Working on getting the Mercurial Source Control installed and working with Lotus Domino Designer 8.5.3.
Been using Declan's powerpoint from Lotusphere 2012 "AD102: Source Control For The IBM Lotus Domino Developer" as a guide.
What I've done so far is:
Install 8.5.3 Client and Designer via the CI1LPEN.exe install file
Enabled Eclipse plug-in install from designer preferences
Did a File, Application, Install of 1.6.0 MercurialEclipse and 1.4.3 Mercurial Binaries from http://cbes.javaforge.com/update
Verfied they are installed by going to File, Application, Application Management and seeing them listed
Closed Domino designer and client. Restarted.
When I open an application in Designer and alternate click on it's title, the "Team Development" option is not listed. So not able to "Set Up Source Control for this Application.."
Are there any other prerequesites that need to be installed for this to work, or should I should be selecting different install packages?
If you're in 8.5.3 there is nothing that needs to be installed. HOWEVER, the Team Development menu option only appears if you're in the XPages perspective. It doesn't appear in the Domino Development perspective.
Found the problem and it is working for me.
First thing I needed to do was to install the "Source Code Enablement" from: http://www.openntf.org/internal/home.nsf/project.xsp?action=openDocument&name=Source%20Control%20Enablement%20for%20Designer .
The next thing was that I was right clicking on the application name in the Application pane, when I should have been right clicking on the application name in the Navigation pane.
Now see the "Team Development" option.
Have been able to run Mercurial through it paces - commit, branch, merge and etc.
Related
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
This question already has answers here:
Gradle build errors with Android Studio
(3 answers)
Closed 9 years ago.
I have just set up Android Studio 0.2.2 and updated my Android SDK to the latest version.
I have exported my Android project (android:minSdkVersion="8", android:targetSdkVersion="15") in Eclipse by 'Generate Gradle Build Files' without (visible) problems. And I can export/compile my app in Eclipse just fine, it also runs fine in the emulator.
However, in Android Studio, when trying to import my project, I am confronted with the above error message. "Gradle Home" is (IMO, correctly) displayed as "D:\Prog\Android-Studio\plugins\gradle".
Any idea how to make Android Studio feel more comfortable on my computer?..
I've encountered a similar problem where I can't import my project. There is at least one answer out there that may help; it requires the creation of a blank project in Android Studio and then copy files over from Eclipse. This ensures the creation by Android Studio of the necessary Gradle files, etc. Here's the link to the full answer: Gradle build errors with Android Studio
Look's like you should try to use the Gradle Wrapper rather than a local Gradle distribution. According to Gradle's website (http://www.gradle.org/docs/current/userguide/gradle_wrapper.html):
The wrapper is something you should check into version control. By distributing the wrapper with your project, anyone can work with it without needing to install Gradle beforehand. Even better, users of the build are guaranteed to use the version of Gradle that the build was designed to work with. Of course, this is also great for continuous integration servers (i.e. servers that regularly build your project) as it requires no configuration on the server.
You'll need to mimic the following structure in your project's directory:
simple/
gradlew
gradlew.bat
gradle/wrapper/
gradle-wrapper.jar
gradle-wrapper.properties
At that point, go to Settings (Windows) Preferences (Mac), click "Gradle" on the left hand side, choose "Use Gradle wrapper (recommended)". If that option isn't available, try restarting Android Studio or closing and reimporting your project. Checking this option should ensure that you always build with the correct Gradle distribution.
I would like to install Umbraco 6.1.x, but my host suffers from this issue: http://issues.umbraco.org/issue/U4-1632
Basically, I can't install 6 due to an incompatibility with MySQL on Linux and Umbraco 6, but I read that I can upgrade from 4.x.x and then upgrade to 6. The question is, how do I do that? I.e. what files do I need to upload and edit such that the database remains, but all umbraco files are version 6?
Yes, according to the bug report you can install a Umbraco v4.11.x and then upgrade this to v6.1.x and this should work fine.
The downloads are all available here: http://our.umbraco.org/download
However, the easiest way to get Umbraco set up is to use NuGet in Visual Studio. So you could run the following line from the NuGet console:
Install-Package UmbracoCms -Version 4.11.10
You'll have to use the console for this because if you use the Package manager, it will just install the latest Umbraco package version.
Next, load your site in a browser and configure the database settings. Then upgrade using NuGet again. I find the easiest way to do this is to open the NuGet package manager in Visual Studio, select "Updates", find the Umbraco package and click "Update". This will automatically update all the files for you.
You will then need to load up the site again, at which point it will prompt you to upgrade, and you can just follow the steps in the wizard.
The current SharpCompress.WindowsStore.dll library published on Nuget is build in Debug mode. I got this error from the Windows Store App Certification Kit.
Error Found: The debug configuration test detected the following errors:
The binary SharpCompress.WindowsStore.dll is built in debug mode.
Is there any way to have/compile the SharpCompress lib in Release Mode?
I'd rebuild it in release mode.
What, you didn't think about that?
It's on NuGet, right? NuGet packages often list a project site. So looking at the page I can see the link points right over here. That's on GitHub. That's where source lives.
You can either fork it (which there isn't really a point, since you don't want to develop it), clone it (aka use a Git tool such as GitHub for Windows) to your local machine, or just download the latest code in a zip file.
From there you can build in release mode and away you go. May not be just that easy, as there might be some dependencies or such that need resolving. Now off you go.
I have opened a project in netbeans to view the project but there is a same error in most of the files. It says that "package javax.ejb does not exist". This is a working project and I am not sure what is wrong. Can anyone help me?
Try this first: http://forums.netbeans.org/topic44810.html
If that doesn't fix your problem, you can right click on your project and go to the properties section. Click on the Libraries section and select "Add Library". Then scroll down until you find the Libraries that start with "Java" (for example: Java EE 6 API Library). I add all of the Java libraries to my project to resolve this issue, however you might add them one at a time and see which one resolves it.
you just need to import Java EE Web 6 API Library to fix this issue, these libraries must be imported under the libraries folder:
right click Add library, click on import library, scroll down and look for Java EE Web 6 API Library, click on import library and finally click on add library.
That should fix any issues
In my case I was working with java with ant java web app, i was also using Java EE Version Java EE 6 web
I had the same problem when I tried to open a Java web service application and managed to resolve it after trying out a few things. For a Java web service application, there can be multiple causes to the problem. You may have "EJB and EAR" plugin already installed, however, Netbeans may not know the web server to use to run your application. It may have complained that "One or more projects do not have the target server set properly" when the project was opened. To resolve this problem, you have to assign a web server for the project. This is to be done not only for the main project, but also for the required projects that the main project may be dependent upon.
You first need to ensure that you have opened not just the main project, but also the required projects. To open the required projects, right-click on the main projects name in the main projects window and select Open Required Projects -> Open All Projects. After opening, the project names may be colored red in the project window to indicate problem.
In order to use a web server, you need to have one already installed. I chose Glassfish. Download and install Glassfish from https://glassfish.java.net/download.html, if you haven't done so. Also install the "Glassfish Server" plugin for Netbeans, if it's not already installed.
Now, in the Netbeans project window, right-click on the main project name and select "Resolve missing solver issue". If you see "Glassfish server" in the pop-up window that appears, select that one and click ok. If you don't see it, click "Add Server" then select "Glassfish Server", and setup the Glassfish server. Here you need to provide the installation directory of your Glassfish server, but I simply used the default values for the rest. Later I used username "admin" with blank password for running the project. Also perform the same steps to resolve the missing server for all of the required projects.