

- #Eclipse adt for mac how to#
- #Eclipse adt for mac install#
- #Eclipse adt for mac for android#
- #Eclipse adt for mac download#
- #Eclipse adt for mac mac#
I nearly forgot this as I've had it installed on my Mac forever - but if you don't just grab the latest version and follow the prompts.
#Eclipse adt for mac download#
XCode is a free download from the Apple App store, and if you are a developer with a Mac you surely have a copy.
#Eclipse adt for mac how to#
There are instructions on the page how to verify your download - follow them if you will or just trust to luck like I did :) XCode I used 1.9.4 which was the latest version. Apache ANTĪpache Ant is "a Java library and command-line tool that help building software" so now you know. If you're interested in the problems, they are documented at so may be fixed by the time you read this. ** don't try to download the latest version (10.x) because it doesn't work with cocos2d-x ** The link here is directly to the zipped files (more accurately the tar-bz2'd files) rather than the page, because you need to download the r9d version. NDK stands for Native Development Kit - i.e. I can't say that I know it well enogh to comment, but in my case, my primary environment for Cocos2dx development is Max/IOS - so I only need to use Eclipse for platform-specific tweaks.
#Eclipse adt for mac for android#
** Make sure you download cocos2d-x and NOT cocos2d-JS ** Eclipse ADT with the Android SDK for MacĪDT stands for Android Development Tools - so what we're getting here is a version of Eclipse (an open source generic IDE) configured for developing for Android. I'd recommend downloading the latest stable 3.x release (3.2 currently) ** YOU MUST NOT HAVE ANY SPACES IN ANY OF THE PATHNAMES USED ** Cocos2d-X 3.2 Black, since you asked) before continuing. I am using a folder called AndroidDevelopment.Įxcluding XCode, there is just short of 1Gb of downloads here, so you may want to start them off, then go grab a tea (Earl Grey. The easiest thing to do is to download them all to a folder where you will be developing for Android. There are a few things you will need to download to set up your Mac for developing for Android.
#Eclipse adt for mac install#
Hopefully you won't be so confused - but if you are, just send a message & I will try to resist teh temptation to tell you to just install the drivers :) History In fact, you don't need to install any drivers, anywhere! I swore a lot while getting my development environment up and running- mainly because the help and advice available tended to come from seasoned Android developers who would answer thousand-word questions with "just install the drivers and you'll be OK", without explaining which drivers, or whether to install them on my Android device or my Mac!

Instead, I recommend using Terminal's lovely feature whereby you can drag-and-drop a file or folder from a Finder window to a Terminal window, and it will insert the path for you. Because your user name is almost certainly not Maxxx, you won't be able to just copy the text from the artice. Some of the information you will need to type in while following along will involve pathnames on your Mac. There are a few tricks for new players, and gotchas to be avoided, which I've tried to point out. I'm writing this as a step-by-step guide for people who, like me, are unfamiliar with Android development. So when I eventually got it working, I saw it as my duty to fellow developers to document the process. I mean harder to the point where I actually gave up for a while. Setting up a development environment to build for Android, though, proved much, much harder. I chose to look at Cocos2d-X specifically because it allows me to write a single code-base, using C++, that will run on just about everything.Īs I use a Mac at home, I first used Cocos2d-X on Xcode, compiling for IOS - and the whole process was simple (create project, open in XCode, build project, deploy project). Do you write the same thing in Objective-C, C++ (or C#) and Java? Do you stick to HTML and Javascript? One of the common problems in mobile App development is cross-platform development. Setting up the development environment on a Mac to develop for Android isn't so simple, and is not well documented. Setting up the development environment on a Mac to develop for IOS is pretty simple. While the same code-base can be used across platforms, the development environment is necessarily different - usually Visual Studio on Windows for Windows Phone, XCode on Mac for i-Devices and Eclipse on almost anything for Android. With Cocos2d-x (V3.2 at the time of writing) it is now possible to develop truly native cross-platform games in C++. Wouldn't it be great if you could write a program and just have it run on Android, Windows Phone, Windows desktop, Mac, and IOS?
