libgdx HTML5 deployment - html

I've been working with libgdx for 2 days, and I'm starting to get the hang of it.
I'm comfortable with deployment on Android and desktop, but I've got no clue about how to run/debug or deploy the HTML5 version.
When I run as web application, the link gives me an http error 404.
I did what they say on the libgdx wiki, but that ain't working, so, help would be welcome.
BTW, the app's working fine on Android and desktop.

This worked for me:
In Eclipse -- right click on the *-html project. Select "Google" -> "GWT Compile". This will perform a GWT compile on the project, it can take a while so be patient. Once this is completed, I was able to copy the expanded war directory into my tomcat webapps directory. Tomcat was already running, it picked up the change and deployed the game, I was able to load it via localhost:8080/war/ I later renamed the directory (the one in the webapps folder) to something more appropriate for my project.
Good luck.

I ran into this problem for over an hour before realizing that when I selected "run as web application" and eclipse asked me to point to the war directory, I was silly enough to have been selecting the root directory of the project.
Once I went back and pointed to the actual war folder, it ran without issue. Silly I know, but might not be a bad idea to check, esp if anyone is setting this up at 1 am like I am lol.

According to the current date (December 2014), Libgdx now uses gradle and deploying using the mikeys's answer might not work for you. Follow the following guide for the best solution for this problem:
https://github.com/libgdx/libgdx/wiki/Gradle-on-the-Commandline

It's a bit difficult to deploy the app correctly. In the wiki of Libgdx (in google code) you can find in one of the first entries how to deploy and debug the app. The easiest way is to install and configure a Tomcat server, do the steps of the wiki and that's all. If you don't want deploy the app, only test it, you can do it directly from eclipse with the embedded server jetty included on the GWT Sdk. Hope this helps you.

Related

DIY Tomcat, where is the webapp folder on the local git repo

following OpenShift tutorials, creating a tomcat application and clone it, the local repository will contain a pom.xml, webapp folder.
What's the equivalent on a diy application that contain a diy and misc folders
Thank's in advance, any help is appreciated cause I'm really stuck here !?
Update
Well I've install a Tomcat 8 DIY application following this tutorial here everything works fine, I can see the Tomcat page in the browser, the problem is how to deploy a .war file.
For a Tomcat 6/7 application on OpenShift, the local git repository have this structure:
____Tomcat7/6
|_________ webapp
|_________ src
|_________ pom.xml
But for a Tomcat 8 DYI application I have this structure
________Tomcat8/diy
|__________ Diy
|__________ misc
|__________ readme
So Where to deploy my .war files, cause there is no webapp folder?
The title of your question suggests that you are mixing up at least 5 different, completely independent & orthogonal tools and concepts:
Git is a version control system ("push", "local repo")
Maven is a build tool ("pom.xml")
Apache Tomcat is a servlet container ("Tomcat 6/7/8")
rhc is some client tool provided by yet another cloud computing platform ("OpenShift")
Your code is the stuff that you have written, it's completely under your responsibility.
Before you start doing anything, please make sure that you have at least some basic understanding of what each of these tools does. Then ask yourself whether you really need Tomcat 8 instead of Tomcat 7, and whether a 2 year blog post about the compilation of Tomcat 8 within an OpenShift gear is the best source. All these deployment details can change pretty quickly, if it worked two years ago, it's not guaranteed that it would work now.
I've never worked with OpenShift, but as far as I understand, the basic idea is this:
You write your code
You create your OpenShift account and allocate some "Gear" (or "Dyno" or whatever...) for your application
You commit your source code (/src) and the files that are necessary for the build (pom.xml), and use git to push it to the repository OpenShift gave you.
OpenShift then uses your pom.xml and builds all the WAR-files on it's own
Then you can use your rhc client tool to start your application, if that's not done automatically.
Some of these steps can be changed.
If you really have to, you can indeed compile your own Tomcat8, the tutorial you linked tells you how (more or less. The dude who did it obviously knew what he was doing there, so he might have skipped some details that seemed trivial to him).
Furthermore, if you really want, you can deploy pre-packaged WAR-files, by deliberately removing all the stuff that is necessary to build you app (removing pom.xml and all the /src), and instead adding the packaged application to your git repo, and then pushing it all to OpenShift. Then it will skip the build step, and just run what you gave it. OpenShift seems to provide some information about this deployment strategy: https://help.openshift.com/hc/en-us/articles/202399740. Please read the documentation and make sure you understand what you want to do. For example, filter-branching your git repo and removing all source files you have ever written is not a good idea, even if you don't need these files on OpenShift.
Currently, I don't see anything of the standard tomcat directory structure in the tree that you show. Instead, there seem to be just some basic ruby-scripts or some other default-demo-app-stuff... That's why it's called "do it yourself". If you don't want this, take a standard Tomcat7 app.

