I added c:\_hub\gtk\bin to windows path var, and still when I try to run gtk app, it shows me an error about missing dll. if I will put my app to c:\_hub\gtk\bin, it will run.
any ideas?
I use codeblocks. created project in this way: file > new > gtk+ app
Wizard asked me to show gtk dir, I pointed him to gtk dir. then wrote
a simple -> build.
as you can see, I didnt add any compiler params etc
The problem was that was using Total commander and when I changed enviroment variables in windows, it wont change in Total commander session. So I had to close total commander, change enviroment and then everything was ok.
Related
I'm currently developing a Cordova application with jQuery Mobile by using sublime text 3 and using Ripple to emulate my devices (I'll reference this project as SublimeProject).
I can build apps for IOS, Android and Win8. But now I need to build it for Windows 10. Apparently this doesn't work with my setup.
A colleague of mine told me to import the project in Visual Studio (I'll reference this as VSProject), add the plugins in the config.xml, copy over the files to the www folder and run it. Problem here is that it just doesn't work.
When I try to run it on Android with the Ripple - Nexus (Galaxy) emulator, it'll give me a warning like this:
I Haz CHeeseburger?!?!
PushPlugin.register
We seem to be missing some stuff :(
What is kinda cool though you can fill in the textarea to pass a json object to the callback you want to execute
Success! Fail!
But when I press Fail! the program will just work, somehow.
My console shows me the following for ripple.js:
ripple.js:37 Ripple :: Environment Warming Up (Tea. Earl Grey. Hot.)
ripple.js:51 Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check https://xhr.spec.whatwg.org/.
ripple.js:51 GET http://localhost:4400/config.xml 404 (Not Found)(anonymous function) # ripple.js:51module.exports.initialize # ripple.js:51_baton.pass # ripple.js:13xhr.onreadystatechange # ripple.js:39
ripple.js:37 cordova :: Initialization Finished (Make it so.)
ripple.js:37 cordova :: Native back button handler was detached.
ripple.js:41 missing exec:PushPlugin.register
ripple.js:48 PushPlugin
ripple.js:48 register
Makes sense that something is wrong with pushplugin, but can't figure out what.
Additional, when I try to run the application on Windows-AnyCPU (which my actual intent is), the application will just show me the default cordova splash screen and hang there:
So that's where I'm at. I need to figure out a way to get the app to run on Windows 10. Prefered to use Visual Studio because I know it has an option to build me an .xap file.
Updates:
Update 1
I'm tracing where the PushPlugin error comes from.
try {
pushNotification = window.plugins.pushNotification;
}
pushNotification seems to be undefined, yet in my config.xml I have the following line:
<gap:plugin name="com.phonegap.plugins.pushplugin" version="2.4.0" />
Update 2
The pushplugin doesn't seem to be relevant, because when debugging in Visual Studio, I'll find the pushNotification to be not undefined.
Currently there is nothing pointing to a good reason why I only see the splash screen instead of my application.
I had the same problem and it turned out it was due to duplicate url in the $stateProvider.
I am running calabash-cucumber in xcode 5.0.1 on OSX 10.9.1, but getting this error while executing the test script. I have installed calabash framework successfully, but don't know why this error occurs.
Error... Unable to find APP_BUNDLE_PATH.
Cannot find a built app that is linked with calabash.framework
Please build your app from Xcode
You should build your calabash target.
Alternatively, specify APP_BUNDLE_PATH in features/support/01_launch.rb
This should point to the location of your built app linked with calabash.
(RuntimeError)
/Library/Ruby/Gems/2.0.0/gems/calabash-cucumber-0.9.168/lib/calabash-cucumber/launch/simulator_helper.rb:178:in `app_bundle_or_raise'
/Library/Ruby/Gems/2.0.0/gems/calabash-cucumber-0.9.168/lib/calabash-cucumber/launcher.rb:307:in `relaunch'
/Users/mymac/Desktop/myproject/myproj/features/support/01_launch.rb:29:in `Before'
Does your simulator or device contain the YourApp-cal target installed? Check weather you run the YourApp-cal target once from the xcode to install the app with calabash server on simulator or device.
Then Check you have followed setup Process
You need to have xcode tools installed too.
Check these things too.
Build the yourApp-cal target and run using xcode once.
While App is running open a Terminal(console) and type calabash-ios console. If your ruby environment is correct it will open you a ruby console.
In that console type
server_version['version']
and
Calabash::Cucumber::FRAMEWORK_VERSION
you should get something like "0.9.164"
calabash.framework is installed correctly in your app.
If so You should go to the file /YourProject/features/support/01_launch.rb open it check weather app bundle path is specified or not (if it is commented out calabash automatically detect the default app bundle path) if you are building your app to somewhere else than the default place you need to specify the appbundle path here in this file.
Tell us more details after check this list so we can help you more..
I hit the same issue, the way I got around to it is, on Xcode's top-right corner there is "Identity and Type" window. There you will find the full path of anything that you select on left (Project Explorer window).
Now usually on the ProjectExplorer window you should have "Classes", "Common", "Frameworks", "Other Sources", "Product", "Resources", "Scripts" etc. (It might be slightly different project by project). Inside "Product" is where your .app lives.
Select your app and you'll see the whole path on "Identity and Type" window.
