2.0 NDK + BB10 NDK?

After you have installed the NDK BB10 NDK current 2.0 cannot launch & more to run applications. The two NDKs can coexist on the same computer? TX.

It works for me now, after that I followed the instructions published by user Offo in another thread. Thank you.

Update: just to be clear: I uninstalled the NDK 2.0 that I have chosen the Cascades.

Tags: BlackBerry Developers

Similar Questions

  • BB10 NDK error undefined reference to 'init_JSON_config '.

    Hi all

    I'm trying to integrate json parser in my native project BB10. The codes are derived from here

    https://github.com/BlackBerry/JSON_parser/

    I copied the file JSON_parser.h and JSON_parser.c in the source directory. In the HelloCascadesApp.cpp, I have included the header file.

    Now, when you compile the project, I get error like

    no reference to 'init_JSON_config '.

    This is the output of the compiler

    **** Build of configuration Simulator-Debug for project another ****
    
    make Simulator-Debug
    d:/bbndk-10.0.4-beta/host/win32/x86/usr/bin/qmake -spec unsupported/blackberry-armv7le-g++ -o arm/Makefile another.pro CONFIG+=device
    d:/bbndk-10.0.4-beta/host/win32/x86/usr/bin/qmake -spec unsupported/blackberry-x86-g++ -o x86/Makefile another.pro CONFIG+=simulator
    make -C ./translations -f Makefile update release
    make[1]: Entering directory `C:/ndk-10.0.4-workspace/another/translations'
    d:/bbndk-10.0.4-beta/host/win32/x86/usr/bin/lupdate another.pro
    Updating 'another_en_GB.ts'...
        Found 0 source text(s) (0 new and 0 already existing)
    Updating 'another_fr.ts'...
        Found 0 source text(s) (0 new and 0 already existing)
    Updating 'another_it.ts'...
        Found 0 source text(s) (0 new and 0 already existing)
    Updating 'another_de.ts'...
        Found 0 source text(s) (0 new and 0 already existing)
    Updating 'another_es.ts'...
        Found 0 source text(s) (0 new and 0 already existing)
    Updating 'another.ts'...
        Found 0 source text(s) (0 new and 0 already existing)
    d:/bbndk-10.0.4-beta/host/win32/x86/usr/bin/lrelease another.pro
    Could not find qmake configuration directoryCould not read qmake configuration file D:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/qmake.confUsing OS scope before setting MAKEFILE_GENERATORD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/debug_and_release.prf(1): Using OS scope before setting MAKEFILE_GENERATORD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(4): Using OS scope before setting MAKEFILE_GENERATORD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(36): Using OS scope before setting MAKEFILE_GENERATORD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(197): 'qtAddLibrary' is not a recognized test functionD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(197): 'qtAddLibrary' is not a recognized test functionD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(197): 'qtAddLibrary' is not a recognized test functionD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(197): 'qtAddLibrary' is not a recognized test functionD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(197): 'qtAddLibrary' is not a recognized test functionD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(197): 