>> 
>> [ERROR] Failed to execute goal 
>> org.apache.maven.plugins:maven-archetype-plugin:3.2.0:generate 
>> (default-cli) on project standalone-pom: A Maven project already exists in 
>> the directory C:\Users\Ddyer\Downloads\kitchensink -> [Help 1]
>> [ERROR]
>> [ERROR] To see the full stack trace of the errors, re-run Maven with the 
>> -e switch.
>> [ERROR] Re-run Maven using the -X switch to enable full debug logging.
>> [ERROR]
>> [ERROR] For more information about the errors and possible solutions, 
>> please read the following articles:
>> [ERROR] [Help 1] 
>> http://cwiki.apache.org/confluence/display/MAVEN/MojoFailureException
>> [INFO] 
>> 
>> [INFO] BUILD FAILURE
>> [INFO] 
>> 
>> [INFO] Total time:  5.815 s
>> [INFO] Finished at: 2021-03-30T15:08:19-07:00
>> [INFO] 
>> 
>> [ERROR] Failed to execute goal 
>> com.codenameone:codenameone-maven-plugin:7.0.13:generate-app-project 
>> (default-cli) on project standalone-pom: Failed to generate project using 
>> cn1app-archetype.  Exit code 1 -> [Help 1]
>> org.apache.maven.lifecycle.LifecycleExecutionException: Failed to execute 
>> goal com.codenameone:codenameone-maven-plugin:7.0.13:generate-app-project 
>> (default-cli) on project standalone-pom: Failed to generate project using 
>> cn1app-archetype.  Exit code 1
>> at org.apache.maven.lifecycle.internal.MojoExecutor.execute 
>> (MojoExecutor.java:215)
>> at org.apache.maven.lifecycle.internal.MojoExecutor.execute 
>> (MojoExecutor.java:156)
>> at org.apache.maven.lifecycle.internal.MojoExecutor.execute 
>> (MojoExecutor.java:148)
>> at 
>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject 
>> (LifecycleModuleBuilder.java:117)
>> at 
>> org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject 
>> (LifecycleModuleBuilder.java:81)
>> at 
>> org.apache.maven.lifecycle.internal.builder.singlethreaded.SingleThreadedBuilder.build
>>  
>> (SingleThreadedBuilder.java:56)
>> at org.apache.maven.lifecycle.internal.LifecycleStarter.execute 
>> (LifecycleStarter.java:128)
>> at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:305)
>> at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:192)
>> at org.apache.maven.DefaultMaven.execute (DefaultMaven.java:105)
>> at org.apache.maven.cli.MavenCli.execute (MavenCli.java:957)
>> at org.apache.maven.cli.MavenCli.doMain (MavenCli.java:289)
>> at org.apache.maven.cli.MavenCli.main (MavenCli.java:193)
>> at sun.reflect.NativeMethodAccessorImpl.invoke0 (Native Method)
>> at sun.reflect.NativeMethodAccessorImpl.invoke 
>> (NativeMethodAccessorImpl.java:62)
>> at sun.reflect.DelegatingMethodAccessorImpl.invoke 
>> (DelegatingMethodAccessorImpl.java:43)
>> at java.lang.reflect.Method.invoke (Method.java:497)
>> at org.codehaus.plexus.classworlds.launcher.Launcher.launchEnhanced 
>> (Launcher.java:282)
>> at org.codehaus.plexus.classworlds.launcher.Launcher.launch 
>> (Launcher.java:225)
>> at org.codehaus.plexus.classworlds.launcher.Launcher.mainWithExitCode 
>> (Launcher.java:406)
>> at org.codehaus.plexus.classworlds.launcher.Launcher.main 
>> (Launcher.java:347)
>> Caused by: org.apache.maven.plugin.MojoExecutionException: Failed to 
>> generate pr

Re: [codenameone-discussions] moving to mavin

2021-03-30 Thread Dave Dyer
aven.java:305)
at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:192)
at org.apache.maven.DefaultMaven.execute (DefaultMaven.java:105)
at org.apache.maven.cli.MavenCli.execute (MavenCli.java:957)
at org.apache.maven.cli.MavenCli.doMain (MavenCli.java:289)
at org.apache.maven.cli.MavenCli.main (MavenCli.java:193)
at sun.reflect.NativeMethodAccessorImpl.invoke0 (Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke 
(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke 
(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke (Method.java:497)
at org.codehaus.plexus.classworlds.launcher.Launcher.launchEnhanced 
(Launcher.java:282)
at org.codehaus.plexus.classworlds.launcher.Launcher.launch 
(Launcher.java:225)
at org.codehaus.plexus.classworlds.launcher.Launcher.mainWithExitCode 
(Launcher.java:406)
at org.codehaus.plexus.classworlds.launcher.Launcher.main 
(Launcher.java:347)
[ERROR]
[ERROR] Re-run Maven using the -X switch to enable full debug logging.
[ERROR]
[ERROR] For more information about the errors and possible solutions, 
please read the following articles:
[ERROR] [Help 1] 
http://cwiki.apache.org/confluence/display/MAVEN/MojoExecutionException

C:\Users\Ddyer\Downloads> 

Also, the "create skeleton" produces a skeleton which has errors
[image: err.jpg]

and a .bat file for windows which doesn't run:

G:\share\projects\eclipse\mtest>.\run.bat
The syntax of the command is incorrect.

G:\share\projects\eclipse\mtest>
On Tuesday, March 30, 2021 at 3:39:19 PM UTC-7 Steve Hannah wrote:

> Use the usual channels you would use for any issue.  Questions in forum or 
> stack overflow.  If you have a pro account, then you can use email 
> support.  Bugs in issue tracker (Just use main Codenameone One github repo 
> issue tracker.. easier to keep track of them then).
>
> Best regards
>
> Steve
>
> On Tue, Mar 30, 2021 at 2:04 PM Dave Dyer  wrote:
>
>>
>> What is your preferred forum for issues related to mavin?  Here? 
>> StackOverflow? Github?
>>
>> -- 
>> You received this message because you are subscribed to the Google Groups 
>> "CodenameOne Discussions" group.
>> To unsubscribe from this group and stop receiving emails from it, send an 
>> email to codenameone-discu...@googlegroups.com.
>> To view this discussion on the web visit 
>> https://groups.google.com/d/msgid/codenameone-discussions/a5366caa-4d55-4fcd-8259-580372640f6fn%40googlegroups.com
>>  
>> <https://groups.google.com/d/msgid/codenameone-discussions/a5366caa-4d55-4fcd-8259-580372640f6fn%40googlegroups.com?utm_medium=email&utm_source=footer>
>> .
>>
>
>
> -- 
> Steve Hannah
> Software Developer
> Codename One
> http://www.codenameone.com
>

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[codenameone-discussions] moving to mavin

2021-03-30 Thread Dave Dyer

What is your preferred forum for issues related to mavin?  Here? 
StackOverflow? Github?

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[codenameone-discussions] Re: Really bad design for the web site

2021-03-26 Thread Dave Dyer
My device is a pc, same for all browsers.  This is what I see when a login 
is required, and the point where you have to click 
to set email us way over to the right , aligned with "password".  As you 
can see, there's no visual cue at all to where to click.
[image: site.jpg]
On Thursday, March 25, 2021 at 11:16:30 PM UTC-7 Shai Almog wrote:

> I don't see this.
>
> Looking at this and your other issue with install I have a feeling this 
> might be a problem on your device?
> On Thursday, March 25, 2021 at 11:48:13 PM UTC+2 daved...@gmail.com wrote:
>
>> The latest revision of the codenameone web site has a tiny box, whose 
>> location is not marked in any way, where you must click to input you email 
>> address to login.  To the non-persistent, it does an excellent imitation of 
>> not working at all.
>
>

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[codenameone-discussions] Really bad design for the web site

2021-03-25 Thread Dave Dyer
The latest revision of the codenameone web site has a tiny box, whose 
location is not marked in any way, where you must click to input you email 
address to login.  To the non-persistent, it does an excellent imitation of 
not working at all.

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Re: [codenameone-discussions] Re: Mostly broken, barely usable, install debug apps on IOS

2021-03-25 Thread Dave Dyer
It's a screen capture, so no hand.  After I open the IOS panel, I tap on 
the "install" area about 6 times before it finally takes effect.

On Wednesday, March 24, 2021 at 8:32:20 PM UTC-7 Shai Almog wrote:

> I'm not sure I understand from the video since I don't see your hand it's 
> hard to tell. You mean you have a problem with the first UI. Right?
> In clicking the button that gets you to the Install page.
>
> On Wednesday, March 24, 2021 at 8:34:39 AM UTC+2 daved...@gmail.com wrote:
>
>> I changed it from private to unlisted
>>
>> On Tuesday, March 23, 2021 at 8:43:23 PM UTC-7 Shai Almog wrote:
>>
>>> @Dave you need to make the video visible to people with the link. Sorry 
>>> I wasn't clear about that.
>>> @Javier try the new Build app. We'd like to move to a more "desktop app" 
>>> oriented approach instead of a web app. This will give us greater control.
>>>
>>> On Tuesday, March 23, 2021 at 9:49:59 AM UTC+2 javier...@gmail.com 
>>> wrote:
>>>
>>>> Yep this has some sort of issue on mobile Safari like Dave was saying, 
>>>> I have also seen it
>>>>
>>>> There is another issue when viewing the dashboard on Chrome (desktop)
>>>> In my experience it looks like clicking goes dormant after the 
>>>> dashboard is open for a while. Clicking again triggers something that 
>>>> awakens the click event but only after a few mins after having clicked 
>>>> again
>>>>
>>>> To test this:
>>>> 1. Open dashboard on Chrome
>>>> 2. Leave dashboard open for a few mins
>>>> 3. Click to download/refresh/etc. (here it fails). It will work again 
>>>> if you wait 1 minute after this
>>>>
>>>> TBH I was a much bigger fan of the old dashboard but I understand there 
>>>> were some reasons to move to the current one. As a side note the UI could 
>>>> really do with a makeover. It's not really important (the only thing that 
>>>> really matters is that it works). But colors could be made friendlier and 
>>>> edges could be rounded here and there :)
>>>>
>>>> On Tue, 23 Mar 2021 at 06:46, Dave Dyer  wrote:
>>>>
>>>>> https://youtu.be/E93oX4MW9I4
>>>>> Not too impressive to watch, but while the install link is visible I 
>>>>> am repeatedly
>>>>> Tapping on the target area.
>>>>> On Monday, March 22, 2021 at 10:20:21 PM UTC-7 Shai Almog wrote:
>>>>>
>>>>>> Can you create a private youtube video and post the link?
>>>>>>
>>>>>> On Monday, March 22, 2021 at 9:05:29 AM UTC+2 daved...@gmail.com 
>>>>>> wrote:
>>>>>>
>>>>>>>
>>>>>>> It behaves the same using safari
>>>>>>>
>>>>>>> On Sunday, March 21, 2021 at 8:54:56 PM UTC-7 Shai Almog wrote:
>>>>>>>
>>>>>>>> You need to use Safari to install.  We never supported any other 
>>>>>>>> browser for the install part.
>>>>>>>>
>>>>>>>> On Monday, March 22, 2021 at 12:31:04 AM UTC+2 daved...@gmail.com 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Installing debug builds on iPad almost doesn’t work at all, due to 
>>>>>>>>> some screwup in the touch management.  Clicking to install a build 
>>>>>>>>> either 
>>>>>>>>> does nothing or brings up the keyboard, 80-90% of the time.
>>>>>>>>> I presume this is a bug in JavaScript support, somewhere between 
>>>>>>>>> Firefox on iOS and codenameone.
>>>>>>>>> Video available but too big to post here.
>>>>>>>>>
>>>>>>>> -- 
>>>>> You received this message because you are subscribed to the Google 
>>>>> Groups "CodenameOne Discussions" group.
>>>>> To unsubscribe from this group and stop receiving emails from it, send 
>>>>> an email to codenameone-discu...@googlegroups.com.
>>>>> To view this discussion on the web visit 
>>>>> https://groups.google.com/d/msgid/codenameone-discussions/6f357c6b-7f88-4575-aa3f-07e95249d34cn%40googlegroups.com
>>>>>  
>>>>> <https://groups.google.com/d/msgid/codenameone-discussions/6f357c6b-7f88-4575-aa3f-07e95249d34cn%40googlegroups.com?utm_medium=email&utm_source=footer>
>>>>> .
>>>>>
>>>>

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Re: [codenameone-discussions] Google play issue

2021-03-23 Thread Dave Dyer

Testing? You think they test anything?  Most of the time they don’t even 
launch the app.
On Tuesday, March 23, 2021 at 8:47:27 PM UTC-7 Shai Almog wrote:

> Everything Javier wrote is correct. A couple of nuances that might have 
> been missed:
>
> 15% is now the default for both Apple and google in in-app-purchase until 
> you reach 1M USD annually. 
>
> Google is less strict about enforcement so it's possible your app will 
> pass with regular credit card charging. This relies on Google doing a 
> horrible job testing the submissions... This sometimes flips and you get 
> instantly banned with no recourse. So you should be careful with these 
> things.
>
> On Tuesday, March 23, 2021 at 3:18:28 PM UTC+2 javier...@gmail.com wrote:
>
>> I think that the answer is no. Your app will never pass review with a 
>> non-google/non-apple payment method unless you very specifically justify 
>> this to the reviewer (because you are selling physical goods, etc). They 
>> are very strict about this. Not even donations are allowed unless they go 
>> through Google/Apple and they get 15-30%
>>
>> If you really want to avoid paying Google/Apple, you need to set up a 
>> payment form on a website (outside the app). From there you can generate 
>> some sort of code for the user who can type it into the app via a "I have a 
>> coupon code" type of thing. But you won't even be allowed to mention that 
>> web payment in the app, so this only works if your users already know that 
>> they need to pass through your website first
>>
>> On Tue, 23 Mar 2021 at 09:18, Amine  wrote:
>>
>>> Thank you for your Response. I want just to know if i use codename one 
>>> payment api, and for the inscription in my app i show payment form for 
>>> continuing the inscription, it will be accepted in google play console or 
>>> not?
>>> Kind regards
>>>
>>> On Monday, March 22, 2021 at 3:20:25 PM UTC+1, Javier Anton wrote:
>>>
>> Google and Apple want you to use their payment method (and take a %cut) 
 for every in-app payment. There are some exceptions:

 Payments for physical goods
 Payments between app users
 Other

 So you arent allowed to integrate Stripe/paypal/others for app 
 subscriptions

 CN1 integrates in-app purchases and subscription with Google and 
 Apple's API

 On Mon, 22 Mar 2021, 13:44 Amine,  wrote:

