I've used "setup UI" to generate my LibGDX game projects.
Then I've imported them into Android Studio . It didn't show any errors at first , but when I've tried to run the android project , it gave me strange errors like :
java: cannot find symbol
symbol: variable super
location: class com.yan.waterworld.MainActivity
Here is an image :
How can it be solved (or worked around) ?
Update:
Since Android Studio 0.8.0 it is now possible to run Java and Android modules. This will not work by following these instructions (Android studio is based on Intellij).
Gradle Configuration
Old:
They have forums and notice here: https://code.google.com/p/libgdx/wiki/AndroidStudio
Using libgdx with Android Studio
At Google I/O 2013, the Android tools
team released Android Studio, and IDE based on IntelliJ IDEA, focusing
on pure Android development.
Android Studio is sadly unfit for libgdx projects at this time, as it
only allows the creation of Android projects. Standard Java projects
are not supported, and it is unclear if this will ever become
available.
Libgdx's cross-platform nature does not lend itself well to
development with Android Studio. This should not be a big hindrance,
as libgdx projects don't benefit much from Android Studios
capabilities. E.g. the layout preview is irrelevant for libgdx
applications, as they don't use native Android UI widgets. The inline
documentation support for Android APIs is also not needed for libgdx
applications.
However, we'll try to make developing libgdx applications with the new
Android Gradle build system possible in the near future.
If you must use Android Studio, check out this thread on the forums.
Alternatively you can use Intellij IDEA with libgdx, potentially with
Maven.
Creating games in gdx works perfectly fine in Android Studio. The best way to create a project for Android Studio is through gdx-setup. Please go to the following article
http://www.todroid.com/android-gdx-game-creation-part-i-setting-up-up-android-studio-for-creating-games/
It explains my experience in using the gdx-setup application, how to run it on the PC platform and steps for importing the gradle project and building a project in gradle.
When you have finished the article, hopefully you will have a fully working sample game template in which you can start building your game.
I tried to use a similiar method used for native libraries for now.
Last night, I was able to run examples; as a scratch project in Android Studio and wrote a quick guideline
Hope it helps you as well, but I am still learning so sorry in advance for any missing info or mistakes ;)
Here's the link.. http://bgnstudio.wordpress.com
I tried to use this way in detail:
create a new project in Android Studio.
From the libgdx nightly build, get;
Libgdx.so files within the armeabi/armeabi-v7a folders as needed.
Gdx.jar and gdx-source.jar
Gdx-backend-android.jar
Create lib and libs directories under project folder .
Copy armeabi* folders , gdx.jar and gdx-source.jar files under the “lib” directory.
Also copy the gdx-backend-android.jar into the “libs” directory.
*
In project tree; add gdx.jar and gdx-backend-android.jar as library.
In library settings, add gdx-source.jar under gdx.jar; Then open
module settings and add these libraries as dependencies. And check
them for compile.
Archive the armeabi folders together with parent directory to zip files and rename extension from zip to jar.
armeabi.jar : “/lib/armeabi/libgdx.so”
armeabi-v7a.jar :“/lib/armeabi-v7a/libgdx.so”
And move these jar files under “libs” directory.
Final apperance of the folders will be like this:
|-lib
|---gdx.jar
|---gdx-sorces.jar (added as source library of gdx.jar in library settings)
|-libs
|--- armeabi.jar
|--- armeabi-v7a.jar
|--- gdx-backend-android.jar
Now modify build.gradle file as well:
dependencies {
compile 'com.android.support:appcompat-v7:+'
compile files('lib/gdx.jar')
compile files('libs/gdx-backend-android.jar')
compile fileTree(dir: 'libs' , include:'*.jar')
}
Have you tried IntelliJ 13? Download it here . This new version covers most of the function of Android Studio, but still it can make Java Project. Take a look at this article
This EAP build includes all of the new features of Android Studio except for the new project wizard and the AppEngine cloud endpoints integration. These latter features will also appear in our EAP builds in the coming weeks.
take a look at libdgx documentation:
https://code.google.com/p/libgdx/wiki/IntelliJIDEALibgdx
mark the Advanced->IDEA checkbox at libgdx project setup tool, create the project and import it from android studio(you will need add the assets folder to desktop launcher or maybe somethings like this), it works for me.
