01-05-2011 02:01 AM
Hey J.Rab -
In your second screenshot, you have an option for Target Platform: Blackberry - I don't have that!! What gives? I can't generate an export release other than an AIR file.
01-05-2011 02:02 AM
when you are working on your project, are you able to access the BlackBerry Tablet SDK classes such as Labels, TextInputs, etc?
01-05-2011 02:12 AM
Sure thing. Quite a few, haha.
import qnx.dialog.AlertDialog; import qnx.dialog.PromptDialog; import qnx.events.DialogEvent; import qnx.qnx_internal; import qnx.ui.buttons.Button; import qnx.ui.buttons.CheckBox; import qnx.ui.buttons.IconButton; import qnx.ui.buttons.LabelButton; import qnx.ui.core.Container; import qnx.ui.core.ContainerAlign; import qnx.ui.core.SkinnableComponent; import qnx.ui.data.DataProvider; import qnx.ui.display.Image; import qnx.ui.events.ScrollEvent; import qnx.ui.listClasses.CellRenderer; import qnx.ui.listClasses.DropDown; import qnx.ui.listClasses.List; import qnx.ui.listClasses.ListSelectionMode; import qnx.ui.listClasses.ScrollPane; import qnx.ui.listClasses.TileList; import qnx.ui.picker.PickerList; import qnx.ui.skins.ISkin; import qnx.ui.skins.SkinStates; import qnx.ui.text.Label; import qnx.ui.text.TextInput;
I'm in FB4.1, but even with burrito the option is not there.
01-05-2011 02:19 AM
i dont beleive the export release build works the same and is unusable in FB 4.0.1 but i'd have to double check to confirm. I think in FB 4.0.1 the best way to export your project for a release is a method proposed in a thread a while back. Here is the link:
As for Burrito you should be able to see the BlackBerry tablet as a target platform if you are using it in your project while coding. What does your screen look like when you try to export?
01-05-2011 02:43 AM
Got it - so by adding -debug=false (even by selecting debug) it's going to compile a release type BAR?
In burrito, I've got an option to include source code where your target platform option is. Maybe this is because I've imported a desktop application project (from FB 4.0.1) and it's not a "Mobile" flex app?
01-05-2011 02:55 AM
according to the other post you are correct. you can test out the new bar file with the command line from the second half of my other post with the screenshots. After you install it, you should be able to launch the application via the simulator with just clicking on the icon instead of having to go through flash builder to launch your application.
and as for the reason why its not working in burrito you seem to be correct as well. by importing your project you probably lose the additional "features" of a newly created Mobile AIR project in burrito.
01-07-2011 03:44 PM
Are these steps necessary to follow before submitting? Can't I just submit the .bar file I find inside the folder?
Since we don't have the singing code, we can't build using production mode. Can't we just submit the .bar file that have been built through development mode?
I know these question have been asked frequently but there isn't seem to be a straight forward answer to each question.
Please help me out!
01-07-2011 03:49 PM
we're all in the fog with ya! but ill try to shed some light.
the reason why you must complete all these steps is because simply submitting the .bar file you create via the debugging will also package up debugging data that is unnecessary and causes your files to be a lot bigger in size. also you will notice that if you install your .bar file from a debugging manner it causes your icon's display name to be "myapp-debug". Also if you dont run the debug in a "run" manner it will not run after its first launch because it will keep trying to listen to the debugging machine. hope that clears somethings up. let me know if you need elaboration. good luck!
01-07-2011 03:49 PM