>>> Hi,
> When i try to publish may app into play store i got this error :
> Issue with your app
> Your app contains content that doesn't comply with the Payments policy.
>
> *Issue details*
> We found an issue in the following area(s): 
>
>- *In-app experience*: Please see attached screenshot 
>com.hoodz.hoodzapp-InAppExperience-122.png
>
> My app contain a webview (based on Stripe payment) for payment 
> inscription.
>
> Kind regards,
>
> -- 
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> To view this discussion on the web visit 
> https://groups.google.com/d/msgid/codenameone-discussions/6ee646f7-cd07-4624-a667-60593f5b4a86o%40googlegroups.com
>  
> 
> .
>
 -- 
>>>
>> You received this message because you are subscribed to the Google Groups 
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>>>
>> To unsubscribe from this group and stop receiving emails from it, send an 
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>>>  
>>> 
>>> .
>>>
>>

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Re: [codenameone-discussions] Re: Mostly broken, barely usable, install debug apps on IOS

2021-03-23 Thread Dave Dyer
I changed it from private to unlisted

On Tuesday, March 23, 2021 at 8:43:23 PM UTC-7 Shai Almog wrote:

> @Dave you need to make the video visible to people with the link. Sorry I 
> wasn't clear about that.
> @Javier try the new Build app. We'd like to move to a more "desktop app" 
> oriented approach instead of a web app. This will give us greater control.
>
> On Tuesday, March 23, 2021 at 9:49:59 AM UTC+2 javier...@gmail.com wrote:
>
>> Yep this has some sort of issue on mobile Safari like Dave was saying, I 
>> have also seen it
>>
>> There is another issue when viewing the dashboard on Chrome (desktop)
>> In my experience it looks like clicking goes dormant after the dashboard 
>> is open for a while. Clicking again triggers something that awakens the 
>> click event but only after a few mins after having clicked again
>>
>> To test this:
>> 1. Open dashboard on Chrome
>> 2. Leave dashboard open for a few mins
>> 3. Click to download/refresh/etc. (here it fails). It will work again if 
>> you wait 1 minute after this
>>
>> TBH I was a much bigger fan of the old dashboard but I understand there 
>> were some reasons to move to the current one. As a side note the UI could 
>> really do with a makeover. It's not really important (the only thing that 
>> really matters is that it works). But colors could be made friendlier and 
>> edges could be rounded here and there :)
>>
>> On Tue, 23 Mar 2021 at 06:46, Dave Dyer  wrote:
>>
>>> https://youtu.be/E93oX4MW9I4
>>> Not too impressive to watch, but while the install link is visible I am 
>>> repeatedly
>>> Tapping on the target area.
>>> On Monday, March 22, 2021 at 10:20:21 PM UTC-7 Shai Almog wrote:
>>>
>>>> Can you create a private youtube video and post the link?
>>>>
>>>> On Monday, March 22, 2021 at 9:05:29 AM UTC+2 daved...@gmail.com wrote:
>>>>
>>>>>
>>>>> It behaves the same using safari
>>>>>
>>>>> On Sunday, March 21, 2021 at 8:54:56 PM UTC-7 Shai Almog wrote:
>>>>>
>>>>>> You need to use Safari to install.  We never supported any other 
>>>>>> browser for the install part.
>>>>>>
>>>>>> On Monday, March 22, 2021 at 12:31:04 AM UTC+2 daved...@gmail.com 
>>>>>> wrote:
>>>>>>
>>>>>>> Installing debug builds on iPad almost doesn’t work at all, due to 
>>>>>>> some screwup in the touch management.  Clicking to install a build 
>>>>>>> either 
>>>>>>> does nothing or brings up the keyboard, 80-90% of the time.
>>>>>>> I presume this is a bug in JavaScript support, somewhere between 
>>>>>>> Firefox on iOS and codenameone.
>>>>>>> Video available but too big to post here.
>>>>>>>
>>>>>> -- 
>>> You received this message because you are subscribed to the Google 
>>> Groups "CodenameOne Discussions" group.
>>> To unsubscribe from this group and stop receiving emails from it, send 
>>> an email to codenameone-discu...@googlegroups.com.
>>> To view this discussion on the web visit 
>>> https://groups.google.com/d/msgid/codenameone-discussions/6f357c6b-7f88-4575-aa3f-07e95249d34cn%40googlegroups.com
>>>  
>>> <https://groups.google.com/d/msgid/codenameone-discussions/6f357c6b-7f88-4575-aa3f-07e95249d34cn%40googlegroups.com?utm_medium=email&utm_source=footer>
>>> .
>>>
>>

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[codenameone-discussions] Re: Mostly broken, barely usable, install debug apps on IOS

2021-03-22 Thread Dave Dyer
https://youtu.be/E93oX4MW9I4
Not too impressive to watch, but while the install link is visible I am 
repeatedly
Tapping on the target area.
On Monday, March 22, 2021 at 10:20:21 PM UTC-7 Shai Almog wrote:

> Can you create a private youtube video and post the link?
>
> On Monday, March 22, 2021 at 9:05:29 AM UTC+2 daved...@gmail.com wrote:
>
>>
>> It behaves the same using safari
>>
>> On Sunday, March 21, 2021 at 8:54:56 PM UTC-7 Shai Almog wrote:
>>
>>> You need to use Safari to install.  We never supported any other browser 
>>> for the install part.
>>>
>>> On Monday, March 22, 2021 at 12:31:04 AM UTC+2 daved...@gmail.com wrote:
>>>
 Installing debug builds on iPad almost doesn’t work at all, due to some 
 screwup in the touch management.  Clicking to install a build either does 
 nothing or brings up the keyboard, 80-90% of the time.
 I presume this is a bug in JavaScript support, somewhere between 
 Firefox on iOS and codenameone.
 Video available but too big to post here.

>>>

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Re: [codenameone-discussions] new behavior: "wants to send notifications"

2021-03-22 Thread Dave Dyer

The Use push checkbox was checked, but previously had no effect.
On Sunday, March 21, 2021 at 8:57:15 PM UTC-7 Shai Almog wrote:

> Make sure ios.includePush is defined to false.
>
> On Monday, March 22, 2021 at 3:45:59 AM UTC+2 javier...@gmail.com wrote:
>
>> I believe that this is because of Steve's new code that lets iOS show FG 
>> notifications. Are you using local notifications code anywhere in that app?
>>
>>
>> https://github.com/codenameone/CodenameOne/blob/6fcc921ee891acc0b4dcba2ea5ee07fabdd63c58/Ports/iOSPort/nativeSources/CodenameOne_GLAppDelegate.m#L159
>>  
>> should only happen when local notifications are used in an app I think
>>
>> On Sun, 21 Mar 2021 at 23:01, Dave Dyer  wrote:
>>
>>>
>>> I've made no changes to the build or build hints, but my IOS apps
>>> now request permission to send notifications.  This is undesirable.
>>>
>>> -- 
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>>> https://groups.google.com/d/msgid/codenameone-discussions/ed86bc35-e35a-4b13-bd79-affb4a18948bn%40googlegroups.com
>>>  
>>> <https://groups.google.com/d/msgid/codenameone-discussions/ed86bc35-e35a-4b13-bd79-affb4a18948bn%40googlegroups.com?utm_medium=email&utm_source=footer>
>>> .
>>>
>>

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[codenameone-discussions] Re: Mostly broken, barely usable, install debug apps on IOS

2021-03-22 Thread Dave Dyer

It behaves the same using safari

On Sunday, March 21, 2021 at 8:54:56 PM UTC-7 Shai Almog wrote:

> You need to use Safari to install.  We never supported any other browser 
> for the install part.
>
> On Monday, March 22, 2021 at 12:31:04 AM UTC+2 daved...@gmail.com wrote:
>
>> Installing debug builds on iPad almost doesn’t work at all, due to some 
>> screwup in the touch management.  Clicking to install a build either does 
>> nothing or brings up the keyboard, 80-90% of the time.
>> I presume this is a bug in JavaScript support, somewhere between Firefox 
>> on iOS and codenameone.
>> Video available but too big to post here.
>>
>

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[codenameone-discussions] new behavior: "wants to send notifications"

2021-03-21 Thread Dave Dyer

I've made no changes to the build or build hints, but my IOS apps
now request permission to send notifications.  This is undesirable.

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[codenameone-discussions] Mostly broken, barely usable, install debug apps on IOS

2021-03-21 Thread Dave Dyer
Installing debug builds on iPad almost doesn’t work at all, due to some 
screwup in the touch management.  Clicking to install a build either does 
nothing or brings up the keyboard, 80-90% of the time.
I presume this is a bug in JavaScript support, somewhere between Firefox on 
iOS and codenameone.
Video available but too big to post here.

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[codenameone-discussions] Re: Securing certificates and keys

2021-03-17 Thread Dave Dyer
 the term "nonsense" was used :) 

On Wednesday, March 17, 2021 at 8:06:42 PM UTC-7 Shai Almog wrote:

> They can't do that because they will need to login to your account too. 
>
> On Wednesday, March 17, 2021 at 9:36:55 AM UTC+2 P5music wrote:
>
>> "The worst that can happen if someone
>> steals your certificates is they can publish an app that you will get 
>> credit for."
>>
>> That's not good at all, Dave
>>
>> Il giorno mercoledì 17 marzo 2021 alle 04:04:41 UTC+1 Shai Almog ha 
>> scritto:
>>
>>> The wizard downloads them for you. The cer file from the website is only 
>>> useful for the Mac from which you generated. them. You need the P12 that 
>>> the wizard generates and stores on your machine.
>>>
>>> On Wednesday, March 17, 2021 at 1:17:19 AM UTC+2 daved...@gmail.com 
>>> wrote:
>>>
 Certificates are all apple nonsense.  The worst that can happen if you 
 lose them is that 
 you have to go through the dance to get a new one.  The worst that can 
 happen if someone
 steals your certificates is they can publish an app that you will get 
 credit for.

 On Tuesday, March 16, 2021 at 12:53:52 AM UTC-7 P5music wrote:

> I created the certificates for iOS development and distribution with 
> the Wizard.
> I downloaded them and on the Apple website it says
> "Download your certificate to your Mac, then double click the .cer 
> file to install in Keychain Access. Make sure to save a backup copy of 
> your 
> private and public keys somewhere secure."
>
> I would like to know if I have to archive the certificates and other 
> keys or it is just for people using them without CodenameOne. 
> What do I have to do more?
>
> Thanks in advance
>
>

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Re: [codenameone-discussions] Re: About the "Send build to iOS Simulator" choice

2021-03-16 Thread Dave Dyer
I would add that debugging "on real hardware" is a desperation measure . 
For all ordinary purposes, running the
simulator under eclipse works very well.  I've never had to resort to 
debugging on android hardware.  The 10 or
so times I've resorted to debugging on ios hardware, I've been hunting (and 
finding!) bugs  thecodename1 
vm for ios.   I'm sure 98% of codename1users never need to get that deep 
into the weeds.

On Tuesday, March 16, 2021 at 8:05:54 PM UTC-7 Shai Almog wrote:

> Apple requires a Mac to build iOS apps. We use Apples official tools so we 
> generate an xcode project you can literally run under Apples toolchain and 
> debug.
>
> On Wednesday, March 17, 2021 at 1:19:27 AM UTC+2 daved...@gmail.com wrote:
>
>> You can create a set of Mac source files on a PC, but to compile them you 
>> will need a mac.
>>
>> On Tuesday, March 16, 2021 at 1:33:35 AM UTC-7 P5music wrote:
>>
>>> I would like to know  whether it is necessary to install CodenameOne on 
>>> a Mac and create an offline build, or it can be done also from Windows, for 
>>> instance.
>>> And, if possible, to know when this is would be available.
>>> Regards
>>>
>>> Il giorno venerdì 12 marzo 2021 alle 05:35:05 UTC+1 Shai Almog ha 
>>> scritto:
>>>
>>>> Dave, your project is uncommonly large. For smaller developers it's 
>>>> very useful.
>>>> FYI the maven build which we will launch officially soon will make 
>>>> offline building in the free tier a bit easier. It's still not as seamless 
>>>> as the build servers as they solve a lot of issues and for iOS you'll 
>>>> obviously need a Mac with xcode for that...
>>>>
>>>> On Android we don't support a simulator. Android has an emulator which 
>>>> is a completely different thing. With the maven build you'll be able to 
>>>> run 
>>>> with the iOS simulator via xcode on a Mac even in the free tier.
>>>>
>>>> On Thursday, March 11, 2021 at 11:21:39 PM UTC+2 P5music wrote:
>>>>
>>>>> I am going to have some days of pause here, I want to check whether 
>>>>> the Swift project can be brought to publication any soon so I do not 
>>>>> waste 
>>>>> too much of my Apple developer program subscription and my website 
>>>>> hosting 
>>>>> costs.
>>>>> If the issue I opened will be soon fixed, I have also to test whether 
>>>>> on iOS device the Storage is written in the appropriate folders, then if 
>>>>> the AppArg works, then if the exporting works.
>>>>> Those things are better tested on a simulator but I see that's not 
>>>>> happening in CN if my proposal is not liked or understood.
>>>>> Now it is not possible, it is not a question of costs or subscribing, 
>>>>> the proposed function would be more practical also for those subscribers, 
>>>>> if it was included in the higher subscriptions to be able to test on many 
>>>>> devices and iOS versions.
>>>>> I cannot subscribe at that level only to test an app that in a few 
>>>>> weeks I can publish with Apple's own tools.
>>>>> Maybe I will have an utterly unreadable source code but whatever, I 
>>>>> will document it thoroughly although painful and boring.
>>>>>
>>>>> In fact I never imagined I would finish the CN project. 
>>>>> I succeded but now it reached the CN limits. I knew it would be risky 
>>>>> relying on CN for the future, maybe this is a cold shower that will save 
>>>>> my 
>>>>> project.
>>>>>
>>>>> I still hope that the issue is fixed but there are aspects beyond the 
>>>>> technical side I am not to deal with.
>>>>> Regards
>>>>>
>>>>>
>>>>> Il giorno giovedì 11 marzo 2021 alle 20:57:59 UTC+1 
>>>>> javier...@gmail.com ha scritto:
>>>>>
>>>>>> I also think the same. However I also hope that CN1 can do more than 
>>>>>> just "eat". They have a fantastic product. The basic tier pricing is 
>>>>>> very 
>>>>>> reasonable. Even if you don't need it, it's a way of supporting a 
>>>>>> project 
>>>>>> like this
>>>>>>
>>>>>> If you take the price of similar app development costs into account 
>>>&g

Re: [codenameone-discussions] Re: About the "Send build to iOS Simulator" choice

2021-03-16 Thread Dave Dyer
You can create a set of Mac source files on a PC, but to compile them you 
will need a mac.