'qtAddLibrary' is not a recognized test functionD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(197): 'qtAddLibrary' is not a recognized test functionD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/qt.prf(213): Using OS scope before setting MAKEFILE_GENERATORD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/moc.prf(3): 'qtPrepareTool' is not a recognized test functionD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/moc.prf(12): Using OS scope before setting MAKEFILE_GENERATORD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/moc.prf(97): Using OS scope before setting MAKEFILE_GENERATORD:/bbndk-10.0.4-beta/target/qnx6/usr/share/qt4/mkspecs/features/uic.prf(108): Using OS scope before setting MAKEFILE_GENERATORThe directory name is invalid.
    Updating 'C:/ndk-10.0.4-workspace/another/translations/another_en_GB.qm'...
        Generated 0 translation(s) (0 finished and 0 unfinished)
    Updating 'C:/ndk-10.0.4-workspace/another/translations/another_fr.qm'...
        Generated 0 translation(s) (0 finished and 0 unfinished)
    Updating 'C:/ndk-10.0.4-workspace/another/translations/another_it.qm'...
        Generated 0 translation(s) (0 finished and 0 unfinished)
    Updating 'C:/ndk-10.0.4-workspace/another/translations/another_de.qm'...
        Generated 0 translation(s) (0 finished and 0 unfinished)
    Updating 'C:/ndk-10.0.4-workspace/another/translations/another_es.qm'...
        Generated 0 translation(s) (0 finished and 0 unfinished)
    Updating 'C:/ndk-10.0.4-workspace/another/translations/another.qm'...
        Generated 0 translation(s) (0 finished and 0 unfinished)
    make[1]: Leaving directory `C:/ndk-10.0.4-workspace/another/translations'
    make -C ./x86 -f Makefile debug
    make[1]: Entering directory `C:/ndk-10.0.4-workspace/another/x86'
    make -f Makefile.Debug
    make[2]: Entering directory `C:/ndk-10.0.4-workspace/another/x86'
    qcc -Vgcc_ntox86 -lang-c++ -Wl,-rpath-link,d:/bbndk-10.0.4-beta/target/qnx6/x86/lib -Wl,-rpath-link,d:/bbndk-10.0.4-beta/target/qnx6/x86/usr/lib -o o-g/another o-g/.obj/hellocascades.o o-g/.obj/HelloCascadesApp.o o-g/.obj/moc_HelloCascadesApp.o  -lcurl  -Ld:/bbndk-10.0.4-beta/target/qnx6/x86/lib -Ld:/bbndk-10.0.4-beta/target/qnx6/x86/usr/lib -Ld:/bbndk-10.0.4-beta/target/qnx6/x86/usr/lib/qt4/lib -LD:/bbndk-10.0.4-beta/target/qnx6/x86/usr/lib/qt4/lib -lm -lbps -lbb -lQtCascades -lQtDeclarative -lQtScript -lQtSvg -lQtSql -lQtXmlPatterns -lQtXml -lQtGui -lQtNetwork -lQtCore
    Could not find qmake configuration directoryCould not find qmake configuration fileUsing OS scope before setting MAKEFILE_GENERATORo-g/.obj/HelloCascadesApp.o: In function `parse_JSON':
    C:\ndk-10.0.4-workspace\another\x86/../src/HelloCascadesApp.cpp:216: undefined reference to `init_JSON_config' C:\ndk-10.0.4-workspace\another\x86/../src/HelloCascadesApp.cpp:224: undefined reference to `new_JSON_parser'
    cc: d:/bbndk-10.0.4-beta/host/win32/x86/usr/bin/ntox86-ld caught signal 1
    make[2]: *** [o-g/another] Error 1
    make[2]: Leaving directory `C:/ndk-10.0.4-workspace/another/x86'
    make[1]: Leaving directory `C:/ndk-10.0.4-workspace/another/x86'
    make[1]: *** [debug] Error 2
    make: *** [Simulator-Debug] Error 2
    
