Fixing pngcrush for compiling libgdx in iOS - libgdx

I'm trying to compile the hello world example for iOS (generated with gdx-setup-ui). After following the walkthrough for fixing the pngcrush (https://code.google.com/p/libgdx/wiki/IOSWIP) I'm getting the following error in Xamarin Studio: "The pngcrush utility could not be found.."
Any ideas?

My problem was that when creating a "fake" pngcrush file, I had to give the file the right permissions. Following the answers in How do I make this file.sh executable via double click? solved the problem.

Related

Cocos-2dx JS can't load scene from JSON file with version 3.10.0.0

I'm using Cocos-2dx JS for a game project. The Cocos version I use is 3.10. To create the GUIs of my game, I used Cocos Studio and then I generate JSON file of said scene using Cocos Studio. However, the generated JSON file version is 3.10.0.0, and when I compile my project, it got the error "JSON is undefined". When I changed the version attribute of the JSON file to 2.1.0.0, the project run without a problem. Anyone has experienced same error can explain why this happens and how to fix it? Thank you very much.
I found a simple solution that works well for me. All you need to do is go to the Cocos Studio project folder and open YourProjectName.cfg. Find two lines that look something like below.
<CreateFrameworkVersion Value="cocos2d-x-3.10.0.0" />
<CurrentFrameworkVersion Value="cocos2d-x-3.10.0.0" />
Modify the value of CreateFrameworkVersion and CurrentFrameworkVersion to "cocos2d-x-2.10". Then, save it. Now, whenever you publish the project, the JSON file version will be 2.10.
Remember you have to close your Cocos Studio project first.

Android Studio Gradle error: Missing project_info object

basically opening this question again because the answer is outdated, as the link now redirects to Firebase:
Gradle fails building with "Missing project_info object"
I want to attach the google-services.json file to my Android Studio project, and every time I try to download it from the developers API from Google, it gives me a json file with a large name that does't correspond to the tutorial's simple "google-services" and renaming it won't work because of this error.
Downloading it creating a new project doesn't seem possible for me now as it the page gives me another error when I click Configure a Project (I already did that before but left the project there without downloading the json file directly from there, which seems to be the problem).
Where can I safely get this file, and should I rename it or? Thanks in advance.
Apparently the solution is just following the link and creating the project with Firebase:
Then create or select a project and fill it with your app data that shoul look like this (the SHA-1 key should be found in your console log when clicking the button in the image:
Then add the lines of code that should be in your build.gradle(app level one and project level one), editing them with notepadd. Finally you need to sync these Gradle files, in Android Studio : File->Sync project with Gradle Files
The tutorial is very self explatanory, but for beginners like me, this could help.

adt error - "... is not part of a Mac OS X Native Extensions framework"

I'm trying to package some code up as an ANE, something we've done before in house. However we're currently stuck on an ADT error which I can't seem to wrap my head around.
When running the following from a sh file, I'm getting an error.
Shell script:
ADT="/Applications/air/bin/adt"
NAME="VideoRoll"
AFILE="libVideoRollANE.a"
$ADT -package -target ane $NAME.ane extension.xml -swc $NAME.swc -platform iPhone-ARM -platformoptions platformoptions.xml library.swf $AFILE
Error:
platformoptions.xml is not part of a Mac OS X Native Extensions
framework
All of the files are in the correct place and being clearly picked up by adt, as I'd assume there would be something else I'd be getting back. If you're after the source code, it's an open source library on bitbucket that I've forked and made a couple of changes to. I'm trying to compile it with Adobe AIR SDK 20 to try and fix an issue we're getting but I'm struggling to just build it from the base source right now. The source can be found here: https://bitbucket.org/lostirc/videoroll/src .
Any suggestions would be great, I'm up for trying anything now. I've modified nearly everything I can think of and tried various different orders for the command, it seems if I remove the platformoptions flag and value, then it gives the same error about library.swf, so I'm not sure it's directly related to the platformoptions.xml.
I worked around the problem by running the same command on Windows. This isn't really a solution but a potential workaround for anyone having the same issue. If anyone can post a good answer then I'll accept that, but for now this is the best answer I've got.

Mediatek Linkit One Error when compiling in Arduino IDE 1.6.6: arm-none-eabi-g++: no such file or directory

So, as you can see in the title, I am having a problem with my Linkit One. I am using Arduino IDE 1.6.6, and I am using the Linkit One SDK 1.1.17 through the Arduino board's manager. When I compile anything, even a simple bare minimum Arduino program, I get this error:
arm-none-eabi-g++: error: ~My System Path\Temp\build3694385943597424511.tmp/syscalls_mtk.c.o: No such file or directory Error compiling.
I have searched long and hard for an answer to this problem, and I have found nothing. Please inform me if I need to provide extra information.
Thanks, Fiske
I got it to work by editing platform.txt
and adding core/ so that it reads:
{build.path}/core/syscalls_mtk.c.o
instead of
{build.path}/syscalls_mtk.c.o
platform.txt was located in:
/Users/awootton/Library/Arduino15/packages/LinkIt/hardware/arm/1.1.17
Okay: Here is what I did. First of all, I switched to IDE 1.6.5, like you said. Then I followed the tutorial here: https://www.hackster.io/seeyouu/smart-city-bus-network-9f4cb0. FINALLY I got the linkit to work. You have no idea how long that took.
Try v1.6.5 of the ide. Seemed to fix the issue for us!

SublimeRope Autocompletions not working on Windows

I'm having trouble getting autocompletions to work for SublimeRope on Windows 8.
First, I noticed that SublimeRope messes up paths when creating a new Rope project on Windows, so I fixed the python_path prefs in .ropeproject > config.py, which are:
prefs.add('python_path', 'C:/Users/brandon/python_virtualenvs/aa/Lib/site-packages')
prefs.add('python_path', 'C:/Users/brandon/django_projects/andrews-app')
I've also tried specifying the packages to auto-import in my project file:
"rope_autoimport_modules": ["django.*"]
When I attempt to run: Rope: Regenerate Global Module Cache, I get an error:
"Missing modules in configuration file"
which Google has not been able to provide an answer for. Is anyone on Windows able to get SublimeRope working? I would really appreciate some help!
I documented how I kind of fixed it here:
https://github.com/JulianEberius/SublimeRope/issues/54
Basically, I added:
sys.path.insert(0, r"C:\Python27\Lib\site-packages")
in sublime_rope.py itself.
Obviously a hack, but it works until the code gets fixed upstream.