On Tuesday, March 16, 2021 at 1:33:35 AM UTC-7 P5music wrote:

> I would like to know  whether it is necessary to install CodenameOne on a 
> Mac and create an offline build, or it can be done also from Windows, for 
> instance.
> And, if possible, to know when this is would be available.
> Regards
>
> Il giorno venerdì 12 marzo 2021 alle 05:35:05 UTC+1 Shai Almog ha scritto:
>
>> Dave, your project is uncommonly large. For smaller developers it's very 
>> useful.
>> FYI the maven build which we will launch officially soon will make 
>> offline building in the free tier a bit easier. It's still not as seamless 
>> as the build servers as they solve a lot of issues and for iOS you'll 
>> obviously need a Mac with xcode for that...
>>
>> On Android we don't support a simulator. Android has an emulator which is 
>> a completely different thing. With the maven build you'll be able to run 
>> with the iOS simulator via xcode on a Mac even in the free tier.
>>
>> On Thursday, March 11, 2021 at 11:21:39 PM UTC+2 P5music wrote:
>>
>>> I am going to have some days of pause here, I want to check whether the 
>>> Swift project can be brought to publication any soon so I do not waste too 
>>> much of my Apple developer program subscription and my website hosting 
>>> costs.
>>> If the issue I opened will be soon fixed, I have also to test whether on 
>>> iOS device the Storage is written in the appropriate folders, then if the 
>>> AppArg works, then if the exporting works.
>>> Those things are better tested on a simulator but I see that's not 
>>> happening in CN if my proposal is not liked or understood.
>>> Now it is not possible, it is not a question of costs or subscribing, 
>>> the proposed function would be more practical also for those subscribers, 
>>> if it was included in the higher subscriptions to be able to test on many 
>>> devices and iOS versions.
>>> I cannot subscribe at that level only to test an app that in a few weeks 
>>> I can publish with Apple's own tools.
>>> Maybe I will have an utterly unreadable source code but whatever, I will 
>>> document it thoroughly although painful and boring.
>>>
>>> In fact I never imagined I would finish the CN project. 
>>> I succeded but now it reached the CN limits. I knew it would be risky 
>>> relying on CN for the future, maybe this is a cold shower that will save my 
>>> project.
>>>
>>> I still hope that the issue is fixed but there are aspects beyond the 
>>> technical side I am not to deal with.
>>> Regards
>>>
>>>
>>> Il giorno giovedì 11 marzo 2021 alle 20:57:59 UTC+1 javier...@gmail.com 
>>> ha scritto:
>>>
>>>> I also think the same. However I also hope that CN1 can do more than 
>>>> just "eat". They have a fantastic product. The basic tier pricing is very 
>>>> reasonable. Even if you don't need it, it's a way of supporting a project 
>>>> like this
>>>>
>>>> If you take the price of similar app development costs into account 
>>>> (ios dev fees, hosting of a server, etc), CN1's basic price tag is close 
>>>> to 
>>>> where you'd expect it to be. More professional devs/companies would fall 
>>>> in 
>>>> a different category (pro/enterprise)
>>>>
>>>> I get that you think that you don't "need" a basic subscription. But if 
>>>> you need CN1 at all, you might also consider what CN1 needs from you. 
>>>> Expecting things to be free is an illusion. Someone somewhere is always 
>>>> paying
>>>>
>>>> Before Microsoft bought Xamarin, it used to cost $2000 to just get 
>>>> started with it. CN1 isn't backed by the likes of MS
>>>>
>>>>
>>>>
>>>> On Thu, 11 Mar 2021, 19:34 Dave Dyer,  wrote:
>>>>
>>>>> I agree with you that the free level of codename1 is basically useless 
>>>>> (except as a proof that codename1 works) ,
>>>>> but the guys gotta eat somehow.  The "advanced feature" that you do 
>>>>> need is the ability to do lots of builds.
>>>>>
>>>>>
>>>>> On Wednesday, March 10, 2021 at 10:55:31 PM UTC-8 P5music wrote:
>>>>>
>>>>>> Why I would want to be able to test on t

[codenameone-discussions] Re: Securing certificates and keys

2021-03-16 Thread Dave Dyer
Certificates are all apple nonsense.  The worst that can happen if you lose 
them is that 
you have to go through the dance to get a new one.  The worst that can 
happen if someone
steals your certificates is they can publish an app that you will get 
credit for.

On Tuesday, March 16, 2021 at 12:53:52 AM UTC-7 P5music wrote:

> I created the certificates for iOS development and distribution with the 
> Wizard.
> I downloaded them and on the Apple website it says
> "Download your certificate to your Mac, then double click the .cer file to 
> install in Keychain Access. Make sure to save a backup copy of your private 
> and public keys somewhere secure."
>
> I would like to know if I have to archive the certificates and other keys 
> or it is just for people using them without CodenameOne. 
> What do I have to do more?
>
> Thanks in advance
>
>

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[codenameone-discussions] Re: About iOS Emulators (not Simulators)

2021-03-16 Thread Dave Dyer
>>> in this case it's not like having the XCode project
>>>>>>>>>>>>>>> instead 
>>>>>>>>>>>>>>> it is just having
>>>>>>>>>>>>>>> a file that can be loaded into an iOS simulator.
>>>>>>>>>>>>>>> Instead of running on a physical device or an emulator.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Regards
>>>>>>>>>>>>>>> Il giorno lunedì 8 marzo 2021 alle 03:37:04 UTC+1 Shai Almog 
>>>>>>>>>>>>>>> ha scritto:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> The ipa is a zip of an app
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sunday, March 7, 2021 at 10:41:20 AM UTC+2 P5music wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> I read somewhere that in certain cases, the ipa file is a 
>>>>>>>>>>>>>>>>> zip file that contains
>>>>>>>>>>>>>>>>> also an .app file, so that it can be extracted and tested 
>>>>>>>>>>>>>>>>> on a simulator.
>>>>>>>>>>>>>>>>> Is it the case for CodenameOne builds too?
>>>>>>>>>>>>>>>>> If not, could it be in the immediate future?
>>>>>>>>>>>>>>>>> Regards
>>>>>>>>>>>>>>>>> Il giorno domenica 7 marzo 2021 alle 03:17:01 UTC+1 Shai 
>>>>>>>>>>>>>>>>> Almog ha scritto:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> I don't know if appetize uses an emulator or is like 
>>>>>>>>>>>>>>>>>> https://www.perfecto.io/ it doesn't really matter both 
>>>>>>>>>>>>>>>>>> are semantically the same. We produce an ipa that would work 
>>>>>>>>>>>>>>>>>> with perfector 
>>>>>>>>>>>>>>>>>> etc. and should work with anything that runs iOS.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Saturday, March 6, 2021 at 10:07:24 AM UTC+2 P5music 
>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Maybe that page is well crafted as SEO spam, but it 
>>>>>>>>>>>>>>>>>>> seems that some of those applications are true emulators.
>>>>>>>>>>>>>>>>>>> For example appetize.io, it at least can run XCode 
>>>>>>>>>>>>>>>>>>> bundles .app, and maybe it can run any iOS app.
>>>>>>>>>>>>>>>>>>> Now I want to further read that article but it would be 
>>>>>>>>>>>>>>>>>>> interesting to hear from you about the emulators from a 
>>>>>>>>>>>>>>>>>>> technical 
>>>>>>>>>>>>>>>>>>> perspective, for examples if the iOS builds from 
>>>>>>>>>>>>>>>>>>> CodenameOne server can run 
>>>>>>>>>>>>>>>>>>> on any of those emulators, or if a bundle could be created 
>>>>>>>>>>>>>>>>>>> also as the 
>>>>>>>>>>>>>>>>>>> build process output to take advantage of similar products.
>>>>>>>>>>>>>>>>>>> Regards
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Il giorno sabato 6 marzo 2021 alle 05:48:42 UTC+1 Shai 
>>>>>>>>>>>>>>>>>>> Almog ha scritto:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> That link is a SEO spam article that just writes 
>>>>>>>>>>>>>>>>>>>> nonsense to get clicks for specific keywords. I'm 
>>>>>>>>>>>>>>>>>>>> unfamiliar with most of 
>>>>>>>>>>>>>>>>>>>> those things but those I'm familiar with aren't emulators. 
>>>>>>>>>>>>>>>>>>>> E.g. the xamarin 
>>>>>>>>>>>>>>>>>>>> tool isn't an emulator. They have a tool where you can 
>>>>>>>>>>>>>>>>>>>> have a Mac in your 
>>>>>>>>>>>>>>>>>>>> office and then effectively debug on it with the simulator 
>>>>>>>>>>>>>>>>>>>> and remote 
>>>>>>>>>>>>>>>>>>>> screen mirroring. There are a lot of solutions like that 
>>>>>>>>>>>>>>>>>>>> out there that 
>>>>>>>>>>>>>>>>>>>> even have hosted physical devices in the cloud you can 
>>>>>>>>>>>>>>>>>>>> debug/test with. 
>>>>>>>>>>>>>>>>>>>> E.g. https://www.perfecto.io/
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Friday, March 5, 2021 at 9:59:22 AM UTC+2 P5music 
>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> @Shai Almog
>>>>>>>>>>>>>>>>>>>>> Sorry the link was wrong both because it led to the 
>>>>>>>>>>>>>>>>>>>>> italian version and it is not relevant for what I am 
>>>>>>>>>>>>>>>>>>>>> asking.
>>>>>>>>>>>>>>>>>>>>> Please consider this page (I found other ones in 
>>>>>>>>>>>>>>>>>>>>> search results in fact) which talks about iOS emulators 
>>>>>>>>>>>>>>>>>>>>> on Windows:
>>>>>>>>>>>>>>>>>>>>> 14 Best iOS Emulators for Windows (2021 List) 
>>>>>>>>>>>>>>>>>>>>> (connectivasystems.com) 
>>>>>>>>>>>>>>>>>>>>> <https://www.connectivasystems.com/ios-emulator-for-windows/>
>>>>>>>>>>>>>>>>>>>>>   
>>>>>>>>>>>>>>>>>>>>> @Dave Dyer 
>>>>>>>>>>>>>>>>>>>>> I just want to test the functionality of my 
>>>>>>>>>>>>>>>>>>>>> CodenameOne app on a reasonably reliable emulator, not 
>>>>>>>>>>>>>>>>>>>>> performance or 
>>>>>>>>>>>>>>>>>>>>> debugging or special features, just cross-platform.
>>>>>>>>>>>>>>>>>>>>> For example I could check the mouse events capture in 
>>>>>>>>>>>>>>>>>>>>> the CEF BrowserComponent.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> I have the possibility to test on a real device but 
>>>>>>>>>>>>>>>>>>>>> via another tester, I would like to test on other Apple 
>>>>>>>>>>>>>>>>>>>>> models too, and, 
>>>>>>>>>>>>>>>>>>>>> finally, doing it myself is certainly better.
>>>>>>>>>>>>>>>>>>>>> Regards
>>>>>>>>>>>>>>>>>>>>> Il giorno venerdì 5 marzo 2021 alle 05:11:00 UTC+1 
>>>>>>>>>>>>>>>>>>>>> Shai Almog ha scritto:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> I'm not aware of any iOS emulators but things might 
>>>>>>>>>>>>>>>>>>>>>> have changed. If you have something in English that 
>>>>>>>>>>>>>>>>>>>>>> might be interesting 
>>>>>>>>>>>>>>>>>>>>>> but only as general knowledge.
>>>>>>>>>>>>>>>>>>>>>> Emulators are useless for day-day development. A 
>>>>>>>>>>>>>>>>>>>>>> device is a must have expense for these things. That's 
>>>>>>>>>>>>>>>>>>>>>> true for Android too 
>>>>>>>>>>>>>>>>>>>>>> which does have an emulator.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Friday, March 5, 2021 at 2:31:50 AM UTC+2 
>>>>>>>>>>>>>>>>>>>>>> daved...@gmail.com wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> If you're talking about testing, rather than 
>>>>>>>>>>>>>>>>>>>>>>> debugging, I don't think emulators can
>>>>>>>>>>>>>>>>>>>>>>> possibly substitute for actual hardware.   Ordinary 
>>>>>>>>>>>>>>>>>>>>>>> debugging works pretty well
>>>>>>>>>>>>>>>>>>>>>>> from the simulator built into eclipse (or netbeans).
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> OTOH if you're doing "desperation level" debugging 
>>>>>>>>>>>>>>>>>>>>>>> of mysterious crashes, it works
>>>>>>>>>>>>>>>>>>>>>>> to compile from the codename1 sources and use the 
>>>>>>>>>>>>>>>>>>>>>>> emulator built into xcode 
>>>>>>>>>>>>>>>>>>>>>>> or a usb connection to a real device.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Thursday, March 4, 2021 at 5:12:13 AM UTC-8 
>>>>>>>>>>>>>>>>>>>>>>> P5music wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> I searched the internet to understand what can be 
>>>>>>>>>>>>>>>>>>>>>>>> done with iOS simulator and I stumbled upon the 
>>>>>>>>>>>>>>>>>>>>>>>> concept of iOS emulators, 
>>>>>>>>>>>>>>>>>>>>>>>> that they exist as far as I understand, also for 
>>>>>>>>>>>>>>>>>>>>>>>> Windows.
>>>>>>>>>>>>>>>>>>>>>>>> Even an official tool is provided by Apple, it 
>>>>>>>>>>>>>>>>>>>>>>>> seems:
>>>>>>>>>>>>>>>>>>>>>>>> Uso di TestFlight per distribuire app Xamarin.iOS - 
>>>>>>>>>>>>>>>>>>>>>>>> Xamarin | Microsoft Docs 
>>>>>>>>>>>>>>>>>>>>>>>> <https://docs.microsoft.com/it-it/xamarin/ios/deploy-test/testflight?tabs=windows>
>>>>>>>>>>>>>>>>>>>>>>>> I have to deepen my knowledge of these things and 
>>>>>>>>>>>>>>>>>>>>>>>> whether it's free stuff or not, 
>>>>>>>>>>>>>>>>>>>>>>>> but I would like to know what do you think about 
>>>>>>>>>>>>>>>>>>>>>>>> that
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> in regard to testing the iOS builds produced by 
>>>>>>>>>>>>>>>>>>>>>>>> CodenamenOne servers.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Thanks in advance
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>

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[codenameone-discussions] Re: Skin editor?

2021-03-14 Thread Dave Dyer
The interface only lets you upload one image, but the .skin bundle contains 
4 or 5.
Are the specs for the conversion in some reasonably decidable form 
somewhere?
( btw, I’ve used this trick of encoding information into magic values of 
images myself)

On Sunday, March 14, 2021 at 7:09:54 PM UTC-7 Shai Almog wrote:

> The numbers translate to the second image. Notice you have a "weird" 
> image. It is colored in a way that represents the locations of the screen, 
> buttons etc.
>
> On Monday, March 15, 2021 at 1:23:57 AM UTC+2 daved...@gmail.com wrote:
>
>> The text properties file seems simple enough, but it doesn't include the 
>> numbers I put
>> into the screen editor.  On a hunch, I prepared an image with the 
>> appropriate dimensions,
>> but that didn't change the outcome.
>>
>> I'm trying to create a skin for a galaxy s10, which is 1080x2134 @ 450 DPI
>>
>>
>>
>> On Saturday, March 13, 2021 at 7:00:40 PM UTC-8 Shai Almog wrote:
>>
>>> As far as I recall it worked and the format hasn't changed 
>>> significantly. You can unzip the file and fix it or look at what happened.
>>>
>>> On Saturday, March 13, 2021 at 8:17:38 AM UTC+2 daved...@gmail.com 
>>> wrote:
>>>
 it runs, but the files it produces don't seem to be compatible; 
 parameters are all wonky.

