Using Ubuntu to install Cardboard SDK for VR applications - google-cardboard

I am trying to install Cardboard SDK on Ubuntu 14.04 and it say it needs "Unity", but the download of "Unity" seems to be only for Windows and Mac. Anyone has tried this on Ubuntu?

Unity3d has already released a beta Linux version.
It is not perfect, but stable enough. If you want to develop a cardboard app on Ubuntu, you need it.

Are you, somewhat understandably, confusing "Ubunutu's Unity" with the Unity - Game Engine?
You should take a look at Programming for Google Cardboard (starting from nothing). To quote:
I assume I have to start fresh, so I went to the generic Google
Developer website. I want to program on my Ubuntu 14.04 machine,
hopefully that won't be a hurdle but it probably will be.
The developer appears to manage to get it running though.

yes there is a beta version of unity which works for ubuntu.
has a quite of bugs, but can manage.
https://linuxhint.com/install-unity3d-linux/
follow the above link and you are done installing.
after installing try not to work offline as it crashes.
unity3d #ubuntu

Related

Does Flutter in Android Studio work better in Linux?

I'd like to know if they have information about whether the Android emulator, and Android Studio, work better and faster on Linux.
In which Linux distribution do you advise me to install the SDK?
I'm using flutter on linux and I'd say that it is much faster than running it on anyother platform, you can even compare the app gradle build between mac, win and linux the results will be amazing on linux. I'm using it on ubuntu 20.04 it doesn't matter on what linux distribution you run the performance is gonna be the same.
As others have said, this is a matter of opinion. However, Google mostly uses Debian in house, so if you want an "official" recommendation go with that.
Flutter should run fine in every distro, though.

Atom Runs Incredibly Slow on Ubuntu 15.10 - Something about a Renderer?

Alright, to be honest, I have no idea if this situation is specific to my computer or to any Linux user... but hear me out.
I have coded in GitHub's Atom text editor on Windows 8.1 platform before. Loved it, so when I switched to Linux (Ubuntu 15.10 Wily), the first thing I did was to download Atom's Linux build and install it on my system. It started out really great. It was as fast as I thought, even faster than its Windows counterpart, so I was fairly pleased.
However throughout the days I have reinstalled Linux and reinstalled Atom - and it was just very, very slow. I was editing a Markdown file and it lagged for 2 seconds to position the cursor onto where I clicked. I thought it may have been one package that was the culprit in eating up CPU/memory, so I deleted all the packages and started on a clean slate.
Nothing changed, for some reason.
Then I decided to check the System Monitor since there must be something going on, because ever since I've reinstalled Ubuntu 15.10 (I played around with some configuration files before and screwed the system up...) and reinstalled Atom - every time I started up Atom, my CPU would get very hot and the fan just gets super loud. Evidently that is not a good sign.
Behold, the culprit:
“atom --type=renderer --js-flags=--harmony --no-sandbox --lang=en-US --node-integration=true --enable-delegated-renderer --num-raster-threads=4 --gpu-rasterization-msaa-sample-count=8 --content-image-texture-target=3553 --video-image-texture-target=3553 --disable-accelerated-video-decode --disable-webrtc-hw-encoding --disable-gpu-compositing --channel=14354.0.624276243 --v8-natives-passed-by-fd --v8-snapshot-passed-by-fd”
Yes, the process name is that long, but here's a more readable list of the parameters:
--type=renderer
--js-flags=--harmony
--no-sandbox
--lang=en-US
--node-integration=true
--enable-delegated-renderer
--num-raster-threads=4
--gpu-rasterization-msaa-sample-count=8
--content-image-texture-target=3553
--video-image-texture-target=3553
--disable-accelerated-video-decode
--disable-webrtc-hw-encoding
--disable-gpu-compositing
--channel=14354.0.624276243
--v8-natives-passed-by-fd
--v8-snapshot-passed-by-fd
Here's an image of detailed description/statistics of the process - why is this renderer alone taking so much virtual memory...?
Seeing that the Atom creators also developed the Electron platform, I thought that Atom was built with Electron. Otherwise I can't explain as to why the Javascript V8 Engine is running as a renderer when I fire up Atom - whatever that means.
I'm really curious as to why this is happening, but most importantly I love Atom too much to give it up so easily, so I'm willing to put up a fight and see if you guys know what's going on.
In case it matters, I'm running Ubuntu 15.10 with GNOME Shell 3.16.4 desktop environment. Also, apm --version spits out:
apm 1.5.0
npm 2.13.3
node 0.10.40
python 2.7.10
git 2.5.0
P.S. Seeing that it's my first question, I may be violating some standards and netiquette on SE/SO, either through the way I voiced my question or any reason really - I don't know. If that is the case, please forgive me as I still have a lot to learn about StackOverflow and this amazing community which helped me through my journey of coding. Thank you wonderful folks in advance.
There is an Atom text editor snap package in Ubuntu 16.04 and later, and it runs the way it's supposed to, including the built-in JavaScript console in Dev Tools.
Run these commands to quickly and easily install and upgrade the Atom text editor snap package from the terminal in Ubuntu 16.04 and later (64-bit only).
Install Atom text editor:
sudo snap install --classic atom
Note that a snap in classic confinement behaves as a traditionally packaged application with full access to the system, and Atom extension packages are installed into the user's home directory.
Upgrade Atom text editor:
sudo snap refresh --classic atom

How can one install the latest apache flex sdk on the eclipse IDE on linux

Been searching on the web for days...
There are a lot of threads about install flex or Apache flex but never Apache flex 4.11 on eclipse in a Linux environment. I am looking to develop a flash website with completely open source tools that is why I am using such a platform. Any assistance you could provide would be much appreciated.
I have eclipse install under Ubuntu 12.04 LTS and I am not sure how to proceed. Any guidance would be much appreciated.
UPDATE
I am reading more and more about dropping of linux support for this tool. I am still holding out hope for multi-platform development from linux but may need to go dual boot create my flash content in windows then move it to the linux.