Task 'afterEclipseImport' not found in root project 'NEWGDL'

I'm trying to make a new project to work on in eclipse using libGDX. I managed to get a project working before, but after deleting some files the project became unusable.
Now when I try to use libGDX project setup I'm told "Task 'afterEclipseImport' not found in root project 'NEWGDL'." (NEWGDL being the selected workspace for the GDX projects)
And there are no projects to import into my eclipse workspace.
I'm only trying to build Android, and Box2d is checked.
Could someone please tell me what went wrong and how to fix this problem?
EDIT: I reported the issue and it was fixed 4 days ago, the error no longer shows up with the latest libGDX project setup app.

How to properly update Monogame with a Github PR

Heey,
I got a little problem. The current Monogame 3.2 build available hasn't got a working template for Windows Phone 8. This will result into a black screen and a non working app. So I went onto their git hub and found the issue https://github.com/mono/MonoGame/pull/2089 and someone who fixed it and posted a Pull request.
The problem now is I have close to zero experience with building my own version or editing project template files. I got some common knowledge and started to delve into this all and already tried copying the template files to my visual studio files and building projects and throwing around the new .DLL but it all doesn't want to work properly. I started to work with the older template but I need the new version due to proper support for landscape in windows phone 8 that we need to utilize for our game.
Now is my question if someone knows the right/proper way to do this. A short summing up from what to copy where will do.
Thanks in advance.
Okay it took me some time but I figured out what to copy,build,set and run.
You download the .Zip or make a pull with your Github into an empty folder and when finished extract it.
In the map open the MonoGame.Framework or MonoGame.Framework.”your
target platform” which will startup visual studio.
Build the solution/project (don’t forget to build in ARM, x86 and
x64 if enabled and needed) and navigate to “Extracted
folder”/MonoGame.Framework/bin/”your targeted platform” at the same
time open a new explorer and navigate to your MonoGame installation
by default C:\Program Files (x86)\MonoGame\v3.0
Navigate in your extracted folder to your targeted platform and
build and copy the MonoGame.Framework.dll to the opposing C:\Program
Files (x86)\MonoGame\v3.0\Assemblies\”targeted platform”\”build”
Rebuild your Project/Solution
Gratz you now updated your MonoGame :)
This could fix your problem but it’s possible that you still get an error when initializing your app on your phone or emulator DXGI related.
If this occurs then follow these steps. The problem lies probably by your SharpDX.WP8.dll how to fix this? In my case download and install the newest SharpDX http://sharpdx.org/download/ you could also look further how to only download the SharpDX.WP8.dll & .winmd!
Navigate to your SharpDX install (by default C:\Program Files
(x86)\SharpDX) navigate further to
Bin\DirectX11_1-“platform”-“build”\ and copy the SharpDX.WP8.dll and
.winmd to C:\Program Files
(x86)\MonoGame\v3.0\Assemblies\WindowsPhone\”build”
Rebuild your Project/Solution (if this still doesn't work you may
need to manually add the references again to SharpDX.WP8.winmd for
both builds)
So if it’s alright this should fix most issues but there is one left. Between MonoGame 3.0.x and 3.2 the project template of a windows phone game has changed but this didn't went well in the code. So we’re now going to update the project template of our Visual Studio.
Go back to your extracted Monogame map and head into the folder
“ProjectTemplates”\”your visual studio version”\WindowsPhone
Select all files and create a .Zip (could be done by the integrated
windows option “Send To”) make sure when you open the .Zip you will
immediately see all the files and they aren't nested into a folder
inside the .Zip
Navigate to C:\Users\”your PC name”\Documents\Visual Studio
201X\Templates\ProjectTemplates\Visual C#\MonoGame and copy your
just created .Zip and overwrite the existing file.
You may have to follow these steps if you use different version of Visual Studio because of the lack of support for XNA inside VS2013.
Now you should've fixed any possible problem. If your project still gives errors try to recreate a new one (this would now use the new updated template you just copy pasted and would work) If this still doesn't work than please post what goes wrong but this all should do! These instructions should also work for all other platforms (at least which you could build of course)
Pretty easy to do pull it in to your own version.
Follow these steps:
Fork the Monogame repository
Clone your version to your local machine
Find the repository of the fixed code.
In a command prompt, move to your MonoGame folder, and pull the changes in using this line on your machine. (the branch is most likely master)
git pull http://github.com/other/repo branch_name
Once you have the pull request pulled into your local branch, just build it using Visual Studio.
You can also follow these steps if you think you'll be doing this often.
https://help.github.com/articles/syncing-a-fork
For some reason MrME, I couldn't get your solution to work because of some missing SharpDX reference which REFUSED to be added manually. While your solution may be valid I would like to present an alternative if you have the patience to transfer the code to a Monogame 3.2 project and are still getting the black screen:
Set the DrawingSurface to a DrawingSurfaceBackgroundGrid in the GamePage.xaml. Full details are found in the commented explanation at the bottom of the GamePage.xaml file.
Source: https://github.com/mono/MonoGame/issues/2081