 On Friday, March 12, 2021 at 8:41:11 PM UTC-8 Shai Almog wrote:

> I think the old JS build is still here: 
> https://www.codenameone.com/demos/SkinDesigner/
> Didn't test if it still works though.
>
> On Friday, March 12, 2021 at 8:08:47 PM UTC+2 daved...@gmail.com 
> wrote:
>
>> The description I saw suggests it is only supported for desktop and 
>> javascript, which I can't build.
>>
>> On Thursday, March 11, 2021 at 8:25:54 PM UTC-8 Shai Almog wrote:
>>
>>> Sorry I think there was but I don't recall. We ended up just using 
>>> the bash script in the skins project which is much simpler to use 
>>> overall. 
>>>
>>> On Thursday, March 11, 2021 at 11:25:19 PM UTC+2 daved...@gmail.com 
>>> wrote:
>>>
 Is there a binary of the skin editor available somewhere?

>>>

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[codenameone-discussions] Re: About iOS Emulators (not Simulators)

2021-03-14 Thread Dave Dyer
n the iOS simulator without a Mac?
>>>>>>>>>> What's the purpose of doing this?
>>>>>>>>>> You have include source which lets you run in the iOS simulator 
>>>>>>>>>> and debug there: 
>>>>>>>>>> https://www.codenameone.com/how-do-i---use-the-include-sources-feature-to-debug-the-native-code-on-iosandroid-etc.html
>>>>>>>>>>
>>>>>>>>>> On Tuesday, March 9, 2021 at 9:43:46 AM UTC+2 P5music wrote:
>>>>>>>>>>
>>>>>>>>>>> Yes it is not the original question but
>>>>>>>>>>> I am saying to create a new CN menu entry "Send build to iOS 
>>>>>>>>>>> simulator".
>>>>>>>>>>> It's matter of having a new command-line compilation script and 
>>>>>>>>>>> let the user download the product that is compatible with the iOS 
>>>>>>>>>>> simulators.
>>>>>>>>>>> Regards
>>>>>>>>>>>
>>>>>>>>>>> Il giorno martedì 9 marzo 2021 alle 03:49:33 UTC+1 Shai Almog ha 
>>>>>>>>>>> scritto:
>>>>>>>>>>>
>>>>>>>>>>>> iOS simulator is a completely different target and an x86 
>>>>>>>>>>>> platform. I don't understand what you're trying to do.
>>>>>>>>>>>>
>>>>>>>>>>>> On Monday, March 8, 2021 at 10:13:13 AM UTC+2 P5music wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Ok the ipa is a zip of an app.
>>>>>>>>>>>>> Now let's deal with what I asked:
>>>>>>>>>>>>> Is it possible that inside it there is an .app file,
>>>>>>>>>>>>> that is
>>>>>>>>>>>>> that kind of file that is runnable inside the iOS simulators
>>>>>>>>>>>>> like XCode iOS simulator (Mac OS) or Microsoft iOS Simulator 
>>>>>>>>>>>>> (Windows)?
>>>>>>>>>>>>>
>>>>>>>>>>>>> It is not important that the .app file is inside the ipa.
>>>>>>>>>>>>> I think that a different command on your Mac server can 
>>>>>>>>>>>>> produce it and make the downloading possible from the dashboard. 
>>>>>>>>>>>>> the same that is now for the ipa file.
>>>>>>>>>>>>>
>>>>>>>>>>>>> I know that your paid accounts are different from free ones
>>>>>>>>>>>>> but
>>>>>>>>>>>>> in this case it's not like having the XCode project
>>>>>>>>>>>>> instead 
>>>>>>>>>>>>> it is just having
>>>>>>>>>>>>> a file that can be loaded into an iOS simulator.
>>>>>>>>>>>>> Instead of running on a physical device or an emulator.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Regards
>>>>>>>>>>>>> Il giorno lunedì 8 marzo 2021 alle 03:37:04 UTC+1 Shai Almog 
>>>>>>>>>>>>> ha scritto:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> The ipa is a zip of an app
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sunday, March 7, 2021 at 10:41:20 AM UTC+2 P5music wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I read somewhere that in certain cases, the ipa file is a 
>>>>>>>>>>>>>>> zip file that contains
>>>>>>>>>>>>>>> also an .app file, so that it can be extracted and tested on 
>>>>>>>>>>>>>>> a simulator.
>>>>>>>>>>>>>>> Is it the case for CodenameOne builds too?
>>>>>>>>>>>>>>> If not, could it be in the immediate future?
>>>>>>&

[codenameone-discussions] Re: Skin editor?

2021-03-14 Thread Dave Dyer
The text properties file seems simple enough, but it doesn't include the 
numbers I put
into the screen editor.  On a hunch, I prepared an image with the 
appropriate dimensions,
but that didn't change the outcome.

I'm trying to create a skin for a galaxy s10, which is 1080x2134 @ 450 DPI



On Saturday, March 13, 2021 at 7:00:40 PM UTC-8 Shai Almog wrote:

> As far as I recall it worked and the format hasn't changed significantly. 
> You can unzip the file and fix it or look at what happened.
>
> On Saturday, March 13, 2021 at 8:17:38 AM UTC+2 daved...@gmail.com wrote:
>
>> it runs, but the files it produces don't seem to be compatible; 
>> parameters are all wonky.
>>
>> On Friday, March 12, 2021 at 8:41:11 PM UTC-8 Shai Almog wrote:
>>
>>> I think the old JS build is still here: 
>>> https://www.codenameone.com/demos/SkinDesigner/
>>> Didn't test if it still works though.
>>>
>>> On Friday, March 12, 2021 at 8:08:47 PM UTC+2 daved...@gmail.com wrote:
>>>
 The description I saw suggests it is only supported for desktop and 
 javascript, which I can't build.

 On Thursday, March 11, 2021 at 8:25:54 PM UTC-8 Shai Almog wrote:

> Sorry I think there was but I don't recall. We ended up just using the 
> bash script in the skins project which is much simpler to use overall. 
>
> On Thursday, March 11, 2021 at 11:25:19 PM UTC+2 daved...@gmail.com 
> wrote:
>
>> Is there a binary of the skin editor available somewhere?
>>
>

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[codenameone-discussions] Re: About iOS Emulators (not Simulators)

2021-03-14 Thread Dave Dyer
egards
>>>>>>>>>
>>>>>>>>> Il giorno martedì 9 marzo 2021 alle 03:49:33 UTC+1 Shai Almog ha 
>>>>>>>>> scritto:
>>>>>>>>>
>>>>>>>>>> iOS simulator is a completely different target and an x86 
>>>>>>>>>> platform. I don't understand what you're trying to do.
>>>>>>>>>>
>>>>>>>>>> On Monday, March 8, 2021 at 10:13:13 AM UTC+2 P5music wrote:
>>>>>>>>>>
>>>>>>>>>>> Ok the ipa is a zip of an app.
>>>>>>>>>>> Now let's deal with what I asked:
>>>>>>>>>>> Is it possible that inside it there is an .app file,
>>>>>>>>>>> that is
>>>>>>>>>>> that kind of file that is runnable inside the iOS simulators
>>>>>>>>>>> like XCode iOS simulator (Mac OS) or Microsoft iOS Simulator 
>>>>>>>>>>> (Windows)?
>>>>>>>>>>>
>>>>>>>>>>> It is not important that the .app file is inside the ipa.
>>>>>>>>>>> I think that a different command on your Mac server can produce 
>>>>>>>>>>> it and make the downloading possible from the dashboard. 
>>>>>>>>>>> the same that is now for the ipa file.
>>>>>>>>>>>
>>>>>>>>>>> I know that your paid accounts are different from free ones
>>>>>>>>>>> but
>>>>>>>>>>> in this case it's not like having the XCode project
>>>>>>>>>>> instead 
>>>>>>>>>>> it is just having
>>>>>>>>>>> a file that can be loaded into an iOS simulator.
>>>>>>>>>>> Instead of running on a physical device or an emulator.
>>>>>>>>>>>
>>>>>>>>>>> Regards
>>>>>>>>>>> Il giorno lunedì 8 marzo 2021 alle 03:37:04 UTC+1 Shai Almog ha 
>>>>>>>>>>> scritto:
>>>>>>>>>>>
>>>>>>>>>>>> The ipa is a zip of an app
>>>>>>>>>>>>
>>>>>>>>>>>> On Sunday, March 7, 2021 at 10:41:20 AM UTC+2 P5music wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> I read somewhere that in certain cases, the ipa file is a zip 
>>>>>>>>>>>>> file that contains
>>>>>>>>>>>>> also an .app file, so that it can be extracted and tested on a 
>>>>>>>>>>>>> simulator.
>>>>>>>>>>>>> Is it the case for CodenameOne builds too?
>>>>>>>>>>>>> If not, could it be in the immediate future?
>>>>>>>>>>>>> Regards
>>>>>>>>>>>>> Il giorno domenica 7 marzo 2021 alle 03:17:01 UTC+1 Shai Almog 
>>>>>>>>>>>>> ha scritto:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> I don't know if appetize uses an emulator or is like 
>>>>>>>>>>>>>> https://www.perfecto.io/ it doesn't really matter both are 
>>>>>>>>>>>>>> semantically the same. We produce an ipa that would work with 
>>>>>>>>>>>>>> perfector 
>>>>>>>>>>>>>> etc. and should work with anything that runs iOS.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Saturday, March 6, 2021 at 10:07:24 AM UTC+2 P5music wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Maybe that page is well crafted as SEO spam, but it seems 
>>>>>>>>>>>>>>> that some of those applications are true emulators.
>>>>>>>>>>>>>>> For example appetize.io, it at least can run XCode bundles 
>>>>>>>>>>>>>>> .app, and maybe it can run any iOS app.
>>>>>>>>&

[codenameone-discussions] Re: Skin editor?

2021-03-12 Thread Dave Dyer
it runs, but the files it produces don't seem to be compatible; parameters 
are all wonky.

On Friday, March 12, 2021 at 8:41:11 PM UTC-8 Shai Almog wrote:

> I think the old JS build is still here: 
> https://www.codenameone.com/demos/SkinDesigner/
> Didn't test if it still works though.
>
> On Friday, March 12, 2021 at 8:08:47 PM UTC+2 daved...@gmail.com wrote:
>
>> The description I saw suggests it is only supported for desktop and 
>> javascript, which I can't build.
>>
>> On Thursday, March 11, 2021 at 8:25:54 PM UTC-8 Shai Almog wrote:
>>
>>> Sorry I think there was but I don't recall. We ended up just using the 
>>> bash script in the skins project which is much simpler to use overall. 
>>>
>>> On Thursday, March 11, 2021 at 11:25:19 PM UTC+2 daved...@gmail.com 
>>> wrote:
>>>
 Is there a binary of the skin editor available somewhere?

>>>

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[codenameone-discussions] Re: About iOS Emulators (not Simulators)

2021-03-12 Thread Dave Dyer
>> and make the downloading possible from the dashboard. 
>>>>>>>>> the same that is now for the ipa file.
>>>>>>>>>
>>>>>>>>> I know that your paid accounts are different from free ones
>>>>>>>>> but
>>>>>>>>> in this case it's not like having the XCode project
>>>>>>>>> instead 
>>>>>>>>> it is just having
>>>>>>>>> a file that can be loaded into an iOS simulator.
>>>>>>>>> Instead of running on a physical device or an emulator.
>>>>>>>>>
>>>>>>>>> Regards
>>>>>>>>> Il giorno lunedì 8 marzo 2021 alle 03:37:04 UTC+1 Shai Almog ha 
>>>>>>>>> scritto:
>>>>>>>>>
>>>>>>>>>> The ipa is a zip of an app
>>>>>>>>>>
>>>>>>>>>> On Sunday, March 7, 2021 at 10:41:20 AM UTC+2 P5music wrote:
>>>>>>>>>>
>>>>>>>>>>> I read somewhere that in certain cases, the ipa file is a zip 
>>>>>>>>>>> file that contains
>>>>>>>>>>> also an .app file, so that it can be extracted and tested on a 
>>>>>>>>>>> simulator.
>>>>>>>>>>> Is it the case for CodenameOne builds too?
>>>>>>>>>>> If not, could it be in the immediate future?
>>>>>>>>>>> Regards
>>>>>>>>>>> Il giorno domenica 7 marzo 2021 alle 03:17:01 UTC+1 Shai Almog 
>>>>>>>>>>> ha scritto:
>>>>>>>>>>>
>>>>>>>>>>>> I don't know if appetize uses an emulator or is like 
>>>>>>>>>>>> https://www.perfecto.io/ it doesn't really matter both are 
>>>>>>>>>>>> semantically the same. We produce an ipa that would work with 
>>>>>>>>>>>> perfector 
>>>>>>>>>>>> etc. and should work with anything that runs iOS.
>>>>>>>>>>>>
>>>>>>>>>>>> On Saturday, March 6, 2021 at 10:07:24 AM UTC+2 P5music wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Maybe that page is well crafted as SEO spam, but it seems that 
>>>>>>>>>>>>> some of those applications are true emulators.
>>>>>>>>>>>>> For example appetize.io, it at least can run XCode bundles 
>>>>>>>>>>>>> .app, and maybe it can run any iOS app.
>>>>>>>>>>>>> Now I want to further read that article but it would be 
>>>>>>>>>>>>> interesting to hear from you about the emulators from a technical 
>>>>>>>>>>>>> perspective, for examples if the iOS builds from CodenameOne 
>>>>>>>>>>>>> server can run 
>>>>>>>>>>>>> on any of those emulators, or if a bundle could be created also 
>>>>>>>>>>>>> as the 
>>>>>>>>>>>>> build process output to take advantage of similar products.
>>>>>>>>>>>>> Regards
>>>>>>>>>>>>>
>>>>>>>>>>>>> Il giorno sabato 6 marzo 2021 alle 05:48:42 UTC+1 Shai Almog 
>>>>>>>>>>>>> ha scritto:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> That link is a SEO spam article that just writes nonsense to 
>>>>>>>>>>>>>> get clicks for specific keywords. I'm unfamiliar with most of 
>>>>>>>>>>>>>> those things 
>>>>>>>>>>>>>> but those I'm familiar with aren't emulators. E.g. the xamarin 
>>>>>>>>>>>>>> tool isn't 
>>>>>>>>>>>>>> an emulator. They have a tool where you can have a Mac in your 
>>>>>>>>>>>>>> office and 
>>>>>>>>>>>>>> then effectively debug on it with the simulator and remote 
&

[codenameone-discussions] Re: Detecting simulator

2021-03-12 Thread Dave Dyer
Display.getInstance().isSimulator();

On Friday, March 12, 2021 at 2:52:03 PM UTC-8 P5music wrote:

