Posts Tagged ‘SDK’

Installing Android SDK & NDK on OSX

Thursday, May 26th, 2016

First, get Homebrew if you haven’t already: http://brew.sh/

Run these commands in the terminal

brew install android-sdk
brew install android-ndk

Update Android tools by running in the terminal:

android update sdk --no-ui

Homebrew installs your Android SDK and NDK into /usr/local/Cellar/ subfolders based on which versions it installed, but luckily it also creates two symlinks that always point to the newest versions of each; /usr/local/opt/android-sdk and /usr/local/opt/android-ndk.

Lastly add those to your .bash_profile:

export ANDROID_HOME=/usr/local/opt/android-sdk
export ANDROID_NDK=/usr/local/opt/android-ndk

Managing your playerglobals and SDKs

Thursday, March 28th, 2013

If you have multiple versions of the Flex/Air SDK on your computer it can sometimes become a hassle to make sure that every SDK has all the playerglobal.swc files for all the versions that you need to compile for.

What I recommend is creating a /flex directory in your preferred location (mine is on the root of C:) where you have all your SDKs, and put a folder there called /playerglobals where you have all your versions of playerglobal that you will need.
Then delete the FlexSDK_x.x.x/frameworks/libs/player folder from every SDK and replace it with a Directory Junction (hard) link, which you can do with the following command (Windows):

mklink /J C:\flex\FlexSDK_x.x.x\frameworks\libs\player c:\flex\playerglobals

Now you have only one place to worry about your playerglobals.

Global error handling with Flash Player 10.1

Wednesday, June 23rd, 2010

Since the official release of Flash Player 10.1 is out, now might be a good time to start implementing the global error handler.

When this is written, flash builder 4 doesn’t have a native way that lets you use it, so we have to do a little mix. (Update: The update is out.)
The global error handler works by adding an event to the uncaughtErrorEvents property of the loaderInfo of the application.
There are currently two methods of getting it to work.

Method 1 – The backwards compatible one:

Here the code doesn’t crash in flash player 9/10, but the error handling will only work in 10.1.

if(loaderInfo.hasOwnProperty("uncaughtErrorEvents")){
	IEventDispatcher(loaderInfo["uncaughtErrorEvents"]) .addEventListener("uncaughtError", uncaughtErrorHandler);
}
private function uncaughtErrorHandler(e:Event):void {
	trace("Global error:", e);
}

Method 2 – The type safe one:

Get the Flex 4.1 SDK if you haven’t already and choose that one as your project’s SDK.

Now you can use the new global error handling like it was meant to be used:

import flash.events.UncaughtErrorEvent;

loaderInfo.uncaughtErrorEvents.addEventListener( UncaughtErrorEvent.UNCAUGHT_ERROR, uncaughtErrorHandler);

private function uncaughtErrorHandler( e:UncaughtErrorEvent):void {
	trace("Global error:", e);
}