I'm working on a project that fetches data from a Twitter account specified in by the user. I've been writing some of the methods myself but I've seen in a tutorial video that there is (or should be) a library available called Twitterizer that helps with Twitter integration.
In the video, the programmer simply went into Manage NuGet Packages and performed a Search Online for Twitterizer, then installed the library when it was found.
I've tried both this method and using the Package Manager Console to install it using a command. Both ways I've tried, it hasn't been able to find Twitterizer at all.
Does anyone have any idea why this might be, or alternative ways of getting Twitterizer installed? Is it even still available?
Thanks,
Mark
The Twitterizer source code is on GitHub:
https://github.com/Twitterizer/Twitterizer
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i am new to Unity and i am try to understand plugins. I have got the difference between a managed plugin and a native plugin, but what is not very clear to me is:
what is the difference between a plugin and a dll? what should i expect to find in an sdk to make it usable in my unity project?
Thanks a lot
To expand on #Everts comment instead of just copying it into an answer, I'll go a little into details here
What is a plugin?
It's a somewhat vague word for a third-party library that is somehow integrated with the rest of your game. It means that it neither is officialy supported by Unity, nor is it a part of your core code. It can be "plugged" in or out without altering its internals, so it must provide some kind of API that can be used by the game code.
For example, you'll find many plugins that handle external services like ads, notifications, analytics etc. You'll also find a couple of developer-tools that can also be called plugins, like tile-based map editors and such.
Plugins come in many forms - DLL files are one example but some plugins actually provide full source code for easier use. And of course, other plugins will provide native code for different platforms, like Objective-C for iOS or .jars for Android.
So to answer your first question:
DLL is simply a pre-compiled source file that can be a part of a plugin
A plugin is a whole library that can consist of multiple files with different formats (.cs, .dll, .jar, .m etc)
What do you need to use an sdk?
First of all - documentation. Like I said before, and like you noticed yourself, not all plugins give you access to the source code. And unfortunately, not many sdks have extensive and developer-friendly documentations so it can be a tough task to actually understand how to use a given sdk.
Secondly - the code. Many sdks give you some kind of "drag & drop" library, a single folder with all the neccessary files inside that you simply add to your Unity projects. I've also seen sdks that use Unity packages that you have to import via Assets > Import Package > Custom Package.
Once you have the code and documentation it's time to integrate it with your game. I strongly recommend using an abstract lyer in your game as, in my experience, you often have to change sdks for various reasons and you don't want to rewrite your game logic every time. So I suggest encapsulating sdk-related code in a single class so that you have to change only one class in your code when switching from, say, one ad provider to another (and keep the old class in case you need to switch back).
So you basically need three things:
Documentation (either a readme file or an online documentation)
The code (precompiled or source)
A versatile integration
I'm new to emgu, and found people are using Emgu.CV.CvEnum.IPL_DEPTH.IPL_DEPTH_32F in their implementation. In my program, I don't know why I can not use it. However, I found that I could use Emgu.CV.CvEnum.IplDepth.IplDepth32F. I'm guessing they are the same thing, but I'm using a different version of emgu from other people. I'm using emgu.cv.dll version 3.0.0.2157. I tried to find which version uses Emgu.CV.CvEnum.IPL_DEPTH.IPL_DEPTH_32F as other people are using, but didn't get any luck. I probably referred to the wrong place. Can any one tell how to figure out such problems?
Usually when faced with something like this I go to the Emgu.CV web site and look in the API documentation. I checked v2.4.10 and that version uses IPL_DEPTH_32F. If they are using 2.4.10 then you are fine.
I will let you check other versions if necessary.
Doug
I am using the latest Nuget package of Glimpse. I see in the official website that they have a GlimpseTimeline that allow to add custom event in the timeline. I see the Github source that this static class exist. How come it is not inside Glimpse?
The page on official website that you referensed says "The GlimpseTimeline API was introduced in v2+" now. And v2 haven't been released yet, which is sad.
You can download SSW.AnalyticsInterface.Glimpse nuget package which provides the same syntax and works well. But I think it's not opensource and that's quite confusing. If you fine with non-opensource code that may be your solution.
I am about to build an extension where every user has
to grant access on his Evernote account.
I am a bit confused about all this authorization thing,
so I would be glad if someone could give me any advice
about if I can use OAuthorizer on this extension or
whatever he thinks is good to know about it.
Thanks!!
You can consider using OAuthorizer, but I recommend you look into alternatives (and report back if you find them!).
I am using OAuthorizer in version 1.9 of my goo.gl lite extension.
When 1.9 was reviewed, the reviewer expressed concern that I was including another extension within my own (as well as a secondary issue with synchronous HTTP requests within OAuthorizer). I have not resolved these issues yet myself.
Ideally, extension authors could just specify an OAuth library as a dependency, and it would be installed automatically, without requiring copying the library in, or multiple copies if the user had multiple OAuth-using extensions.
In the meantime, "copy it in" is the only option I'm aware of.
Another issue is that OAuthorizer does not seem to be actively developed. The last commit of mozilla/oauthorizer was on Jan 23, 2012. There may be a better or more actively developed library out there.
I want to compile and use Xapian with xcode on iOS, is there any one with any experiments on this? Is it possible?
Is there any other option for implementing full text search on iOS?I have tried
S4luceneLib (in Obj-C) which works but is port of old version of lucene, also I
have checked Clucene and lucy, which like xapian i can not compile on iOS.
any help and comment will be appreciated.
Speaking as one of the Xapian authors, I don't recall hearing of anyone reporting trying to compile Xapian on iOS. I also don't know of any fundamental reason why it would be impossible to compile it on iOS. I suggest you contact the Xapian developer community (on the xapian-discuss mailing list: http://lists.xapian.org/mailman/listinfo/xapian-discuss or on the #xapian IRC channel on irc.freenode.net), and give details of the attempts you've made to compile Xapian, and the error messages or problems you encountered.