> I need a function to detect whether the app is running on the simulator of 
> the IDE (computer) instead of a mobile device.
>
> The platform name is from the skin.
> For example I get "ios", or "and".
>
> This is not useful:
> public static boolean isSimulator()
> {
> String os=Display.getInstance().getPlatformName();
> System.out.println("os "+os);
> if (!(
> (os.toLowerCase().contains("ios"))||
> (os.toLowerCase().contains("and"))
> )) {return true;}
> else {return false;}
> }
>
> How to detect the fact that the device is simulated?
> Thanks
>
>

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[codenameone-discussions] Re: About iOS Emulators (not Simulators)

2021-03-12 Thread Dave Dyer
gt;> If not, could it be in the immediate future?
>>>>>>>>> Regards
>>>>>>>>> Il giorno domenica 7 marzo 2021 alle 03:17:01 UTC+1 Shai Almog ha 
>>>>>>>>> scritto:
>>>>>>>>>
>>>>>>>>>> I don't know if appetize uses an emulator or is like 
>>>>>>>>>> https://www.perfecto.io/ it doesn't really matter both are 
>>>>>>>>>> semantically the same. We produce an ipa that would work with 
>>>>>>>>>> perfector 
>>>>>>>>>> etc. and should work with anything that runs iOS.
>>>>>>>>>>
>>>>>>>>>> On Saturday, March 6, 2021 at 10:07:24 AM UTC+2 P5music wrote:
>>>>>>>>>>
>>>>>>>>>>> Maybe that page is well crafted as SEO spam, but it seems that 
>>>>>>>>>>> some of those applications are true emulators.
>>>>>>>>>>> For example appetize.io, it at least can run XCode bundles 
>>>>>>>>>>> .app, and maybe it can run any iOS app.
>>>>>>>>>>> Now I want to further read that article but it would be 
>>>>>>>>>>> interesting to hear from you about the emulators from a technical 
>>>>>>>>>>> perspective, for examples if the iOS builds from CodenameOne server 
>>>>>>>>>>> can run 
>>>>>>>>>>> on any of those emulators, or if a bundle could be created also as 
>>>>>>>>>>> the 
>>>>>>>>>>> build process output to take advantage of similar products.
>>>>>>>>>>> Regards
>>>>>>>>>>>
>>>>>>>>>>> Il giorno sabato 6 marzo 2021 alle 05:48:42 UTC+1 Shai Almog ha 
>>>>>>>>>>> scritto:
>>>>>>>>>>>
>>>>>>>>>>>> That link is a SEO spam article that just writes nonsense to 
>>>>>>>>>>>> get clicks for specific keywords. I'm unfamiliar with most of 
>>>>>>>>>>>> those things 
>>>>>>>>>>>> but those I'm familiar with aren't emulators. E.g. the xamarin 
>>>>>>>>>>>> tool isn't 
>>>>>>>>>>>> an emulator. They have a tool where you can have a Mac in your 
>>>>>>>>>>>> office and 
>>>>>>>>>>>> then effectively debug on it with the simulator and remote screen 
>>>>>>>>>>>> mirroring. There are a lot of solutions like that out there that 
>>>>>>>>>>>> even have 
>>>>>>>>>>>> hosted physical devices in the cloud you can debug/test with. 
>>>>>>>>>>>> E.g. https://www.perfecto.io/
>>>>>>>>>>>>
>>>>>>>>>>>> On Friday, March 5, 2021 at 9:59:22 AM UTC+2 P5music wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> @Shai Almog
>>>>>>>>>>>>> Sorry the link was wrong both because it led to the italian 
>>>>>>>>>>>>> version and it is not relevant for what I am asking.
>>>>>>>>>>>>> Please consider this page (I found other ones in search 
>>>>>>>>>>>>> results in fact) which talks about iOS emulators on Windows:
>>>>>>>>>>>>> 14 Best iOS Emulators for Windows (2021 List) 
>>>>>>>>>>>>> (connectivasystems.com) 
>>>>>>>>>>>>> <https://www.connectivasystems.com/ios-emulator-for-windows/>
>>>>>>>>>>>>>   
>>>>>>>>>>>>> @Dave Dyer 
>>>>>>>>>>>>> I just want to test the functionality of my CodenameOne app on 
>>>>>>>>>>>>> a reasonably reliable emulator, not performance or debugging or 
>>>>>>>>>>>>> special 
>>>>>>>>>>>>> features, just cross-platform.
>>>>>>>>>>>>> For example I could check the mouse events capture in the CEF 
>>>>>>>>>>>>> BrowserComponent.
>>>>>>>>>>>>>
>>>>>>>>>>>>> I have the possibility to test on a real device but via 
>>>>>>>>>>>>> another tester, I would like to test on other Apple models too, 
>>>>>>>>>>>>> and, 
>>>>>>>>>>>>> finally, doing it myself is certainly better.
>>>>>>>>>>>>> Regards
>>>>>>>>>>>>> Il giorno venerdì 5 marzo 2021 alle 05:11:00 UTC+1 Shai Almog 
>>>>>>>>>>>>> ha scritto:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> I'm not aware of any iOS emulators but things might have 
>>>>>>>>>>>>>> changed. If you have something in English that might be 
>>>>>>>>>>>>>> interesting but 
>>>>>>>>>>>>>> only as general knowledge.
>>>>>>>>>>>>>> Emulators are useless for day-day development. A device is a 
>>>>>>>>>>>>>> must have expense for these things. That's true for Android too 
>>>>>>>>>>>>>> which does 
>>>>>>>>>>>>>> have an emulator.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Friday, March 5, 2021 at 2:31:50 AM UTC+2 
>>>>>>>>>>>>>> daved...@gmail.com wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> If you're talking about testing, rather than debugging, I 
>>>>>>>>>>>>>>> don't think emulators can
>>>>>>>>>>>>>>> possibly substitute for actual hardware.   Ordinary 
>>>>>>>>>>>>>>> debugging works pretty well
>>>>>>>>>>>>>>> from the simulator built into eclipse (or netbeans).
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> OTOH if you're doing "desperation level" debugging of 
>>>>>>>>>>>>>>> mysterious crashes, it works
>>>>>>>>>>>>>>> to compile from the codename1 sources and use the emulator 
>>>>>>>>>>>>>>> built into xcode 
>>>>>>>>>>>>>>> or a usb connection to a real device.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Thursday, March 4, 2021 at 5:12:13 AM UTC-8 P5music wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> I searched the internet to understand what can be done with 
>>>>>>>>>>>>>>>> iOS simulator and I stumbled upon the concept of iOS 
>>>>>>>>>>>>>>>> emulators, that they 
>>>>>>>>>>>>>>>> exist as far as I understand, also for Windows.
>>>>>>>>>>>>>>>> Even an official tool is provided by Apple, it seems:
>>>>>>>>>>>>>>>> Uso di TestFlight per distribuire app Xamarin.iOS - Xamarin 
>>>>>>>>>>>>>>>> | Microsoft Docs 
>>>>>>>>>>>>>>>> <https://docs.microsoft.com/it-it/xamarin/ios/deploy-test/testflight?tabs=windows>
>>>>>>>>>>>>>>>> I have to deepen my knowledge of these things and whether 
>>>>>>>>>>>>>>>> it's free stuff or not, 
>>>>>>>>>>>>>>>> but I would like to know what do you think about that
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> in regard to testing the iOS builds produced by 
>>>>>>>>>>>>>>>> CodenamenOne servers.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Thanks in advance
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>

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[codenameone-discussions] Re: Skin editor?

2021-03-12 Thread Dave Dyer
The description I saw suggests it is only supported for desktop and 
javascript, which I can't build.

On Thursday, March 11, 2021 at 8:25:54 PM UTC-8 Shai Almog wrote:

> Sorry I think there was but I don't recall. We ended up just using the 
> bash script in the skins project which is much simpler to use overall. 
>
> On Thursday, March 11, 2021 at 11:25:19 PM UTC+2 daved...@gmail.com wrote:
>
>> Is there a binary of the skin editor available somewhere?
>>
>

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[codenameone-discussions] Skin editor?

2021-03-11 Thread Dave Dyer
Is there a binary of the skin editor available somewhere?

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[codenameone-discussions] Re: About the "Send build to iOS Simulator" choice

2021-03-11 Thread Dave Dyer
I agree with you that the free level of codename1 is basically useless 
(except as a proof that codename1 works) ,
but the guys gotta eat somehow.  The "advanced feature" that you do need is 
the ability to do lots of builds.


On Wednesday, March 10, 2021 at 10:55:31 PM UTC-8 P5music wrote:

> Why I would want to be able to test on the simulator is clearly stated in 
> my previous post.
>
> It is also blatant that you are offering that on the Android side.
> It depends on the fact that the Android apk can be run both on physical 
> devices and the emulator.
> This helps developers to try for different form factors and OS versions.
>
> On the iOS side the XCode development encompasses two different kind of 
> compilations.
> You implemented just one of them on your server. The most common is not 
> implemented.
>
> XCode developers can do both on their Macs, so it is not difficult for you 
> to provide that possibility, maybe changing just a line of a script.
>
> Builds have different costs in terms of "credits" in your system, so each 
> iOS simulator build would be 8 credit like the iOS build.
> I think you would even have a boost in iOS builds with that option.
>
> If you want to charge more you could include that in the "basic" 
> subscription.
>
> I have a free account because I did not need any of your advanced 
> functions, 
> but I think that would be a reason I could subscribe, at least for a month.
>
> It would be interesting to hear from other developers here.
>
> Regards
>
> Il giorno giovedì 11 marzo 2021 alle 04:31:10 UTC+1 Shai Almog ha scritto:
>
>> You can test remotely on physical devices. There's several companies that 
>> offer that service. Why would you want a simulator?
>>
>> On Wednesday, March 10, 2021 at 11:16:53 AM UTC+2 P5music wrote:
>>
>>> This is also about a related thread:
>>> About iOS Emulators (not Simulators) (google.com) 
>>> 
>>> The Microsoft iOS simulator is just a remoted simulator that still uses 
>>> a Mac in the network.
>>> Noetheless some users could found this useful and viable too.
>>>
>>> Now, in general, having the possibility to test the build on iOS 
>>> simulator, is very important because although a physical device is 
>>> preferable, one cannot test on all devices of the iOS family, not to 
>>> mention testing on different iOS versions.
>>> Said that, many companies let the developers test iOS apps on their 
>>> servers in a remoted way, and on scale.
>>> This is not possible with CodenameOne, although you provided a solution 
>>> for doing that with a service that uses the executable build on remoted 
>>> emulators.
>>>
>>> I think it is technically feasible to add an option to build for the iOS 
>>> simulator.
>>> It would be useful at least in 3 scenarios, I sum up here:
>>> 1 - using iOS simulator on Mac for various devices and iOS versions
>>> 2 - using the remoted Windows iOS simulator
>>> 3 - using a remote service
>>> [4 - using a VM (although this is not adviseable)]
>>>
>>> Regards
>>>
>>

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[codenameone-discussions] Re: About iOS Emulators (not Simulators)

2021-03-08 Thread Dave Dyer
IOS apps are integrated bundles of executable and other resources.  
The naked executable will fail when it looks for the first external resource
and doesn't find it.

On Monday, March 8, 2021 at 12:13:13 AM UTC-8 P5music wrote:

> Ok the ipa is a zip of an app.
> Now let's deal with what I asked:
> Is it possible that inside it there is an .app file,
> that is
> that kind of file that is runnable inside the iOS simulators
> like XCode iOS simulator (Mac OS) or Microsoft iOS Simulator (Windows)?
>
> It is not important that the .app file is inside the ipa.
> I think that a different command on your Mac server can produce it and 
> make the downloading possible from the dashboard. 
> the same that is now for the ipa file.
>
> I know that your paid accounts are different from free ones
> but
> in this case it's not like having the XCode project
> instead 
> it is just having
> a file that can be loaded into an iOS simulator.
> Instead of running on a physical device or an emulator.
>
> Regards
> Il giorno lunedì 8 marzo 2021 alle 03:37:04 UTC+1 Shai Almog ha scritto:
>
>> The ipa is a zip of an app
>>
>> On Sunday, March 7, 2021 at 10:41:20 AM UTC+2 P5music wrote:
>>
>>> I read somewhere that in certain cases, the ipa file is a zip file that 
>>> contains
>>> also an .app file, so that it can be extracted and tested on a simulator.
>>> Is it the case for CodenameOne builds too?
>>> If not, could it be in the immediate future?
>>> Regards
>>> Il giorno domenica 7 marzo 2021 alle 03:17:01 UTC+1 Shai Almog ha 
>>> scritto:
>>>
>>>> I don't know if appetize uses an emulator or is like 
>>>> https://www.perfecto.io/ it doesn't really matter both are 
>>>> semantically the same. We produce an ipa that would work with perfector 
>>>> etc. and should work with anything that runs iOS.
>>>>
>>>> On Saturday, March 6, 2021 at 10:07:24 AM UTC+2 P5music wrote:
>>>>
>>>>> Maybe that page is well crafted as SEO spam, but it seems that some of 
>>>>> those applications are true emulators.
>>>>> For example appetize.io, it at least can run XCode bundles .app, and 
>>>>> maybe it can run any iOS app.
>>>>> Now I want to further read that article but it would be interesting to 
>>>>> hear from you about the emulators from a technical perspective, for 
>>>>> examples if the iOS builds from CodenameOne server can run on any of 
>>>>> those 
>>>>> emulators, or if a bundle could be created also as the build process 
>>>>> output 
>>>>> to take advantage of similar products.
>>>>> Regards
>>>>>
>>>>> Il giorno sabato 6 marzo 2021 alle 05:48:42 UTC+1 Shai Almog ha 
>>>>> scritto:
>>>>>
>>>>>> That link is a SEO spam article that just writes nonsense to get 
>>>>>> clicks for specific keywords. I'm unfamiliar with most of those things 
>>>>>> but 
>>>>>> those I'm familiar with aren't emulators. E.g. the xamarin tool isn't an 
>>>>>> emulator. They have a tool where you can have a Mac in your office and 
>>>>>> then 
>>>>>> effectively debug on it with the simulator and remote screen mirroring. 
>>>>>> There are a lot of solutions like that out there that even have hosted 
>>>>>> physical devices in the cloud you can debug/test with. 
>>>>>> E.g. https://www.perfecto.io/
>>>>>>
>>>>>> On Friday, March 5, 2021 at 9:59:22 AM UTC+2 P5music wrote:
>>>>>>
>>>>>>> @Shai Almog
>>>>>>> Sorry the link was wrong both because it led to the italian version 
>>>>>>> and it is not relevant for what I am asking.
>>>>>>> Please consider this page (I found other ones in search results in 
>>>>>>> fact) which talks about iOS emulators on Windows:
>>>>>>> 14 Best iOS Emulators for Windows (2021 List) (connectivasystems.com) 
>>>>>>> <https://www.connectivasystems.com/ios-emulator-for-windows/>  
>>>>>>> @Dave Dyer 
>>>>>>> I just want to test the functionality of my CodenameOne app on a 
>>>>>>> reasonably reliable emulator, not performance or debugging or special 
>>>>>>> features, just cross-platform.
>>>>>>> For example I could che

[codenameone-discussions] Re: About iOS Emulators (not Simulators)