    **** Build Finished ****
    

    I used this parser json beginning of NDK 2.0 BB with no problems.

    Can someone help me?

    concerning

    by default, the c files are ignored, add, change your {appname} .pro

    and add the singel file:

    SOURCES += ../src/*.cpp ../src/JSON_parser.c
    

    or all the *.c files:

    SOURCES += ../src/*.cpp ../src/*.c
    
  • Qt Creator and BB10 NDK, QT-QDE - resolved project

    I have installed BlackBerry NDK, including FDI and downloaded the SDK. Now I've already set up Qt-Creator 2.8.1 2.8.0 2.6.2... In each version, there is another problem with configuration settings. The most advanced was with 2.6.2 and manually configure integration BB10.

    BB10 NDK Version: 10.1 for target 10.1.0.4633 armv7le-v7

    Creator always starts with bbnk - env.bat, called before.

    2.6.2:

    Compiler set with CCG to such custom-arm-linux-generic-elf-32bit as proposed by the https://developer.blackberry.com/native/documentation/core/qt_porting_tools.html (I have a compiler second value instead of linux unix)

    QT-Version provided by Blackberry NDK, Qt 4.8.5 in BBNDK\host_10_1_0_238\win32\x86\usr\bin\qmake.exe.

    Features: BBZ10 is connected and accessible. Qt Creator successfully connects and can use the debugToken.

    Now, the problem is in the Kits: created a kit for BBZ10, saw the bbZ10 device, bbndk\target_10_1_0_4633\qnx6\armle-v7 sysroot, compiler (for linux), gdb to ntoarm - gdb.exe, QT-Version to configured 4.8.5. Now I can try any mkspec it always gives me error (translated from German)

    No mkspec found for considering the Version of QT

    Sharp QT Version wurde keine mkspec found as I think that the mkspecs are set to compile for unix-target, while the OA 4.5 provided with the sdk requires to be a linux target (where actually target is QNX)

    Somehow I can compile with this version, but first of all, I'm not sure if this creates an OK executable file, even more, I can't deploy the executable, because QT-Creator does not create the file of the bar - descriptor.xml...

    2.8.1:

    By using the same configuration as in 2.6 (after 2.6 QT Version) configured, I am able to make the same mistake. By using the 'new' system configuration under the "BlackBerry" page in the settings I can not properly implemented path NDK. Always will say (translated from German)

    The following problems were encountered during the BB10 configuration:

    Not found Version-Qt

    No found GCC compiler

    No debugger GDB to BB10 Comiler found

    No GDB debugger for Simulator BB10 found

    Has anyone successfully configured bb10 ndk for use with qt-creator (2,6/2.8.1) and had similar problems? How can I solve this problem?

    As how can an alternative, I use a QT - App developed for Android/iOS in Qt Creator to be used in QNX Momentics IDE?

    After 24 hours try, installation, relocation, change, cry... I reinstalled entire NDK and Qt Creator 2.8 and published bbndk - env_10_1_0_4633.bat.

    I removed all the variables in the command file and assign the corresponding values, for example to replace each BASE_DIR % with your acutal base-dir (i.e. D:\bbndk).
    For the use of conveniance I craeted an another batch file, calling the batch bbndk-env and from qt-creator.

    The value of the compiler, Qt Version, Kits in creator-parameters, as described in https://developer.blackberry.com/native/documentation/core/qt_porting_tools.html

    Keep the line mkspecs Kits-empty tab

    Happy hacking

  • The sample application BB10 NDK Gamepad of build error

    Hi all

    I got this error during sample application the build Gamepad:

    /Users/MyMac/BB10/Gamepad/main.c:322:34: error: 'SCREEN_DPAD_UP_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:322:34: note: each undeclared identifier is reported only once for each function it appears in
    /Users/MyMac/BB10/Gamepad/main.c:331:34: error: 'SCREEN_DPAD_DOWN_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:340:34: error: 'SCREEN_DPAD_LEFT_GAME_BUTTON' undeclared (first use in this function)
    make[2]: Leaving directory `/Users/MyMac/BB10/Gamepad/arm/o.le-v7'
    make[1]: Leaving directory `/Users/MyMac/BB10/Gamepad/arm'
    /Users/MyMac/BB10/Gamepad/main.c:349:34: error: 'SCREEN_DPAD_RIGHT_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:355:34: error: 'SCREEN_A_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:360:34: error: 'SCREEN_B_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:365:34: error: 'SCREEN_X_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:370:34: error: 'SCREEN_Y_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:376:34: error: 'SCREEN_L1_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:381:34: error: 'SCREEN_R1_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:387:35: error: 'SCREEN_MENU1_GAME_BUTTON' undeclared (first use in this function)
    /Users/MyMac/BB10/Gamepad/main.c:392:35: error: 'SCREEN_MENU2_GAME_BUTTON' undeclared (first use in this function)
    cc: /Applications/bbndk/host_10_0_9_284/darwin/x86/usr/lib/gcc/arm-unknown-nto-qnx8.0.0eabi/4.6.3/cc1 error 1
    make[2]: *** [main.o] Error 1
    make[1]: *** [all] Error 2
    make: *** [all] Error 2
    

    Appreciate any help

    Thank you.

    Make sure that you use the latest NDK (10.0.9.1673). You will get these errors with previous versions of NDK.

