dart language: How to get all the classes available to import? - dart

Programmatically I want to get all dart files available to import.
How can I achievement this? (programmatically)

In which environment do you want that?
If it's for a single Pub package, ensure that dart pub get has been run, then parse the .dart_tool/package_config.json file and find the roots of all the packages. Then search through those directories for all dart files that are not part files (does not start with part of ...;). The rest should be Dart library files which can be imported.
If you only want the packages that can be imported from inside lib/, you may want to parse the pubspec.yaml file too, so you can ignore the dev_dependencies.
Then you may also want to list the available dart:... platform libraries. Which are available depends on which platform you compile for. You need to figure that out somehow, then you should just keep a list for each platform.

Related

How to construct a Swift Package that links to a local (not system) library?

I must have read over a dozen posts on possible techniques to link a local library into my Swift Package. Specifically, my package depends on libturbojpeg.a, which most users won't have installed anywhere. Even if they did install it (there is a DMG), I'd have to go through hoops to make sure I was linking in the correct version. I finally found a post in the Swift Forums that basically says you can't do it now.
It appears that the only way to link it now is using .linkerSettings(LinkerSetting.unsafeFlags(..., but if you use that your package can't be managed by Xcode (see above link, and I even tried it and verified it cannot be used).
Is there some kind of workaround that allows me to distribute my Swift Package with the library?
In my Package, I created a directory "Libraries" and added my library there.
I discovered that Xcode 11 places included Swift Packages in a specific location in the Derived Folders directory. This means that it is possible to tell Xcode where to find it during the link phase.
My Package has these instructions in it for users:
1) Add the Package using Xcode->File->Packages with the URL of https://github.com/dhoerl/
2) Open the app's Project Build Phases, and from the Package shown in the left file pane, drag the Libraries/.a file into the link phase. It will appear just above the that should already be there
3) In Application Build settings, under library search paths, add:
"$(BUILD_DIR)/../../SourcePackages/checkouts//Libraries"
Build and run! Voíla - works like a charm!
Note: obviously this is somewhat fragile, Xcode 12 could change how packages are managed, but its possible by then that the Swift Package Manager will support linking of local libraries (its mentioned in the above link.)

JUCE iOS build has no target

I have code for a VST plugin and need to port some of it to an iOS app.
I have tried building the OSX version and using the lib.a and it doesnt work. When I open the iOS version of it, Xcode shows that it is missing the tagret.
If I copy the code directly into Xcode with all the JUCE modules, and I set the header search paths, I get compilation errors on things like no such type for String
After this latest JUCE update, Xcode would give the same errors until I updated the JUCE file itself, so I think the JUCE build settings or configuration of the new version is doing something differently. How can I get this code into a different Xcode project, so that I can use it?
Can I compile it as a library and use the objects through the header?
JUCE is designed to be included in projects generated by the Introjucer / Projucer (the JUCE project management tool). Without this, the correct preprocessor definitions will not be set up.
If you really needed to include JUCE source code inside your program, you could manually set up these preprocessor definitions (take a look at the AppConfig.h header from a generated project to get an idea of how much work this will be), but you'd really be going against the normal "JUCE way".
Simply including the headers and linking against the library will not work without considerable effort, as the include structure is ... odd ... and there isn't any library to link against directly anyway (the generated projects contain all the JUCE source normally, so there's no need).
Adding the JUCE source files (i.e. .cpp and .mm) to be compiled in a project directly will result in compilation errors, as they need to be compiled in a very specific order which is mandated by the header file (the header files #include certain implementation files after setting up their dependencies).
In short, if you can at all I would advise generating the project with the Projucer and adding other source files in as you need them, rather than the other way around.

JavaFXPorts and robovm-cocoatouch import

I’m trying to use JavaFXPorts and RoboVM-cocoatouch but I can’t use the native stuff from RoboVM like UIButton.
I have the following dependencies in my build.gradle file:
classpath 'org.javafxports:jfxmobile-plugin:1.0.0-b5'
classpath 'org.robovm:robovm-cocoatouch:1.0.0'
And I'm trying to import org.robovm.apple.uikit.* but eclipse can't find the Packages.
What I have to do that I can use JavaFXPorts and the native stuff from RoboVM?
The short answer:
you need to create a folder src/ios/java in which your iOS specific source files should be located. The source files within this folder automatically have the correct classpath set, so you can use the RoboVM classes there.
The long answer:
In addition to the default main source set, the jfxmobile plugin also adds a source set for every platform the plugin supports: android, ios and desktop. Each source set has a src/PLATFORM/java and src/PLATFORM/resources directory which contains the platform specific source files and resource files respectively.
Platform independent code must be written inside the folder src/main/java, while platform specific code must be written inside the matching platform sources folder. For instance, in your case, iOS code should be put inside the src/ios/java folder.
The plugin also makes sure that the dependencies are correctly configured for each source set. Also, when you are for instance generating your IPA, it will only contain the class files from the main and ios source sets.
For more information about the structure of a jfxmobile project, look at the Structure section on this webpage: http://javafxports.org/page/Setting_up
You can read more information about gradle source sets in the java plugin documentation: http://gradle.org/docs/current/userguide/java_plugin.html

Dart project structure for apps (not libs)

I am trying to understand Dart's recommended project structure and not seeing the "forest through the trees".
So, if my project is intended to be a reusable library, say, a logging framework of some sort, then if I understand the above link correctly, I want all of my development to be under a lib and lib/src directory.
But what if I am building a web app? Where do my Dart source files go? Under packages? Specifically:
Where do I place Dart source files for a web app (not a lib)?
Are my web app's "packages" just directories that are logically organized similar to Java packages?
Does Dart recommend a 1-class-per-file convention for its source code?
1)
your_app_package/web
your_app_package/web/src/xxx
static content like jpg, css go to
* your_app_package/asset
2) the packages directory is maintained automatically. You configure in the file pubspec.yaml which 3rd party libraries you want to use and then call pub get or pub upgrade and the packages directory is updated automatically (the Darteditor does this automatically when you update pubspec.yaml).
3) not that I know of.
I had some problems putting additional classed in the code file of a Polymer element though. But I guess this is just a temporary limitation of Polymer.

Duplicate package problem

I am trying to integrate Twitter in my application. I import two .jar files with different names, but one package has the same name in both files. When I compile, it shoes following error.
Description Resource Path Location Type
D:\CustomClasses\ksoap2-j2me-core-prev-2.1.2.jar(org/kxml2/io/KXmlParser.class): Error!: Duplicate definition for 'org.kxml2.io.KXmlParser' found in: org.kxml2.io.KXmlParser
Assuming the two JARs are third party (not platform libraries), you should consider a more sophisticated compilation and packaging step. But before going down this path, check to see whether the JARs you are importing don't come in different forms -- ones that don't embed their dependencies.
Either way, have a step in your compilation to extract just the parts that you need from each JAR.
If you are not using build scripts but use an IDE for everything, set up a build script just to build your customized dependencies JAR.

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