How do I update to newer versions of cocos2d? - cocos2d-iphone

I have a project using version .99.4 and I'd like to update to version .99.5. Do I essentially have to create a new project from the template and then re-add all my files etc, or is there some easier way to do this?

It would be better to create a new project and add the files in again.. There are libraries update and the default has new files.. GameConfig and RootViewController.. App delegate also has some changes based on the new files..

Related

What constitutes a workspace mapping when creating a new build definition?

We've been using TFS 2015 for a few years. I've got TFS 2018 installed on a test server and am experimenting with it. I want to make a new build definition to a project I have in an TFVC repo, in TFS 2018. So, creating a new definition I have selected the source as TFVC. Next it asks for a Workspace mappings, which I'm not clear as to what that is in this case. It defaults to the team project in the TFS repo, in this case it's $/RodTest. However, I don't want to choose that, because there are several projects within the RodTest team project. Instead I want to only create a build definition for one project named FindNonAscii. So, I figured I could do one of two things:
$/RodTest/FindNonAscii
$/RodTest/FindNonAscii/FindNonAscii.sln
Which is the correct mapping I should use?
Mappings are recursive. Map the root folder and anything underneath will be downloaded.

C++ - New SFML project with the same settings

I set up a new project and configured it to use SFML as instructed here:
http://www.sfml-dev.org/tutorials/2.1/start-vc.php
I'm going to be developing a chess game, but before that, I will probably create several projects to experiment with SFML and I wondered whether it's possible to copy the solution settings (like the dependencies) to a new project instead of manually configuring SFML every time I create a new project/solution. Is it possible, and if so, how would I go about doing so?
I've already tried going to File -> New -> Project From Existing Code but that apparently didn't work as the dependencies weren't there in the new project.
I'd appreciate help with this.
1- Create your base project with all the settings
2- File (in upper left)
3- Export Template
4- Follow the instructions
5- When you make your project, select "template" instead of the other options
6- Tada!

How to customize templates in vim-latex

I'm trying to use vim-latex, and as the existing templates are annoyingly simple and unsatisfactory, I'm trying to build some of my own. However, after composing my own templates and stored in "/ftplugin/latex-suite/templates", nothing happens. The software simply won't scan for new templates. Did I miss some steps to make it work?
I found out what's happening. If there's any one who ran into a similar problem, please check whether you have installed that plugin in your OS repo. I'm using fedora, and accidentally installed vim-latex from the repo, thus the place those templates are really located is
"/usr/share/vim/vimfiles/ftplugin/latex-suite/templates".
So either remove the add-on installed from the OS repo and reinstall it in "~/.vim/", or copy the templates to that folder is the solution to this problem.
I experienced the same problem using Xubuntu. There the template files are stored at /usr/share/vim/addons/ftplugin/latex-suite/templates/. But simply adding a new template file there won't create a new menu entry in gvim: you must also make a soft link from your new template file in the directory above to /var/lib/vim/addons/ftplugin/latex-suite/templates/your_new_template.tex

how to convert cocos2d project to cocos2d-box2d project?

I created a project based on cocos2d,and now I want to convert to cocos2d-box2d project. What should I do? thanks
Since you're asking this question I believe it will be the easiest solution for you to create a new Cocos2D project based on the Box2D template, then add your existing project's source code and resource files to the new project. You will have to rename all implementation files from .m to .mm as well, to avoid compiler errors. This is necessary because Box2D is written in C++.

xcode4 template format question

xcode4 uses new format for project templates (xctemplate). With existing templates I was able to get everything I needed except adding a file into the project without copying it. I need all the projects created from my template to use shared resource, so I could update all projects at once updating just one file. Thanks!
Did you try hard link to the file from your template directory?