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AppGameKit Classic Chat / Blackberry Playbook Tier 2 Guide

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kamac
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Joined: 30th Nov 2010
Location: Poland
Posted: 20th Mar 2012 16:34
Hey.

I've tried to follow current Playbook guide, but doh, it's not updated or something. For example, it points you to agk_player_bb, while there's no such folder. (I worked out that it's the whole root directory)

Through, it wanted me to change something in .cproject. But there was nothing to change.

I cannot get up & running with Tier 2 and Playbook. Will there be a proper guide any soon? Thanks.

bjadams
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Posted: 20th Mar 2012 22:29
follow the guide and ignore the parts marked with a ?
kamac
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Posted: 20th Mar 2012 22:49
Hm. Through, the whole project is a interpreter for BASIC. There's no project for native C++

bjadams
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Posted: 21st Mar 2012 10:32
Replace the contents of interpreter.h and interpreter.cpp files with the contents of template.h and template.cpp from iOS/Windows versions of T2 AppGameKit!
kamac
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Posted: 21st Mar 2012 12:22 Edited at: 21st Mar 2012 22:58
I'm also getting this warning

Quote: " Source file of asset "lib/libbps.so.1" does not exist."


when I'm in Packaging Settings.

It appears on this line:

inside bar-descriptor.xml

When I try to export the project, I'm getting this error:

Quote: "Packaging failed:1
Error: Invalid asset path "E:/Programy/bbndk-2.0.0/target/qnx6/../target-override/armle-v7/usr/lib/libbps.so"
(Time of error: 21 march 2012 11:22:33 CE"


Also, in the whole project I have error:


Quote: "Description Resource Path Location Type
E:\Programy\bbndk-2.0.0\target\target-override\armle-v7\usr\lib\libOpenAL.so: No such file: No such file or directory AGKPlayer C/C++ Problem"


Through I did clean & build the project.


Anybody?

kamac
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Location: Poland
Posted: 22nd Mar 2012 14:02
(@ bump)

Is anybody able to help me?

Paul Johnston
TGC Developer
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 23rd Mar 2012 21:57
Is your playbook SDK installed at "E:\Programy\bbndk-2.0.0" as shown in the path from your error? Did you change the bar-descriptor.xml in any way from the one in the download?
kamac
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Location: Poland
Posted: 23rd Mar 2012 21:58 Edited at: 23rd Mar 2012 21:59
Quote: "Is your playbook SDK installed at "E:\Programy\bbndk-2.0.0" as shown in the path from your error? Did you change the bar-descriptor.xml in any way from the one in the download?"


Yes it is under E:\Programy\bbndk-2.0.0.

Quote: "Did you change the bar-descriptor.xml in any way from the one in the download?"


Nope I'm uncertain of what should I change, since there are many relative patches.

Paul Johnston
TGC Developer
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Posted: 23rd Mar 2012 22:18
I remember having this problem before but I can't remember exactly what fixed it. It might have been the line



coming after the <asset> line so it wasn't set properly, if the path to the file definitely exists then I think it is something to do with the two variables ${QNX_TARGET} and ${CPUVARDIR} not being found by the build process (but are being found by the IDE hence the correct path in the error message). Perhaps an absolute path specific to your build would work around the problem, or it would at least let you know if that is the problem.
kamac
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Posted: 23rd Mar 2012 22:33 Edited at: 23rd Mar 2012 22:46
Well, I changed the patch to absolute, but I get this error during building the project:

Quote: "E:\Programy\bbndk-2.0.0\host\win32\x86\usr\bin\ntoarm-ld: E:\Programy\bbndk-2.0.0\target\target-override\armle-v7\usr\lib\libOpenAL.so: No such file: No such file or directory"


I mean, I fixed libbps.so.1 warning, but yet I have libOpenAL.so error left.


I suppose you're right and it's something with this line:

Quote: "<platformArchitecture>armle-v7</platformArchitecture>"


Through, I don't know what to change it to.


I know that libOpenAL.so is under
Quote: "E:\Programy\bbndk-2.0.0\target\qnx6\armle-v7\usr\lib\"


althrough, my patch is set to
Quote: "E:\Programy\bbndk-2.0.0\target\target-override\armle-v7\usr\lib\"


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