importing libgdx test projects Error - libgdx

Problem
I downloaded the libgdx-master.zip library and unzipped it, then tried to import android tests project in eclipse, doing so gives an exclamation mark which is not a unique error but problems i am facing are below.
I did following to sort it out, but did not work for me
Created libs folder in the project and copied all the jars in that
In project properties i added the jar files that come along libgdx-master.zip libray
Cleaned the project
That is what i do when ever resources conflict or exclamation mark comes in my project
Errors
In the imports: The Classes this test project uses from libgdx-master libray
In Project Properties->Java build-> Project-> some missing projects appear
I searched a lot about importing the test projects present in this library, but, can only found creating new project to use this library
What i aspect from the community
Importing test projects from the library libgdx-master, any
tutorial link/guide you used yourself, i tried a lot.
Any one who used this library could answer more properly
what rating/ranking would you give to use this library for android board game development
I know how to import the projects and link the resources, but, in this specific case it did not work for me, if you please answer specifically, i would be grateful.
At the the end i would like to thanks who showed patience to read this.

Related

How to reference a DotnetStandard 2.0 library from another DotnetStandard library?

I have started a project to move some framework libraries targeting Dotnet 4.6.1 to DotnetStandard. I am using VS2017. I started with a relatively simple library which did not have any nuget references and only couple of classes. The approach I took was,
Create a new DotnetStandard 2.0 library project. Just to make sure I have a clean slate instead of manipulating the csproj file of the existing project.
Copy the code files from the old to the new project
Make any code changes required to make the new project build
This worked pretty smoothly. Now, I started with a second library that referenced the first one. I followed the same steps as mentioned above. At Step 3, however, I am hitting roadblock. I am unable to get the namespaces exposed by the first library in the second library, whatever I do. I have tried these,
Referenced the First project from the second project as Project Reference
Created a nuget package for the first project, hosted it in a local folder and installed the package in second project.
Both ways, I am unable to get the namespaces and classes from the first project.
What am I doing wrong?
UPDATE
I tried creating a dummy solution and tried creating two Dotnetstandard projects there. Project referencing worked fine there. So, to experiment, in my actual solution, I deleted the second project and created again. That somehow resolved my issue and I am able to successfully add nuget as well as project references now. Not sure what the problem was earlier.

adding files to all platforms of a cocos2d-x project

This is a very basic question, but I have not been able to find the answer anywhere.
I just got Cocos 2Dx 3.3, made a new project and built the HelloWorld scene that was generated.
It generated projects for all platforms, but I am currently compiling and running the Mac project using XCode.
I can easily add new files using XCode, but of course it only adds it to my XCode Project. I would have expected a way to automatically modify all projects at once to add files or change compiler settings. I saw that there is a CMake file, probably used for command line compilation, but I cannot find a way to use that to regenerate the projects for all platforms.
Is it possible to automatically add a file to all platforms? Maybe it is possible to modify the template directory os Cocos and use the cocos new command line to recreate the project from scratch?
Or is it better to do all that manually?
Such an automation would imply parsing of a project file, finding list of relevant files and then changing all the dozen of project files. Which is hell of the work.
Even if it was implemented, how would this implementation decide which project file is a main one? (to get filelist from) And if your projects all have different lists of files? This would need merging etc. etc.
For now cocos new only copies files from one place to another. Frankly, Cocos2d-x have much more serious problems to solve, so I don't think this feature will ever be implemented.
However, you could customize project files/folders to your needs to make process of adding files more or less convenient and sometimes even automatic. Here are some clues:
It is easy to change Android and Linux Makefiles so they will pick up all the source files from a specified folder. Just use wildcards. Resource files are picked up by default.
For Visual Studio solutions (Win32, Win8, WinPhone) you could enable "Show all files" to see all files that either added or not. Unfortunately you can only see files down in the folder tree relative to project folder. To see Classes folder, make a symlink (link /j) of a Classes folder near .vcxproj file. You'd better don't copy/move project folder after it. And don't forget to add this linked folder to ignore list of your versioning system, or you will end up with duplicated files. Resource files are picked up by default for Windows projects.
I am not aware of any solution for XCode project, so you basically stuck with manual source file addition. Which is most annoying among all platforms. However it can pick up resource folders with all files.
Anyway, I would be glad if someone would proof me wrong and would write some kind of script to solve this problem (and also to change project name, company id, automatic versioning, etc.). I believe it could be done more or less reliably with, let's say Python and some regex magic. At least until project file formats will change.

