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The following
applications and/or OS are assumed to be available to the development team.
If any of the above product/OS are absent, a suitable and
documented substitute should be used instead.
All of these artifacts
should be in HTML, Microsoft Word or RTF format and reside in the main folder
of the WorldBuilder archive.
All activities should
be done on a Windows platform, unless stated otherwise.
If the structure of WorldBuilder
application changes, it may be necessary to recreate mac_exe.zip file. mac_exe.zip holds JBuindery executable for Macintosh OS9 platform. JBindery executable
needs to be enveloped in an archive file because exposure to a Windows
environment damages the file and it is not longer recognized when brought back
into the Macintosh environment. JBindery executable assumes that the main class in WorldBuilder.jar
is wb.WorldBuilder
and that Tidy.jar
is located in the same folder as WorldBuilder.jar. If
any of these assumptions are violated mac_exe.zip needs to be recreated. Use the following procedure to accomplish
this goal:
(Mac OS9 or Mac OS X in classic mode) Copy WorldBuilder.jar and Tidy.jar to Macintosh. Email, or web folders is the best way to move files across platforms. Using JBindery from MRJ SDK 2.2 create JBindery executable file. In JBindery, you’ll need to specify that wb.WorldBuilder is the startup class and add Tidy.jar to the classpath. Then save the resultant executable to disk with name WorldBuilder. Place WorldBuilder executable into an archive. This is easy to do by dragging WorldBuilder icon and dropping it over DropZip application icon. DropZip application is usually located in Macintosh HD: Applications (Mac OS9): StuffIt Lite 6.5.1. If DropZip is not found in that location, use Finder to locate it. After an archive is created (under name WorldBuilder.zip) you will need to rename it to mac_exe.zip and transfer back to the Windows build machine. The new mac_exe.zip should replace the old one.
Note: JBindery is a part of MRJ SDK 2.2. Before you install the SDK, you will need to
install MRJ 2.2.5. For downloads and to find more information, refer to http://developer.apple.com/java/classic.html.
m1_make.bat requires several environment variables that can be unique to each developer’s environment. To support this flexibility, m1_make.bat will call each developer individual settings file. The name of the file is %username%.bat, where %username% is an environment variable set for the currently logged on user. If you don’t know your %username%, go to command prompt, type set and you’ll find the value in the output list. As a development manager, I ask all team members to check in their environment files into NASA\env folder in SourceSafe. In that folder you can already find examples of environment files from some developers. To get a better idea about its content, below is Andrew’s file: apg3.bat:
@echo setting environment variables for %username%
set j2sdk="c:\j2sdk\bin"
set m1_main="D:\My Documents\CMU\_2002 Spring\17-672 Software
Development Studio II\m1"
set m2_main="D:\My Documents\CMU\_2002 Spring\17-672 Software
Development Studio II\m2"
Note: depending
on your platform you may not need the quotes around the paths. Windows XP seems to require the quotes, while
Windows 2000 seems to work without them.
Both .bat files (m1_make.bat and %username%.bat) should reside in the root
folder of the project project. Additionally,
you’ll need to get manifest.txt from
NASA\env
folder in SourceSafe. This file should go into classes
folder. If configured correctly, running createM1Jar.bat will generate WorldBuilder.jar. This file will reside in classes folder.
If you wish to debug m1 software, you’ll need to copy WorldBuilder.jar and Tidy.jar to the folder where m1 JBuilder project file is located before you start the debugging session. You will need to repackage WorldBuilder.jar for each modification you make. Use m1_debug.bat to prepare the debugging session.
Important: Do not
forget to delete WorldBuilder.jar
and Tidy.jar
from the project root folder before you start the release process in particular
before you run m1_make.bat.
Note: Running m1_debug.bat is necessary for WorldBuilder.FILE_THISJAR
constant to be processed properly and will also guarantee that SimObjectFactory.getPackageClasses() will find the objects inside wb.simobjects
package. If after running a valid storyboard, you get the message that (only)
2 objects were processed at the end, it means that you do NOT have it configured properly and you will need to verify that
the two .jar files are in the project
root folder.