Eclipse Alternatives?

SueseSuese Posts: 120Member
Eclipse is a piece of bloated junk that doesn't work. Does anyone know a better way to develop for the Android platform?
TheSuese.com - Elite Developer Backer

Comments

  • SueseSuese Posts: 120Member
    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.
    TheSuese.com - Elite Developer Backer
  • SueseSuese Posts: 120Member
    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.
    TheSuese.com - Elite Developer Backer
  • noctnoct Posts: 122Member
    Part of that is just the Android package & install process. Build & install on the command line takes ~7s on my galaxy nexus.
  • SueseSuese Posts: 120Member
    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.
    TheSuese.com - Elite Developer Backer
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    edited January 2013
    On the Unity side of things, I use Visual Studio to edit the Java, which is a Windows only alternative to Eclipse.

    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
    Post edited by tgraupmann on
    ~Tim Graupmann
    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]

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  • atsats Posts: 2Member
    I've been using sbt (http://www.scala-sbt.org/) to build my project from the command line. It's a Scala build tool but you can use it to build Java projects just fine, and there is an android-specific plugin for it: https://github.com/jberkel/android-plugin.

    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.
  • arcticdogarcticdog Posts: 235Member
    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)
  • HicsyHicsy Posts: 177Member
    hahaha wait until he tries to use the eclipse updater! This is gonna be funny! ;-)
    Can't find aapt.exe? Temp fix: Copy another one from 'android_sdk/build-tools/17.0.0' back to your 'platform-tools'
           -=Hicsy=-
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  • bryanturleybryanturley Posts: 1Member
    Emacs, vi, acme, write your own?
  • SueseSuese Posts: 120Member
    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.

    Thanks for the tips everyone.
    TheSuese.com - Elite Developer Backer
  • SueseSuese Posts: 120Member
    I noticed Androids official OpenGL ES 2.0 tutorial doesn't actually work and is missing some key information. Completely useless.
    TheSuese.com - Elite Developer Backer
  • noctnoct Posts: 122Member
    You don't have to use eclipse; I do all my Android development with C++ using a text editor and the command line.
  • SueseSuese Posts: 120Member
    @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++
    TheSuese.com - Elite Developer Backer
  • SueseSuese Posts: 120Member
    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.
    TheSuese.com - Elite Developer Backer
  • noctnoct Posts: 122Member
    @Suese Just grab the latest NDK:
    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.
  • JSIDDJSIDD Posts: 167Member
    Suese said:

    I noticed Androids official OpenGL ES 2.0 tutorial doesn't actually work and is missing some key information. Completely useless.

    Are you talking about this OpenGL ES 2.0 environment tutorial one or something more advanced ?
    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 :)


  • SueseSuese Posts: 120Member
    edited January 2013
    @JSIDD Using the Android official OpenGL ES 2.0 tutorial examples on a real OUYA.
    @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.
    Post edited by Suese on
    TheSuese.com - Elite Developer Backer
  • JSIDDJSIDD Posts: 167Member
    @Suese Thanks, Got it. I have only tried on my Android phone so far. I dont have my OUYA yet so I will see and post my thoughts when I get it.

  • TheUndisputedTheUndisputed Posts: 19Member
    ALL YOURS PROBLEMS IS SOLVED HERE
    USE VISUAL STUDIO 2010
    visualgdb android
    http://visualgdb.com/?features=android

    HOPE THIS HELP OUT
    Michael Hansen
  • TheUndisputedTheUndisputed Posts: 19Member
    and here a toturial of c++ android opengl es debug
    http://visualgdb.com/tutorials/android/hello-gl2/
    Michael Hansen
  • SueseSuese Posts: 120Member
    @TheUndisputed Thank you very much! I will see if I can apply it to Linux since I'm on Ubuntu.
    TheSuese.com - Elite Developer Backer
  • TheUndisputedTheUndisputed Posts: 19Member
    you are welcome

    Michael
    Michael Hansen
  • TheUndisputedTheUndisputed Posts: 19Member
    one more thing , if you do game developerment
    to debug and use hardware float point neon or tumb

    http://gnutoolchains.com/android/

    addon to the visual gdb

    Michael

    Michael Hansen
  • HicsyHicsy Posts: 177Member
    wow $160 for a plugin?!
    Can't find aapt.exe? Temp fix: Copy another one from 'android_sdk/build-tools/17.0.0' back to your 'platform-tools'
           -=Hicsy=-
    PM me        Facebook

  • ice00ice00 Posts: 2Member
    Suese said:
    Eclipse is a piece of bloated junk that doesn't work. Does anyone know a better way to develop for the Android platform?
    Use Netbeans (http://netbeans.org/) with the free plugin for Android support.
  • AcnePlayAcnePlay Posts: 12Member
    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.
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