Less time testing IE. More time building what matters.
I’ve been working on an AngularJS project for a couple months. It’s been a great experience and I’m digging the framework. The one thing that’s always a pain in the ass when building any web application, is testing IE :)
In the past I’ve used VirtualBox with Windows 7 installed. I would then need to install IE Tester or something of that nature for testing all the different versions of IE.
Well checkout this site Microsoft set up. Chad Wright, a developer I’m working with was kind enough to give me a headsup about this cool little gem. You can basically choose a version of windows and version of IE you want, and download. After download you run a couple commands in Terminal and you’re good to go.
I found this post really valuable if you are needing to use someones existing SWF library in a haxe project. Step 3 and 4 is the part I was looking for so here you go.
Open up the command-line prompt. You should already have Haxe installed if you are reading this, so this magical command should work for you:haxe -swf nothing.swf --no-output -swf-lib library.swf --gen-hx-classes
This command beautifully creates empty classes (like header reference files) for all the stuff in the library you want to use.
The above command will have generated a directory full of .HX source files. You can ignore most of the base system stuff (it’ll generate classes for basic things like array.hx and Sprite.hx) and instead pick out the bits you need – for me, that was the /com/company/extensionName/ directory. Copy this directory to your project’s source folder.
A simple and quick tutorial on how to install Haxe, OpenFL, and SublimeText3 for OpenFL Development and deployment on OSX 10.9 Mavericks. - by Andy Moore
- Install Haxe 3
- - download installer from here http://haxe.org/download
- - run the downloaded file, install to C:\HaxeToolkit\
- Installing NME
- - run CMD
- - type “haxelib install nme” - this will install newest version of NME
- Installing OpenFl
- - run “haxelib install openfl”
- - run “haxelib run openfl setup”
- - run “haxelib selfupdate”
- Other platforms :
- - if you need you can also install support for other platforms :
- run “haxelib run nme setup platform” ( replace platform with windows / linux / android / blackberry / webos
- - openfl setup windows
- - openfl setup linux
- - openfl setup android
- - openfl setup blackberry
- Installing Git
- - download Git http://git-scm.com/downloads
- - run .exe, and install Git
- - now you need to set PATH to point at git.exe, open cmd, and run “SET PATH=%PATH%;”c:\Git\bin” ( if your Git is placed somewhere else you will need to change the path part )
- Installing Flixel-Tools ( https://github.com/HaxeFlixel/flixel-tools )
- - run “haxelib git flixel-tools https://github.com/HaxeFlixel/flixel-tools.git”
- - run “haxelib run flixel-tools setup”
- - template for FlashDevelop : run “flixel template flashdevelop-basic”
- - ( in my case I needed to change “GameClass” in Main.hx to “ProjectClass”
- - run the FlxTemplate.tdz
- Installing newest Flixel
- - run “haxelib git flixel https://github.com/HaxeFlixel/flixel”
- - you can add it to FlashDevelop project list via Project -> Properties -> Classpaths -> Add Classpath -> ( point at flixel folder in C:\HaxeToolkit
There is also another library called hx-unity3d which does the same thing.
Eugene also came across the development branch of Nicolas’s h3d library that has support for WebGL.
I’ve uploaded the first version of openfl-tilelayer to haxelib. Please feel free to log any bugs or jump in and help by forking the project on github. https://github.com/matthewswallace/openfl-tilelayer
This project is an openfl version of nme-tilelayer. The point of this project is to offer the same functionality that nme-tilelayer has but make it compatible with Haxe 3 and openfl.
Openfl-tilelayer is lightweight and very optimized wrapper over openfl’s powerful but lowlevel ‘drawTiles’ which offers the best rendering performance
(ie. batching) on native platforms.
I welcome anyone to fork project and help imporve. I was not the original author of the code so name spaces and current code is pretty much a representation of the previous version. The current project was just to get to a point of compilation and working code with openfl and Haxe 3. I’m 100% sure there are bugs and more work needs to be done.
Also please feel free to improve on the Readme file. I’m sure some of the previous info will become outdated as we work on this.
Also Philippe has recently added OpenFL support to Flashdevelop,
proj.nmmlis handled as NME and
Erica McCowan has written Haxe Extension Test to demonstrate the ability of Haxe to use native code extensions in order to fully integrate with the target platform. Includes examples for Android, iOs, Mac and Windows.
Alexander has successfully compiled an old NME project to Emscripten without any code changes with OpenFL. Be patient though, its 17mb.