2021-03-05 Thread Dave Dyer
At the level of "makes a picture and does something", any device is a 
pretty good indicator for all; but the 
edges of the envelope where one device works perfectly and another does not 
are always pretty
close at hand.  Things like memory size, screen size, pixel density, and 
raw CPU power are wildly variable.
Adding an emulator to the mix of devices you test on won't add a lot.
On Thursday, March 4, 2021 at 11:59:22 PM UTC-8 P5music wrote:

> @Shai Almog
> Sorry the link was wrong both because it led to the italian version and it 
> is not relevant for what I am asking.
> Please consider this page (I found other ones in search results in fact) 
> which talks about iOS emulators on Windows:
> 14 Best iOS Emulators for Windows (2021 List) (connectivasystems.com) 
> <https://www.connectivasystems.com/ios-emulator-for-windows/>  
> @Dave Dyer 
> I just want to test the functionality of my CodenameOne app on a 
> reasonably reliable emulator, not performance or debugging or special 
> features, just cross-platform.
> For example I could check the mouse events capture in the CEF 
> BrowserComponent.
>
> I have the possibility to test on a real device but via another tester, I 
> would like to test on other Apple models too, and, finally, doing it myself 
> is certainly better.
> Regards
> Il giorno venerdì 5 marzo 2021 alle 05:11:00 UTC+1 Shai Almog ha scritto:
>
>> I'm not aware of any iOS emulators but things might have changed. If you 
>> have something in English that might be interesting but only as general 
>> knowledge.
>> Emulators are useless for day-day development. A device is a must have 
>> expense for these things. That's true for Android too which does have an 
>> emulator.
>>
>> On Friday, March 5, 2021 at 2:31:50 AM UTC+2 daved...@gmail.com wrote:
>>
>>> If you're talking about testing, rather than debugging, I don't think 
>>> emulators can
>>> possibly substitute for actual hardware.   Ordinary debugging works 
>>> pretty well
>>> from the simulator built into eclipse (or netbeans).
>>>
>>> OTOH if you're doing "desperation level" debugging of mysterious 
>>> crashes, it works
>>> to compile from the codename1 sources and use the emulator built into 
>>> xcode 
>>> or a usb connection to a real device.
>>>
>>> On Thursday, March 4, 2021 at 5:12:13 AM UTC-8 P5music wrote:
>>>
>>>> I searched the internet to understand what can be done with iOS 
>>>> simulator and I stumbled upon the concept of iOS emulators, that they 
>>>> exist 
>>>> as far as I understand, also for Windows.
>>>> Even an official tool is provided by Apple, it seems:
>>>> Uso di TestFlight per distribuire app Xamarin.iOS - Xamarin | Microsoft 
>>>> Docs 
>>>> <https://docs.microsoft.com/it-it/xamarin/ios/deploy-test/testflight?tabs=windows>
>>>> I have to deepen my knowledge of these things and whether it's free 
>>>> stuff or not, 
>>>> but I would like to know what do you think about that
>>>>
>>>> in regard to testing the iOS builds produced by CodenamenOne servers.
>>>>
>>>> Thanks in advance
>>>>
>>>

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[codenameone-discussions] Re: About iOS Emulators (not Simulators)

2021-03-04 Thread Dave Dyer
If you're talking about testing, rather than debugging, I don't think 
emulators can
possibly substitute for actual hardware.   Ordinary debugging works pretty 
well
from the simulator built into eclipse (or netbeans).

OTOH if you're doing "desperation level" debugging of mysterious crashes, 
it works
to compile from the codename1 sources and use the emulator built into xcode 
or a usb connection to a real device.

On Thursday, March 4, 2021 at 5:12:13 AM UTC-8 P5music wrote:

> I searched the internet to understand what can be done with iOS simulator 
> and I stumbled upon the concept of iOS emulators, that they exist as far as 
> I understand, also for Windows.
> Even an official tool is provided by Apple, it seems:
> Uso di TestFlight per distribuire app Xamarin.iOS - Xamarin | Microsoft 
> Docs 
> 
> I have to deepen my knowledge of these things and whether it's free stuff 
> or not, 
> but I would like to know what do you think about that
>
> in regard to testing the iOS builds produced by CodenamenOne servers.
>
> Thanks in advance
>

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Re: [codenameone-discussions] MacInCloud / Amazon EC2 Mac Instances

2021-02-21 Thread Dave Dyer
It is possible to run a mac os under virtualbox on windows.  Its a bit 
arcane, but you can find instruction on the web.

On Sunday, February 21, 2021 at 6:31:17 PM UTC-8 Shai Almog wrote:

> iOS apps are signed by our build servers using your certificates. As such 
> if someone would change them they would become invalid. Since you don't 
> provide them with a certificate Apple won't accept the broken apps.
>
> On Sunday, February 21, 2021 at 1:44:42 PM UTC+2 Eric wrote:
>
>> Hi,
>> You don't need yo use your developer password. You have a create a 
>> password just for this app in Apple settings. I forgot the URL that you 
>> will use to do that. Once created, use this password and your developer 
>> account email to connect to wenz. They don't need your developer account 
>> password to login.
>>
>> For your question, i don't have the answer. The only thing that i can 
>> tell you is this service works well. I used it to put many apps on app 
>> store without any problem using my Windows machine.
>>
>> Regards
>>
>> Le dimanche 21 février 2021, 'P5music' via CodenameOne Discussions <
>> codenameone...@googlegroups.com> a écrit :
>>
>>> Hello, thank you.
>>> I am not so happy to give my developer password to them, but I think I 
>>> could just change the password immediately after the upload.
>>>
>>> I am just asking out of curiosity (I do not know whether I will use such 
>>> a service or not):
>>> is it possible to check that the original file and the uploaded file are 
>>> the same?
>>> I mean, they could put something inside the package. I am not saying 
>>> that they are fraud, it is just in principle.
>>> So is the uploaded package, downloadable back from the Apple Developer 
>>> site to perform a checksum?
>>> Thanks in advance
>>>
>>> Il giorno domenica 21 febbraio 2021 alle 10:05:27 UTC+1 Eric ha scritto:
>>>
 Hello,
 Here is the app upload service that i use and it works very well: 
 https://www.wenz.io/ApplicationLoader

 Regards


 Le samedi 20 février 2021, Shai Almog  a écrit :

> Someone wrote here in the past about a service like that and there are 
> other competitors that offer mac hosting. I didn't keep up with that so I 
> can't point you at anyone in particular.
>
> On Friday, February 19, 2021 at 12:39:50 PM UTC+2 P5music wrote:
>
>> So it was good to cancel, because it would not be useful to test the 
>> iOS build.
>> What are those app-upload services? Do you  mean OSX similar cloud 
>> services? or another kind of service, just to upload the iOS package?
>>
>>
>> Il giorno venerdì 19 febbraio 2021 alle 05:51:35 UTC+1 Shai Almog ha 
>> scritto:
>>
>>> I haven't used that service in years so I can't tell if it's 
>>> good/bad or anything. As far as I know there are plenty of similar 
>>> services 
>>> for app uploads.
>>>
>>> You can't install a ready made IPA on the iOS simulator since it 
>>> isn't an emulator. You would need to rebuild the project on xcode in a 
>>> mac 
>>> to run on the simulator and that takes time.
>>>
>>> On Thursday, February 18, 2021 at 10:09:52 PM UTC+2 P5music wrote:
>>>

 In this thread

 https://groups.google.com/g/codenameone-discussions/c/e9bir616Dr0/m/fZYMZgHhBAAJ
 you adviced to use the MacInCloud service.
 I tried it, also to be able to use the iOS simulator. Then I 
 immediately cancelled.

 According to one unsatisfied user on Trustpilot the message 
 "waiting for session" means that you believe not being logged in, but 
 you 
 will, at certain point, and then there is no way to log out if you do 
 not 
 know or do not connect. 
 Maybe you waited for the session (too busy resources I think) but 
 then you gave up, and now you are sleeping in bed and the counter goes 
 on, 
 or you are busy doing something else.
 They created such a complex system but do not care checking if you 
 are disconnected and they do not end the session automatically. You 
 have 
 to, otherwise you are charged up to the unlimited plan.

 Please correct me if I am wrong.
 I experience that too, so I cancelled, I was very lucky to do so 
 before being charged.

 Do you know something about the Amazon service of mac instances, 
 instead?
 Thanks in advance
 Regards
>>>
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[codenameone-discussions] Re: TextArea shows content only when selecting text

2020-12-10 Thread Dave Dyer
I suspect there is an opaque container in the textarea's parent chain.

On Thursday, December 10, 2020 at 1:32:28 AM UTC-8 P5music wrote:

> Yes, I put
> textArea.getStyle().setFgColor(0);
> and now it works.
> I see that default values are not what could be expected. But they also 
> change. Indeed in the test example the content is visible but it has Bold 
> characters. 
> It has to do with the theme but I see that in the test example also other 
> textfields have the same Bold theme, while in my app just the TextArea had 
> white text.
> Regards
>
> Il giorno giovedì 10 dicembre 2020 alle 05:20:02 UTC+1 Shai Almog ha 
> scritto:
>
>> I guess the selected foreground of the text has a different color and the 
>> unselected version if probably white on white or something. 
>>
>> You can use the component inspector to see what's happening.
>>
>> On Wednesday, December 9, 2020 at 8:49:43 PM UTC+2 P5music wrote:
>>
>>> My app has a form where a TextArea is inside a particuar layout.
>>> This layout is not very complicated and the TextArea is at bottom.
>>> The TextArea is populated with some multiline text.
>>>
>>> What I experience is that the TextArea stays like empty, blank, unless I 
>>> try to select the text I can imagine inside, then some text appears in a 
>>> selected form, but it disappears.
>>> If I click outside and the inside I see a momentary glimpse of all the 
>>> content.
>>>
>>> I also tried with putting it in a  BorderLayout but it is the same.
>>>
>>> I created a test example with a similar layout, and I can see the text 
>>> and the normal behaviour so I couldn't reproduce the issue.
>>>
>>> So I ask, what could cause the issue? what can be some of the possible 
>>> causes?
>>> Thanks in advance
>>>
>>>

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[codenameone-discussions] Re: new web site, ios dashboard

2020-11-13 Thread Dave Dyer
filed.   I don't think this is a padding issue - the corresponding buttons 
work fine for android builds.


On Thursday, November 12, 2020 at 8:09:53 PM UTC-8 Shai Almog wrote:

> Please file an issue. We'll try to add padding to the buttons.
>
> On Thursday, November 12, 2020 at 7:32:41 PM UTC+2 daved...@gmail.com 
> wrote:
>
>>
>> If you expose the download/install links for an ios build
>> in the new dashboard, the "install on device" link doesn't
>> work right.  You have to pound on it for a while and it 
>> eventually responds, but it ought to be a standard 1-click.
>>
>> This seems to be the case on all platforms, not only when
>> using the link to install the build on an actual apple device.
>>
>>

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[codenameone-discussions] Re: Dashboard

2020-11-12 Thread Dave Dyer
Trying to get the behavior you want out of java layouts is a sysyphian 
task.  I recommend you give up
and arrange your windows manually the way you want.  When you're only 
dealing with a few windows,
it's not that hard.

On Thursday, November 12, 2020 at 9:53:16 AM UTC-8 Ivan wrote:

> Hi guys,
> I'm trying to create system of database configurable dashboards but I'm 
> not able to setup layout to suite my needs.
> How can I fill whole center area of Border layout with container acting 
> like a dashboard with tiles of different sizes arranged in grid/table 
> layout.
> I always end up with preferred sizes of components.
> Here is small sample and screenshot.
>Container c = new Container(new GridLayout(1,2));
> Container c2 = new Container(new GridLayout(2,2));
> c2.add(new Button("1,1"));
> c2.add(new Button("1,2"));
> c2.add(new Button("2,1"));
> c2.add(new Button("2,2"));
>   
> c.add(c2);
> c.add(new Button("1,3"));
>
> f.add(BorderLayout.CENTER, c);
>
>

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[codenameone-discussions] new web site, ios dashboard

2020-11-12 Thread Dave Dyer

If you expose the download/install links for an ios build
in the new dashboard, the "install on device" link doesn't
work right.  You have to pound on it for a while and it 
eventually responds, but it ought to be a standard 1-click.

This seems to be the case on all platforms, not only when
using the link to install the build on an actual apple device.

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[codenameone-discussions] another "new site" glitch?

2020-11-08 Thread Dave Dyer

This error occurs in my builds now.  Maybe it is related to the
"new site" chaos.

 Exception in thread "main" java.io.FileNotFoundException: 
https://www.codenameone.com/OTA/Skins.xml
[javac] at 
sun.net.www.protocol.http.HttpURLConnection.getInputStream0(Unknown Source)
[javac] at 
sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
[javac] at 
sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(Unknown 
Source)
[javac] at 
com.codename1.apps.updater.UpdateCodenameOne.updateSkins(UpdateCodenameOne.java:267)
[javac] at 
com.codename1.apps.updater.UpdateCodenameOne.runUpdate(UpdateCodenameOne.java:244)
[javac] at 
com.codename1.apps.updater.UpdateCodenameOne.main(UpdateCodenameOne.java:313)

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Re: [codenameone-discussions] can't log into new web site

2020-11-07 Thread Dave Dyer
And also, on iOS the “install on device” link on builds is very hard to 
hit.  I have to click around randomly a bunch of times until it activates.

On Saturday, November 7, 2020 at 6:29:33 PM UTC-8 Shai Almog wrote:

> Thanks!
> It seems the link is broken on mobile/tablets and should be 
> https://cloud.codenameone.com/buildapp/index.html
> It's working on desktops.
>
> On Sunday, November 8, 2020 at 3:07:41 AM UTC+2 daved...@gmail.com wrote:
>
>> On mobiles, the "dashboard" link just spins back to the main page.
>>
>> On Friday, November 6, 2020 at 9:45:50 PM UTC-8 Shai Almog wrote:
>>
>>> I just tried logging in on mobile and it worked. Notice the following:
>>>
>>> - You need to signup as it's technically a new account (we'll merge them 
>>> later based on the email)
>>> - You won't see any indication of being logged in - that's something we 
>>> need to improve
>>> - There isn't any functionality available for logged in user at the 
>>> moment since we didn't migrate the core services to the new login so 
>>> https://cloud.codenameone.com/buildapp/index.html still uses the old 
>>> login system
>>> - Once you're logged in and you press login again it will automatically 
>>> relogin without a prompt since the cookie is already present. We need to 
>>> detect this and add a logout button instead
>>>
>>> On Friday, November 6, 2020 at 11:44:51 PM UTC+2 ka...@bitxenio.com 
>>> wrote:
>>>
>>>> Me too
>>>>
>>>> El El vie, 6 nov 2020 a las 22:30, Dave Dyer  
>>>> escribió:
>>>>
>>>>>
>>>>> I can't log into the new web site from any of my mobiles.  I tried 
>>>>> various
>>>>> combinations of browser and android and ios.
>>>>>
>>>>>
>>>>> -- 
>>>>> You received this message because you are subscribed to the Google 
>>>>> Groups "CodenameOne Discussions" group.
>>>>> To unsubscribe from this group and stop receiving emails from it, send 
>>>>> an email to codenameone-discu...@googlegroups.com.
>>>>> To view this discussion on the web visit 
>>>>> https://groups.google.com/d/msgid/codenameone-discussions/5a105cc5-601e-4e2b-8ed9-28b72b4a1df2n%40googlegroups.com
>>>>>  
>>>>> <https://groups.google.com/d/msgid/codenameone-discussions/5a105cc5-601e-4e2b-8ed9-28b72b4a1df2n%40googlegroups.com?utm_medium=email&utm_source=footer>
>>>>> .
>>>>>
>>>>

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Re: [codenameone-discussions] can't log into new web site

2020-11-07 Thread Dave Dyer
On mobiles, the "dashboard" link just spins back to the main page.

