Flash sdk on IntelliJ IDEA - actionscript-3

I am trying to learn actionScript 3.0 from scratch and I was advised to use Intellij IDEA for development.However I am really struggling to install Flash SDK in it. Could someone help me with it? Please don't refer me to documentation, I tried already and faild miserably. Thanx

It is only for Ultimate Edition
The basic setup of IDEA for as3 project is:
Install & unpack (if needed) Flex SDK
With Idea opened, choose File->Project Structure (even if project isn't opened or created)
In SDK section, press + at the top of second columnd and choose Flex SDK from dropdown list
Select folder, where you have previously unpacked Flex SDK (where you have subfolders bin, frameworkds and so on)
Return to Project section in Project Structure window.
Choose default Project SDK from dropdown list (near New... button)
Press OK.
Now, you are prepared for project creating (via File->New Project...)

Also, the 3.6 SDK download has really messed up permissions. IntelliJ would let me select the folder, but just quietly do nothing.
I had to sudo chmod -R a+r [sdk dir] and sudo chmod -R a+x [sdk dir]/frameworks to get it to actually add the SDK after selecting.
Do the first one and see if it works, I was being pretty callous with my chmod'ing, but the frameworks directory had no permissions at all. It, at least, needs to be +rx.

Related

Getting error while creating JavaFX11 application in Apache Netbeans 10

i am new to java fx and i have downloaded Apache Netbeans 9 which runs on java 11.
since java fx is shipped separately, i have downloaded openjfx-11.0.1_SDK and followed steps in this link https://openjfx.io/openjfx-docs/#install-javafx
when i try to create java fx application in apache netbeans , i am getting below error
Failed to automatically set-up a JavaFX Platform.
Please go to Platform Manager, create a non-default Java SE platform, then go to the JavaFX tab,
enable JavaFX and fill in the paths to valid JavaFX SDK and JavaFX Runtime.
Note: JavaFX SDK can be downloaded from JavaFX website
attaching screen shot of netbeans 10.
This is for the future developers that will stumble on this problem. You can follow this video for Installing JavaFX13 and integrate it with Apache Netbeans 11.2. Try following the instructions here
There might be problems with CSS autocomplete but you can create a JavaFx project now.
Edited: As suggested from the other answer, you can download the JavaFX from the official page of JavaFX.
I had the same issue on Netbeans 11. I solved this issue by following below steps.
Download the javafx.zip file from the website and after downloading it put it on JDK folder.
First, click on Manage Platforms and then click on Add platform and after clicking on Add platform it will ask of the filename, so give the path till JDK folder.
After giving path click on next and it will ask for platform name and platform sources so in platform sources give the path till src.zip (jdk/lib/src.zip) and press finish button.
After finishing button, you will see the new platform is added with the same name you have given platform name then click on it and go-to sources and click on Add Jar/Folder button and give the path till javafx.zip file which is saved on JDK folder.
After giving path click on add Jar/folder and close it. After closing it click on JavaFX platform and in that you will see the platform name is there click on it and create the project.
The problem is fixing by jdk1.8. Download and install at the page - https://www.oracle.com/java/technologies/javase/javase-jdk8-downloads.html for your platform. For me, it was "Linux x64 Compressed Archive"(https://download.oracle.com/otn/java/jdk/8u241-b07/1f5b5a70bf22433b84d0e960903adac8/jdk-8u241-linux-x64.tar.gz)
after that:
setting up 1
setting up 2
It may be too late, but I figured it out nonetheless. You, and all other people reading this while trying to figure out how to use JavaFX with any Apache Netbeans version should:
create a new Library, name it JavaFx and in it, put all the .jar files(not the src.zip file) inside the lib directory of the unzipped javafx installation.
create a new normal java project. Go to project properties, and to module path, add the library JavaFx.
create a new module-info.java file (netbeans automates it) in that project and in it, you should put a dependency to all of the JavaFx components, if netbeans didn't already do that (in my case, it did. I didn't even have to hand code a single dependency). And yes, declare the module as "open module".
In essence, I just told you to modularize your project

Converting .Xcodeproj file to .Apf file

I am developing a game in xcode using cocos2d-x i want to convert the .xcodeproj file to .apk file for that i use the Stella SDK. after download the package I try to configure it. But i am getting the following error, I typed in terminal.Please help me.
mac-man:~ srikanthreddy$ cd / opt
mac-man:/ srikanthreddy$ git clone https://github.com/morningtec/StellaSDK.git
fatal: could not create work tree dir 'StellaSDK'.: Permission denied
You are trying to clone the git project into /opt which is a directory that you may not have write permission for.
Usually you'd create such projects in your home directory, so try this instead:
mkdir ~/StellaSDK
cd ~/StellaSDK
git clone https://github.com/morningtec/StellaSDK.git
Note that this step is only cloning the StellaSDK project, it has nothing to do with the task you described (creating an .apk file). From that I take it you haven't fully understood that StellaSDK is a game engine / framework just like cocos2d-x, so you can't use that to create an .apk file unless you start a new project. In particular you can't just convert a .xcodeproj to work with Stella SDK, there is no automatism like that.
While at the same time cocos2d-x is a cross-platform engine capable of creating Android .apk apps. The reason why you're trying to use Stella for (or in place of?) an already existing cocos2d-x project is a bit of a mystery to me.