  • BB10 waterfalls, ndk custom user interface

    Hello

    Could someone let me know what part we need to focus to develop customized ndk and cascades user interfaces?

    As in Java, we have always used paint, put on the page, sublayout etc..

    What is the model would be in waterfalls, ndk?

    Thanks in advance

    This should help you:
    http://devBlog.BlackBerry.com/2012/09/Cascades-custom-UI/

  • Listeners in c / c ++ development NDK for BB10

    Hi all

    I would like to know if there is the API for capture/listening in BB10 events, as if a call is made / received.

    my application should listen and respond.

    Thanks in advance.

    Kind regards

    Kavita

    Hello

    Interacting with call or sms events is not currently supported on BB10;

    To access the documentation for all the features currently supported, please see below:
    https://developer.BlackBerry.com/Cascades/documentation

    Kind regards

    Martin

  • Cannot create tool for BlackBerry 10 NDK questions in Issue Tracker

    When I try to create a bug of the tool in the Issue Tracker, it application device, version, version of the app, etc. If I enter IDE of the BlackBerry 10 NDK (10.0.4.201204250810), I said that it is an invalid version and will not be present. With respect to the device, it's an IDE, not a device. So I'm not sure how to submit these bugs.

    Any ideas?

    OK, it was much longer, so I wanted to (been busy), but finally, I introduced the (now seems in charge the BB10 IDE):

  • HTML/javascript call ndk

    I hope especially to use html/js develop my application.

    but I prefer to assign certain intensive computing at ndk.

    Just ask me, which language (java/c, c++) should I select?

    Welcome to any comment

    Hello

    There are a few answers here.

    If you plan to develop for BlackBerry 10, all native extensions that you do will be done in C/C++. https://developer.BlackBerry.com/HTML5/documentation/creating_extensions_for_bb10_apps.html

    Example of model https://github.com/blackberry/WebWorks-Community-APIs/tree/master/BB10/TEMPLATE

    If you want to target BlackBerry OS phones, then you can create Java extensions. https://developer.BlackBerry.com/HTML5/documentation/using_javascript_extensions_1866976_11.html

    Example of model https://github.com/blackberry/WebWorks-Community-APIs/tree/master/Smartphone/TEMPLATE

  • NDK 10.1 can be used to create applications PlayBook?

    I have NDK v10.1 installed on my PC and I successfully build an application that is running on Z10 and Q10.  I now want to port this app to run also on PlayBook, but when I try to run my native application on PlayBook hardware I get the following message:

    The application you are launching is built against a newer version of the Native SDK (10.1.0.1020) compared to your device version (2.1.0.1526).  Using a newer Native SDK will cause issues when running and debugging your application.  How would you like to proceed?
    
    [Cancel Launch] [Find matching SDK] [Continue]
    

    When I try to find a corresponding SDK, nothing is found.  If I Continue, the app PlayBook is not install and run on my PlayBook.

    Is it possible to use the NDK 10.1 to create applications for the PlayBook?  Or should I install v2.1 NDK on my PC and use it for the development of the PlayBook?

    Is it normal to have 2 versions of the NDK installed on the same PC (v2.1 and 10,1)?

    You must install the 2.1 SDK to build for the playbook.

    I found myself with what the IDE 10.x with a drop-down menu to the top that allows you to choose the version of the compiler to use.  And then you can switch back.

    In addition, even if you cannot use the 10.x to build for the playbook, you can use the 2.1 build for BB10.  Be careful with what you can of course use any api 10.x when you do it this way.

    It is how I did it.  My biggest problem was with dialog boxes. because they do not allow for all the options for sizing in 10.x, as they did in 2.1.

    Be sure to test if you go down this road of use 2.1 for 10.x.

    Of course, the alternative is to manage 2 different source codes.

  • NDK 1.0 for Mac zip file is broken

    Tried downloading the NDK 1.0 zip file several times with different browsers, but the built-in archival utility Snow Leopard or Zipeq can decompress.  Archive only said: he cannot do.  Zipeg says it is an unsupported format.  I had no problem uncompressing the betas.