On Friday, November 6, 2020 at 9:45:50 PM UTC-8 Shai Almog wrote:

> I just tried logging in on mobile and it worked. Notice the following:
>
> - You need to signup as it's technically a new account (we'll merge them 
> later based on the email)
> - You won't see any indication of being logged in - that's something we 
> need to improve
> - There isn't any functionality available for logged in user at the moment 
> since we didn't migrate the core services to the new login so 
> https://cloud.codenameone.com/buildapp/index.html still uses the old 
> login system
> - Once you're logged in and you press login again it will automatically 
> relogin without a prompt since the cookie is already present. We need to 
> detect this and add a logout button instead
>
> On Friday, November 6, 2020 at 11:44:51 PM UTC+2 ka...@bitxenio.com wrote:
>
>> Me too
>>
>> El El vie, 6 nov 2020 a las 22:30, Dave Dyer  
>> escribió:
>>
>>>
>>> I can't log into the new web site from any of my mobiles.  I tried 
>>> various
>>> combinations of browser and android and ios.
>>>
>>>
>>> -- 
>>> You received this message because you are subscribed to the Google 
>>> Groups "CodenameOne Discussions" group.
>>> To unsubscribe from this group and stop receiving emails from it, send 
>>> an email to codenameone-discu...@googlegroups.com.
>>> To view this discussion on the web visit 
>>> https://groups.google.com/d/msgid/codenameone-discussions/5a105cc5-601e-4e2b-8ed9-28b72b4a1df2n%40googlegroups.com
>>>  
>>> <https://groups.google.com/d/msgid/codenameone-discussions/5a105cc5-601e-4e2b-8ed9-28b72b4a1df2n%40googlegroups.com?utm_medium=email&utm_source=footer>
>>> .
>>>
>>

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[codenameone-discussions] can't log into new web site

2020-11-06 Thread Dave Dyer

I can't log into the new web site from any of my mobiles.  I tried various
combinations of browser and android and ios.


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[codenameone-discussions] Re: pushing the envelope

2020-09-29 Thread Dave Dyer
We programmers are a lazy bunch; we only work on a problem until a "good 
enough" solution is achieved.  I suppose
crashing and blaming it on android is good enough in this circumstance.

I've got my own "good enough" solution, which involves bypassing creating 
all those java strings
in the first place, and compressing the raw ascii using a nifty compression 
utility called "smaz"
that I found on github.  This is a much better solution than the simple 
solution that didn't work, and
I never would have got there if the simple solution worked.  So thanks.



On Monday, September 28, 2020 at 7:42:12 PM UTC-7 Shai Almog wrote:

> You can look at the code of GZIPOutputStream in Codename One. It's all 
> pure Java and as far as.I can tell doesn't do that. 
> We didn't write it though.
>
> Again, this is Androids subsystem. Not us. So your beef is with Google. 
> We don't garbage collect on Android. We don't throw exceptions. This is 
> 100% Google.
>
> On Monday, September 28, 2020 at 8:50:37 PM UTC+3 daved...@gmail.com 
> wrote:
>
>>
>> I more or less agree, but 1000x worse performance suggests either that 
>> something sloppier
>> than normal is going on, such as perhaps writing an explicit file in 
>> GzipOutputStream.
>>
>> Also, if the app just crashes instead of (presumably) throwing an out of 
>> memory exception,
>> that's on you.  I call to your attention once again the issues I've filed 
>> about the garbage
>> collector crashing in circumstances like this.
>>
>>

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[codenameone-discussions] Re: pushing the envelope

2020-09-28 Thread Dave Dyer

I more or less agree, but 1000x worse performance suggests either that 
something sloppier
than normal is going on, such as perhaps writing an explicit file in 
GzipOutputStream.

Also, if the app just crashes instead of (presumably) throwing an out of 
memory exception,
that's on you.  I call to your attention once again the issues I've filed 
about the garbage
collector crashing in circumstances like this.

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[codenameone-discussions] pushing the envelope

2020-09-27 Thread Dave Dyer

This is a bit of a frustration vent about the limitations of the platform, 
and the
difficulty of straying too far outside the envelope that codename1 has in 
mind
to support.The overall task is to add a dictionary with definitions to 
my
app.  The raw form of the dictionary is 15 megabytes.  Compressed about
5 megabytes.  The natural representation as strings would therefore be in
the range of 30 megabytes in memory (assuming utf-16 is the underlying
representation of strings).   This seemed a bit large, so I schemed to
store the bulk in compressed form in memory, so the data flow would
be  ->   -> 

Now for the surprise.  The piece of code that compresses short strings
runs 1000 x slower on real android hardware than it does on my desktop.

  public static byte[] zip(final String str) {
if ((str == null) || (str.length() == 0)) {
  throw new IllegalArgumentException("Cannot zip null or empty string");
}
  
try (ByteArrayOutputStream byteArrayOutputStream = new 
ByteArrayOutputStream()) {
  try (GZIPOutputStream gzipOutputStream = new 
GZIPOutputStream(byteArrayOutputStream)) {
gzipOutputStream.write(str.getBytes(StandardCharsets.UTF_8));
  }
  byteArrayOutputStream.close();
  return byteArrayOutputStream.toByteArray();
} catch(IOException e) {
  throw new RuntimeException("Failed to zip content", e);
}
  }
I haven't determined yet where the 3 order of magnitude loss of efficiency 
is.

Oh well, so much for elegance - what if I just skip the compression and 
store
the strings in native form?  Surprise #2 is that without the compression, 
the
app just crashes without any notice of an "out of memory" condition, though
I'm pretty sure that's what happens.



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[codenameone-discussions] Re: How to make an app that keeps working offline

2020-09-20 Thread Dave Dyer
I thought along the same lines, but Shai has really nailed the idea.  I'd 
add one thing;  DO NOT write two sets of code, one for 
working online and a fall back to use when offline.  Structure your code to 
always use the same cycle - update local database, 
record "pending" transactions, post pending transations to the real server.

On Saturday, September 19, 2020 at 10:22:43 PM UTC-7 Shai Almog wrote:

> Hi,
> working offline is pretty complex. I would suggest creating a local DB 
> that mirrors the one within the webservice. You would then need to create 
> an update strategy that periodically refreshes the DB based on updates in 
> the server.
> For submitting operations done locally you would need to use something 
> like a command patterns that classifies an action as "Pending" until the 
> server approves it. Then when networking is available you need to try 
> submitting an order and fail gracefully for the case of server failure.
>
> I think the caching related features aren't really useful for your case as 
> you need to actually write the business logic related to database 
> replication and merging. It isn't rocket science but it's still a bit 
> challenging.
>
> On Saturday, September 19, 2020 at 7:03:43 PM UTC+3 rdvg...@gmail.com 
> wrote:
>
>> Hi,
>>
>> I have a street sales project that has to continue working when the data 
>> signal is low or does not exist.
>> I count at least 10 tables that I have to access from my webservice and 
>> many handle high volume (for example: "price list").
>> I read the "Automatic Caching" blog and find it great. However, I have a 
>> hard time implementing it. Do you have any example code that allows me to 
>> guide myself on the subject?
>>
>> Regards
>>
>>

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[codenameone-discussions] Re: Crash in app store review

2020-09-20 Thread Dave Dyer
Good news; I resubmitted the same binary, and it sailed through. So my 
working assumption is that
the device the reviewer used had a damaged software environment.  Lets hope 
it's not something 
more sinister.  I've noticed that reviewers sometimes use "future" versions 
of IOS.

On Saturday, September 19, 2020 at 10:23:56 PM UTC-7 Shai Almog wrote:

> Please keep us posted on this, these are indeed hard to fix without a 
> reproducible error.
>
> On Sunday, September 20, 2020 at 3:08:07 AM UTC+3 daved...@gmail.com 
> wrote:
>
>>
>> My most recent submission to the apple app store was rejected
>> because it crashed, apparently before any of my code was run.
>> I'm hoping it's just a fluke, but I'm offering it here in case a pattern
>> later emerges, and there's some underlying codename1 problem.
>> The binary runs fine for me (loaded by testflight)
>>
>> The crash reports are hard to decipher, but the relevant clue seems
>> to be "address size fault"
>>
>> Thread 4 name: Dispatch queue: com.apple.root.background-qos Thread 4 
>> Crashed: 0 libsystem_kernel.dylib 0x0001c123198c 0x1c120a000 + 162188 1 
>> libsystem_pthread.dylib 0x0001dc24bc74 0x1dc249000 + 11380 2 
>> libsystem_c.dylib 0x00019ea7dc34 0x19ea07000 + 486452 3 
>> libsystem_c.dylib 0x00019ea7dbc0 0x19ea07000 + 486336 4 libc++abi.dylib 
>> 0x0001a9af4e24 0x1a9ae5000 + 65060 5 libc++abi.dylib 0x0001a9ae6434 
>> 0x1a9ae5000 + 5172 6 libobjc.A.dylib 0x0001a99f5710 0x1a99eb000 + 42768 
>> 7 libc++abi.dylib 0x0001a9af42a8 0x1a9ae5000 + 62120 8 libc++abi.dylib 
>> 0x0001a9af4234 0x1a9ae5000 + 62004 9 libdispatch.dylib 
>> 0x000195579adc 0x195576000 + 15068 10 libdispatch.dylib 
>> 0x00019558a230 0x195576000 + 82480 11 libdispatch.dylib 
>> 0x00019558a8e8 0x195576000 + 84200 12 libsystem_pthread.dylib 
>> 0x0001dc24c8cc 0x1dc249000 + 14540 13 libsystem_pthread.dylib 
>> 0x0001dc25377c 0x1dc249000 + 42876 
>>
>> and
>> Thread 1 crashed with ARM Thread State (64-bit): x0: 0x 
>> x1: 0x x2: 0x x3: 0x x4: 
>> 0x x5: 0x00989680 x6: 0x006e x7: 
>> 0x00889b00 x8: 0x05b9 x9: 0x2bbb669573ca4571 x10: 
>> 0x03e8 x11: 0x0003 x12: 0x x13: 
>> 0x0001 x14: 0x0010 x15: 0x0071 x16: 
>> 0x0148 x17: 0x00016b517000 x18: 0x x19: 
>> 0x0006 x20: 0x2703 x21: 0x00016b5170e0 x22: 
>> 0x0002811153c0 x23: 0x x24: 0x x25: 
>> 0x x26: 0x00016b5170e0 x27: 0x0114 x28: 
>> 0x fp: 0x00016b516950 lr: 0x0001dc24bc74 sp: 
>> 0x00016b516930 pc: 0x0001c123198c cpsr: 0x4000 esr: 0x5680 
>> Address size fault 
>>
>>

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[codenameone-discussions] Crash in app store review

2020-09-19 Thread Dave Dyer

My most recent submission to the apple app store was rejected
because it crashed, apparently before any of my code was run.
I'm hoping it's just a fluke, but I'm offering it here in case a pattern
later emerges, and there's some underlying codename1 problem.
The binary runs fine for me (loaded by testflight)

The crash reports are hard to decipher, but the relevant clue seems
to be "address size fault"

Thread 4 name: Dispatch queue: com.apple.root.background-qos Thread 4 
Crashed: 0 libsystem_kernel.dylib 0x0001c123198c 0x1c120a000 + 162188 1 
libsystem_pthread.dylib 0x0001dc24bc74 0x1dc249000 + 11380 2 
libsystem_c.dylib 0x00019ea7dc34 0x19ea07000 + 486452 3 
libsystem_c.dylib 0x00019ea7dbc0 0x19ea07000 + 486336 4 libc++abi.dylib 
0x0001a9af4e24 0x1a9ae5000 + 65060 5 libc++abi.dylib 0x0001a9ae6434 
0x1a9ae5000 + 5172 6 libobjc.A.dylib 0x0001a99f5710 0x1a99eb000 + 42768 
7 libc++abi.dylib 0x0001a9af42a8 0x1a9ae5000 + 62120 8 libc++abi.dylib 
0x0001a9af4234 0x1a9ae5000 + 62004 9 libdispatch.dylib 
0x000195579adc 0x195576000 + 15068 10 libdispatch.dylib 
0x00019558a230 0x195576000 + 82480 11 libdispatch.dylib 
0x00019558a8e8 0x195576000 + 84200 12 libsystem_pthread.dylib 
0x0001dc24c8cc 0x1dc249000 + 14540 13 libsystem_pthread.dylib 
0x0001dc25377c 0x1dc249000 + 42876 

and
Thread 1 crashed with ARM Thread State (64-bit): x0: 0x x1: 
0x x2: 0x x3: 0x x4: 
0x x5: 0x00989680 x6: 0x006e x7: 
0x00889b00 x8: 0x05b9 x9: 0x2bbb669573ca4571 x10: 
0x03e8 x11: 0x0003 x12: 0x x13: 
0x0001 x14: 0x0010 x15: 0x0071 x16: 
0x0148 x17: 0x00016b517000 x18: 0x x19: 
0x0006 x20: 0x2703 x21: 0x00016b5170e0 x22: 
0x0002811153c0 x23: 0x x24: 0x x25: 
0x x26: 0x00016b5170e0 x27: 0x0114 x28: 
0x fp: 0x00016b516950 lr: 0x0001dc24bc74 sp: 
0x00016b516930 pc: 0x0001c123198c cpsr: 0x4000 esr: 0x5680 
Address size fault 

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Re: [codenameone-discussions] new dashboard

2020-09-04 Thread Dave Dyer
Chrome or Firefox or the default browser on a kindle fire, fire os 5.3.6.4


On Friday, September 4, 2020 at 11:24:59 AM UTC-7 Steve Hannah wrote:

> Does it do anything at all for you? (error messages, etc..)
> What version of Android and browsers?
>
> I just gave it a test in Chrome on Android 9 and 10 and it worked fine on 
> both for me.
>
> On Fri, Sep 4, 2020 at 10:56 AM Dave Dyer  wrote:
>
>>
>> The new dashboard doesn't work on any browser I've tried on android. 
>> Clicking on the "download" or "install" links for a build doesn't trigger
>> a download.
>>
>> -- 
>> You received this message because you are subscribed to the Google Groups 
>> "CodenameOne Discussions" group.
>> To unsubscribe from this group and stop receiving emails from it, send an 
>> email to codenameone-discu...@googlegroups.com.
>> To view this discussion on the web visit 
>> https://groups.google.com/d/msgid/codenameone-discussions/da56c6fa-e0f9-40bb-af7c-58c945b5e6dbn%40googlegroups.com
>>  
>> <https://groups.google.com/d/msgid/codenameone-discussions/da56c6fa-e0f9-40bb-af7c-58c945b5e6dbn%40googlegroups.com?utm_medium=email&utm_source=footer>
>> .
>>
>
>
> -- 
> Steve Hannah
> Software Developer
> Codename One
> http://www.codenameone.com
>

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[codenameone-discussions] new dashboard

2020-09-04 Thread Dave Dyer

The new dashboard doesn't work on any browser I've tried on android. 
Clicking on the "download" or "install" links for a build doesn't trigger
a download.

