I installed libgdx to my IDEA as it written here: https://github.com/libgdx/libgdx
no visible errors in project, but when I am trying to compile it gives me an error:
Error:Android Dex: [android] Unable to execute DX
Error:Android Dex: [android] com.android.dex.DexException: Cannot merge new index 68094 into a non-jumbo instruction!
Also I googled that it can be due small amount of heap size. Then I increased it in Settings->Compilers->Android compilers to 3000, but it didn't help
1) in Intellij IDEA I checked flag "Force jumbo mode" in Setting->Compiler->Android compilers
2) wrote dex.force.jumbo=true in project.properties file, which is under android folder
Related
Im developping a plugin for AutoCAD on Forge. Via a custom command (Provided by the plugin), it will publish a big png (25000x20000 for example) and sometimes it causes a timeout and the workitem failed.
<report.txt>
...
[03/02/2022 22:10:41] Save changes to page setup [Yes/No]? <N> N
[03/02/2022 22:10:41] Proceed with plot [Yes/No] <Y>: Y
[03/02/2022 22:10:41] Effective plotting area: 21212.94 wide by 20000.00 high
[03/02/2022 22:10:41] Plotting viewport 2.
[03/02/2022 22:11:42] Error: AutoCAD Core Console is shut down due to timeout.
[03/02/2022 22:11:42] End script phase.
[03/02/2022 22:11:42] Error: An unexpected error happened during phase CoreEngineExecution of job.
...
Im guessing the timeout will be done by design (Work Item Heartbeat) but havent succeed to find the way to make the long plotting survive.
Is there anyone who can help me?
The suggested solution, HeartBeat.cs has been tried but it seems not working for my case (because the engine Im using is AutoCAD?) though the document said that it will be ok if my plugin will print something (to stdout(=report.txt?) or trace(the suggested one) before one minute silence.
Additionally the actual PLOT command is issued on a scr file which is loaded and is executed inside my plugin.
PS1.
The only way to print something on report.txt I find is
Document doc = Application.DocumentManager.MdiActiveDocument;
doc.Editor.WriteMessage("somthing");
and seems the doc doesnt work with threading.
PS2.
The limitProcessingTimeSec for the workitem has been changed to 300, but it seems not related.
I can see my page get crash(see aw, snap page) with 20% proprobility after 10 mins(otherwise it runs well like forever)
so I tried:
1) CPU and memory check with task manager, and see no increasing(so no leakage).
2) enable crush log in the chrome://settings/
result:
2.1) see still nothing in the chrome://crashes page, not even a crush ID (0 crashes).
2.2) see nothing in the folder under path
C:/%User%/AppData/Local/Google/CrashReports (nothing in) nor
C:/%User%/AppData/Local/Google/Chrome/User Data/Crash Reports (folder not exist)
2.3) but indeed see DMP in the:
C:/%User%/AppData/Local/Google/Chrome/User Data/CrashPads/reports
but seems they are not readable, and it also seems not the correct address for crash logs
3) can get chrome log either by command line arguments, or using sawbuck, but found nothing but only 2 errors, one for sawbuck itself, and another saying can't send the report to google.
So the questions are:
1) are those DMP the crash logs(the default Dir for dump file has been changed for chrome v50)
2) how can I abstract information out of the DMP file, if chrome://crashes page shows nothing (for chrome on windows)
p.s. 2 usage pages are found at https://www.chromium.org/developers/decoding-crash-dumps
https://www.chromium.org/developers/crash-reports
but seems it's not for windows without a recompile of chrome's component, is there any 3rd party tools to interpret the DMP file?
env informations:
chrome version: 50.0.2661.02 m
; Host OS: windows 10
The crash dumps (.dmp files) in C:\Users\<user>\AppData\Local\Google\Chrome\User Data\Crashpad\reports can be read by standard Windows debuggers. WinDbg is one tool (provided by Microsoft) for analysing these dumps; it's not going to win any beauty contents, but it's powerful and gets the job done. The recommended way to obtain it is, somewhat bizarrely, the Windows Driver Kit.
You'll need debugging symbols to make sense of the results, and these aren't included in standard builds of Chrome. To get symbols for both Chrome and the Windows runtime, set the following as your Symbols path:
SRV*c:\symbols*https://msdl.microsoft.com/download/symbols;SRV*c:\symbols*https://chromium-browser-symsrv.commondatastorage.googleapis.com
There are numerous resources on using WinDbg on the web; this cheat sheet contains some useful commands to get you started.