Eclipse Juno - Hangs on Type Space loading

Don't know what happened, but it just hangs on "Type Space loading (4%)" and that's it. I tried to solve problem with -clean option and with deleting .history and eclipse resources folder under plugins. I also tried with new workspace and it's still the same.
Before that I installed JVET. Don't know if it's connected with that.
Yes, it's because of VJET, see https://www.ebayopensource.org/jira/browse/VJET-57
To me it happened on a fresh installation of Eclipse IDE for JavaScript Web Developers.
Just leave it for about half an hour and it should finish successfully.
May i ask why did you install VJET? If as me to be able to debug node.js you might wanna try https://github.com/joyent/node/wiki/Using-Eclipse-as-Node-Applications-Debugger

Glassfish Deploy CommandException Error

I want to deploy my application to glassvish v3 with asadmin deploy command however I get an error:
com.sun.enterprise.admin.cli.CommandException: remote failure: There is no installed container capable of handling this application com.sun.enterprise.deploy.shared.FileArchive#1c2a1c7
What can be the problem?
To me, the problem was coming from the fact that in /domains/domain/applications there was still the application I was trying to deploy again.
Another file access possibility I just ran into:
Service was started as root and the app undeployed/deployed. Then, as the correct limited rights user, undeploy/deploy. On deploy you'll receive this error, as the application files will still exist in he 'domains/yourdomain/applications' directory, and will be owned by root.
+1 to Keeg's comment on the awesome error messages we've all come to expect from Glassfish.
Hey I got the same error.In my case,I'd made a directory named "Web-INF",apparently the name of the folder has to be (mandatory) in upper-case i.e. "WEB-INF".
In short,check for spelling errors.
It solved my issue.So just wanted to share.I'm new to glassfish, so can't really tell you the exact solution.But what worked for me could be a solution for you as well.
Just in case someone else finds this question and the above answer doesn't match your case... Our problem was that the temporary area on the Glassfish server was full. Clearing some space let me redeploy the same application. Thank goodness for excellent error messages.
I had an ear project, where the ear package had different version number configured to maven pom.xml than the rest of the projects it contained. It searched sub-modules from version 1.x and the rest of the project was at 1.y version. I updated every pom to same version and that made the trick.