    Problem solved, it was a quick!

  • NDK spitting errors

    Whenever I have write anything, or import a sample project (unpublished), the compiler spreading error in this regard. The errors I've ever seen elsewhere. I'm on Windows XP 32-bit. For example, a sample (available on the blackberry site) project gives me errors 60 +. Completely new. I can't fix these errors because they are associated with the most basic things that should work. There is no cause for them. The only error that seems to have a cause should not. I don't have it now, but it says something like: "error: expected '=', ', ',';', 'asm' or '__attribute__' before XXXXX", and this usually happens with the #typedef or when a #ifndef is used. Other errors are mostly about things being undeclared, when they were declared.

    Any ideas why this happens? The code obviously works for other people otherwise it would not be published on the NDK site.

    Are you sure that you have created the project correctly? If you have imported the project, then it might be a bug in the code of the displayed example.

  • The fonts using custom with the NDK

    Hello. I develop a simple game with the NDK and would like to know if anyone knows how I can load a police custom in the playbook in my game. I tried to copy it with the rest of the resources and charging from there, but when I try to load the font with the "FT_New_Face" function, I get an error and the error code returned is 1. I tried with different fonts (ttf and OTF) and the result is always the same. Anyone know how I can solve this problem, or even if it is possible? Thank you.

    I found the problem on my end, typo. The path must contain no attack "/":

    "app/native/BILLH___.TTF"
    

    Scott

  • Shared library with 10.2 NDK

    I have some classes of Qt/stunts, I'm working on that I want to incorporate a shared library.

    Originally, I was able to follow http://supportforums.blackberry.com/t5/Native-Development-Knowledge/How-to-create-a-shared-or-static... to create the library, but in the latest releases of the NDK, this does not work.

    Method B of this article does not work for Qt\Cascades classes since moc is never called, even if the used compiler is QCC. If I want to do a project of Qt\Cascades, I can only do an application project. If I tape everything that is not related to the library (assets, translations, master, etc.). I got some errors.

    Is first with the missing translation files. This can be corrected by changing the make files and the file *.pri (although I guess it will be readded by the NDK...)

    The second and more important question, is that even when I add "TEMPLATE = lib" in the file * .pro, which appears to have ignored, I get an error which is described as 'missing main function', which tells me that it is still trying to apply as opposed to a *. so.

    How can I produce a shared Qt\Cascades within the current NDK 10.2 library?

    Discover my stunts/Qt library template https://github.com/blackberry/Cascades-Community-Samples/tree/master/Cascades-Library-Template.

    It should have everything you need.

  • Sensor use the NDK 2.0 in a (ANE) Extension Native AIR API

    Hello

    I tried to access the gyroscope for a Native Extension of AIR, help NDK 2.0 Beta 3, Flash Builder 4.6 and Tablet OS 2.0.0.7111

    I managed to make a C simple library that I can call the air (so that I don't know that all the settings are correct), but as soon as I add a reference to the sensor.h library loads is no longer. I get the following error in the AIR:

    ArgumentError: Error #3500: the context of the extension doesn't have a method with the name of init.
    at flash.external::ExtensionContext/_call()
    at flash.external::ExtensionContext/call()
    to com.adobe.nativeExtensions::Gyroscope$/get isSupported() [/ Users/airqe/Users/sbhave/Gyroscope/AS/src/com/adobe/nativeExtensions/Gyroscope.as:106]

    ...

    My assumption is that I'm using a library which contains functions of sensor is not found, so it cannot load my library. But I can perfectly well be another problem.

    Someone has managed to make this work? Any help would be welcome.

    Thank you!

    I just added bps in libraries (-l) the GCC linker settings and it works.

    Thanks for the explanation!

  • Anything similar to Android s SharedPreferences in the NDK?

    See http://developer.android.com/guide/topics/data/data-storage.html#pref

    Android offers a quick and nice way to persist the data simple. What is the recommended way to do for example in the NDK - what I want to show a help screen introduction the first time the user runs the application, but not any other time.

    If you use Qt, there is class QSettings.

Maybe you are looking for