Related
I'm developing a Windows Phone 8.1 app that also targets Android(Xamarin)
As ever I added my string resources(.resx) on a PCL and referenced them on my launcher project to use it on my views, this all works fine on WP 8.1 silverlight but on the WinRt when I configure the project to release and run it on a device, for some reason I always get a MissingManifestResourceException. I've tried every solution for this problem out there without any success.
Note that on the emulator everything works fine, when the solution configurator is set to Debug it also works on both device and emulator. The only combination here is device and Release.
The app source code is on Github.
I was able to create a simple project to replicate this issue, basically it is a WP 8.1 app and a PCL project with the embedded resources, Download Link
Anyone has any ideas?
EDIT: After making some more testing I tried running an old Windows 8.1 app that I've done with the same localisation model and the same issue appeared so it seams to be a tool issue and not a configuration issue, since the Windows 8.1 app is on the market and everything went fine back there.
Our team ran into a similar issue which was tracked down to the runtime and not the PCL, WinRT component, or application package. That is, the resources exist within the PCL assembly, within the application package resources.pri file, but just cannot be found at runtime.
There is an active Microsoft Connect report here:
https://connect.microsoft.com/VisualStudio/feedback/details/991028/issue-using-resx-files-on-winrt-apps-windows-phone-and-windows
Our workaround was for the WinRT component to inject into each generated Resources class of each referenced PCL our own derived ResourceManager which redirected the call to the WinRT ResourceLoader instead. I've written a blog post that describes that workaround:
http://blogs.msdn.com/b/philliphoff/archive/2014/11/19/missingmanifestresourceexception-when-using-portable-class-libraries-in-winrt.aspx
I got to the bottom of this today. While bundling the app package, resources in dependencies that are not for a language being used by the app are stripped out. To prevent this from happening, add the following assembly-level attribute to your application.
using System.Resources;
[assembly: NeutralResourcesLanguage("en")]
I had the same behaviour. Today I created a new PCL Library (with another name) and copied the resx file to this project. I modified all references and everything just works fine in my WinRt (Windows Store) App now!
There was the string 'resources' in the portable class library name. Perhaps this was the problem!
I am able to reproduce this issue launching DVD sample and unfortunately in my project. I have an WP Silverlight 8.1 project registering a Windows Runtime Component Background Task and both of them using a Portable Class Library sharing some common localized strings as resources (.resx), among other things. The exception is thrown from Background Task when calling any property to get strings on generated .Design.cs class (only Release + Device).
In order to fix this I tried, without success, to use directly ResourceManager and/or to add .resx files directly into the Background Task.
I ended-up porting needed strings to .resw files and use the new "WinRT preferred" way via Windows.ApplicationModel.Resources.ResourceLoader in the Background Task project.
Seems to me that ResourceManager is not compatible with Windows Runtime anymore in release.
This is not necessary an answer, but is better than nothing since I do not have 50 reputation points for a comment.
I'm trying to create a simple camera application according to the MSDN tutorial.
All I did was installing Visual Studio 2013 Update 3 and then created a new Visual C# \ Store-Apps \ Windows Phone-Apps \ Empty App Template and added the code to my MainPage.xaml.cs.
The first problem is, that it does not find the namespaces Microsoft.Xna.Framework.Media, System.IO.IsolatedStorage and Microsoft.Devices. According to the tutorial, I have to add the Xna DLL in the "Add references" .net Tab, but unfortunately, there is no .net tab. I only have the following categories:
-Assembly (All Assemblys are already references)
-Project
-Windows Phone 8.1 (only 5 DLLs, but different ones)
After a lot of searching, I found them in 'C:\Program Files (x86)\Microsoft SDKs\Windows Phone\v8.1\Tools\AppDeploy\MdilXapCompilev8.0\Framework', but there is no System.IO.IsolatedStorage DLL.