Having trouble compiling my libgdx project to html.
Looking at the log I think the problem is;
Copying resources from ../android/assets to war/
C:\TomsProjects\MeshExplorerV2\html\..\android\assets
C:\TomsProjects\MeshExplorerV2\html\assets
[ERROR] Generator 'com.badlogic.gdx.backends.gwt.preloader.PreloaderBundleGenerator' threw an exception while rebinding 'com.badlogic.gdx.backends.gwt.preloader.PreloaderBundle'
java.lang.RuntimeException: Couldn't clean target path 'war\assets'
Now it strikes me as slightly odd the second line; As there was no html\assets folder.
The assets folder was in html\war\assets, like the last line complains about.
However, after creating a empty assets folder in html, and manually deleting the contents of html\war\assets I still get the same error.
Theres also a "html\webapp" directory without any assets folder. Not sure if there should be one.
I have tried cleaning/rebuilding from eclipse, as well as randomly also trying Gradle>>Refresh All.
Additionally, the Java version runs just fine.
Any pointers, thanks :)
While not exactly reveling the route of the problem, I noticed it let me compile again as long as I restarted eclipse inbetween.
This infers some file-lock going on, possibly a server still running, allthough nothing but the gwt compile as triggered by me.
Still, restarting is a fine workaround for me as it only takes a minute or two.
ah
Pinned it down: Close your FTP program when compiling - at least CoreFTP was locking the directory. Closing it works every time now.
I had a similar issue where I was getting the following error
[ERROR] Generator 'com.badlogic.gdx.backends.gwt.preloader.PreloaderBundleGenerator' threw an exception while rebinding 'com.badlogic.gdx.backends.gwt.preloader.PreloaderBundle'
java.lang.RuntimeException: Couldn't clean target path 'war/assets'
All my files under the html/war/assets directory were read only, re-starting the IDE didn't help. To fix it I needed to change permissions chmod -R 777 html/war/assets (you probably dont need 777).
I am trying to access the WinRT sensors from a Win32 desktop application using C++/CX as mentioned here: https://software.intel.com/en-us/articles/using-winrt-apis-from-desktop-applications
When I include the C++/CX header file it causes an error when building the Win32 project.
Exact error text: "error C1190: managed targeted code requires a '/clr' option."
Since I am not using /clr code at all, this is a confusing error.
Any suggestions? Please educate me if there is a better way to do this.
The error you are getting is because you are compiling some files without /ZW option for compiler. Since you are able compile at least some files with WinRT extensions, but not others, your project configuration is inconsistent.
The option /ZW (enable WinRT extensions) has to be configured on the level of project (and not on the level of individual files). There are two ways to ensure your settings are consistent. First method is through UI in Visual Studio -- you have to go through all platforms/configurations on the project and ensure /ZW is enabled, then got through all indivudual .cpp files, and ensure they don't override project level settings. This is tedious and error prone. The easier method is to open .vcxproj in notepad and do the following:
Add this section at the beginnig of the file, under root Project node:
<ItemDefinitionGroup>
<ClCompile>
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
</ItemDefinitionGroup>
Search and remove any other places where <CompileAsWinRT> is defined.
I've been working on a Flash Builder project for about a week and occasionally encounter one of these two errors when I build:
An internal build error has occurred. See the error log for more information.
1131: Classes must not be nested.
A quick Project > Clean fixes things up. When I opened my project this morning and tried to build it, I received the internal build error again. This time, however, Project > Clean results in 5 separate "Classes must not be nested" errors, all pointing to my main class declaration.
Running Project > Clean again leads back to the internal build error. If I Clean again, I get the 5 class errors again, and so on.
I'm using Flash Builder 4.6, Flex 4.6, and AIR 3.5. I haven't made any changes to my codebase since yesterday. Any ideas what might be causing this?
I had the same problem with flashb uilder 4.6,
when i try to compile the app out of the blue it says
"flash builder internal build error has occurred see the error log for more information"
to resolve this you have to check the compiler arguments
when this happens you wont be able to go to compiler argumnts GUI, you have to edit it in .actionScriptProperties file
remove -local and local names save the file and try to compile you would not get the error
to put back the local you have to rephrase the local as follows
-locale=en_US,us_EN
What worked for me was to remove all swc references from the project's compiler settings, then re-insert them.