How do I install the Mono Winforms Designer on Mac OS X?

I've searched around but was unable to find a good, clear, answer. Can someone please explain to me how I can install the Mono Winforms Designer on Mac OS X? If it's not possible on OS X, can it be done on Linux? And if so, how?
Any and all help is appreciated! Thanks.
Although you probably could install the Mono Winforms designer on OS X or Linux, you will quickly find that it is a very rough prototype that is not suitable for use. Development on it was abandoned a couple of years ago.
You will be able to use MonoDevelop for the Mac OSX. Go to Mono.com here and you will find the information on how to install it on Mac OSX. The download page for Mac OSX is here, click on the Mac OSX icon and you should be good to go after downloading the appropriate packages.
There is a caveat emptor which I'll quote from the page - Gtk# and System.Windows.Forms applications require X11. Installing on a machine without X11 installed will result in errors during install, and these components will not function correctly.
I would guess it has to do with the Mac OS X's GUI conflicting with X...I'd imagine..not 100% sure.
For MonoDevelop, click here, click on the Mac OSX Icon..this will sit on top of the Mono framework...you will need to dig around a bit to see if this will co-exist with your existing setup... not sure here...
The good news on the Linux side, is it works, if you are building mono from scratch, using the Mono-2.6.1. sources here, build in this order...
mono-2.6.1.tar.bz2
libgdiplus-2.6.1.tar.bz2
mono-tools-2.6.1.tar.bz2
mono-debugger-2.6.1.tar.bz2
mono-addins-2.6.1.tar.bz2
The rest of them are optional.
Edit: I have added a few more bits of information. There is a cross-platform alternative to designing GUI's with Mono, it is Gtk# and Glade#. The Gtk# toolkit is a wrapper around the GTK tools that is used by Gnome. Glade# is a UI designer toolkit that uses Gtk#. This answer would not be complete without mentioning a couple of links to some tutorials on Gtk#.
Gtk# Tutorial on CodeProject.
Calc# - an intro to Gtk#
Custom controls with Mono and Gtk# here
Glade code changer here
All of the above links reside at CodeProject.
Hope this helps,
Best regards,
Tom.

Java Micro Edition (JME) SDK for Mac OS X or Linux

The question is clear from the title.
Is there an SDK for the Java Micro Edition available for Mac OS X or Linux? Or does one need Windows XP to develop JME applications?
No, with a 'but'
There is no WTK (Wireless Toolkit) from the main vendors available for Mac (NetBeans Wiki reference) so basically you can't debug nor test the code. But, you can use an emulator from a third co: MPowerPlayer
If you are using netbeans in any other OS but windows, you still can download and add the J2ME packages using the tools/plugins menu.
Then you can add the MPowerPlayer to the IDE as a J2ME platform. Netbeans (and i guess any other IDE with J2ME WTK support) will recognize it as a valid WTK,
I've posted an specific entry about this in my blog, but it's in spanish, although maybe you can follow the images. Give it a try, and don't hesitate to ask anything:
J2ME in Mac Os with NetBeans
Offically Sun's WTK is available only on Linux and Windows, however both SDKs can be used on Mac to compile J2ME applications.
Unfortunately the emulator and the preverifier will not work (since they are not Java based) so you will not be able to test your application.
To solve this problem you can use MicroEmulator or MPowerPlayer for both emulation and preverification (you can also use PhoneME for preverification).
This is a good guide to setup you development environment using Eclipse and this one is good for Netbeans.
But, if I can give an advice (I'm working since two years on J2ME development and I'm a Mac user), it is better if you develop on Windows or Linux through a virtual machine, because the two emulators do not have a very good compliance to the JSR's standard and do not include all of them.
Moreover on OSX it will be very difficult for you to test features like Bluetooth or LocationAPIs.
Netbeans has a JME SDK
May be this is helpful, I've found a Java ME Developer Studio for Mac OS X, developed by Motorola, I haven't tested yet, it's only and EA Release, I'll try this one, and I'll let u know in a subsequent post,
http://developer.motorola.com/docstools/motodevstudio/javame/downloads/
Cheers
Oddly enough ... I just set this up 5 minutes ago on Linux.
You will need:
http://linux.com/archive/feature/122050
http://java.sun.com/products/sjwtoolkit/download.html <-- WTK
The WTK installer will ask where your JDK is. Do
find . -name "jar" -type f
and then where you have
/usr/lib/jvm/foo/bar/bin/jar
Knock of the 'jar' and give that path to the installer. This will install ktoolbar which includes a phone emulator.
The download netbeans and install the mobile addons
This is not pure J2ME, but includes most of the API
I am using it to develop an application for my SE-C902
Yes, the official SDK for OSX can be downloaded here: https://www.oracle.com/technetwork/java/javame/downloads/sdk30-mac-jsp-137878.html. Microemulator, http://www.microemu.org, also works well, and I've heard people use MPowerPlayer with success.

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