When I ommit this using directive, I end up getting an error because it does not know this.Dispatcher.
Am I missing something? Do I have to install anything else?
The problem is probably that the link you have provided concerns WP8.1 Silverlight and you might have chosen WP8.1 Runtime project. Those are different API's - XNA is not supported in RunTime, you also won't find Microsoft.Devices there.
If you want to create your Camera App for WP8.1 Silverlight encure that you have chosen (Windows Phone Silverlight) template. Otherwise, of course you can also write Camera App but with different API - you may take a look here,also you may find something useful here at blog.
I've got an ActionScript Library project which is shared between an ActionScript and an ActionScript Mobile project. It works nicely for sharing everything I need in the two projects, but I'd now like to share an Adobe Native Extension between the two projects.
There's a 'Native Extensions' tab for adding them on the [ActionScript Build Path] screen in both the AS and AS Mobile projects, but not the ActionScript Library project.
I tried adding the ANE via the 'Add SWC' dialog on the [Build Path] screen in the Library project (there is a filter for *.ane on the file browser), but the project then failed to run with a VerifyError: Error #1014: Class myANE could not be found.
Does anyone know if it is possible to add ANEs to ActionScript Library projects, or can they only be added directly to ActionScript or ActionScript Mobile projects?
Many thanks in advance for any advice.
Not in Flash Builder, no. You can do it in IntelliJ (I am in the middle of trying to make the switch right now and that has been a fantastic feature so far). If your ANE is open source, as quite a few are, it is likely the SWC used by the dev to compile the ANE is included in the source code, or you could generate yourself. The SWC is the only portion of the ANE required to compile any kind of AIR app or library. You'll have runtime errors if you don't include the ANE in the app, but that is a given regardless.
So if you have the SWC or can compile one, add that as an external library to your project.
I've found the only article in Google
here.
But I don't understand it.
"Import the libgdx projects(checked out from svn) into your workspace in eclipse."
Hmm. There are no no detailed instruction how to do it.
And I'd like to port my own project, not someone's from svn.
I don't understand how to port superjumper example from svn anyway.
"Open project properties -> java build path in Eclipse.
In the projects tab, add gdx, gdx-backends-gwt and your libgdx project."
But the project tab is empty there. And "add" is turned off.
BTW, are Libgdx games on html5 extremely slow?
Thanks!
http://libgdx.badlogicgames.com/nightlies/dist/gdx-setup-ui.jar
download it and fill your project details...
It will create android, html and desktop project to your specified directory.
Import that to your eclipse and you are good to go.
I'm trying to follow a tutorial here:
http://www.as3nui.com/airkinect-2-0-is-here/
which deals with developing an AirKinect application in Flash Builder 4.6, which I've installed. But when I follow the steps, a bunch of menu commands that the tutorial accesses are not available to me. I'm developing an Actionscript project. When I go to the project properties, and click the actionscript build path from the left, in the video there are 3 tabs - source path tab, library tab, and native extensions tab, but I don't see native extensions tab. Furthermore, on the left, he has a menu called Actionscript build packaging - I do not have this. Lastly, he uses a command stage.nativeWindow.visible = false - when I use that it says it is an undefined property. I think that all of these issues have to do some how with the matter of native applications in flash builder, but I'm not sure. Anyone know what's going on?
You've probably started your project with the wrong settings. When you create a new ActionScript Project in Flash Builder 4.6, you can choose how it will run: in a browser or using AIR:
You should select the button "Desktop (runs in Adobe AIR)" under 'Application Type'. Then you will also see that native extensions tab in your project properties.
I don't know how to change an existing project into an AIR Desktop project but it should not be too difficult to create a new one and move your existing code into it.