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

nuget package restore with MonoDevelop

I have a solution that is primarily developed in Visual Studio 2012. I would like to develop in MonoDevelop without major incompatibilities.
Thus far, I have installed mrward's nuget addin for MonoDevelop and things work if I manually add each package in packages.config through that interface. However, this is highly onerous. This addin doesn't have support for automated package restore as of this writing.
I downloaded nuget.exe from CodePlex ("NuGet command line utility", as it's labeled). I use a simple find/xargs combination to install all required packages:
find . -name packages.config | xargs -I '{}' mono nuget.exe install '{}'
This creates several dozen directories in the directory from which it is run instead of putting things under packages/ as expected, and it also doesn't touch the project files so MonoDevelop still thinks that it should be looking for package references in the directory from which MonoDevelop was started.
I therefore opened MonoDevelop from the working directory that contains all of these package folders, and I still get invalid references. I think this is probably because the project is looking for package_name/ reference, but the folders are name package_name.version/ in the working directory.
Any suggestions for a sane, simple way to interact with this solution? I'm next going to try modifying my shell command so that it automatically drops to project/packages and runs nuget from that directory.
Did you try using the -o command line parameter with NuGet.exe? You can use that to get the packages to install into a particular packages folder.
The NuGet addin for MonoDevelop supports package restore from version 0.6 or above. Right click your project and select Restore Packages. This will download all the packages defined in your packages.config for all projects in the solution. It uses NuGet.exe to do this.
Another way to get this working is to use the custom NuGet MSBuild target so the package restore happens at build time when using xbuild. It would require some manual editing of project files though. Under the covers the custom MSBuild target just uses NuGet.exe with a similar command line to what you have already just with the output directory option specified. So I would try the command line approach since that will be less work.
You would have to get the following files from the NuGet repository on codeplex:
NuGet.exe
NuGet.targets
NuGet.config
Put these in a directory somewhere. Typically these are put in a .nuget directory in the same directory as your solution file. Then you need to edit your project files to include the NuGet.targets file and also define the SolutionDir property. So something like this:
<SolutionDir Condition="$(SolutionDir) == '' Or $(SolutionDir) == '*Undefined*'">..\..\</SolutionDir>
<Import Project="$(SolutionDir)\.nuget\NuGet.targets" />
You will also need to enable package restore on your machine. You can do this using the NuGet addin for MonoDevelop in the Options dialog. Under Linux this is available from the Edit menu under Preferences. Then look in the NuGet - General options and there is a checkbox for enabling package restore.
There is an example project on GitHub created by Jonathan Channon which uses package restore and works when building with xbuild inside MonoDevelop. There is also an issue on GitHub about using NuGet restore on Linux which might be helpful.
Update: 2014-05-14: NuGet addin for MonoDevelop now supports package restore.

m2eclipse on windows with Mercurial does not allow hg to be used on the "Check out Maven Projects from SCM" wizard

I followed the answer from this posting:
How to use Mercurial, Maven and Eclipse together?
But the "Check out Maven Projects from SCM" still does not allow me to use Mercurial SCM.
The only option I get is "svn" in the dropdown, and even if I ignore the drop down and enter in "scm:hg:http://myMercurialRepoURL"
I'm using:
Eclipse 3.6.1
m2eclipse 0.12 from http://m2eclipse.sonatype.org/sites/m2e
"Maven SCM handler for Subclipse" 0.12.0 from m2eclipse extra's site (sorry, I would give the URL, but my new account doesn't have enough rep)
MercurialEclipse 1.8.1 from http://cbes.javaforge.com/update
And I've uninstalled, and reinstall those plugins in that order.
I'm able to use Maven in projects, and use Mercurial separately in Eclipse - it's just this one Wizard that seems to be broken, which leads me to believe that if I try to Materialize an Artifact from a Mercurial repo that it will also fail.
Has anyone had any luck with this Wizard? Perhaps on earlier versions? Is this a new bug?
Thanks
As far my search went, I didn't get to find a suitable connector for mercurial and m2eclipse (in terms of only using IDE). However, I did an experiment wherein I cloned a copy of the source from outside the IDE. (via TortoiseHg specifically)
Afterwards, assuming you have already m2e installed in Eclipse:
Go to File > import > maven > existing maven projects, then select the folder where you've originally pulled/cloned your source code.
I believe by doing so, you'll see the m2e commands in the project's context menu (via run as), and effective use mercurial commands. (via team context menu)
At least for now, this is better not using m2e and mercurial at the same time.
If anyone has a more streamlined approach, I'm also curious. :D