I feel the same way of Java actually. I dislike Java and the Java 'mentality' and forced conventions. I use underscore notation instead of the UnsightlyUnreadableCamelHumpConvention and Java seems to complain about it everywhere it can.
Wow.. just wow. Eclipse is making me feel ranty.. I got a program to run but boy oh boy is Eclipse a slow and clunky piece of garbage. Why does it akes over 30 seconds from the time I hit 'debug' to the time the program appears on the OUYA screen? We're talking the simplest Hello Ouya example from the template here.
I've settled down a bit and am working through the bugs. I have a sort-of reliable development chain running now but I still find that everything about the tool-chain is bloated, strained, and slow. I had a 386 that in practice performed similar-purpose tasks faster.
I prefer it over Ant since there is a lot less manual configuration necessary to get a build working and it is much less verbose than Maven. If you have an Android emulator running you can run "sbt android:start-emulator" and it compiles the project, uploads the .apk, and runs it.
I can post more info about my setup if anyone is interested.
IntelliJ is very similar to Visual Studio. The developers of it make a popular Visual Studio plug-in called Resharper.
However your complaints about "forced conventions" are against the standard naming conventions that the rest of the Java development world uses. You're not obligated to follow them in your own projects, even if Eclipse gives you warnings about it. Following the conventions is more of a professional courtesy to others if you share your code for some reason (open sourcing, asking for help, etc)
So the whole Eclipse + Java thing yeah.. ~pumps his shotgun and shoots it~
I suppose as much as I dislike big bulky engines and whatnot I'll try Unity. Lord hates a coward. Still wishing I could get something simple and lightweight, the kind of dev environment I'm used to is just a text editor and a console, and good programming languages that aren't the atrocity known as Java.
@noct OH GOD YES PLEASE. What do you use to compile/link the C++ code? what command do you use to execute code on the Android device and link up the debugger? I would love you forever if I could just program with ScITE and a command line in C++
Do you have a basic C++ example, perhaps with a makefile? All of the official android documentations and examples seem convoluted and sometimes blatantly wrong.
Im useing sublime text 2 to Edit my code. Its super fast and easy to bind to shell scripts for build and package. However i still turning to eclipce for some debugging, makeing breakpoints from command line is just too much work.
Comments
If you aren't using Unity, ignore.
I prefer Visual Studio 11/2012 because it has an embedded search in the solution explorer.
And then I use a custom Unity exporter to include the JS/C#/C++/Java files into the same project for easy editing.
http://u3d.as/content/tagenigma-llc/tagenigma-toolbox/2gR
I recently found an embedded Unity script editor that works well with C# and JS.
http://u3d.as/content/kurt-loeffler/un-ide/3Rk
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
I prefer it over Ant since there is a lot less manual configuration necessary to get a build working and it is much less verbose than Maven. If you have an Android emulator running you can run "sbt android:start-emulator" and it compiles the project, uploads the .apk, and runs it.
I can post more info about my setup if anyone is interested.
However your complaints about "forced conventions" are against the standard naming conventions that the rest of the Java development world uses. You're not obligated to follow them in your own projects, even if Eclipse gives you warnings about it. Following the conventions is more of a professional courtesy to others if you share your code for some reason (open sourcing, asking for help, etc)
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I suppose as much as I dislike big bulky engines and whatnot I'll try Unity. Lord hates a coward. Still wishing I could get something simple and lightweight, the kind of dev environment I'm used to is just a text editor and a console, and good programming languages that aren't the atrocity known as Java.
Thanks for the tips everyone.
http://developer.android.com/tools/sdk/ndk/index.html
And take a look at samples/native-activity. It's 300 lines of pure C that sets up an ES 1 context and renders a pulsing background.
If you're on Windows you'll need Cygwin to use ndk-gdb to debug (or alternatively msys, but that requires hacking some scripts).
I don't have an example on hand, I just took that sample and integrated the event loop and android_main into my code.
http://developer.android.com/training/graphics/opengl/environment.html
I used this tutorial without any problem. Though I dont remember if I used the actual files.
Also are you running it on an emulator? It works great on an actual device 2.2 or over, but on an x86 4.1 emulator, there are a couple things you should worry about: http://forums.ouya.tv/discussion/86/running-opengl-es-2-0-games-on-android-ouya-like-x86-4-1-emulator/p1
~Happy New Year :)
@Noct I'm on Ubuntu. I'll start poking around at it tomorrow.
Java,Eclipse and Android have me screaming at my machine. Definitely need a rest.
USE VISUAL STUDIO 2010
visualgdb android
http://visualgdb.com/?features=android
HOPE THIS HELP OUT
http://visualgdb.com/tutorials/android/hello-gl2/
Michael
to debug and use hardware float point neon or tumb
http://gnutoolchains.com/android/
addon to the visual gdb
Michael
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