Assets page

This page provides a method for managing the assets packaged in the application's BAR file. Because the packaging of assets is configuration-specific, this page provides you with the build configurations within the bar-descriptor.xml file. This file lets you specify almost any content on a configuration basis. The editor isn't quite this flexible because:

  • The primary purpose for configurations is the packaging of different variants of the application code and/or data assets, such as for debugging or for different target architectures. Other application metadata, such as the name, icon, window characteristics, permissions, and other entry-point attributes are configuration-independent.
  • When you require specific configuration details, the Source page provides full access to the bar-descriptor.xml file. The editor might not include configuration-specific data; in this case the page heading displays warning annotations to indicate this.

You can change the assets by updating your bar-descriptor.xml file, or you can update assets by using a command-line option when you package an application using the blackberry-nativepackager tool. If you specify assets in both the bar-descriptor.xml file and by using the blackberry-nativepackager tool, the assets packaged using the blackberry-nativepackager tool are used. For more information, see Package your application from the command line in the Developing with the Native SDK .

Option XML element Description Default
Build Configurations <configuration...>

Select the build configuration to specify assets for.

  • (All Configurations) — All configurations
  • Device-Debug — Create a debug version of your application for the device for debugging purposes.
  • Device-Release — Create a release version of your application for the device; as small an executable as possible, without any debug code.
  • Simulator — Create a version of your application to use on the Simulator.
(All Configurations), Device-Debug, Device-Release, Simulator
Add N/A Create an additional configuration. N/A
Duplicate <configuration id="plugin_name" name="New_Configuration_Name"> Create a duplicate build configuration based on the selected configuration type from the Build Configurations list. N/A
Remove N/A Remove a configuration from the list. N/A
Edit N/A Open a dialog that lets you choose the asset source path from the workspace or filesystem (as appropriate to the SDK), and then specify the asset's target path and type (from an SDK-specific enumeration). N/A
Assets <asset path="Asset_Location"> Update the table of assets by selecting assets from anywhere inside and outside of the workspace, and then assign types to indicate their runtime and packaging semantics. Additionally, where appropriate, you can move or copy selected assets from the workspace or the host OS's filesystem by using drag-and-drop.
  • Source Path — Show the source location and source file name used for an asset.
  • Target Path — Show the target file name to be used for an asset.
  • Type — Show the corresponding type for an asset, such as Entry-point or Other.
An asset that cannot be resolved to a file on disk is annotated with a warning icon and a tooltip gives an overview of the problem. A problem marker in the Problems view also reports the error, with the text marker attributes that link to the particular <asset> element in the Source view of the XML file.
Add N/A Add an asset to the project. N/A
Remove N/A Delete an asset from the project. N/A
Hide assets common to all configurations N/A Hides the display of assets from the Assets list that are common to and included in all of the configurations listed in the (All Configurations) list. Not Selected
Related Settings N/A Provide a direct link to the C/C++ build settings because these are critical to the generation of the assets included in the package. N/A