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[codenameone-discussions] codename1 android build app

2020-09-04 Thread Dave Dyer
the authentication mechanism used by the build app, email address plus
an emailed link, it's very satisfactory.  The varied and junky devices I use
to test my apps on are NOT the same ones I read email on.  It's a real pain
to get the link to the device that needs to install the test apps.

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[codenameone-discussions] Re: "Generate Native Access" does not work (NoClassDefFoundError:)

2020-08-27 Thread Dave Dyer
Generate the template code in your clean project, copy to your actual 
project.  Problem solved until next time.

On Thursday, August 27, 2020 at 1:32:07 AM UTC-7 P5music wrote:

> What you both say works for a clean project but not for my app project. 
> Those errors are issued and a pink message says "project needs to be 
> compiled first"
> Thanks
>
> Il giorno giovedì 27 agosto 2020 alle 04:28:34 UTC+2 Shai Almog ha scritto:
>
>> Try creating a clean project and create a GUI builder form in that 
>> project. Then try to open it in the GUI builder and build it. This might 
>> trigger the jaxb download for that project and might let you generate a 
>> native interface there. I'm not sure if it will solve the other project but 
>> you might be able to use this as a workaround by copying the native code 
>> from there.
>> On Wednesday, August 26, 2020 at 12:13:08 PM UTC+3 P5music wrote:
>>
>>> You seem to be right but I do not know what has been relocated. I do not 
>>> think I relocated something, maybe I added some classpaths?
>>> What could I have done?
>>>
>>> Il giorno martedì 25 agosto 2020 alle 18:28:25 UTC+2 daved...@gmail.com 
>>> ha scritto:
>>>
 I think there's a problem if you have manually relocated some 
 components - the "generate" code
 uses some canned/expected paths instead of the actual classpath.   It 
 will work if you stick
 your native interface definitions into a virgin project.

 On Monday, August 24, 2020 at 8:45:06 PM UTC-7 Shai Almog wrote:

> Thanks. Please file an issue on that. This is due to JDK 9's 
> disastrous breaking down of the JVM. We still have a few dependencies 
> left 
> such as JAXB and JavaFX. Hopefully we'll be able to completely remove 
> both. 
> In the interim it seems that our workaround for the former failed on your 
> setup.
>
> On Monday, August 24, 2020 at 11:45:36 AM UTC+3 P5music wrote:
>
>> openjdk version "11.0.8" 2020-07-14
>> OpenJDK Runtime Environment (build 
>> 11.0.8+10-post-Ubuntu-0ubuntu120.04)
>> OpenJDK 64-Bit Server VM (build 11.0.8+10-post-Ubuntu-0ubuntu120.04, 
>> mixed mode, sharing)
>> IntelliJ IDEA 2020.2 (Community Edition)
>> Build #IC-202.6397.94, built on July 27, 2020
>> Runtime version: 11.0.7+10-b944.20 amd64
>> VM: OpenJDK 64-Bit Server VM by JetBrains s.r.o.
>> Linux 5.4.0-42-generic
>> GC: ParNew, ConcurrentMarkSweep
>> Memory: 949M
>> Cores: 4
>> Non-Bundled Plugins: com.codename1.plugin.intellij
>> Current Desktop: ubuntu:GNOME
>>
>> Il giorno lunedì 24 agosto 2020 alle 03:50:17 UTC+2 Shai Almog ha 
>> scritto:
>>
>>> Which JDK/IDE combination are you using?
>>>
>>> On Sunday, August 23, 2020 at 1:18:24 PM UTC+3 P5music wrote:
>>>
 I am adding some native iOS functionality to my CodenameOne app.
 I am just at the beginning.
 I created this Interface

 import com.codename1.system.NativeInterface;

 public interface VoiceInput extends NativeInterface {

 public boolean isSupported();

 }

 This is the bare minimum.
 When I try to run "Generate Native Access" from the menu I get 
 this, what's wrong? Thanks in advance.

 -pre-init
 Generating GUI sources
 ...
 Processing GUI builder file: 
 /home/pc/IdeaProjects/myappcp/src/com/myappcp/app/OneContainer.java
 Attempting to generate GUI sources for 
 /home/pc/IdeaProjects/myappcp/res/guibuilder/com/myappcp/app/OneContainer.gui
  
 with System JAXB
 ...
 Processing GUI builder file: 
 /home/pc/IdeaProjects/myappcp/src/com/myappcp/app/OneContainer.java
 Attempting to generate GUI sources for 
 /home/pc/IdeaProjects/myappcp/res/guibuilder/com/myappcp/app/OneContainer.gui
  
 with System JAXB
 Failed to generate Gui Source with System JAXB.  Will attempt using 
 bundled JAXB.
 ago 23, 2020 10:02:55 AM 
 com.codename1.build.client.GenerateGuiSources generateGuiSource
 INFORMAZIONI: null
 /home/pc/IdeaProjects/myappcp/build.xml:529: 
 java.lang.RuntimeException: java.lang.NoClassDefFoundError: 
 com/sun/xml/bind/v2/model/annotation/AnnotationReader
 /home/pc/IdeaProjects/myappcp/build.xml:529: 
 java.lang.RuntimeException: java.lang.NoClassDefFoundError: 
 com/sun/xml/bind/v2/model/annotation/AnnotationReader
 /home/pc/IdeaProjects/myappcp/build.xml:529: 
 java.lang.RuntimeException: java.lang.NoClassDefFoundError: 
 com/sun/xml/bind/v2/model/annotation/AnnotationReader
 Ant build completed with 3 errors and 2 warnings in 1s at 23/08/20, 
 10:02



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[codenameone-discussions] Re: "Generate Native Access" does not work (NoClassDefFoundError:)

2020-08-25 Thread Dave Dyer
I think there's a problem if you have manually relocated some components - 
the "generate" code
uses some canned/expected paths instead of the actual classpath.   It will 
work if you stick
your native interface definitions into a virgin project.

On Monday, August 24, 2020 at 8:45:06 PM UTC-7 Shai Almog wrote:

> Thanks. Please file an issue on that. This is due to JDK 9's disastrous 
> breaking down of the JVM. We still have a few dependencies left such as 
> JAXB and JavaFX. Hopefully we'll be able to completely remove both. In the 
> interim it seems that our workaround for the former failed on your setup.
>
> On Monday, August 24, 2020 at 11:45:36 AM UTC+3 P5music wrote:
>
>> openjdk version "11.0.8" 2020-07-14
>> OpenJDK Runtime Environment (build 11.0.8+10-post-Ubuntu-0ubuntu120.04)
>> OpenJDK 64-Bit Server VM (build 11.0.8+10-post-Ubuntu-0ubuntu120.04, 
>> mixed mode, sharing)
>> IntelliJ IDEA 2020.2 (Community Edition)
>> Build #IC-202.6397.94, built on July 27, 2020
>> Runtime version: 11.0.7+10-b944.20 amd64
>> VM: OpenJDK 64-Bit Server VM by JetBrains s.r.o.
>> Linux 5.4.0-42-generic
>> GC: ParNew, ConcurrentMarkSweep
>> Memory: 949M
>> Cores: 4
>> Non-Bundled Plugins: com.codename1.plugin.intellij
>> Current Desktop: ubuntu:GNOME
>>
>> Il giorno lunedì 24 agosto 2020 alle 03:50:17 UTC+2 Shai Almog ha scritto:
>>
>>> Which JDK/IDE combination are you using?
>>>
>>> On Sunday, August 23, 2020 at 1:18:24 PM UTC+3 P5music wrote:
>>>
 I am adding some native iOS functionality to my CodenameOne app.
 I am just at the beginning.
 I created this Interface

 import com.codename1.system.NativeInterface;

 public interface VoiceInput extends NativeInterface {

 public boolean isSupported();

 }

 This is the bare minimum.
 When I try to run "Generate Native Access" from the menu I get this, 
 what's wrong? Thanks in advance.

 -pre-init
 Generating GUI sources
 ...
 Processing GUI builder file: 
 /home/pc/IdeaProjects/myappcp/src/com/myappcp/app/OneContainer.java
 Attempting to generate GUI sources for 
 /home/pc/IdeaProjects/myappcp/res/guibuilder/com/myappcp/app/OneContainer.gui
  
 with System JAXB
 ...
 Processing GUI builder file: 
 /home/pc/IdeaProjects/myappcp/src/com/myappcp/app/OneContainer.java
 Attempting to generate GUI sources for 
 /home/pc/IdeaProjects/myappcp/res/guibuilder/com/myappcp/app/OneContainer.gui
  
 with System JAXB
 Failed to generate Gui Source with System JAXB.  Will attempt using 
 bundled JAXB.
 ago 23, 2020 10:02:55 AM com.codename1.build.client.GenerateGuiSources 
 generateGuiSource
 INFORMAZIONI: null
 /home/pc/IdeaProjects/myappcp/build.xml:529: 
 java.lang.RuntimeException: java.lang.NoClassDefFoundError: 
 com/sun/xml/bind/v2/model/annotation/AnnotationReader
 /home/pc/IdeaProjects/myappcp/build.xml:529: 
 java.lang.RuntimeException: java.lang.NoClassDefFoundError: 
 com/sun/xml/bind/v2/model/annotation/AnnotationReader
 /home/pc/IdeaProjects/myappcp/build.xml:529: 
 java.lang.RuntimeException: java.lang.NoClassDefFoundError: 
 com/sun/xml/bind/v2/model/annotation/AnnotationReader
 Ant build completed with 3 errors and 2 warnings in 1s at 23/08/20, 
 10:02



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[codenameone-discussions] Re: IOS builds fail, no space on device

2020-08-04 Thread Dave Dyer
Noted.

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[codenameone-discussions] IOS builds fail, no space on device

2020-08-04 Thread Dave Dyer
/var/folders/p_/xlvwhg4101z8r81_nl13cds8gn/T/build4572277337891731830xxx/dist/build/Build/Intermediates.noindex/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/armv7/com_codename1_ui_URLImage_ImageAdapter.o
fatal error: error in backend: IO failure on output stream: No space left 
on device


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[codenameone-discussions] Re: How to install an .apk or .ipa file stored on my device?

2020-07-31 Thread Dave Dyer
If you've got a dozen little apps that act as modules and cooperate with 
each other, I would think
long and hard about just bundling them into a single app.  There are so 
many ways a gaggle
of apps can become out of sync and fail to work together, and coordinating 
changes among them
is a pain.  Not to mention that you have to keep building and distributing 
them all.

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[codenameone-discussions] Re: How to install an .apk or .ipa file stored on my device?

2020-07-30 Thread Dave Dyer
If you simply put a link to the APK somewhere in your web site workflow, 
when your
customers click on it they're fall into the "install" cycle.  OTOH, the 
advantage
of being in the app store, even if you don't intend non-customers to 
install it,
is that updates are installed automatically.   I think it's possible to have
private label apps in the app store that than only be installed from an
external link, and won't be found in searches.


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[codenameone-discussions] Re: How to install an .apk or .ipa file stored on my device?

2020-07-29 Thread Dave Dyer
why are you so fixated on getting the app to auto-install?  It suggests you 
are
trying to accomplish something underhanded, when there are simple and
customary ways to install apps.



s.  

On Wednesday, July 29, 2020 at 7:04:27 PM UTC-7, Shai Almog wrote:
>
> There's no path to app. Apps work in isolation in devices. So one app 
> can't see the files of another app. On Android they have different user IDs 
> for each app to keep them completely isolated in the kernel level.
> Something like this should (probably) work:
>
> execute("intent:#Intent;scheme=customapp;package=com.my_package.name
> ;end");
>
> Where you need to set "com.my_package.name" to the package of the app you 
> want to launch.
> On Wednesday, July 29, 2020 at 11:19:44 PM UTC+3 shop.servic...@gmail.com 
> wrote:
>
>> Can you please advise how I can open an app that is installed on my 
>> device i assume using Display.getInstance().execute(path to app) or is 
>> there another preferred method to do this?
>>
>> Is there documentation regarding this?
>>
>> On Wednesday, July 29, 2020 at 7:37:18 AM UTC-4, Mark Bolduc wrote:
>>>
>>> Thanks.
>>>
>>> On Tuesday, July 28, 2020 at 10:34:58 PM UTC-4, Shai Almog wrote:

 If you provide a standard https URL the default browser will launch. As 
 a sidenote you can provide URLs such as "fb:" to launch facebook and other 
 apps.
 So standard URLs use Chrome/Safari or whatever you have defined.

 file:/// won't work. That's not an Android URI. You need to look for 
 the intent you want. Alternatively you can use a native interface for this 
 which might be simpler since you're doing something that's very platform 
 specific.

 On Tuesday, July 28, 2020 at 8:04:43 PM UTC+3 shop.servic...@gmail.com 
 wrote:

> Ok, I have successfully stored my .apk file in the  public 
> /storage/emulated/0/Download/ directory, I can then open a FileManager, 
> tap 
> downloads, Tam my app and it installs correctly.
>
> So the question is how can I envoke this "File Manager" app installed 
> on my device.
> I can't find its location.
>
> Once I have its location, can I use 
> "Display.getInstance().execute("file:///[path to file manager app]")" to 
> open the FileManager app?
>
> Thoughts?
>
> Regards
>


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[codenameone-discussions] Re: new Codenameone settings app does not recognize a save

2020-07-27 Thread Dave Dyer

It's also pretty unsatisfactory that "save" is hidden in a menu - shouldn't 
it be on the main bar?

-- for extra credit, make it appear there only if some unsaved changes 
exist.


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[codenameone-discussions] Re: new Codenameone settings app does not recognize a save

2020-07-26 Thread Dave Dyer
It does the save, but subsequently when you try to close the window, warns 
you that you haven't saved.

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[codenameone-discussions] Re: How to install an .apk or .ipa file stored on my device?

2020-07-26 Thread Dave Dyer

I don't know if you can install an IOS build that is stored somewhere on 
the device, but I have
succeeded in installing  a debug build stored on my web site, by dissecting 
and modifying
the HTML that accompanies the build in the codename1 dashboard.  Sorry, I 
don't have the 
details at hand, it was something of a pain to do and I haven't maintained 
the practice.

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