Open IntelliJ .idea Flex projects in Flash Builder - actionscript-3

I've seen quite a few posts about opening Flash Builder project files in IntelliJ but I haven't found any questions about going the other way.
Does anyone know if its feasible to open IntelliJ Flex projects inside of Flash Builder? Is there any kind of solution around that would allow for this workflow?

You're out of luck: FlashBuilder can not import IntelliJ projects.
The only thing you can do, is creating a new project in FlashBuilder and point its Project location folder to the IntelliJ project folder.
Linking dependencies and setting source paths will have to be done manually. The main source folder of a FlashBuilder project is /src by default. So make sure to adjust that too if it was something like src/main/flex in your IntelliJ project.

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

Gulp + Bower support in VS2015 for an upgraded project

I'm basically trying to figure out what I need to do, to make an MVC project (created in Visual Studio 2013) to behave like a fresh MVC project created directly in Visual Studio 2015.
What I've noticed is that I see more interesting things in Visual Studio 2015 with a newly created project, and I'm sure some of these would be useful, but I can't figure out the magic to get them enabled. I've tried doing some googling but unfortunately keep finding tutorials for VS2013 support which isn't what I'm after, I specifically want to leverage the new VS2015 features. Things that I've spotted so far:
Dependencies
How do I enable the dependency view? I've tried copying a bower.json file from a new project, but even after a restart in VS2015 I don't get this dependencies tracker.
Task Runner
How do I enable the task runner? I tried creating a Gulpfile.js but I get an error in the output window gulp is not recognized as an internal or external command. I don't get this in a brand new solution, but it reads as though gulp isn't installed on my machine?
How do I enable the dependency view?
This isn't possible; the Dependencies node is part of the DNX project system and is only available in new projects.
How do I enable the task runner?
In addition to adding the gulpfile, you must add a package.json file, and add "gulp" to its devDependencies section. Other tools you'll be using in Gulp should be added here as well. You can use a new ASP.NET 5 project as an example.
You may want to add a bower.json file as well. Bower components will be downloaded to a bower_components folder, which will be hidden by default in the old project system. Adding Bower.json from the New Item template will also add a .bowerrc file that moves the package download location to wwwroot/lib. Probably not what you want for the MVC project; you could change this to just lib instead, or delete the .bowerrc. While the hidden bower_components folder is harder to work with, it's omitted from checkin in git, which is probably what you want.

Remove a extension from Libgdx

I thought I was going to use Box2d in my game but I won't use it anymore. How can I remove the extension? I was finding if someone has already made this question, but I didn't find.
This is very simple. You will only have to remove the dependencies from your projects.
Open your build.gradle file in the root folder of your projects and search for these dependencies.
After that you will probably have to trigger a refresh in your IDE. For example in eclipse you do this via a rightclick in your project -> Gradle -> Refresh dependencies.

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.

Definition fl.controls:Label could not be found

I'm using ActionScript 3. Developing in FlashDevelop. I get the following error when I try to do import fl.controls.Label;
Definition fl.controls:Label could not be found.
I'm pretty new to Flash. I had this project working without a glitch. I must have changed something for it to stop recognizing the import. Even Intellisense gives me an option to add fl.controls.Label
Controls in the fl.controls namespace are native to Flash Professional.
Although I don't use Flash Develop, this is similar to Flash Builder.
If you had Flash Pro you could create a library of components, then export a SWC library for use in your Flash Develop project. Or, reference Flash Pro's controls.
If this previously worked in your project, perhaps your compiler settings no longer link a required SWC dependency?
Not sure if this will help, but I would follow this in Flash Builder:
Flash Components:
Adding by SWC:
Right-click on your project in Flash Builder, and go to Properties.
Select "ActionScript Build Path" from the left.
Go to the "Libary path" tab now available on the right.
Click "Add SWC..."
Add libs from Flash such as flash.swc or IK, depending on what version of the Flash IDE you have and where you installed it.
C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\Common\Configuration\ActionScript 3.0\libs\flash.swc
Adding by source folder:
Right-click on your project in Flash Builder, and go to Properties.
Select "ActionScript Build Path" from the left.
Go to the "Source path" tab now available on the right.
Click "Add Folder..."
The Flash components should be in a location with a path similar to the following, depending on what version of the Flash IDE you have and where you installed it.
C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\Common\Configuration\Component Source\ActionScript 3.0\User Interface
...or...
C:\Program Files\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface
Default playerglobal namespace.
Default package / playerglobal.swc reference often is incorrect when editing from Flash in Flash Builder.
In .actionScriptProperties, add:
<libraryPathEntry kind="3" linkType="1" path="${FLASHPRO_APPCONFIG}/ActionScript 3.0/FP10.2/playerglobal.swc" useDefaultLinkType="false"/>
If you need general fl.* libraries, copy this swc:
/Applications/Adobe Flash CS6/Common/Configuration/ActionScript 3.0/libs/flash.swc
Into your Flash Builder project using these steps: