I followed https://github.com/joshuajnoble/blepdroid for converting a library in to .jar file, so that it can be used for processing.
I am relatively new to android studio and I did not understand how to convert an rfduino library into a .jar file so that it can be added to the processing software libraries.
Could anyone help me with the procedure to get this done?
You should be able to add the Android Mode to Processing if you haven't done so already. Click the button top right edge of the editor that says Java, click Add Mode..., then search and install Android Mode:
Once that's installed you will be prompted to browse to the Android SDK on your computer.
As soon as this part is configured, you should be able to compile your first Processing Android app!
What's left to do is install the BLE_pDroid library:
Download the latest release
Unzip it(blepdroid-0.1.zip)
rename the folder to blepdroid(removing any version from the folder name)
Restart Processing
Start writing your first BLE_pDroid based app or explore the Examples (via File > Examples > Contributed Libraries)
No need for Android Studio/eclipse unless you want to, in which case, with your BLE_pDroid Processing Android project open go to File > Export Android Project
Related
I have just started using Unity3d for creating 3d and 2d games for the Windows operating system. So, I learnt the basics and created a simple maze game. When I exported the game for Windows operating system in a folder named Output it created a executable file in that folder and a Data folder. The Data folder contained many files, folders, dlls, etc. But don't want those all files to come there. Is there a way so that I can export the complete game as a executable or manage the structure of the dependencies on my own? If this not possible then are there any more game engines which will allow me to do this, as I have seen many games having such directory structure.
Another problem that I found was that when I ran the game it first opened a configuration window asking me for the resolution in which I wanted to run the game and other settings. But I don't my game to have that kind of pop-up when I publish it.
So, is there any way that can help me structure my dependencies and remove the configuration window. If you know the answer of any one of these questions then please answer.
Thanks, in advance.
Is there a way so that I can export the complete game as a executable
or manage the structure of the dependencies on my own?
As far as I know, you cannot configure how a Unity app is built.
You could try using a packager application that takes the build directory and generates a single executable file, as described in this question: https://superuser.com/questions/749447/creating-a-single-file-executable-from-a-directory-in-windows . Beware that not every application can be packaged this way, in particular I don't know if these tools work well with Unity applications.
remove the configuration window
You can avoid the configuration window using Build Settings -> Player Settings -> Resolution and Presentation -> Display resolution dialog: enable/disable . Check he following question: http://answers.unity3d.com/questions/134444/is-it-possible.html .
Unity also will show a startup screen, which you can customize or remove if you are using the Pro version.
I have an app that I am moving to another server. It is complaining that it is missing TABCTL32.OCX. I have located this file on another server and I want to copy and paste it across.
I have discovered that there is also a file called TABCTL32.DEP on the server I am moving from. Do I have to copy both files across or is the dependency file optional?
I have tried it with an without the DEP. The app works in both cases. It is a production server so I want to be sure.
Those .DEP (depdendency) files are instructions about a library meant to be used by packaging tools. These files have no run-time significance, containing only development metadata. They are text files.
They contain the preferred ("designed") location to install the library, sub-dependencies of the library including optional localization "satellite" resource DLLs, version information, etc.
See articles such as INFO: How Setup Wizard and PDW Use Dependency Files.
This is information a packager should use along with other "rules databases" such as VB6DEP.ini. Programmers are also supposed to create them if they expect other developers to use their libraries.
If you are using an "impaired" 3rd party packaging technology that is ignorant of .DEP files it is up to you to read them and incorporate the information they contain in your build process. You are also responsible as a developer to keep your dev machine's .DEP files and VB6DEP.ini file up to date, since they often are not updated by Microsoft anymore.
You can't just copy files willy-nilly from one machine to another. Go find this program's installer and run it on the new machine.
A .dep file is a file used by the Visual Basic Setup Wizard to determine what dependencies your ocx file have. You can open the file with Windows Notepad to view the contents.
Unless you are using the Visual Basic Package and Deploy Wizard, you can ignore this file.
For more info, see INFO: How Setup Wizard and PDW Use Dependency Files
Created one app using phonegap in Xcode, want to deploy that into multiple platforms like android phone and etc.
Can any one please give the answer, how can i achive this.
Take the contents of the "www" folder of your application and copy them into the "phonegap/lib/DESIREDPLATFORM/sample/www" where DESIREDPLATFORM stands for the target platform (I.E.: blackberry, android, etc). All files should be copied, except for the "phonegap.js" file, which is specific to each platform.
after that, go to the command prompt, navigate to the phonegap "sample" folder, and compile the application with "ant DESIREDPLATFORM compile" (you already know what DESIREDPLATFORM stands for). It will create the appropriate package for the platform.
One way of doing that is to create a repository(either public or private depending on your need) of your assets folder and using the phonegap build app, you can find it here: https://build.phonegap.com. I have tested that and it works great.
I created an OSGi project in which one I've 2 projects :
- one plugin project : that contains my source files, my product configuration that uses my feature project and the feature org.eclipse.equinox.p2.ui.user. It means that my program is able to install new software or to update the program.
- one feature project that contains my plugin project.
I can run my program into eclipse, It works. I can export my product configuration from eclipse and then launching my program : it works.
After that, I'd like to build automaticaly my program with the framework PDE of eclipse. I followed this tutorial : http://help.eclipse.org/help32/index.jsp?topic=/org.eclipse. pde.doc.user/guide/tasks/pde_product_build.htm . I'm able to generate my program for Windows,Linux and Mac os. The executables of windows and linux work. However, the executable of mac os doesn't work.
When I click on the icon, nothing happens and I've no error. To be able to launch on mac os, I've to replace the file myExecutable.app/Contents/MacOS/eclipse by the one of Eclipse.app/Contents/MacOS/eclipse. It seams that the file "eclipse" of my generated executable is not in the right format.
Do you know what is the reason of this problem? Or maybe if you have a clue for me to solve that.
Thank you very much,
Bat
If you right click on myExecutable.app and select 'Show Package Contents', you can drill in to find the actual executable. You can run this from a shell prompt and see any error output. You can also find the logs in the structure hidden inside the .app.
I'd recommending comparing the eclipse.ini files for your executable app and the one from Eclipse that is working for you. There may be a option that you are missing that you can add to your .product Mac OS X specific options.
How to run the exe file to other system?
Using VB 6
I copied the exe file to other system, then run that exe file, it not working it showing error
“component comdlg32.ocx or one its dependencies not correctly registered a file is missing or invalid”`
Can any one help me how to avoid this error?
When deploying VB6 applications, you should create a Setup, this will manage the DLL's that the VB6 application depends on. Since it is not enough to just copy the .Exe and .Dll's. You also need to register them.
The creation of the setup is included in the VB6 environment.
You can read this http://support.microsoft.com/kb/830761 which is very comprehensive.
1: http://support.microsoft.com/kb/830761 for more information.
Or if you just want the redistributable files check this kb http://support.microsoft.com/kb/290887
Copy and register the comdlg32.ocx on other system. Link: Fix Missing Comdlg32.ocx Run time Error in Portable apps.
Create an installer for your program.
Unless you are deploying your program to really old versions of Windows (prior to XP), one nice alternative is to create an XCopy package using reg-free COM. This is fairly easy for most simple programs using Make My Manifest though it can be done by hand or using other tools if you invest in a little study.
Even then a formal installer package is usually desireable though, if nothing else to create Start Menu shortcuts and set up application workspace directories.
Keep in mind that even the PDWizard is difficult to use blindly. Packaging and deployment is a topic that requires some learning investment.
Outdated or missing comdlg32.ocx runtime library is causing this error. Here is a copy of comdlg32.ocx (~60 Kb Zip). Download the file to the Desktop and extract the comdlg32.ocx to your the Windows\System32 folder.
Note: If you already have a copy of comdlg32.ocx, backup the existing file to a different folder and delete it from System32 folder.
1. Download comdlg32.zip and save to Desktop.
2. Unzip the file using WinZip or any other utility.
3. Extract comdlg32.ocx to Windows\System32 folder.
4. Type the following command from Start, Run dialog:
regsvr32 %Systemroot%\System32\comdlg32.ocx
Typically a VB 6 app will consist of an .exe some .dll libraries and a config.ini file. The exe is the starting place and it consumes the dll's and config.ini and other resources to run => you have to have all parts in the same directory for the app to run typically called "packaging" an app. E.g. An installer simply ensures that all those files in a packaged app are placed on a users computer in an Windows application directory, and creates a shortcut launch icon so that a user can click the shortcut in the start bar and the app will run.
To "package" your app (put the dll's and exe in the same folder) you can use an Add-In called "Package and Deployment Wizard":
And here is a demo of using it: https://www.youtube.com/watch?v=XT7jaoAiKDo
You can either package and create an installer and package or just create a package:
Now if the Deployment Wizard doesnt show as an add-in on your VB6 Editor Installation, go to editor's program folder and find the tools Tools folder, i.e:
Then you should be able to find the Deployment Wizard there:
Open it to use it.