Coming from a Flash Builder background, how can I import a library into IntelliJ IDEA?

the only IDE I've used for many years was Flash Builder. Sadly the 4.7 version is in a poor state, so, I started looking at other IDE's lately.
I'm trying IDEA, but I don't know how to add a library to my project.
In FB it was simple, I go to the compiler settings and I just add a folder or swc. But here, it seems like there are 2 options, one under the "Libraries" tab and other is creating a new module, however, this new module requires a main app, SDK, and a lot of other stuff that doesn't make any sense to have in a library.
So, what is the equivalent of adding a library path here?.
Thanks.
"Libraries" is the correct way to do it. There are two kinds of libraries: libraries and global libraries. Global libraries can configured once and used in every project. Libraries are configured for each project. See http://www.jetbrains.com/idea/webhelp/configuring-project-and-global-libraries.html

cocs2dx faild to generate binary- blackberry Momentics ide

I am having source code which is having classes and resources folder. I tried to create one blackberry project and import those files inside same project. I have linked cocos2dx with proper steps. What I am not clear with is how you will run a source code which has only classes and resources in blackberry momwntics IDE. If anyone has any kind of idea or hint or clue or direction then please respond. Thanks ...
I also faced the same issues when trying to get cocos2d-x for blackberry running in the Momentics IDE. The code sample provided is not very well organised and clearly does not follow the file hierarchy or structure of conventional Momentics IDE bb10 projects. I personally find this to be quite confusing - especially to programmers with little experience programming in C++, linkers etc.
That being said, I there are a series of steps you can follow to get cocos2d-x for blackberry running .
Download the Cocos2d-x project from http://www.cocos2d-x.org/ . This folder contains the cocos2d main libraries , sample code, and platform specific libraries for different platforms (web, desktop, iphone, android, blackberry).
The next task is to import the cocos2d libraries required for blackberry
development into the Momentics IDE and successfully build the first project.
A quick search of the Cocos2dx source directory reveals a list of proj.blackberry files which indicate blackberry related projects that could be imported. I found that importing the following proj.blackberry files into my workspace were sufficient to help me build the sample project included .
/cocos2d-x-2.1.4/cocos2dx/blackberry/proj.blackberry
/cocos2d-x-2.1.4/CocosDenshion/blackberry/proj.blackberry
/cocos2d-x-2.1.4/extensions/blackberry/proj.blackberry
Note that the main reasons for importing the projects above it to make them
available as referenced projects to your libraries. This pretty much should
handle errors of missing files or paths etc.
/cocos2d-x-2.1.4/template/blackberry/proj.blackberry
(This is the sample project which we will run and compile – BBTemplateProject)
To import each of the above
File > Import > Existing Project into Workspace > Cocos2dx source directory above
At this point you should have the BBTemplateProject imported. Now try to build it..
I have written a more detailed post about this here
http://www.denvycom.com/blog/setting-up-cocos2d-for-blackberry-10-development/ . This post also includes a quick fix to handle a decode.h error you might encounter while trying to build your project.
P.S >
I found that the bar-descriptor.xml file lets the compiler know where the relevant included files/classes reside (including the strange Resources folder) . This is why the unconventional heirachy structure works. There are still a few issues Im having working with cocos2d-x for blackberry (such as getting the QtSql libraries integrated and working in a cocs2d-x for Blackberry project) and I'll post solutions as soon as I find any.

IntelliJ 10/11 AutoComplete broken with SWC dependencies from SWF Project

I am working on setting up a project for some developers and helping them componentize some of their code into a swc. I have created an Ant build process for them, but when setting up dependencies in IntelliJ's Flex Facets we are seeing that code that is referenced from the Libraries is not autocompleting nor is it letting us step into classes accross libraries. I am sure this works as I have done it with a Maven setup before. I just wonder if there is some setting I am missing when doing ti manually as these guys are not willing to go the route of Maven yet.
Here is a quick screenshot of our test SWF that depends on two SWC libraries:
Notice that in this sample class the code that lives in the client-core project does not show up as code completed (it's red) but it compiles fine with Ant.
Any ideas as to what we are doing wrong here?
answered in InteliJ IDEA forum: http://devnet.jetbrains.net/message/5447354#5447354