Copy and paste it to "support/launch.rb" where it says APP_BUNDLE_PATH.
Should work now.
Edit 29/07/14: Do you see
HTTPServer: Started HTTP server on port 37265 on 'All output' window of Xcode (my version of Xcode is 5.1) when you build ?
There is a better way to set up calabash so you won't have this problem.
It involves creating a configuration, rather than a -calabash target. Basically you
1. create a configuration
2. add calabash framework to that configuration in build settings
3. add framework search path to find that framework
4. create a scheme to run calabash
The longer version can be found
http://fangmobile.com/2014/05/08/do-you-love-calabash-ios-but-hate-that-cal-second-target/
Deleting the contents of /Library/Developer/Xcode/DerivedData and compiling again solved this problem for me.
My error message was Unable to auto detect APP_BUNDLE_PATH.
I am using MonoMac do develop a very simple application for Mac. I have a solution consisting of two projects: the main project, and the auto updater. The main project references the auto updater, so that the auto updater becomes a part of the application bundle of the main application.
When running the main application, I want to launch the auto updater if there is a new update. On windows, this is a simple Process.Start("C:\path\to\updater.exe"); On Mac, however, this seems to be problematic. When doing it the above mentioned way (both when using absolute and relative paths to the updater.exe), nothing happens, and debugging simply says that the process has been ended already when I try to get any information.
I have attempted to launch the updater using AppleScript:
do shell script "mono /path/to/bundle.app/Contents/MonoBundle/updater.exe"
But this produces the error "No Info.plist file in application bundle or no NSPrincipalClass in the Info.plist file, exiting". This same error appears when I try to start the main executable the same way, and I know that the Info.plist is configured correctly for this (since I am indeed able to start the app), so there must be something else that is wrong.
Am I doing something obviously wrong? I just want to start the updater from the main executable, how I do it doesn't matter.
I am new to Mac development and are trying to understand the location that XE2 firemonkey apps are deployed. I understand that the application is deployed into a "package" however I am not sure how this work when getting path information from within my app.
My application loads a dylib that I moved over from Visual Studio to XCode and initializes it by passing in a driver path (intended to be off the application path). i.e.
UDMXLibInit(PAnsiChar(AnsiString(driver_path))
If I put a breakpoint on this line in Delphi I find that driver_path is:
.../PAServer/scratch-dir/MacMini/LightFactory3.app/Content/MacOS/drivers
In my dylib I put a breakpoint in XCode on the "Init" function I find that the path is now:
.../PAServer/scratch-dir/MacMini/LightFactory3.app/Content
There appears to be some vodo that is truncating the path. Is this because "LightFactory3.app" is a package and there is something I dont understand or is there something else I am missing about passing this string between app and library under OSX?
Thanks in advance.
This appears to be a bug in the Expressions view for XCode 3.2. For some reason it truncates strings.
The actual string was correct - figure this out by passing it back to to my app.
This is a pretty niche question, so I am not expecting a huge response...
Basically, I am learning how to use the UDK by following some tutorials, namely this one:
http://forums.epicgames.com/showthread.php?p=27043379#post27043379
So far everything is going pretty well. The only real hangup I've had is getting everything to work in Visual Studio 2005 using this nFringe plugin. For a long time, couldn't get them to work at all. I've gotten into two or three chapters of the tutorial, and I've managed to use Visual Studio to edit the code, but I can't build the scripts within VS; I have to go to UDK Frontend to do that. And worse still, I can only really use Log commands in the unrealscripts to debug anything.
So my question is this: is it even possible to configure these tools in a way that I can put breakpoints in VS and have them be caught when I test the game? I feel as though I don't have something setup correctly.
Yes it is possible. Here are some info which might be useful to you.
First, both your .sln and your .ucproj files must be located in Development/src. Then, under visual studio, right-click your project (.ucproj file in the solution explorer) and open its properties.
You must set, under the General tab:
Target Game: UnrealEngine 3 Mod
UCC Path: ....\Binaries\Win32\UDK.exe
Reference Source Path: ..\Src
Under the Build tab:
check "Build debug scripts"
Under the Debug tab:
Start Game Executable: ....\Binaries\Win32\UDK.exe
Load map at startup: the name of your startup map, without path nor extension
Start with the specified game type: put your GameInfo class used for your mod, ie. MyMod.MyGameInfo
Disable startup movies can be checked to gain time at launch
Enable unpublished mods must be checked.
In your command line, the parameter -vadebug specifies that the breakpoints will be enabled.
After that, you must be able to build your script from Visual, and launch your game by pressing F5.
Breakpoints should work but you can't put them on a variable declaration, you have to put them on a function call, an assignment or a condition statement.
Hope this will help.
I havnt tried using breakpoints yet but I know its possable to build with nfringe and visual studio . You need to add a line to the
udk game / config / udk engine .ini
search for
editpackages
exactly like that , then youll see a block like this
EditPackagesInPath=....\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks
then add your own line pointing to a folder named what ever you want but make sure it has a folder in it named Classes and it has the uc files you wnat to compile in it
ModEditPackages=MyTestProject
if you used that line then you are tellign udk you have a folder named
MyTestProject
located in your development/src folder and you want it to compile everything in there